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Alkh
(The King)
Greater Power, LG
| Portfolio: | Creation, Monarchy, Honor, Power |
| Aliases: | None |
| Superior: | None |
| Allies: | Mah |
| Foes: | Odda |
| Symbol: | Enlightened Bronze Crown |
| Wor. Alignment: | LG, LN, LE |
Alkh is the supreme king of all Khitai. He`s believed to be the first khitaian ever, whose escaped from the Nexus of All Reality to found a new breed of men at the cold lands of Khitai. He`s a natural leader and king, powerful and honored. He demands his followers to obey strict codes of law and self conduct, and he only accept those strong enough to accomplish all his demands.
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| The Church |
CLERGY:
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Clerics, Specialty Priests
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CLERGY ALIGN:
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Any Lawful
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TURN UNDEAD:
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C: yes
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CHARM UNDEAD:
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C: no
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All clerics and specialty priests of Alkh receive religion and heraldry as bonus non-weapon proficiencies.
Dogma: The clergy of Alkh believe that honor is above all other things, and will do their best to follow the codes of honor, reaching the final enlightenment.
Major Centers of Worship: The church of Alkh is present at all the Royal Cities of Khitai, having its center on the capital of the monarchy: Dai-Khai.
Affiliated Orders: Alkh has no other orders, as he believe in total unity to reach his goals.
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Specialty priests (Honorguards)
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Races Allowed:
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All
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Requirements:
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Wisdom 11, Charisma 9
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Prime Requisites:
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Wisdom, Charisma
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Alignment:
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Any Lawful (LE are rare though)
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Weapons:
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Any
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Armor:
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Any
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Major spheres:
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All, Creation, Astral, Healing, Combat, Guardian, Protection, Divination.
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Minor spheres:
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Elemental (All), Sun.
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Magic Items:
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Same as clerics
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Required proficiencies:
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Etiquette
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Bonus Proficiencies:
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None
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Special Abilities:
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- Honorguards must follow a strict code of honor, or be subject to loose all their powers for
an undetermined period of time: They must protect the monarchy and fight those who are against the king,
must serve the orders of the king when needed, must donate 10% of his spoils from adevntures and work to his church,
must aid the weak, must fight with honor (cannot attack an opponent from his back, cannot atack frok distance if his opponent cannot
defend himself, cannot kill an opponent who give up from fighting), and finally, they must uphold the laws of the king along all the lands
under the monarchy.
- +4 to saves against charm and illusion based spells
- May cast Alarm (1st lvl. Wiz) once per day
- May cast Know Alignment (2nd lvl. Cle) once per day
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Mah
(The Queen)
Intermediate Power, NG
| Portfolio: | Fertility, Abundance, Monarchy, Loyalty |
| Aliases: | None |
| Superior: | None |
| Allies: | Alkh, Akun |
| Foes: | Odda, Khun Kulun |
| Symbol: | Silver Tiara |
| Wor. Alignment: | LG, NG, CG |
Mah is the female god created by alkh to aid him at the leading of Khitai. She is the goddess of fertility and abundance, granting the food to all khitainas. Even along their poor and cold lands covered with tundra, plants are fertile because of Mah.
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| The Church |
CLERGY:
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Clerics, Specialty Priests, Rangers
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CLERGY ALIGN:
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Any Good
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TURN UNDEAD:
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C: yes
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CHARM UNDEAD:
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C: no
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All clerics and specialty priests of Mah receive religion as bonus non-weapon proficiency.
Dogma: The clergy of Mah believe that with abundance of food and water suplies, the happiness of the people is granted.
Major Centers of Worship: The church of Mah is present at all the Royal Cities of Khitai, having its center on the city of Urk-Hai.
Affiliated Orders: Mah has many orders along the lands, mostly on the farmlands of monarchy.
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Specialty priests (Landguards)
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Races Allowed:
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All
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Requirements:
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Wisdom 9, Charisma 13
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Prime Requisites:
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Wisdom, Charisma
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Alignment:
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Any Good
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Weapons:
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Any
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Armor:
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Limited to non-metal armors, no shield
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Major spheres:
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All, Animal, Creation, Healing, Guardian, Protection, Plant, Weather.
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Minor spheres:
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Elemental (All), Sun.
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Magic Items:
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Same as clerics
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Required proficiencies:
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Etiquette
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Bonus Proficiencies:
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Agriculture
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Special Abilities:
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- +2 reaction adjustment with non-hostile beings
- +4 to saves against poison
- +1 to his Agriculture proficiency per 5 levels (begins with +0)
- Cast all spells dealing with the creation or purification of water and food as 3 levels higher.
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Odda
(The Ruler of Shadows)
Greater Power, CN
| Portfolio: | Liberty, Freedom, Shadows, Chaos, Anarchy |
| Aliases: | None |
| Superior: | None |
| Allies: | None |
| Foes: | Alkh, Akun |
| Symbol: | Dark stone runes |
| Wor. Alignment: | CG, CN, CE |
Odda is the god of liberty, anarchy and chaos. He had been fighting the monarchy since the ancient times. He`s the founder of the Shadow Clans, and many shadow lords say that they received their powers direct from Odda himself. There are rumors who say that he live at the Khun-po Mountains yet this days...
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| The Church |
CLERGY:
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Clerics, Specialty Priests, Rangers
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CLERGY ALIGN:
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Any Chaotic
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TURN UNDEAD:
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C: yes
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CHARM UNDEAD:
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C: no
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All clerics and specialty priests of Odda receive religion as bonus non-weapon proficiency.
Dogma: The clergy of Odda believe that only with freedom and liberty the people of Khitai will have the opportunity to choose their own paths to live.
Major Centers of Worship: The church of Odda is hidden inside the Khun-po Mountains.
Affiliated Orders: Odda has many orders, known better as Shadow Clans.
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Specialty priests (Shadowlords)
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Races Allowed:
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Only khitaians (being best suited for NPCs)
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Requirements:
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Wisdom 16, Intelligence 17
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Prime Requisites:
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Wisdom, Intelligence
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Alignment:
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Any Chaotic
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Weapons:
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Any
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Armor:
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Limited to non-metal armors, no shield
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Major spheres:
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All, Astral, Charm, Combat, Necromantic, Summoning, Sun (reversed only).
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Minor spheres:
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Elemental (All), Protection.
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Magic Items:
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As per clerics and wizards
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Required proficiencies:
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Spellcraft
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Bonus Proficiencies:
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Blind-fighting
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Special Abilities:
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- -6 reaction adjustment with almost all other khitaians who are under monarchy
- May cast Wizard spells from the schools of Abjuration, Alteration (spells can only be cast on themselves), Conjuration/Summoning, Illusion/Phantasm, Invocation/Evocation and Necromancy as per Wizards at half of their levels.
- At 5th lvl., may cast Detect Scrying (4th lvl. Wiz) once per day
- At 9th lvl. Shadowlords gain total immunity to any kind of scrying spell cast by mortals
- At 15th lvl. Shadowlords are able to share his powers with other believers, loosing 1 point of Constitution and generating a Nightblade
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Akun
(The Prince of Wisdom)
Intermediate Power, N
| Portfolio: | Wisdom, Meditation, Enlightenment, Peace |
| Aliases: | The Lamah, The Son |
| Superior: | Alkh |
| Allies: | Mah |
| Foes: | Odda |
| Symbol: | A cross with each of the four elements on its edges |
| Wor. Alignment: | LG, LN, NG, TN, CG, CN |
Legends say that Akun was the thirty three of Alkh descendants, being the son of the King and the Queen Mah. Akun had a great infancy, being educated by the most wise khitaians of his epoch. Soon Akun was the most bright of the Alkh sons, but even then he never saw what was outside of the royal palace where he passed all his yet short life.
Then he planned to escape from the guards view during a celebration on the city outside, hoping to finally see all his brothers, which he believed to have the exact same life as he had so far inside the palace... He escaped, and saw the poor and the diseased, saw the vile and the innocent who were suffering with starvation and war... Akun never returned to the palace of his father, and begun to wander Khitai in the search for a answer to all that pain. Finally he found that the answer was hidden deep inside himself, and is exact that what he still teach for his clergy.
The Akunai, monks from the Yin Mountains, believe that Akun reincarnated many times over, and each of this reincarnations are called as The Lamah by his clergy...
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| The Church |
CLERGY:
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Clerics, Specialty Priests
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CLERGY ALIGN:
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Any non-Evil
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TURN UNDEAD:
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C: yes
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CHARM UNDEAD:
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C: no
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All clerics and specialty priests of Akun receive religion and heraldry as bonus non-weapon proficiencies.
Dogma: The clergy of Akun believe that meditation and peace is the key to found the inner nature of oneself, and then prepare to reach enlightenment.
Major Centers of Worship: The church of Akun is set at all the heights of the Yin Mountains.
Affiliated Orders: There are two unique orders: The pure (akunai) are isolated on the Yin Mountains and will rarely appear outside; The unpure (yinai) blend ancient martial techniques with the belief in Akun, and very often are seen on the Royal Cities. Take a look at the
Ways of Khitai for a better explanation of the Yinai.
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Specialty priests (Akunai "Wisdombringers")
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Races Allowed:
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Only Yinai (khitaians from the Yin Mountains)
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Requirements:
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Wisdom 15, Charisma 16
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Prime Requisites:
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Wisdom, Charisma
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Alignment:
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NG, TN
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Weapons:
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Limited to Bo Stick, Club, Staff, Sling, Staff sling and Tetsubo (khitaian polearm) only
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Armor:
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None
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Major spheres:
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All, Creation, Astral, Healing, Guardian, Protection, Divination, Elemental (All), Sun.
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Minor spheres:
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Animal, Plant, Summoning.
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Magic Items:
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Same as clerics
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Required proficiencies:
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None
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Bonus Proficiencies:
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Survival (Mountains)
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Special Abilities:
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- +3 reaction adjustment with non-hostile beings
- +4 to saves against charm and illusion based spells
- Immune to spells or spell-like powers cast by nightblades
- May cast Divination spells as per 3 levels higher
- May not intentionally kill any form of life (even including insects). If they do so, they will be subject to
loose all their powers for an undetermined period of time
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Khun Kulun
(The Black Scorpion)
Lesser Power, CE
| Portfolio: | Vileness, Poison, Destruction, Plague |
| Aliases: | None |
| Superior: | Odda |
| Allies: | Odda |
| Foes: | Alkh, Akun, Mah |
| Symbol: | A black scorpion |
| Wor. Alignment: | LE, NE, CE |
The Black Scorpion was once a powerful god, and fought endless battles against the forces of Alkh and Mah... Till the day that Haw-Matso-ju, a master samurai, finally killed Khun Kulun with his magical katana. Instead of vanishing forever, Kulun managed to cast a last spell and transformed his now weak life force into a deadly artifact known as The Ring of the Black Scorpion (see Items&Artifacts)
Now the small clergy who still worships Kulun is searching desperately for this lost ring, because they believe that a ritual could break it and free the vile Black Scorpion again. The shadow lords often aid in this search, because Odda thinks that Khun Kulun should be a great ally against Alkh when he get his liberty again...
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| The Church |
CLERGY:
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Clerics, Specialty Priests, Rangers
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CLERGY ALIGN:
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Any Evil
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TURN UNDEAD:
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C: yes
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CHARM UNDEAD:
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C: yes
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All clerics and specialty priests of Khun Kulun receive religion as bonus non-weapon proficiency.
Dogma: The clergy of Khun Kulun believe that those who are powerful and strong should rule above the weak and helpless. They want to bring monarchy down because they think that only the evil are adequate to rule.
Major Centers of Worship: The church of Khun Kulun has no more centers, only a few prayers still teach and convert the people to his cause.
Affiliated Orders: None.
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Specialty priests (Scorpionlords)
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Races Allowed:
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All
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Requirements:
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Wisdom 9, Constitution 15
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Prime Requisites:
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Wisdom, Constitution
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Alignment:
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Any Evil
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Weapons:
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Any
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Armor:
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Limited to non-metal armors
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Major spheres:
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All, Healing(reversed only), Combat, Necromantic, Summoning, Sun (reversed only).
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Minor spheres:
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Animal, Elemental(Earth).
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Magic Items:
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As clerics
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Required proficiencies:
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Herbalism
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Bonus Proficiencies:
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Brewing
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Special Abilities:
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- Have his Charisma lowed by 2 points permanently
- Infravision (60' feet)
- -1 to all rolls on sunlight
- +4 to saves against poison and disease
- Scorpions and Manscorpions will ignore a Scorpionlord unless attacked first
- At 8th lvl., may brew poisons as a Nightblade
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