TEXT:  
   
  MUNDANE CLERIC ITEMS TABLE 
  (100 Miscellaneous Discoveries found on a Cleric) 
  BONUS Eldorian content including the drug Ryll, Recognition and Sapphire Averaach 
  Also includes notes on the Books of Law and the Holy City of Odressi 
  by Keith Done 
  
  Mundane Cleric Items 
   
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  Mundane Cleric Items 
   
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  This product makes use of the Pathfinder RPG Core Rulebook. These rules can be found online as part of the Pathfinder Roleplaying Game 
  Reference Document at paizo.com/prd.Paizo Publishing, LLC 7120 185th Ave NE, Ste 120 Redmond, WA 98052-0577 paizo.com 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See 
  http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC.  
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product.  
  Credits 
  Author –Keith Done (with Angela Caffery, Malcolm Owen and Callum Spinaze) 
  Editor – Angela Caffery 
  Artwork- Bob Jones, Keith Done, Nigel Bell 
  Layout Artists – Angela Caffery, Keith Done 
  About the Author 
  Keith Done is the founding member of ‘Friends of Eldoria’ (FOE). FOE people write modules for the rich world of 
  Eldoria created by Keith himself. Keith Done worked for Auran for many years and has had a number of modules 
  previously published including Encyclopedia Eldoria, Shades of Grey, Guardian and Mindbane. He has just released 
  an updated Encyclopedia Eldoria and the new Reliquarium Eldoria, a book totally devoted to the religions of Eldoria. 
  He has also just completed “The Muddy Boots Inn”, a module for the Eldorian ‘Interesting Inns” series and he is 
  busily doing a makeover on his old modules from the 1980’s – “The Rats’ Nest” and the classic, “Mindbane”. 
  FoE Publishing (Friends of Eldoria)  
  A group of role playing game enthusiasts who have been playing and designing for Eldoria since its’ 
  first conception. In the early 80s the world of Eldoria was created and this has been continually 
  developed over the past 35 years. The goal of FOE publishing is to share ideas with the world, build 
  the Eldorian gaming community and provide gamers with quality material. 
  
  Mundane Cleric Items 
   
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  Mundane Cleric Items 
   
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  Contents 
   
  Credits ......................................................................................................................................................... 2 
  About the Author ........................................................................................................................................ 2 
  FoE Publishing (Friends of Eldoria) .............................................................................................................. 2 
  About this Publication ................................................................................................................................. 5 
  The Setting .................................................................................................................................................. 5 
  Mundane Cleric Item Table ......................................................................................................................... 6 
  Eldorian Specific Items .............................................................................................................................. 11 
  The Books of Law .................................................................................................................................. 11 
  Defence Against the Undead Kit ........................................................................................................... 13 
  Deathwatch Beetle ............................................................................................................................... 14 
  Esmian Bauble Wedding Gift ................................................................................................................ 14 
  Maelari Cakes........................................................................................................................................ 15 
  Ryll ........................................................................................................................................................ 15 
  Pilgrim’s Token ...................................................................................................................................... 16 
  Recognition Ritual Scroll ....................................................................................................................... 17 
  NEW ORISONS ....................................................................................................................................... 19 
  Gurthor’s Garter ................................................................................................................................... 21 
  Toiler’s Charm ....................................................................................................................................... 22 
  Map of Odressi ...................................................................................................................................... 22 
  Sapphire Averaach ................................................................................................................................ 23 
  The Fourth Book of Law ........................................................................................................................ 25 
  References ................................................................................................................................................ 26 
  DriveThruRPG.com................................................................................................................................ 26 
  Online Community Pages ...................................................................................................................... 27 
  Previously Published Modules .............................................................................................................. 28 
  Copyright .................................................................................................................................................. 30 
   
   
   
  
  Mundane Cleric Items 
   
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  About this Publication 
   
  “So what’s in the priest’s satchel?” 
  Have you ever felt the pressure and frustration of coming up with multiple mundane items as players loot 
  bodies or search rooms belonging to clerics of a specific religion? Then the Mundane Clerical Items Table is 
  your solution. Not only are there a variety of mundane objects, the table also includes a number of strange 
  and unusual items – perhaps even sparking an idea for a new adventure. The Mundane Clerical Items Table 
  is an expansion for the original Mundane Items Tables and will add an even richer layer to your campaign 
  and allow you to narrow the scope of what your players find when searching the body or premises of a 
  cleric. 
  The Setting 
  This resource has been written for the fantasy world of Eldoria and throughout are explanations for 
  terms specific to that campaign setting. However if you want to use it in your own campaign, the details 
  and statistics can very easily changed to suit the world you are playing in. If you find the world of Eldoria 
  intriguing, more information can be found in Encyclopedia Eldoria and Reliquarium Eldoria. 
   
   
   
   
   
   
   
  
  Mundane Cleric Items 
   
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  Mundane Cleric Item Table 
  How to Use the Mundane Table 
  Often players will be searching for ‘stuff’ that you have not planned for in your game design. It may be 
  that they are searching the pockets of that enemy priest they have just sent to a sticky end or they are 
  going through the chests and altars in a temple they have raided. Whatever the situation, the Mundane 
  Cleric Items Table is the answer for your dilemma. 
   
  First determine how many things may be likely to be found; I often allow a single item or allocate a 
  number of items equal to a die range such as 1d4 or 1d6 items. Then you can determine what the items  
  actually are by rolling percentile dice. 
   
  However, don’t always be compelled to follow the result rolled. Sometimes the result may not make 
  sense (e.g. 50’ rope found in someone’s pocket) or you may decide that there is something specific on 
  the table that you want to give to the players. Use the table as a guide and ignore or substitute items as 
  you see fit. 
   
  You may also find that certain items that are found when using the table develop their own plotline (e.g. 
  if the players find a map); so what starts out as a chance discovery gives you an idea for a whole 
  adventure! 
   
  The Cleric Mundane Items Table is designed as a companion to the original Mundane Items Table. When 
  your players are searching a person or building that has a religious connection, you may wish to ‘mix-
  and-match’, using both tables when determining what they find. For example, you allow a roll of 1d6 to 
  determine how many items are found and the players get a ‘6’ on the die. You decide to allow two rolls 
  on the Mundane Cleric Items Table and four rolls on the Mundane Items Tables.  It’s up to you how you 
  want to use these tools! 
   
  Note that some items are from the Eldoria world setting and are indicated by this symbol: 
   
  More information on these can be found in the rear of this resource under, Eldorian Specific Items. 
   
   
  Also available The Mundane Aracane Items Table! 
   
  
  Mundane Cleric Items 
   
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  Roll 
  Table 1 Item 
  1 
  Incense in a small wooden box 
  2 
  Mundane prayer beads of the religion 
  3 
  Ceremonial Holy robes of the religion 
  4 
  Ritual knife engraved with symbol of the religion 
  5 
  Set of ceremonial tools and oils in a black carved box 
  6 
  A particular food associated with religious ceremonies (egg, apple, wafers etc.) 
  7 
  Wooden holy vessel (chalice, cup vial etc.) 
  8 
  Book pouch for a holy tome (attached to a belt with a chain) 
  9 
  Armour covered in holy verses 
  10 
  Ceremonial weapon engraved with religious symbols 
  11 
  Tabernacle covered in religious pictures 
  12 
  Rolled up holy banner of religion, stored  in a carved ivory scroll case 
  13 
  Ornately carved incense burner and chain 
  14 
  Magnifying glass engraved with a religious quote in the metal setting 
  15 
  Snuff box with a painting of a god on the lid 
  16 
  Plans of the temple compound of the Holy Trinity located in the city of Darringmoor  
  17 
  Wooden comb with a religious icon highlighted in gold 
  18 
  Wooden cup with a screw top lid , with a religious quote on the side 
  19 
  Embroidered patch displaying a clerical rank 
  20 
  Coil of an orphrey for a clerical costume 
  21 
  Anointing oil 
  22 
  Copies of the Books of Law with detailed notes of observations in the margins 
  23 
  Healer’s kit 
  24 
  “Defence Against the Undead” kit 
  25 
  A small box of live Deathwatch beetles 
  
  Mundane Cleric Items 
   
  8 
   
  Roll 
  Table 1 Item 
  26 
  Esmian Bauble wedding gift 
  27 
  1d6 candles labelled with the symbol of the religion 
  28 
  ‘Nativity’ set (a small diorama including a number of iconic  statuettes of the religion) 
  29 
  Inexpensive Holy Symbol of the religion (value 5gp) 
  30 
  Key (to the crypts of a temple) 
  31 
  Wedding registry book for the past 30 years 
  32 
  A pouch containing mistletoe, holly and acorns 
  33 
  An intricately embroidered altar cloth 
  34 
  A small brass bell 
  35 
  1d6 paintings depicting holy scenes (furled up in a scroll case) 
  36 
  A folded up mitre of the religion 
  37 
  A leather gag 
  38 
  A statuette of an avatar of the religion 
  39 
  An illumination set (containing vials of materials to make coloured inks and various quills) 
  40 
  A map showing locations of the religions temples and shrines in a specific region 
  41 
  A leather bound book containing notes on the development of a new clerical spell 
  42 
  A stole embroidered with symbols of the religion 
  43 
  A yew walking staff 
  44 
  Sandals (worn) 
  45 
  Tangerine scented oil 
  46 
  Rope belt 
  47 
  Medal engraved with the image of a saint 
  48 
  Brass ring with the symbol of the religion 
  49 
  1d10 Maelari cakes 
  50 
  Small urn of ashes 
  51 
  Small sun dial (some assembly required) 
   
   
  
  Mundane Cleric Items 
   
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  Roll 
  Table 1 Item 
  52 
  Set of keys to a graveyard 
  53 
  Scroll of funeral rites 
  54 
  Scroll of wedding rites 
  55 
  Small cushion (for kneeling on when praying) 
  56 
  Ryll, a drug which prevents the use of spells 
  57 
  An expensive scroll case (value 30gp) 
  58 
  Pilgrim’s Token 
  59 
  Spare set of clerical robes 
  60 
  Book containing the history of a religion 
  61 
  Misericorde dagger 
  62 
  Church bunting 
  63 
  Parament with symbol of the religion embroidered on it (hangs on a lectern) 
  64 
  Recognition Ritual Scroll 
  65 
  Records of colours and symbols observed in the Auras of people 
  66 
  A collection of many holy symbols in the world’s pantheon 
  67 
  A memorial dedication written on a parchment 
  68 
  Passwords for each day at a specific temple 
  69 
  Dried herbs and spices 
  70 
  Branding iron (with the symbol of the religion)  
  71 
  A non-magical Relic of the church (bones, old robes, chalice etc.) 
  72 
  Gurthor’s Garter (a common Charm) 
  73 
  Gift for a high priest 
  74 
  Collection of feather and a small sharp knife (to make quills) 
  75 
  Roll of vellum 
  76 
  Ceremonial prayer set 
  77 
  Toiler’s Charm (a common Charm) 
   
   
  
  Mundane Cleric Items 
   
  10 
   
  Roll 
  Table 1 Item 
  78 
  Religious Sash 
  79 
  Letters of introduction to a high priest 
  80 
  A wooden collection plate, engraved with words of thanks 
  81 
  A book of hymns 
  82 
  The bible of the religion 
  83 
  Expensive Holy Symbol of religion (value 20gp) 
  84 
  Pouch of charcoal (for melting incense) 
  85 
  Letter from a family member asking how the cleric is progressing in the religious ranks 
  86 
  A silver apergillam (holy water sprinkler) 
  87 
  A bottle of ceremonial wine 
  88 
  Map of Odressi with the locations of all churches marked on it 
  89 
  Small portable altar (some assembly required) 
  90 
  Crossier (decorative religious staff) 
  91 
  Hair shirt 
  92 
  Lectionary (book of lessons and sermons) 
  93 
  Flagellant whip 
  94 
  Gold framed spectacles 
  95 
  A parchment with a detailed mandala (showing the cosmos and how the Gods interact in it) 
  96 
  Holy Water of the religion 
  97 
  Opele (a gold chain worn around the neck used to commune with spirits) 
  98 
  Sapphire Averaach 
  99 
  Minor magic Item  
  100 
  The Fourth Book of Law 
   
   
   
   
   
  
  Mundane Cleric Items 
   
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  Eldorian Specific Items 
  (Items on the tables featuring an Eldoria symbol) 
   
  The Books of Law 
  The Books of Law are three tomes that contain the tales of the Gods and the laws which mortals should 
  live by. They also contain much of the theology, rituals and practices of the entire Pantheon of Eldoria. 
  Over two thousand years ago, the Books of Law were discovered by the Prophet Samroth at the site of 
  Balagar’s Hill in (what is now) the city of Jasper. Eldoria had suffered through an age of ignorance and 
  barbarism known as the Darktime, which is thought to have lasted 5,000 years (the loss of so many 
  records during that time makes it difficult to estimate how long the Darktime actually lasted). Samroth 
  discovered a wealth of theological and arcane knowledge in the Three Books and made this available to 
  many learned scholars, which created a cultural renaissance and heralded in a new age, the Redemption. 
   
  The following is a brief summary of what has been gleaned from the Books of Law and supplemented by 
  the few other sources of history that survived: 
    
  The Gods (or Theledai in the High Tongue) are the most powerful entities known to exist to the mortal 
  races (the Saahn) and are unique in that they all originated from a Plane called Kalidath, the First Heaven; 
  a place that the Books of Law describe as an ‘otherworldly realm of unsurpassed beauty and tranquillity.’ 
  It is beyond mortal reach; its distance cannot even be conceived by most astute mathematicians of the 
  temple of Theydori. 
   
  The Books go on to describe that the Gods of Kalidath exist in far greater numbers than those who once 
  dwelled on the world of Enshar, but the Divine Twenty-Seven are the only Theledai ever to have entered 
  the Prime Material Plane and made the great journey to establish a Second Heaven outside of Kalidath. 
  The Books also tell that, although the Gods created the world of Enshar and dwelled there for many 
  millennia, they departed long ago and have not been abroad in the world for over 5,000 years. All 
  religions relate the same tale; that the retreat from the world by the Theledai was due to a terrible 
  conflict that arose between rival Gods, which involved the mortal world as well.  
   
  It ended with the Gods bringing about their own downfall and banishment from Enshar. They broke 
  their own fundamental laws and covenants, weakening their ability to remain in the world. Ultimately, 
  they destroyed the Weirding Stone, an artefact that gave them corporeal form and essence in Enshar. 
  This resulted in the loss of their ability to exist in the Prime Material Plane in an immortal form.  
   
  As a result of the destruction of the Weirding Stone, the Gods retreated to their only remaining 
  sanctuary, the Realm of Tarrisada; their extra planar domain that lay between the Prime Material Plane 
  and that of the chaotic realm of the Great Shadow. It lay close to Enshar but in a separate part of that 
  Plane; a parallel existence. Here, the Gods resolved to return to their original home of Kalidath but first 
  they would have to sleep for many eons in order to regain the energy needed to traverse the vast 
  distance home to the First Heaven.   
   
  
  Mundane Cleric Items 
   
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  So it is that the religions of the world busy themselves to heal the rifts of the past and return the Saahn 
  of Eldoria to the worship of the Gods, ensuring that the Saahn find their place in Tarrisada and 
  eventually undertake the voyage back to Kalidath when their deities awaken from their long sleep and 
  invite the faithful to go with them.  
   
  Current theological belief of all churches (except that of Sadir) follows the dictum that those mortals 
  who uphold the beliefs of their patron God will board the great celestial ship, the “Aurliath”  and  
  journey to the First Heaven when the Theledai awaken. They will abandon Enshar for good and remove 
  the Seals to Shadowland, the prison of the Goddess Sirrith, Queen of the Undead. Sirrith will not make 
  the journey to Kalidath but will be given dominion over Enshar and those Saahn who were unfaithful to 
  the Gods. 
   
  By raising the level of devotion by mortals to the deities of the Pantheon, the Saahn will be able to rouse 
  the Gods from their long slumber and so bring about the Awakening. The clergy dedicate themselves to 
  that most holy of days when the Gods will eventually be renewed and their most loyal servants will join 
  them in their great trek, traversing the Great Shadow on the final voyage to Kalidath. 
   
   
   
   
   
  
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  Defence Against the Undead Kit 
  The Ormocean Church is opposed to incursions of the Undead from Sirrith’s Realm in Shadowland. They 
  have great reserves of knowledge concerning Undead creatures and the portals which exist to allow 
  them to travel between the Prime Material Plane and Shadowland. In certain areas of Eldoria there are 
  regions which have greater problems with Undead, mainly due to a weakening in the fabric of existence 
  caused by great releases of magical energy in past ages. Once such place is the city of Darringmoor (and 
  its surrounding countryside), which has a long history concerning a strange phenomenon referred to as 
  the ‘Keenings’. 
   
  The Keenings are small planar ‘rips’ that appear randomly in Darringmoor from time to time. They 
  usually come into existence for a few minutes before closing again and, at times, dark creatures slip 
  through. As a result of this increased Undead activity, the local Ormocean Church created materials for 
  local adventurers serving the Church to recognise and deal with the Undead. A Defence Against the 
  Undead Kit will usually consist of a wooden case holding: 
   
  - 
  A small book detailing traits of Undead creatures and ways of dealing with a small number of 
  common Undead (e.g. Ghouls, Skeletons, Zombies etc.) 
   
  - 
  A small clear glass vial of Esmian Tears (glows blue in the presence of Undead within 10’; acts as 
  a CLWpotion; and has all the properties of holy water) 
   
  - 
  An Ormocean Holy Symbol 
   
  - 
  A bottle of Magic Weapon Oil (sufficient for 4 applications of standard weapons; temporarily 
  makes weapons +1)) 
   
  - 
  A Deathwatch Beetle in a small silver cage (see page 13) 
   
   
   
   
  
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  Deathwatch Beetle 
  The Deathwatch Beetle is a small insect native to the islands of the Sea of Souls, 
  as well as parts of southern Elkia and Sard. It is a lustrous black in color with white 
  markings that resemble a skull. The beetle is placed within a miniature silver cage 
  about 1 inch in diameter and the cage is blessed with special wards and etched 
  with Ormocean sigils. If negative energy (such as that which is manifested by the 
  Undead) comes within 1’ of the Charm, the beetle emits a high-pitched shriek for 
  2+2d6 minutes and then dies immediately after. 
   
  A Deathwatch Beetle is a new class of minor magic items called Charms, which 
  have predefined effects triggered by specific circumstance. The Deathwatch 
  Beetle and many more Charms are fully detailed in the FoE publication, “Eldorian Charms”. 
   
  Esmian Bauble Wedding Gift 
  An old traditional gift that was given to a couple on their wedding day was an Esmian Bauble. This is a 
  hollow glass ornament in the shape of a tear (the symbol of the Goddess of Healing). The bauble is filled 
  with a clear liquid (representing the tears of Esmia) and usually designed to sit on a small wooden stand 
  or hang from a cord. It was supposed to bring luck and good health to the newlyweds and their family. 
  Traditions fade in and out of fashion and it is now rare (but quaint) for someone to give an Esmian 
  Bauble as a wedding gift. 
  In the past, in  some regions of Eldoria, 
  Esmian Baubles were actually made by 
  novices of the Church, instead of being 
  made by local craftsman. Often, The 
  Esmians would fill the baubles with their 
  potent Holy Water which also duplicates the 
  effect of a CLW potion and glows with a blue 
  radiance if Undead approach within 10’ of 
  the bauble. There is a 10% chance that any 
  Esmian Bauble discovered will be the 
  genuine article made by an Esmian and will 
  have the properties listed above.  
   
  The chance of an Esmian Bauble radiating 
  light in the presence of Undead is a 
  circumstance DC of 15. The die roll made 
  receives a +1 bonus for every 2 CR levels of 
  the creature present. In the case of multiple 
  Undead creatures being close by, the bauble 
  will react to the highest CR present. 
   
   
   
  
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  Maelari Cakes 
  Maelari Cakes are a savoury food that originated as part of funeral service organised 
  by the Esmian Church. It is the Esmian belief that grief must be released as part of the 
  rites for the dead, to aid in the healing process for the loved ones. For those of a stoic 
  disposition, who find it difficult to express their emotions, the Esmian priestesses 
  created a biscuit that contains pungent herbs that affect the olfactory system and 
  produce tears.  They are served immediately prior to the burial or cremation service. 
   
  Ryll 
  Ryll was introduced by the Monks of Light when that Order was made responsible for the policing of the 
  rival temples in Odressi. The Monks needed an effective means of dealing with opponents capable of 
  casting spells and keeping them in detention for years at a time. To this end, they devised the drug 
  known as Ryll which has served them to this day. 
   
   
  Type: Drug (Plant), imbibed/injury/Save: Fortitude DC15 
  (imbibed), Fortitude DC18 (injury) 
   
  Frequency: 1/day (note: secondary saves are only made if the 
  character attempts to cast a spell) 
   
  Initial Effect: Ryll immediately causes an inability to channel 
  magic power from the Tas. Each attempt to cast a spell while 
  under the influence of Ryll requires a Will Save at DC25. 
  Failure means that the spell is lost. 
   
  Secondary Effect: Micro-haemorrhages of the brain. Every 
  time a spell-caster tries to connect with the Tas while under 
  the effects of Ryll and fails, they suffer damage equal to 1d4 x level of the spell being cast. This results in 
  a blinding headache that leaves them in a Stunned condition for 1+2d6 rounds. 
   
  Side Effect: Permanent mental damage. Long-term exposure to Ryll can result in loss of memory and 
  intellect. For every day that a subject has Ryll active in their system, make an additional Fortitude Save 
  at DC8; failure results in permanent loss of 1 point of Wis. 
   
  Description: Ryll is a sticky salve that is red in color. Its formulation is a close-guarded secret of the 
  Monks of Light. It can be dissolved in a hot liquid and given in a drink or applied to a dart or dagger and 
  introduced into the bloodstream by a successful hit. Its potency only remains for 1d4 rounds if applied 
  to a weapon. 
   
  Cure: There is no known antidote to Ryll and the subject needs to wait until it is out of their system 
  before they can cast spells without any penalty. Its effects last 24 hours, less a number of hours equal to 
  the subject’s Fortitude Save bonus. 
  
  Mundane Cleric Items 
   
  16 
   
  Creation: The recipe for Ryll is a secret of the Monks of Light but it is known that the seeds of the 
  Brindlebush are used in its distillation. 
   
  Market Price: Ryll cannot be purchased openly, although it sometimes appears on the black-market at a 
  price of around 100gp for a small vial of four doses. 
  Pilgrim’s Token 
  Odressi is an Eldorian city-state, which was founded in 1002R. It is a unique city, unlike any other Human 
  center, having being created as a sanctuary for all religions, in order to preserve the scriptures and relics 
  of the Pantheon against the ravages of war. It is the great religious hub of Eldoria, a city that most 
  people make a pilgrimage to some time in their life. 
   
  Situated on the western coast of the Holy Isle (previously known as Baladara Island prior to 1002R) 
  Odressi is a place of opulence and power, its buildings meant to impress and inspire the unceasing flow 
  of pilgrims who visit this most holy of places. The city is a showpiece, containing churches and their 
  attendant seminaries, extensive government buildings, hostels and lodging-houses and a myriad 
  collection of shops and businesses that support (and take advantage) of the thousands of travellers who 
  pass through Odressi daily. 
   
  Odressi is an expensive place to visit. In a bid to limit the numbers of pilgrims who are always present in 
  the city, the authorities introduced a taxation, referred to as the “Pilgrim’s Token”. If you are not a 
  permanent resident of Odressi you must pay a tithe of 10gp to stay five days in the city. You are issued 
  with a tin badge stamped with an expiry date and must renew this regularly if you wish to remain. 
  Failure to renew the token while residing in Odressi can result in severe penalties, including 
  imprisonment and permanent exile. 
   
   
  
  Mundane Cleric Items 
   
  17 
   
  Recognition Ritual Scroll 
  Recognition is a common ritual performed by most religions, by which a person is made known to one 
  deity who will be their Patron throughout their lifetime (although, on rare occasions, individuals may 
  seek to take up Recognition with a new deity). 
   
  The Recognition ceremony takes place before (or on) the child’s first birthday) and is usually attended by 
  the parents or the legal guardians. In many realms it is socially unacceptable not to be Recognized and 
  carries a similar connotation as being a child born out of wedlock in our society. Often, an Unrecognized 
  person will be unable to own land or become a member of a guild. A worse crime is claiming to be 
  Recognized when you are not! If discovered, by means of a Read Aura Spell, an Unrecognized person can 
  run afoul of Ormocean Law and face stiff fines or imprisonment. 
   
  The Recognition ceremony is carried out by a Seervaati of the Church. Since the number of Clerics who 
  are practicing Seervaati is not great, Recognition ceremonies are mainly held en masse, in summer, 
  during a week-long time of celebration, called the Recognition Festival. Scrolls with the Recognition spell 
  are prepared well in advance. 
   
  Several mainstream religions follow this example and hold similar group ceremonies over the same 
  period. During this time, there is a pilgrimage of devotees who flock to the temples from the countryside 
  to have their children Recognized. Some orders hold Recognition rituals at other times of the year (e.g. 
  the Sirrith and Xullia Churches hold their respective ceremonies in the March Shadows, in winter). 
   
  The Seervaati uses the Orison, Recognition, to place a distinguishing mark into the aura of a person. This 
  mark is referred to as a Holy Stigma or Recognition Symbol. The Aura, itself, is an invisible energy field 
  that surrounds all living, sentient beings. A trained Seervaati can see the Aura as a field of radiant colors 
  using the Orison, Read Aura. 
   
  It is considered by all theologians that, when a Recognized person dies, the mark placed upon them is 
  seen by the Guardians of the Holy Houses and that this mark identifies them, allowing their souls 
  passage into the Tarrisada of their Patron deity. 
   
  In the mundane world, Recognition allows you the privilege of entering the more restricted parts of a 
  temple of your Patron deity. The follower of one particular Patron may also have free access to other 
  temples, depending on the relationship of their church with other religions and those that they may 
  have formal agreements with. Usually, at the very least, you will have access to the temples of all the 
  religions within the same House grouping. 
   
  All of this does not mean that some magical force prevents you from entering a temple of a deity that 
  you are not Recognized to. Neither does it mean that Seervaati are continually acting like ‘Recognition 
  Police,’ on the lookout for intruders lurking in their congregational meetings.  It is just good etiquette to 
  ask for permission to enter a ‘foreign’ church if you are not Recognized to its deity. 
   
  Once Recognized to a deity, it is possible to ‘swap’ Patron Gods but this can be difficult and expensive! 
  Most of the larger, well-established religions are signatories to the Merdarrian Accord. This was an  
  
  Mundane Cleric Items 
   
  18 
   
   
   
  
  Mundane Cleric Items 
   
  19 
   
  agreement worked out by the Congress of Odressi (a religious council) to govern how Churches should 
  deal with inter-denominational matters.  Basically, the Accord states that a person can only ever have 
  one Patron deity at any one time but they can seek to ‘transfer’ to a new Patron provided certain 
  guidelines are met. These include: 
   
  - 
  An agreed tithe being paid to the old Patron Church by the new one (usually a minimum fee of 
  50 gp). 
   
  - 
  The removal of the Stigma by the old Patron Church. 
   
  Although many churches are signatories to the Merdarrian Accord there are exceptions (mainly amongst 
  cults) and these allow transfer of patronage by their own rules and according to ever-changing alliances. 
   
  NEW ORISONS 
  These two new Orisons (0 Level Cleric Spells) are reflective of the institution of Recognition to a Patron 
  deity, as practiced by most religions in Eldoria. The Orison “Read Aura” is used mainly to distinguish that 
  a person is indeed a true member of a Church, although it also has other subtle uses in determining 
  basic traits of a person from reading their Aura. Referees should be aware that the introduction of this 
  spell does not mean there are ‘aural police’ hanging about temples, ensuring that only true believers 
  cross the threshold. Seervaati are few and far between and it is not practical for them to be involved in 
  such mundane and exhaustive practices. However, the Orison would be used before allowing persons 
  unknown to a Church access to its more private areas or sacred texts. 
   
  The Orison, “Recognition”, places a distinct stigma into the Aura of a subject and is the main device used 
  to identify one to their Church and God. It is difficult to place such a stigma into an unwilling person, 
  although not impossible. A person can only have one Recognition Symbol at any one time. 
   
   
   
  School: Divination Level: Clr 0, Drd 0, Pal 1 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Touch 
  Area: Creature touched. 
  Duration: 1 round 
  Saving Throw: Will negates  
   
  Spell Resistance: No 
   
  The Aura is an invisible energy field that surrounds all living, sentient beings and is said to be a reflection 
  of the soul. Read Aura allows the caster to visualize the aura as a nimbus of radiant colors and 
  determine some basic trait about the subject(s) as determined by the GM. 
   
  READ AURA 
  
  Mundane Cleric Items 
   
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  Searching the Aura is a move-equivalent action. A character would be able to cast the spell and spend 
  the rest of the round perceiving one trait of the subject. The caster should nominate what they are 
  looking for otherwise the GM determines the overriding trait that can be distinguished. Typical traits 
  that can be seen in an aura include: 
   
  - 
  Any abilities that are currently subject to permanent or temporary ability loss. 
   
  - 
  Negative energy levels. 
   
  - 
  Disposition (friendly, unfriendly, hostile etc.) 
   
  - 
  If the subject is under the influence of any mind-based compulsion such as Charm or 
  Domination. 
   
  - 
  If the subject is CE or LG in alignment (it only picks out extremes). 
   
  - 
  One of the skills of the subject 
   
  - 
  The Character Class of the subject. 
   
  - 
  Familiar Recognition Stigmata (see Recognition Spell). 
   
   
  
  Mundane Cleric Items 
   
  21 
   
   
   
  School: Transmutation Level: Clr 0, Drd 0, Pal 1 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Touch 
  Target: Creature touched. 
  Duration: Permanent unless removed 
  Saving Throw: Will negates Spell Resistance: No 
   
  This spell places a distinguishable mark (called a Stigma) into a creature’s invisible aura, which can be 
  seen by anyone using the Orison Read Aura. It is usually used by Clerics as a form of baptism, marking a 
  follower of their religion so that the servants of their deity recognize their soul in the afterlife.  
   
  By placing this mark, religions can be assured that someone who claims to be a follower of their God can 
  be identified as such. The Recognition Stigmata of various religions are all different and kept a guarded 
  secret so the caster of the spell can usually only recognize the Stigma of their own church and allied 
  religions. Foreign Stigmata appear as part of the natural aural nimbus and cannot be clearly discerned. 
  In other words, the Orison “Read Aura” detects a ‘positive’ but cannot distinguish between ‘negatives’ 
  to provide a clearer picture. The Aura does not easily accept a Stigma, unless the subject is relaxed and 
  willing to embrace the ‘mark’. Recognition is usually performed in early childhood, when the infant is 
  easily receptive to the Orison. A Will Save bonus of +4 applies to any unwilling target of Recognition. 
   
  Only one Recognition Mark can be in place at any one time and only someone who is familiar with the 
  form of a particular Recognition Stigma can remove it. 
   
  Gurthor’s Garter 
  Gurthor’s Garter is a Charm made by the clerics who serve the Sea God, Gurthor. It is a short length of 
  blue cloth ribbon blessed by a Seervati of the Gurthor faith and worn about the lower leg. Its power is 
  triggered by the wearer entering the ocean anywhere that the depth is greater than 10’. The garter acts 
  like a Sanctuary spell against normal sea-creatures, providing there is no other viable target for the 
  creature to attack. If the wearer of the garter is the only viable target, the attacking creature is flat-
  footed on round 1 of combat and al subsequent attacks are made at -4. Once the owner sustains 
  damage from a normal sea creature the Charm is rendered useless. 
   
  Gurthor’s Garter is a new class of minor magic items called Charms, which have predefined effects 
  triggered by specific circumstance. Gurthor’s Garter and many more Charms are fully detailed in the FoE 
  publication, “Eldorian Charms”. 
    
   
   
   
   
  RECOGNITION 
  
  Mundane Cleric Items 
   
  22 
   
  Toiler’s Charm 
  A Toiler’s Charm is an Eldorian Charm which is made by the Phelltar religion. It is a piece 
  of melted glass twisted into a spiral, which is worn about the neck on a cord. The Charm is 
  blessed by a cleric of Phelltar to improve the work of a craftsman. When the wearer 
  makes a Craft or Profession Skill check, a Toiler’s Charm provides a +2 bonus to the die 
  roll. If the die roll is an unmodified 20, the check is successful but the Charm permanently 
  loses its power. 
   
  A Toiler’s Charm is a new class of minor magic items called Charms, which have 
  predefined effects triggered by specific circumstance. Toiler’s Charms and many more 
  Charms are fully detailed in the FoE publication, “Eldorian Charms”. 
   
  Map of Odressi 
  Odressi was founded in 1002R and is a unique city-state, which is the hub of all religious activity in 
  Eldoria. All 27 Churches which make up the Pantheon have established a major temple there. The city 
  was the brainchild of Bannin Ortolzo, who was the Lord of Baladara Island during the latter part of the 
  11th century R. He was renowned as being a well-educated nobleman and a person of deep religious 
  convictions. Ortolzo was also a supporter of the Pantheist Order, a popular religious following amongst 
  intellectuals of the time that promoted the concept of a single fully-united church, encompassing the 
  theology of all twenty-seven deities listed in the Books of Law. Ortolzo worked hard to convince the 
  heads of the dominant religions that had emerged 
  after the Redemption to put aside their differences 
  and join in the creation of a single organization. He 
  offered them land and gold to found a new ‘global’ 
  Church in Baladara and even sponsored a great 
  theological conference in his homeland to try and get 
  the divergent groups talking to each other. As it turned 
  out, the clerics attending the Baladaran Convocation 
  (as it was called) failed to find common ground but 
  Ortolzo, not to be deterred, managed to sell them on 
  the concept of a religious sanctuary, where all Churches would be subject to a common set of laws, 
  protecting them from persecution and attack from each other and from the threat of warfare. Lord 
  Ortolzo figured that, if he could get all the religions to at least co-exist together in the one spot, the 
  Pantheists would be a step closer to their goals. So it was that the Treaty of Odressi was agreed to and 
  signed (in the first instance) by the Churches of the Holy Trinity, Faar, Trezkillian and Gurthor. Finance 
  for the building of Odressi came principally from Baladara and Sardell, with a treasury being put aside to 
  assist in the construction of individual temples. The Churches that were the original signatories to the 
  Treaty formed a religious Congress that met regularly to sort out any difficulties and to review 
  solicitations to establish new temples from other established Churches and other new emerging 
  religious Orders. The Congress operated under a charter developed in conjunction with the Pantheists. 
  Those seeking to join the Treaty had to prove that their following was representative of the majority of 
  existing followers of their chosen faith and that they were in possession of the definitive scriptures and 
  historical icons relating to the religion. 
  
  Mundane Cleric Items 
   
  23 
   
  Sapphire Averaach 
  Overview 
  Averaach is a crystal that occurs throughout Eldoria as a result of periodic 
  strikes by minute meteorites that manifest themselves during the Span of 
  Daukas in the March of Fire. At that time, Enshar passes through a belt of 
  tiny asteroids and gasses and the skies flare with colorful displays and 
  detonations. Occasionally these aerial pyrotechnics result in firestorms, 
  whereby burning ashes are scattered over a wide area or, a rarer occurrence, 
  a meteorite shower, is created. Called “Daugron’s Fire” by the followers of 
  the Goddess of Fire, most meteors burn up in the atmosphere but those few 
  that do manage to crash  to earth explode and can create Averaach crystals 
  in the surrounding rock, as a result of the thermal dynamics involved during 
  the impact. The crystals are exceedingly rare and most are no bigger than a 
  pinhead in size, although larger specimens have been found, ranging from 
  stones the size of pea to shards as big as a plum.  
  The most common type of Averaach is claret red in color and crystals are often mistaken for rubies. A DC 
  Check of 20 is required by a character possessing the Skill, Profession: Jeweler, in order to differentiate 
  between the two. Similarly, the jeweler skill is required to identify the difference between other forms 
  of Averaach and gem-stones they mimic. In addition to the destructive Ruby form of Averaach, the other 
  varieties of the crystal exist and have only recently coming to the attention of the College of Arcane 
  Science. These seem to have formed by their chance binding with certain dominant minerals present at 
  the site of the meteor impacts. Although distinct properties have been identified, research continues 
  into their powers and the applications that they can be put to.  
  Averaach reacts to an amplification of magic as a result of a person connecting to the Tas field to create 
  a spell-form or to the presence of a construct imbued with powerful enchantments. The crystal seems to 
  resonate in tune with the Tas, usually resulting in it reacting and producing a specific effect, depending 
  on the type of crystal. Similarly, magical items trigger a similar effect in Averaach. If magical spells are 
  cast within 10’ of the crystal (or magical items with a GP value of 5000+ come within 10’), make a DC 
  check against a base of DC12, Decrease the DC as follows: 
  +2 Averaach is in contact with gold (at least equal to its own size). 
   
   
  +4 Averaach is totally shielded by gold (e.g. a gold coffer).  
  Modify the die roll as follows:  
   -1 For each level of the spell cast. 
  -1 For every 1,000 GP worth of magical items present in excess of 5,000 GP (round up to the nearest 
  1,000).  
  Failure to make the DC of 12 causes the specified reaction. The effect is determined by the size of the 
  crystal and the distance of the target from the epicenter of the effect (refer to the following tables). 
  Larger pieces of Averaach may be included in a campaign at the GM’s discretion and the appropriate 
  damage assigned according to its size.  
  
  Mundane Cleric Items 
   
  24 
   
  Note that Ruby Averaach is destroyed when it reacts with the Tas. All other forms (except the pinhead 
  size of each type) are not destroyed immediately. Each time they react with the Tas make a DC 10 check. 
  If you fail the roll the Averaach crystal cracks and it is no longer has any effect.  
  Ruby Averaach has the dubious title of “Wizard’s Bane” due to its peculiar reaction to strong magical 
  fields, which cause the crystal to react explosively, if a spell is cast in close proximity to the crystal. The 
  size and reactive properties of Ruby Averaach are detailed on the table below. An example follows: 
  A Cleric, wearing a +1 suit of plate armor tries to use the 2nd Level Spell Shatter to destroy a Stone of 
  Averaach. He stands 10’ away and rolls 1 d20 (adding a penalty of -2 adjustment for the spell level and -2 
  for the armor). The number rolled is 14 but when adjusted the final result is 10, so the Averaach 
  detonates. Being stone-sized, the damage is 2d12 and a result of 18 is rolled, The Cleric is able to make a 
  successful REF Check at DC 18 so he only takes 9 points of damage (this is further reduced to 5, as the 
  Cleric is 10’away from the blast). 
  Sapphire Variety of Averaach 
  This form of the crystal drains the life force, once its natural harmonics are overloaded by the presence 
  of elevated levels of Tas energy. It has been theorized that the crystal has a greater link with the Vorg 
  elements that exist within the Tas; an energy source that has been exploited by the Sirrith cult over the 
  centuries.  
   
  The crystal binds with the Tas energy of a spell or magical construct, as it is summoned to achieve form 
  and then acts as a kind of energy leech, tapping into the Tas contained within the natural aura of people 
  in range; effectively acting in the same manner as the temporary ability drain of some Undead. 
   
  Treat the Sapphire Averaach the same as Ruby Averaach with regards to determining its volatility. Refer 
  to the table below for its effects. 
   
  Size 
  Effect/Damage 
  Save 
  GRAIN Pinhead 
  (common) 
  No damage (the crystal consumes itself in a short burst of flame. It will 
  inflict 1d4 negative energy levels for 1d6 hours to those within 10’ of 
  the crystal 
   
  DC 12 Fortitude 
  Save = no negative 
  energy levels drained 
  GEM Pea-size 
  (uncommon) 
  Damage is 2d4 negative energy levels for 2d6 hours  to those within 
  20’ of the crystal 
   
   
  DC 15 Fortitude 
  Save = half energy 
  levels drained 
  rounded up 
  STONE Grape-size 
  (rare) 
  Damage is 3d4 negative energy levels for 2d6 days to those within 30’ 
  of the crystal 
   
   
   
  DC 15 Fortitude 
  Save = half energy 
  levels drained 
  rounded up 
  SHARD Plum-size 
   (very rare) 
  Damage is 2d4 permanent negative energy levels to those within 50’ 
  of the crystal 
   
   
   
  DC 15 Fortitude 
  Save = half energy 
  levels drained 
  rounded up 
  
  Mundane Cleric Items 
   
  25 
   
  The Fourth Book of Law 
  The Books of Law are set of three large religious tomes that created a theological and cultural revolution 
  across Eldoria 2,000 years ago. The original Books date back to the Pre-Redemption age and are 
  purported to be the collected works of a sage called Erandasmir, who was a devotee of Ormocea in the 
  brief age of peace that followed the end of the War of Power when the Gods withdrew from Enshar 
  forever. As well as serving the ancient priesthood of Ormocea, Erandasmir was a historian and had 
  access to the library of Madriss. From this great resource he was able to gather a vast amount of 
  knowledge and much of this was put down in the Books of Law. 
   
  Each volume covers a specific range of subject matter. The First Book of Law provides a detailed account 
  of the theology and laws of the Ormocean religion and became the foundation stone, not only for that 
  Church but also for the laws and principles that govern most of Eldoria today. The Second Book 
  describes, in depth, the mythology of all of the Gods and the dogma and practices of the other religious 
  orders that were established prior to the Darktime. The Third Book documents much of the history and 
  culture of the Pre-Redemption age. 
   
  It has been rumoured that, later in his life, Erandasmir also completed a draft of the notorious Fourth 
  Book of Law that contradicted many of the histories and lore contained within the other books. The 
  existence of the Fourth Book is a hotly debated topic that resurfaces from time to time at the Congress 
  of Odressi. A copy of a controversial book called “The Apocalypse Tome” emerged in 1051R, in the 
  possession of a scholar called Ohridane the Seer.  
   
  Ohridane was a member of the secretive Cult of Priath and ended up being burnt at the stake after a 
  panel of religious examiners denounced the book as a work of heresy. After Ohridane’s demise, rumors 
  circulated that “The Apocalypse Tome” was indeed Erandasmir’s Fourth Book of Law and, although it 
  was ordered to be destroyed along with Ohridane, a copy survived that was later circulated amongst 
  secular lore masters. Even today, the story persists that the Fourth Book exists and, if you are deemed 
  worthy, those who know its secrets will contact you and allow you to learn the true meaning of the 
  universe that is contained within its pages. 
  
  Mundane Cleric Items 
   
  26 
   
  References  
   
  DriveThruRPG.com  
   
  200 Mundane Items, Pathfinder Compatible. (2016).Friends of Eldoria. Mundane items source 
  material set in Eldoria.  
   
  Mundane Arcane Items, Pathfinder Compatible. (2017).Friends of Eldoria. Arcane mundane 
  items source material set in Eldoria.  
   
  Mundane Cleric Items, Pathfinder Compatible. (2017).Friends of Eldoria. Clerical mundane 
  items source material set in Eldoria.  
   
  100 Arcane Mundane Items, Pathfinder Compatible. (2017).Friends of Eldoria. Magic User 
  Mundane items source material set in Eldoria.  
   
  Darringmoor Dart # 1, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 2, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 3, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 4, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 5, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 6, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 7, Pathfinder Compatible. (2017).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 8, Pathfinder Compatible. (2017).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 9, Pathfinder Compatible. (2017).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  
  Mundane Cleric Items 
   
  27 
   
   
  Eldoria Starter Pack Bundle (2017). Pathfinder Compatible, Friends of Eldoria. Encyclopedia 
  Eldoria, Reliquarium Eldoria, Rat’s Nest Module. (Coming soon) 
   
  Encyclopedia Eldoria, Pathfinder Revised Edition, (2016). Friends of Eldoria. A comprehensive 
  guide to the world.  
   
  Interesting Inn Series# 1 – Sail’s End, (2016) Pathfinder Compatible. Friends of Eldoria. (2016). 
  Inn source material set in Eldoria. 
   
  Interesting Inn Series #2 – Muddy Boots Inn, (2017) Pathfinder Compatible, Friends of Eldoria. 
  (2016). Inn source material set in Eldoria. (Coming soon) 
   
  Interesting Inn Series #3 – Tipsy Tinker, (2017). Pathfinder Compatible. Friends of Eldoria. Inn 
  source material set in Eldoria.  
   
  Player’s Concise Eldoria. (2016). Pathfinder Compatible. Friends of Eldoria.  A short 
  guide/handout about Eldoria that won’t give any secrets away.  
   
  Rat’s Nest, (2016) Pathfinder Compatible, Friends of Eldoria. Mini-module set in Eldoria.  
   
  Reliquarium Eldoria. (2016). Pathfinder Compatible Friends of Eldoria. A comprehensive guide 
  to the religions of Eldoria.  
   
  Ten Market Stalls. (2016). Pathfinder Compatible, Friends of Eldoria. Market stall source 
  material set in Eldoria.  
   
  Ten More Market Stalls. (2017). Pathfinder Compatible, Friends of Eldoria. Market stall source 
  material set in Eldoria.  
   
  Online Community Pages 
   
  There is a Facebook page ‘Eldoria’ with information on this world here: 
  https://www.facebook.com/pages/Eldoria/443402119036225 
   
  There is a ‘Friends of Eldoria’ Facebook group where players can chat and get some additional 
  information here: 
  https://www.facebook.com/groups/358804577530186/ 
   
   
   
  
  Mundane Cleric Items 
   
  28 
   
  Previously Published Modules 
   
  Mindbane (generic role-playing adventure) Darkstar Gaming Pty Ltd 1983 
   
  Web of the Widow (Harnworld adventure) Columbia Games 2000 
   
  Shades of Gray (electronic d20 download) Auran Pty Ltd 2001 
   
  Dark Awakenings: Guardian (d20 adventure) Auran Pty Ltd 2001 
   
  Dark Awakenings: Shadowland (d20 adventure) Auran Pty Ltd 2002 
   
  Sanctuary (d20 adventure) Auran Pty Ltd 2002 
   
  Encyclopedia Eldoria (d20 campaign setting) Comstar games (2005)  
   
   
   
  
  Mundane Cleric Items 
   
  29 
   
   
   
  
  Mundane Cleric Items 
   
  30 
   
  Copyright  
  OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.  
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
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  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
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  registered trademarks, proper names (including but not limited to characters, deities, religions, nations, locations, events etc.), dialogue, plots, storylines, characters, artwork (including maps), 
  and trade dress.  
   
   
   
  
  Mundane Cleric Items 
   
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  Mundane Cleric Items 
   
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  Mundane Cleric Items 
   
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  “Be quick about your work, this priest may be dead but there are others giving offerings in 
  the nave who may discover us – check his robes and see if he is carrying the item we seek”. 
   
  Galliath, Paladin of the Knights of Glory during an incursion into a secret temple of Sadir 
   
  Have you ever felt the pressure and frustration of coming up with multiple mundane items as 
  players loot bodies or search rooms belonging to clerics of that evil temple they have raided? Then 
  the Mundane Cleric Items Table is your solution. Not only are there a variety of mundane objects, 
  the table also includes a number of strange and unusual items – perhaps even sparking an idea for 
  a new adventure.  
   
  The Mundane Cleric Items Table is designed as a companion to the original Mundane Items Tables. 
  When your players are searching a person or building that has a religious connection, you may 
  wish to ‘mix-and-match’, using both tables when determining what they find. For example, you 
  allow a roll of 1d6 to determine how many items are found and the players get a ‘6’ on the die. 
  You decide to allow two rolls on the Mundane Cleric Items Table and four rolls on the Mundane 
  Items Tables.  It’s up to you how you want to use these tools! 
   
  This product is designed for the Eldorian fantasy role-playing setting but is compatible with (or 
  easily converted to) most other systems and settings. 
   
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Friends of Eldoria/Mundane Cleric Items Tables.pdf