This 259-page comprehensive book of the faiths and followers of Tellene is the definitive clerical rulebook for the Kingdoms of Kalamar campaign setting, and a must have for players and Dungeon Masters® of any D&D® (v3.5) campaign. Divine Masters compiles all the information you every wanted to know about the churches and worshippers of the Sovereign Lands, and also includes a vast amount of new background details and game mechanics!Chapter One details the cosmology, history, myths and legends of Tellene.Chapter Two provides pages of new and helpful advice on making, playing and adapting any character of faith, as well as detailing various acts of worship, regional variations, sects, cults, heretics, and affiliations with the undead!Chapters Three through Five present the 43 good-, neutral-, and evil-aligned churches of Tellene, with an in-depth look at their deities and dogma, temple ranks, and other workings of their church (both public and private). Also included are details on playing clerics of each faith and, for advanced players, optional cleric classes specific to each faith.Chapter Six presents new uses for various skills, 67 divine and faithful feats, and several items of religious equipment, including cleric raiment, synodal and liturgical vestments, holy symbols, incense, pilgrimage badges, holy texts, and more!Chapter Seven details 43 unique domains and over 110 spells!Chapter Eight discusses campaigns of faith, with a DM’s overview on managing religious characters, placing temples, and conflicts between church and state. Also included are sample divine servants to serve as mediators between the players and the gods themselves.Chapter Nine presents the godspawn and immortal descendant templates, plus 9 special divine artifacts!Although easily converted for use in any Dungeons & Dragons® setting, this book is designed to be used with the Kingdoms of Kalamar campaign setting – a realistic, dynamic world where complex political alliances mix with marauding bands of humanoids, and medieval technology and culture come faces to face with magic and the fantastic. Whatever type of adventure you seek, you can find it here.To use this campaign supplement in a Dungeons & Dragons® v3.5 game, you also need a copy of the Player’s Handbook, the Dungeon Master’s Guide, and the Monster Manual. You can find further detail on the Kingdoms of Kalamar campaign setting in the Kingdoms of Kalamar campaign setting sourcebook, the Player’s Guide to the Sovereign Lands and our many other fine sourcebooks and adventures.