Guild of Clerics
Guildmaster: *pending*
Availability: Open
Class Information
The handiwork of the gods is everywhere-- in places of natural beauty, in mighty crusades, in soaring temples, and in the hearts of worshipers. Like people, gods run the gamut from benevolent to malicious, reserved to intrusive, simple to inscrutable. The gods, however, work mostly through intermediaries--their clerics. Good clerics heal, protect and avenge. Evil clerics pillage, destroy, and sabotage. A cleric uses the power of his god to make the gods will manifest. And if a cleric uses his god's power to improve his own lot, that's to be expected too.
Characteristics
Clerics are masters of divine magic, which is especially good at healing. Even an inexperienced cleric can bring people back from the brink of death and an experienced cleric can bring back people who have crossed over that brink. Clerics have some combat training. They can use simple weapons and they are trained in the use of armor, since armor does not interfere with divine spells the way it does with arcane spells.
Role
The cleric serves as a typical group's primary healer, diviner, and defensive specialist. He can hold his own in a fight but usually isn't well served by charging into the front of combat. They are better suited to the middle of a group, using their magic and fighting as needed.
Nicknames
Priest, Healer
Location
The Church of Mir'tith, where all the clerics come to tend to the needs to people and learn. Each diety also has a church within the walls of the city, and specific worship and devotion may be done there.
