Church of Daemah

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The Conventicle of Healing, like the Church of Elal, is a very popular church based primarily on the neutral position that the church takes regarding philosophical differences. The Church is pragmatic in its duty to tend to all beings that have been wounded, oppressed or in great need. They willingly enter into war, not so much to fight for a cause but to deliver those that are in need to safety or restore their health.

The Church is quiet, reserved, kind and slow to anger. Many believe that the church is weak for its showing of kindness. Yet, the church is not totally nonviolent. While the majority of the priesthood aspires for peace, there are groups of monks, paladins, and crusaders that are the strength of the church.

The Church has been based in many great cities through out its history, its current home is Dardura Sheva, in the Southern District. The church has an estimated 35,000 clergy members which is made up of priests and monks. The church is popular through out the world and has the largest number of worshipers. The core of the church is very structured, nearly militaristic in nature that maintains a very strict hierarchy. The church is perhaps the most open about its structure, taking the view point that the more the populace knows the more likely they are to join the cause of Daemah.

It is a well equipped church, well organized and populated by believers who understand Daemah's vision and are willing to sacrifice themselves in order to further the greater good of Daemah.

Contents

Hierarchy

Highly organized and able to respond to the needs of a population within a matter of short time, the church is dependent on strict core believes of hierarchy, where orders are obeyed without a second thought. This works greatly for a church that is often seen as to kind and thus weak. The power of the church lies not within a single person but within a Triad of Leaders called the Suffering. These three are chosen from senior clergymen in a an election of peers during the Sacred Council of Pain. They are elected for life and are given absolute power over the church.

The church is divided into several groups that are responsible in maintaining the dogma and tenets of Daemah they are, in order of lowliest to greatest: Apostle, Priest, Bishop, Archbishop, Martyr, Lord Martyr

Motivation and Goals

The Church is strongly motivated towards the preservation of all life where it can. Unlike, the Churches of Gishra, Atura and Elal, this preservation is more akin to assuring that life does not end as violently as war and battle can end it. Rather, the believe of the Church is for all things to pass from this world into the next peacefully if possible.

This does not mean however, that priests will heal or preserve the life of those that are evil, bent on unnecessary destruction or the wanton killing of others. While having a neutral outlook on the world, the Church agrees that not all living things should be allowed to continue to live on or even exist.

Ultimately, the Church focuses on the treatment ad healing of those that have been hurt, no matter their believes. Because of this nearly all priests of Daemah are fearless, able to withstand the onslaught of fear inducing magic or beings with little or no reaction.

Daemahites are taught the Healing. A set of laws and dogma that Daemah has given his faithful. The Healing demands that all priests help those that are hurt, despite their philosophy. In this they are also to stand up to tyrants, challenge the unjust, and resist all attempts to alter their believes or attacks against those believes. The Healing also states that there is no shame in a meaningful death.

Priests are charged to persevere in the face of overwhelming odds, despite the cost of pain. Heal the sick, the wounded and the diseased. They are to comfort the dying when they are unable to heal them, grieve with the grief stricken, and to take on the burdens of others where they can. They are to fight against those that oppress others, stand firm for those that are unjustly treated and give of themselves to the lonely, the lost and the harmed.

Day-to-Day Activities

Day to day priests of the All-Healer are to share what they have with those in need and distress. They are often called upon to speak for the oppressed, shelter the homeless, and to gather healing herbs and create potions of healing. While life is seen as a sacred gift that should be preserved, they do not stand in the way of others desires or paths of fate. Without freedom of will life has no purpose. They will not stop warriors from charging into battle nor will they stop those that are bandaged and needing of rest from rising and plunging back into the world.

Recruiting

The Church is blessed in its recruiting efforts, as it rarely has to hold open recruitment as the Church is often filled with neophytes attempting to become petitioners. Those that wish to become a part of the Conventicle of Healing are invited to speak with a senior of the church, where they speak in detail of the neophytes desires, aims and ambitions over several days. During this process the neophyte is under constant surveillance by other priests and spellcasters friendly to the church as they employ spells and powers to explore the neophytes true feelings, loyalties and aims. If no dedication to evil, conflicting interests in faith or strong secular loyalties are unearthed, the neophyte is accepted into the church.

This high examination of the neophytes character is done to preserve the church and its knowledge of healing so that it would not be used against the church or wielded against others for dark purposes.

Rituals and Ceremonies

Unlike many other Churches that have festivals in honor of their patron deity, the Church of Daemah believes that each time that a ritual to heal another, cure a disease or treat an inflection serves as holy rituals to the god of healing. While the Church views the rise of a new moon holy, they do not linger in worship when there are so many to be served and healed.

Centers of Worship

The largest Conventicle of Healing is in Dardura Sheva. It is a huge temple-monastery that can hold hundreds of ill and those in need of healing. Here also many priests discover new techniques of healing, understanding disease, and learning of curative properties of herbs. It is for all intent purposes a well run hospital and facility for the creation of medicines found through out Kralis.

Vestments and Garb

All priests of Daemah are dressed in one of two types of clothing. House priests, those that stay within the confines of the temples, are dressed in white robes with the symbol of Daemah embroidered on the back. Field priests, those that are adventuring priests, tend to dress in grey or dark grey tunics, with tabards and trousers. They wear the symbol of Daemah on a silver chain around the neck.

Allies

The Church is allied with nearly all good aligned churches. They are also affiliated with a number of knightly orders and warrior companies through out Kralis. Most notable the Knights of Elal and the Knights of Dardura.

Enemies

Unlike many churches of opposing philosophies, the Conventicle of Healing does not suffer under the hands of many enemies. However, there are those groups and individuals that desire to hold sway over the church and its healing.

Game Information

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

TypeHoly Order
Influence LevelGlobal
CategoryPrerequisitesBonusObligation
PetitionerDivine Knowledge, Leadership, Lore (Religion)Member of Church, Ask for Aid from other Members; Access to Divine Spells of FaithProstelyze
ApostleDivine Knowledge (85), Etiquette, Lore(Deity, Celestial), Must be Recommended by Another ApostleGain Access to Church Funds, Gain Heal Thy Self AbilityQuest (Vanquish a Foe), Train Petitioner (Follower)
PriestDivine Knowledge (122), Leadership (80), Lore (Deity, Religion, Celestial) (80), Etiquette (70)Gain Additional Priestly Training (+10 bonus to Divine Knowledge Turning), Gain Pure Body AbilityQuest (Establish a Church), Perform task from Bishop
BishopDivine 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 Mystical Soul AbilityDeclare a specific church as home base, Quests (ArchBishop Appointed Tasks)
ArchbishopDivine 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 Holy Presence AbilityExpand reach of Local Church - Establish 4 Churches
MartyrDivine Knowledge (195), Leadership (140), Lore (Deity, Religion, Celestial) (130), Etiquette (130), Fanatic Philosophy, Cause 3 Major Enemies of Church to be defeatedCommand of 4 Archbishops and their resources, Gain Mass Cure AbilityQuest (Create Holy Relic), Serve on Church High Council at least once
Lord MartyrDivine Knowledge (200), Leadership (160), Lore (Deity, Religion, Celestial) (160), Etiquette (160), Can only be selected by DeityControl of whole Church, Gain Sustaining Aura AbilityExpand reach of Church

Turning Options

Priests of Daemah may not use Turn Humanoid or Turn Animal. They may gain two of the following in replace of these Turning Options.

Empowered Fearlessness: As a priest of Daemah you are fearless in your duties. Because of this you can only be frightened by the gods themselves. You do not have to make a Fear check against anything other than deities.

Know Disease: You instantly recognize any type of disease or infections, either magical or non-magical, in those that you treat.

Painbearer: You may take a moment (1 AP)to focus on a single ally within 15' of you. Once you have done so you take upon yourself the damage that is dealt to the target.

Suffering: You may survive without water or food for a number of days equal to 5 plus your rank. However, in doing so you suffer a -20 to all your skills during this time.

Divine Spells

Touch of Daemah

Power Rank: 9

Range: 0

Duration: Instant

Area: Self

Activation Time: 3

Defense: None

By means of this spell you are able to heal yourself of all damage, disease or inflictions that you take upon yourself from a select target. The select target can be at a distance from you so long as you can see the target.


Enduring Life

Power Rank: 6

Range: Touch

Duration: 1 phase per success

Area:1 Creature

Activation Time: 5

Defense: None

Enduring life doubles the target's Health Points for the duration of the spell. Any damage suffered is taken first from these temporary Health Points until they are all exhausted.


Remove Fear

Power Rank: 1

Range: Touch

Duration: Permanent

Area:1 Creature

Activation Time: 3

Defense: None

Through the use of this spell a priest is able to remove on level of fear affects from a single target. Thus, if a being is Frightened he becomes Scared.


Renewal

Power Rank: 3

Range: Touch

Duration: 1 turn per success

Area:1 Creature

Activation Time: 3

Defense: Divine

This power creates a pact between the target and Daemah that uses his divine power to cleanse away any number of conditions that the target comes under. Once called upon, the pact remains in effect until the target is subject to one of the following conditions: Stunned, Dazed, Staggered, Confused, Paralyzed, Blinded, Deafened or Negative Ranks. On the next turn after any of these effects occur, the target is immediately returned to a normal condition before the effects of the condition occur. It is as though the condition and its effects never occurred.


Antideath Field

Power Rank: 3

Range: 0'

Duration: 1 turn per Success

Area: 20'

Activation Time: 3

Defense: None

By means of this spell the priest causes an area that he designates to become filled with restorative, rejuvenating like powers. Any creature that is within the designated area or brought into the designated area will not die as long as the spell remains intact. Any creature that is reduced below 0 Health is automatically returned to 0 Health. Any other condition such as being knocked out from such damage is unaffected and remains intact.


Death Ward

Power Rank: 4

Range: Touch

Duration: 1 hour per Success

Area: 1 creature

Activation Time: 6

Defense: None

Subjects of this power are granted immunity from energy drains, negative rank effects, and protection from petrification attempts, and death abilities such as death gaze, death blow, death cry, death rage, death stench, etc.


Strength of Stone

Power Rank: 6

Range: 0'

Duration: 1 turn per Success

Area: Self

Activation Time: 6

Defense: None

By means of this spell you cause your body to become living stone. This grants you several benefits: You are immune to critical hits of any type, immunity to deafness, immunity to blindness, immunity to knock downs, immunity to knock outs, immunity to ability draining, immunity to disease, poison, stunning, staggering. You cannot be Beaten or Battered. You are immune to weather effects such as heat, fire, lightning and cold. Your Strength and Stamina each increase by +20. You gain an Armor Absorption of 45. Your weight increases by a multiple of four.

However, your Agility is reduced by -20. Your Physical Defense decreases by half. If the spell Disintegrate is cast upon you your Stamina check is increased from 1 per 50 points of Spellcraft of the caster to 1 per 15 points of Spellcraft of the caster. You may not use any abilities during the use of this power. You may only re-gain Health Points through the use of the earth spells of Repair, Minor or Repair, Major.


Daemah's Healing Touch

Power Rank: 12

Range: 0'

Duration: 1 turn per success

Area: Self

Activation Time: 3

Defense: None

By means of this spell you are able to call upon any Curing Power (Cure Disease, Cure Paralysis, Cure Poison, Cure Wounds (Increased), etc.) and have it effect all beings within the area of effect listed above. This effects both allies and foes.


Faith Abilities

Heal Thy Self

Requirements

Ability Prerequisite: Healing Touch

Controlling Attribute: Cha 80

You may heal yourself of wounds each day without the need to call upon Vested or Bestowed Powers. You may heal up to four times your Charisma Modifier in Health Points each day. You may spread this total amount among several uses. For example, a 6th rank priest can heal himself for 24 points of Health, he may use it all at once or in small amounts through out an entire day. You may use this ability once per day as a Move Action.


Pure Body

Requirements

Ability Prerequisite: Poison Resistance

Controlling Attribute: Cha 90

You are completely immune to all forms of poison.


Mystical Soul

Requirements

Ability Prerequisite: Indomitability

Controlling Attribute: Cha 95

You are blessed by Daemah, you gain a resistance to Arcane Spells cast at you. You gain a Spell Resistance equal to your rank plus your Charisma Modifier. When you are attacked by non-area effecting spells you first check against your Spell Resistance, then your Magical Defense.


Holy Presence

Requirements

Ability Prerequisite: Aura of Courage

Controlling Attribute: Cha 100

Merit Point Cost: 300

You are constantly surrounded by an aura of positive energy that extends up to 10 feet around you. This aura causes all those that attack you to suffer a your rank as a penalty to their Attack Skill. In addition, you gain +4 successes in attempting a Turning. Finally, undead that are of lessor rank than you cannot enter the area around you.


Mass Cure

Requirements

Ability Prerequisite: Ranged Healing

Fatigue Point Cost: 25 per use

Controlling Attribute: Cha 100

Merit Point Cost: 300

You are able to now heal all individuals within 10 feet of you through the use of Cure Wounds or Cure Wounds, Increased.


Sustaining Aura

Requirements

Fatigue Point Cost: 50 per use

Controlling Attribute: Cha 110

Merit Point Cost: 300

You are able to channel the positive energy of Daemah creating a magnificent aura that effects all allies within 60' of you. This aura allows allies to ignore the effects of being Beaten or Battered and they no longer need to check for Holding Zero. However, any creature reduced to your Charisma Modifier multiplied by four in negative Health Points dies immediately. When the effect ends or if an ally moves further than 60' away from you normal effects of damage apply immediately, which may require that the ally check for Holding Zero as well as be affected by being Beaten or Battered. This ability takes only a Move Action to activate, but you must concentrate on it to maintain the effects from turn to turn and are unable to perform any other actions during the use of this ability.


Gear and Items

Priestly Vestments

Vest of Aid: This light grey vest, given only to Field Priests, bestow upon the wearer the ability to heal additional points of loss Health. No matter the means of healing the priest always does a bonus +1 base healing of damage. In addition, the wearer may instantly heal 1 target per day of half their lost health.


Priestly Implement of Service Prayer Book of Healing: With this prayer book all your healing, curing of diseases, curing of inflictions gain +4 Bonus Successes. Should a fail or fumble occur while using the book you still succeed in the use of the power or skill but only gain 4 successes from having the prayer book.

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