Priests of the Traveler Gods of Neutrality
[ Bikk | Celestiana | Krushkor | Luranna | ShadowScared | Tollondhra | Zakk ]
[castle line]

Bikk

Priests of Bikk are largely the finest merchants and businessmen of Arr-Kelaan. They live in the largest houses, wear the finest clothes, own the most expensive horses or temraakh, eat the best food and generally enjoy the wealth they amass.

They try to expand the concept of free-trade among the nations, largely hoping to profit from better relations between nations. Profit rules the priest of Bikk, and they will refuse to engage in activities which will lose money.

Alignment: True Neutral or Lawful Neutral.

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

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

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Appraising. Nonweapon Proficiencies Recommended: Law/Justice, Etiquette. Weapon Proficiencies Required: None. Nonweapon Proficiency Group Crossovers: Adventuring, Court, Priest, Rogue.

Duties of the Priest: Amass as much wealth as possible through shrewd business dealings.

Weapon and Armor Restrictions: Weapons Permitted: Any non-edged weapon. Armor Permitted: Any magical or non-magical ornate armor.

Other Limitations: Priests of Bikk must spend as much of their gained income on luxuries and opulence as possible. Priests of Bikk may not contribute any money to charitable causes or engage in activities which are likely to lose money; risky business ventures are permitted if the possible profit is high.  Priests of Bikk must always purchase the finest arms and armor they can afford (though they are free to Haggle the expensive prices as low as possible).

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

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 Bikk, eight first-level fighters, and three-first level thieves. The thieves are present to allow the priests to deal on equal terms with the local Thieves' Guild as well as carry out the covert operations that business often requires. The priest may take the following on adventures; three priests (only one of which may be third-level), two fighters, and one thief. The priesthood will not help with the construction of a stronghold, each must be paid for by successful business dealings of the individual priests. These opulent structures will usually be made of the most expensive materials and with the most sophisticated magical and non-magical traps to deter the local population of thieves.

Holy Symbol and Colors: Gem encrusted gold and platinum medallion. The sacred color of the priesthood is gold.


[Top]Celestiana

Bold adventurers, sailors, and explorers; priests of Celestiana are all of these. Never so much at home as on the deck of a ship, priests of Celestiana further the cause of exploration and navigation.

All of the finest maps and navigation charts are produced by the priests of Celestiana, as are all of the finest navigational tools such as sextants, compasses, and time-keeping devices.

Priests of Celestiana are typically rugged individuals with strong-callused hands from working the ropes of a ship from a young age and deeply tanned from being out in the sun most of their life. They rarely call any land building home, preferring to remain on ships.

Alignment: Celestiana is Lawful Neutral, as must be her priests.

Minimum Ability Scores: Wisdom 9. Wisdom 15 means +5% experience. Wisdom 17 means +10% experience.

Races allowed: Dwarves (Kharanaugh only), Elves, Half-Elves, Humans, Lizardmen.

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Seamanship, Navigation. Nonweapon Proficiencies Recommended: Rowing, Signaling, Swimming, Weather Sense. Weapon Proficiencies Required: None. Nonweapon Proficiency Group Crossovers: Adventuring, Priest.

Duties of the Priest: Promote travel and exploration. Improve ship construction techniques.

Weapon and Armor Restrictions: Weapons Permitted: Cutlass, or any blunt weapon. Armor Permitted: Any armor and shields, but typically armors worn by sailors.

Other Limitations: Priests of Celestiana may never build or own permanent land dwellings.

Spell Spheres
    Major Access to:  Astral, Healing, Sun, Travelers, Weather
    Minor Access to:  All, Creation, Divination, Necromancy, Protection, Time, Elemental Air, Elemental Water

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 Celestiana, eight first-level fighters, and eight 0-level sailors. The fighters are considered marines and trained in naval combat. All of the priests followers accompany them on adventures as all are part of the priest's crew. The priesthood will pay up to one-third of the cost of constructing a sailing vessel. Such a ship must be large enough to carry the full compliment of followers as well as be capable of sailing the high seas (i.e. no triremes or other galleys).

Holy Symbol and Colors: Diagonal line of five stars on black disk. Sacred colors of the priesthood are silver and black.


[Top]Krushkor Pommul

Reveling in battle, priests of Krushkor are usually indistinguishable from barbarian fighters. They tend to be wild men and women from remote locations where strength of the sword arm is means nearly the same as survival.

Raised on the chaos of battle, the clang of steel against steel, and the smell of blood, priests of Krushkor embody the spirit of battle. They bring their patron's love of fighting and brawling with them. They are men and women of great stature and physical strength who rely on the strength of their muscles and sheer ferocity rather than grace and skill in battle.

Though they are permitted any form of armor, some priests will wear none as they tend to consider the wearing of armor as a weakness. Dwarven priests of Krushkor will behave as battleragers, including being subject to the Killing Rage. Sylvaranethani Elven priests of Krushkor will behave as BladeDancers and will always fight with twin axes.

Alignment: Priests of Krushkor must be Chaotic Neutral or Chaotic good.

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

Races allowed: Dwarves, Sylvaranethani Elves, Half-Elves (Sylvaranethani descent only), Half-orcs, Half-ogres, Humans, Lizardmen.

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Awareness, Endurance. Nonweapon Proficiencies Recommended: Blind-fighting, Display Weapon Prowess, Iaijutsu, Intimidation, Survival. Weapon Proficiencies Required: Battle axe or two-handed battle axe. Nonweapon Proficiency Group Crossovers: Adventuring, Warrior, Priest.

Duties of the Priest: Expand the role of combat in any possible situation.

Weapon and Armor Restrictions: Weapons Permitted: Any, axes and large swords preferred. Armor Permitted: Any armor, any shield.

Other Limitations: Priests of Krushkor may not cast any healing or curative magic, except for basic Cure Wounds spells on injuries gained in battle. Priests of Krushkor receive a -2 penalty to their reaction rolls in any civilized lands or cities, but a +2 bonus to reaction rolls in barbarian lands.

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

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 Krushkor, ten first-level fighters (usually barbarians) and two first level berserkers. The priest may take the following on adventures: Three priests (only one of whom can be third-level), three fighters of choice, and one berserker. Krushkor's priesthood will pay for one quarter the cost of stronghold construction at 9th level, provided the priest immediately begin training warriors, gladiators and priests; similar to the priests of Beyurn and Mykke.

Holy Symbol and Colors: Battle axe. The sacred colors of the priesthood are blood red and steel.


[Top]Luranna

Luranna's priests are the Druids, priests dedicated to protecting the natural world and defending the forests, lakes, and rivers of the world from those who would do them harm or exploit them. In most lands, priests of Luranna also serve as game wardens.

Alignment: Followers of Luranna seek to maintain the balance of nature and as such must be absolutely Neutral.

Minimum Ability Scores: Wisdom 9. Wisdom 15 means +5% experience. Wisdom 17 means +10% experience.

Races allowed: Any.

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Survival, Herbalism. Nonweapon Proficiencies Recommended: Animal Identification, Plant Identification, Trail Signs, Vetinary Healing Weather Sense. Weapon Proficiencies Required: Quarter staff. Nonweapon Proficiency Group Crossovers: Adventuring, Priest.

Duties of the Priest: Protect the natural world, promote ecological causes.

Weapon and Armor Restrictions: Weapons Permitted: Any weapon which can be made from natural sources; wood, plant fiber, bone. Armor Permitted: Leather only. Wooden shields.

Other Limitations: Priests of Luranna may never spend more than three continuous weeks within the walls of a city. For every two days spent in a city, the priest must spend one day in the natural world. This can be traveling, or merely communing with nature beside of clean lake or stream.

Spell Spheres
    Major Access to:  All, Animal, Chaos, Charm, Creation, Divination, Elemental, Guardian, Healing, Law, Numbers, Plant, Protection, Summoning, Sun, Thought, Travelers, Weather
    Minor Access to:  Astral, Combat, Necromancy, Time, 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 Luranna, and eight first-level rangers. The priest may take the following on adventures: Three priests (only one of whom can be third-level), and two rangers of choice. Luranna's priesthood will pay for one quarter the cost of stronghold construction at 9th level. Such stronghold are always built far away from settled areas and often serve as way stations for travelers.

Holy Symbol and Colors: Rainbow above Tree. The sacred color of the priesthood is green.


[Top]ShadowScared

There are no cowards upon the face of Arr-Kelaan like the priests of ShadowScared. Men and women who jump at every loud noise and keep their closets locked tightly from the outside at night.

Typically men and women of unimpressive build, they are usually quick and agile to escape injure and preserve their own hides.

Priests of ShadowScared build the most defensible, most impregnable fortresses on the planet and most never stray more than a few yards beyond the walls.

Alignment: Priests of ShadowScared are Lawful Neutral, as is their deity.

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

Races allowed: Any.

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Disguise, Running. Nonweapon Proficiencies Recommended: Alertness, Set Traps and Snares, Tumbling. Weapon Proficiencies Required: . Nonweapon Proficiency Group Crossovers: Adventuring, Priest, Rogue (protective only).

Duties of the Priest: Protect themselves and other priests of ShadowScared.

Weapon and Armor Restrictions: Weapons Permitted: Any blunt weapon. Armor Permitted: Any armor, any shield; magical protection prefered.

Other Limitations: Priests of Shadowscared always fail any saving throw against fear-based attacks. Due to their penchant for freezing in terror at the slightest provocation, priests of ShadowScared suffer a +2 penalty to all initiative rolls.

Spell Spheres
    Major Access to:  Divination, Guardian, Healing, Law, Protection, Sun, Wards
    Minor Access to:  All, Charm, Creation, Elemental, Thought, Time, Travelers

Powers:

Followers and Strongholds: Followers are received at 9th level, and consist of three fifth-level priests, five third-level priests, and ten first-level priests of ShadowScared. None of these will follow the priest on adventures (not that the priest would be adventuring much, anyway). ShadowScared's priesthood will pay for half the cost of stronghold construction at 9th level. Such strongholds are built with immense walls and deadly traps, pits, and other defenses that protect the priests from any sort of invasion and allow them to defend their temple with near complete safety.

Holy Symbol and Colors: Stylized castle. The sacred color of the priesthood is yellow.


[Top]Tollondhra

Priests of Tollondhra have a similar love of nature as the priests of Luranna, but their interest lies not with the untamed wilds but with the pastoral, cultivated farms. Priests of Tollondhra pioneer new farming methods and trade livestock breeding information around the world.

Priests of Tollondhra are typically tough, amicable, and simple folk; like epitomes of the hard-working farmer. Up before dawn, tending the crops and animals till long after dark.

Crop yeilds within twenty miles of a temple to Tollondhra are twice the size of a normal crop.

Alignment: Like their goddess, priests of Tollondhra must be Absolute Neutral.

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

Races allowed: Elves, Halflings, Half-elves, and Humans.

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Agriculture, Animal Husbandry. Nonweapon Proficiencies Recommended: Geography, Herbalism, Landscape Gardening, Pest Control, Weather Sense. Weapon Proficiencies Required: Flail. Nonweapon Proficiency Group Crossovers: Adventuring, Craftsman, Priest.

Duties of the Priest: Promote agriculture and the harvest.

Weapon and Armor Restrictions: Weapons Permitted: Flail, Sickle, Scythe, Staff. Armor Permitted: Any armor, no shields.

Other Limitations: None.

Spell Spheres
    Major Access to:  Animal, Healing, Plant, Sun, Travelers, Weather
    Minor Access to:  All, Creation, Divination, Elemental, Necromancy, Protection, Time

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 Tollondhra, and six first-level rangers. The priest may take the following on adventures: Three priests (only one of whom can be third-level), and one ranger of choice. Tollondhra's priesthood will pay for one quarter the cost of stronghold construction at 9th level. Such stronghold are always built in the middle of rich agricultural lands and often serve as the meeting place for farmers' markets or agricultural festivals.

Holy Symbol and Colors: Golden sheaf of wheat on green disk. Sacred colors of the priesthood are green and wheat-gold.


[Top]Zakk Bentley

Priests of Zakk are most like bards, mostly traveling musicians who wander the world seeking to learn the differing music of different cultures and trying to devise the ultimate song that can encompass all of the world. Each priest of Zakk spends a large part of their time writing music and playing it for the common people.

In large cities, priests of Zakk promote musical education as a peacekeeping tool and encourage the growth of symphony orchestras and opera houses.

In dress, they tend to emulate their patron with outlandish bardic clothing of many colors, strange hair styles and the investigation of the mind altering effects of certain natural plants and fungi.

Alignment: Chaotic Neutral or Chaotic Good.

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

Races allowed: Dwarves, Elves, Half-elves, Humans.

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Musical Instrument, Singing. Nonweapon Proficiencies Recommended: Dance, Poetry, Reading/Writing, Ventriloquism, Voice Mimicry, Whistling/Humming. Weapon Proficiencies Required: None. Nonweapon Proficiency Group Crossovers: Adventuring, Court, .

Duties of the Priest: Mission: bring the joys of music to every culture and people on the planet.

Weapon and Armor Restrictions: Weapons Permitted: Knife, quarterstaff, rapier. Armor Permitted: Any leather, no shields.

Other Limitations: None.

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

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 bards, and five 0-level musicians. 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 MusicHall.

Holy Symbol and Colors: Any musical instrument marked with the sacred colors. The sacred colors of the priesthood are red and yellow.
 
 


[castle line]


 


[back]Return to Pantheon page.