Using this Book (WPR)

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The Warriors and Priests of the Realms book is a T FORGOTTEN REALMS® game accessory that fleshes out the Warrior and Priest groups, presenting them from the unique perspective of the Realms. With this supplement, a player can create a warrior who hails from a specific place in Faerûn or a priest of a particular Realms deity. Of course, the player and character enjoy both benefits and drawbacks connected to these features.
==Warriors==
In the Warriors section, the book is divided into geographical location entries. Many entries are then further broken down into individual cities or special separate kits. This closely follows the format in this supplement's companion volume entitled Wizards and Rogues of the Realms.
Geographical kits are usable by any warrior class (fighter, ranger, paladin), and in conjunction with kits found in the Complete Fighter's Handbook. Dungeon Masters must use discretion, however, as some Fighter's Handbook kits are inappropriate for Realms warriors. For instance, it is certainly possible to have a Sembian Swashbuckler, but it is not possible to have a desert-dwelling Anauroch Pirate, or a Waterdhavian Barbarian due to kit and setting specifics. A good rule of thumb is this: If there is a contradiction between the Fighter's Handbook kit and the Realms kit, the latter takes precedence, and all finally defer to particular character class limits.
Each kit entry contains expanded class information, covering things such as ability requirements, hit die type, starting cash, and bonus proficiencies. Things like special advantages, special disadvantages, and role-playing notes are included in the text section.
==Priests==
The Priests section of this book is arranged somewhat differently than the Warrior section. Rather than geographical locations, the Priest section is arranged alphabetically by deities.
Like the Warriors section, the Priests section contains the usual class information. After that, though, each entry deals with a particular type of priest found within a particular deity's faith. Note that the information can be used only with straightforward clerics, not specialty priests of a particular deity.
Each entry deals with the special benefits and drawbacks of each priest kit. Each kit, by virtue of its unique place in a deity's hierarchy, supplements the standard cleric class rules but does not supplant the particular benefits and drawbacks of that god's specialty priest. Detailed information on Realms deities' is available in the major sourcebook entitled Faiths and Avatars. It provides details on each god's ethos, allowable spheres, specifics of worship, and the granted powers and abilities of their specialty priests.
===Evil Priests as NPCs===
DMs and players alike will notice that priest kits have been included for the evil deities as well. This has been done solely for purposes of giving player characters some heavily detailed enemies that can match the expanded abilities granted to good priest kits. Why settle for bashing a plain old priest of Cyric when you can fight a Sword of Cyric, a crazed fanatical priest whose madness comes from being touched by the Dark Sun himself? Thus, the kits of evil deities are not intended for player use; they are for nonplayer characters only!
===Faith Versus Alignment===
It is possible to worship a deity who is not of a PC's alignment. After all, Tempus is Lord of Battles, and any who raise a sword are doing so with his blessing, regardless of alignment.
Hence, it is possible, though not a good idea, to have an evil deity as one's primary being of devotion. A thief can venerate Mask, or a depressed or cynical PC can decide to follow Beshaba, the goddess of bad luck. Once again, the DM must use common sense. After all, it is impossible that a paladin would willingly travel with a devotee of Cyric, for example.
The ADVANCED DUNGEONS & DRAGONS® game is, above all else, a game of heroic fantasy, where heroes (whether good or neutral) put down all manner of evil beings. Be very careful in selecting a deity to follow, especially if there is any evil element in its alignment. At most, evil deities of the Realms are given lip service to stay their wrath and prevent their intervention rather than invoke it!