The Land of Al-Madinah
Clerics and priests are magic users of a different variety. They channel magic through their faith in the gods. The magic they wield is a blessing directly from powerful deities. They can unlock powerful magics, but with less flexibility than mages. It is less costly for priests and they are not required to sacrifice a portion of their lives. But woe be any priest that goes against their gods desires.
Priestly magic in society
Priests are an integral part of city life. They perform various public services, such as healing, administration, bureaucracy and public management. They are also the route to communication with the gods. They perform regular religious rituals.
Priests are generally respected and revered by common folk. They can also strike fear and awe in the general public. Priests of different gods perform different roles and the roles they fulfill in society differ from city to city.
Magic is based on the core GURPS magic rules. It is recommended that the players make reference to GURPS Magic and GURPS Thaumatology.
Priestly magic has the following rules:
- Use power investiture in place of magery.
- Priest magic is based off the ritual magic system. The priest must learn a Ritual Magic Skill (IQ/ VH). Each Path of Magic is a VH skill that defaults off Ritual Magic at-6. The Priest knows all spells in the Path as techniques. The skills and prerequisite limits for each Path are driven by the god followed.
- Clerical magic uses the threshold rules in GURPS Thaumatology rather than the normal FP system. The threshold is 30 with a recovery of 8 points per day, provided the priest has a night of rest and performs prayers and rituals.
- Clerical Calamity Table – note the detailed table is visible to the GM only.
Recommended advantages, disadvantages and skills:
- Power investiture.
- Clerical investment, allies, patrons
- Strong vows, sense of duty
- Healing, bureaucracy, administration, religious rituals, lore and history skills
- Additional languages
- These are covered in more detail by each god below.
Paths of magic and deity specific guidance
These are driven by the deity followed:
Priests of Amott-Nim – Clerics of entropy
Priests of Arakhu – Clerics of the dunes
Priests of Assoros – Clerics of the storm
Priests of Aya – Clerics of the harvest
Priests of Bela-Sunat – Clerics of life
Priests of Bel-Sarra – Clerics of the sun
Priests of Daon – Clerics of knowledge
Priests of Eresh-Kigal – Clerics of the dead
Priests of Illinos – Clerics of the sea
Priests of Kir-Shem – Clerics of battle
Priests of Phas-Bel – Clerics of justice
Priests of Taauth – Clerics of change
Priests of Ana-Gishu – Clerics of the moon
Priests of Bau – Clerics of fertility
Priests of Iltani – Clerics of verdancy
Priests of Kishar – Clerics of beer
Priests of Melech – Clerics of the forge
Priests of Omarosa – Clerics of the river
Priests of Sardan – Clerics of trade
Priests of Shar-Kali – Clerics of dreams
Priests of Shub-Ad – Clerics of shadows
Priests of Zaidu – Clerics of the hunt
|Deities – Summary|