Church of Atura
From World of Kralis
The Order of the Forest, the church of Autra is amongst the smallest of the known churches as most of its followers tend to be lone priests that watch over the goings on of all the wild forests of the world. Many of these wilderness priests are migratory in their travels following paths that take them many hundreds of miles from their original church. As watchers of the wild forest and land, they go wherever there is an imbalance of civilization over taking the forested places of the world. The church abhors unwarranted actions against the forests and woodland areas of the world.
The clergy are most often found making their way on the edges of civilization preaching the dangers of not respecting the wild things as well as serving as ministers to the rural towns and protectors of hidden villages that are surrounded by wild lands.
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Hierarchy
There is very little in the way of a strict or standard hierarchy within the Order of the Forest. There are a few established leaders of the church, but as easily as the wild can change, so does this leadership. Yet, Atura has only one Primarch that all others recognize as the leader of the church. She is a ancient earth dragon known as Shulthuulrhatha that dwells in the dark forests south of the Great Dale. Here resting deep within a vast network of tunnels and huge caverns, the hierarchy of the church gathers together twice a year to hold a tenday of worship and revelry and to anoint new bishops.
Motivation and Goals
Defense of the forested lands is the main motivation for the church. To this end the priests and clergy will take up arms against any that wastefully destroy the forests and woods. They are also charged with restoring forests and replenishing any lost trees with new young trees. The do what they can to restore the natural forest, which often includes opening portals to other forests in order to restore wildlife and vegetation.
Day-to-Day Activities
Atura's followers are the caretakers of forest. Those that are not traveling, or defending against evil or chaos or the destruction of the forested world, spend most of their days planting and nurturing the forests that they inhabit. They call upon weather and tend to those creatures and monsters that are ill or injured.
Recruiting
The church does not actively recruit others into their fold, rather they tend to take in those that they find wounded, lost or abandoned, most often this tends to be children rather than adults. They also tend to accept creatures of neutral or good intents that wish to serve the Lady of the Wild.
Centers of Worship
There are very few real established churches dedicated to the goddess, rather, there are thousands of small shrines spread through out the world. There are a few churches here and there, but these are often left unattended and are secreted away, hidden in forests, and other wild places.
Vestments and Garb
Priests of Atura have little in the way of formal raiment. They tend to dress in leather jerkins, robes, and cloth pants. When they are called to fight they tend to wear more natural armors, and generally nothing ever heavier than a medium type of armor. Most fashion their own armor or call upon their divine powers to armor themselves.
Allies
The church of Atura is allied with Gishra, Anthia, Albiorix, and Llir. Occasionally, they will also ally themselves with the Church of Mala, but only to use them to help drive back civilization when necessary.
Enemies
While the Church is does not officially deem other organizations as enemies, it does see those that wantonly destroy the forests of the world as foes.
Game Information
Characters that choose to become a member of the Church of Azahak have their base Merit Point requirements increased from 1000 to 1450 per rank.
| Type | Holy Order | ||
| Influence Level | Global | ||
| Category | Prerequisites | Bonus | Obligation |
| Petitioner | Divine Knowledge, Leadership, Lore (Religion) | Member of Church, Ask for Aid from other Members; Access to Divine Spells of Faith | Proselytize |
| Initiate | Divine Knowledge (85), Etiquette, Lore(Deity, Celestial), Must be Recommended by Another Initiate | Gain Access to Church Funds, Gain Know Direction Ability, | Quest (Vanquish a Foe), Train Petitioner (Follower) |
| Acolyte | Divine Knowledge (122), Leadership (80), Lore (Deity, Religion, Celestial) (80), Etiquette (70) | Gain Additional Priestly Training (+10 bonus to Divine Knowledge Turning), Gain Control Plant Ability | Quest (Establish a Church), Perform task from Druid |
| Druid | Divine 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 Guardian Plant Ability | Declare a specific church as home base, Quests (High Druid Appointed Tasks) |
| High Druid | Divine 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 Animal Forms Ability | Expand reach of Local Church - Establish 4 Churches |
| Bishop | Divine Knowledge (195), Leadership (140), Lore (Deity, Religion, Celestial) (130), Etiquette (130), Fanatic Philosophy, Cause 3 Major Enemies of Church to be defeated | Command of 4 High Druids and their resources, Gain Nature's Way Ability | Quest (Create Holy Relic), Serve on Church High Council at least once |
| Grand Druid | Divine Knowledge (200), Leadership (160), Lore (Deity, Religion, Celestial) (160), Etiquette (160), Can only be selected by Deity | Control of whole Church, Gain Nature's Avatar Ability | Expand reach of Church |
Turning Options
Priests of Atura may not use Turn Dead or Turn Humanoid. They may gain two of the following in replace of these Turning Options.
Fists of Wood: Once per day for 1 turn you are able to make your fists as hard as oak. They grant you a +1 Base Damage bonus to all your natural, Brawling or Martial Arts attacks.
Ward Against Plants: You are able to cause any monstrous plants to ignore you whenever you come across them.
Clam Animal: You are able to cause any animal (including monstrous animals) that you are able to touch to suddenly be come calm and friendly towards you. So long as you are in sight of the animal and speak soothing words to it, the animal will remain calm for as long as you are in the area.
Trackless: So long as you are in the wild you do not leave a trail nor can you be tracked by normal means.
Divine Spells
Plant Friend
Power Rank: 1
Range: 60'
Duration: 1 phase per success
Area: 60' Dia.
Activation Time: 3
Defense: None
Through the use of this spell you gain an intimate knowledge of the plant life around you. Through this you are not subject to any hindrances caused by plants. Plants also shift to avoid interfering with you if you are attacking, and will lead you to hidden enemies that are using them as cover.
Know Area
Power Rank: 3
Range: 60'
Duration: Instant
Area: See Below
Activation Time: 1 hour
Defense: None
By means of this spell you gain an instant overview of the land and area around you, so long as you are not underground. With this information you are able to draw a detailed map of the area including any major landmarks and well known places. You know specific distances between your current location and a specified location. This understanding and knowledge of the area is equal to 1 mile per 50 points of Divine Knowledge.
Summon Celestial Beast
Power Rank: 6
Range: 60'
Duration: See Below
Area: See Below
Activation Time: 1 hour
Defense: None
With this spell you are able to summon forth a single of celestial beast or monster to your side. It will perform actions for you as well as attack for and defend you for as long as it is upon the Prima Terra.
You can summon forth 1 large beast or monster This beast exists on the Prima Terra for eight hours before returning to the Celestial. You may never summon more than 5 of the same celestial beast within the same week of their existence on the Prima Terra.
The celestial beast or monster can be of any animal listed in the Talarius Beastiary and gains the following Celestial Template: Health Points: +10; Fatigue Points: +25 Attack Skill: +10; Bonus Damage: Celestial/Holy Anger +5 PD: +10; MD: +15; DD: +20; JD: +15 Move: +10’; Skill Bonus: +10; Celestial Abilities: Heightened Nightvision, Immunities: Poison, Fire, Air, Water; Teleportation; Telepathy
Cold Snap
Power Rank: 9
Range: 60'
Duration: 1 turn per success
Area: 40' diameter
Activation Time: 6
Defense: Divine
With this spell you cause the air within the specified area of effect to begin to dramatically drop in temperature. At the moment of completion the power the area temperature drops to 30 degrees. This causes all sweat on those within the area to turn to ice crystals that causes 1 points of damage per success. Each phase the temperature then begins to drop 1 degree. Every 5 degrees that the temperature drops the power causes an additional point of damage per success. Thus, at 10 degrees the power is causing 4 points of damage per success. Those that are successful in their Divine Defense reduce the damage per success by half.
Summon Celestial Beasts
Power Rank: 6
Range: 50'
Duration: See Below
Area: See Below
Activation Time: 1 hour
Defense: None
With this spell you are able to summon forth a number of celestial beasts or monsters to your side. They will perform actions for you as well as attack for and defend you for as long as it is upon the Prima Terra.
You can summon forth 1 huge beast, 2 large beasts, 4 medium beasts, 8 small beasts, or 16 tiny celestial beasts per 50 points of Divine Knowledge. These beasts exist on the Prima Terra for 1 day before returning to the Celestial. You may never summon more than 12 of the same celestial beast within the same week of their existence on the Prima Terra.
These celestial beasts can be of any animal listed in the Talarius Beastiary and gain the following Celestial Template: Health Points: +10; Fatigue Points: +25 Attack Skill: +10; Bonus Damage: Celestial/Holy Anger +5 PD: +10; MD: +15; DD: +20; JD: +15 Move: +10’; Skill Bonus: +10; Celestial Abilities: Heightened Nightvision, Immunities: Poison, Fire, Air, Water; Teleportation; Telepathy
Summon Nature's Ally
Power Rank: 6
Range: 0'
Duration: 1 turn per Success
Area: 1 creature
Activation Time: 6
Defense: None
By means of this spell you are able to summon forth nature spirit that will fight for you. You call forth an nature elemental from the surrounding area. You must be in a natural setting to use this power. The creature that you summon is similar in shape of that of a vine hulk. They are made up of tightly woven vines, grasses, wood and other bits of the surrounding area. It will fight along side you for one turn or until it is destroyed.
Nature Elemental
| 5th/Good/Large (12’) | |||||||
| HP: 96/48/24 | Init: +12 | Move:20’ | LP:2 | Vision: Nightvision | |||
| AS: 92/77 | Attks:Claws or Bite 5/3 | +9 Str Dmg | |||||
| Armor: Thick Vines (10) | PD:82 | MD:66 | DD:62 | JD:59 | |||
| Str 93 | Sta 85 | Agi 70 | Per 70 | Int 75 | Wits 70 | Will 95 | Chr 60 |
| Alertness 85 | Tracking 86 | ||||||
Thick Vines Ignores 1/2 damage from blunt weapon types
Aura of Attack 2/day; 25’ Dia.; Cause 2 dmg per Will Modifier; Targets must make a Strength vs. 5 TS; Failure causes Knock Back; APC 1
Barrage of Blows 1/turn; Can triple its number of attacks in a phase; Causes -20 cumulative penalty for each attack above the first
Critical, Increased Critical range is 01-10
Deep Scratch Succeeds with 3 or more successes in attack; Cause double Strength Modifier in bonus damage
Earth Connection 3/day; As long as the creature touches earth it can regenerate 2x Stamina Modifier in Health and Fatigue per turn; +30 to Strength and all Defenses; Strength based skills gain +50 bonus; Lasts for 1 phase per Willpower Modifier; Move Action
Immunity to Magic Creature cannot be affected by any type of magic; This does not include area effect spells
Increased Movement Gain 2x normal Move
Entangle
Power Rank: 4
Range: 40' + 5'/success (max +50')
Duration: 1 phase per Success
Area: 20' + 5'/success (max +50)
Activation Time: 6
Defense: None
By means of this spell a priest is able to cause various wraps within the area of effect to wrap around foes. Those that enter the area or are already in the area gain an Agility check every phase to avoid getting entangled, until they escape the area. This Agility check is at a TS of 5. Those that fail have their legs entangled and are tripped up causing them to be knocked down. Those that are entangled can attempt to break free as a Move Action, but they must make a Strength check at a TS of 5.
Nature's Stride
Power Rank: 3
Range: 0'
Duration: 1 hour per Success
Area: Self
Activation Time: 2
Defense: None
By means of this spell you are not hampered by rough terrain or hazards that would normally hamper others. You gain an additional +10' in movement while you are in natural surroundings.
Wall of Thorns and Thistles
Power Rank: 4
Range: 40' + 5'/success (max +50')
Duration: 1 turn per Success
Area: 20' + 5'/success (max +50)
Activation Time: 3
Defense: None
Through the use of this spell the priest creates a thick barrier of tough, tangled thorn and thistle bushes that are at least 6 inches long. Creatures that are caught in the wall or attempt to move through the wall must make an Agility check at a TS of 4, those that fail suffer 5 points of damage at first and anytime that they move. This damage is halved for those in heavy armor.
Faith Abilities
Know Direction
Requirements
By means of this ability you are always able to discern which way is north.
Control Plant
You gain the ability Control Plant as listed in Legends of Kralis.
Guardian Plant
Requirements
Ability Prerequisites: Lore (Nature) 90
By use of this ability you are able to awaken any one plant (trees, grasses, bushes, etc.) giving it “life” in that it gains statistics for plant-like creatures similar to that of a Sidz Ra (refer to the Talarius Beastiary for more information). This awakening is permanent and you may use this ability once per week. You may not have more then 3 guardian plants within a single territory less than three miles in area.
Animal Forms
Requirements
Ability Prerequisites: Lore (Animal) 105, Animal Transformation
Controlling Attribute: Willpower of 90
Merit Cost: 300
By means of this ability a priest of Atura is able to transform themselves into any small, medium or large animal once per day. The priest can become any non-monstrous animal (see the Talarius Beastiary). You may remain in this for for 1 hour per Charisma Modifier. Changing into or from an animal form takes 10 phases to complete. Only the priest changes form, his equipment is left behind. A priest may only change into animals that he is familiar with. While in this animal form the priest is unable to communicate through speech and is limited to the natural sounds that the creature would normally make. You may use this ability three times per day.
Nature's Way
Requirements
Ability Prerequisites: Lore (Nature) 120, Control Plant
Controlling Attribute: Willpower of 95
Merit Cost: 300
Through the use of this ability you are able to cause living plants within 20 feet of you to attack non-ethereal undead creatures dragging them back into the earth where they are torn apart and their bodies returned to nature. The plants can only attempt to attack those undead that are 2 or more ranks beneath you. Target undead gain an Agility check each time to avoid the grasping plants. Small or tiny plants cannot be made to attack. The plants may make an attack every 5 phases.
Nature's Avatar
Requirements
Ability Prerequisites: Lore (Nature) 150
Controlling Attribute: Willpower of 105
Merit Cost: 300
By means of this ability you are able to cause yourself to become Elemental of Nature. You may take on the form of either: Fire, Earth, Air, or Water. You take on the huge shape of any of these elements. You must chose only one elemental form to become. A priest can only remain in this form for 1 hour per Charisma Modifier. Because the Avatar is Celestial in nature the priest gains the following Celestial Template in addition to the Elemental Template.
| Fire | Earth | Air | Water | |
| Attack Type | Fire Strikes 5/3 | Stone Fists 7/3 | Harsh Blasts 6/3 | Hard Water Fists 6/3 |
| Health Bonus | +10 | +15 | +10 | +20 |
| Armor | Elemental Skin 20 | Elemental Skin 22 | Elemental Skin 24 | Elemental Skin 22 |
| Defenses Bonus | +15 | +10 | +15 | +10 |
| Move Bonus | +20 | +10 | +25 | +15 |
| Magic Resistance | 72 | 60 | 89 | 36 |
| Bonus Damage | +17 | +22 | +24 | +25 |
| Strength | 125 | 145 | 155 | 158 |
| Stamina | 125 | 125 | 155 | 120 |
| Agility | 80 | 60 | 70 | 60 |
| Perception | 65 | 60 | 55 | 60 |
| Intelligence | 60 | 60 | 60 | 70 |
| Wits | 70 | 70 | 92 | 60 |
| Willpower | 90 | 90 | 80 | 65 |
| Charisma | 60 | 50 | 60 | 55 |
Elemental Traits: All elementals have the following characteristics: immune to poisons, disease, aging, drowning/suffocation, and instant death effects. In addition, all elementals speak their own language as well as that of Common. All Elementals communicate via telepathy.
- Magic Resistance: All elementals have a magic resistance of 3 per rank of the elemental.
- Damage Resistance: All elementals suffer only 1/2 of damage from weapons.
- Immunity to Attack (Critical Hits):All elementals are immune to critical hits and the critical hit damage.
Fire Elemental Abilities:
- Body Flames 5’ dia., Suffer 27 (3xSta Mod) Fire dmg, 10’ dia., Suffer 45 Fatigue dmg/turn; Move Action; Lasts 9 Phases
- Breath Weapon (Fire) 1/turn; For 1 phase per 25 Stamina; 5’ per Stamina Modifier range; Causes triple Stamina Modifier in fire dmg; Fire burns for 1 turn per 10 Stamina; Continuous +5 fire dmg/phase; Targets are allowed Agi at TS 4 to avoid; APC 2
- Flight 4/day; Lasts for 5 turns per rank; Can fly without wings at Movement Class of B; Fly 2x Move; Hover in place; Suffer no penalties to skills that require concentration;
- Gaseous Form 3/day; Creature can transform itself into a gaseous replica of its solid self; Gain Movement Class A; 30’ Move; Damage from its attack reduced by 1/2; Immune from Normal Non-magical attacks; Move Action
- Innate Spells (Burning Arc, FireBolt, Fireblast, Wall of Fire) Creature can cast these four spells; Spellcasting success are 1/2 of creatures rank; Stamina score used for determination of other effects
Earth Elemental Abilities:
- Burrow Creature can burrow into the ground as a Move Action; Normal Movement; Within 3’ per size of Creature of surface trail mound is created
- Earth Toss Can throw 1’ diameter rock per size; 20’ Range per size; Targets can Agility check to avoid; Failure causes Str Modifier in dmg
- Earth Connection 3/day; As long as the creature touches earth it can regenerate 2x Stamina Modifier in Health and Fatigue per turn; +30 to Strength and all Defenses; Strength based skills gain +50 bonus; Lasts for 1 turn per Willpower Modifier; Move Action
- Innate Spells (Earth Ripple, Holding, Stone Arrow, Stone Rain) Creature can cast these four spells; Spellcasting success are 1/2 of creatures rank; Stamina score used for determination of other effects
- Resistant to Blows Physical attacks do 1/2 damage only
- Seismic Sense 90’ dia.; Creature can sense or “hear” movement through the earth; Can pin-point exact location of any Target in area; Suffers no penalties to attack anything invisible, hidden, or shrouded in darkness/blinding light
- Shockwave Attack 5’ per 10 Strength dia.; Targets in area gain Agility check; Failure causes -50 to all physical checks for next 5 phases
- Stomp 5’ per size dia.; Can stomp ground; All smaller targets in area gain Agility vs. TS 4; Failure causes Targets to be knocked down; Must take 2 Phases to get up; Targets within 5’ of creature can be stomped on causing 2x Strength Modifier in Fatigue Damage; Ignores Armor; APC 1 for Stomping damage; Move Action for Stomp
Air Elemental Abilities:
- Alter Winds 3/day; Can increase/decrease wind within 90’ dia.; Alter wind speeds up or down 1 categories per 2 Willpower Modifier for 5 turns; APC 1 per adjustment
- Ball Lightning 3/day; 120’ range; Create and throw 3’ ball of lightning; Targets in path of ball gain Physical Defense vs. TS 4 + 1 per 3 ranks; Failure causes 10 dmg per failed success; Success in PD causes targets to move 5’ in one direction and gain +1 AP increase for actions on next action; APC 1
- Flight 4/day; Lasts for 5 turns per rank; Can fly without wings at Movement Class of B; Fly 2x Move; Hover in place; Suffer no penalties to skills that require concentration;
- Innate Spells (Air Shield, Energy Globe, Lightning Bolt, Magical Missiles) Creature can cast these four spells; Spellcasting success are 1/2 of creatures rank; Stamina score used for determination of other effects
- Quick Strike Attack reduces Targets defense by -10 per 20 Attack Skill
Water Elemental Abilities:
- Breath Weapon (Acid) 1/turn; 5’ per Stamina Modifier range; For 1 phase per 25 Stamina that does 19 (Sta Mod+10) points of damage per phase; Targets are allowed Agi at TS 4 to avoid; This ignores armor absorption. APC 2
- Cold Creature’s attack causes Target to suffer +10 bonus cold dmg; All actions are increased by +2; Target gains Stamina vs. TS 5 to ignore
- Innate Spells (Animate Water, IceBolt, Freeze, Ice Shards) Creature can cast these four spells; Spellcasting success are 1/2 of creatures rank; Stamina score used for determination of other effects
- Rot Living Material Successfully damage or Touch Attack Target; Cause all living material touched to rot; Touch causes 18 bonus Rot Damage/turn; Ignores Armor; 1/hour Target gains Stamina vs. TS 4 to avoid having a limb rot off; Curable only by divine means
- Suffocation 4+ successes with successful attack; Can envelop 1 Target; Target gains Agility check to avoid being enveloped; Failure causes Target to become enveloped and will begin to Suffocate; Each turn Target gains Agility vs. TS 1 per Strength modifier to escape the enveloping mass that is causing suffocation
Gear and Items
Priestly Vestments
Fae Armor: These suits of leather armor are crafted to look like over lapping leaves that create a tight fitting, yet comfortable suit of armor. They armor is blessed by Atura with a two abilities that a priest may use. Once per day the priest my cause himself to become camouflaged to match the environment around them. The armor continually changes to match the background and environment around the priest. Those attempting to view the priest suffer a -80 on all checks to do so. This can be used for up to 8 hours. The armor also bestows upon the priest the ability to confuse and disorient a foe. Anytime that a foe targets the priest the priest, as a Move Action, can immediately cause the foe to make a Willpower check at a TS of 3. Those that fail are Dazed. This feature of the armor is always available.
Priestly Implement of Service Staff of the Stag: Crafted from white ash wood, the Staff of the Stag allows the priest to strike with the staff like a battering ram. When a priest does this it releases the white form of a large stag that attacks a single target. This stag causes the target to make a Strength check at a TS equal to 1 per rank of the priest. Those that fail are Knocked Back, as per the Knock Back rules (see Legends of Kralis), but the Staff of the Stag increases the distance from 2.5' to 5' per failed success on the target's part.
