TEXT: Church of Bralm 
   
  Symbol: Priests usually wear the holy 
  symbol of Bralm.  
  Background, Goals, and Dreams: 
  Bralm was a relatively obscure religion in 
  Idee and held little appeal to the common 
  people. 
  This 
  changed 
  during 
  the 
  occupation when clerics of Bralm were placed in charge of 
  labor camps and tasked with education for that part of the 
  population which was deemed "suitably receptive" to ideals of 
  Shar. As a Scarlet Brotherhood religious organization, they 
  were also destroyed by Ahlissan armies. 
  In 596 CY, for reasons unknown, House Arxx allowed an 
  establishment of temple to Shar Hesiyev. A Suel woman 
  Hekalra Van (LN female human Clr7), who had been released 
  from labor camps few years earlier became the high priestess 
  of the church in Naerie.  
  At the moment, the church is re-establishing some order to 
  Shar Hesiyev and trying to make it better place to live. The 
  dogma it spreads among the Scarlet Brotherhood members 
  appears to be a simple "adapt and survive". Currently it 
  appears that Scarlet Brotherhood members are receptive to 
  this church but it remains to be seen if this interest spreads 
  elsewhere. 
  Enemies and Allies: As Bralm is widely associated with 
  Scarlet Brotherhood, it is no surprise that large number of 
  citizens loathe the temple in Shar Hesiyev. Naturally, 
  worshippers of Trithereon are sworn enemies of Bralm. Other 
  Suel churches keep their distance to this church for now, 
  waiting to see how it develops.  
  Members: Due to it's nature, church of Bralm accepts 
  worshippers from very limited segment of population, mainly 
  those who were once members of Scarlet Brotherhood. Non-
  Suel can also join but they must prove their willingness to 
  learn the ways of Bralm. 
  • 
  Home Region: The Principality of Naerie. 
  • 
  Race: Human. 
  • 
  Skills: Concentration 1 rank, Knowledge (nature) 1 
  rank, Knowledge (religion) 2 rank. 
  • 
  Languages: Ancient Suel or Rasol. 
  • 
  Time Units: 2 to join. 
  • 
  Alignment: LN, N, NG 
  The requirements to maintain this membership are: 
  • 
  Affiliation level 1-3: 2 TU per year. 
  • 
  Affiliation level 4-10: 5 TU per year. 
  • 
  Affiliation level 11-20: 10 TU per year. 
  • 
  Affiliation level 21-29: 15 TU per year. 
  Secrets: The church is actually controlled by House Arxx, 
  who want to use the church to preach to the former 
  Brotherhood members about need to adapt to life in Naerie. 
  In the end they hope to eliminate threat of rebellion and also 
  gain access to some of the secrets of Scarlet Brotherhood. 
  Type: Temple 
  Size: 4 (Shar Hesiyev & immediate surroundings). 
  Current Affiliation Score: ___________ 
   
   
   
   
  Criterion 
  Affiliation 
  Score 
  Modifier 
  +½ PC’s level1 
  +½ PC’s level1 
  Cleric or favoured soul of Bralm, Druid 
  +1/level1 
  LN alignment 
  +11 
  Levels as Geomancer 
  +22 
  5 or more ranks in Knowledge (religion) 
  +1 
  5 or more ranks in Profession (farmer) 
  +1 
  5 or more ranks in Knowledge (nature) 
  +1 
  Endurance feat 
  +1 
  Leadership feat 
  +1 
  Community or Law domain 
  +1 
  Inside Connection (church of Bralm) feat 
  +2 
  Per successful mission 
  +2 
  Ex-Scarlet Brotherhood Soldier 
  +4 
  Per failed mission 
  -2 
  Each House Arxx disfavor 
  -1 
  1  Do not stack. 
  2 Clerics of Bralm are not persecuted for having levels as 
  Geomancer, as is usually the case in Naerie. However, it is 
  still good idea for cleric to conceal their physical changes. 
  Titles, Benefits, and Duties: Worshippers of Bralm are 
  called "Bralmi". Priests use titles "Drone", "Director" & 
  "Taskmaster", depending on their power. Multi-classed 
  cleric/druids are known as "Nesh". Members of this church 
  frequently take part in manual labor and other tasks which 
  require patience, organization and teamwork and these 
  skills develop accordingly. Higher ranking members can 
  also learn new magical abilities and even acquire a 
  specifically bred vermin to act as companions.  
   
  Affiliation 
  Score 
  Title, Benefits and Duties 
  3 or lower 
  Bralmi: No benefits. -2 circumstance 
  penalty 
  to 
  Diplomacy, 
  Bluff 
  and 
  Intimidate checks when dealing with Idee 
  Volunteers, 
  Ahlissan 
  authorities,  
  worshippers 
  of 
  Trithereon 
  and 
  worshippers of Joramy. 
  4-10 
  Drone: 
  +1 
  bonus 
  to 
  Concentration, 
  Handle Animal and Knowledge (nature) 
  skill checks. +2 bonus to any Craft and 
  Profession rolls made after modules. 
  Access to animal trainers kit, axiomatic 
  water and silent shoes (A&EG).  
  11-20 
  Director:  +2 bonus to Concentration, 
  Handle Animal and Knowledge (nature) 
  skill checks. +4 bonus to any Craft and 
  Profession rolls made after modules. 
  Access to Inside Connection (church of 
  Bralm) (RD) and Spontaneous Domain 
  casting (PH2). Free standard upkeep in 
  Naerie modules.  
  21-29 
  Taskmaster: +4 bonus to Concentration, 
  Handle Animal and Knowledge (nature) 
  skill checks. Access to heroic destiny 
  (RD), spontaneous rejuvenation (PH2) 
   
  Executive Powers: Excommunicate, gift, holiday. 
  
   Church of Fharlanghn 
   
  Symbol: The disk of Fharlanghn. 
  Background, Goals, and Dreams: 
  The church of Fharlanghn was brought to 
  Idee by Oeridians when they conquered 
  the Zelreds. It is organized very loosely 
  and has no major centers of worship or 
  wealth. In fact the "main temple" in Felten is little more than 
  a gatehouse but as Dweller of the Horizon does not encourage 
  staying in one location for too long, that hardly matters. The 
  church mainly considers it's duty to assist merchants on the 
  road, especially during Windmarch and individual clerics 
  accept gifts from merchants when they accompany them on 
  their journeys. The church has no officially recognized political 
  agenda in Naerie and Ernut (N male human Clr8), the current 
  high priest, has shown very little interest to make any 
  statements regarding the matter. The churches influence will 
  probably keep dropping but it is doubtful if it ever really 
  disappears from Naerie.  
  Enemies and Allies: The church has no enemies aside 
  from Scarlet Brotherhood, due to fact that Fharlanghn is an 
  Oeridian deity. As far as allies go, church stays in good terms 
  with those churches whose deities look favorably on 
  Fharlanghn, namely Atroa and Celestian. Royal Guild of 
  Merchants and church of Zilchus look favorable upon 
  members of this church as they help to make trade routes 
  safer. 
  Members: Almost anyone can join church of Fharlanghn as 
  the church has no strict hierarchy. Main requirements are 
  willingness to travel and the ability to do so. 
  • 
  Home Region: Any 
  • 
  Race: Any 
  • 
  Skills: 
  Gather 
  Information 
  1 
  rank, 
  Knowledge 
  (Geography) 1 rank, Knowledge (local: Splintered 
  Suns), Knowledge (Religion) 1 rank, Survival 1 rank. 
  • 
  Time Units: 2 to join. 
  The requirements to maintain this membership are: 
  • 
  Affiliation level 1-3: 2 TU per year. 
  • 
  Affiliation level 4-10: 5 TU per year. 
  • 
  Affiliation level 11-20: 7 TU per year. 
  • 
  Affiliation level 21-29: 10 TU per year. 
  Secrets: There is a ruined temple of Fharlanghn at the 
  bottom of lake Felten. It was built by Aerdy conquerors but 
  sunk beneath the lake surface. A magical artifact is expected 
  to lie within the rumored "Chamber of the Orb", something 
  which pre-dates the migrations but so far it has not been 
  recovered.  
  Type: Temple 
  Size: 
  While 
  the 
  church 
  operates 
  throughout 
  the 
  principality, in practical terms it's strength is limited to few 
  semi-permanent locations (size 5) 
  Current Affiliation Score: ___________ 
   
   
   
   
  Criterion 
  Affiliation 
  Score 
  Modifier 
  Character level 
  +½ PC’s level1 
  Cleric or favored soul of Fharlanghn, 
  Ranger, Scout 
  +1/level1 
  Levels as Horizon Walker. 
  +2 
  5 or more ranks in Knowledge (geo-
  graphy) 
  +1 
  5 or more ranks in Knowledge (local: 
  Splintered Suns) 
  +1 
  5 or more ranks in Knowledge (the 
  planes) 
  +1 
  5 or more ranks in Survival 
  +1 
  Endurance feat 
  +1 
  Inside 
  Connection 
  (church 
  of 
  Fhar-
  langhn) feat 
  +2 
  Self-Sufficient feat 
  +1 
  Toughness feat 
  +1 
  Per successful mission 
  +2 
  Per failed mission 
  -2 
  Has more than one mode of movement, 
  such as fly or climb speed, etc. 
  +3 
  Spends more than a year in same place2 
  -4/each time 
  Rescuing other travelers from danger3 
  +1/each time 
  1, Do not stack. 
  2 Must spend at least equal number of TUs adventuring 
  outside Naerie than the PC uses for regional adventures & 
  meta-organization commitments. Changing a home region 
  also allows PC to avoid this penalty.   
  3 DM discretion 
   
  Titles, Benefits, and Duties: Members use terms that 
  signify 
  their 
  experiences 
  as 
  travelers. 
  Low 
  ranking 
  members usually adhere to command of senior clerics due 
  to their longer experience on the road. While clerics receive 
  very little training, mainly concentrating on survival in the 
  wilds and a few well-earned lessons about human nature, 
  the church does offer many useful alchemical items to their 
  members. The church expects members to follow the 
  dogma of Fharlanghn and assist other travelers (including 
  persons wrongly imprisoned), but even high-ranking 
  members do not have to use massive amounts of time to 
  churchly duties. 
   
  Affiliation 
  Score 
  Title, Benefits and Duties 
  3 or lower 
  None: No benefits. 
  4-10 
  Vagabond:  +2 circumstance bonus to 
  Sense Motive checks. +1 circumstance 
  bonus to Knowledge (geography) and 
  Survival checks when in Principality of 
  Naerie. Access to daystrider capsule (CS). 
  11-20 
  Wanderer: +1 to circumstance bonus to 
  Bluff, Diplomacy and Gather Information 
  skills when dealing with worshippers of 
  Atroa and Celestian. +2 circumstance 
  bonus to Knowledge (geography) and 
  Survival when in Principality of Naerie. 
  Access to Exercises of Arnd (DR319), 
  Inside Connection (Church of Fharlanghn) 
  and endurance elixir (CS). 
  21-29 
  Explorer: +2 to circumstance bonus to 
  Bluff, Diplomacy and Gather Information 
  skills when dealing with worshippers of 
  Atroa, 
  Celestian 
  or 
  Zilchus. 
  +4 
  circumstance 
  bonus 
  to 
  Gather 
  Information, Knowledge (geography) and 
  Survival when in the Principality of 
  Naerie. Access to Urban Tracking (RD), 
  fareye oil (CV), silent shoes (A&EG) 
   
  Executive Powers: Craft, holiday, gift. 
  
   
  Church of Heironeous 
   
  Symbol: The thunderbolt of Heironeous. 
  Background, Goals, and Dreams: Church of 
  Heironeous was brought to Idee with Oeridian 
  armies and it gained a secure position in Idee. 
  For a long time the church supplied elite 
  cavalry and infantry units for Ideean armies, 
  fighting 
  against 
  their 
  Hextorite 
  rivals 
  who 
  accompanied the armies of the Great Kingdom. 
  Unfortunately, 
  the 
  church 
  suffered 
  two 
  great 
  defeats. First, it lost many of its best soldiers in the 
  ill-planned attack on Ker Bazainn during War of the Golden 
  League (579-580 CY) and only four years later, the Scarlet 
  Brotherhood invasion killed most of its old leadership, leaving 
  only oung and inexperienced clerics and paladins to keep the 
  ideals alive. This did not prove easy. Despite the presence of 
  Hextorites in Ahlissan armies, many did not see their 
  presence as too dire a threat for Idee. In fact, many of the 
  younger clerics looked at Prince Barzhaan quite admirably. 
  This eventually led to schism within the church when Staceus 
  of Felten formed the Idee Volunteers to battle against the 
  Ahlissan presence in Idee and many of the younger clerics did 
  not show their support. After Staceus was killed, the veteran 
  cleric Tejabus (born 558 CY), the leader of a local resistance 
  cell, became the new high priest of Heironeous. He quickly 
  announced his interest to maintain law and order and that as 
  long as Barzhaan's rule remained lawful and respected the 
  locals, the church would accept their leadership; the break-up 
  that followed was swift and complete. Dozens of clerics 
  abandoned the church and fully embraced Trithereon and 
  ideals of Staceus. Those remaining in the church more 
  strongly embraced the lawful aspects of Heironeous, but 
  nevertheless, the church is viewed positively by most people 
  in the Principality. 
  Enemies and Allies: Heironeous enjoys good relationship 
  with other good aligned churches, aside from Trithereon. 
  There have been few instances in the past where servants of 
  both deities have actually come to blows. Many of the 
  Heironeans are actually Grey Guards and seek to apprehend 
  Tritheronites. Church or Hextor also avoids unnecessary 
  dealings with them and Idee Volunteers consider them 
  unfriendly at best. In fact there have been instances where 
  members of the church have been found assisting them. One 
  such case was that of Remismund (died under mysterious 
  circumstances in 593CY) of Naerie City. He had embezzled 
  church money and channeled it to Idee Volunteers. 
  Members: Due to it's strict hierarchy, church of Heironeous 
  is careful who it allows to join it. Lawful alignment is absolute 
  requirement as well as demonstrated ability to wield 
  weapons. 
  • 
  Home Region: The Principality of Naerie. 
  • 
  Race: Any 
  • 
  Skills: Knowledge (Local: Splintered Suns) 1 rank, 
  Knowledge (Religion) 2 ranks, Ride 2 ranks. 
  • 
  Profiency with either longsword or battleaxe 
  • 
  Proficiency with light & medium armor and shields (not 
  tower shield) 
  • 
  Base attack bonus +1 
  • 
  Time Units: 4 to join. 
  • 
  Lawful alignment. 
  The requirements to maintain this membership are: 
  • 
  Affiliation level 1-3: 2 TU per year. 
  • 
  Affiliation level 4-10: 6 TU per year. 
  • 
  Affiliation level 11-20: 12 TU per year. 
  • 
  Affiliation level 21-29: 15 TU per year. 
  Secrets: Many of the churchs members have become too 
  extreme in their methods, losing their divine abilites and 
  eventually joining church of Hextor (Or Stern Alia in case of 
  female worshippers). Likewise, some of the Hextorites have 
  turned to worship of Heironeous.  
  Type: Temple 
  Size: 9 (regional). 
  Current affiliation score: ___________ 
   
   
  Criterion 
  Affiliation 
  Score 
  Modifier 
  Character level 
  +½ PC’s level1 
  Cleric or favored soul of Heironeous, 
  Paladin. 
  +1/level1 
  Levels as Grey Guard, Knight Protector, 
  Ordained Champion, Warpriest. 
  +2 
  Base attack bonus +5 
  +12 
  Base attack bonus +10 
  +22 
  5 or more ranks in Knowledge (Religion) 
  +1 
  Inside Connection (Church of Heiron.) 
  +2 
  Mounted Combat feat 
  +1 
  Weapon Focus (Battleaxe) 
  +1 
  Law Domain 
  +1 
  Charisma 13+ (without magical aid) 
  +1 
  Per successful mission 
  +2 
  Per failed mission 
  -2 
  Knowingly associating with Tritheronites 
  -2 
  Knowingly associating with members of 
  Scarlet Brotherhood (Not ex-SB) 
  -6 
  1, 2 Do not stack. 
   
  Titles, Benefits, and Duties: As the church is almost 
  like a military unit, there are appropriate ranks within the 
  church depending on experience levels. The church trains 
  it's members to operate well with mounts, as cavalry 
  fighting was typical for Heironean paladins of Idee. Church 
  also places lots of emphasis on physical abilities of it's 
  members. As member progresses through the ranks, he will 
  learn new combat skills or spells. The highest rank in the 
  church, that of a Vigilant Ace/Sword is only reached by few. 
  They receive funding from the government to enable them 
  to spend more time doing their duties. These chosen few 
  are also individuals who may receive giant eagle mounts. 
  These are carefully trained from chicks of the eagles that 
  defened Felten (where main temple of Heironous is located) 
  from aeriel attack. 
   
  Affiliation 
  Score 
  Title, Benefits and Duties 
  3 or lower 
  None: -2 penalty to Bluff, Diplomacy and 
  Intimidate checks when associating with 
  Idee 
  Volunteers 
  or 
  worshippers 
  of 
  Trithereon. -1 penalty to Bluff, Diplomacy 
  and Intimidate checks when associating 
  with worshippers of Hextor.  
  4-10 
  Man-at-Arms: +1 circumstance bonus to 
  Jump and Ride checks. +1 circumstance 
  bonus to Diplomacy checks with the Army 
  of Naerie, Nasranite Watch and Church of 
  Stern Alia. Access to Powerful Charge 
  (MH), ghostblight and quickflame (CV). 
  Half-orcs may choose to take Half-Orc 
  Paladin substitution levels (RoD). 
  11-20 
  Hand of Law: +2 circumstance bonus to 
  Jump, Knowledge (Religion) and Ride 
  skill. 
  +2 
  circumstance 
  bonus 
  to 
  Diplomacy and Gather Information checks 
  with the Army of Naerie, Nasranite Watch 
  and Church of Stern Alia. Access to 
  Exercises of Arnd, Curse Breaker (RW), 
  Inside Connection (Church of Heiroenous) 
  (RD), Ritual Blessing (PH2) 
  21-29 
  Vigilant Axe/Sword: +4 circumstance 
  bonus to Jump, Knowledge (Religion) and 
  Ride checks. Free standard upkeep in the 
  Principality of Naerie. Access to Heroic 
  Destiny (RD) and  
   
  Executive Powers: Crusade, excommunicate, law. 
  
   
   
  Church of Llerg 
   
  Symbol: As is fitting for the "Great 
  Bear", bear's head is the most popular 
  symbol, closely followed by snake and 
  alligator. 
  Background, Goals, and Dreams: 
  The foot soldiers of Scarlet Brotherhood are typically 
  hobgoblins or primitive Hepmonaland Suel who are easily 
  indoctrinated into their service. Majority of these primitive 
  Hepmonalanders who accompanied Scarlet Brotherhood were 
  from Hepmonaland city of Lerga, whose patron deity is Llerg. 
  Naturally, the Hepmonalanders accompany the lower ladder 
  of Scarlet Brotherhood hierarchy and typically their lives are 
  considered expendable. This was the case in Idee as well. 
  When Ahlissa conquered Idee, the majority of the prisoners 
  who were sent into labor camps were Hepmonalanders, as 
  they were deemed less of a threat than other Scarlet 
  Brotherhood members. Eventually some of them were 
  released and migrated to Hepmonaland or became second-
  class citizens. Early in 597 CY, House Arxx allowed the 
  establishment for a shrine of Llerg to Shar Hesiyev (along 
  with a temple of Bralm) and permission for Hepmonalanders 
  to start services. Ober Esh (CN male human Bar1/Clr5 of 
  Llerg) has become the caretaker of the shrine. It is not known 
  for sure where he came from but it is said he spent two years 
  in a temple of Lydia and among other things he can speak Old 
  Oerdian fluently. Interestingly enough, some worshippers of 
  Kord have come to worship to this shrine as well. As the 
  deities share a friendly rivalry with each other, this has not 
  led to any conflicts after initial confusion. 
  Enemies and Allies: There is less antipathy towards Llerg 
  than other Scarlet Brotherhood deities, as Hepmonalanders 
  are typically seen as pawns for Scarlet Brotherhood. Of 
  course, that does not mean commoners are overtly friendly 
  with them, quite the opposite. From other established 
  churches, 
  Lydia 
  has 
  some 
  dealing 
  with 
  individual 
  Hepmonalanders, while Telchur’s worshippers openly despise 
  them. 
  Members: Any Suel can join church of Llerg, provided that 
  he is willing to embrace the teachings of the Great Bear 
  • 
  Home Region: The Principality of Naerie. 
  • 
  Race: Human (Suel) 
  • 
  Skills: Handle Animal 1 rank, Knowledge (Nature) 2 
  ranks, Knowledge (Religion) 1 rank, Survival 4 ranks. 
  • 
  Languages: Ancient Suel or Rasol. 
  • 
  Time Units: 2 to join. 
  • 
  Non-Lawful 
  The requirements to maintain this membership are: 
  • 
  Affiliation level 1-3: 2 TU per year. 
  • 
  Affiliation level 4-10: 6 TU per year. 
  • 
  Affiliation level 11-20: 8 TU per year. 
  • 
  Affiliation level 21-29: 12 TU per year. 
  Secrets: It is widely suspected that Ober Esh is aligned 
  with House Arxx as he occasionally preaches about Scarlet 
  Brotherhoods "betrayal" of Hepmonalanders. This might be 
  attempt to drive further wedge between Hepmonalanders and 
  other Scarlet Brotherhood members, turning them against 
  other or perhaps making Hepmonalanders to side with 
  Ahlissa. 
  Type: Temple 
  Size: 2 (Shar Hesiyev). As newly established "fringe 
  religion", the power of the church is almost non-existent. 
  Current Affiliation Score: ___________ 
   
   
   
   
  Criterion 
  Affiliation 
  Score 
  Modifier 
  Character level 
  +½ PC’s level1 
  Barbarian, Cleric or favored soul of 
  Llerg, Scout 
  +1/level1 
  Levels in Animal Lord2 or Bear Warrior 
  +2 
  Base attack bonus +5 
  +13 
  Base attack bonus +10 
  +23 
  5 or more ranks in Handle Animal 
  +1 
  8 or more ranks in Survival 
  +1 
  Competition domain 
  +1 
  Animal Affinity feat 
  +1 
  Inside Connection (church of Llerg) feat 
  +2 
  Toughness feat 
  +1 
  Hepmonaland Suel 
  +1 
  Per successful mission 
  +2 
  Per failed mission 
  -2 
  Kills a bear, alligator or snake 
  -1/each4   
  1, 3 Do not stack. 
  2 Sharklord represents the alligator aspect of Llerg. 
  4 This only includes normal and dire versions of said 
  animals, fiendish versions, lycanthropes, etc. do not 
  count. 
   
  Titles, Benefits, and Duties: Llerg’s clergy are known 
  as "beastwalkers". Each one chooses one of the god’s 
  favorite forms as his patron animal; the highest priest of a 
  temple assumes the animal's name as part of his own title, 
  such as "bear-priest" or "snake-shaman". While titles 
  remain the same, there is still acknowledge experience or 
  personal strength of other priest so despite all, this chaotic 
  church as an organization of some sort. As expected, this 
  church focuses on melee combat power of its worshippers. 
  It is unknown why but it seems that with arrival of Kord 
  worshippers, more and more Suel have shown ability to 
  increase their power even more when raging. 
   
  Affiliation 
  Score 
  Title, Benefits and Duties 
  3 or lower 
  None: No benefits. 
  -1 Circumstance 
  penalty 
  to 
  Bluff, 
  Diplomacy, 
  Gather 
  Information and Intimidate checks when 
  dealing with people of Naerie, except 
  worshippers of Bralm, Kord, Lydia and 
  ex-Scarlet 
  Brotherhood 
  soldiers. 
  -4 
  circumstance penalty to Bluff, Diplomacy 
  and Intimidate checks when associating 
  with worshippers of Telchur (-2 to Kord 
  worshippers). 
  4-10 
  Beastwalker: +1 circumstance bonus to 
  Climb, Jump and Swim checks. Access to 
  Hurling Charge (MH), Powerful Charge 
  (MH), gyrspike (A&EG), masterwork drum 
  and horn (CV). 
  11-20 
  Beastwalker: +2 circumstance bonus to 
  Climb, Jump and Swim skill checks. +1 
  circumstance bonus to Diplomacy while 
  dealing with church of Lydia in Naerie. 
  Access to Inside Connection (church of 
  Llerg) (RD), Spell Sense (RW). 
  21-29 
  Beastwalker: +4 circumstance bonus to 
  Climb, Jump and Swim skill checks. Free 
  standard upkeep in Naerie. Access to 
  Blood of Kord (DR315), Heroic Destiny 
  (RD), Quick-Recovery (LoM) 
   
  Executive Powers: Excommunicate, harvest, terrorize. 
   
   
   
   
   
  
  Church of Lydia 
   
  Symbol: A spray of colors from an open 
  hand. 
  Background, Goals, and Dreams: 
  Church of Lydia has always been popular 
  in Idee. Partly due to it's peaceful nature 
  but more because of the free teaching 
  services it provides to commoners but it 
  never rose to great prominence before the 
  occupation. In fact, the only thing they were known for were 
  their clerics who were used to combat undead when such 
  creatures showed themselves. The church of Lydia was one of 
  the first to receive visitors from the lands of the Scarlet 
  Brotherhood and this church was also the first to voice their 
  concerns about the organization after witnessing the Lydians 
  of 
  Scarlet 
  Brotherhood, 
  whose 
  tasks 
  mainly 
  included 
  indoctrination of the Tilva people. Lydians also suffered 
  horribly in hands of the church of Wee Jas, losing many of 
  their undead hunters. However, due to a large amount of 
  worshippers this church was also very quickly back on its feet 
  after the Ahlissan invasion. After the war, the church has 
  gone to great lengths to heal the wounded nation by helping 
  people rebuild, trying to quell retributive attitudes, and even 
  offering help to Scarlet Brotherhood soldiers. Current high 
  priestess is a Suel woman, Chanee (NG female human Clr6), 
  who is also a close ally of Kerish the Bard. 
  Enemies and Allies: Remarkably, the church has very few 
  enemies. A few lawful organizations do not like their attempts 
  to help Scarlet Brotherhood soldiers but as this is so low-
  scale, it is hardly something which would cause these 
  organizations to openly confront one of the most beloved 
  churches in Naerie. Main temple of Lydia is in Minetha where 
  the bardic school of Kerish is also located. Both organizations 
  are in friendly terms with each other and many acolytes of 
  Lydia have started in bardic school (and vice versa). 
  Members: Church of Lydia is quite open in who it accepts 
  among it's ranks and many demihumans have also joined it. 
  • 
  Home Region: The Principality of Naerie. 
  • 
  Race: Any 
  • 
  Skills: Gather Information 1 rank, Knowledge (religion) 
  2 ranks, Knowledge (local: Splintered Suns) 1 rank, 
  Perform (any) 2 ranks. 
  • 
  Time Units: 2 to join. 
  The requirements to maintain this membership are: 
  • 
  Affiliation level 1-3: 2 TU per year. 
  • 
  Affiliation level 4-10: 6 TU per year. 
  • 
  Affiliation level 11-20: 12 TU per year. 
  • 
  Affiliation level 21-29: 15 TU per year. 
  Secrets: Some of the members of the church think that 
  assisting Scarlet Brotherhood soldiers is going too far and are 
  openly assisting Idee Volunteers; current leadership of the 
  church does not appear willing to stop them. 
  Type: Temple 
  Size: 9 (regional). While the church does not have the 
  money of Zilchus or military powers of Heironeous, it is well 
  established throughout the Principality. 
  Current Affiliation Score: ___________ 
   
   
   
   
  Criterion 
  Affiliation 
  Score 
  Modifier 
  +½ PC’s level1  
  +½ PC’s level1 
  Bard, Cleric or favored soul of Lydia 
  +1/level1 
  Charisma 13+ (without magical aid) 
  +1 
  5 or more ranks in Profession (teacher) 
  +1 
  Uses 
  6 
  TU 
  to 
  earn 
  money 
  with 
  Profession (teacher) skill 
  +1/each time 
  Female 
  +1 
  Levels in Exemplar, Ollam or Radiant 
  Servant of Lydia. 
  +2 
  Knowledge skill with 8 or more ranks 
  +1/each skill 
  Inside Connection (Church of Lydia) 
  +2 
  Skill Focus (Perform [any]) feat 
  +1 
  Skill Focus (Profession [teacher]) feat 
  +2 
  Member of Bardic School of Kerish 
  +2 
  Per successful mission 
  +2 
  Per failed mission 
  -2 
  Non-good alignment 
  -2 
  Levels as barbarian 
  -2 
   
  Titles, Benefits, and Duties: The ranks in the church 
  reflect the educational aspect of Lydia. Faithful of the 
  church receive a change to use the accumulated knowledge 
  of the church for themselves. Through the close alliance 
  with Kerish the Bard, church can also acquire new and 
  exotic instruments for their use. Higher-ranking clerics are 
  also capable of crafting some of the items the Lydians use 
  to combat undead creatures. While the priests have few 
  duties in their churches, they are expected to travel around 
  Naerie and teach women and children to read and write. 
  Locals are grateful for this and teachers can expect to 
  receive free accommodation wherever they go. 
   
  Affiliation 
  Score 
  Title, Benefits and Duties 
  3 or lower 
  None: -2 circumstance penalty to Bluff, 
  Diplomacy and Intimidate when dealing 
  with followers of Hextor, Pholtus and Wee 
  Jas. 
  4-10 
  Instructor: +1 circumstance bonus to all 
  Knowledge skills the PC has ranks in. +1 
  circumstance bonus to Diplomacy checks 
  when 
  dealing 
  with 
  servants 
  of 
  Fharlanghn, Trithereon and Stern Alia. +2 
  circumstance 
  bonus 
  to 
  Profession 
  (teacher) rolls made after Naerie regional 
  modules. Access masterwork instruments 
  (CV), focusing candle (CV). 
  11-20 
  Teacher: Free standard upkeep in the 
  Principality of Naerie. +2 circumstance 
  bonus to all Knowledge skills where PC 
  has ranks in. +1 bonus to Perform skill 
  checks. 
  Access 
  to 
  Inside 
  Connection 
  (church of Lydia) (RD), Ritual Blessing 
  (PH2), Combat Medic (HB). 
  21-29 
  Retainer 
  of 
  knowledge: 
  +3 
  circumstance bonus to all knowledge 
  skills where PC has ranks in. Access to 
  ferrous aqua (CS), insectbane candle, 
  liquid sunlight (CS), powdered silver 
  (CS), and silent shoes (A&EG). 
   
  Executive Powers: Beatify, gift, holiday. 
   
   
   
   
   
  
   
  Church of Osprem 
   
  Symbol: The official symbol of 
  Osprem is that of a sperm whale or 
  barracuda but in Naerie many clerics 
  use holy symbol (representing Saint 
  Idee), which shows a young woman 
  walking amidst waves.  
  Background, Goals, and Dreams: It is not fully known 
  when church of Osprem was established in Idee but most 
  assume her clerics arrived with first Suel refugees. In fact, 
  one particular worshipper of Osprem gave her name to Idee 
  centuries ago. This person, "Saint Idee" is revered for her 
  faith in Osprem and for her willing sacrifice to save a ship that 
  was full of children, many of them heirs of Suel noble houses. 
  As symbolic gesture a burial site was constructed for her, and 
  during the independence of Idee it also served as final resting 
  place of Eddri nobles.  The burial site also houses a powerful 
  artifact with divination abilities, known as the Eye of Osprem. 
  Legend says that it was left to worshippers of Osprem by 
  powerful followers of Lendor when Suel people moved across 
  the coast. What became of these Lendor-worshippers is not 
  know and for centuries, high priests and priestesses have 
  used it to divine the past and present. Sometimes the Eye 
  even sends cryptic visions to them and much effort is spent to 
  decipher them.  
  When Scarlet Brotherhood invaded, the church of Osprem 
  managed to organize some resistance in Gornor's Cove before 
  being overrun. Several ships managed to escape due to their 
  actions and they eventually made their way to safe harbor in 
  Irongate. Current high priestess of Osprem, Nuran (female 
  Suel human Clr5/Divine Oracle 5/Contemplative 2), was one 
  of those who led the fighting. A local resistance cell managed 
  to free her and after the war, she was the most senior cleric 
  still alive. She has proven herself a capable leader and has 
  managed to attract worshippers of Procan and Xerbo to 
  Osprem, and in terms of worshippers, the church of Osprem 
  is now the most powerful in Naerie. However, her full agenda 
  is as of yet unrevealed. 
  Enemies and Allies: The church has a minor schism with 
  Ahlissan authorities after the saint’s burial site was closed 
  from public in 592CY. The church also dislikes ex-Scarlet 
  Brotherhood soldiers, aside from those who have joined the 
  Followers of the Wave. Worshippers of other sea deities are 
  also in good terms with servants of Osprem. 
  Members: The church of Osprem is open to everyone who 
  respects the sea but looks more favorably at lawful 
  worshippers. 
  • 
  Home Region: The Principality of Naerie. 
  • 
  Skills: Knowledge (Splintered Suns) 1 rank, Knowledge 
  (Religion) 1 rank, Profession (Sailor) 1 rank, Survival 1 
  rank, swim 1 rank 
  • 
  Time Units: 2 to join. 
  The requirements to maintain this membership are: 
  • 
  Affiliation level 1-3: 2 TU per year. 
  • 
  Affiliation level 4-10: 6 TU per year. 
  • 
  Affiliation level 11-20: 12 TU per year. 
  • 
  Affiliation level 21-29: 15 TU per year. 
  Secrets: The Eye of Osprem has become more active in 
  recent years, with cryptic visions occurring nearly every 
  month while previously it was inactive for years at a time. 
  Type: Temple 
  Size: 11 (multiregional). The clerics of Osprem travel far 
  and wide with Ahlissan ships. 
  Current Affiliation Score: ___________ 
   
   
   
   
  Criterion 
  Affiliation 
  Score 
  Modifier 
  Character level 
  +½ PC’s level1 
  Cleric or favored soul of Osprem 
  +1/level1 
  Law or Protection domain 
  +1 
  5 or more ranks in Craft (shipbuilding) 
  +1 
  5 or more ranks in  
  Knowledge (geography) 
  +1 
  5 or more ranks in Profession (sailor) 
  +1 
  Pureblooded Suel feat 
  +1 
  Heir of Lendore feat 
  +1 
  Inside Connection (church of Osprem) 
  +2 
  Levels as Divine Oracle or Stormlord 
  +2 
  Follower of the Wave 
  +4 
  Owns a ship costing at least 2000gp 
  +2 
  Per successful mission 
  +2 
  Per failed mission 
  -2 
  Chaotic alignment 
  -2 
  Harming ships, the sea or marine life 
  -4 
  1, 2 Do not stack. 
   
  Titles, Benefits, and Duties: The ranks in church 
  represent. 
   
  Affiliation 
  Score 
  Title, Benefits and Duties 
  3 or lower 
  None: -1 circumstance penalty do Bluff, 
  Diplomacy and Intimidate when dealing 
  with the Ahlissan army. -2 circumstance 
  penalty 
  to 
  Bluff, 
  Diplomacy 
  and 
  Intimidate when dealing with Ex-Scarlet 
  Brotherhood soldiers (not with Followers 
  of the Wave). 
  4-10 
  Blessed Wave: +1 circumstance bonus 
  to 
  Knowledge 
  (religion), 
  Profession 
  (sailor) and Swim checks. Free standard 
  upkeep in the Principality of Naerie. 
  Access 
  to 
  shell 
  armor, 
  quick-release 
  armor (A&EG). 
  11-20 
  Guardian 
  of 
  the 
  Shrine: 
  +2 
  circumstance 
  bonus 
  to 
  Knowledge 
  (religion), Profession (sailor) and Swim 
  checks. 
  +1 
  circumstance 
  bonus 
  to 
  Diplomacy checks when dealing with 
  worshippers of Procan, Zilchus and Xerbo. 
  Access to elemental companion (water 
  only) (CM), divine counterspell (CM), 
  Inside Connection (church of Osprem) 
  (RD), Ships Magician (SW) 
  21-29 
  Oceansoul: +3 circumstance bonus to 
  Knowledge (religion), Profession (sailor) 
  and 
  Swim 
  checks. 
  +2 
  Circumstance 
  bonus to diplomacy checks when dealing 
  with worshippers of Procan, Zilchus and 
  Xerbo. Achieving this level counts as 
  having 
  fulfilled 
  prerequisites 
  for 
  Contemplative prestige class. 
   
  Executive Powers: Beatify, crusade, gift. 
   
   
   
   
   
  
  Church of Phyton 
   
  Symbol: Holy symbol of Phyton. 
  Background, 
  Goals, 
  and 
  Dreams: 
  Phyton is the main agricultural deity of the 
  Suel. He represents humans dominance 
  over nature which puts him add odds with 
  other nature deities such as Obad-Hai. The 
  Velaeri are worshipped more extensively in 
  Naerie but the church is not suffering a 
  decline of worshippers yet. The main concentration of 
  worshippers is around Minetha, where the main temple of the 
  faith in Naerie (actually a large park) is located. The high 
  priestess of Phyton is a strong willed woman named Sazell 
  (CG female human Clr10), who resides in Minetha. She helps 
  the local farmers and has also tamed several animals and 
  plant creatures which she keeps ready to defend Minetha if 
  need be.  Many clerics of Phyton are pureblooded Suel, which 
  saved the church from large-scale destruction during the 
  occupation as many priests were only imprisoned instead of 
  being killed and the majority of them managed to survive 
  captivity until Ahlissans freed them. The church has political 
  agenda – at least not in public. 
  Enemies and Allies: Phyton has no real enemies, aside 
  from servants of Wee Jas as both deities claim beauty among 
  their portfolios. Worshippers of other nature gods don't look 
  at him favorably either due to his preference of "tamed 
  nature" instead of protecting it from encroaching civilization. 
  Members: The church of Phyton does not discriminate 
  heavily and almost anyone can join. Large number of druids 
  have joined the church. 
  • 
  Home Region: The Principality of Naerie. 
  • 
  Race: any 
  • 
  Skills: 
  Knowledge 
  (nature) 
  2 
  ranks, 
  Knowledge 
  (religion) 2 rank, Profession (farmer) 1 rank. 
  • 
  Time Units: 2 to join. 
  The requirements to maintain this membership are: 
  • 
  Affiliation level 1-3: 2 TU per year. 
  • 
  Affiliation level 4-10: 6 TU per year. 
  • 
  Affiliation level 11-20: 12 TU per year. 
  • 
  Affiliation level 21-29: 15 TU per year. 
  Secrets: Sazell has recently been approached by the 
  church of Lydia and Kerish the bard in hopes of forming some 
  sort of alliance. So far Sazell has not shown interest.   
  Type: Temple. 
  Size: 9 (regional). 
  Current Affiliation Score: ___________ 
   
   
   
   
  Criterion 
  Affiliation 
  Score 
  Modifier 
  Character level 
  +½ PC’s level1 
  Cleric, druid or favored soul of Phyton, 
  ranger 
  +1/level1 
  Base attack bonus +5 
  +12 
  Base attack bonus +10 
  +22 
  5 
  or 
  more 
  ranks 
  in 
  Knowledge 
  (geography) 
  +1 
  5 or more ranks in Knowledge (nature) 
  +1 
  5 or more ranks in Survival 
  +2 
  Animal Affinity feat 
  +1 
  Inside Connection (church of Phyton) 
  +2 
  Skill Focus (Knowledge [architecture and 
  engineering]) feat 
  +1 
  Skill Focus (Knowledge [geography]) 
  feat 
  +1 
  Ability to cast remove disease  
  +1 
  Non-good alignment 
  -2 
  Lawful alignment 
  -2 
  Per successful mission 
  +2 
  Per failed mission 
  -2 
  1, 2 Do not stack. 
   
  Titles, Benefits, and Duties: The titles of the church 
  reflect the three elements closely associated with Phyton, 
  water, plants, and sun. 
   
  Affiliation 
  Score 
  Title, Benefits and Duties 
  3 or lower 
  None: No benefits. -1 penalty to Bluff, 
  Diplomacy, Gather Information and Sense 
  Motive skill checks when dealing with 
  worshippers of Beory, Obad-Hai and Wee 
  Jas. 
  4-10 
  Water: 
  +1 
  circumstance 
  bonus 
  to 
  Knowledge 
  (geography) 
  and 
  Survival 
  checks while in Naerie. +1 circumstance 
  bonus to Knowledge (nature) checks. 
  Access to insectbane candle (A&EG), 
  (RD), Urban Tracking (RD).  
  11-20 
  Plant: 
  +2 
  circumstance 
  bonus 
  to 
  Knowledge 
  (geography) 
  and 
  Survival 
  checks while in Naerie. +2 circumstance 
  bonus to Knowledge (nature) checks. 
  Access to Arcane Hunter (CM), elemental 
  companion 
  (CM), 
  Inside 
  Connection 
  (church of Phyton) (RD), spontaneous 
  domain casting (PH2), Combat Medic 
  (HB). 
  21-29 
  Sun: Free standard upkeep in Principality 
  of Naerie. +3 circumstance bonus to 
  Knowledge 
  (geography) 
  and 
  Survival 
  checks while in Naerie. +3 circumstance 
  bonus to Knowledge (nature) checks. 
  Access to Heroic Destiny (RD), liquid 
  sunlight (CS), and Ritual Blessing (PH2). 
   
  Executive Powers: Gift, harvest, holiday, 
  
   
   
  Church of Procan 
   
  Symbol: Holy symbol of Procan. 
  Background, Goals, and Dreams: 
  Procan is the father of the Velaeri. He 
  usually ignores other gods, save those 
  who rival his control of the sea (Osprem 
  and Xerbo). Typically worshipped for his 
  aquatic aspect, a few inland peoples revere him as a weather 
  god. Clerics of Procan avoid complexities of life (the faith 
  itself has few rituals) and usually live on or near the sea, 
  attending those who earn their livelihood on the seas. Many 
  captains consider clerics of Procan aboard their ship a good 
  luck charm against storms. His temples are located in coastal 
  settlements and are usually small. In Naerie, largest 
  concentration of worshippers is in small village of 
  Stormhaven, some distance west from Gornor's Cove. These 
  people are "stormseekers", who sail the sea during stormy 
  weather to feel closer to their deity. They are led by the 
  former Onnwalon adventurer Braiqem (CN male human 
  Rgr13). The official leader of the faith in the Principality is a 
  man named Gardienko (CN male human Clr7) who usually 
  stays in Naerie City. 
  Enemies and Allies: Aside from the religious schism with 
  other sea deities, the church has no real enemies aside from 
  Scarlet Brotherhood. However, Procan’s aloof nature also 
  means that he has no real allies; only the Velaeri frequently 
  deal with him. 
  Members: Almost anyone can join the church of Procan, 
  provided they fulfill the somewhat steep requirements of the 
  church. 
  • 
  Home Region: The Principality of Naerie. 
  • 
  Race: Any 
  • 
  Skills: 
  Knowledge 
  (nature) 
  2 
  ranks, 
  Knowledge 
  (religion) 1 rank, Profession (sailor) 2 ranks, Survival 1 
  rank, Swim 2 ranks. 
  • 
  Time Units: 2 to join. 
  The requirements to maintain this membership are: 
  • 
  Affiliation level 1-3: 2 TU per year. 
  • 
  Affiliation level 4-10: 6 TU per year. 
  • 
  Affiliation level 11-20: 12 TU per year. 
  • 
  Affiliation level 21-29: 15 TU per year. 
  In addition to these costs, members of this organization 
  may take "Resident of Stormhaven" option. This adds 2 
  time units to yearly costs and prevent PC being resident 
  elsewhere. Having this option might have effect in regional 
  modules. 
  Secrets: Braiqem was a man of great power in Onnwal but 
  was captured during the fight against Scarlet Brotherhood 
  and seems to have been affected mentally by his experiences. 
  Type: Temple 
  Size: 7(city and outliers). Worship is centered to cities and 
  few villages on the coast. The church is not politically active 
  or strong. 
  Current Affiliation Score: ___________ 
   
   
   
   
  Criterion 
  Affiliation 
  Score 
  Modifier 
  Character level 
  +½ PC’s level1 
  Barbarian, cleric or favored soul of 
  Procan, ranger 
  +1/level1 
  Levels as Dread Pirate or Stormlord 
  +2 
  5 or more ranks in Balance 
  +1 
  5 or more ranks in Profession (sailor) 
  +1 
  8 or more ranks in Swim 
  +1 
  Athletic feat 
  +2 
  Endurance feat 
  +1 
  Inside Connection (church of Procan) 
  +2 
  Owns a ship costing at least 2000 gp 
  +2 
  Loses a ship due to storm or negligence 
  -2 
  Good alignment 
  -1 
  Lawful alignment 
  -1 
  Per successful mission 
  +2 
  Per failed mission 
  -2 
  1, Do not stack. 
   
  Titles, Benefits, and Duties: Members still use Scarlet 
  Brotherhood titles such as Cousin (Eltesh) or Brother 
  (Sahey) when dealing with each other. Some of those of 
  pureblood stock still call Hepmonalanders sub-citizens 
  (Sharafon), but these are typically those who still hold up 
  hope for another Scarlet Brotherhood invasion. 
  Characters in leadership positions will become privy to 
  certain secrets of the Brotherhood that the survivors have 
  kept to this day, such as certain ways of spellcraft and 
  training in Brotherhood combat styles. It is also accepted 
  that they get to use a small amount of the taxes they 
  gather to raise their own standard of living. 
  The Brothers and Sisters have the authority to gather 
  taxes from their communities, while the Elders each 
  oversee an entire Barony. 
   
  Affiliation 
  Score 
  Title, Benefits and Duties 
  3 or lower 
  None: No benefits. -1 penalty to Bluff, 
  Diplomacy, Gather Information and Sense 
  Motive when dealing members of Scarlet 
  Brotherhood and churches of Osprem and 
  Xerbo. 
  4-10 
  Navigator: +1 circumstance bonus to 
  Knowledge (nature) and Swim checks. 
  Access to anarchic water (A&EG) and 
  quick-release armor (A&EG). 
  11-20 
  Sailor of the storm: +2 circumstance 
  bonus to Knowledge (nature), Profession 
  (sailor) 
  and 
  Swim 
  checks. 
  +1 
  circumstance bonus to Diplomacy checks 
  with the church of the Velaeri. +1 
  circumstance bonus to all Knowledge 
  checks 
  regarding 
  church 
  of 
  Procan. 
  Access to Inside Connection (church of 
  Procan) (RD), Powerful Charge (MH), 
  Ships Magician (SW)  
  21-29 
  Stormlord: Free standard upkeep in 
  Principality of Naerie. +3 circumstance 
  bonus to Knowledge (nature), Profession 
  (sailor) 
  and 
  Swim 
  checks. 
  +2 
  circumstance bonus to Diplomacy checks 
  with the church of the Velaeri. +2 
  circumstance bonus to all Knowledge 
  checks 
  regarding 
  church 
  of 
  Procan. 
  Access to Heroic Destiny (RD), Distracting 
  Attack (MH), cog (SW), dhow (SW), 
  galley (SW). 5% discount on mundane 
  items and ships purchased in Principality 
  of Naerie. 
   
  Executive Powers: Craft, harvest, holiday. 
  
   
   
   
  Church of Stern Alia 
   
  The Oeridian are a chosen people of 
  Oerth, as pre-destined by gods who led 
  them from slavery to rulership of 
  Flanaess. Follow the ancient laws and 
  customs so that the glory of Aerdy is 
  reborn. 
   
  - Sermon given out by Matron Nelrana, High Priestess of 
  Stern Alia. 
   
  Symbol: Face of an Oeridian woman or a book, adorned 
  with a mace, symbolizing Oeridian culture and Law. 
  Background, Goals, and Dreams: The church of Stern 
  Alia can be considered a bridge between Heironeous and 
  Hextor as Alia is the mother of the two, though she is a deity 
  of much lesser power than either of the brothers. She is the  
  mother goddess of the Oeridians, but a mother must also 
  instill discipline in her children, making her a power of law. 
  Her third aspect is the protector of the Oeridian culture, which 
  she nurtures and defends as her own child. 
  Her church arrived to Naerie only recently, establishing a 
  temple in border town of Adderstone under guidance of 
  Matron Nelrana (LN female human Clr9). Their goals are not 
  widely know but it is assumed that church of Stern Alia 
  wishes to win over worshippers from church of Hextor and 
  contribute to the stability of Ahlissa.  
  Enemies and Allies: Th e church has not existed in Naerie 
  long enough for it to gain many enemies or allies but 
  naturally, the army looks upon it very favorable while 
  Tritheronites, Idee Volunteers and smugglers of Hollow 
  Highlands are suspicious of them. 
  Members: The requirements to join the church of Stern 
  Alia meta-organization are: 
  • 
  Home Region: The Principality of Naerie. 
  • 
  Race: Human 
  • 
  Skills: Knowledge (Splintered Suns) 1 rank, Knowledge 
  (religion) 2 ranks. 
  • 
  Alignment: Non-chaotic 
  • 
  Time Units: 4 to join. 
  The requirements to maintain this membership are: 
  • 
  Affiliation level 1-3: 3 TU per year. 
  • 
  Affiliation level 4-10: 6 TU per year. 
  • 
  Affiliation level 11-20: 9 TU per year. 
  • 
  Affiliation level 21-29: 14 TU per year. 
  Secrets: Not all of the Scarlet Brotherhood agents who 
  once infiltrated the Principality were caught, and some are 
  still at large – and in contact with members of their former 
  army. 
  Type: Temple 
  Size: 7 (Adderstone and barony of Derevendt). 
  Current Affiliation Score: ___________ 
   
   
   
   
  Criterion 
  Affiliation 
  Score 
  Modifier 
  Character level 
  +½ PC’s level1 
  Cleric or favored soul of Stern Alia, 
  paladin. 
  +1/level1 
  Levels as Grey Guard, Justiciar or 
  Sacred Exorcist 
  +1 
  Base attack bonus +5 
  +2 
  5 or more ranks in Gather Information 
  +1 
  5 or more ranks in Sense Motive 
  +1 
  Inquisition domain 
  +1 
  Born Follower feat 
  +2 
  Inside Connection (church of Stern Alia) 
  +2 
  Iron Will feat 
  +1 
  Member is an Oeridian woman 
  +1 
  Per successful mission 
  +2 
  Per failed mission 
  -2 
  Good alignment 
  -1 
  1, Do not stack. 
   
  Titles, Benefits, and Duties: Being an Oeridian 
  goddess of motherhood, titles of the church reflect this. 
  Leader of the church can only be a female and is known as 
  Matron. The church teaches its members to be ever vigilant 
  against chaos and subversive thoughts that can lurk in the 
  minds of every individual. As such they teach appropriate 
  methods to detect these and means to bring these 
  individuals to justice.  
   
  Affiliation 
  Score 
  Title, Benefits and Duties 
  3 or lower 
  None: No benefits. -2 penalty to Bluff, 
  Diplomacy, Gather Information and Sense 
  Motive 
  when 
  dealing 
  with 
  Idee 
  Volunteers, servants of Trithereon and 
  dwarves of the Iron Hill. 
  4-10 
  Guardian: +1 circumstance bonus to 
  Gather Information, Search and Sense 
  Motive skill checks. Access to axiomatic 
  water (A&EG), Powerful Charge (MH). 
  11-20 
  Father/Mother +2 circumstance bonus 
  to Gather Information, Search and Sense 
  Motive skill checks. Access to Inside 
  Connection (Church of Stern Alia) (RD), 
  charging 
  smite 
  (PH2), 
  Shadowbane 
  Inquisitor (CV). 
  21-29 
  Grandfather/Grandmother: 
  Free 
  standard upkeep in Principality of Naerie. 
  +3 circumstance bonus to Gather In-
  formation, Search and Sense Motive skill 
  checks. 
  +2 
  circumstance 
  bonus 
  to 
  Diplomacy skill checks when dealing with 
  members of the Army of Naerie, church 
  of Heironeous and church of Hextor. 
  Access to Heroic Destiny (RD) 
   
  Executive Powers: Excommunicate, inquisition, pariah. 
   
   
   
   
   
  
  Church of Trithereon 
   
  Symbol: The rune of pursuit (one variant 
  shown left). 
  Background, Goals, and Dreams: The 
  faith of Trithereon was brought to Naerie 
  from Sunndi by the Idee Volunteers. Many of 
  its worshippers were once in the service of Heironeous but 
  converted after they deemed the church to be in league with 
  the evil Ahlissa and it's corrupt Overking. Trithereon urges the  
  overthrow of current rulers of Naerie by any means necessary 
  and some members have gone to heinous lengths to pursue 
  this goal. As such, belonging to this church is punishable by 
  death or exile and it is forced to operate undercover in most 
  places. Each temple functions as its own cell and receives 
  support from Sunndi. Members can also approach the church 
  for spellcasting services and even powerful divine spells are 
  available. In those cases when raise dead is needed, a 
  mysterious individual wearing a silver mask, shaped like 
  Nemoud's face (one of Trithereon’s companions) arrives, 
  performs the casting and leaves. The stranger’s identity is 
  unknown, but his or her accent is definitely Sunndian. This 
  church has no organized leadership and thus, no specific 
  leader. 
  Enemies and Allies: The church of Trithereon and the 
  Ahlissans are in literal state of war, with no quarter asked or 
  given. As such several churches, army and Nasranite Watch 
  all hate Tritheronites. The church of Lydia and the bardic 
  school of Kerish are willing to deal with them, though not 
  openly. 
  Members: The church of Trithereon accepts almost anyone 
  to their ranks, as long as that person shares their hatred 
  towards Ahlissans. However, the church also expects that 
  potential members do have basic skills in many areas as the 
  missions the church members undertake are varied. 
  • 
  Home Region: The Principality of Naerie or Sunndi 
  • 
  Skills: Climb 1 rank, Disguise 1 rank, Escape Artist 1 
  rank, Hide 1 rank, Gather Information 2 ranks. 
  • 
  Time Units: 6 to join. 
  The requirements to maintain this membership are: 
  • 
  Affiliation level 1-3: 2 TU per year. 
  • 
  Affiliation level 4-10: 8 TU per year. 
  • 
  Affiliation level 11-20: 16 TU per year. 
  • 
  Affiliation level 21-29: 24 TU per year. 
  Secrets: The Ahlissans have several thinaun weapons 
  where they have stored the souls of various Scarlet 
  Brotherhood officers and Tritheronites in an effort to stop 
  them being raised from the dead. The church is on the 
  lookout for any such weapons. 
  Type: Spy ring 
  Size: 9 (regional). 
  Current Affiliation Score: ___________ 
   
   
   
   
  Criterion 
  Affiliation 
  Score 
  Modifier 
  Character level 
  +½ PC’s level1 
  Bard, cleric or favored soul of Trithe-
  reon, ranger, rogue, scout 
  +1/level1 
  Levels as Holy Liberator, Knight of the 
  Chase or Spymaster. 
  +2 
  Base attack bonus +5 
  +12 
  Base attack bonus +10 
  +22 
  5 or more ranks in Bluff 
  +1 
  5 or more ranks in Escape Artist 
  +1 
  Liberation Domain 
  +1 
  Endurance feat 
  +1 
  Skill Focus (Escape Artist) feat 
  +2 
  Spends at least 6 TU in Ahlissan prison 
  +1/every time 
  Weapon Focus (spear) 
  +1 
  Per successful mission 
  +2 
  Per failed mission 
  -2 
  Lawful alignment 
  -1 
  1, 2 Do not stack. 
   
  Titles, Benefits, and Duties: Churchs ranks are based 
  on personal capabilities and names of them reflect various 
  aspects of the Summoner. Church teaches it's members to 
  be ruthless in the pursuit of their objectives and how to 
  spot deceivers, avoid being caught by vengeful authorities 
  and how to destroy both of these.  
   
  Affiliation 
  Score 
  Title, Benefits and Duties 
  3 or lower 
  None: No benefits. If they are aware of 
  your allegiance, members of the Ahlissan 
  army, churches of Bralm, Heironeous, 
  Hextor and Stern Alia, Nasranite Watch 
  and 
  Scarlet 
  Brotherhood 
  are 
  automatically hostile towards you. 
  4-10 
  Agent of Retribution: +1 circumstance 
  bonus to Climb, Disguise, Escape Artist, 
  Hide, 
  Jump, 
  Gather 
  Information, 
  Knowledge (Splintered Suns) and Tumble 
  checks. 
  +2 
  circumstance 
  bonus 
  to 
  Diplomacy checks when dealing with Idee 
  Volunteers. Access to anarchic water, 
  silent shoes (A&EG), Urban Tracking 
  (RD). 
  11-20 
  Companion 
  of 
  Nemoud: 
  +2 
  circumstance bonus to Climb, Disguise, 
  Escape Artist, Hide, Jump, Gather In-
  formation, Knowledge (Splintered Suns) 
  and Tumble checks. +1 circumstance 
  bonus to Sense Motive checks when 
  dealing with members of lawful orga-
  nizations. Access to bardic knack (PH2), 
  distracting 
  attack 
  (PH2), 
  dungeon 
  specialist (PH2), Powerful Charge (MH), 
  Ritual Blessing (PH2), Spymaster (CV). 
  21-29 
  Voice 
  of 
  the 
  Summoner: 
  +3 
  circumstance bonus to Climb, Disguise, 
  Escape 
  Artist, 
  Hide, 
  Jump, 
  Gather 
  Information, 
  Knowledge 
  (Splintered 
  Suns) 
  and 
  Tumble 
  checks. 
  +2 
  circumstance bonus to Sense Motive 
  checks when dealing with members of 
  lawful organizations. Access to Heroic 
  Destiny (RD). Free spellcasting service 
  (except for material components) with 
  the church of Trithereon. 
   
  Executive Powers: Assassinate, shadow war, terrorize.  
  
  Church of The Velaeri 
   
  Symbol: Each cleric uses the whole 
  symbol of his or her own deity (symbol of 
  Velnius shown as example). 
  Background, Goals, and Dreams: The 
  Velaeri (Atroa, Sotillion, Telchur, Velnius and Wenta) are 
  Oeridian wind gods and children of Procan. They are widely 
  worshipped among commoners and temples to them can be 
  found everywhere in Naerie. All of the churches are closely 
  allied and clerics frequently work together in helping the local 
  commoners, except Telchur who does not associate with 
  other Velaeri too much. churches elect a new high priest to 
  lead them every three years. The current high priest is 
  Aromund (NG male Clr9 of Sotillon). 
  Atroa: Atroa is the deity of spring and renewal. Her clerics 
  are most active at this time, helping farmers to plant crops 
  and overseeing marriages. 
  Sotillion: Sotillion is a deity of summer, south wind and 
  comfort. Her clerics frequently act as arbiters in disputes as 
  they are skilled diplomats. Her clerics are also usually first to 
  respond if locals report about dangers that threat their 
  livelihood. 
  Velnius: Velnius is the leader of Velaeri and deity of 
  Weather. Like clerics of Sotillion, clerics of Velnius act as 
  arbiters and with the authority of serving most powerful of 
  the Velaeri, can usually sway the others to assume their point 
  of view. The church has few decanters of endless water which 
  are sometimes used to combat drought during especially 
  warm summers.  
  Wenta: Wenta is deity of Autumm, Harvest & brewing. 
  While popular with common people, her clerics are not too 
  numerous and these typically travel widely in surrounding 
  lands, more often than not slightly drunk. Nonetheless, they 
  are able to help the people with their spells and abilties when 
  occasion calls for it. 
  Telchur: Telchur is an Oeridian god of Winter, Cold & North 
  Wind. As his portfolio includes elements which are not very 
  common in Naerie, his clerics focus on the Strength aspect of 
  their deity. Those clerics who help commoners focus on 
  bringing up animals, helping those which are strong, while  
  culling sickly and weak animals. Clerics of Telchur are only 
  chaotic aligned clerics accepted into army. 
  Enemies and Allies: The wind gods form a relatively 
  neutral organization and as such do not have many enemies 
  and most of these are due to dogmatic differences rather than 
  with relationships with other organizations. 
  Members: The requirements to join the church of Velaeri 
  are as follows. 
  • 
  Home Region: The Principality of Naerie. 
  • 
  Must be able to cast divine spells in name of one of the 
  Velaeri. 
  • 
  Skills: Knowledge (Religion) 4 ranks. 
  • 
  Time Units: 2 to join. 
  The requirements to maintain this membership are: 
  • 
  Affiliation level 1-3: 2 TU per year. 
  • 
  Affiliation level 4-10: 6 TU per year. 
  • 
  Affiliation level 11-20: 10 TU per year. 
  • 
  Affiliation level 21-29: 14 TU per year. 
  Profession (priest) rolls made after Naerie regional modules 
  count towards this requirement. 
  Secrets:  
  Type: Temple 
  Size: 9 (regional). 
  Current Affiliation Score: ___________ 
   
   
   
   
  Criterion 
  Affiliation 
  Score 
  Modifier 
  Character level 
  +½ PC’s level1 
  Cleric, druid or favored soul of the 
  Velaeri, hexblade (Telchur only).  
  +1/level1 
  Ability to cast 3rd level spells 
  +12 
  Ability to cast 5th level spells 
  +22 
  Air Domain 
  +1 
  8 or more ranks in Heal 
  +2 
  5 or more ranks in Diplomacy (not 
  Telchur) 
  +1 
  5 or more ranks in Knowledge (nature) 
  +1 
  8 or more ranks in Profession (priest) 
  +2 
  5 or more ranks in Survival (Telchur 
  only) 
  +1 
  Great Fortitude feat (Telchur only)  
  +1 
  Inside Connection (church of the Velae-
  ri) feat 
  +2 
  Skill Focus (Diplomacy (not Telchur) 
  +1 
  Weapon Focus (deity's weapon) feat 
  +1 
  Per successful mission 
  +2 
  Per failed mission 
  -2 
  1, 2 Do not stack. 
   
  Titles, Benefits, and Duties: The clerics of the Velaeri 
  are tasked to aid the common people of Naerie by 
  defending them against threats and helping them to survive 
  over lean times. All churches have their own individual 
  titles but when dealing with each other, they have 
  determined a relatively simple hierarchy, depending on 
  their level of experience. 
   
  Affiliation 
  Score 
  Title, Benefits and Duties 
  3 or lower 
  Lay 
  member: 
  No 
  benefits. 
  -2 
  circumstance penalty to diplomacy with 
  worshippers of Kurell (Atroa/Velnius), 
  Llerg 
  and 
  Vatun 
  (Telchur). 
  -1 
  circumstance 
  penalty 
  to 
  Diplomacy 
  checks with church of Telchur (Wenta). 
  +2 circumstance bonus to Diplomacy 
  checks with church of Procan (all). 
  4-10 
  Breeze: 
  +1 
  circumstance 
  bonus 
  to 
  Diplomacy, 
  Gather 
  Information 
  and 
  Knowledge (Splintered Suns) while in the 
  Principality of Naerie. Access to Inside 
  Connection (church of the Velaeri), Ritual 
  Blessing (PH2) (Atroa/Velnius), anarchic 
  water (Sotillion/Telchur/Wenta).  
  11-20 
  Wind: Free standard upkeep in the 
  Principality of Naerie. +2 circumstance 
  bonus to Diplomacy, Gather Information 
  and Knowledge (Splintered Suns) while in 
  the Principality of Naerie.  Access to 
  Combat Medic (HB), dark companion 
  (PH2) (Telchur only), deity's favor (PH2), 
  spontaneous 
  domain 
  casting 
  (PH2), 
  spontaneous 
  rejuvenation 
  (PH2) 
  (not 
  Telchur). 
  21-29 
  Favored of the Winds: Free rich upkeep 
  in Principality of Naerie. +4 circumstance 
  bonus to Diplomacy, Gather Information 
  and Knowledge (Splintered Suns) while in 
  the 
  Principality 
  of 
  Naerie. 
  +2 
  circumstance bonus to all Knowledge 
  (religion) checks regarding Procan or the 
  Velaeri.  Access to elemental companion 
  (air only) (CM), Heroic Destiny (RD). 
   
  Executive Powers: Beatify, excommunicate, harvest 
   
   
  
   
   
   
  Church of The Wee Jas 
   
  Symbol: Red skull in a burst of fire. 
  Background, Goals, and Dreams: 
  Wee Jas was relatively popular deity in 
  Idee before the wars. However, her 
  reputation was forever stained due to one 
  woman, Arinohal Sharn. The entire truth 
  will probably never be known but it is widely suspected that 
  she had been sent to Idee a decade before the invasion. She 
  joined the church and rapidly rose through the ranks. She 
  became the High Priestess during the War of the Golden 
  League (579 CY) and as she was considered an accomplished 
  leader, nobody suspected anything when she started to 
  promote many promising young acolytes through the ranks, 
  seemingly 
  at 
  random. 
  When 
  the 
  Scarlet 
  Brotherhood 
  attacked, Arinohal declared her support to them (the only 
  church in Idee to do so) at once and the young "acolytes" she 
  had promoted quickly attacked members of other churches 
  and military units. The church of Lydia was hit especially 
  hard. Of course, many clerics were appalled by this and sided 
  with the Ideeans, many times ending up dead at the hands of 
  vengeful soldiers. Arinohal then started to assist the local 
  Kesh, Arino Soron in governing Foelt. Arinohal’s reign was 
  relatively short though, as she was killed during the Burning 
  of Poelitz. After Ahlissan invasion, most surviving clerics of 
  Wee Jas who were caught were usually killed on sight, even if 
  they had not worked for the Scarlet Brotherhood. Temples 
  were burned to the ground and those clerics who could, went 
  into hiding. Only in Poelitz, a small temple was allowed to 
  stand due to the orders of House Heshun. The only surviving 
  local cleric, Aroran (LN female human Clr3), was dragged 
  from the dungeons and told to run it. Right now, the temple 
  has two junior clerics, few acolytes (mainly abandoned 
  orphans) and few gravediggers. Other clerics exist, of course, 
  but they generally prefer to stay out of sight. For example, 
  the strange woman living in the graveyard of Felten is 
  assumed to be worshipper of Wee Jas. However, the church is 
  in dire need of new members and leaders or it will disappear 
  entirely from Naerie. 
  Enemies and Allies: the church of Wee Jas has no real 
  allies. The church of Lydia has forgiven the actions of Arinohal 
  and, as outcasts, Scarlet Brotherhood soldiers feel kinship to 
  Wee Jas. The fact that it is also one of the dominant religions 
  of Tilvanot Peninsula helps. Right about everyone else dislikes 
  Wee Jas because of stigma of Arinohal's betrayal. 
  Members: As goddess of magic, Wee Jas only accepts 
  spellcasters among her ranks but arcane and divine 
  spellcasters are equal in her eyes. 
  • 
  Home Region: The Principality of Naerie. 
  • 
  Race: Any 
  • 
  Skills: 
  Knowledge 
  (arcana) 
  2 
  ranks, 
  Knowledge 
  (religion) 2 ranks, Spellcraft 2 ranks. 
  • 
  Ability to cast 1st level arcane or divine spells. 
  • 
  Time Units: 2 to join. 
  The requirements to maintain this membership are: 
  • 
  Affiliation level 1-3: 2 TU per year. 
  • 
  Affiliation level 4-10: 4 TU per year. 
  • 
  Affiliation level 11-20: 7 TU per year. 
  • 
  Affiliation level 21-29: 10 TU per year. 
  Secrets: Not all of the Scarlet Brotherhood agents who 
  once infiltrated the Principality were caught, and some are 
  still at large – and in contact with members of their former 
  army. 
  Type: Temple 
  Size: 5 (Poelitz) 
  Current Affiliation Score: ___________ 
   
   
   
   
  Criterion 
  Affiliation 
  Score 
  Modifier 
  +½ PC’s level1 
  +½ PC’s level1 
  Cleric/Favoured 
  Soul 
  of 
  Wee 
  Jas, 
  Hexblade, wizard, sorcerer. 
  +1/level 
  Levels as necromancer 
  +1 
  Levels as Mystic Theurge 
  +2 
  Lawful alignment 
  +1 
  8 or more ranks in any Knowledge skill 
  +1/each 
  Any item creation feat 
  +1/each 
  Diligent feat 
  +1 
  Inside Connection (Church of Wee Jas) 
  +2 
  Well Read feat 
  +1 
  Per successful mission 
  +2 
  Per failed mission 
  -2 
  Chaotic alignment 
  -2 
  Levels as barbarian 
  -4 
  1, 2 Do not stack. 
   
  Titles, Benefits, and Duties: The faithful of Wee Jas 
  are known as Jasadin. While the church was purged after 
  occupation, nothing happened to gathered lore of the 
  church (which was confiscated). Some of this knowledge 
  has been returned to church, and is available for the 
  faithful. Interestingly enough, some Suel who take up the 
  worship of Wee Jas undergo a small transformation where 
  their eyes turn to milky white and enable the faithful to 
  cast powerful divination spells. Some say this is due to a 
  (heavily diluted) bloodline stretching to the archmage 
  Lendore who ages ago passed through these lands. A 
  similar 
  phenomenon 
  has 
  been 
  noted 
  among 
  the 
  worshippers of Osprem. Before the occupation, the faithful 
  of Wee Jas were tasked with burial rituals and magical 
  research in the service of House Eddri. These days the 
  faithful are mainly concerned about finding potential 
  acolytes for the church. 
   
  Affiliation 
  Score 
  Title, Benefits and Duties 
  3 or lower 
  None: No benefits. -2 penalty to Bluff, 
  Diplomacy, Gather Information and Sense 
  Motive when dealing with residents of 
  Naerie, except worshippers of Bralm, 
  Llerg, Lydia or ex-Scarlet Brotherhood 
  soldiers. 
  4-10 
  Jasadin - Crystal Novice: +1 circum-
  stance bonus to Knowledge (arcana), 
  Knowledge 
  (religion) 
  and 
  Spellcraft. 
  Access to Inside Connection (church of 
  Wee Jas) (RD) 
  11-20 
  Jasadin - Topaz Apprentice: +2 cir-
  cumstance bonus to Knowledge (arcana), 
  Knowledge 
  (religion) 
  and 
  Spellcraft. 
  Access to divine magician and focused 
  specialist (CM).  
  21-29 
  Jasadin - Emerald Master: +3 cir-
  cumstance bonus to Knowledge (arcana), 
  Knowledge 
  (religion) 
  and 
  Spellcraft. 
  Access 
  to 
  Daggerspell 
  Mage 
  (CV). 
  Wizards may scribe any "core" spell to 
  their spellbook after a Naerie regional, 
  paying the normal cost. 
   
  Executive Powers: Craft, gift, research. 
   
   
   
   
   
  
  Church of Xerbo 
   
  Symbol: A sea dragon or a dragon 
  turtle. 
  Background, 
  Goals, 
  and 
  Dreams: 
  Xerbo is the Suel god of sea, sailing, 
  money and business. The popularity of this deity has been in 
  decline for years now, with the worship of Zilchus increasing 
  among the population. Temples of Xerbo are located in all the 
  largest towns but his clerics are rarely present, instead 
  concentrating on doing business as their god instructs. 
  An ancient tradition among the church dictates that 
  worshippers should try to placate Xerbo during storms and 
  even 
  today, 
  when 
  storm 
  blows 
  in 
  from 
  Azure 
  Sea, 
  worshippers of Xerbo usually gather outside their temples to 
  sing praise to his fury. 
  During the occupation, the church of Xerbo only suffered 
  small losses as many clerics were aboard ships and thus not 
  easily taken out by the Scarlet Brotherhood. Few clerics sided 
  with the Brotherhood but the majority stayed loyal to Idee or 
  fled to Onnwal and Irongate (most of these did not come 
  back). Currently a Suel cleric named Ordog (N male human 
  Clr8) holds the rank of high priest in Naerie. 
  The goal of the church is to reverse the decline in their 
  flocks. For this they aggressively look for ways to upstage 
  worshippers of Zilchus and even employ magical (and highly) 
  questionable methods in their dealings with them. In fact the 
  church 
  has 
  almost 
  paranoid 
  attitude 
  towards 
  magical 
  interference 
  and 
  the 
  church 
  trains 
  their 
  worshippers 
  extensively in hampering spellcasters. Some sorcerers have 
  also found this church as way to revere dragons as an aspect 
  of a sea that has to be respected.  
  Enemies and Allies: Aside from religious schism with 
  Osprem, Procan and Zilchus, the church has no real enemies. 
  However, neither it does have allies due to Xerbo’s indifferent 
  nature. 
  Members: The requirements to join the Ex-Scarlet 
  Brotherhood Soldier meta-organization are: 
  • 
  Home Region: The Principality of Naerie. 
  • 
  Race: Human (Suel). 
  • 
  Skills: 
  Knowledge 
  (religion) 
  2 
  ranks, 
  Profession 
  (merchant or sailor) 2 ranks, Swim 2 ranks. 
  • 
  Languages: Ancient Suel and Old Oeridian. 
  • 
  Time Units: 2 to join. 
  The requirements to maintain this membership are: 
  • 
  Affiliation level 1-3: 2 TU per year. 
  • 
  Affiliation level 4-10: 6 TU per year. 
  • 
  Affiliation level 11-20: 12 TU per year. 
  • 
  Affiliation level 21-29: 16 TU per year. 
  Profession (merchant) and Profession (sailor) rolls made 
  after Naerie regional modules count towards this requirement. 
  Special: If member wishes to become a Dragonheart mage 
  his Heritage must match a dragon which has swim speed and 
  non-fire breath. This limits choices to black, green, white  or 
  bronze dragon.  
  Secrets: Ordog has a secret means to travel the planes, as 
  he regularly seems to gain more blasphemix and elemental 
  rime for his own use. 
  Type: Temple. 
  Size: 6 (city). Xerbo wields influence in coastal towns but 
  has minimal impact elsewhere in Naerie. 
  Current Affiliation Score: ___________ 
   
   
   
   
  Criterion 
  Affiliation 
  Score 
  Modifier 
  Character level 
  +½ PC’s level1 
  Bard, cleric or favored soul of Xerbo, 
  rogue, sorcerer. 
  +1/level1 
  5 or more ranks in Appraise 
  +1 
  5 or more ranks in Bluff 
  +1 
  5 or more ranks in Profession (mer-
  chant) or Profession (sailor) 
  +1 
  5 or more ranks in Survival 
  +1 
  8 or more ranks in Swim 
  +1 
  Animal Affinity feat 
  +1 
  Inside Connection (Church of Xerbo)  
  +2 
  Pureblood Suel feat 
  +1 
  Skill Focus Profession (merchant) or 
  Profession (sailor) feat 
  +2 
  Owns a ship costing at least 5000 gp 
  +4 
  Owns a trade route 
  +2/each2 
  Per successful mission 
  +2 
  Per failed mission 
  -2 
  Harming sea life 
  -1/each time 
  1, Do not stack. 
  2  If you suspect you have one, contact Naerie Triad for 
  confirmation. One example of this is "Hunting Rights" from 
  COR2-03 Amidst the Mists and Coldest Frosts. 
  Titles, Benefits, and Duties: As Xerbo is a sea god, his 
  worshippers typically train skills that will enable them to 
  survive better aboard ships and in the sea. The highest 
  ranks in the church take their titles from dangerous 
  predators of the deep and many times adorn their clothing 
  with depictions of those beasts. 
  Higher-ranking clerics can also gain access to few items 
  of questionable nature, intended to help clerics of Procan 
  against their enemies. Rank is measured in part by the 
  success of one’s business dealings, and the senior clergy is 
  able to live quite comfortably on their profits. 
  Interestingly, the church probably has the second largest 
  concentration of bards among its ranks (only topped by 
  Lydia). They are usually stormsingers. 
  Affiliation 
  Score 
  Title, Benefits and Duties 
  3 or lower 
  Lay member: No benefits. -2 penalty to 
  Bluff, Diplomacy, Gather Information and 
  Sense Motive when dealing with churches 
  of Osprem, Procan and Zilchus 
  4-10 
  Shark: 
  +1 
  circumstance 
  bonus 
  to 
  Balance, Climb, Jump, Swim and Tumble 
  checks. 
  +1 
  circumstance 
  bonus 
  to 
  Profession 
  (merchant) 
  or 
  Profession 
  (sailor) when in Principality of Naerie. 
  Access to anarchic water and axiomatic 
  water (A&EG). 
  11-20 
  Sea Drake: Free standard upkeep in 
  Principality of Naerie. +2 circumstance 
  bonus to Balance, Climb, Jump, Swim and 
  Tumble checks. +2 circumstance bonus 
  to Profession (merchant) or Profession 
  (sailor) when in Principality of Naerie. 
  Access 
  to 
  divine 
  counterspell 
  (CM), 
  Dragonheart Mage (RtD), spell reflection 
  (CM), spellbreaker song (CM). 
  21-29 
  Dragon Turtle: Free rich upkeep in 
  Principality of Naerie. +3 circumstance 
  bonus to Balance, Climb, Jump, Swim and 
  Tumble checks. +3 circumstance bonus 
  to Profession (merchant) or Profession 
  (sailor) when in Principality of Naerie. 
  Access to blasphemix, elemental rime, 
  Ships Magician (SW), siren's breath (CS). 
   
  Executive Powers: Craft, excommunicate, trade. 
  
   
   
  Church of Zilchus 
   
  Symbol: All members proudly display 
  some kind of symbol to Zilchus among 
  their clothing. Typical choice is the holy 
  symbol showing two hands, clutching a 
  bag of coins. 
  Background, Goals, and Dreams: 
  The reign of the Ivids saw the Great Kingdom fall to utter 
  decadence and ruin, and from its ashes sprang the United 
  Kingdom of Ahlissa. Instrumental in the birth of the new 
  nation were the church of Zilchus and Royal Guild of 
  Merchants of Aerdy. Despite the widespread destruction 
  inflicted during the Wars, lands of Aerdy were still rich in 
  resources that other nations are eager to deal with. Church of 
  Zilchus wants Aerdy to once again take it's place as most 
  powerful nation in Flanaess (and beyond if need be). What 
  the armies of Xavener did not achieve, the bottomless coffers 
  of Royal Guild will. The Guild has outposts everywhere, from 
  the Free City of Greyhawk to Eastfair in the North Kingdom 
  and all this helps to make other nations more dependent on 
  Ahlissan goods and to see Aerdy in positive light. The agents 
  outside Ahlissa carefully work their way to positions of 
  influence and behind the scenes, they channel Ahlissan coin 
  to organizations that serve their interest; Ahlissa funded 
  armies of Onnwal but it also supported Hardby's 
  independence from Greyhawk, ultimately aiding Rary the 
  Traitor, Monarch of the Bright Lands, to tie the town closer to 
  itself.  Many of the priests are themselves merchants, nobles, 
  or in a position of temporal power; this is regarded as a sign 
  of one's worth.  
  Enemies and Allies: Church of Zilchus is not liked by any 
  number of chaotic organizations such as Knights of the Chase.  
  Church of Xerbo has bad relations to Zilchus as former is 
  constantly losing supporters to his more organized rival. 
  Naturally the current leadership in Ahlissa looks at them 
  favorably, along with all government organizations. 
  Members: The requirements to join the Ex-Scarlet 
  Brotherhood Soldier meta-organization are: 
  • 
  Home Region: Ahlissa (Adri or Naerie), Bright Lands, 
  Greyhawk, Hardby, Onnwal or Sunndi. 
  • 
  Skills: Bluff 1 rank, Diplomacy 2 ranks, Gather 
  Information 2 ranks, Knowledge (religion) 2 ranks, 
  Profession (merchant) 4 ranks. 
  • 
  Languages: Old Oeridian 
  • 
  Time Units: 4 to join. 
  The requirements to maintain this membership are: 
  • 
  Affiliation level 1-3: 2 TU per year. 
  • 
  Affiliation level 4-10: 4 TU per year. 
  • 
  Affiliation level 11-20: 12 TU per year. 
  • 
  Affiliation level 21-29: 18 TU per year. 
  • 
  Affiliation level 30+ x 26 per year 
  Profession 
  (merchant) 
  checks 
  count 
  towards 
  this 
  requirement. 
  Secrets: During the invasion, the guild forged several 
  weapons of the soul-trapping metal thinaun, for use in 
  executing captured Scarlet Brotherhood officers. Some of 
  these were later used against the rebels. However, nobody 
  knows the whereabouts of all these weapons and many are 
  looking for them.  
  Type: Business 
  Size: 11 (multiregional). 
  Current Affiliation Score: ___________ 
   
   
   
   
  Criterion 
  Affiliation 
  Score 
  Modifier 
  Character level 
  +½ PC’s level1 
  Cleric or favored soul of Zilchus, rogue 
  +½ PC’s level1 
  Home region other than Naerie 
  -4 
  5 or more ranks in Appraise 
  +1 
  5 or more ranks in Bluff 
  +1 
  8 or more ranks in Diplomacy 
  +1 
  8 or more ranks in Profession (mer-
  chant). 
  +1 
  Celestial Scion feat or a noble rank 
  +21 
  Celestial Scion (Darmen) feat 
  +31 
  Owning a trade route 
  +22 
  Member of Royal Guild of Merchants 
  +4 
  Diligent Feat 
  +1 
  Inside Connection (church of Zilchus) 
  +2 
  Negotiator feat 
  +1 
  Chaotic alignment 
  -4 
  Public 
  humiliation 
  or 
  bad 
  business 
  dealings. 
  -23 
  Levels as barbarian, druid, fighter or 
  holy liberator. 
  -2 
  Naerie noble house favors 
  +1/each 
  Naerie noble house disfavors 
  -1/each 
  Donates money to church of Zilchus 
  +1/1000gp 
  1, Do not stack. 
  2  If you suspect you have one, contact Naerie Triad for 
  confirmation. One example of this is "Hunting Rights" from 
  COR2-03 Amidst the Mists and Coldest Frosts. 
  3 Public humiliations are detailed in modules. Bad business 
  dealings are assumed to happen whenever you roll a 
  natural 1 on Profession (merchant) rolls or trade route 
  favor shows a result where you lose money. 
   
  Titles, Benefits, and Duties: Members  
   
  Affiliation 
  Score 
  Title, Benefits and Duties 
  3 or lower 
  Lay member: No benefits. -2 penalty to 
  Bluff, Diplomacy, Gather Information and 
  Sense Motive when dealing with Idee 
  Volunteers, 
  servants 
  of 
  Kurell 
  and 
  Trithereon and church of Xerbo 
  4-10 
  Honest deal mediator: +1 circumstance 
  bonus to Bluff, Diplomacy, Gather Infor-
  mation, Profession (merchant). Access to 
  axiomatic water (A&EG).  
  11-20 
  Trader: Free standard upkeep in the 
  Principality of Naerie. +2 circumstance 
  bonus 
  to 
  Bluff, 
  Diplomacy, 
  Gather 
  Information and Profession (merchant) 
  checks. 
  Access 
  to 
  Inside 
  Connection 
  (church of Zilchus) (RD) and Siren's 
  Breath (CS). 
  21-29 
  Guildmaster: 
  Free 
  rich 
  upkeep 
  in 
  Principality of Naerie. +3 circumstance 
  bonus 
  to 
  Bluff, 
  Diplomacy, 
  Gather 
  Information and Profession (merchant) 
  checks. Access to divine counterspell 
  (PH2), spell sense (PH2), gorgon's hair. 
  Free spellcasting with church of Zilchus 
  (except spell components). 
  30 or higher 
  Golden Capon: Free luxury upkeep in 
  Naerie. +4 circumstance bonus to Bluff, 
  Diplomacy, Gather Information, Professi-
  on (merchant). Access to Heroic Destiny 
  (RD). Permanent favor with church of 
  Zilchus, 10% discount on spell material 
  component costs with church of Zilchus. 
   
  Executive Powers: Gift, mint, trade. 
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Ahlissa (Naerie)/Naerie Churches.pdf