Cantabrian pantheon (Greater goddess)
LEVEL ONE |
LEVEL TWO |
LEVEL THREE |
LEVEL FOUR |
LEVEL FIVE |
LEVEL SIX |
LEVEL SEVEN |
---|---|---|---|---|---|---|
Bless |
Augury |
|
Cure Serious Wounds |
Atonement |
|
Astral Spell + |
Command |
Chant |
Continual Darkness |
|
Commune |
|
|
|
|
|
Divination |
Cure Critical Wounds |
|
Earthquake |
Cure Light Wounds |
Find Traps |
Cure Sense |
|
Cause Critical Wounds |
|
Gate |
|
Hold Person |
Cure Disease + |
|
Dispel Evil |
Find the Path |
UnHoly Word |
|
Know Alignment |
Cause Disease + |
Neutralize Poison |
Dispel Good |
Heal |
Regeneration |
Detect Magic |
Resist Fire |
Dispel Magic |
Prot. from Evil 10ft r. |
|
Harm |
Restoration + |
Light |
|
Feign Death |
Prot. from Good 10ft r. |
Insect Plague |
|
Energy Drain + |
Darkness |
|
Glyph of Warding |
|
Plane Shift |
|
|
Protection from Evil |
|
Locate Object |
|
Quest |
|
Symbol + |
Protection from Good |
|
Prayer |
Tongues |
|
Word of Recall |
|
|
Spiritual Greatsword |
Remove Curse |
|
|
Create Mummy + |
Destruction |
|
Animate Dead |
Speak with Dead |
|
|
Create Vampire |
Summon Plague |
Resist Cold |
|
Raise Ghoul |
Cauterize |
|
Death Spell |
? |
|
|
? |
|
Summon Shadows |
Mass Death Knell + |
? |
Detect Undead |
Death Knell + |
? |
Hand of Death |
? |
Summon Minor Death + |
? |
Shield |
Deathwatch + |
? |
Raise Ghast |
? |
Wither |
? |
Speak with Wolves |
Infect Blade |
? |
Wall of Bones |
? |
? |
? |
? |
Resist Disease |
? |
|
? |
? |
? |
LEVEL ONE
Detect Undead –
As Detect
Evil (C1), but any
undead are revealed instead. (Beware:
In Cantabria, skeletons & zombies probably won't be
revealed!)
Shield – As
1st-level Magic-user spell.
Speak With Wolves
- This spell functions in the same way as the Priest 2nd level
spell Speak with Animals. There is a restriction however that
ensures that the Priest who cast the spell can only speak to wolves
rather than a generic animal.
LEVEL TWO
Cure/Cause Minor Disease
- Within my game world I have two sets of diseases those that
are minor and those that have greater effect. This spell although
based on the 3rd level priest spell allows the caster to decide the
kind of disease he/she wishes to impose upon an individual. Most
diseases can be cured by this spell with the exception of Plague. An
example of the kinds of disease a cleric may impose would be a Mild
or Severe, Acute attack of a disease from the DMG (AD&D 1). I
actually use diseases similar to the RuneQuest ones in my campaign as
they result in more visual effect in a short time.
Hold
Person - Within our group Hold Person has been
cut so that it works only on an individual and if the save is failed
they are rooted to the spot (but can move the rest of their body).
This was not a change made purely for the Hel religion but a general
one as this spell is used by many religions both for and against the
party.
Spiritual Two-handed Sword - This is
basically the same spell as Spiritual Hammer except the weapon that
forms is a two-handed sword. Within my campaign this spell has been
modified with the following changes. Casting Time: 5 segments + spend
the rest of round giving orders. The weapon will carry out its orders
until re-ordered which takes a round to do. No concentration is
required upon the part of the caster who is free to continue with
other things. If the spiritual weapon rolls a "1" on it's
to hit roll it disappears prematurely.
Death Knell –
As D&D3 spell (C2). Kills dying creature; caster gains d8hp, +2
Str, +1 Power for 1 turn per Level/HD of target. (Not
available in Cantabria).
Deathwatch – As
D&D3 spell (C1). See alive/dead/undead status and Hit Points
(if 3 or less) within 25+5ft/level, for 1 turn/level (Not
available in Cantabria).
Infect Blade -
Casting: 5 segments (VSM); Range: Touch; Area: 1 Weapon/level;
Duration: 1 Turn/level; Save: Special. By means of this spell a
Priest is able to infect one weapon per level. Any living being later
struck by an infectious weapon and failing a save vs Poison cannot be
cured naturally as the wound they have received will fester. Any
healing spells cast at the wound will only be one half the
effectiveness rate. (Material Component: A drop of blood)
Resist
Disease -
Casting: 5 segments (VS); Range: Touch; Area: 1 Person; Duration: 1
Turn + 1 Turn/level; Save: None. The recipient of this spell becomes
immune to exposure to any disease. If an individual already has a
disease they will still be infected but the spread of the disease
will be allayed until the spell expires.
LEVEL THREE
Continual Darkness
- This spell is the reverse of
Continual Light.
Another house rule makes Continual
Light have a duration of
1 month per level of caster (Lots and lost of arguments about that
one, but it works surprisingly well).
Cure
Sense - This spell is the same as the old Cure
Blindness however I expanded it to include all forms of sense curing
such as Taste, Sight, Hearing, Smell and Touch. (Note that the spell
cures something that is damaged it does not restore something that
has never been there. A Cure Blindness does not rebuild an
eyeball. If a sense has been damaged due to a disease or a curse it
will only work for a limited period until the root cause of the
problem once again manifests itself).
Feign Death -
This spell acts in the same way as the normal priest spell
however a Cleric of Hel actually dies during this time. A Speak
with Dead will work on the cleric. Duration is as long as the
cleric wishes but when he wishes to return to the land of the living
he must roll under his wisdom on 3d6 or stay dead permanently
Glyph
of Warding - All glyphs by Clerics of a religion
(including Hel) can only create glyphs of spells which they are
already able to cast. Most Hel temples are protected by glyphs of
Cause Disease, Hold Person, Cause Wounds spells,
Hand of Death, Wall of Bones, Death Spell etc.
This ensures only those who are allied with Hel are able to cross the
barriers that defend the Altar. If an enemy they would have little
chance of knowing the commands to pass through such wards.
Raise
Ghoul - Casting: 1 minute (VSM); Range: 10ft; Area: 1
Cadaver; Duration: Permanent; Save: Special. By means of this spell
the necromancer is able to transform the body of the deceased into a
Ghoul. The Ghoul will be free-willed and may attack the necromancer.
Any intelligent body can be raised in this way and the spirit that
controls it will not normally be the original unless the spell is
cast immediately after death. When raised the Ghast will apply the
following modifications Strength +4, Intelligence -4, Wisdom -4,
Constitution +4, Charisma -8. (Material Component: A drop of blood)
LEVEL FOUR
Cauterize -
Casting: 7 segments (VSM); Range: Touch; Area: 1 weapon; Duration: 1
turn + 1 turn/level; Save: None. By means of this spell a Priest is
able to affect a single weapon such that any hit done by that weapon
will automatically cauterize and seal the wound. The Healing of such
wounds takes twice the normal length of time and any curing will be
at 1/4 effect round off i.e. 7 points of healing would be reduced to
1! The only negative about this spell is that all wounds are reduced
by 1 due to the healing factor and the victim need not worry about
bleeding to death. While under the influence of a "cauterized"
wound the individual will feel a sapping of his strength. The
duration applies to the weapon and not the victim, who may be
affected for a lot longer. (Material Component: A drop of blood)
Hand
of Death Casting: 12 secs + special (VS); Range:
15'+15'/level; Area: 1 Creature; Duration: Special; Save: Negates.
The cleric causes any single target to sense the clerics hand
squeezing his heart to a pulp. Even if the character saves he will
suffer -2 to hit that round and will break his or her concentration.
If the character fails, he suffers D10+1 hit points damage per melee
round, until he/she makes a save (made every round). If the cleric
wishes to continue the duration he must expend 1 power point per
round while making squeezing motions with his hand to simulate the
squeezing of the heart. Even when the victim saves the victim will
suffer -2 penalty as long as the cleric continues to make the
squeezing motions.
Raise Ghast - Casting: 1 minute
(VSM); Range: 10ft; Area: 1 Cadaver; Duration: Permanent; Save:
Special. By means of this spell the necromancer is able to transform
the body of the deceased into a Ghast. The Ghast will be free-willed
and may attack the necromancer. Any intelligent body can be raised in
this way and the spirit that controls it will not normally be the
original unless the spell is cast immediately after death. When
raised the Ghast will apply the following modifications Strength +4,
Intelligence -1, Wisdom -1, Constitution +4, Charisma -10. (Material
Component: A drop of blood)
Wall of Bones - Cast: 7
segs (VSM); Range: 15'+15'/level; Area: 1'x10'x20'wall or 1'x10'high
5'r circle; Duration: 3T+3T/level; Save: Special. The caster may
increase the height and thickness by 1ft & the radius by 3 inches
for every level beyond seven. A living creature coming within sight
of the wall must save versus fear (petrification) or run away in fear
until out of sight. The wall will suffer 100hp damage then turns to
dust. Sunlight inflicts 20 points per melee round on the wall.
Cause
Major Disease - This spell is the same as the 3rd
level Priest spell except that it is able to cure plague and the
diseases that are imposed upon the victim are normally Chronic,
Terminal types found in the DMG (AD&D 1).
LEVEL FIVE
Summon Shadows -
Casting: 7 segments (VS); Range: 10 yds; Area: 10ft cube;
Duration: 1 turn + 1 turn/level; Save: None. When the Priest casts
this spell he opens a gateway to the negative plane allowing a number
of shadows through the small gate. This number is determined by
halving the Priests level and rounding down. The Priest is then able
to command these Shadows automatically to assist him in whatever way
they wish to. The shadows will then stay on the prime material plane
until destroyed or the duration expires.
LEVEL SIX
Create Mummy -
Casting: 3 hours (VSM); Range: 10ft; Area: Cadaver; Duration:
Permanent; Save: None. By means of this spell a Priest is able to
create a mummy. During the casting of the spell the body must be
prepared for the final spell. At the end of the time the mummy will
be created and it will be wholly under the control of the Priest who
created it. (Material Components: 1 Cadaver, Bandages and embalming
fluid) (Available as Level 5 in Cantabria).
Create
Vampire - Casting: 1 day (VSM); Range: Touch; Area: 1 Person;
Duration: Permanent; Save: Special. By the use of this ritual a
Priest is able to create a vampire. The target person of this spell
is normally a willing recipient. The priest is also able to cast the
spell on himself. Many Clerics view this as being a way of achieving
immortality. During the casting of the spell the recipient dies and
if the recipient was willing they must make an Intelligence roll
(roll less than intelligence on d20). If the recipient was unwilling
they make a wisdom roll to cheat the cleric and stay dead. In this
case it would only be possible for the person to be resurrected
rather than raised because the spirit is sent to an outer plane
(Hel's Domain). When the spirit returns to the body various changes
will have occurred that increase the body statistics of the
recipient. There are a number of components of this spell which have
not been listed but would be individual to each casting. (Material
Component: A drop of blood, etc)
Mass Death Knell –
As D&D3 spell (C2), but all 'dying' creatures (i.e. on -1hp or
lower) within 25ft + 5ft per 2 levels are affected. Each effect
gained is +1 per extra creature. Duration is 1 turn per level/hit die
of the highest level/HD creature which succumbs. (Not available in
Cantabria). [SJW special]
Summon Minor Death -
Casting: 5 Minutes (VSM); Range: 10ft + 10ft/level; Area: 1
Individual + Special; Duration: Special; Save: None. By means of this
spell the Priest is able to summon a minor Death figure. This "Death"
is equivalent to that summoned by a "Deck of Many Things".
The target must defeat the Death in order to avoid being slain
themselves, and a comrade who also attacks the minor Death will
automatically have his/her own summoned to defeat. Once one is
defeated the freed individual may help in the slaying of others. The
minor Death will depart as soon as its victim has been slain. Minor
death: AC -4, HP 33, Scythe for 2-16 damage, strikes first in every
round and always hits. The Death is immune to most spells as an
undead and is also immune to Fire, Cold, and lightning attack. In
appearance it is a large cowled figure with an oversize scythe.
(Material Component: Incense) (Available as Level 5 in Cantabria).
LEVEL SEVEN
Summon Plague -
Casting: 1 Turn (VS); Range: 0; Area: Caster (initially); Duration:
Special; Save: Negates. In using this spell the caster will die from
its effect. (Most intelligent high level Priests would create scrolls
or a potion for someone else). The person affected immediately
catches the virulent Plague. This plague is highly contagious,
victims will suffer an attack each day. Plague attacks Constitution
and Strength. Resisting the disease requires the victim to roll below
his Strength + Constitution total on a D100. If this roll is failed
the person affected loses 1-3 point from each attack. If a roll is
made the victim stabilizes but must make a second consecutive roll in
order to recover. Strength and Constitution take about one month per
point to return and for every 4 points that were lost 1 point will
never be recovered. The plague is transmitted by touch or by
prolonged exposure. If a plague spot is isolated quickly and the
remains burnt down it can be eradicated. The Plague can be cured
using Cure Major Disease, a Heal spell or Divine
Intervention, which will normally halt the spread of the Plague. A
normal Cure Disease spell will not work, however there may be
some herbs that will cure the disease. The disease normally has a
limited life span of (Level of Caster)xD10 days after which no more
people will be infected. A save to avoid infection is only made if
the target did not cast the spell.
Hel is a Greater Goddess and bows only to Ukko. She is the sister of Hephaestus, Ukko, Ilmatar, Hiisi, Loviatar, Sif and Bragi. Unwedded, as no immortal would wish to stay within her domain for long, she had a child from Hiisi whom she named Surma. Hel and Surma got along well and rarely fell out over things. Later Hel coupled with Forseti, one of Ukko's sons, and by that union produced Hermes. Hermes is known by many names: the Trickster, the Peacemaker, the Two-faced. Good and Evil, Law and Chaos can be found within the religion of Hermes. Consequently although born the son of Hel, Hermes drifted away and became a rebel in some respects and a trusted ally in others.
Hel ensures the mortality of all living things through death and disease. All things that die pass through her domain to be judged. Most people who live near Hel temples worship her mainly through fear. A few warriors recognise her and a number of assassins also follow her ways. Her strongest following however is probably within those associated with the undead. Many intelligent undead are her followers, some of them previously Clerics of her religion.
Once dead a Hel worshipper can never be brought back to life, and
if an attempt is made dire retribution is visited upon the
perpetrator. Hel disdains those who have been raised or resurrected;
Clerics of Hel would view them as having cheated their Goddess. An
odd anomaly within this view is that undead are not viewed as such.
Worshippers believe that the spirit of the undead creature has never
actually been to Hel's domain and has therefore not cheated death but
prolonged their existence upon the Prime Material plane
naturally.
Hel worshippers normally wish to be buried in a shallow
grave, with a celebratory wake being held to mollify the jealousy of
worldly companions who have been unable to meet with their Goddess
yet. Suicide is frowned on and normally discouraged, after all if you
are judged upon the deeds you could have done in your normal span of
life you will probably fall far too short.
All Clerics of Hel wear a face-mask which is coloured one half black the other white, this gives them a fairly terrifying visage. Clerics wear these masks the majority of the time. One advantage of this is that it can hide such features as pallid skin, long canines etc... Hel is only associated with the wolf as an animal, this is due to the protection it bestowed upon her while bearing the child of Hiisi. Most temples of Hel would have a kennel for such creatures. Unusually for wolves they are trained as individuals rather than in a pack.
While there are people who die the Goddess of Death has a reason for her existence and importance. All people come to her in the end no matter which God(ess) they worship. It is because of this that many people whose main allegiance is to another God will often sacrifice at the high holy days. Priests are often asked to perform the funeral rites for important personages and will often wander a battlefield ensuring that warriors pass onwards in the correct way. (They are accused of being slightly too keen to do this sometimes). Paladins of Hel seek different paths, some view the controlled spread of disease as being of utmost importance. Others like to seek further recruits into the religion and see adventurers as optimum material for conversion, after all they produce the most souls for Hel. Worshippers who profess more interest in this religion tend to be of a certain type of alignment: Lawful Evil, Neutral Evil, Lawful Neutral or Neutral. It is possible, but rare, to see any other types within the clerical ranks.
Hel worshippers are generally feared due to what they represent. Although Hel is neutral, there are strong evil tendencies within the priesthood. (Within Cantabria the priesthood has been divided into two factions, one is evil the other is neutral and is generally the public relations officers).
Hel revels in death and disease, through any means. Resurrection and the raising of the dead is definitely frowned upon. Hel clerics generally act aloof of the other religions and would normally only obey a Priest of Ukko if he/she were more powerful. There are certain weapons and armour restrictions that are placed upon the dedicated worshippers which are detailed in other sections.
There are currently two Major temples found in Cantabria: one in the City of Chia, the other in Port Raz. All the other cities and many towns have chapels dedicated to Hel however the countryside is sparsely populated with these chapels. The religions tends to send wandering Clerics into the countryside to maintain a presence. The two temples are autonomous and there is little communication between them (Port Raz has very few Neutral clerics while Chia is predominantly so).
Within the temples there can be elements of up to two sects. The first is viewed as the Public Relations branch and generally wishes to ensure that people die in the proper way with the appropriate rites. The second tends to aim to increase the amount of Death and Disease at large. Normally there will be only one high priest, however there is sometimes a second whose influence lies with the other sect. Death by assassination is frowned upon within the Hierarchy and the perpetrator may find he/she in his/her own premature meeting with Hel.
There is no particular place of worship or power. Certain holy/magic items are known to exist and will often class as mobile altars. Any place of mass death (battlefield or plague) may hold extra bonuses for Hel clerics who practice there.
When the moon is at the half way stage between Full and None there will be a Hel holy day. The high holy days are during the winter months with the January ceremony being the most important. Minor ceremonies are held on the death of the week (last day), the death of the month, and the death of the year (classified as a holy day in many religions as well as this one).
Hel accepts all races as long as they have souls to be judged. The majority of people who worship her do so only during the High Holy days or out of fear (because of a nearby temple). Very few of the regular lay members are of Good alignment and the majority is probably Evil. This restriction may imply that elves never worship Hel as they have no soul.
Within the main stream of the religion to which the vast majority
of lay members profess allegiance there are very few regulations to
which they must adhere. All Hel worshippers should respect the
dead(1). Very ill or wounded people should
be allowed to die, and this process should not be interfered with
except in exceptional circumstances(2).
Note that suicide is not acceptable to Hel - worshippers believe that
by committing suicide the individual is pre-empting Hel's right to
determine their time to die. On holy days Lay members are expected to
sacrifice two points of power to their deity(3).
(1:
This may cause a problem depending upon the amount of sincerity a
person has in the religion. The obvious effect upon adventurers would
be that tombs could no longer be robbed.)
(2: Either the person
who is dying is very important to the Cleric because of special
circumstances (in which case he may heal them) or if there is another
cleric who is healing all the injured including those who are
'knocking' at the gates of Hel.)
(3: Power Points: In my House
system all Clerical and Magical spells work on a Power points basis.
All people from 0th level and up have power points. The base amount
is Wisdom/4. Certain clerical spells allow the collection and
transfer of worshippers power points into a reservoir (normally an
altar) or straight to the deity. Where campaigns do not have this
kind of system DM's are advised to ignore it.)
In being a worshipper of Hel there are two main benefits. The
first is that quite often Hel gives swift and favourable judging to
those who have worshipped her. The second is that no funeral costs
will be levied at the family of the deceased and it is possible that
they may become part of the temple guard (a privileged position(4)).
No special skills are normally taught for lay members but there is
often some teaching about diseases.
(4: The Temple
guard is normally made up of undead creatures!)
All lay members receive a base 1% chance of Divine Intervention. A call for divine intervention cannot occur after the person has fallen as he/she is nearly within Hel's realm. Also because of the apparent information leaks, no-one should be aware of the nature of the proclamations.
Lay members who have shown true dedication to the religion may be
invited to become initiates of the religion. A candidate for
initiation must take this step with the full realization that if the
initiate later refutes his/her pledge then they may suffer the
consequences of a spirit of reprisal. Within the Hel religion this
will normally take the form of some kind of non-corporeal undead
creature that cannot be turned, it will only attack the ex-initiate.
For minor offences it may only strike once, however for major
transgressions it may try to slay the individual. A number of
powerful Hel clerics have in the past managed to avoid this fat by
becoming undead themselves. At this point if the creature has not
hidden away the nearest temple may send an expedition against it (or
get another temple to do so).
A prospective candidate must have a
sponsor who is already at least an initiate within the religion.
He/she must also pass a test that is a (wisdom * 5 roll). A cleric of
Hel will cast Feign Death at the initiation and the recipient must
make this roll to survive(1).
(1:
Feign death: This spell is modified from the original for this
religion full details of the changes are made in the spells section.)
Once accepted into the inner circle of Hel, the initiate need never fear death. Many initiates are, when ready, transferred to one of the many undead creatures that protect the Hel temple. While still alive the initiates will often go out into the area around the temples to perform burial rites in villages and to collect tithes. Initiates must sacrifice two power points during each holy festival and donate 10% of their wealth. Initiates are expected to enforce the religious tenets to the full, a number of assassins become initiates of Hel as they meet with death during each 'job'.
Initiates are able to gain a form of immortality and some may even
be made into vampires (this is rare though). The main benefit is the
amount of fear and respect engendered by being one of the chosen of
Hel. Within some of the sects of the religion certain training can be
given in the use of potions to spread and to halt the spread of
disease(1). Very little weapons training
is given within the religion, but wolf handling is often offered as a
course. Most initiates would be offered room and board at any Hel
chapel or larger. Surprisingly there are few initiates and most are
viewed as being slightly touched by Hel herself, consequently Clerics
are normally very civil towards them. One reason for this is that it
seems most initiates do not fear death at all.
Very little skills
training is given. In the major temples training will probably be
offered in spear and two-handed sword. Also training will be offered
in the handling and care of wolves(2).
Other courses may be offered by differing sects such as courses about
diseases and death rites. All courses will be offered free to
initiates but they are expected to spend a like amount of time within
the religious precinct aiding the resident authority.
(1:
DISEASE: Disease has a large role to play in the death of humans,
however it should rarely be allowed to reach epidemic proportions.
Sometimes other religions will interfere with the spread of disease
to the extent that it is in danger of being wiped out, in this case a
Hel worshipper may wish to encourage the spread a little more.
However if a Disease is in danger of wiping out a region of
population entirely then a Hel worshipper may aid those who seek to
halt the spread.)
(2: Treat this as a secondary skill.)
If an initiate calls upon Hel for divine aid the base chance of succeeding is 1% per level of the initiate.
Paladins of Hel are normally known as Death Warriors or Death
Mages. They are very rare and even a large temple may have no more
than half a dozen. They are seen as the elite of the religion and
will normally only report to the high priest (or leader of the sect
to which they belong). They all wear Hel Masks(1)
and will often be striving towards 'immortality'.
(1:
Hel Mask: The Hel Mask is worn by all Paladins and Clerics of Hel. It
is a face-mask half white and half black in imitation of the face of
the Goddess. It is rarely taken off and most wearers take it off only
when necessary. It is useful in hiding the features of a corporeal
undead cleric!)
Unlike many other religions the only way in which a person can become a Paladin is to have been an initiate for a period of five years. There are only two sorts of Paladins, one is Cleric/Fighters and the other is Cleric/Magic-User. The individual must have shown dedication to the religion and have a marked sympathy with death. To become a Death Warrior the following scores are needed: Strength and Constitution >11, Wisdom >8, Dexterity >5. To become a Death Mage the following scores are needed: Intelligence >16, Dexterity >13, Strength, Wisdom and Constitution >11. Most are accepted using these criteria however there is normally also a test of sorts devised by the current Paladins, which can vary immensely from purely sedentary and mental, to very violent and deadly.
Although there are no restrictions placed upon the Paladins with regard to weapons or armour, most tend to comply with the same stringent set imposed upon the Clerics when within temple grounds. Death Paladins must uphold the tenets faithfully and any deviation may bring upon the wrath of a spirit of reprisal. There are few other restrictions placed upon Paladins and they do not have to provide any dues to the religion. They are expected to aid and help the expansion of it by setting up new chapels and temples or to seeing to the defence of one.
When a prospective Paladin passes the test he will become a 1st level cleric and will be able to rise in both classes at once. Whenever a Paladin stops at a chapel or Temple he/she will be offered the best accommodation in the building. It is not uncommon to find Paladins for and against the forces of the kingdom. Where a Death Warrior will be fighting at the forefront of his troops a Death Mage is laying waste to them with a formidable array of spells. It is often found that when a high level Magic-User Death Mage gets older he/she may seek the secret of Lich-hood from the Goddess herself.
Divine intervention can be called upon with a 1% chance per level (Cleric + other) of success.
The priesthood of Hel is the most numerous of the religious arms of the religion. A priest will always be found at a chapel and will sometimes be assigned to a series of shrines in a rural region. They generally perform the majority of the funerals and religious ceremonies and also do a large amount of the mundane work about the temple/chapel. Hel priests are never the 'healing machines' that priests of other religions occasionally are. Healing will generally be given only to those lightly injured or where it is commensurate with the priest’s own survival.
In order for a person to become a cleric of Hel certain statistics need to be at a minimum level: Wisdom and Constitution both need to be equal to or above 9. There are also alignment restrictions of Lawful Evil, Neutral Evil, Lawful Neutral or Neutral. There are no other requirements.
Priests of Hel are severely restricted as to the weapons and
armour that they are allowed to use and don. No metal armour can be
used thus the general practice is to use leather armour. Weapons are
restricted to the use of spear (thrown or melee) and two-handed
sword. The origins behind these two weapons are simple, the
two-handed sword is often used as the execution weapon for the
nobility while the spear is used as the execution weapon for
non-nobles i.e. peasants. Most priests will be tied down to a
specific chapel or temple with certain duties to perform. Others (the
adventuring ones) will be given more roving commissions to spread the
faith in the villages and towns that do not yet have chapels to Hel.
Where possible the priest should attempt to set up a chapel in a
town(1).
(1: Of the two
Hel clerics in my campaign, the first retired as the resident priest
of a chapel whose last occupant was slain by the Magic-User whom the
party in turn slew. The second, Gondy, is re-furbishing an abandoned
Temple with the help of a third PC cleric of Hel who is a ghoul!!)
In addition to the spell lists specific to Hel the Priest may gain powers at higher levels. Unlike many other religions in the world these are different depending on the alignment of the character. The first number given is the level at which Evil priests can gain the power and the second number is the level at which Neutral priests may gain the power. It should be stressed that no priest is automatically entitled to all of these extra powers.
Evil |
Neutral |
Power |
3rd |
5th |
Priest gains immunity to all Diseases. |
5th |
7th |
Priest gains a Wolf Companion with an empathic bond. |
7th |
9th |
Protection from Normal Missiles(2). |
9th |
- |
Opponents need +1 weapons to hit the Priest. |
(2: I am unhappy with this one but have not yet thought of any that could take its place adequately. Undead Drain?)
Priests Divine Intervention percentage is worked out in the same way as the standard (2% per level). In most cases it is unlikely that a Priest would ask for Divine Aid to avoid certain death (and even more unlikely that it would be granted).
The spirit of reprisal for the Hel religion normally takes on the form and powers of a wraith for minor transgressions. Any initiate or more who leaves the religion can never be resurrected and will probably be visited by the major spirit of reprisal, a minor Death. In extreme cases more than one may be sent. If a transgression is more material than spiritual it is likely that the ranking Priest will Quest the individual to perform a task to atone for the mishap.
It is interesting to note that there are no subservient religions catered for within Hel worship. Although there are a number of other Demons/Devils/Deities that are linked with the undead and none are as powerful as Hel they still remain independent. Hel Priests do not have to treat these other necromancers as enemies, nor for that matter as friends.
A number of religions are found to be closely allied at times to Hel. Forseti although the father of Hel's child has long since split away and is generally treated with antipathy. Hermes is well respected by Hel and her priests should echo that respect (even if the Hermes priests are neutral). Hiisi is treated with guarded respect and can be a powerful ally. Sif Priests are often treated with great respect, as they are often the greatest slayers. One religion is favoured above all others however and the respect is mutual, that is those who follow the way of Surma. Hel Priests should never refuse a bed to a priest of Surma, in return for this Surma Priests should never challenge members of a group with a Hel cleric. The guards for the Temple of Hel within cities are often members of the Surma religion, as they tend to be better fighters.
On the God Plane Hel has no actual enemies as she is too powerful and her sphere of influence is very separate from the rest the pantheon. Of all the Gods who most interfere with her work is Ilmatar who cures many whom Hel felt should have been within her grasp. Consequently Hel priests are very watchful about Priests of Ilmatar and generally try to "Tend" to the seriously wounded before the Ilmatar priest gets there. Ilmatar should not be treated as an enemy religion however as she has performed many favours for Hel in the past especially during the birth of her two sons.
Many Hel worshippers can be distinguished by the colours they wear
which are predominantly black and white. The Holy symbol of the
religion is a small mask half black half white.
There is no
particular method by which burial must be observed however burying is
the favourite within the Hel religion. The funeral service basically
entails guiding the spirit of the deceased on its way.
(Author: S.A.Brooks, 1991; Transcribed by S.J.Wells, Sept 2006; Updated 21 Sept 2006, 13 Nov 2011)