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Clerics on Realms are all of different deities. You must choose which deity
you want at character creation. All clerics endeavor to increase the
influence of their deity in the world of Derlith. All clerics are able to
pray to their deity in order to get increased piety.

NOTE: All clerics start with the initial spell vigor. (HELP VIGOR)

Clerics of Aramon
(HELP ARAMON)

Aramon is the god of deceit, the void, death, strife, and ambiguity. His
sole purpose is to bring about the total destruction of Derlith by plunging
 it into a realm of infinite darkness. As such, his priests seek to kill,
mame, destroy, and scheme to this end. Aramon's clerics are highly tied to
necromantic arts, so they deal with the undead often. As such, they are
able to call forth undead to aid them. They are also able to enthrall these
undead creatures, thereby charming them to not cause the cleric any harm.
Aggressive undead will not usually attack a cleric of Aramon without
provocation. Aramon clerics must remain evil at all times, less they risk
the wrath  of Aramon. Clerics of Aramon hate clerics of Enoch, and they
will go way out of their way to destroy them by any means.

Abilities: pray, teach, enthrall, animate
Restrictions: Must wear light armor. Must remain evil.
              Healing spells on others are penalized.
Races: Cambion, Goblin, Half-Elf, Half-Giant, Half-Orc, Human, Kataran,
       Kobold, Minotaur, Ogre, Orc, Tiefling, Troll


Clerics of Ares

Ares is the god of war, destruction, bloodlust, and violence. Conquest is
his chief goal, and anywhere he can increase it, he gains more influence.
As such, priests of Ares tend to be of a less civilized mindset. Ares
priests are not very adept at healing as clerics usually are. A priest of
Ares is much like a berserker-priest, in that he is able to go berserk in
combat in order to do more damage. Also like a berserker, an Ares priest
is able to bash his opponents to oblivion, although not as well. Ares
priests are always in the vanguard of any barbarian conquests, and they
often seek to lead in battle all over Derlith. Clerics of Ares despise
clerics of Ceris, often openly attacking them or driving them away.

Abilities: pray, teach, bash, berserk
Restrictions: Must remain not go to extremes of alignment. Healing spells are
              always cast at half level.
Races:  Barbarian, Cambion, Goblin, Half-Elf, Half-Giant, Half-Orc, Human,
	Kataran, Kobold, Minotaur, Ogre, Orc, Troll


Clerics of Ceris
(HELP CERIS)

Ceris is Derlith's goddess of healing, fertility, and compassion. She seeks
to prevent death, violence, and war however possible. Her clerics are often
renown as the best  healers and disease curers in the entire world. It is
even said that some of the more powerful Ceris clerics are able to raise
back people from the dead! As Ceris clerics are pacifists, they abhor
combat. As such, they are not very good with weapons, and are only able to
use blunt and pole class weapons. Clerics of Ceris openly despise any kind
of violence or evil. As such, they stand in the way of followers of Ares
and Aramon whenever possible. Ceris' followers try to stay clear of priests
of Enoch, as those priests recently have been on a crusade to subjugate
followers of Ceris using "righteous violence".

Abilities: pray, teach, turn, healing spell bonus
Restrictions: Light armor only. Pole and blunt weapons only. Must not
              go to extreme evil alignment.
Races: Human, Half-Elf
Special: rejuvenate spell (HELP REJUVENATE)
         resurrect spell (HELP RESURRECT)


Clerics of Enoch
(HELP ENOCH)

Enoch is Derlith's god of martial righteousness, truth, justice, and
paladins. He seeks to spread his influence however possible by helping the
weak and oppressed, by showing them his light and the singular truth of his
ways. Clerics of Enoch seek to convert all people to follow the beliefs of
Enoch, and they will openly fight if necessary to do this. They hunt out
evil wherever they find it, even if it's not really there in some cases.
Followers of Aramon are to be given no mercy, as Enoch has a long standing
feud with Aramon. Others who aid him receive no mercy either. Enoch clerics
of higher power are able to use a holyword to smite their evil enemies.
They are also very good with weapons and armor, due to their martial
nature. Undead fear clerics of Enoch, and often run in fear from their
increased turning abilities. A cleric of Enoch must remain good, or their
power is liable to wane, and the Inquisitors' Order might come looking for
them for questioning.

Abilities: holyword, pray, teach, turn, turn bonus
Restrictions: Must remain as good as possible, or
              abilities wane.
Races: Half-Elf, Half-Giant, Half-Orc, Human, Kataran, Seraph

Clerics of Gradius
(HELP GRADIUS)

Derlith's dwarves all follow the god Gradius, their god of mining,
metallurgy, earth, and creation. Gradius is a jovial god, known as the best
drinker and carouser in the heavens. On Derlith, he seeks to increase his
influence primarily through dwarven expansion and building, but also
through conquests against evil humanoids such as orcs, goblins, ogres,
trolls, and giants. Dwarven clerics of Gradius are second in warfare only
to clerics of Ares, and they often are seen at the head of dwarven armies
leading in perilous charges, screaming their god's name. Upon reaching
certain power, a cleric of Gradius is able to smother opponents with the
power of earth. He is also able to conjure creatures of earth to aid and
assist him in combat. Healing is not a strong suit of a Gradius cleric, as
they are more focused on the areas of warfare and elemental earth magic.
Clerics of Gradius will seek to spread their god's influence in any way
they can, most often by killing as many orcs, goblins, ogres, giants, and
trolls as possible.

Abilities: pray, teach, smother, conjure(earth only)
Restrictions: Must not become too evil, or powers will wane,
              sometimes not functioning. Healing magic is penalized.
Bonus: see "help vile" for more information.
Races: Dwarf only


Clerics of Kamira

Kamira is Derlith's goddess of merriment, adventure, thieves, gambling, and
excitement. She is all about having a good time at all costs. Her
priesthood is completely chaotic, being one huge long party whenever any
clerics are awake and not unconscious. She is also the goddess of luck,
and many wish the luck of Kamira on their allies before battle or some
other risky endeavor. Clerics of Kamira are said to be unnaturally lucky.
So much so, that nobody will gamble with them, and in some places it's
even illegal! They also have a tendency to "borrow" things and give them
to the poor, or otherwise to play practical jokes on people, so they are
fully versed in the ability to steal. Clerics of Kamira are good of heart,
and must remain so, or their power with the goddess will wane. They are
some of the best explorers in the land, able to search almost as well as
some rangers, and they can hide as well as a thief. At a certain point, they 
even learn to pick locks. The enemy of a cleric of Kamira is anybody not out 
to have a good time.

Abilities: pray, teach, pick, peek, steal, naturally lucky,
           search and hide well
Restrictions: Must remain good, or powers will wane,
              Must wear light armor, no missile weapons.
Races: Gnome, Half-Elf, Halfling, Human

Clerics of Linothan

The god Linothan is the embodiment of the greatness of Elvenkind. He is their preserver of ancient 
knowledge, their protector of the forests, and an outright warrior against the forces of evil. 
Priests of Linothan are often more warrior like than not, mixing magic and martial prowness with 
equal ability to smite down their foes. As a rule, most of them are somewhat stoic and do not 
like outsiders very much, tending to remain solitary mostof the time. When called to battle in 
defense of Derlith's many Elven enclaves, however, they are the first on the front lines and the 
last to retreat. The most sacred thing to them is the ancient martial knowledge of the sword-dance, 
which has been passed from generation to generation for eons on end. A Linothan cleric seemingly 
moves like the wind or as smoothe as ice through battle. Many are in awe at the sight, marveling 
at them doing their intricate sword dance with their Elven great-swords. The swords take many forms, 
but most often are large and weilded with two hands, and very sharp. Linothan priests are also very 
powerful when it comes to the destruction of undead, as Linothan has absolutely zero tolerance such 
horrid abominations. It is not wise to get on the wrong side of a Linothan priest, and it is especially
unwise should you adhere to such disgusting religions as Arachnus or Aramon. The spider god and 
Linothan have been at war since a time long forgotten to history. Arachnus filth will often be smited 
on sight, as well as any others that would do evil in his name, or to the name of other evil gods. 
Linothan priests are always male, as is the nature of their order.

Abilities: pray, teach, kick, scout, dodge/riposte like rogues, hide 
           as well as any ranger outdoors, turn undead like Ceris, bonuses to
           hit and to damage when using great-swords.

Restrictions: Must not remain evil, or powers will wane. Medium armor only.
              Must be male.

Races: Elf

Clerics of Mara

Mara, the Elven huntress of the night, is the protector of the Elven evenings. The vastness 
of the starry skies is her playground. Mara is also the keeper of Elven custom, healing, and 
fertility, and her priestesses often frolic in the evenings in ancient ceremonies, warding off 
any evils that threaten Elven civilization. One thing they love more than anything, however, 
is the night time hunt. It is said there are no better archers in all of Derlith than within 
the Sisterhood of Mara. Wholly good in heart and soul, priestesses of Mara are often quick to 
help and to provide healing or shelter to those in need. However, they are often very chaotic 
in nature and very quick to play practical jokes on the unwary. They take special delight in 
good-natured torture of the priests of Linothan, often poking fun at their very serious natures. 
Any who should pervert the sacred Elven forests will quickly feel the Sisters' wrath. The 
priestesses weld such power at night that they may even bring down the stars to do their bidding, 
often to devastating effect in battle. Considering their stealthy natures, near supernatural archery 
abilities, their skills in hunting, and their abilities to heal, it is not wise to get on their 
bad side. Mara's sheer hatred for Arachnus and his filthy dark-elven priests and warriors is 
legendary, and any Drow who have the unlucky misfortune of wandering into their areas of protection 
often end up in several pieces, never to be seen again. The same is true of vile orcs, goblins, and
other of the ravenous goblinoid races who like to come out at night and brutalize the innocent.

Abilities: pray, teach, scout, turn, starstrike (help starstrike), trackspell at level 10, hide
           as well as any ranger outdoors, bonuses to hit, damage, and criticals when using bows at 
           night, hide and sneak like assassins at night, very exceptional healing, on par with the 
           goddess Ceris.

Restrictions: Must not remain evil, or powers will wane. Light armor only.
              Must be female.

Races: Elf

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