Church of Llir
From World of Kralis
The Conventicle of the Tempest is the most chaotic force within all of Kralis. The Church attracts a wide range of followers including warriors, druids, as well as those that attempt to control the forces of chaos, especially elemental spellcasters.
It exults in the chaos of nature and the nature of elements. At times the Church is often viewed as a young child that wields great power with little control.
Despite the overall good nature of the Church, the Church is also known for its wide ranging violence akin to the thunderstorms, violent wind storms and other natural phenomenon.
The Churches reactions are difficult to gauge and often it seems almost to aloof for its followers. This is a part of the church and representation of Llir's chaotic nature.
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Hierarchy
The church has a very open and chaotic way about itself. The few temples that do exist are structured with a high priest and subordinate priests. But the power of the church is not located in a single individual, at least not for very long. The only constant is change. High Priests come and go as easily as the weather changes. It is obvious that it is the charismatic power of Llir that keeps this faith and Church going and working as a unit. Currently the power of the Church is endowed to Kussuth Garthyk (45th rank) he is recognized as the Grand Priest of Chaos.
Motivation and Goals
Unlike the Churches of Gishra, Atura, and Anthia, the Church of Llir does not have overwhelming motivations or goals that are meant to change Kralis. The church is not forceful in its will, and thus they do not adjudicate their priests or followers to go looking for fights, begin wars or even be destructive. The Church exists simply to allow the teachings of Llir to be passed on to the world.
Day-to-Day Activities
Priests of Llir are free to do what they wish to pursue personal interests of the moment and speaking to others on the glories of Llir. Most priests become obsessed with "life experiments" of an esoteric nature.
Recruiting
The Church, despite its chaotic and somewhat relaxed attitude, does actively recruit new acolytes from every form of sentient life. The believe in a wide diversity within the church keeps the church vibrant and ready for change at a whim.
Rituals and Ceremonies
The Oath of Chaos is introductory initiation that all priests of the faith must undergo in order to be granted acceptance into the faith. The faithful must pray to Llir each day at sunrise and evening twilight before taking their meals, thanking her for the chaos that life brings to the world.
On dark cloud days that is sure to bring violent weather, priests are charged with celebrating Ceremony of the Tempest, wherein they dance wildly within the rain, and gale winds until the first lightning strike and thunder booms across the sky.
Centers of Worship
The Church often builds its holy shrines it areas that are known for its violent weather, but most temples are built within in larger towns.
Vestments and Garb
Those who follow the Thunder Lordess dress in light robes of grey, blue and silver. They tend to wear trousers and shirts of the same colors under these robes. The Bolt of Llir is worn as a holy symbol and is enchanted to glow silver-white in the dark. Embroidery depicting storms of various types are a popular decoration that is added to the robes, and these decorations grow more elaborate with increases in the priest's rank.
Allies
The Llirian monastic orders are known as the Disciples of Chaos, the Sisterhood of Chaos, and the Disciples of Storms. They are very insular orders who maintain abbeys composed of monks on only one order and have very rigid traditions of scholarship and martial prowess. The Church is also aligned with the Churches of Gishra, Atura and Anthia, which in turn aligns them with the Knights of Hadak and the Knights of Elal.
Enemies
The church has very few enemies other than the Church of Mala and Udarak. There are a few fringe groups that wish to see the church destroyed, mostly out of fear of the powers of the church and its connections to the elemental powers.
Game Information
Characters that choose to become a member of the Church of Llir have their base Merit Point requirements increased from 1000 to 1300 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 | Prostelyze |
| Initiate | Divine Knowledge (85), Etiquette, Lore(Deity, Celestial), Must be Recommended by Another Initiate | Gain Access to Church Funds, Gain Llir's WildShape 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 Nature's Ally Ability | Quest (Establish a Church), Perform task from Monk |
| Monk | 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 Chaotic Energy Burst Ability | Declare a specific church as home base, Quests (Priest Appointed Tasks) |
| Priest | 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 XXX Ability | Expand reach of Local Church - Establish 4 Churches |
| Chaos Priest | 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 Priests and their resources, Gain Giant Kind Ability | Quest (Create Holy Relic), Serve on Church High Council at least once |
| High Priest | 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 Llir may not use Turn Humanoid or Turn Animal. They may gain two of the following in replace of these Turning Options.
Daze: You are able to cause one creature within 15' of you to make a Willpower check. Those that fail are dazed for 1d10 phases.
Impede: You may attempt to cause all those that you would normally turn to make a Willpower check at TS 2. Those that fail have their total movement reduced by 1/2 so long as you are within 30' of them.
Body Ward: You are protected from any form of Attribute drain or Health Point drain for the duration of a normal turning attempt.
Slick: You are able to cause a single 10' diameter area next to you to become slick with water. This causes any being that crosses through the area to make an Agility check at a TS of 3. Those that fail are Knocked Down. This is ineffective against huge or greater sized creatures.
Divine Spells
Bewilderment
Power Rank: 1
Range: 30'
Duration: 1 turn per success
Area: 1 Creature
Activation Time: 3
Defense: Divine
Through the use of this spell you cause the target to feel as though the world is spinning and rippling in a nauseating manner. The target is Dazed and Confused for the duration of the power. Each phase the target may attempt a Willpower check at half to shake off this effect.
Confound
Power Rank: 3
Range: 30'
Duration: 1 turn per success
Area: 1 Creature
Activation Time: 4
Defense: Divine
By means of this spell you are able to cause the specified target to suffer penalties to their Attack Skill checks against you. The target takes a -5 penalty per every 3 successes on attacks against you. This includes the use of any spells, divine powers, or jinhu.
Conjure Elemental
Power Rank: 6
Range: 30'
Duration: 1 turn per success
Area: 1 Elemental
Activation Time: 1 minute
Defense: None
By means of this spell you are able to conjure an elemental creature. The size of the elemental that you can conjure is based on the total number of successes you garner. 1 to 4: small elemental; 5-8 medium elemental; 9-11 large elemental; 12-14 huge.
Chaos Storm
Power Rank: 9
Range: 120'
Duration: 1 turn
Area: 50' diameter
Activation Time: 5
Defense: None
By means of this power the priest is able to create a violent storm of elements and fury. Centered around the priest, he can create a 100’ 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 30 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 100’ diameter (use a d10 to determine which 10’ diameter area is struck), all those in the area suffer electrical damage equal to 30 points of damage and suffer the effects of electrical damage (see Legends of Kralis). Hailstones of fire rain down upon the area causing 30 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 power can be used once per day, usable only outdoors and lasts for 3 turns.
Nature's Entropy
Power Rank: 3
Range: 30'
Duration: 1 turn per success
Area: 1 Creature
Activation Time: 3
Defense: None
By means of this power you are able to rot all natural materials within the area of effect. This causes all unrefined material such as wood, leather, stone, and other natural material. Animated targets made of an organic material, monstrous plants for example, are dealt 1d10 points of damage per Charisma Modifier.
Storm
Power Rank: 4
Range: 40' + 5'/success (max +50)
Duration: 1 turn per success
Area: 20'
Activation Time: 5
Defense: None
You cause a heavy, cold driving rain into a specified area within range of the spell. This storm reduces all Perception Based abilities by half, causes Physical Defenses to be reduced by 4 times your Charisma Modifier and all those firing missile weapons into or out of the storm are considered to be 75% concealed (see Legends of Kralis: Concealment). Finally, the cold rain saps fatigue causing all those within the area to lose 5 Fatigue Points per phase that they remain within the area of effect.
Elemental Fury
Power Rank: 6
Range: 50' + 5'/success (max +50')
Duration: 1 turn per success
Area: 30' + 5'/success (max +50')
Activation Time: 5
Defense: Divine
You summon forth a storm of elemental fury upon your enemies within the range of the power. When you first call this storm into being the area of effect is first hit with Gale winds (See Legends of Kralis, pg 219), this effect lasts for the entire duration of the power. Beginning on the second turn or the 11th phase after calling this power, a heavy cold rain beings to pelt the area. This rain reduces all Perception Based abilities by half, causes Physical Defenses to be reduced by 4 times your Charisma Modifier. On the beginning of the 3rd turn or 22nd phase after calling this power the ground in the area you specified suddenly splits open creating a 60' long, 30' wide, 60' deep fissure. All beings caught in the area are allowed to attempt an Agility check to dive for the edge and save themselves (See Falling, pg 105 Legends of Kralis). Those that fail suffer falling damage (pg. 111, Legends of Kralis). Finally, the fissure begins to erupt with lava and will slowly fill the fissure at a rate of 10 cubic feet per phase. Any beings that are caught by the lava flow suffer 10 points of damage per phase. This damage ignores armor absorption. Once the duration of the power is finished the fissure closes up as those it never occurred.
Faith Abilities
Llir's WildShape
Requirements
Ability Prerequisites: Animal Transformation
Controlling Attribute: Willpower and Stamina 85
By means of this ability you are able to use Improved Animal Transformation, but you are not limited to the type of animals listed in for Animal Transformation you may transform into any animal listed in the Talarius Beastiary. So long as your rank is equal to or greater than the rank of the animal. You may not transform into any type of swarm.
Nature's Ally
Requirements
Ability Prerequisites: Lore (Nature)80
Controlling Attribute: Charisma 80
Nature's ally allows you to create a bond between yourself and a specific terrain type: aquatic, desert, forest, hills, mountains, plains or marshes. While you are in this terrain type you gain +10 to all your Camouflage Checks, Evade Checks, Herbalism Checks, Navigation Checks, and Survival checks. In addition all Vested powers that you call have a reduced Power Rank by 1 and a lowered Activation Time by 1. This is considered always on.
Chaotic Energy Burst
Requirements
Ability Prerequisites: Lore (Chaos)50
Controlling Attribute: Charisma 90
Fatigue Cost: 25 per use
Your are able to create a chaotic energy burst that does one of the following to all beings within 30' of you:
- 1-2 All beings gain triple your Charisma Modifier in bonus to their Attack Skill, Defenses and Bonus Damage.
- 3-4 All beings gain triple your Charisma Modifier as a penalty to their Attack Skill, Defenses and Bonus Damage.
- 5-6 All beings are healed for triple your Charisma Modifier.
- 7-8 All beings are damaged for triple your Charisma Modifier.
- 9-10 Roll Twice on this table
The effects of this last for 1 turn and it takes you 3 phases to activate this ability.
Master of the Storm
Requirements
Ability Prerequisites: Lore (Nature)100
Controlling Attribute: Willpower 80, Charisma 95
Merit Cost: 300
Through the use of this ability you are not affected by any natural storm, but still are effected by natural phenomenon (i.e. earthquakes, avalanches, tsunamis, hurricanes, etc.) You are not affected by winds, rain, cold, heat or other particulars of a storm. Objects driven by the wind seem to miss you, lightning will never hit you, you are not affected by the cold of blizzards, etc. Even magically created weather has no effect on you in the same manner. This ability is considered always on.
Giant Kind
Requirements
Ability Prerequisites: Lore (Nature)105, Lore (Giants) 50
Controlling Attribute: Willpower 80, Charisma 95
Merit Cost: 300
Through the use of this ability you are able to transform yourself into one the giant kind listed in the Talarius Beastiary. You may only transform if your rank is equal to or greater than the giants rank. You must pay a Fatigue Cost equal to 5 times the rank of the giant. When you transform only your basic clothing grows with your new size. You are able to stay within this form for 1 turn per Charisma Modifier. Transformation takes a full turn.
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
Cloak of the Elements: This dark grey cloak shimmers with energy. It is trimmed in silver and has many runes of chaos embroidered on it, including the symbol of Llir. This cloak allows you to designate a specific element of energy: fire, earth, air or water. When you designate an element and activate this cloak your body and equipment become surrounded by an aura of the chosen element. While this is active you are immune to that energy type and your melee attacks deal an additional amount of bonus damage in this energy type that cannot be absorbed by armor. You deal an extra 1d10 per rank of bonus damage to any creature that you successfully hit. This effect lasts for 1 turn per 2 Charisma Modifier and can be used twice daily.
Priestly Implement of Service
Amulet of Chaos: This blood red-tinted metal amulet is rimmed with crushed diamond and carries the symbol of Llir. When you activate this amulet it causes all those that would normally be able to use an Ability to be first be forced to make a Willpower check at a TS of 4 in order to use an ability. Those abilities that are considered always on are not effected. Each time that another being wishes to use an ability it must make another Willpower check. You are affected in the same way. The amulet can be activated once per day for 1 turn per Charisma modifier.
