Holy Order of Aaroth

Ability Requirements: 12 Wisdom, 15 Strength, 14 Charisma, 10 Constitution.
Prime Requisite: Wisdom.
Secondary Requisite: Strength and Charisma.
Hit Die: d10 per level until 10th, +3 HP from 11th level on.
Alignment: Lawful Good or Lawful Neutral.
Allowed Races: Murian, Amurian, Aldar, any, Aluft, Faerie, Jontun, Norns (Earther, Topsider).
To-hit Progression (Thac0): As Faith.
Experience Progression: XPro Chart 4.
Saving Throws: As Faith.

Aspects* – Aaroth is the god of kingship and rulers, the sky, order, strength, the heavens, winds, storms, messengers, and good. He is the king of the gods.

God’s Alignment – Lawful Good.

Overview – While the Holy Orders religion is practiced throughout the known world, the Holy Order of Aaroth is one of six orders of the larger religion. This order allows only male members of only certain races to join its fold. Though it once had the most members of any of the orders its vast membership has dwindled over the years. It maintains only one major temple (the Roof of the World) outside of the holy city of Chronis.

Ethos – This order promotes Aaroth as the foremost of children. Their main beliefs are; “because all other gods chose Aaroth to lead them, so should all mortals,” “the sky dominates everything on Cyrus, so too does their god” and, “the strength and power of Aaroth penetrate everywhere, even the deep places of the earth.” Priests of Aaroth promote: personal strength, the need for laws and the need to follow them, physical fitness, harnessing of the wind, worship of the sky, communications between different nations, and the righteousness of kings and rulers.

As a whole, the Holy Orders religion promotes the divinity of each god and cooperation between all of its orders but there have been several incidents of violence between them. The Order of Aaroth has been at odds with the Order of Argos more often than not. They have also been at odds with the Order of Enkath several times. These incidents are always isolated but they are often violently bloody.

Role of the Order – Aarothian priests fill many roles in society. A priest may be an advisor to a governmental body or monarch. He may be a herald, bringing important news from place to place. They may take it upon themselves to police a locale, enforcing laws and capturing criminals. Above all else, these priests see themselves as holy warriors and are ever ready to defend the good and restore order.

Rites of the Order

Coronation: In all kingdoms (except where it is otherwise specified) this Order reserves the right to preside over the coronation of rulers.
Perform Nobel Marriages: In Amuria and Aquilon this Order reserves the right to perform all noble marriages.
State Religion: Worship of Aaroth is the state religion in Amuria, Crystaliam, and Aquilon.
Tithes: In the areas where it is the state religion, the Order demands a tithe of 10% from its followers.
Rule: Members of the Order rule the Aluftian kingdom of Aquilon.
Church Trial: Secular (non-priestly) authorities cannot put priests of Aaroth on trial for any crime they were ordered to do by the Order. Trials for these priests, if one is to be held, are handled by the Order of Cepheus.

Duties

Vigilance: Priests of this Order are required to stay alert of forces which threaten local thrones, including internal problems.

Missions: 1) Though not required to, priests of the Order are almost always allowed to go on adventures where they are able to display personal strength and demonstrate the attributes of their god.
2) When a ruler sees an opportunity to strengthen his throne or eliminate a problem that might endanger his throne, they often ask priests of this Order to accompany the forces he dispatches.
3) Priests of this Order are often asked by rulers (or required by their Order) to undertake missions of communication, where they convey important letters or verbal messages to others.
4) Priests of this Order are often asked to undertake missions against the Order of Argos.
5) Priests of this order are often asked to lead armies in times when crusade armies on the march.

Devotions: each day when they awake these priests must look to the sky and recite the “Thanks to the Sky.”

Guidance: 1) The Order promotes physical fitness.
2) Noble lords may call on priests of the Order to be their adviser.
3) Priests can be call.ed on to judge sporting events

Tithe: Each priest must tithe 10% of his wealth to the Order.

Priestly Limitations

Clothing: Each priest of the Order must wear a hoodless cloak of white, the nicest looking armor they can afford, and the symbol of their god displayed prominently.
Marriage: A Priest must be married to become 14th level.
Holy Symbol: The Ankh (may be worn set into a circlet, on a chain around the neck, or as a bracelet).

Game Statistics

Weapon Proficiency and Specialization: Priests of Aaroth may become proficient in any bludgeoning weapon and Aaroth’s weapons of choice: gladius and Long Spear, but may never gain weapon specialization. Additionally there are a few proficiencies listed on the Weapon Proficiencies linked page. Priests of Aaroth may use their weapon proficiencies to acquire these abilities.

Weapon Style Proficiency and Specialization: When being created, Priests of Aaroth are proficient in the following Weapon Styles: weapon and shield, single hand single weapon, and thrown missile/sling. Additionally, they may use Weapon Proficiencies to become proficient two handed weapon style or to specialize in of these styles.

Use of Armor and Shields: Priests of Aaroth can wear any armor and use any shield.

Proficiencies: Priests of Aaroth follow the faith progression for starting and gaining Non-weapon Proficiencies. They have access to the general, fighter and Faith lists. They may take proficiencies off of other lists but mast pay a 1 slot penalty for every NWP they choose to take in this way. Required: Priests of Aaroth are required to take the Religion: Holy Orders, and Etiquette proficiencies out of their initial allotment of non-weapon proficiencies when they are being created. Suggested Proficiencies: History: Ancient, Armorer, Astrology, Blind Fighting, Charioteering, Endurance, Engineering, Gaming, Healing, Local History, Navigation, Riding [Airborne], Riding [Land-based], Running, Singing, Survival, Weaponsmithing, Weather Sense.

Bonus Non-weapon Proficiencies: While being created rangers gain the following Non-weapon Proficiencies as a bonus: Survival (must chose a terrain) and Tracking (their ability with Survival and Tracking far exceeds any other class’s ability; see below). Furthermore, their skill with Tracking improves as they rise in level. Every third level the ranger gains another free non-weapon which is placed in Tracking; giving her a 1 modifier to her tracking skill (1 at 3rd level, another +1 at 6th, another at 9th, etc.).

Magic Item Use: While Priests of Aaroth can cast magical spells, they can also use many magical items, including potions, protection scrolls, most rings, most miscellaneous items, and all forms of enchanted armor, weapons, and shields: as well as items created specifically for priests.

Unarmed Fighting Styles: When being created, Priests of Aaroth are Proficient in the basic unarmed fighting styles: Boxing and Wrestling. They are allowed to use their Weapon Proficiencies to specialize in Unarmed Fighting Styles. There are several specialized unarmed fighting styles that are only available to starting heroes from only certain geographical areas. Priests of Aaroth can later become proficient and specialize in these styles if they can locate a proper tutor.

The Complete Priest’s Handbook: Priests of Aaroth may utilize kits from any published TSR source. If you wish to utilize a kit you must get the GM to OK the specific kit because some kits may not fit the flavor of the campaign world or time period. Priests of Aaroth may also utilize the Spells, Equipment, and followers tables from the complete priest’s handbook.

Stronghold: At 9th level, the priest of Aaroth may receive official approval to establish a religious stronghold, be it a fortified abbey or a secluded convent. Obviously, the stronghold must contain all the trappings of a place of worship and must be dedicated to the service of Aaroth’s cause. However, the construction cost of the stronghold is half the normal price, since the work has official sanction and much of the labor is donated. The priest of Aaroth can hold property and build a stronghold any time before reaching 9th level, but this is done without church sanction and does not receive the benefits described above.

Faith Spell Casting: The priest receives his spells as insight directly from his deity (the deity does not need to make a personal appearance to grant the spells prayed for), as a sign of and reward for his faith, so he must take care not to abuse his power lest it be taken away as punishment. Priests have major access to the following spheres: All, Astral, Combat, Creation, Elemental Air, Healing, Law, and Weather; and minor access to Summoning, Charm, and Protection.

Granted Powers:

(Level 1)

  • Turn Undead
  • Language/Communication: Every level from 1st to 8th, priests of the Order receive a bonus non-weapon proficiency, which can only be used to take the Language, Read/Write proficiency for one of the languages they can speak (which must be a language presently spoken in a country). If they run out of languages they may begin taking new languages.
  • +2 Saving Throw against the harmful effects of poison gases, air or wind related spells and cloudlike or gaseous breath weapons.
  • Priests of Aaroth have the wizard spell Feather Fall active on themselves at all times (this spell only effects them).
  • Priests of Aaroth cast spells from the Law Sphere as if they are 3 levels higher
  • In their hands a Rod of Rulership works on 2d4x200 hit dice of creatures within 240 yards per charge and a charge lasts for 3 turns. Saving throws against these effects suffer a -2 penalty.
  • Priests with an 18 Strength may roll for exceptional strength.
    (Level 4)
  • Priests of Aaroth can cast the Command spell 3 times a week (in addition to their normal spells).
  • Priests of Aaroth can cast the Control Winds spell 1 time each day (in addition to their normal spells).
  • These priests are now immune to the natural extremes of temperature as it relates to weather. They are never subject to the effects of such exposure even if naked and wet.
  • Analysis/Detection/Identification – By making a successful Wisdom check these priests may A/D/I cheating in any athletic competition or challenge fight.
    (Level 9)
  • Priests of Aaroth can now cast the Call Lightning spell 1 time each day (in addition to their normal spells)
  • Priests of Aaroth can now cast the Fight spell 1 time each day (in addition to their normal spells)
  • These priests can make 3 melee attacks every 2 rounds
    (Level 12)
  • Priests of Aaroth can now cast the Control Weather spell 1 time each day (in addition to their normal spells)
  • Priests of Aaroth can now cast the Aerial Servent spell 1 time each day (in addition to their normal spells)
    (Level 14)
  • These priests can now make 2 melee attacks every round
  • Priests of Aaroth can now cast the Wind Walk spell 1 time each day (in addition to their normal spells)
    (Level 16)
  • Priests of Aaroth can now cast the Cloud Kill spell 1 time each day (in addition to their normal spells)
    (Level 17)
  • Priests of Aaroth can now cast the Flight spell at will (in addition to their normal spells)
    (Level 21)
    *(Known only to the Godking).

Organization of the Faith

At first level priests of the Order of Aaroth have the title: Envoy. As Holy Orders priests rise in levels they gain additional granted powers due to the fact that they are rising in the ranks of their order. At 4th level they gain the rank and title: Proctor. At 9th level they gain the rank and title: Marshal. At 12th level they gain the rank and title: Elder. At 14th level they gain the rank and title: Magnate. When they have gained enough experience to attain 16th level a priest of this order has entered the hierarchy of the order and must wait to be appointed to the rank and title of: Senator (there can be no more than 10 Senators at one time). At 17th level they gain the rank and title: Highlord. There is only one 21st level priest of this order (the Godking). When any member of this order has gained enough experience to attain 21th level, they may only advance to the next level by challenging and killing the present Godking. This have never happened.

History

In 2579(A12S), the gods appeared before their most devout followers and handed down the Holy Orders of Chronis. Aaroth fathered a son with an alfutian female, who gave birth to the demi-god Mentuhotep. He became the leader of the Aaroth’s order (the Godking). Metuhotep is ordained its first priest and at this time the Order of Aaroth was created as per the design laid out in the documents. As years passed the religion grew, the Order or Aaroth in particular grew in importance and ministered to a vast number of nations.

During the first crusade, the priests of Aaroth prove themselves as warriors and leaders, and are an inspiration to their religion’s flock. By the end of the crusade the order had become so popular among rulers and commoners alike it was bolstered by a great number of new members and the pocketbooks of royal families. In 1856(A12S), the order decided to build a major temple designed specifically to cater to the worshippers of Aaroth and house its hierarchy. The Window of Aaroth is built atop the Novagurd range and is completed in 1832(A12S).
It became a focal point for negotiations between bickering nations and the center of the civilized world.

The celebration commemorating the fiftieth anniversary of the temple is the backdrop for intense negotiation between representatives of the Easterner and Sea King’s alliances. Followers of Argos secretly incited the two factions to riot and in the confusion they Argosians robbed the temple and set it to fire. The damaged temple is abandoned and the order builds a new temple.

The new temple, the “palace of the skies” is built on the isle of Calimaan and completed in 1726. The high temple of Aaroth exists here until 507, when it is assaulted by the Living Cosmic Brotherhood and the Kálednáe Serpentis. After the order vacates the temple the Godking lifts it into the sky and it disappears along with the Godking. Again the order is without a main temple, and again the order builds anew.

The order’s new temple was nearly complete by 501. “Godking Spire” was built inside the massive Jor’magund fortress in Permia. It is the tallest freestanding building in history. While the order waits for the prophesized return of their leader, the people of Amuria become ever more grateful that the order of their patron god exists within their borders. First, the Knights of the Dragon Circles turn the leadership of their brotherhood over to the priests within 10 years. Then in 450, the nation’s dying king empowers the order to choose its kings. For the next 90 years the order is a force for good in the world. They help lead the forces of the third crusade to victory and they help negotiate trade and peace in many areas throughout the world.

In 361 what began with the best of intentions, suddenly, somehow becomes something less. The Aarothian Senate has become corrupted by their power and control. Upon the death one king they allow themselves to be bribed into naming a king from a greedy house. This fiasco becomes known as the Paper Kings Conspiracy after they appoint a second greedy king. He leaves the nation impoverished and unprepared for the Birthright war.

When the war finally ends in 281 the nation is in far worse shape. And in 277 the Hungerdogs Coalition takes down the king, and the Knights of the Dragon Circles set themselves to take down the Arothian Senate. The knights lay siege to Godking Spire and during that siege the Godking returns to his order. He saves all the innocent members of the order and sacrifices himself to punish the corrupt ones. His last words to the remainder of the order were “Go, fulfill your own destinies.” From that point forward the Order of Aaroth returned the responsibility of picking their king to Amuria.

The diminished order retreats to the Isle of Calimaan and just in time for the next attack of the Living Cosmic Brotherhood and the destruction on the religion’s main temple in 267. For the next 166 years every order of the faith is without a major temple. They get by at their minor temples while trying to support their flocks through a time filled with religious turmoil and sectarian war. Meanwhile they are undertaking the most ambitious construction in the religion’s history.

The Holy City Chronis is completed in Hearthlight of 101. The Holy Orders had been without a major temple since the Collected Assemblage was destroyed. Priests began building the city in 162 where the gods last came to earth and delivered the Holy Orders to their followers. Erected in the northern foothills of the Jontunhiem range, this new meeting place is the most extravagant undertaking in the history of the religion. The city itself is a temple and every street and building was erected in reverence to the children of Chronis. Each order has built their major temple within the city and the religion as a whole considers this their new holy land. While all the orders still exist separately the religion as a whole becomes one cohesive entity.

There is much renewed fervor over religion after the eruption of Maliki in 99, and the following 7 months of major tremors and aftershocks. In 95 the Holy Orders announce the Fourth Holy Crusade to rid the world of heretics and cults. It takes only 5 years for the religion to realize that this crusade is a failure and they call for its end in 90.

Holy Order of Aaroth

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