These temples are the first ones made available to you, when you reach palace level 2. They're separated into distinct categories that are compatible with others inside their group, but not those outside of it.
The GoodHealerHealers are the devout followers of Agrela, goddess of life. As the name suggests, they primarily spend their time channeling the divine energies in order to heal the wounded and cure ailments. They do this absolutely for free, and get more and more powerful at it as they level up. They will almost never raise a hand in violence against someone, normally only fighting if their temple is being attacked (and it's not something they're particularly good at anyways). Healers are insanely useful under normal circumstances, and even better under special ones. Remember plague? Well, they automatically target people who have been afflicted with plague and cast healing on them, causing the plague to be cured. The healers themselves are also nearly immortal, as whenever they die, they'll return to a spiritual state and just leisurely head back to their temple in order to be reborn into a new body. They can do this once for every experience level they have.
MonkMonks hold themselves to the rules and regulations of Dauros, god of law and order. They wield no weapons, wear no armor, and yet are still some of the more powerful melee combatants in the game. They have a minor innate magic resistance, which they can buff to far more significant levels once they reach higher levels, and although they have no armor they're quite skilled at not getting hit, and can buff themselves with a stoneskin enchantment one they reach level 4. More importantly, all monks start with the skill "iron hands", which grants them a few extra points of damage naturally and increases their hitchance in melee combat, while also providing them with a very small chance to instantly kill their target upon a successful hit, regardless of how many hitpoints they have left. Because of their abilities, monks are not hugely good at cutting down swathes of minor enemies, but they're very good at randomly one-hit-killing dragons or worse, and are some of the most survivable melee characters.
The BadPriestessFollowers of Krypta, goddess of death, the priestesses are a naturally somewhat gloomy lot. However, they have at their command some very powerful magical abilities that are not to be scoffed at. They start off with two spells. One is Leech Life, their main combat skill, which is a long-range magical bolt that, naturally, sucks the life from a target enemy and gives it to either the priestess or to one of her nearby allies. The second is Raise Skeleton, which the priestesses are perhaps even more well known for... This calls forth a permanent skeletal companion that will serve the priestess and follow her around, acting as a meatshield (boneshield?) for the squishy caster while she drains the enemy's vitae from afar. Priestesses can have an unlimited number of skeletons following them at any one time, and if they're bored or can't think of anything better to do they'll just summon another one. When priestesses rest or hide within a building (their guild or an inn), the skeletons mill around outside. This generally results in a horde of undead beasts just wandering around and patrolling various parts of your city, centered around the temple to Krypta. Quite fun and handy. Their last skill is Control Undead, allowing them to charm a wild undead beast and add it to their squad.
CultistThe free, wild and slightly scatterbrained cultists are the children of Fervus, god of chaos and nature. Cultists are generally not the most powerful warriors, only having light throwing knives to toss at their opponents from a short ways away, and they're quite squishy. However, under most circumstances, they're not the ones doing most of the fighting. The first and probably most important skill a cultist gets is the one they start with, "Charm Animal". This lets them permanently take command of a wild beast (and there are a lot of weird things that fall under this category) and have it serve them in much the same way as the priestesses and their skeletal minions. Indeed, the cultists are perhaps even more minion-happy than the priestesses, and will generally have a wider range of beasts at their command. As they level up, they gain the ability to move about without attracting enemy attention, and when they do feel like attracting attention, they can shapeshift into a giant bear (which still just throws knives, for some reason).
The KrolmBarbarianThese fellows are the unbound, the wild worshipers of Krolm, first god and father of all others. Barbarians are incredibly beefy warriors, but do not wear armor. They also wield two weapons at a time, giving them unmatched potential for bashing creatures to death. Furthermore, they get passive bonuses such as a critical hit chance and the ability to simply pass out after receiving an otherwise fatal blow, waking up some time later to continue adventuring. Barbarians are used to rugged conditions, and have no qualms about having 6 members live in a temple rather than the normal 4. However, Krolm hates all the divinities he sired, and temples to Krolm are incompatible with
all other faiths.