Priests of Shartell

Kinsal - God of Balance - King of the gods
The priesthood of Kinsal is the most respected of any of the others, and is also the most exclusive. Kinsal is the god of balance and his followers actually have access to almost all the spheres. They are not allowed plate mail armors, nor leather armors. They are also not allowed weapons outside their size class. M for humans, half-elves, and elves, and S for halflings, gnomes, and dwarves. Advancement is based on personality and character rather then level and skill. The current high priest is actually of relatively low level. Requires a neutral alignment.

Ability Requirements: 10 or better in all stats
Major Spheres: Creation, Healing, Protection, Time
Minor Spheres: Animal, Chaos, Charm, Combat, Divination, Elemental, Guardian, Law, Plant, Summoning, Sun, Travelers, Wards, Weather
Holy Symbol: Small set of balances

Yaness - Goddess of the Elements
Followers of Yaness tend to be the most focused people to walk the planet. Once they set their minds on a certain action or ideal, it can be all but impossible to sway them from their path. Those that even try sometimes find themselves with a bloody nose. Despite their occasional aggressive tendencies, they predominantly work for the good of others. In fact, before anyone can join the priesthood of Yaness, they must first go through the ritual of atonement, where they must do their best to cleanse themselves of the sins and faults of their past, and preform four great feats for the greater good. This must be done before 4th level, and grants special abilities, depending of the element of choice for the priest. Despite the title "great feats," they do not need to be world altering events, but are more likely to be happenings that would occur to any traveler out in the field, and may be done within a group of other travelers. However, the later rite of conjoining, typically started at 8th level and finished before 12th, requires much more arduous tasks. Followers are only allowed to drink water, use fire for illumination (although they are allowed to cast a light spell for such, they must have a torch, lamp, or candle for personal use), and are not allowed to smoke. Those of the church of Yaness are restricted to metal and/or stone weapons and armors.

Ability Requirements: Wis 12, Con 15
Major Spheres: Elemental, Combat, Summoning, Sun, Wards, Weather
Minor Spheres: Healing, Protection
Holy Symbol: A bit of blessed oil, usually contained in a ball of crystal or glass

Palamein - Goddess of Life
Druid is the official title for the followers of Palamein in this campaign. For spells, weapons, powers, and armors allowed, please reference the player's handbook. What follows is the suggested views for her followers to take, based on alignment:

CN - Those of this alignment tend to take the raised by wolves mentality. Very primal.
LN - A belief that mans place in nature is to create and maintain order is common.
NG - These tend to believe that man's role in nature is to protect those that cannot or will not protect themselves.
NE - Many believe that since man is a predatory animal by nature, he is justified in preying on the weak.
N - Some say that man is meant to hold the balance within nature.

Sheena - Goddess of the Mind
The followers of Sheena value learning above all other things. As such, their temples are easily confused with libraries. In fact the priests of Sheena generally consider the study of books and ideas interchangeable with prayer. So much so that they rival mages in this aspect, and are thus given the same HD, number of weapon and non-weapon proficiencies, choices of weapons, and most often the followers of Sheena are found to not wear armor. In fact most people have a hard time telling them apart from mages, since mages are known to wear the symbol of Sheena. However, these setbacks are off-balanced by the powers they are allowed and the fact that they have some ability to learn and cast mage spells. The hierarchy of their priest system is far more informal than many of the others. The leader of any one church is selected by a sort of vote, and the higher priests find themselves taking their position in much the same way.

Ability Requirements: Wis 13, Int 13
Major Spheres: Charm, Creation, Divination, Numbers, Summoning, Thought, Time, Wards
Minor Spheres: Guardian, Protection
Holy Symbol: Any book

Tanor - God of Death
The churches of Tanor have enjoyed a large amount of interest in them and the faith. This has been due mainly to the sudden appearance of undead and the necromantic sphere of magic, of which they are the only ones to be allowed access. As such, the church and followers have changed much from the creepy, very strict, mostly depressed people they once were. As such, the church and its followers have made themselves far more open to others than they once were. The current version of the followers of Tanor is the clerics. See Player's Handbook for further details. What follows is the suggested views for his followers to take, based on alignment:

Chaotic - The chaotic followers of Tanor have a tendency to view themselves as the ones chosen to go out and make the hard choices that Tanor cannot make. Who should die, and who should be spared. Tanor is only one being, and cannot go out and see for himself these things on a case by case basis. They believe that this is his reason for having followers in the first place.
Lawful - The lawful followers of Tanor usually believe that they are the ones that are meant to uphold the laws that Tanor put into place. This could be anything from stopping any that would kill, and therefor force Tanor's hand, to hunting down any that should have died, and putting an end to them. Either way, they tend to view undead as a direct assault against Tanor and the laws of death.
Good - The good worshipers of death see Tanor's actions as the greatest good. An ending to suffering and pain. Their job in turn is to prevent it in the first place. They are the defenders of life, and the ones chosen to make sure that death does not need to step in.
Evil - The more evil followers of death seem to view themselves as a guide for the hand of death. Who better to know who deserves to die then the ones that worship death itself? Most have no problem killing, and many have even switched their allowed weapons from blunt to slashing.
Neutral - Neutral followers (either between law and chaos or good and evil) are mostly believers in fate, and believe that whatever they do was fated to happen.

Torafan - God of Order and Warfare
Followers of Torafan are exceptionally lawful in their practices, and as such all followers of Torafan must be lawful in alignment. He however is also the god of warfare, and therefor the followers are allowed all weapons and armors. The structure of the religion is very regimented. The High priest is the leader all of those that follow Torafan and is constantly protected by the four priests that are the highest in the order at any one time. In game terms, they are the ones that are of highest level, other than the high priest, and his chosen successor. The successor stays out in the field, and stays a secret to all but a select few, so any attack will not kill both. Every country is granted a great priest. The great priest is the leader of all the followers in his area. Every church has a head priest that is leader of that church. The head priest is the one that takes care of finances, day to day activities, and meeting with visitors. Even in the churches that the great priests reside in has head priests that take care of these things since they have other duties and they never meet with others outside of the religious and political circles. Each church also has at least two lesser priests that have no real power or spells, but maintain the church itself. Most other followers are travelers, and all the churches of Torafan have rooms to house them.

Torafan is the patron god of paladins, and as such grants most of the same spheres that paladin are given. They are also granted thac0 equal to that of fighters, however their powers are somewhat limited compared to other priests.

Ability Requirements: Wis 15, Str 12, Con 9
Major Spheres: Combat, Law, Guardian, Protection, Travelers
Minor Spheres: Elemental, Divination
Holy Symbol: A small sword, usually around 1" in size and made out of some sort of crystal.

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