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==Worshippers== Every Knorr fears and respects the War Mother, as she is the one who decides who lives and dies before a battle has started. Myths and stories about her are told, but she is never relied on as much family and friends are. ===War priests=== War priests are the direct servants of the War Mother. They provide spiritual guidance within the beast cults of the Knorr, provide blessings for combatants, and pray for the favor of their goddess to be granted hope of victory in battle. They wear garbs made of animal skins, headdresses made of skulls of predators, and metal jewelry, that makes percussive sounds as they walk. Weaponsmithing is a forn of meditation for them, so they're often found in smithies working and stocking armories with the weapons they've made. They also seek to be examples of valor and bravery, as they seek glory in battle. They had the following traits in [[Advanced Dungeons & Dragons#AD&D 2nd Edition|2nd Edition]]: ::Requirements: [[Strength]] 12, [[Wisdom]] 13 ::Alignment: Any Lawful ::Animal Totem: Clan guardian (and beast cult animal if applicable) ::Weapons: Any, but must get proficiency in battleaxe, longsword, and shortbow first ::Armor: Any ::Proficiencies: Animal Lore, Animal Handling, Animal History, Animal Training, Armorer, Blacksmithing, Bowyer/flecther, Hunting, Languages (Modern), Religion, Riding (Land-based), Set snares, Weaponsmithing ::Barred proficiencies: Agriculture, Astrology, Pacify, Weather Sense ::Major Spheres: All, Animal, Combat, Healing, Protection, Summoning ::Minor Spheres: Clan, Divination, Necromantic, Sun, Plant, Weather ::Benefits: :::Can become a specialist in a single type of weapon, but the benefits only apply if they're using a weapon they themselves made ::Hindrances: :::Must follow the Code of the Warrior, failure to do so, even unintentionally, results in withholding of spells, requirement to do penance, or excommunication ===Shapeshifters=== Believed to be closest to the War Mother and her children, shapeshifters are those [[cleric]]s who can turn into animals and could calm wild animals when they were children. These holy people, whilst held in high esteem, are solitary people who prefer the company of animals that they turn into. If they join beast cults, they help as spiritual guides, and help [[therianthrope]]s function in society. They had the following traits in [[Advanced Dungeons & Dragons#AD&D 2nd Edition|2nd Edition]]: ::Requirements: [[Constitution]] 13, Wisdom 13 ::Animal Totem: Whichever animals form they take, unless the clans guardian is a predator, in which case that is what the shapeshifter transforms into ::Weapons: None ::Armor: Any ::Proficiencies: Animal Handling, Animal Lore, Fire-building, Fishing, Hunting, Jumping, Religion, Tracking, Tumbling, Weather Sense ::Barred proficiencies: Agriculture, Astronomer, Astrology, Blacksmithing, Engineering, Weaponsmithing ::Major Spheres: Animal, Healing ::Minor Spheres: All the others, except Ritual ::Benefits: :::Can turn into a specific animal and back when wanted, reaching 0 or lower in animal form causes them to return to human form unconcious with 1 hit point :::Can turn or control true therianthropes like undead, with infected therianthropes being pacified after a succesfull turn attempt, and cured of their therianthropy if high enough level. ::Hindrances: :::Unable to transform if wearing armor heavier than hide :::Transformation takes one turn, during which they can neither attack or defend, they drop all items on them to the ground, and upon transforming back it takes 1d4 round to rearm :::Can't use weapons, magic items, or cast magic in animal form [[Category:Dungeons & Dragons]] [[Category:Dungeons & Dragons Gods]]
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