Church of Mala
From World of Kralis
The Church of Destruction attracts barbarians, destroyers, raiders, warriors, and all types of brigands. The Church, as with Mala, is a destructive force of malignant evil. The Church's actions are often viewed as petty and vengeful and is often viewed as a malicious, cruel and twisted child. As one of the dark gods of war, the Church of Mala is well fitted towards pure, hate-filled, war and destruction.
Unlike the churches of Hadak and Albiorix, the Church of Mala is defined by its brutal, unconventional, and terrorist-like tactics in war. There is no winning honorably, no following rules, and no order.
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Hierarchy
The church is ruled over with an iron fist by the Fury Lord Aystreal Moonfire (35th rank). The order is highly secretive and is ran like a well oiled military organization where only the high priests know the plans that they lay. Despite its militaristic view, the church is built upon cells that take orders from their Harsh Lords who take their orders directly from the Fury Lord.
Motivation and Goals
The Church is devoted to delighting in death and destruction and encourages its fellowship to do the same. In the view of the Church there is very little is accomplished without doing so by any means necessary or by destroying everything that gets in its way. The Church favors a crushing pecking order within itself that is committed to oppression, cruelty, and destruction. The Church awards those that push others out of their way (or over a high wall to their death) for personal gain. They believe that those on the top feed on those on the bottom and those at the bottom either grow strong and survive or they perish and were a burden on the church.
The Church wants to eliminate all those that would not bend to their will, often this includes fighting against Azahak, and the other dark gods. Most members of the church believe that they need to focus their resources and energy on destroying the Church of Azahak, while others say the same of Udarak. There is also the idea that the church needs to spend more of its time attempting to destroy either Dardura Sheva or working towards unifying the Duchy of Mashrapur where they could subjugate the Duchy militarily and economically.
Adepts of the Church are charged by senior clergy to:"Obey or die by the blade of Mala. You must cause strife and destruction where you can. You must enslave the weak and show to them destruction and pain of Mala. You are cause suffering and fear in others whenever available. Be cruel, heartless and destructive so that the Mistress will be pleased. Take destruction to other churches, slay their priests, and force their followers into the fold of Mala. Destroy whatever and whoever stands in your way. See that the holy word of war and the scriptures of Mala are spread to those who are left to live in strife and destruction after your passing.
Day-to-Day Activities
The Church delights in the onslaught of war, wherever it occurs and the Church encourages its priests to actively pursue battles and wars when they occur, and to also begin battles and wars where there is opportunity. Priests are often busy roaming the various empires, nations and kingdoms of Kralis, the majority of them dealing within the Southern and Northern Realms. They challenge all priests of other deities and do what they can to slay the priests and clergy members of other Churches, specifically those of Azahak, while urging their followers to join the worship of Mala.
Recruiting
The Church of Mala recruits heavily, mostly done through slavery trades and from the followers of Azahak and Udarak.
Rituals and Ceremonies
All priests give prayers and perform rituals to Mala just before battle and just after battle. Many of these rituals often include the sacrificing of rival priests. Priests also are expected to bow down to Mala in prayer in the morning and evening.
Centers of Worship
The Fury Lord Astreal Moonfire, who is assisted by the Harsh Lady Xima Chembran, rules from the Heart of War, that is located in the Fire Mountains, which is a large subterranean temple that is located near Ogoth, a city of Fyr Darrig.
There are a number of temples spread through out the Duchy of Mashrapur, as well through out the Empire of Resha, and within all the nations of Orcdom.
Vestments and Garb
Priests of Mala dress in deep purples with black and green trim. They tend to wear long trousers, long sleeved shirts and long cloaks. They wear a black metal skullcap. In addition, they wear a bright steel holy symbol of Mala.
Allies
While the church of Mala is set on destruction and on the enslaving of other priesthoods, specifically Azahak, the Church has been known to work with Atura when necessary. They have been known to work along side the Yashur-Da, the Iron Lords, and The Legion.
Enemies
The list of enemies of the Church of Mala is long and often includes all the major world religions, as well as a number of good-aligned groups and individuals within the world.
Game Information
Characters that choose to become a member of the Church of Mala have their base Merit Point requirements increased from 1000 to 1400 per rank.
| Type | Holy Order | ||
| Influence Level | Global | ||
| Category | Prerequisites | Bonus | Obligation |
| Novice | Divine Knowledge, Leadership, Lore (Religion) | Member of Church, Ask for Aid from other Members; Access to Divine Spells of Faith | Proselytize |
| Adept | Divine Knowledge (85), Etiquette, Lore(Deity, Celestial), Must be Recommended by Another Initiate | Gain Access to Church Funds, Gain Sworn Foe Ability, Gain | Quest (Vanquish a Foe), Train Petitioner (Follower) |
| Darkknife | Divine Knowledge (122), Leadership (80), Lore (Deity, Religion, Celestial) (80), Etiquette (70) | Gain Additional Priestly Training (+10 bonus to Divine Knowledge Turning), Gain Battle Fury Ability | Quest (Establish a Church), Perform task from Warpriest |
| Warpriest | 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 Corruption Ability | Declare a specific church as home base, Quests (Master of Cruelty Appointed Tasks) |
| Master of Cruelty | 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 Unholy Strike Ability | Expand reach of Local Church - Establish 4 Churches |
| Harsh Lord | 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 Swordmasters and their resources, Gain Impenetrable Ability | Quest (Create Holy Relic), Serve on Church High Council at least once |
| Fury Lord | Divine Knowledge (200), Leadership (160), Lore (Deity, Religion, Celestial) (160), Etiquette (160), Can only be selected by Deity | Control of whole Church, Gain Continuous Lives Ability | Expand reach of Church |
Turning Options
Priests of Mala may not use Turn Undead or Turn Monster. They may gain two of the following in replace of these Turning Options.
Cheat: The priest may forgo the use of using a Heroic Luck point in order to re-roll a single roll he or she just made. This causes the character to gain 1 Insanity Point and 1 Point of Temptation.
Circle of Evil: The priest may create a circle of evil around himself. This circle causes all good creatures to make a Willpower check at a TS of 4. Those that fail are repulsed from the priest, become nauseated for d10 phases (suffer -20 to all skills for the duration) and are unable to move through the area. The priest must continue to concentrate only on this for as long as he or she wants to keep this circle up. The circle has a diameter equal to 1 foot per Charisma Modifier.
Circle of War: The priest may create a circle of violence around himself. This circle causes all opponents to make an Agility check at a TS of 4 whenever the priest attacks. Those that fail are struck with bonus damage, whether or not the attack was successful. The bonus damage is equal to the priests Charisma modifier. The circle has a diameter equal to 1 foot per Charisma Modifier.
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
Harsh Strike
Power Rank: 1
Range: 0'
Duration: 1 Attack
Area:1 Creature
Activation Time: 3
Defense: None
Through the use of this spell you bestow upon any single touched creature the ability to cause an additional bonus damage in an successful attack. This bonus damage is equal to your rank in number of d10's to a maximum of 10d10.
Rain of Oil
Power Rank: 3
Range: 90'
Duration: See Below
Area: 10' diameter per success up to 100' diameter
Activation Time: 4
Defense: See Below
You call forth a torrent of boiling oil to rain down in the area that you specify. All beings within the area take 2 points of damage per success initially. This damage ignores armor absorption of all types. Creatures that are within the area gain Physical Defense check in order to ignore this damage. Those that fail this take an additional 1 point of damage per success every turn for the next 3 turns.
Animate Forces
Power Rank: 6
Range: 30'
Duration: 1 turn per Success
Area:See Below
Activation Time: 1 turn
Defense: None
By means of this spell you are able to temporarily animate a number of corpses. You are able to animate 1 skeleton or 1 zombie like corpse for every 2 successes you gain, but the skeletons or corpses must be within 30' of each other or the power fails. These animated creatures are mindless and are under your direct command. They are not undead creatures and thus cannot be turned, neither do they gain any undead abilities.
Black Plague
Power Rank: 9
Range: 0'
Duration: Instant
Area: 60'
Activation Time: 3
Defense: Divine
When you call forth the Black Plague a wave of disease radiates outward from you, instantly infecting every living thing within the area of effect. Creatures that fail their Divine Defense become violently sick, with large black cysts developing all over their body, and begin to coughing up blood. Those that fail suffer 3 points of damage per success. This disease culminates in open, scabrous wounds of the entire body of the victim. At the end of 10 full phases all creatures must make a Stamina check at a TS of 4. Those that fail die.
Ruin
Power Rank: 12
Range: 120'
Duration: Instant
Area: 1 Creature
Activation Time: 1 turn
Defense: Divine
Through the use of this power you instantly deal 10 times your rank to a single target within range and line of sight. If the target is reduced to it Stamina Score in damage it is utterly destroyed as if disintegrated.
Negative Energy Aura
Power Rank: 1
Range: 0'
Duration: 1 phase per success
Area: See Below
Activation Time: 3
Defense: Divine
This power allows you to surround yourself with a negative energy aura with a radius of 10' feet. All beings that are not evil that come within the area suffer you Charisma Modifier in damage per every 3 ranks you have. Thus, at 9th rank violators would suffer 3x your Charisma Modifier.
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
Sworn Foe
Requirements
Controlling Attribute: Charisma 75
Through the use of this ability you must chose a single, specific type of monster or organization as your sworn enemy. Because of this you gain double your Charisma Modifier on all your social skills when dealing with your sworn foe.
Battle Fury
Requirements
Ability Prerequisite: Battle Rage
Controlling Attribute: Willpower 70
By means of this ability when you face your foe you stir up a battle rage fury within you that is so frighting that all foe opponents that are within 15' of you must make a Willpower Check at a TS of 2 or become Scared (See Legends of Kralis). This ability cannot be used against the same opponents in the same day.
Corruption
Requirements
Ability Prerequisite: Battle Rage
Controlling Attribute: Willpower 70
Considered always active, this ability grants you the ability to make any damage that you do via melee or missile weapons to be considered corrupt. This damage cannot be healed by normal means and can only be healed with a True Healing bestowed power.
Unholy Strike
Requirements
Ability Prerequisite: One With Energy
Controlling Attribute: Will 90
Fatigue Point of Cost: 25 per strike
Merit Point Cost: 300
Your attacks gain the presence of the unholy. All melee damage dealt by you is unholy in nature and does additional damage to your foes equal to your rank multiplied by 2 in unholy 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.
Continuous Lives
Requirements
Ability Prerequisite: Death's Door
Controlling Attribute: Willpower 120
Merit Point Cost: 300
Nine lives grants you the ability to cheat death up to a number of times equal to 1 per 2 Charisma Modifier, in effect giving you several bonus lives. Anytime that you fail your Holding Zero check and/or have received enough damage to kill you, you are not killed rather you are brought back to 0 Health Points and are stable suffering from no bleeding effects. You must keep track of the total number of lives that you have remaining, once you reach zero you have no more lives. Continuing sources of damage will burn cause you to burn through your seven lives in a very short time.
Gear and Items
Priestly Vestments
Cloak of Mala: This midnight black cloak is blessed by Mala. It is trimmed in silver and green. This cloak channels the power of your attacks into a rejuvenating energy. While in battle it will replenish your Fatigue Points on a 5 per 3 Attack Successes up to your normal total of Fatigue Points. This can be use twice per day for 1 turn per Charisma Modifier.
Priestly Implement of Service
Rod of War: This purple and black metal rod is adorned with the scripture of Mala. When used the rod does destructive damage to everything within 20' of you. The rod deals every creature in the area of effect a total amount of damage equal to Xd10, where X is equal to your Charisma Modifier. It also causes all beings within a diameter of 30' to make a Willpower check at a TS of 4 or become Staggered for 1d10 turns. You may use this rod three times per day.
