The Church of Takæla


In this document I will attempt to outline the major Orders of the Church of the Creator on Takæla. In keeping with the rest of this site, I will present these Orders in the format used in the Cleric's Handbook of the AD&D 2nd Ed. game.

The Orders of the Creator

  • The Creator of All Things
    Angels
  • Athene the Defender
  • Gaia
  • Mother Lawisha
  • Beloved Neekiah
  • Shakil Weathermaker
    Saints
  • Auliera the Calm
  • Groochia the Bountiful
  • Hekita the Industrious
  • Hermes the Messenger
  • Jarnoh the Trader
  • Meshto the Dreamer
  • Mirala the Magnificent
  • Odysseus, Saint of Destiny
  • Shiloh the Foolish
  • Liztay, Patroness of Marriage
  • The Orders of the Adversary

  • The Adversary, the Evil One
    Demons
  • Ares, Demon of War
  • Gartan the Hater
    Imps
  • Scodark the Pirate
  • Loth the Spider
  • CloudSky, the One Who Remembers

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    Background etc © by Sissi of Fantasy Realm Webspinning 10 April 1997

    This page last updated on 1/19/98.
    Content © 1998 Cluster Orbit Press.

    This page hosted by Cornell University, my new home.

    That Which Created All Things

    Athene the Defender

    Patron Saint of Wisdom & Defensive Warfare
    Athena supports those who seek to avoid trouble by compromise and negotiation, and protects those who don't hesitate to finish the trouble once it starts.

    Followers of Athena are often soldiers, generals, and tacticians for the Church or invaded countries. Clerics act as advisors and negotiators for their parishioners, dispensing sage wisdom and tactical techniques.

    Athena gets along fairly well with most of the Saints and Angels, although she has never understood Shiloh the Foolish, and tries to 'help' any that she thinks haven't enough backbone to solve their problems properly. The relationship is downright chummy with Galahad, and the other fighters on the Good side. Of course Ares and his buddies on the Evil side are anathema to Athena.

    Alignment: Athena is Neutral Good. Her followers may be any good, while Clerics are encouraged to be Neutral Good, because rules can get in the way sometimes, but they're a good place to start.

    Minimum Ability Scores: Wisdom 13, Strength 13. Either at 16 means +5% experience. Both at 16 means +10% experience.

    Races Allowed: Athena does not seem to care what species one is, but somehow, Leprechauns, Gnomes, and Satyrs show up much less often in her service than the other species.

    Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Tactics. Nonweapon Proficiencies Recommended: Animal Training, Heraldry, Modern Languages, Local History, Ancient History, Riding (Land or Sea), Religion, Hunting, Running, Read/Write. Weapon Proficiencies Required: None required, but pick one from available and cializeonweapon Proficiency Group Crossover: Priest, General, Warrior.

    Duties of the Priest: Guidance, Marriage. Missions: The priests of Athena prefer and are required to be where they are needed, on the defending side in battle. When an invasion takes place, they are on hand to aid the fighters, officers, and rulers of the defender. Vigilance: Athenians are constantly striving to stop battles before they are begun, and assist if they were not successful. They are often called by rulers to give their counsel and assistance.

    Weapon and Armor Restriction: Weapons Permitted: Bows (all), dagger/dirk, knife, quarterstaff, polearms, sword (all). Armor Permitted: All armor and shields. All together these constitute Good combat abilities.

    Other Limitations: None.

    Spheres of Influence: Major access to Combat, Healing, Divination, All. Minor access to Protection, Charm, Sun, Necromantic, Travelers.

    Powers: tection from Normal Missiles(3rd). Immunity to confusion and feeblemind spells. At 5th level: Inspire Fear.

    Followers and Strongholds: The followers are received at 8th level, and consist of two third-level priests and four first-level priests of the same order, plus one third level fighter, and two second-level fighters to act as guards, and one third-level mage or psionic, one third-level bard, one second level thief, and one second level illusionist to act as consultants. The priest may take the following on adventures: Two priests (only one of whom may be third-level), plus two fighters of his choice, and two from the following list: mage/psionic, bard, thief, and illusionist. The priesthood will pay for half of the cost of stronghold construction at 9th level.

    Symbol: the Owl, either in reflective repose, or in full grab-the-mouse-off-the-ground splendor.

    Gaia

    Mother Lawisha

    Beloved Neekiah

    Shakil Weathermaker

    Auliera the Calm

    Groochia the Bountiful

    Hekita the Industrious

    Hermes the Messenger

    Jarnoh the Trader

    Meshto the Dreamer

    Mirala the Magnificent

    Odysseus, Saint of Destiny

    Shiloh the Foolish

    Liztay, Patroness of Marriage

    The Adversary, the Evil One

    Ares, Demon of War

    Gartan the Hater

    Scodark the Pirate

    This page hosted by Cornell University, my new home.