TEXT: Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 1 of 1 
  Version 5.0 
   
   
   
   
   
  Part 4 – Sacred Organizations 
  Version 5.0 
   
   
  February 1, 2006 
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 2 of 2 
  Version 5.0 
   
  Part 4 – Sacred Organizations  
  Table of Contents 
   
   
  Chapter 1 – Geoff Class Book Guidelines 
  Page 3 
   
  Chapter 2 – Religious Organizations 
  Page 4 
   
  Chapter 3 – Religions in Geoff 
  Page 63 
   
  Chapter 4 – Temple Spell List 
  Page 65 
   
   
   
   
   
   
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 3 of 3 
  Version 5.0 
   
  Chapter 1 
  Geoff Class Book Guidelines 
   
  This section outlines the basics of joining meta-group 
  organizations in Geoff.  Most meta-group memberships 
  in Geoff are recorded on your adventure certificate.  To 
  join these groups, you must write in the notes section 
  that you are spending any required gold and/or time 
  units to join the group and have the judge sign the 
  adventure certificate.  If an organization has any special 
  requirement, you must show the judge a notation on a 
  previous adventure certificate that this occurred. 
   
  All organizations, while not requiring certificates for 
  membership, do require anyone who joins them to notify 
  the POC.  The POC’s name and e-mail are listed in the 
  entry for each meta organization.  Notification must be 
  done via e-mail within 2 weeks of joining the meta-
  organization so the POC has a record. 
   
  Some organizations will still require an actual certificate.  
  If an organization requires a certificate for membership, 
  it will indicate this in the group’s description.  Meta-
  organization certificates come either in a PDF file to be 
  printed by the player, or mailed to the player. 
   
  This should let anybody who wishes to join a group do 
  so with just a small bit of effort on their part.  
   
  RESIDENCY: 
  Many organizations require that the PC be a resident of 
  Geoff.  In order to join these groups, your character must 
  have a home region of Geoff listed on her adventure 
  record.  If you ever change home regions, you can no 
  longer be a member of that group and you immediately 
  lose all benefits of membership. 
   
  REACTION BONUS:     
  Many groups provide a reaction bonus when dealing 
  with certain NPC’s in the game. This bonus (or penalty) 
  applies only during Geoff regional scenarios or scenarios 
  adapted to Geoff.  The bonus applies to the following 
  skills at the DM’s discretion. If he says no, then no is no. 
  Respect that.  
   
  • 
  Bluff (Cha) 
  • 
  Diplomacy (Cha) 
  • 
  Gather Information (Cha) 
  • 
  Intimidate (Cha) 
  • 
  Perform (Cha, does not effect checks to make 
  money at the conclusion of an adventure) 
  FOLLOWERS AND COHORTS 
  For those PCs with followers and cohorts, there are 
  many role-play opportunities.  However, followers may 
  not be members of any meta-org.  Cohorts may be 
  members of meta orgs and may rise to any level for 
  which they qualify.  Cohorts can only be members of a 
  meta org of which the PC is a member. 
   
  LEAVING AN ORGANIZATION 
  If you join an organization with annual TU or gold costs 
  (including tithing), you join the group for a minimum of 
  two years.  If you leave the organization before paying 
  two years of costs, you must pay the costs the following 
  year even if you are no longer a member of the group. 
   
  Spell Access: 
  For arcane casters, you do not lose access to spells 
  already learned if you leave a meta-organization.  For 
  divine casters, you no longer have access to spells that 
  a 
  meta-organization 
  provides 
  if 
  you 
  leave 
  that 
  organization.                                                                                  
   
  Prestige Classes: 
  If you take levels in limited prestige class, you do not 
  lose those levels upon leaving the organization.  
  However, you are not permitted to continue taking levels 
  of that class if you are no longer a member.   
   
  CHARACTER DEATH  
  Some organizations have racial requirements that must 
  be met before the character can join.  If the character’s 
  race changes via reincarnate or other method and the 
  requirements are no longer met, the character cannot 
  remain a member of that organization.  The exception is 
  membership in a sacred organization.  If a character’s 
  race changes and they no longer meet the racial 
  requirements of a church or temple, the character may 
  remain in their current position, but may not advance any 
  further within the church hierarchy.  Additionally, they 
  must participate in a special mission for an Atonement.  
   
  For more information head to the website at www.living-
  geoff.com.  There you will find full rosters of the meta-
  groups.  More background information as well as special 
  events that might be going on in the future for them will 
  also be posted on the Geoff web site.  Remember these 
  groups will be as fun as the effort you put into them. 
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 4 of 4 
  Version 5.0 
   
   Chapter 2 
  Sacred Organizations 
   
  The following section details various religious organizations available in Geoff.  The Flan people predominantly worship 
  Flan deities, with great reverence being given to Beory, Ehlonna, Obad Hai, and Pelor.  Nerull is often shown respect by 
  the people of Geoff, but only for his winter aspect and not because of his death spheres.   
   
  Many other deities are often found in Geoff, with evil and Baklunish deities being the only true disliked deities.  Of course, 
  there are many issues between different religious factions, but this document is not intended to detail of those.  More 
  information can be found in the religion section provided later in this document or on the Geoff website. 
   
  If a PC has taken a position of greater responsibility within a church’s hierarchy, the PC pays the cumulative TU for the 
  highest “rank” he or she has obtained.  For example, an Elder Priest in the Church of Allitur pays a total of 10 TU per year 
  for being an Elder Priest, the sum of being a Lay Member, Junior Priest, Priest, and Elder Priest.  TU costs of different 
  groups still must be paid (i.e. a Priest of the Church of Beory pays those costs plus the cost of the Old Faith if she belongs 
  to both).  
   
  The Sacred Organizations currently in Geoff are listed below.  The subgroups under each Church are the special orders 
  for non-clerics within the church.   
   
  The locations of shrines, temples, and other places of worship for the various organizations presented in this chapter can 
  be found in the Geoff Gazeteer which is located on the Geoff website. 
   
  List of Groups 
  Page 
  Church of Allitur 
  6 
   
  Astute Sage  
   
  Sage Knight  
  Church of Beory 
  10 
   
  Nature Walker  
  Church of Boccob 
  Church of Ehlonna 
  14 
   
  Blade of Nature  
   
  Forest Walker and Warden of the Ancient Forest  
  Church of Fharlanghn 
  17 
   
  Wanderer  
  Church of Heironeous 
  21 
   
  Illustrious  
  Church of Obad-Hai 
  24 
   
  Shalm  
  Church of Pelor 
  27 
   
  Champion of the Sun and Shield 
  Church of Pholtus 
  31 
  Church of Phyton 
  35 
  Church of St. Cuthbert 
  37 
   
  Oaken Cudgel  
   
  Fists of St. Cuthbert  
  Church of Tritherion 
  43 
  Church of Wee Jas 
  45 
  Keeper of the Dead  
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 5 of 5 
  Version 5.0 
   
   
  Old Faith 
  49 
   
  Guardian  
  Order of Shining Beacons 
  52 
  Children of the Greenman 
  54 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Resources: Complete Divine by David Noonan; Deities and Demigods by TSR, Inc.; Deities and Demigods by Rich 
  Redman, Skip Williams, and James Wyatt; Demihuman Deities by Eric L. Boyd; Draconomicon by Andy Collins, Skip 
  Williams, and James Wyatt; Faiths and Pantheons by Eric L. Boyd and Erik Mona; Frostburn by Wolfgang Baur, James 
  Jacobs, and George Strayton; Glossography for the Guide to the World of Greyhawk by Gary Gygax; Libris Mortis by 
  Andy Collins and Bruce R. Cordell; Living Greyhawk Gazetteer by Gary Holian, Erik Mona, Sean K. Reynolds, and 
  Frederick Weining; Monster Mythology by TSR, Inc.; Races of Stone by David Noonan, Jesse Decker, and Michelle 
  Lyons; Return to the Temple of Elemental Evil by Monte Cook; The Scarlet Brotherhood by Sean Reynolds; Slavers by 
  Sean K. Reynolds and Chris Pramas; “Beings of Power: Four Gods of Greyhawk” in Dragon (April 2002) by David 
  Noonan; “Blood of Heroes” in Living Greyhawk Journal #3 (February 2001) by Sean K. Reynolds, Fred Weining, and Erik 
  Mona; and “The Vault of the Drow: Dark Elf Metropolis” in Living Greyhawk Journal #14 (August 2002) by Frederick 
  Weining.  All of the descriptions of deities in this product are excerpted from these resources. 
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 6 of 6 
  Version 5.0 
   
  Church of Allitur 
  (Contact POC on joining or changing membership) 
   
  Allitur (AH-lih-toor) is an old Flan god, representing the need the maintain traditions, laws, and ethical behaviors between 
  tribes and generations of people.  Often considered the younger brother of Rao, he maintains close ties with all of his 
  pantheon and often acts as a liaison to other pantheons because of his gift of divine diplomacy; it is this interaction that 
  has gained him some awareness beyond the Flan people in this century.  He rides an untiring horse named Keph; his 
  symbol is a pair of clasped hands.  "The people should understand and respect their cultural traditions, else breakdown of 
  society should result."  Allitur insists on the performance of traditional rituals, and most of Flan customs about home and 
  family be traced to his teaching.  He also introduced the concept of laws and punishment to the Flan, and his name is 
  invoked at trials, diplomatic meetings, and other official situations where fairness is expected from a bargaining partner.   
   
  Allitur’s clerics arbitrate disputes, carry messages between tribes and nations, act as legal advisers or judges when 
  needed, scribe laws and other documents for the common folk, travel to teach the proper traditions to children and 
  heathens.  They also have a martial aspect because of their role as enactors of punishments for criminals, violators of 
  taboos, and oathbreakers.  Allitur’s worshipers are expected to comply with clerics when they serve this function.  These 
  roles carry them far into hostile lands where their belief comes into conflict with heretics and uncivilized. 
   
  The Gyric Church of Allitur is the foremost proponent in Geoff of Respect for the Law, the Written Word, and the 
  preservation-through-documentation of Customs and Traditions. These goals follow the three Traditions of the Gyri 
  Church of Allitur: Allitur the Lawspeaker, Allititur the Teacher, and Allitur the Scribe.  To achieve these goals, it gives final 
  judgment on and documents legal decisions, provides law advisors to the Nobility, teaches people to read and write, trains 
  and provides clerks for both government and private businesses, and preserves the Customs and Traditions of Geoff in 
  writing. 
   
  During this time of crises, it also seeks to teach the Giants and their allies the folly of attacking a literate people.  
  Additionally, the general public uses the Church of Allitur to witness the signing of and to protect the wedding contracts 
  between couples prior to their marriage or hand-fasting. They promote the well-being of the Gyri culture by advancing the 
  lives of the general public through literacy and documentation. 
   
  There are few priests of Allitur within Geoff and even fewer followers.  Shaeen merch Wynne is the Elder Priestess at the 
  only remaining temple of Allitur in Geoff.  Although most of the priests of Allitur tend to remain within the walls of the 
  temple following more intellectual pursuits, some have traveled outside those confines.   
   
   
  Area of Operation:  
  TBD 
  Area of Influence:  
  Geoff 
  Sponsor:  
  Gyric Church of Allitur 
  Contact:  
  Don Lumpkin                          
   
  Weapon of the Deity Spell: +1 flaming spear 
   
  Domains: Community* (CD), Good, Inquisition* (CD), Knowledge, Law, Purification* (CD). 
   
  Laymember of Allitur 
   
  Requirements to join: 
  • 
  Must be a follower of Allitur 
  • 
  2 Time Units per year (Spent in various Church-related activities). 
  • 
  1 Rank in Knowledge (Religion) to reflect the knowledge gained by the PC while attending Church services 
  regularly 
  • 
  Must be a resident of Geoff 
  • 
  100 gp per year 
   
  Acess Granted Through: 
  • 
  Sacred, Allitur, Laymember 
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 7 of 7 
  Version 5.0 
   
   
  Benefits: 
  • 
  A Laymember is considered to be a registered follower of the Gyric Church of Allitur for purposes of the Temple 
  Spell List and other generic benefits approved by the Regional Triad. 
  • 
  Access to a masterwork Spear (PHB) at a 5% discount 
   
  Junior Priest of Allitur  
   
  Requirements to join: 
  • 
  Laymember of the Gyric Church of Allitur 
  • 
  Must continue to maintain requirements of Laymember 
  • 
  At least 2 levels of Cleric 
  • 
  Alignment LG, NG, LN 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  4 Ranks in Knowledge (Religion) 
  • 
  1 Rank in Knowledge Local (Sheldomar Valley) 
  • 
  Speak and write Flan and Common 
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Allitur, Junior Priest 
   
  Benefits:  
  • 
  A Junior Priest has all the benefits of a Laymember 
  • 
  A Junior Priest receives a +1 reaction bonus with worshippers of Allitur while openly wearing a holy symbol of 
  Allitur.  At the same time, this can cause negative reactions with opposed religions.  Refer to page 3 for more 
  information on reaction bonuses.  
  • 
  Receive a +1 skill bonus to Profession (Scribe), Knowledge Local (Sheldomar Valley), Concentration, and Sense 
  Motive 
  • 
  Receive a Silver Holy Symbol (PHB)  
  • 
  Receive a Masterwork Arbitration Kit (PHB, Masterwork Tool Kit) (+2 circumstance bonus to the Diplomacy skill) 
  • 
  Receive a church Signet Ring of the Priesthood (PHB)  
  • 
  Receive Clerics Vestments for the church (PHB)  
  • 
  Receive a Backpack with the church symbol (PHB)  
  • 
  Receive a Scroll Case with the church symbol (PHB)  
  • 
  Receive 1 Vial of Ink, 5 Sheets of Parchment (watermarked with the church symbol), 5 Sheets of Paper 
  (watermarked with the church symbol), 10 Ink Pens  
  • 
  Assigned to a Church Priest mentor 
   
  Priest of Allitur  
   
  Requirements to join: 
  • 
  Junior Priest of Allitur for 6 months (calendar time) 
  • 
  Must continue to maintain requirements of a Junior Priest 
  • 
  At least 6 levels of Cleric or the ability to cast as 4th level divine spells 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  8 Ranks in Knowledge (Religion) 
  • 
  2 Ranks in Knowledge Local (Sheldomar Valley) 
  • 
  100 gp per year  
   
  Access Granted Through: 
  • 
  Sacred, Allitur, Priest 
   
  Benefits: 
  • 
  A Priest has all the benefits of a Junior Priest 
  • 
  A Priest gains an additional +1 reaction bonus to social skills that stacks with the bonus of a Junior Priest. This 
  bonus applies in the same manner as the Junior Priest bonus.  
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 8 of 8 
  Version 5.0 
   
  • 
  A Priest begins each Geoff regional module with one Favor of the Church of Allitur.  These count as a Level D 
  Favor and cannot be saved.  Unused favors go away at the end of each module.  Multi-round events count as a 
  single module. 
  • 
  Receive a +2 skill bonus to Knowledge Local (Sheldomar Valley), Diplomacy, Sense Motive 
  • 
  Assigned to a Church with an Elder Priest to learn to minister and care for the Laymembers (contact the Church 
  of Allitur POC and Triad for specifics) 
  • 
  A Priest receives Adventurer’s Standard lifestyle for free during each Geoff regional 
   
  Elder Priest of Allitur 
   
  Requirements to join: 
  • 
  Priest of Allitur for 6 months (calendar time) 
  • 
  Must continue to maintain requirements of Priest 
  • 
  At least 10 levels of Cleric or the ability to cast spells 6th level divine spells 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities).  
  • 
  10 Ranks in Knowledge (Religion) 
  • 
  3 Ranks in Knowledge Local (Sheldomar Valley) 
  • 
  Tithe of an additional 600 gp per year (increase includes Church up keep) 
   
  Access Granted Through: 
  • 
  Sacred, Allitur, Elder Priest 
   
  Benefits: 
  • 
  An Elder Priest has all the benefits of a Priest.  
  • 
  An Elder Priest gains an additional +1 reaction bonus that stacks with the bonus of a Priest. This bonus applies in 
  the same manner as the Priest bonus.  
  • 
  An Elder Priest receives Rich lifestyle for free during each Geoff regional.  
  • 
  Receive a +2 skill bonus to Sense Motive and Concentration 
  • 
  Receive a permanent church assignment (contact the Church of Allitur POC and Triad for specifics) 
   
  Astute Sage of Allitur 
   
  Requirements to join: 
  • 
  Laymember of the Church of Allitur for at least 2 months (real time) 
  • 
  Must continue to maintain requirements of Laymember 
  • 
  At least one level of Church Inquisitor or Divine Oracle 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  8 Ranks in Knowledge (Religion) 
  • 
  3 Ranks in Sense Motive 
  • 
  3 Ranks in Knowledge (Local (Sheldomar Valley)) 
  • 
  Speak and write Flan and Common 
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Allitur, Astute Sage 
   
  Benefits: 
  • 
  An Astute Sage receives all of the benefits of a Laymember 
  • 
  An Astute Sage receives a +1 reaction bonus with worshippers of Allitur while openly wearing a holy symbol of 
  Allitur.  At the same time, this can cause negative reactions with opposed religions.  Refer to page 3 for more 
  information on reaction bonuses.   
  • 
  Receive a +2 Circumstance Bonus on Spellcraft checks 
  • 
  An Astute Sage begins each Geoff regional module with 1 Lesser Favor of the Church of Allitur.  These count as 
  a Level D Favor and cannot be saved.  Unused favors go away at the end of each module.  Multi-round events 
  count as a single module.   
  • 
  Receive a +1 skill bonus to Knowledge Local (Sheldomar Valley) 
  • 
  Receive a +1 skill bonus to Sense Motive 
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 9 of 9 
  Version 5.0 
   
  • 
  Receive a church Signet Ring of the Sage Knight (PHB)  
  • 
  Receive a Backpack with the church symbol (PHB)  
  • 
  Receive a Scroll Case with the church symbol (PHB)  
   
  Sage Knight of Allitur 
   
  Requirements to join: 
  • 
  Laymember of the Church of Allitur for at least 2 months (real time) 
  • 
  Must continue to maintain requirements of Laymember 
  • 
  At least 6 levels of Paladin or 1 level of Pious Templar.  
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  6 Ranks in Knowledge (Religion) 
  • 
  8 Ranks in Ride 
  • 
  Speak and write Flan and Common 
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Allitur, Sage Knight 
   
  Benefits: 
  • 
  A Sage Knight receives all of the benefits of a Laymember 
  • 
  A Sage Knight receives a +1 reaction bonus with worshippers of Allitur while openly wearing a holy symbol of 
  Allitur.  At the same time, this can cause negative reactions with opposed religions.  Refer to page 3 for more 
  information on reaction bonuses.   
  • 
  A Sage Knight receives a +2 circumstance bonus to Knowledge Local (Sheldomar Valley) when dealing with the 
  laws of Geoff 
  • 
  A Sage Knight begins each Geoff regional module with 1 Favor of the Church of Allitur.  These count as a Level C 
  Favor and cannot be saved.  Unused favors go away at the end of each module.  Multi-round events count as a 
  single module. 
  • 
  Receive a +2 skill bonus to Ride 
  • 
  Receive a +1 skill bonus to Knowledge (Local (Sheldomar Valley)) 
  • 
  Receive a +1 skill bonus to Knowledge (Nobility and Royalty) 
  • 
  Receive a Silver Holy Symbol (PHB)  
  • 
  Receive a church Signet Ring of the Sage Knight (PHB)  
  • 
  Receive Military Saddle (exotic or standard) with the church symbol (PHB) 
  • 
  Receive a Backpack with the church symbol (PHB)  
  • 
  Receive a Scroll Case with the church symbol (PHB)  
  • 
  Assigned a church location with an Elder Priest of Allitur to use the as home base (contact the Church of Allitur 
  POC and Triad for specifics) 
  • 
  A Sage Knight receives Adventurer’s Standard lifestyle for free during each Geoff regional scenario 
   
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 10 of 10 
  Version 5.0 
   
  Church of Beory 
  (Contact POC on joining or changing membership) 
   
  Beory (bay-OH-ree) is usually considered a manifestation of the will of Oerth itself.  Little concerns her except the actual 
  fate and prosperity of the entire world, and she is a very distant goddess, even from her clerics.  Named by the Flan, 
  Beory’s name is known throughout the Flanaess.  Beory has little time or interest for most other divine beings, even those 
  of similar interests, or her connection to the Oerth consumes most of her attention.  Her symbol is either a green disk 
  marked with a circle or a rotund woman figurine. "The Oerth is a wellspring of all life.  Whether on the surface, below the 
  waves, or underground, all life is part of Beory.  She inspires every living thing to grow, nurtures them with blessed rain, 
  and calls them to herself when it is time to die.  Disasters that cause widespread destruction are agony to her.  The 
  actions of individuals are of no consequence unless they threaten the Oerth." Clerics of Beory are contemplative and 
  spend their time communing with nature.  They often associate with druids.  When they gather, they defer to the wisest 
  and oldest.  As they try to see the greater picture, they tend to be slow to act, but when they do act it is direct and focused 
  on the solution.  They wander to feel the different sensations of the Oerth, and use their power to relieve the Oerth’s pains 
  where it has been wounded. 
   
  The small Gyric Church of Beory has very close ties to the Old-Faith worship of Beory.  While the Old Faith venerates 
  Beory as part of the Eternal Circle, the Church of Beory follows Beory exclusively.  Their ceremonies celebrate her work 
  as a mother and nurturing caretaker of humanity.  Autumn is the season of Beory.  During the apple picking, men are 
  allowed to harvest the apples, but only women can put them through the presses.  Only a woman who has given birth, 
  with the help of Beory, can bring a seed to life.  It is also in the fall that a woman of age is taught the Mother’s Secrets. 
   
  The followers of Beory are mostly female, though there are some male followers.  Many of the commoners also ask for 
  her blessings to help their crops grow healthy and full or for the safe delivery of a child.  Two followers of note are 
  Meinwen ap Padrin, wife to Arglwyth Colwyn ap Ffagan, and Ginessa Makin, wife of Arglwyth Teral of the Scarlet Oak.   
  Both women are devout followers of Beory and wear their holy symbols all the time.   
   
  During the exploration of the Downlands by adventurers, an old underground temple to Beory was found.  The priestess 
  and druids of Beory have been working to cleanse the temple for use.  There is a winding dirt path that leads downward to 
  a round central temple room.  The Priestesses are very excited to have discovered an initiation chamber of old.  The 
  initiates go through a ceremony in the temple room and are then brought through the winding path like a newborn comes 
  through the birth canal.  These new priests or priestesses are then welcomed into the family of Beory clergy.  At least one 
  wedding has been performed in this newly found temple and regular services will begin soon. 
   
  Base of Operations:  
  Rhad Derwyth 
  Area of Influence:  
  Geoff 
  Sponsor:  
  Gyric Church of Beory 
  Contact:  
  Don Lumpkin 
   
  Weapon of the Deity Spell: +1 defending club 
   
  Domains: Animal, Creation* (CD), Earth, Plant, Water, Weather* (CD). 
   
  Laymember of Beory 
   
  Requirements to join: 
  • 
  Must be a follower of Beory 
  • 
  2 Time Unit per year (Spent in various Church-related activities). 
  • 
  Must be a resident of Geoff 
  • 
  1 Rank in Knowledge (Religion) to reflect the knowledge gained by the PC while attending Church services 
  regularly 
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Beory, Laymember 
   
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 11 of 11 
  Version 5.0 
   
  Benefits: 
  • 
  A Laymember is considered to be a registered follower of the Gyric Church of Beory for purposes of the Temple 
  Spell List and other generic benefits approved by the Regional Triad. 
  • 
  Access to a masterwork Club (PHB) at a 5% discount 
   
  Junior Priest of Beory  
   
  Requirements to join: 
  • 
  Laymember of the Gyric Church of Beory 
  • 
  Must continue to maintain requirements of Laymember 
  • 
  At least 2 levels of Cleric 
  • 
  Alignment LG, NG, CG, LN, N, C 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  4 Rank in Knowledge (Religion) 
  • 
  1 Ranks in Knowledge (Nature) or Survival 
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Beory, Junior Priest 
   
  Benefits:  
  • 
  A Junior Priest has all the benefits of a Laymember 
  • 
  A Junior Priest receives a +1 reaction bonus with worshippers of Beory while openly wearing a holy symbol of 
  Beory.  At the same time, this can cause negative reactions with opposed religions.  Refer to page 3 for more 
  information on reaction bonuses.  
  • 
  Receive a +1 skill bonus to Diplomacy, Knowledge Local (Sheldomar Valley), Concentration, and Knowledge 
  (Nature) 
  • 
  Receive a Silver Holy Symbol (PHB)  
  • 
  Receive a Healer’s Kit (PHB)  
  • 
  Receive a church Signet Ring of the Priesthood (PHB)  
  • 
  Receive Clerics Vestments for the church (PHB)  
  • 
  Receive a Backpack with the church symbol (PHB)  
  • 
  Receive a Scroll Case with the church symbol (PHB)  
  • 
  Receive 1 Vial of Ink, 5 Sheets of Parchment (watermarked with the church symbol), 5 Sheets of Paper 
  (watermarked with the church symbol), 10 Ink Pens (PHB) 
  • 
  Assigned to a Church Priest mentor 
   
  Priest of Beory  
   
  Requirements to join: 
  • 
  Junior Priest of Beory for 6 months (calendar time) 
  • 
  Must continue to maintain requirements of a Junior Priest 
  • 
  At least 6 levels of Cleric or the ability to cast as 4th level divine spells 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  8 Ranks in Knowledge (Religion) 
  • 
  2 Ranks in Knowledge (Nature) or Survival 
  • 
  100 gp per year  
   
  Access Granted Through: 
  • 
  Sacred, Beory, Priest 
   
  Benefits: 
  • 
  A Priest has all the benefits of a Junior Priest 
  • 
  A Priest gains an additional +1 reaction bonus to social skills that stacks with the bonus of a Junior Priest. This 
  bonus applies in the same manner as the Junior Priest bonus.  
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 12 of 12 
  Version 5.0 
   
  • 
  A Priest begins each Geoff regional module with one Favor of the Church of Beory.  These count as a Level D 
  Favor and cannot be saved.  Unused favors go away at the end of each module.  Multi-round events count as a 
  single module. 
  • 
  Receive a +2 skill bonus to Knowledge Local (Sheldomar Valley), Diplomacy, Knowledge (Nature) 
  • 
  Assigned to a Church with an Elder Priest to learn to minister and care for the Laymembers (contact the Church 
  of Beory POC and Triad for specifics) 
  • 
  A Priest receives Adventurer’s Standard lifestyle for free during each Geoff regional 
   
   
  Elder Priest of Beory 
   
  Requirements to join: 
  • 
  Priest of Beory for 6 months (calendar time) 
  • 
  Must continue to maintain requirements of Priest 
  • 
  At least 10 levels of Cleric or the ability to cast spells 6th level divine spells 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities).  
  • 
  10 Ranks in Knowledge (Religion) 
  • 
  3 Ranks in Knowledge (Nature) or Survival 
  • 
  Tithe of an additional 600 gp per year (increase includes Church up keep) 
   
  Access Granted Through: 
  • 
  Sacred, Beory, Elder Priest 
   
  Benefits: 
  • 
  An Elder Priest has all the benefits of a Priest.  
  • 
  An Elder Priest gains an additional +1 reaction bonus that stacks with the bonus of a Priest. This bonus applies in 
  the same manner as the Priest bonus.  
  • 
  An Elder Priest receives Rich lifestyle for free during each Geoff regional.  
  • 
  Receive a +2 skill bonus to Knowledge (Nature) and Concentration 
  • 
  Receive a permanent church assignment (contact the Church of Beory POC and Triad for specifics) 
   
  Nature Walker of Beory: 
   
  Requirements to join: 
  • 
  Laymember of the Church of Beory for at least 2 months (real time) 
  • 
  Must continue to maintain requirements of Laymember 
  • 
  At least 6 levels of Druid, Ranger, Barbarian, Scout, or any combination of the listed classes 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  6 Ranks in Knowledge (Religion) 
  • 
  3 Ranks in Knowledge (Nature) 
  • 
  3 Ranks in Survival 
   
  Access Granted Through: 
  • 
  Sacred, Beory, Nature Walker 
   
  Benefits: 
  • 
  A Nature Walker may claim sanctuary in any holy place of Beory in Geoff 
  • 
  A Nature Walker receives all of the benefits of a Laymember 
  • 
  A Nature Walker receives a +1 reaction bonus with worshippers of Beory while openly wearing a holy symbol of 
  Beory.  At the same time, this can cause negative reactions with opposed religions.  Refer to page 3 for more 
  information on reaction bonuses. 
  • 
  A Nature Walker begins each Geoff regional module with one Favor of the Church of Beory.  These count as a 
  Level C Favor and cannot be saved.  Unused favors go away at the end of each module.  Multi-round events 
  count as a single module. 
  • 
  Receive a +2 skill bonus to Knowledge (Religion) and Knowledge (Nature) 
  • 
  A Nature Walker receives Adventurer’s Standard lifestyle for free during each Geoff regional scenario 
  • 
  Receive a church Signet Ring of the Nature Walker (PHB)  
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 13 of 13 
  Version 5.0 
   
  • 
  Receive a Backpack with the church symbol (PHB)  
  • 
  Receive a Scroll Case with the church symbol (PHB)  
   
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 14 of 14 
  Version 5.0 
   
  Church of Boccob 
  (Contact POC on joining or changing membership) 
   
  Boccob (BOK-kob) is known throughout the Flanaess, oversees the maintenance of magic’s existence on Oerth, and is 
  interested in the creation of new magic items and spells (he is said to have a copy of every magic item made by mortals).  
  He sees that Oerth’s magic is declining and will eventually fade away; he combats this effect and suspects that Tharizdun 
  is responsible.  He is distant from all other gods save his servant Zagyg.  Shown in purple robes with shimmering runes of 
  gold, Boccob carries the first staff of the magi; an eye within a pentagram is his symbol. "Seek balance above good, evil, 
  law, or chaos.  Fight to push back the encroachment of good just as you would the oppression of evil.  Magic is the most 
  important thing on Oerth, and it must be preserved so that the balance can be preserved." Churches are protected from 
  outside interference, and those within devote most of their time to research, particularly prophecies, which they guard 
  carefully lest they fall into the wrong hands.  In lands where the forces of Law, Chaos, Good, or Evil grow too strong, 
  churches of Boccob are built to balance those forces. Clerics of Boccob create and study magic and divine the future.  
  They leave their churches to root out rumors of lost magic items or spells, or to defend a magical place or item from 
  destruction.  Most clerics of Boccob are neutral, as extremism in ethos is frowned upon; they must maintain the balance 
  between all alignments. Boccob's clerics are alert for signs of magical aptitude among youngsters, and they offer 
  education to any youth they deem worthy of the privilege, whether noble or commoner. Clerics of Boccob almost always 
  learn their prayers and sacraments in a classroom at a major temple-college. 
   
  Anything that involves powerful magic involves the followers of Boccob. Creating or destroying artifacts, uncovering new 
  kinds of magic, and traveling the Outer Planes are all common quests. A follower of Boccob might rescue a sorcerer 
  captured by bugbears, brave a ruin to retrieve an ancient spellbook, or break up a cult of ur-priests seeking to cut off 
  magic power to all but themselves. Prayers to Boccob have remarkably florid language. A common one begins, "Hail and I 
  greet you, Boccob, Master of Magic, All-Seeing, All-Potent Revealer of Mysteries Beyond Compare. Whose Perspicacity 
  knows no boundaries, most puissant protector of the eldritch realms, both known and unknown..." Boccob favors tall, 
  round towers for his temples. Almost all have colleges for the study of both divine and arcane magic, and visitors are as 
  likely to meet wizards as clerics inside. Most Boccob temples provide magic item identification and a number of 
  divinations to the public. Boccob's followers celebrate powerful magic in all its forms, performing ceremonies when a 
  magic item is made or a new spell discovered. Many high-level followers make pilgrimages to other planes to see magic in 
  action.   
   
  Boccob's clerics favor purple garments with gold trim; many are cleric/wizards or cleric/sorcerers.  Most remain aloof from 
  worldly affairs and devote themselves to magical research and to formulating prophecies.  They share their knowledge of 
  the future only sparingly, lest someone get the upper hand and upset the balance.  Boccob's clergy actively create magic 
  items.  Most of Boccob's clerics keep busy rooting out bits of magical lore, recovering lost magical items, and investigating 
  mysteries.  They adamantly oppose any attempt to destroy a magic item or any magical place.  Boccob's temples are 
  usually located in urban areas.  They are always well fortified to withstand outside interference, and they house extensive 
  libraries.  Most are also well equipped with various scrying devices and defenses.  Visitors to a temple of Boccob usually 
  get a cool greeting at best and are never truly welcomed unless they have some unusual magic item to offer for 
  examination or money to spend on spells, magic items, or information. 
   
  The Gyric Church of Boccob is a new addition to the culture.  They have little care for hierarchy and really only care about 
  the study of the arcane arts.  Since Geoff is not particularly welcoming of groups of arcane casters, the Temple of Boccob 
  has remained very small.  Although the members of the church rarely speak to each other, they respect each other’s 
  accomplishments in the magical arts.  They have spent their time during the war with the Giants accumulating as much 
  magical information as they can from whatever sources they can.  Although they are arcane casters, they see their 
  homage to Boccob as more important.  They worship magic in its purist forms and see it as a neutral force in the world.  It 
  is the purpose behind the spells being cast that give people the perception that magic is good or evil.  However, to a true 
  believer of Boccob, magic itself is neutral. 
   
  Base of Operations:  
  TBD 
  Area of Influence:  
  Geoff 
  Sponsor:  
  Gyric Church of Boccob 
  Contact:  
  Brian Mahoney  
   
  Weapon of the Deity Spell: +1 spell storing quarterstaff 
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 15 of 15 
  Version 5.0 
   
   
  Domains: Force* (CD), Knowledge, Magic, Mind* (CD), Oracle* (CD), Rune* (Ss), Trickery. 
   
  Special Notes: Divine spellcasters must adamantly oppose any attempt to destroy a magic item or any magical place.  
  Repeated failure to do so is a gross violation of the code of conduct. 
   
  Laymember of Boccob 
   
  Requirements to join: 
  • 
  Must be a follower of Boccob 
  • 
  2 Time Unit per year (Spent in various Church-related activities). 
  • 
  Must be a resident of Geoff 
  • 
  1 Rank in Knowledge (Religion) to reflect the knowledge gained by the PC while attending Church services 
  regularly 
  • 
  Alignment NG, LN, N, CN 
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Boccob, Laymember 
   
  Benefits: 
  • 
  A Laymember is considered to be a registered follower of the Gyric Church of Boccob for purposes of the Temple 
  Spell List and other generic benefits approved by the Regional Triad. 
  • 
  Access to a masterwork Quarterstaff (PHB) at a 5% discount 
   
  Junior Priest of Boccob  
   
  Requirements to join: 
  • 
  Laymember of the Gyric Church of Boccob 
  • 
  Must continue to maintain requirements of Laymember 
  • 
  At least 2 levels of Cleric 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  4 Ranks in Knowledge (Religion) 
  • 
  1 Rank in Knowledge (Arcana) 
  • 
  Speak and write Flan and Common 
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Boccob, Junior Priest 
   
  Benefits:  
  • 
  A Junior Priest has all the benefits of a Laymember 
  • 
  A Junior Priest receives a +1 reaction bonus with worshippers of Boccob while openly wearing a holy symbol of 
  Boccob.  At the same time, this can cause negative reactions with opposed religions.  Refer to page 3 for more 
  information on reaction bonuses.  
  • 
  Receive a +1 skill bonus to Spellcraft, Knowledge Local (Sheldomar Valley), Concentration, and Knowledge 
  (Arcana) 
  • 
  Receive a Silver Holy Symbol (PHB)  
  • 
  Receive a blank Wizard’s Spellbook (PHB)  
  • 
  Receive an empty Spell Component Pouch with the church symbol(PHB)  
  • 
  Receive a church Signet Ring of the Priesthood (PHB)  
  • 
  Receive Clerics Vestments for the church (PHB)  
  • 
  Receive a Backpack with the church symbol (PHB)  
  • 
  Receive a Scroll Case with the church symbol (PHB)  
  • 
  Receive 1 Vial of Ink, 5 Sheets of Parchment (watermarked with the church symbol), 5 Sheets of Paper 
  (watermarked with the church symbol), 10 Ink Pens (PHB) 
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 16 of 16 
  Version 5.0 
   
  Church of Ehlonna 
  (Contact POC on joining or changing membership) 
   
  Ehlonna (eh-LOHN-nah) is a very old goddess. She combats those who would harm or despoil the forest of its resources 
  and beauty. Shown as either a dark-haired human woman or a golden-haired elf maid, she is served by Novelee, a 
  planetar whose heart is so pure it makes unicorns weep. She has a hostile rivalry with Obad-Hai, but is friendly with the 
  elven gods and most good-aligned deities. Her symbol is the unicorn. "The woodlands are a beautiful place full of life. The 
  secrets of the forests should be learned and taught so that people can live in harmony with nature. Those who would 
  harm or exploit the woodlands must be driven out or destroyed. The plants and animals of the forest are things that nature 
  gives as gifts, not things to be stolen."  
   
  Most of Ehlonna's clergy are female, whether human, elven, or fey. They live in the forests, are friendly with rangers and 
  druids, and watch for encroaching nonhumans, hunters, and loggers. They educate those who wish to live in harmony 
  with the forest, just as the animals do. They are gentle in their first warning to those who would harm the forest and 
  ruthless in stopping those who persist. They travel to spread their teachings or to protect a forest in danger. Clerics of 
  Ehlonna are often trained one-on-one by higher-level clerics, and the forest is the classroom. Even a low-level cleric can 
  identify a tree by its leaf and a bird by its song. Anything that threatens the health and growth of the forest is anathema to 
  Ehlonna's followers. They root out goblin warhands hiding in the woods, stop raging forest fires. and defeat evil blighters 
  who twist the forest to their evil ends. A typical prayer to Ehlonna first references two positive aspects of the forest. For 
  example, a sunset prayer might start with "Golden leaves/And tall trees/Shelter us this night." Almost every temple to 
  Ehlonna is a camouflaged lodge deep in the forest. They're good places to find healing and rangers who can track evil 
  interlopers in the forest or guide visitors safely through the woods. Ehlonna's ceremonies take place in the forest when 
  possible. Most cover various aspects of fertility, and children figure prominently in many.  Ehlonna's clerics usually choose 
  servicable attire of forest green. 
   
  The Gyric Church of Ehlonna is the second-largest and most connected Church in Geoff. It has strong ties to the Old 
  Faith, the Gyric Churches of Allitur, Beory, and Pelor, and the Elven Pantheon. Its members include substantial numbers 
  of Elves, Half-elves, Halflings, and Gnomes. In all regards, follows of Ehlonna and Ehlenestra are treated as equals within 
  the church.  The Church of Ehlonna also co-sponsors the independent Order of Shining Beacons with the Church of 
  Pelor.  Recently, they have acquired an apple grove in Pelyth Cove.  It is quite likely that a small temple will be erected 
  nearby. 
   
  Base of Operation:  
  Aberglain 
  Area of Influence:  
  Geoff 
  Sponsor:  
  Gyric Church of Ehlonna 
  Contact:  
  Byron Roberts 
   
  Weapon of the Deity Spell: +1 frost longbow or longsword 
   
  Domains: Animal, Celerity* (CD), Good, Plant, Purification* (CD), Sun. 
   
  Laymember of Ehlonna 
   
  Requirements to join: 
  • 
  Must be a follower of Ehlonna 
  • 
  2 Time Unit per year (Spent in various Church-related activities). 
  • 
  Must be a resident of Geoff 
  • 
  Alignment LG, NG, CG, LN, N, CN 
  • 
  1 Rank in Knowledge (Religion) to reflect the knowledge gained by the PC while attending Church services 
  regularly 
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Ehlonna, Laymember 
   
  Benefits: 
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 17 of 17 
  Version 5.0 
   
  • 
  A Laymember is considered to be a registered follower of the Gyric Church of Ehlonna for purposes of the Temple 
  Spell List and other generic benefits approved by the Regional Triad. 
  • 
  Access to a masterwork longsword  or Longbow (PHB) at a 5% discount 
   
  Junior Priest of Ehlonna  
   
  Requirements to join: 
  • 
  Laymember of the Gyric Church of Ehlonna 
  • 
  Must continue to maintain requirements of Laymember 
  • 
  At least 2 levels of Cleric 
  • 
  Alignment LG, NG, CG, N 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  4 Ranks in Knowledge (Religion) 
  • 
  1 Ranks in Survival  
  • 
  Speak and write Flan and Common 
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Ehlonna, Junior Priest 
   
  Benefits:  
  • 
  A Junior Priest has all the benefits of a Laymember 
  • 
  A Junior Priest receives a +1 reaction bonus with worshippers of Ehlonna while openly wearing a holy symbol of 
  Ehlonna.  At the same time, this can cause negative reactions with opposed religions.  Refer to page 3 for more 
  information on reaction bonuses.  
  • 
  Receive a +1 skill bonus to Diplomacy, Knowledge (Nature), Concentration, and Survival 
  • 
  Receive a Silver Holy Symbol (PHB)  
  • 
  Receive a Healer’s Kit (PHB)  
  • 
  Receive a church Signet Ring of the Priesthood (PHB)  
  • 
  Receive Clerics Vestments for the church (PHB)  
  • 
  Receive a Backpack with the church symbol (PHB)  
  • 
  Receive a Scroll Case with the church symbol (PHB)  
  • 
  Receive 1 Vial of Ink, 5 Sheets of Parchment (watermarked with the church symbol), 5 Sheets of Paper 
  (watermarked with the church symbol), 10 Ink Pens (PHB) 
  • 
  Assigned to a Church Priest mentor 
   
  Priest of Ehlonna  
   
  Requirements to join: 
  • 
  Junior Priest of Ehlonna for 6 months (calendar time) 
  • 
  Must continue to maintain requirements of a Junior Priest 
  • 
  At least 6 levels of Cleric or the ability to cast as 4th level divine spells 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  8 Ranks in Knowledge (Religion) 
  • 
  2 Ranks in Survival 
  • 
  100 gp per year  
   
  Access Granted Through: 
  • 
  Sacred, Ehlonna, Priest 
   
  Benefits: 
  • 
  A Priest has all the benefits of a Junior Priest 
  • 
  A Priest gains an additional +1 reaction bonus to social skills that stacks with the bonus of a Junior Priest. This 
  bonus applies in the same manner as the Junior Priest bonus.  
  • 
  A Priest begins each Geoff regional module with one Favor of the Church of Ehlonna.  These count as a Level D 
  Favor and cannot be saved.  Unused favors go away at the end of each module.  Multi-round events count as a 
  single module. 
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 18 of 18 
  Version 5.0 
   
  • 
  Receive a +2 skill bonus to Knowledge (Nature) 
  • 
  Receive a +1 skill bonus to Spellcraft and Survival 
  • 
  Assigned to a Church with an Elder Priest to learn to minister and care for the Laymembers (contact the Church 
  of Ehlonna POC and Triad for specifics) 
  • 
  A Priest receives Adventurer’s Standard lifestyle for free during each Geoff regional 
   
  Elder Priest of Ehlonna 
   
  Requirements to join: 
  • 
  Priest of Ehlonna for 6 months (calendar time) 
  • 
  Must continue to maintain requirements of Priest 
  • 
  At least 10 levels of Cleric or the ability to cast spells 6th level divine spells 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities).  
  • 
  10 Ranks in Knowledge (Religion) 
  • 
  3 Ranks in Survival 
  • 
  Tithe of an additional 600 gp per year (increase includes Church up keep) 
   
  Access Granted Through: 
  • 
  Sacred, Ehlonna, Elder Priest 
   
  Benefits: 
  • 
  An Elder Priest has all the benefits of a Priest.  
  • 
  An Elder Priest gains an additional +1 reaction bonus that stacks with the bonus of a Priest. This bonus applies in 
  the same manner as the Priest bonus.  
  • 
  An Elder Priest receives Rich lifestyle for free during each Geoff regional.  
  • 
  Receive a +2 skill bonus to Sense Motive and Concentration 
  • 
  Receive a permanent church assignment (contact the Church of Ehlonna POC and Triad for specifics) 
   
  Blade of Nature of Ehlonna 
   
  Requirements to join: 
   
  • 
  Laymember of the Church of Ehlonna for at least 2 months (real time) 
  • 
  Must continue to maintain requirements of Laymember 
  • 
  At least 6 levels of Paladin or 1 level of Pious Templar 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  8 Ranks in Knowledge (Religion) 
  • 
  3 Ranks in Ride 
  • 
  3 Ranks in Survival 
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Ehlonna, Blade of Nature 
   
  Benefits: 
  • 
  A Blade of Nature receives all of the benefits of a Laymember. 
  • 
  A Blade of Nature receives a +1 reaction bonus with worshippers of Ehlonna while openly wearing a holy symbol 
  of Ehlonna.  At the same time, this can cause negative reactions with opposed religions.  Refer to page 3 for more 
  information on reaction bonuses. 
  • 
  A Blade of Nature begins each Geoff regional module with one Favor of the Church of Ehlonna.  These count as a 
  Level C Favor and cannot be saved.  Unused favors go away at the end of each module.  Multi-round events 
  count as a single module.  
  • 
  Receive a +2 circumstance bonus to Ride and Survival 
  • 
  Receive a Silver Holy Symbol (PHB)  
  • 
  Receive a church Signet Ring of the Blade of Nature (PHB)  
  • 
  Receive Military Saddle (exotic or standard) with the church symbol (PHB)  
  • 
  Receive a Backpack with the church symbol (PHB)  
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 19 of 19 
  Version 5.0 
   
  • 
  Receive a Scroll Case with the church symbol (PHB)  
  • 
  Assigned a church location with an Elder Priest of Ehlonna to use the as home base (contact the Church of 
  Ehlonna POC and Triad for specifics) 
  • 
  A Blade of Nature receives Adventurer’s Standard lifestyle for free during each Geoff regional scenario 
   
   
  Forest Walker and Warden of the Ancient Forest: 
   
  Requirements to join: 
  • 
  Laymeber of the Church of Ehlonna for at least 6 months (real time) 
  • 
  Must continue to maintain requirements Laymember 
  • 
  At least 6 levels of Druid, Ranger, Barbarian, Scout, or any combination of the listed classes 
  • 
  4 Additional Time Units per year (Spent undergoing a ritual of purification) 
  • 
  6 Ranks in Knowledge (Religion) 
  • 
  8 Ranks in Knowledge (Nature) 
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Ehlonna, Forest Walker and Warden of the Ancient Forest 
   
  Benefits: 
  • 
  A Warden of the Ancient Forest receives all of the benefits of a Laymember 
  • 
  A Warden of the Ancient Forest receives a +1 reaction bonus with worshippers of Ehlonna while openly wearing a 
  holy symbol of Ehlonna.  At the same time, this can cause negative reactions with opposed religions.  Refer to 
  page 3 for more information on reaction bonuses. 
  • 
  A Warden of the Ancient Forest begins each Geoff regional module with one Greater Favor of the Church of 
  Ehlonna.  These count as a Level C Favor and cannot be saved.  Unused favors go away at the end of each 
  module.  Multi-round events count as a single module. 
  • 
  Receive a +1 skill bonus to Survival and Knowledge (Geography) 
  • 
  Receive a +2 skill bonus to Knowledge (Nature) 
  • 
  Receive a Silver Holy Symbol (PHB)  
  • 
  Receive a church Signet Ring of the Forest Walker and Warden of the Ancient Forest (PHB)  
  • 
  Receive 2 Thunderstones (PHB)  
  • 
  Receive a Backpack with the church symbol (PHB)  
  • 
  Assigned a forest area to ward/protect and a church location near the forest with an Elder Priest of Ehlonna to use 
  as home base (contact the Church of Ehlonna POC and Triad for specifics) 
  • 
  A Forest Walker and Warden of the Ancient Forest receives Rich lifestyle for free during each Geoff regional 
   
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 20 of 20 
  Version 5.0 
   
  Church of Fharlanghn 
  (Contact POC on joining or changing membership) 
   
  Fharlanghn (far-LAHNG-un) is shown as a seemingly old man with leathery, wrinkled skin and young-seeming bright 
  green eyes. Brother of the Oeridian god Celestian, he is on amiable terms with nonevil earth gods and several nature 
  gods, and is sometimes tied to Atroa. His symbol is a wooden disc carved with the curved line of the horizon, and he 
  carries a magical version of this symbol called the Oerth Disc. He is the patron of those who walk or ride long distances 
  (including travelers in tunnels, and as such is praised by those who must use mountain passes or travel the Underdark). 
  "People need to move about and see new things. Be open to travel, as the world may change overnight and you may be 
  in need of a new home or perspective. Look to the horizon for inspiration - the far end of the world has new peoples, new 
  cultures, new magic, and new roads to walk."  
   
  The church is comprised of wandering clerics (who favor green and minister to those on the roads) and settled clerics 
  (who favor brown and are usually older clerics whose wandering days are behind them). Clerics of Fharlanghn are 
  encouraged to travel the world and see new things. They bless caravans, explore exotic lands, scout for armies, and 
  record lore on distant places and people. Because they learn many languages and cultures, they act as translators and 
  diplomats. Many aid in constructing of roadways and bridges, and a pair of shoes made by one of his clerics is held to last 
  longer than any other. "The road is the best teacher," say the worshipers of Fharlanghn. A higher-level cleric takes a half-
  dozen or so recruits on a long journey, where they'll help fellow travelers, see the wider world, and take part in any 
  number of misadventures. The only way to flunk out of Fharlanghn's training is to ask when the journey will be over - 
  those faithful to Fharlanghn know that the journey never ends.  
   
  Any quest involving long journeys can involve Fharlanghn as well. His followers often guard caravans, explore mysterious 
  islands, and maintain a series of portals between worlds. Fharlanghn teaches through short anecdotes, many of which 
  feature a wise old man traveling with a foolish young man. There are more than a hundred stories that involve the two of 
  them crossing a river, for example. Fharlanghn doesn't have many large temples, but wayside shrines to him are 
  common. At major crossroads and port cities, shrines to Fharlanghn provide fast horses and sturdy sailing ships. Because 
  his followers are often on the move, Fharlanghn's rites are often short and to the point. Many Fharlanghn worshipers rely 
  on the ceremonies of allied deities for such things as marriages and funerals. 
   
  The small Church of Fharlanghan in Geoff has little formal hierarchy. The various clerics minister to the faithful in a loose 
  confederation and coordinate with the rangers known as Wanderers. The Church does check for minimum standards of 
  orthodoxy for all of the faithful, but otherwise lets its members act as they will.  Currently, the Church of Fharlanghn has 
  one shrine outside Pregmere. 
   
  Base of Operations:  
  TBD 
  Area of Influence:  
  Geoff 
  Sponsor:  
  Gyric Church of Fharlanghn 
  Contact:  
  TBD 
   
  Weapon of the Deity Spell: +1 defending quarterstaff 
   
  Domains: Celerity* (CD), Luck, Protection, Travel, Weather* (CD). 
   
  Laymember of Fharlanghn 
   
  Requirements to join: 
  • 
  Must be a follower of Fharlanghn 
  • 
  2 Time Unit per year (Spent in various Church-related activities). 
  • 
  Must be a resident of Geoff 
  • 
  1 Rank in Knowledge (Religion) to reflect the knowledge gained by the PC while attending Church services 
  regularly 
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Fharlanghn, Laymember 
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 21 of 21 
  Version 5.0 
   
   
  Benefits: 
  • 
  A Laymember is considered to be a registered follower of the Gyric Church of Fharlanghn for purposes of the 
  Temple Spell List and other generic benefits approved by the Regional Triad. 
  • 
  Access to a masterwork Quarterstaff (PHB) at a 5% discount 
   
  Junior Priest of Fharlanghn 
   
  Requirements to join: 
  • 
  Laymember of the Gyric Church of Fharlanghn 
  • 
  Must continue to maintain requirements of Laymember 
  • 
  At least 2 levels of Cleric 
  • 
  Alignment N, NG, CN, or LN 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  4 Ranks in Knowledge (Religion) 
  • 
  1 Rank in Knowledge (Geography) 
  • 
  Speak and write Flan and Common 
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Fharlanghn, Junior Priest 
   
  Benefits:  
  • 
  A Junior Priest has all the benefits of a Laymember 
  • 
  A Junior Priest receives a +1 reaction bonus with worshippers of Fharlanghn while openly wearing a holy symbol 
  of Fharlanghn.  At the same time, this can cause negative reactions with opposed religions.  Refer to page 3 for 
  more information on reaction bonuses.  
  • 
  Receive a +1 skill bonus to Diplomacy, Knowledge Local (Sheldomar Valley), Concentration, and Knowledge 
  (Geography) 
  • 
  Receive a Silver Holy Symbol (PHB)  
  • 
  Receive Cold Weather Gear (PHB)  
  • 
  Receive an Explorer’s Outfit  (PHB)  
  • 
  Receive a Bullseye Lantern (PHB)  
  • 
  Receive a church Signet Ring of the Priesthood (PHB)  
  • 
  Receive Clerics Vestments for the church (PHB)  
  • 
  Receive a Backpack with the church symbol (PHB)  
  • 
  Receive a Scroll Case with the church symbol (PHB)  
  • 
  Receive 1 Vial of Ink, 5 Sheets of Parchment (watermarked with the church symbol), 5 Sheets of Paper 
  (watermarked with the church symbol), 10 Ink Pens (PHB) 
  • 
  Assigned to a Church Priest mentor 
   
  Priest of Fharlanghn 
   
  Requirements to join: 
  • 
  Junior Priest of Fharlanghn for 6 months (calendar time) 
  • 
  Must continue to maintain requirements of a Junior Priest 
  • 
  At least 6 levels of Cleric or the ability to cast as 4th level divine spells 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  8 Ranks in Knowledge (Religion) 
  • 
  2 Ranks in Knowledge (Geography) 
  • 
  100 gp per year  
   
  Access Granted Through: 
  • 
  Sacred, Fharlanghn, Priest 
   
  Benefits: 
  • 
  A Priest has all the benefits of a Junior Priest 
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 22 of 22 
  Version 5.0 
   
  • 
  A Priest gains an additional +1 reaction bonus to social skills that stacks with the bonus of a Junior Priest. This 
  bonus applies in the same manner as the Junior Priest bonus.  
  • 
  A Priest begins each Geoff regional module with one Favor of the Church of Fharlanghn.  These count as a Level 
  D Favor and cannot be saved.  Unused favors go away at the end of each module.  Multi-round events count as a 
  single module. 
  • 
  Receive a +2 skill bonus to Knowledge Local (Sheldomar Valley), Diplomacy, Knowledge (Geography) 
  • 
  Assigned to a Church with an Elder Priest to learn to minister and care for the Laymembers (contact the Church 
  of Fharlanghn POC and Triad for specifics) 
  • 
  A Priest receives Adventurer’s Standard lifestyle for free during each Geoff regional 
   
  Wanderer of Fharlanghn: 
   
  Requirements to join 
  • 
  Laymember of the Church of Fharlanghn for at least 6 months (real time) 
  • 
  Must continue to maintain requirements of Laymember 
  • 
  At least 6 levels of Ranger, Scout, a combination of the listed classes, or one level of Windrider 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  8 Ranks in Knowledge (Nature) 
  • 
  6 Ranks in Survival 
   
  Access Granted Through: 
  • 
  Sacred, Fharlanghn, Wanderer of Fharlanghan 
   
  Benefits: 
  • 
  A Wanderer receives all of the benefits of a Laymember 
  • 
  A Wanderer receives a +1 reaction bonus with worshippers of Fharlanghn while openly wearing a holy symbol of 
  Fharlanghn.  At the same time, this can cause negative reactions with opposed religions.  Refer to page 3 for 
  more information on reaction bonuses. 
  • 
  A Wanderer begins each Geoff regional module with one Favor of the Church of Fharlanghn.  These count as a 
  Level D Favor and cannot be saved.  Unused favors go away at the end of each module.  Multi-round events 
  count as a single module. 
  • 
  Receive a +2 skill bonus to Knowledge (Religion) and Knowledge (Geography) 
  • 
  Receive a Climber’s Kit (PHB – Masterwork Tool kit) (+2 circumstance bonus to Climb skill) 
  • 
  Receive a Backpack with the symbol of Wanderer of Fharlanghn on the back (PHB)  
  • 
  Receive an Explorer’s Outfit in the colors of Fharlanghn (PHB)  
  • 
  Receive a Signet Ring of Fharlanghn‘s Wander (PHB)  
  • 
  Receive a Scroll Case with the church symbol (PHB)  
  • 
  Receive 20 Pitons bearing the mark of the church (PHB)  
  • 
  A Wanderer receives Adventurer’s Standard lifestyle for free during each Geoff regional scenario 
  • 
  Assigned a Priest of Fharlanghn to use as a Church contact (contact the Church of Fharlanghn POC and Triad for 
  specifics) 
   
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 23 of 23 
  Version 5.0 
   
  Church of Heironeous 
  (Contact POC on joining or changing membership) 
   
  Heironeous (hi-ROE-nee-us) is the Oeridian battlefield champion of all that is right and good. He wages war against evil of 
  all sorts, especially his half-brother and nemesis, Hextor. He is tall, with coppery skin, auburn hair, and amber eyes, and 
  wears fine chain. At his birth, Heironeous' skin was imbued with a secret solution called meersalm that protects him from 
  all but the most powerful weapons. His symbol is a silver lightning bolt. His allies are other gods who fight evil, and his 
  foes are those who encourage evil or suffering. Known for his great magic battleaxe, he recently has been promoting 
  usage of the longsword in order to appeal to common soldiers as well as paladins and leaders. "The world is a dangerous 
  place that poses a never-ending series of challenges to those who fight for justice and protec¬tion of the weak and 
  innocent. One must act honorably at all times, and uphold the virtues of justice and chivalry in word and deed. Danger 
  must be faced with certainty and calm, and glory is the reward for defeating evil, while virtue is the reward for upholding 
  the tenets of Heironeous."  
   
  Heironeous' church is very militaristic, championing causes and crusading to eliminate evils. His clerics travel the world, 
  fighting evil as dictated by their church commanders. Older clerics work as judges, strategists, and military instructors. 
  Many of the most powerful clerics of Heironeous have themselves embalmed alive with meersalm to gain its protective 
  benefits, although some have not survived the process. Many of Heironeous's clerics begin their training as pages to a 
  cleric or paladin of Heironeous, absorbing the code of chivalry as they see it lived before their very eyes. Pages that show 
  promise become squires. then full-fledged clerics. The traditional chivalric quests are the bread and butter of a follower of 
  Heironeous. They joust against the mysterious Black Knight, rescue the princess from the dragon, and lead the vanguard 
  of a shining army of good.  
   
  Many of Heironeous's teachings are collected in a series of numbered analects, which worshipers are fond of quoting: 
  "The 34th Analect states, 'Never die easy; strive always for a valorous end.'" A typical temple to Heironeous looks like a 
  fortified castle. Most feature a large, grassy area where knights can joust and soldiers can drill. Most temples provide 
  healing arid other spellcasting for those fighting the forces of evil. Heironeous's followers are eager to recognize bravery, 
  chivalry, and other battlefield virtues in a ceremony that culminates in a medal or other decoration given from the clergy to 
  a warrior-sometimes posthumously.  The religious hierarchy of Heironeous is organized like a military order.  It has clear 
  chain of command, lines of supply, and well-stocked armories. 
   
  The small Church of Heironeous in Geoff has strong ties to the Church of Heironeous in the Gran March, but is 
  independent of it.  Because the idea of a knightly order is so different from the woodsman lifestyle of the Gyri, the church 
  of Heironeus has never grown beyond a few small shrines in Geoff. 
   
  Base of Operations:  
  Hochoch 
  Area of Influence:  
  Geoff 
  Sponsor:  
  Gyric Church of Heironeous 
  Contact: 
  Chrism Kronick 
   
  Weapon of the Deity Spell: +1 shock battleaxe or longsword 
   
  Domains: Courage* (CW), Glory* (CD), Good, Inquisition* (CD), Law, Nobility* (CW, Ss), War. 
   
  Laymember of Heironeous 
   
  Requirements to join: 
  • 
  Must be a follower of Heironeous 
  • 
  2 Time Units per year (Spent in various Church-related activities). 
  • 
  1 Rank in Knowledge (Religion) to reflect the knowledge gained by the PC while attending Church services 
  regularly 
  • 
  Must be a resident of Geoff 
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Heironeous, Laymember 
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 24 of 24 
  Version 5.0 
   
  Benefits: 
  • 
  A Laymember is considered to be a registered follower of the Gyric Church of Heironeous for purposes of the 
  Temple Spell List and other generic benefits approved by the Regional Triad. 
  • 
  Access to a masterwork battleaxe (PHB) at a 5% discount 
   
  Junior Priest of Heironeous (Valorous of Heironeous)  
   
  Requirements to join: 
  • 
  Laymember of the Gyric Church of Heironeous 
  • 
  Must continue to maintain requirements of Laymember 
  • 
  At least 2 levels of Cleric 
  • 
  Alignment LG, NG, LN 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  4 Ranks in Knowledge (Religion) 
  • 
  1 Rank in Knowledge (History)  
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Heironeous, Junior Priest 
   
  Benefits:  
  • 
  A Junior Priest has all the benefits of a Laymember 
  • 
  A Junior Priest receives a +1 reaction bonus with worshippers of Heironeous while openly wearing a holy symbol 
  of Heironeous.  At the same time, this can cause negative reactions with opposed religions.  Refer to page 3 for 
  more information on reaction bonuses.  
  • 
  Receive a +1 skill bonus to Ride, Knowledge (Nobility and Royalty), Concentration 
  • 
  Receive a Silver Holy Symbol (PHB)  
  • 
  Receive a church Signet Ring of the Priesthood (PHB)  
  • 
  Receive Clerics Vestments for the church (PHB)  
  • 
  Receive Military Saddle (exotic or standard) with the church symbol (PHB)  
  • 
  Receive a Backpack with the church symbol (PHB)  
  • 
  Receive a Scroll Case with the church symbol (PHB)  
  • 
  Assigned to a Church Priest mentor 
   
  Priest of Heironius (Honorable of Heironeous)  
   
  Requirements to join: 
  • 
  Junior Priest of Heironius for 6 months (calendar time) 
  • 
  Must continue to maintain requirements of a Junior Priest 
  • 
  At least 6 levels of Cleric or the ability to cast as 4th level divine spells 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  8 Ranks in Knowledge (Religion) 
  • 
  2 Ranks in Knowledge (History) 
  • 
  100 gp per year  
   
  Access Granted Through: 
  • 
  Sacred, Heironeous, Priest 
   
  Benefits: 
  • 
  A Priest has all the benefits of a Junior Priest 
  • 
  A Priest gains an additional +1 reaction bonus to social skills that stacks with the bonus of a Junior Priest. This 
  bonus applies in the same manner as the Junior Priest bonus.  
  • 
  A Priest begins each Geoff regional module with one Favor of the Church of Heironeous.  These count as a Level 
  D Favor and cannot be saved.  Unused favors go away at the end of each module.  Multi-round events count as a 
  single module. 
  • 
  Receive a +2 skill bonus to Knowledge Local (Sheldomar Valley), Diplomacy, Sense Motive 
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 25 of 25 
  Version 5.0 
   
  • 
  Assigned to a Church with an Elder Priest to learn to minister and care for the Laymembers (contact the Church 
  of Heironius POC and Triad for specifics) 
  • 
  A Priest receives Adventurer’s Standard lifestyle for free during each Geoff regional 
   
  Illustrious of Heironeous 
   
  Requirements to join: 
  • 
  Laymember of the Church of Heironeous for at least two months 
  • 
  Must continue to meet the requirements of a Laymember 
  • 
  At least 6 levels of paladin or 1 level of Pious Templar 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  6 Ranks in Knowledge (Religion) 
  • 
  8 Ranks in Ride 
   
  Access Granted Through: 
  • 
  Sacred, Heironeous, Illustrious of Heironeous 
   
  Benefits: 
  • 
  An Illustrious has all the benefits of a Laymember.  
  • 
  An Illustrious receives a +1 reaction bonus with worshippers of Heironeous while openly wearing a holy symbol of 
  Heironeous.  At the same time, this can cause negative reactions with opposed religions.  Refer to page 3 for 
  more information on reaction bonuses. 
  • 
  An Illustrious begins each Geoff regional module with one Favor of the Church of Heironeous.  These count as a 
  Level D Favor and cannot be saved.  Unused favors go away at the end of each module.  Multi-round events 
  count as a single module.  
  • 
  Receive a +2 skill bonus to Ride and Diplomacy 
  • 
  Receive a Silver Holy Symbol (PHB)  
  • 
  Receive a church Signet Ring of the Illustrious of Heironeous (PHB)  
  • 
  Receive Military Saddle (exotic or standard) with the church symbol (PHB)  
  • 
  Receive a Backpack with the church symbol (PHB)  
  • 
  Receive a Scroll Case with the church symbol (PHB)  
  • 
  Assigned a church location with an Priest of Heironeous to use as home base (contact the Church of Ehlonna 
  POC and Triad for specifics) 
  • 
  A Illustrious of Heironeous receives Adventurer’s Standard lifestyle for free during each Geoff regional scenario 
   
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 26 of 26 
  Version 5.0 
   
  Church of Obad-Hai 
  (Contact POC on joining or changing membership) 
   
  Obad-Hai (OH-bahd HI) carries a hornwood staff called the Shalmstaff, which allows the bearer swift and easy passage 
  through floral and faunal hazards, and a shalm (the double-reeded woodwind instrument from which he takes his title). He 
  is shown as a lean and weathered man of indeterminately old age, dressed in brown or russet and looking like a hermit, 
  although nonhuman communities show him as one of their own race. His symbol is an oak leaf and acorn. Because of 
  their difference in perspective, Ehlonna and Obad-Hai are unfriendly rivals, and he also counts Phyton as his enemy. 
  "One should live in harmony with nature in all of its variety. Those who destroy or otherwise harm nature deserve swift 
  vengeance in an appropriate manner. Those who are one with nature have little to fear, although the well-meaning but 
  foolish are sometimes brought down by a danger they could not avoid or divert. The wilds can be ugly, dangerous, or 
  terrible, but these things are a part of nature and should be respected as much as those that are beautiful, harmless, or 
  wonderful."  
   
  Most of the Shalm's clerics are male, whether human, gnome, halfling, or fey. Most tend to get along very well with 
  rangers and druids. They serve as protectors of nature, acting as the agents of retribution when their protection is 
  insufficient or too late. They teach hunting in the way that nature's creatures do (choosing the weakest of the herd, etc.). 
  Obad-Hai's adherents learn to become one with the Shalm in isolation, surrounded by wilderness.  Only at the beginning 
  and end of a new cleric's training does he receive guidance from a senior member of Obad-Hai's clergy. The rest of the 
  time is spent living oft the land and developing an instinctive connection to Obad-Hai's will. Not surprisingly, Obad-Hai 
  counts more druids among his followers than clerics. If it takes place in the wilderness, Obad-Hai's followers are 
  interested. Quests that protect a forest from woodcutters, cleanse the corrupted heart of a swamp, or prevent a dwarf 
  mine from unleashing a volcanic eruption are smiled upon by the Shalm. Obad-Hai's prayers and psalms often start with a 
  reference to birth or growth and end with a reference to death or ending. One common prayer for guidance begins, 
  "Shalm, my thirst for knowledge grows/Lend me your wisdom and bury my doubts." Groves of oak trees deep in the 
  wilderness mark Obad-Hai's shrines. These temples are defended by dozens of guardian animals and other denizens of 
  the wilderness, many of whom are content to observe visitors from a distance. Obad-Hai's rites are exclusively seasonal 
  and are triggered by a real-world event: the first songbird of spring and the first snowflake of winter, for example.  Clerics 
  of Obad-Hai have no formal hierarchy.  They treat all those of their order as equals.  They wear russet-colored clothing 
  and maintain hidden woodland shrines that are usually located far from civilization. 
   
  The small Gyric Church of Obad-Hai is very closely tied to the Old-Faith worship of Obad-Hai.  Currently, the Church has 
  one shrine near Preston, and one shrine in the Stark Mounds. 
   
  Base of Operations:  
  Preston 
  Area of Influence:  
  Geoff 
  Sponsor:  
  Gyric Church of Obad-Hai 
  Contact:  
  Chrism Kronick 
   
  Weapon of the Deity Spell: +1 defending quarterstaff 
   
  Domains: Air, Animal, Earth, Fire, Plant, Water. 
   
  Laymember of Obad-Hai 
   
  Requirements to join: 
  • 
  Must be a follower of Obad-Hai 
  • 
  2 Time Units per year (Spent in various Church-related activities). 
  • 
  Must be a resident of Geoff 
  • 
  1 Rank in Knowledge (Religion) to reflect the knowledge Granted by the PC while attending Church services 
  regularly 
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Obad-Hai, Laymember 
   
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 27 of 27 
  Version 5.0 
   
  Benefits: 
  • 
  A Laymember is considered to be a registered follower of the Gyric Church of Obad-Hai for purposes of the 
  Temple Spell List and other generic benefits approved by the Regional Triad. 
  • 
  Access to a masterwork Spear (PHB) at a 5% discount 
   
  Junior Priest of Obad-Hai  
   
  Requirements to join: 
  • 
  Laymember of the Gyric Church of Obad-Hai 
  • 
  Must continue to maintain requirements of Laymember 
  • 
  At least 2 levels of Cleric 
  • 
  Alignment CN, N, NG, LN 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  4 Ranks in Knowledge (Religion) 
  • 
  1 Rank in Knowledge (Nature) 
  • 
  Speak and write Flan and Common 
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Obad-Hai, Junior Priest 
   
  Benefits:  
  • 
  A Junior Priest has all the benefits of a Laymember 
  • 
  A Junior Priest receives a +1 reaction bonus with worshippers of Obad-Hai while openly wearing a holy symbol of 
  Obad-Hai.  At the same time, this can cause negative reactions with opposed religions.  Refer to page 3 for more 
  information on reaction bonuses.  
  • 
  Receive a +1 skill bonus to Handle Animal, Knowledge (Nature), Concentration, and Survival 
  • 
  Receive a Silver Holy Symbol (PHB)  
  • 
  Receive a Masterwork Hunter’s Prism (PHB – Masterwork Toolkit) (Gives +2 circumstance bonus to Spot checks) 
  • 
  Receive a church Signet Ring of the Priesthood (PHB)  
  • 
  Receive Clerics Vestments for the church (PHB)  
  • 
  Receive a Backpack with the church symbol (PHB)  
  • 
  Receive a Scroll Case with the church symbol (PHB)  
  • 
  Receive 1 Vial of Ink, 5 Sheets of Parchment (watermarked with the church symbol), 5 Sheets of Paper 
  (watermarked with the church symbol), 10 Ink Pens (PHB) 
   
  Priest of Obad-Hai  
   
  Requirements to join: 
  • 
  Junior Priest of Obad-Hai for 6 months (calendar time) 
  • 
  Must continue to maintain requirements of a Junior Priest 
  • 
  At least 6 levels of Cleric or the ability to cast as 4th level divine spells 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  8 Ranks in Knowledge (Religion) 
  • 
  2 Ranks in Knowledge (Nature) 
  • 
  100 gp per year  
   
  Access Granted Through: 
  • 
  Sacred, Obad-Hai, Priest 
   
  Benefits: 
  • 
  A Priest has all the benefits of a Junior Priest 
  • 
  A Priest gains an additional +1 reaction bonus to social skills that stacks with the bonus of a Junior Priest. This 
  bonus applies in the same manner as the Junior Priest bonus.  
  • 
  A Priest begins each Geoff regional module with one Favor of the Church of Obad-Hai.  These count as a Level D 
  Favor and cannot be saved.  Unused favors go away at the end of each module.  Multi-round events count as a 
  single module. 
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 28 of 28 
  Version 5.0 
   
  • 
  Receive a +2 skill bonus to Knowledge(Nature), Handle Animal, Survival 
  • 
  A Priest receives Adventurer’s Standard lifestyle for free during each Geoff regional 
   
  Elder Priest of Obad-Hai 
   
  Requirements to join: 
  • 
  Priest of Obad-Hai for 6 months (calendar time) 
  • 
  Must continue to maintain requirements of Priest 
  • 
  At least 10 levels of Cleric or the ability to cast spells 6th level divine spells 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities).  
  • 
  10 Ranks in Knowledge (Religion) 
  • 
  3 Ranks in Knowledge (Nature) 
  • 
  Tithe of an additional 600 gp per year (increase includes Church up keep) 
   
  Access Granted Through: 
  • 
  Sacred, Obad-Hai, Elder Priest 
   
  Benefits: 
  • 
  An Elder Priest has all the benefits of a Priest.  
  • 
  An Elder Priest gains an additional +1 reaction bonus that stacks with the bonus of a Priest. This bonus applies in 
  the same manner as the Priest bonus.  
  • 
  An Elder Priest receives Rich lifestyle for free during each Geoff regional.  
  • 
  Receive a +2 skill bonus to Sense Motive and Concentration 
  • 
  Receive a permanent church assignment (contact the Church of Obad-Hai POC and Triad for specifics) 
   
  Shalm of Obad Hai: 
   
  Requirements to join: 
  • 
  Laymember of the Church of Obad-Hai for at least two months 
  • 
  Must continue to meet the requirements of a Laymember 
  • 
  At least 6 levels of Druid, Ranger, Barbarian, Scout, or any combination of the listed classes 
  • 
  4  Additional Time Units per year (Spent in various Church-related activities) 
  • 
  6 Ranks in Knowledge (Nature) 
  • 
  8 Ranks in Survival 
   
  Access Granted Through: 
  • 
  Sacred, Obad-Hai, Shalm of Obad-Hai 
   
  Benefits: 
  • 
  A Shalm has all the benefits of a Laymember 
  • 
  A Shalm receives a +1 reaction bonus with worshippers of Obad-Hai while openly wearing a holy symbol of Obad-
  Hai.  At the same time, this can cause negative reactions with opposed religions.  Refer to page 3 for more 
  information on reaction bonuses. 
  • 
  A Shalm begins each Geoff regional module with one favor of the Church of Obad Hai.  These count as a Level D 
  Favor and cannot be saved.  Unused favors go away at the end of each module.  Multi-round events count as a 
  single module. 
  • 
  Receive a +1 skill bonus to Handle Animal and Knowledge (Geography) 
  • 
  Receive a +2 skill bonus to Knowledge (Religion) 
  • 
  Receive a church Signet Ring of the Shalm of Obad-Hai (PHB)  
  • 
  Receive a Backpack with the church symbol (PHB)  
  • 
  Receive a Scroll Case with the church symbol (PHB)  
  • 
  Receive 2 Thunderstones (PHB)  
  • 
  Assigned a forest area to ward and protect and a church location with an Elder Priest of Obad-Hai to use the as a 
  home base (contact the Church of Obad-Hai POC and Triad for specifics) 
   
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 29 of 29 
  Version 5.0 
   
  Church of Pelor 
  (Contact POC on joining or changing membership) 
   
   
  Pelor (PAY-lor) is the Flan sun god, known throughout the entire Flanaess. Riding the great ki-rin Star Thought, he 
  summons flights of eagles and destroys evils with bolts of sunlight. Depicted as an old man in white, with wild hair and a 
  beard of shining gold, he was until recently a peaceful and gentle god concerned with the alleviation of suffering. Now, he 
  is a more martial deity who brings his wrath to bear on darkness and evil. Now he invigorates and heals those who 
  champion the cause of good, and the stylized sun-face holy symbol is painted on shields and banners across the 
  Flanaess. "The energy of life originates from the sun. This light brings strength to the weak and health to the injured, while 
  destroying darkness and evil. Do not be afraid to challenge the forces of corruption, but remember that just as staring at 
  the sun can cause blindness of the eyes, relentless attention to the destruction of negative forces can blind the heart to 
  the true essentials of life: kindness, mercy, and compassion."  
   
  Pelor's clerics are usually quiet, kindly people with a backbone of steel. They are primarily nurturers and protectors, but 
  when the time comes to bear arms they are not afraid to do so. They use their powers to heal, nourish, and otherwise aid 
  the needy, while practicing the skills needed to protect their charges should they be threatened. Clerics of Pelor are free 
  to explore far lands in an effort to drive off harmful beings and spread their god's gift to all who need it. Because Pelor's 
  clerics spend a lot of time tending to the sick, blessing crops, and providing for the basic spiritual needs of their 
  communities, they attract a number of earnest, forthright youths who want to make the world a better place. While not 
  unduly harsh, training among the followers of Pelor is rigorous enough to send many well-meaning youths back to their 
  farms and cobbler-shops. More so than adherents of any other faith, the followers of Pelor often find themselves striving 
  against the undead. They also undertake healing whenever they can-whether that healing is physical or spiritual. Quests 
  that break up a cabal of necromancers, broker a peace accord between rival warlords, or destroy an ancient lich-queen 
  once and for all are good examples of missions for the glory of Pelor. Pelor's prayers often take the form of firstperson 
  affirmations, such as "I am merciful, just as the Sun of Mercy shines on me."  
   
  Temples to Pelor are tall structures that often feature large windows, often with decorative stained glass. They tend to be 
  tall, airy, and blindingly white.  They are usually placed so the sun shines into most of their rooms throughout the day.  
  They often feature open, sunny courtyards as well.  They are kept scupulously clean, and many of them have wings that 
  house hospitals.  They're a good source of healing magic and often easy to find because Pelor-worship is so prevalent in 
  civilized lands. As befits a sun god. Pelor's major festivals take place on solstices and equinoxes, and many weddings 
  and rites of passage take place on the cusp of a new season. The Blessing of the Sun-Kissed Field is a common rite 
  requested by farmers.  Pelor's clerics favor yellow garb.  They are usually kindly people with backbones of steel. 
   
  The Gyric Church of Pelor is the largest and most prestigious Church in Geoff. It is maintains ties with the Old Faith, and 
  the Gyric Churches of Allitur, Beory, and Ehlonna. In addition, it co-sponsors the independent Order of Shining Beacons.  
  Because of the close ties between the followers of Mayaheinne and those of Pelor, followers of Mayaheinne are 
  welcomed into the Church of Pelor and permitted to advance as Junior Priests and Priests. 
   
  The Gyric Church of Pelor is in the process of building a large temple on a hill in Aberglain.  When complete, the temple 
  will overlook most of the growing city and even part of the Y’avan River. 
   
  Base of Operation:  
  Aberglain 
  Area of Influence:  
  Geoff 
  Sponsor:  
  Gyric Church of Pelor 
  Contact:  
  TBD 
   
  Weapon of the Deity Spell: +1 flaming heavy mace 
   
  Domains: Glory* (CD), Good, Healing, Nobility* (CW, Ss), Purification* (CD), Strength, Sun. 
   
  Laymember of Pelor/Mayaheine 
   
  Requirements to join: 
  • 
  Must be a follower of Pelor or Mayaheine 
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 30 of 30 
  Version 5.0 
   
  • 
  2 Time Units per year (Spent in various Church-related activities). 
  • 
  Must be a resident of Geoff 
  • 
  1 Rank in Knowledge (Religion) to reflect the knowledge gained by the PC while attending Church services 
  regularly 
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Pelor/Mayaheine, Laymember 
   
  Benefits: 
  • 
  A Laymember is considered to be a registered follower of the Gyric Church of Pelor for purposes of the Temple 
  Spell List and other generic benefits approved by the Regional Triad. 
  • 
  Access to a masterwork Heavy Mace or Bastard Sword (PHB) at a 5% discount 
   
  Junior Priest of Pelor/Mayaheine  
   
  Requirements to join: 
  • 
  Laymember of Pelor or Mayaheine 
  • 
  Must continue to maintain requirements of Laymember 
  • 
  At least 2 levels of Cleric 
  • 
  Alignment CG, N, NG, LN, LG  
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  4 Ranks in Knowledge (Religion) 
  • 
  1 Rank in Heal 
  • 
  Speak and write Flan and Common 
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Pelor/Mayaheine, Junior Priest 
   
  Benefits:  
  • 
  A Junior Priest has all the benefits of a Laymember 
  • 
  A Junior Priest receives a +1 reaction bonus with worshippers of Pelor or Mayaheine while openly wearing a holy 
  symbol of Pelor or Mayaheine.  At the same time, this can cause negative reactions with opposed religions.  Refer 
  to page 3 for more information on reaction bonuses.  
  • 
  Receive a +1 skill bonus to Diplomacy, Knowledge (Religion), Concentration, and Heal 
  • 
  Receive a Silver Holy Symbol (PHB)  
  • 
  Receive a Healer’s Kit (PHB)  
  • 
  Receive a church Signet Ring of the Priesthood (PHB)  
  • 
  Receive Clerics Vestments for the church (PHB)  
  • 
  Receive a Backpack with the church symbol (PHB)  
  • 
  Receive a Scroll Case with the church symbol (PHB)  
  • 
  Receive 1 Vial of Ink, 5 Sheets of Parchment (watermarked with the church symbol), 5 Sheets of Paper 
  (watermarked with the church symbol), 10 Ink Pens (PHB) 
  • 
  Assigned to a Church Priest mentor 
   
  Priest of Pelor/Mayaheine  
   
  Requirements to join: 
  • 
  Junior Priest of Pelor or Mayaheine for 6 months (calendar time) 
  • 
  Must continue to maintain requirements of a Junior Priest 
  • 
  At least 6 levels of Cleric or the ability to cast as 4th level divine spells 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  8 Ranks in Knowledge (Religion) 
  • 
  2 Ranks in Heal 
  • 
  100 gp per year  
   
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 31 of 31 
  Version 5.0 
   
  Access Granted Through: 
  • 
  Sacred, Pelor/Mayaheine, Priest 
   
  Benefits: 
  • 
  A Priest has all the benefits of a Junior Priest 
  • 
  A Priest gains an additional +1 reaction bonus to social skills that stacks with the bonus of a Junior Priest. This 
  bonus applies in the same manner as the Junior Priest bonus.  
  • 
  A Priest begins each Geoff regional module with one Favor of the Church of Pelor.  These count as a Level D 
  Favor and cannot be saved.  Unused favors go away at the end of each module.  Multi-round events count as a 
  single module. 
  • 
  Receive a +2 skill bonus to Concentration, Diplomacy, Spellcraft 
  • 
  Assigned to a Church with an Elder Priest to learn to minister and care for the Laymembers (contact the Church 
  of Pelor POC and Triad for specifics) 
  • 
  A Priest receives Adventurer’s Standard lifestyle for free during each Geoff regional 
   
  Elder Priest of Pelor/Mayaheine 
   
  Requirements to join: 
  • 
  Priest of Pelor or Mayaheine for 6 months (calendar time) 
  • 
  Must continue to maintain requirements of Priest 
  • 
  At least 10 levels of Cleric or the ability to cast spells 6th level divine spells 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities).  
  • 
  10 Ranks in Knowledge (Religion) 
  • 
  3 Ranks in Heal 
  • 
  Tithe of an additional 600 gp per year (increase includes Church up keep) 
   
  Benefits: 
  • 
  An Elder Priest has all the benefits of a Priest.  
  • 
  An Elder Priest gains an additional +1 reaction bonus that stacks with the bonus of a Priest. This bonus applies in 
  the same manner as the Priest bonus.  
  • 
  An Elder Priest receives Rich lifestyle for free during each Geoff regional.  
  • 
  Receive a +2 skill bonus to Concentration, Spellcraft and Heal 
  • 
  Receive a permanent church assignment (contact the Church of Pelor POC and Triad for specifics) 
   
  Champion of the Sun and Shield: 
   
  Requirements to join: 
  • 
  Laymember of the Church of Pelor for at least two months (real time) 
  • 
  Must continue to meet the requirements of a Laymember 
  • 
  At least 6 levels of Paladin; or 1 level of Knight of the Chalice, Sacred Exorcist, or Pious Templar 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  6 Ranks in Knowledge (Religion) 
  • 
  8 Ranks in Ride 
   
  Access Granted Through: 
  • 
  Sacred, Pelor/Mayaheine, Champion of the Sun and Shield 
   
  Benefits: 
  • 
  A Champion of the Sun and Shield has all the benefits of a Laymember 
  • 
  A Champion of the Sun and Shield receives a +1 reaction bonus with worshippers of Pelor or Mayaheine while 
  openly wearing a holy symbol of Pelor or Mayaheine.  At the same time, this can cause negative reactions with 
  opposed religions.  Refer to page 3 for more information on reaction bonuses. 
  • 
  A Champion of the Sun begins each Geoff regional module with one Favor of the Church of Pelor.  These count 
  as a Level D Favor and cannot be saved.  Unused favors go away at the end of each module.  Multi-round events 
  count as a single module. 
  • 
  Receive a +2 skill bonus to Ride and Heal 
  • 
  Receive a Silver Holy Symbol (PHB)  
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 32 of 32 
  Version 5.0 
   
  • 
  Receive a church Signet Ring of the Champion of the Sun (PHB)  
  • 
  Receive Military Saddle (exotic or standard) with the church symbol (PHB)  
  • 
  Receive a Backpack with the church symbol (PHB)  
  • 
  Receive a Scroll Case with the church symbol (PHB)  
  • 
  Assigned a church location with an Elder Priest of Pelor to use the as home base (contact the Church of Pelor 
  POC and Triad for specifics) 
  • 
  A Champion of the Sun receives Adventurer’s Standard lifestyle for free during each Geoff regional scenario 
   
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 33 of 33 
  Version 5.0 
   
  Church of Pholtus 
  (Contact POC on joining or changing membership) 
   
  Pholtus (FOHL-tus) is a stern Oeridian guardian of unbending Law, depicted as a tall, slender man in a white robe, with 
  fair skin and hair, and eyes that shine with the fires of devotion. He carries the Staff of the Silvery Sun, an ivory object 
  shod in silver and topped by an electrum sun-disk. His holy symbol is a full moon (Luna) partially eclipsed by a smaller 
  crescent moon (Celene). He believes that he is the authority on Law and the natural order, which makes him unpopular 
  with other gods. He particularly despises the Oeridian wind gods and is opposed by St. Cuthbert. "The One True Path is a 
  strict path, but guarantees rightness. Show no tolerance for those who do not give all for the cause of Law. Fanaticism in 
  the name of the Blinding Light is praiseworthy, and Law's champions shall be rewarded in the era when chaos has been 
  vanquished."  
   
  This church does not have much respect for those of other religions, especially chaotic ones. The anthem of the 
  worshipers is "O Blinding Light"; the church has three ascending orders: Glimmering (preferring white garments), 
  Gleaming (preferring white and silver), and Shining (preferring white, silver, and gold). Clerics of the Blinding Light are 
  expected to bring the word to unbelievers, and brook no argument against this practice. This quest means they must 
  travel far from their churches, usually in groups should unbelievers and heretics turn hostile. They smite chaos where they 
  find it, and Evil once chaos is rooted out. These clerics get along well with conservative paladins. When not preaching, 
  they act as judges, lawyers, and arbiters. 
   
  The Church of Pholtus in Geoff has strong ties to the Keoish and Grand March Churches of Pholtus, but is independent of 
  them.  Because of the strict tenants of the Pholtons, the church has a very small, but loyal following in Geoff.  
   
  Base of Operations:  
  TBD 
  Area of Influence:  
  Geoff 
  Sponsor:  
  Gyric Church of Pholtus 
  Contact:  
  Sam Shyamani 
   
  Weapon of the Deity Spell: +1 flaming quarterstaff 
   
  Domains: Glory* (CD), Good, Inquisition* (CD), Knowledge, Law, Purification* (CD), Sun. 
   
  Laymember of Pholtus 
   
  Requirements to join: 
  • 
  Must be a follower of Pholtus 
  • 
  2 Time Units per year (Spent in various Church-related activities). 
  • 
  Must be a resident of Geoff 
  • 
  1 Rank in Knowledge (Religion) to reflect the knowledge gained by the PC while attending Church services 
  regularly 
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Pholtus, Laymember 
   
  Benefits: 
  • 
  A Laymember is considered to be a registered follower of the Gyric Church of Pholtus for purposes of the Temple 
  Spell List and other generic benefits approved by the Regional Triad. 
  • 
  Access to a masterwork Quaterstaff (PHB) at a 5% discount 
   
  Junior Priest of Pholtus  
   
  Requirements to join: 
  • 
  Laymember of the Gyric Church of Pholtus 
  • 
  Must continue to maintain requirements of Laymember 
  • 
  At least 2 levels of Cleric 
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 34 of 34 
  Version 5.0 
   
  • 
  Alignment NG, LN, LG 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  4 Ranks in Knowledge (Religion) 
  • 
  1 Rank in Knowledge (History) 
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Pholtus, Junior Priest 
   
  Benefits:  
  • 
  A Junior Priest has all the benefits of a Laymember 
  • 
  A Junior Priest receives a +1 reaction bonus with worshippers of Pholtus while openly wearing a holy symbol of 
  Pholtus.  At the same time, this can cause negative reactions with opposed religions.  Refer to page 3 for more 
  information on reaction bonuses.  
  • 
  Receive a +1 skill bonus to Diplomacy, Knowledge (Arcana), Concentration, and Sense Motive 
  • 
  Receive a Silver Holy Symbol (PHB)  
  • 
  Receive a Masterwork Arbitration Kit (PHB – Masterwork Toolkit) (+2 circumstance bonus to the Diplomacy skill) 
  • 
  Receive a church Signet Ring of the Priesthood (PHB)  
  • 
  Receive Clerics Vestments for the church (PHB)  
  • 
  Receive a Backpack with the church symbol (PHB)  
  • 
  Receive a Scroll Case with the church symbol (PHB)  
  • 
  Receive 1 Vial of Ink, 5 Sheets of Parchment (watermarked with the church symbol), 5 Sheets of Paper 
  (watermarked with the church symbol), 10 Ink Pens (PHB) 
   
   
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 35 of 35 
  Version 5.0 
   
  Church of Phyton 
  (Contact POC on joining or changing membership) 
   
  Phyton (FIE-tahn) is a tall, slender, youthful-looking Suel god who can take the form of any forest creature. Once like most 
  nature deities, he now represents man's dominion over nature, and this puts him at odds with those who would protect a 
  forest from the actions of mankind, just as his dominion over beauty angers Wee Jas. He clears forests to make room for 
  crops, cuts tracks through mountains to make roads, and dams rivers to form fishing ponds. His symbol, a scimitar in front 
  of an oak tree, hearkens back to his old purpose. "Nothing in nature is so beautiful as what man can make of it. A field of 
  crops, a garden of herbs, and a swamp drained to form fertile soil are all marvels of nature as much as the forest and 
  mountains. Natural animals that can be domesticated should be, but those that are dangerous to man or his works should 
  be slain."  
   
  Clerics of Phyton act as protectors for farming settlements and look for ways to make use of nearby land. Each normally 
  chooses a region to watch over, typically a circle one day's walk in diameter. They might use their powers to redirect a 
  river to suit a town's needs, or to cull a forest of its uglier plants to leave a more pleasant locale. Some clerics wander the 
  unsettled parts of the world, looking for destructive creatures to kill, abandoned sites of old civilizations, or wild places that 
  might be useful to mankind.  Ceremonial garb includes brown or green (lighter colors in autumn). 
   
  Although many of Geoff’s people are farmers, the teachings of Ehlonna and other Flan deities have been ingrained into 
  the Gyric mindset.  The difference in attitude about nature and how to treat it have left the Church of Phyton rather small 
  in Geoff.  The Gyric Church of Phyton has no formal hierarchy. The various clerics minister to the faithful independently of 
  each other and work together only when they choose.  Currently, the Church of Phyton has only one shrine. 
   
  Base of Operations:  
  TBD 
  Area of Influence:  
  Geoff 
  Sponsor:  
  Gyric Church of Phyton 
  Contact:  
  Tim Hill 
   
  Weapon of the Deity Spell: +1 defending scimitar 
   
  Domains: Chaos, Community* (CD), Good, Plant, Sun, Water. 
   
  Laymember of Phyton 
   
  Requirements to join: 
  • 
  Must be a follower of Phyton 
  • 
  2 Time Units per year (Spent in various Church-related activities). 
  • 
  Must be a resident of Geoff 
  • 
  1 Rank in Knowledge (Religion) to reflect the knowledge gained by the PC while attending Church services 
  regularly 
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Phyton, Laymember 
   
  Benefits: 
  • 
  A Laymember is considered to be a registered follower of the Gyric Church of Phyton for purposes of the Temple 
  Spell List and other generic benefits approved by the Regional Triad. 
  • 
  Access to a masterwork Spear (PHB) at a 5% discount 
   
  Junior Priest of Phyton  
   
  Requirements to join: 
  • 
  Laymember of the Gyric Church of Phyton 
  • 
  Must continue to maintain requirements of Laymember 
  • 
  At least 2 levels of Cleric or Druid 
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 36 of 36 
  Version 5.0 
   
  • 
  Alignment CN, CG, NG 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  4 Ranks in Knowledge (Religion) 
  • 
  1 Rank in Knowledge (Nature) 
  • 
  Speak and write Flan and Common 
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Phyton, Junior Priest 
   
  Benefits:  
  • 
  A Junior Priest has all the benefits of a Laymember 
  • 
  A Junior Priest receives a +1 reaction bonus with worshippers of Phyton while openly wearing a holy symbol of 
  Phyton.  At the same time, this can cause negative reactions with opposed religions.  Refer to page 3 for more 
  information on reaction bonuses.  
  • 
  Receive a +1 skill bonus to Knowledge (Geography), Knowledge (Nature), Concentration, and Survival 
  • 
  Receive a Silver Holy Symbol (PHB) (25gp) 
  • 
  Receive a Masterwork Surveyor Kit (PHB – Mastwork Toolkit) (+2 circumstance bonus to Knowledge 
  (Geography)) 
  • 
  Receive a church Signet Ring of the Priesthood (PHB)  
  • 
  Receive Clerics Vestments for the church (PHB)  
  • 
  Receive a Backpack with the church symbol (PHB)  
  • 
  Receive a Scroll Case with the church symbol (PHB)  
  • 
  Receive 1 Vial of Ink, 5 Sheets of Parchment (watermarked with the church symbol), 5 Sheets of Paper 
  (watermarked with the church symbol), 10 Ink Pens (PHB) 
  • 
  Assigned to a Church Priest mentor 
   
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 37 of 37 
  Version 5.0 
   
  Church of Saint Cuthbert 
  (Contact POC on joining or changing membership) 
   
  St. Cuthbert (CUTH-bert) may have once been a mortal man as his worshipers claim, but if so it was long ago and from 
  an unknown people. His three prominent symbols are a starburst of rubies, a wooden billet, or a crumpled hat, and while 
  he takes many forms (including that of a common yokel or white-haired mustached man in plate mail) he usually is shown 
  with a bronzewood cudgel. He reacts favorably to other lawful nonevil deities, although he has a great rivalry with Pholtus. 
  "The words of St. Cuthbert are wise, practical, and sensible. The word of the Cudgel is law, and the word must be spread 
  so that all may benefit from his wisdom. Weakness in faith and acting against the Saints teachings are intolerable in 
  believers. Unceasing effort should be made to bring unbelievers into the fold. Honesty, truthfulness, practicality, and 
  reasonability are the highest virtues." St. Cuthbert's clergy consists of three divisions that have different purposes: the 
  Chapeaux, which seek to convert people to the faith, the Stars, which exist to retain doctrinal purity among the faith, and 
  the Cudgels, which minister to and protect the faithful.  
   
  Clerics of the Cudgel are stern folk who speak their minds plainly. They do not suffer fools and discipline those who 
  backslide in faith. They train in the arts of war and keep themselves physically fit. The Chapeaux wear traditional 
  crumpled hats, the Stars wear a starburst insignia of copper, gold, or platinum, and the Billets wear an oaken or 
  bronzewood billet symbol. St. Cuthbert teaches new clerics with specially recruited mentors that have drill-sergeant 
  attitudes and stern demeanors. Day and night his acolytes pray, train, and fight, until they can recite entire books of St. 
  Cuthbert's scripture from memory. Like Heironeous, St. Cuthbert urges his followers to undertake quests that uphold the 
  chivalric ideal. But more of the Cudgel's quests involve righting a wrong or avenging a fallen hero. Tracking down the 
  bandits that stole the viscount's tax collections, imprisoning the blackguard who slew Sir Cyrrus the Bold, and liberating a 
  province conquered by demon armies are all crusades that a follower of St. Cuthbert would lend his sword to. St. 
  Cuthbert's religious teachings are passed on in the form of commandments, all of which begin "Thou shalt" or "Thou shalt 
  not." In general, clerics of St. Cuthbert are more likely than most to pepper their speech with thee, thine, and other archaic 
  pronouns.  
   
  Solid, imposing buildings are favored by the architects of St. Cuthbert's temples. Many feature engraved quotations such 
  as "Chaos and evil prevail where good folk do nothing" or "Obstinacy brings lumps to the heads of the unfaithful.”  The 
  clergy there offer healing and protective magic, but they're careful to make sure that those they help are worthy of St. 
  Cuthbert's favor. All of St. Cuthbert'ss ceremonies include a brief but fiery sermon from a member of the clergy, who 
  exhorts the listeners to turn from their chaotic ways and adhere more closely to the laws of St. Cuthbert. 
   
  The Church of Saint Cuthbert is the most important Church in Geoff that is not affiliated with the Old Faith. During the 
  War, its followers more then lived up to their responsibilities in repulsing the giant invasion, without making any attempt to 
  change Gyric culture. The Gyric Church of St. Cuthbert is relatively low key and its Monks have a friendly rivalry with the 
  Guardians of the Old Faith. Currently its mission is to build a steady membership and ensure the orderly return of 
  civilization to Geoff. 
   
  The Church of Saint Cuthbert is moving its operations to Gorna at this time. In the meantime a small chapel is in Pelyth 
  Cove.  
   
  Base of Operation:  
  Gorna (Pelyth Cove temporarily) 
  Area of Influence:  
  Geoff 
  Sponsor:  
  The Church of Saint Cuthbert 
  Contact:  
  Marsha Hillman 
   
  Weapon of the Deity Spell: +1 mighty cleaving club or light mace or heavy mace 
   
  Domains: Destruction, Domination* (CD), Good, Inquisition* (CD), Law, Protection, Strength. 
   
  Special Notes: Clerics are restricted to one of two alignments: LG or LN.  LN clerics must be more proficient at wielding 
  positive energy; thus they convert to cure spells and turn or destroy undead. 
   
   
   
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 38 of 38 
  Version 5.0 
   
  Laymember of Saint Cuthbert 
   
  Requirements to join: 
  • 
  Must be a follower of Saint Cuthbert 
  • 
  2 Time Units per year (Spent in various Church-related activities). 
  • 
  Must be a resident of Geoff 
  • 
  1 Rank in Knowledge (Religion) to reflect the knowledge gained by the PC while attending Church services 
  regularly 
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Saint Cuthbert, Laymember 
   
  Benefits: 
  • 
  A Laymember is considered to be a registered follower of the Gyric Church of Saint Cuthburt for purposes of the 
  Temple Spell List and other generic benefits approved by the Regional Triad. 
  • 
  Access to a masterwork Club or Nunchaku (PHB) at a 5% discount 
   
  Junior Priest of Saint Cuthbert  
   
  Requirements to join: 
  • 
  Laymember of the Gyric Church of Saint Cuthbert 
  • 
  Must continue to maintain requirements of Laymember 
  • 
  At least 2 levels of Cleric 
  • 
  Alignment LN, LG 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  4 Ranks in Knowledge (Religion) 
  • 
  1 Rank in Sense Motive  
  • 
  Speak and write Flan and Common 
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Saint Cuthbert, Junior Priest 
   
  Benefits:  
  • 
  A Junior Priest has all the benefits of a Laymember 
  • 
  A Junior Priest receives a +1 reaction bonus with worshippers of Saint Cuthbert while openly wearing a holy 
  symbol of SaintCuthbert.  At the same time, this can cause negative reactions with opposed religions.  Refer to 
  page 3 for more information on reaction bonuses.  
  • 
  Receive a +1 skill bonus to Diplomacy, Concentration, Sense Motive, and Heal 
  • 
  Receive a Silver Holy Symbol (PHB)  
  • 
  Receive a Masterwork Healer’s Kit (PHB)  
  • 
  Receive a church Signet Ring of the Priesthood (PHB)  
  • 
  Receive Clerics Vestments for the church (PHB)  
  • 
  Receive a Backpack with the church symbol (PHB)  
  • 
  Receive a Scroll Case with the church symbol (PHB)  
  • 
  Receive 1 Vial of Ink, 5 Sheets of Parchment (watermarked with the church symbol), 5 Sheets of Paper 
  (watermarked with the church symbol), 10 Ink Pens (PHB) 
  • 
  Assigned to a Church Priest mentor 
   
  Priest of Saint Cuthbert  
   
  Requirements to join: 
  • 
  Junior Priest of Saint Cuthbert for 6 months (calendar time) 
  • 
  Must continue to maintain requirements of a Junior Priest 
  • 
  At least 6 levels of Cleric or the ability to cast as 4th level divine spells 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 39 of 39 
  Version 5.0 
   
  • 
  8 Ranks in Knowledge (Religion) 
  • 
  4 Ranks in Sense Motive 
  • 
  100 gp per year  
   
  Access Granted Through: 
  • 
  Sacred, Saint Cuthbert, Priest 
   
  Benefits: 
  • 
  A Priest has all the benefits of a Junior Priest 
  • 
  A Priest gains an additional +1 reaction bonus to social skills that stacks with the bonus of a Junior Priest. This 
  bonus applies in the same manner as the Junior Priest bonus.  
  • 
  A Priest begins each Geoff regional module with one Favor of the Church of Saint Cuthbert.  These count as a 
  Level D Favor and cannot be saved.  Unused favors go away at the end of each module.  Multi-round events 
  count as a single module. 
  • 
  Receive a +2 skill bonus to Knowledge Local (Sheldomar Valley), Diplomacy, Sense Motive 
  • 
  Assigned to a Church with an Elder Priest to learn to minister and care for the Laymembers (contact the Church 
  of Saint Cuthbert POC and Triad for specifics) 
  • 
  A Priest receives Adventurer’s Standard lifestyle for free during each Geoff regional 
   
  Oaken Cudgel of Saint Cuthbert: 
   
  Requirements to Join 
  • 
  Laymember of the Church of St. Cuthbert for at least two months (real time) 
  • 
  Must continue to meet the requirements of a Laymember 
  • 
  At least 6 levels of Paladin or 1 level of Pious Templar 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  6 Ranks in Knowledge (Religion) 
  • 
  8 Ranks in Ride 
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Saint Cuthbert, Oaken Cudgel 
   
  Benefits: 
  • 
  An Oaken Cudgel has all the benefits of a Laymember.  
  • 
  An Oaken Cudgel receives a +1 reaction bonus with worshippers of St. Cuthbert while openly wearing a holy 
  symbol of St. Cuthbert.  At the same time, this can cause negative reactions with opposed religions.  Refer to 
  page 3 for more information on reaction bonuses. 
  • 
  An Oaken Cudgel begins each Geoff regional module with one Favor of the Church of St. Cuthbert.  These count 
  as a Level D Favor and cannot be saved.  Unused favors go away at the end of each module.  Multi-round events 
  count as a single module.  
  • 
  Receive a +2 skill bonus to Ride and Survival 
  • 
  Receive a Silver Holy Symbol (PHB)  
  • 
  Receive a church Signet Ring of the Oaken Cudgel (PHB)  
  • 
  Receive Military Saddle (exotic or standard) with the church symbol (PHB)  
  • 
  Receive a Backpack with the church symbol (PHB) (2gp) 
  • 
  Receive a Scroll Case with the church symbol (PHB) (1 gp) 
  • 
  Assigned a church location with an Priest of St. Cuthbert to use the as home base (contact the Church of St. 
  Cuthbert POC and Triad for specifics) 
  • 
  A Oaken Cudgel receives Adventurer’s Standard lifestyle for free during each Geoff regional scenario 
   
  Fist of Saint Cuthbert: 
   
  Requirements to join: 
  • 
  Laymember of the Church of St. Cuthbert for at least two months (real time) 
  • 
  Must continue to meet the requirements of a Laymember 
  • 
  At least 6 levels of monk 
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 40 of 40 
  Version 5.0 
   
  • 
  Alignment LN or LG 
  • 
  4 Additional Time Units per year (Spent working for the church in various activities) 
  • 
  6 Ranks in Knowledge (Religion) 
  • 
  8 Ranks in Tumble 
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Saint Cuthbert, Fist of Saint Cuthbert 
   
  Benefits: 
  • 
  A Fist has all the benefits of a Laymember 
  • 
  A Fist receives a +1 reaction bonus with worshippers of St. Cuthbert while openly wearing a holy symbol of St. 
  Cuthbert.  At the same time, this can cause negative reactions with opposed religions.  Refer to page 3 for more 
  information on reaction bonuses. 
  • 
  A Fist begins each Geoff regional module with 1 Favor of the Church of St. Cuthbert.  These count as a Level C 
  Favor and cannot be saved.  Unused favors go away at the end of each module.  Multi-round events count as a 
  single module.  
  • 
  Receive a +1 skill bonus to Climb and Tumble 
  • 
  Receive a +2 skill bonus Spot 
  • 
  Assigned an area to ward/protect and a church location with a Priest of St. Cuthbert to use the as home base 
  (contact the Church of St. Cuthbert POC and Triad for specifics) 
  • 
  A Fist receives Adventurer’s Standard lifestyle for free during each Geoff regional scenario 
  • 
  Receive a church Signet Ring of the Fist of St. Cuthbert (PHB)  
  • 
  Receive a Backpack with the church symbol (PHB)  
  • 
  Receive a Scroll Case with the church symbol (PHB)  
   
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 41 of 41 
  Version 5.0 
   
  Church of Tritherion 
  (Contact POC on joining or changing membership) 
   
  Trithereon (tri-THEH-ree-on) is shown as a tall well-built young man with red-gold hair, clad in a chainmail shirt and blue 
  or violet clothes. His symbol is the rune of pursuit, representing his relentlessness in hunting down oppressors and 
  tyrants. He is famous for his three great magic weapons (the shortspear Krelestro, the Harbinger of Doom; the sword 
  Freedom's Tongue; and the scepter called the Baton of Retribution) and his three summoned animals (Nemoud the 
  Hound, Harms the Falcon, and Carolk the Sea Lizard). He fights evil and oppressive law, so he sometimes opposes other 
  good-aligned deities such as Heironeous and Pholtus. "All deserve life and the ability to choose their own place in the 
  world, and those who would place others in shackles or control them with oppressive laws must be toppled. Train the 
  common folk to defend themselves and their property should another wish to take their freedoms. If you are wronged, you 
  are right to exact vengeance yourself, especially if none will help you."  
   
  Because the faith praises individuality over standardized doctrine, each church has a different focus but is allied with all 
  others. Trithereon's clerics are rugged individualists, never afraid to question authority. Those in cities instruct commoners 
  in self-defense and recruit like-minded rogues and rangers for the cause of individual liberty. Those in rural areas act as 
  scouts or spies against despotic lords or murderous nonhumans. Both sorts keep close watch on Lawful religions lest they 
  become too powerful. The Summoner's clerics travel far and wide in search of those in need of their help. 
   
  The Gyric Church of Tritherion has no formal hierarchy other than recognizing the difference between a cleric who is still 
  wet behind the ears (a Junior Priest) and a cleric with some experience (Priest). The various clerics minister to the faithful 
  independently of each other and work together only when they choose.  Currently, the Church of Tritherion has only one 
  shrine, near Pelyth Cove.  
   
  Base of Operations:  
  Pelyth Cove 
  Area of Influence:  
  Geoff 
  Sponsor:  
  Gyric Church of Tritherion 
  Contact:  
  Bill Howell 
   
  Weapon of the Deity Spell: +1 shock spear 
   
  Domains: Chaos, Good, Liberation* (CD), Mysticism* (CD), Protection, Strength, Summoner* (CD). 
   
  Laymember of Tritherion 
   
  Requirements to join: 
  • 
  Must be a follower of Tritherion 
  • 
  2 Time Units per year (Spent in various Church-related activities). 
  • 
  Must be a resident of Geoff 
  • 
  1 Rank in Knowledge (Religion) to reflect the knowledge gained by the PC while attending Church services 
  regularly 
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Tritherion, Laymember 
   
  Benefits: 
  • 
  A Laymember is considered to be a registered follower of the Gyric Church of Tritherion for purposes of the 
  Temple Spell List and other generic benefits approved by the Regional Triad. 
  • 
  Access to a masterwork Spear (PHB) at a 5% discount 
   
  Junior Priest of Tritherion  
   
  Requirements to join: 
  • 
  Laymember of the Gyric Church of Tritherion 
  • 
  Must continue to maintain requirements of Laymember 
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 42 of 42 
  Version 5.0 
   
  • 
  At least 2 levels of Cleric 
  • 
  Alignment CN, CG, NG 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  4 Ranks in Knowledge (Religion) 
  • 
  1 Rank in Knowledge (Nature)  
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Tritherion, Junior Priest 
   
  Benefits:  
  • 
  A Junior Priest has all the benefits of a Laymember 
  • 
  A Junior Priest receives a +1 reaction bonus with worshippers of Tritherion while openly wearing a holy symbol of 
  Tritherion.  At the same time, this can cause negative reactions with opposed religions.  Refer to page 3 for more 
  information on reaction bonuses.  
  • 
  Receive a +1 skill bonus to Knowledge (Nature), Knowledge Local (Sheldomar Valley), Concentration, and 
  Survival 
  • 
  Receive a Silver Holy Symbol (PHB)  
  • 
  Receive a Masterwork Survival Kit (PHB – Masterwork Toolkit) (+2 circumstance bonus for Survival) 
  • 
  Receive a church Signet Ring of the Priesthood (PHB)  
  • 
  Receive Clerics Vestments for the church (PHB)  
  • 
  Receive a Backpack with the church symbol (PHB)  
  • 
  Receive a Scroll Case with the church symbol (PHB)  
  • 
  Receive 1 Vial of Ink, 5 Sheets of Parchment (watermarked with the church symbol), 5 Sheets of Paper 
  (watermarked with the church symbol), 10 Ink Pens (PHB) 
   
  Priest of Tritherion  
   
  Requirements to join: 
  • 
  Junior Priest of Tritherion for 6 months (calendar time) 
  • 
  Must continue to maintain requirements of a Junior Priest 
  • 
  At least 6 levels of Cleric or the ability to cast as 4th level divine spells 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  8 Ranks in Knowledge (Religion) 
  • 
  2 Ranks in Concentration 
  • 
  100 gp per year  
   
  Access Granted Through: 
  • 
  Sacred, Tritherion, Priest 
   
  Benefits: 
  • 
  A Priest has all the benefits of a Junior Priest 
  • 
  A Priest gains an additional +1 reaction bonus to social skills that stacks with the bonus of a Junior Priest. This 
  bonus applies in the same manner as the Junior Priest bonus.  
  • 
  A Priest begins each Geoff regional module with one Favor of the Church of Tritherion.  These count as a Level D 
  Favor and cannot be saved.  Unused favors go away at the end of each module.  Multi-round events count as a 
  single module. 
  • 
  Receive a +2 skill bonus to to Knowledge (Nature), Knowledge Local (Sheldomar Valley), and Concentration 
  • 
  Assigned to a Church with an Elder Priest to learn to minister and care for the Laymembers (contact the Church 
  of Tritherion POC and Triad for specifics) 
  • 
  A Priest receives Adventurer’s Standard lifestyle for free during each Geoff regional 
   
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 43 of 43 
  Version 5.0 
   
  Church of Wee Jas 
  (Contact POC on joining or changing membership) 
   
  Wee Jas (WEE jas) is portrayed as a stunning woman dressed in a beautiful gown, wearing some piece of jewelry with a 
  skull motif. She promotes the utilization of spells and magic items (though many of her Suel followers insist she favors the 
  creation of such things). She gained her death aspect when the survivors of the Rain of Colorless Fire looked to their 
  goddess of magic for assurance that the dead were being escorted to the afterworld.  Wee Jas protects a departing Suel 
  soul on its way to the afterlife, and the clerics of Wee Jas are greatly respected because of this. Her allies are the lawful 
  Suel gods while the chaotic ones are her enemies (except Norebo, who is her lover despite their philosophical 
  differences). Her love affair is supposedly secret, although word of it has spread to the rest of the pantheon and even to 
  her followers.  It is rumored that the divine couples first argument caused the southern Crystalmists to erupt in flames, 
  earning their current name, the Hellfurnaces.  She respects Boccob, dislikes the beauty goddess Myhriss, and ignores 
  most other deities. Her symbol is a red skull, sometimes in front of a fireball. "Magic is the key to all things. Understanding, 
  personal power, security, order, and control over fate come with the study of magic. Respect those who came before you, 
  left their knowledge, and died to make room for you; there will come a time when your life is over and those who come 
  after will honor your learning and your memory."  
   
  Clerics of Wee Jas arbitrate disputes, give advice on magic, investigate magical curiosities, create magic items, and 
  administer funerals. The more powerful clerics use their magic to fortify their temple and city. Clerics of lower level are 
  expected to defer to ones of higher level at all times. Her clerics must get her permission before restoring a weak or 
  chaotic being to life.Wee Jas trains her clerics in academic fashion. offering classroom instruction punctuated by 
  increasingly difficult examinations. Her academies are not unlike boarding schools, where small infractions of grooming 
  and uniform regulations are punished with a system of demerits. The followers of Wee Jas are fascinated with magic, 
  especially magic that breaks the boundary between death and life. Rebuilding a plundered tomb, resurrecting an ancient 
  sage, and braving Limbo to ask questions of a long-dead wizard are the sorts of quests the Ruby Goddess sponsors. 
  More so than most deities, Wee Jas venerates a series of deceased "honored ancestors." Worshipers rarely speak of the 
  will of Wee Jas, instead attributing commandments to ancestors such as "Yag the Many-Eyed Traveler says..." or "Grant 
  me the calm of Queen Ochtho XI V..." 
   
   Wee Jas's temples are covered with funerary trappings, and many have shrines and catacombs where powerful 
  spellcasters are buried-sometimes with a spellbook, staff, or magic regalia. The Wee Jas clergy casts spells on behalf of 
  anyone not obviously opposed to Wee Jas's alignment or agenda, but they often demand service or information in 
  addition to a donation to their church. Funerals are obviously important rites to Wee Jas followers; in addition, many 
  followers have monthly Rites of Accumulated Lore, where clergy or lay leaders read aloud from musty tomes about magic, 
  ancient history, or other esoteric topics.  Wee Jas' temples are built like mage towers and are often guarded by charmed 
  monsters.  The temples are decorated with artful statuary and unobtrusive skull motifs; they often store lore and records of 
  local law, so each temple has an extensive library.  A few even have permanent magical fires burning atop the highest 
  point of the temple.  The followers of Wee Jas are known as the Jasadin.  Nights when a moon is waxing are holy nights 
  to Wee Jas. Coldeven 4th (when both moons are waxing) is called the Goddess' Blush by her followers; on this night, the 
  most valuable piece of jewelry discovered in the previous year is sacrificed to her in a great magical fire.  Ceremonial garb 
  includes layered full-length robes, alternating grey and black.  The robes always have hoods but are normally drawn back 
  to reveal the wearer's head, which is normally adorned in jewelry.  Other jewelry showing skulls and gems are worn on the 
  arms and neck, and they carry ornate staves.  Adventuring clerics wear gray or black robes, adorning them with runes or 
  jewelry as they see fit.  Wee Jas is a demanding deity who expects obedience from her followers.  She reminds them that 
  death is inevitable, but she promises that their learning and memory will be honroed by those who come after. 
   
  The Church of Wee Jas in Geoff has had a rough start.  Hated by most of the Old Faith druids, the Wee Jas clerics and 
  followers have survived everything from dirty looks, thrown fruits, and destruction of their temple.  Regardless of the 
  obstacles, the Church of Wee Jas has gained a strong, but small following in Geoff. 
   
  Base of Operations:  
  Aberglain 
  Area of Influence:  
  Geoff 
  Sponsor:  
  Gyric Church of Wee Jas 
  Contact:  
  Brian Mahoney 
   
  Weapon of the Deity Spell: dagger of venom 
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 44 of 44 
  Version 5.0 
   
   
  Domains: Domination* (CD), Inquisition* (CD), Law, Magic, Mind* (CD), Repose* (Ss). 
   
  Special Notes: LN clerics must be more proficient at wielding negative energy; thus they convert to inflict spells and 
  rebuke or command undead.  Divine spellcasters may not restore a weak or chaotic being to life without gaining the 
  permission of Wee Jas (via a commune or similar spell, DM decides the response).  Likewise, they many not command 
  chaotic undead without Wee Jas’ permission; they can rebuke chaotic undead without permission though.  Failure to 
  abide by these restrictions is considered a gross violation of the code of conduct. 
   
  Laymember of Wee Jas 
   
  Requirements to join: 
  • 
  Must be a follower of Wee Jas 
  • 
  2 Time Units per year (Spent in various Church-related activities). 
  • 
  Must be a resident of Geoff 
  • 
  1 Rank in Knowledge (Religion) to reflect the knowledge gained by the PC while attending Church services 
  regularly 
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Wee Jas, Laymember 
   
  Benefits: 
  • 
  A Laymember is considered to be a registered follower of the Gyric Church of Wee Jas for purposes of the 
  Temple Spell List and other generic benefits approved by the Regional Triad. 
  • 
  Access to a masterwork Dagger (PHB) at a 5% discount 
   
  Junior Priest of Wee Jas  
   
  Requirements to join: 
  • 
  Laymember of the Gyric Church of Wee Jas 
  • 
  Must continue to maintain requirements of Laymember 
  • 
  At least 2 levels of Cleric 
  • 
  Alignment CN, CG, NG 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  4 Ranks in Knowledge (Religion) 
  • 
  1 Rank in Knowledge (Arcana)  
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Wee Jas, Junior Priest 
   
  Benefits:  
  • 
  A Junior Priest has all the benefits of a Laymember 
  • 
  A Junior Priest receives a +1 reaction bonus with worshippers of Wee Jas while openly wearing a holy symbol of 
  Wee Jas.  At the same time, this can cause negative reactions with opposed religions.  Refer to page 3 for more 
  information on reaction bonuses.  
  • 
  Receive a +1 skill bonus to Knowledge (Arcana), Concentration, and Spellcraft 
  • 
  Receive a Silver Holy Symbol (PHB)  
  • 
  Receive 2 vials of holy water (PHB)  
  • 
  Receive a church Signet Ring of the Priesthood (PHB)  
  • 
  Receive Clerics Vestments for the church (PHB)  
  • 
  Receive a Backpack with the church symbol (PHB)  
  • 
  Receive a Scroll Case with the church symbol (PHB)  
  • 
  Receive 1 Vial of Ink, 5 Sheets of Parchment (watermarked with the church symbol), 5 Sheets of Paper 
  (watermarked with the church symbol), 10 Ink Pens (PHB) 
  • 
  Assigned to a Church Priest mentor 
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 45 of 45 
  Version 5.0 
   
   
  Priest of Wee Jas  
   
  Requirements to join: 
  • 
  Junior Priest of Wee Jas for 6 months (calendar time) 
  • 
  Must continue to maintain requirements of a Junior Priest 
  • 
  At least 6 levels of Cleric or the ability to cast as 4th level divine spells 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  8 Ranks in Knowledge (Religion) 
  • 
  2 Ranks in Knowledge (Arcana) 
  • 
  100 gp per year  
   
  Access Granted Through: 
  • 
  Sacred, Wee Jas, Priest 
   
  Benefits: 
  • 
  A Priest has all the benefits of a Junior Priest 
  • 
  A Priest gains an additional +1 reaction bonus to social skills that stacks with the bonus of a Junior Priest. This 
  bonus applies in the same manner as the Junior Priest bonus.  
  • 
  A Priest begins each Geoff regional module with one Favor of the Church of Wee Jas.  These count as a Level D 
  Favor and cannot be saved.  Unused favors go away at the end of each module.  Multi-round events count as a 
  single module. 
  • 
  Receive a +2 skill bonus to Knowledge Knowledge (Arcana), Concentration, and Spellcraft 
  • 
  Assigned to a Church with an Elder Priest to learn to minister and care for the Laymembers (contact the Church 
  of Wee Jas POC and Triad for specifics) 
  • 
  A Priest receives Adventurer’s Standard lifestyle for free during each Geoff regional 
   
  Keeper of the Dead: 
   
  Requirements to join: 
  • 
  Laymember of the Church of Wee Jas for at least 6 months (real time) 
  • 
  Must continue to maintain requirements of Laymember  
  • 
  At least 6 levels of Wizard, Sorceror, Bard, Monk, or any combination of the listed classes 
  • 
  4 Additional Time Units per year (Spent undergoing a ritual of purification) 
  • 
  6 Ranks in Knowledge (Religion) 
  • 
  8 Ranks in Knowledge (Arcana) 
   
  Access Granted Through: 
  • 
  Sacred, Wee Jas, Keeper of the Dead 
   
  Benefits: 
  • 
  A Keeper of the Dead receives all of the benefits of a Laymember 
  • 
  A Keeper of the Dead receives a +1 reaction bonus with worshippers of Wee Jas while openly wearing a holy 
  symbol of Wee Jas.  At the same time, this can cause negative reactions with opposed religions.  Refer to page 3 
  for more information on reaction bonuses. 
  • 
  A Keeper of the Dead begins each Geoff regional module with one Favor of the Church of Wee Jas.  These count 
  as a Level D Favor and cannot be saved.  Unused favors go away at the end of each module.  Multi-round events 
  count as a single module. 
  • 
  Receive a +1 skill bonus to Knowledge (Nature) and Knowledge (Arcana) 
  • 
  Receive a +2 skill bonus to Knowledge (Religion) 
  • 
  Receive a church Signet Ring of the Keeper of the Dead (PHB)  
  • 
  Receive a Backpack with the church symbol (PHB)  
  • 
  Receive a Scroll Case with the church symbol (PHB)  
  • 
  Receive 2 vials of holy water (PHB)  
  • 
  Assigned an area to attend to funerals matters, maintain graveyards and crypts, operate libraries of arcane lore. A 
  church location near the assignment point with an Priest of Wee Jas will be used as home base (contact the 
  Church of Wee Jas POC and Triad for specifics) 
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 46 of 46 
  Version 5.0 
   
  • 
  An Keeper of the Dead receives Standard lifestyle for free during each Geoff regional 
   
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 47 of 47 
  Version 5.0 
   
  Old Faith 
  (Contact POC on joining or changing membership) 
   
  In Geoff, the Old Faith has a tradition several thousand years old of being a defender of the land and nature itself. The Old 
  Faith follows the seasons and venerates 5 deities that represent the seasons.  Ehlonna is associated with Spring, Obad-
  Hai represents Summer, Beory takes her turn in Autumn, and Nerull brings the Winter.  Pelor, as the father of the “family” 
  oversees all the seasons, bringing the sun each morning and setting it each night.  The druids of the Old Faith do not 
  honor each deity separately.  Rather, all are seen as part of the Cycle of the Seasons and the Cycle of Life.  Each is 
  needed equally to bring balance and harmony to Oerth.   
   
  The Old Faith is tied intimately to the government of Geoff.  Each of the Llwryi and Arglwyths must be accepted and 
  tested by the Old Faith Druids before they take their place as nobility.  A common saying among the Gyri is “The Land is 
  the Brenin and the Brenin is the Land.”  This extends to the Llwyri and Arglwyths as well.  They serve not only as 
  protectors of the ffolk, but also of the Land.  The war with the Giants has left the Land wounded and suffering.  The Old 
  Faith is striving to restore the land to its former glory by healing that the terrible scars inflicted on the Land. 
   
  A recent change in the Old Faith canon is that Half-Orcs are to be allowed to become Laymembers and Initiates of the Old 
  Faith. This change is provisional and may be rescinded if the Half-Orcs of Gyruff do not show themselves to be true 
  followers of the Old Faith. 
   
  The Old Faith has a major holy site near Hochoch on the easternmost of the Shalm's Shoulders.  Depsite the Knights of 
  the Watch having control of the area, an agreement was reached whereby the Old Faith Druids remain at the holy sites in 
  the Cup.  Additionally, groves of druids have been set up across the newly liberated reaches of Geoff in hopes of more 
  quickly healing the Land. 
   
  Base of Operation:  
  The Isle of Rhun in Lake Avon Ffyn 
  Area of Influence:  
  Geoff 
  Sponsor:  
  The Old Faith 
  Contact:  
  Leigh Smith 
   
  Laymember of the Old Faith 
   
  Requirements to join: 
  • 
  Must be a follower of the Old Faith 
  • 
  2 Time Units per year (Spent in various Church-related activities). 
  • 
  Must be a Geoff Resident 
  • 
  1 Rank in Knowledge (Religion) to reflect the knowledge gained by the PC while attending services regularly 
  • 
  1 Rank in Knowledge (Nature) 
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Old Faith, Laymember 
   
  Benefits: 
  • 
  A Laymember is considered to be a registered follower of the Gyric Old Faith for purposes of the Temple Spell 
  List and other generic benefits approved by the Regional Triad. 
  • 
  Access to a masterwork Scimitar (PHB) at a 5% discount 
   
  Initiate of the Old Faith 
   
  Requirements to join: 
  • 
  Must continue to maintain requirements of Laymember 
  • 
  At least 2 levels of Druid 
  • 
  Alignment NG, LN, N, CN  
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  1 Rank in Knowledge (Religion) 
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 48 of 48 
  Version 5.0 
   
  • 
  4 Ranks in Knowledge (Nature)  
  • 
  Speak and write Flan and Common 
  • 
  100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Old Faith, Junior Priest 
   
  Benefits:  
  • 
  An Initiate has all the benefits of a Laymember 
  • 
  An Initiate receives a +1 reaction bonus with worshippers of the Old Faith while openly wearing a holy symbol of 
  Old Faith.  At the same time, this can cause negative reactions with opposed religions.  Refer to page 3 for more 
  information on reaction bonuses.  
  • 
  Receive a +1 skill bonus to Diplomacy, Knowledge (Geography), Swim, and Handle Animal 
  • 
  Receive a Silver Holy Symbol (PHB)  
  • 
  Receive an Animal Handler’s kit (PHB – Masterwork Toolkit) (+2 circumstance bonus to Handle Animal) 
  • 
  Receive a church Signet Ring of the Old Faith (PHB)  
  • 
  Receive a Backpack with the Old Faith symbol (PHB)  
  • 
  Receive a Scroll Case with the Old Faith symbol (PHB)  
  • 
  Receive 1 Vial of Ink, 5 Sheets of Parchment (watermarked with the Old Faith symbol), 5 Sheets of Paper 
  (watermarked with the Old Faith symbol), 10 Ink Pens  
  • 
  Assigned to a Druid mentor to learn Old Faith Rituals and Lore (contact the Old Faith POC) 
   
  Druid of the Old Faith 
   
  Requirements to join: 
  • 
  Initiate of the Old Faith for 6 months (calendar time) 
  • 
  Must continue to maintain requirements of an Initiate 
  • 
  At least 6 levels of Druid or the ability to cast 4th level divine spells 
  • 
  Alignment N (this represents the conversion to a more wholistic view of nature and the connection between the 
  Gyri and the Land) 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities) 
  • 
  8 Ranks in Knowledge (Nature) 
  • 
  2 Ranks in Survival 
  • 
  100 gp per year  
   
  Access Granted Through: 
  • 
  Sacred, Old Faith, Priest 
   
  Benefits: 
  • 
  A Druid has all the benefits of an Initiate 
  • 
  A Druid gains an additional +1 reaction bonus to social skills that stacks with the bonus of an Initiate. This bonus 
  applies in the same manner as the Initiate bonus.  
  • 
  A Druid begins each Geoff regional module with one Favor of the Old Faith.  These count as a Level D Favor and 
  cannot be saved.  Unused favors go away at the end of each module.  Multi-round events count as a single 
  module. 
  • 
  Receive a +2 skill bonus to Knowledge (Geography), Swim, and Handle Animal 
  • 
  Assigned an Elder Druid grove to learn to tend and care for the land and its people (contact the Old Faith POC) 
  • 
  A Druid receives Adventurer’s Standard lifestyle for free during each Geoff regional 
   
  Elder Druid of the Old Faith 
   
  Requirements to join: 
  • 
  Druid of the Old Faith for 6 months (calendar time) 
  • 
  Must continue to maintain requirements of Druid 
  • 
  At least 10 levels of Druid or the ability to cast spells 6th level divine spells 
  • 
  4 Additional Time Units per year (Spent in various Church-related activities).  
  • 
  10 Ranks in Knowledge (Nature) 
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 49 of 49 
  Version 5.0 
   
  • 
  3 Ranks in Survival 
  • 
  Tithe of an additional 600 gp per year (increase includes Grove up keep) 
   
  Access Granted Through: 
  • 
  Sacred, Old Faith, Elder Priest 
   
  Benefits: 
  • 
  An Elder Druid has all the benefits of a Druid.  
  • 
  An Elder Druid gains an additional +1 reaction bonus that stacks with the bonus of a Druid. This bonus applies in 
  the same manner as the Druid bonus.  
  • 
  An Elder Druid receives Rich lifestyle free during each Geoff regional.  
  • 
  Receive a +2 skill bonus to Knowledge (Nature) and Concentration 
  • 
  Receive a permanent grove assignment (contact the Old Faith POC and Triad for specifics) 
   
  Guardian: 
   
  Requirements to join:  
  • 
  Laymember of the Old Faith for at least 6 months 
  • 
  Must continue to meet the requirements of a Laymember 
  • 
  At least 6 levels of any combination of Barbarian, Monk, Ranger, or Scout with at least one level of Monk. Multi-
  class Guardians of the Old Faith cannot have any classes with arcane casting ability. 
  • 
  Alignment LG, NG, CG, LN, N, CN 
  • 
  Additional 4 Time Units per year (Spent in various Old Faith related activities) 
  • 
  1 rank Knowledge (Religion) 
  • 
  6 ranks Knowledge(Nature) 
  • 
  6 ranks Survival 
  • 
  Oath of Obedience to the Old Faith Druids 
  • 
  Guardians may not become member of the conclave (Initiate, Druid, or Elder Druid) 
  • 
  Tithe of an additional 100 gp per year 
   
  Access Granted Through: 
  • 
  Sacred, Old Faith, Guardian 
   
  Benefits: 
  • 
  A Guardian has all the benefits of a Laymember. 
  • 
  A Guardian receives an additional +1 reaction bonus with worshippers of the Old Faith while openly wearing a 
  holy symbol of the Old Faith.  At the same time, this can cause negative reactions with opposed religions.  Refer 
  to page 3 for more information on reaction bonuses. 
  • 
  A Druid begins each Geoff regional module with one Greater Favor of the Old Faith.  These count as a Level D 
  Favor and cannot be saved.  Unused favors go away at the end of each module.  Multi-round events count as a 
  single module. 
  • 
  Receive a +2 skill bonus to Survival 
  • 
  Receive a +1 skill bonus to Knowledge (Geography) and Handle Animal 
  • 
  Receive a church Signet Ring of a Guardian of the Old Faith (PHB)  
  • 
  Receive a Backpack with a Old Faith symbol (PHB)  
  • 
  Receive a Scroll Case with a Old Faith symbol (PHB)  
  • 
  Receive an Animal Handler’s kit (PHB – Masterwork Toolkit) (+2 circumstance bonus to Handle Animal) 
  • 
  Assigned an Elder Druid to protect/report to and use the Elder Druid’s grove as home base (contact the Old Faith 
  POC and Triad for specifics) 
   
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 50 of 50 
  Version 5.0 
   
  Order of Shining Beacons 
  (Contact POC on joining or changing membership) 
   
  A relatively recent addition to the religious orders of Geoff has been the creation of a multi-faith organization to combat the 
  invasion of undead and shadow creatures in the Dim Forest. The main sponsors of this organization are the Churches of 
  Pelor and Ehlonna. Working together, these two faiths have trained many warriors, clerics, and others to battle the 
  creatures in the wood.  The overall goal of the order is to remove the threats and return the Forest to its previous 
  condition. Since this is also a goal of the Old Faith, the two groups often work closely together in this endeavor. 
   
  Recently, a new headquarters compound was completed.  The walls are made of ironwood and have places set for 
  torches to keep light going around the compound.  The compound sits a few hundred yards from Enderyn.  If an attack 
  comes, the bell in the middle of the compound is rung to warn citizens.  The Order has also worked some with Darlon Lea 
  and the Wood Elves to combat the shadows of the Dim Forest. 
   
  Base of Operations:  
  The Dim Forest, near Enderyn 
  Area of Influence:  
  Geoff 
  Sponsor:  
  Gyri Churches of Ehlonna and Pelor 
  Contact:  
  Joe Jungers 
   
  Beacon: 
   
  Requirements to Join 
  • 
  Alignment LG, NG, CG, N 
  • 
  Must be a resident of Geoff 
  • 
  4 Ranks in Knowledge (Religion) 
  • 
  4 Ranks in Knowledge (Planes) or 4 Ranks in Heal 
  • 
  The ability to cast magic fang, magic weapon, greater magic fang, greater magic weapon, bless weapon, align 
  weapon, ki strike as a monk, or own a magic weapon (Wands or other magic items with a limited number of 
  charges do not fulfill this requirement) 
  • 
  Must spend 2 TU upon joining undergoing training about the shadow and undead creatures in the Dim Forest.  
  • 
  Must spend 500 gp a year to help fund the Order’s coffers 
  • 
  4 TU's each year protecting the Dim Forest 
  • 
  Oath of Commitment (see below) 
  • 
  If a character has the Mark of Avernus, Mark of Cania, or Mark of Stygia, s/he must also be a registered member 
  of a church that is in good standing in Geoff 
   
  Access Granted Through: 
  • 
  Sacred, Order of Shining Beacons, Laymember 
   
  Benefits: 
  • 
  A Beacon is considered a registered follower of the Pelor or Ehlonna for purposes of generic benefits for 
  approved by the Regional Triad 
  • 
  A Beacon begins each Geoff regional module with one Favor of Adwen merch Llyneth.  These count as a Level C 
  Favor and cannot be saved.  Unused favors go away at the end of each module.  Multi-round events count as a 
  single module. 
  • 
  Receives a +1 bonus to Knowledge (Religion), Knowledge (Planes), and Sense Motive 
  • 
  A Beacon may wear the Order's emblem, a unicorn horn on a sunburst. 
  • 
  Receives 2 Flasks of Alchemist’s Fire (PHB)  
  • 
  Receives 2 Flasks of Holy Water (PHB)  
  • 
  Receives 2 Sunrods (PHB)  
  • 
  Receives a Signet Ring of the Order of Shining Beacons (PHB)  
  • 
  Receives an armband of the Order of Shining Beacons.  This is a white armband with the Order’s emblem on it. 
  • 
  A Beacon receives Adventurer’s Standard lifestyle for free during each Geoff regional scenario 
   
   
  Oath of Commitment: All members of the Order of Shining Beacons must take the following oath of membership: 
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 51 of 51 
  Version 5.0 
   
   
  "I commit myself to the destruction of the undead and shadow creature threat to the Dim Forest. I promise to 
  walk in the light during this quest and will not consider my quest complete until the leaders of the Order declare 
  the Dim Forest clean. I vow to honor the teachings of Ehlonna and Pelor, striving to defeat my foes without 
  damaging the forest.  To my deity, the Order, Geoff, and myself I will be true." 
   
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 52 of 52 
  Version 5.0 
   
  Children of the Greenman 
  (Contact POC on joining or changing membership) 
   
  In the wake of the Greenman’s revival and the coming of a solid Fey presence in Geoff, a cult has emerged that worships 
  the Greenman directly. He is not seen as spirit of the land but a powerful deific figure and Owen as his latest Prophet.  
  Also revered are the Fey as the planar minions of the Greenman. Most worship has more to do with drunken frolicking 
  then actual philosophy but one should not underestimate the power of these faithful. Vague rumors, possibly started by 
  the Druids of Winter, suggest that elaborate Death and Reincarnation rituals are becoming a part of this cult though this is 
  conjecture. It is known that to be Fey-touched is to be considered holy.  
   
  Base of Operations:  
  The Oytwood Forest, near Oytmeet 
  Area of Influence:  
  Geoff 
  Sponsor:  
  The Masked Dancer 
  Contact: 
  TBD 
   
   
  Child: 
   
  Requirements to Join 
  • 
  Alignment CN, CG, N, NG, LN 
  • 
  Must be a resident of Geoff 
  • 
  2 Ranks in Knowledge (Religion) 
  • 
  2 Ranks in Knowledge (Planes) 
  • 
  2 Ranks in Perform (Singing) or Perform (Dancing) 
  • 
  Must spend an initial 2 TU upon joining undergoing training about the Greenman and Fey.  
  • 
  2 TU's each year promoting the Greenman and Fey 
  • 
  Must have had contact with a Fey creature OR spend an additional 4 TU trying to meet a Fey in Geoff.  
   
  Access Granted Through: 
  • 
  Sacred, Children of the Greenman, Laymember 
   
  Benefits: 
  • 
  A Child is considered a registered follower of the Old Faith for purposes of generic benefits as approved by the 
  Regional Triad 
  • 
  Receive a +1 bonus to Knowledge (Planes) 
  • 
  Receive a bundle of holly and mistletoe (PHB) 
  • 
  Receive a tanglefoot bag (PHB)  
  • 
  Receive a Backpack with a symbol of the Greenman on it 
  • 
  Receive a Mask of the Children of the Greenman for ritual purposes  
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 53 of 53 
  Version 5.0 
   
  Chapter 3 – Religions in Geoff 
   
  The Gyri take their devotion to their gods seriously. When you live as close to nature as we do and under the constant 
  threat of giant raids, there are no atheists. Traditionally, the Flan worshipped many different gods that represented all 
  different aspects of life. While present day Gyri still venerate many of those gods, a select few have risen to special 
  prominence. 
   
  Most people revere members of the Old Faith (Beory, Ehlonna, Obad-Hai, and Pelor mainly, though a few also pay 
  respects to Nerull).  Some new faiths have sprung up recently, however, and there are some who are offended by this.  
  The list below shows the main deities in Geoff with their allies and enemies.  If a Geoff church is an enemy of another 
  deity, this does not mean warfare exists.  Instead, this indicates that the churches have opposing views and will look 
  upon followers of the opposition faith with disdain.  Lists of disliked and banned deities are also provided. 
   
  Deities with Temples in Geoff 
   
  Allitur:  Allies - Delleb, dwarf pantheon, Ehlonna, gnome pantheon, halfling pantheon, Heironeous, Jascar, Mayaheine, 
  Pelor, Rao, Saint Cuthbert, and Zodal.  Enemies – Kord, Llerg, Norebo, Obad-Hai. Olidammara, Phyton, Rudd, and 
  Trithereon. 
   
  Beory:  Allies – Berei, elf pantheon, Ehlonna, Obad-Hai, and Pelor.  Enemies – Joramy and Phyton. 
   
  Corellon Larethian:  Allies – Beory, Berei, elf pantheon, Ehlonna, Lirr, and Pelor.  Enemies – Joramy, Llerg, Obad-Hai, 
  Phyton, and Wastri. 
   
  Ehlonna:  Allies – Allitur, Beory, Berei, elf pantheon, Fharlanghn, gnome pantheon, halfling pantheon, and Pelor.  
  Enemies – Joramy, Llerg, Obad-Hai, Phyton, and Wastri. 
   
  Fharlanghn:  Allies – Atroa, Celestian, Dalt, Ehlonna, halfling pantheon, and Osprem.  Enemies – None. 
   
  Garl Glittergold:  Allies – Allitur, Delleb, dwarf pantheon, gnome pantheon, Jascar, Olidammara, and Ulaa.  Enemies – 
  Joramy and Wastri. 
   
  Heironeous:  Allies – Allitur, Bleredd, Delleb, dwarf pantheon, Jascar, Mayaheine, Merikka, Pelor, and Saint Cuthbert.  
  Enemies – Joramy, Llerg, Norebo, Olidammara, Rudd, Telchur, Tritherion, and Wastri. 
   
  Moradin:  Allies – Allitur, Bleredd, dwarf pantheon, Fortubo, gnome pantheon, Heironeous, Jascar, Mayaheinne, and 
  Ulaa.  Enemies – Bralm, Joramy, Norebo, Olidammara, Rudd, Trithereon, and Wastri. 
   
  Obad-Hai:  Allies – Beory and Pelor.  Enemies – Allitur, Corellon, Ehlonna, and Phyton. 
   
  Pelor:  Allies – Allitur, Beory, Berei, Ehlonna, elf pantheon, halfling pantheon, Heironeous, Lydia, Mayaheinne, Merikka, 
  Myhriss, Obad-Hai, Rao, and Saint Cuthbert.  Enemies – Joramy, Llerg, Phyton, and Wastri. 
   
  Pholtus:  Allies – None.  Enemies – All other deities, except Wastri. 
   
  Phyton:  Allies – None.  Enemies – Allitur, Beory, Berei, Corellon, Ehlonna, elf pantheon, Myhriss, Obad-Hai, Pelor, and 
  Wastri. 
   
  Saint Cuthbert:  Allies – Allitur, Heironeous, Jascar, Lendor, Mayaheine, Pelor, and Rao.  Enemies – Kord, Llerg, 
  Norebo, Olidammara, Rudd, Telchur, Trithereon, and Wastri. 
   
  Trithereon:  Allies – elf pantheon, Lydia.  Enemies – Allitur, dwarf pantheon, Heironeous, Mayaheinne, Pholtus, Saint 
  Cuthbert, and Wastri. 
   
  Yondalla:  Allies – Allitur, Atroa, Ehlonna, Fharlanghn, gnome pantheon, Jascar, Merikka, Norebo, Olidammara, Rao, 
  Rudd, and Sotillion.  Enemies – Wastri. 
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 54 of 54 
  Version 5.0 
   
   
  Disliked Gods 
   
  Al'Akbar 
   
  Azor’alq 
  Daoud 
  Geshtai 
  Istus 
   
  Kurrell 
   
  Mouqol 
   
  Nerull 
   
  Pholtus 
   
  Ralishaz 
  Wee Jas 
  Xan Yae 
   
  Zagyg 
   
  Zuoken 
   
  With the exception of Pholtus and Wee Jas, disliked gods have no temples in Geoff proper. Their priests are looked 
  down upon and service is refused to them at many establishments.  In addition, all major faiths of Geoff treat followers of 
  disliked deities as enemies unless they are specifically listed as an ally.   
   
  You may notice that many disliked deities are Baklunish.  The dislike of the temples in Geoff for followers of these deities 
  lies more with the ancient enmities between the Baklunish and residents of the Sheldomar Valley.  Zagyg is on the list 
  only because of the insanity that many of his followers seem to have. 
   
  Banned Gods 
   
  Beltar 
   
  Erythnul 
  Hextor 
   
  Incabulos 
  Iuz 
   
  Kyuss 
  Pyremius 
  Raxivort 
   
  Roykyn 
  Syrul 
  Tharizdun 
   
  Vecna 
   
  Banned gods have no temples in Geoff proper. Their priests are arrested on sight. If a temple is found it is quickly 
  smashed into pieces by the local citizenry under the watchful eye of priests of Allitur.  
   
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 55 of 55 
  Version 5.0 
   
  Chapter 4 – Temple Spell List 
   
  The following is a list of major temples in Geoff and the level of spells that may be purchases there. See the next section 
  for the guidelines and purchasing spells in Geoff.  Currently, spells can only be purchased in Aberglain.  As other towns 
  are liberated and temples rebuilt, additional towns will be added.  Individual modules may have exceptions included, 
  especially in the case of players visiting strongholds of other races such as the Stark Mounds. 
   
  Aberglain 
  Current temples in Aberglain and the maximum level spell available from them.  Spells are listed Clr/Drd.  NA indicates 
  Not Available. 
  Allitur – 6th/NA 
   
  Beory – 6th/5th  
  Dwarven Pantheon – 3rd/NA 
  Ehlonna – 7th/4th   
  Elven Pantheon – 5th/2nd  
  Fharlanghn – 3rd/NA 
   
  Gnome Pantheon – 5th/3rd 
  Halfling Pantheon – 3rd/NA 
  Heironeous – 5th/NA 
   
  Obad-Hai – 5th/4th  
  Old Faith – 5th/7th  
   
  Pelor – 7th/3rd  
   
  Pholtus – 4th/NA 
   
  Phyton – 4th/2nd  
   
  Saint Cuthbert – 6th/NA 
   
  Tritherion – 5th/NA 
   
   
  Rules for Divine Spellcasting in Geoff 
   
  Below you will find the rules for the casting of Divine spells before, during, or right after a Geoff regional or adaptable 
  module. If you have any questions or problems with these rules you can contact the triad or the metaorg coordinator.  
  Only cleric and druid spells listed in the PHB are permitted for purchase.  If a PHB spell is not listed on the table below, 
  use the cost for a spell of the same level.  All spells are cast at the minimum caster level for that spell level.  Spells from 
  other sources are not available at any temples. 
   
  All PC’s in Geoff fall into one of four categories. For the purpose of spellcasting it is the class of the recipient that counts, 
  not who is doing the asking.  
   
  Class One – Any PC who is considered a registered follower of the temple. 
   
  Class Two – Unregistered followers of the same faith as the temple or who belong to a faith considered allied with the 
  temple.  Allies for Geoff temples are listed in the previous section on religions. 
   
  Class Three – Anyone else who does not follow an enemy of a temple or a disliked deity in Geoff.  Enemies of specific 
  temples and disliked deities in Geoff are listed in the previous section.  <Note: The judge can refuse service based on a 
  situation that would make the chance of casting virtually impossible> 
   
  Class Four – No temple will cast spells on someone of an enemy deity or a disliked deity in Geoff.  Because of this, no 
  prices are given for class four. 
   
  All spells list two different ways to pay for them. The first is an influence cost. The class of the recipient does not matter for 
  this. You pay the influence and the spell is cast. The second is a gold cost. Figure out what class the recipient falls into 
  and charge the appropriate amount.   
   
  Some spells are listed as Not DM useable. If you need one of these spells cast you must contact your local triad member 
  for the spell. They may require additional costs, special missions, or may just not be available at this time. 
   
  Any situation written into a Geoff regional module always takes precedent over these rules. The judge at the table always 
  has room to make small changes if things seem out of place or unreasonable. Small changes could be limiting of spells 
  available, cost of lower spells, and such. This does not include changing the price of any spell over 3rd level. Especially 
  any sort of raise dead type spells.  
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 56 of 56 
  Version 5.0 
   
  Chart for Costs of Divine Spellcasting 
   
   
   
  Base 
  Cost 
  DM 
  Cost in Influence 
   
   
   
  Spell Name 
  Level 
  Gold 
  Useable 
  D 
  C 
  B 
  A 
  Class 1 
  Class 2 
  Class 3 
   
   
   
   
   
   
   
   
   
   
   
  0 lvl spells 
  0 
  5 
  Yes 
  1 
  - 
  - 
  - 
  Free1 
  7.5 
  10 
  1st lvl spells 
  1 
  10 
  Yes 
  1 
  - 
  - 
  - 
  10 
  15 
  20 
  -Bless Water 
  1 
  35 
  Yes 
  1 
  - 
  - 
  - 
  35 
  52.5 
  70 
  2nd lvl spells 
  2 
  60 
  Yes 
  4 
  2 
  - 
  - 
  60 
  90 
  120 
  -Augury 
  2 
  85 
  Yes 
  4 
  2 
  - 
  - 
  85 
  127.5 
  170 
  -Consecrate 
  2 
  85 
  Yes 
  5 
  2 
  - 
  - 
  85 
  127.5 
  170 
  -Fire Trap 
  2 
  85 
  Yes 
  5 
  2 
  - 
  - 
  85 
  127.5 
  170 
  -Shield Other 
  2 
  - 
  No 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3rd lvl spells 
  3 
  150 
  Yes 
  9 
  3 
  1 
  - 
  150 
  225 
  300 
  -Animate Dead 
  3 
  - 
  No 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  -Continual Flame 
  3 
  200 
  Yes 
  10 
  3 
  1 
  - 
  200 
  300 
  400 
  -Glyph of Warding 
  3 
  350 
  Yes 
  18 
  5 
  1 
  - 
  350 
  525 
  700 
  -Nondetection 
  3 
  200 
  Yes 
  10 
  3 
  1 
  - 
  200 
  300 
  400 
  4th lvl spells 
  4 
  280 
  Yes 
  16 
  4 
  1 
  - 
  280 
  420 
  560 
  -Divination 
  4 
  305 
  Yes 
  17 
  4 
  1 
  - 
  305 
  457.5 
  610 
  -Imbue with Spell 
  Ability 
  4 
  - 
  No 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  -Lesser Planar Ally 
  4 
  - 
  No 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  -Reincarnate2 
  4 
  1,280 
  Yes 
  16 
  4 
  1 
  - 
  1,280 
  1,920 
  2,560 
  -Restoration 
  4 
  380 
  Yes 
  18 
  6 
  1 
  - 
  380 
  570 
  760 
  5th lvl spells 
  5 
  450 
  Yes 
  N/A 
  8 
  2 
  - 
  450 
  675 
  900 
  -Atonement3 
  5 
  Varies 
  No 
  N/A 
  Varies 
  2 or 3 
  1 
  Varies 
  Varies 
  Varies 
  -Awaken 
  5 
  - 
  No 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  -Commune 
  5 
  950 
  Yes 
  N/A 
  N/A 
  4 
  1 
  950 
  1425 
  1900 
  -Hallow 
  5 
  - 
  No 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  -Raise Dead 
  5 
  5,450 
  Yes 
  N/A 
  N/A 
  4 
  1 
  5,450 
  8,175 
  10,900 
  -Scrying 
  5 
  550 
  Yes 
  N/A 
  8 
  2 
  - 
  550 
  825 
  1,100 
  -True Seeing 
  5 
  700 
  Yes 
  N/A 
  16 
  3 
  1 
  700 
  1,050 
  1,400 
  6th lvl spells 
  6 
  660 
  Yes 
  N/A 
  16 
  3 
  1 
  660 
  990 
  1,320 
  Forbiddance 
  6 
  - 
  No 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  -Greater Glyph of 
  Warding 
  6 
  1,060 
  Yes 
  N/A 
  18 
  4 
  1 
  1,060 
  1,590 
  2,120 
  -Liveoak 
  6 
  - 
  No 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  Planar Ally 
  6 
  - 
  No 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  -Stoneskin 
  6 
  910 
  Yes 
  N/A 
  N/A 
  4 
  1 
  910 
  1,365 
  1,820 
  7th lvl spells 
  7 
  910 
  Yes 
  N/A 
  N/A 
  4 
  1 
  910 
  1,365 
  1,820 
  -Changestaff 
  7 
  - 
  No 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  -Greater 
  Restoration 
  7 
  - 
  No 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  -Refuge 
  7 
  2,410 
  Yes 
  N/A 
  N/A 
  8 
  2 
  2,410 
  3,615 
  4,820 
  -Resurrection 
  7 
  19,100 
  Yes 
  N/A 
  N/A 
  5 
  2 
  19,100 
  28,650 
  38,200 
   
  1 – Free spells from a given temple are limited each day.  Cure Minor Wounds is limited to 10 per day for a specific 
  character.  All other 0 lvl spells are limited to 5 per day for a specific character. 
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 57 of 57 
  Version 5.0 
   
   
  2 – The judge rolls at the table.  If you come back as something other than an allowed PC race, you are removed from 
  play and the character automatically becomes an NPC.  If an allowed race is rolled, you lose one level and become a 
  character of that race.  The PC’s base stats remain the same, but remove the previous racial modifiers per the spell, and 
  follow the rules for modifying your str, dex, and con in the spell description based on the new race. 
   
  3 – Atonement requires special calculations and can only be used by the triad, temple coordinator, or metaorg 
  coordinator. 
   
  In addition to the costs above, the war effort has taxed many churches.  If a PC pays gold for a spell to be cast, he must 
  wait a period of time according to the chart below for someone to be able to help him.  This time must actually be spent at 
  the temple.  If a PC leaves and returns, the waiting time restarts. 
   
  Spell Level 
  Time to Wait 
  1 
  1d4X10 minutes 
  2 
  1d4 hours 
  3 
  1d8 hours 
  4 
  1d4+1 days 
  5 
  2d4+3 days 
  6 
  2d4+3 days 
  7 
  2d8+3 days 
   
  If the time waiting is five or more days, the players who wait spend an additional TU for that module. 
   
  If the time waiting is 12 or more days, the players who wait spend an additional 2 TU's for that module. 
   
  If the waiting time is 19 or more days, the players who wait spend an additional 3 TU’s for that module. 
   
  If favors or influence are used to pay for a spell, the wait is 1/3 as long.   
   
  NO NPC CAN BE HIRED TO CAST EVIL SPELLS!!! 
   
  Bluffing a Temple 
   
  A PC can attempt to bluff a priest that they follow a different deity than they really do.  At best, a PC can convince a cleric 
  at a temple that they are class 2.  Here is the process: 
   
  1) The PC makes a Knowledge (Religion) check DC10.  If this fails, the bluff automatically fails and the PC is 
  refused at the temple for the remainder of that module.  If the check succeeds, the PC may attempt a Bluff 
  check.  For each 5 full points that the Knowledge (Religion) check beats a DC10, the PC gets a +1 synergy 
  bonus to his bluff roll.   
  2) The PC makes his bluff check, applying synergy bonuses from step 1. 
  3) The judge makes a Sense Motive check.  For simplicity, all priests at temples are assumed to Sense Motive 
  equal to the cleric's level + 4.  The check is made for the cleric casting the spell the PC desires. 
  4) If the cleric's sense motive is lower than the PC's bluff, the player succeeds at convincing the priest he is a 
  follower of a specific deity.  If the cleric's sense motive beats the PC's bluff, the cleric sees through the lie and 
  the PC is refused service at the temple for the remainder of the module. 
   
  An example:  Aranil, a rogue follower of Norebo is trying to convince the Temple of Pelor that she is a follower of Ehlonna.  
  Aranil has tried this before, so she knows some easy questions are going to be asked by the clerics.   
  As the priest asks her some questions, Aranil gets them all correct and even provides some extra information that only a 
  true follower of Ehlonna might know.   
  (1)  The PC has 2 ranks in Knowledge (Religion) and a +2 Int modifier for a total of +4.  The PC rolls a 14+4 for an 18.  
  This beats the DC by 8, giving Aranil a +1 synergy bonus to her bluff check.   
   
  
  Geoff Meta-Campaign Sourcebook, Part 4 – Sacred Organizations 
  Page 58 of 58 
  Version 5.0 
   
  After the preliminaries are done, Aranil continues to explain why she follows Ehlonna and starts to ask the priest for a 
  bull's strength.  All the time, she plays the role of a true follower of Ehlonna.   
  (2)  Now the PC makes the bluff check for Aranil.  Aranil has Bluff +6 (4 ranks and +2 Cha modifier).  The player rolls a 5, 
  with Aranil's bonuses and the +1 synergy from step 1, the total is only 12. 
   
  The priest is not completely convinced that Aranil is a follower of Ehlonna.  If she was a true follower, why didn't she go 
  down the street to the Temple of Ehlonna?  Why doesn't she have a holy symbol?  He ponders these questions for a bit 
  and thinks the matter over. 
  (3)  The judge has calculated that for a bull's strength, the cleric must be 3rd level.  This means he has Sense Motive +7.  
  The judge rolls a 10, with the +7 this gives a total of 17. 
   
  Get out of here, you scamp.  You are no more a follower of Ehlonna than I am a squirrel.  If I see you in the temple again, 
  I will have you thrown out. 
  (4)  The PC has failed to bluff the cleric.  Aranil cannot retry at the Temple of Pelor the rest of this module.  She is 
  welcome to try at other temples, however, or she can always come back to the Temple of Pelor in the future. 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Geoff/Geoff Meta-Campaign Sourcebook Part 4 Sacred v 5.0.3.pdf