Post by gamedave on Sept 9, 2013 21:46:25 GMT -5
In the Savage Kingdoms, most priests are members of a religious order which serves the gods as a pantheon. Priests typically follow the code of conduct and espouse the principles of their order, rather than that of a specific God. All seek to serve and protect the faithful, and regard failure to aid a needy and faithful penitent as sinful.
RELIGIOUS ORDERS
The most common religious orders found in the Savage Kingdoms are listed below. Each also lists key skills in which a member of the order will be expected to be trained (at least 1 rank). Not having at least 1 rank in a key skill (or Knowledge (Religion)) may in itself be regarded as sinful.
The Celestines
The Celestines seek to discern the will of the Gods through celestial signs and omens. They are astrologers and scholars. They value knowledge and learning, particularly knowledge of the Gods and Their signs. They view destruction of knowledge and failure to abide by celestial signs as sinful.
Key Skills: Knowledge (Planes), Knowledge (any 1 other)
Domains: Knowledge, Magic, Rune, Sun
Favored Weapon: Scimitar
The Druids
The Druids seek to maintain the natural order ordained by the Gods. They strive to preserve the wild places and limit the encroachment of civilization. However, most are not fanatics, and seek to balance the legitimate needs of people against the purity of the wilderness. They value respect for nature and the natural cycles of the seasons and of life and death. They view wanton destruction of wilderness or wildlife and disrespect for the natural order as sinful.
Key Skills: Knowledge (Nature), Survival
Domains: Air, Animal, Earth, Fire, Plant, Water, Weather
Favored Weapon: Sickle
The Friars
The Friars are a humble mendicant order who minister to the common folk. They eschew the more elaborate rituals and accoutrements of the other orders in favor of simple services, conducted in a plain brown robe. While they do operate some unassuming chapels and monasteries, many Friars wander the land, ministering wherever they see a need. They value humility, respect, compassion, and self-reliance. They view arrogance, greed, lust, and gluttony as sinful.
Key Skills: Heal, Survival
Domains: Community, Luck, Protection, Travel
Favored Weapon: Quarterstaff
The Hospitalars
The Hospitalars are also known as Healers and the Order of St. Mattias. They seek to serve the Gods and the faithful through the healing arts. They value care and compassion, and preach peace and tolerance. They view wrath and needless violence as sinful.
Key Skills: Diplomacy, Healing
Domains: Charm, Healing, Liberation, Repose
Favored Weapon: Quarterstaff
The Inquisitors
Also known as Witch Hunters, Inquisitors seek out heretics, cultists, and other hidden enemies of faith. They are often relentless and ruthless, and feared by many common folk. At their best, they are diligent and conscientious investigators who uncover real dangers (there are evil witches and cultists in the Savage Kingdoms). At their worst, they are reckless rabble-rousers or cunning manipulators, who "find" witches and cultists wherever they look.
Key Skills: Knowledge (Local), Sense Motive
Domains: Glory, Law, Madness, Trickery
Favored Weapon: Warhammer
The Templars
The Templars are a militant order that seeks to defend the faith against all enemies through force of arms. They are typically heavily armed and armored, as much warrior as priest. The templars value courage and honor, and strength of arm and faith. They view weakness and cowardice as sinful.
Key Skills: Intimidate, Ride
Domains: Destruction, Nobility, Strength, War
Favored Weapon: Longsword
THE GODS
The Gods most commonly worshiped in the Savage Kingdoms are listed below. However, there are also dozens more minor and local deities, and unknown numbers of lost and forgotten gods.
Aleeria
Goddess of love, beauty, joy, wine, and songs.
Key Skills: Diplomacy, Perform (any)
Domains: Charm, Community, Liberation, Nobility
Mysteries: Heavens
Favored Weapon: Rapier
Barlu
God of the air, sea, storms, change, trickery, and inspiration.
Key Skills: Bluff, Disguise
Domains: Air, Trickery, Water, Weather
Mysteries: Waves, Winds
Favored Weapon: Trident
Ergun
God of earth and fire, smithing, war, and summer.
Key Skills: Craft (smithing), Knowledge (Engineering)
Domains: Artifice, Earth, Fire, War
Mysteries: Flame, Stone
Favored Weapon: Warhammer
Heslith
God of serpents, knowledge, wisdom, and alchemy.
Key Skills: Craft (Alchemy), Linguistics
Domains: Destruction, Knowledge, Magic, Runes
Mysteries: Lore
Favored Weapon: Unarmed Strike
Ithwe
God of the sun, light, healing, and spring.
Key Skills: Diplomacy, Heal
Domains: Glory, Healing, Strength, Sun
Mysteries: Life
Favored Weapon: Flail
Kor
Goddess of death, dreams, and mysteries.
Key Skills: Intimidation, Knowledge (Planes)
Domains Death, Knowledge, Madness, Repose
Mysteries: Bones
Favored Weapon: Sickle
Neva
Goddess of the moon, night, darkness, harvests, secrets, and autumn.
Key Skills: Sleight of Hand, Stealth
Domains: Darkness, Liberation, Plant, Trickery
Mysteries: Nature
Favored Weapon: Starknife
Ulric
God of archery, hunting, the north, wilderness, and winter.
Key Skills: Ride, Survival
Domains: Luck, Travel, War, Weather
Mysteries: Battle
Favored Weapon: Longbow
RELIGIOUS ORDERS
The most common religious orders found in the Savage Kingdoms are listed below. Each also lists key skills in which a member of the order will be expected to be trained (at least 1 rank). Not having at least 1 rank in a key skill (or Knowledge (Religion)) may in itself be regarded as sinful.
The Celestines
The Celestines seek to discern the will of the Gods through celestial signs and omens. They are astrologers and scholars. They value knowledge and learning, particularly knowledge of the Gods and Their signs. They view destruction of knowledge and failure to abide by celestial signs as sinful.
Key Skills: Knowledge (Planes), Knowledge (any 1 other)
Domains: Knowledge, Magic, Rune, Sun
Favored Weapon: Scimitar
The Druids
The Druids seek to maintain the natural order ordained by the Gods. They strive to preserve the wild places and limit the encroachment of civilization. However, most are not fanatics, and seek to balance the legitimate needs of people against the purity of the wilderness. They value respect for nature and the natural cycles of the seasons and of life and death. They view wanton destruction of wilderness or wildlife and disrespect for the natural order as sinful.
Key Skills: Knowledge (Nature), Survival
Domains: Air, Animal, Earth, Fire, Plant, Water, Weather
Favored Weapon: Sickle
The Friars
The Friars are a humble mendicant order who minister to the common folk. They eschew the more elaborate rituals and accoutrements of the other orders in favor of simple services, conducted in a plain brown robe. While they do operate some unassuming chapels and monasteries, many Friars wander the land, ministering wherever they see a need. They value humility, respect, compassion, and self-reliance. They view arrogance, greed, lust, and gluttony as sinful.
Key Skills: Heal, Survival
Domains: Community, Luck, Protection, Travel
Favored Weapon: Quarterstaff
The Hospitalars
The Hospitalars are also known as Healers and the Order of St. Mattias. They seek to serve the Gods and the faithful through the healing arts. They value care and compassion, and preach peace and tolerance. They view wrath and needless violence as sinful.
Key Skills: Diplomacy, Healing
Domains: Charm, Healing, Liberation, Repose
Favored Weapon: Quarterstaff
The Inquisitors
Also known as Witch Hunters, Inquisitors seek out heretics, cultists, and other hidden enemies of faith. They are often relentless and ruthless, and feared by many common folk. At their best, they are diligent and conscientious investigators who uncover real dangers (there are evil witches and cultists in the Savage Kingdoms). At their worst, they are reckless rabble-rousers or cunning manipulators, who "find" witches and cultists wherever they look.
Key Skills: Knowledge (Local), Sense Motive
Domains: Glory, Law, Madness, Trickery
Favored Weapon: Warhammer
The Templars
The Templars are a militant order that seeks to defend the faith against all enemies through force of arms. They are typically heavily armed and armored, as much warrior as priest. The templars value courage and honor, and strength of arm and faith. They view weakness and cowardice as sinful.
Key Skills: Intimidate, Ride
Domains: Destruction, Nobility, Strength, War
Favored Weapon: Longsword
THE GODS
The Gods most commonly worshiped in the Savage Kingdoms are listed below. However, there are also dozens more minor and local deities, and unknown numbers of lost and forgotten gods.
Aleeria
Goddess of love, beauty, joy, wine, and songs.
Key Skills: Diplomacy, Perform (any)
Domains: Charm, Community, Liberation, Nobility
Mysteries: Heavens
Favored Weapon: Rapier
Barlu
God of the air, sea, storms, change, trickery, and inspiration.
Key Skills: Bluff, Disguise
Domains: Air, Trickery, Water, Weather
Mysteries: Waves, Winds
Favored Weapon: Trident
Ergun
God of earth and fire, smithing, war, and summer.
Key Skills: Craft (smithing), Knowledge (Engineering)
Domains: Artifice, Earth, Fire, War
Mysteries: Flame, Stone
Favored Weapon: Warhammer
Heslith
God of serpents, knowledge, wisdom, and alchemy.
Key Skills: Craft (Alchemy), Linguistics
Domains: Destruction, Knowledge, Magic, Runes
Mysteries: Lore
Favored Weapon: Unarmed Strike
Ithwe
God of the sun, light, healing, and spring.
Key Skills: Diplomacy, Heal
Domains: Glory, Healing, Strength, Sun
Mysteries: Life
Favored Weapon: Flail
Kor
Goddess of death, dreams, and mysteries.
Key Skills: Intimidation, Knowledge (Planes)
Domains Death, Knowledge, Madness, Repose
Mysteries: Bones
Favored Weapon: Sickle
Neva
Goddess of the moon, night, darkness, harvests, secrets, and autumn.
Key Skills: Sleight of Hand, Stealth
Domains: Darkness, Liberation, Plant, Trickery
Mysteries: Nature
Favored Weapon: Starknife
Ulric
God of archery, hunting, the north, wilderness, and winter.
Key Skills: Ride, Survival
Domains: Luck, Travel, War, Weather
Mysteries: Battle
Favored Weapon: Longbow