Post by gamedave on Sept 8, 2015 12:29:00 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 lists key proficiencies that a priest of that order will be expected to have. A character who takes the Acolyte background may substitute his order's key skill proficiency for the Insight skill and may substitute his order's key tool or vehicle proficiency for one of the languages normally granted by that background. Each order also lists a pair of favored domains which a cleric who is a priest of that order may select.
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 Proficiencies: Skill: Arcana, Tool: Navigator's tools
Domains: Knowledge, Light
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 Proficiencies: Skill: Nature, Tool: Herbalism kit
Domains: Life, Nature
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 Proficiencies: Skill: Persuasion, Tool: Artisan's tools (any)
Domains: Life, Nature
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 Proficiencies: Skill: Medicine, Tool: Herbalism kit
Domains: Life, Light
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 Proficiencies: Skill: Investigation, Tool: Thieves' tools
Domains: Knowledge, War
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 Proficiencies: Skill: Intimidation, Vehicle: Land
Domains: Tempest, War
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. As noted above, most priests in the Savage Kingdoms worship the gods as a pantheon, but some become a disciple of an individual deity. A priest who does so treats that god's key proficiencies and domains as outlined in the Religious Orders section, above.
Aleeria
Goddess of love, beauty, joy, wine, and songs.
Key Proficiencies: Skill: Persuasion, Tool: Musical instrument (any)
Domains: Life, Trickery
Barlu
God of the air, sea, storms, change, trickery, and inspiration.
Key Proficiencies: Skill: Deception, Vehicle: Water
Domains: Tempest, Trickery
Ergun
God of earth and fire, smithing, war, and summer.
Key Proficiencies: Skill: Intimidation, Tool: Smith's tools
Domains: Nature, War
Heslith
God of serpents, knowledge, wisdom, and alchemy.
Key Proficiencies: Skill: Medicine, Tool: Alchemist's supplies
Domains: Knowledge, Nature
Ithwe
God of the sun, light, healing, and spring.
Key Proficiencies: Skill: Medicine, Tool: Musical instrument (any)
Domains: Life, Light
Kor
Goddess of death, dreams, and mysteries.
Key Proficiencies: Skill: Arcana, Tool: Disguise kit
Domains: Knowledge, Trickery
Neva
Goddess of the moon, night, darkness, harvests, secrets, and autumn.
Key Proficiencies: Skill: Stealth, Tool: Thieves' tools
Domains: Nature, Trickery
Ulric
God of athletics, competition, hunting, wilderness, and winter.
Key Proficiencies: Skill: Survival, Tool: Gaming set (any)
Domains: Nature, Tempest
RELIGIOUS ORDERS
The most common religious orders found in the Savage Kingdoms are listed below. Each lists key proficiencies that a priest of that order will be expected to have. A character who takes the Acolyte background may substitute his order's key skill proficiency for the Insight skill and may substitute his order's key tool or vehicle proficiency for one of the languages normally granted by that background. Each order also lists a pair of favored domains which a cleric who is a priest of that order may select.
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 Proficiencies: Skill: Arcana, Tool: Navigator's tools
Domains: Knowledge, Light
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 Proficiencies: Skill: Nature, Tool: Herbalism kit
Domains: Life, Nature
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 Proficiencies: Skill: Persuasion, Tool: Artisan's tools (any)
Domains: Life, Nature
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 Proficiencies: Skill: Medicine, Tool: Herbalism kit
Domains: Life, Light
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 Proficiencies: Skill: Investigation, Tool: Thieves' tools
Domains: Knowledge, War
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 Proficiencies: Skill: Intimidation, Vehicle: Land
Domains: Tempest, War
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. As noted above, most priests in the Savage Kingdoms worship the gods as a pantheon, but some become a disciple of an individual deity. A priest who does so treats that god's key proficiencies and domains as outlined in the Religious Orders section, above.
Aleeria
Goddess of love, beauty, joy, wine, and songs.
Key Proficiencies: Skill: Persuasion, Tool: Musical instrument (any)
Domains: Life, Trickery
Barlu
God of the air, sea, storms, change, trickery, and inspiration.
Key Proficiencies: Skill: Deception, Vehicle: Water
Domains: Tempest, Trickery
Ergun
God of earth and fire, smithing, war, and summer.
Key Proficiencies: Skill: Intimidation, Tool: Smith's tools
Domains: Nature, War
Heslith
God of serpents, knowledge, wisdom, and alchemy.
Key Proficiencies: Skill: Medicine, Tool: Alchemist's supplies
Domains: Knowledge, Nature
Ithwe
God of the sun, light, healing, and spring.
Key Proficiencies: Skill: Medicine, Tool: Musical instrument (any)
Domains: Life, Light
Kor
Goddess of death, dreams, and mysteries.
Key Proficiencies: Skill: Arcana, Tool: Disguise kit
Domains: Knowledge, Trickery
Neva
Goddess of the moon, night, darkness, harvests, secrets, and autumn.
Key Proficiencies: Skill: Stealth, Tool: Thieves' tools
Domains: Nature, Trickery
Ulric
God of athletics, competition, hunting, wilderness, and winter.
Key Proficiencies: Skill: Survival, Tool: Gaming set (any)
Domains: Nature, Tempest