The Il'Druin - New Druid/Mage Elementalist Class for Greyhawk setting.

vorgorarkis

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The Il’Druin (The Lorelord’s)
A Druid/Wizard Elementalist Class for The Ellyri (or Elves)

The Il’Druins Oath

Remember it, heed it. Once you become an Il’Druin in Tel'Mithran, you will gain a ceremonial scroll detailing the Oath, and a sliver of the 'Earthshard' (Said to be a fragment of iron from Meteor that fell from the heavens heralding Rillafane’s first coming) set in amber and embedded into an Amulet of office.

I walk in the light but darkness surrounds me;
Mighty are the foes of my brethren;
My blood for their blood, my life is their life;
I am the last shield; The Final Watch eternal,
My Sankhana and I are one.
I will serve all life, The Elven Way and all creation.
I am sworn to this Oath upon my life; for all my days - forever.
I am the land; I am the dawn; I am Il’Druin…


_____________________________________


The following lore is penned by the hand of Tal’seer Pengallion – High Pheonix of the Order of the Silverstar.

The Ellyri (or Il’Draga as some of them became) were the Third Born race of ancient Greyhawk prior to the fall of their kingdom during the Battle of Riven Tear at hands of their fell Betrayers Ladies Megwandir (Lolth) and Araushnee (Kiaransalee) at the whim of their ancient master Lord Tharzidan ‘The One Who remains Hidden’)

Simply put the Il’Druin are last of an ancient bloodline of Immortal Elves called the Ellyri, born forth from a secret union between the great God Rillifane Rallathil and First Queen of the Greenwood - Ashara of House Morningstar. They were the lands first living Druids and masters of the Elemental world. In ancient days it is said that the First Elves ruled the surface of the known world from a magnificent city called Ai’Eesha.

This so called rulership by the Elves of the surface world was given over only at the behest of their murderous Slave masters the mighty Kharak. In elder days Ai’Eesha was indeed the most fabulous city on Oerth, its fabulous vaults filled to the roof with hidden lore and ancient secrets, but now, many believe that its wondrous halls have faded from the world; if indeed they ever existed at all…

Historians believe that a great evil once walked the world and with its passing destroyed its mighty gates at the battle of the Silver Tear, during the Great Betrayal & the fall of the Ellyri.

Firstly, the Elven Il’Druin are one of the last remaining lines of Ellyrians, and the last guardians of the Aura’shinda (The Old Magic.) As such, each of the Il’Druin share in a divine oath to maintain a lonely vigil over the world itself and all life, as seen through the divine eyes of lord Rillifane Rallathil. The Il’Druin as an Order have stood watch against the Dark over the last Holocene (10000 years) and have never wavered.

Secondly, although primarily concerned with all life on Oerth the Il’Druin as an order are also sworn to uphold the laws of Elvendom at all times, they must lend aid to any elf in need if they are able. Unless the elf is proven to be an enemy of the elven way of life, the Il’Druin must attempt aid in any way he can.

Of course, the Il’Druin is free to determine whether there is, in fact, an elf in danger. Too many times in elder days the Kharak and their agents tried to eliminate the Il’Druin menace through the use of enslaved allies, traps or illusions. The Il’Druin have grown wary over the centuries and have, unfortunately, allowed fellow elves to perish while trying to determine the truth of a threat.

Lastly (and perhaps primarily) the Il’Druin are so devoted with their chosen weapon – the Sankhana, that many choose to learn no other weapon throughout their careers (with the possible exception being any other form sword, of Staff ‘or’ Spear, Staffspears can be used ‘if’ they can be obtained as they are rarely crafted weapons.) Only in extreme circumstances would an Il’Druin utilize a weapon other than their chosen one, and then only until they can reacquire their weapon of choice, if their chosen weapon was lost. The most noted legends that speak of the Il’Druin tell of their incredible power to manipulate the Four Elements as a mage and transform the very nature of living things as a Druid. These ‘talents’ in elder days were derived from a power called the ‘Wyresong."

Over the millennia these hidden powers have been fiercely guarded by the Il’Druin, even the mighty Sunweavers and Stardancers know very little of the Il’Druins’ fabled powers. Even now, only a handful of ancient tales ever tell of the Il’Druins’ great strength and mythical power. Eons later, no living elf has ever heard, let alone seen one of these wondrous guardians. Accounted below is the hidden knowledge of the Il’Druin, their Order and fashioning of hidden things…

The Il’Arnn (The Last Watch)

The Il’Druin order—simply called the Il’arn (or The Last Watch) can be thought of as a great federation of regional watchers that form a loosely organized worldwide faith, all of whose member’s worship the green god Rillifane Rallathil and follow a similar ethical philosophy. The Il’Druin divide up the world into regions, here called ‘Sanctuaries’. A Sanctuary is a well-defined geographic area that abounds with mountain ranges, rivers, seas, or deserts. Il’Druins’ (and their respective ‘Wyreholds’) normally divide a good-sized continent into three or four Sanctuaries. Il’Druinic regions do not rely on national borders, or on racial or ethnic groups; a Sanctuary can encompass several countries, races, and peoples.

‘Sanctuaries and Wyreholds’ of the Il’Druin

All Il’Druin dwell within the bounds of a given ‘Sanctuary’ which are always organized into ‘Wyreholds’. Such ‘holds’ are typically named for the geographical areas their Sanctuaries occupy, but sometimes they bear older names, harkening back to earlier days when the founders of the Order first carved up the Ellyrian lands. Only one such Wyrehold is openly known to the Elves of the Vesva, that being the ‘Wyrehold of Il’Dhanan,’ the Oldest known hold in the Northern Sanctuary, Legends tell that it was named solely after the Creator of the Order, the First Child of Lord Rillifane and Ashara Morningstar – Janna Il’dhanan.

The members of a Wyrehold are they themselves responsible for the well-being of the earth itself and the continuation of all life within their own Sanctuaries. This doesn’t mean a Wyrehold remains unconcerned about what occurs in another’s Sanctuary or holds its just the Il’Arnn’s way of recognizing those Il’Druin who live in a particular region can best serve their own to protect it, and should therefore hold formal responsibility for the way the Sanctuaries Wyreholds’ operate. A very loose structure but a structure all the same.

Il’Druin have no large temples or abbeys, rarely do more than a few Il’Druin congregate together. When they do, their meeting places are less than ostentatious: small cairns, caves, huts or areas the contain sacred meaning. All Il’Druin within the Wyrehold acknowledge a single high Il’Druin called the “Arna’Druin” (Great Lorelord) as their leader and recognize this figure’s moral authority. This high Il’Druin gives a Sanctuaries members great freedom compared to most other religious leaders, and the Il’Druin loosely adhere to a rather informal hierarchical structure but require their initiates to hold true to the basic ethos of the Il’Druin order and respect the other higher-ranking Il’Druins’.

A few traditions described in this chapter have grown up to govern the harmonious workings of a Wyrehold: initiations, the Lords Challenge, the ban, the Lawmeet, and selection of any Acolytes. All Il’Druin’, from the humblest initiate to the Arna’Druin himself, must faithfully follow ways of Il’Druin and act however they believe best serves the divine will of Rillifane Rallathil.

Il’Druinic Demographics

A typical Sanctuary used to contain, on average, one Il’Druin for every 100 square miles of rural farmland or 500 square miles of lightly inhabited wilderness or steppe. Il’Druin’ dwelling in rural areas usually are initiates (1st to 6th level, generally). Those in the wilds usually have reached higher experience levels, frequently 7th to 10th level. A Wyrehold may include a maximum of nine 12th-level Il’Druin’, three high-level 13th-level Il’Druin’, and one 14th-level Il’Druin or higher.

Often Wyreholds’ have no high-level Il’Druin’ at all. Below 12th level, the number of Il’Druin’ of a given experience level stands at about double the population of the next level up. So, a typical Wyrehold may include 15 initiates of 11th level, 30 initiates of 10th level, etc., all the way down to some 15,000 1st-level initiates.

A Sanctuary might feature one Il’Druin per 500 to 1,000 citizens, although this statistic gives a distorted picture, since the Il’Druin may be concentrated in some locales and rare in others.

Druids and the Il’Druin

A Druids protection of a given area if it falls under the protection of Rillifane Rallathil is always SECOND to the needs of The First Watch. Any disagreements are always left to the highest ranking members of both orders to clarify through ‘Communion’ with Rillifane Rallathil himself, as his word is final on any matter.

The Wyreholds

Il’Druin Characters examined thus far are believed to inhabit every corner of the known world. Each Wyrehold or Sanctuary of the First Watch also favours a particular Element and as such they protect that particular part of nature as a result. A Wyrehold favouring water might protect a series of nearby lakes or rivers for example, as such they will work closely with any local order of the Druids to maintain life accordingly. Given Wyrehold’s normally cover a Sanctuary vast enough to include members from several, but usually not all the various Elemental groups.

A Sanctuary with a temperate climate might contain a Wyrehold composed of Volcanic regions (Fire,) Lakes (Water) or Mountainous areas (containing Air, Water, and earth Il’Druin in close proximity,). In contrast, a Wyrehold in a tropical Sanctuary with flat terrain would consist of jungle, plains, desert, and swamp containing all four orders of the Il’Druin’.

The leaders of the Il’Druin in a particular Sanctuary share knowledge quite frequently, and always become allies as a result. Sharing knowledge with any local Druids (and vice versa) however, can be a different matter entirely however… A well-balanced Wyrehold sees each member as part of a single tree, all are equally important.

Initiate Il’Druin – The An’Druin

Initiates constitute the 1st to 6th level Il’Druin s’ within a particular Wyrehold. Their experience level determines their role in the Wyrehold. A typical 1st or 2nd-level Acolyte (the An’Druin) often works part time as a rank and file Il’Druin. This initiate keeps up an academic occupation (Scribe, Lawman, Scrivener, Historian or similar man of learning) whilst studying often in secret under a mid-level Il’Druin mentor. The exceptions to this stereotype are rare individuals (PCs). An average person finds it tough to recognize beginning Il’Druin s’, since most seem just like other peasants. Initiates between 3rd and 6th level have achieved most of their granted powers, plus any other cornerstones of the Il’Druinic order, they frequently devote their full time to their faith and the pursuit of Elven Lore and historical knowledge. They normally live near manifestations of their Elemental power and act as the protectors of a small tract of wilderness possessing such elements in abundance —an Il’Druin favouring water near a river for example.

Midian Il’Druin

Mid-level Il’Druin between 7th and 11th level have received all their Wyrehold’s granted powers. Such Il’Druin live simply but have widened their areas of influence, perhaps becoming the guardians of entire
Elemental region. These powerful Il’Druin often dwell near a sacred area to the Il’Arnn (The First Watch) and are surrounded by a few acres of virgin territory full of rare or magical Elements, plants, animals, and other Elemental creatures. These natural settings may also be magically defended as well. Both Temporal and Elemental rulers of the area may respect (and/or fear) Il’Druin s’ of such high level.

High Il’Druin

Only a limited number of high-level Il’Druin in a given Wyrehold can reach the Inner circle of a particular Wyrehold—composing of nine of the Bel’Druin rank, three of the Ban’Druin rank, and a single great Arna’Druin – High Lorelord of the Il’Arnn in that particular Wyrehold.

A character cannot replace one of these members without having sufficient experience. In addition, a vacancy must open up, or the rising Il’Druin must first defeat one of the current high-level characters in a challenge to assume a new rank. Some tension can exist between Il’Druin in a particular inner Wyrehold, since they must remain constantly aware that a subordinate may be preparing a challenge at any time. Unlike clerics, who normally settle down by this point, high-level Il’Druin continue adventuring as part of their duties and to stay in shape to fend off challengers to their power. Inner Wyrehold may stand down at any time, as an Il’Druin progresses through the Order they gain awareness of the secret truths hidden away from the rest of the world, some of which would – if commonly known break very foundation of modern belief and plunge the whole world into a religious war…

The Bel’Druin

Upon reaching 12th level, a character receives the official title Bel’Druin, of which a Wyrehold never possesses more than nine. (Lower-level characters, though called “Il’Druin” by most, are technically “initiates.”) A Bel’Druin’s role in the Wyrehold resembles that of a 7th- to 11th-level initiate, with some exceptions. At 12th level, a Bel’Druin has gained access to the commune with the Elements spell and should use it along with other Il’Druinic resources to aggressively root out emergent threats to the Wyrehold within a Sanctuary. Bel’Druin attend the ‘Grey Council’ (described later this chapter) and always act based on the needs of the Wyrehold as a whole. The Wyreholds’ Arna’Druin at times asks 12th-level Bel’Druin for advice and may send them on great tasks or important missions for the good of the Wyrehold (or Sanctuary) in general. But the life of an Il’Druin involves more than just adventuring—serving as a lorekeeper takes up much of an Il’Druin’s time, too.

Selecting elves in secret as initiates can be exhausting and frustrating, Il’Druinic candidates constitute a major responsibility of those who reach Bel’Druinic rank. Each year the Bel’Druin (plus any other inner Wyrehold members) may pick the single most-worthy candidate from the core of their advanced students to initiate and train personally. This is seen as a great honour by all involved and can often lead to early advancement.

The Ban’Druin

A 13th-level Il’Druin is called a Ban’Druin. Each Wyrehold can have only three Ban’Druin s’ and, as with the Bel’Druin rank, advancement requires either filling a vacancy or winning a challenge against a
seated High Il’Druin. A Ban’Druin’s role resembles that of a Bel’Druin, with two differences. Ban’Druins’ concern themselves more with maintaining the elemental balance of Nature and sustaining life, making sure no one element or ethos comes to utterly dominate the Sanctuary. Also, Ban’Druins’ spend time training to step into the role of the Arna’Druin. To accomplish both these goals, they devote much time to travel, ensuring their familiarity with the geography—human, natural, and magical—throughout the Sanctuary.

The Grey Council – The Lawmeet

The three Ban’Druin share the Il’Druins’ responsibility for initiating newcomers to the Order. In addition, they each have the right to summon a ‘Grey Council meet,’ a gathering of the entire Wyrehold, traditionally held at the solstices and equinoxes. By ancient custom, meets are called four times a year at these set dates, once by each Ban’Druin and once (usually in spring) by the Arna’Druin. A Lawmeet on a non-traditional date means the summoner sees something so deeply amiss in the Sanctuary that the entire Wyrehold must discuss it as soon as possible. These gatherings enable the Wyrehold to celebrate the changing of the seasons, to gossip and socialize, to exchange information on the state of the Sanctuary, and to fight Il’Druinic challenges before an audience. Il’Druins’ at a meet perform ceremonies to celebrate Nature, honour their dead, marry a couple within the Order, and initiate new 1st-level Il’Druins’. Along with these ceremonial duties, small groups at meets disappear together into the wilds to talk privately over lore and other matters that concern them. The climax of any such gathering is the Grey Council itself; the Wyreholds’ nine Bel’’Druin, the three Ban’Druins’, and the Arna’Druin himself meet in a secret location to discuss the state of the Sanctuary and make plans to rally the Wyrehold against a particular problem, if necessary. Sometimes an ambassador from a neighbouring Wyrehold (usually a character of at least Il’Druin rank) or an emissary of the Arna’Druin attends a council. These personages bring news and greetings—and sometimes requests for help. After the Grey Council, the Arna’Druin (or a Ban’Druin) addresses the entire meet, to answer questions, and either give or take advice.

To call a Grey Council, a Ban’Druin (or the Arna’Druin ) sends messengers out across the Sanctuary to
spread the word to Il’Druin s’ of all branches. All members of the Wyrehold above 7th level must attend or explain the absence. Members of 3rd to 6th level may come, but usually do so only if their journeys bring them to the vicinity or if they have business with others there. Those of 1st or 2nd level may attend a moot only with the permission of a member of the inner Wyrehold.

The meet is scheduled to begin two weeks after the summoner dispatches the announcements, giving all Il’Druin in the Wyrehold enough time to settle their business and arrive. Such a gathering generally takes place at a sacred grove under the stewardship of the summoner. Though most meets last about four days, the meeting cannot end until the summoning Ban’Druin or the great Il’Druin dissolves it. Bards, elves, rangers, and other Fey or Elemental folk often are invited to a meet, but its location remains a secret to others. In troubled times, elves, rangers, friendly beasts, or elemental creatures may patrol the meet and take trespassers prisoner.

If the Sanctuary’s Wyrehold is on good terms with the land’s rangers, a spring or autumnal meet may
take place in conjunction with a rangers’ forgathering. (See Chapter 10: For gatherings in The Complete
Ranger’s Handbook.) However, like rangers, Il’Druin prefer to keep their gatherings to themselves, and such cooperation usually results from personal friendships between the Arna’Druin and notable rangers—or signals a desperate alliance against a greater foe.

The Seer’Druin

As stated earlier, the Seer’Druin leads a Wyrehold. Like other inner Wyrehold members, the Seer’Druin usually has won the position through a leadership challenge and has to maintain the ascendancy by defeating other challengers. However, some Seer’Druin become so respected (or feared!) that subordinate Ban’Druins’ forgo challenging them, instead preferring to enter the service of the Grand Il’Druin or wait until the Arna’Druin advances in level.

All Il’Druin within a Wyrehold know the name of their Seer’Druin - even if they have never met in Person - because this figure wields a certain amount of power over their lives. The DM should decide how strongly the Seer’Druin influences the members of the Wyrehold. For instance, an Seer’Druin who is loved, respected, or feared holds more sway over NPC Il’Druin s’ than would a weak or unpopular leader. While PCs remain free to pursue their own goals, opposing the policy of a strong Seer’Druin means a character has little chance of receiving support from superior Il’Druins’. Supporting the leader’s policy, on the other hand, can win lesser Il’Druin s’ praise and aid from the top.

Turmoil can erupt within a Wyrehold governed by a weak or unpopular Seer’Druin, as the ranking Ban’Druins’ vie for the head post or ignore the leader’s advice to follow their own path. Player Characters may get occasional assistance from inner Wyrehold Il’Druins’ in this scenario, but for the most part, individuals all go their own way.

The Seer’Druin has the same power to initiate Il’Druinic candidates and summon a meet as Ban’Druins. In addition, this figure has the job of maintaining harmonious relations among all the Il’Druins’ of the Wyrehold - preventing factional battles and infighting, other than what is allowed through a challenge. To do so, the Seer’Druin has one special tool: the ban.

The Ban

The Seer’Druin can impose a strong, nonviolent sanction upon those who have offended the Wyrehold. All must shun someone placed under the ban; no Il’Druin in the Wyrehold will aid, speak to, or associate with the target of the ban. When an entire town or village suffers the ban, no Il’Druin may enter that area or speak to or aid any resident. Some Il’Druinic allies volunteer to follow the custom of the ban as well. For instance, a clan of sprites or centaurs on good terms with a Wyrehold may receive word of a ban and choose to honour it. The Seer’Druin has the right to pronounce a ban on any Il’Druin in the Wyrehold. A ban also can cover non-Il’Druins’, whole communities, or Il’Druins’ visiting from other Sanctuary’s (except the Seer’Druin and personal servants), to demonstrate the Wyreholds’ displeasure.

High Crime: The Il’Druin must live up to the strict standards of their own code. Discipline is usually ingrained to the point where any individual would rather die than break even the smallest tenet (i.e., a dishonored sword is left on the battlefield, regardless of immediate danger). However, a Il’Druin that breaks his or her vows can expect to face the Ban, or if deemed a high crime, he may except to be hunted down and executed by the rest of the order or be arrested and imprisoned beyond the world for his blasphemy (see later for further detail)

To pronounce the ban, the Seer’Druin stands up during a meet and announces to the group the reasons to impose the ban. Then the subject of the ban—if present—answers the accusations before the assembly. Finally, the Grey Council of a Meet votes on the matter openly, usually at sunset. If a majority of the council votes in favour of the ban, it passes. If not, the Seer’Druin should start keeping an eye on the Wyreholds’ Ban’Druins’—the opposition to the ban likely reflects an impending challenge. A ban punishes a Il’Druin for violating the tenets of the Il’Druinic order or reprimands a character whose actions, while within the bounds of the Il’Druinic ethos, nevertheless were contrary to the Order’s interests.

For instance, suppose an angry Il’Druin massacred the inhabitants of a human hamlet because they would not turn over two hunters who slew an elemental in the Il’Druins sacred place. The Il’Druin
acted within the bounds of the Il’Druinic ethos, but the Seer’Druin might call the character’s indiscriminate vengeance out of proportion to the crime, adding that the slaughter has threatened to make local commoners hate and fear all Il’Druins’ in the Wyrehold. So, the Seer’Druin imposes the ban, both as a punishment and as incentive for the character to change.

Non-Il’Druinic individuals are less likely to fall victim to a ban—usually the great Il’Druin finds that
direct action against the offender proves more effective. However, if the people of an area depend on Il’Druins’ rather than other priests for healing and religious ceremonies, a ban sends them a message of disapproval. And sometimes a ban can serve as a symbolic gesture against a subject too powerful or
influential to confront directly—a baron or king, for instance. A ban generally lasts 10 summers. However, the inner Wyrehold can vote to lift a ban early or (once the time is up) to extend it. The shunning does not extend outside the Sanctuary, so banned Il’Druins’ usually choose to go into exile—the result the Seer’Druin probably intended in the first place.

The Challenge

The traditions of the Order prohibit an inner Wyrehold from including more than nine Bel’Druins’, the three Ban’Druin s’, and one Seer’Druin. If a character gains enough experience to achieve official Il’Druin level but finds no vacancy in the inner Wyrehold, the only way to advance involves ceremonial combat; The Il’Druinic challenge.

The challenge remains one of the oldest Il’Druinic traditions. It purges the weak and complacent, ensuring that the highest ranks of the Il’Druinic order remain filled with strong and cunning individuals. The masters of the Il’Druinic order are not politicians, but men and women of action. They believe that the challenge, by bringing ambition into the open, allows them to by-pass some of the worst excesses of hypocrisy and behind-the-scenes power plays found in other religions.

A Wyreholds’ Seer’Druin expects at any time to face a challenge from one of the Ban’Druins’, while the Ban’Druin s’ keep an eye on rising Bel’Druins’. Those of Il’Druin rank, in turn, look out for ambitious 11thlevel initiates. This system puts a constant strain on the Order’s upper ranks: It’s hard to stay on good terms with folk who want your job and eventually will challenge you to a battle to gain it. As a result, most friendships and alliances form among Il’Druins’ of equal level or among characters several levels apart.

All inner Wyrehold Il’Druins do their best to appear strong, to avoid looking like easy targets. Many actively adventure to enhance their reputations and gain power through acquiring magical items and experience. Others simply try to remain popular among the other members of the Order. If an inner Wyrehold member takes an unpopular or controversial stance, fellow Il’Druins’ may decide to encourage the ambitious to aim for that particular target; the replacement would likely prove more cordial. The challenge operates under prearranged rules: Characters who violate the letter of the rules will fail to advance in level, just as if they had suffered defeat. Always a one-on-one battle, the challenge does not allow even servants or animal companions of the combatants to participate.

First, the two parties must agree upon the time of the duel—if they can’t agree, it will take place at the next meet. Il’Druins’ consider it impolite to set a challenge outside of a meet, although it’s still done.

Second, the challenge needs a witness—an Il’Druin whose level equals or exceeds the challenger’s. Elder Il’Druins’ (described later in this chapter) work well as witnesses, as do Bel’Druins’ or Ban’Druins’
visiting from different Wyreholds’ or from the Arna’Druins’ entourage. This individual must witness the terms of the challenge and make sure the combatants obey the rules. The Seer’Druin of the Wyrehold always names the witness, even if the challenge involves that very leader.

Third, the terms by which the battle will be fought are set out by mutual agreement. Once agreed upon and witnessed, the terms may not change. If neither side can agree on the terms, the witness selects them and proclaims the duel an all-out battle until one Il’Druin surrenders or becomes Incapacitated. Below are some terms to be discussed:

· The size of the battlefield. Until the duel ends, leaving the bounds of the area means conceding defeat. Usually the space is no more than a dozen yards across, to ensure the battle does not take too long.
· Whether to allow weapons, magical items, granted powers, and spells. (Note: Non-Il’Druinic spells cannot be used.) Most contests involve full use of weapons and spells, although many commonly disallow magical items. Some memorable duels have permitted only granted powers—no spells or weapons.
· The combatants used only the claws and fangs of their different animal forms. A few challenges have forbidden all weapons and magic—they became simple wrestling matches. 〈Whether to alter the normal battle-oriented conditions of the duel. Although rare, methods less stringent than actual combat have been honoured, especially between two friendly rivals. Such unorthodox formats include a race, a scavenger hunt, a competition to defeat a particular monster, a drinking contest (the first Il’Druin to fail three Constitution rolls loses), or even a game of hide and seek.

The challenge begins with the witness’s invocation, asking Rillafane to watch over the duel. This means that challengers who defeat foes through cheating will find themselves unable to gain a level after all, and incumbents who cheat automatically lose the level. Once the witness concludes the invocation, the Il’Druins’ enter the battlefield from opposite ends, and the contest begins.

Appointment of the An‘Druin (Acolytes)

Arna’Druins’, Bel’Druins’, and Ban’Druins’ have the traditional right to select initiates as their servants. The number and level of these retainers depends on the level and position of the inner Wyrehold member. The chosen initiates are called An’Druin (Acolytes.) These Acolytes, chosen from the high-ranking Il’Druins own Wyrehold, are restricted to serving only certain inner Wyrehold members (again, based on their experience level). The appointing Il’Druin must determine which eligible initiates will serve him.

An inner Wyrehold’s Il’Druin usually approaches a favoured initiate quietly and offers an acolyte position. The initiate then decides whether to accept the post. While serving as an acolyte holds honour, it also entails a loss of freedom. Therefore, the decision depends on factors such as the reputation of the
Inner Wyrehold member.

An acolyte swears an oath of service: to be loyal and obedient, to listen and learn, to keep no secrets from one’s master, but to guard the master’s secrets. An acolyte who breaks this oath faces the wrath of the high-ranking Il’Druin. In addition, unless the acolyte can prove the master’s commands violated the spirit of the Il’Druinic ethos, the servant usually becomes subjected to the ban. The advantage of serving as an acolyte is that the character wins the patronage, and perhaps the friendship, of a powerful Il’Druin. The position enhances the initiate’s prestige in the eyes of the entire Wyrehold. Furthermore, acolytes injured or wronged by an enemy can expect assistance from their master.

The disadvantage? The character - always at the beck and call of a master - loses personal freedom. An acolyte fulfils all the normal duties of a loyal retainer but, most importantly, acts as an emissary and representative of the inner Wyrehold Il’Druin. As high-level Il’Druins’ cannot be everywhere at once, acolytes often go on long journeys to do their master’s bidding.

Whether the mission involves finding a reclusive swamp-dwelling initiate to notify of the next meet’s date and location or delivering a stinging ultimatum to a dwarven king to shut down his mines or face the Wyreholds’ wrath, acolytes can expect to visit a lot of interesting—though sometimes unpleasant—places. An acolyte’s term of service lasts until the master’s experience level changes or until the acolyte advances a level. In the latter case, the acolyte leaves service, and the inner Wyrehold member must select a replacement.

The Arna’Druin – The Great Lorelord.
Titles include: The Flame Reborn, and Master of the Hidden Sun.

Above all others within the Order stands the figure of the Arna’Druin, the highest-ranking (Although not the highest-level) Il’Druin in the world. The Arna’Druin, a 15th-level character, attains this position through a selection process rather than by the challenge. Since only one person can hold the title of Grand Il’Druin, each world can have only one 15th-level Il’Druin at a time.

Duties of the Arna’Druin.

First and foremost, Arna’Druin acts as a politician, responsible for keeping harmony between the great Il’Druin s’ of each Sanctuary and between the various Il’Druinic branches. The Arna’Druin also rallies the Wyreholds’ against the rare global threat to the Element World, the primal life or the cosmic balance. This always proves a difficult task, as many Wyreholds’ fiercely cherish their autonomy, believing each one should remain self-sufficient and not meddle in other Sanctuary’s’ affairs. Few Wyreholds’ willingly send contingents off to aid other Wyreholds’ unless they feel absolutely certain that the threat will menace their own Sanctuary as well. As a result, often only one thing can convince the Order a threat warrants a combined effort: the destruction of an entire Wyrehold. Fortunately, such occurrences are few and far between.

The Arna’Druin and entourage (detailed below) spend most of their time visiting different regions and speaking to the Seer’Druins’, Bel’Druins’, Ban’Druins’, and, rarely, lowly initiates. In particular, this leader serves as a diplomat and peacemaker, who mediates disputes between Il’Druin s’ of neighbouring Wyreholds’ and struggles involving members of the mysterious Order called the ‘Dark Stand,’ a rebel Wyrehold that fell victim to the Mindstones of Kharak many thousands of years ago… (Described later in this chapter).

Normally the Wyreholds’ act with autonomy. However, if a Wyrehold appears in great disarray—for
instance, an enemy has killed most of its members or forced them into hiding—the Arna’Druin may try to rally the Wyrehold or recruit aid from another sanctuary. If a Wyrehold has been effectively destroyed, the Arna’Druin might decide to rebuild it from scratch. After selecting a rising Ban’Druin from a neighbouring Wyrehold to step in as the new Seer’Druin, the Arna’Druin then helps recruit volunteers from nearby Sanctuaries to replenish the Wyrehold. Often this assignment proves difficult and dangerous; whatever destroyed the previous Wyrehold probably still lurks nearby, ready to pounce on the new Wyrehold that, while wary, will remain understrength for some time. Weak or failing Wyreholds may become subject to an assault by The Dark Stand if they falter…

Servants of the Arna’Druin.

Like other inner Wyrehold Il’Druins’, the Arna’Druin has personal servants: an entourage of nine Il’Druin s’ of various levels. These Il’Druins’ no longer owe allegiance to their original Wyreholds’ but are subject only to the Grand Il’Druin. All Il’Druins’ consider it a high honour to serve the leader of the Order, an honour that bears great responsibility but gives an Il’Druin prestige and influence far beyond others of similar level. Assuming a vacancy arises—and service involves enough danger that openings occur reasonably often—an Il’Druin of any level can seek out the Arna’Druin and petition to become a retainer. This relationship lasts as long as both sides wish—often many years—and can end by mutual agreement at any time.

Three Ban’Druins, often called the Primearchs’, always serve the head of the Order. They act as the Arna’Druins personal agents & envoys – serving as their leader’s hands, eyes, and voice. To aid them in their duty, they receive four additional spell levels (one 4th-level spell, two 2nd-level spells, etc.), usable as they see fit. In order to keep the Arna’Druins informed on the operations of the Wyreholds’ in every land, they roam the world, visiting the various Wyreholds’ as well as other places of interest to their master. The arrival of a Primearch often coincides with the ascendance of a new great Il’Druin. While conveying the respects of the head of the Order, the Primearchs take the new leader’s measure and reports back to the Arna’Druin. These servants also visit a Wyrehold in response to a Arna’Druins request for aid. Traveling Primearchs normally find themselves welcomed, for their visits give Wyreholds’ a chance to learn news from far-off lands. A Primearch also may offer counsel about a menace or carry a request for help to the Arna’Druins or neighboring Wyreholds’. But Primearchs also must remain on the alert for problems within a Wyrehold that the Seer’Druin has failed to adequately handle—such as widespread conflicts between Il’Druin s’ or corruption in the ranks. In such cases, it is the Primearch’s solemn duty to take action to remedy the problem or, lacking sufficient power, to report it to the Arna’Druin. For this reason, some Wyreholds’— particularly those Wyrehold’s secretly dominated by the ruthless Dark Stand—regard the arrival of a Primearch with deep suspicion. In their role as agents of the Arna’Druins, these Primearch Ban’Druins’ sometimes resemble spies.

More than one Primearch has met a mysterious end while visiting a supposedly friendly Wyrehold. Besides the Primearchs, an Arna’Druin has six other servants. These Il’Druins’, usually of 7th to 11th level, come from a variety of branches but have all proven their dedication to the Order. Many Arna’Druins’ have been known to take on the occasional lower-level Il’Druin, either because they feel the need for a fresher viewpoint or because they sense a special worthiness in a particular individual. These six Il’Druins’ of mixed level act as servants, counsellors, bodyguards, and useful agents.

Selection of the Arna’Druin.

One of the duties each of the Arna’Druin globally must perform is appointing a successor, always an acting great Il’Druin. After serving usually a minimum of four years, an Arna’Druin steps down to allow the chosen successor to assume the mantle of leadership. In theory, selecting a new Arna’Druin is solely up to the last Arna’Druin. In practice, Il’Druinic order politics plays a major role. For instance, if the Stone Il’Druins’ have held the position of Arna’Druin for several generations, they may come to consider it “their right” to do so. However, in the name of fairness and harmony, Il’Druin s’ from other branches may lobby to convince the current Arna’Druin to pick a successor from a different Element. On the other hand, choosing a Arna’Druin from a minority branch could alienate large segments of the Il’Druinic order’s membership, even with an extremely competent Arna’Druin. As a result, when a Arna’Druin begins getting on in years, the impending choice of successor becomes the subject of much gossip, speculation, lobbying, and intrigue by Ban’Druin’, or Arna’Druin, and Arc’Druins’. For instance, an Arna’Druin afraid of being passed over for the position in favour of a rival may encourage a powerful, ambitious Ban’Druin to challenge that rival, hoping to put the favourite out of the running before the Arna’Druins can finalize the succession.

The Arc’Druin

The Primearchs make up a unique part of the Il’Druinic order. Some even go so far as to say they are the Order, and that the other ranks represent mere practice for Primearch status. Check p. 38 of the PH for details on achieving the rank of Primearch (hierophant) and the powers that go with it. Arc’Druins’ live as free agents. They are encouraged to respect the Arna’Druin, but need not obey the Il’Druinic leader’s mandates nor operate within the borders of any Wyrehold. Although a few settle down in particular groves, many become famous wanderers, some even visiting other planes or distant worlds. They often travel about in disguise, using their appearance-alteration powers. Wherever they go and whatever they do, they always aim to promote the ethos and values of the Il’Druinic order. Unlike lesser Il’Druins’, Primearchs typically have a global perspective and agenda. They concern themselves with the rise and fall of empires, the migrations of peoples, the growth or extinction of species, and the role of each race in the destiny of the world. Some devote their lives to a particular cause, such as defending the life of a continent infected by evil, or acting as the personal nemesis of a being whose actions threaten the world’s life balance.

Primearchs are notorious behind-the-scenes manipulators. They use their long life spans to weave subtle schemes with far-reaching plots that might take decades to hatch, but which—they believe—ultimately will benefit their cause. The 17th-level Il’Druinic ability to ‘Sleep’ enables most of them to appear effectively immortal: some Primearchs will hatch the initial elements of a scheme, go into hibernation, then awaken decades later, unaged, to bring the next stage into play. Such Il’Druin might become patrons of gifted families of adventurers, recruiting the latest generation when they need heroes. The existence of Primearch Il’Druin tends to make High Il’Druins’ and Arna’Druins’ very nervous, for they represent a power beyond their control—and sometimes beyond their ken. Whether any Primearch Il’Druins’ belong to the The Dark Stand is not known and if so, they’ll have their own dark plans. Plans which may take many years to perfect.

These facts are not commonly to be taught to non-Il’Druin, and certainly never to non-elven members. The Wyresong is but a portion of what it means to be a Il’Druin. A character who is chosen to become a member of The Last Watch will literally spend years perfecting the Wyresong before he or she is judged capable of passing the order's tests.

Il’Druin - Primary Requirements:

Race: Elves only
Minimum Class requirements: STR 15, DEX 10, CON 10, INT 16, WIS 16, CHA 13
(Characters with 16 or more in three abilities receive a +10% bonus to experience)

Hit dice: Use the Cleric/Mage tables
Alignment: Neutral Good or Chaotic Good.

Individuals must understand that in order to protect both nature and the world itself (for the benefit of all) characters must possess an overriding sense of right and wrong. And follow the deep seated belief that ‘good must always triumph over evil – whatever the cost.’ The Il’Druin themselves are always carefully selected - often at birth, and usually only from purest ‘Ellyrian’ bloodlines.

Rillafane Rallathil

Rillifane is often depicted as a giant ethereal oak tree so vast that his roots mingle with the roots of every other plant in the world. He also manifests as a green-skinned elf clad in bark armor and carrying a magic bow that slays any target hit by one of its arrows.

Rillifane is quiet, reflective, patient, and enduring. He is the least flighty and whimsical of the Seldarine, tending to be grave and self-absorbed.

Rillifane is served by a host of Druids, Il’Druin, Great spirits, including Bear, Eagle, Raven, Wolf, and others.

The gigantic oak tree that is Rillifane Rallathil can be found at the heart of Arvandor, the High Forest of Olympus. There, he draws into himself the ebb and flow of the seasons and lives within the forests of the world.

Worshippers Dogma

Rillifane’s worshippers are taught that the Great Oak draws energy – both life and elemental in nature from all living things, simultaneously protecting them and the earth from exterior threats. They are urged to live in harmony with nature, serving as the Leaflord’s mortal agents in defending the forests from those who would overuse their resources.

Worshippers and Clergy

The Il’Druin consider Rillifane their patron deity. Rillifane is also revered by many voadkyn, and halflings, centaurs. and gnomes who live near elven woodlands also pay him homage.

They were the spiritual and moral leaders of the Elven peoples in elder days. Novice priests are called Acorns or An’Druin. High-ranking priests have unique titles of their own.

Places of Worship

Places of Worship to Rillifane Rallathil are huge oak trees with platforms and vine bridges in their branches. Or areas abounding with the natural elements attuned to the worshipper.

The domains Rillifane Rallathil is associated with are, the Four elements, Animal, Chaos, Sun, Good, Plant, and Protection. His favored weapon is the Sankhana Blade or any form of Staff or Spear.

Druidic Abilities

The Il’Druin of Oerth have long believed the earth to be the divine body of the great Lord Rillifane Rallathil – the Father of all living things and they revered him throughout history; along with the sky, the sun, the moon, the stars.

Druids in the AD&D game are nature priests and differ from the Il’Druin in a number of ways, the druids of the modern world have degraded somewhat, and have lost their way. Many have left the path of true wisdom and chosen a simpler life protecting trees… Many Il’Druin see ‘Druids’ as mere children jumping around in a patch of dried leaves that occasionally shout ‘Weee!’ There is no love lost between these two orders, but there is an understanding.

An Il’Druin can use magical items allowed to both Priests and Wizards

An Il’Druin has 150 character points to purchase skills. Skills costs 5 to 15 points.

Any unspent points can be used to acquire ‘non-weapon proficiencies’ (Not Weapon profs) only 5 CP can be left unspent and saved beyond initial character creation at 1st level.

Spheres of Access:

MAJOR:
All, Animal, Creation, Combat, Divination, Elemental Guardian[/B] Healing[/B] Necromantic[/B] Plant[/B] Protection[/B] Summoning, Sun,Time, Thought, Wards, Weather

MINOR:
Astrall, Charm, Numbers.

The standard Il’Druinic Sphere selection (see above) costs 60 character points. Or, the Il’Druin can purchase spheres individually just as clerics do (see page 57).

· Air Resistance (5): Receives +1 bonus to all saving throws vs. Air attacks.
· Bonus spell (5): Once per day the druid can cast an Animal Friendship spell. This is a bonus spell and does not count against the druid’s spell total for the day.
· Cold resistance (3): Receives +1 saving throw bonus vs. cold- or ice-based attacks.
· Communicate with Life (10): An Il’Druin can acquire the languages of Elemental and Woodland creatures, at the rate of one language per level. For example, a fourth level druid could have four such languages. Some woodland creatures include: centaurs, dryads, elves, fauns, satyrs, gnomes, dragons, lizard men, manticores, nixies, pixies, sprites, treants, Elementals, Genasi, or Elemental-kin.

· Elemental spell Power bonus (10): Whenever the Il’Druin casts spells from the Elemental sphere, all level-based variables (range, duration, etc.) are calculated as if the druid were one experience level higher than the character’s actual level.
· Hit point bonus (10): Il’Druins with this ability use 1d10 to determine their hit points rather than 1d8.
· Identify (5): At 3rd level, a Il’Druin can accurately identify plants, animals, and clean water.
· Immunity to charm (10): Player becomes immune to charm spells cast by woodland and Elemental creatures.
· Immunity to disease (10): A druid with Il’Druin this ability is immune to natural diseases.
· Pass without trace (5): At 3rd level, a Il’Druin with this ability can pass without trace, as per the spell, at his normal movement rate.
· Purify water (5): This ability allows the character to cast one purify food and drink spell a day in addition to the number of spells he can normally cast.
· Electrical Resistance (5): Receives a +1 bonus to all saving throws vs. fire attacks.
· Fire Resistance (5): Receives +1 bonus to all saving throws vs. fire attacks.
· Hide in Shadows (5): A druid can hide in shadows, as the ranger ability, in natural surroundings. See Table 22 in the ranger section for the chance of success.
· Move silently (5): A Il’Druin can move silently, as the ranger ability, in natural surroundings. See Table 22 in the ranger section for the chance of success.
· Language of the Shard (5): Il’Druins can speak and write in a secret language only they know, and they use it to converse with each other when needed. Taking this ability also allows them to communicate empathically through an ‘Earthshard’ stone and to feel a calling to a Lawmeet via their amulets.
· Shape change (10/15): At 7th level a Il’Druin gains the ability to shape change. However, by purchasing this skill for 15 character points, a Player’s Option Il’Druin gains the following shape changing abilities:

At 5th level, an Il’Druin can change into a bird once a day.
At 6th level, he can also change into a reptile once a day.
At 7th level, an Il’Druin can also change into a mammal once per day.
At 9th level, an Il’Druin can transform into the Elemental from his favored element once per day with all the powers and weakness thereof.
At 12th level, an Il’Druin can transform into an Elemental from one of the other 2 elements, once per Week with all the powers and weakness thereof.
NOTE: An Il’Druin can never take a form from his opposing element.

The size and shape assumed by the Il’Druin can vary from that of a bullfrog or small bird, a black bear or a towering Elemental. The Il’Druin can assume the forms of normal creatures only – except for Elementals. When assuming a new form, a druid is healed of 10–60% of any damage he has suffered (round down). The druid also assumes the creature’s physical characteristics (armor class, movement mode and rate, etc.). The druid’s clothing and one item held in each hand also become part of his new shape—these reappear when the druid resumes his bipedal form.

· Weapon specialization (5/15): For 5 CP, the Il’Druin can only specialize in one of the restricted weapon types. For 15 CP’s the Il’Druin may specialize in all four of their restricted weapon types. Any character point cost must be met in addition.

The Wyresong & Metamagic – Bending elemental reality

The Il’Druin scorn the "accepted" theories of magical classification (the rigid school structure) in favor of a holistic, natural understanding of magic – both clerical and wizardly. The result is the Wyresong. The Wyresong is not a school in itself; it is a specific area of magical knowledge that the Il’Druin specialize in. Il’Druin also practice the lost art of Metamagic (See Tome of Magic Spells.)

Wyresong involves the four primary elements of air, earth, fire, and water. These spells may be from any of the nine schools of magic or any clerical sphere of belief. The fireball or flamestrike spell, for example, belongs to the evocation school, but according to the Il’Druin, it is also a spell of elemental fire. Unlike other specialists, the Il’Druin does not specialize in a single school of magic, but may learn and cast spells belonging to any School or Sphere.

Although this may seem to be a great advantage, the Il’Druin suffer considerable penalties when learning and casting spells that do not relate directly to the elements. The exception to this penalty is the spells of the school of lesser divination, which every Il’Druin may learn. Each element has a diametrical opposite: air opposes earth, fire opposes water, and vice versa. Every Il’Druin must choose one element as his specialty. He may learn and cast any spells relating to his chosen element and gains advantages when doing so.

He may also cast spells from the two elements which do not oppose his specialty, for which he receives no bonuses or penalties. Consequently, at a pinch, he may also learn or cast any spells associated with the element that ‘opposes’ his element of specialty but may never cast spells beyond 2nd level or higher in power. For example, an Il’Druin specialized in Water magic may cast spells relating to Water, air, or earth, but may not cast spells beyond 2nd level in power from Fire. An Il’Druin is also completely prohibited from using magical items (except scrolls holding 1st or 2nd level spells of course) that duplicate spell effects of his oppositional element above 2nd level.

The Great Change – Elemental Energy Conversion

From 2nd Level all Il’Druin gain the power to transform ‘or’ manipulate the base nature of their primary element – including even magical manifestations of their element such as a wall of fire or fireball within a 5’ radius of themselves or through physical contact.

· Il’Druin gain the ability to use the Great Change once per day for every 4/levels in Druid from 2nd level onwards, (so twice at 6th, 3 times at 10th and so forth.)

· Converting base energies like this in combat can be dangerous for an Il’Druin. Failed attempts to force change result in the Il’Druin having to make an immediate CON/Fitness save at -2, and if failed, will temporally ‘stun’ the Il’Druin into torpor for 1d3 rounds.

When using this power, they can only ‘ever’ convert their primary element into its base elemental opposite; fire becomes water etc. They can never convert their oppositional element in this way. Transformed elements are permanent based on their natural state for existence. Water becoming fire still requires air to maintain itself for example and will die without it. Magical variants of an element that are transformed exist only for a moment beyond the Change before fading from existence. Failed attempts at change can never be attempted again as the molecules themselves somehow recognize the aggressive order to transform and refuse, reinforcing their natures even further to become more cohesive. There is no physical change in a ‘real/gameplay’ sense. Although the DM might state the fires got a little hotter, or the stone a little hardier for the purposes of roleplay.

Converting Natural elements

Il’Druins level x5% per level from 2nd. The matter transformed can never exceed more than the Il’Druins unclothed total body weight in pounds or metric litres.

i.e. an 8th level Il’Druin weighing 180lbs that favors the Earth could attempt two transmutations of a nearby wall separating him from his allies, He could attempt to turn the stone itself into air with a 35% chance of success each time. If he fails on any attempt (and manages to resist any stunning) he would have to try a different area of the wall in order to succeed; hopefully leaving a large hole for his allies to come through once more.

Converting Magically created elements
Is a little more difficult; take the case of a fireball cast at the party by an evil mage…

For example, if the PC is a fire-based Il’Druin he could even stop a fireball from exploding around himself given chance. A) if he was fast enough, B) knows what spell is being cast (Spellcraft check!) and C) he hasn’t acted yet, plus he must also have sufficient unused clerical spell slots in the bank in order to absorb and convert the energy!

When an Il’Druin reacts with this ability, he has a chance to neutralize - through transformation - any elemental magic he comes in contact with, as follows:

NOTE: Using this power has a base initiative modifier of 0. A successful Spellcraft check must also be made in the moment in order to recognize and counter the elemental magic being used.

· First, he can remove spells and spell-like effects (including device effects and innate abilities) from creatures or objects.

· Second, he can disrupt the casting or use of these magic’s in the area of effect at the instant the spell is created.

· Each element in the spell's area is checked to determine if it is transformed. The caster can always dispel his own elemental magic; otherwise, the chance to transform depends on the difference in level between the magical effect and the caster.

· The base chance to transform such magic is 50% (11 or higher on 1d20 to dispel). If the caster is of higher level than the creator of the effect to be dispelled, the difference is subtracted from the number needed on 1d20 to transform (making it more likely that the transformation succeeds); if the caster is of lower level, the difference is added to the number needed on 1d20 to transform (making it less likely that the transformation succeeds). A roll of 20 always succeeds and a roll of 1 always fails. Thus, if a caster is 10 levels higher than the caster casting the fireball spell, only a roll of 1 prevents the effect from being cast.

· Converting Magically created elements do not affect a specially enchanted item, such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor. Artifacts and relics are not subject to this power; however, some of their spell-like elemental effects may be, at the DM's option.

Basic Powers of the Il’Druin when using Elemental magic

Fire
|
Air -- opposes -- Earth
|
Water


As a result of their training the Il’Druin are potent spell casters. They gain the following advantages when involved with spells of their chosen element:

· The Il’Druin receives a bonus of +25% when attempting to learn spells of their element and a bonus of +15% when learning other elemental spells. They suffer a penalty of -25% when trying to learn spells that do not relate to the elements. And a suffer a -15% to learn spells of 1st or 2nd level from their oppositional element.

· An Il’Druin may memorize one extra spell per spell level, as long as one of the memorized spells is from his element of specialty.

· Because Il’Druins have an enhanced understanding of spells within their element, they receive a +2 bonus when making saving throws against those spells – this bonus is cumulative with any other benefits. Other creatures suffer a -2 penalty (including of any other penalties) when making saving throws against an Il’Druin casting spells from his specialty.

· Once per day, an Il’Druin may choose to cast one memorized spell from his element of specialty as if he were 1d4 levels higher. He must declare his decision to do this immediately prior to casting the spell. This affects range, duration, area of effect, and damage; it does not allow the Il’Druin to cast a spell from a level which he normally could not use.

· When an Il’Druin attempts to create a new spell relating to his specialty element, the DM should count the new spell as one level less (for determining difficulty).

· Upon reaching 15th level, an Il’Druin does not need to concentrate when controlling elementals from his specialty element summoned by the 5th-level spell conjure elemental. The normal 5% chance of the elemental turning upon its summoner remains in effect.

· At 20th level, there is no chance of a summoned elemental turning upon an Il’Druin if the creature is of the wizard's specialty element.

Il’Druinic Powers - The Wyresong
From 1st level – The Summoning of Wyrefire

The Il'Druin can call forth the will of Rillifane Rallathil as the mighty Wyrefire. The Wyrefire summoned can manifest as either an instantaneous beam or cone. Each summoning consists of pure, raw elemental energy from either one of the four base elements or a combination of both molten 'Earth & Fire' or steaming 'Air & Water'. Elements created by this power are purely magical and do no remain after discharge. Water & Air generated cannot sustain life for example.

The damage of the beam or cone is 1d4 HP’s per clerical spell level slot used by the caster. Only unused 'clerical' spell slots of either 1st to 2nd level can be used to call forth the Wyrefire.

The Il'Druin can cast as many Wyrefire beams or cones per day as they wish, just as long as they enough empty spell slots to sacrifice that day.

Any Saving throws vs Wyrefire are always made vs Spells (any high/low BAL Def. Dex Adjustments will always apply in each case.) Creatures with any natural immunities or vulnerabilities should also be taken into consideration when saves are being made. If the element of fire is used as part of the beam or cones affect and the target fails their saving throw, the victim will also ‘catch fire' for a further 1d3 rounds (this burning damage starts the following combat round on the victim’s initiative.) Such damage inflicts a further 1d6 points of damage per round until the flames expire or are put out. Normal DMG rules apply for dousing magical fire accordingly.

Here is an example of Wyrefire’s maximum damage potential at various levels of play when used as either a beam or cone:

· A 5th level an Il’Druin with 3 empty 1st level slots and 3 empty 2nd level spell slots could create a beam or cone that causes 9d4 damage. (36 pts max damage)

· A 10th level an Il’Druin with 4 empty 1st level slots and 4 empty 2nd level spell slots could create a beam or cone that causes 12d4 damage (48 pts max damage)

· And a 20th level an Il’Druin with a maximum 9 empty 1st level slots and 9 empty 2nd level spell slots could create a beam or cone that causes a massive 27d4 (108 pts max damage)

SPECIAL NOTE: BEAM
Casting time of 2.
Components: V, S only
Duration: Instantaneous
Area of effect – SPECIAL* As the Il'Druin increases in power so does the Wyrefire's potential damage, range and path width.

· Between 1st to 8th level - Area of effect can be up to (Casters choice) 60’ long/1’ wide
· Between 9th to 14th level – Area of effect can be up to (Casters choice) 80’ long/5’ wide.
At these levels the beam can affect multiple objects or targets along the beams path.
· From 15th level or more – Area of effect can be up to (Casters choice) 100’ long/10’ wide.
At these levels the beam can also affect multiple objects or targets along its path.

Between 1st to 8th level Wyrefire when used as a beam can only 'initially' affect a single target (or the first target or object along the beams path) and any target when struck must make an additional save vs Death magic or suffer the effects of a powerful KD hit (1d10) due the powers thunderous force.

At later levels this Knockdown effect can be felt by multiple targets or objects along a beams path. If a target successfully saves vs the Knockdown effect he/she is deemed to have held their ground and is not blown back or made prone by the Wyrefire. If the target fails the Knockdown however, he/she will be blown back up to 3d6 feet away from the caster, inflicting a further 1d6 points of bludgeoning damage to each target. The beams thunderous force can also affect any objects (and therefore doors) along the beam’s path as if struck by a creature possessing a natural strength or muscle of 20.

SPECIAL NOTE: CONE
Casting time of 2.
Components: Somatic only
Duration: Instantaneous
Area of effect – SPECIAL*

· Between 1st to 8th level - When used as a cone the Wyrefire affect has a base maximum range of 30ft with a base at source of 5ft. The cone fans out to up to a diameter of 20ft at its apex. Wyrefire when used as a cone will always engulf any targets. Objects caught within the area of effect even if the target is affected only partially.

· From 9th level onwards - The cones maximum range extends for a further 10ft to 40ft but all other range parameters and effects remain the same. Damage is created and calculated in the same way as the beam effect, excepting there is no KD affect generated by the cone as it lacks the force of the beam. Fire damage used and any after effects remain the same however.

From 1st level - Summoning a Wyreshield

Casting time of 2.
Components: Somatic only
Duration: 2 rounds + 1 round per level

The Il'Druin can call forth an elemental shield manipulating the elemental energy into one of three special forms: Except for the creation of walls only one affect can be created/controlled at a time.
Elements created by this power during the shields duration are purely magical and do no remain after discharge – with one exception ‘Air.’ Water generated cannot be used to sustain life and will never stave off thirst or dehydration.

Shield Forms that can be created are:

· A Wall 10’x10’ Any walls created can only protect the area (and any guarded creatures) directly behind it from the element the shield is attuned to. Once created a wall stays static locked into the space it was created. So such walls can be positioned to block off corridors or access ways temporarily. The caster can create as many walls as he or she has empty 1st / 2nd level clerical spell slots. The can never move more than 60’' from any walls created however or they will lose coherency and dissipate immediately.

· A Hemisphere that moves with and is centered on the caster up to 10' in height with a 10' diameter (casters choice.) Only one such Hemisphere can be created by the caster at a time.

· A full Sphere that moves with and is centered on the 'midriff' of the caster with up to a 10' diameter (casters choice.) Only one such Sphere can be created by the caster at a time.

Such shields are made of raw elemental energy each composing of either one of the four base elements (casters choice,) or a combination of either molten 'Earth & Fire' or steaming 'Air & Water'. A shields power will always completely protect the caster (and those permitted inside its area) from any 'naturally' occurring elements that the shield is attuned too (fire from fire for example.)

Examples of use: A 5th level Il’Druin could walk safely through a burning house and suffer no ill effects from the raging inferno, or the same caster were he suddenly trapped underwater, could slowly wave his hand to create a up to 10ft sphere or ‘bubble’ of air around himself lasting up to 7 rounds, potentially sustain his ability to breathe a little longer. The caster could then, by cleverly manipulating the sphere, could only encapsulate himself from the midriff up, allowing him to use his legs to swim to the surface and effective safety!

Magical manifestations of the same element or assaults from an attuned elemental creature (of the same element as the shield) can destroy the barrier over time through attrition however. A barrier made from fire for example can resist natural fire for as long as the shield is in effect without harm, but magical fires slowly destroy the on a point for point basis.

In order to create a shield, the Il'Druin must sacrifice empty 1st / 2nd level clerical spell level slots in order to create its maximum absorbency potential before destruction, i.e. a 5th level caster creating a fire Wyreshield using 3 1st level spell slots would create a shield with a maximum absorbency potential of 24 protection points. Any magical assaults or attacks made against the shield are absorbed accordingly, until the shield runs out of points or its duration expires.

As long as the shield has the power to absorb ‘all’ these points when attacked no Saving throws are required from the caster or those protected inside the shield until it is destroyed. Overlapping damage affects the caster (and those protected) in the normal way however (damage, saving throws etc.) Elementals roll to hit in each case in order to see it the damage rolls over. Overlapping damage affects the everyone protected normally.

Example of Overlapping damage: An Il’Druin is attacked by a fireball spell inflicting 30 points of damage to his fire Wyreshield but the casters shield only 10 points remaining. The shield will absorb 10 points of damage from the fireball then dissipate. The caster and those protected must now make a save vs Spells against the remaining 20 points of damage.

Weapon restriction: An Il’Druin may only use either the sword, the Staff, the Spear or a sacred elven swordspear called the Sankhana; in order to use them all these weapons must of the highest quality the character can afford (quality, not necessarily cost) or magical in nature. While the bow is a classic elven weapon, an Il’Druin will never use one, as all of their training focuses one of the above weapons in combat. Moreover, a level one Il’Druin selects her initial weapon of choice to be proficient with at 1st level; he may not become proficient in the use of one the other restricted weapon types until 3rd level. Additional options to select a new form of restricted weapon types but similar to a weapon the PC is already trained in (proficient in Spear but wants to learn Longspear for example,) can only be done once every 3/levels (at 3rd/6th/9th and so forth.) An Il’Druin must endeavor to never to become disarmed in combat or to allow his weapon to touch the ground as this is seen as a terrible dishonor to the weapon. If this happens, the weapon itself must be cleansed in a special ritual using the elements to purge the blade of any impurities. In the event of a ‘fumbled’ disarming the player, the Il’Druin may, in lieu of any further actions that round, make a dexterity check. If successful, the weapon is retained prior to touching the ground.

Weapon Specialization: Il’Druin are considered masters in the pursuit of four particular weapons – the sword, the Staff, the Spear and the sacred Sankhana blade. In time an Il’Druin can achieve the same mastery (Mastery, High Mastery and Grand Mastery) in one of his weapons just like a normal fighter can – although their THACO will never be as low, their skill will be the same.

Weapon Specialization (if bought by the PC during character creation,) may be purchased with CP’s as normal but the PC must have attained at least 3rd as a Cleric to begin training. Obviously specialization can only be taught by another Specialist in the same weapon. Training takes four weeks.

Armor restrictions: The only armors allowed for the Il’Druin are leather, studded leather, or Ringmail. Plus, any form elven leather or chainmail, as this armor is prized because of the wearer’s ability to continue to cast magical spells. Also, shield use is never permitted to the Il’Druin.

Class restriction: All Il’Druin must be multi-classed Druid/Wizard - Elementalist, they must spend years of dedicated training in order to achieve the harmonious balance between magic and Druincraft.

Combat bonuses: Il’Druin get an automatic -1 adjustment to their armor class to reflect their adeptness at dodging/deflecting attacks whilst casting spells. Every five levels of advancement they receive innate -1 to their AC, up to a maximum of -4 at 20th level. Note that this bonus only applies against melee opponents that the Il’Druin is ‘aware’ of. This bonus is cumulative with any other benefits. This bonus is NOT received vs any form of surprise attack suffered by the Il’Druin.

Additional Combat Benefits:
All these forms are useable by the Il’Druin from 1st level

In combat Il’Druin are able to shift their forms from moment to moment, and round to round whilst in combat in order to better reflect their response to an attack type. Visibly only the Il’Druins forearms shift in appearance to reflect the elemental form they are adopting. Each combat form can only be activated only 1/day, and only one form can be adopted per combat round. The visual effects are purely cosmetic and have no practical application – they are simply minor illusory effects. A form can only be maintained for a maximum of 5 combat rounds per day

· Water Form: +1 to all saves vs spells or attacks using Water, -1 to saves vs Fire based attacks
This highly defensive form was created to allow the Il’Druin to cast spells from a defensive position. The Il’Druin can cast any spell in any form however, but when assuming this form, they gain a +1 bonus to their AC and all melee or missile attacks made against the Il’Druin have a 10% chance of missing him due the watery distortion affect surrounding the Il’Druin.

· Fire Form: +1 to all saves vs spells or attacks using Fire, -1 to saves vs Water based attacks
and add +1 to their own physical attacks.

· Stone Form: +1 to all saves vs spells or attacks using Earth, -1 to saves vs Air based attacks
The Il’Druin becomes defensive - gains +2 AC (in addition to any other benefits.) In using this form, the Il’Druin skin becomes as hard as stone against any physical blows in combat. They also receive +10 temporary Hit points for the duration of this form only. Once this form has ended any temporary HP’s gained are lost immediately.

· Air Form: +1 to all saves vs spells or attacks using Air, -1 to saves vs Earth based attacks
The Il’Druin becomes incredible swift in combat and can move an additional 50% of his base movement rate per round. Defensively, he gains gaining an additional +1 to his AC due to his speed. This form was primarily designed as a combat ability to add martial symmetry when using the Sankhana Blade in battle. In battle the Il’Druin can make one melee parry per round when for every 5/levels in their clerical class (2 parries’ at 5th 3 at 10th etc.) These parries can be used to defend others as long as the Il’Druin is in the aggressor’s threat range. Please note that these ‘bonus’ parries do not sacrifice melee attacks made by the Il’Druin.

Bonus Proficiencies: Ancient History – The Elven High Seldarine, Ancient Lang. – Ancient Elven,
Required Proficiencies: Spellcraft – both Clerical and Magical, Religion.
Recommended Proficiencies: Etiquette, Diplomacy, Healing, Herbalism, Ancient Language: Oeridian

Equipment: Il’Druin live light. Equipment should cover necessities, but surpluses are to be avoided, and lighter equipment should be used in place of heavier alternatives.

Appearance: Il’Druins have no standard dress code, but it is accepted that they normally dress in muted, earthy but tasteful garb, as befits an elf.

Hidden Lore of the Elves – Part One

It is said that when the world was burning and the fires of war raged across the land, the One God Corellon heard the cries of a young Ellyrian slave named Aerdrie Faenya, for many days she had wailed all alone in a rage so deep and dark that her heart was crippled with pain. She’d prayed to the one god for the power to fight her terrible enemy and the One listened to her prayer.

The One lord sent down his first gift, breaking low her iron hard chains. And on seeing seen the pain and anguish that she’d suffered over centuries under the lash, he sent forth his second gift, that being a pair of mighty wings so that she could ascend from deeps and her dark prison.

He then called forth a flock of great birds to guide her home to his hiding place, and upon seeing her well and free of all peril, he took her to Second Wife as was her will, and that of his First Queen - Lady Sehanine; and he lay with her, bringing forth the first Avarial and the doing so brought back light to a cold and lonely world once more.

Over the coming days whole flights of the Ones new born cried forth and to fight the mighty Kharak and Bal’Jadhi. But the Great Masters never feared them, and knew full well how to defeat them.

They sent forth the mighty Uroch into the skies to lay waste to their newest enemy with fire. And indeed all came to pass as the Kharak perceived. Horror upon horrors took hold of winged Ellyri as they fought the mighty Uroch, many fell burning to their deaths from the sky, or worse still, became slaves to the fell rule of their Mindstones.

The Kharak, sensing victory over the beaten Avariel, told the Uroch to show no mercy or quarter, and in their fury the Avariel were almost utterly defeated. But the surviving Avariel (and what remained of the free Ellyri) managed to flee the bloodsoaked battlefield and crept limping into the hidden deeps beneath the world; where in time (and with The Great One’s aid) they met with a rebel Kharak named Du’war and his two halfbreed sons - Moradin and Clangedden the Silverbeard.

It is here, whilst veiled from the hunters of the hated Kharack in an ancient cave called the River cairn, the great Du’war taught the last Ellyri the dark arts behind of the Mindstones, and, once equipped with the hidden secret of their power the great God Corellon wove a subtle magic into the souls of his people, giving them a new resolve to fight back against the terrible art of Bal’Jadhi Mindbreakers.

Hidden Lore of the Elves – Part Two
The Il’Draga – The Demonfey

Lair: The submerged ruins of the city of Lilane, The City of Silver Spires.
Info: The sacred city of Lilane contains the last resting place of the first Avatar of Corellon Larethian, his remains lie hidden in a hillside tomb within the very first temple dedicated to his name, believed destroyed by the hands of the Kharak and the Il’Draga during the Battle of Greenvale. Many believe this resting place to be mere legend…

Leader: Sedarra Tanara – The Unholy Star
Race: Il’Draga
Symbol: The cults symbol is a burning female phoenix
form rising from a pyre of flames.

Masters: The Kharak, The Bal’Jadhi

Known Membership Includes: Il’Draga, The Kharak, The Bal’Jadhi, Possible Cambions of other bloodlines, Other True Tannari, Various other Servants/slaves

Alignment: Neutral evil/Chaotic evil
Enemies: All Elvenkind, The Il’Arnn and all the Il’Druin, and the Men of the South and their foul god lord Heironeous (who they believe were was solely responsible for their imprisonment at the Battle of Greenvale in Celene’s Welkwood. ) The Demonfey are a failed experiment by the Kharak. An Avariel clan of failed half-fiends called the Il’Draga. They were imprisoned over nine thousand years ago by the Seldarine for the crimes against the elven race, but were recently freed from their crystalline prisons hidden deep under the City of Green Spires (now a subterranean ruin under the Welkwood.)

History
In all truth ‘Sedarra’ and her followers were some of the first Avariel created and brought forth by Aedrie’s union with Corellon Larethian, and her house won great renown in their battles against the Kharak. But during one such battle both she, and the surviving members of her unit were captured by the power of the Mindstones the very day before Lord Corellon wove his spell to charge the minds of his children. Sedarra’s veiled will has never forgotten that betrayal, and secretly, she would give all for the power to strike down the High One and destroy his feral creations.

The Demonfey were originally created from the remnants of the first battles between the Kharak and the Winged Ellyri of House Tanara. Although most of the house was imprisoned in ‘Akraakha’ – the subterranean breeding pits the Bal’Jadhi and Tanar’ri, some fled and went into hiding into the ‘T’sulaveen’ (a great southern forest now called the Welkwood by modern Celeneans, but were discovered by the surviving Ellyrian people after only a few centuries, they were captured and sealed into great crystalline prisons in a perpetual state of near-slumber, where it was believed that remained until the destruction of city of Lilane, thousands of years ago. With the apparent resurrection of the Kharak and rebirth of of the servants the Bal’jadhi it is only a matter of time before the world sees the resurgence of the Il’Draga - the Demonfey

Intentions
The Demonfey intend to expand their numbers by breeding elves with demons in the deep forest. To achieve this, they have begun to abduct wood elves from the Welkwood in order to prepare them for breeding. The Demonfey are also interested in learning about modern Oerth since they have been imprisoned for such a long time. Scouting parties are sent out across the southern kingdoms, but they take great care not to be seen, for fear of alerting the modern elves of their presence.

Allegiances
Sedarra plans to seek the aid of the Scarlet Brotherhood in her fight against the Ellyri and their filthy descendants – the elves of Celene. The Brotherhoods organization considers the elves to be utter degenerates, but this does not rule out them working together towards common goal – for the right pay. As the final destruction of Elven kind is a mutually shared goal.

Enemies
Although the Demonfey have a hatred for the elven race in general, they bare a particularly loathing for the men of the South and their champions – the once kings of men - Lord Nathan Heironeous and his brother Valan Hextorious. The hatred arose as a result of the aid in the rebellion led by the elves of the Silver Wood in their fight against the Kharak.

Known Boltholes
The boltholes are underground structures located throughout the Welkwood. They have existed for a very long time but most are now forgotten by all except the oldest surviving elves. Even so, these elves will likely assume them to be abandoned, not knowing of the recent re-emergence of the Demonfey.

Known ‘Surviving’ Members of the Demonfey by the Il’Druin

The least is believed to be far more extensive:

Sedarra Tanara – The Unholy Star (leader),
Zaleef Tanara, son of Sedarra,
Kluth Tanara, nephew of Sedarra,
Teryani Tanara, daughter of Sedarra,
Vesta Tanara, member of house Tanara,
Jhataal Ealoeth, member of house Tanara,
Nura Floshin, member of house Tanara,
Laera Floshin, member of house Tanara,
Syriandi Floshin, member of house Tanara

Mazrael the Betrayer (My big bad...)
(Manifestation of Tharzidan)

Patron Deity of the Kharak and their servants – the Bal’Jadhi

Greyhawk Deity

Home Plane Demiplane of Imprisonment
Power Level Intermediate
Gender Thought of as sexless
Class(es) None
Alignment Neutral evil
Portfolio Ruin, Elemental Power, Decay, Slavery, Vengeance, Entropy, Insanity, Chaos, Evil, Betrayal,
Symbol: The symbol of the Elder Eye is an inverted Y, a slanted eye and a downwards lightning bolt.
Alias Tharizdun the Destroyer
Superior None

The Elder Eye, also known as the Elder God, is an aspect of the imprisoned god Lord Tharizdun, this form was created to mask his cults activities from the forces of Good, and to draw in worshippers who might otherwise avoid Tharizdun's service, and to ultimately gain the alliance of the Princes of Elemental Evil.

Description
The Elder Eye is described as a huge pillar of elemental force with a body of burning magma that radiates steam. How often he is able to manifest an avatar owes more to the waxing and waning of planar influences than its own will or the rituals of its priests. He also manifests himself as permanent phenomena in its oldest temples, including energy-draining flames that emerge from altars, and glowing floating eyes bathed in lightning that cause can electrocution, blindness, madness, premature aging, or transformation into eggs that hatch the victim into berserk flaming salamanders.

Relationships
The Princes of Elemental Evil and Shadow—Cryonax, Imix, Ogrémoch, Olhydra, and the Shadowlord—believe the Elder Eye to be their forebear, a powerful entity who will elevate them to true godhood and give them domination over the Prime Material Plane if only they can free it from its imprisonment. They do not realize that the Elder Eye is actually Tharizdun, for as ancient as they are, they are too young to recall the ancient war between Tharizdun and the other gods. They do not realize that their master's liberation would result in the destruction of themselves as well as the rest of the existence.

Realm
Tharizdun dwells in the Demiplane of Imprisonment. Hidden somewhere in the depths of the Ethereal Plane, the demiplane resembles a swollen, crystalline cyst nearly a mile in diameter. The ethereal substance surrounding the demiplane boils with the dreamscapes of the Elder Elemental Eye's worshipers and others whose dreams the dark god invades.

Dogma
Worshipers of the Elder Eye envision a future where the world has been consumed utterly by elemental chaos, floods, earthquakes, lava, and destructive winds destroying civilization until only the faithful survive.

Worshipers
Worship of the Elder Eye has been found among the drow, particularly house Eilserv and their mistress Eclavdra, and among giants of Oerth and various beings of the Underdark, as well any evil elemental beings in the service of the elemental princes. Primarily the Kharak are the Elder Eys’s primary worshippers created by him prior to his imprisonment by the gods of Oerth. Cults of the Eye sometimes work behind guises of seeming innocents. Worshippers of the earth aspect may infiltrate mining guilds, for example, initiating those they find most trustworthy into their cult while putting others into their debt by offering clerical services for a heavy price. But the mysterious Order called the ‘Dark Stand,’ a rebel Wyrehold that fell victim to the Mindstones of Kharak many thousands of years ago are the Il’Druins greatest enemy.

Clergy
Cultists of the Elder God work to free their imprisoned master, rediscover lost shrines, and sacrificing sentient beings to attract more of their master's power, including their own flocks or themselves. They seek out places of elemental power throughout the world which they transform into elemental gates using special rituals. They wear ochre robes emblazoned with their deity's symbol.

Some of the Eye's priests dedicate themselves to a specific elemental aspect, while others emphasize all elements simultaneously. Those who worship the air aspect trim their robes with white, those who worship the earth aspect trim their robes with yellow and wear amulets festooned with gems and precious metals, those who worship the fire aspect trim their robes with red and carry jewelry enchanted with continual flame, while those who worship the water aspect trim their robes with deep blue and often carry small jugs filled with seawater.

The Elder Eye's favored weapon is the dagger, but some priests carry magical items known as tentacle rods, strange organic devices that grasp their victims in their tendrils, seemingly of their own accord.

Temples
The Elder Eye was worshipped in the Temple of All-Consumption until it was destroyed. Worshippers of the Elder God's air aspect built temples in high mountain peaks or even among the clouds. Worshippers of the earth aspect excavate temples deep beneath the surface of the world. Worshippers of the fire aspect build temples within volcanic tubes, but also migrate to regions afflicted with drought to burn and destroy.

Hop you enjoyed reading! happy to post the other stuff if theres any interest:)
Many thanks
Vorgor...[/B][/B]
 
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