Translated from the back of the book:
"'Churches, Cults, Order knights'
What power does a priest wield, is it divine grace or a force permeating all spheres? Is a priest only answerable to himself when using his carmic energy, or to his church superiors or even the gods themselves? What happens, when he beseeches the gods for aid, celebrates a passed down liturgy or begs for the presence of his god himself? How does this translate into game rules? What are the degrees of consecration in the church of Rahja? May Draconiters wield weapons? What influence does the church of Efferd have at the court of Albernia?
Churches, Cults, Order knights presents compact and clear answers to these questions, introduces a revision of the rules for miracles, covers themes like divine grace and rapture and explains concepts of belief and the organization of the most important Aventurian cults. In addition to the great and influential churches of the Twelve Gods this volume also presents the community of 'lesser' deities like Nandus, Kor or Aves. Addenda and annotations on the deities of other nations complete the treatment.
This play aid supplements the information from the box set 'Götter, Magier und Geweihte'. Further background information i not necessary to use this play aid.