


The return of the powers after the Theophany has had a significant effect on both mages and priests. In the chaos that followed the Manifest Revelation, many religions underwent great organizational chaos. They are still struggling to reestablish themselves in the turbulent aftermath of the Revelation and the revolution.
All clerics may use spells from the sphere "All" and any clerical Ceremony. Unless otherwise noted, all clerics are Channelers (see S&M p. 93/80). Major spheres are listed first. Minor spheres (to which the cleric has access only to 1-3rd level spells) are listed after the double slashes. The priest must buy at least the major spheres, unless the specific deity's description says otherwise.
Priests may be built from a combination of both the S&P and S&M lists - use access costs from S&M (p. 38). However, because most priests on Samru have considerably fewer schools to buy than do priests on other worlds, Samru priests can only be constructed with 100 class points. Class abilities should be chosen with an eye to the deity's spheres of influence; see the detailed writeups below for more comments about these religions and suggested or required abilities for each.
Suggested mage schools available to wizardly priests (if any) are listed under the deity descriptions. Priests who take this ability have access to only one school, which means that for some levels there may be no spells available for that school. Mage schools (in brackets) refer to schools listed in the appendix to S&M.
THE ELDER CHURCH (pred. aseku):
| The Imminent | Destiny | Divination/Numbers/Thought//Protection (35) |
| The Celestiarch | Void | Astral/Numbers/Protection//Thought/Time (35) |
| The Chronarch | Time | Time/Numbers/Thought//Protection (35) |
| The Increate | Endings | Chaos/Numbers/War/Charm//Protection (33) |
| The Progenitor | Beginnings | Creation/Heal/Necromantic//Protection (35) |
| Bel | Sun | Sun/El. Fire/Heal/Protect/Guardian/Div. (48) |
| Caren (S) | (Re)Birth | Animal/Elemental/Heal/Plant/Weather (60) |
| Caren (R) | Death | Combat/Heal/Necromantic/War/Chaos (43) |
| Carrick | Mercy | Heal/Necro/Guard/Prot./Travel//Charm/Div/Time (53) |
| Chymrae | Magic | Divination/Numbers/Summoning/Ward/Charm (50) |
| Sangre | War | War/Chaos/Law/Divination/Travellers/Wards (46) |
| Thame | Knowledge | Divination/Guardian/Thought (??) |
| Vair | Justice | Charm/Combat/Law/Heal/Protection (48) |
| The God-King | Good | Animal/Charm/Combat/Creation/Divination/Elemental/Guardian/Heal/Necromantic/ Plant/Protection/Summoning/Sun/Weather (140) |
| Shaitan | Evil | Astral/Chaos/Combat/Divination/Heal/Law/Necro/Numbers/Protection/ Summons/War/Thought (101) |
| Azel | Storms | Weather/El. Air/El. Water//Prot/Summon (30) [Air] |
| Hazrad | Strategy | Numbers/Div/Thought/Charm//Charm (45) [Mental] |
| Ishabel | Travel | Animal/Travellers/Creation//Necro (30) [Dimension] |
| Jabril | Trickster | Charm/Chaos/Plant//Wards (33) [Artifice] |
| Maroud | War | Combat/Law/War//Travellers/El. Fire (31) [Force] |
| Sadaas | Death | El. Earth/Necro/Heal/Summ/Time (48) [Shadow] |
| Vahara | Nature | Animal/Elemental/Heal/Plant/Weather/Sun (65) |
| Yoseh | Sun | Sun/El. Fire/Protection/Time//El. Earth (36) [Fire] |
| Adoyne | Creator | Creation/Heal/Necro/El. Earth/El. Fire/Prot/Wards (66) |
| Caratyk | Destruction | War/Chaos/El. Earth/El. Fire/Combat//Heal (44) |
SOMADION:
Varies by totem, use Shaman class
ELEMENTAL CLERICS:
As Dark Sun: Earth, Air, Fire and Water
CULTS:





The aarakocra are never clerics; because they believe their race is dying, they pay obesiance only to death. Death has two faces to the aarakocra, ice and night, and aarakocra may make sacrifice to or swear by either one, depending on the circumstances. There are no longer any temples or holy books to the deities, and no aarakocra wears holy symbols or observes holy rites. The old deities of the aarakocra are never mentioned, and all reference to them in aarakocra art, writing or song has been obliterated.
The Ice One
The Ice One is a snow-white, ivory-beaked aarakocra, the ruler of snow, ice, suffering and dying. The Ice One is the same as the Night One.
The Night One
The Night One is a pitch-black, jet-beaked aarakocra, the ruler of darkness, night and death. The Night One is the same as the Ice One.
The Elder Church was the oldest and most cohesive of the religions of the Cognoterre, existing even during the Occupation. The priests and priestesses of the Elder Church worked together toward a better understanding of the universe, and as a result, the Elder Church was the receptacle of much arcane knowledge unknown elsewhere. Its stronghold and center, Keephame, lies in the Icewind Mountains, on the peak of Eldritch overlooking the town of Yeovil. Keephame is a highly defensible fortress, and the mountain below it is rumored to be catacombed with tunnels filled with books and scrolls, ancient inventions and unknown beasts. Entrance into Keephame is strictly regulated and usually forbidden to non-aseku. The fighting arm of the Elder Church, those warriors known as Battledancers, also train in Keephame.
Many non-aseku have turned to the worship of the aseku deities. The aseku accept these converts, but seldom allow them to enter the clerical ranks. However, the occasional outstanding individual may be accepted into training, although in general aseku believe that shorter-lived races will not be able to understand the deities' abstract, long-term views on the multiverse.
Priests of the Elder Church can be recognized by their hooded robes and iron self-control. Battledancers can be recognized by their simple uniforms of greys and unusual unarmored fighting style. The various sects of the Elder Church usually shared one large cathedral or priory in any given area. These havens tended to show austere grandeur of conception and design, and are impeccably maintained. While outwardly showing no sign of wealth, it was common knowledge that the Elder Church never lacked for funds, although the source of this wealth was a well-kept secret.
The Elder Church is very self-contained, taking little interest in the affairs of the people or the government unless directly asked to intervene. This isolationism lends the Church an air of ominous mystery that led to its priests being greeted with a combination of respect and fear. PC NOTES: The Elder Church has no paladins, crusaders, druids, monks, or shamans. Because aseku clerics have access to relatively few spheres, they often choose other class abilities. Suggested class abilities include cold resistance, immunity to magic - invoc/evoc, resist energy drain or lay on hands. Often aseku clerics hone their fighting skills as unarmed fighters or warrior-priests. The weapon of choice for the Elder Church is the longsword, and all clerics take weapon proficiency in longsword, although clerics of the Progenitor usually keep their blade peace-knotted. If the skill wizardly priest is taken, only the schools of Dimension, Force or Mentalism may be taken.
Twin of the Chronarch. Ruler of space and the planes, the Celestiarch maintains the balance between dimensions and multiverses. Clerics of the Celestiarch conduct much research into space and the planes and gain Adaptation when they become High Priest(ess).
| Holy Day | Frequency of Observance | Propitiation | Text |
| Vialle 20 | Monthly | None | The Book That Is Not |
Twin of the Celestiarch. Ruler of time. Clerics of the Chronarch tend to be patient and methodical, and are often consulted as advisers for long-range plans or questions. Clerics may use the spell Time Stop in place of any fifth-level spell as High Priest(ess).
| Holy Day | Frequency of Observance | Propitiation | Text |
| Vialle 16 | Monthly | None | The Book That Is Not |
Ruler of fate, universals and unalterables. Clerics of the Imminent tend to be fatalistic and calm in the face of catastrophe or triumph. They are valued as neutral, objective advisers and gain the power to Sense Psychic Impressions as High Priest(ess).
| Holy Day | Frequency of Observance | Propitiation | Text |
| Winter's Eve, birth & death | Annually | Lit candles, woven cloth, figures of the dead | Of the Hidden |
Responsible for all endings and destruction. Opposite but not necessarily the enemy of the Progenitor. Clerics of the Increate delight in showing others how fragile life and other cherished objects are by ending them. They gain the power to take Power Word Kill in place of any fifth-level spell as High Priest(ess).
| Holy Day | Frequency of Observance | Propitiation | Text |
| Wraithwalk, times of destruction | Annually | Living sacrifice | The Book That Is Not |
Responsible for all beginnings and creation. Opposite but not necessarily the enemy of the Increate. Clerics of the Progenitor nurture life and creativity in all forms, and only harm for the greater preservation of life. They gain the power to Raise Dead once a week as High Priest(ess).
| Holy Day | Frequency of Observance | Propitiation | Text |
| The Feast of Fools | Annually | Handmade items, living things | None |
Worshippers wear ivory robes instead of black ones, and call themselves Seneschals. The Transcendate is responsible for all power. Clerics of the Transcendate specialize in the study of energies and especially the ways of magic. They gain the power to use Mordekainen's Disjunction once a month as High Priest(ess).
| Holy Day | Frequency of Observance | Propitiation | Text |
| None | None | Items with labyrinthine patterns | None |
The Young Church is active, turbulent and often at odds with itself; each of the denominations has its own tabernacle. Although once the ruling pantheon of the Dominarchy, the Shattering and the Domination War dealt the Young Church a terrible blow. Nearly wiped out under the Domination, the church lost a great deal of power and legitimacy and is still only limping back. The church's struggle is exacerbated by firm opposition by the Sacred Orders and worshippers of Those Who Remain, two religious sects that managed to remain somewhat cohesive despite the satamharanthu rule. The Young Church currently has no center, except perhaps the tabernacle of Bel in Cislunar, where the annual Council of Priests takes place.
No worshipper in this pantheon may be a monk or shaman, although crusaders are permitted and druids may worship Caren the Sower.
Bel is the most powerful deity in the Young Church, and generally acknowledged as the head of this pantheon. Bel's worshippers and Bel's saint acted as the catalyst for the Return, and Bel's clerics have been the quickest in the Young Church to reorganize. Gargoyles have recently been extended the protection and blessings of Bel.
Bel is the god of the sun and all forms of light. When he is depicted in human form, he is a golden child bearing an oversized flambeau sword. The child is usually male, although a few unusual icons depict Bel as female. His female counterpart was once the now-defunct church of Aestra, most aspects of which have been subsumed by Chymrae.
Bel is kind but stern, burning out evil wherever possible. The only deity in this pantheon that Bel does not get along well with is Caren the Reaper, although Bel's clerics do not often directly oppose that sect.
Clerics of Bel are sworn to end evil. They are usually politically active and very respected. They can cast Continual Light once a day.
Bel's holy day is Dantar 13, Mist, and midday. His rites are observed annually and daily. His text is the Book of the Sun. His symbols are the sun or the crown. His creatures are the sparrowhawk, the golden ox and the lion. His metal is gold and his stones are tiger's eye and cairngorm. His birth-sign is the Gryphon. His card is the Paladin. His plants are the vine, bay laurel, cinnamon and the clove. He is free and he is fixed.
Bel is served by six reverates, holy men and women whose deeds brought them Bel's special favor. These reverates do not serve Bel as mendicants, but watch over his worshippers and sometimes aid those in need.
PC NOTES: Clerics of Bel must use a longsword. They must also spend 9 CPs on the ability to cast "Continual Light" once per day. Clerics of Bel may not take limitations against armor or weapon use. Other suggested skills are warrior priest, fire resistance, resist energy drain and detect evil. A cleric of Bel who chooses wizardly priest should choose from Elemental Fire (S&M p. 183).
Reverate Elspeth Imraix: Elspeth was a human paladin in Bel's service who became a dominate commander in Darion Sun-Blazoned's command. She carried one of the Four Swords of the Troubadour, Viris after his coronation and rode with the other Sword-Bearers through the newly formed dominarchy routing out the last vestigates of the Grandoyne Empire's evil. Elspeth lived through the Battle of Grammarye to serve Dominarch Blaise two years before being annihilated in the redemptive strike that killed the lich Ryacrid. The Order of Reverate Elspeth consists of a group of fighters, clerics and paladins sworn to Bel's service and the service of the dominarch. They wear white tabards and glassteel daggers in their belts. With the fall of the dominarchy, the Elspethian Order continues to serve the dominarch in Candor, although the tabernacle of Bel is debating the Order's future.
Reverate Delamber Palathe: Delamber was a young half-aseku fighter/cleric of Bel who died single-handedly holding the Great Stair of Mynedd Palace in Candor against raiding anti-aseku factions led by a half-hadjjin cleric of Sardonicus. His bravery allowed the regent Charissa and the young heir Grace Virya to escape and alert the Heliochrys guards who eventually put down the attempted coup. The Delamberate Alliance is a clerical assembly devoted to easing political tensions between the races, currently turning most of its attention to the hierodules and coryphei.
Reverate Tienne the Silent: Tienne was a human child who found an injured and dying cleric of Bel in the woods and brought him food and water and tended his wounds until he'd recovered. She later became a ranger, maintaining a close tie with the tabernacle of Bel until her death of old age. Reverate Tienne is the patron of travellers and the lost.
Reverate Tallaen Thorne: Tallaen was an aseku cleric of Bel who was turned into a vampire by Palster Michel. She called the sun's light into the vampire's underground palace, destroying herself, Michel, and his other evil minions. Reverate Tallaen is the patron of undead-hunters, and undead who strive to do good.
Reverate Tiercel: Tiercel was an aseku archer who saved a ship of pilgrims travelling to Candor to worship at the Grand Tabernacle of Bel by climbing into the crow's nest and firing upon the giant roc that was swooping at the ship. He killed it, but became blind from staring into the sun to aim at the creature. Reverate Tiercel is the patron of the blind and those trapped in the darkness.
Reverate Persifal: Persifal was a devout mage who built Cislunar and devoted her life to trying to redeem the undead. She imitated her hero Tallaen Thorne and sacrificed herself to stop a terrible vampire incursion into the city. When freed, she ascended as a reverate and Heralded the Theophany. She is the patron of gargoyles and other magical constructs with free will, and co-patron of the redeemed undead with Tallaen Thorne. Her followers are called the Redeemers. Her sign is the Sunrose. (Cedric's Journal Entries About Persifal's Life & Death)
Caren the Sower is the god of planting and birth. When he is depicted in human form, he is a young boy or a pregnant woman, both whom wear a crown of green leaves.
Caren the sower is the benign aspect of the god of earth and passage, and his clerics are often opposed to but not necessarily enemies of Caren the Reaper. Clerics are often consulted about planting and farming, and often assist midwives.
Caren's holy day is Penthe 1, Coiling, and times of birth or sowing. His rites are observed annually. His text is Of the Hidden. His symbols are the sheaf of corn and the plow. His creatures are the mouse, the rabbit and the crow. He has no metal and his stones are chrysoberyl and black sapphire. His birth-sign is the Bow. His card is the Guardian. His plants are corn, wheat and broom. He is earth and bound.
Caren the Sower is served by two reverates who serve and protect Caren's worshippers.
PC NOTES: Caren the Sower may be worshipped by clerics or druids. Clerics and druids of the Sower should use a footman's flail. Clerics of the Sower should spend 8 CPs to cast "Summon Animal Spirit" once per day. No cleric of Caren the Sower should take wizardly priest. Suggested abilities are animal empathy, purify water, expert healer, identify plants and animals, immunity to disease, or shapechange.
Reverate Meg: Meg was a human farmer who spent her whole life aiding others, especially protecting the farmlands of Travioch from the Grandoyne Empire's raiders. She was eventually executed for incapacitating almost all of Emporer Dicarion's army for three days by organizing farmers to supply them with ergot-poisoned grain.
Reverate Valedath Gargoyle-Friend: Valedath was a half-aseku cleric of Caren the Sower who was shipwrecked on Saldon with the Candorian sailors in BD 144. His work and his alliance with the native gargoyles of the mountain caverns helped cultivate the near-barren island so that the sailors could survive.
Caren the Reaper is the god of the harvest and murder. When he is depicted in human form, he is a young winged man clothed in animal skins or a beautiful femme fatale.
Caren the Reaper is the inimical aspect of the god of earth and passage, and his clerics are often opposed to but not necessarily enemies of Caren the Sower. Clerics are often consulted during times of harvest or by assassins' guilds.
Caren's holy day is Penthe 1, Coiling, and times of murder or harvest. His rites are observed annually. His test is Of the Hidden. His symbols are the X cross and the scythe. His creatures are the wolf, the crow and the jackal. He has no metal and his stones are amethyst and aquamarine. His birth-sign is the Wolf. His card is the Betrayer. His plants are hemlock, wormwood and thorn. He is death and ignorance.
Caren the Reaper is served by two reverates who both assist and punish his worshippers.
PC NOTES: No cleric of Caren the Reaper should take wizardly priest. Clerics of Caren must use a scythe as a weapon, and must spend 9 CPs on the ability to cast "Invisibility" once per day. Clerics of Caren may consider taking immunity to natural disease, resist energy drain, secret language, spirit powers - dead, or thief abilities.
Reverate Bethane: Bethane was an aseku cleric of the Reaper who was hired to kill the Thaumaturge Tyran Othias of Anseis, but was cut down with a stomach-wound before succeeding. She escaped and drowned herself at the bottom of the palace well, poisoning the water and causing a plague that not only killed the archmage, but also decimated Anseis' aristocracy. The Circle of Bethane is a group of Caren's worshippers who specialize in suicide assassinations.
Reverate Coronal: Coronal was an aseku cleric/assassin who became a master of organic poisons, and is responsible for researching most of the natural poisons known in the Dominions. He is the patron of poisoners.
Carrick is the god of martyrdom and agony. When he is depicted in human form, he is a man crucified on an X cross or limping on broken legs. Since the Theophany, he has also become the god of healing and protection to travellers, encompassing within his worship religious aspects that had once belonged to Lumir, goddess of healinga now-defunct religion.
Carrick is the only mortal to become a god, and suffers eternal agony by taking others' pain on to himself. He is said to send his mendicants to earth as vagrants. Worshippers of Carrick are those who need help, and clerics of Carrick are devoted to alleviating as much suffering in the world as possible; they are often first in the area of plague or battle. They are always opposed to clerics of Sangre, who always causes suffering. Clerics of Carrick are highly respected and may never intentionally kill or cause someone to be killed.
Celebrants, or Jathamites, are devotees of Carrick who lead ascetic, nomadic lives wandering from town to town preaching unity and cooperation between races. Celebrants are pacifists, but believe in purity through mortification of the flesh and have no qualms about becoming martyrs for their cause. They can be recognized by the rags they wear and their public preaching.
Carrick's holy day is Vialle 15, Shadowing. His rites are observed annually. His text is Song of Cycles. His symbols are the broken manacle and the crutch. His creatures are the raven, the swan and the dog. He has no metal and his stones are diamond and emerald. His birth-sign is the Raven. His card is the Martyr. His plants are hawthorn, apple and ash. He is entropy and immobility.
The tabernacle of Carrick has two reverates who protect Carrick's worshippers.
PC NOTES: No cleric of Carrick should take wizardly priest. Moreover, clerics of Carrick must take the following limitations: Taboo - cannot intentionaly kill or allow someone to be killed, unless it is for the good of the community (5 points) and weapon restriction (5 points). They may, if they wish, take the full weapon restriction for 15 points. Clerics of Carrick must purchase expert healer (10) and lay on hands (10). Other suggested abilities are armor class improvement, hit point bonus, immunity to natural disease, purity water, turn undead, or unarmed combat skills. This is not an easy cleric to play, and players should think carefully before choosing this deity.
Reverate Jatham the Celebrant: An aseku healer who became the first cleric of Carrick, Jatham was the first of the Celebrants, whose pacifist tendencies led to his violent death at the hands of a group of bandits that decided to test his faith. The Celebrants are formally known as Jathamites. recognizable by their long braids, ragged clothes and walking staves.
Reverate Vivianne Sinnamar: Vivianne was a human healer who captured by Corybantes, or worshippers of the Avatarchs of Attrament. She healed and tended to them for ten years before dying of Mock's plague. The Corybantes accorded her the highest honors they could give and returned her to the Celebrants for last rites. Vivianne is the patron of prisoners.
Chymrae is the goddess of illusion, death and magic. When she is depicted as a human, she is shown as a veiled and cloaked figure. She is almost always shown as female, but she can be male in some religious stories.
Chymrae's face and figure are constantly changing, but she is always darkly seductive. She is usually feared, as she can be unpredictable and dangerous, especially to the untrained. Her worshippers are mages and those involved in death. Her clerics are often philosophers, but not usually trusted.
Chymrae's holy day is Penthe 16, Harvest. Her rites are observed annually. Her test is The Hidden Mirror. Her symbols are the mirror and the veil. Her creatures are the serpent, the nightengale and the hare. Her metal is mercury and her stones are tourmaline and spinel. Her birth-sign is the Sickle. Her card is the Mother. Her plants are mandrake, belladonna and hemp. She is soul and time.
Chymrae is served by three reverates, who intervene on behalf of her most favored worshippers and in matters of great thaumaturgy.
PC NOTES: Chymrae is not worshipped by druids, crusaders, monks or shamans. Clerics of Chymrae must use a dagger and staff. They must also buy wizardly priest, and may choose from the schools of Shadow (S&M p. 184), Mentalism (S&M p. 184), or Alchemy (S&M p. 184). Other suggested abilities are "Detect Magic" once a day (7 CPs), "Dispel Magic" once per week (6 CPs), casting time reduction, extended spell duration, immunity to magic, or shapechange.
Reverate Charissa Darkbane: Charissa was a human necromantic archmage who first penetrated the plane of Shadow with the Circle of Seven. She became a shadowlord shortly after Ercule d'Avolant's murder and devoted herself to the study of death. Her ultimate fate is unknown, but the Fellowship of Darkbane consists of any mage or cleric who studies the transformation from life to death.
Reverate Thierry Devalas Paramita: Thierry was a half-aseku illusionist archmage who helped the Parmarzak win the Crimson Mountain War by misleading Spoff and drow spies. His ultimate work was a magnificent permanent illusion deep in the Parmarzak Holding which, when he finished, he entered and vanished within.
Reverate Torres Vermillias: Torres was an aseku mage who broke the entropy in Candor by locking himself and his three companions in an interplanar stasis field to block a portal that had been opened to the plane of Shadow. He still stands in Entropy Square in Candor, enstasised. The Vermillian Order is a group of researchers studying interplanar travel.
Sangre is the god of conflict and war. When he is depicted as human, he is shown as a fierce warrior with bloody hands and blood-red hair. He is almost always depicted as male.
Sangre presides over all organized bloodshed, and is often allied with Bel or Vair, although it is a competitive alliance. Worshippers of Sangre are those who live for war, and his clerics are all trained as soldiers. Clerics of Sangre who show fear in the face of an enemy or who suffer multiple defeats will lose their god's favor; cowardly clerics will be slain.
Sangre's holy day is Dantar 18, Sunwane, and in battle. His rites are observed annually. His text is Song of Cycles. His symbols are the battle axe and the wall. His creatures are the dragon, the wolverine and the vulture. His metal is steel and his stones are white jade and alexanderite. His birth-sign is the Dragon. His card is the Enemy. His plants are willow, hellebore and datura. He is substance and chaos.
Sangre has four reverates who guide and protect his worshippers.
PC NOTES: Clerics of Sangre must use a battle axe. They must take a taboo against showing cowardice in battle for 2 CPs. Clerics of Sangre may not take limitations against armor or weapon use, and may not take wizardly priest. Clerics of Sangre must spend 25 points on the ability to strike first in any melee battle. Other suggested abilities are warrior priest, combat bonus, followers, and hit point bonus.
Reverate Alain Darklan Vijnana: Alain was an aseku cleric of Sangre who fought in the Kharad Thar uprising, leading the final spearhead into Orthodoc Hai's encampment that allowed ranger Estivial to kill the leader while the hadjjin forces were decimated. Alain continued to serve the church, leading the force that killed Ercule d'Avolant and then becoming a military leader and the bearer of one of the Four Swords of the Troubadour - Nyctor -for Darion Sun-Blazoned. The Order of Reverate Alain is a military order of clerics and paladins that acts as Sangre's shock troops in times of battle. Members of this order wear grey tabards with a crossed black sword and black battleaxe on the front.
Reverate Alaric the Fiddler: Alaric was a half-elven aseku who commanded Emporer Dicarion's armies, subjugating the surrounding countryside. A shrewd military mind, Alaric warned the emporer that holding the lands without providing support to the people would fail, but Dicarion ignored him. Alaric survived Dicarion's fall to carve out his own kingdom in Kennet, finally joining the Dominarchy in BD 2. He was called "the Fiddler" because it is said he would show his scorn for his enemy by playing a fiddle in battle, wielding the sharpened iron bow to devastating effect when attacked.
Reverate Bryan Millerson: Bryan was a human peasant child whose town was attacked by raiders and burnt to the ground, its women and children enslaved. The evening during the raping he cut off his foot with a drunken raider's sword to escape his manacles. He freed the other children and led them in an attack against the raiders, in which the raiders were slain or driven off. Bryan died shortly thereafter of gangrene. Reverate Bryan is the patron saint of children.
Reverate Crastiane the Freesword: Crastiane was a human fighter who lived in Ankham and explored much of northern Geronfrey. Among her well-known feats was uncovering the infamous Coppermast Slaver ring and ending a slave trade that had stretched from Geronfrey to Bahr al'Raml. Her last years were spent governing Jackscrag until her natural death. She is the patron of adventurers.
Thame is the god of artifice, strategy, knowledge, and teaching. When he is depicted as human, he is usually shown as an elderly man or woman with white hair, often holding a scroll, book, pen, or staff. He is sometimes depicted as a trickster, using his greater knowledge to defeat enemies.
Thame is often closely allied with Carrick or Chymrae. Worshippers of Thame are often scholars, tutors, scribes, bookbinders, inventors, archaeologists, and others devoted to gathering, preserving, and disseminating information or learning. Clerics of Thame tend to be retiring and scholarly, but some are more adventurousgoing out to seek knowledgeand some seek knowledge in the form of science, art, forensics, and law. Clerics of Thame are also taught how to use knowledge judiciously, and are often very concerned with questions of ethics and philosophy.
Thame's holy day is Vialle 5, Withewind. His rites are observed annually. He has no text. His symbols are the quill and the staff. His creatures are the fox, the raven and the coyote. His metal is brass and his stones are citrine and blue quartz. His birth-sign is the Staff. His card is the Advisor. His plants are rowan, rue and nettle. He is knowledge and fate.
PC NOTES: Clerics of Thame gain any two extra general nonweapon proficiencies whenever they gain new proficiencies.
Reverate Ferris: Ferris was a human counselor to Darion Sun-Blazoned who helped structure many of the strategies and laws that undergirded the Dominarchy for its duration. He became the first headmaster of the Wythucarn University and is the patron of researchers and advisors.
Vair is the god of honor and justice. When he is shown as human, he is usually depicted a young man or woman with sword and shield.
Vair is stern and unyielding, just and without reproach. He is both warrior and philosopher, deciding what is right and then enforcing it. Vair is invoked in any matter of honor, oath-taking or criminal justice. His worshippers are cares, lawmakers, bounty hunters, guards, paladins and vengeance-seekers. His clerics are often cares or paladins, witnessing oaths, sitting on trials, hunting down criminals and bringing justice to the unfortunate. Clerics of Vair who knowingly break an oath or a law, or act dishonorably, will be defrocked and expelled from the order.
Vair's holy day is Penthe 16, Stirth. His rites are observed annually. His text is Song of Cycles. His symbols are the fist and shield. His creatures are the horse, the eagle and the ram. His metal is adamantine and his stones are rock crystal and jacinth. His birth-sign is the Sword. His card is the Avenger. His plants are ivy, thistle and briar. He is fire and end.
Vair has four reverates who defend the weak and helpless.
PC NOTES: Clerics of Vair must use a longsword, and must take a taboo against every knowingly breaking an oath or a law or otherwise acting dishonorably (2 CPs). Clerics of Vair may not take limitations against armor or weapon use, and may not take wizardly priest. Clerics of Vair must also take the ability to "Detect Lie" once a day for 9 CPs. The following abilities are recommended: warrior priest, detect evil, followers, lay on hands, and turn undead.
Reverate Amerie Rastial: Amerie was an aseku cavalier who served Darion Sun-Blazoned and wielded one of the Four Swords of the Troubadour, Palladios. Amerie was killed protecting Dake Half-Masked as he rode from the Field of Grammarye with Darion's corpse. The Shields of Amerie are a group of paladins and fighters who are devoted to defending good people in danger, often taking vows to bodyguard a particular person for the rest of their life. Some Shields become wardens, guarding a sacred area, or protecting others from an evil area. Members of this group wear grey and white tabards, with blank silver shields.
Reverate Cara Yarrow: Cara was a bade'in paladin who led a group of adventurers against Bitterfrost, an ice lizard who, in draconian form, was terrorizing the Shadowpoint Mountains in alliance with a mendicant death knight. Cara and her party defeated the monsters, but the resulting avalanche killed the heroes.
Reverate Magicbane Minor: Magicbane Minor is a human paladin whose soul was trapped by an evil mage in a sword for centuries until being freed by a group of adventurers; he is currently a revenant, although the mage who trapped him was killed.
Reverate White Michael: White Michael is an aseku paladin who was Darion Sun-Blazoned's squire, and who still hunts the cursed Dakrion Avis through the planes after seven centuries. The Order of Michael is a group of paladins devoted to the extermination of evil. Michaelites always wear white and take vows of celibacy and poverty. Their shields are emblazoned with the fist of Vair and the words "Forever Vigilant."
The Sacred Orders of the Ardent Consolation (or simply SO) were an underground cult that gained immense strength during the Domination War and afterwards. It was a powerful faction opposing the satamharanthu. The Theophany has shaken up the Order quite a bit, and its clerics are still trying to decide if the miracle was a manifestation of the God-King or of Shaitan. However, because its leaders were already organized, the SO quickly gathered itself and became one of the first churches to become firmly established after the Manifest Revelation. Every year it grows larger and larger as its bureaucratic organization settles down. Quite possibly, the SO will end up giving the Young Church a run for its money as worshippers try to decide which religion offers them more. Although the SO is on the surface the more coercive church, it also offers a simple black-and-white theology, a wide variety of spell powers, and a great deal of stability. Moreover, the members of the SO are clever and used to courting highly placed potential worshippers.
It is presumed by members of the SO that magical, psionic and clerical powers all stem from the God-King, with the exception of renegade or excommunicant magicusers or clerics, who are presumed to be drawing power from Shaitin. Thus, many different types are accepted under the SO's umbrella. Since it seems unarguable that other deities exist, the SO has come to a practical solution of calling them either Seraphs, if they are generally good and amenable to the God-King, or Diabols if they are generally evil and likely to belong to Shaitin. Seraphs and Diabols are regarded as lesser beings, not as powerful as the God-King or Shaitan, but more powerful than mendicants (devas, solars, devils, demons, etc.) and reverates (saints). Some members of the SO believe that Bel, of the Young Church, is just another name for their own God-King, and thus are more likely to accord clerics of Bel respect than they are any other cleric.
The description below depicts the "standard" member of the SO, but there are many individuals within the SO who differ from this stereotype.
In general, members of the SO favor the wealthy (whom they address as primarchs) and disregard the common (whom they dismiss as supplicants). This is a pragmatic stance; support from the wealthy is usually more valuable than support from the poor, and thus it is from the wealthy that the SO prefers to draw its ranks. The SO's view of the world is quite simple. The world is divided between worshippers of the God-King and worshippers of Shaitin. Any who do not worship the God-King must worship Shaitin, and therefore deserve death. The punishment for heresy or blasphemy is death.
Members of the SO tend to be prejudiced in the favor of humans and aseku, who form the bulk of their membership, but will reluctantly admit that the benighted members of other races also deserve a chance at salvation and will thus usually admit supplicants from these races into their ranks. They keep a close eye on these converts, however.
All members of the Sacred Orders have sworn allegiance to the God-King in a ritual known as the Grand Pact. The Sacred Orders of the Ardent Consolation are the Ordo Ecclesiastes, Ordo Harmonium, and Ordo Conciliatorum. PC NOTES: Most clerics of the SO are ritual clerics, although there are some "normal" clerics and crusaders in the ranks as described below. They may use any weapon, and must use a sword of some sort. The spells these clerics are required to access vary somewhat by the Order they belong to. Clerics of the SO may be any non-chaotic alignment.
PC NOTES: Members of the central OE bureaucracy are all ritual priests. Player characters may only start play as an inquisitor in this order, and may be a normal cleric, a crusader, or a paladin. Schools that must be accessed are: Charm, Combat, Creation, Divination, Guardian, Heal, Necromantic, Protection, Summoning (85). Any other spheres available to the God-King must be taken as minor. All must take the limitation fanaticism (5). Suggested abilities are detect evil, detect undead, followers, know alignment, and secret language.
PC NOTES: Player character members of the OH may be ritual clerics, normal clerics, paladins or crusaders, and may only start play as members of the Gatherers. Schools that must be accessed are: Charm, Combat, Creation, Divination, Guardian, Heal, Necromantic, Protection, Summoning (85). Any other spheres available to the God-King must be taken as minor. Members of the OH must take fanaticism as a limitation (5). Suggested abilities are detect evil, detect undead, followers, know alignment, and secret language.
PC NOTES: Player character member of the OC may only start play as a confessor, and may be a normal cleric, a crusader or a paladin. Clerics of the OC must take at least 5 major and 2 minor spheres from those available to the God-King. These clerics, who tend to live closer to the people, are more likely to take animal, elemental or healing spells to aid their "flock." No member of the OC may take wizardly priest.
Naturally, the Inquisition finds many innocent people guilty of worshipping Shaitin; but this doesn't mean everyone is innocent. There is indeed an underground cult of Shaitin-worshippers which has formed in reaction to the SO. This cult is called the Legio Shaitin, and works toward The Ruination - the overthrow of the God-King and a new order of Shaitin Triumphant. Clerics who choose to worship Shaitin must choose any 5 of his spheres as major, and 2 as minor. Certain mages also worship Shaitin as witches, warlocks, or alienists.
Hadjjin mages also believe they receive their powers from the deities, although their deal with the deities is somewhat different - instead of serving the deities now, they have sold their souls to the deities and will serve them in the afterlife. Thus, they have the gift of using magic, but must go out to find it themselves. Thus, mages of Air or Water worship Azel, of Earth or Death worship Sadaas, of Fire worship Yoseh, and of Illusion worship Jabril or Ishabel (and sometimes Hazrad).
Those Who Remain are alien-looking and tend to be somewhat impersonal toward their worshippers, and can bring as much woe as they bring weal.
There are few written records of the doings of the deities, and nothing equivalent to the holy books of some other races. Their lore is passed down in legend and song, and their rites are carried out around tribal fires. PC NOTES: All clerics of the hadjjin deities except those of Vahara should take the ability Wizardly Priest. The appropriate school to take is listed under each deity. Hadjjin may also become crusaders (S&M p. 32), druids, monks (S&M p. 33), or shamans. Druids and shamans may either use the writeups in S&M p. 33-34, or may be built as a customized priest. Only druids worship Vahara regularly, and they get their druidic spells from her. Monks typically worship only one of the deities. Shamans may worship either spirits of the dead or of nature. If they have points left, druids, monks, and shamans are encouraged to buy the skill of shapechange.
Azel is the storm god, a black-winged hadjjin wearing armor of bone. He rules the sandstorms and flash floods that can devastate the desert, stirring the winds with his dry-feathered wings and riding the storms like a great bird of prey. Azel's weapon of choice is the shortbow or longbow.
Hazrad is the god of knowledge and strategy, a wizened old hadjjin with demongreen eyes and lamia-hooved feet. He appears harmless, but his power extends over the desert and beyond. Hazrad's weapon of choice is the dagger and blowgun.
Ishabel is the ebon-skinned goddess of travel, ever wrapped in veils and covers of indigo and black. She rules the cool, welcoming evening and night, bringing relief to the traveller and safety to scouts and armies. She has no face and no particular race. Ishabel's weapon of choice is the scimitar and staff.
Jabril is the trickster god, a scout and thief who can turn into a serpent of any size and always keeps his envenomed fangs and slit-pupiled eyes. He is often depicted as a scaled humanoid of indeterminate race. He is also master of the arts of entertainment and pleasure, and often uses them to advance his own schemes of trickery or theft. Jabril's weapon of choice is the dagger and the scimitar.
Maroud is the god of war, a battle-scarred hadjjin with an ivory eye where his right eye once was and an ivory hand where his right hand once was. His tusks are tipped in iron and of iron is his armor made. Maroud's weapon of choice is any melee weapon.
Sadaas is the god of murder and death, a walking skeleton wrapped in garments of yellow and red. He brings pain and disease, starvation and dehydration. He walks behind all the other deities, a silent and ominous shadow of their power. Sadaas never speaks. Sadass' weapon of choice is the sickle and scythe.
Vahara is the goddess of fertility and motherhood. She has the face, mane and claws of a desert lion, the fearsome and loyal protector of tribes and children. Vahara is capable of both great mercy and great fury, and is never lightly crossed. Vahara's weapon of choice is the katar.
Yoseh is the god of the sun, a flame-vomiting, evil wraith whose wrath destroys everything in his way. He is shunned and feared, as his hatred of life knows no appeasement. Yoseh's weapon of choice is the two-handed sword. At first glance some thing that Yoseh and Bel are similar, but in fact these two deities are very different.
Bade'in have a quiet, deep sense of religion; most bade'in are religious to some extent, but see no need to make a great issue out of religion as do some other races. This keeps them relatively immune to the edicts of the Iron Autocracy against religious practice. The bade'in do not make representations of their deities, but rely upon symbols and sacred places to induce reverence. PC NOTES: The weapon of choice for bade'in clerics is a warhammer. Bade'in may not become crusaders, druids, monks, or shamans. Because bade'in have access to relatively few spheres, they often become expert warrior-priests, and especially take immunities to charm, magic, disease and energy drain. Priests of Adoyne cannot take wizardly priest or thief abilities. Priests of Caratyk may especially take the wizardly priest benefit and have access to the school of Death, and may also wish to choose thief abilities.
Adoyne is the master crafter, a deity either male or female (for the bade'in believe deities are above mere concerns of gender) who created all the earth and everything upon it, including the races. Adoyne is usually associated with the deep earth, the forge, the heart, the hands and the womb. Adoyne is described as an honorable warrior and a caring leader.
Caratyk is the destroyer, a deity either male or female, responsible for destroying what Adoyne has created. Caratyk is associated with the cold surface, magic, and the head. This deity is described as a treasonous magic-wielder, a deceiver and a murderer.
Kobkode live in close contact with their religion, but their innate trickiness leads them to hide it well from the satamharanthu and their minions. If questioned about a particular activity, a kobkode individual quickly invents a facile lie or simply says, "we have always done it that way" - making it very difficult for outsiders to guess what is a religious observance and what is not.
The kobkode worship heshetani, totem-spirits. From birth, each kobkode is related to some sort of animal, and must discover this animal through visions, similarities or shamanic divining. The animal is a personal guardian and advisor, and dictates how the kobkode act. Heshetani include Panther, Crocodile, Parrot, Snake, Couatl, Cockatrice, Jackal, Pirahna and so on.
Kobkode usually wear some talisman belonging to the creature of their totem; skins, claws, feathers, teeth, etc. They are not forbidden to kill their totem animal, but it is highly discouraged, and doing so could offend the heshetani unless permission is asked first. The exception to this takes place during the ri-heshetani, an unusual rite through which a kobkode must survive to claim power as a shaman. During the ri-heshetani, the would-be shaman and the totem animal fight until the death of one or both.
Kobkode who worship the same heshetani tend to form special groups and look out for each other. Some heshetani are natural enemies, and while kobkode who worship these heshetani do not necessarily fight, there tends to be tension between their interactions.PC NOTES: Kobkode can be shamans, and usually worship nature spirits, or druids.
Somadion clerics are all shamans, and worship nature spirits. They are important people in their tribes but have no organized hierarchy. Each shaman has a spirit guide that takes the form of some sort of animal. This animal becomes sacred to the shaman.PC NOTES: Somadion shamans must take the limitation taboo - cannot kill their spirit guide. Their guide is some sort of animal. Suggested abilities are animal empathy and shapechange.
Elemental and paraelemental clerics are normally only found in Sasiru Kian or the Iron Autocracy, as theirs is the only religion permitted by the governments of those realms. Elemental clerics do not build themselves as clerics according to S&P or S&M, but are assumed instead to have spent all their points on the class abilities described in Dark Sun: Earth, Air, Fire, and Water. Elemental clerics have access to the sphere of their element described in DS:EAFW and the clerical "All" sphere described in S&M p. 186.
Seneschals are a small cult of prophesizing and prophecy-driven clerics who preach the return of the Lost God. Established religions do not quite know what to make of this group, since its clerics do get spells. Most believe that some deity or another has decided to support their cause. Members of the Sacred Order are certain these cultists are simply referring to The God-King, except for those few who oppose the SO and have clearly been misled by Shaitan.
Ramatap was a gynosphinx who lived and preached in Bahr al'Raml for over 600 years in a small cave complex on a cliff that has become known as "The Seat of Ramatap." For the first hundred years her words were known only to those travellers who stumbled upon her and stayed to listen; however, some of these travellers went out and began to tell others of what they'd heard. Among those were Hajama the Courageous and his brother Najm the Adventurous, the Lions of the Desert [see Al-Qadim]. These brave hadjjin warriors travelled with two of the rare black-maned desert lions and gathered around them a group of followers who became the Prophets of Ramatap. Ramatap neither approved nor disapproved of the Prophets, but they began to make regular pilgrimages to her Seat and listened to her Word. Then they went forth and told others:
"Our country is being overrun by infidels. We must resist these teachings and preserve our own ways, which are being threatened.
We must not forget the Seven Virtues, which are Wisdom, Modesty, Charity, Loyalty, Bravery, Ferocity, and Vengefulness, for they are what make us strong.
We must not forget the Seven Sins, which are Cowardice, Treachery, Blasphemy, Slothfulness, Shiftlessness, Greed, and Arrogance, for they are what make us weak."
Over the centuries, the Prophets were heard and gained a following. They called Ramatap the Speaker for the Gods and Hajama and Najm her prophets, and what they preached was not contrary to the beliefs of the hadjjin or of other races, so slowly the Way of Ramatap became incorporated into other religions, as well. However, as the Word spread it was interpreted in other ways, and there are now two major bands that follow Ramatap. The Prophets of Ramatap claim to walk in the footsteps of Najm, the wiser and more thoughtful of the brothers, while the Brothers of the Everlasting claim to walk in the footsteps of Hajama, the fiercer and more warlike of the brothers. There are even smaller factions within each group, each with its own credo and beliefs.
Hierocides can be found as a sub-cult within most of the major religions. These are people who believe that hierodules and coryphei are abominations against their deity or all deities, and specifically hunt them down and kill them. By tradition, hierodules are crucified on X-crosses, usually set up along the sides of roads. Hierocides will persecute hierodules at any excuse, even accusing people suffering from nonmagical deformities of being hierodules, or suspecting particularly intelligent or eccentric individuals of being coryphei.
Devotants or Redeemers are often, but not always, secret coryphei who run an underground network to hide, help, and protect hierodules and coryphei. These individuals tend to group within religions whose tenets of peace and mercy give them an excuse to travel and help strangers, and will protect them should they be actually caught aiding one who has suffered from the hierodule plague.
All clerics have the ability to perform certain magical ceremonies to benefit or punish members of their society. The success of the ceremony always depends on the deity's will, and ceremonies that are performed without the deity's permission or approval will not work and will often be interrupted by omens of the deity's displeasure. Thus, while a cleric can be forced under duress to perform a ceremony, unless the deity approves, the ceremony will not work. Unless otherwise stated, the religions of the cleric and recipient of the ceremony need not be alike, although in general they tend to be.
Ceremonies generally take from five minutes to two hours to perform, depending on the religion, the formality of the occasion, and so on. Generally speaking, clerics prefer to carry out the ceremonies with formality and celebration, but the times and components listed under each spell below are all that are really required to cast the spell.
The first number in parentheses indicates the level of the cleric who can cast the spell; the second number, the level of spell that the ceremony is considered. Ceremonies can only be cast by clerics who can cast spells of the ceremony's level. (Note: These ceremonies are somewhat different than their official counterparts in AD&D).
Coming of age is a limited form of Bless spell which is cast upon a young man or woman at the age of 13. A young person who receives this spell gets a +1 bonus to any single die roll, which can be taken at any time after the coming of age ceremony is completed. (30 minutes, holy symbol, holy water)
Marriage unites the two partners with a magical "link" between them that can be detected through a Detect Magic spell. The marital partners must save versus spell before breaking a marriage vow made during this ceremony, or be unable to take that action. (45 minutes, holy symbol, holy water)
Burial magically protects a corpse, and bestows it with the blessing of the religious organization. The body is shielded as if by a Protection from Evil (or Good, depending on the cleric's faith) spell, and anyone trying to steal the body or cast a spell upon the body that would turn it into an undead creature must save versus spell at -3 or be unable to complete that goal for the next 24 hours (save must be made at each attempt). (20 minutes, holy symbol, holy water)
Rest eternal is cast upon a corpse and hastens its soul to its final resting place. The spell Speak with Dead will not affect a person who has been the object of this spell, nor can the person be made undead. If the dead person has been dedicated to another deity than that of the cleric who is casting the spell, she or he may resist the spell at +2 unless willing to be so sped. A rest eternal may be cast on any corpse, including the walking undead (such as a lich or vampire), in which case the undead creature (if intelligent and unwilling) gets a save versus spell; if the save is failed, the rest eternal spell negates the creature's undeath and the creature "dies." If the save is made, the creature is unaffected. (10 minutes, holy symbol, holy water)
Dedication allows the recipient of the spell to be taken into the ranks of the casting cleric's religion, making that person a sanctioned worshipper of the cleric's deity and in effect "introducing" the worshipper to the deity. The worshipper must be willing to undergo this ceremony. The soul of the dedicated worshipper is promised to the deity upon death, and the worshipper gets a saving throw versus any attempt at turning her or him into undead. A new dedication always overrides an old dedication, and no worshipper can be dedicated to more than one deity at a time. (15 minutes, holy symbol, holy water)
Investiture must be performed on any aspiring cleric before that cleric can achieve the abilities of first level; it is performed on initiates when they take their vows before their deity. On very rare occasions, usually only in dire circumstances, an aspiring cleric may be granted the ability to cast spells without undergoing this rite. (20 minutes, holy symbol, holy water)
Ordination must be performed on a cleric before the character can become the priest of a congregation or assume similar duties, such as gaining followers. Ordination must be performed by a cleric of higher level than the cleric to be ordained; this ceremony is usually conducted once a cleric gains fifth level. (30 minutes, holy symbol, holy water, consecrated ground)
Consecrate item must be performed upon any object to be placed within a sacred edifice or area, or used in religious service; the item will radiate faint magic from this spell. Holy or unholy water must be kept in a consecrated item to maintain its efficacy. Items that have been consecrated gain a +1 against normal (not magical) structural damage. (20 minutes, holy symbol, holy water)
Consecrate ground should be performed upon an area before any religious structure is built on the site. A religious edifice constructed on ground that has not been consecrated will slowly but irrevocably fall into a state of disrepair and has a 1% chance per year, cumulative, of actually collapsing as a result of this oversight. This spell must be cast before the foundations have been laid and cannot be cast as an afterthought (except to reconsecrate a desecrated building; see desecrate ground). Consecrate ground can also be used on a plot of land destined for use as a tomb or graveyard, in which case the ground itself automatically turns undead each round as a 3rd-level cleric (or, if cast by an evil cleric, protects the undead as though they were being controlled by a 3rd level cleric). Consecrated ground radiates a faint dweomer. (2 hours, holy symbol, holy water)
Desecrate ground may be used against a building or area of ground that has been consecrated by a cleric of an actively opposed religion. For a building or area to be desecrated, it must be sprinkled with salt and water consecrated to the deity of the cleric who is casting the spell. A desecrated building is 1% likey per year to collapse (noncumulative). A desecrated building can be reconsecrated at a later time, the only condition under which consecrate ground can be used upon a preexisting structure. Desecrate ground, when applied to a tomb or graveyard, only negates a preexisting consecrate ground spell. (1 hour, salt, holy symbol, holy water)
Anathematize is a form of excommunication by means of which the offender is literally branded on the cheek, forehead, arm or hand with a sigil that identifies the subject to those who know the sigil as someone who has committed a serious offense in the eyes of his or her deity. If the recipient is not truly deserving of the telling brand, or was forced into the act, the spell fails when cast. A successful atonement causes the brand to fade, and possibly vanish. Anathematize does not cancel dedication, and the offender can expect to be harshly judged upon death. Most clerics and deities will not accept as a worshipper one who has been anathematized in another religion. (10 minutes, brand, holy symbol)
Anointing is used to raise archons, high priests and other important persons to their stations. The rightfully annointed person has +3 to all saving throws against attacks made by enemies, and gains a magical +3 bonus to armor class, as well. These enhancements are not negated by entering an anti-magic area or by application of dispel magic, but can be detected as a faint magical dweomer. Annointing can only be performed upon a dedicated worshipper, and only by a cleric of the religion to which the person has been dedicated. (1 hour, holy symbol, holy water, consecrated ground)
Special vows can be made by anyone and last until the character goes up a level, at which time they can be renewed then or at any time the character wishes. A character who has taken special vows gains a +1 to any particular class of saving throws for the duration of that level. The vows must pertain to performing certain services for the deity, and be scrupulously followed, for the character to gain their benefit; the save that is enhanced should, if possible, pertain to the services rendered. The deity will not grant this ceremony if the vows are not worthy, or if the character requests renewal of the vows but had broken them once before. (30 minutes, holy symbol, holy water, consecrated ground)
Witness is used when the cleric willingly and formally witnesses an oath or promise, and makes that oath or promise binding upon the parties who undertake it. If the consequences of breaking the oath are stated when the oath is made ("if I don't, may I be struck down by lightning"), then they will occur if the oathtaker's word is broken. If the consequences are not stated when the oath is made, a suitable punishment will nevertheless occur within a year of the oath's breaking. The death of the oathtaker negates all but the most terrible oaths (in which latter case the oathtaker may become undead). (15 minutes, holy symbol, holy water)







