Clerics
Clerics are covered in more detail in the "Religion" section (link here). This page is to outline where the different religions are to be found and their place in Prealith, mainly Sanctuary, society.
NA - Not available
Achrya (NA) - found throughout Prealith and the other kingdoms. Outlawed in Prealith. Clerics, worship, temples, etc. must be conducted in secret.
Alyanya - not advisable - found throughout the Kingdoms. Almost all farmers and women revere Alyanya. Clerics tend to be tied to one place and other restrictions tend to make this a poor choice for PC's. They are the most common of the clerics in the Kingdoms.
Barrandowea - not advisable for Campaign 1 as most action takes inland (God of Sea). Worship is widespread on Prealith's coast. Temples found in ports.
Camyn - possible. Limited in numbers but widespread. Found in towns and a few wandering clerics (often to protest injustice). Usually found in towns with significant arts and entertainment. Usually limited to a small shrine with an area for a public performance.
Falk - good choice if you can play lawful good. Temples in the cities and larger towns that double as courts. Clerics are referred to as "Knights of Falk" and serve as judges (both in courts and as wandering/circuit judges). Note: these judges go beyond our judges as they ask questions and compel testimony too.
Gird- NA as worship is heavily discouraged in Prealith (Gird has problems with both magic and the head of worship is also Fintha's ruler). Monks of St. Neot take much of the same role in Prealith - but are more radically for the common people.
Guthlac - possible. Limited numbers and almost all in frontier and wilderness areas. Can be at odds with other religions including druids.
High Lord (NA) - usually worshiped through minor gods and saints, no clerics.
Liart (NA) - outlawed throughout the Kingdoms so all worship is done in secret.
Myrna - possible. Found throughout the Kingdoms in limited numbers. A few temples/schools are found in the cities and a small one in Sanctuary. Limited numbers and almost all are Wanderers.
Shelta - possible. Small shrines are found along roads throughout the Kingdoms. Temples/hostels/inns are found on especially dangerous or significant waypoints. Limited number of clerics who map and explore new lands.
Simyits - NA. No clerics. May be appealed to by a gambler...
Tenille - recommended. Very limited worship outside of Prealith but has temples in cities and center of worship is in Sanctuary. Poor combat but has best spell access and other useful powers for Campaign 1.
Tir - good choice. Player should be militarily minded as God of War. All cities and towns have at least a shrine and often a temple. Temple is neutral ground (clerics of Tir can have radically different alignments and will likely fight each other outside temple grounds). Any outpost, fort, etc. will have at least a small shrine. Fairly substantial numbers throughout the Kingdoms and in Prealith - found where there are a substantial number of soldiers. Style of worship is defined by alignment - but all clerics and followers are committed to excellence in weapons and warfare.
NA - Not available
Achrya (NA) - found throughout Prealith and the other kingdoms. Outlawed in Prealith. Clerics, worship, temples, etc. must be conducted in secret.
Alyanya - not advisable - found throughout the Kingdoms. Almost all farmers and women revere Alyanya. Clerics tend to be tied to one place and other restrictions tend to make this a poor choice for PC's. They are the most common of the clerics in the Kingdoms.
Barrandowea - not advisable for Campaign 1 as most action takes inland (God of Sea). Worship is widespread on Prealith's coast. Temples found in ports.
Camyn - possible. Limited in numbers but widespread. Found in towns and a few wandering clerics (often to protest injustice). Usually found in towns with significant arts and entertainment. Usually limited to a small shrine with an area for a public performance.
Falk - good choice if you can play lawful good. Temples in the cities and larger towns that double as courts. Clerics are referred to as "Knights of Falk" and serve as judges (both in courts and as wandering/circuit judges). Note: these judges go beyond our judges as they ask questions and compel testimony too.
Gird- NA as worship is heavily discouraged in Prealith (Gird has problems with both magic and the head of worship is also Fintha's ruler). Monks of St. Neot take much of the same role in Prealith - but are more radically for the common people.
Guthlac - possible. Limited numbers and almost all in frontier and wilderness areas. Can be at odds with other religions including druids.
High Lord (NA) - usually worshiped through minor gods and saints, no clerics.
Liart (NA) - outlawed throughout the Kingdoms so all worship is done in secret.
Myrna - possible. Found throughout the Kingdoms in limited numbers. A few temples/schools are found in the cities and a small one in Sanctuary. Limited numbers and almost all are Wanderers.
Shelta - possible. Small shrines are found along roads throughout the Kingdoms. Temples/hostels/inns are found on especially dangerous or significant waypoints. Limited number of clerics who map and explore new lands.
Simyits - NA. No clerics. May be appealed to by a gambler...
Tenille - recommended. Very limited worship outside of Prealith but has temples in cities and center of worship is in Sanctuary. Poor combat but has best spell access and other useful powers for Campaign 1.
Tir - good choice. Player should be militarily minded as God of War. All cities and towns have at least a shrine and often a temple. Temple is neutral ground (clerics of Tir can have radically different alignments and will likely fight each other outside temple grounds). Any outpost, fort, etc. will have at least a small shrine. Fairly substantial numbers throughout the Kingdoms and in Prealith - found where there are a substantial number of soldiers. Style of worship is defined by alignment - but all clerics and followers are committed to excellence in weapons and warfare.