Church of Hadak

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The Church of Hadak, the House of War, the Palace of Battle, is among the more popular temples through out Ta Los. It's popularity grows whenever there is war among nations, states, nations or even city-states. The church benefits from an enthusiastic following that appreciate the unswerving loyalty, the grand humility and the stern righteous that the clergy show in the face of evil.

The people of Ta Los look to the First Blade and his priests for protection from the dark things of the world. The church serves as the protector of the world against the darker forces of evil. Worshipers of Hadak include knights, crusaders, sheriffs, guardians, protectors, good-aligned fighters, many of his worshipers include those of dwarven or minotaurian descent.

The main body of the church is located in the city of Lashkar in the Empire of Resha along the coast of the Blood Sea. The church has roughly 10,000 clergy, nearly 450,000 worshipers. The church is very militaristic in fashion, with a strict hierarchy. Members of the church know most of the other members, particularly the leaders. Very little effort is made to conceal the identity of important individuals from the common folk. Those not of the church have a general understanding and knowledge the churches affiliations.

Contents

Hierarchy

The Church of Hadak is amongst one of the more highly structured and disciplined of the churches. The head of the church is Lord Knight Talnir Highshield, who governs over the church like a general of an army. He is surrounded by numerous advisers from all aspects of the church. The main church is headquartered in the ancient city of Lashkar in the Empire of Resha, each part of the church is made up to act and behave like a military unit where each unit is responsible not only to each member, but also responsible to the Lord Knight. Titles used by the clergy of Hadak are: Novice, Adept, Squire, Watch, Vigilant, Guardian, and High Guardian.

Motivation and Goals

The church's motivations are based on the protection of the civilized areas of the world from the encroachment of chaos, evil and darkness. Most temples are built on the edge of dangerous and evil areas. It is the goal of the church to be the first defense against evil and chaos, particularly against those that are in the service of Azahak.

Day-to-Day Activities

Clergy of the church spend most of their time fighting back evil and chaos. They do so through various means, from melee combat to guardianship and watchfulness over specific areas. They also spend a great deal of time training bodyguards, guardians and others to serve as protectors.

Recruiting

The church is always actively recruiting, replacing lost clergy and warriors fairly quickly. Most clergy members, warriors, priest and warrior-priests, generally come from the local populace of surrounding villages, towns and cities. Occasionally, ex-gladiators and pit fighters join the ranks after they have left or escaped the "games".

Rituals and Ceremonies

The church recognizes the winter and summer solstices as its two major holidays. On a daily basis worshipers and clergy always pray to the First Knight at day break and they must be facing east. Each year the clergy of the church must undergo a purification ceremony that shows a renewal of their vows of faith and atoning for their shortcomings in vigilance or worship of Hadak.

Anytime that a clergy member makes the ascension from one priestly rank to another, the clergy member must undergo the Right of Purification. This ceremony requires the member to pass three-days and nights with no sleep and enduring random attacks from other priests in order to show the members preparedness and vigilance.

Centers of Worship

The most prominent center of Hadak's faith is the Watchful Sword in Lashkar. It flourishes under the High Guardian Lord Illym Winthorn, a retired Knight of Dardura. Hadak's worship is strong through out the Empire as well as through the minatour nation of Kaz-Nakuir. The church as also spread as far north as Dardura Sheva and as far east as the lands of the Barony of Micha.

Vestments and Garb

Most clergy of the church wear some form of metal armor, with a number of the priests wearing full plate armor. The armor is often decorated in dark blue or purple cloaks and tabards of blood-red. All vestments of the clergy are adorned by a mailed fist grasping a longsword.

Allies

The faithful of the First Knight are able to call upon the aid of Elal's priests, the Knights of Elal, and the followers of Gishra in times of need. They also have strong affiliations with the Knights of Dardura as well as the Companion's of the EverStar, an order of Hadakian priests, fighters, knights and jinhuur, that are known or their unswerving loyalty to Hadak.

Enemies

Most enemies of the church are the same enemies that plague all good aligned groups and organizations. The church is in direct opposition of Azahak and Mala.

Game Information

Characters that choose to become a member of the Church of Hadak have their base Merit Point requirements increased from 1000 to 1500 per rank.

TypeHoly Order
Influence LevelGlobal
CategoryPrerequisitesBonusObligation
NoviceDivine Knowledge, Leadership, Lore (Religion), WeaponCraft: Any (80)Member of Church, Ask for Aid from other Members; Access to Divine Spells FaithProstelyze
AdeptDivine Knowledge (85), Etiquette, Lore(Deity, Celestial), Must be Recommended by Another NoviceGain Access to Church Funds, Gain Sentry AbilityQuest (Vanquish a Foe), Train Petitioner (Follower)
SquireDivine Knowledge (122), Leadership (80), Lore (Deity, Religion, Celestial) (80), Etiquette (70)Gain Additional Priestly Training (+10 bonus to Divine Knowledge Turning), Gain Holy Radiance AbilityQuest (Establish a Church), Perform task from Watch
WatchDivine 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 Bane Sense AbilityDeclare a specific church as home base, Quests (Vigilant Appointed Tasks)
VigilantDivine 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 Strike AbilityExpand reach of Local Church - Establish 4 Churches
GuardianDivine Knowledge (195), Leadership (140), Lore (Deity, Religion, Celestial) (130), Etiquette (130), Fanatic Philosophy, Cause 3 Major Enemies of Church to be defeatedCommand of 4 Vigilants and their resources, Gain Impenetrable AbilityQuest (Create Holy Relic), Serve on Church High Council at least once
High GuardianDivine Knowledge (200), Leadership (160), Lore (Deity, Religion, Celestial) (160), Etiquette (160), Can only be selected by DeityControl of whole Church, Gain Censure AbilityExpand reach of Church


Turning Options

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

Kensai Warrior: Priest gains +5 attack bonus to Attack Skill for 1 phase per 2 successes with a Divine Knowledge check.

Seal Gate: Priest can hold doors, gates, or other similar openings no greater than 12 sq. feet per 25 Divine Knowledge. Those attempting to open gain Divine Defense at a TS of 4 plus 1 per Charisma modifier of the priest. The priest must maintain concentration on holding the door closed.

Hadak's Door Knocker: Priest can unlock a non-magical lock with a Divine Knowledge check at a TS equal to the TS of the lock.

Adroit Leader: Priest gains his or her Charisma Modifier multiplied by 2 to Leadership checks for the rest of combat. This can be used once per combat scenario.

Divine Spells

Hadak's Fortitude

Power Rank: 6

Range: Self

Durations: 5 Phases per Success

Area of Effect: Caster

Defense: None

By means of this spell the caster ignores penalties for "Beaten" for duration of spell.


Hadak's Devout Bravery

Power Rank: 2

Range: 30 ft

Duration: 1 turn per success

Area: 1 creature

Activation Time: 10

Defense: Divine

The target is filled with bravery, standing fast in the face of fear and horror, of all kinds. The character gains bonus successes to any fear check equal to the successes on the power casting roll. They gain bonus successes to horror checks equal to one for every four successes that are gained through the use of this power. The reverse instills fear in the target. If they fail the divine defense check they must make a fear check at the normal TS of 5 plus the number of successes rolled. The target will generally flee the scene if this is failed.


Warrior's Mercy

Power Rank: 3

Range: Touch

Duration: Instant

Area: 1 creature

Activation Time: 2

Defense: None

Those that the priest touches when this is cast prevents the loss of Health Points due to any form of bleeding.


Unlifted Blade

Power Rank: 3

Range: 10’ per 2 successes

Duration: 1 Phase per success

Area: See Below

Activation Time: 3

Defense: See Below

By means of this spell a character is able to call upon the divine force of Hadak to create a single heavy sword that can be used to attack another being within the range of the power. The character can only attack one creature at a time and must switch targets. The sword has an Action Point cost of 4 and does 5 Base Damage per attack, it does not gain any bonus damage from abilities. While the sword is in action a character cannot use another power because use of the sword requires the character to attack as though he or she were attacking another being. The character uses his or her Divine Knowledge as Attack Skill. The blade does real damage to undead and full damage against demons, but does not do damage to living mortals.


Draining Strike

Power Rank: 12

Range: 5’

Duration: Instant

Area: 1 Target/4 Successes

Activation Time: 6

Defense: Divine

Through the use of this spell the priest is able to absorb health and fatigue from a single target. For every successful damaging attack the priest absorbs 2 Health and 2 Fatigue Points from the target that can be used by the priest to recover his own loss Health or Fatigue points.


Holy Shield of Hadak

Power Rank: 3

Range: 10’ per 2 successes

Duration: 1 Phase per success

Area: See Below

Activation Time: 3

Defense: See Below

The character is able to cause all attacks by those of good or evil philosophies to deflect from the character as though they had hit a shield.


Power of Battle

Power Rank: 2

Range: 10’ per 2 successes

Duration: 1 Phase per success

Area: See Below

Activation Time: 3

Defense: See Below

Four times per day the user is able to increase the Weapon Skill of his allies within 20’ by +50.


Beasts of War

Power Rank: 5

Range: 0'

Duration: 1 hour per Success

Area: See Below

Activation Time: 6

Defense: None

By means of this bestowed power a priest of Azahak is able to summon beasts of war to aid him in battle. These beasts will follow the priests orders to the death. The priest can summon 1 beast per 2 Charisma Modifier. The type of beast summoned is randomly determined on a d10: 1-3 lg. wolfs; 4-6 lions; 7-10 cave bears.

Faith Abilities

Sentry

Requirements

Ability Prerequisite: None

Controlling Attribute: Will 80

Fatigue Point of Cost: 10 per hour

Once per day you are able to cause a single 10' diameter that you designate to become guarded by an invisible sentry. This lasts for as long as you continue spend the appropriate fatigue costs, you may even continue to spend this fatigue even if you are asleep. If anything or any creature passes through the area, the sentry will immediately alert you or awaken you if necessary. This also keeps you from being surprised. You must be within 10' per Willpower modifier of the designated area or the sentry fails.


Holy Radiance

Requirements

Ability Prerequisite: Aura of Courage

Controlling Attribute: Will 95

You are able to cloak yourself in a radiant light. All evil enemies that are within 10 feet of you take 2 points of damage per 1 point of Willpower modifier. You can use this ability three times per day. The light lasts for 1 turn per Willpower modifier but the damage is an instant, one time burst of damage. The light has a radius of 20'. This can be used as a Move Action.


Bane Sense

Requirements

Ability Prerequisite: Bane

Controlling Attribute: Perception 90

You are able to sense the presence of your bane enemy so long as they are within 60 feet of you. You may pinpoint their location in distance and direction, by taking 1 turn to concentrate on the enemy. Normal barriers (walls, doors, etc.) do not block this sense. It does not allow you to see magically hidden or invisible creatures, but you can sense where they are.


Holy Strike

Requirements

Ability Prerequisite: One With Energy

Controlling Attribute: Will 90

Fatigue Point of Cost: 25 per strike


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.


Impenetrable

Requirements

Ability Prerequisite: Iron Body

Controlling Attribute: Will 90 and Stamina 95

Fatigue Point of Cost: 5 per 1 Base point reduction

Merit Point Cost: 300

By means of this ability you are able to reduce the damage a weapon does to you by 1 base point to a minimum of 1 point any time that a foe is successful in hitting you. You may not wear any armor while using this ability.


Censure

Requirements

Ability Prerequisite: Freezing Gaze

Controlling Attribute: Will 100 and Charisma 105

Merit Point Cost: 300

Through the use of this ability you may censure any mortal being, demon or monster. You are able to channel holy power from the planes of Syra Gaul making evil creatures recoil in pain from your stare. You must make a Charisma check at a TS of 1 per 2 ranks of the creature you are attempting to censure. The target creature suffers 2d10 plus your rank in damage (this ignores armor). In addition, the creature must make a Fear check against you. Those that fail are Troubled. They must continue to make this check once per combat turn or until you leave the area or are incapacitated.

Gear and Items

Priestly Vestments Robes of Wisdom and War: These dark blue robes are blessed by Hadak. They allow you to cause any enemy that comes within your Strike Range to be repulsed back by 5' from you. You must declare which side the robes are to defend against (Front, Right Flank, Left Flank or Rear). You may use this ability of the robes three times per day for 1 turn each time. In addition, the robes grant you +20 bonus to your Divine Knowledge skill so long as you wear them.

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 Hadak (those with the ability Divine Craftsmanship)these devices allow you to perform an Instant Action without any penalties. The implement can only be used like this once per day.

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