Sembral (The Lord of Battle)

Chaotic Neutral Greater Power

PPI: Battle
SPI: Conflict, Warriors, Might 
Areas: Seiges, Fortifactions, Military History
Aliases: Tel'Kinar (orcish)
Allies: Ballog, Corathal, Diadria, Fyrre, Mahacto
Foes: Anthor, Kaldinsky, Ostran, Telk, Tyre
Symbol: A hand holding an axe
Holy Book: The Warriors Code
Outer Realm: Thoras, the Warrior's Rest
Wor Alignment: Any
Sembral

Sembral is the lord of battles. They say that Sembral's influence can be felt in Kyranath by the continual state of war the continent seems to suffer. Sembral does not seem to care for the destruction warfare brings, only for the glorious battles. Sembral is worshipped by many of the warriors is the realm, because He symbolizes strength, courage and prowess in battle. Sembral is quick to anger, and even quicker to battle. He is impatient and always on the lookout for a good fight. Due to His chaotic nature He will give favor to any side in any given battle and will often switch sides just to prolong the battle.

The Church of Sembral
 
CLERGY:  Clerics, Specialty Priest (Battlelords ) and Villains (The Blackguard).
CLERGY ALIGN:  NG, CG, N, CN, LE, NE, CE

         The Church of Sembral has been likened to a military organization that constantly maintains a state of readiness for war.  The truth of that matter is not far off. Sembral's is the Church of War that has grown in recent years in response to the wars that plagued the land. Preparation and activity are the two cornerstones of the Church, as it's members constantly seek to prepare and participate in battle.

Dogma and Beliefs:

         The clergy of Sembral are in a continual search for battle. Most priests of Sembral are quick to anger and quick to fight anything that offends them. The faithful of Sembral will charge battle when they see it, but they should flee when against overwhelming odds. The clergy of Sembral will never seek to avoid a battle.

Guidance - The faithful of Sembral are always ready to give council to both sides of any conflict to further the aims of the God of War. Members of the faithful can typically be found on both sides striving against one another as Sembral's sees fit. The guidance given is often in prolongation of the conflict to further economic and social advantages the war may bring to either side.

Preparation for War - Sembral may call his faithful to battle at any time or place, depending upon fate's fortunes. It is the responsibility of those who follow Sembral to be ready to answer that call and to teach the importance of that readiness to those who follow Sembral, but can not hearHhis voice.

Missions - This is the most general of the duties of the priesthood. It serves as a reminder to the priest to be wary of the ways of peace and to actively seek out battle for the glory of Sembral. To further Sembral's causes and aims in Thardferr, the priest must be vigilant against peace and ready to seek out and cause wars and battles as required by Sembral.

The Warrior Code of Sembral

         For dedicating your life to Sembral, the great Battlelord offers three promises to His faithful. The first is the strength needed to face and overcome your foes, the second is the promise of a respectable warriors death, the last is the promise of spending the afterlife in His personal realm.

I. Beings have the power to defeat their enemies.
         Sembral favors all sides in conflict equally, and grants the power to all to face their enemies. In the eyes of Sembral even the lowliest farmer can one day rise up to defeat any knight. No army, no matter how ill equipped or outnumbered they may be, are ever completely without hope. It is in times of great despair that the truly faithful of Sembral will rise up and battle on to victory.

II. A warriors death
          Of these three promises, the second is often the cause of greatest relief amongst warriors. To die a coward, wetting yourself in the face of your enemies, is a shameful death unworthy of a life in service of Sembral. Instead, the Battlelord promises that your death will be respectable, with you finding that calm moment in your existence when you know your battle is done and you may move on without fear. You can also rest assured that your name will be forever known of that of a warrior.

III. A saved soul
         Although the Lady's minions will transfer your existence from one life to another, Sembral will fight for your soul and bring you into his realm thereafter to serve him, free of the torments of Diadria. Those chosen most worthy by the Battlelord will spend their time in The Eternal Conflict that measures the worthiness of souls in Sembral's domain. The greatest of these achieve places of honor in his realms and serve the Battlelord as his messengers and generals in all the planes of his existence.

Physical Manifestations:

        Sembral appears as the race to which he is making a visitation and if there is a mix of races amongst the armies in front of which he may appear, he tends to take the shape of a large, stout humanoid, about 7 feet tall, mighty in body and completely covered in armor.  In general he wears half plate armor and chain (banded armor) and carries a battle ax.

Alters and Idols:

        Alters of Sembral are typically a post or pillar on which an animal (or if possible an enemy) is hung upside down and sacrificed to the god for courage and prowess in battle. The more artfully built alters are stone pillars with scenes of battle or statures of Sembral with his arm outstretched from which the sacrifice is hung. Basins of stone built into the alter collect the blood of the sacrifice and ceremonial cups are used to dip it out at need. Some of these cups are crafted from the skulls of past defeated enemies, possibly gilded. The sacrifice has its throat slit and the blood collected in the bowel below the alter. Different ritualistic uses for the blood are then performed form the painting it on warriors to gain Sembral's blessing to the drinking of it to embolden and sanctify a worshipper or the creation of the unholy liquids used like holy water by the church of Sembral.
        Idols are always of a large, armored warrior carrying a battle ax. Great variation depending on the race who built the temple applies.

Major Centers of Worship:

         The largest temple to Sembral lies in Ruch, in the city of Cleftville, along the major roads of the region. The head of the temple in Cleftville is High Seneschal Terwar Midlar (age 32). The other major temples to Sembral are found in Proudtown, which is controlled by Seneschal Batar DrippingBlood (age 21) and Sorrowtown which is controlled by Seneschal Sigan Stoneforge (age 201).
         Other lesser temples in Western Thardferr include Hilltown Forge, Keytown and Irontown. All three are overseen by Seneschal Silas Velinus (age 24). In Eastern Thardferr minor temples are situated in Northville, Danville Branch and Greelytown (all three are overseen by High Seneschal Terwar Midlar).
         In villages, towns, and cities across Thardferr various shrines to Sembral are often erected in places where warriors gather such as barracks and guildhalls. They serve a dual propose, providing inspiration to young warriors and to commemorate great heroes, battles, and wars of the days of old for the various people that build them and maintain them. Ruch is particularly filled with these shrines, as the worship of Sembral in that war-torn land is common.

Worshipers:

        Sembral finds his worshippers employed or retired in the arts of war. Any man or woman of any race that can lift a weapon and utter a prayer to Sembral for guidance can be considered one of his faithful. In Sembral's eyes there is no distinction between bandit, soldier, mercenary, knight, lord, or king. There is only the thrill of battle and those that would seek it out and find it. Sembral chooses sides according to who can most prolong the course of battle, he switches sides frequently and veteran warriors can often tell you that courting Sembral's favor is a fickle thing indeed.
        The only requirement that Sembral espouses to his faithful is the will to fight and the means to do it. Preparation and readiness for a conflict are often desirable by the faithful, as they know their God will call upon them to do battle for Him in whatever fight presents itself. The old and infirm are expected to die in Sembral's service if needed, the only shame in age is the lack of willingness to fight when a cause presents itself. The cause need not be righteous or just, revenge and hatred fuel His purposes all the same, and the only requirement needed to fight is that there be one, to please the Great Battlelord Himself.
        The Battlelord promises that the death of his faithful will be respectable, with them finding that calm moment in their existence when they know their work is done and they may move on without fear. Those chosen most worthy by the Battlelord will spend their time in the Eternal Conflict that measures the worthiness of souls in Sembral's domain. The greatest of these achieve places of honor in His realms and serve Sembral as His messengers and generals in all the planes of His existence.
        The worship of Sembral was taken up by the orcs of Ruch.  Legends say that an apparition of Sembral appeared in the midst of a great battle between two orcish tribes and gave his boon to both of the tribes. When the fighting had died, both tribes soon came to venerate Sembral and spread his word over the land by burning and pillaging their way across ancient Thardferr.

The Clergy:

         So you want to be a priest of Sembral? Simply put, the Sembral clergy are warrior priests, nearly half their time is put into weapons training and military excises and is the first requirement to becoming a priest of Sembral. All Priests must be able to wield a weapon of some kind. If one becomes too old or too weak to wield a weapon then they are forced into retirement and removed from the temples.
         Priests of Sembral are not permitted to flee from battle as long as the Sembral Standard is flying (in war) and they are not outnumbered more then 4 to 1, or in some other type of impossible situation. A company of Battlelords does not have to stand at the base of a cliff while enemies rain arrows and boulders down on them, for that is suicide, not battle.
         All Priests must be ready for war and battle. The church is expected to mobilize in less that 1 day; for when Sembral calls, you must be ready to answer.
         In order to increase rank you have to fight for it, and to attain the higher ranks you must first possess some skills in commanding troops and tactics.

Church Hierarchy:

         "Politics you say, isn't that some kind of sword or something?" – Gorak D'hurberak, High Seneschal of Sembral (453 NA to 514 NA)

         While there is a rigid structure to the hierarchy of Sembral's church, the simple matter is that Sembral and many of his priests are simply too carefree to worry about such trivial matters. The ranking of Sembral's church is based on respect, rather than the authority allowed over other members of the faith. There is no easy way of rising in rank in Sembral's church. Each rank must be fought for, and once attained, the career of a fighting man must be diligently followed to keep it. There are certainly no political appointments in the church anywhere. It is often said that a member of Sembral's face doesn't even know the meaning of the word.

Squire - An squire is a humble student seeking enlightenment in the ways of battle. They hold only basic domestic duties save for when they are put through grueling training sessions, which they are required to attend or face some rather unpleasant consequences. Squire are provided with practice weapons, 3 square meals a day and a dry bed.

Warrior - This is the rank required to wear the symbol of Sembral openly on your armor and to be considered proficient in combat. Warriors of Sembral are given a suit of leather armor with the symbol of Sembral proudly displayed over their heart. This warrior is now accepted in all temples of Sembral and can except to find save haven. Be for warned, for if you seek to avoid battle by hiding in the temples you may find yourself being stripped of your rank. (This is the rank most PCs start at.)

Soldier - This rank is required to serve in the Temple's armies. After taking a simple test to prove your worth as a warrior and your desire to fight alongside your fellow brothers-in-arms you are provided with a basic soldier's pay (this varies greatly, but is generally 2-5 GP a month) when in active service of the church. While with the church you will be provided with more training in tactics of battle.

Sergeant - He is a mentor, a veteran of passed battles. These old war dogs are spread out amongst units to share their wisdom with the newer recruits. Sergeants receive a raise in wages (to about 4 to 10 GP a month) and are considered to be the squad's second in command. Most clergy of Sembral never progress past this point, and there are many an old and wise Sergeant in any given temple who are glad to spend their lives training new recruits.

Knight Initiate - The knight initiate is the first rung on the ladder of knightly orders of Sembral. A soldier who wishes to pursue a knightly career must first find a knight willing to sponsor him into the ranks of the initiates. A knight of Sembral may only ever have one initiate at any given time, but will often pitch the aspirant against any devout follower of Sembral who wishes the initiates position. Only those initiates with true warrior skills can ever hold their position for long against the numerous challenges they face, as the less skilled are weeded out. For a knight to step up to the next rank on Sembral's leader he must first challenge and defeat one of the other knights of his order, or replace his sponsor should he die or retire.

Standard Bearer - This honor is bestowed on a warrior that has proven his valor in battle. He is charged the most holy right of protecting the Standard of Sembral in battle. For if the standard of Sembral is lost in battle, the father will turn against the force. Standard Bearers are also considered leaders and are the most common officer in Sembral's great army.

Master of Arms - This warrior has proven himself an able commander and is given the most holy rite of leading his fellow brothers into combat. A Master of Arms has the respect of his comrades and can lead anywhere from 1 to 25 men at a time. (Typical squads of Sembral number 10, with one master of arms or standard bearer, a sergeant, 2 soldiers and 6 warriors.)

Warpriest - The Warpriest is a man that has become in tune with Sembral and his workings. He is able to bless troops, and seek advice on military matters from the great Battlelord himself. This is a highly sought individual in times of conflict. These individuals may cast 1st-level priest spells. War priests are serving at many levels and can have greater powers of their gods flowing through them based on their experience and calling (may cast up to 4th-level spells). Once the reach greater power than this they may challenge those that hold the title of Seneschal to move into greater favor in the church.

Battlelords - The special servants of Sembral faith, these warrior priests are given even greater abilities than the regular cleric that worships and dedicates themselves to Sembral and the pursuit of Battle. They are able to use the mighty powers of Sembral (cast spells) in their service to him. Unlike Warpriests, regardless of power they may never challenge for higher position within the church hierarchy itself but through their deeds may become highly respected and of great influence..

Knight's of Sembral (8 orders of 12 members each - total of 96) - The elite core of Sembralite warriors. They act as the personal guards of Sembral's honor and status. Offending a Knight of Sembral is a sure way of getting oneself killed, for there are no finer warriors then these brave souls. Each order of Knights has their own code, and their duties range from protecting the High Seneschal to crusading the land, crushing the foes of the church.

Knight Commander (8) - This individual is charged with the commander of an order of the Knight's of Sembral. Each order has their own commander and this is one of the most respected ranks in the entire church.

Marshal - This is a person that has proven themselves to be sound tactical thinkers, and they act as the Battlemasters's sub-commanders.

Battlemaster - The generals of Sembral faith.

High Battlemaster (9) - This is a rank required in order to set up a stronghold of Sembral. Of the 9, currently six have established their holdings.

Seneschal (3) - Overseers of Sembral's forces and religious matters within the church, their duty is to the High Seneschal. Their role is to enforce and carry out the High Seneschal's every command. They hold district commands within the church and are gifted with powerful favors from Sembral (cast 5th-level or greater spells). The reward and expectation of this duty is the right to challenge the High Seneschal to combat once powerful enough to call on the greatest of Sembral's magics (7th-level).

High Seneschal (1) - The high commander and the chosen warrior of Sembral, commander of all the forces fighting under Sembral's Flag. There can be only one High Seneschal. This position can only be earned by defeating the current holder, and can only be challenged by a Seneschal. The High Seneschal can cast 7th-level spells.

Elderly Warriors or Eldermarcs - This is where retired and injured warriors go when they can no longer wield a weapon. Gifted members with keen mind may be kept on as military advisors and instructors in combat. Yet, for the most part, these are retired members that await their end. These men have also been known to charge into combat with bare hands seeking their final end in combat. Elderly Warriors, not fit to carry weapons, are not allow in the temples during times of war.

Ceremonies and Holy Days:

Pre-Battle Fast
         Prior to any major known battles, a Sembralite will take the time to cleanse his body (fasting) and pray to his lord to grant him a battle worthy of his skills. It is a great sign of faith in Sembral to weaken oneself before a battle and such devotion is expected from those who would work Sembral's miracles. There is no set time or date to follow this ritual of preparation. However, a Sembralite is expected to do so whenever the opportunity presents itself, and failure to do so will result in pleas for Sembral's aid to go unheeded. However he is not negligent of his faith and only requires this ritual to be observed for known battles. For unplanned or unexpected battles all that Sembral requires to grant his aid is a willingness to fight.

Post-Battle Offering
         When a battle is completed and victory assured, a Sembralite is expected to take a token from the battle and consecrate it to the great Battlelord. This offering can take a great many forms and must hold a special significance to the Sembralite. Examples of such offerings are drinking the blood of the fallen (particularly common amongst orcs) or taking a trophy from the battle such as a worthy opponents weapon. Sembral takes great insult if this ceremony is not observed regularly and will withdraw his favor towards the offending Sembralite.

Post-Battle Feast
         At the conclusion of the post-battle offering, a Sembralite is expected to partake in a feast of gratitude in Sembral's honor, thanking him for the glorious battle that the Battlelord saw fit to bless him with. Typically this event is marked by the consummation of food or drink to signify the life of the victor and to give him strength for his accomplishments. Neglect of this ritual is an insult to Sembral's role in the victory, and often a cause for a priest's sudden loss of favor with Sembral.

Day of Peace (Seroum 5th)
         The Day of Peace is when the faithful of Sembral take the time to reflect upon the previous year's battles and to mark the passing of their comrades-in-arms to Sembral's next glory. It is a very somber time, marked by ritual fasting so that the living may experience the emptiness of death for those who did not turn to Sembral's glory at that time. Typically this is a solemn event marked by no gathering of warriors except for those in the company of the faithful. This is also a day of fasting in preparation for the Day of Gathering.

Day of Gathering (Seroum 6th)
         After the Day of Peace, the most important holiday in the Sembralite calendar occurs. The Day of Gathering, also known as Sembral's Gathering, is a celebration for the previous year's battles and a time of testing and trials for those who would ascend the ranks of Sembral's church. The whole of the gathering takes place over a week, with Seroum 6th falling on the first day of the gathering. During this holiday all priests will seek out other priests of Sembral, to test and determine their might against one another in honor of Sembral. The loser acknowledges that the victor is ready to outrank him for Sembral's Glory.

Feasts of Remembrance (Quark 20 to Quark 25)
         The Feast of Remembrance is a time when the faithful of Sembral gather at the end of the calendar year to rejoice in the year's past battles. It's a time to reflect on your battles and to tell your tales of valor, and to listen to the tales of others and praise Sembral's glory in the passing year.

Priestly Vestments:

         When not in their battered armor, the faithful of Sembral usually dress in reasonably normal clothing. They usually cover themselves with loose-fitting robes that allow plenty of free movement, and choose colors that present their ranks. When in their armor Sembralites will nearly always wear a tabard that shows their rank, Sembral's holy symbol, and if they have one, their own personal symbol.
         Priests of Sembral take great pride in their armor and go to great lengths to make sure it is well maintained. In choosing their armor, Sembralites will prefer to choose armor that is functional and highlights their prowess as a warrior. Armors made from exotic creatures that the Sembralite has slain with his own hands are viewed in a particularly favorable light by the rest of the clergy.

Affiliated Orders, Societies and Guilds:

Mirak's Mercenaries - A band of cutthroat orcish mercenaries that ply their trade wherever fighting is to be found. Its rare to find even a small scale conflict that doesn't have at least one unit of Mirak's hand-picked warriors fighting for either side in Sembral name.

The Black Unicorns - A mercenary company comprised of dwarves and humans, the Black Unicorns venerate Sembral like many of the mercenary companies of Thardferr. Where Sembral goes, battle usual follows, and where there is battle there is need for mercenaries such as those of the Black Unicorns.
 

Church Errata:

Allies

Ballog - The alliance between the Battlelord and the Chaoslord is symbolic of the chaotic natures of both the Gods. The alliance fluctuates widely, at one moment the two clergies working hand in hand, at others in open warfare. Generally the two churches cooperate, with the Ballogian leading the Sembralites into a whole host of good battles as they strive to bring strife and chaos to the land.

Corathal - The God of ravaging and wild nature is more often than not at Sembral's calling. As the two Gods have about the largest portion of worship amongst the orcish warriors of Ruch, the two are often at odds with each other and pushing their followers into battle. While seemingly at odds on Kyranath, the continual warfare only serves to make Sembral happy, forging his orcish vassals into the finest fighting force in the land. Some tales speak of Corathal being the son of Sembral who wishes to supersede and supplant his father and form this comes the enmity and yet love between them

Diadria *** - War causes death; everyone knows this. Some Battlelords view death as success in battle, and revel in slaughtering thousands and praising the lady in that way. Other Battlelords see death as respectful, and praise the lady in such a way as to prepare everyone in the proper rituals and military honors in order to make them ready for her final judgement.

Fyrre - Where war goes, death and destruction follow. Fire is an essential part of Sembral's following, be it in the form of a razed building or the forges needed to keep the warriors of his faith armed and in battle.

Mahacto*** - Though the Law is agasint the chaotic nature of war, it is through battle that the law is enforced. The Mahactan blademaster are by far the best swordsmen in all of Kyranath, and are typically on the lookout for a good fight in order to test their prowess with the blade. The Church of Mahacto works hand-in-hand with that of Sembral. In times of great conflict both churches will fight side-by-side, just like one big happy warrior family.

Foes

Anthor *** - Even if the chaotic nature of Sembral didn't get up Anthor's lawful nose the two churches still wouldn't get on at all. Dating back to the ancient battles between  the gods the animosity of these two  is beyond reproach, and it is very unlikely that even a temporary peace would make them stand side-by-side in anything. Sembral favors combat, be it from banditry or just a simple brawl. Wherever the chaotic nature of combat is, you can be sure the loyal forces of Anthor are around to try and spoil all the fun and try and put a stop to it.

Celenia *** - There is rarely a way to stage a fight without getting somebody hurt, or better yet killed. While many a warrior is more then grateful from being brought back from the brink of death by a healer, a warrior of Sembral will rarely tolerate the useless prattle that Celenia's clergy spreads. Peace has no place in war, in the eyes of a Sembralite.

Kaldinsky - War is not the most conductive environment to learning. Reading and writing aren't going to help a warrior wield his weapons any better, so what is the point of it all? Plus, with all of the libraries and institutions of knowledge that Sembral's following has been known to destroy, Kaldinsky is not going to view Sembral all that favorably.

Ostran - War is hardly a good way to maintain the balance of nature. While fighting is sometimes called for, the sheer brutality at which Sembral goes about it doesn't sit well with the nature-loving faithful of Ostran.

Telk - Razing buildings and tearing down fortifications are just another necessary part of warfare. Sembral doesn't care if he hurts anyone's feelings doing this; he just likes doing it because it's enjoyable. In Sembral's mind he is doing Telk a favor; if it weren't for Him, all Telk's builders would run out of work.

Tyre - If Ostran doesn't like somebody, then you can almost be assured his daughter won't either. If an army needs to tear down a forest to build siege engines or the like, who are the clergy of Tyre to try and stop them? It's not like the trees were serving a useful purpose by just growing. At least in the form of an engine of war they are finally doing something productive.

*** Denotes a major factor
 

Appendix 1: Classes of Sembral

    All clerics and specialty priests of Sembral receive "Thardferrian Religion" as a bonus non-weapon proficiency.
    Clerics and specialty priests of Sembral cannot turn nor control undead.

Clerics of Sembral
 
Requirement: Strength 9, Wisdom 9
Prime Requisites: Wisdom 
Major Spheres: All, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection and Summoning 
Minor Spheres: Elemental and Sun. 
Spell notes: None.

Special Abilities:


The Villain of Sembral - The Blackguards

    The Blackguard is the toughest and most pious warriors of the God of Battle. The ability requirements of Constitution and Charisma are reversed for this Villain.
    Orcs may be Blackguards.
    The Blackguard must have a  Strength 17, Constitution 9, Wisdom 13, and Charisma 12.
    The Blackguard is Chaotic Evil.
    The spheres allowed to the Blackguard are Combat, Guardian, Healing and Protection.

Special Abilities:


Specialty priests (Battlelords)
 
Races Allowed: Dwarf, Goblin, Halfling, Human and Orc.
Requirements: Str 14, Con 12, and Wis 9.
Prime Requisites: Strength and Wisdom.
Alignment: CG, N, CN, NE, CE.
Weapons: All non missile weapons.
Armor: Any
Magic Items: As for clerics and fighters.
Required proficiencies: Hunting* and one of the following: Armorer*, Blacksmithing, Blind-fighting*, Leatherworking or Weaponsmithing*
Bonus Proficiencies:  Religion, plus local history-military and Ancient History-battles.
*These  proficiencies may be gained with no crossover modification.

Special Abilities:

Special Granted Powers Appendix 2: A Sembralitic Battlelords Spell List
 
1st level 2nd level 3rd level 4th level
Bless* Aid* Animate dead Cloak of bravery
Command Chant Call lightning Control temperature, 10' r.
Cure light wounds Flame blade Create food & water Cure serious wounds
Endure heat/endure cold Heat metal/chill metal Dispel magic Free action
Light Hold person Magical vestments Spell immunity
Remove fear Resist fire/resist cold Prayer*
Shillelagh Spiritual Weapon** Pyrotechnics
5th level 6th level 7th level
Control winds Blade barrier Chariot of sustarre
Cure critical wounds Fire seeds Fire storm
Flame strike Heroes' feast Gate
Quest Weather summoning
Wall of fire
Italicised spells are reversible.
* denotes a spell with no lasting duration, each spell lasts for the length of one battle
** Similar to Spiritual Hammer spell, although the weapon summoned is the same as the weapon used as the material component, the Battlelord's Weapon of Choice.  Damage, however, is not changed.

Appendix 3: Outer Realm of Sembral

Thoras, the Warrior's Rest

         Thoras is the outer realm where Sembral resides, and the place where his faithful migrate after they have fallen. To the naked eye, Thoras seems to be a great open plain, with the largest fortress you could ever imagine standing in its center. Thoras is a place of continual battle, as the warriors that litter the plain fight the endless battle trying to catch their Lord's eye and move up in the ranks of Sembral.
         From the ranks of warriors that surround his residence, Sembral picks the strongest, the most cunning, and the best soldiers of the lot. The chosen of Sembral receive a great boon, for Sembral infuses them with a small portion of his near limitless power, giving the spirit great abilities. These minions of Sembral help to enforce his land and in times of dire need have been known to enter Kyranath to aid the clergy of Sembral.