Clerics
"I never miss my mark," the killer hissed at her, "how are you not at all harmed?"
"Faith is my shield," the priestess replied fearless, "care to waste anymore bullets?"
"Faith is my shield," the priestess replied fearless, "care to waste anymore bullets?"
Prayers are heard throughout the course of time by the Ancient Gods, those that are beyond the understanding of mortals. Their mysteries have always been seen as either miracles or tragedies, and there are those that would dare hold steadfast to the beliefs of the gods, and cling to one of the strongest weapons mortals have ever known: Faith. There are those that wield their faith like blazing blades of righteousness. These chosen people are called Clerics. They decipher the will of the Gods, and spread their teachings to the mass. The Gods ask for worship, and in return they grant miracles and power. A Cleric channels the divine prayers of their God and unleashes their righteous wrath upon their foes.
Welcome to the Clerics division of Meztrailov. The Purpose of the Cleric’s division of the Kingdom of Meztrailov is to support the morale of the people and spread the divine message of their God or Goddess. There are a wide variety of religions within the In Character environment and a wide variety of diverse prayers for a cleric to learn.
Welcome to the Clerics division of Meztrailov. The Purpose of the Cleric’s division of the Kingdom of Meztrailov is to support the morale of the people and spread the divine message of their God or Goddess. There are a wide variety of religions within the In Character environment and a wide variety of diverse prayers for a cleric to learn.
Overview
Becoming a Cleric
You've started your journey, and now here you are, preparing yourself for the life of a member of an organized religion. But wait, you just got here and don’t know what to do! Don’t worry, that’s taken care of.
The Faith of a Cleric is well known. Though they follow many different Deities, their faith in their God/dess is still the same. Declaring devotion to a Deity is not all it takes to be a Cleric. Time, learning, and strong faith in ones service is also needed to become a follower and teacher of the Cleric's Deity.
The Deities are many just as their followers are. They may number from just a small few to a great many dependent on how well known and loved the Deity is. No matter what, a Cleric always has a place among other Clerics.
Starting Equipment
The Beginner Cleric Gets the following starting Equipment.
Apprentice Robes
Slot: Body
Description: These are basic cloth robes that are typical of any apprentice.
Apprentice Reliquary**
Slot: Accessory (focus)
Description: A basic religious focus offering favor and worship to the Cleric’s chosen deity.
Effect: While prayers can be activated without a focus item, using one helps to boost the success of the prayer.
The Apprentice Cleric has the choice of either the Apprentice Rod or Apprentice Staff.
Apprentice Rod
Slot: One Handed
Description: This is a basic rod with basic religious symbols.
Apprentice Staff
Slot: Two Handed
Description: This is a basic staff with basic religious symbols.
Cleric Equipment Proficiencies
Because the Gods will not always answer the prayers of their faithful, the Clerics are trained in physical combat as well. The following is a list of weapons and armor that Clerics are known to wield and wear:
Weapons
a. Staff
b. Rod
c. Flail
d. Warhammer
e. Club
Armor
a. Leather
b. Plate
c. Mithril
Also available to a Cleric are special blessed weaponry and armor, as well as the proficients a cleric will receive with each type of weapon and armor.
You've started your journey, and now here you are, preparing yourself for the life of a member of an organized religion. But wait, you just got here and don’t know what to do! Don’t worry, that’s taken care of.
The Faith of a Cleric is well known. Though they follow many different Deities, their faith in their God/dess is still the same. Declaring devotion to a Deity is not all it takes to be a Cleric. Time, learning, and strong faith in ones service is also needed to become a follower and teacher of the Cleric's Deity.
The Deities are many just as their followers are. They may number from just a small few to a great many dependent on how well known and loved the Deity is. No matter what, a Cleric always has a place among other Clerics.
Starting Equipment
The Beginner Cleric Gets the following starting Equipment.
Apprentice Robes
Slot: Body
Description: These are basic cloth robes that are typical of any apprentice.
Apprentice Reliquary**
Slot: Accessory (focus)
Description: A basic religious focus offering favor and worship to the Cleric’s chosen deity.
Effect: While prayers can be activated without a focus item, using one helps to boost the success of the prayer.
The Apprentice Cleric has the choice of either the Apprentice Rod or Apprentice Staff.
Apprentice Rod
Slot: One Handed
Description: This is a basic rod with basic religious symbols.
Apprentice Staff
Slot: Two Handed
Description: This is a basic staff with basic religious symbols.
Cleric Equipment Proficiencies
Because the Gods will not always answer the prayers of their faithful, the Clerics are trained in physical combat as well. The following is a list of weapons and armor that Clerics are known to wield and wear:
Weapons
a. Staff
b. Rod
c. Flail
d. Warhammer
e. Club
Armor
a. Leather
b. Plate
c. Mithril
Also available to a Cleric are special blessed weaponry and armor, as well as the proficients a cleric will receive with each type of weapon and armor.
Faith Ranking System
While there are many Clerics in the Empire, there are ranks to go along with those in training to become members of the devout. These ranks among the clerics are not only to help keep track of how many are learning to become Clerics, but it is also to help the Clerics in training, and their teachers, know what it is that level Cleric in training is supposed to know at that point in time. As well as what they can already do.
Level - Rank - [Experience]
Level - Rank - [Experience]
- Apprentice
- Acolyte
- Deacon
- Priest/ess
- High Priest/ess
- Cleric
- High Cleric
- Master Cleric
How Rank Increase is Awarded
Cleric Task Difficulty
Please note that this chart reflects only the basic of ideas for the use of the tasks.
When casting a Cleric Prayer the cleric will require a successful casting time depending on the level of the prayer in question. How Cleric Prayers work and break down will be explained in the forum section Cleric Prayers.
- Attend hosted storylines as a Cleric (experience is rewarded at the end of a session for assignment).
- Put in Study Time (On the Clerics Temple Training Section of the Forums. Minimum of 150 Words required.)
- Correct use of Cleric Abilities in the given situation. (Must be logged.)
- Fully perform the functions of a cleric in your everyday activities.
- Extra Services
Cleric Task Difficulty
Please note that this chart reflects only the basic of ideas for the use of the tasks.
- Easy Task
- Medium Task
- Hard Task
- Expert Task
When casting a Cleric Prayer the cleric will require a successful casting time depending on the level of the prayer in question. How Cleric Prayers work and break down will be explained in the forum section Cleric Prayers.
Blessings
When blessing an item, a word count plus deras paid for by the commissioned party are factored into the blessing of an item. Blessing an item purifies the item and imbues it with the power of the Cleric's chosen deity.
Please Note the Following
Apprentice & Acolyte
Capabilities: Basic Weapon/Armor/Accessories.
Requirements for Successful Blessing: 200 Words and 50 Deras.
Effect: Maximum of one Blessings on the item [approved by the Master Cleric and the DM]
Deacon & Priest/ess
Capabilities: Basic and Novice Crafted Armor/Advanced Weapons/Accessories.
Requirements for a Successful Blessing: 400 words and 150 Deras.
Effect: Maximum of two Blessings on the item [approved by the Master Cleric and the DM]
High Priest/ess
Capabilities: Basic, Novice, and Intermediate Crafted Armor/Advanced Weapons/Accessories.
Requirements for a Successful Blessing: 600 words and 350 Deras.
Effect: Maximum of two Blessings on the item [approved by the Master Cleric and the DM]
Cleric
Capabilities: Basic, Novice, Intermediate, and Journeyman Crafted Armor/Advanced Weapons/Accessories.
Requirements for a Successful Blessing: 800 words and 550 Deras.
Effect: Maximum of three Blessings on the item [approved by the Master Cleric and the DM]
High Cleric
Capabilities: Basic, Novice, Intermediate, Journeyman, and Master Crafted Armor/Advanced Weapons/Accessories.
Requirements for a Successful Blessing: 1,200 words and 750 Deras.
Effect: Maximum of three Blessings on the item [approved by the Master Cleric and the DM]
Master Cleric
Capabilities: All Lower Ranks of Crafted Armor and Legendary Crafted Armor/Advanced Weapons/Accessories.
Requirements for a Successful Blessing: 2,000 words and 1,500 Deras.
Effect: Maximum of four Blessings on the item [approved by the Master Cleric and the DM]
Please Note the Following
- All attempts of blessing may be done on the forums, through email, or even in private and public rooms if you really want to sit there and count the number of words (we suggest using notepad, MS Word, or Open Office to track word counts).
- Anything less than the word count will be considered a failed blessing attempt, even if it is missed by only one word.
- When blessing an item, you may only bless any item as high as your current cleric rank. You must also declare if the blessing is holy or unholy.
- Posts for blessing can be posted on the message boards section of the Forums or emailed directly to [email protected].
- If you choose to bless an enchanted item, the blessing will overwrite one (1) enchantment on the item. If you enchant a blessed item, the number of enchantments on the item reduces by one (1).
- Blessed weapons deliver aggravated damage and therefore requires a healing afterward to close the wounds regardless of your alignment.
- Holy blessed weapons cause double damage to evil alignments. Unholy blessed weapons cause double damage to good alignments.
Apprentice & Acolyte
Capabilities: Basic Weapon/Armor/Accessories.
Requirements for Successful Blessing: 200 Words and 50 Deras.
Effect: Maximum of one Blessings on the item [approved by the Master Cleric and the DM]
Deacon & Priest/ess
Capabilities: Basic and Novice Crafted Armor/Advanced Weapons/Accessories.
Requirements for a Successful Blessing: 400 words and 150 Deras.
Effect: Maximum of two Blessings on the item [approved by the Master Cleric and the DM]
High Priest/ess
Capabilities: Basic, Novice, and Intermediate Crafted Armor/Advanced Weapons/Accessories.
Requirements for a Successful Blessing: 600 words and 350 Deras.
Effect: Maximum of two Blessings on the item [approved by the Master Cleric and the DM]
Cleric
Capabilities: Basic, Novice, Intermediate, and Journeyman Crafted Armor/Advanced Weapons/Accessories.
Requirements for a Successful Blessing: 800 words and 550 Deras.
Effect: Maximum of three Blessings on the item [approved by the Master Cleric and the DM]
High Cleric
Capabilities: Basic, Novice, Intermediate, Journeyman, and Master Crafted Armor/Advanced Weapons/Accessories.
Requirements for a Successful Blessing: 1,200 words and 750 Deras.
Effect: Maximum of three Blessings on the item [approved by the Master Cleric and the DM]
Master Cleric
Capabilities: All Lower Ranks of Crafted Armor and Legendary Crafted Armor/Advanced Weapons/Accessories.
Requirements for a Successful Blessing: 2,000 words and 1,500 Deras.
Effect: Maximum of four Blessings on the item [approved by the Master Cleric and the DM]
Exorcisms
The purpose of an exorcism is to banish a spirit or entity from
the body of someone who is possessed. Exorcisms are a very taxing ritual and
are NOT always guaranteed to work. The following breakdown is how exorcisms
will work as well as the cost to be paid to the Clerics:
Lesser Entity:
Cost: 2,000 Deras
Rank Required: Deacon
Entity:
Cost: 5,000 Deras
Rank Required: High Priest/ess
Greater Entity:
10 Resistance
Cost: 15,000 Deras
Note: A Failed Check can result in the death and possession of the Cleric. The exorcism of a Great Entity is generally the banishing of Demi-Gods, Gods/Goddesses, Primal Forces, Spirits from the Pit, ETC.
Lesser Entity:
Cost: 2,000 Deras
Rank Required: Deacon
Entity:
Cost: 5,000 Deras
Rank Required: High Priest/ess
Greater Entity:
10 Resistance
Cost: 15,000 Deras
Note: A Failed Check can result in the death and possession of the Cleric. The exorcism of a Great Entity is generally the banishing of Demi-Gods, Gods/Goddesses, Primal Forces, Spirits from the Pit, ETC.
Resurrections
Resurrecting a character is the bringing back of the character and restoring the characters to life. This process has obvious advantages. However there are certain disadvantages to being resurrected.
First Resurrection: 2,500 Deras and a gain of Lunacy manifestation [must roll on the Lunacy chart]
Second Resurrection: 16,000 Deras and a gain of Lunacy [must roll on the Lunacy chart]
Third Resurrection: 120,000 Deras and a gain of Lunacy [must roll on the Lunacy chart]
Please Note: To maintain realism, there is a limit of three (3) resurrections per character. Logically, the mortal mind can only take seeing the other side or afterlife so many times before it snaps completely. Also, in the case of a resurrection, the effects of Lunacy do stack on other manifestations a character may already have, or gain after the resurrection. If a manifestation of Lunacy happens before death, the effect from resurrection overwrites the previous manifestation.
- Combatant's strength is reduced for a full 24 hours.
- HP is low for a full 24 hours.
- Character is too weak to be considered strong enough to carry weaponry, but roleplay is not hindered.
- All abilities and spells requires more exertion to be used.
- All characters are susceptible to more damage from their weaknesses if applicable.
First Resurrection: 2,500 Deras and a gain of Lunacy manifestation [must roll on the Lunacy chart]
Second Resurrection: 16,000 Deras and a gain of Lunacy [must roll on the Lunacy chart]
Third Resurrection: 120,000 Deras and a gain of Lunacy [must roll on the Lunacy chart]
Please Note: To maintain realism, there is a limit of three (3) resurrections per character. Logically, the mortal mind can only take seeing the other side or afterlife so many times before it snaps completely. Also, in the case of a resurrection, the effects of Lunacy do stack on other manifestations a character may already have, or gain after the resurrection. If a manifestation of Lunacy happens before death, the effect from resurrection overwrites the previous manifestation.
Curing Lunacy & Torment
It is a Cleric’s job to tend to the spiritual needs as much as the physical in certain extreme cases. In the cases of Lunacy and Torment, there are things that a Cleric can do. To see more on Torment & Lunacy, please refer to the charter here for a deeper explanation: Torment and Lunacy.
Torment
Torment represents the terrible and horrible elements that you’ve been exposed to, such as creatures like Demons, or even the evil Druada. Perhaps your character has been captured and started to be indoctrinated into their captors culture and they’ve been tormented. Torment in Meztrailov is not just used as a physical explanation, but also a spiritual and psychological. The more torment exposure your character accrues, the higher the likelihood that they have been corrupted or tormented in some way. The higher the exposure, the more dangerous.
Lunacy
There are just some things that the mortal mind is not equipped to handle. These things can drive an individual mad. Whether it’s the endless conflict of war, not knowing when you’ll die, or whether or not the Knights and the Imperial Army have apprehended the serial killer and child molester that’s free. Lunacy measures the paranoia and psychosis the PC suffers from, as these are things that break the mind, that show how damaged a mind really is.
A cleric can do a few things to remove torment or lunacy from a character:
Torment
Torment represents the terrible and horrible elements that you’ve been exposed to, such as creatures like Demons, or even the evil Druada. Perhaps your character has been captured and started to be indoctrinated into their captors culture and they’ve been tormented. Torment in Meztrailov is not just used as a physical explanation, but also a spiritual and psychological. The more torment exposure your character accrues, the higher the likelihood that they have been corrupted or tormented in some way. The higher the exposure, the more dangerous.
Lunacy
There are just some things that the mortal mind is not equipped to handle. These things can drive an individual mad. Whether it’s the endless conflict of war, not knowing when you’ll die, or whether or not the Knights and the Imperial Army have apprehended the serial killer and child molester that’s free. Lunacy measures the paranoia and psychosis the PC suffers from, as these are things that break the mind, that show how damaged a mind really is.
A cleric can do a few things to remove torment or lunacy from a character:
- The Cleric can make a series of prayers. The number of exposure times the character has accumulated in Torment or Lunacy will determine the difficulty of the cleansing.
- The Cleric and the afflicted PC may interact on the message boards with a minimum posting of 500 words, for a total of 10 posts to remove 1 Exposure of Torment or Lunacy.
- Please note that the Cleric must choose if they are curing torment or lunacy, as to cure both at the same time will double the requirements.
Torment
1-10 Exposure times
11-20 Exposure Times 21-50 Exposure Times 50-75 Exposure Times 76-99 Exposure Times 100 Exposure Times |
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Lunacy Manifestation
No manifestation
One Manifestation Two Manifestations Three Manifestations Four Manifestations Permanent Confinement and or Terminations |