Telk (The Tinkerer)

 Lawful Neutral Lesser Power

 
 
PPI: Invention
SPI: Engineering, Innovation, Inspiration
Areas: Barter, Construction, Crafts
Aliases: Maker, The Builder
Allies: Aranthis, Kaldinsky, Kreaon, Terrarie, Thr
Foes: Ballog, Corathal, Elanar, Sembral
Symbol: A silver hammer striking a golden chisel.
Holy Book: The Manual
Outer Realm: Ynverniere, The Great Workshop
Wor Alignment: LG, NG, CG, LN, N, NE, LE

Telk is the master builder, inspiration is his to grant. In the times when intelligent races were just appearing in creation, it was Telk that provided them an inventive spirit allowing them to rise up above the wilds and take a hold of their environment. But his greatest influence on people is the inspiration for advancement in technology and a move towards further progress. Telk is the craftsman god, always ready to invent and construct new things or try new methods and theories. There is nothing in creation that cannot be used in some way not yet tried and perhaps bring about innovation and betterment to life.

Innovators (The Church of Telk)
 
CLERGY:  Cleric and Specialty Priest (Tinkerer)
CLERGY ALIGN:  LG, NG, LN, N

Dogma and Beliefs:

    The thing that comes to mind first to most people when they think of the god Telk is building. The Innovators are constantly repairing, rebuilding and renovating there buildings and any building on which others will allow them to work. Innovators, the followers of Telk and his church,  are the makers in society, the craftsmen, engineers and other professionals that construct and create the things that are sued in a modern or growing community.
    Telk is much more than just a god of craftsmen, he promotes imaginative cleverness in making or design. Ingenuity, creativity, ingeniousness, invention, skill, aptitude, adroitness, mastery, expertise, resourcefulness and astuteness are all words that describe Telk and what he provides and teaches people and brings to creation. He represents and provides inspiration for all things not only in engineering, fabricating and building but in everyday life. When any idea newly springs to the mind, it is sparked by the power that is Telk. When a person attempts to do something differently than before, figures out a better means of an age old task or establishes a new way to look at things, it is through the god Telk that the inkling comes and prods the individual to look in other directions that have previously been missed or ignored. The act of doing the innovating thing is not Telk, only the inspiration to try and do it, first planted like a tiny seed, is from Telk. It takes the individual to find and nurture the idea, research and think about it and let it grow until it actually becomes something useful.
    Crafting and construction are important as they are the actions that bring these seeds of inspiration to fruition. But any innovation or invention brought forth through the pursuit of an individual or group, through honest work and a determination to make it happen, is what Telk desires. A physical manifestation of the idea is not necessary, only the production of something new, the presentation of an alternative and better way of doing something is important. The goal is inspiration of innovation through invention and then introduction into society.
    Innovation is not a random thing, it is an orderly progression starting with inspiration, moving to thought and then idea. But to make anything innovating to actual work, invention and work by someone that believes in the idea is needed. After this comes research and experimentation, testing, and finally, if all acts as planned and it seems better than has been done or used before, it must be presented, proven, put into practice and accepted. Getting new ideas and products out to the world and accepted and used is as important as the actual inventing of new things. If something is made and not used it serves no purpose and so Telkites are as much promoters of these ideas and new inventions as they are the creators of them.
    Telk is not trying to change just anything and everything, those things that work fine he will preserve and, if possible, perfect. Traditions and laws, great buildings and other engineering feats of civilization are all well and good and help to keep society secure and stable. These useful parts of civilization, its buildings and engineering works, are things Telk helps to maintain through diligent repair and upkeep. But sometimes a part of civilization is improved or even found to be obsolete because of new and better products or means. When this happens those things need to be replaced, accepted so that society can grow. Telk is the instigator of this. He gives inspiration, provides invention and his goal is innovation and continuance of society's ability to improve the present way of living without destroying what is good and useful that is learned from the past.
    Creation is the goal of all of Telk's followers. Even the creation of things of war, weapons and armor, better ways to kill and to cause pain are still inventions and improving them innovation. Though most of the church only pursues those things that would bring betterment to society and not a better means of destroying it, these are still created by the followers of Telk. Many of the good leadership of the church will keep such designs from being used if not invented at all and will lock them away so as not to fall into evil hands.

The Code of Innovation


Physical Manifestations:

    Telk always appears as a gnome or thin dwarf. He wears an apron with many pockets and a belt that has many tools dangling from it or held in lops and hooks. He has white hair and dark tanned skin. His beard is not long and full but trimmed and only a long goatee. In his eye is a sparkle that cannot be defined but gives the beholder some clarity of ideas when ever Telk focuses upon them.

Alters and Idols:

    Telk has little use for idols and does not promote worship of his image over creation and invention of new ideas. But most shrines and temples will have an idol of him standing at the end of the work hall looking over his followers. The idol is of a smallish man or gnome, dressed in a leather apron and with tools at his waist. He holds a small hammer in his right hand and a chisel in his left.
    The alter of Telk is the empty place in one's mind waiting to be inspired and so bring forth new ideas. To represent this the alter within his temples and shrines is an upright standing blank, slate stone slab waiting to have new ideas written upon it.

Major Centers of Worship:

    Telk is worshiped widely within the realms of Khardfee and Alderd, and has major temples situated in Becksville, Heartsville, Riveringtown and Keytown. Smaller temples can be found in Sorrowtown, Irontown, Coopersville Forge, Windtown, Jaquay and Greelytown. There are shrines to Telk in most all towns and cities throughout Khardfee and Alderd as well as in most large cities in all of Kyranath.
    The only defining and similar likeness of one temple to the next is that they are all a bustling place where people tend to never be just standing around but always busy building something. The temples double as places of craft and construction, large workshops where praise to the god Telk is found in the manufacture of goods and the practice of research and invention of new things. Most temples will be a large working hall with many side and antechambers prepared for the use of different craftsmen and inventors. There is typically large underground storage and test areas. Shrines are smaller such workshops that generally have the facility for only a specific, single type of research or craft. Many of these provide goods for trade or sale in order to finance the Innovators and their inventions and experiments.

Worshipers:

     The worshippers of Telk are all some kind of builder. They are hard workers, always trying to improve on their own work and become better at what they do. Most are law abiding and well respected members of society. Most worshippers of Telk are people willing to try new things. They will accept innovation with little question and accept most any time saving or life easing apparatus or method if it proves to be an improvement on what was used before. This does not mean they are gullible, but they will be willing to look at anything and then see if it would be a good idea. Also they tend to work to bring about new ways of doing things or are crafters and builders. Most Telk followers have some kind of a craft be it basket making or knitting in their spare time to engineers and great master craftsmen.

The Clergy:

      The clergy are not just priests but also craftsmen. It is not enough for the clergy of Telk to only provide for the spirit of the followers but they must also be capable of providing the needs of civilization through the repair and construction needed to maintain society. Many of the clergy not only serve Telk but also their community as blacksmiths, carpenters, stonemasons and other needed craftsmen.

Church Hierarchy:

      "Society needs to change and accept new and proven ideas in order to continue to grow." – Angus Hilltop, Master (540 NA -)

     The clergy of Telk are ranked in secular ability as much as ability to master the divine gifts and spells of Telk. A master stonemason may hold greater rank in the church than a greatly experienced servant in the ways of Telk. A persons ability in their desired vocation and craft is as respected as their actual power of faith. That said, certain levels are only attainable by those of a certain faith that have also proven themselves able craftsmen and inventors.
    Each member of the clergy is also a craftsman of some kind. Each will have at least one and likely many of the following crafting skills: Armorer, Artistic Ability - Any crafting skill, Blacksmithing, Bowyer/Fletcher, Brewing, Carpentry, Cobbling, Cooking, Forgery, Gem Cutting, Leatherworking, Pottery, Seamstress/Tailor, Stonemasonry, Weaponsmithing or Weaving,

Apprentice - Learned in at least one crafting skill and in the vocation of becoming better in that skill, the Apprentice will not have any divine spell casting ability but serves Telk in a professional capacity to gain finances for the church while learning to become a greater craftsman. Apprentices are generally young for their race and may not even be considered adults yet, though it is not uncommon or looked down upon for an apprentice to be inspired late in life and so be of any age. The Apprentice will have at least one crafting skill check at a level of 11 or better. The Apprentice will normally have the type of craft or profession they are specializing in named after their title. I.E. Apprentice Blacksmith, Apprentice Stonemason, etc...

Apprentice Builder - The Apprentice Builder is an apprentice that has started or is researching some new invention. They have had all the teaching they need to become a Journeyman but have as of yet completed in the making of something of quality to  be judged and so allow them to become a Journeyman. Apprentice Builders may have the minimally needed faith to gain divinely inspired spells (cast 1st-level spells). The Apprentice Builder will have at least will have at least at least two crafting skill checks at a level of 9 or at least one at a level of 12 or better..

Tinkerer - Some craftsmen gain not only divine inspiration and gain the ability to cast spells but are also called to search out greater innovation or invention and bring it to the world. These may take years, even decades, to find this inspiration and make it become accepted in society. But this is their calling and it is through the aid of Telk that they go about their search and exploration of the world in order to find and bring about that which they discover. The Tinkerer will have at least at least two crafting skill checks at a level of 11 or at least one at a level of 13 or better.

Journeyman - Once an Apprentice Builder has finished his invention or specialty craft item and been judge sufficiently well learned to leave his master's tutelage, he becomes a Journeyman. The Journeyman is not attached to any one location or business but works freely where ever his skills are needed and he finds that his services are desired and gains compensation. The Journeyman is not divinely inspired and so does not gain spells through their faith in the god. Instead they work to maintain society and bring what invention and innovation the church may present. The Journeyman will have at least two crafting skill checks at a level of 11 or at least one at level 14 or better. They also must also have a Charisma of at least 9. The Journeyman will normally have the type of craft or profession they are specializing in named after their title. I.E. Journeyman Blacksmith, Journeyman Stonemason, etc...

Journeyman Builder - When a Journeyman's craft reaches a level where they can no longer gain any growth without the power of Telk behind them, they may turn to the church. Through study and dedication they gain inspiration and the ability to cast spells. The Journeyman Builder will have at least two crafting skill checks at a level of 12 or at least one at level 15 or better. They must also have a Charisma of at least 9. The Journeyman Builder can achieve any level of spell ability through their faith but never settle into one place for long. Their general skills and leadership ability find them no place where they are accepted in an authoritative manner and so they serve through continual movement and teaching the ways of Telk.

Adept - Once the Journeyman has brought some new innovation to the idea or invention they had first created when an Apprentice they are judged to be an Adept in their field. The Adept will not be able to cast any spells but is still given great respect in the community and commits their work to Telk and aids in spreading innovation throughout society and promotes any ideas presented by the church.  The Adept will have at least four crafting skill checks at a level of 12, two at 14 or at least one crafting skill at 17 or better. Adepts are generally running a shop or craft hall and no longer travel to where the work is as people will seek them out to gain their skills and work. They also must have a Charisma of at least 11. The Adept will normally have the type of craft or profession they are specializing in named before their title. I.E. Blacksmith Adept, Stonemason Adept, etc...

Journeyman Adept - When an Adept reaches a level where they can no longer grow in their chosen field, they may leave their one time location and again journey through Kyranath spreading the teachings and new innovations of Telk. Through continued study and dedication they gain the ability to cast spells and can achieve any level of spell ability through their faith but never settle into one place for long. Their general skills and leadership ability find them no place where they are accepted in an authoritative manner and so they serve through continual movement and teaching the ways of Telk. The Journeyman Adept will have at least four crafting skill checks at a level of 12, two at 14 of at least one crafting skill at 17 of better. They also must have a Charisma of 9 but it is not usually greater than 12.

Adept Builder -  The Journeyman Builder that has provided greater innovation or invention in his field may be judged to be an Adept Builder. They will have achieved such divine inspiration to be able to sculpt stone through their faith (cast 3rd-level spells). The Adept Builder will have at least four crafting skill checks at a level of 12, two at 14 of at least one crafting skill at 17 of better. Typically shrines are lead by an Adept Builder of Telk. They also must have a Charisma of at least 11.

Master - Having achieved the respect of all other crafters in his field and created a masterwork equal to any other that can be made by mundane means, the Adept may be judged to be a Master. Few ever achieve this level of ability in their field and so the Master is highly respected and their work greatly desired. They will not have the ability to cast spells but may have discovered or invented special processes that allow for great things to be created by their hand. The Master will have at least two crafting skill checks at a level of 16 or at least one crafting skill at 19 of better. They also must have a Charisma of at least 13. The Master will normally have the type of craft or profession they are specializing in named after their title. I.E. Master Blacksmith, Master Stonemason, etc...

Journeyman Master - When an Master reaches a level where they can no longer grow in their chosen field, they may leave their one time location and the again journey through Kyranath spreading the teachings and new innovations of Telk. Through continued study and dedication they gain the ability to cast spells and can achieve any level of spell ability through their faith but never settle into one place for long. Their general skills and leadership ability find them no place where they are accepted in an authoritative manner and so they serve through continual movement and teaching the ways of Telk. The Master will have at least two crafting skill checks at a level of 16 or at least one crafting skill at 19 of better. They also must have a Charisma of at least 11 but it is not usually greater than 14.

Master Builder - An adept can become greatly more powerful in their ability to gain divine favor (cast 5th-level spells) and have added a true new idea into society, or an innovation completely accepted and used that brings an easier and better life to the masses. These are the Master Builders, the highest and most respected members of the clergy and the leaders of most temples of Telk. The Master will have at least two crafting skill checks at a level of 16 or at least one crafting skill at 19 of better. They also must have a Charisma of at least 13.

Master Adept -  Gaining the greatest ability to have the divinely inspired spells of Telk (cast 7th-level spells) The Master Adept is the greatest authority and leader of the Innovators. The Master Adept must have been chosen by all Master Builders based on his invention or innovation as the greatest of his time and so the leader of the whole of the church of Telk in Kyranath. Only through their death or an invention or addition found to be greater than that of the current Master Adept can he be replaced. The Master Adept will have at least two crafting skill checks at a level of 18 or at least one crafting skill at 21 of better. He will also have a Charisma of at least 15. The current Master Adept is Alias Heiltupper Grange Farmingham Denilti of the Heartsville Denilties, (602 NA -) a gnome Tinkerer who resides in Becksville and can be found through the main temple of Telk that is located there.

Ceremonies and Holy Days:

Offerings of Idea (Varies)
When a worshipper of Telk has some inspiration but has no idea how it may be used or what it may mean, they can take it to a shrine or temple of Telk and have it made as an offering to their god. Offerings to Telk come in the way of writing ideas upon the blank slate of the alter. If they are accepted then they will disappear and be added to the collection of ideas that all worshippers have given throughout Kyranath. If not then they remain and are washed from the alter later after the worshipper leaves from his prayers.
    The Offerings of Idea has been known to take all the ideas written upon the alters from all over Kyranath and put them together to bring forth some new innovation and present it to the followers of Telk. This happens when some idea or inspirational thought is presented tot he alter that finishes the research of some new innovation. The ideas and bits and pieces of the new innovation can have been offered all over Kyranath at many alters. The new innovation will then appear one symbol at a time in clearly legible script on the alter stones of every shrine and temple that contributed to the research.
    The clergy of Telk do not discourage any in presenting any idea or thought to the alter as even the silliest sounding offering may be the last link to uncovering some great invention or innovation. In fact they encourage people to come and present their ideas and thoughts for this reason. So it is no embarrassment to have your offering remain on the alter and not be accepted. The fact that you are willing to give up an idea for the possible betterment of all is considered a great thing.

Dedication of a Monument to Invention (Special)
At any time a new and innovative invention is created and accepted by society, a dedication is made to the inventor. These dedications not only honor the inventor or the leader of the group that lead to the new innovation but typically also set up a monument to the person at the time of their death in memorial to them and their idea. This can be as simple as a plaque hung on a prominent or special place associated with the honoree or a great statue on a large podium of the person or group. These monuments are generally placed either in the place of the greatest achievement of the innovation or in the home town of those that brought it into being. Within the temples of Telk can be found many smaller dedication plaques or statues to memorable inventors that had been members of that particular parish. Their notes, blueprints, designs and a biography are also generally stored at such places or copies many times sealed within the base or some part of the monument in order to preserve them when possible. These monuments have been known to serve as inspiration to others, especially those that work in the same field as the one memorialized.

Priestly Vestments:

     The clergy of Telk wear whatever is needed in order to work at their specialty craft. This generally means some kind of apron and a few tools at hand. They all wear or have easy to hand the holy symbol of Telk (a small, gold plated hammer-) that is never actually used for fighting or as a tool. When wearing armor they generally wear only padded or leather armor that doubles as protective gear while working or dealing with experiments. Weapons are also generally tools that are useful in more ways than just for killing, hammers and axes especially

Affiliated Orders, Societies and Guilds:

Crafts Guilds- Most all guilds dealing with the manufacture of goods have shrines or at least an idol of Telk within their main guild hall. Craftsmen of all kinds give their worship to Telk and the organizations that share their means of making and preserving their craft are greatly affiliated with the Innovators.
 

Church Errata:

Allies

Aranthis - Inspiration can go along way but for most imagination is also needed. Aranthis brings this to the mix and through Telk and Aranthis many before unheard of ideas are attempted and tried. Though they may never actually work the attempt is what is important and the reaching for what is yet to have be reached a good thing. Telk is considered the father of Aranthis by many and it is through Telk that Aranthis is able to have the freedom of expression many other gods would not have. Because of this Telk and Aranthis are allies and even at times in a friendly rivalry, Aranthis' arts vs. Telk's crafts. Most people put these two together and because of this goods are not only functional but beautiful.

Kaldinsky ***- Invention comes through research and knowledge. The inventor must learn how to apply his ideas to make them a functioning whole and so the god of innovation and the god of knowledge must work hand in hand to bring about progress and a furtherance of technology. Working as partners, Telk and Kaldinsky are the main forces behind modernization and most revolutionary insight into new ways of doing things.

Kreaon ***- Considered by Telk to be the greatest inventor of all; Kreaon, the creator of the world itself, is the inspiration that even motivates Telk himself. Though much of what now is on the face of Kyranath comes form the innovation and power of Telk, it is Kreaon that provided for the means of such invention. This makes Kreaon not as much an ally but as the inspiration and the one that enables all other invention.

Terrarie - Thought of as the father of Telk, Terrarie is the foundation of all building, the bringer of civilization. Though it is through Telk that much of the needed innovation came that allowed for society to grow, even that innovation needed a  start and that start is Terrarie. These two are the providers of societies needs. Telk is more innovative and would try new and what he believes better things before they have been proven, and Terrarie would like things to move slowly and remain constant and unchanging until need, these two are still great kindred spirits only wanting the best for society and to build civilization and raise people above the wild nature of he world.

Thr - Protection of trade and ability to transport new ideas to other places is important to Telk. As the Guardian of society and resources, Thr is a good friend of Telk. Considered by many to be brothers these two gods are the greatest providers and protectors of trade and commerce of al the gods.

Foes

Ballog ***- Ballog teaches the unmaking, a bringing of an end to everything and Telk is the god that inspires new ideas and new inventions which provide and teaches people to build better and more lasting things. Ballog would see that Telk be quieted or concealed and his servants destroyed in order to see less making in the world that obstructs his ultimate goal. Telk is ever at war against the destroyer and trying to bring about greater innovation to protect and provide growth to society.

Corathal ***-- The inventor continues to interfere with nature, making his devises to allow society and civilization to be more and more easy to maintain. More than any other, Telk's followers are a cause for nature being less important and science and technology making it less needed to renew the world and provide for the living. Many of Corathal's clergy move to interfere with any of Telk's followers works, sometimes burning their workshops and at other times just killing them outright. Telk thus is fighting a war against such attacks.

Elanar - Chance is not a factor when it comes to Telk. Inspiration provides the spark for new ideas not random chance. There is no accident that brings about new innovations as Elanar would teach the world. Opportunity is not a surprise but created through acting on one's own ideas. Elanar maintains that everything is a chance arrangement and so belittles the effort and work that goes behind much of what Telk and his followers do.

Sembral - Razing buildings and destroying things 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 and Sembral also calls on Telk for greater and better ways to fight wars. Telk though is a god of creation, a maker not a destroyer and this flippant and negligent way of looking at the world as only a playground for fighting and to be rebuilt and destroyed over and over again is appalling to Telk.

*** denotes a major factor
 

Appendix 1: Classes of Telk

    Clergy of Telk receive 'Thardferrian Religion' and one of the following: Artistic Ability - Any crafting skill, Blacksmithing, Brewing, Carpentry, Cobbling, Cooking, Leatherworking, Pottery, Seamstress/Tailor, Stonemasonry or Weaving as bonus NWP.

Clerics of Telk
 
Requirement: Intelligence 9, Wisdom 9 
Prime Requisites: Wisdom 
Major Spheres: All, Charm, Creation, Divination, Elemental, Protection and Sun.
Minor Spheres: Combat, Guardian, Healing and Weather.
Spell notes: Cannot cast reverse that causes harm or destruction to anything. 

Special Abilities:


Specialty Priests (Tinkerer)
 
Races Allowed: Dwarf, Gnome, Goblin, Halfling and Human.
Requirements: Int 14, Wis 12, Cha 9.
Prime Requisites: Intelligence and Wisdom
Alignment: LG, NG, LN, N
Weapons: Staff, club, hammer, knife, crossbow and any weapon the Tinkerer has made for themselves. 1.
Armor: Padded, leather and any armor the Tinkerer has made for themselves. 1.
Magic Items: As for clerics plus miscellaneous clothing, arts and crafts, and tools..
Required Proficiencies: Engineering and any two of the following: Appraising*, Armorer*, Artistic Ability - Any crafting skill, Artistic Ability - Another crafting skill, Blacksmithing, Bowyer/Fletcher*, Brewing, Carpentry, Cobbling, Cooking, Forgery*, Gem Cutting*, Leatherworking, Pottery, Reading/Writing - Modern, Seamstress/Tailor, Set Snares*, Stonemasonry, Weaponsmithing* and Weaving, 
Bonus Proficiencies:  Religion, plus Reading/Writing - Own Language, and two of the following: Artistic Ability - Any crafting skill, Blacksmithing, Brewing, Carpentry, Cooking, Cobbling, Leatherworking, Pottery, Seamstress/Tailor, Stonemasonry and Weaving.
1. The weapons and armor that the Tinkerer has made for themselves must be made during game play and are not gained at time of character creation. The Tinkerer must still have a WP to use the weapon properly.
* These proficiencies may be gained without any crossover penalty.

    Upon reaching 9th level, and receiving inspiration from Telk for some new idea, innovation or invention, he may recruit helpers by spreading around his inspired idea and automatically attract a fanatically loyal group of believers in it and Telk, provided the character has established a place of worship and workshop of significant size to develop and research the project. The Tinkerer can build this place of worship and workshop at any time during his career, but he does not attract believers until he is granted his divine inspiration at 9th level. These followers are normal, 0-level craftsmen, soldiers, laborers and other skilled individuals needed for the task at hand, ready to work for the Tinkerer's cause. The Tinkerer attracts 20 to 200 of these followers; they arrive over a period of several weeks. One in ten of these will be experts in one of the fields needed to develop the Tinkerer's inspired idea. After the initial followers assemble, no new followers trickle in to fill the ranks of those who may fall in service to Telk or the Tinkerer. The DM decides the exact number and types of followers attracted by the Tinkerer. The character can hire other professionals and craftsmen as needed, but these are not as loyal as his followers.
    Upon reaching 10th-level, and having proven the worthiness of his ideas, the Tinkerer may receive official approval to establish his workshop, in aid in developing the inspiration he has been sent by Telk. Obviously, the workshop must contain all the trappings of a place of worship and must be dedicated to the service of Telk and have all the workings needed to develop or build the new inspiration Telk has granted. However, the construction cost of the workshop is half the normal price, since the work has official sanction and much of the labor is donated. Also, any research costs are only 75% of normal for the Tinkerer as part of the cost is donated by followers of Talk. The Tinkerer can hold property and build a workshop or even a stronghold of their own at any time before reaching 9th level, but this is done without church sanction and does not receive the benefits described above.

Special Abilities:


Special Granted Powers:


Appendix 2: Specialty Priest Spell List
 
1st level 2nd level 3rd level 4th level
Bless Aid Call Lightning Control Temperature, 10' r.
Combine Augury Continual Light* Cure Serious Wounds*
Create Water* Chant Create Food & Water Divination
Cure Light Wounds* Find Traps Dispel Magic Imbue with Spell Ability
Detect Magic Heat Metal Glyph of Warding Lower Water
Detect Poison Messenger Locate Object Produce Fire
Detect Snares and Pits Produce Flame Magical Vestment Protection from Lightning
Endure Heat/Endure Cold Resist Fire/Resist Cold Prayer Reflecting Pool
Light* Slow Poison Protection From Fire  Speak With Plants
Locate Animals or Plants Speak With Animals Pyrotechnics Spell Immunity
Magical Stone Spiritual Hammer Stone Shape (Sculpt) Tongues*
Protection from Evil* Straighten Wood*
Purify Food & Drink Wyvern Watch
Sanctuary
Shillelagh
5th level 6th level 7th level
Atonement Animate Object Changestaff
Control Winds Conjure Fire Elemental  Conjure Earth Elemental
Dispel Evil Find the Path* Regenerate*
Magic Font Stone Tell Reincarnate
Rainbow Transmute Water to Dust Restoration
Spike Stones Turn Wood Symbol
Transmute Rock to Mud Word of Recall Transmute Metal to Wood
True Seeing*
    Italicized spells are reversible.
    * denotes a spell that is normally reversible but is not reversible by the SP.
    (Spell name) is an alternate name for the spell.
    Reversed spell Straighten Wood = Warp Wod
 

Appendix 3: Outer Realm of Telk

Ynverniere, The Great Workshop

     Within the Heavens of the Creator, Kreaon has allowed for moons to orbit his stars. These tiny planets, typically no larger than ten miles in diameter, are solid objects anchored to one of Kreaon's stars in the Celestial Sea, spinning through the void of the Abyss above the plain of the dead. On these moons can be found the worshippers of Telk and their workshops. Travel between these planets is done though the followers of Aqualie across the vast Celestial Sea.
    The central world, one vastly greater than any of the other smaller moons and with many moons of its own orbiting it, is the home of Telk called Ynverniere. Here is found all the inventions and ideas ever offered to Telk and many follower researching and attempting to make them work. The Great Workshop has hundreds of experiments going on at the same time, spread ot across the great moon that orbit's Kreaon's Star, Telk leads his followers in these experiments and research. Once something has that final piece that makes it work presented to them, Telk writes it upon his alters in Kyranath and a great celebration is had in Ynverniere.
    In the afterlife, once a follower of Telk has found their way to him through the lands of the dead, they are given a place of comfort and peace to finish what work they have or complete the invention or innovation they had been working on in life. Once done they may travel to other homes and workshops on the moons of Telk to help others in their research and experiments. Trade between the moons and greater manufacturing follows as new and better inventions and innovation is created. Each of the moons is given to the followers that have been the most inventive in life and they are given over to structuring them as they will. The homes of the followers of Telk in the afterlife are the most modern and progressive that can be found with many inventions and ideas only dreamt of in life. While all of the inventions and ideas have been presented through the offerings of those living, not all of these are ever used or allowed in the living world. In the moons of Ynverniere all of the innovations created in life are in use making this the most technologically advanced place in the cosmos.
 

Appendix 4: Book of Telk

The Manual

     Through the collected inspiration of many worshippers of Telk, great inventions and innovations have been created. Those that have been given through the Offerings of Idea and then been presented to the Innovators through divine gift on the alters of the church are copied into The Manual. The Manual takes many forms, from a large tome, to many smaller ones or even a collection of scrolls but in most all cases they have the same exacting information that allows each idea or invention to be understood and implemented. Writings of those that have implemented the ideas are also added to the separate temples libraries but are not considered part of the Manual as only those divinely collected offerings may be considered and included as a part of the actual book.
    The Manual has all the god given innovations created from the offerings of Telk's worshippers written within it. From the idea of using fire to soften metal and the process of forging to the idea of scissors they are all found here if they were formed of the many ideas of the worshippers and gifted through the alter by the god. As new innovations and inventions are presented they are written down and amended to the Manual to be sent to al shrines and temples. All those that were actually gifted with the new idea have their own copies that they have kept of those innovations that had been presented to them. For this reason some of the Manuals found at different temples and shrines may have different yet revealed ideas that are only held by that shrine or temple. Though these are not kept a secret, the smaller temples and shrines may assume that their idea was presented elsewhere and to a larger temple where they have then copied and sent it out to others. The smaller temple or shrine may not have the funds or means to make copies and so not have done so.
    The Manual, and all copies held by all shrines and temples of Telk, is very highly guarded. Only those with special authorization may be allowed to read those parts of it important to their specific field or study. Special handlers and guardians of The Manual will die to protect it and keep it from misuse or enemy hands. In most cases every person involved with a specific shrine or temple will defend The Manual should it be threatened and none will rest until any part of it that has been stolen or misused is again brought into the care of the church.