Church of Gishra

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The Church of the Great Mother or the Congregation of Chaos, is a very large, well respected church that has gathered as many worshipers as Elal and Magnara. She is popular among aelwyn villages and is often the chosen goddess of humans, even above Elal. This popularity has given the church a great deal of reach through out the Kralis. It is rumored that her Church has also made a home in distant Hurlan.

While the Church is known for its true neutral outlook of the world, it is also known for spending a great deal of time working behind the scenes to further the word and gospel of Gishra. The Church is not one to sit by in peaceful terms when the balance of life is being stifled or where wanton destruction of life is occurring.

The Church fights against slavery in all forms, as well as waging battle anywhere where chaos is being corrupted. They are the first to fight against the fury and unbridled destruction brought on by agents of the Great Chaos.

Contents

Hierarchy

The Church Hierarchy is comprised of three Grand Monks within whom Gishra has rested some of her power. The church is a very open and well run place where the activities of most priests are known to all. While not a strict hierarchy there is a standard set within the church that allows it to run in a very organized manner. Each of the lower categories of the priesthood are responsible to their elders and all are ultimate responsible to the Grand Monks who in turn are responsible directly to Gishra.

Motivation and Goals

While the Church is of a neutral philosophy based on the scriptures of Gishra, it is a well known fact that Gishra hates all evil creatures that have been given life by Azahak or the Great Chaos. Because of this the priesthood works diligently to rid the world of the tortured evil souls or the corrupted things of nature. In this the Church often works closely with the Church Anthia.

Other duties often include the balancing of nature and ensuring that the great cycle of life continues. This puts the priesthood at severe odds with the corrupted Church of Udarak.

Most of the Gishrite faith is based on nurture and growth. This includes agricultural aspects of growing and reaping. It is part of the whole purpose of the scripture of the faith to tend to, nurture, and help grow all life from small plants to animals of all shapes and sizes.


Day-to-Day Activities

Maintaining the balance of life and death is an important aspect of the the faith. To this end many priests find themselves work in the fields of churches through out the world, cultivating life. Some priests are known to own their own farms in rural locations in order to serve larger communities as well as defend against the "unnatural things" of the world.

They also work at ridding populations of diseases, infections and plagues. Many spend their time within the cities they call home healing the sick of disease, hunting down pestilence carries and ridding the area of monsters that do more harm than good. This often leads them into the depths of a city, its sewers and other underground places.

Recruiting

The Church does not participate in active recruitment, but neither do the turn away those seeking to become a part of the priesthood.

Rituals and Ceremonies

Every morning priests are charged with giving thanks to Gishra and to ask for her blessing in the coming day. Four times a year the priesthood gives praise and celebration for the sacrifice that Gishra made in saving Kralis from the onslaught of Azhaka and the Great Chaos.

Centers of Worship

Though Gishra's faith has some very large, and impressive temples and shrines, most of the Church's power comes from small, local temples and are seen as the backbone for the faith.

One of the greatest temples of the faith lies in Dardura Sheva where the Artifacts of Gishra are kept. The House of the Earth Mother is a huge temple with a very large field where the priests of the temple grow and harvest a variety of fruits and vegetables.

The Abbey of Great Mother, located in the plains of the Great Dale, is a vast walled abbey and farm and is considered to be the most favored home of the Church and Gishra. It is a huge community of believers and priest with nearly 10,000 permanent residents which can expand to hold an additional 5,000 as travelers and the faithful make their way here. It is a gigantic place that covers just under 20 square miles of tilled earth, flowing brooks and small ponds.

Vestments and Garb

Most priests of Gishra dress in sun yellow shirts, with light brown pants and a wide brim hat. They wear the symbol of the goddess around their necks and are known to carry staffs or sickles.

Allies

While not defenseless the Church of Gishra has no officially affiliated military or knightly orders. However, it is often been known to rely on the Knights of Hadak, the Knights of Elal and the Knights of Dardura as well as a number of ranger orders through out the world.

Enemies

The Church suffers greatly at the hands of a number of groups and orders that are affiliated with or in direct order of Azahak, Mala or Udarak, as well as the Cults of Chaos, groups of individuals bent on releasing the dark power of old to destroy the world.

Game Information

Characters that choose to become a member of the Church of Gishra have their base Merit Point requirements increased from 1000 to 1500 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 FaithProselytize
InitiateDivine Knowledge (85), Etiquette, Lore(Deity, Celestial), Must be Recommended by Another InitiateGain Access to Church Funds, Gain Smite Ability, Quest (Vanquish a Foe), Train Petitioner (Follower)
NoviceDivine Knowledge (122), Leadership (80), Lore (Deity, Religion, Celestial) (80), Etiquette (70)Gain Additional Priestly Training (+10 bonus to Divine Knowledge Turning), Gain Debilitator AbilityQuest (Establish a Church), Perform task from Priest
PriestDivine 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 Disease Immunity AbilityDeclare a specific church as home base, Quests (Monk Appointed Tasks)
MonkDivine 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 Radiance AbilityExpand reach of Local Church - Establish 4 Churches
AbbotDivine Knowledge (195), Leadership (140), Lore (Deity, Religion, Celestial) (130), Etiquette (130), Fanatic Philosophy, Cause 3 Major Enemies of Church to be defeatedCommand of 4 High Druids and their resources, Gain Lowered Resistance AbilityQuest (Create Holy Relic), Serve on Church High Council at least once
Grand MonkDivine Knowledge (200), Leadership (160), Lore (Deity, Religion, Celestial) (160), Etiquette (160), Can only be selected by DeityControl of whole Church, Gain Divine Transformation AbilityExpand reach of Church


Turning Options

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

Greater Turning: Once per day when you perform a normal Turn Undead, you may use Greater Turning. Undead that are normally turned by you are instead destroyed.

Inspiring Words: You are able to speak with inspiration to those that are within 20' of you. Allies that are near you gain +10 bonus modifier on their next action so long as you continue to speak words of inspiration.

Empowered Fearlessness: As a priest of Gishra 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.

Divine Spells

Bane: Evil

Power Rank: 1

Range: Touch

Duration: 1 turn per success

Area:1 Creature

Activation Time: 3

Defense: Divine

By means of this spell you are able to fill enemies with fear and doubt that you touch. Effected creatures suffer a loss of -5 to their Attack Skill checks per 2 successes. Bane can counter Bless spells, abilities, or other bless-like spells or abilities.


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 power. Any damage suffered is taken first from these temporary Health Points until they are all exhausted.


Summon Celestial Beasts

Power Rank: 5

Range: 60'

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


Create Land

Power Rank: 12

Range: See Below

Duration: Permanent

Area: See Below

Activation Time: 1 day

Defense: None

With this spell you are able to create huge areas of land. You can create up to 1 cubic mile of new land per 50 points of Divine Knowledge. With this you can over take seas, oceans, lakes, craters, volcanic waste lands and more with this new land. You can also shift whole land masses, raise hills and mountains, grow forests, even form new lakes filled with clean water and filled with life. You must specify what type of terrain you are creating and where you are creating at. This must specifically stated and highly detailed in the description. It takes a full week of you detailing the area and meditative prayer before you are able to cast the spell. Once it has begun to be created it will take the area a full week for it to become its full form as you specified.


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.


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: +12Move:20’LP:2Vision: 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


Faith Abilities

Smite

Requirements

Ability Prerequisites: Weaponcraft (Str or Agi) 70

Controlling Attribute: Charisma 75

Whenever you attack a creature of chaos or an undead creature you increase your total number of successes in the attack by 1 for every 3 Charisma Modifier.


Debilitator

Requirements

Ability Prerequisites: One With Energy

Controlling Attribute: Charisma 80, Willpower 85

Fatigue Cost: 25

Through the use of this ability you are able to add Positive Energy to your powers that you call. This causes all your damaging powers to cause chaotic, negative energy or undead creatures to suffer a loss of successes to their skills. They loose 1 Success for every 3 total modifiers you have in Willpower and Charisma. You may use this ability three times per day. It is a Move Action to activate this ability.


Disease Immunity

Requirements

Ability Prerequisites: Lore (Nature) 100

Controlling Attribute: Charisma 80, Willpower 85

You are immune to any one type of disease, magical or non-magical (See Diseases Legends of Kralis). You gain your Charisma Modifier as a bonus against any other disease. You may take this ability numerous times, each time that you do you become immune to another disease and your Charisma Modifier is added in again as a bonus to checks against other diseases.


Holy Radiance

Requirements

Controlling Attribute: Charisma 85, Willpower 90

Fatigue Cost: 20 per use

Merit Cost: 300

You are able to emanate an aura of brilliant light that weakens all evil begins, including warped creatures, undead, chaos creatures and negative energy tainted beings. The aura provides intense illumination up to a 30' diameter around you and low illumination for an additional 30' beyond that. Creatures that are light sensitive take penalties as though they were in normal sunlight. All other creatures listed above suffer a loss of 5 times your Charisma Modifier to all their Attack Skills and Defenses. You may use this ability three times per day for 1 turn per Charisma Modifier.


Lowered Resistance

Requirements

Controlling Attribute: Willpower 95

Fatigue Cost: 25 per use

Merit Cost: 300

This ability allows you to lower the Divine Defense score of a target. Opponents have their Divine Defense to half score any time that they must make a Divine Defense check against your called powers.


Divine Transformation

Requirements

Ability Prerequisites: Lore (Deity) 180

Controlling Attribute: Charisma 100, Willpower 100

Merit Cost: 300

Through this ability you are able to transform yourself into the divine protector of Gishra. You transform into a 25' tall creature of nature, similar to that of a Sidz Ra but with more humaniod features.


Gear and Items

Priestly Vestments

Cloak of Gishra: This dark green cloak with white trim is embroidered with spiritual runes of Gishra. You may activate this cloak's ability three times per day that lasts for 1 turn per Charisma Modifier. When you activate this cloak you gain immunity from any one single type of energy: positive, negative, acid, cold, electrical, fire, death, or sonic).

Priestly Implement of Service

Rod of Nature: This slender oak rod with iron shod ends, is blessed by Gishra. With this rod you are able to call forth any animal of your choice that is native to the region that you are in. This animal instantly appears and will do your bidding for 1 turn per Charisma modifier.

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