Church of Nyraxia

From World of Kralis

Jump to: navigation, search

The Church of Nyraxia is a deeply twisted and perverse organization of deep evil with endless pettiness and vile hatred. The Dark Way revels in the bitterness that hidden pains and revenge brings. The Church holds that life and hope are foolish and empty pursuits.

Contents

Hierarchy

The Church is largely composed of underground cells and hidden temples rather than any overt, and uniformed body of priests working from large churches. However, despite this lack of outward hierarchy the church has a strong hold over its priests with very little "freedom" in the duties of the priesthood.

The whole of the church is controlled by Darklord Gundak Urrgosh (35th rank orc priest) and his Dark Flame Brotherhood, priests who serve directly under Gundak.

Motivation and Goals

The Church is often working towards bringing chaos and darkness to the world of knowledge, enlightenment and civilization. To this end they are often at odds with Odiryn, Magnara and Gishra.

Day-to-Day Activities

The priesthoods are told to pursue any practical local goal that furthers the power of the overall Church. While the often working against Odiryn, Magnara and Gishra, they are instructed not to do so openly. The Church is to pursue the various of goals of bringing all mankind under the sawy of the Church by promoting strife and revenge wherever they can. This activity lends itself to working against governments, particularly those of the great cities, their greatest prize is that of Dardura Sheva.

The priests are urged to join thieves and assassins guilds, and other organizations that work towards bringing down civilization.

Recruiting

The Church is always recruiting. They target those that are seeking revenge, are lost and those that have lost hope.

Rituals and Ceremonies

The Church holds that all new moons, the darkest time of the month is the most holy of all nights. The most important ritual of worship is the Darkfeast. Clergy hold this ritual every night. This consists of brief invocation where the scripture of the dark goddess is read aloud and then a sacrifice is made to her, other priests carry out some significant act of vengeance.

Centers of Worship

There are very few large temples located anywhere in the world. However, the largest and most grand temple is located in the eastern mountains of the Bligrog Mountains, located in what has been deemed the Valley of Night. This is a grand temple built into the sheer cliff mountain sides that form this valley. The whole of the church is a network of tunnels, secret passages, hidden rooms all centered around the grand chamber where the faithful of Nyraxia gather to worship. This temple is called the the Temple of the Night.

Vestments and Garb

The priests of Nyraxia dress in various shades of purple in addition to black. Most wear black trousers, black long-sleeved silk shirts, with black velvet chemise cloaks.

Allies

The Church aligns itself with Church of Odiryn and Azahak. It also has strong ties to The Legion, as well as the Obsidian Order. They are also tied to many assassins guilds through out the world.

Enemies

The Church sees all people of good as enemies. Particularly they work against Odiryn, Magnara and Gishra. They also work towards infiltrating the governments of many nations and large cities in attempts to influence the political arenas of these nations, and cities.

Game Information

Characters that choose to become a member of the Church of Elal have their base Merit Point requirements increased from 1000 to 1200 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
InitiateDivine Knowledge (85), Etiquette, Lore(Deity, Celestial), Must be Recommended by Another InitiateGain Access to Church Funds, Gain Night Breed AbilityQuest (Vanquish a Foe), Train Petitioner (Follower)
AcolyteDivine Knowledge (122), Leadership (80), Lore (Deity, Religion, Celestial) (80), Etiquette (70)Gain Additional Priestly Training (+10 bonus to Divine Knowledge Turning), Gain Dark Charisma AbilityQuest (Establish a Church), Perform task from Nightbringer
Nightbringer 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 Drain Energy AbilityDeclare a specific church as home base, Quests (Shade Appointed Tasks)
Shade 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 Tentacles of Darkness AbilityExpand reach of Local Church - Establish 4 Churches
Dark Flame Divine 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 Ones and their resources, Gain World of Darkness AbilityQuest (Create Holy Relic), Serve on Church High Council at least once
Darklord Divine Knowledge (200), Leadership (160), Lore (Deity, Religion, Celestial) (160), Etiquette (160), Can only be selected by DeityControl of whole Church, Gain Divine Interdiction AbilityExpand reach of Church


Turning Options

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

Call Darkness: You may cause a 10' diameter of darkness to come into being within 20' of you. This globe lasts for 1 turn.

Darkness Bolt: You are able to use a part of your divine inspiration to cause a single bolt of pure darkness to erupt from your hand. You may target any being within 30'. Those targeted gain a Physical Defense check at a TS of 1 per 3 of your Charisma Modifier. Those that fail are blinded for 1 turn.

Heartache: You are able to cause a single target within 30' of you to suffer from painful memories. This causes them to add an additional Action Point to all their actions for the next turn.

Gift of the Night: You are able to grant upon yourself and one other being per 3 Charisma Modifier the ability to see perfectly in the dark up to 100'.

Vested Powers

Dispel Magic

Same as listed in Legends of Kralis. However, Power Ranking of the spell is 4 instead of 5.


Armor of the Night

Power Rank: 3

Range: 0'

Duration: 1 turn per 3 Successes

Area: 1 Target

Activation Time: 3

Defense: None

By means of this spell you are able to cause a shroud of darkness to surround yourself or another target that takes the form of plate armor. The armor has an Armor Absorption of 2 points per success to a maximum of 24 points. The wear of the armor is also granted Prefect Nightvision. Finally, the armor absorbs any direct magical attacks of spells and powers from Power Rank 1 to Power Rank 3.


True Sight

Power Rank: 12

Range: Touch

Duration: 1 Minute per Success

Area: 1 Creature

Activation Time: 5

Defense: None

By means of this spell you are able to bestow on one creature that you touch with divine sight. The target is able to through normal and magical darkness, including those created by abilities, recognizes secreted doors, compartments, etc., is unaffected by those that are plane shifted, Blinking, Displaced, or invisible. The target is able to see through illusions, see things that have been transformed or polymorphed as they really are. They are able to see through solid material up to 2' feet in density, it negates negatives for concealment, can see through disguises, spot hidden things, etc.


Harsh Darkness

Power Rank: 3

Range: 25'

Duration: 1 turn per 3 Successes

Area: 20'

Activation Time: 3

Defense: None

Through the use of this spell you are able to cause the darkness within a specified area to become corrupt and filled with chaotic energy. This causes all beings that are in or pass through the area during the duration of the power to suffer 3 times your Charisma Modifier in damage. Those that succeed in their Divine Defense check do not suffer.


Negative Energy Aura

Power Rank: 2

Range: 0'

Duration: 1 turn per 3 Successes

Area: 1 Target

Activation Time: 3

Defense: None

This Spell 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.


Consumption

Power Rank: 4

Range: 40' + 5'/success (max +50')

Duration: 1 turn per 3 Successes

Area: 20' + 5'/success (max +50')

Activation Time: 3

Defense: None

By means of this spel you are able to cause a specified area to begin to drain the life of any being that is Holding Zero or is at -1 Health Point. When you call on this power, those that are Holding Zero must immediately make a new check. Those that are a -1 Health Point or less begin to suffer a loss of 5 Health Points per turn in addition to any other damage causing additional damage (such as bleeding).


Hidden

Power Rank: 3

Range: 0'

Duration: 1 turn per 3 Successes

Area: Self

Activation Time: 3

Defense: None

Hidden allows you to cause any scrying attempts, tracking attempts or any other magical attempts to locate you or track you to fail.


Faith Abilities

Night Breed

Requirements

Controlling Attribute: Charisma 75

Through the use of this ability you are able to summon forth a swarm of vermin. You may call forth a swarm of monstrous tarantulas (5 x Charisma Modifier), 3d10+5 devil rats, 10d10 bats. These creatures arrive in 2d10 phases and will serve you for 1 minute per rank. You may use this ability once per day. It takes a full hour to use this ability.


Dark Charisma

Requirements

Controlling Attribute: Charisma 80

By means of this ability you are able to gain a bonus to all your Social skills. This bonus is equal to +1 per Temptation Point that you have. This ability is considered always on.


Drain Energy

Requirements

Ability Requirement: Energy Channel

Controlling Attribute: Charisma 80, Willpower 80

This ability allows you to drain energy from another being that you touch. You are able to attempt to drain their Fatigue Points. Those that you target gain a Stamina check at a TS equal to 1 per 20 points of Willpower that you have. Those that fail have their fatigue drained by 50% as well as suffer -40 to all their checks for 1 phase per Charisma Modifier you have. If you drain the energy of a being that is already at 50% or less fatigue you drain all their remaining fatigue causing them to drop unconscious for 1 hour per Charisma Modifier you have and that being gains a single Negative Rank. You may use this ability three times per day. You must successfully Touch Attack the target as a Move Action.


Tentacles of Darkness

Requirements

Controlling Attribute: Charisma 85, Willpower 85

Merit Point Cost: 300

By means of this ability you cause all darkened areas that you specify up to your Charisma Modifier to become alive with writhing tentacles of darkness that attempt to grab a hold of any being, up to large, that is within 10' of them. Those that the tentacles grasp at are allowed an Agility Check at a TS of 3 to avoid. Those that do not are engulfed in powerful black tentacles will begin to suffocate. Targets may attempt to escape the tentacles every phase with a Strength check at a TS equal to 1 per every 2 phases that they are entrapped by the tentacles.


World of Darkness

Requirements

Controlling Attribute: Charisma 90, Willpower 90

Fatigue Cost: 25 per use

Merit Point Cost: 300

This ability allows you to cause an area to be filled with a thick darkness such that not even Perfect Nightvision can see through it. The size of the area that you create is equal to your Charisma Modifier multiplied by 10 in feet of diameter. Thus, if you have a Charisma Modifier of 5 you can create a world of darkness equal to 50 feet in diameter. When you use this ability you and all other priests of Nyraxia are able to see through this darkness. However, all images are black and white. You may use this ability once per day for 1 hour per Charisma Modifier. It takes a full turn to activate it.


Divine Interdiction

Requirements

Ability Requirements: Bar Divine

Controlling Attribute: Charisma 100, Willpower 100

Fatigue Cost: 50 per use

Merit Cost: 300

By use of this ability you are able to call upon Nyraxia to quell the powers of priest of either Odiryn, Magnara or Gishra. You are able to specify a single target that is within 10' per Charisma Modifier and that you can see. The target gains a Willpower check at a TS of 4 to negate this ability. If the target fails they feel their link to their specific god cut. This causes the priest to be unable to use Divine Presence, Divine Mortality, Holy Services, Spiritual Link or any Church specific abilities that the priest may have available to them. In addition, they may not use any Turning ability options. This lasts for 1 hour per Charisma Modifier and requires 4 Action Points to use.

Gear and Items

Priestly Vestments Shadow Cape: This long black cape is trimmed in silver runes. When used this cape allows the priest to make short dimensional hops from shadow to shadow so long as the shadows are within 30' of each other. For the purpose of this power, a shadow can be no smaller than 1/2 the size of the priest using the cape. This can be used three times per day and take 1 Action Point to use.


Priestly Implement of Service

Whip of the Night: Made from complex strands of a thick shadowy substance this black whip is used by priests of Nyraxia to subdue opponents. When a priest strikes a target with this whip he may activate the whip causing it to wrap the target in a web of tough, leathery filaments. The target is entangled for 1 turn per Charisma Modifier of the priest or until it escapes. Targets must succeed at a Strength check at a TS of 5 in order to escape this entanglement.

Personal tools
Kralis Living World