Clerics are very diverse in the specifics of their beliefs, but they are
united in a general belief in the oneness of everything. That general
belief may manifest itself through polytheism or the deification of nature.
They are the spiritual leaders of the people who teach either against the
use of destructive powers or for it, whether they be spiritual or physical.
They get their powers from nature, powers of life and death and of their
faith in the Deities. They do not have much time to learn, nor do they much
care for the skills of fighting. They enjoy spending time on quests which
reward them with the experience to grow, instead of pursuing their time
gaining experience in killing. Because clerics are the spiritual leaders of
Caspia, races with high charisma tend to be the best clerics. It is also
recommended that they have the wisdom to teach those their following right
from wrong, and the smarts to help teach the difference between the two.
A cleric can follow one of the seven different deities once they reach
high enough, clerics may also expand their faith by becoming a savant
in up to two deities and an adept in two others of the remaining four.
Common races: any race with high charisma.
See also: classes, cleric, deities, traits
17:17, Lockday, Ketralki 12, 173 AD.