Clerig Explanation

The classes of Paladin and Cleric are not available as starting options. To become one you will have to prove yourself worthy.
This design decision is due to the fact that these classes are "special". Unlike the others, they are as much a choice of morals as of profession. An ill-played paladin or cleric is particularly noticeable and detracts from the game. In game terms, they are always an example to others- of courage or fanaticism, care for others or sheer pig-headedness, unreasoning prejudice or unselfish love.
Such a character should not be played for its attributes and bonuses, but for itself- for the enjoyment it can give.

In order to become a Cleric or a Paladin in the game, you will undergo the following process:
A player should start by roleplaying a person of great piety and constant "religious" attitudes. This must be a constant and permanent attitude. When you feel confident of yourself, and have made yourself noted, you may request an audience with the local church. After a while (the player will be watched) he may be contacted. Remember that for a church, faith, patience and submission to the hierarchy are all very important. If you really believe, then you *know* the church hierarchy are worthy of the gravest respect and you feel happy just knowing they are considering your case. Should they flatly refuse, it is obviously due to your failings. In this case you know that you always have another chance- even the most obdurate soul can convert- but be prepared for a long stretch.
Should your application not be refused but take long in answering, then it is because they are not confident of your worth and it is up to you to prove yourself. Always behave as if your god's eyes were upon you, because they *are*.
It is obvious that if you don't believe this then you are not made for life in the church, and it is best for both that your paths should remain separate.
After you are contacted and taken into the orders, you may choose to be either a cleric (any class except the mage can make this choice) or a paladin (any class except mages, bards and craftsmen)

In game terms, the Cleric has more "godly" items and powers, the paladin is far less affected in his main skills so that though he has less power these come more as an "extra" than a real need. Both can achieve impressive powers, though for equal experiences the cleric will always be closer to the deity. Both classes are "add-ons" over the initial character class. These provide both the limitations and the benefits of the initial class added to those of the cleric or paladin: it functions as a "layer" over the initial character. When comparing maximum skill values for the original class and the paladin or cleric layer, the lower value always applies.
No specific bonuses or penalties will be delineated here, as we do not encourage powergaming.

The cleric or paladin can lose his class by incorrect behaviour, returning to their "base" class. All that they have sacrificed in the past is lost, but they will NOT be worse off than as clerics or paladins and may resume advancement as normal players. They will have gained the attention of the greater powers, and should expect further developments…

Cleric

The cleric is the choice of the theologian, who wishes the closest contact with his god, a "mental" choice in a way. It is more limited in physical terms, but is closer to the source of god's power. Clerics do not care much for the body, spending long time in contemplation, prayer and study. As a result they sacrifice physical abilities for a stronger concentration on the God's virtues and wisdom. The Power of the Deity flows stronger to a cleric. His belief is great and his knowledge of theology gives him clarity of thought and an ability to reach his deity as much by logic as by emotions.

The Cleric is the follower of an otherworldly entity. He is a priest, with deep beliefs buttressed by large knowledge of theology. His great faith and extent of knowledge make him worthy of great respect and capable of the most extreme actions.

Clerics have no magic themselves, but they are channels for the magic of their god. With the favour of their deity and their faultless faith they achieve the greatest of miracles.

Like priests that they are, Clerics must live up to high ideals and they must uphold them at all times, at any cost. They are examples and representatives of their deity and allow themselves no slack whatsoever. They always have an audience, even if in the deepest desert.
Clerics live a well-ordered life, under hard strictures. They are healers and preachers, not monster-bashers or fighters. They lead by example, not by force. As a result clerics are very well trained in the arts of defence and achieve considerable expertise in avoiding damage, but they are generally not very good at dealing it out.