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Book on Religions

Northman

First Post
The Church of
Adenan Stronghand


One of the oldest churches on Aerde, the founders of the Church of Adenan were humans desperate for law and order in the Age of Gods. After seeing Adenan slay a six-headed dragon, they began to worship the god of war, valor, paladins, and chivalry. They tried to emulate the qualities of their honorable god by founded a warrior centered church that trained men for holy service. Clerics of Adenan are said to have the tenants of the Shining Knight in one hand and a sword in the other.

Dogma​

Followers of Adenan Stronghand understand that goodness can only be protected by the sword. At every turn the Destroyer and Dominator gods seek to eliminate or enslave all that is good in the world. Every Adenanite must be weary of the pursuits of the followers of these gods and have a sharpened sword ready at hand to do battle against them. Common thugs and brigands are simple foes but the machinations of the true enemies are often subtle, complex, and sometimes hard to spot. Yet let not the webs of deceit fool the faithful of Adenan. There is only good and evil in the world. Those that claim neutrality are either confused or liars.

Teachings

Obey the tenants of Adenan and you shall spend eternity at the Paladin’s side. Strike down evil everywhere you find it and do not let it’s insidious speech beguile you. Be kind and gentle with those both weak and innocent. Sacrifice whenever it is called upon you. Fight for the defenseless and be ever faithful and pious. To die in glorious battle defeating the enemies of Adenan is second in glory only to forcing your enemy to die in glorious battle for his petty god. Valor is earned, go and earn it.

Hierarchy

Level Title
18-20 Grand Knight
15-20 Holy Knights
8-15 Head Masters
11+ Protectors of the Shining Sword
5-10 Defenders of the Paladin
2-7 Temple Clerics
1-4 Lesser Knights of Adenan
6+ Champions

To be considered part of the church hierarchy, a character must be a cleric or paladin (or similar prestige class). The list above shows the authority structure within the Church of Adenan. Adhering to structure is very important to the Church and authority figures are highly respected. If a cleric or paladin rises in levels and is not given a special post then their rankings go from Lesser Knight of Adenan (1-4) to Defender of the Paladin (5-10), to Protector of the Shining Sword (11+). Where they fit into Church authority can be seen above.

The Grand Knight: The head of the Church of Adenan is called the Grand Knight. The seat of power for the Grand Knight is found in the city of [blank]. From here the Grand Knight sends out his edicts to all the temples. The Grand Knight is chosen by a council of Holy Knights who convene upon the death of the former Grand Knight. Grand Knights are chosen for their valor, accomplishments on the battlefield, wisdom, honor, generosity, and piety.

Holy Knights: These are the highest-ranking members of the Church of Adenan. From their ranks come the Grand Knight, and those that sit on the Grand Council advise him. Each of the thirteen kingdoms has three grand knights that oversee the church in that particular realm. [Ceomyr] has seven who also constitute the Grand Coucil.

Head Masters: Each temple has a single Head Master who has ceased traveling and has taken headship. These fighting men of the cloth both administer the temple as well as send clerics and paladins out on missions for the church.

Protectors of the Shining Sword: These Adenanites have shown their faith and valor with sword and spell. They are the elite of the church, of all levels. Many Protectors do not wish to become Head Masters or Holy Knights though they have more than proved themselves. Because they choose not to advance in the hierarchy they stay under the authority of the Head Masters. Most Protectors travel the thirteen kingdoms searching for evil to vanquish and good folk to save. Their very name strikes fear in the hearts of evildoers everywhere.

Defenders of the Paladin: These Adenanites have risen up from the lesser churchmen but have not yet gained any real autonomy from the Head Masters.

Temple Clerics: These are churchmen who have proved themselves in loyalty to Adenan and are given positions of authority within the temples. These clerics do not adventure outside of the temple, which can be difficult for followers of the The Paladin, so that this assignment is not a permanent one.

Lesser Knights of Adenan: These are the those that have gained enough skill to be sent out into the world to fight for Adenan, but have very little real fighting experience. They make up the bulk of the Church of Adenan.

Champions: These are non-clergy members (not clerics or paladins) who devote themselves to Adenan and fight in his name. Champions are reserved a special place in the church. While they have no church authority, they are given tremendous respect for proving themselves on both the battlefield and in loyalty to the Shining Knight.

Clerics

Clerics of Adenan wear full plate armor whenever it is appropriate with the symbol of their god prominent on tabard and shield. In southern regions where the heat of the sun beats down relentlessly, clerics wear only as much armor as is possible. Armor is not only to protect the wearer, but also demonstrate to those than can see that the cleric is ready for conflict and is not to be trifled with. For this reason a clerics weapons must always be well taken care of and at hand.

Clerics pray in the morning to Adenan for spells and those that are worthy receive them. The most common method for Adenan to discipline a cleric is to withhold his spells until the cleric has performed penance. Talk is cheap to Adenan he wants to see the proof in action.

Paladins

Paladins are similar to clerics except their focus is purely combat. They seek out the most dangerous foes including demons and devils. Paladins are the ultimate manifestation of valor, war, and chivalry. They do not back down in battle and to flee from an enemy when victory is still a possibility, no matter how remote, is a grave sin and Adenan always disciplines such actions. Paladins are the tip of Adenan’s sword and they must be sharp and hard as steel.

Paladins normally wear the same full plate armor as clerics with the symbols of Adenan obvious and proudly worn. What distinguishes paladins is they wear the symbol of their order. If they do not belong to an order, then they wear the symbol of their church. If their church is the Church of Adenan, as is normally the case, then the sword in their holy symbol is colored purple.

Paladin Orders


Knights of the Silver Crest: Silver Crest Knights are lightly armored paladins that patrol the seas, particularly the Old Sea. Their main objective is to keep the sea-lanes clear of pirates and keep merchant ships and travelers safe. They carry on the tradition of Adenan Stronghand’s effort to keep the seas safe during the Age of Gods.

The Knights of the Silver Crest serve Adenan.

Knights of the Road: This organization of paladins is dedicated to protection of travelers in the wilderness. With many of the kingdoms of Aerde separated by hundreds of miles of wilderness, these paladins build fortresses and patrol roads between kingdoms. While they do not question most travelers, any which seem to be serving evil ends will never be protected and instead will be considered enemies. They attempt to keep the roads open for good folk, not evil humanoids or monsters.

Knights of the Road serve Adenan.

Knights of the Blazing Sword: These paladins are dedicated to fighting and destroying evil wherever it lies. This pure and simple dedication has led to a huge enrollment but has also led to a high death rate. Because Knights of the Blazing Sword face evil everywhere they find it they often are outmatched. This has created a zealous and almost fanatical reputation for the order. Knights of the Blazing Sword are given wide berth because they will draw sword on any evil they find at any time. Knights of the order have put to the sword nobles in their own halls and powerful wizards in the streets of a crowded city. Knights of the Blazing Sword are held in awe, feared, or hated by all.

Knights of the Blazing Sword serve Adenan.


The following was written about the paladins of Adenan by a pious merchant who gave most of his wealth to the Church.

The Paladins of Adenan
By Saint Bernalt

The warriors are gentler than lambs and fiercer than lions,
wedding the mildness of the monk with the valor of the knight,
so that it is difficult to decide which to call them: men to adorn
the Church of Adenan with weapons instead of gems,
with shields instead of crowns of gold,
with saddles and bridles instead of candelabra:
eager for victory -- not fame;
for battle not for pomp;
who abhor wasteful speech, unnecessary action,
unmeasured laughter, gossip and chatter,
as they despise all vain things: who,
in spite of their being many, live in one house
according to one rule, with one soul and one heart.
 
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Religion of Kirok

Kirok


Kirok is an alien god cast out from his home dimension by the more powerful beings that reside there. Little is known of the reasons for his exile. His entrance into Aerde was dramatic. He fell from a rift in the sky to form a great hole in the earth upon his impact. At the conclusion of the time of gods the hole was filled. Torrential rains covered the northern lands until a round lake was formed. It is now known as Lake Spire.
Kirok is a humanoid being with two joints in each arm and leg. His face is alien and reptilian in appearance. He (it?) is constantly dressed in plate armor battle gear. A very large, heavy mace is always at hand. This is frequently the tool needed to fix any problem that faces Kirok.


Requirements of Priesthood

The priests of Kirok are solely from the clans of the northern barbarians. They reside on the steppes and the mountains of the northlands that surround Lake Spire. This lake marks Kirok’s entry point into Aerde.
Only men can become priests. Priest must have a Strength of 12 and a Constitution of 12. Candidate priests must participate in a blood sacrifice ritual dedicated to Kirok with an intelligent victim before being accepted into the priesthood. All priests either come to the priesthood with a sadistic personality or quickly develop one to survive.
Many women are also associated with the clergy. Women can take the role of sorceresses who are sworn to serve the priests. They never obtain an official title or status within the hierarchy of the priesthood. It is a foolish man who thinks that these women are under the complete control of the priests however.
Kirok demands complete service from his priests. This is effectively enforced by rival priests; sometimes too effectively. Assassinations within the priesthood are common. There is a high turnover rate in the hierarchy of junior priests as their senior counterparts gain or lose political power.
Multi-classing is allowed without restriction to the priests of Kirok. It is not uncommon for a priest to also have rogue, fighter or barbarian levels as well. Less frequently a priest will multi-class as a sorceror. Wizards are virtually unknown in this society.


Aims, Credos and Ethos

Kirok fosters conflict. Strength is gained through overcoming an enemy. The weak are culled from a society by the strong. Victory can be gained by whatever means are successful. Physical strength is not the only manner to achieve victory.
Outsiders are all enemies to be conquered. Others from related tribes are also enemies in some circumstances. In times of invasion by outsiders or visible weakness of neighboring clans the tribes will come together to overcome their enemies and conquer new lands when possible.
Conquered enemies are taken as slaves. Good slaves can rise to become members the clan through proof of strength and loyalty. Most are not so fortunate and die during their servitude from harsh conditions and harsher masters.
It is unclear to those outside of the highest circles of power in the temple what Kirok's ultimate goals are. Death and destruction of all those who do not follow him seem to be a common theme however.
The priesthood of Kirok will cooperate with the priests of Typhus when they come into contact with each other. No formal alliance is formed between these religions and they have few common goals.


Rituals

The winter solstice is the highest ritual day for this priesthood. It coincides with the annual gathering of the tribes on the shore of Lake Spire. Many sacrifices of blood and magic are made during a week-long ceremony. This culminates on the last night of the year when both Talina and Lunak are new, marking the anniversary of Kirok's entry into Aerde. A special barge is constructed and floated out to the center of the lake. Sacrifices are placed on the barge and it is set afire. Their screams join the chanting priests to call upon Kirok's favor.
The chief temple of Kirok lies in the mountains overlooking the lake. It is an imposing structure of blackest basalt with high towers and battlements. The temple appears more like a fortress than a temple. Priests from all of the tribes journey here each year to pay homage to the high priest and receive training. Each of the tribes and clans also has their own temple to Kirok. Most frequently this is a large tent constructed of strong poles and the hides of conquered enemies.
Each tribe will have a basalt dagger. This is the ritual dagger that is used to slay sacrifices on the altar. If a tribe should lose this dagger or have it taken they are lost. Who ever possesses the dagger can then claim the tribe as their slaves. No member of a tribe would knowingly allow such a dagger to come to be held by an outsider. Even magical compulsion is tested by this act.
The priests of Kirok are constantly seeking out powerful magical items and spells. They are then used in rituals of sacrifice to Kirok to build his strength on this plane. There are monthly rituals in the temples of the clans. Blood sacrifices are the most common at these ceremonies. Slaves and captures enemies are favorite victims.

Customs, Rules and Taboos

The northern tribes are hostile and warlike. Orcs in the northern plains region are a constant enemy. They are frequently in conflict with one another as well. Peace is a concept that is not well understood by the people of the north. It is not whether they are at war that concerns them. It is whom they are currently at war with that is the important issue of their lives.
The priests serve as advisors to the leaders of the clans. If the clan leader ever develops a will of his own and defies the priests it is not long before a new leader is at the head of the clan. Control of the clan leader is never an overt process. An illusion that the priest is merely an advisor is striven for at all times. The yearly training all priests undergo involves lessons about how to accomplish this goal.
Each clan looks to the priest to settle matters of small dispute, freeing the leader to perform the more important tasks of planning the next battle or defense of the clan. In this way the priests serve as judges over most legal matters of the clan. The cases are presented to the clan leaders for approval in all cases of importance. It is quite rare for a leader to alter the judgment of the priest.
Showing mercy to enemies or rivals is never tolerated. It is completely inexcusable for a priest to do such a thing. If ever caught doing so a priest is either executed on the spot or taken alive for later public sacrifice. The second option is preferred to make an example to the junior priests and the people of the clans.
Kirok brought wyverns into Aerde as a side effect of the ceremony that brought an artifact from his home dimension. Many other evil avian and flying creatures also made the crossing from Kirok’s home dimension. There is an affinity with these evil creatures and the spell casters of the northern tribes. Sorceror’s will have the smaller versions of these creatures as familiars. Priests use wyverns as mounts at higher levels. There are also stories of priests taking the shape of wyverns.


Equipment, Garb and Offerings

The priests of Kirok favor armor that is adorned with spikes and other small blades with which they delight in slashing their opponents. Priests will rarely leave the temple without wearing armor. Most priests will use a mace or morning star in combat. Though some notable high priests have favored battle-axes and spiked clubs. The three arrow symbol of Kirok is prominently displayed on the clothing and armor of the priesthood.
Offerings to Kirok are almost universally blood. The priests demand gold and other valuables as well as foodstuffs from the clan chiefs to support the temples.


Specialty Magic

WYVERN MOUNT
Conjuration (Evil)
Level: Clr 4
Range: Personal
Casting Time: 1 action
Components: V, S, DF
Area of Effect: 1 summoned wyvern
Duration: 1 hour/level
Saving Throw: N/A

Description: A priest of Kirok calls a wyvern to serve him as a loyal mount for the duration of the spell. The wyvern can be communicated with verbally or mentally while being ridden. Only verbal communication is possible if the caster is not riding the beast.
The wyvern will follow the commands of the priest, even to its own death. Kirok becomes displeased if a wyvern is killed following the command of a priest. Should this occur, the priest will lose one fourth level spell slot for a week. If it recurs the penalties become harsher.
The priest's holy symbol is required as the divine focus for the spell.


FOMENT UNREST
Enchantment (Chaos, Evil)
Level: Clr 5
Casting Time: 1 hour
Components: V, S, M, DF
Area of Effect: Special
Duration: Special
Target: Special
Saving Throw: See Below

Description: A priest of Kirok uses this ritual to assist in the overthrow of a non-priest leader. At the completion of the ritual a blood sacrifice of a person loyal to or related to the leader is made. The leader must then make a charisma based will save against the DC of the spell. If the sacrifice is a parent, wife, sibling or child of the leader the priest receives an additional +4 to the DC.
If the leader fails his save the ritual is successful. The people being led will begin to challenge the leader's authority. Resistance will develop that will lead to open rebellion. The priest casting the spell will receive a +4 profane bonus to all charisma based checks with the people affected. These effects will last until the next new moon of Lunak. The reemergence of Lunak will end all benefits of the spell.
Materials: This ritual must be performed under the open sky near a natural water source. The clan's basalt dagger must be used to complete the sacrifice.
 
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Universities of Os



Os appears as a middle aged, bald man dressed in robes of white. He carries a staff of ash wood capped simply with mithril. Golden sandals adorn his feet. Os is quiet and contemplative in demeanor. He will often observe the actions and speech of others for a long time prior to taking any action of his own.

Requirements of Priesthood

The followers of Os take one of three distinct paths when they pledge their service. Few people will ever leave the service of Os once committed. It is not completely unheard of, but quite uncommon.
The Order of Mercy is composed of the priests. These servants of The Healer run the temples and tend to the spiritual needs of the people. This order provides the advisors to the various leaders of Aerde who seek such assistance. The minimum requirements to become a priest are a sound mind (INT 12+) and a confident personality (CHA 12+). Priests must maintain academic pursuits during their career and are required to have at least 1 rank in two different Knowledge skills per level. Adventurers dedicated to Os come from the Order of Mercy.
The Healers are people who have dedicated themselves to Os and the pursuit of curing injury and illness through non-magical means. This group rarely leaves the temple/hospital in which they are based on adventure activities. They are sent out with military forces to supplement the Order of Mercy in caring for the wounded. Fewer initiates qualify for the Healers than the Order of Mercy. Only the best students (INT 14+) with good hands (DEX 12+) and personality (CHA 12+) are asked to enter the halls of the Healers as students. Healers follow the Expert NPC class. They must take maximum ranks in the Healing skill. In addition, they must take maximum ranks in Knowledge: Anatomy or Profession: Herbalist.
Fewest of all the priests of Os are the members of the Brothers of the Quill. These are the sages who run the vast libraries and repositories of knowledge kept within the temples of Os. As the priests provide counsel to the leaders of the world, the Brothers of the Quill provide knowledge to the Order of Mercy to assist them in making their recommendations. The Brothers rarely leave their libraries, even on quests for knowledge. The brightest students (INT 16+) are offered membership into the Brotherhood. They are required to have maximum ranks in 4 Knowledge skills and at least 2 other Knowledge skills with 5 ranks by the fifth level.



Aims, Credos and Ethos

Os raised a temple/university from the bedrock of an island in the harbor of Hariappa, Suryanasta during the Age of Gods. This serves as the chief temple for Os. Inside the walls of this temple are libraries containing tomes and scrolls from the earliest ages of Aerde. Healers from all of Aerde travel here to learn their art and return to their people. Those that seek healing and solace also travel to this temple to find solace from their pain.
There are temples dedicated to Os throughout Aerde. Humans in particular follow his teachings. Os has also developed followers amongst the elves and halflings of Aerde.
Any priest or devotee of Os is well respected as an advisor. They are known to be truthful to their liege and forward thinking. If any weakness can be applied to this group it would be their merciful attitudes. Many leaders do not take devotees of Os to be among their advisors for this reason.
Followers of Os are charged with spreading knowledge to all they can reach. Educated people are more enlightened and illuminated by the lamp of Os’ teaching. Mercy must be offered to all who request it. This can prove difficult in many circumstances during war. The enemies of this church recognize this as a weakness in the followers of Os and often attempt to exploit it.
Where ever disease or injury is found it must be treated. A devout of Os who has the training shall not withhold their ministrations from any who would accept it. The only exception to this is childbirth of the monstrous humanoids. Os withdrew his favor from these races due to their constant warlike and sadistic natures. Death and injury during childbirth are viewed as the punishment for their people’s wicked ways.


Rituals

Emergence Day is one of the most holy days of the year for followers of Os and falls on Mai 17th, the first day of Summer. This festival celebrates the creation of the great university/temple at Hariappa by the divine hand of Os. It is a constant reminder to all that the Merciful Hand has touched Aerde and bestowed a great gift. There are readings of new texts on discoveries and newfound knowledge. A great feast is also held in which any who wish may participate. The priests and devout will spend the days prior to the celebration passing the word of the upcoming festivities and feast to the others of the community in which they reside.
Rebirth is a holiday celebrating the restarting of the cycle of life on Talanar 1st. The priests of Os watch the sky for the first appearance of Talin in the eastern sky on this day. A twenty-four hour festival begins at this moment that is marked with music, dancing and song. As with all of the holy days of this church, the downtrodden and hungry are sought out beforehand to come a join in the happiness of this day.
Illumination Day is celebrated on Hafyar 32nd when Talin is full and Lunak is new. This is the most reserved of all the celebrations of the temple of Os. It is marked by learned lectures and public speeches on academic topics. This day is meant to promote the spread of knowledge across all of Aerde to all the people regardless of station.
There are monthly Days of Mercy that occur at different times of each month. The devout are charged with finding someone who is in need of care or assistance and providing that to them.


Customs, Rules and Taboos

A distinct group priests are evangelical in their activities. These are the priests that travel across Aerde and participate in adventures of various sorts. They hope to reach those who may not have heard of Os and bring to them the teachings of the Merciful One.
The Healers and Sages are almost solely based at a large regional temple/university. Some of the smaller temples will have a contingent of Healers if there is a large enough population or need for them. Occasionally, the Healers will venture from the temples in search of rare herbs or other healing needs. The sages always remain within the safety of their libraries, sending others out to gather information or writings of interest.
No follower of Os will willingly destroy a tome or text of knowledge. To do so would require very unique circumstances. Any such text would instead be brought to the nearest temple for examination by the Brothers of the Quill so that the learning within could be shared with all.


Equipment, Garb and Offerings

The Order of Mercy favor plain robes of light colors. They will be trimmed with gold and silver threading along the sleeves to denote rank within the church hierarchy or special accomplishments. The only weapon these priests will use is the quarterstaff. Adventuring priests will wear all sorts of armor.
The Healers wear white robes whether within or outside of the temple. These robes are unadorned with any outward signs of rank. Armor use is nearly unheard of by these devotees. Weapons are not used, but small knives are included in the healing kits carried by the Healers. Most of these kits will be masterwork in quality.
The Brothers of the Quill never wear armor or wield weapons except in the most unusual of circumstances. They favor loose fitting robes of dark colors bound with a sash around the waist. The more exciting of the sages will wear very colorful sashes of differing materials rather than the typical black or brown cloth or leather sash.
Holy symbols carried by the devout are typically made of ash wood or silver.


Specialty Magic

Rod of Mercy – These rods of silver and ash wood are capped with the open palmed hand of Os at the top and a simple cap of silver on the other end. Priests use the rods to improve the effectiveness of their healing magic. The rods function as a Lesser Rod of Metamagic, Maximize for all healing spells cast by a priest of Os. This function only applies to spells of 3rd level or lower and is limited to three uses per day. In addition, they allow healing spells with a range of touch to be cast on a target up to 30’ away. This function works for all levels of healing spells and its use is limited to three per day. Both effects can be combined at the will of the wielder.
Strong (no school); CL 17th; Craft Rod, Maximize Spell feat, Spectral Hand; Price 25,000gp; Weight 3 lbs.
 
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Horun the Hunter

Horun is portrayed as a mature man with human and elven features. He is dressed in leather clothing of green and brown hues. A large dire wolf accompanies Horun as his companion. Horun is armed with a longbow and boar-spear (long spear).

Requirements of Priesthood

Priests of Horun must be strong and healthy. Minimum stats are STR 12 and CON 12. Men and women are accepted as priests. The majority are men however.
It is unusual for priests of Horun not to multi-class as either a Ranger or a Barbarian. Few priests remain purely Clerics.

Aims, Credos, and Ethos

The followers of Horun believe in honorable pursuit of quarry. All aspects of the game are then used to benefit the community. Nothing is wasted in honor of the animal who gave its life for the good of the community. Hunting for sport is abhorrent. Stories are told to young hunters across Aerde of dire circumstances falling upon such cruel people by The Hunter or his followers.
Aberrations and powerful magical beasts are also hunted if they upset the natural balance of a region. These creatures are not eaten by the community. Trophies of such creatures are allowed to be taken.
Assistance to those lost in the wild lands or forests is freely given. Many stories are told by wood cutters and trappers of a cloaked figure appearing to fend off a dangerous animal or beast. Others tell of hungry and lost travelers finding a freshly killed brace of rabbits and a map in their camp at sunrise.

Rituals

Worship of Horun is prevalent across Aerde. There are few large temples however. Most worship places are woodland shrines or simple hunting lodges. There are a small number of larger lodges in remote locations. These lodges serve as meeting places for the hierarchy of the priesthood and the shadowy organization known as The Hunters.
The followers of Horun will fire an arrow off into the distance, preferably a forest, at the onset of a hunt. A prayer to Horun will be made asking for success in the hunt and a safe return.

Customs, Rules, and Taboos

The priests of Horun serve the communties they live in through various means. They are frequently the huntmaster and guide through the wildlands. There is a good relationship between Horun's priests and those of Os. Many journeys in search of rare healing herbs are led by a priest of Horun on behalf of the priests of Os.
Followers of Horun will aid those who are lost in the wild or beset by dangerous animals or beasts. Most commonly this assistance will be through anonymous actions that may not even be detected by the recipient.
Creatures or people who threaten the animals, or are killing for sport or pleasure, will find a different side of these priests. A favored tactic is to lure the offenders into an area patrolled by a powerful magical beast or aberration. Two problems can be used to neutralize each other in this tactic.
The clerics of Horun, Nylaethia and Suerl all cooperate with each other in watching over the wild lands of Aerde as well as the cultivated ones. The priests of Horun tend to vacillate with whom they wish to concentrate their work between the followers of Nylaethia and Suerl. It is unclear what pattern there is to govern these changes.
The priests and scholars of Os will often seek the assistance of Horun's clerics in procuring rare herbs or plants for use in their healing efforts. This is a service gladly provided by Horun's clerics to those of the healing god.

Equipment, Garb, and Offerings

Clothing worn by the devout of Horun is that favored by hunters of the region. These will be sturdy clothes that offer good protection from the prevailing environmental conditions. If armor is worn it is most commonly light armor to allow freedom of movement and minimal encumbrance. Bows and spears are favored weapons.
Offerings to Horun are simple. The custom of firing off an arrow at the outset of a hunt is the most common offering. It is said that The Hunter keeps his quiver filled by these offered arrows. Aromatic herbs and incense are burned in the shrines.

Specialty Magic
 
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Suerl

Suerl is depicted as a handsome woman dressed in a plain robe. Holding back her hair is a circlet of woven vines and leaf stalks. She always carries a large scythe and a cornucopia with her.

Requirements of Priesthood

The majority of Suerl’s clerics are women. There is no restriction within the organization about men becoming clerics. More women seem to be called to the service of Suerl than men are.
The requirements for becoming a cleric of Suerl are stamina (CON 12+) and leadership (CHA 12+). All priests must maintain at least 1 rank of Knowledge-Agriculture and 1 rank Diplomacy per level.
Multiclassing by clerics of Suerl is common. Typical secondary classes are Expert, Warrior or Fighter and Sorceror. About half of Suerl's clerics remain single classed and half take on other classes.

Aims, Credos, and Ethos

The clerics of Suerl promote a simple message. Hard work and respect of the land will yield great rewards. The symbol of the ant is used quite often as example of what hard work can accomplish. Ants work hard through the good weather of the summer and are then able to reap the reward of survival through the winter.
Reverence of the land is important to the community as well. If the waters become fouled, where will the children drink? If the land is barren, how will food be grown? If the game is over-hunted, how will meat be found? All of these aspects of land husbandry are taken into account with careful planning before embarking on new projects.

Rituals

Suerl’s holy days revolve around the cycle of crops. Planting Day occurs on the 16th day of Mai. Those who cannot work in the fields offer up prayers to Suerl throughout the week before this very important day. The year’s crops are sown and Suerl’s favor is sought to bring forth healthy plants and a bountiful harvest in the fall. Planting Day is then marked with dancing and celebrations of the entire community. The last of the winter vegetables are cooked in great stews to mark the end of winter and the beginning of the new growing season.
Midsummer’s Day, Juul 1st, is a day of evaluation. The crops are examined and plans are made for the harvest time. Predictions are made whether the harvest will be better or worse than expected each year. Late plantings of winter wheat are also begun at this time. This is a time of calm expectation amongst the faithful.
Harvest Day occurs on Goldentide 32nd. Autumn is upon the land and the cold air of winter can be felt at night. Crops are harvested and stored for the winter months. In years of good harvests this is a celebratory time. Tokens of affection are often exchanged by young, or young at heart, lovers. In years of lean harvests the holiday takes on the air of planning. The winter is coming and food must be stored for the community to last through the cold months.

Customs, Rules, and Taboos

No one faithful to Suerl will ever knowingly harm the land. Allowing a water source to become polluted or salting the earth is blasphemy. Any who would do such a thing are not tolerated amongst Suer’s faithful. They will be excluded from the community as best they can be.
Cooperation between the followers of Suerl, Horun and Nylaethia is apparent. These three demi-gods of nature are closely bound to one another. There are times that the clerics of Suerl, especially the female clerics, will be cool towards the female clerics of Nylaethia. The priests of Horun are alluring to the priestesses of Suerl in a manner that is hard to explain. Many marriages come about with this relationship. The male priests of Suerl do not mirror this attraction with Horun’s female clerics though.
Temples of Suerl can be found in nearly all communities. These can range from simple shrines or gardens to an actual temple complex with granaries and cisterns.

Equipment, Garb, and Offerings

The clerics of Suerl wear clothing that is loose and sturdy. Colors will be earth tones of dark reds, browns, greens and ochre. In situations of war, light armor will be worn. Leather and studded leather armor are the predominant styles worn. Clerics will arm themselves with staves, flails, spears and scythes.
Offerings to Suerl take the form of work in the fields. The sowing, planning and harvest ceremonies are all done in the spirit of offering to Suerl.

Specialty Magic
 
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Typhus

Typhus is most often depicted as a muscular man with shiny, ebon skin. His body is completely hairless and his eyes are two brilliant sparks of lightning in their sockets. In many depictions at his temples he will be arising from a swirling thunderstorm cloud. His torso will rise above the cloud as he hurls lightning bolts down below.

Requirements of Priesthood

The priests of Typhus come from all walks of life and backgrounds. There is little in the way of selection about who can become a priest. If it is the will of the Howling Wind, divine favor will be visited on a novitiate.
Priests of Typhus may freely multiclass. Many of them do in reflection of their chaotic natures. They typically seem to be moving in several directions at once in life.

Aims, Credos, and Ethos

It is unclear if Typhus and his priests have any clear goals. Typhus preaches no dogma. His existence is his dogma. The howling winds, the shattering lightning bolt, the storms that come with these are all the voice of Typhus.
Those who are devoted to Typhus are a disorganized group. There is no centralized structure to the religion. The priests espouse topics in a seemingly random fashion to their followers. Infrequently the different sects of Typhus will band together for a common goal under a charismatic leader.
The absence of a centralized organization to the religion has been both boon and curse. Few others tolerate the seemingly random actions of policy taken by the priests of this deity. However, due to the lack of a unified group of large numbers of followers, they are typically not perceived as a threat.

Rituals

There are no organized dates for yearly rituals. Offerings are made whenever a large storm enters an area with worshippers of Typhus. People who are not truly devout will often join these ceremonies in an effort to gain mercy from the Wind Lord. These ceremonies will be held outside in the presence of the weather so that the faithful can “feel” the presence of their patron deity.
There are many shrines and temples to Typhus. Most of them are found along the coast. Sailors and fishermen will offer tribute to Typhus to avoid the wrath of this chaotic deity. Typhus can grant the boon of beneficial winds to those who are devout and have appeased his fickle desires.

Customs, Rules, and Taboos

The followers of Typhus will aid the followers of Kirok when that aid does not put them in danger. There is an unwritten code of mutual assistance between these two religions that neither is motivated to break.

Equipment, Garb, and Offerings

A priest of Typhus is readily identified by black garb with silver or blue lightning bolt patterns superimposed. All types of armor are worn by this clergy and will tend to be black in color with a prominent lightning bolt symbol. Shields will be designed in the same manner. Holy symbols are typically some type of metal (iron, silver, platinum) and encrusted with gemstones if the priest has the finances to do so. Weapons favored by this priesthood are javelins and spears.
Typical offerings are items that can be born aloft by the winds. Prayers and supplications written in valuable and rare inks are most common. Perfumes and incense are also offered.

Specialty Magic

Javelin of Lighting – See p.226 of v3.5 DMG.
 
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Into the Woods

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