The Cleric's Guild

      Cleric1About Clerics |Cleric's Spells & Skills| Cleric's Spells & Skills Chart | Cleric's Attribute Chart

      Races:
       Races' Attribute Chart
      Human | Dwarf | Halfling|Gnome | Ogre | Orc | Half-Orc| Minotaur| Elf| Wood-Elf| Half-Elf| Drow | Faerie| Treant| Troll| Half-Giant
      Guilds:
       Classes' Attribute Chart
      Warrior's Hall |Thieves' Guild | Ranger's Guild| Paladin's Guild | Cleric's Guild| Mage's Tower| Sacred Grove | Psionist's Guild
       Explore:
      The Spell Compendium| Skill's Master List | Attribute Descriptions | Fantasy Artists | Mit'uen's Mainpage | Kelnor & Trick's Guide to Mit'uen | Evandar's MUDpage | Fantasy Guide Main Page | Poetry of Mit'uen
      Clerics follow the religious path of life, praying to the many gods, goddesses, and deities (real and imaginary) of the Realms. Clerics are not bound by any alignment restrictions, and can appreciate the many aspects of the world around them, dabbling in combat skills, the arts of protection, war, healing and even some elemental magic.

      Clerics practice many unique arts and can perform tasks that none others in the Realms can accomplish. Their healing abilities are invaluable to any adventuring group, and many clerics will find their travels dominated with requests for their spells. The ability to summon gives clerics a secure place in the Realms, as many a rich traveler will pay high prices for a summon spell, and will even pay a monthly wage for the cleric to stay at their houses and summon on demand. These two abilities, healing and summoning, is what gives clerics their edge in the Realms, and many cities and civilizations will be swayed heavily by local religious sects.

      Many gods and deities reside in the Realms of Mit'uen, and the temples and holy grounds of ancient and modern deities can be found in almost all locations, some deities even have guilds dedicated to their worship. These holy grounds are where the ancient knowledge of the deity represented is stored. These ancient artifacts can be anything from sacred chalices to powerful tomes of learning. A cleric need only search out these holy grounds and learn the ways of the deity to use it's powers, the cleric need not join any guilds or cults, sacred knowledge is not restricted in the Realms of Mit'uen. The only moral code the clerics follow is forbidding the use of any edged weapons.