Ministers of Marach
Most artists depict Marach as an older woman with a wizened face, wild gray hair, and a crone-like visage. Dressed in a toga or other ancient garb, Marach is consistently placed upon a stormy or windswept background. She is often said to have a stormy and unpredictable personality, much like the sea that epitomizes her.
Marach is the goddess of the weather, rivers, and the oceans. She is the patron goddess of many farmers, nearly every sailor, and anyone else whose livelihood is affected by the weather. She is well known for her wrath upon those she feels has betrayed or abandoned her. Seaside villages have been swept clean by tidal waves, river towns flooded, and even mountain towns covered in an arctic blizzard for months.
Most of her ministers come from these devout groups of laymen. Ministers of Marach often work hand in hand with ministers of Loreth to aid farmers, forecast the weather, and warn of impending danger to crops. Those of more nautical interests can always be found on the sea lanes, comforting those who lost loved ones to a shipwreck, or teaching sailors how best to use Marach's blessing of the wind.
Many of the gifts that Marach bestows upon her priesthood are able to be used in any environment. Players are suggested to use Weaknesses to better fit the ocean, weather, and water motif that Marach embodies.
While most of her ministers are generalists, the church of Marach has two sects working within to accomplish very important and very specific duties. These duties are only rarely spoken of outside the church, but are not considered a secret of the church.
The Storm Wardens are present in most large cities across the world. Their primary duty is moving large and dangerous storms away from populated areas, lessening their effects, or sending them towards their enemies. Storm Wardens often stay in one locale to protect and nurture their inhabitants, but it is not unknown for Storm Wardens to travel around bringing powerful storms to uninhabited areas.
Wave Striders are devoted to sailing and seamanship, and are nearly always found on board an ocean going vessel. They must have nautical skill, and are often found as first mates or veteran crew. They travel with sailing vessels granting them more pleasant voyages and quicker transit times. Those who are considered worthy of a Strider's aid will be required to promulgate the needs and dictates of the church. Fasting, devotions, and prayer are often required by the majority of the crew in their off hours.
Cultural Names
Marach (E'gath) : : Mor'Achis (Warlon) : : Morach (Merchant Kingdoms)
Marach (Pelini) : : N/A (Early Hannarian)
Spirit of the Wind (Tribal) : : Cliohna (Selanese) : : Cliodhna (Akuacine)
Chamara (Shadow) : : Kliona (Garnath)
Available Priestly Powers
- Angelic Aura (30 pts)
- Animal Communication (50 pts)
- Animal Companion (30 pts)
- Brachiation (40 pts)
- Control Animal (65 pts)
- Control Element (100 pts)
- Detection (30 pts)
- Distance Vision (30 pts)
- Energy Strike (50 pts)
- Morphing (30 pts)
- Phasing (100 pts)
- Protection (30 pts)
- Resistance (50 pts)
- Sonar (60 pts)
- Survivor (50 pts)
- Waterborn (50 pts)
- Weather Control (150 pts)
Legacy Information
Required Skills for all Priests of Marach:
- Religion: Marach
- Predict Weather
Available Occupation Skill List
This list is for Alpha Arkana 2.0 only. These skills can be used in Alpha Chronicles as a guide to
suggested skills for any Minister of Marach.
- Combat: None.
- Covert: None.
- Guild: Carpentry and Sailing.
- Knowledge: Astrology, Astronomy, Fortune Telling, Language, Logistics, Lore, and Navigate.
- Physical: Swimming.
- Social: Composition, Etiquette, Fortune Telling, Human Perception, Negotiate, and Oration.
- Supernatural: Theomancy.
- Wilderness: Fishing.
Available Priestly Powers
In Alpha Arkana 2.0 most priests can only select one power at creation. Those that do not select a background may select
one additional power. All priests gain one power at 15th level. Priests using the Alpha Chronicles rules must purchase
any number of priestly powers with Option Points. They may not select from this list unless their GM approves the purchase
and they must still expend Option Points.
- Wind Control – Can intentionally raise or lower the wind speed level by one.
- Immunity to adverse weather – Never personally affected by any adverse weather conditions or the natural
result of a weather condition. Snowbanks, mud, strong winds, hail, or blinding rain will not hamper the priest.
- Resistance to Electricity – The character will receive only half normal injury from lightning or any
electrical based attacks.
- Purification – The priest can purify food and water once per day. One meal can be purified for every five
levels of experience.
- Preservation – The priest can preserve food from spoilage for one week. One meal can be preserved for every
five levels of experience.
- Weathervane – The character instinctively knows the weather, upcoming conditions within 24 hours, and can feel
unnatural changes in the weather.
- Gills – The priest may create gills in himself only for the rest of the scene. The priest may do this one time
per day for every five levels of experience.
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