Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Converting nonhuman deities “Complete Divine” style
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Alzrius" data-source="post: 1700049" data-attributes="member: 8461"><p>BOZ, I was digging through my attic today on a (somewhat) unrelated project, and came across my copy of <em>Dragon</em> #251. I typed up the article with the four elven deities, and I'm posting it here so that when you decide to pick this project back up, the information on them will be readily available.</p><p></p><p></p><p><strong>Magic of the Seldarine</strong></p><p>By Chris Perry</p><p>Illustrated by Rebecca Guay</p><p></p><p>Magic is so strong among the Seldarine that most elven gods – including their nemeses, the gods of the drow – have a certain association with some form of magic. Although Corellon Larethian is the one Greater God of Magic among the Seldarine, much as Mystra is among Faerunian deities, he allows this distribution of the portfolio of Magic since it strengthens the Seldarine as a whole.</p><p></p><p>The magical associations of the elven gods (including the drow pantheon and those elven gods mentioned in “The Seldarine Revisited” in <em>Dragon Magazine</em> issue #236) appear on Table 1.</p><p></p><p>In addition to these well-known elven deities, there are several more elven gods of magic. None of them is particularly well known – and some are in danger of losing their status among the Seldarine – but they can make your campaign even more interesting and round out the pantheon. </p><p></p><p><strong>Note:</strong> The following priesthood entries make use of many spells not found in the <em>Player’s Handbook</em>. If in question, check the <em>Player’s Option: Spells & Magic</em> rulebook. Also, see the <em>Faiths & Avatars</em> book for more details).</p><p></p><p></p><p><strong>Table 1: The Elven Gods of Magic</strong></p><p></p><p>Aedrie Faenya Elemental Air magic</p><p>Corellon Larethian Magic in general, High Magic (see <em>Elves of Evermeet</em>)</p><p>Erevan Ilesere Chaos (Wild) magic</p><p>Hanali Celanil Charm Magic</p><p>Kiaransalee (drow) Necromancy</p><p>Kirith Sotheril Divinations, Enchantments</p><p>Labelas Enoreth Chronomancy</p><p>Lolth (drow) Shadow Magic</p><p>Melira Taralen Song magic</p><p>Rellavar Danuvien Elemental Ice magic</p><p>Deep Sashelas Elemental Water magic (sea elves only)</p><p>Sehahine Moonbow Illusion/Phantasm, Alteration</p><p>Tethrin Varalde “Battle” magic (Invocation/Evocation)</p><p></p><p></p><p><strong>Mythrien Sarath</strong></p><p><strong>(The Protector, Watcher over Mythals)</strong></p><p><strong>Demipower of Arborea, CG</strong></p><p><strong>(formerly a Lesser Power)</strong></p><p>PORTFOLIO: Protection, Abjurative magic, Mythals</p><p>ALIASES: None</p><p>DOMAIN: Arvandor/Mythralan</p><p>SUPERIOR: Sehahine Moonbow</p><p>ALLIES: The Seldarine, Mystra (FR)</p><p>FOES: Drow/orc pantheon, Malar (FR), Mask (FR), Talos (FR)</p><p>SYMBOL: Three rings, the middle ring of blue and the other two of gold</p><p>WOR. ALIGN.: Any (good-aligned preferred)</p><p></p><p>Mythrien is one of several elven gods who have fallen since the Elder Days, when elven culture was more prominent in the world than it is now. In those days, mighty protective magi was wielded for the people’s benefit, and Mythrien played his part by assisting elven wizards in constructing mythals around certain cities (though not Myth Drannor, according to lorebooks found on Evermeet). As elven sages can attest, Mythrien’s greatest gift to the elves was in assisting elven wizards and priests in mastering the creation and weaving of mythals. He surrendered too much of his power in the process, however, and in an effort to boost his powers to their previous level he decided to create a mighty artifact at a hidden delve somewhere on Faerun.</p><p></p><p>Known as Mythrien’s Ring, this relic proved his undoing, because at a critical point in the creation proess, Malar appeared and attacked Mythrien’s avatar. The magic went awry, the ring was lost, and Mythrien’s lone avatar was imprisoned in the ground beneath the site of the battle. (Some claim that this occurred in Askalvar, which is now called the Wood of Sharp Teeth.) Since that time, Mythrien has been unable to dispatch avatars to the Prime Material Plane and has instead relied upon visions and manifestations to communicate his desires to his priests. It goes without saying that he counts Malar as a blood enemy, but Mask and Talos are also included, since Mythrien believes that they assisted Malar in his attack. Mythrien’s priests are likewise ill-disposed towards the followers of thee three and hunt them mercilessly in their quest for the ring (and vengeance) and the restoration of Mythrien’s power.</p><p></p><p>Mythrien never leaves Arborea, remaining in his palace, Mythralan. It levitates above the ground within a swirling mass of invisible (but tangible) mythal fields, and no other deity except Corellon or Sehahine know how to bypass these fields without his permission. This morose Mythrien has lost the spark of gaiety that typifies the Seldarine, and his disposition isn’t likely to change soon.</p><p></p><p><strong>The Church</strong></p><p>CLERGY: Specialty priests, crusaders</p><p>CLERGY’S ALIGN: CG</p><p>TURN UNDEAD: SP: Yes Cru: No</p><p>CMMD UNDEAD: SP: No Cru: No</p><p>Mythrien’s priesthood has lost all clerics, relying upon specialty priests and crusaders to carry on the work (in a 7:3 ratio). Specialty priests wear blue robes with yellow borders, crusaders use black robes with blue borders, and the rank of any follower is shown by the number of circles on their robes – one gold circle for specialty priests upon reaching 3rd, 6th, 9th, and 12th level; an equal number of blue circles for crusaders of the same levels.</p><p></p><p>Mythrien’s priests celebrate special days of worship twice per month, with one additional holy day each year. The Forging & The Loss (of the ring) occurred on Ches 12th, according to church doctrine, so that day is a time of mournful remembrance. Holy wars against worshippers of Malar or Talos commonly erupt on this day, and it’s safe to say that any human thief of ill repute found near these days is considered a spy for Mask and dealt with in the same (bloody) manner.</p><p></p><p><strong>Specialty Priests (Seekers)</strong></p><p>REQIREMENTS: Wisdom 13</p><p>PRIME REQ.: Wisdom</p><p>ALIGNMENT: CG</p><p>WEAPONS: Bow, dagger, mace, sword</p><p>ARMOR: Leather or ring mail, no shield</p><p>MAJOR SPHERES: All, Astral, Charm, Creation, Guardian, Healing, Protection, Time, Wards</p><p>MINOR SPHERES: Chaos, Divination, Thought</p><p>MAGICAL ITEMS: Same as clerics</p><p>REQ. PROFS.: Spellcraft</p><p>BONUS PROFS.: Seekers receive free training in the use of one weapon of their choice, so long as it is an allowed weapon.</p><ul> <li data-xf-list-type="ul">Once per day, for one turn, a seeker can lower his armor class by 2 for every five experience levels. This bonus is in addition to armor or magical protection of other sorts currently in use.</li> <li data-xf-list-type="ul">A seeker can sense the presence of mythals.</li> <li data-xf-list-type="ul">Seekers receive a +1 on attack and saving throws when fighting priests of Malar, Talos, and Mask.</li> <li data-xf-list-type="ul">At 5th level, a seeker can <em>identify mythals</em> 1/week. This is variant form of the <em>identify</em> spell allows the priest to identify tandom properties (much as the <em>identify</em> spell allows a wizard to identify the abilities of a magical item). This ability does not immunize the seeker from the effects of corrupted mythals, but the seeer receives a saving throw (at +2) against possible harmful properties.</li> <li data-xf-list-type="ul">At 7th level, a seeker can turn aside one attac per day as if wearing a <em>cloak of displacement</em>.</li> <li data-xf-list-type="ul">At 10th level, a seeker can <em>weave mythal</em> (as the spell, found in the <em>Ruins of Myth Drannor</em> boxed set) once per day. At 14th level, a seeker can use this ability twice per day.</li> <li data-xf-list-type="ul">At 12th level, a seeker gains minor access to the school of Abjuration and may pray for these spells as any other. Also, seekers receive immunity to the harmful effects of corrupted mythals.</li> </ul><p></p><p></p><p><strong>New Magic: Mythrien’s Ring</strong></p><p></p><p>This unadorned silver ring was forged by the god Mythrien, and not much has been heard of its existence since it was lost. Some 400 years ago, the priests of Mythrien went on a killing soree of Malarites in the Western Heartlands after rumors of a high huntmaster of Malar possessing the ring first surfaced, but it was never found, so speculation continues.</p><p></p><p><strong>Powers</strong></p><p>It is clear from legends that Mythrien’s Ring holds the power of a god within, but it’s unclear what powers can be accessed and used by mortals who possess it. At the very least it gives the wearer the following powers:</p><ul> <li data-xf-list-type="ul">Abjuration/Protective spells cast are of double normal duration.</li> <li data-xf-list-type="ul">All the special powers of a specialty priest of Mythrien as listed above.</li> <li data-xf-list-type="ul">Gain 20 bonus hp when wearing ring; hit points lost for whatever reason are deducted from these bonus points before depleting the wearer’s true hit points. The 20 hp regenerate once each day so long as the wearer takes the time to rest normally.</li> <li data-xf-list-type="ul">May cast one additional spell of each level from the Abjuration wizard school or the Wards clerical sphere, once each day.</li> <li data-xf-list-type="ul">Wearer is immune to the effects of mythals and can create/destroy a mythal once a year.</li> </ul><p></p><p><strong>Side Effects</strong></p><p>Mythrien’s Ring has no side-effects except for priests of Malar who try to use its powers. Each time a power is used, the priest must roll a saving throw or suffer 1d6 hp damage. If the priest attempts to destroy a mythal by using the ring’s power, he must roll two saving throws. If the first one fails, then he disintegrated and unrecoverable even by a <em>wish</em> spell. If he makes the first save but fails the second, then the priest turns CG and is <em>geased</em> to search for the nearest priest(s) of Mythrien and offer the ring back to them.</p><p></p><p><strong>Possible means of destruction</strong></p><ul> <li data-xf-list-type="ul">Being trampled under the feet of the Elf-Eater (an Elder Elemental Evil supported by Talos).</li> <li data-xf-list-type="ul">Being given back to the last avatar of Mythrien, rumored to lie imprisoned somewhere in the Wood of Sharp Teeth. The ring will not be destroyd, merely becoming a part of him and elevating the god to lesser power status (as opposed to just a demipower).</li> </ul><p></p><p><strong>Sarula Iliene</strong></p><p><strong>(The Nixie Queen)</strong></p><p><strong>Lesser Power or Arborea, CG</strong></p><p>PORTFOLIO: Lakes, streams, nixies, and water magic</p><p>ALIASES: None</p><p>DOMAIN: Arvandor/The Brythanion</p><p>SUPERIOR: Rillifane Rallathil</p><p>ALLIES: Eldath, The Seldarine (Rillifane Rallathil and Deep Sashelas in particular)</p><p>FOES: Drow/orc pantheons, The Queen of Air and Darkness</p><p>SYMBOL: Three blue lines with three crested points each (to symbolize waves)</p><p>WOR. ALIGN.: Any (G/N preferred)</p><p>Sarula is a lesser nature deity who has allied herself with the elven god of nature, Rillifane, as a means of securing her place in the Seldarine. They act more like a father and daughter, but she also has a special relationship with Deep Sashelas, for much of the water she rules over eventually flows to the sea (and into his area of control). It is said that Sarula collects water from Aedrie’s rain showers to give them to Deep Sashelas, but there’s nothing more to it than that. (Sashelas’ consort, the dolphin goddess Trishina, is a watchful lover and makes sure that his attentions never go further).</p><p></p><p>Sarula is a quiet deity but not as passive as her friend Eldath. She has no qualms about sending floods to drown enemy armies nor to erecting walls of water to protect her faithful. She resides in Arvandor at the bottom of a huge lake called Brythanion, within a glass and marble palace. There she is served by nixies and other creatures found in fresh water, as well as her most devoted priests and priestesses.</p><p></p><p><strong>The Church</strong></p><p>CLERGY: Clerics, specialty priests, mystics, water wizards</p><p>CLERGY’S ALIGN: CG, NG, CN, N</p><p>TURN UNDEAD: C: No SP: No Mys: No WW: No</p><p>CMMD UNDEAD: C: No SP: No Mys: No WW: No</p><p>Clerics and specialty priest make up the majority of any given church (60%-85%), the rest being mystics or elemental wizards who have chosen to specialize in water magic (since its part of her portfolio). There are no particular holy days to be observed, only times of offering to be declared hen a boon is needed or a natural disaster to be averted. At such times they don black robes with blue waves embroidered upon them (gray and green waves for mystics and water wizards, respectively), and they offer elven wine in carefully prepared urns to their god – a <em>purify water</em> spell is cast upon the wine in order to make it suitable to Surula, then it’s poured into the river or lake. Other events to be observed are the deaths of elder priests, the rise of new leaders, or the birth of children to those within the faith. Their attire changes little in times of war, except to don arm bands and armor. Their aim is to watch over the rivers and other sources of freshwater to ensure they remain unpolluted, and to protect elves and others from suffering ill fates in or near water that lies within their chosen area of guardianship.</p><p></p><p><strong>Specialty Priests (Brooktenders)</strong></p><p>REQUIREMENTS: Wisdom 12</p><p>PRIME REQUISITE: Wisdom</p><p>ALIGNMENT: CG</p><p>WEAPONS: Dagger, dart, net, spear, short sword</p><p>ARMOR: Leather, elfin chain, or ring mail (maximum)</p><p>MAJOR SPHERES: All, Animal, Charm, Divination, Elemental (Water), Healing, Protection</p><p>MINOR SPHERES: Animal, Plant, Summoning, Sun, Travelers</p><p>MAGICAL ITEMS: Same as cleric, plus any aquatic magical items</p><p>REQ. PROFS.: Swimming</p><p>BONUS PROFS.: Modern languages – The priest can choose two of the following: Lizard man, Nixie, Ogre (Merrow), Troll (freshwater)</p><ul> <li data-xf-list-type="ul">Once per day, a brooktender can detect the presence of freshwater and can cast <em>purify water</em> or <em>create water</em>.</li> <li data-xf-list-type="ul">A brooktender gains a +2 bonus saves vs. water-based magic and is immune to the cursed effects of the <em>bowl of watery death</em>.</li> <li data-xf-list-type="ul">At 3rd level, a brooktender can breathe (fresh) water at will.</li> <li data-xf-list-type="ul">At 5th level, a brooktender can act normally while in freshwater (as <em>free action</em> spell) 1/day.</li> <li data-xf-list-type="ul">At 7th level, a brooktender can cast <em>water walk</em> or <em>wall of water</em> 1/day.</li> <li data-xf-list-type="ul">At 9th level, water elementals refuse to attack a brooktender unless first attacked by the priest. Also, the brooktender can <em>move water</em> or <em>part water</em> 1/day.</li> <li data-xf-list-type="ul">At 11th level, brooktenders can become “one with the water.” In essence, this is the aquatic version of <em>wind walk</em> (a seventh-level spell), granting him 90% invisibility while in water and a swimming rate of 24. This ability can be used once per day for one hour per level.</li> <li data-xf-list-type="ul">At 13th level, brooktenders can invoke the Healing Touch of the Nixie Queen upon critically wounded or dead elves. The priest must bring the recipient to the edge of a lake, cast a <em>prayer</em> spell, then take the recipient into the water. Regardless of whether nixies live there, a contingent of nixies magically appears, takes the recipient, and disappears for a period of 2-7 days. At the end of that time, the nixies bring back the recipient. If the recipient was near death from loss of hit points or missing body parts when taken, he fully healed and regenerated. If already dead beforehand, the recipient appears alive but weak (with 20% of his original hit points). Note that the target must be brought to a lake within a week of suffering major damage or death; otherwise, the spell fails, and the nixies do not appear. This power can be invoked once per month.</li> </ul><p></p><p><strong>Darahl Firecloak</strong></p><p><strong>(The Even-Tempered, Lord of the Green Flame)</strong></p><p><strong>Demi/Lesser Power of Arcadia, LN(G)</strong></p><p>PORTFOLIO: Earth and Flame phenomena, Earth/Fire magic</p><p>ALIASES: Tilvenar</p><p>DOMAIN: Abellio/The Twin Towers</p><p>SUPERIOR: None</p><p>ALLIES: Dumathoin, Flandal Steelskin, Segojan Earthcaller, Tarsellis Meunniduin, Tethrin Varalde, Urogalan</p><p>FOES: Laduguer, Lolth, The Queen of Air and Darkness, Selvetarm, Urdlen, others</p><p>SYMBOL: Two outstretched hands holding a green flame between them</p><p>WOR. ALIGN.: Any Lawful or Neutral</p><p>Darahl is a god with a long and checkered past, particularly so for a member of the Seldarine. Long ago he was known as Tilvenar, and he served Rillifane, but he suffered a loss of power and prestige when an avatar of his was made insane by touching the Kyrashar Rose (a cursed artifact created by Lolth and the Queen of Air and Darkness to hurt and destroy elves). The insanity spread to several of his avatars, and they rampaged through many communities. In time his avatars were restrained and cured of their affliction, but the damage to his following was irrevocable. The elves largely forssok him, his following drifted and waned, and over the course of time he began to look for a place outside of Arvandor to call his home. It was only after settling in Arcadia that he finally dropped is old name and began calling himself Darahl Firecloak. By “reinventing” himself, he hoped to begin anew among the elves and eventually to establish himself as an Intermediate Power again.</p><p></p><p>Darahl is a master of fire- and earth-based magic and phenomena, and as such has strong ties among gods whose portfolios tie into that. He now considers himself friends with the dwarven power Dumathoin and several of the gnomish powers (including the Halfling god of earth, Urogalan), but at the expense of his friendships among the Seldarine, among whom only Tarsellis and Tethrin are close to him. However, he’s also gained a few new enemies during the course of time. Darahl has not been picky about new converts, so he has tried to sway more neutrally-aligned members of the Underdark races to join with him. This has angered the drow and duergar gods Lolth and Laduguer especially, but he’s also gained the unwelcome attention of Selvetarm and Urdlen (and likely Malyk, since Darahl’s moe even-styled approach to magic conflicts with his own). It’s hard to say who would help him more in a fight, the Seldarine or his new allies, but it’s not something he wants to test just yet.</p><p></p><p>Darahl lives on the first layer of Arcadia, among the mountains in a castle known as the Twin Towers. It’s called that because, although only one such tower is visible on the surface, an inverted twoer of equal size exists underneath, its roof pointing downward (and leading to portals to the Elemental Planes of Earth and Fire, respectively). The irony, of course, is that although the outside is barren, inside are many flame-proofed tapestries and painting depicting the most beautiful aspects of life in Arvandor. It’s clear to visitors that Darahl has no forgotten his ties to the elven pantheon or people.</p><p></p><p><strong>New Artifact: The Kyrashar Rose</strong></p><p>This artifact was created by followers of Lolth and the Queen of Air and Darkness. Soulless elves under the control of the Queen of Air and Darkness took a Black Shard and used it to cut into an oak tree, causing it to bleed as it died. Into this mixture was added the poison from a thousand black roses. Then Lolth’s avatar appeared, magically transformed the sap into the shape of a rose, then caused it to harden into amber (but with a greater strength than even steel or mithral). Because some of the residue of the Black Shard fell in with the sap, it became a very potent weapon for use against good elves. It is said to have caused Darahl Firecloak’s avatars to go murderously insane, this attesting to its efficacy.</p><p></p><p><strong>Powers</strong></p><ul> <li data-xf-list-type="ul"><em>Darkness</em>, <em>darkness 10’ radius</em>, or <em>continual darkness</em> 1/round.</li> <li data-xf-list-type="ul">Access to Illusion/Phantasm spells (two spells of each spell level) at 19th level of ability.</li> <li data-xf-list-type="ul"><em>Death spell</em> that affects elves and faeries only (saving throws allowed, however), 1/day; <em>fly</em> and <em>levitate</em> at will.</li> <li data-xf-list-type="ul">Summon 1-3 yeth hounds or quicklings 1/day, they serve for one hour before leaving</li> <li data-xf-list-type="ul">Summon 3-36 unseelie faeries or 2-20 evil elves (or drow) 1/week</li> <li data-xf-list-type="ul">Wearer has +3 Charisma with regard to drow and evil faeries/elves.</li> <li data-xf-list-type="ul"><em>Charm</em> or <em>suggestion</em> 3/day; In the case of <em>suggestion</em>, evil actions suggested to good creatures do not incur saving throw bonuses to resist, and elven charm resistance doesn’t offer protection from charm.</li> <li data-xf-list-type="ul"><em>Create food ad water</em> 1/day – Those eating this food must make a successful Constitution check or become dominated by the wielder, doing their bidding in any way possible so that they can have more of this magical feast as a reward.</li> <li data-xf-list-type="ul"><em>Poison</em> by touch, 1/day.</li> </ul><p></p><p><strong>Side-Effects</strong></p><p>The Kyrashar Rose was created to cause havoc among elves, spread evil, and destroy the grip of the Seldarine. Whenever the <em>death spell</em>, <em>darkness</em>, or <em>summoning</em> powers are used, there is a 9% base chance that the attention of Lolth and/or the Queen of Air and Darkness is drawn to them. This chance increases by 1%/level of the one using the powers of the Rose, increasing to 100% if the wielder is a proxy, Chosen, or avatar of a deity of the Seldarine. If this occurs, the wielder must must make a saving throw at -5 or become dominated by these two deities. Depending on the status of the Rose’s wielder, either Lolth of the Queen of Air and Darkness becomes the primary dominator, issuing commands as desired and turning the wielder to chaotic evil. In the case of an avatar in contact with the Kyrashar Rose, however, both goddesses work together and issue contradictory commands to break down the avatar’s mind and cause the avatar to blame the nearest elves for its madness, seeking to slay them. This homicidal frenzy does not stop until the avatar is slain or avatars of other elven deities show up to cast <em>heal</em> and dispelling spells to end the domination effect.</p><p></p><p>Another side-effect concerns good or neutral-aligned elves who touch or use the Rose for any non-evil purpose. If thre such attempts are made and the wielder resists the domination of both deities, the thorns on the stem of the rose prick the wielder, who must save vs. poison at -3 or suffer the Fate of the Sleeping Death. The wielder immediately falls into a deep slumber and cannot be awakened by any means sort of a <em>limited wish</em> (which awakens the victim for only 1d4 turns) or a full <em>wish</em>. Ironically, the victim does not age and cannot be harmed by any force while in this state.</p><p></p><p><strong>Suggested Means of Destruction:</strong></p><ul> <li data-xf-list-type="ul">Sending the rose to the elemental plane of fire to burn into ash.</li> <li data-xf-list-type="ul">Having Corellon Larethian strike the rose with his sword in Arvandor.</li> </ul><p></p><p></p><p><strong>New Wizard Class: The Pyrogean Wizard</strong></p><p></p><p>The Pyrogean Wizard is a class of wizard who has managed to specialize in both earth- and fire-based magic, thanks to the efforts of the demipower Durahl Firecloak. They’re rare at the moment and primarily found in the Underdark among renegade drow and half-drow wizards, but slowly a few are appearing among his surface elven followers.</p><p></p><p>Pyrogean wizards can be drow, elven, half-elven, half-drow, or human, must have Intelligence scores of 16 or higher, and have access to all schools of magic except the elemental schools of Air and Water. They have the following powers:</p><ul> <li data-xf-list-type="ul">+2 on saves vs. Earth/fire based spells; -2 on opponents’ saving throws.</li> <li data-xf-list-type="ul">+25% bonus to learn earth/fire spells, +0% bonus to learn universal spells, -25% to learn all others.</li> <li data-xf-list-type="ul">Can memorize one additional spell/spell level, provided the spell is from the schools of Earth or Fire.</li> <li data-xf-list-type="ul">At 11th level, need not concentrate in order to control earth or fire elementals (5% chance of losing control rmains in effect); at 14th level, ther is no chance of losing control.</li> <li data-xf-list-type="ul">Spells of earth and fire are treated as one level lower when being researched b a pyrogean wizard;</li> <li data-xf-list-type="ul">Use d6 for determining hit points;</li> </ul><p></p><p>Hindrances: Pyrogean wizards must be of some neutrally-based alignment, as the philosophy of Darahl Firecloak heavily influences their own philosophy on this particular study of magic. Moreover, they face a certain distrust among surface elves, as well as outright hatred among drow of opposing faiths. They currently suffer a +2 reaction penalty among surface elves and a +4 penalty among drow who worship any of the major drow gods (+6) among worshippers of Ghaunadaur especially). The exception are followers of Eilistraee, whom they tolerate, and the followers of those gods with whom Darahl is friendly. The negative penalty among surface elves might disappear as more become acquainted with their beliefs and views on magic, but it is not liely to change in the Underdark except in cities where multiple faiths are the norm – and it will become no less dangerous, as fights between faiths and wizards never cease among the drow.</p><p></p><p><strong>The Church</strong></p><p>CLERGY: Clerics, specialty priests, crusaders, earth/fire wizards</p><p>CLERGY’S ALIGN.: LG, NG, LN</p><p>TURN UNDEAD: C: Yes SP: Yes Cru: Yes E/FW: No</p><p>CMMD UNDEAD: C: No SP: No Cru: No E/FW: No</p><p>Darahls’ clergy is small but varied. Clerics make up no more than 20% of the hierarchy, the majority being specialty priests and wizards. Crusaders make up 20% as well. There is some contention between the priests and wizards, but this is kept in check through Darahl’s considerable guidance. An affiliated order of mages known as the Pyrogean Wizards has purportedly made itself known in the Underdark, demonstrating the might of his earth/fire philosophy. (See the sidebar above for more information about Pyrogean Wizards.)</p><p></p><p>Often Darahl is venerated at the outset of a new venture of discovery, whether it’s a new tunnerl into the Underdark, a new magical item of an elemental nature, or a new convert to be brought into the faith. He is also worshipped during tremors, forest fires, and other such natural phenomena, but it’s more for his help in finding a way to end such occurrences. At such times, precious minerals or items of minor magic are sacrificed or left behind as offerings to him. Typical clergy attire varies, bit robes of yellow, red, and brown (decorated with green flaming symbols, some magical) are favored. Earrings and necklaces are also common to show religious affiliation. When anticipating battle, they protect themselves as best they can and arm themselves to the teeth (spell scrolls, weapons, etc.). They’re a small priesthood at the moment, and none of them is considered expendable.</p><p></p><p><strong>Specialty Priests (Firecloaks)</strong></p><p>REQUIREMENTS: Strength 10, Wisdom 13</p><p>PRIME REQUISITE: Wisdom</p><p>ALIGNMENT: LG, NG, LN</p><p>WEAPONS: Any that include a metal component</p><p>ARMOR: Any, up to plate mail and shield</p><p>MAJOR SPHERES: All, Combat, Creation, Elemental (Earth/Fire), Protection, Summoning, Travelers</p><p>MINOR SPHERES: Guardian, Healing, Law, Necromantic</p><p>MAGICAL ITEMS: Same as priest, plus fire/earth-based magic items.</p><p>REQ. PROFS.: Modern languages – chose one of the following: Azer, Derro, Drow, Duergar, Dwarven, Gnomish, Firenewt, Giants (stone or fire), Pech, Salamander, Umber Hulk, Undercommon</p><p>BONUS PROFS.: Choose one of the following: fire-building, modern languages</p><ul> <li data-xf-list-type="ul">Although elves are Darahl’s primary worshippers, Darahl’s priesthood welcomes supplicants who are of dwarven, gnomish, or other nonelven heritage (even humans and drow). This affiliation might bring them disdain from their own societies, but not from those who worship Darahl.</li> <li data-xf-list-type="ul">Firecloaks gain a +1 bonus on saves vs. earth- or fire-based magic, plus they can cast <em>strength of stone</em> or <em>affect normal fires</em> 1/day.</li> <li data-xf-list-type="ul">At 3rd level, firecloaks can <em>meld into stone</em> or <em>flame walk</em> (as the spell) 1/day.</li> <li data-xf-list-type="ul">At 5th level, firecloaks suffer only half damage from earth/fire-based spells, saving for quarter damage.</li> <li data-xf-list-type="ul">At 7th level, firecloaks can summon 2-5 pech or azer, 1/day. The summoned being stay to help the priest for up to one hour, then vanish.</li> <li data-xf-list-type="ul">At 9th level, firecloaks can cast <em>stonetell</em> or <em>firequench</em> 1/day.</li> <li data-xf-list-type="ul">At 12th level, firecloaks may cast <em>stonewalk</em> or <em>firegate</em> 1/day.</li> <li data-xf-list-type="ul">At 14th level, firecloaks may enter the Elemental Planes of Earth or Fire 1/week or tenday. They may remain n that plane safely only for 1 day/2 levels of experience, plus one additional day per point of Wisdom over 14; beyond that, they must make a saving throw vs. spell or be affected as if by a <em>harm</em> spell. Once they return, they may not go back to that elemental plane for an equal number of days, unless they have other means of doing so.</li> </ul><p></p><p><strong>Alathrien Druanna</strong></p><p><strong>(The Rune Mistress)</strong></p><p><strong>Demipower of the Outlands, NG)</strong></p><p>PORTFOLIO: Conjuration, Rune magic, Geometric magic</p><p>ALIASES: None</p><p>DOMAIN: Outlands/The Spiral Castle</p><p>SUPERIOR: Labelas Enoreth</p><p>ALLIES: Labelas Enoreth, the Seldarine in general, Deneir, Dugmaren Brightmantle, Gond</p><p>FOES: Malyk, Vaelsharoon</p><p>SYMBOL: A silver quill tracing elven runes upon paper or a stick tracing geometric lines upon the ground.</p><p>WOR. ALIGN.: Any</p><p>Alathrien is a nearly-forgotten member of the elven pantheon. She resides on the Outlands in a sky-blue fortification known as the Spiral Castle, protected by a large maze of thorns (equivalent to the <em>wall of thorns</em> spell). In earlier times she watched over summonings that brought forth friends and allies of the elves to their aid, but now most elves seeking such assistance call upon Corellon Larethian instead. Alathrien now devotes her time to rediscovering runic magic as well as strengthening herself among those wizards known as Geometers (see the <em>Skills & Powers</em> books for details). Because of her position, Alathrien has relatively few enemies but has attracted the attention of two other powers, Malyk (Talos) and Vaelsharoon. These two seek to elevate themselves at the Seldarine’s expense and so have chosen her as their first target (neither one knowing they’re seeking the same deity). To date, however, their efforts have failed, merely rousing the elven pantheon to a greater alertness and thus further protecting Alathrien).</p><p></p><p><strong>The Church</strong></p><p>CLERGY: Specialty priests, mystics, geometers</p><p>CLERGY’S ALIGN.: N, NG</p><p>TURN UNDEAD: SP: No Mys: No G: No</p><p>CMMD UNDEAD: SP: No Mys: No G: No</p><p>Of all the elven priesthoods named so far, Alathriend’s is probably the smallest and most lopsided. Perhaps 25% of the lergy and true specialty priests, the rest being made up of mystics and geometers. However, specialty priests still hold most of the church’s highest posts.</p><p></p><p>Alathrien’s followers are a scholarly sort, more given to debating theories and academic achievements that to healing the sick and poor. However, they do their best, and on at least one day per month they set up a feast in honor of their achievements. Supposedly there are secret celebrations afterward by the higher-ups, but for now that is just talk. Holy days are declared whenever great knowledge is attained in the field of magic in general, but discoveries concerning runic magic and geometry are most highly prized.</p><p></p><p>Followers of Alathrien aren’t usually interested in flashy garments, preferring more utilitarian garb, but on special occasions they bring out robes of white with red mantles studded with either show jewels or real ones. In times when battle draws near, they trace temporary runes along their hands, arms, and even their faces.</p><p></p><p><strong>Specialty Priests (Jadir)</strong></p><p>REQUIREMENTS: Intelligence 12, Wisdom 13</p><p>PRIME REQ.: Intelligence, Wisdom</p><p>ALIGNMENT: NG, N</p><p>WEAPONS: Dagger, knife, quarterstaff, sword (any)</p><p>ARMOR: Leather or elfin chain mail, no shield</p><p>MAJOR SPHERES: All, Astral, Divination, Guardian, Healing, Numbers, Summoning</p><p>MINOR SPHERES: Law, Necromantic, Sun</p><p>MAGICAL ITEMS: Same as priest, plus wizard scrolls</p><p>REQUIRED PROFS.: Reading/writing</p><p>BONUS PROFS.: Reading/writing – The priest can read and write – but not speak – another two languages of choice. Usually Jadirs read and write old, forgotten languages.</p><ul> <li data-xf-list-type="ul">Jadirs have access to spells from the schools of Geometry and Conjuration/Summoning, up to fifth-level spells. They must pray for these spells as any other. Also, they can read spells of this nature from scrolls, though they do not require <em>read magic</em> to do so.</li> <li data-xf-list-type="ul">At 3rd level, a jadir may cast <em>moon rune</em> or <em>erase</em> 1/day.</li> <li data-xf-list-type="ul">At 5th level, a jadir may cast <em>sepia snake sigil</em> or <em>lesser sign of sealing</em> 1/day.</li> <li data-xf-list-type="ul">At 7th level, jadirs suffer only half damage from rune-based magic and can cast a <em>greater sign of sealing</em> 1/day.</li> <li data-xf-list-type="ul">At 10th level, jadirs may cast <em>elemental forbiddance</em> or <em>avoidance</em> 1/day.</li> <li data-xf-list-type="ul">At 12th level, a jadir may cast <em>symbol</em> 1/week.</li> <li data-xf-list-type="ul">At 14th level, Alathrien allows the jadir to become dual-classed priests/specialist wizards (either conjurers or geometers). They retain their hit points, skills, and other class attributes but cannot cast clerical magic until they reach 7th level in their new profession, after which Alathrien allows them to use their priestly abilities without penalty. They’re known thereafter as Jaradir, a rank so rare that only five have yet reached it.</li> </ul><p></p><p></p><p><em>A would-be Sir Richard Burton, Chris Perry spends his time in northern California as a college student. He’s had many adventures, and he wishes to thank the Lady “M” for making his life seem like dating Tymora and Loviatar at the same time.</em></p></blockquote><p></p>
[QUOTE="Alzrius, post: 1700049, member: 8461"] BOZ, I was digging through my attic today on a (somewhat) unrelated project, and came across my copy of [I]Dragon[/I] #251. I typed up the article with the four elven deities, and I'm posting it here so that when you decide to pick this project back up, the information on them will be readily available. [B]Magic of the Seldarine[/B] By Chris Perry Illustrated by Rebecca Guay Magic is so strong among the Seldarine that most elven gods – including their nemeses, the gods of the drow – have a certain association with some form of magic. Although Corellon Larethian is the one Greater God of Magic among the Seldarine, much as Mystra is among Faerunian deities, he allows this distribution of the portfolio of Magic since it strengthens the Seldarine as a whole. The magical associations of the elven gods (including the drow pantheon and those elven gods mentioned in “The Seldarine Revisited” in [I]Dragon Magazine[/I] issue #236) appear on Table 1. In addition to these well-known elven deities, there are several more elven gods of magic. None of them is particularly well known – and some are in danger of losing their status among the Seldarine – but they can make your campaign even more interesting and round out the pantheon. [B]Note:[/B] The following priesthood entries make use of many spells not found in the [I]Player’s Handbook[/I]. If in question, check the [I]Player’s Option: Spells & Magic[/I] rulebook. Also, see the [I]Faiths & Avatars[/I] book for more details). [B]Table 1: The Elven Gods of Magic[/B] Aedrie Faenya Elemental Air magic Corellon Larethian Magic in general, High Magic (see [I]Elves of Evermeet[/I]) Erevan Ilesere Chaos (Wild) magic Hanali Celanil Charm Magic Kiaransalee (drow) Necromancy Kirith Sotheril Divinations, Enchantments Labelas Enoreth Chronomancy Lolth (drow) Shadow Magic Melira Taralen Song magic Rellavar Danuvien Elemental Ice magic Deep Sashelas Elemental Water magic (sea elves only) Sehahine Moonbow Illusion/Phantasm, Alteration Tethrin Varalde “Battle” magic (Invocation/Evocation) [B]Mythrien Sarath (The Protector, Watcher over Mythals) Demipower of Arborea, CG (formerly a Lesser Power)[/B] PORTFOLIO: Protection, Abjurative magic, Mythals ALIASES: None DOMAIN: Arvandor/Mythralan SUPERIOR: Sehahine Moonbow ALLIES: The Seldarine, Mystra (FR) FOES: Drow/orc pantheon, Malar (FR), Mask (FR), Talos (FR) SYMBOL: Three rings, the middle ring of blue and the other two of gold WOR. ALIGN.: Any (good-aligned preferred) Mythrien is one of several elven gods who have fallen since the Elder Days, when elven culture was more prominent in the world than it is now. In those days, mighty protective magi was wielded for the people’s benefit, and Mythrien played his part by assisting elven wizards in constructing mythals around certain cities (though not Myth Drannor, according to lorebooks found on Evermeet). As elven sages can attest, Mythrien’s greatest gift to the elves was in assisting elven wizards and priests in mastering the creation and weaving of mythals. He surrendered too much of his power in the process, however, and in an effort to boost his powers to their previous level he decided to create a mighty artifact at a hidden delve somewhere on Faerun. Known as Mythrien’s Ring, this relic proved his undoing, because at a critical point in the creation proess, Malar appeared and attacked Mythrien’s avatar. The magic went awry, the ring was lost, and Mythrien’s lone avatar was imprisoned in the ground beneath the site of the battle. (Some claim that this occurred in Askalvar, which is now called the Wood of Sharp Teeth.) Since that time, Mythrien has been unable to dispatch avatars to the Prime Material Plane and has instead relied upon visions and manifestations to communicate his desires to his priests. It goes without saying that he counts Malar as a blood enemy, but Mask and Talos are also included, since Mythrien believes that they assisted Malar in his attack. Mythrien’s priests are likewise ill-disposed towards the followers of thee three and hunt them mercilessly in their quest for the ring (and vengeance) and the restoration of Mythrien’s power. Mythrien never leaves Arborea, remaining in his palace, Mythralan. It levitates above the ground within a swirling mass of invisible (but tangible) mythal fields, and no other deity except Corellon or Sehahine know how to bypass these fields without his permission. This morose Mythrien has lost the spark of gaiety that typifies the Seldarine, and his disposition isn’t likely to change soon. [B]The Church[/B] CLERGY: Specialty priests, crusaders CLERGY’S ALIGN: CG TURN UNDEAD: SP: Yes Cru: No CMMD UNDEAD: SP: No Cru: No Mythrien’s priesthood has lost all clerics, relying upon specialty priests and crusaders to carry on the work (in a 7:3 ratio). Specialty priests wear blue robes with yellow borders, crusaders use black robes with blue borders, and the rank of any follower is shown by the number of circles on their robes – one gold circle for specialty priests upon reaching 3rd, 6th, 9th, and 12th level; an equal number of blue circles for crusaders of the same levels. Mythrien’s priests celebrate special days of worship twice per month, with one additional holy day each year. The Forging & The Loss (of the ring) occurred on Ches 12th, according to church doctrine, so that day is a time of mournful remembrance. Holy wars against worshippers of Malar or Talos commonly erupt on this day, and it’s safe to say that any human thief of ill repute found near these days is considered a spy for Mask and dealt with in the same (bloody) manner. [B]Specialty Priests (Seekers)[/B] REQIREMENTS: Wisdom 13 PRIME REQ.: Wisdom ALIGNMENT: CG WEAPONS: Bow, dagger, mace, sword ARMOR: Leather or ring mail, no shield MAJOR SPHERES: All, Astral, Charm, Creation, Guardian, Healing, Protection, Time, Wards MINOR SPHERES: Chaos, Divination, Thought MAGICAL ITEMS: Same as clerics REQ. PROFS.: Spellcraft BONUS PROFS.: Seekers receive free training in the use of one weapon of their choice, so long as it is an allowed weapon. [list][*]Once per day, for one turn, a seeker can lower his armor class by 2 for every five experience levels. This bonus is in addition to armor or magical protection of other sorts currently in use. [*]A seeker can sense the presence of mythals. [*]Seekers receive a +1 on attack and saving throws when fighting priests of Malar, Talos, and Mask. [*]At 5th level, a seeker can [i]identify mythals[/i] 1/week. This is variant form of the [i]identify[/i] spell allows the priest to identify tandom properties (much as the [i]identify[/i] spell allows a wizard to identify the abilities of a magical item). This ability does not immunize the seeker from the effects of corrupted mythals, but the seeer receives a saving throw (at +2) against possible harmful properties. [*]At 7th level, a seeker can turn aside one attac per day as if wearing a [i]cloak of displacement[/i]. [*]At 10th level, a seeker can [i]weave mythal[/i] (as the spell, found in the [I]Ruins of Myth Drannor[/I] boxed set) once per day. At 14th level, a seeker can use this ability twice per day. [*]At 12th level, a seeker gains minor access to the school of Abjuration and may pray for these spells as any other. Also, seekers receive immunity to the harmful effects of corrupted mythals.[/list] [B]New Magic: Mythrien’s Ring[/B] This unadorned silver ring was forged by the god Mythrien, and not much has been heard of its existence since it was lost. Some 400 years ago, the priests of Mythrien went on a killing soree of Malarites in the Western Heartlands after rumors of a high huntmaster of Malar possessing the ring first surfaced, but it was never found, so speculation continues. [B]Powers[/B] It is clear from legends that Mythrien’s Ring holds the power of a god within, but it’s unclear what powers can be accessed and used by mortals who possess it. At the very least it gives the wearer the following powers: [list][*]Abjuration/Protective spells cast are of double normal duration. [*]All the special powers of a specialty priest of Mythrien as listed above. [*]Gain 20 bonus hp when wearing ring; hit points lost for whatever reason are deducted from these bonus points before depleting the wearer’s true hit points. The 20 hp regenerate once each day so long as the wearer takes the time to rest normally. [*]May cast one additional spell of each level from the Abjuration wizard school or the Wards clerical sphere, once each day. [*]Wearer is immune to the effects of mythals and can create/destroy a mythal once a year.[/list] [B]Side Effects[/b] Mythrien’s Ring has no side-effects except for priests of Malar who try to use its powers. Each time a power is used, the priest must roll a saving throw or suffer 1d6 hp damage. If the priest attempts to destroy a mythal by using the ring’s power, he must roll two saving throws. If the first one fails, then he disintegrated and unrecoverable even by a [i]wish[/i] spell. If he makes the first save but fails the second, then the priest turns CG and is [i]geased[/i] to search for the nearest priest(s) of Mythrien and offer the ring back to them. [B]Possible means of destruction[/b] [list][*]Being trampled under the feet of the Elf-Eater (an Elder Elemental Evil supported by Talos). [*]Being given back to the last avatar of Mythrien, rumored to lie imprisoned somewhere in the Wood of Sharp Teeth. The ring will not be destroyd, merely becoming a part of him and elevating the god to lesser power status (as opposed to just a demipower).[/list] [B]Sarula Iliene (The Nixie Queen) Lesser Power or Arborea, CG[/B] PORTFOLIO: Lakes, streams, nixies, and water magic ALIASES: None DOMAIN: Arvandor/The Brythanion SUPERIOR: Rillifane Rallathil ALLIES: Eldath, The Seldarine (Rillifane Rallathil and Deep Sashelas in particular) FOES: Drow/orc pantheons, The Queen of Air and Darkness SYMBOL: Three blue lines with three crested points each (to symbolize waves) WOR. ALIGN.: Any (G/N preferred) Sarula is a lesser nature deity who has allied herself with the elven god of nature, Rillifane, as a means of securing her place in the Seldarine. They act more like a father and daughter, but she also has a special relationship with Deep Sashelas, for much of the water she rules over eventually flows to the sea (and into his area of control). It is said that Sarula collects water from Aedrie’s rain showers to give them to Deep Sashelas, but there’s nothing more to it than that. (Sashelas’ consort, the dolphin goddess Trishina, is a watchful lover and makes sure that his attentions never go further). Sarula is a quiet deity but not as passive as her friend Eldath. She has no qualms about sending floods to drown enemy armies nor to erecting walls of water to protect her faithful. She resides in Arvandor at the bottom of a huge lake called Brythanion, within a glass and marble palace. There she is served by nixies and other creatures found in fresh water, as well as her most devoted priests and priestesses. [B]The Church[/B] CLERGY: Clerics, specialty priests, mystics, water wizards CLERGY’S ALIGN: CG, NG, CN, N TURN UNDEAD: C: No SP: No Mys: No WW: No CMMD UNDEAD: C: No SP: No Mys: No WW: No Clerics and specialty priest make up the majority of any given church (60%-85%), the rest being mystics or elemental wizards who have chosen to specialize in water magic (since its part of her portfolio). There are no particular holy days to be observed, only times of offering to be declared hen a boon is needed or a natural disaster to be averted. At such times they don black robes with blue waves embroidered upon them (gray and green waves for mystics and water wizards, respectively), and they offer elven wine in carefully prepared urns to their god – a [i]purify water[/i] spell is cast upon the wine in order to make it suitable to Surula, then it’s poured into the river or lake. Other events to be observed are the deaths of elder priests, the rise of new leaders, or the birth of children to those within the faith. Their attire changes little in times of war, except to don arm bands and armor. Their aim is to watch over the rivers and other sources of freshwater to ensure they remain unpolluted, and to protect elves and others from suffering ill fates in or near water that lies within their chosen area of guardianship. [B]Specialty Priests (Brooktenders)[/B] REQUIREMENTS: Wisdom 12 PRIME REQUISITE: Wisdom ALIGNMENT: CG WEAPONS: Dagger, dart, net, spear, short sword ARMOR: Leather, elfin chain, or ring mail (maximum) MAJOR SPHERES: All, Animal, Charm, Divination, Elemental (Water), Healing, Protection MINOR SPHERES: Animal, Plant, Summoning, Sun, Travelers MAGICAL ITEMS: Same as cleric, plus any aquatic magical items REQ. PROFS.: Swimming BONUS PROFS.: Modern languages – The priest can choose two of the following: Lizard man, Nixie, Ogre (Merrow), Troll (freshwater) [list][*]Once per day, a brooktender can detect the presence of freshwater and can cast [i]purify water[/i] or [i]create water[/i]. [*]A brooktender gains a +2 bonus saves vs. water-based magic and is immune to the cursed effects of the [i]bowl of watery death[/i]. [*]At 3rd level, a brooktender can breathe (fresh) water at will. [*]At 5th level, a brooktender can act normally while in freshwater (as [I]free action[/i] spell) 1/day. [*]At 7th level, a brooktender can cast [i]water walk[/i] or [i]wall of water[/i] 1/day. [*]At 9th level, water elementals refuse to attack a brooktender unless first attacked by the priest. Also, the brooktender can [i]move water[/i] or [i]part water[/i] 1/day. [*]At 11th level, brooktenders can become “one with the water.” In essence, this is the aquatic version of [i]wind walk[/i] (a seventh-level spell), granting him 90% invisibility while in water and a swimming rate of 24. This ability can be used once per day for one hour per level. [*]At 13th level, brooktenders can invoke the Healing Touch of the Nixie Queen upon critically wounded or dead elves. The priest must bring the recipient to the edge of a lake, cast a [i]prayer[/i] spell, then take the recipient into the water. Regardless of whether nixies live there, a contingent of nixies magically appears, takes the recipient, and disappears for a period of 2-7 days. At the end of that time, the nixies bring back the recipient. If the recipient was near death from loss of hit points or missing body parts when taken, he fully healed and regenerated. If already dead beforehand, the recipient appears alive but weak (with 20% of his original hit points). Note that the target must be brought to a lake within a week of suffering major damage or death; otherwise, the spell fails, and the nixies do not appear. This power can be invoked once per month.[/list] [B]Darahl Firecloak (The Even-Tempered, Lord of the Green Flame) Demi/Lesser Power of Arcadia, LN(G)[/B] PORTFOLIO: Earth and Flame phenomena, Earth/Fire magic ALIASES: Tilvenar DOMAIN: Abellio/The Twin Towers SUPERIOR: None ALLIES: Dumathoin, Flandal Steelskin, Segojan Earthcaller, Tarsellis Meunniduin, Tethrin Varalde, Urogalan FOES: Laduguer, Lolth, The Queen of Air and Darkness, Selvetarm, Urdlen, others SYMBOL: Two outstretched hands holding a green flame between them WOR. ALIGN.: Any Lawful or Neutral Darahl is a god with a long and checkered past, particularly so for a member of the Seldarine. Long ago he was known as Tilvenar, and he served Rillifane, but he suffered a loss of power and prestige when an avatar of his was made insane by touching the Kyrashar Rose (a cursed artifact created by Lolth and the Queen of Air and Darkness to hurt and destroy elves). The insanity spread to several of his avatars, and they rampaged through many communities. In time his avatars were restrained and cured of their affliction, but the damage to his following was irrevocable. The elves largely forssok him, his following drifted and waned, and over the course of time he began to look for a place outside of Arvandor to call his home. It was only after settling in Arcadia that he finally dropped is old name and began calling himself Darahl Firecloak. By “reinventing” himself, he hoped to begin anew among the elves and eventually to establish himself as an Intermediate Power again. Darahl is a master of fire- and earth-based magic and phenomena, and as such has strong ties among gods whose portfolios tie into that. He now considers himself friends with the dwarven power Dumathoin and several of the gnomish powers (including the Halfling god of earth, Urogalan), but at the expense of his friendships among the Seldarine, among whom only Tarsellis and Tethrin are close to him. However, he’s also gained a few new enemies during the course of time. Darahl has not been picky about new converts, so he has tried to sway more neutrally-aligned members of the Underdark races to join with him. This has angered the drow and duergar gods Lolth and Laduguer especially, but he’s also gained the unwelcome attention of Selvetarm and Urdlen (and likely Malyk, since Darahl’s moe even-styled approach to magic conflicts with his own). It’s hard to say who would help him more in a fight, the Seldarine or his new allies, but it’s not something he wants to test just yet. Darahl lives on the first layer of Arcadia, among the mountains in a castle known as the Twin Towers. It’s called that because, although only one such tower is visible on the surface, an inverted twoer of equal size exists underneath, its roof pointing downward (and leading to portals to the Elemental Planes of Earth and Fire, respectively). The irony, of course, is that although the outside is barren, inside are many flame-proofed tapestries and painting depicting the most beautiful aspects of life in Arvandor. It’s clear to visitors that Darahl has no forgotten his ties to the elven pantheon or people. [B]New Artifact: The Kyrashar Rose[/B] This artifact was created by followers of Lolth and the Queen of Air and Darkness. Soulless elves under the control of the Queen of Air and Darkness took a Black Shard and used it to cut into an oak tree, causing it to bleed as it died. Into this mixture was added the poison from a thousand black roses. Then Lolth’s avatar appeared, magically transformed the sap into the shape of a rose, then caused it to harden into amber (but with a greater strength than even steel or mithral). Because some of the residue of the Black Shard fell in with the sap, it became a very potent weapon for use against good elves. It is said to have caused Darahl Firecloak’s avatars to go murderously insane, this attesting to its efficacy. [B]Powers[/B] [list][*][I]Darkness[/i], [i]darkness 10’ radius[/i], or [i]continual darkness[/i] 1/round. [*]Access to Illusion/Phantasm spells (two spells of each spell level) at 19th level of ability. [*][I]Death spell[/I] that affects elves and faeries only (saving throws allowed, however), 1/day; [i]fly[/i] and [i]levitate[/i] at will. [*]Summon 1-3 yeth hounds or quicklings 1/day, they serve for one hour before leaving [*]Summon 3-36 unseelie faeries or 2-20 evil elves (or drow) 1/week [*]Wearer has +3 Charisma with regard to drow and evil faeries/elves. [*][I]Charm[/I] or [i]suggestion[/i] 3/day; In the case of [i]suggestion[/i], evil actions suggested to good creatures do not incur saving throw bonuses to resist, and elven charm resistance doesn’t offer protection from charm. [*][I]Create food ad water[/I] 1/day – Those eating this food must make a successful Constitution check or become dominated by the wielder, doing their bidding in any way possible so that they can have more of this magical feast as a reward. [*][I]Poison[/I] by touch, 1/day.[/list] [B]Side-Effects[/B] The Kyrashar Rose was created to cause havoc among elves, spread evil, and destroy the grip of the Seldarine. Whenever the [I]death spell[/i], [i]darkness[/i], or [i]summoning[/I] powers are used, there is a 9% base chance that the attention of Lolth and/or the Queen of Air and Darkness is drawn to them. This chance increases by 1%/level of the one using the powers of the Rose, increasing to 100% if the wielder is a proxy, Chosen, or avatar of a deity of the Seldarine. If this occurs, the wielder must must make a saving throw at -5 or become dominated by these two deities. Depending on the status of the Rose’s wielder, either Lolth of the Queen of Air and Darkness becomes the primary dominator, issuing commands as desired and turning the wielder to chaotic evil. In the case of an avatar in contact with the Kyrashar Rose, however, both goddesses work together and issue contradictory commands to break down the avatar’s mind and cause the avatar to blame the nearest elves for its madness, seeking to slay them. This homicidal frenzy does not stop until the avatar is slain or avatars of other elven deities show up to cast [i]heal[/i] and dispelling spells to end the domination effect. Another side-effect concerns good or neutral-aligned elves who touch or use the Rose for any non-evil purpose. If thre such attempts are made and the wielder resists the domination of both deities, the thorns on the stem of the rose prick the wielder, who must save vs. poison at -3 or suffer the Fate of the Sleeping Death. The wielder immediately falls into a deep slumber and cannot be awakened by any means sort of a [i]limited wish[/i] (which awakens the victim for only 1d4 turns) or a full [i]wish[/i]. Ironically, the victim does not age and cannot be harmed by any force while in this state. [B]Suggested Means of Destruction:[/B] [list][*]Sending the rose to the elemental plane of fire to burn into ash. [*]Having Corellon Larethian strike the rose with his sword in Arvandor.[/list] [B]New Wizard Class: The Pyrogean Wizard[/B] The Pyrogean Wizard is a class of wizard who has managed to specialize in both earth- and fire-based magic, thanks to the efforts of the demipower Durahl Firecloak. They’re rare at the moment and primarily found in the Underdark among renegade drow and half-drow wizards, but slowly a few are appearing among his surface elven followers. Pyrogean wizards can be drow, elven, half-elven, half-drow, or human, must have Intelligence scores of 16 or higher, and have access to all schools of magic except the elemental schools of Air and Water. They have the following powers: [list][*]+2 on saves vs. Earth/fire based spells; -2 on opponents’ saving throws. [*]+25% bonus to learn earth/fire spells, +0% bonus to learn universal spells, -25% to learn all others. [*]Can memorize one additional spell/spell level, provided the spell is from the schools of Earth or Fire. [*]At 11th level, need not concentrate in order to control earth or fire elementals (5% chance of losing control rmains in effect); at 14th level, ther is no chance of losing control. [*]Spells of earth and fire are treated as one level lower when being researched b a pyrogean wizard; [*]Use d6 for determining hit points;[/list] Hindrances: Pyrogean wizards must be of some neutrally-based alignment, as the philosophy of Darahl Firecloak heavily influences their own philosophy on this particular study of magic. Moreover, they face a certain distrust among surface elves, as well as outright hatred among drow of opposing faiths. They currently suffer a +2 reaction penalty among surface elves and a +4 penalty among drow who worship any of the major drow gods (+6) among worshippers of Ghaunadaur especially). The exception are followers of Eilistraee, whom they tolerate, and the followers of those gods with whom Darahl is friendly. The negative penalty among surface elves might disappear as more become acquainted with their beliefs and views on magic, but it is not liely to change in the Underdark except in cities where multiple faiths are the norm – and it will become no less dangerous, as fights between faiths and wizards never cease among the drow. [B]The Church[/B] CLERGY: Clerics, specialty priests, crusaders, earth/fire wizards CLERGY’S ALIGN.: LG, NG, LN TURN UNDEAD: C: Yes SP: Yes Cru: Yes E/FW: No CMMD UNDEAD: C: No SP: No Cru: No E/FW: No Darahls’ clergy is small but varied. Clerics make up no more than 20% of the hierarchy, the majority being specialty priests and wizards. Crusaders make up 20% as well. There is some contention between the priests and wizards, but this is kept in check through Darahl’s considerable guidance. An affiliated order of mages known as the Pyrogean Wizards has purportedly made itself known in the Underdark, demonstrating the might of his earth/fire philosophy. (See the sidebar above for more information about Pyrogean Wizards.) Often Darahl is venerated at the outset of a new venture of discovery, whether it’s a new tunnerl into the Underdark, a new magical item of an elemental nature, or a new convert to be brought into the faith. He is also worshipped during tremors, forest fires, and other such natural phenomena, but it’s more for his help in finding a way to end such occurrences. At such times, precious minerals or items of minor magic are sacrificed or left behind as offerings to him. Typical clergy attire varies, bit robes of yellow, red, and brown (decorated with green flaming symbols, some magical) are favored. Earrings and necklaces are also common to show religious affiliation. When anticipating battle, they protect themselves as best they can and arm themselves to the teeth (spell scrolls, weapons, etc.). They’re a small priesthood at the moment, and none of them is considered expendable. [B]Specialty Priests (Firecloaks)[/B] REQUIREMENTS: Strength 10, Wisdom 13 PRIME REQUISITE: Wisdom ALIGNMENT: LG, NG, LN WEAPONS: Any that include a metal component ARMOR: Any, up to plate mail and shield MAJOR SPHERES: All, Combat, Creation, Elemental (Earth/Fire), Protection, Summoning, Travelers MINOR SPHERES: Guardian, Healing, Law, Necromantic MAGICAL ITEMS: Same as priest, plus fire/earth-based magic items. REQ. PROFS.: Modern languages – chose one of the following: Azer, Derro, Drow, Duergar, Dwarven, Gnomish, Firenewt, Giants (stone or fire), Pech, Salamander, Umber Hulk, Undercommon BONUS PROFS.: Choose one of the following: fire-building, modern languages [list][*]Although elves are Darahl’s primary worshippers, Darahl’s priesthood welcomes supplicants who are of dwarven, gnomish, or other nonelven heritage (even humans and drow). This affiliation might bring them disdain from their own societies, but not from those who worship Darahl. [*]Firecloaks gain a +1 bonus on saves vs. earth- or fire-based magic, plus they can cast [i]strength of stone[/i] or [i]affect normal fires[/i] 1/day. [*]At 3rd level, firecloaks can [i]meld into stone[/i] or [i]flame walk[/i] (as the spell) 1/day. [*]At 5th level, firecloaks suffer only half damage from earth/fire-based spells, saving for quarter damage. [*]At 7th level, firecloaks can summon 2-5 pech or azer, 1/day. The summoned being stay to help the priest for up to one hour, then vanish. [*]At 9th level, firecloaks can cast [i]stonetell[/i] or [i]firequench[/i] 1/day. [*]At 12th level, firecloaks may cast [i]stonewalk[/i] or [i]firegate[/i] 1/day. [*]At 14th level, firecloaks may enter the Elemental Planes of Earth or Fire 1/week or tenday. They may remain n that plane safely only for 1 day/2 levels of experience, plus one additional day per point of Wisdom over 14; beyond that, they must make a saving throw vs. spell or be affected as if by a [i]harm[/i] spell. Once they return, they may not go back to that elemental plane for an equal number of days, unless they have other means of doing so.[/list] [B]Alathrien Druanna (The Rune Mistress) Demipower of the Outlands, NG)[/B] PORTFOLIO: Conjuration, Rune magic, Geometric magic ALIASES: None DOMAIN: Outlands/The Spiral Castle SUPERIOR: Labelas Enoreth ALLIES: Labelas Enoreth, the Seldarine in general, Deneir, Dugmaren Brightmantle, Gond FOES: Malyk, Vaelsharoon SYMBOL: A silver quill tracing elven runes upon paper or a stick tracing geometric lines upon the ground. WOR. ALIGN.: Any Alathrien is a nearly-forgotten member of the elven pantheon. She resides on the Outlands in a sky-blue fortification known as the Spiral Castle, protected by a large maze of thorns (equivalent to the [i]wall of thorns[/i] spell). In earlier times she watched over summonings that brought forth friends and allies of the elves to their aid, but now most elves seeking such assistance call upon Corellon Larethian instead. Alathrien now devotes her time to rediscovering runic magic as well as strengthening herself among those wizards known as Geometers (see the [I]Skills & Powers[/I] books for details). Because of her position, Alathrien has relatively few enemies but has attracted the attention of two other powers, Malyk (Talos) and Vaelsharoon. These two seek to elevate themselves at the Seldarine’s expense and so have chosen her as their first target (neither one knowing they’re seeking the same deity). To date, however, their efforts have failed, merely rousing the elven pantheon to a greater alertness and thus further protecting Alathrien). [B]The Church[/B] CLERGY: Specialty priests, mystics, geometers CLERGY’S ALIGN.: N, NG TURN UNDEAD: SP: No Mys: No G: No CMMD UNDEAD: SP: No Mys: No G: No Of all the elven priesthoods named so far, Alathriend’s is probably the smallest and most lopsided. Perhaps 25% of the lergy and true specialty priests, the rest being made up of mystics and geometers. However, specialty priests still hold most of the church’s highest posts. Alathrien’s followers are a scholarly sort, more given to debating theories and academic achievements that to healing the sick and poor. However, they do their best, and on at least one day per month they set up a feast in honor of their achievements. Supposedly there are secret celebrations afterward by the higher-ups, but for now that is just talk. Holy days are declared whenever great knowledge is attained in the field of magic in general, but discoveries concerning runic magic and geometry are most highly prized. Followers of Alathrien aren’t usually interested in flashy garments, preferring more utilitarian garb, but on special occasions they bring out robes of white with red mantles studded with either show jewels or real ones. In times when battle draws near, they trace temporary runes along their hands, arms, and even their faces. [b]Specialty Priests (Jadir)[/B] REQUIREMENTS: Intelligence 12, Wisdom 13 PRIME REQ.: Intelligence, Wisdom ALIGNMENT: NG, N WEAPONS: Dagger, knife, quarterstaff, sword (any) ARMOR: Leather or elfin chain mail, no shield MAJOR SPHERES: All, Astral, Divination, Guardian, Healing, Numbers, Summoning MINOR SPHERES: Law, Necromantic, Sun MAGICAL ITEMS: Same as priest, plus wizard scrolls REQUIRED PROFS.: Reading/writing BONUS PROFS.: Reading/writing – The priest can read and write – but not speak – another two languages of choice. Usually Jadirs read and write old, forgotten languages. [list][*]Jadirs have access to spells from the schools of Geometry and Conjuration/Summoning, up to fifth-level spells. They must pray for these spells as any other. Also, they can read spells of this nature from scrolls, though they do not require [i]read magic[/i] to do so. [*]At 3rd level, a jadir may cast [i]moon rune[/i] or [i]erase[/i] 1/day. [*]At 5th level, a jadir may cast [i]sepia snake sigil[/i] or [i]lesser sign of sealing[/i] 1/day. [*]At 7th level, jadirs suffer only half damage from rune-based magic and can cast a [i]greater sign of sealing[/i] 1/day. [*]At 10th level, jadirs may cast [i]elemental forbiddance[/i] or [i]avoidance[/i] 1/day. [*]At 12th level, a jadir may cast [i]symbol[/i] 1/week. [*]At 14th level, Alathrien allows the jadir to become dual-classed priests/specialist wizards (either conjurers or geometers). They retain their hit points, skills, and other class attributes but cannot cast clerical magic until they reach 7th level in their new profession, after which Alathrien allows them to use their priestly abilities without penalty. They’re known thereafter as Jaradir, a rank so rare that only five have yet reached it.[/list] [I]A would-be Sir Richard Burton, Chris Perry spends his time in northern California as a college student. He’s had many adventures, and he wishes to thank the Lady “M” for making his life seem like dating Tymora and Loviatar at the same time.[/I] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Converting nonhuman deities “Complete Divine” style
Top