Not logged inLoginRegister

The Temples

There are 9 Temples, one for each of the Paths, with each one containing places of worship for any of the deities of the Path. A Priest is not required to be a member of a Temple, but can follow his own calling.

Justice

Guildmaster

Kingdom: Knight High Marshal Justen
Barony Van Heusen: Marshal Spartan

Joining

A starting character can join the guild immediately.

A non-starting character must prove they can adhere to the guild requirements; this will take a minimum of 5 ranks where they must have no guild affiliation. The Character Ref will decide if/when they are ready.

Requirements

A member of the Temple of Justice must

  • be a follower of the Path of Justice.
  • never refuse a request to mediate a dispute.
  • be fair and honest in all his dealings with others.
  • bring all members of the Temple of Anarchy to justice.
  • help and support any other member of the Temple of Justice.
Tax

10%

Advanced Training

A member of the Temple of Justice has access to

  • Miracles, Religious Ceremony and Consecrate Item in the Path of Justice above level 4.
  • Miracle Adepts
  • Weapon skills to Legendary Mastery for a single weapon type, chosen by the Marshal.
  • Armour skills to Advanced Mastery.
Bonuses

A member of the Temple of Justice gains the following bonuses.

  • [LOSE] They may use the title Marshal.
  • [KEEP BOUGHT] They may learn Order miracles as if they were one level lower (this cancels out the effective level increase).
  • [KEEP BOUGHT] They can learn Detect Lie and Truthful Aura at half cost.
  • [KEEP BOUGHT] They can learn the Pacify miracle at half cost.
  • [KEEP BOUGHT] They can learn the Subdue proficiency skill at half cost.
  • [LOSE] Detect Lie and Truthful Aura have the Willpower required to resist them increased by 1.

Example: Mathonwy is a member of the Temple of Justice and has Willpower 4.
He casts Detect Lie 1 as Detect Lie 3 (+1 from Willpower and +1 Temple Bonus).
He casts Detect Lie 2 as Detect Lie 5 (+2 from Willpower and +1 Temple Bonus).
He casts Detect Lie 3 as Detect Lie 6 (+2 from Willpower and +1 Temple Bonus).

  • [LOSE] They are treated as having the Work with Conclave skill with other members of the Temple.

Order

Guildmaster

Kingdom: High Judge Grayson
Barony Van Heusen:

Joining

A starting character can join the guild immediately.

A non-starting character must prove they can adhere to the guild requirements; this will take a minimum of 5 ranks where they must have no guild affiliation. The Character Ref will decide if/when they are ready.

Requirements

A member of the Temple of Order must

  • be a follower of the Path of Order.
  • never knowingly tell a lie.
  • never cause damage or destruction as this aids the forces of entropy and decay, thus increasing the power of Chaos1.
  • rule on all disputes of law.
  • see that the laws of the Kingdom are always upheld.
  • obey the orders of his superiors, unless they contradict the laws of the Kingdom.

1 If a Judge causes damage (this includes Subdue, but does not include casting/overcasting damage), be it on a person (this includes Demons) or object, there is a backlash from the forces of Order to which he is strongly allied. He takes Body Point damage on all locations equal to his Guild Rank and his Death Threshold is lowered by 1 for the next 24 hours.

Tax

10%

Advanced Training

A member of the Temple of Order has access to

  • Miracles, Religious Ceremony and Consecrate Item in the Path of Order above level 4.
  • Miracle Adepts
  • Spells from any School that mend or repair to any level.
Bonuses

A member of the Temple of Order gains the following bonuses.

  • [LOSE] He may use the title Judge.
  • [KEEP BOUGHT] He can learn Medical skills at half cost.
  • [KEEP BOUGHT] He can learn spells which repair or mend at half cost.
  • [KEEP RESTRICTED] He gains Power and Normal armour equal to his Guild Rank/5 (rounded up). This is armour (See Avoiding Damage). Spells, Miracles or physical armour which provide armour have their effects added to this value. This does not impose a Dexterity penalty
    Never cause damage or destruction as this aids the forces of entropy and decay, thus increasing the power of Chaos.
  • [KEEP RESTRICTED] He gains additional Standing equal to his Guild Rank.
    Never knowingly tell a lie.
  • [LOSE] They are treated as having the Work with Conclave skill with other members of the Temple.

Might

Guildmaster

Kingdom: Knight High Grand Master Maul
Barony Van Heusen:

Joining

A starting character can join the guild immediately.

A non-starting character must prove they can adhere to the guild requirements; this will take a minimum of 5 ranks where they must have no guild affiliation. The Character Ref will decide if/when they are ready.

Requirements

A member of the Temple of Might must

  • be a follower of the Path of Might.
  • always obey a superior.
  • always take responsibility for his inferiors.
  • never aid another unless it improves his own position.
  • never call on the aid of another.
Tax

10%

Advanced Training

A member of the Temple of Might has access to

  • Miracles, Religious Ceremony and Consecrate Item in the Path of Might above level 4.
  • Weapon skills to Legendary Mastery.
  • Weapon Adepts.
  • Miracle Adepts
Bonuses

A member of the Temple of Might gains the following bonuses.

  • [LOSE] He may use the title Master up to Guild Rank 15, High Master above Guild Rank 15, Great Master above Guild Rank 45 and Grand Master above Guild Rank 90.
  • [KEEP] He gains two Armour Proficiency skills of his choice.
  • [KEEP BOUGHT] He can learn Toughness at two-thirds cost.
  • [KEEP BOUGHT] He can gain basic weapon skills (Proficiency…Legendary Mastery, Subdue and Favoured/Chosen Weapon) and the Knockback skill at two thirds cost. Other Weapon Adepts are learnt at normal cost.
  • [KEEP BOUGHT] He can learn Death miracles as if they were one level lower (this cancels out the effective level increase).
  • [LOSE] They are treated as having the Work with Conclave skill with other members of the Temple.

Life

Guildmaster

Kingdom: High Sage Francis
Barony Van Heusen:

Joining

A starting character can join the guild immediately.

A non-starting character must prove they can adhere to the guild requirements; this will take a minimum of 5 ranks where they must have no guild affiliation. The Character Ref will decide if/when they are ready.

Requirements

A member of the Temple of Life must

  • be a follower of the Path of Life.
  • never cause the death of any living creature (they are also vegetarians).
  • never refuse healing to an innocent (i.e. one who has not caused the death of another).
Tax

10%

Advanced Training

A member of the Temple of Life has access to

  • Miracles, Religious Ceremony and Consecrate Item in the Path of Life above level 4.
  • Miracle Adepts
Bonuses

A member of the Temple of Life gains the following bonuses.

  • [LOSE] They may use the title Sage.
  • [KEEP BOUGHT] They can learn Medical skills at half cost.
  • [KEEP RESTRICTED] They gain additional Standing equal to their Guild Rank.
    Never refuse healing to an innocent.
  • [KEEP RESTRICTED] They gain Power and Normal armour equal to his Guild Rank/10 (rounded down). This is armour (See Avoiding Damage). Spells, Miracles or physical armour which provide armour have their effects added to this value. This does not impose a Dexterity penalty
    Never cause the death of any living creature (they are also vegetarians)
  • [LOSE] They are treated as having the Work with Conclave skill with other members of the Temple.

Balance

Guildmaster

Kingdom: High Guardian Fabian
Barony Van Heusen: Guardian Salter

Joining

A starting character can join the guild immediately.

A non-starting character must prove they can adhere to the guild requirements; this will take a minimum of 5 ranks where they must have no guild affiliation. The Character Ref will decide if/when they are ready.

Requirements

A member of the Temple of Balance must

  • be a follower of the Path of Balance.
  • maintain the balance of power between all the Paths within the Kingdom.
  • never take anything without giving the price.
  • never give anything without taking the price.
Tax

10%

Advanced Training

A member of the Temple of Balance has access to

  • Miracles, Religious Ceremony and Consecrate Item in the Path of Balance above level 4.
  • Miracle Adepts
Bonuses

A member of the Temple of Balance gains the following bonuses.

  • [LOSE] He may use the title Guardian.
  • [KEEP RESTRICTED] He gains additional Standing equal to his Guild Rank.
    Never take anything without giving the price.
    Never give anything without taking the price.
  • [LOSE] They are treated as having the Work with Conclave skill with other members of the Temple.

Freedom

Members of the Temple of Freedom are more loosely organised than most of the other temples. Their leaders do not actually order the other members, but instead offer advice and suggestions, leaving each individual to make up his own decision. Votes are held on all major decisions, with each member having an equal say.

The Temple of Freedom contains the largest library in the Kingdom, and it is open to all. Knowledge, the freedom to think and the freedom of speech are all closely linked.

Guildmaster

Kingdom: Knight High Seeker Tomas
Barony Van Heusen: Seeker Heat

Joining

A starting character can join the guild immediately.

A non-starting character must prove they can adhere to the guild requirements; this will take a minimum of 5 ranks where they must have no guild affiliation. The Character Ref will decide if/when they are ready.

Requirements

A member of the Temple of Freedom must

  • be a follower of the Path of Freedom.
  • preserve knowledge above all other considerations.
  • actively search for new knowledge.
  • must fight physical and mental oppression wherever they find it.
Tax

10%

Advanced Training

A member of the Temple of Freedom has access to

  • Miracles, Religious Ceremony and Consecrate Item in the Path of Freedom above level 4.
  • Miracle Adepts
  • Weapon skills to Advanced Mastery.
  • Shield skills to Advanced Mastery.
  • Armour skills to Advanced Mastery.
  • Spells, Magic Rituals and Enchant Item in the School of Air/Earth/Fire/Light/Water to level 6.
  • Spells, Magic Rituals and Enchant Item in the School of General to level 8.
  • Recognise Creature/Tracks/Smell to any level.
Bonuses

A member of the Temple of Freedom gains the following bonuses.

  • [LOSE] He may use the title Seeker.
  • [LOSE] He automatically gains Read/Write Freedom Runes.
  • [KEEP BOUGHT] He can learn Read/Write Path Runes for all Paths and buy them at half cost.
  • [KEEP BOUGHT] He can learn Read/Write School Runes for all Schools and buy them at half cost.
  • [LOSE] If he knows the correct Path Runes, he can cast Life and Chaos miracles from Scrolls consecrated to Justice, Life, Chaos, Anarchy and Balance.
  • [KEEP BOUGHT] He may learn one skill chosen from Medical, Magic and Manufacture at half the normal cost (not including the ones given above) for every 10 Guild Ranks. This cannot take Magic costs below Mage cost or Manufacture costs below Warrior cost.

If using this ability to learn instant-cast spells, the half cost can either be taken in one spell chain (e.g. Fire Dart) or in one level (e.g. level 0 Fire spells). If using this ability to learn ritual levels or enchant item, the half cost applies per level. The normal restrictions on learning spells also apply (e.g. learning any prerequisites etc.).

Example: Lilium has Magic Ritual (Fire 0). She uses her Freedom bonus at Guild Rank 10 to learn Magic Ritual (Fire 1) at half cost. She subsequently uses her bonus at Guild Rank 20 to learn Magic Ritual (Fire 2) at half cost.

This ability can be used on Enhance Mana to reduce the cost of all Mana subsequently bought.

The Seeker must have access to the skill, so this ability could be used to learn up to Level 6 in Fire Dart, but not above Level 6.

  • [KEEP BOUGHT] Within the many libraries maintained by the Temple of Freedom is contained all the knowledge in the world, or so it is claimed. Though much of this knowledge is scattered throughout various tomes and written in languages that have long fallen into disuse, with time and dedication a Seeker can use it to learn any skill.

With the permission of his Guild Master to access the libraries, a Seeker can learn skills beyond the normal limitations by spending double the usual CPs required. The player must request the skill from the Character Ref. The time taken to learn is equal to the doubled CP cost in days. The character must also follow any other rules associated with learning the skill, such as already knowing any pre-requisite skill(s).

Example: Dornel has been given permission to access the Temple libraries to learn True Strike. To learn this skill would normally cost Dornel 60 CPs.

After spending 60 days researching through several libraries, Dornel can spend 120 CPs to learn the skill.

This ability does not allow a character to learn spells from opposing Schools.

Example: After convincing both the Temple hierarchy and the local Lieutenant-Commander of the Defenders that she desperately needed the level 0 Necromantic spell, Speak With Dead 1, in order to hunt down some information of grave importance, Dornel is once again given access to the Temple libraries.

Dornel chose Fire as his Primary School, which automatically gives Air & Earth as his Secondary Schools. Thus he can learn Fire spells at their usual level and Air & Earth spells as if they were one level higher. Thus, for learning purposes, Speak with Dead 1 is treated as two levels higher and thus would usually require 27 CPs to learn.

After spending 54 days researching through various libraries, Dornel can spend 54 CPs learning the spell.

For skills that only particular Guilds or other groups can access, the time taken may be much longer. In addition, there may be other consequences such as the character becoming a target for assassination.

Example: Dornel has been given permission to research in the library for information on Shadow Blink 0, a spell from the School of Darkness. This is his fourth School of Magic and thus this spell is treated as three levels higher, usually requiring 36 CPs to learn.

After spending 72 days researching, including a trip to an outlying Temple of Freedom through Goblin infested lands, plus an archaeological trip to an Hassani ruin, Dornel can spend 72 CPs to learn the skill.

However, the Shadow Masters soon become aware that he has gained this knowledge, and target Dornel for assassination.

You can use the restricted skill bonus combined with the half-cost skill bonus on Medical, Magic and Manufacture skills, so effectively getting it at normal cost and not taking as long to learn.

Example: Dornel did not have 72 CPs to spend learning Shadow Blink 0, so instead used his half-cost skill bonus on the Shadow Blink spell chain to get it for 36 CPs. This has the added advantage that it only took 36 days to learn (but he is still a target for assassination).

  • [LOSE] They are treated as having the Work with Conclave skill with other members of the Temple.