Ruins of Adventure
Meriadar
- Name: Meriadar
- Allegiance: None (Meriadar never takes sides)
- Portfolio: Patience, Meditation, Tolerance, Acceptance, Survival
- Titles: The Patient One, The Tolerant One, The Meditative One, The Hand of Peace
- Symbols: A wooden bowl
- Worshiper Alignments: LG, LN, NG, TN, CG, CN
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Core Doctrine: No creature is incapable of peaceful coexistence with others.
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Edicts:
- Look for the beauty within all things.
- Avoid violence save in self defense.
- Work to bring races together in peace and tolerance.
- Words of kindness and understanding are the best weapons.
- Society flourishes through hierarchical governing and fair legal codes.
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Anathema:
- Initiating violence.
- Taking, buying, or selling slaves.
- Expressing racist or hateful views.
- Breaking a law, unless it is clearly unjust towards a specific race.
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Edicts:
- Allied Faiths: Bargrivyek, Eldath
- Enemy Faiths: Armok, Corellon, Cyric, Hoar, Tempus, The Mog
- Pesudonyms: None
Base Requirements
- Races: Any (except humans)
- Classes: Cleric
- Ability Requirements: Intuition 16, Reason 12
- Alignments: Non-Chaotic, Non-Evil
- Starting Cash: 1d4 x10gp
Proficiencies
- Weapon Slots: By class
- Allowed Weapons: Bow (any), Club (any), Mace (any), Mancatcher, Net, Quarterstaff
- Allowed Armor: Chainmail or ligher, no shields
- Bonus Weapon Proficiencies: none
- Required Weapon Proficiencies: none
- Non-weapon Slots: By class
- Available Groups: Spiritual, Social, and Pastoral
- Bonus Proficiencies: Alms, Artistic Ability, Mediation, Philosophy
- Required Proficiencies: Religion
- Recommended Proficiencies: Begging, Bureaucracy, Cooking, Crowd Working, Diplomacy, Eating, Etiquette, Healing, Law, Survival
- Forbidden Proficiencies: none
Priest Spheres:
- Major: All, Creation, Divination, Healing, Necromantic, Sun, Water, Weather
- Minor: Guardian, Travelers
Overview: Meriadar is a god of patience and tolerance, and the patron of non-evil goblinoids, mongrelmen, and other monstrous humanoids. His specialty priests cater to those goblinoids who are not irrevocably drawn to evil and favor peaceful solutions to conflicts. Meriadar espouses the practicality of arts, crafts, and trade as an important avenue for exploring peaceful relations with other races. Meriadar accepts all races as his followers, and the universal appeal to like-minded creatures ensures that his cult has steady growth.
Because of the unusual nature of this cult, a very large number of priests of Meriadar are peasants, exiles, slaves, or of other disadvantaged backgrounds.
Description: Priest of Meriadar tend to dress in plain, homespun robes. Those that carry weapons tend to favor those that can be used to capture foes, or that double as crafting or hunting implements. All priest of Mariadar carry an ornately decorated bowl (their holy symbol), used for sacramental feasting, sharing food, and the collection of alms.
Role-Playing: Priests of Meridar are often oppressed and willfully misunderstood, oppressed by both their own people and willfully misunderstood by humans and their ilk. While peaceful, they are not pacifists, and will oppose overly aggressive actions with “passive force”—using their spells and granted powers intelligently to ward off or incapacitate foes.
Priests of Meriadar tend to be extremely practical. They debate the quality of the “eternal now” as having its origins in spiritual parallels to the act of drawing sustenance, and the immediacy of the most basic earthly drive, that of hunger (and other such philosophical b-s). Omens from Meriadar often take the form of automatic speech or speaking in tongues during philosophical debates, or sudden bouts of artistic inspiration.
Specialty Priests of Meriadar are unusually political creatures, determined to get close to tribal chiefs and attempt to direct social policy—guiding humanoid tribes away from the path of evil. They support hierarchies, laws, and established leaders unless these are grossly unjust.
Special Abilities:
- Clerics of Meriadar gain a +2 bonus on NPC reactions when dealing with goblinoids (bugbears, goblins, hobgoblins, orcs, half-orcs, kobolds, xvarts, or mongrelmen).
- Starting at 2nd level, a cleric of Mariadar gains a bonus non-weapon proficiency in Modern Languages for any one humanoid language. He gains an additional bonus language every 2 levels thereafter.
- At 3rd level, a cleric of Meriadar can cast Friends and Whispering Wind once per day each.
- At 5th level, a cleric of Meriadar can cast Charm Person and Calm Chaos once per day each.
- At 7th level, a cleric of Meriadar gains a permanent +1 bonus to his Leadership score.
- At 9th level, a cleric of Meriadar can cast Symbol of Persuasion once per week.
Special Disadvantages:
- Clerics of Meriadar use a d4 for determining hit points.
- Clerics of Meriadar are able to Turn Undead, but do so as a cleric of 4 levels lower (thus they gain no turning ability until 5th level).
Return to Religions.