Sacred Orders of Atharill

Sabanis (Undead Slayer)

Alignment: Any Good
Minimum Ability Scores: Wisdom 9. Wisdom 16 means +10% experience
Races: Humans, dwarves, half-elves, gnomes, halflings
Proficiencies: Nonweapon Proficiencies Required: Religion. Non-weapon Proficiencies Recommended: Reading/Writing. Weapon Proficiencies Required: None. Nonweapon Proficiency Group Crossovers: Priest, General
Armor: All
Weapons: Blunt weapons only
Major Spheres: All, Combat, Healing, Protection, Guardian
Minor Spheres: Divination, Elemental, Weather, Sun
Powers: Priest of Sabanis receive a +2 saving throw against any special attacks made by undead, including spells and magical items. At 5th level: Turn Undead (same as the Cleric ability)
Followers: The followers are received at 9th level, and consist of three 3rd-level priests and six 1st-level priests of the same order, plus five 3rd-level fighters who act as guards. The priest may take the following on adventures: Three priests (only one of which may be third-level) and two fighters of his choice. The priesthood will pay for half of the cost of stronghold construction at 9th level.
Sacred Animal: Silver Owl

Imryna (Scharr Elves, Mountains)

Alignment: Neutral Good
Minimum Ability Scores: Wisdom 12. Wisdom 16 means +10% experience
Races: Scharr Elves
Proficiencies: Restricted by Scharr Elf limitations
Armor: All non-metal armor
Weapons: Bows (all), dagger/dirk, javelin, knife, quarterstaff, sword/short, sword/long
Major Spheres: All, Plant, Animal
Minor Spheres: Healing, Sun
Powers: Incite Berserker Rage (as per the Designing Faiths chapter). Inspire Fear (as per the Designing Faiths chapter). Soothing Word (as per the Designing Faiths chapter). At 5th level: Laying On of Hands (same as the Paladin ability). At 8th level: Turn Undead (same as the Cleric ability)
Followers: One fifth-level priest, one third-level priest, and two first-level priests of the same order; two fifth-level elf-fighters who act as bodyguards; and ten first-level elf-fighters, each with a Nonweapon Proficiency appropriate to the temple (animal lore, bowyer/fletcher, hunting, set snares, and tracking especially). The priest may take the following on adventures: Two priests and two first-level fighters of his choice, and his fifth-level bodyguards.
Sacred Color: Blue

Nidrahat (Nature)

Alignment: Neutral Good
Minimum Ability Scores: Wis 9, 16+ means +10% XP
Races: Humans, dwarves, gnomes, halflings, half-elves
Proficiencies: Nonweapon Proficiencies Required: Agriculture. Nonweapon Proficiencies Recommended: Animal Handling, Fire-building, Fishing, Weather Sense, Healing, Herbalism, Reading/Writing, Religion. Weapon Proficiencies Required: None. Nonweapon Proficiency Group Crossovers: Priest, General
Armor: All
Weapons: Club, Scythe, Sickle
Major Spheres: All, Animal, Elemental, Plant, Protection
Minor Spheres: Divination, Healing, Sun, Weather
Powers: Analysis, Identification (as per the Designing Faiths chapter): The priest has no special detection powers, but when he sees a plant or animal he can identify its species and whether or not it is normal for this area. He can only identify non-magical animals and plants; those with any magical powers, including breath weapons, are beyond his power. Turn Undead (same as the Cleric ability). At 5th level: Inspire Fear (as per the Designing Faiths chapter). At 8th level: Shapechanging (as per the Designing Faiths chapter); the DM can decide whether the priest can turn into one animal or three, and what species he may turn into. He may opt to let the player make that choice.
Followers: The followers are received at 8th level, and consist of one fifth-level priest, three third-level priests, and six first-level priests of the same order, plus two third-level rangers and four first-level rangers to act as guards. The priest may take the following on adventures: Two priests and two rangers of his choice. The priesthood will pay for half of the cost of stronghold construction at 8th level.
Sacred Animal: Stag

Whaythrad – See Whaythrad, the Order of

Sukang (Ildrissor Native)

Alignment: Neutral Good
Minimum Ability Scores: Wisdom 9. Wisdom 16 means +10% experience
Races: Humans, Half-Elves, Gnomes, Halflings, native to Ildrissor and with mixed blood from the native peoples of Ildrissor
Proficiencies: Nonweapon Proficiencies Required: Herbalism. Non-weapon Proficiencies Recommended: Agriculture, Reading/Writing, Religion, Mountaineering, Survival, Tracking. Weapon Proficiencies Required: None. Nonweapon Proficiency Group Crossovers: Priest, General, Warrior
Armor: No armor; all wooden shields
Weapons: Club, quarterstaff, scythe, sickle
Major Spheres: All, Divination, Healing, Plant, Protection, Summoning, Weather
Minor Spheres: Animal, Combat, Creation, Guardian, Sun
Powers: Analysis, Identification (as per the Designing Faiths chapter); the priest can identify plants of any sort with perfect accuracy. Defiance of Obstacle (as per the Designing Faiths chapter); the priest can pass through overgrown areas like the druid, but can do so at 1st level
Followers: The followers are received at 8th level, and consist of one fifth-level priest, three third-level priests, and sixteen first-level priests of the same order. The priest may take the following on adventures: Two priests of his choice. The priesthood will pay for half of the cost of stronghold construction at 8th level.

Sacred Orders of Atharill

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