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Converting nonhuman deities “Complete Divine” style
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<blockquote data-quote="BOZ" data-source="post: 1686035" data-attributes="member: 1241"><p>with that out of the way, we can start on the individual gods. using information provided below, i have started on Annam, who will be our first victim:</p><p></p><p>Annam</p><p>Greater God (Neutral)</p><p>Annam is the all-knowing progenitor of all the giants and their gods. He has a dual nature; on the one hand spending most of his time on learning and meditation, and on the other hand being very brash and lustful. He does not involve himself much in the affairs of the mortal world, and does not often communicate with giants. Annam appears as a white-haired giant of staggering size, wearing a midnight blue robe.</p><p>Portfolio: Giants, magic, knowledge, fertility, philosophy</p><p>Domains: Knowledge, Magic, Plant, Sun</p><p>Cleric Training: </p><p>Quests: </p><p>Prayers: </p><p>Temples: </p><p>Rites: </p><p>Heralds and Allies: </p><p>Relics: </p><p></p><p>here is the specific Annam info from MonMyth, minus the physical stats for the god/avatar (which is useless to what we are doing here):</p><p></p><p>Annam (Greater God)</p><p></p><p>Annam is The Prime, the Great Creator, the fertile progenitor of worlds. He fathers other gods, creates worlds, and provides the tools for others to create upon his substrates, and he is even said to be the creator of the elements themselves. Far across all times, planes, and worlds, Annam's greatness unfolds itself. His merest passing thoughts have given birth to worlds and the god is seen as being without peer.</p><p></p><p>Annam has a conflicted nature which proves to be his undoing. On the one hand, he is an all-knowing god of learning, philosophy, and deep meditations; Annam is omniscient, but he chooses not to know certain things, in his wisdom. But, against this vastly cerebral nature, one must set Annam's instinctual, even lustful nature. He is not a god for whom contemplations hold endless attraction. Annam is fertile and vigorous, and he makes a considerable number of mistakes when governed by his instincts. Thus, his son Stronmaus makes him proud and contented, but his other sons have been distinctly less of a blessing to him. Their endless schisms and bickering weary Annam and bring him depression and loneliness since he has no mate who is his equal. Hiatea, makes him realize that his exclusive preference for male offspring was a mistake and that he realized his mistake too late. Perhaps the coming of evil to his creation was related to his fathering too many sons, among whom envy and jealousy were bound to give rise to evil, hatreds, and warped nature and bodies.</p><p></p><p>Annam has largely retreated from events in the Prime Material, grown weary of having to watch over countless worlds and conflicts. The god seeks solace in a demiplane of Concordant Opposition, which no other being, not even Stronmaus, can even locate, let alone enter without Annam's permission (which he very rarely gives). There, Annam sits in an endless mansion with a great crystal tower wherein mobile models of all stars and planets whirl in perfect, silent motion, simulating the movements of the multiverse. No other living being has a home here. Perhaps above all, great Annam feels a sadness that he has no wife after all his conquests and consorts.</p><p></p><p>Role-playing notes: Annam will very rarely send an avatar to the Prime Material. If he does, it is because of some epoch-shaking event that will affect the course of history for an entire world, or at least a continent. In different worlds, Annam's avatars have observed the Rain of Colorless Fire, the Storms of Undeath, the passing of Netheril, and the Zephyrs of Unbecoming. If Annam had a role in them, he does not speak of it, and sages are left to devote their lives to documenting just a little of what has happened when the avatar has walked in their world.</p><p></p><p>And, of course, Annam does not grant omens, save, once in a lifetime, to his priest-kings. Such a priest, on attaining 10th level, may once in his life call for a precognitive vision from Annam after a period of ritual meditation not less than one month in duration. In these visions, the broad course of future history of the priest's race (or community, warband, etc.) is revealed to him.</p><p></p><p>Statistics: AL n; WAL n, ng, ln; AoC magic, knowledge, fertility, philosophy; SY two hands, wrists together, with fingers facing downwards.</p><p></p><p>Duties of the Priesthood</p><p></p><p>Priests of Annam are extremely rare and many game worlds may not have any. They can only be cloud, storm, or stone giants, and they must be truly exceptional, having the blood of ancient/elder giants in them (DM's decision). They are rulers and kings, possessed of and driven to greatness and magical prowess through acquisition of powerful magical items.</p><p></p><p>Requirements: AB Wis 17 Cha 16; AL n, ng, ln; WP any; AR any; SP all, astral, charm, combat, creation, divination, elemental (all), guardian, healing, necromantic*, plant, protection, summoning, sun, thought, time, weather*; PW 1) stoneskin; 3) Cha raised to 18; 5) may use wizard spells from any two non-opposing schools, except necromancy and illusion /phantasm, as clerical spell of same level; 10) earthquake; TU turn at - 4 levels; LL by race; HD d10; Shamans no.</p><p></p><p></p><p>and the info from Giantcraft - keeping in mind what i said before about its "canon-itude":</p><p></p><p>Annam (Greater God)</p><p></p><p>Annam All-Father (ON-urn) sits atop the Ordning. Rumored to be the son of a conjunction of Chaos and Law, he is the progenitor of the Ordning and all the giant breeds. All that giants are and will become is owed to his influence. All that giants do is in his service.</p><p></p><p>Annam has a dual nature. On the one hand he is wise, learned, and philosophical. On the other, he is lustful, instinctive, and unpredictable. Equally notorious are his insight and jealousy, wit and impatience-he is proud of what his sons have accomplished but still yearns for the day they will accomplish even more. He foresees the future but cannot prepare for it.</p><p></p><p>Like most of the giant gods, Annam is seen in a different light by each of his worshipers. Hill giants imagine him as an enormous glutton and master of the grandest pantry in the multiverse. Stone giants envision him as an unparalleled artist. Frost giants see him as a glorious reveler and warrior.</p><p></p><p>Role-playing Notes: Annam personifies his sons' defining traits to an almost unbelievable extreme. He is remarkably selfish, sees all others as hopelessly inferior to himself, and remains wholly uninterested in the passage of time. (He has been known to take a thousand years to ponder the simplest of queries.) Once he has made up his mind, he will never change his opinion, even in the face of new evidence or further developments.</p><p></p><p>Statistics: AL N; WAL any; AoC magic, knowledge, fertility, philosophy; SY crossed hands, held palms together with fingers facing downward.</p><p></p><p>Annam's Disappearance</p><p></p><p>Several thousand years ago, Annam promised Othea that he would leave Toril and his Ysgardian palace until his sons restored the glory of Ostoria. So far, he has honored this agreement. As a consequence, he cannot grant spells to his priests, he is usually unavailable for commune, and he cannot normally manifest omens.</p><p></p><p>So great is Annam's power, however, that he is sometimes capable of reaching out to his flock from his distant realm of exile (believed to be located among the tranquil landscapes of the Outlands). All giant priests (not only those dedicated to Annam) who attain at least the 10th level of experience will receive a single precognitive vision from the All-Father at some point in their lives. Normally, this vision comes during a holy festival and reveals a coming truth of great importance to the giants as a whole. Priests who experience the vision have no doubt as to where it came from and why it is significant.</p><p></p><p>Gudheim</p><p></p><p>Gudheim is Annam's vast crystal palace located on the plane of Ysgard. At its center is a splendid orrery, a model of the planes, stars, and planets that endlessly spins in silent perfection. The model was crafted by the sons of Masud, the first fire giant, to honor the All-Father at the outset of the war against dragonkind.</p><p></p><p>Although Annam has not set foot in Gudheim since he made his pact with Othea, the palace is still occupied by his celestial children, the remaining members of the Ordning. Although it certainly lost something of its luster with the All-Father's departure, the mighty crystal palace is still a sight of almost unimaginable beauty and majesty. Giant priests believe that just before their deaths, particularly pious clergymen are invited to visit Gudheim for one evening to share a repast with the Ordning.</p><p></p><p>Surrounding Gudheim is Jotunheim, the home of the giant heroes. According to ancient legends, the spirits of all giants who die in battle are carried off to Jotunheim by Muspel and Muznir, a pair of Annam's servants who often take the shape of enormous owls. There, they are allowed to pursue their chosen virtues and defend the Ordning for all eternity.</p><p></p><p>Duties of the Priesthood</p><p></p><p>Since he disappeared from Gudheim, few giants are directly devoted to the worship of Annam, though all giants revere him. One notable exception is the stormazin, who acts as a spiritual father to the priests dedicated to all other giant deities.</p><p></p><p>Requirements: AB Wis 14 Cha 14; AL any; SP any; TU yes; PW 3) Cha automatically raised to 18; 10) precognitive vision (see "Annam's Disappearance," above).</p><p></p><p>Aims, Credo, Ethos: The giants are destined to rule Faerun; Honor the Ordning and your ordning; Never raise your hand against a brother giant-there must be peace between breeds to see Annam's prophecies to their fruition; Ostoria is the only hope for Toril.</p><p></p><p>Do not fear time; it is the bane of your enemies. Do not underestimate other peoples, but do not allow them to distract you from your destiny</p><p></p><p>Rituals: Annam is directly honored in three ceremonies still practiced by the giants.</p><p></p><p>The first day of the first month of each year sees the Grand Feast of the All-Father. During this celebration, all giants temporarily abrogate their other responsibilities to partake of vast quantities of food and to celebrate the eventual return of Ostorian glory. Although the ceremony differs somewhat from breed to breed (based largely upon each breed's view of Annam), most tribes demonstrate their unity by dispatching ambassadors to attend each other's celebrations. Typically, the stormazin honors a favored chieftain by attending the feast held at that chieftain's steading.</p><p></p><p>Once every two years, the stormazin holds a special ceremony in Annam's honor to invest new clergymen. This ceremony is typically held in one of the larger tribes' dedicated temples and attended by the chieftains of all the various tribes. A tribe whose temple is so selected by the stormazin is greatly honored.</p><p></p><p>Once per month, the stormazin holds a special prayer vigil to honor the All-Father and ask his guidance. Particularly troubled members of the Jotunbrud often visit the stormazin's shrine in order to attend this ceremony</p><p></p><p>Customs, Rules, Taboos: Any priest or shaman of Annam who strikes another giant (willingly or unwillingly) must forfeit his position and undergo divestiture. Anyone who speaks Ulutiu's name at a ceremony honoring Annam must die.</p><p></p><p>The Twilight Spirit</p><p></p><p>Twilight's Vale is a barren valley located on the northern fringe of the Ice Spires. Because it was used as a meeting place by Annam's sons in the time of ancient Ostoria, the Jotunbrud have long considered the Vale sacred ground. To this day, the giants of the Spires actively defend its valley against interlopers and trespassers.</p><p></p><p>Centuries ago, giants all over the steadings began to hear a mysterious voice that even today occasionally directs them to assemble in the Vale. There, they receive counsel from a giant cloaked in shadow the giants came to call the Twilight Spirit. The Spirit claims to be a prophet of the true will of Annam. With the aid of the Jotunbrud it has attracted into its service, the Spirit aims to see the prophecy of the giant king and the return of Ostoria fulfilled. To accomplish these aims, the Spirit sometimes hatches elaborate schemes meant to establish the groundwork for Ostoria's return. Several years ago (during the War of the Twins), for instance, the Spirit directed a group of giants to engage a tribe of ogres to help King Camden defeat his brother Dunstan. In exchange for their help, Camden promised the ogres his firstborn daughter, a boon that the Spirit has directed his servants to deliver to him. Exactly what the Spirit wants with Camden's daughter is still something of a mystery.</p><p></p><p>Although not all the Jotunbrud are willing to accept the Twilight Spirit at its word (in fact, the current stormazin is a vocal opponent of the Spirit and its teachings), the Spirit's presence has unquestionably invigorated the giants of the Spires with a new sense of purpose. For the first time in eons, the Jotunbrud believe the rebirth of Ostoria is within their grasp.</p><p></p><p>Legacy Omens</p><p></p><p>Ever since Hartkiller died, the giant communities located near the Ice Spires have been plagued by inexplicable coincidences and strange phenomena. Ghostly apparitions, messages written by no one, items appearing and disappearing, and bizarre weather patterns have all been reported in and around the steadings.</p><p></p><p>Most giants see these strange occurrences as omens foreshadowing the coming of the giant king that was prophesied in Hartkiller's wake. According to the lore that has grown up around the phenomena, each new omen signifies another of the king's failed attempts to enter the physical world. The fact that these attempts are beginning to manifest themselves in reality signify that the king is nearing freedom. One day soon, say the faithful, he (or she) will emerge to fulfill the age-old prophecies.</p><p></p><p>Of course, not everyone is in complete agreement as to the cause of the manifestations. A few of the more paranoid giants insist that the "omens" are not linked with Hartkiller's legacy in any way. Instead, these renegades believe that the apparitions and odd occurrences are "scouting attacks" undertaken by an army of undead who hope to destroy the steadings. Some have even tried to link this threat with the fabled verbeeg uprising rumored to soon rock the Spires. So ridiculous are some of the latest arguments offered by the renegades that a few of the more prominent giants are beginning to suspect them of implementing some sort of plot. Exactly what the renegades might hope to gain by their antics remains a mystery.</p><p></p><p>In recent years, the strange omens have become particularly common near Twilight Vale. Visitors to the Vale are frequently plagued by strange apparitions and mysterious voices. Although some of these voices undoubtedly issue forth from the Twilight Spirit himself, others are of more questionable origin. More than one giant has been driven to madness in the Vale's unforgiving valley.</p><p></p><p>Duties of the Priesthood</p><p></p><p>Devotees of the Twilight Spirit aren't exact analogs for the priests of the AD&D game. They hold no organized services, maintain no temples, and don't fall under any organized hierarchy. Instead, they are wandering prophets who move throughout the steadings spreading the teachings of the Spirit and enlisting the aid of the Jotunbrud in carrying out the Spirit's schemes. In fact, some of the Spirit's devotees are also priests of another deity.</p><p></p><p>The Twilight Spirit is capable of bestowing spells upon its followers, but only spells of the first three levels. Devotees of the Spirit who are already priests of other deities receive these spells in addition to those granted by their patron. Clerics of the Twilight Spirit cannot advance further than 6th level (unless they are also priests of another deity).</p><p></p><p>Note that most servants of the Twilight Spirit chose their paths after being summoned to the Vale to hear the voice of the Spirit for themselves.</p><p></p><p>Requirements: AB any; AL any giant; SP charm, combat, divination, healing; TU yes; PW 3) Cha automatically raised to 18; 6) able to cast a charm giant one time per day (same as charm person, but affects only true giants and is only usable to enlist the giant's aid in one of the Spirit s schemes).</p><p></p><p>Aims, Credo, Ethos: The prophesied king shall come soon and restore the glory of ancient Ostoria; all true giants must unite if they are to inherit their father’s kingdom.</p></blockquote><p></p>
[QUOTE="BOZ, post: 1686035, member: 1241"] with that out of the way, we can start on the individual gods. using information provided below, i have started on Annam, who will be our first victim: Annam Greater God (Neutral) Annam is the all-knowing progenitor of all the giants and their gods. He has a dual nature; on the one hand spending most of his time on learning and meditation, and on the other hand being very brash and lustful. He does not involve himself much in the affairs of the mortal world, and does not often communicate with giants. Annam appears as a white-haired giant of staggering size, wearing a midnight blue robe. Portfolio: Giants, magic, knowledge, fertility, philosophy Domains: Knowledge, Magic, Plant, Sun Cleric Training: Quests: Prayers: Temples: Rites: Heralds and Allies: Relics: here is the specific Annam info from MonMyth, minus the physical stats for the god/avatar (which is useless to what we are doing here): Annam (Greater God) Annam is The Prime, the Great Creator, the fertile progenitor of worlds. He fathers other gods, creates worlds, and provides the tools for others to create upon his substrates, and he is even said to be the creator of the elements themselves. Far across all times, planes, and worlds, Annam's greatness unfolds itself. His merest passing thoughts have given birth to worlds and the god is seen as being without peer. Annam has a conflicted nature which proves to be his undoing. On the one hand, he is an all-knowing god of learning, philosophy, and deep meditations; Annam is omniscient, but he chooses not to know certain things, in his wisdom. But, against this vastly cerebral nature, one must set Annam's instinctual, even lustful nature. He is not a god for whom contemplations hold endless attraction. Annam is fertile and vigorous, and he makes a considerable number of mistakes when governed by his instincts. Thus, his son Stronmaus makes him proud and contented, but his other sons have been distinctly less of a blessing to him. Their endless schisms and bickering weary Annam and bring him depression and loneliness since he has no mate who is his equal. Hiatea, makes him realize that his exclusive preference for male offspring was a mistake and that he realized his mistake too late. Perhaps the coming of evil to his creation was related to his fathering too many sons, among whom envy and jealousy were bound to give rise to evil, hatreds, and warped nature and bodies. Annam has largely retreated from events in the Prime Material, grown weary of having to watch over countless worlds and conflicts. The god seeks solace in a demiplane of Concordant Opposition, which no other being, not even Stronmaus, can even locate, let alone enter without Annam's permission (which he very rarely gives). There, Annam sits in an endless mansion with a great crystal tower wherein mobile models of all stars and planets whirl in perfect, silent motion, simulating the movements of the multiverse. No other living being has a home here. Perhaps above all, great Annam feels a sadness that he has no wife after all his conquests and consorts. Role-playing notes: Annam will very rarely send an avatar to the Prime Material. If he does, it is because of some epoch-shaking event that will affect the course of history for an entire world, or at least a continent. In different worlds, Annam's avatars have observed the Rain of Colorless Fire, the Storms of Undeath, the passing of Netheril, and the Zephyrs of Unbecoming. If Annam had a role in them, he does not speak of it, and sages are left to devote their lives to documenting just a little of what has happened when the avatar has walked in their world. And, of course, Annam does not grant omens, save, once in a lifetime, to his priest-kings. Such a priest, on attaining 10th level, may once in his life call for a precognitive vision from Annam after a period of ritual meditation not less than one month in duration. In these visions, the broad course of future history of the priest's race (or community, warband, etc.) is revealed to him. Statistics: AL n; WAL n, ng, ln; AoC magic, knowledge, fertility, philosophy; SY two hands, wrists together, with fingers facing downwards. Duties of the Priesthood Priests of Annam are extremely rare and many game worlds may not have any. They can only be cloud, storm, or stone giants, and they must be truly exceptional, having the blood of ancient/elder giants in them (DM's decision). They are rulers and kings, possessed of and driven to greatness and magical prowess through acquisition of powerful magical items. Requirements: AB Wis 17 Cha 16; AL n, ng, ln; WP any; AR any; SP all, astral, charm, combat, creation, divination, elemental (all), guardian, healing, necromantic*, plant, protection, summoning, sun, thought, time, weather*; PW 1) stoneskin; 3) Cha raised to 18; 5) may use wizard spells from any two non-opposing schools, except necromancy and illusion /phantasm, as clerical spell of same level; 10) earthquake; TU turn at - 4 levels; LL by race; HD d10; Shamans no. and the info from Giantcraft - keeping in mind what i said before about its "canon-itude": Annam (Greater God) Annam All-Father (ON-urn) sits atop the Ordning. Rumored to be the son of a conjunction of Chaos and Law, he is the progenitor of the Ordning and all the giant breeds. All that giants are and will become is owed to his influence. All that giants do is in his service. Annam has a dual nature. On the one hand he is wise, learned, and philosophical. On the other, he is lustful, instinctive, and unpredictable. Equally notorious are his insight and jealousy, wit and impatience-he is proud of what his sons have accomplished but still yearns for the day they will accomplish even more. He foresees the future but cannot prepare for it. Like most of the giant gods, Annam is seen in a different light by each of his worshipers. Hill giants imagine him as an enormous glutton and master of the grandest pantry in the multiverse. Stone giants envision him as an unparalleled artist. Frost giants see him as a glorious reveler and warrior. Role-playing Notes: Annam personifies his sons' defining traits to an almost unbelievable extreme. He is remarkably selfish, sees all others as hopelessly inferior to himself, and remains wholly uninterested in the passage of time. (He has been known to take a thousand years to ponder the simplest of queries.) Once he has made up his mind, he will never change his opinion, even in the face of new evidence or further developments. Statistics: AL N; WAL any; AoC magic, knowledge, fertility, philosophy; SY crossed hands, held palms together with fingers facing downward. Annam's Disappearance Several thousand years ago, Annam promised Othea that he would leave Toril and his Ysgardian palace until his sons restored the glory of Ostoria. So far, he has honored this agreement. As a consequence, he cannot grant spells to his priests, he is usually unavailable for commune, and he cannot normally manifest omens. So great is Annam's power, however, that he is sometimes capable of reaching out to his flock from his distant realm of exile (believed to be located among the tranquil landscapes of the Outlands). All giant priests (not only those dedicated to Annam) who attain at least the 10th level of experience will receive a single precognitive vision from the All-Father at some point in their lives. Normally, this vision comes during a holy festival and reveals a coming truth of great importance to the giants as a whole. Priests who experience the vision have no doubt as to where it came from and why it is significant. Gudheim Gudheim is Annam's vast crystal palace located on the plane of Ysgard. At its center is a splendid orrery, a model of the planes, stars, and planets that endlessly spins in silent perfection. The model was crafted by the sons of Masud, the first fire giant, to honor the All-Father at the outset of the war against dragonkind. Although Annam has not set foot in Gudheim since he made his pact with Othea, the palace is still occupied by his celestial children, the remaining members of the Ordning. Although it certainly lost something of its luster with the All-Father's departure, the mighty crystal palace is still a sight of almost unimaginable beauty and majesty. Giant priests believe that just before their deaths, particularly pious clergymen are invited to visit Gudheim for one evening to share a repast with the Ordning. Surrounding Gudheim is Jotunheim, the home of the giant heroes. According to ancient legends, the spirits of all giants who die in battle are carried off to Jotunheim by Muspel and Muznir, a pair of Annam's servants who often take the shape of enormous owls. There, they are allowed to pursue their chosen virtues and defend the Ordning for all eternity. Duties of the Priesthood Since he disappeared from Gudheim, few giants are directly devoted to the worship of Annam, though all giants revere him. One notable exception is the stormazin, who acts as a spiritual father to the priests dedicated to all other giant deities. Requirements: AB Wis 14 Cha 14; AL any; SP any; TU yes; PW 3) Cha automatically raised to 18; 10) precognitive vision (see "Annam's Disappearance," above). Aims, Credo, Ethos: The giants are destined to rule Faerun; Honor the Ordning and your ordning; Never raise your hand against a brother giant-there must be peace between breeds to see Annam's prophecies to their fruition; Ostoria is the only hope for Toril. Do not fear time; it is the bane of your enemies. Do not underestimate other peoples, but do not allow them to distract you from your destiny Rituals: Annam is directly honored in three ceremonies still practiced by the giants. The first day of the first month of each year sees the Grand Feast of the All-Father. During this celebration, all giants temporarily abrogate their other responsibilities to partake of vast quantities of food and to celebrate the eventual return of Ostorian glory. Although the ceremony differs somewhat from breed to breed (based largely upon each breed's view of Annam), most tribes demonstrate their unity by dispatching ambassadors to attend each other's celebrations. Typically, the stormazin honors a favored chieftain by attending the feast held at that chieftain's steading. Once every two years, the stormazin holds a special ceremony in Annam's honor to invest new clergymen. This ceremony is typically held in one of the larger tribes' dedicated temples and attended by the chieftains of all the various tribes. A tribe whose temple is so selected by the stormazin is greatly honored. Once per month, the stormazin holds a special prayer vigil to honor the All-Father and ask his guidance. Particularly troubled members of the Jotunbrud often visit the stormazin's shrine in order to attend this ceremony Customs, Rules, Taboos: Any priest or shaman of Annam who strikes another giant (willingly or unwillingly) must forfeit his position and undergo divestiture. Anyone who speaks Ulutiu's name at a ceremony honoring Annam must die. The Twilight Spirit Twilight's Vale is a barren valley located on the northern fringe of the Ice Spires. Because it was used as a meeting place by Annam's sons in the time of ancient Ostoria, the Jotunbrud have long considered the Vale sacred ground. To this day, the giants of the Spires actively defend its valley against interlopers and trespassers. Centuries ago, giants all over the steadings began to hear a mysterious voice that even today occasionally directs them to assemble in the Vale. There, they receive counsel from a giant cloaked in shadow the giants came to call the Twilight Spirit. The Spirit claims to be a prophet of the true will of Annam. With the aid of the Jotunbrud it has attracted into its service, the Spirit aims to see the prophecy of the giant king and the return of Ostoria fulfilled. To accomplish these aims, the Spirit sometimes hatches elaborate schemes meant to establish the groundwork for Ostoria's return. Several years ago (during the War of the Twins), for instance, the Spirit directed a group of giants to engage a tribe of ogres to help King Camden defeat his brother Dunstan. In exchange for their help, Camden promised the ogres his firstborn daughter, a boon that the Spirit has directed his servants to deliver to him. Exactly what the Spirit wants with Camden's daughter is still something of a mystery. Although not all the Jotunbrud are willing to accept the Twilight Spirit at its word (in fact, the current stormazin is a vocal opponent of the Spirit and its teachings), the Spirit's presence has unquestionably invigorated the giants of the Spires with a new sense of purpose. For the first time in eons, the Jotunbrud believe the rebirth of Ostoria is within their grasp. Legacy Omens Ever since Hartkiller died, the giant communities located near the Ice Spires have been plagued by inexplicable coincidences and strange phenomena. Ghostly apparitions, messages written by no one, items appearing and disappearing, and bizarre weather patterns have all been reported in and around the steadings. Most giants see these strange occurrences as omens foreshadowing the coming of the giant king that was prophesied in Hartkiller's wake. According to the lore that has grown up around the phenomena, each new omen signifies another of the king's failed attempts to enter the physical world. The fact that these attempts are beginning to manifest themselves in reality signify that the king is nearing freedom. One day soon, say the faithful, he (or she) will emerge to fulfill the age-old prophecies. Of course, not everyone is in complete agreement as to the cause of the manifestations. A few of the more paranoid giants insist that the "omens" are not linked with Hartkiller's legacy in any way. Instead, these renegades believe that the apparitions and odd occurrences are "scouting attacks" undertaken by an army of undead who hope to destroy the steadings. Some have even tried to link this threat with the fabled verbeeg uprising rumored to soon rock the Spires. So ridiculous are some of the latest arguments offered by the renegades that a few of the more prominent giants are beginning to suspect them of implementing some sort of plot. Exactly what the renegades might hope to gain by their antics remains a mystery. In recent years, the strange omens have become particularly common near Twilight Vale. Visitors to the Vale are frequently plagued by strange apparitions and mysterious voices. Although some of these voices undoubtedly issue forth from the Twilight Spirit himself, others are of more questionable origin. More than one giant has been driven to madness in the Vale's unforgiving valley. Duties of the Priesthood Devotees of the Twilight Spirit aren't exact analogs for the priests of the AD&D game. They hold no organized services, maintain no temples, and don't fall under any organized hierarchy. Instead, they are wandering prophets who move throughout the steadings spreading the teachings of the Spirit and enlisting the aid of the Jotunbrud in carrying out the Spirit's schemes. In fact, some of the Spirit's devotees are also priests of another deity. The Twilight Spirit is capable of bestowing spells upon its followers, but only spells of the first three levels. Devotees of the Spirit who are already priests of other deities receive these spells in addition to those granted by their patron. Clerics of the Twilight Spirit cannot advance further than 6th level (unless they are also priests of another deity). Note that most servants of the Twilight Spirit chose their paths after being summoned to the Vale to hear the voice of the Spirit for themselves. Requirements: AB any; AL any giant; SP charm, combat, divination, healing; TU yes; PW 3) Cha automatically raised to 18; 6) able to cast a charm giant one time per day (same as charm person, but affects only true giants and is only usable to enlist the giant's aid in one of the Spirit s schemes). Aims, Credo, Ethos: The prophesied king shall come soon and restore the glory of ancient Ostoria; all true giants must unite if they are to inherit their father’s kingdom. [/QUOTE]
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