Priests of the Traveler Gods of Good
[ Alden | Beyurn | Bunny | Claremont | Dulcifer | Durill | Mykke | Ronson | Sharra ]
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Note: All priests of the Traveler Gods have major access to the All and Healing spheres except where otherwise noted.
 
 
 
 

Alden the Healer

Priests of Alden travel the world and ease the suffering of the masses -- for a profit. In many cases, the making of a profit is considered more important than easing suffering; though there are truly Good men and women who seek to heal at any (read : low) cost.

Alignment: Alden's priests must be of some good alignment, with Neutral and Chaotic Good being the most common.

Minimum Ability Scores: Wisdom 9, Dexterity 12, Intelligence 9. Wisdom or Dexterity 16 means +5% experience. Wisdom and Dexterity 16 means +10% experience.

Races allowed: Dwarves, Elves, Gnomes, Half-Elves, Halflings, Humans.

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Healing, Herbalism. Nonweapon Proficiencies Recommended: Ancient History, Reading/Writing, Religion. Weapon Proficiencies Required: Knife. Nonweapon Proficiency Group Crossovers: Adventuring, Court, Priest.

Duties of the Priest: Missions: To cure disease and infirmity wherever possible at the greatest possible monetary profit.

Weapon and Armor Restrictions: Weapons Permitted: Mace, sling, quarterstaff, knife (not thrown). Armor Permitted: Any.

Other limitations: Priests of Alden are not permitted to perform any healing services upon a person who does not pay. The priest chooses the exact cost and the charges are not limited in any way. It is not necessary for the priest to actually receive payment before rendering services; agreement to a price and a schedule of payment is also permitted.

Spell Spheres
    Major Access to:  All, Creation, Healing, Necromancy, Travelers
    Minor Access to:  Divination, Protection, Sun, Wards

Powers:

Followers and strongholds: Followers are received at 9th level, and consist of one fifth-level priest, three third-level priests, and six first-level priests of the same order, five first-level warriors, and five first-level rogues. These followers will not accompany the priest on adventures, but will maintain the functioning of the temple. The priesthood will contribute up to one quarter of the cost of constructing a new temple, or hospice, if it is located a non-competing distance away from any other temple. Such strongholds are usually built in a large city or other population center, and are shining, spotless places of white marble tile, gleaming polished steel, and silver. It is relatively unlikely to find priests of Alden in very poor areas where the chance of being paid in coin is low.

Holy Symbol and Colors: A white anhk over crossed silver surgical knives on a blue field. Sacred colors to the priesthood are white, blue, and silver.
 


[Top]Beyurn of Determination

Priests of Beyurn epitomize the military lifestyle. They do not amass wealth, only enough to maintain their weapons and armor, or spell casting devices, at a state of perfection. They are most often noble men and women who would lay down their lives to protect the innocent. Temples to Beyurn are more like military barracks or fortresses than true ecclesiastical temples, as honor is paid to Beyurn not through prayer (though there are important prayers) but through skill at arms and honorable combat. Priests of Beyurn will choose not to fight if they feel that the odds greatly favor them or their party; they will preserve honor at any cost.

Alignment: Beyurn's clerics must be of some good alignment with Lawful Good prefered. Characters who are not Lawful Good may not rise in the church heirarchy, nor may they found their own temples.  However, non-Lawful characters gain experience levels as normal.

Minimum Ability Scores: Wisdom 9, Strength 15, Constitution 12. Wisdom 16, Strength 16, or Constitution 16 means +5% experience. Wisdom 16 and Strength 16 or Constitution 16 means +10% experience.

Races allowed: Dwarves, Elves, Gnomes, Half-Elves, Half-Orcs, Humans, Lizardmen.

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Endurance, Leadership. Nonweapon Proficiencies Recommended: Small Group Tactics, Religion, Languages, Modern. Weapon Proficiencies Required: Longsword, Bow (and except crossbow). Nonweapon Proficiency Group Crossovers: Adventuring, Priest, Warrior.

Duties of the Priest: Defending the good and the innocent against the forces of evil.

Weapon and Armor Restrictions: Weapons Permitted: One-handed sword (any), Bow (any except crossbow). Armor Permitted: Any (Plate mail or better preferred).

Other Limitations: May not cast any spells from the Healing sphere except for Cure Wounds, which may only be cast on injuries gained in combat.

Spell Spheres
    Major Access to:  All, Combat, Guardian, Law, Necromancy, Protection, War
    Minor Access to:  Creation, Divination, Elemental, Healing, Summoning, Sun, Travelers, Wards, Weather

Powers:

Followers and strongholds: Followers are received at 9th level, and consist of one fifth-level priest, three third-level priests, and six first-level priests of Beyurn, ten first-level fighters (usually cavaliers) and two first level paladins. The priest may take the following on adventures: Three priests (only one of whom can be third-level), three fighters of choice, and one paladin. Beyurn's priesthood will pay for half the cost of stronghold construction at 9th level, provided the priest immediately begin training good-aligned warriors and priests.

Holy Symbol and Colors: Long sword, upright, over red sun. Sacred colors to the priesthood are red, gold, and silver.
 


[Top]Bunny of Perkiness

Priestesses of Bunny are beautiful young women, usually from the upper social classes, who dedicate themselves to bringing good cheer to everyone they meet, no matter where they go. They are typically found in large cities where sporting events and contests of physical strength are common. Priestesses of Bunny all dress in distinctive clothing -- a red tunic with a large letter 'B' embroidered on the front, a short red skirt, and soft-soled white slippers - which they will not cover, except with a heavy red and white cloak which they can wear when traveling or on cold days. Each priestess usually carries a pair of poms -- a spherical mass of thin strips of paper attached to a wooden handle which are wrapped in spells which keep them dry -- which are used to accent arm motions when Chanting or casting spells with somantic components.

Alignment: Lawful or neutral good.

Minimum Ability Scores: Wisdom 9, Dexterity 12, Charisma 17. Wisdom 16 or Dexterity 16 means +5% experience. Wisdom 16 and Dexterity 16 means +10% experience.

Races allowed: Only female Humans, Elves, or Half-Elves.

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Jumping, Tumbling. Nonweapon Proficiencies Recommended: Dance, Singing, Etiquette, Leadership. Weapon Proficiencies Required: None. Nonweapon Proficiency Group Crossovers: Adventuring, Court, Priest, Rogue (non-thief-oriented proficiencies only).

Duties of the Priest: Mission: To bring joy, good cheer, and offer encouragement wherever possible.

Weapon and Armor Restrictions: Weapons Permitted: Quarterstaff. Armor Permitted: Any magical ring or bracer.

Other Limitations: May not wear any armor that obscures their clothing or hampers free movement.  A priestess of Bunny learns specific chants to turn undead, and cannot turn undead if she is held or silenced.

Spell Spheres
    Major Access to:  Charm, Protection, Sun
    Minor Access to:  All, Creation, Divination, Healing, Travelers, Wards

Powers:

Followers and Strongholds: Followers are received at 9th level, and consist of one fifth-level priestess, four third-level priestesses, and eight first-level priestesses of Bunny, and twelve first-level (male) fighters. They will not accompany the priestess on adventures. Bunny's priesthood will pay for three-quarters the cost of stronghold construction at 9th level, provided the stronghold is built near a new arena or other site of physical contest for entertainment.

Holy Symbol and Colors: A priestess of Bunny's clothing, especially the Red and white letter 'B' and poms, serve as her holy symbol. Sacred colors to the priesthood are red and white.
 
 


[Top]Claremont

Priests of Claremont tend to be unimposing men and women of sharp wit; often masters of sarcasm, irony, and verbal fencing. All are fond of games, preferring those of strategy over those of chance. Such priests often aid generals and other warriors in the planning of attacks and orchestrating the complexity of military actions.

The priests of Claremont are also the scientists of Arr-Kelaan; continually investigating the nature of reality. As such, they study all facets of nature: chemistry, alchemy, physics, biology and even some experiments with Magic. Research is the way of life for Claremont's priests, and many assist mages in the search for lost spells and the formulation of new ones.

All priests of Claremont dress in somber dark blue robes tied with a cloth-of-gold sash. They all carry a book with them at all times, the book is their personal reference. Everything a priest of Claremont learns, he records in his book. When a book becomes filled, it becomes part of the priest's personal library. Older, higher level, priests have libraries containing many, many of these personal references.

Alignment: Lawful or neutral good.

Minimum Ability Scores: Wisdom 12, Intelligence 12. Wisdom 16 or Intelligence 16 means +5% experience. Wisdom 16 and Intelligence 16 means +10% experience.

Races allowed: Dwarf, Elf, Gnome, Half-Elf, Human.

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Reading/Writing, Research, Battle Tactics and Strategy. Nonweapon Proficiencies Recommended: Languages (ancient or modern), Engineering, Religion, Siege Strategy. Weapon Proficiencies Required: None. Nonweapon Proficiency Group Crossovers: All Proficiency groups.

Duties of the Priest: Mission: expand the sum total of knowledge on Arr-Kelaan, bring enlightenment and education to primitive areas, fight ignorance wherever found.

Weapon and Armor Restrictions: Weapons Permitted: Any non-edged weapon. Armor Permitted: All armor, no shields.

Other Limitations: A priest of Claremont must always carry a book, equivalent to a wizard's spell book in size and weight, and writing instruments in addition to any other equipment.

Spell Spheres
Major Access to:  All, Astral, Chaos, Charm, Creation, Divination, Elemental, Guardian, Healing, Law, Necromancy, Numbers, Protection, Summoning, Sun, Thought, Time, Travelers, Wards
Minor Access to:  Animal, Combat, Plant, War, Weather

Powers:

Followers and Strongholds: Followers are received at 9th level, and consist of one fifth-level priest, four third-level priests, and ten first-level priests of Claremont, and six first-level fighters. The priest may take the following on adventures: four priests (only one of which can be third-level) and two fighters of choice. Claremont's priesthood will pay for one-third the cost of stronghold construction at 9th level, donating books in great quantity. Each stronghold must, at its core, be a library; built with the express purpose of defending knowledge at any cost.

Holy Symbol and Colors: Open book on blue field. Colors sacred to the priesthood are dark blue and gold.
 
 


[Top]Dulcifer

Regarded by most as simple hedonists, priests and priestesses of Dulcifer have dedicated their lives to the perfection of pleasure.  Their duties involve blessing marriages, insuring fertility, and assissting with childbirth.

Many of the 'red lantern' districts in Arr-Kelaanian cities are under direct (or somewhat indirect) control of a temple to Dulcifer.

They are typically exceptionally attractive women and men with what the rest of society might call 'low social mores'.  They usually wear little clothing, serving to enhance rather than conceal.  Most clerics of Dulcifer are skilled at using their appearance and 'reputation' to get what they want out of life.

Alignment: Priests of Dulcifer may be Chaotic Good or Neutral Good.

Minimum Ability Scores: Wisdom 9, Charisma 12. Wisdom 16 or Charisma 16 means +5% experience. Wisdom 16 and Charisma 16 means +10% experience.

Races allowed: Elf, Half-elf, Human.

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Rope use, Dance. Nonweapon Proficiencies Recommended: Herbalism, Music, Endurance. Weapon Proficiencies Required: None. Nonweapon Proficiency Group Crossovers: Adventuring, Court, Priest.

Duties of the Priest: Preside over fertility rites, conduct marriage ceremonies, and further the cause of physical pleasure wherever possible.

Weapon and Armor Restrictions: Weapons Permitted: Club, Quarterstaff, Mace, Whip. Armor Permitted: Padded, Leather or Studded Leather armor, any shields, any magical ring or bracer of protection.

Other Limitations: Priests of Dulcifer may not wear any sort of armor or clothing which cannot be removed quickly; any armor will protect at one AC point less due to this ease-of-removal requirement (exception: padded armor is still AC 9). Priests of Dulcifer may not remain celibate or chaste.

Spell Spheres
    Major Access to:  Charm
    Minor Access to:  All, Creation, Divination, Guardian, Healing, Protection, Summoning, Sun, Travelers

Powers:

Followers and Strongholds: Followers are received at 9th level, and consist of one fifth-level priest, three third-level priests, and eight first-level priests of Dulcifer, and twelve first-level fighters. The priest may take the following on adventures: three priests (only one of whom may be third level) and four fighters of choice. The priesthood of Dulcifer will pay for half of the cost of stronghold construction at 9th Level. Strongholds are typically built in large cities or other areas of dense population. Most will be connected to (or in charge of) the red-lantern district of the city in some way; including bordello, brothel, and public bathing facility management.

Holy Symbol and Colors: Platinum medallion of couple engaged in some form of sexual activity. Sacred colors of the priesthood are red and gold.
 
 


[Top]Durill, the ForgeMaster

All manner of craftsmen pay homage to Durill, but his priests elevate the creation of fine items to a manner of worship. Each of Durill's priests are dedicated to a single field of craftmanship and spend their lives trying to perfect it.

Priests of Durill are usually part of a Craftsmens' Guild, but they are rarely in charge of them as they spend too much time in pursuit of their craft to be bothered with running a Guild.

Few priests of Durill adventure, but those who do are always dedicated to the craftmanship of weapons or armor.  Each adventure must be undertaken with the sole purpose (for the priest) of testing a new item of weaponry or armor.  Priests of Durill are assumed to be at least proficient with any weapon they create and are not restricted to any weapon types.

Alignment: Lawful Good or Neutral Good.

Minimum Ability Scores: Wisdom 9, Strength 12. Wisdom 16 or Strength 16 means +5% experience. Wisdom 16 and Strength 16 means +10% experience.

Races allowed: Dwarves, Gnomes, Humans.

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Armorer, Blacksmith, or Weaponsmith. Nonweapon Proficiencies Recommended: Armorer (if not selected as required), Blacksmith (if not selected as required),  Weaponsmith (if not selected as required), Goldsmith/Jeweler, Engineering. Weapon Proficiencies Required: Warhammer. Nonweapon Proficiency Group Crossovers: Adventuring, Craftsman, Priest.

Duties of the Priest: Create items of perfect craftmanship. Increase the overall quality of all manufactured goods.

Weapon and Armor Restrictions: Weapons Permitted: Any if weaponsmith, otherwise: warhammer, battle axe, throwing axe. Armor Permitted: Any magical or non-magical metallic armor, no shields (Unless armorer).

Other Limitations: Must spend two weeks per year doing nothing but creating objects of beauty or great utility; weapons or armor are preferred.

Spell Spheres
    Major Access to:  Creation
    Minor Access to:  All, Combat, Divination, Elemental, Guardian, Healing, Protection, Sun, Travelers

Powers:

Followers and Strongholds: Followers are received at 9th level, and consist of one fifth-level priest, three third-level priests, and six first-level priests of the same order, five first-level warriors, and five 0-level craftsmen. These followers will not accompany the priest on adventures, but will maintain the functioning of the temple/guildhall. The priesthood will contribute up to one quarter of the cost of constructing a new temple, or GuildHall.

Holy Symbol and Colors: Golden hammer above silver anvil on blue disk. Sacred colors of the priesthood are blue, gold, and silver.
 
 


[Top]Mykke of Humility

Calm, humble, and just, priests of Mykke of Humility are highly regarded by the people of Arr-Kelaan. Serving most often as judges, lawgivers, and law enforcement officers, it is the priests of Mykke who maintain order in what is essentially a chaotic world.

Priests of Mykke are typically strong and hearty, to better facilitate the keeping of the peace. They favor large and impressive, though unadorned, weapons like two-handed swords and solid metal armors like plate mail. They wear plain clothing of simple, homespun, un-dyed cloth and never wear any sort of decoration or jewelry

Priests of Mykke are always honorable men and women and will always grant quarter when it is asked for, and will always offer quarter when it is obvious they are defeating their opponent. In such instances, the priest will attempt to conduct their opponent to the nearest court to stand judgement.

As Mykke serves are Beyurn's 'right hand man,' so do the priests of Mykke support the priests of Beyurn. They typically work together, though they engage in less combat than do the priests of Beyurn.

Alignment: As Mykke is lawful good, so must be his priests and their flock.

Minimum Ability Scores: Wisdom 9, Strength 12. Wisdom 16 or Strength 16 means +5% experience. Wisdom 16 and Strength 16 means +10% experience.

Races allowed: Dwarves, Elves, Gnomes, Half-Elves, Humans, Lizardmen.

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Endurance, Law/Justice. Nonweapon Proficiencies Recommended: Battle Tactics and Strategy, Small Group Tactics, Siege Strategy, Leadership. Weapon Proficiencies Required: Two-handed sword or bastard sword. Nonweapon Proficiency Group Crossovers: Adventuring, Court, Priest, Warrior.

Duties of the Priest: Maintain the Law. Defend the weak and innocent against any who would seek to do them harm.

Weapon and Armor Restrictions: Weapons Permitted: One of Two-handed sword, bastard sword, or two-handed battle axe. Armor Permitted: Any non-magical metallic armor and shields.

Other Limitations: Priests of Mykke will never use magical weapons or armor except when on a crusade against a specific evil sanctioned by a priest of high level. Priests of Mykke must give away all accumulated treasure except for 100 gp more than the priest's basic expenses. Also, priest of Mykke must always offer quarter when in combat, and grant it if asked for (even if the priest knows the intended combatant will not conduct themselves in an honorable manner).

Spell Spheres
    Major Access to:  All, Combat, Guardian, Healing, Law, Protection
    Minor Access to:  Creation, Divination, Elemental, Necromancy, Sun, Travelers, War, Wards

Powers:

Followers and Strongholds: Followers are received at 9th level, and consist of one fifth-level priest, three third-level priests, and six first-level priests of Mykke, ten first-level fighters (usually cavaliers) and two first level paladins. The priest may take the following on adventures: Three priests (only one of whom can be third-level), three fighters of choice, and one paladin. Mykke's priesthood will pay for half the cost of stronghold construction at 9th level, provided the priest immediately begin training good-aligned warriors and priests; similar to the priests of Beyurn.

Holy Symbol and Colors: White marble pillar on blue field. The sacred color of the priesthood is sky blue.
 
 


[Top]Ronson of Apathy

Priests of Ronson try to closely imitate their lord, affecting a shabby appearance and taking little interest in the world around them. Priests of Ronson usually dress in old, torn, and poorly mended clothes, with old rusting armor, and wielding shoddy weapons. They care only enough about their physical appearance to keep themselves from becoming barbarically filthy and smelly. They are rarely moved to any action other than lifting a mug of ale to their lips.

Ronson requires, and expects, nothing of devotion, sacrifice and absolute faith. His tenets are simple; lead a good life, enjoy drinking with friends, and help promote the cause of Good if it can be accomplished without a great deal of effort.

The one exception to this simplistic style pertains to Ascension day, the only holy day for Ronson's clergy. It is a ritual required of all priests upon reaching the seventh level. The priest must make a journey to Eldrath City, the site of the only true "temple" to Ronson. At the temple, the priest will meet Ronson, face to face, in a private room. Ronson will briefly explain what he does (or, rather, doesn't) expect from his priest, and will finish up by draining a small cask of holy ale with the priest. With the drinking over, Ronson will depart; hopefully, the priest will have come to a new understanding of the Apathetic lifestyle. Every year, on the anniversary of his Ascension day, the priest must make a small sacrifice to Ronson (usually by buying a round of drinks for his fellow priests at the local "worship tavern").

Alignment: Any good.

Minimum Ability Scores: Wisdom 9. Wisdom 12 means +5% experience. Wisdom 16 means +10% experience.

Races allowed: Dwarves, Elves, Gnomes, Half-Elves, Halflings, Half-orcs, Humans, Lizardmen.

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: None. Nonweapon Proficiencies Recommended: Brewing. Weapon Proficiencies Required: None. Nonweapon Proficiency Group Crossovers: Adventuring, Priest.

Duties of the Priest: None.

Weapon and Armor Restrictions: Weapons Permitted: Any non-edged weapon. Armor Permitted: Any.

Other Limitations: Priests of Ronson are not permitted to become caught up in any causes as this is a betrayal of apathy.

Spell Spheres
    Major Access to:  All, Creation, Divination, Elemental, Guardian, Healing, Protection, Summoning, Wards, Weather
    Minor Access to:  Charm, Combat, Necromancy, Numbers, Sun, Thought, Time, Travelers

Powers:

Followers and strongholds: followers are received at 9th level, and consist of one fifth-level priest, three third-level priests and six-first level priests of Ronson. They will not accompany the priest on adventures. Priests of Ronson build no cathedrals or temples, save the small and rather unimpressive structure in Eldrath City. Instead, the priests pay their respects to Ronson at a popular tavern where they reserve a special table. Prayers to Ronson are more along the order of toasts, as in, "Here's to Ronson."

Holy Symbol and Colors: Mug of ale on blue field. Sacred colors of the priesthood are blue and white.
 
 


[Top]Sharra

Priests of Sharra are free wanderers who travel the land seeking to bring good fortune to areas of the world that need it. They typically resemble gypsies or roving rogues and are often treated as such, but few people would actively persecute a priest of Sharra and risk the goddess' wrath.

Priests of Sharra favor dark, roguish clothing but always wear their holy symbols in a prominent location; usually on a chain about their neck.

Priests of Sharra rarely amass wealth, usually keeping only as much as can be carried as the priest will have no set home. Many will establish accounts with counting houses in several large cities so they will have access to funds when they need it. Likewise, Bags of Holding and Portable Holes are prized magical items for priests of Sharra.

Priests of Sharra typically get themselves into bad situations, trusting in their goddess to make escape possible.

Alignment: Sharra is Chaotic Good, as must be her priests.

Minimum Ability Scores: Wisdom 9, Dexterity 12. Wisdom 16 or Dexterity 16 means +5% experience. Wisdom 16 and Dexterity 16 means +10% experience.

Races allowed: Dwarves, Elves, Gnomes, Half-Elves, Halflings, Humans, Lizardmen.

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Juggling, Tumbling. Nonweapon Proficiencies Recommended: Disguise, Jumping, Streetwise. Weapon Proficiencies Required: Throwing knife. Nonweapon Proficiency Group Crossovers: Adventuring, Priest, Rogue.

Duties of the Priest: Guidance. Countering the effects of evil and misfortune.

Weapon and Armor Restrictions: Weapons Permitted: Throwing Knife, Dagger, Rapier, Main-gauche. Armor Permitted: Magical or non-magical leather armor, no shields.

Other Limitations: Priests of Sharra may not dedicate themselves to a cause that lasts for more than three months.  If involved in a lengthy campaign, they must make personal journeys of at least one week in duration, at least once every three months.

Spell Spheres
    Major Access to:  All, Protection, Travelers
    Minor Access to:  Animal, Chaos, Charm, Creation, Divination, Elemental, Healing, Necromancy, Sun

Powers:

Followers and Strongholds: Priests of Sharra have neither followers or strongholds, choosing instead to wander the lands and trust their goddess to lead them out of danger and into comfortable surroundings at the end of a day.  They are allowed to build homes as they wish.

Holy Symbol and Colors: Hematite sphere. Colors sacred to the priesthood are red and silver.
 
 


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