Silkie (Silk-ee) is one of the four Norns of the Sea of Harlots. She is the goddess of the West Wind and one of the goddesses of the sea.
Sailor’s Blessing—3rd Level
This blessing provides a +1 bonus to all saving throws by any character aboard a sailing vessel for up to a month. The blessing is cast upon the ship not upon the crew. The blessing comes with a cost of two hundred and fifty gold pieces in religious supplies. This is the cost the priest must pay for their incense and other materials for this blessing not what they charge sea captains who come to them seeking it.
Water Breathing—5th Level
At fifth level the cleric of Silkie can breathe underwater as the spell once per day. Any character within twenty feet of the cleric of Silkie also gains the benefit of this ability.
Skulk is the god of sneaking, thieves and rats. For obvious reasons he is believed to be the primary patron god of the small folk by more than a few ignorant humans but this is hardly the case. While there are a very few small folk who venerate the god Skulk there are many more who follow Valeria or Sargon or one of the many other lawful gods in the world.
Skulk’s Grace—3rd Level
Once a day a third level cleric of Skulk may detect the presence of traps, including magical traps in the surrounding hundred foot area. They must spend ten minutes in concentration and prayer to do so. The detection does not reveal the direction, nature or exact location of traps nor does it provide guidance as to the number of traps or their severity. The cleric can only detect whether a trap is present somewhere nearby or not.
Rat Friend—5th Level
At fifth level the cleric of Skulk gains a rat as a familiar. This large rat has the standard stats of any common rat but with +4 hit points. The cleric can communicate with the rat and can speak to any rat they encounter to a limited degree. If the familiar is killed another will appear within 1d4 nights provided the cleric has not offended Skulk in some fashion.
Clerics of Skulk make small offerings to their god by dropping a few shiny coins or a small gem through the open grate leading down into the sewers beneath a local town or city.
Spaetrus - Carthusian God of War
Spaetrus (Spay-tres) is the Carthusian god of war and master of the gladiatorial arena. He rewards those who seek personal glory in battle and punishes cowards who hide or flee from a fight.
Aura of Death—3rd Level
At third level the cleric of Spaetrus can call upon his patron’s name once a day and be surrounded by a halo of doom and dread. Any intelligent creature coming within ten feet of the cleric will suffer an automatic –2 penalty to all morale rolls. The aura lasts for 1d6 combat rounds plus the current level of the cleric. Undead are immune to this aura.
War God’s Touch—5th Level
At fifth level the cleric can lay hands upon a target once per day and heal fifty percent of all of the damage they have received pro-vided the damage inflicted was caused by ranged or melee weap-ons and the subject did not flee from a fight in the last twenty four hours. Damage received from spells or dragon breathe or acid or other effects is not healed by this miracle.
Tanaztuan - Snake Goddess of Amazonia
Tanaztuan (Tenaz-too-an) is the goddess of the Amazons. The jungles are her domain. Snakes are considered holy by her and her symbol is that of a serpent in a spiral. Venomous varieties of snake are less holy to Tanaztuan than non venomous varieties and the giant constrictor snakes are prized by her above all others.
Amazon characters are always of the Amazon Adventurer class. Any clerics of Tanaztuan will be female and from the Amazon culture. They will always be NPC characters.
Shed Pain as Skin - 3rd Level
At third level the cleric of Tanaztuan can spend one full turn to shed a thin outer layer of their skin and any disease which they are infected with it. This miracle will also heal the cleric of 1d8+1 points of damage. They can perform this miracle once per day.
Command Serpents - 5th Level
At fifth level the cleric can command any serpent they encounter up to their level in hit dice. Hit dice under command may be di-vided among multiple snakes. The snakes will follow all directions given so long as they are within one hundred feet of the cleric.
Targos is the god of the kingship of men and of defense. His cler-ics are tasked with seeking out those born of the noble bloodline of Targos and training them to join the ranks of the Hundred Lords of Man.
Protect Human—3rd Level
At third level any human character standing within ten feet of the cleric of Targos receives a +1 blessing to their attack, damage and saving throw rolls at all times. This aura of protection for humans is active at all times and applies to the cleric as well.
Lesser Revive—5th Level
At fifth level the cleric of Targos can place their hands upon any character who has reached negative hit points and immediately bring them to positive 1d8 provided they are still alive. The cleric of Targos can use this ability once per day. It will work on a non-human but the revived character only receives 1d4 hit points after being brought back to zero.
Tempest is the ill tempered goddess of the North winds and one of the four Norns of the Sea of Harlots. Sailors fear the wrath of Tempest more than they revere her. She is said to favor giants over men but still has a small following of clerics to attend her few lonely and isolated shrines.
Resist Cold—3rd Level
At third level the cleric of Tempest can ignore the effects of extreme cold including all magical cold attacks and spell effects with the exception of the freezing breathe weapon of dragons. This protection lasts for one combat round plus the cleric’s current level and can be used once per day.
Call Gale—5th Level
Once per week the fifth level cleric of Tempest can spend an hour in prayer to call down a violent storm upon their location. Roll 1d6 for severity and 1d6 for duration. This powerful storm can damage buildings, drive a sailing ship off course or even sink it.
Severity 1d6
1. Thunderstorm with 30 MPH Winds and Rain
2. Storm with 40 MPH Winds and Rain
3. Severe Storm with 50 MPH wind gusts and driving rain.
4. Blasting Winds of up to 60 MPH and periods of blinding rain.
5. Severe thunderstorm precedes a Tornado in the vicinity. Roll percentile, the higher the percentile result the further away the tornado passes from the site of the cleric’s ritual. Percentage rolled x 100 in feet.
6. Hurricane strength storm gathers. Wind gusts of 80 MPH and driving rain making visibility almost zero.
Duration 1d6
1. One Hour
2. Three Hours
3. Five Hours
4. Eight Hours
5. Twelve Hours
6. Twenty Four Hours