Priesthoods
Aeirakai
Alaxton
Chiel
Elendrie/Sorea
Galadrin
Jehiel
Kresek
Lehvandar
Melara
Myrich
Nistaran
Veirakai
Race/Priest Crossover
Aeirakai
Goddess of the Moons, Music, and Prophecy
Requirements: AL : non-evil; Wis 12; Dex 12
Multi-classing: Aeirakai's priests may freely take levels in rogue, fighter, mage, bard, or ranger. They may not multi-class with monk, druid, or paladin. Taking levels in any of those classes prevents the cleric from ever taking another level as a priest of Aeirakai. A barbarian may become a priest of Aeirakai, but once he takes a level of priest, he may no longer advance as a barbarian. If a priest of Aeirakai ever becomes evil, he loses all abilities from his levels of cleric.
Domains: Air, Knowledge*, Luck, Sun, Travel, Trickery
*Priests of Aeirakai gain the Knowledge domain as a bonus domain, and they cast spells from this domain as though they were two levels higher. This bonus domain does not count against their two-domain limit, and they gain an additional “domain spell” from the Knowledge domain. Aeirakai's priests turn undead rather than rebuke them. Her alignment is CG, and the aura of her priests is both good and chaotic .
Holy Symbol: A metal disc, blue on one side, red on the other
Armor Proficiency Feats: Light (up to Medium allowed)
Weapons Allowed: Simple, Martial (no others allowed)
Head Temple : Liratelvan
Aeirakai is the goddess of the moons Kerolebos (red) and Kerolindos (blue), of prophecy, and of music. She is the patron goddess of the Arkastanai Elves. Her priests often have a knack for divination and fortune-telling, and therefore find themselves at home among the Jarad. Indeed, most priests of Aeirakai are either Jarad or Arkastanai.
Requirements: AL : NG, NE; Str 15; Wis 12
Multi-classing: Alaxton's priests may freely take levels in barbarian, rogue, fighter, mage, or ranger. They may not multi-class with monk, druid, bard, or paladin. Taking levels in any of those classes prevents the cleric from ever taking another level as a priest of Alaxton, and may, depending on the alignment, cause the priest to lose his class abilities.
Domains: Chaos, Destruction, Strength, Travel, War*
*Priests of Alaxton gain the War domain as a bonus, and they cast spells from this domain as though they were two levels higher. This bonus domain does not count against their two-domain limit, and they gain an additional “domain spell” from the War domain. Alaxton's priests turn undead rather than rebuke them. His alignment is CG, but the aura of his priests is either good or evil , depending on the alignment of the priest himself.
Holy Symbol: Double-headed axe worked into a breastplate
Armor Proficiency Feats: Light, Medium, Heavy
Weapons Proficiency Feats: Simple, Martial (any others also allowed)
Head Temple : Kaleni, Dylak Thana
Alaxton is the god of war. He is the patron god of the Tamari Elves. His priests always wear red, whether it is their clothing or their armor, for Alaxton rejoices in the flow of blood. Indeed, these priests carry ceremonial daggers for the blood-letting ceremonies in which they engage. A priest of Alaxton will have a heavily-scarred left forearm.
Chiel
Goddess of Life and Fertility
Requirements: AL : LG, NG; Wis 15; Cha 18; Female only.
Multi-classing: Chiel's priestesses may freely take levels in bard or mage. They may also take levels of monk, but, as per the monk rules, once a priestess of Chiel has taken a level of monk, she must choose between continued advancement as a monk or as a priestess. They may not multi-class with any other class. Taking levels in any other class prevents the cleric from ever taking another level as a priestess of Chiel, and may, depending on the alignment, cause the priestess to lose her class abilities.
Special Abilities: From third level, priestesses of Chiel have magic circle against evil always active.
Domains: Good, Healing*, Knowledge, Law, Protection, Sun, Water
*Priestesses of Chiel gain the Healing domain as a bonus, and they cast spells from this domain as though they were two levels higher. This bonus domain does not count against their two-domain limit, and they gain an additional “domain spell” from the Healing domain. Chiel's priestesses turn undead. Her alignment is LG, and the aura of her priestesses is both good and lawful. Chiel's priestesses cannot cast the reverse of any healing or restorative spell.
Holy Symbol: Gold medallion etched with a rose.
Armor Proficiency Feats: None (Priestesses of Chiel are forbidden to wear armor)
Weapons Proficiency Feats: Simple (up to Martial allowed)
Head Temple : Forest of Song
Chiel is the goddess of fertility and life. Her priestesses are renowned for their beauty and goodness. They often run orphanages. Priestesses of Chiel wear pink, translucent gossamer gowns, but if they are pregnant, they wear grey cloaks over them. Twice a year, at the winter and summer solstices, the priestesses engage in a fertility ritual, which basically means they sleep with any willing and worthy male in the area. When they emply the incense and finger cymbals, any male within sight or hearing distance must make a Will save (DC 20). If he fails, he is drawn into the orgy. Of course, any willing male need not make a saving throw. The hierarchy of the Order is as follows: High Mother (at least 15 th level and has borne at least two children), Mother (three in number, at least 10 th level, borne at least two children), Sister (at least 3 rd level, borne at least one child), Novice or Daughter (1 st level, no children). Though pregnant priestesses are discouraged from adventuring, it is worth noting that they become much more powerful as their trimesters are progress. The following effects are cumulative. In the first trimester, their spells' duration increase 50%; in the second trimester, they gain an additional spell of each level they can cast; and in the third trimester all variable numeric values are maximized.
Elendrie/Sorea
Goddess of Nature and the Earth
Requirements: For any non-Dwarven or non-Gnomic race: Druids ( AL : NG or CG); for Dwarves, Gnomes, and Nayani: any good.
Multi-Class: Sorea's priests may freely take levels in rogue, fighter, mage, bard, barbarian, or ranger. They may not multi-class with monk or paladin. Taking levels in any of those classes prevents the cleric from ever taking another level as a priest of Sorea. If a priest of Sorea ever becomes evil, he loses all abilities from his levels of cleric.
Domains: Air, Animal, Earth*, Fire, Plant, Water
*Priests of Sorea gain the Earth domain as a bonus domain, and they cast spells from this domain as though they were two levels higher. This bonus domain does not count against their two-domain limit, and they gain an additional “domain spell” from the Earth domain. Sorea's priests turn undead. Her alignment is NG, and the aura of her priests is good .
Holy Symbol: Ruby pendant
Armor Proficiency Feats: Light, Medium (heavy also allowed); or as druid
Weapons Proficiency Feats: Simple, Martial; or as druid
Head Temple : Tokabar
Elendrie, or Sorea, as she is known to the subterranean races, is the goddess of nature and the earth. For the non-subterranean races, Elendrie's priests are simply druids. But beneath the surface, Sorea is worshipped by a formal priesthood. She is the patron goddess of dwarves and gnomes. Because druids in Chronikos are limited to the worship of Elendrie, they must be Neutral Good.
Requirements: Dex 12; AL : any good.
Multi-Class: Galadrin's priests may freely take levels in rogue, fighter, mage, barbarian, or ranger. They may not multi-class with monk, bard, or paladin. Taking levels in any of those classes prevents the cleric from ever taking another level as a priest of Galadrin. If a priest of Galadrin ever becomes evil, he loses all abilities from his levels of cleric.
Domains: Air, Chaos, Luck, Sun, Travel, Water*
*Priests of Galadrin gain the Water domain as a bonus domain, and they cast spells from this domain as though they were two levels higher. This bonus domain does not count against their two-domain limit, and they gain an additional “domain spell” from the Water domain. Galadrin's priests turn undead. His alignment is CG, and the aura of his priests is both good and chaotic.
Holy Symbol: Blue metal disc that seems to be moving water.
Armor Proficiency Feats: Light, Medium (heavy also allowed)
Weapons Proficiency Feats: Simple, Martial
Head Temple : Kartalon
Galadrin is the god of all water bodies but especially the sea. He is the patron god of the Larenai Elves and sailors. Most of priests have been or currently are sailors.
Requirements: Wis 15; AL: LG; Male only.
Multi-Class: Jehiel's priests may freely take levels in fighter, mage, or ranger. They may not multi-class with barbarian, monk, bard, rogue, or paladin. Taking levels in any of those classes prevents the cleric from ever taking another level as a priest of Jehiel. If a priest of Jehiel ever becomes evil, he loses all abilities from his levels of cleric.
Domains: Fire, Good, Healing, Knowledge, Law, Strength, Sun*
*Priests of Jehiel gain the Sun domain as a bonus domain, and they cast spells from this domain as though they were two levels higher. This bonus domain does not count against their two-domain limit, and they gain an additional “domain spell” from the Sun domain.
Jehiel's priests turn undead. His alignment is LG, and the aura of his priests is both good and lawful .
Holy Symbol: A rayed sun.
Armor Proficiency Feats: Light, Medium (heavy also allowed)
Weapons Proficiency Feats: Simple, Martial
Head Temple : Blitendale
Jehiel is the god of life and light. He is the patron god of Men. His priests often work with the Order of Chiel in administering charity, and these priests, more than any other, wield considerable political power in human kingdoms.
Requirements: Int 15; AL : any chaotic
Multi-Class: Kresek's priests may freely take levels in fighter, mage (below specialist mages only), rogue, or ranger. They may not multi-class with barbarian, monk, or paladin. Taking levels in any of those classes prevents the cleric from ever taking another level as a priest of Kresek, and may, due to alignment restrictions, result in the loss all his cleric abilities. If a priest of Kresek ever becomes lawful, he loses all abilities from his levels of cleric.
Domains: Air, Chaos, Fire, Luck, Magic*, Trickery
*Priests of Kresek gain the Magic domain as a bonus domain, and they cast spells from this domain as though they were two levels higher. This bonus domain does not count against their two-domain limit, and they gain an additional “domain spell” from the Magic domain.
Kresek's priests turn undead. His alignment is CG, but the aura of his priests is good or evil depending on the priest's own alignment.
Holy Symbol: Lightning bolt pendant made of platinum.
Armor Proficiency Feats: Light (up to heavy allowed)
Weapons Proficiency Feats: Simple
Head Temple : In the Wilds, east of the Silbrios, south of the Magic Wastes
Kresek is one of the two gods of magic. He is Myrich's twin. He is the patron god of Illusionists, Transmuters, Diviners, and Conjurers. (These are the only mages allowed to be priests of Kresek.) Kresek's priests despise the priests of Myrich and will fight them on sight.
Lehvandar
God of time, thought, and probability
Requirements: Wis 18; LG, NG, LE, NE.
Multi-Class: Lehvandar's priests may freely take levels in fighter, ranger, or wizard. They may also take levels of monk, but, as per the monk rules, once a priest of Lehvandar has taken a level of monk, he must choose between continued advancement as a monk or as a priest. They may not multi-class with any other class. Taking levels in any other class prevents the cleric from ever taking another level as a priest of Lehvandar, and may, depending on the alignment, cause the priest to lose his class abilities.
Domains:
Knowledge, Law, Chaos, Strength, Travel, Luck.
Lehvandar's priests turn undead. His alignment is LG, but the aura of his priests is good or evil depending on the priest's own alignment.
Holy Symbol: a mobius strip.
Armor Proficiency Feats: Light, Medium (heavy also allowed)
Weapons Proficiency Feats: Simple, Martial
Major
Temple: Blitendale
In ages past, Lehvandar was the god of magic, but when Chiel's sons were born, he divided his authority between Kresek and Myrich. He was for a long time lost to Chronikos, but in recent days he has returned to the pantheon and now has full authority over time, thought, and probability.
Melara
Goddess of Love and Beauty
Requirements: AL : any good; Wis 15; Cha 18; female only
Multi-classing: Melara's priestesses may freely take levels in mage, bard, rogue, or ranger. They may not multi-class with monk, druid, fighter, barbarian, or paladin. Taking levels in any of those classes prevents the cleric from ever taking another level as a priestess of Melara.
Granted Powers: From third level, priestesses of Melara have magic circle against evil always active.
Bonus Skills: Perform is a class skill for priestesses of Melara, and she is required to have in that skill at least half the maximum number of ranks possible at any given level. With a successful skill check (DC determined by the DM), the priestess has a chance, if she wishes, to charm one male in her audience. This charm is not magical, so it does not wear off unless the relationship is abused; there is an initial saving throw at -1 for every three levels of the priestess. If the saving throw is made, the male does not feel as though he had been magically attacked; rather, he feels as though he narrowly escaped falling in love.
Essence of Purity: A priestess of Melara loves life so much that if she fails a saving throw that results in her death, she gets one chance to reroll it. This essence of purity also gives them a bonus hit point per level.
Domains: Good, Healing, Luck, Magic, Protection, Travel
Melara's priestesses turn undead. Her alignment is NG, and the aura of her priestesses is good. Melara's priestesses cannot cast the reverse of any healing or restorative spell.
Holy Symbol: Roses in the hair, which roses never fade or wither.
Armor Proficiency Feats: Light (no others allowed)
Weapon Proficiency Feats: Simple (no others allowed)
Head Temple : Blitendale
Melara is the goddess of love and beauty. She was once a mortal, but her exalted deeds the increasing number of followers who revered her as a divine being raised her to the status of goddess and placed her among the pantheon of Chronikos deities. Melara's original name is lost to history, and her title, Melara—Lady of the Roses—is all that remains. Known as the Order of the Rose, Melara's religion is an off-shoot of the main Chiel belief. Her followers are concerned more with love and beauty than with fertility and healing, so to that end they spread all forms of art, music, and poetry across Chronikos in an effort to enrich the lives of everyone with a bit of beauty, with a bit of the more elevated things in life. Melara's priestesses are always accomplished musicians, singers, artists, and/or poets. The Order of Melara's racial requirements are the same as Chiel's.
Requirements: Int 15; AL : any lawful
Multi-Class: Myrich's priests may freely take levels in fighter, mage (below specialist mages only), rogue, or ranger. They may not multi-class with barbarian, monk, or paladin. Taking levels in any of those classes prevents the cleric from ever taking another level as a priest of Myrich, and may, due to alignment restrictions, result in the loss all his cleric abilities. If a priest of Myrich ever becomes chaotic, he loses all abilities from his levels of cleric.
Domains: Earth, Knowledge, Law, Magic*, Protection, Water
*Priests of Myrich gain the Magic domain as a bonus domain, and they cast spells from this domain as though they were two levels higher. This bonus domain does not count against their two-domain limit, and they gain an additional “domain spell” from the Magic domain. Myrich's priests turn undead. His alignment is LG, but the aura of his priests is good or evil depending on the priest's own alignment.
Holy Symbol: A drop of blood passing through an hourglass
Armor Proficiency Feats: Light (up to heavy allowed)
Weapons Proficiency Feats: Simple
Head Temple : In the Wilds, east of the Silbrios, north of the Magic Wastes
Myrich is one of the two gods of magic. He is Kresek's twin. He is the patron god of Enchanters, Invokers, Abjurers, and Necromancers. (These are the only mages allowed to be priests of Myrich.) Myrich's priests despise the priests of Kresek and will fight them on sight.
Requirements: AL : any lawful; Wis 18
Multi-Class: Nistaran's priests may freely take levels in fighter, mage, or ranger. They may not multi-class with barbarian, bard, rogue, or paladin. Taking levels in any of those classes prevents the cleric from ever taking another level as a priest of Nistaran. If a priest of Nistaran ever becomes chaotic, he loses all abilities from his levels of cleric. They may also take levels of monk, but, as per the monk rules, once a priest of Nistaran has taken a level of monk, he must choose between continued advancement as a monk or as a priest.
Domains: Death*, Destruction, Knowledge, Law, Protection, Strength
*Priests of Nistaran gain the Death domain as a bonus domain, and they cast spells from this domain as though they were two levels higher. This bonus domain does not count against their two-domain limit, and they gain an additional “domain spell” from the Death domain. Nistaran's priests turn undead at +5 to their turning check. His alignment is LG, but the aura of his priests is either good or evil depending on the priest's own alignment. Nistaran's priests cannot cast any healing or restorative spell.
Holy Symbol: Silver scale pendant
Armor Proficiency Feats: Light, Medium (heavy also allowed)
Weapons Proficiency Feats: Simple, Martial
Head Temple : In the Torrid Lands
Nistaran is the god of death and the dead. He most despises undead, and his priests will seek them out in preference to any other foe. They do not get along well with priestesses of Chiel, as their beliefs are antithetical. Priests of Nistaran cannot be raised or resurrected, but being reincarnated is acceptable. They must always go masked (white, porcelain), with voluminous, heavy black robes. Armor, if worn, is worn under the robes.
Veirakai
God of Chaos and Evil
Requirements: AL : CE; Cha 15, Wis 15
Multi-Class: Veirakai's priests may freely take levels in fighter, mage, rogue, or ranger. They may not multi-class with barbarian, monk, or paladin. Taking levels in any of those classes prevents the cleric from ever taking another level as a priest of Veirakai. If a priest of Veirakai ever becomes good, he loses all abilities from his levels of cleric.
Special Abilities: From third level, priests of Veirakai have magic circle against good always active.
Domains: Chaos, Death, Destruction, Evil*, Knowledge, Trickery
*Priests of Veirakai gain the Evil domain as a bonus domain, and they cast spells from this domain as though they were two levels higher. This bonus domain does not count against their two-domain limit, and they gain an additional “domain spell” from the Evil domain. Veirakai's priests rebuke undead. His alignment is CE, and the aura of his priests is both evil and chaotic. Veirakai's priests cannot cast any healing or restorative spell.
Holy Symbol: None
Armor Proficiency Feats: Light, Medium (heavy also allowed)
Weapons Proficiency Feats: Simple, Martial
Head Temple : Unknown, if any
Veirakai is the god of chaos and evil. His priests are anathema to all good races of Chronikos. They are fond of human, or demi-human, sacrifice, often cutting out the heart and throwing it into the sacrificial flames. (In Xipathia, Veirakai is worshipped as the god Xalarun.) Priests of Veirakai are hated wherever they are known; therefore, they keep their identities well hidden.
There is a radical sect of the Veirakai religion which has spread among the believers. They call themselves the Gibbertongues. They believe that the priests of Veirakai have not done well in spreading chaos, that they lack a true zeal for the faith. They accuse the adherents of the old faith as "workers of chaos who work from the comfort of order." To the Gibbertongues, this is tantamount to blasphemy and shows an unforgivable lack of faith in Chaos. Adherents to the original Veirakai faith despise the Gibbertongues and destroy them (or attempt to) whenever the chance arises. The Gibbertongues are not cunning, planning, and crafty like normal priests of Veirakai. Indeed, they embrace chaos, internalize it, and its influence rules their every thought, word, and deed. The Gibbertongues granted powers are as follows:
At 1st—fit
(1x/day+1/level)
At 2nd—gibber (1x/day+1/level)
At 3rd—confuse languages (1x/day+1/level)
At 4th—Combat Reflexes
feat for free.
At 5th—howl (1x/day+1/level)
At 6th—gibber & howl (1x/day+1/level)
When a Gibbertongue throws a fit, he adds +2 to his Strength, Constitution, AC, and saving throws for a number of rounds equal to his level. He also acts as he would under the influence of a haste spell, but he does not age. His gibbering ability acts as a confusion spell, with a -1 penalty to saves equal to the Gibbertongue's level. Anyone who saves against the gibbering still has a -2 to all his saves. The effects of gibbering (which affects friend and foe alike in a 120' radius) last 2 rounds plus one round per level. Confuse languages is the reverse of the 1st-level wizard spell comprehend languages. It lasts 5 rounds/level. Howling works much like gibbering, except if the save is made, all (friend and foe alike) within a 120' radius suffer a -2 to hit, damage, and AC, in addition to the -2 to all saves. This lasts 2 rounds plus one round per level. The gibber and howl ability is truly disruptive. Anyone within a 120' radius must save versus spell at -1 per level of Gibbertongue or be under the effects of a confusion spell. This affects friend and foe alike. Anyone saving still receives a -4 penalty to attacks, damage, AC, and saves for 5 rounds/level. Note: these powers affect anyone, regardless of affiliation, within 120' of the priest, and the effects of these powers cannot be neutralized or prevented by silence spells or by stuffing cotton in your ears.
Green denotes the presence of paladins within the Order.