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QUEST
A LIVE-ACTION FANTASY ROLE-PLAYING
GAME SYSTEM

DIVINE INSPIRATION A
GUIDE TO THE RELIGIOUS
ORDERS OF QUEST

Table of Contents
THE PRIESTLY ORDERS............................................................................................................................................................................2
THE GODS OF QUEST.........................................................................................................................................................................................2
Anvar the Wanderer (Known as Heruath by Elves) Lord of Shadows (God of Stealth and Tricks).........................................................3
Este Healer of Hurts and Weariness (Goddess of Healing).....................................................................................................................3
Herne the Hunter - (Known as Orome Aldaron by Elves) (God of Hunting)..............................................................................................4
Irmo (Known as Lorien by Elves) Master of Dreams and Visions (God of Magic)..................................................................................5
Kukulkas the Black Lord of Assassins (God of Murder and the Undead)................................................................................................6
Mandos (Known as Namo by Elves) Lord of Dooms and Judgements (God of Law and Death)............................................................7
Manwe Sulimo Lord of the Skies, King of the gods (God of the Atmosphere).........................................................................................9
Nessa Lady of the Forests, (Goddess of Forests and Music)....................................................................................................................9
Nienna Lady of Pity and Mourning (Goddess of Grief and Vengeance)................................................................................................10
Sauron (Known as Gorthaur by Elves) Lord of Phantoms & Lies (God of Deception)..........................................................................11
The Dark Lord (Known as Morgoth by Elves and as Melkor by his servants) Lord of Fire and Darkness (God of Domination and
Destruction)................................................................................................................................................................................................12
Tulkas Astaldo Lord of Battles (God of War)..........................................................................................................................................13
Ulmo Lord of the Waters, (God of Water and Cold)...............................................................................................................................14
Ungoliant the Devourer Queen of Spiders (Goddess of Greed and Hunger)........................................................................................15
Vaire the Weaver (Goddess of Fate and Destiny)...................................................................................................................................16
Vana the Ever-Young (Goddess of Youth and Fertility)..........................................................................................................................18
Varda Tintalle (Known as Elbereth by Elves) Lady of the Stars (Goddess of Light).............................................................................18
Wayland the Smith - (Known as Aule by Elves and Mahal by Dwarves) (God of Fire and Earth)..........................................................19
Yavanna Kementari (Also known as Gaia and Mother Nature) - Queen of the Earth, (Goddess of Nature)...........................................20
APPENDIX 1: DEITY-SPECIFIC MIRACLES SUMMARY...................................................................................................................0

THE PRIESTLY ORDERS


This guide is provided as a handbook for Priest, Druid, Ranger and Paladin characters and contains background information, additional
miracle lists and descriptions of the general beliefs, benefits and restrictions for the worshippers of all the gods that exist within the
Quest game world.
Note: Additional, deity-specific miracles must be prayed for and selected each day as part of the priests standard miracle list. Miracles
of level 7 and above, (available only to post-sixth characters,) are included here for completeness.
Also note: The deity-specific miracles of the gods are, by definition, the same alignment (in terms of Good, Evil or Neutral) as the god
they belong to, even where they are duplicates of miracles of other deities.

The Gods of Quest


DEITY

Spheres of Influence

Anvar (Heruath)
Este
Herne (Orome)
Irmo (Lorien)
Kukulkas
Mandos (Namo)

Priest
Alignment
Stealth, Shadows, Tricks
N or CN
Healing, Rest, Good
Good
Forests, Hunting, Elves, Good
Good
Magic, Knowledge, Dreams, Visions Non-evil
Murder, Undead, Evil
Evil
Law, Death, Destiny, Justice
LN

Worshipped by

Manwe Sulimo
Nessa

Air, Lightning, Good, Leadership


Forests, Music, Dancing

LG
N or NG

Nienna
Sauron (Gorthaur)
The Dark Lord
(Melkor / Morgoth)
Tulkas Astaldo

Grief, Vengeance, Good


Deception, Magic, Evil
Fire, Darkness, Domination, Evil

NG
NE
LE

War, Strength, Drinking, Good

Non-evil warriors, drunks

Ulmo
Ungoliant
Vaire

Water, Cold, Good


Greed, Hunger, Spiders, Evil
Fate, Destiny, Time

Vana
Varda (Elbereth)
Wayland (Aule /
Mahal)
Yavanna (Gaia)

Youth, Fertility, Birds


Stars, Light, Elves, Good
Fire, Earth, Dwarves

Non-lawful,
non-evil
CG or NG
CE
LN, N or
NG
NG
LG
Good

Growth, Nature

Any N

Those working with plants or animals

Any non-Lawful, especially merchants, thieves & travellers


Healers & those in need of healing
Hunters, Rangers, Foresters, Elves
Those using magic or seeking knowledge
Any evil, especially assassins, necromancers and orcs
Those serving the law, those seeking justice, those fighting
Chaos
Any good, rulers, leaders
Performers, those dealing with forests or woodland
creatures
Any non-evil
Any non-good except Elves
Any non-good

Sailors, fishermen, etc, non-evil alignments


Any evil
Any non-evil
Farmers, any
Good alignments, Elves
Miners, Smiths, Armourers, Dwarves

The non-evil gods make their dwellings in various parts of Heaven, (which is called Valinor and Aman by the Elves), a place that is
somehow connected to the physical world and at the same time separate from it. The Elves believe that those particularly blessed by the
gods may reach Valinor whilst still living by sailing across the Western Ocean, but legends tell that none who have done so have ever
been allowed to return.
Of the gods of evil, The Dark Lord dwells in Hell, also known as The Void, where he was banished after the last War of the Gods, and is
served by all manner of Demons and Devils. Sauron and Ungoliant have their abodes in realms attached to Hell, whilst Kukulkas is said
to wander wherever he wills, and makes no place his abode.

Anvar the Wanderer (Known as Heruath by Elves) Lord of Shadows (God of Stealth and Tricks)
Anvar is something of a loner he has never taken part in the wars of the gods, claims to owe allegiance to no-one, and favours neither
one side nor the other. Instead he wanders the world invisibly or in disguise, doing whatever he wishes. He is known to delight in
making the great and good appear foolish and in finding (or stealing) things of interest or value, although he is not usually malevolent
or destructive and returns stolen objects as often as not. He loves puzzles, riddles and practical jokes, and often sets challenges for
mortals just to see what they will do. Legend tells that there is nothing he cannot steal and no stronghold that he cannot break into,
should he wish to.
Anvars priests may be of any sex or race. They have few temples and are usually lone wanderers, (occasionally with an acolyte or two),
adventurers, or the spiritual advisors of Thieves Guilds, where they use their powers to aid the larcenous activities of their flock. That
said, they are driven not by greed, but by the desire to pit their wits and skills against others. Unsurprisingly, this sect is looked down
upon by all the other temples and is disliked by all Lawful priesthoods, (especially the temple of Mandos). In return, Anvars priests
view other clerics as pompous, hidebound and humourless and often make them the target of practical jokes and tricks
Spheres of Influence:
Priests Alignment:
Worshippers
Symbol:
Restrictions:

Benefits:

Stealth, Shadows, Tricks


N or CN only
Any non-Lawful, especially merchants, thieves & travellers
Cloaked & hooded figure, grey on black
May wear leather armour & leather helm max.
May not use any items associated with Law.
May multiclass to Scout only.
May not allow those of other faiths to buy or use scrolls of Anvar-specific miracles
Can find & remove traps as Scouts.
Stealth Invisibility as Scouts.

Additional Miracles for Priests of Anvar


Level 1: Trip
Level 2: Invisibility
Level 3: Change Self
Level 4: Pickpocket

Level 5: Dimension
Door
Level 6: Shadow Form

Level 7: Mass
Invisibility
Level 8: Project Image
Level 9: Plane Shift

As Wizard spell
As Wizard spell
As Wizard spell
The caster can steal one item that is not in-hand from any humanoid within a 5 radius as long as
the creature is not involved in combat or is not openly hostile to the caster. (A distrustful creature
is not necessarily hostile). Once cast, the priest has 5 minutes to effect the theft before the miracle
expires. Note: Although the caster is NOT invisible or concealed whilst picking the pocket, the
theft attempt will be noticed by the target if it can see hidden or invisible creatures or has the
Improved Back Protection post-sixth ability. Caster must call a Time Freeze and notify the
referee when this miracle is being cast and must then tough the target of the pickpocket attempt.
As Wizard Spell

Ra
Ra
C
C

This miracle transforms the caster into a shadow version of his normal self for 5 minutes and
grants the following benefits: He is immune to non-enchanted weapons, is effectively invisible in
non-daylight conditions, and his touch causes targets to be Slowed (as per the Wizard Spell).
Whilst in Shadow Form, the caster retains all his other abilities. This miracle suppresses all samelevel and lower-level effects that provide protection against magic, miracles, elemental effects or
weapon damage and is automatically dispelled by higher-level effects that provide these types of
protection. After calling Shadow Form, the caster must call Single, Slow, level X, 5 minutes,
where X = his level when he touches an opponent with his hand.
The caster can make 1 creature per caster level within 20 Invisible (as per the Wizard spell)

As Wizard spell
As Wizard spell

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Este Healer of Hurts and Weariness (Goddess of Healing)


Este is the Healer of the gods, and lives in the gardens of Lorien, with her spouse Irmo, Master of Dreams and Visions. She is beloved of
all the gods, and even those of evil bear her no malice. She spends all of her days tending her garden and healing the wounds of those
who come to her, although she will NOT heal creatures of evil because of the harm that the Lord of Darkness caused to her garden. She
is said to be able to cure any illness or wound, and raise the dead of ANY race (Mandos permitting), although she was unable to repair
the harm done to her garden by the Dark One.
Her order has excellent relationships will all non-evil sects, and is tolerated (at the least) by the remainder. Her priests have NEVER
been known to be adventurers, as their training doesnt prepare them for the harsh realities of life. Instead they tend to run hospices and
sanctuaries of healing, and will even cure those who cannot donate to the temple on a first-come-first-served basis each day. As a
result, the sick and dying are found queuing outside the gates of any of her temples at all times of the day and night.
Spheres of Influence:
Priests Alignment:
Worshippers

Healing, Rest, Good


Good
Healers & those in need of healing

Symbol:
Restrictions:

Benefits:

Tree & Staff, intertwined, brown & green on white


May not cause harm to any non-evil creature or allow others to do so.
May not use weapons.
May not use damage-causing miracles.
Must heal any wounded non-evil creature encountered.
May not multiclass.
May not be a player character in an adventure without the approval of the scenario referee.
May not use the reversed form of any Curing miracles.
May freely use any item associated with healing.
Can discern wounds and detect poison & disease on any item or creature in view.

Additional Miracles for Priests of Este


Level 1: Special
Level 2: Special
Level 3: Special
Level 4: Special
Level 5: Special
Level 6: Special
Level 7: Special
Level 8: Special
Level 9: Special

May select a Healer cure of this level or lower that may be used once / day / level (ingredients
permitting)
As above
As above
As above
As above
As above
As above
As above
As above

T
T
T
T
T
T
T
T
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Herne the Hunter - (Known as Orome Aldaron by Elves) (God of Hunting)


Herne, (also called Orome by the Elves) is the Huntsman of the gods and rides a huge silver steed named Nahar. There is no track he
cannot follow and nothing he cannot hit with his bow (which is reputed to never miss). Elven history tells that he was the first god they
encountered when they awoke in the world, and it was he who taught them their bow skills, woodlore and respect for the natural world.
As a result, they revere him almost as much as Varda. Despite his title and role, Herne is known to love the forests and is the friend of
forest creatures. He hunts only for food and to slay evil creatures or those who have harmed his charges or woodlands. He lives in the
forests of Valinor with his spouse, Vana the Ever-Young (Goddess of youth and laughter)
His priests are usually male and are often found working as forest wardens or alongside Rangers or Druids at the borders of civilised
lands, protecting woodland communities from wild beasts and evil humanoids. As a result, the priesthood has an excellent relationship
with all the druidic orders, but they get on less well, (but still have good relations,) with other good-aligned sects except the priests of
Wayland because of the latters use of wood in their smithies & mines.
Spheres of Influence:
Priests Alignment:
Worshippers
Symbol:
Restrictions:

Benefits:

Forests, Hunting, Elves, Good


Good only
Hunters, Rangers, Foresters, Elves
Silver horn on green
May not associate with evil
Must fight evil
Must fight any creature that is a threat to non-evil forests or good-aligned communities.
May not damage non-evil forests or woodland or allow others to do so.
Must carry a bow
May multiclass to Warrior only. (Such characters are known as Hernes Huntsmen).
May not allow those of other faiths to buy or use scrolls of Herne-specific miracles
May use bow

Additional Miracles for Priests of Herne


Level 1: Track
Level 2: Holy Arrows
Level 3: Camouflage
Level 4: Elemental
Arrow

Level 5: Herne's /
Oromes Horn

Level 6: Elf Shot

The caster is able to Track (as per the Ranger skill) for 1 hour per caster level.
As per Bless Weapon but every arrow fired by recipient is holy (until it hits) & causes +1 damage.
Lasts 5 minutes or until the caster is struck by a melee weapon or the effect is dispelled
As per the level 2 Druid miracle
Caster chooses one of several variants at time of casting: Fire (detonates as an Energy Bolt, Fire
on impact, call "Single, Firebolt, 6 hits"), Ice (causes cold damage, call Single, Icebolt, 6 hits),
Lightning (detonates a Lightning Bolt on impact, call "Single, Lightning Bolt, 6 hits"), Acid
(arrow causes 6 hits of acid damage, call is "Single, Acid Bolt, 6 hits). Affects 1 arrow that must
be used immediately.
Creates a holy Horn that, when sounded, causes Fear (as spell) in all hostile creatures of the
caster's level or lower within earshot. In addition, this will remove any fear effects on
the caster's allies. It does NOT affect creatures that cannot hear, undead or otherplanar creatures. Call is Hernes Horn, Fear level X, run away, 1 minute where X
= casters level.
Caster does not need to actually fire, just pull back & release his bowstring. These "virtual" arrows
will automatically hit any creature that the caster can see if it has no cover or cannot arrow cut,

C
C
C
C

Level 7: Missile Shield

Level 8: Arrow Trigger

Level 9: Barrage

catch missiles or place a shield between itself & the caster. Caster MUST let target know it has
been hit, (call a Time Freeze if necessary). Lasts 5 minutes or until the caster is struck by a melee
weapon or the effect is dispelled. Call is Elf Shot, X where X = the damage normally caused by
the casters arrows.
Caster is immune to the effects of ALL directed range attacks that focus on him (including Magic
Missile, Lightning Bolt, Firebolt, arrows, hurled rocks etc) for 5 mins. Note: This miracle
suppresses all same-level and lower-level effects that provide protection against magic, miracles,
elemental effects or weapon damage and is in turn suppressed by higher-level effects that provide
these types of protection..
Allows caster to store 1 spell or miracle of level 7 or below in an arrow. This must be a touch,
area-effect or detonation-type spell or miracle NOT one that functions on the caster only. (Some
possible spells / miracles are: Entangle, Web, Firebolt, Glyph, Rune of Power, etc.) The arrow will
work ONLY for the caster and lasts until used. It will radiate as magic and / or holy as appropriate
and is vulnerable to a Dispel of the stored spell's / miracles level whilst in the caster's quiver. The
caster may have only 1 active Arrow Trigger at any time. Any requirements of casting the "stored"
spell or miracle (such as needing to rest etc) must be met at the time the spell / miracle is placed
in the arrow. The stored effect is activated when the arrow impacts on a target. Caster must call the
appropriate verbal for the stored effect.
NOTE: This miracle (& the stored effect) MAY be cast before an adventure begins.
This miracle combines the effects of the Holy Arrow and Elf Shot miracles, and is subject to the
same restrictions except as noted below. Each time the caster fires he hits ALL visible, hostile
creatures that are in front of him if they cannot arrow cut etc and causes his normal arrow damage
+1 for the enchantment. Caster should call "Barrage, Holy X" where X = the damage caused.
The caster may fire 1 Barrage for each of his levels within a 5-minute period or until he is struck
by a melee weapon or the effect is dispelled.

Irmo (Known as Lorien by Elves) Master of Dreams and Visions (God of Magic)
Irmo is the loremaster of the Gods, and lives in the gardens of Lorien, (hence his alternate, Elvish name), with his spouse Este, the
Healer of Hurts and Weariness, and is the brother of Namo, (Mandos). He takes only a passing interest in mortal affairs, (except when it
concerns the discovery or loss of knowledge), and spends most of his time researching and recording his findings. It is said that there is
nothing he does not know about the world, the creatures in it, and how and why things are the way they appear. He usually
communicates with his priesthood through visions or in dreams and is passionate about magic
As a result, Dwarves, Hobbits and other non-magic-using races never worship him. His priests are usually cloistered in their libraries,
but those few who become adventurers are constantly searching for new knowledge, (particularly spells), and will fight more fiercely
than a berserk priest of Tulkas when information is the prize. Adventuring priests of Irmo are often multiclassed Wizard / Priests and
seek to promote learning and the use of magic wherever possible, often coming into conflict with the other orders, who tend to believe
that any power without a divine source is somehow corrupt and tainted. Therefore, his priests have good relations only with the temples
of Este and Vaire, and are merely tolerated (at best) by the other orders, (although this doesnt stop many of them using scrolls of Spell
Use when the need arises!)
Spheres of Influence:
Priests Alignment:
Worshippers
Symbol:
Restrictions:

Benefits:

Magic, Knowledge, Dreams, Visions


Non-evil
Those using magic or seeking knowledge
Open book & crescent moon, silver on blue.
May wear leather armour & leather helm max.
May not use shields
May carry only 1 weapon
May not destroy or deface any repository of knowledge (books, scrolls etc) or allow others to do so.
Must promote the use of magic.
May multiclass to Wizard only.
May not be dwarves.
May freely use any item (not scrolls) normally restricted to wizards only.
From level 3, may use Commune once per week as a free miracle.
Can Detect Enchantment within one inch at will.
Dispel Miracle cast by a priest of Irmo is also effective against magic.

Additional Miracles for Priests of Irmo


Level 1: Special
Level 2: Spell Use
Level 3: Special
Level 4: Special
Level 5: Special
Level 6: Special
Level 7: Special

May select one wizard spell of this level & permanently add it to his miracle list at this level.
Once selected, this cannot be changed*.
Allows the caster to use wizard scrolls (as well as priest scrolls) for one day.
May select one wizard spell of this level or lower & permanently add it to his miracle list at this
level. Once selected, this cannot be changed*.
As above*
As above*
As above*
As above*

6
Level 8: Special
As above*
Level 9: Special
As above*
*Note: the priest must select all the spells for his miracle list at level one. He CANNOT select offensive, damage-causing spells (e.g.
Energy Bolt, Sword of Power etc) but MAY select non-damaging offensive spells (e.g. Voice of Power) or passive damage-causing spells
(e.g. Wall of Energy, Damage Mirror etc). Note: These spells become miracles when cast by the priest; any magical effects therefore
become holy effects. Scrolls of these miracles can be used by any priest.

Kukulkas the Black Lord of Assassins (God of Murder and the Undead)
Not much is known of Kukulkas the Black as he operates in secret, often independently of the other gods of evil, although he still obeys
the commands of Melkor. However, much like Anvar, he is rumoured to wander the earth, but his trail is marked by death and undead.
He is the patron god of the Undead and is highly revered by Orcs and related races. He has never taken part in the battles of the gods
he works in the darkness and the shadows before the battle, striking down the leaders of his foes then disappearing into the night as his
victims corpse rises as an undead.
Priests of this sect have few temples, although each has a shrine where he performs ritual sacrifices each week. As an alternative,
Kukulkas clerics may also propitiate their god by dedicating an opponent as a sacrifice before assassinating them killing them in
normal combat will not suffice. Each sacrificial victim must then be raised as undead; as a result, even the smallest shrine to Kukulkas is
swarming with the undead remains of slaughtered victims. This priesthood strives to rid the world of life and replace it with unlife,
thereby increasing the dominion of their master, and each priest aspires to one day become a lich. (The Lich miracle is the first one cast
upon reaching 9th level, despite its limiting effects hence there are no mortal priests of Kukulkas higher than level 9). Shrines and
temples in civilised lands are always well hidden and guarded as paladins, adventurers and priests of the good gods target them. This
priesthood is hated by all non-evil sects and is feared by the remainder (with the possible exception of the clerics of Melkor).
Spheres of Influence:
Priests Alignment:
Worshippers
Symbol:
Restrictions:

Benefits:

Murder, Undead, Evil


Evil only
Any evil, especially assassins, necromancers and orcs.
White skull, impaled by red dagger, on black
May not retreat from servants of Mandos unless unable to harm them
May not harm undead.
May not associate with good creatures
Must ritually murder one living creature of his level or higher each week
Priests of this sect are automatically outlawed in most civilised lands.
Cannot be raised from the dead rise as undead of priests level within 5 minutes of death (max of Vampire
(level 8) strength) unless already transformed into a Lich.
Must become a Lich once he is able to cast level 9 miracles.
May only multiclass to Scout and/or Warrior (and/or Assassin if appropriate post-sixth ability chosen)
May not allow those of other faiths to buy or use scrolls of Kukulkas-specific miracles.
May not use Good miracles or benefit from Curing miracles.
Can find, remove & set traps as Scouts.
Automatically control undead of own level or lower within view.

Additional Miracles for Priests of Kukulkas


Level 1: Vampiric
Healing
Level 2: Invisibility
Level 3: Assassinate
Level 4: Raise Minor
Undead

Level 5: Voice of
Power

Level 6: Missile Of
Slaying

For 5 minutes after this miracle has been cast any combat damage caused by the caster will cure
him of an equal amount of damage. Hits may NOT exceed the casters initial maximum, so this
miracle has no effect if the caster is (and remains) unhurt during melee. Note: No healing benefit
is gained from damage caused to undead. Caster must call Vampiric Healing.
As Wizard Spell
Once cast, the priest is able to use the Assassination ability for 5 minutes (see Assassin class
description for details). Caster must call Time Freeze and notify the ref when this has been cast.
This miracle allows the caster to raise one slain humanoid creature within 20 per caster level as
an Undead of a level equal to the level the creature possessed in life, although it will not create
undead of greater than level 4 strength. The raised undead have the same hits as their living form
(minus armour hits). Creatures thus raised may not be restored from death and remain as Undead
servants of the priest until destroyed. Caster must call Raise Minor Undead level X where X =
his level and must specify the type of undead raised (zombie, ghoul, skeleton etc). Note: the
maximum number of Undead servants a caster may have = his level. Note also: This miracle has a
casting time of 1 minute.
As per the level 5 Wizard spell Voice of Power except as noted below. Any living, humanoid, nonother-planar, man-size creature of the casters level or lower within 20becomes a mindless
servant of the caster for 1 minute or until the caster is slain. Victims cannot use spells, miracles or
special abilities, (such as the Scouts Hide or Druids Speak with Animals ability). Caster must
first call Voice of Power, level X, 1 minute, where X = casters level, before issuing his
instructions.
This miracle enchants 1 missile, (rock, dart, arrow etc,) so that it casts the Slay Living miracle
when it hits a target. Once this miracle has been cast, the affected missile must be used
immediately or the effect is wasted. Note: The missile is classed as unholy for the purposes of who
or what may be affected and it causes normal (unholy) weapon damage in the event that the target

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Level 7: Raise Major


Undead
Level 8: Sword of
Poison

Level 9: Lich

is immune to the Slay Living effect. After calling Missile of Slaying, the caster must call Slay
Living, X hits where X = 3x his level when it hits the target (Elves take only half damage
(round down)). Note: all the standard restrictions and penalties for the use of Slay Living apply.
Except as noted below, this miracle functions just like the Raise Minor Undead miracle. When
cast, it affects the highest-level dead creature present and creates one undead servant of up to level
8 strength. Caster must call Raise Major Undead and specify the type raised. Note: This miracle
has a casting time of 1 minute.
Except where noted below, this miracle functions in all respects as the Wizard spell Sword of
Power. Once cast, it creates a shining black blade that oozes poison. Hits from this sword cause
death by poison, (in addition to the swords normal unholy damage). After calling Sword of
Poison, caster must call Unholy Quad, Death Poison, level X, fall over where X = caster
level.
This miracle allows the caster to become a Lich and requires a ritual that takes 1 week to perform.
After several days of preparing himself and a sacrificial victim, (who must currently have at least
as many character levels as the caster,) the ritual binds the caster and sacrifice together. At
midnight on the final day, the priest must take his own life immediately after sacrificing the
victim. He then rises as a Lich 5 minutes later, with all his former abilities intact and immediately
gains 1 level in his victims class (as long as his victim was a priest, wizard or necromancer). If
the victim was not a priest, the Lich gains the Perfect Multiclassing skill and may begin gaining
levels in the victims class (alignment permitting).
Note: The slightest flaw in preparation or interruption of the ritual will cause it to fail the
disruption of the energies used will cause the priests normal undead returner ability being
nullified, resulting in his permanent death

Ra

Mandos (Known as Namo by Elves) Lord of Dooms and Judgements (God of Law and Death)
Mandos is the lawgiver and doomsman of the gods and is respected by them all (although the Lord of Darkness hates him above all
others, save Tulkas, because it was Mandos that sentenced him to be bound by the chain Angainor). The pronouncements of Mandos
have the effect of law amongst the gods (though he makes them only at the behest of Manwe). Although he is the twin brother of Irmo,
he lives apart from his brethren with his spouse Vaire, The Weaver, (Goddess of Fate) in the Halls of Awaiting, where the souls of the
dead go after death. It is said that Elven souls reside there until the End of Days when they shall take part in the Final Battle, but that
mortal souls reside there but a short time before passing on, some say to be reborn. Others say that they pass beyond the confines of
heaven, but none, (save Mandos,) knows to where. What IS certain, is that ALL the souls of the dead are judged by Mandos, and it is he
who determines their fate.
Because he knows EVERYTHING that will happen to all the creatures of the world (and the gods), Mandos is known to say little, and
reveal less.
His priesthood forms the judiciary in many parts of the world, and serve as judge, jury and executioner when the occasion demands.
They are renowned for being fair, just and impartial, although they have a hatred for disorder, chaos, the servants of the Lord of
Darkness, (because their god escaped his sentence,) and (particularly) the undead, as the latter have cheated death. Adventuring priests
of Mandos may be either single-class priests or members of a militant warrior / priest organisation known as The Hounds of Justice, but
in either case they will be found fighting chaos or hunting down and destroying the children of the night and the servants of the Dark
God.
The order of Mandos is respected, (or feared) by all the other sects, but has good relations only with the temples of Vaire, Varda and
Manwe.
Spheres of Influence:
Priests Alignment:
Worshippers
Symbol:
Restrictions:

Benefits:

Law, Death, Destiny, Justice


Lawful Neutral only
Those serving the law, those seeking justice, those fighting Chaos
Two-Handed Sword with Scales of Justice on cross-guard, in black & white
May not lie, (even by omission) steal, cheat, or otherwise break the law or allow others to do so.
May not gamble or drink alcohol.
Must fight undead, Chaos, and the servants of the Lord of Darkness if able to harm them.
May not be raised from the dead.
May not use any miracle or item that is associated with chaos or randomness.
Must help those who have been treated unjustly, and correct injustice when encountered.
May not associate with Chaotics.
May not multiclass except to Warrior ("Hounds of Justice").
May not use oil, poison, shields or any weapon other than a 2-handed sword. (Exception: May use blunt
weapons against creatures that are immune to edged ones)
Must wear black and prominently display a holy symbol at all times in public
May not use miracle scrolls of any other deity.
May not allow those of other faiths to buy or use scrolls of Mandos-specific miracles.
May use the Raise Dead and Resurrection miracles only to destroy undead.
Must wear a helm
May wear any metal armour.
Immune to Death Effects.
Must wield only a two-handed sword (causes double damage) except against creatures that are immune to
edged weapon attacks may switch to blunt weapons against these only.

Affect undead as if 1 level higher than actual.


Any undead turned are automatically destroyed.
Can Detect Undead / Chaos at will once per level per day (as per Detect Evil).

Additional Miracles for Priests of Mandos


Level 1: Oath

Level 2: Iron Will


Level 3: Speak with
Dead
Level 4: True Sight
Level 5: Sword of Law

Level 6: Doppelganger
Level 7: Armour of
Law

Level 8: Damage
Mirror
Level 9: Angel of
Death

Affects all individuals who are voluntarily touching the caster at time of casting and who wish to
be bound by the oath. The oath may be to complete a particular task, refrain from doing something
or to abide by the terms of an agreement (written or otherwise). Should any of the recipients not be
sincere in their intent to abide by the terms of the oath at the time of casting, the miracle fails. If
anyone breaks it subsequently, two things happen:
The caster and ALL other parties who took the oath are aware of who is forsworn, and how they
broke the oath. Any one of them may now nullify the oath without penalty.
The oathbreaker takes 1 point of holy damage per caster level and suffers a Permanent Curse.
THE CURSE AND DAMAGE CAN ONLY BE REMOVED BY THE CASTER OR A MANDOS
PRIEST OF HIGHER LEVEL.
Note: A Dispel Miracle on any recipient will nullify the Oath for all (and everyone will be aware
of this). No penalties are incurred if an Oath-taker has not deliberately caused the Dispel to be cast
to remove the Oath.
Character is immune to Fear and cannot be charmed or mentally dominated to act in any way he
does not wish. Attempts to control, charm or dominate him cause him to be Slowed (as per the
Wizard Spell) instead. Lasts for 5 minutes.
This miracle allows the caster to communicate with the spirit of a dead human or humanoid (nonelf). The corpse must be present and must have died within 6 months per caster level, and may not
have been reincarnated or raised as undead. The priest may ask one question per level and the
spirit must answer and cannot lie, although it could be evasive. Duration is 5 minutes
The caster can see invisible creatures and objects, can spot magical trap effects (such as Glyphs
and Runes of Power) and can see through darkness, illusions and disguises. In addition, the caster
automatically detects the alignment of any creature he sees. Lasts for 5 mins.
Except as noted here, this is identical to the wizard spell Sword of Power. It has the added effect of
causing targets (including undead) of the casters level or lower to be Stunned (as the
spell). After calling Sword of Law, caster must call Holy Quad, Stun level X, 10
seconds where X = his level. The Stun effect is a mental attack.
As the Wizard spell (although often called Judgement by Mandos priests)
This functions like the Wizard spell Force Armour with the added effect that any creatures of the
casters level or lower that strike the caster are Stunned (as the spell), although the caster will still
take damage from the attack. Unlike Force Armour, this miracle lasts only 5 minutes. After calling
Armour of Law, caster must call Stun, level X, 10 seconds, where X = his level, when
struck. Note: This Stun effect bypasses undead mental attack immunity.
As per the Wizard spell Damage Mirror (often called Shield of Justice by Mandos priests).

The touch of the caster causes a Slay Living effect against one mortal creature (or undead) per
caster level, (Elves take only half damage (round down)). The ability lasts 5 minutes. At the end of
this period, the caster is weakened (causes 1 less point of damage per blow) and is reduced to 1
total life point, (his armour is destroyed by negative energy). He also loses 1 full level of
experience if more than 1 mortal creature has been slain via this miracle. Caster must call Angel
of Death then either Slay Living (or Slay Undead), X hits, where X = 3x his level, when he
touches targets. Other-planar creatures and constructs are immune. Whilst this miracle is active,
the caster benefits from Negative Energy Protection, and is immune to undead special touch
attacks. He does not suffer any ill effects if a target is warded against Death Effects.

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Manwe Sulimo Lord of the Skies, King of the gods (God of the Atmosphere)
Manwe, the spouse of Varda, is Lord of the Winds and king of the gods, being the mightiest of the gods of good. He is brother to the
Lord of Darkness and is said to be deeply saddened by the path his sibling has chosen, yet even so, his hatred for the corruption of evil
knows ho bounds. Legends say that from his high seat upon Taniquetil in Valinor, Manwe can see anything that happens on or above the
earth, should he but choose to look. When roused, he has been known to bend storms to his bidding, call down lightning from the skies
and summon giant eagles to battle for him.
All the gods, (save those of evil,) accept his authority without question, although he often calls on Mandos when a pronouncement of
Law is required.
His priests may be of any sex or race, (although there are very few dwarves,) and are seen as the most senior amongst the non-evil
orders. He is also served by The Order of the Eagle, a paladin organisation. All his priesthood have excellent relations with all non-evil
sects and members of his church may be found throughout the lands in positions of responsibility or authority as advisors to kings,
serving on city councils, working with Druids to summon rain to help the crops grow, or in the vanguard of adventuring parties that seek
to oppose the forces of darkness at every turn.
Spheres of Influence:
Priests Alignment:

Air, Lightning, Good, Leadership


Lawful Good only

Worshippers
Symbol:
Restrictions:

Benefits:

Any good, rulers, leaders


Golden Eagle holding a silver lightning bolt in its claws on blue
Must fight evil.
May not retreat from combat against servants of the Dark Lord unless unable to harm them
May not harm eagles or allow others to do so.
May not allow those of other faiths to buy or use scrolls of Manwe-specific miracles.
May not use Evil miracles
Cannot be possessed or mentally controlled in any way.
After reaching level 3, may use the Druid Miracle Fly once per day per 2 levels as a free miracle

Additional Miracles for Priests of Manwe


Level 1: Shatter
Level 2: Shock
Level 3: See Invisible
Level 4: Elemental
Shield
Level 5: Voice of
Power
Level 6: Embody
Lesser Elemental
Level 7: Energy Blast
Level 8: Tempest
Armour

Level 9: Maelstrom

As Druid miracle
As Wizard spell
As Wizard spell.
As Druid miracle, but caster is only protected against air attacks (includes lightning). Call is Air
Elemental Shield
As Wizard spell

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As Wizard spell but may only Embody an Air Elemental

As Druid miracle but may only use the Lightning variant


The caster is sheathed in an invisible vortex of wind energy that affects any physical attack made
against him as follows:
Missile weapons (arrows, rocks etc NOT Magic Missile & similar spells) are deflected
harmlessly away.
The force of melee weapon and claw / bite blows is partially deflected by the hurricane winds that
swirl around the caster so that they cause only single damage. Other effects caused by such attacks
(poison, fire, level drain etc) are unaffected by this protection.
In addition, airborne creatures are unable to strike the caster. The effects last 5 minutes. Note: This
miracle suppresses all same-level and lower-level effects that provide protection against magic,
miracles, elemental effects or weapon damage and is in turn suppressed by higher-level effects that
provide these types of protection..
As Druid miracle

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Nessa Lady of the Forests, (Goddess of Forests and Music)


Nessa is the sister of Herne and spouse of Tulkas, and spends her time dancing, singing and racing with woodland creatures, especially
deer. She has never been involved in the wars of the gods, but is saddened by the destruction and discord that has been caused. Although
she is the patron of the performing arts, she has little to do with the speaking races of the world, except through music and dance, as she
prefers the calmness of forests and woodland creatures (she helped Yavanna create the latter).
Nessas priesthood is informal and scattered their temples are usually simple constructions in woodland, or colleges of music and
dancing within towns. They have never been known to be adventurers as they are generally non-violent, (although they will fight to
defend themselves and their charges,) and spend their time either tending the trees and animals in their locale or teaching others the
beauty of music and dance. They are often great storytellers and performers in the bardic tradition, but are never dwarves. They have
excellent relations with Yavannas worshippers, good relations with all other non-evil sects and are tolerated by the remainder.
Spheres of Influence:
Priests Alignment:
Worshippers
Symbol:
Restrictions:

Benefits:

Forests, Music, Dancing


Neutral Good or True Neutral
Performers, those dealing with forests or woodland creatures
Brown deer on yellow
May not wear armour
Must protect woodland creatures and forests.
May not fight except in self-defence or to protect the above
May not use active damage-causing spells, miracles or enchanted items.
May not associate with those who harm woodland creatures or forests.
May not allow those of other faiths to buy or use scrolls of Nessa-specific miracles.
May not be dwarves.
Must carry a musical instrument.
May speak with animals (as Druids) at will.
Curing miracles (including Raise Dead) function on animals & plant-based creatures.
Immune to any effect that would cause them to harm animals or trees.
Cannot be attacked by normal animals

Additional Miracles for Priests of Nessa


Level 1: Detect Traps
Level 2: Dispel Traps

As Druid miracle
This miracle removes all traps within 20. It may only be used outdoors.

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Level 3: Camouflage

As Druid Miracle, but this version may also be used to Camouflage another creature or plant.

Level 4: Wall of
Thorns
Level 5: Dance

As Druid Miracle, but damage caused is 16 hits and the Wall requires 100 hits to destroy.

Level 6: Embody Ent


Level 7: Song of
Silence
Level 8: Mass
Camouflage
Level 9: Animate
Plants

One target within 20 who is of the casters level or lower is overcome by the desire to dance, and
will do so for the next 5 minutes. They may defend themselves if attacked, but may not converse,
initiate hostile actions, cast spells or miracles, activate enchanted items or move more than 20
from their current location. This is a mental attack and undead, constructs and other-planar
creatures are immune. Caster must call Dance, level X, 5 minutes where X = his level.
As Druid miracle
This miracle negates all sound within 20 of the caster for 5 minutes, making it impossible for any
creature to talk, hear, cast spells or miracles or activate any item that requires a verbal command.
The caster, normal animals and plants are immune.
This allows the caster to Camouflage 1 target creature or plant per level within 20. It otherwise
duplicates the Druid Miracle Camouflage.
As Druid miracle

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Nienna Lady of Pity and Mourning (Goddess of Grief and Vengeance)


Nienna is the sister of the Feanturi Mandos and Irmo, and lives alone in a tower on the northern border of Heaven, where she grieves
for the hurts done to the world and the creatures in it by the forces of darkness. However, this goddess has a dual aspect and is both a
passive mourner and righteous avenger who joined the other gods of good in their wars against evil. Her approach is based on
retribution an eye for an eye - rather than high ideals and a sense of doing the right thing.
Her priesthood is open to both genders of all the civilised races, and mirrors Niennas own ethos by having two branches. One
ministers to and supports those who have suffered misfortune, (and never become adventurers). The other is a militant group (The
Avengers) that includes warrior / priests and seeks out evil and exacts retribution. They believe that being evil is a crime for which
Death is the only punishment. The first group are well respected by all non-evil sects for the good works they do, (evil temples treat
them with disdain,) whilst The Avengers have excellent relations with the sects of Tulkas, Orome and the paladins of Varda, and are on
good terms with the other non-evil orders, although many (especially the sects of Mandos and Manwe) dislike their vigilante-style
approach and their tendency to use ANY methods to exact revenge. Needless to say, they hate and are hated by all evil priesthoods.
Spheres of Influence:
Priests Alignment:
Worshippers
Symbol:
Restrictions:

Benefits:

Grief, Vengeance, Good


Neutral Good
Any non-evil
Silver Pool of Tears
Must fight evil and injustice.
May not retreat from evil or the unjust unless unable to harm them.
Must help non-evil creatures who are the victims of injustice.
May multiclass to Warrior only
May not allow those of other faiths to buy or use scrolls of Nienna-specific miracles.
May use the Detect Evil miracle at will, once per day per level

Additional Miracles for Priests of Nienna


Level 1: Mark of
Vengeance

Level 2: Empathy

Level 3: Calm

Level 4: Cold Rage


Level 5: Emotional

This miracle allows the caster to place an invisible marker on one target within 20. This mark
allows the priest to automatically know the approximate direction and distance to the target (to
within a few yards) for 24 hours. After this time, the mark must be renewed by a repeat casting or
the effect ends. Caster must call Mark of Vengeance. It may be cast only on evil or unjust
creatures and is dispelled if the target travels to another plane of existence. Detect Enchantment
and any ability that allows creatures to see invisible objects will reveal the mark. It can only be
removed by casting Dispel Miracle.
This allows the caster to discern the emotional state of one creature within 20 and will reveal
whether they are hostile, friendly, afraid, nervous, happy, sad etc. The caster also identifies the
cause or focus of this emotion. Caster must call Empathy. The caster will detect nothing from
undead, other-planar beings or creatures that have no emotions.
Calm allows the caster to change the mental state of one target and remove strong negative
emotion, (fear, anger, hatred, grief), from a creature of his level or lower within 20, replacing it
with a feeling of calmness. It is a mental attack. This miracle could be used to end a berserk rage,
remove hysteria, or cause a hostile creature to become neutrally disposed. The effect is permanent
unless prevailing conditions (such as racial enmity or a change in the situation e.g. target is
insulted or attacked) dictate otherwise, in which case it will last for 5 minutes or until the
circumstances change (whichever is the shorter). Caster must call Calm, level X, 5 minutes
where X = his level. . This miracle does not affect undead, other-planar beings or creatures that
have no emotions.
As the Special Ability of the same name. This miracle may only be used when fighting against evil
or unjust opponents and lasts 5 minutes.
Emotional Control is similar to the Calm miracle, but allows the caster to create ANY emotional

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Control

Level 6: Attack Mirror

Level 7: Damage
Mirror
Level 8: Doppelganger
Level 9: Spell Mirror

state within a target of his level or lower. Possible effects are Fear, (as the Wizard spell),
Friendship, (as the Wizard spell Charm), Hostility, Rage, (as the Cold Rage ability or miracle),
Grief, Happiness and Calm. The created emotion has no focus, so a hostile creature will be hostile
to EVERYTHING he encounters. Caster must call Emotional Control X, level Y, 5 minutes
where X = the emotion to be created and Y = casters level. Effects last for 5 minutes. This is
a mental attack that does not affect undead, other-planar beings or creatures that have no
emotions.
This miracle allows the caster to duplicate one melee attack that is being used against him. E.g.
if a weapon-wielding opponent were calling Magic Quin damage or had a Level Drain touch
attack, the caster would be able to cause the same effect using the same attack method. Note: This
applies only to melee attack forms (claw, bite, touch or weapon attacks), NOT ranged spells or
miracles, such as Voice of Power or Energy Bolt. The caster may use the mirrored attack for 5
minutes. Caster must call Attack Mirror then use the appropriate call in combat.
As Wizard spell
As Wizard spell but known as Avenging Angel to priests of Nienna.
As Wizard spell

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Sauron (Known as Gorthaur by Elves) Lord of Phantoms & Lies (God of Deception)
Sauron is known as the Lord of Phantoms, Werewolves and Lies by the creatures of good and as the Giver of Gifts and the Lord of Truth
by those who follow the path of Darkness. He is second only to the Dark Lord in power amongst the gods of evil and is the patron of
Werewolves and those who practice the Black Arts. His craft and skill at creating enchanted items, (including the legendary Rings of
Power,) are as renowned as the tales of his ability to corrupt and persuade others to his cause - he delights in sowing discord and doubt
amongst his foes.
He has a particular hatred for, (and fear of), Varda and despises her chosen people, (except those that have been corrupted -the Drow),
and those who serve Law and the light, although he accepts the rule of the Lord of Darkness without question. His priests are drawn
from all races, and are as likely to be found operating in secret in good societies, (where they foment trouble against good creatures
and the lawful authorities), as they are to be found leading evil communities on the true path. They are dedicated to the destruction
of the Elven race and the subversion of the world to the path of darkness, and will use any methods to achieve their ends, (although they
prefer to work from the shadows, getting others to do their work for them). His sect is hated by all non-evil priesthoods, and although
respected by all the temples of darkness, his priests are trusted by none.
Spheres of Influence:
Priests Alignment:
Worshippers
Symbol:
Restrictions:

Benefits:

Deception, Magic, Evil


Evil, non-Lawful only
Any evil except Elves
Lidless Eye, red on black
Must fight Elves and those who serve Varda.
Must oppose good creatures whenever possible
May not harm werewolves or allow others to do so
May not be raised from the dead rise as werewolf with 3 hits per original priest level when slain
May not carry or use any silver items
Priests of this sect are automatically outlawed in most civilised lands.
May not allow those of other faiths to buy or use scrolls of Sauron-specific miracles.
May not use Good miracles with the exception of Cures - these may only be used on Sauron worshippers.
+1 damage v. Elves and Half-Elves
From level 3 may use reversed Detect Lie once per day per 2 levels as an innate ability

Additional Miracles for Priests of Sauron


Level 1: Charm
Level 2: Invisibility
Level 3: Change Self
Level 4: Special
Level 5: Confusion

Level 6: Werewolf

Level 7: Special
Level 8: Mass

As Wizard spell
As Wizard spell
As Wizard spell
May select one wizard spell of this level or lower & permanently add it to his miracle list at this
level. Once selected, this cannot be changed. (See priests of Irmo).
One target within 20 who is of the casters level or lower is Confused. (Call is Confusion, level
X, 1 minute where X = the casters level). This causes the victims perceptions to be reversed
they accept hostile acts made against them without resistance, but will fight anyone who is
actively helpful or friendly. They ignore anyone or anything else that isnt interacting with them.
Effects last 1 minute.
The caster transforms into a Werewolf and gains all appropriate resistances and abilities. However,
he also retains the ability to use priest miracles. Lasts 5 minutes.
Note: This miracle suppresses all same-level and lower-level effects that provide protection against
magic, miracles, elemental effects or weapon damage and is automatically dispelled by higherlevel effects that provide these types of protection.
May select one wizard spell of this level or lower & permanently add it to his miracle list at this
level. Once selected, this cannot be changed. (See priests of Irmo).
The caster can make 1 creature per caster level within 20 Invisible (as per the Wizard spell)

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Level 9: Project Image

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The Dark Lord (Known as Morgoth by Elves and as Melkor by his servants) Lord of Fire and Darkness
(God of Domination and Destruction)
The Dark Lord is NEVER called by his true name, (Melkor), except by his servants, (who also call him the Lord of the World), and the
Elves have called him Morgoth (the Dark Foe) since the elder days. He is the brother of Manwe Sulimo and was, (some say still is,) the
mightiest of the gods, although he is known to have put forth much of his power into the mighty evil creatures that he formed from those
that fell into the paths of Darkness. (These include the Drow, Orcs, Balrogs and Dragons, to name but few).
It is said that his mastery of fire and the smiths art is a match for Wayland himself, although his heart has ever been turned towards
destruction and corruption rather than creation, and long ages past he mastered the powers of Darkness in which he now reigns
supreme. His hatred for the gods of light and all their works knows no bounds as he believes that they have usurped his rulership of the
world, although he especially hates Tulkas, Mandos and Manwe. The one exception to his hatred is Varda, as he covets her for his own,
despite hating (and fearing) the light that she represents. The gods of evil obey his every command, (usually out of fear), and he is
despised and opposed by all the other gods.
Everything that Melkor does is aimed at driving the forces of light from the world and destroying their works so that he can reign
supreme over a realm of his own devising he would gladly destroy the world and everything in it if it meant that he could rule the
ruins alone and start again, and this may yet come to pass, for it is written that at the End of Days Melkor and the hordes of hell shall
contend with the hosts of light in Ragnarok, the Final Battle, for dominion over the world, but none know who shall be victorious.
Because of the widespread domination of civilised lands by the priesthoods of good gods, the sect of Melkor often operates covertly,
much like the priests of Sauron. However, beyond the borders of society, they take their rightful place as the leaders of all creatures who
strive against the lackeys of the usurper gods. His priests may be of any race or gender and dedicate their lives to the obliteration or
subjugation of all those who refuse to serve their master.
Not surprisingly, the followers of Melkor are hated by all the good-aligned sects and are respected and (usually) obeyed by those who
serve the gods of darkness.
Spheres of Influence:
Priests Alignment:
Worshippers
Symbol:
Restrictions:

Benefits:

Fire, Darkness, Domination, Evil


Evil only
Any evil
Grey Crown on black
Must fight the servants of the gods of good if able to harm them.
Must oppose good creatures whenever possible
May not carry or use any items that create light (except where the light created is a by-product of a fire effect)
May not allow those of other faiths to buy or use scrolls of Melkor-specific miracles
Priests of this sect are automatically outlawed in most civilised lands.
May not use Good miracles except to help evil.
Darkvision as the second level wizard spell constant effect.

Additional Miracles for Priests of the Dark Lord


Level 1: Shatter
Level 2: Darkness
Level 3: Energy Bolt
(Fire)
Level 4: Entropy Field
Level 5: Voice of
Power
Level 6: Disintegrate
Level 7: Possession
Level 8: Armour of
Darkness

Level 9: Sword of
Destruction

As Wizard spell
As Wizard spell
As Wizard spell but may only use the Fire variant

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All non-enchanted items carried by one target within 20 are affected by Shatter and are destroyed
(includes chain armour). Caster must call Entropy Field, Shatter all items, 20 radius
As Wizard spell

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As Wizard spell
Except as noted below, this miracle functions in all respects as the Wizard spell Force Armour.
However, it has the additional effect of clothing the caster in a 15 radius sphere of total darkness
that moves with him. The darkness negates all light spells, although it can be negated in turn by
the effects of the Armour of Light and Sunburst miracles. This miracle lasts 5 minutes. Caster
must call Armour of Darkness, 15 radius, 5 minutes
This miracle duplicates the effects of the Wizard spell Sword of Power except as noted here. It
calls forth a sword of pure negative energy that causes unholy quad damage and lasts for 5
minutes. While this miracle is active, the caster may attempt to use Destruction (as the L8 priest
miracle) against one target that he hits per 2 levels. The caster must call Destruction, X hits
(where X = 4x caster level) as he attempts to hit. (All other rules relating to the Destruction
miracle apply normally). If he misses, the effect is wasted. Creatures or items that are protected
against swords / edged weapons are NOT protected against the Destruction effect. Note: When this
miracle ends, the caster is reduced to 1 life point, is weakened (causes 1 less point of damage per
blow) and has his armour reduced to 0 points due to the effects of channelling negative energy. In
addition, the caster loses a full level of experience if more than 1 living creature is destroyed via
this miracle
After calling Sword of Destruction, the caster must call Unholy Quad damage in combat and

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Tulkas Astaldo Lord of Battles (God of War)


Tulkas, (also known as the Laughing God) is the battle-captain of the gods of good. His exploits are legendary he has wrestled (and
defeated) demon lords, and vanquished and bound the Lord of Darkness for an Age in the unbreakable chain Angainor after the first
war between the gods of light and darkness. He is equally well known for his capacity for drinking, and is credited with teaching
mortals the secret of brewing beer. His wife is the goddess Nessa, Lady of the Forests and Dancing, (sister of the god Orome [Herne]),
and his priesthood has particularly good relationships with their temples.
Priests of Tulkas are usually male, may be of any race, & seek to emulate the exploits of their patron deity when they arent carousing,
they are in a fight, somewhere, and usually, (but not always,) against evil. They believe that getting drunk is a way of honouring their
god their religious ceremonies involve LOTS of beer and their temples always have an excellent tavern attached.
Spheres of Influence:
Priests Alignment:
Worshippers
Symbol:
Restrictions:

Benefits:

War, Strength, Drinking, Good


Non-lawful; non-evil
Non-evil warriors, drunks
Clenched fist holding a chain; black on red.
May not refuse an alcoholic drink from anyone not suspected of being hostile
May not flee from combat unless unable to harm foe
May not use missile weapons (including Holy Water, Oil etc)
Must be first into & last out of combat
Must fight evil
May not harm, or allow others to harm, those who are drunk.
May only multiclass as Warrior.
May use only the following enchanted items: any armour or melee weapons and those priest scrolls, potions or
miscellaneous items that duplicate or contain protective, combat-related, curing-related or Tulkas-specific
miracles
May not allow those of other faiths to buy or use scrolls of Tulkas-specific miracles.
Can wear any armour or headgear
Can use any melee weapon
Resistant to poison (& potions) as Dwarves (does not stack with Dwarf benefits)
May cause double damage with 2-handed weapons
May take 1 weapon mastery in a one-handed weapon (as single-class warrior) on reaching level 3

Additional Miracles for Priests of Tulkas


Level 1: Mend
Level 2: Strength
Level 3: Toughness

Level 4: Intoxicate

Level 5: Sword of
Power
Level 6: Battle Frenzy

Level 7: Armour of
Might
Level 8: Holy Warrior

As Wizard spell.
As Wizard spell.
Recipients constitution is enhanced and he gains +1 life hit per level. This lasts until the casting
priest gains his new miracles when he prays for them the next day.
Note: These hits are treated just like permanent life hits & may be cured as normal. However, they
are lost from the current hit point total when the miracle expires - this may reduce the recipient to
0 life. Note: The benefit provided by this miracle doesnt stack with any Racial Toughness a target
may have or the Toughness Special Ability.
1 humanoid creature within 20 that is the casters level or lower becomes drunk for 5 minutes.
Does not affect undead, constructs or other-planar creatures.
The target cannot walk in a straight line, use spells or miracles or fight effectively (weapon swings
will be slow, wild & cause single damage max in the unlikely event that they connect with the
target).
This miracle does not affect the mental state of the victim if he was hostile to the caster before
the miracle took effect he will continue to be hostile when drunk.
Note sect restrictions, above the caster may not physically harm the victim or allow others to do
so. Caster must call Intoxicate, level X, 5 minutes where X = his level.
This miracle is identical in effect to the wizard spell of the same name but is usually referred to as
Sword of Battle. Caster must call Sword of Power then Holy Quad in combat.
The caster & 1 allied creature per 2 caster levels cause max damage (for their class & weapon
type) with any weapon they use & are immune to mind-affecting spells and miracles for 5 minutes.
Their attacks are also imbued with holy power so recipients should call Holy damage.
Note: Any recipient who doesnt fight whilst enjoying the benefits of this miracle will be unable to
benefit from any miracles cast by a Tulkas priest in future.
This is identical to the Wizard spell Force Armour except as noted. It has the added benefit that
any creature using a touch attack against the recipient is subjected to Fear (as per the spell).
Caster must call Fear, level X, run away, 1 minute, where X = his level, against any creature
that touches him. Unlike Force Armour, this miracle lasts only 5 minutes.
The caster is turned into a killing machine with the following benefits for 5 minutes:
Casters new hits total = (5 x caster level) + 10 (this is NOT added to his current hits - it replaces
his existing total - armour is NOT added to this). He causes Holy Quad damage with any melee
weapon used & may use the Disarm skill once per 2 levels. He is also immune to paralysis, poison,

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Level 9: Chain

disease, level drain, death effects & mind-affecting spells & miracles and benefits from the Free
Movement post-sixth ability.
Notes: This miracle suppresses all same-level and lower-level effects that provide protection
against magic, miracles, elemental effects or weapon damage and is automatically dispelled by
higher-level effects that provide these types of protection.
The effects end if the caster uses any other miracle or engages in non-combatrelated activity,
(including drinking potions, reading scrolls, parlaying etc).
The caster DIES if he is reduced to 0 life whilst under the effects of this miracle. In addition, when
the effects end, the caster is reduced to 1 (ONE) life point, his armour is reduced to 0 protective
value, and he is weakened (causes 1 less point of damage per blow) for 5 minutes.
This miracle binds the victim in unbreakable chains of holy force that prevent movement, the
casting of spells or miracles and the use of innate spell-like abilities. Although the victim can see,
hear & speak he is completely helpless, and requires no food or drink. Victims do not age and are
invulnerable to all spells, miracles, effects and damage whilst chained. The target must be of the
casters level or lower. This spell is permanent unless dispelled by the caster, or a Dispel Miracle
from a priest of higher level than the caster, although it is rumoured that certain artefacts could
unchain a victim. Caster must call Chain X, dont move where X = his level.

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Ulmo Lord of the Waters, (God of Water and Cold)


Ulmo dwells in his watery halls beneath the oceans that lies between the world and heaven, served by a variety of mighty demigods, the
most notable of whom are Osse, (Master of Storms) and Uinen, (Mistress of Calm Waters) both are often called upon for aid (along
with Ulmo) by mariners in distress upon the sea. Ulmo is one of Manwes closest friends and allies a friendship that was formed when
they created the clouds, mist, rain and snow together in the earliest ages. He is a also great friend of Yavanna, the Queen of the Earth, as
she populated the seas with life, and because he provides the rains that help her children grow.
Although Ulmo dwells in the sea, it is said that he can see and hear anything that happens near moving water, and his spirit is rumoured
to travel invisibly through the rivers and lakes of the world from time to time, and because the servants of darkness are often great
polluters and despoilers, he hates the forces of the Dark Lord with a passion. Ulmo has always had a fondness for the seafaring races,
(particularly Elves), and has always been willing to lend aid against the Darkness and do what HE feels is right, even when this goes
against the will of Manwe, (although he would never directly disobey or oppose his friend and liege).
Ulmos priests may be of any gender but are never dwarves, as they have no affinity for the sea they cant even learn to swim. His
temples are found predominantly by the coasts, major rivers and great lakes, where his sect ministers to the spiritual and practical needs
of those who depend on the seas and waterways for their livelihood. They have even been known to set up chandleries and shipyards.
However, they often become adventurers and seek to help the weak and oppressed and to wash away evil from the land. This sect has
excellent relationships with the priesthoods of Manwe and Yavanna, is generally well-regarded by all non-evil temples, (although some
find them a little too free-spirited,) and hates (and is hated by) the servants of evil.
Spheres of Influence:
Priests Alignment:
Worshippers
Symbol:
Restrictions:

Benefits:

Water, Cold
Chaotic Good or Neutral Good
Sailors, fishermen, etc, non-evil alignments
Blue or white snowflake on white or green.
Must wear chain or scale mail or no armour.
Must oppose evil.
Must help the weak, defenceless or oppressed.
May not be dwarves.
May not use any miracles, items or abilities associated with the element of fire.
May not allow those of other faiths to buy or use scrolls of Ulmo-specific miracles
Immune to drowning effects (can breathe normally underwater)

Additional Miracles for Priests of Ulmo


Level 1: Shatter
Level 2: Fog Cloud

Level 3: Chill Metal


Level 4: Elemental
Shield (Water only)
Level 5: Cone of Cold
Level 6: Desiccate

Level 7: Tidal Wave

As Wizard spell
Creates a globe of dense, enchanted fog, 20 in diameter up to 20 distant that obscures all vision,
although the caster can see through this normally. This effect should be treated like a Darkness
spell (those affected must close their eyes until spell expires or they leave area of effect). Note:
This will affect undead and creatures that can see through magical darkness. Lasts 5 minutes.
Caster must call Fog Cloud, 15 radius, 5 minutes.
As the reversed form of the Druid miracle, Heat Metal.
As Druid miracle, but caster is only protected against water (includes cold, poison and acid)
attacks. Call is Water Elemental Shield.
As Druid miracle
Removes all moisture from the target (which must be the casters level or lower) and places it in a
coma on 0 life it will die within 1 minute unless cured. This miracle has no effect on undead,
other-planar or fire-based creatures, but will automatically destroy a Water Elemental or similar
creature. Caster must call Desiccate, level X, fall over, where X = his level.
The caster spreads his arms wide and creates a thundering Tidal Wave as wide as this spread that
rushes away from him, affecting all creatures in its path for 20. Those struck by the Wave take 10
hits of water damage and suffer a knockdown. This effect will destroy a Fire Elemental of any size

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Level 8: Sword of Ice

Level 9: Mass Shatter

and turn the Tidal Wave into a Fog Cloud (see above) at the impact point. (The same happens if
the Wave encounters a large fire). Caster must call Tidal Wave, 10 hits, knockdown.
Note: If used on the surface of a body of water, the damage caused by this miracle is DOUBLED.
This miracle duplicates the effects of the Wizard spell Sword of Power except as noted below. In
addition to causing Holy Quad damage, blows from this weapon also Slow (as wizard spell)
opponents of the casters level or lower. After calling Sword of Ice the caster should call Holy
Quad, Slow, level X, 1 minute, where X = his level. This miracle lasts 5 minutes.
All non-enchanted metal items within 20 of the caster are affected by a Shatter effect. (Will affect
chain mail armour). Call is Mass Shatter. All items, 20 radius

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Ra

Ungoliant the Devourer Queen of Spiders (Goddess of Greed and Hunger)


Ungoliant is a huge, bloated spider-like creature who descended to the world at the dawn of time. Although she has often allied herself
with the Dark Lord against the good gods, she is independent of his control. It is said that Ungoliant corrupted the races of spiders that
Yavanna had created and, (assisted by Melkor,) destroyed the Two Trees of Heaven. After the latter, Ungoliant fought with the Dark
Lord for power and they have not worked together since. Legend tells that she dwells somewhere in the world, in a dark, terrible,
underground fortress, served by Drow, demons and a host of poisonous spiders. Ungoliant exists only to consume, and it is said that she
is able to drain life and power from those who oppose her.
Her priesthood follow the creed that Greed is Good and spend their lives accumulating wealth and power, (much of which they must
sacrifice to their mistress), using any means at their disposal, and care for nothing beyond themselves and their order. Ungoliant is
particularly revered by Drow, Ogres, Trolls and related races as they strongly identify with her rapacious nature, and membership of this
temple is fraught with peril as it is almost essential for her servants to attack each other to gain advancement within the order. As a
result, her priests are relatively few in number, distrust each other, and often operate alone, although there are several large temples in
uncivilised areas. These priests are only found in civilised lands if they are working in secret to obtain even more wealth and power.
Although this priesthood is hated by all non-evil orders, it is especially detested by the servants of Yavanna and Vaire, and even the evil
sects dislike her clerics. In return, this sect dislikes ALL others.
Spheres of Influence:
Priests Alignment:
Worshippers
Symbol:
Restrictions:

Benefits:

Greed, Hunger, Spiders


Chaotic Evil
Evil
Black spider on orange (or reverse)
Must sacrifice 1 living humanoid creature each week and 100 gold per level and one enchanted item each
month.
May not use miracles or abilities to help others.
Must oppose all other priesthoods.
May not harm spiders.
May not allow those of other faiths to buy or use scrolls of Ungoliant-specific miracles.
May not use good miracles.
Immune to poison, level drain and Web effects.
May talk to spiders (as per the Druid speak with animals ability) once per day per level.
May automatically gain a full level of experience by ritually sacrificing a priest of Ungoliant of higher level
than self.

Additional Miracles for Priests of Ungoliant


Level 1: Vampiric
Healing
Level 2: Web
Level 3: Energy Drain

Level 4: Life Drain

Level 5: Ability Drain

Level 6: Absorb
Level 7: Power Drain

As Priest of Kukulkas miracle.

As Wizard spell
This miracle is identical to the Wizard spell Slow, and has the added effect of increasing the
casters strength by 1 point (+1 damage) for 5 minutes. Multiple uses within this period will not
grant additional strength bonuses. This miracle does not affect undead. Caster must call Energy
Drain! Slow, level X, 5 minutes where X = the casters level..
This miracle allows the priest to drain 2 life hits per caster level (maximum of 12) from the first
creature he touches within the next minute. Drained life is added to the casters hits, although he
may not exceed his initial maximum, (excess drained hits are merely consumed). The caster
should call Life Drain, X hits, where X = 2 x his level, or 12, whichever is less, when he
touches his target. This miracle does not affect undead.
Ability Drain allows the caster to drain one innate or learned ability, (NOT a spell or miracle or
the ability to cast spells or miracles,) from the victim and use it himself. The victim is unable to
use this ability until the caster next prays for miracles. The caster must know in advance which
ability he will drain and must call Ability Drain X, where X = the name of the drained ability.
This miracle does not affect undead. Effects last until the caster next prays for miracles.
As Wizard spell
This miracle drains ALL the miracles and spells of level 3 and below from the creature touched
and replenishes ALL the casters used miracles of level 3 and below. The effect lasts until the
caster uses the replenished miracles or prays for new ones the following day. (The victim must
regain lost spells / miracles in the normal way). This miracle does not affect undead. Caster must
call Power Drain, lose all spells (miracles) below level 4.

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Level 8: Cloud of
Invulnerability

Level 9: Power Steal

This miracle creates a thick, black cloud, centred on the caster, which combines the effects of the
Darkness miracle and the Wizard spell Minor Spell Shield. However the caster is able to see
through this cloud normally. This miracle cannot be used in conjunction with any other effect that
provides resistance to, or protects the caster from, spells, miracles or physical attacks. The cloud
moves with the caster and lasts 5 minutes.
This duplicates the effects of the Power Drain miracle, but affects spells and miracles of level 6
and below. Call is, Power Steal, lose all spells (miracles) below level 7.

16

Vaire the Weaver (Goddess of Fate and Destiny)


Vaire dwells in the Halls of Mandos with her spouse and the souls of the dead, and has rarely been known to leave as she spends her
time ceaselessly weaving the threads of Fate of all living things into a vast tapestry, aided by her handmaidens. All things that have
happened in the world since the arrival of the gods are contained within this magical woven fabric, and Vaire knows them all. It is said
that she also knows everything that WILL happen until the end of the world, but that she never speaks of the future as she is forever
weaving the endless now. As a result of her labours, Vaire has never taken part in the great deeds of the gods. What is known is that
she bears a great hatred for Ungoliant (The Queen of Spiders), as the latter mastered and corrupted the races of spiders, the only
creatures that Vaire ever really cared for.
Vaires priests, (who may be of any sex or race,) are rarely adventurers as they are obsessed with the discovery of information and the
recording of events, and spend their time setting up and running information networks so that they might learn of and record all that
happens in the world. Because of this, they may often be found trading in information and news or working as scribes, and occasionally
work closely with priests of Irmo. However, unlike Irmos priests, this sect gathers information just so that it may be recorded, although
they are quite happy to share information if asked. Those few of her priesthood that do become adventurers are obsessive diarists who
record EVERYTHING that they experience, handing in their diaries whenever they come across one of their own temples. (Higher-level
priests send telepathic reports back to their temples each day). This obsession can be quite unhealthy as they are often torn between a
desire to defend themselves and the need to record what is happening to them (no matter how dangerous this might be). However, the
one circumstance that is guaranteed to have them reaching for their sword rather than their quill is an encounter with spiders, related
creatures or the servants of Ungoliant all of whom they see as abominations.
This sect has excellent relationships with the priesthoods of Mandos and Irmo, good relations with all other non-evil temples, and tends
to disregard (and be disregarded by) evil clerics, with the obvious exception of Ungoliants sect.
Spheres of Influence:
Priests Alignment:
Worshippers
Symbol:
Restrictions:

Benefits:

Fate, Destiny, Time


LN, N, NG
Any non-evil
Silver Web.
Must record everything that they see, hear and experience in a diary each day.
Must fight spiders, related creatures and priests of Ungoliant.
Once they are able to cast the Telepathy miracle, they must use this to file a report each day.
May not knowingly lie, or spread information they believe to be false.
May not multiclass.
May not allow those of other faiths to buy or use scrolls of Vaire-specific miracles
Eidetic memory cannot forget anything they have seen, heard or experienced.
Immune to the effects of Web spells / spiders web attacks and ageing effects

Additional Miracles for Priests of Vaire


Level 1: Identify
Level 2: Web
Level 3: Speak with
Dead
Level 4: True Sight
Level 5: Telepathy
Level 6: Mass Web
Level 7: Detect All

Level 8: Temporal
Sanctuary

As Wizard spell
As Wizard spell
As Priest of Mandos miracle.

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As Priest of Mandos miracle.


As Wizard spell
This miracle duplicates the effects of the Web spell but affects all creatures in front of the caster &
within 20. (Caster spreads his arms wide affected area is same width as this spread). Caster
must call Mass Web, stand still, 1 minute
This miracle allows the caster to simultaneously Detect Enchantments, Poison, Disease, Undead,
Lies and Traps within 20, and grants True Sight for 5 minutes. In addition, the caster can Identify
1 item per level during this period. Caster must call Detect All, Time Freeze. Ref will then
inform the character of everything that he can detect.
Temporal Sanctuary instantly transports the caster and 1 creature he is touching per 2 levels to an
inter-dimensional haven. The caster and his associates may remain in this sanctuary for up to 1
week and may rest, regain spells and miracles, heal up and perform any other normal actions.
However, the characters are outside the flow of time and although time seems to pass normally for
those within the sanctuary, no time passes outside it. Therefore when the miracle ends, those
affected return to EXACTLY the same positions that they left and no time will have passed in the
real world. The caster can end this miracle at any time, but it will expire on its own after one
week has passed within the sanctuary. Caster must call Temporal Sanctuary, Time Freeze. The
caster AND ALL THOSE WHO ACCOMPANY HIM will lose 1 full level of experience (due to
memory loss caused by temporal distortions) if they enter a Temporal Sanctuary more than once

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Level 9: Alter Reality

each actual (not subjective) day


This incredibly powerful miracle allows the caster to effectively rewind time and undo all the
events that have happened to the caster, his allies and encountered creatures since the start of the
last combat encounter or 5 minutes ago (whichever is less). Caster must call Alter Reality, Time
Freeze and inform the ref. All spells, miracles, abilities, items and hits that had been lost, gained,
destroyed or used are restored and creatures are moved back to the positions they occupied
previously. However, once moved back in time, their memory of the undone events remains until
it is over-written by the new events, although the caster retains both sets of memories. The
effects occur instantaneously. The immense power required to cast this miracle drains the caster of
1 full level of experience AFTER the undone events have been over-written. Note: attempting to
use this miracle more than once in a single week will result in the immediate death of the caster
through ageing (he will therefore be unraiseable by any means).

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Special

Vana the Ever-Young (Goddess of Youth and Fertility)


Vana is the younger sister of Yavanna and spouse of Herne, and lives with him in the forests of Heaven. Flowers spring into bloom
wherever she walks, and birds flock to sing to her. Vana is another deity who has taken no part in the wars of heaven, but has remained
in her meadows and glades, saddened by events, but delighting in the growth and vigour of life
Her priesthood has a strong presence in agricultural areas where they help farmers to provide for the community and provide strength
and support to the populace, but may be found everywhere as they also operate as midwives. Her priests may be of any civilised race
but must be female. They are never adventurers. This sect has excellent relations with all non-evil sects and is tolerated by the
remainder.
Spheres of Influence:
Priests Alignment:
Worshippers
Symbol:
Restrictions:

Benefits:

Youth, Fertility, Birds


Neutral Good
Farmers, any
Golden Sheaf of Wheat
May not wear armour
Must protect birds.
May not fight except in self-defence or to protect the above
May not associate with those who harm birds.
May not use any spell, miracle, item or ability that causes harm.
May not use Evil miracles.
May not allow those of other faiths to buy or use scrolls of Vana-specific miracles.
May speak with birds (as Druid Speak with Animals ability) at will.
Cannot be attacked by birds of any kind.
Immune to ageing and weakness effects

Additional Miracles for Priests of Vana


Level 1: Vitality
Level 2: Dexterity
Level 3: Strength
Level 4: Toughness
Level 5: Restore Youth
Level 6: Life Shield
Level 7: Growth

Level 8: Mass Vitality


Level 9: Regeneration

As Druid miracle
As Wizard spell
As Wizard spell, but may not use reverse
As Priest of Tulkas miracle.
This miracle allows the caster to remove the effects of magical ageing from the creature touched.
Effects are permanent.
The Life Shield miracle automatically protects the creature touched from the next fatal effect
encountered (including death poison, disease, Slay Living etc). It is permanent until activated.
This miracle causes one living target within 20 to grow to twice its normal size. Its current and
maximum hits are increased by 2 for each of its levels, (or to 25, whichever is the greater) and it
causes +1 damage due to increased size. This miracle WILL allow recipients to exceed class
maximum damage levels. However, the targets clothing and armour (if worn) no longer fit. Lasts
5 mins
As the Vitality miracle, but the caster can affect 1 creature per level within 20.
The creature touched has the regenerative powers of a Troll for 5 minutes. They will re-grow lost /
withered limbs and regenerate all damage taken (except that from fire or acid, which must be
cured normally) at the rate of 1 hit every 6 seconds. In addition, they are immune to poison and
disease during this period.

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Varda Tintalle (Known as Elbereth by Elves) Lady of the Stars (Goddess of Light)
Varda is the most beautiful of the gods and is the patron deity of the Elves, as she created the stars to light the darkness of the world for
them when they first walked the earth. It is said that her radiant beauty is such that it blinds or enchants those who gaze upon her
However, she is worshipped by any who oppose the darkness as she has a fierce hatred for the Lord of Darkness (who is said to covet
her for his own) and his servants, particularly Orcs (who were created from corrupted Elves), Drow and Undead. She is not revered by
Dwarves as her services are held on moonless nights in wooded glades these are few & far between underground!

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Her priests may be of either gender and are a militant order that opposes evil wherever they can find it and includes the paladin
brotherhood, The Order of the Star. Her priests may often be found hunting down and destroying nests of undead or waging war on Orc
tribes. They have excellent relations with ALL the other good-aligned orders, but particularly with priests of Manwe Sulimo, Lord of
The Skies (her spouse) and Mandos, Lord of Dooms & Judgements, mainly due to their shared hatred of undead.
Spheres of Influence:
Priests Alignment:
Worshippers
Symbol:
Restrictions:

Benefits:

Stars, Light, Elves, Good


Lawful Good
Good alignments, Elves
Many-rayed gold or silver star on blue or black background
May not associate with evil or those dealing with darkness.
May not use any item that creates or uses darkness.
Must fight Drow, Orcs & Orc cross-breeds (as all are corrupted Elves)
Priests of Varda loathe undead (as they inhabit & despoil the twilight) and must attack and destroy any undead
they meet, although they ARE allowed to retreat from undead that they cannot harm or if overmatched.
May not allow those of other faiths to buy or use scrolls of Varda-specific miracles
May not multiclass.
May not use Evil miracles
Cause +1 damage against Drow, Orcs and Orc crossbreeds.
Immune to blindness & benefit from Darkvision (as the second level wizard spell) constant effect.

Additional Miracles for Priests of Varda


Level 1: Charm
Level 2: Blinding
Beam
Level 3: Starlight
Level 4: Starburst

Level 5: Reflection

Level 6: Wall of Light


Level 7: Sword of
Light
Level 8: Armour of
Light

Level 9: Sunburst

As Wizard spell.
Caster causes blindness in 1 target creature of his level or lower within 20 for 10 seconds. Call is
Blinding Beam, level X, Blindness 10 seconds where X = his level. Note: this miracle affects
the visual capability of ANY creature.
The caster glows with a pale luminescence that causes undead of the casters level or lower within
20 to be Slowed (as per the Wizard spell). Lasts 5 minutes and may only be used in darkness.
Caster must call Starlight, Slow Undead, level X, 1 minute where X = his level.
The caster creates a sudden, blinding flash of light that affects all creatures in front of him within
20, causing temporary blindness (for 10 seconds) to those of the casters level or lower. In
addition, it turns all undead of level 4 or lower within the affected area. (Caster spreads his arms
wide affected area is same width as this spread). This miracle only functions in darkness. Caster
must call Starburst! Time Freeze! Blindness level X, 10 seconds, Turn Undead level 4. Time In!
where X = the casters level.
This miracle reflects the next DIRECTED attack that has a light-based component back at its
originator, leaving the priest unharmed. This includes such effects as Gaze attacks,
Energy Bolts, etc. This protection lasts 5 minutes. Note: Effects such as Energy Blast
(that cover an area, but are directed,) will still affect others in the area normally. This
miracle may not be used in conjunction with any other spell, miracle or effect that
protects the caster from physical damage. After calling Reflection, caster must
repeat any directed attack call back at its caster. E.g. If a wizard casts Firebolt, 6
hits against a priest protected by this miracle, the priest immediately calls Firebolt,
6 hits against the caster. Note: anyone between the caster and the priest in
circumstances like this would be affected TWICE by the reflected attack once
before, and once after it was reflected.
This functions as the Wizard spell Wall of Fire, except as noted below. The intensely focused light
causes those passing through the Wall to take 6 hits of damage and be Blinded for 10 seconds.
Undead take 12 hits of damage.
This functions exactly as the Wizard spell Sword of Power, except as noted here. It has the added
effect that targets of the casters level or lower struck by the Sword are temporarily blinded for 10
seconds. Caster must call the blindness effect. After calling Sword of Light, caster must call
Holy Quad, Blindness level X, 10 seconds, where X = his level.
The caster glows with a blinding light that dispels all darkness effects within a 20 radius. In
addition, the caster gains 8 hits of Holy armour and cannot be directly targeted by ANY ranged
effect, (including missile weapons, Magic Missile, Charm, Gaze attacks, Energy Bolts etc)
although the caster IS still affected by those effects that cover the space he occupies, such as
Energy Blast, Ice Storm etc. Any undead creature that strikes the caster with a touch attack is
automatically turned, (although the caster still suffers the effect of the blow, if any). The armour
lasts for 5 minutes. Caster must call Armour of Light, Dispel Darkness and must call Turn
Undead, level X, where X = his level if struck by an undead creature.
As Druid miracle of the same name.

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Wayland the Smith - (Known as Aule by Elves and Mahal by Dwarves) (God of Fire and Earth)
Wayland, (also called Aule by the Elves and Mahal by the Dwarves) is the husband of Yavanna, the Giver of Fruits, and is master of all
things that come from the fabric of the world. It is said that he created the mountains of the land, the jewels and gems of the earth and

19
that he forged all the arms and armour for the heavenly host. It is also said that it was he who created the Dwarves and taught them their
love of mining and smithing, hence his position as their patron deity. He has long been hated by the Dark Lord, as they share equal
mastery over the sphere of fire and because Wayland was ever the one to rebuild what the Dark One destroyed. In addition, it was
Wayland who forged the unbreakable chain Angainor that bound the Lord of Darkness for an Age. He is known to be very protective of
the Dwarven race and hates those who do them harm, (especially giants), and those who are evil - any of his children who have turned
away from goodness can expect no mercy.
Priests of Wayland are rarely Elves or adventurers but are often found assisting or running mining or smithing operations. However,
some of this order, (particularly Dwarves) may be found in adventuring parties, using their skills to help others to fight evil. Waylands
priests have good relations with all the other non-evil sects, (especially those of Yavanna although this is NOT reciprocated), except
the priests of Orome who dislike their destruction of woodland to feed their furnaces & shore up their tunnels
Spheres of Influence:
Priests Alignment:
Worshippers
Symbol:
Restrictions:

Benefits:

Fire, Earth, Dwarves


Good only
Miners, Smiths, Armourers, Dwarves
Gold hammer on black
Must fight servants of the Dark Lord, evil Dwarves, evil humanoids (orcs, goblins etc), evil giants, trolls & all
crossbreeds & sub-races and may NEVER retreat from them if able to harm them
May not fight non-evil Dwarves, (or allow others to do so,) except in self-defence.
Must help good-aligned Dwarves
May not use any spells, miracles or items associated with cold, water, air or lightning.
May use only the following enchanted items: Weapons/armour/helms/shields (as long as they do not breach the
previous restriction e.g. a +1 Hammer of Shock would be forbidden), scrolls of miracles available to Wayland
clerics, curing items and items that have earth- or fire-related effects.(E.g. Ring of Disease Immunity would be
forbidden)
May only use axes & hammers in combat
May multiclass to Warrior only. These militant Warrior / Priests are known as Waylands Hammers.
May not allow those of other faiths to buy or use scrolls of Wayland-specific miracles
Can make temporary repairs to one suit of armour per level once per day (as per the Warrior ability).
Must wear metal armour & headgear but may wear any type.

Additional Miracles for Priests of Wayland


Level 1: Mend
Level 2: Shatter
Level 3: Heat Metal
Level 4: Elemental
Shield (Fire / Earth
only)
Level 5: Wall of
Energy
Level 6: Waylands /
Aules / Mahals
Hammer
Level 7: Stoneskin
Level 8: Mass Mend
Level 9: Eruption

As Wizard spell
As Wizard spell
As Druid miracle but may not use the reverse
As Druid miracle, but caster is only protected against fire or earth attacks. Call is Fire (Earth)
Elemental Shield

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As Wizard spell but may use only Fire and Earth variants

Ra

Caster creates one enchanted throwing hammer per 2 levels. Caster points at a target within 20' &
hammer flies to hit. Each hammer automatically causes holy double plus an Ignite effect (as per
the Special Attack) & is destroyed on impact. After an initial call of Waylands Hammer, a
further call of Holy Double, Ignite, Recurring Single, 1 minute should be made for each hammer
used. All hammers must be used within 1 minute.
As Druid miracle
Caster can repair all damaged, shattered, or broken items (shields, weapons, suits of armour,
helms etc) within 20'. Caster should call Mass Repair, All items, 20 radius.
A mini volcanic eruption affects all creatures in front of the caster & within 20. (Caster spreads
his arms wide affected area is same width as this spread).. Gouts of fire & rocks are blasted up
out of the ground causing 12 hits of damage to all those in the area. In addition, the force of the
eruption is such that affected creatures also suffer a knockdown and blasts of superheated steam
cause all non-enchanted metal items to be affected as if by a Heat Metal miracle. Caster must call
Eruption! Time Freeze! 12 hits, Knockdown. Heat Metal 6 hits! Time In!.

Ra

C
Ra, R
Ra

Yavanna Kementari (Also known as Gaia and Mother Nature) - Queen of the Earth, (Goddess of Nature)
Yavanna is the spouse of Wayland and dwells with him in his mighty forge, although she spends most of her time wandering the fields
and forests, tending to the natural world. Yavanna is the Earth Mother she created all the growing things of the world and most of the
animals, birds and fish, and worked closely with Manwe, Ulmo, Vana and Nessa in her labours. She also created the Two Trees of
Heaven that were destroyed by the Dark Lord and Ungoliant - (the last fruit of each tree was used by Varda to create the sun and moon).
For this (and other reasons) Yavanna hates the Dark Lord, Ungoliant and all their works. She is known to care more about the plants,
(olvar,) and animals, (kelvar,) of the world than the humanoid races, and hates all those who harm her children.
Yavanna is worshipped both by Druids, (who call her The Great Mother or Mother Nature,) and Priests. The former tend to live in
isolated groves and dedicate their lives to protecting the natural world, (especially forests) from ANYONE who might harm them. The
latter have temples across the lands and attempt to guide the civilised races in living and working in harmony with Nature and to
punish those who wantonly destroy, damage or selfishly exploit natures resources. They are therefore just as likely to be found helping

20
farmers to get the best yields from their land as they are to be hunting down and punishing trappers, orcs, dwarf miners and others who
abuse the bounty of nature by taking without thought. (It is worth noting that this priesthood is prepared to tolerate modest or moderate,
renewable exploitation, but abhors short-sighted, greedy and selfish abuse. For example: Lumber companies who plant new trees and
those who hunt for food but dont take cubs will escape with lectures and disapproval; others will face the sects wrath). The more
militant Priests and Druids of Yavanna often become adventurers so that they can find and destroy unnatural and harmful creatures and
those who abuse nature. They dislike orcs and dwarves on principle, (as both races have a history of deforestation and treating forests as
convenient sources of firewood and tunnel supports), but respect and approve of the Elven attitude to the natural world. As a result,
although Yavannas Priests and Druids may be of any gender, they are NEVER dwarves.
Because of their nature-centric view of the world, Yavannas Druids have excellent relations with the priests of Nessa, neutral relations
with most other sects, (although they dislike Waylands priests, despite their goddesss relationship with Wayland,) and hate the temples
of the Dark Lord and Ungoliant. Her Priests have good relations with the sects of Vana, Nessa, Manwe, Orome and Ulmo, and neutral
relations with the rest, except for those of Ungoliant and the Dark Lord (hatred). Most sects regard Yavannas servants as well-meaning
but misguided in their focus and have good or neutral attitudes towards them, although the Evil temples dislike or hate them.
Note: Some Druids do not recognise Yavanna as Mother Nature but worship an undefined force or natural spirit, and simply serve
nature as they see fit. As a result, they are not subject to the benefits and restrictions listed below, but use those listed in the description
of the Druid character class. It is worth noting that despite their non-belief, Yavanna respects their service to her children and grants
their miracles anyway!
Spheres of Influence:
Priests Alignment:
Worshippers
Symbol:
Restrictions:

Benefits:

Growth, Nature
Any Neutral
Those working with plants or animals
Two trees one silver, one gold on green
Druids:
Must protect animals and forests
May not harm animals except in self-defence, and may not allow others to do so.
May not harm forests or woodland except in self-defence, and may not allow others to do so.
Dislike dwarves, orcs and priests of Wayland
Must fight servants of Ungoliant and the Dark Lord
Must punish those who harm animals or forests, except in self defence.
May multiclass to Warrior only (Forest Guardians)
Priests:
May not wear metal armour, metal helm or coif, (studded leather & shield max)
May not harm animals except in self-defence.
May not harm forests or woodland except in self-defence
Must encourage and teach others to live and work in harmony with Nature
Must punish those who abuse Natures gifts
Dislike dwarves and orcs.
Must fight servants of Ungoliant and the Dark Lord
May not allow those of other faiths to buy or use scrolls of Yavanna-specific miracles
Both cause +1 damage against servants of Ungoliant and the Dark Lord
Druids use standard Druid miracles and have no deity-specific miracles.

Additional Miracles for Priests of Yavanna


Level 1: Speak with
Animals
Level 2: Special

This miracle duplicates the effects of the Druid ability to speak with normal animals. It lasts 5
C
minutes.
May select one druid miracle of this level & permanently add it to his miracle list at this level.
Once selected, this cannot be changed*.
Level 3: Special
As above*
Level 4: Special
As above*
Level 5: Special
As above*
Level 6: Special
As above*
Level 7: Special
As above*
Level 8: Special
As above*
Level 9: Special
As above*
*Note: the priest must select all the Druid miracles for his miracle list at level one, and may select ANY miracles from the Druid lists.

APPENDIX 1: Deity-Specific Miracles Summary


Deity
Anvar

Level 1
Trip

Level 2
Invisibility

Level 3
Change Self

Level 4
Pickpocket

Este
Herne /
Orome
Irmo
Kukulkas

Special
Track

Special
Holy Arrows

Special
Camouflage

Special
Vampiric
Healing
Oath

Spell Use
Invisibility

Special
Assassinate

Iron Will

Manwe
Sulimo

Shatter

Shock

Speak with
Dead
See Invisible

Special
Elemental
Arrow
Special
Raise Minor
Undead
True Sight

Level 5
Dimension
Door
Special
Herne's /
Oromes Horn
Special
Voice of
Power
Sword of Law

Elemental
Shield

Voice of
Power

Nessa

Detect Traps

Dispel Traps

Camouflage

Wall of Thorns

Dance

Nienna

Mark of
Vengeance
Charm

Empathy

Calm

Cold Rage

Invisibility

Change Self

Special

Emotional
Control
Confusion

Mandos

Sauron

Level 6
Shadow
Form
Special
Elf Shot

Level 7
Mass
Invisibility
Special
Missile Shield

Level 8
Project Image

Level 9
Plane Shift

Special
Arrow Trigger

Special
Multi-Arrow

Special
Missile of
Slaying
Doppelgange
r
Embody
Lesser
Elemental
Embody Ent

Special
Raise Major
Undead
Armour of Law

Special
Sword of
Poison
Damage
Mirror
Tempest
Armour

Special
Lich

Attack Mirror Damage Mirror

Mass
Camouflage
Doppelganger

Animate
Plants
Spell Mirror

Werewolf

Mass

Project Image

Energy Blast:
Lightning
Song of Silence

Special

Angel of
Death
Maelstrom

I
n
v
i
s
i
b
il
it
y
The Dark
Lord
Tulkas

Shatter

Darkness

Entropy Field

Strength

Energy Bolt
(Fire)
Toughness

Mend

Ulmo

Shatter

Fog Cloud

Chill Metal

Elemental
Shield

Intoxicate

Voice of
Power
Sword of
Power
Cone of Cold

257130721.doc

Disintegrate

Possession

Battle Frenzy

Armour of
Might
Tidal Wave

Desiccate

Armour of
Darkness
Holy Warrior

Sword of
Destruction
Chain

Sword of Ice

Mass Shatter

Ungoliant
Vaire
Vana
Varda /
Elbereth
Wayland /
Aule / Mahal
Yavanna /
Gaia

Vampiric
Healing
Identify

Web

Vitality
Charm

Dexterity
Starlight

Mend

Shatter

Strength
Drain
Speak with
Dead
Strength
Blinding
Beam
Heat Metal

Speak with
Animals

Special

Special

Web

Life Drain

Ability Drain

Absorb

Power Drain

Stoneskin

Cloud of
Invulnerability
Temporal
Sanctuary
Mass Vitality
Armour of
Light
Mass Mend

True Sight

Telepathy

Mass Web

Detect All

Toughness
Starburst

Restore Youth
Reflection

Life Shield
Wall of Light

Growth
Sword of Light

Elemental
Shield
Special

Wall of Energy Waylands


Hammer
Special
Special

Special

Special

Power Steal
Alter Reality
Regeneration
Sunburst
Eruption
Special

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