TEXT: Temple Hegemony v3.5                                                                                                                                                  1
  Temple Hegemony
  Serving the need of the faithful in the Principality of Ulek
  The Principality of Ulek has a long religious tradition stretching back to the days before the establishment
  of the area as a nation. As the premier dwarven realm of the Flanaess, the Principality of Ulek serves as
  a bastion of the dwarven pantheon, all the while serving the spiritual needs of its many others inhabitants.
  The Temple Hegemony is a catchall term that refers to the collection of all faiths in the Principality of Ulek
  under the Office of the Bishopric and the Civic Temples. This includes all major and minor faiths of the
  realm, as well as all non-evil cults within the Principality of Ulek, since their worship is allowed by the Civic
  Temples.
  The Temple Hegemony metaorg document does not detail any of the individual faiths in the Principality of
  Ulek, serving instead as a general organization for those who do not follow any of the established
  churches, or are awaiting the creation of a detailed write-up of their church and faith.
  Organization
  The Office of the Bishopric regulates and keeps all records related to the various faiths represented
  throughout the realm. While all of the major, and most of the minor, faiths subscribe to the Office of the
  Bishopric, some faiths are too small in number or regional scope to require the Office's services. These
  faiths exist mainly as informal congregations in varied areas of the Principality of Ulek and are allowed to
  worship in the various Civic Temples. The Office of the Bishopric is quite tolerant, and as long as no laws
  are transgressed, and the worship of an evil faith is not promoted, people are left to seek whatever path
  to spirituality is best for them. With representation of different faiths in the entire Principality, the Temple
  Hegemony is able to serve the spiritual needs of Ulekians everywhere.
  Civic Temples
  Within the major cities of Gryrax, Havenhill, Eastpass and Thunderstrike a number of faiths have temples
  and houses of worship for the devout to visit, seek counsel, consult in matters of religious lore, or seek
  divine magic. Just as well, within the Temple Quarter of each city there stands a Civic Temple, a kind of
  common shrine built by the Office of the Bishopric to serve the needs of every devout whose faith is not
  represented within the walls of the city. The Civic Temple is maintained by donations, mostly from
  travelers and merchants seeking the promotion of their faith (and perhaps some prestige as well). The
  donations are kept by members of the Office of the Bishopric out of respect for all who would worship
  there, along with visiting clergy and volunteers who would one day like to see a temple to their deity in the
  city.
  Some faiths have temples all over the Principality of Ulek while others have representation in distinct
  provinces. All characters may worship any non-evil god in the Civic Temple if a temple to their specific
  deity is not present. In addition, if an actual temple for a faith has not been built within that particular city,
  lay worshipers and clergy of that faith may have the opportunity to help improve the Civic Temple or
  further the cause of constructing a church for their faith.
  Hierarchy
  The Temple Hegemony, and just about every single organized faith, divides its followers into two
  categories:
  
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  Lay worshippers are those that do not cast divine spells but wish to support their faith in the Principality of
  Ulek. Lay worshipers form the backbone of all the churches; these are the faithful followers who
  congregate to hear services, help build and maintain the temples, and provide a sense of community. Lay
  worshipers are people from all walks of life-farmers, craftsmen and artists, merchants and adventurers-
  bringing their particular trades and skills to the benefit of the faith and church.
  Clergy includes all clerics, druids, paladins, and rangers, as well as those in more specialized functions
  within the individual churches. Where lay worshipers are the backbone, the clergy serves as the head and
  heart of a faith; these are the men and women who have special connections to their gods and help
  spread their words and teachings to the general populace. They staff temples and churches all over the
  realm, serve as wandering missionaries, temple guards, ministers of the faith in the armed forces, and a
  range of more specialized tasks, all the while seeking to further the cause of the nation and their faith.
  Clerics and other divine spellcasters are not required to join their faith as Clergy, and may join as Lay
  Worshippers if they wish.
  Regional Sites
  As the political capital, Gryrax also serves as the religious capital for the Principality of Ulek. Housing the
  main seat of the Office of the Bishopric and the largest Civic Temple, Gryrax also boasts the main
  temples for a number of regional religions, all standing majestically in the Temple Quarter of the Old City,
  just northeast of Gryrax Castle. The Civic Temple of Gryrax stands in the middle of the quarter, a large
  three-storied circular edifice capped by a large dome of polished gray slate that houses shrines for all of
  the Principality of Ulek's major and minor faiths. Attached to the Civic Temple of Gryrax is the Bishopric
  Library, the largest repository of theological knowledge in the Principality of Ulek.
  Havenhill, as the old capital of the Principality of Ulek, also houses the main (or a highly important) temple
  for several of the dwarven faiths, as well as for the gnomish pantheon and some human deities. Its
  inherent connection to the Lortmils has made Havenhill the seat for most, if not all, religions dealing with
  mining, stonecraft and underground areas. Due also to its location on the border between the Principality
  of Ulek and the Disputed Territories, the city also serves as a nexus for armies on the move, and thus has
  developed the presence of warrior-faiths to serve the needs of these soldiers.
  Thunderstrike, the main post on the frontier between the Principality of Ulek and the Disputed Territories,
  and ancestral home of warriors, boasts the seat of a number of militant faiths, dwarven and otherwise. Its
  temples resemble fortified castles-and in fact all can act as such-and its clergy are as versed in divine lore
  as they are in martial arts.
  Eastpass enjoys a relative state of peace. Being neither the capital nor at the conflict's frontline has
  allowed the city to serve two important functions. It serves as a rest stop for groups on the move from the
  Lortmils and Gryrax, and also acts as a food supplier, the ample farming lands that surround Eastpass
  providing the grain necessary to feed the large armed forces during the current conflict. Eastpass serves
  as capital to the faithful of Phyton and Pelor, as well as to Yondalla and the halfling pantheon. Other faiths
  have secondary temples in the city, enjoying the relative tranquility the city offers as well as the brisk
  trade that occurs in this midpoint trading post between the mining of the Lortmils to the west and the
  maritime trade in Gryrax to the south.
  Towns and villages all over the Principality of Ulek have their distinct flavor when it comes to religion,
  though the major faiths are always likely to have some form of representation. Nevertheless, certain
  areas favor particular faiths over others. The southwestern corner of the Principality still shows a high
  reverence for Keoish religious traditions, and the worship of Heironeous, St. Cuthbert and Kord is
  especially strong. The central plains and woodlands, the foothills of the Lortmils, and especially the
  northern border between the Principality and County of Ulek, still show the presence of monolithic circles
  and sacred groves of the Old Faith. In contrast, the invaded eastern provinces show the influence and
  presence of the barbaric religious practices of the orcish and goblinoid pantheons, along with the
  veneration of gods of strength and hope by the slaves still trapped within, as well as the presence of the
  
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  enigmatic cult of the Earth Dragon.
  The Bishopric Library
  The Bishopric Library of Gryrax is a long, two-storied square structure built some two hundred years ago
  in an architectural mesh of native Ulekian and Keoish styles to house the important collection of books,
  scrolls, tablets and other theological material owned by the Office of the Bishopric. The collection covers
  a large range of topics, from the history of the peoples of the Flanaess and the great migrations, to the
  influence of religion and the various pantheons throughout history, to tracts relating to a multitude of
  faiths, both alive and dead. It also houses a small number of artifacts and archeological items found
  within the Principality of Ulek. The Bishopric Library's staff, a combination of sages and clergy of Boccob
  and Lydia (as well as, some say, Wee Jas), are always at hand to provide help to all users, being
  extremely knowledgeable in varied areas of knowledge as well as in the internal workings of the library. In
  addition to the Bishopric Library staff, all well trained in either divine or arcane magic, a number of wards
  help keep the Bishopric Library safe from humidity, fire, pests, and intruders.
  All interested individuals can gain limited access to some parts of the Library by paying a fee of 20 gold
  forges per visit. Library users are allowed only one visit per day, though they may use its services from
  dawn to dusk.
  Requirements
  Each tier’s requirements are built upon those of the ranks below, and costs are cumulative. Thus a cleric
  who joins as Clergy will need to meet all the requirements for both Lay Worshipper and Clergy. But when
  a Lay Worshipper advances to Clergy status mid year, he need pay only the additional costs of the Clergy
  (because he has already paid for all Lay Worshippers benefits that year). Annual costs must be paid for
  all qualifying ranks on the first AR of the new year.  Initial costs are paid only once. If at any time you fail
  to meet the requirements of your rank (through level loss or another tragedy) your rank will be reduced to
  the highest rank for which you qualify.
  Lay Worshippers
  • 
  Must be a citizen of the Principality of Ulek. (Must have had Principality of Ulek as home region for
  the past 52 Time Units. Characters created within the last year whose home region is the Principality
  of Ulek are also eligible.)
  • 
  Lay worshipers must spend 1 TU a year serving the needs of the church and the community.
  • 
  Lay worshipers must tithe to their temple 5% (round down) of all income.
  Clergy
  • 
  Clergy must spend an additional 3 TUs a year serving the needs of the church and the community.
  (total 4 TUs per year)
  • 
  Clergy must tithe to their temple an additional 5% (total 10%) of all income.
  • 
  Knowledge (Religion) skill 4 ranks.
  Benefits
  Lay Worshippers
  • 
  Character gains a +2 competence bonus to all Diplomacy checks when dealing with clergy of their
  own faith within the Principality of Ulek. Some religions have special relationships that may extend
  these bonuses, as noted in the individual descriptions of religions below.
  • 
  Character gains a +1 competence bonus to all Knowledge (Religion) checks pertaining to the
  character’s religion.
  • 
  5% discount on the cost of spell casts by clerics of the same faith. Money tithed may be used to pay
  for half of the cost of a spell.
  • 
  Access to the following magic item: Ring of Protection +2 (DMG)
  
  Temple Hegemony v3.5                                                                                                                                                  4
  Clergy
  • 
  All benefits of Lay Worshippers.
  • 
  Character gains an additional +1 competence bonus (total +3) to all Diplomacy checks when dealing
  with clergy and lay worshipers of the same faith within the Principality of Ulek. Some religions have
  special relationships that may extend these bonuses, as noted in the individual descriptions of
  religions below.
  • 
  The discount on the cost of spell casts by clerics of the same faith raises to 10%. Money tithed may
  be used pay for half of the cost of a spell.
  • 
  5% discount on the cost of spell casts by clerics under the auspices of the Office of the Bishopric (for
  clergy of a Major or Minor faith), or of another Cult (for clergy of a Cult faith). Some religions have
  special relationships that may extend these discounts, as noted in the individual descriptions of
  religions below. Money tithed may not be used pay for these spells.
  • 
  Access to all areas of the Bishopric Library in Gryrax, including the collection of important and rare
  books and documents pertaining to in-depth aspects of theology. A one-time donation of 300gp is
  required to help support the Library’s efforts.  Member usage of the library is then free and comes
  with the aid of assistants, and can be used up to a maximum of 3 visits per day. After at least two
  hours of study, this grants the user a +4 competence bonus on a single Knowledge (Religion) check
  pertaining to any one topic researched. Only one topic may be researched per visit.
  • 
  Access to any two of the following feats:
  Divine Cleansing (DoF)
  Divine Vigor (DoF)
  Divine Might (DoF)
  Empower Turning (DoF)
  Divine Resistance (DoF)
  Extra Smiting (DoF)
  Divine Shield (DoF)
  Heighten Turning (DoF)
  Divine Vengeance (DoF)
  Subdual Substitution (T&B)
  • 
  Access to the following spells:
  Burial Blessing (DoF)
  Sweet Water (DoF)
  Flame of Faith (DoF)
  Zeal (DoF)
  • 
  Access to purchase the following mundane items:
  Spruce Altar Case (DoF)
  Holy Text (A&E)
  Gold Holy Symbol (DoF)
  • 
  Access to purchase the following magic items:
  Wand of Cure Light Wounds (DMG)
  Periapt of Wisdom +4 (DMG)
  Strand of Prayer Beads, Lesser (DMG)
  Expansion of the Faith
  Because of its all-encompassing nature, the Temple Hegemony is, by necessity, nonspecific, and does
  not offer access to all the possible benefits it conceivably could. This is done on purpose. It is intended
  that each of the prominent faiths be individually detailed, thus expanding the gamut of options offered to
  the players and the campaign.
  As metaorgs for specific faiths become available, everything from membership requirements to benefits
  offered change to those specified in the new document. This means that once a faith is detailed it ceases
  to be covered by the generic Temple Hegemony and becomes its own metagame organization.
  Prospective new members of the specific faith must join the new metagame organization, and can no
  longer join the Temple Hegemony.
  Members of the particular faith who have joined through the Temple Hegemony up to that moment need
  to migrate to the new metagame organization as soon as they qualify.  Time spent in the Temple
  Hegemony does count towards any “time in rank” requirements that the new metagame organization may
  have.  If the new organization’s requirements cannot be immediately met, then the member has up to a
  year to meet the requirements of the new metagame organization.  If after a year the requirements have
  still not been met, then the character loses membership in the Temple Hegemony.
  The Office of the Bishopric has standardized the costs of clergy members casting spells.  Therefore all
  
  Temple Hegemony v3.5                                                                                                                                                  5
  characters in the Principality of Ulek use the same costs for NPCs casting spells on their behalf,
  regardless of whether the faith is part of the Civic Temples or not.  However, individual religious
  metagame organizations may offer further discounts to their members, or alternative methods of paying
  the costs.
  The task of detailing each of the prominent faiths (and perhaps some of the not-so-prominent ones) is
  one that will be left, for the most part, to the players of the region as an incentive to foster involvement
  with the campaign. Please contact the Triad for more information or if you wish to detail one of the various
  Principality of Ulek faiths.
  Religion in the Principality of Ulek
  Below you will find a list of the religions present in the Principality of Ulek, divided by Major, Minor and
  Cult categories. Note that all the faiths noted below constitute the Temple Hegemony, but not all are
  under the jurisdiction of the Office of the Bishopric.
  • 
  Major religions are the most represented all over the country, with temples in all major cities and a
  vast number of churches and shrines across the provinces.
  • 
  Minor religions are somewhat represented in the nation, mostly in particular regions or provinces with
  minor shrines in other areas.
  • 
  Cult religions are small and highly regionalized faiths serving the needs of a small group of
  worshipers. Cults are represented in all Civic Temples, and have only a permanent shrine at most,
  existing by and large as nomadic clergy spreading the word of their faith and serving the needs of
  those that follow.
  Town, region or province names in parenthesis after the name of a religion indicate where that faith has
  its capital or its strongest following. In the case of two or more listings, the first one represents where the
  faith's capital resides, with the rest being areas of especially high concentrations of follower.
  Major Religions
  • 
  Berronar Truesilver (Havenhill, Eastpass, Gryrax) 1
  • 
  Clangeddin (Gryrax, Thunderstrike)1
  • 
  Dugmaren Brightmantle (Gryrax) 1
  • 
  Dumathoin (Havenhill, Eastpass, Lortmil Hills)1
  • 
  Ehlonna (Thunderstrike, Special) 2
  • 
  Fharlanghn (Gryrax, Eastpass)
  • 
  Gendwar Argrim (Special) 3
  • 
  Lydia (Gryrax)
  • 
  Moradin (Gryrax, Havenhill) 1
  • 
  Muamman Duathal (Gryrax, Havenhill) 1
  • 
  Norebo (Gryrax)
  • 
  Olidammara (Gryrax, Eastpass)
  • 
  Osprem (Gryrax)
  • 
  Phyton (Eastpass)
  • 
  St. Cuthbert (Gryrax, Havenhill, Thunderstrike)
  • 
  Ulaa (Havenhill, Lortmil Hills)
  • 
  Vergadain (Gryrax) 1
  Minor Religions
  • 
  Garl Glittergold and the Gnomish Pantheon (Havenhill, Lortmil Hills)
  • 
  Heironeous (Havenhill, Gryrax)
  • 
  Kord (Thunderstrike, Gryrax)
  • 
  Pelor (Eastpass, Gryrax)
  • 
  Yondalla and the Halfling Pantheon (Eastpass, Gryrax)
  
  Temple Hegemony v3.5                                                                                                                                                  6
  Cult Religions
  • 
  Boccob (Gyrax) 4
  • 
  Corellon Larethian and the Elven Pantheon (Special) 5
  • 
  Fortubo (Havenhill)
  • 
  Nazarn (Special) 6
  • 
  Obad-Hai (Special) 7
  • 
  Tritherion (Thunderstrike)
  • 
  Wee Jas (Gyrax, Special) 8
  • 
  All other faiths
  Notes on Religions
  1 Clergy of the Dwarven Pantheon enjoy good relations with each other. All bonuses and discounts apply
  to all faiths of the dwarven pantheon.
  2 Ehlonna's clergy does not have a formal seat of power. While they do have temples in all major cities,
  the majority of the clergy is nomadic, wandering about the Principality of Ulek's plains and light forests.
  Due to its proximity to the Suss Forest, Thunderstrike has the largest concentration of urban Ehlonnans,
  though they do not consider this to be their faith's capital in the Principality of Ulek. Eastpass, with its
  large farming community, has the second largest group. Ehlonna's clergy has good relations with the
  followers of Corellon Larethian and the elven gods, with whom they sometimes share wayside shrines.
  Clergy of Ehlonna gain all bonuses and discounts to spell casts from the clergy of Corellon and the elven
  gods, and viceversa.
  3 Even though this Hero-God belongs to the realmwide venerated dwarven pantheon, his worship is
  neither as far-reaching nor as traditional. The worship of Gendwar has grown in strength and notice only
  in the last five years, since the occupation of the eastern provinces by the Pomarj. Even so, its members
  are few in comparison, mostly warriors obsessed with the recovery of the invaded lands. Almost all
  followers of this Hero-God reside in Havenhill, Thunderstrike,
  or in towns all along the Jewel River, close to the border between the Disputed Territories and the
  Principality of Ulek. Worship of Gendwar is considered a Cult for purposes of bonuses and discounts.
  4 The Civic Temple of Gryrax has a prominent shrine to the god of magic, mostly for traveling arcanists,
  though native wizards and spellcasters also venerate there. All other Civic Temples serve the needs of
  followers of Boccob in a more nonspecific fashion. Organizations of arcane spellcasters, sages and lovers
  of knowledge, as well as libraries both mundane and magical, all pay passing homage to Boccob in
  whatever way they find most appropriate.
  5 The leader of the Seldarine, or elven gods, is venerated in the Principality by the small number of both
  resident and visiting elves from other lands. Given the general feeling held against elves in the
  Principality, it is no surprise to find no shrine or temple to Corellon or the elven pantheon. Instead the
  clergy is nomadic, serving the needs of elves everywhere. Clerics of Corellon and the Seldarine have
  good relations with the clergy of Ehlonna, with whom they sometimes share wayside shrines. Clergy of
  Corellon gain all bonuses and discounts to spell casts from the clergy of Ehlonna and viceversa.
  6 The cult of Nazarn in the Principality is a strange and highly concentrated one. Worship of this
  gladiatorial half-orc Hero-God is circumscribed to the border areas between the Principality of Ulek and
  the Disputed Territories. This areas holds a large number of the native Ulekian half-orcs who are currently
  fighting for their nation in spite of the generally held stereotypes and the widespread disdain held for
  members of this race. Both clergy (the handful of them) and followers are warriors of one kind or another,
  almost all of them half-orcs though there have been a few humans attracted to the teachings of the Hero-
  God. Nazarnites despise wanton wildness above all, preferring to follow exacting and rigorous rules of
  combat learned from the teachings of Nazarn. Whether this group will have any effect in improving the
  opinion of half-orcs in the Principality remains to be seen. Most Nazarnites are quick to point that whether
  that happens or not is irrelevant, as long as they produce a change within themselves and can inspire
  
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  more half-orcs to rise above the hatred and the stereotypes.
  7 Due to the unfriendly rivalry between Obad-Hai and Ehlonna or Phyton, followers of this god of nature
  find it better not to have any formal center of worship and to keep a low profile. Clergy travel the
  countryside, furthering their ethos and servicing nature in general, while trying not to draw much attention
  to themselves. Though not openly hostile when faced with clergy of Ehlonna or Phyton, they nonetheless
  seek to avoid such encounters if at all possible.
  8 Followers of this controversial deity most often chose to remain anonymous for protection. While her
  portfolio includes magic, most people associate Wee Jas only with her aspect as goddess of death, and
  react in fear and various levels of hostility. Those few clergy that chose to be open about their devotion
  know full well the price they must pay. Wee Jas has no formal representation in the Principality of Ulek at
  all, though clergy and followers use the Civic Temple for their needs. As long as the followers of this
  goddess do not draw attention to themselves and keep a low profile, most people are willing to ignore the
  situation.
  Credits:
  Original version:
  Daniel M. Perez
  Revised version: 
  Terry Duchastel
  Additional Design and Editing:
  PoU Metagaming Committee
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Ulek/Temple Hegemony v3-5.pdf