Church of Albiorix

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The Church of the War Father is a house of controlled chaos. It is a place filled with warrior-priests of every type. While worship by evil individuals is not unheard of, it is a rarity to have these individuals mingling amongst clergy of the Church. The Church is filled with those seeking blessings and praying for strength during upcoming battles, regardless of their philosophy. Because of this the Church is known for its robustness, and its exuberance for war. It truly is a place for warriors of all types and philosophies.

The Church of War is often located wherever military outposts can be found. The priests of these places are often high ranking officers with their respective military presence. In more remote locations shamans are known to replace these priests. Worshipers of Albiorix includes every type of warrior despite their philosophy. As neutral-aligned church the view all beings as equal when it comes to waging war and no one soul is to be turned away, as war is the ultimate trial.

The core of the Church is located in the city of Juit-Nakiar in the Kingdom of Nazhryn along the banks of the Sea of Tarn. The church boasts nearly 15,000 priests and services nearly half a million worshipers through out Kralis. Unlike the Church of Hadak with a strict militaristic hierarchy, the Church of Albiorix is fashioned in a loose structure where leadership may come and go. While a loose organization it is well known who is at the top of this structure and who are all the influential people are within the church itself.

Contents

Hierarchy

The church is made up of various parts, each part contributing to the well being and health of the whole. The Church is controlled by a group of leaders known as the WarSmiths. These individuals come and go as they are either replaced by younger warrior-priests or have been killed and are being replaced. There are a total of 13 WarSmiths from various parts of the world that ordain and create church law. The WarSmiths tend to be made up of Lords of the Field, Battlemasters and the occasional Swordmaster.


Titles used by the clergy of Hadak are: Novice, Adept, ShieldPriest, Warpriest, SwordMaster, Battlemasters, and Lords of the Field.

Motivation and Goals

There is very little in ways of goals and motivations for the Church of War. While they do not outwardly support the commencement of battles or wars, they do fully support the wars and battles as they are needed. Often times, two Churches will face off against each other on a battle field as each fights alongside one side or another.


Day-to-Day Activities

Priests of the War Father have been charged with enforcing that battles and wars are made up of rules and professional behavior. Unlikely, the knightly, militaristic views of the Church of Hadak, clergy of the Church of War believe that war has a code of honor and tradition. With very specific rules and guidelines. While the Laws of Chaos are set tenets, the church places special significance on how to do war. The Librum of War is the holy book of military strategy of the church. From this great book, which is securely housed in Juit-Nakiar, come the Structures of War. It is these structures that priests must adhere to more vigorously than even the tenets. In sum the Structures of War state:

  • Battle is to never be feared.
  • You must weigh all situations before you move in war or battle
  • You must not blunder aimlessly into war or traps
  • You must be prudent but do not hesitate
  • You must never take needless risks
  • You must fight decisively
  • You must wage battle quickly and efficiently
  • You must defend your believes
  • You must not wage war or battle recklessly

The church believes that warriors should be honorable in war and tireless in battle, they should work to uphold a professional reputation. Further, warriors that employ poison, craven tricks, indulge in wanton slaughter or commit similar sins against honorable battle are to excised and removed like a withered limb.


Recruiting

Similar to the Church of Hadak, priests of Albiorix always actively attempt to recruit new warriors into the church.

Rituals and Ceremonies

The church recognizes the spring and summer equinoxes as its two major holidays. On a daily basis worshipers and clergy always pray to the God of War at day break giving thanks for survival in previous battles and prayer for valiant performance in upcoming battles. Three times a year clergy of the church must atone for their shortcomings in vigilance or worship of Albiorix.

Once a month priests of the church commemorate the dead, honoring them in the Festival of Glory. This is generally done on the new moon.

Centers of Worship

The most prominent House of War is located in Juit-Nakiar. The church itself is physically located on a small island connected only to the mainland by a land bridge. It is a grand temple to the War God, where many warrior-priest come to hone their skills in the pit battles that the church uses to teach survival tactics in battle.

The second largest church is the Abbey of Swords located in the Haaran Empire.

Churches of all sizes may also be found through out the world, from small temples to grand churches or even backrooms of a frontier barracks.

Vestments and Garb

Priests of Albiorix often dress in some form of armor ranging from mail armor to full plate armor. They also tend to decorate the armor with tabards of dark reds, dark purples, or dark greens. All clergy adorned with the symbol of a warhammer that has a split head.

Allies

The clergy of the God of War are often seen cooperating with clergy of the churches of Hadak, Albiorix and Gishra. They also have strong affiliations with the Order of the Broken Shield and the Order of the Steel Gryphon as well as the mercenary group known as the Bloody Blade

Enemies

The church like the Conventicle of Healing does not necessarily have enemies in the same way that the churches of Mala and El-al do. Because of the neutrality that both the churches adhere to they are often viewed differently.

Game Information

Characters that choose to become a member of the Church of Albiorix have their base Merit Point requirements increased from 1000 to 1450 per rank.

TypeHoly Order
Influence LevelGlobal
CategoryPrerequisitesBonusObligation
NoviceDivine Knowledge, Leadership, Lore (Religion)Member of Church, Ask for Aid from other Members; Access to Divine Spells of FaithProselytize
AdeptDivine Knowledge (85), Etiquette, Lore(Deity, Celestial), Must be Recommended by Another InitiateGain Access to Church Funds, Gain Expanded Aura of Courage Ability, Gain Quest (Vanquish a Foe), Train Petitioner (Follower)
ShieldpriestDivine Knowledge (122), Leadership (80), Lore (Deity, Religion, Celestial) (80), Etiquette (70)Gain Additional Priestly Training (+10 bonus to Divine Knowledge Turning), Gain Shield of War AbilityQuest (Establish a Church), Perform task from Warpriest
WarpriestDivine Knowledge (150), Leadership (90), Lore (Deity, Religion, Celestial) (104), Etiquette (85), Devoted Philosophy+20 bonus to Divine Knowledge vs. Enemies of Church; Gain Priestly Vestments, Gain Glorious Weapon AbilityDeclare a specific church as home base, Quests (Swordmaster Appointed Tasks)
SwordmasterDivine Knowledge (171), Leadership (120), Lore (Deity, Religion, Celestial) (110), Etiquette (115)Command of Forces of Church (Warriors, Crusaders, Knights, etc.); Gain Priestly Implement of Service, Gain Enchant Warriors AbilityExpand reach of Local Church - Establish 4 Churches
BattlemasterDivine Knowledge (195), Leadership (140), Lore (Deity, Religion, Celestial) (130), Etiquette (130), Fanatic Philosophy, Cause 3 Major Enemies of Church to be defeatedCommand of 4 Swordmasters and their resources, Gain Holy Strike AbilityQuest (Create Holy Relic), Serve on Church High Council at least once
Lord of the FieldDivine Knowledge (200), Leadership (160), Lore (Deity, Religion, Celestial) (160), Etiquette (160), Can only be selected by DeityControl of whole Church, Gain Field of War AbilityExpand reach of Church

Turning Options

Priests of Albiorix may not use Turn Undead or Turn Monster. They may gain two of the following in replace of these Turning Options.

Inherent Knowledge: By spending 5 phases to 1 hour (GM Discretion) observing a creature, animal, or plant you learn a great deal about its abilities, weaknesses or strengths (if any) as though you took your time (see Taking Your Time) for 16 times as long as normal in performing a Lore check with a result of 5 Successes plus your rank.

Divine Insight: You are able bestow upon any one creature that you touch with a insight bonus. The touched target gains a bonus to all of its checks equal to +5 per your rank for 1 turn. You may use this once per day.

Aura of Glory: You may channel the power of Albiorix enhancing those around you. For one turn you grant a +10 bonus to all Charisma Based checks. You may use this once per day.

Enduring Favor: You are able to bless one target per day bestowing your favor upon them granting them a +10 bonus to any skill check for 1 hour.

Divine Spells

Fields of Fatigue and Exhaustion

Power Rank: 3

Range: 90'

Duration: 5 Phases per Success

Area of Effect: 30' Diameter

Defense: Divine

By means of this spell the priest is able to cause all those within the area of effect to begin to succumb to intense waves of fatigue and exhaustion. All those within the area suffer a loss of Fatigue equal to the priest's Charisma Modifier every phase.


Killing Fields

Power Rank: 6

Range: 120'

Duration: 5 Phases per Success

Area of Effect: 30' Diameter

Defense: Divine

Killing fields allows the priest to cause all those within the area of effect to begin to suffer from hundreds of small, razor like cuts. These cuts cause the priest's Charisma Modifier in damage every 3 phases for the duration of the power.


Submission

Power Rank: 9

Range: 30'

Duration: 1 hour

Area of Effect: 30' Diameter

Defense: Divine

By means of Submission a priest is able to attempt to capture, disarm or force to flee opponents that he does not wish to harm. The power causes the targets of the power to make a Divine Defense check. Those that fail the check will either surrender (1-25), drop their weapons (26-50) or flee (51-00) the area.


Divine Glory

Power Rank: 12

Range: 30'

Duration: 1 turn/3 successes

Area of Effect: 30' Diameter

Defense: Divine

Through the use of this spell you are able to recite a sacred passage of scripture of Albiorix, in doing so you invoke the blessings of Albiorix upon yourself and all allies within the area of effect. Foes that are within the area of effect suffer confusion and weakness. All allies gain +5 for every 3 successes to their Attack Skill and Divine Defenses, those that are followers of Albiorix gain +10 instead. Foes suffer -5 for every success to their Attack Skill and Divine Defenses.


Chaos Storm

Power Rank: 10

Range: Self

Duration: 1 Turn

Area: 60' + 5'/success (max +50)

Activation Time: 3

Defense: Divine

By means of this spell the priest is able to create a violent storm of elements and fury. Centered around the priest, he can create a 50’ diameter area in which all those, except specified individuals, within this area are belted with acidic rain, bolts of lighting, hailstones of fire and winds of intense heat. All those in the area are allowed a Divine Defense check each turn to avoid the effects of one of the elements: rain, lighting, hailstone or wind. The acidic rain causes 5d10+10 points of burning damage to all things in the area, the acid stops burning after 5 phases. The lightning strikes a random area within the 50’ diameter (use a d10 to determine which 10’ diameter area is struck), all those in the area suffer electrical damage equal to 4d10+10 points of damage and suffer the effects of electrical damage (see Legends of Kralis). Hailstones of fire rain down upon the area causing 3d10+10 points of fire damage to all things in the area, combustible items have a 75% chance of catching fire during this time. Finally, the whole area is buffeted by heated wind causing all those in the area to suffer from heat damage (see Legends of Kralis) as heated fumes and air assault the area. The area’s temperature increases to 120 degrees for the duration of the power, see Legends of Kralis for modifiers for extreme temperatures. This spell can only be used outdoors.


Righteous Wrath

Power Rank: 10

Range: 70'

Duration: 1 turn per Success

Area: 50' + 5'/success (max +50)

Activation Time: 4

Defense: Divine

Righteous Wrath causes all allies and companions within the area of effect to become embroiled with furious divine wrath that greatly enhances their combat ability. Allies are able to attack twice in the same phase of their normal attacks without paying additional Action Point Cost. In addition, they gain 3d10+10 in bonus temporary Health Points and gain a +10 per Charisma Modifier of the priest to their Divine and Magical Defenses. Finally, all allies are able to move as though they were running without suffering any fatigue effects.

When the power expires, any allies who were affected by the power lose all but 1 point of their Fatigue Points and suffer as though they were Battered.


Divine Sacrifice

Power Rank: 5

Range: 0'

Duration: Instant

Area: Self

Activation Time: 3

Defense: None

By means of this spell you are able to sacrifice your own life to increase the damage you deal with an attack. Every turn you are able to sacrifice up to 10 of your Health Points, this can be done as a Move Action. For every 2 points that you sacrifice in this manner you deal an additional d10 of bonus damage to a maximum of 8d10 to your next attack.

Faith Abilities

Expanded Aura of Courage

Your Aura of Courage now extends to effect all allies within 60' of you.


Shield of War

Requirements

Ability Prerequisite: Shield Proficiency 95

Controlling Attribute: Willpower and Charisma 95

Fatigue Point of Cost: 10

Similar to that of Power Shield and Improved Power Shield you are able to cause any shield that you have to be infused with divine power. A shimmering divine power surrounds the shield making it large by 1.5 times for every 10 points of Fatigue you sacrifice. Thus, a medium shield size can be increased from 30" to 45". In addition, the shield is able to absorb 1.5 times more additional points every time you increase the size and the shield's total Armor Points also increases by 1.5 times. You may use this as a Move Action, three times per day.


Glorious Weapon

Requirements

Ability Prerequisite: Weaponcraft 80

Controlling Attribute: Strength and Stamina 80

Fatigue Point of Cost: 10 per attack

By means of this ability you are able to channel the power of Albiorix into your weapons. By spending 2 additional AP into any attack you may cause the weapon you are attacking with to shine in divine power. This power causes your weapon to do an additional d10 bonus damage per two ranks to your attack to a maximum of 10d10.


Enchant Warriors

Requirements

Ability Prerequisite: Bless

Controlling Attribute: Charisma 95

Fatigue Point of Cost: 15 per target

Merit Point Cost: 300

Enchant Warriors allows you to be able to bestow a number of enchantments and blessings upon 1 warrior per 10 points of Divine Knowledge. Each warrior that you touch gains a number of enchantments:

  • Gain damage bonus equal to 1 point per 15 points of Divine Knowledge rounded up.
  • Gain an attack skill bonus equal to double your Charisma modifier.
  • Gain a defense bonus equal to three-times your Charisma modifier to one defense. Gain double your Charisma Modifier to all remaining other defenses.
  • Gain additional movement equal to 1’ per your Charisma Modifier.
  • Gain additional Action Point.
  • Gain the use of one of your Abilities for only one turn.

You may use this ability once per day, and the effects last for 1 turn per 3 points of your Charisma Modifier.


Holy Strike

Requirements

Ability Prerequisite: One With Energy

Controlling Attribute: Will 90

Fatigue Point of Cost: 25 per strike

Merit Point Cost: 300

Your attacks gain the presence of the holy. All melee damage dealt by you is holy in nature and does additional damage to your foes equal to your rank multiplied by 2 in holy damage that ignores non-magical armor or protections.


Field of War

Requirements

Ability Prerequisite: Chaos

Controlling Attribute: Charisma 110

Fatigue Point of Cost: 30 Per use

Merit Point Cost: 300

With this ability you are able to cause an area that you specify that is equal to 10’ in diameter per 25 points of Divine Knowledge to become infused with the effects of war. These effects last for 1 turn per 50 points of Divine Knowledge. All those within the area are allowed to make a Divine Defense check against your use of this power, but this is at a TS of 1 per 25 points of Divine Knowledge (rounded down) those that fail or just accept the effects are subject to the following:

  • All subjects suffer your Charisma Modifier in lost successes to all their Defense Skills.
  • All subjects gain your Charisma Modifier in bonus successes to all their Attack Skills.
  • All subjects lose 3 Action Points on the next turn, then gain 3 bonus Action Points on the next turn. This is then repeated until the power no longer functions once it is activated.
  • All Critical Hits in Melee cause double the normal damage for a critical hit (i.e. damage is doubled on the first CDR, Quadrupled on second CDR, etc.)
  • All fatigue point loss is doubled
  • All health point damage (other than critical damage) is increased by your Charisma Modifier as bonus damage.

Gear and Items

Priestly Vestments Cloak of War: This dark gray cloak is blessed by Albiorix. This cloak causes those that are fighting you in melee combat to suffer a penalty to their Attack Skill, each time that they attack you. Those that attack you suffer -5 per your rank to their Attack Skill to a maximum of -50. You may use this ability of the cloak once per day against 3 attacks.


Priestly Implement of Service These implements come in a variety of types: Scrolls, Rods, or Staffs. These implements replace the priests current foci. Created by specialty priests of Albiorix (those with the ability Divine Craftsmanship)these devices allow you to re-roll any one attack without the use of a Heroic Luck and you may use either roll. The implement can only be used like this twice per day.

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