Ministers of Marach
The church of Marach is a very popular and influential member of the “Temple of the Ten” pantheon. The goddess Marach
controls the weather and many events that hinge upon good, bad, or specific weather. She is often the patron goddess of
farmers and sailors. Farmers pray to her for good weather, soft rain, sunny days, and few storms. Sailors pray to her
for favorable winds, quiet waves, no storms, and otherwise good sailing.
While most of her priests are generalists, the church of Marach does have several smaller sects that provide special
services or focus upon certain needs. The two largest sects are the Storm Wardens and the Wave Strider sects. The
Storm Wardens are present in larger cities and specialize in 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 a Storm Warden to travel around bringing powerful
storms to uninhabited areas. The other large sect is devoted to sailing and seamanship and is called the Wave Striders.
Wave Striders must have nautical skills if they are to survive long upon the open seas. They travel with sailing vessels
granting them more pleasant voyages and quicker transit. Those who are considered worthy for a Wave Strider to join on a
voyage have certain additional considerations and requirements laid upon them. Most involve additional prayer, fasting
and devotion, but others are far more mundane including rescuing any shipwrecked sailor and not traveling to certain ports
or waterways.
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)
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.
The following list of Options are available for a priest of Marach when created with Alpha Chronicles. The numbers
following the option is the point cost that must be spent to purchase the option. All point costs are for the most recent
version of Alpha Chronicles. Previous versions should use the lowest available cost for the specific option chosen. Some
of the available options may need to be tailored to the aquatic or weather specialties of the faith.
| Angelic Aura - 30pts |
Animal Communication - 50pts |
| Animal Companion - 30pts |
Brachiation - 40pts |
| Control Animal - 65pts |
Control Element - 100pts |
| Detection - 30pts |
Distance Vision - 30pts |
| Energy Strike - 50pts |
Faith - 25pts |
| Morphing - 30pts |
Protection - 30pts |
| Resistance - 50pts |
Survivor - 50pts |
| Waterborn - 40pts |
Weather Control - 100pts |
BACK