Followers of the Gods

Dragon Conquest

The Gods are gone now, but once they walked the surface of the world that they had shaped and given life and their teachings survives to this very day. The Gods are revered, loved and honored and yet the people of this World do not worship them. Their rituals are designed to keep the memory of the Gods' ideals and precepts alive in the hearts and minds of Men, Elves and Dwarves. The Gods are best thought of as parents or grandparents, whose memory forms the basis for habits and customs today.

Each of the following Orders have different names for their Priests and Priestess. As guides in life, their wisdom and teachings answer questions, give solace and promise hope for a return to when the World was whole and all the races lived in peace. Those who worship or revere Shaitan are evil and corrupted.

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Imperial Lords of Order

Focus: Eleri, Goddess of Order

Membership: Male or female, any race

Sphere (s) of Influence: Justice; Light and Sun

Professional Bonus: Armor group +10, Awareness group +5, Crafts +10, Influence +10, Lore group +10, Power Awareness +5, Power Point Development +5, Spell group +5, Weapon - 1-Handed Edge +5, Weapon - 2-Handed Edge +5

Skill Classification: Occupational: Directional Sense, Tracking; Everyman: Herb Lore, First Aid, Lie Detection, Navigation, all skills in the Outdoor - Environmental skill category, Religion, Spell Lore, Sense Ambush, Use Prepared Herbs; Restricted: None

Spell Lists: Ceremonies, Communal Ways, Death Mastery, Holy Defenses, Holy Element, Holy Wrath, Life Mastery, Proselytizing, Protections, Repulsions, Summons

Base Lists: A mixture of 6 to 10 spells of the above spell lists

Special Abilities: A bonus of +15 to the Influence skill category; All priests have Nightvision (50') if their race does not normally have Nightvision; a bonus of +15 to all Awareness - Searching maneuvers.

Prime Requisite: Constitution, Intuition, and Reasoning

Restrictions: Chaos only leads one to the hands of Shaitan. Order. Order is the way of life. Those who deviates from the path of Order finds themselves within the temple of the Imperial Lords of Order seeking guidance from Eleri and the Eldest. Seeking their way back to Order as they begin their life a new. They are stripped of their rank and given the titled of Initiate as they once again learn the reason for Order.

Symbol: A Circle.

Dress: Long pale gowns for women and long pale shirts and leggings for men. The color of their Symbol indicates their rank. When outside of the church they don hooded robes of beige. All the Paladins wear armor of white.

Structure: The chief Priest or Priestess is called "Eldest' and has a golden circle which they wear about their necks at all times. The next rank are called 'Elder brother or sister', a silver circle. The rest are called 'brothers or sisters' and wear a bronze circle. Initiates wear a tint circle.

Philosophy/Purpose: These followers have come to understand the necessity of Order. For without Order, the world would have plummeted into the hands of Shaitan.

Activities: Many members of this Order are Clerics, Navigators, Paladins or Priests. And many have become fanatics, trying to convert many others to the ways of Order. They will aid unfortunates who are in need of order and they do not charge but ask for a donation (be it money, herbs or even converts).

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Lords of Chaos

Focus: Taws, God of Chaos

Membership: Male or female, any race

Sphere (s) of Influence: Fire; Magic; Mischief, Trickery; Moon; Strength; Sun and Thunder

Professional Bonus: Armor group +10, Athletic - Brawn +10, Athletic - Endurance +5, Awareness group +10, Influence +10, Lore group +10, Lore - Magical +15, Outdoor - Environment +5, Power Awareness +5, Power Manipulation +5, Power Point Development +10, Spell group +10, Subterfuge +5, Weapon group +10, Weapon - Missile +10

Skill Classification: Occupational: choice of one skill in the Athletic - Brawn skill category, choice of one skill in the Athletic - Endurance skill category, Disguise, Duping, Navigation, Spell Lore, Star Gazing, Weather Watching; Everyman: Astronomy, all skills in the Influence skill category, all skills in the Subterfuge - Stealth skill category, Religion, choice of one skill in the Power Manipulation skill category, choice of one skill in the Power Awareness skill category, choice of one skill in the Spell group, all skills in one Weapon skill category; Restricted: all skills in the Armor group

Spell Lists: Ceremonies, Communal Ways, Divine Magic, Death Mastery, Faith's Shield, Holy Defenses, Holy Element, Holy Symbol, Holy Weapon, Holy Wrath, Life Mastery, Nature Domination, Proselytizing, Protections, Repulsions, Summons,

Base Lists: A mixture of 6 to 10 spells of the above spell lists

Special Abilities: A special bonus of +15 to all RRs involving fire and heat attacks; a bonus of +15 to the Influence skill category, Nightvision with a 50' range (unless the character has Nightvision from his race.); and a special bonus of +15 to all Awareness - Searching maneuvers.

Prime Requisite: Constitution, Intuition, Memory and Reasoning

Restrictions: None. Caution - The Temple encourages people to respect the personal rights and freedoms of others. Think of them as the cosmic ACLU.

Symbol: 8-pointed Star of Chaos

Dress: Any fashion they so wish and they wear the symbol of Taws. Within their Temple, the Prime Discordian wear purple robes while the rest wear red robes.

Structure: The chief who heads the Lords of Chaos is called the 'Prime Discordian' and wears a black 8-pointed Star of Chaos. The rest are called 'Discordians' and the color of their symbols range from white, representing Initiates, to purple.

Philosophy/Purpose: Their purpose is to encourage the spread of Free Will.

Activities: Many members have become Navigators, but most falls under any class.

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Temple of the Healing Hand

Focus: Sune, Goddess of Life

Membership: Male or female, races varies.

Sphere (s) of Influence: Agriculture; Animals; Dawn; Earth; Fertility; Healing; Hunting; Light; Nature; Sun; Thunder

Professional Bonus: Armor group +5, Awareness group +10, Body Development +5, Crafts +5, Communication +5, Influence +5, Lore group +10, Outdoor - Animal +15, Outdoor - Environment +15, Power Awareness +5, Power Manipulation +5, Power Point Development +5, Self Control +5, Spell group +5, Subterfuge - Stealth +5, Technical/Trade +10, Weapon - Missile +5, Weapon - Thrown +5

Skill Classification: Occupational: Animal Handling, Directional Sense, Fauna Lore, Flora Lore, Herb Lore, Horticulture, Hunting, First Aid, Use Prepared Herbs, Weather Watching; Everyman: Foraging, History, Read Tracks, Religion, Set Traps, Tracking, Trap Building; Restricted: None

Spell Lists: Ceremonies, Channels, Communal Ways, Crusade, Divine Magic, Death Mastery, Faith's Shield, Holy Defenses, Holy Element, Holy Symbol, Holy Weapon, Holy Wind, Holy Wrath, Hunting Mastery, Life Mastery, Nature Domination, Proselytizing, Protections, Repulsions, Summons, The Hunter, Tree Mastery, and one of the following based on location (Horse Mastery, Serpent Law, Insect Mastery, Aquatic Forms, and Land Forms)

Base Lists: A mixture of 6 to 10 spells of the above spell lists

Special Abilities: A special bonus of +15 to all RRs involving naturally occurring poisons and food poisonings; Animal Mastery is classified as a Normal Skill; a bonus of +25 to Animal Mastery maneuvers; a special bonus of +15 on all RRs versus effects generated by Undead (fear, loss of Constitution, etc.); all priests have Nightvision (50') if their race does not normally have Nightvision; a special bonus of +25 to all Flora Lore and Fauna Lore maneuvers; and a special bonus of +15 to all Awareness - Searching maneuvers.

Prime Requisite: Intuition, Presence and Self Discipline

Restrictions: No needless killing. Period. Must not kill another being except in self-defense. A brother or sister who kills without a good reason will soon run into problems (reduced or intermittent power points, inability to heal offenders, etc.).

Symbol: A plain wooden disk with a leaf varying any color within, marking rank within the group. The disk symbolizes the cycle of Life and as such it may not have holes or cracks

Dress: Fathers and or Mothers wear long green robes or tunics. Brothers and sisters wear maroon tunics or robes, while initiates wear brown robes or tunics.

Structure: The head of a branch (the temple is often referred to as the Tree) is referred to as Fathers or Mothers, while all others are simply brothers or sisters. The structure of the religion is very loose. The Father or Mother have a symbol of a plain wooden disk with a golden leaf within. All the others wear the same symbol except their leaf is a lime green while the initiates leaf is a vibrant green.

Philosophy/Purpose: Respect for nature and life is the theme of the Temple of the Healing Hand. They believe that even though the body is dead it is not necessarily the end of life. While not vegetarians, they teach that killing for sport or other wasteful purpose is evil.

Activities: Most members are Animists, Clerics, Lay Healers, Healers, and Rangers. They are rurally oriented and a good portion of the membership travel constantly, teaching of the value of Sune's blessings.

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Cabal of the Shadowed Fists

Focus: Dominic, God of Death

Membership: Male or female, races varies.

Sphere (s) of Influence: Darkness, Night; Death; Fire; Strength; Sun

Professional Bonus:Armor group +10, Athletic - Brawn +10; Athletic - Endurance +5, Awareness group +10, Influence +5, Lore - Magical +5, Power Awareness +5, Power Manipulation +5, Power Point Development +10, Spell group +10, Subterfuge group +15, Weapon group +5

Skill Classification: Occupational: Astronomy, choice of one skill in the Athletic - Brawn skill category, choice of one skill in the Athletic - Endurance skill category, First Aid, Foraging, Religion, Star Gazing; Everyman: Herb Lore, Navigation, all skills in the Subterfuge - Stealth skill, Spell Lore, Use Prepared Herbs, all skills in one Weapon skill category; Restricted: None

Spell Lists: Communal Ways, Divine Magic, Death Mastery, Holy Element, Holy Symbol, Holy Weapon, Holy Wrath, Life Mastery, Necromancy, Proselytizing, Protections, Repulsions, Spiritual Visions, Summons

Base Lists: A mixture of 6 to 10 spells of the above spell lists

Special Abilities: A special bonus of +5 to all skills in the Awareness group; a special bonus of +15 to all skills in the Subterfuge - Stealth category; a special bonus of +15 to the Influence skill category; a special bonus of +15 to all RRs involving fire and heat attacks; +15 to all RRs versus effects generated by Undead (loss of Constitution, fear, etc.); and a special bonus of +15 to all Awareness - Searching maneuvers.

Prime Requisite: Constitution, Intuition, and Reasoning

Restrictions: None.

Symbol: None.

Dress: Any fashion they wish.

Structure: Loosely organized. The Cabal is more like a Guild instead of an order. Each member pays their dues and gains access to the equipment and information of the wiser members of the Guild.

Philosophy/Purpose: The Cabal find it their task of being a follower of Dominic, traveling the land and freeing the Undead and cleansing their souls and sending them on their way to see Dominic. They also gather information that could be of great importance to further the fight against Shaitan and his minions.

Activities:Most members are Clerics, Priests, and Sorcerers. But, there are a few who have gone far and beyond the call of duty and they are the true, but unknown creators of the Cabal of Shadowed Fists. These members are skilled assassins and gatherers of information. They are either Dabblers, Thieves, Rogues or Magents.

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Holy Order of Justicars

Focus: Keryntha, Goddess of Good and Judgement

Membership: Male or female, races varies.

Sphere (s) of Influence: Fire; Justice; Light; Sun

Professional Bonus: Armor group +10, Awareness group +5, Influence +10, Lore +10, Power Awareness +5, Power Manipulation +5, Power Point Development +5, Spell group +5, Weapon - Missile+10, Weapon - Thrown +5

Skill Classification: Occupational: Directional Sense, Foraging, Tracking; Everyman: First Aid, Lie Detection, Navigation, Religion, Sense Ambush, Spell Lore; Restricted: None

Spell Lists: Ceremonies, Communal Ways, Divine Magic, Death Mastery, Holy Defenses, Holy Element, Holy Wrath, Life Mastery, Proselytizing, Protections, Repulsions, Summons

Base Lists: A mixture of 6 to 10 spells of the above spell lists

Special Abilities: A special bonus of +15 to all RRs involving fire and heat attacks; a bonus of +15 to the Influence skill category; all priests have Nightvision (50') if their race does not normally have Nightvision; a special bonus of +15 to all Awareness - Searching maneuvers.

Prime Requisite: Constitution, Intuition and Reasoning

Restrictions: Anyone who is brought before the Justicars are to be treated fairly. If a member of the Justicar is found doing the opposite, they will be stripped of their rank and removed from the Holy Order of Justicars and it has been rumored that the Goddess stripped those who were removed from the Order of their Magical capabilities.

Symbol: Scales of Balance

Dress: Robes of silver. Paladins wear an armor of silver. Initiates wear all silver.

Structure: The head of the Order is referred to as the High Lord Justicar, the next two ranks are Lord Justicars, while all others are Justicars. The structure of the religion is very loose. All members wear the same symbol, a silver Scales of Balance. Initiates do not wear the symbol but instead wear silver shirts, leggings, gowns <for women> and robes.

Philosophy/Purpose: The Holy Order of Justicars presides over all trials that are brought to their doors. They listen to all sides of the complaint. That includes both criminal and civil matters as well as the two Advocates involved. When arguing a complaint, both Advocates appear before the High Lord Justicar and the two Lord Justicars, each provide their range of witnesses before the three Justicars. If a trial is in order, the two Lord Justicars will question and select a jury and the trial shall commence.

Activities: Providing justice to those who deserves it. The doors of the Temple are opened to anyone before their Judgement has been placed. Many members of this group consist of Clerics, Monks, Paladins and Warrior Monks. Many members of this organization are chosen to become Guards for certain major cities or even smaller villages.

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Brotherhood of Blood

Focus: Shaitan, God of Evil

Membership: Male or female, races varies.

Sphere (s) of Influence: Unknown

Professional Bonus: Unknown

Skill Classification: Unknown

Spell Lists: Unknown

Base Lists: A mixture of 6 to 10 spells of the above spell lists

Special Abilities: Unknown

Prime Requisite: Unknown

Benefits of Membership: Unknown

Restrictions: Unknown

Symbol: Skulls. But that was last seen during the Wars of Dominion.

Dress: Unknown

Structure: Unknown

Philosophy/Purpose: To see the total domination or complete destruction of Therodon

Activities: Unknown

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Temple of the Joined Hands

Focus: Oriana, Goddess of Creation

Membership: Female only, races varies.

Sphere (s) of Influence: Agriculture; Animals; Birth, Children; Earth; Fertility; Fire; Healing; Light; Love; Nature; Sun; Thunder

Professional Bonus: Armor group +5, Awareness group +10, Body Development +5, Crafts +5, Communication +5, Influence +5, Lore group +10, Outdoor - Animal +15, Outdoor - Environment +15, Power Awareness +5, Power Manipulation +5, Power Point Development +5, Science/Analytic group +10, Self Control +5, Spell group +5, Subterfuge - Stealth +5, Technical/Trade +10, Vocational +10, Weapon - Missile +5, Weapon - Thrown +5

Skill Classification: Occupational: Animal Handling, Directional Sense, Fauna Lore, Flora Lore, Foraging, Herb Lore, Horticulture, Hunting, First Aid, Midwifery, Use Prepared Herbs, Weather Watching; Everyman: Dancing, Foraging, History, Read Tracks, Religion, Set Traps, Tracking, Trap Building; Restricted: None

Spell Lists: Ceremonies, Channels, Communal Ways, Crusade, Divine Magic, Death Mastery, Faith's Shield, Holy Defenses, Holy Element, Holy Symbol, Holy Weapon, Holy Wind, Holy Wrath, Hunting Mastery, Life Mastery, Nature Domination, Proselytizing, Protections, Repulsions, Spiritual Vision, Summons, The Hunter, Tree Mastery, and one of the following based on location (Horse Mastery, Serpent Law, Insect Mastery, Aquatic Forms, and Land Forms)

Base Lists: A mixture of 6 to 10 spells of the above spell lists

Special Abilities: A special bonus of +15 to all RRs involving naturally occurring poisons and food poisonings; Animal Mastery is classified as a Normal Skill; a bonus of +25 to Animal Mastery maneuvers; a special bonus of +15 on all RRs versus effects generated by Undead (fear, loss of Constitution, etc.); all priests have Nightvision (50') if their race does not normally have Nightvision; a special bonus of +25 to all Flora Lore and Fauna Lore maneuvers; a special bonus of +15 to all RRs involving fire and heat attacks; and a special bonus of +15 to all Awareness - Searching maneuvers.

Prime Requisite: Intuition, Memory and Self Discipline

Restrictions: No needless killing of any plant or animal. No killing of any being unless it is in self-defense.

Symbol: A starburst.

Dress: Grey tunics or robes.

Structure: The temple is ruled by a Priestess all others are called sisters.

Philosophy/Purpose: The Temple of the Joined Hands is a very peaceful group. They pay their homage to Oriana by performing many wedding ceremonies and blessing the families for strong and lasting lives together.

Activities: Most members of this order are either Animists, Clerics, Healers, Lay Healers and Priest. Many others become Monks and Warrior Monks and are trained in martial arts skills and makes up the elite defensive force of the Temple of the Joined Hands.

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Temple of the Red Lords

Focus: Reann, God of Destruction (War and Forge)

Membership: Male or female, races varies.

Sphere (s) of Influence: Competition; Hunting; Justice, Revenge; Metalwork; Strength; Sun; War

Professional Bonus: Armor group +10, Athletic group +5, Awareness - Searching +10, Influence +10, Lore group +5, Outdoor - Animal +10, Power Point Development +5, Self Control +5, Spell group +5, Weapon group +15

Skill Classification: Occupational: choice of one skill in the Athletic - Endurance skill category, choice of one skill in the Combat Maneuvers skill category, Crafts +10, choice of any one metal-crafting skill, Hunting; Everyman: all skills in the Outdoor skill group, Directional Sense, Distance Running, Fauna Lore, Fletching, Heraldry, Lie Detection, all skills in the Crafts skill category that involve metal-crafting; Military Organization, Read Tracks, Religion, Riding, Sense Ambush, Set Traps, all Athletic game skills, choice of one weapon skill, Tracking, Trap Building; Restricted: None

Spell Lists: Battlefield Healing, Ceremonies, Channels, Communal Ways, Crusade, Death Mastery, Divine Magic, Faith's Shield, Holy Defenses, Holy Element, Holy Symbol, Holy Weapon, Holy Wrath, Hunting Mastery, Life Mastery, Nature Domination, Protections, Repulsions, Spiritual Visions, The Hunter

Base Lists: A mixture of 6 to 10 spells of the above spell lists

Special Abilities: A special bonus of +25 to any attempt to discern cheating in a competition (applies to many possible skills in the Awareness group); a bonus of +15 to the Influence skill category; a special bonus of +10 to Warhammer skill; a special bonus of +10 to any attempt to determine the value of any object crafted (wholly or partially) from metal; a special bonus of +15 to all RRs versus effects generated by Undead (loss of Constitution, Fear, etc.); and special bonus of +25 to all influence maneuvers made during battle.

Prime Requisite: Agility, Intuition and Reason

Restrictions: Stick to the Warrior's Code.

Symbol: Cross-swords.

Dress: Armor worn by the Follows of Reann is jet black, a cloak and a they carry a shield with the symbol of the cross-swords upon it. <each are required to have a shield>

Structure: The one who leads, be it in training or combat is called the Captain of the Guard. All others are called either Fighters or Soldiers.

Philosophy/Purpose: The Temple of the Red Lords fight to keep Shaitan and his minions at bay. They are the guardians of Therodon's people.

Activities: The members of this order consist of Clerics and Priests. But many of its members are Fighters, Paladins or Warrior Monks.

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