POWERS &d PANTH EONS By Eric L . B o y d
Contents The D a w n of Time About This Product Format of Deity Entries Extended Calculated THACOs Table Extended Priest Spell Progression Table Extended Wizard Spell Progression Table Extended Bard Spell Progression Table Faerunian Pantheon (Demipowers) Finder Wyvernspur Garagos Gargauth Gwaeron Windstrom Hoar Jergal Karsus Lurue Nobanion Red Knight Savras Sharess Shiallia Siamorphe Ulutiu Uthgar Valkur Velsharoon Chultan Pantheon Eshowdow Sseth Ubtao
2 3 4 6 ....6 6 6
.
,
14 14 18 22 26 28 31 35 36 41 44 47 51 55 58 62 66 72 76 80 80 84 88
M u l h o r a n d i & Untheric Pantheons Anhur Geb Gilgeam Hathor Horus-Re Isis Nephthys Osiris Sebek Set Thoth Tiamat
94 96 99 102 106 109 114 117 120 124 126 129 133
Prominent Temples Cathedral of the Emerald Scales
138 138
Cloister of St. Ramedar The Flaming Brazier House of the Moon Citadel of Black Ash
142 147 154 165
Appendix 1 : Aliases
179
Appendix 2: Locations
180
Appendix 3: Spell Index
183
Appendix 4 : Monsters
187
Divine Minion Elder Eternal Evil (Dendar, Kezef, Ityak-Ortheel) Shade
187 188 192
Credits Design: Eric L. Boyd Additional Design: Kate Grubb (Finder Wyvernspur) and Skip Williams (Shade) Editing: Julia Martin Project Coordinator: Thomas M . Reid Cover A r t : Todd Lockwood New Priest Color Plates: Ned Dameron Interior Illustration: Earl Geier, Karl Waller, Matthew Cavotta, and K. C. Lancaster New Deity Symbols: K. C. Lancaster Color Cartography: Dennis Kauth and Rob Lazzaretti Interior Page Layout Design: Dee Barnett Interior Page Layout A r t : Red Hughes Typesetting: Tracey L. Isler Production: Terry Craig To Letitia for seeing me through, and to Julia, Thomas, and Bruce for giving me the opportunity. Special thanks for reviewing this manuscript to Robert H . Nichols. A D V A N C E D D U N G E O N S & DRAGONS, AD&.D, A R C A N E A G E , D U N G E O N M A S T E R , FORGOTTEN REALMS, MONSTROUS COMPENDIUM, PLANESCAPE, SPELLJAMMER,
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THE DAWN OF TIME esai
T
he following preface is excerpted from the (somewhat rambling) introduction to the multivolume Encyclopoedia Deifica: Tales of Divinities, Both Living and Dead, Extracted Through Studious Cross-Faith Comparison and Revealed By the Hand of Oghma by Jenelle Einhorn, Acolyte of Learned Father Hasicor Danah of the Leaves of Learning Temple and Library (1370 DR edition):
The origins of the deities of Faerfln are lost in the mists of passing time. Of the Earliest days of Toril, we know only—and the fervent controversy that surrounds much of what follows must be acknowledged, for many folk have very different views of what befell in the Dawn Days—that at some point intelligent life on Toril came to be dominated by five creator races. Supreme among these were the dragons, who soon came to dominate the surface world. First to rise to dominance, but also first to fail, was a dmosauroid race that survives today only as the d i vergent species of lizard men, nagas, and other reptilian creatures. This race's growth was mirrored in the seas of Toril by an aquatic shapeshifting race that became amphibious and supplanted the dinosauroids. This amphibious race was the builder of proud cities on land—only to degenerate and fall back into barbarism much later under pressure from sahuagin, merfolk, and tritons. This race survives today only as the nonshapeshifting marine peoples of the locathah and the tako, and the land-dwelling, shapeshifting dopplegangers and greater dopplegangers. The fourth of the creator races was a sylvan people whose descendants are the sprites, korred, and many other small woodland folk of today. The humans were the last and most primitive of the creator races, but they have always been the most adaptable and ingenious, so their rise, when at last it came, was astonishing in both speed and planetwtde efficiency. The most advanced of the creator races all mastered magic enough to begin mterplanar travel and to create gates linking what has come ro be called Realmspace w i t h other crystal spheres—but so did the inhabitants of other spheres, and waves of m i g r a t i o n i n t o T o r i l began. Dwarves, treanrs, elves, and lllithids (in that order) appeared in Faerun, as the might of the dragons rose to the point where their power struggles began to wane, and they divided most of the surface world into recognized territories. Halflings, gnomes, and merfolk then appeared, and the mountaindwelling humans (spurred on by contact with dwarves) began to make strides towards civilization (forming clans, using fire, forging weapons). G i a n t k i n , titans, and tritons were then seen i n Faerun for the first ~ time. I t is also thought that the sham and phaerimm appeared in the Realms at about this time, though most other creatures did not know of their presence. The giants, in particular, created realms and fought the ruling dragons. Much later, goblinkin (ores, hobgoblins, and their lesser k i n such as kobolds and goblins) entered Faerun, as did human peoples from other spheres, moving to settle in what we now know as Kara-Tur, Maztica, and Zakhara. A few centuries later, the floodgates of transpheric m i g r a t i o n opened, and Faerun saw its first beholders, lesser dragon races, leucrotta, centaurs, satyrs, weuues, and the like, while the giant realms became empires and the power of the dragons began to visibly wane. Pegasi and humanlike winged races entered the Realms in numbers, and then several human migrations brought mature societies and religious faiths to the Realms: an influx from a land of desert governed by the seasonal pulse of a mighty river; then an influx from two neighboring inds—one a land of glory and empire, the other a patchwork of citystates and bold philosophies—whose pantheons reflected, but did not precisely duplicate each other; followed by folk from a more rugged land tied to nature, the sea, and the warrior history of its dozen-king greater god. A t about this point, what would become Netheril began to rise, spurred by humans who learned magic from the elves, only to swiftly outstrip their teachers in magical experimentation and innovation.
I
Soon the fledgling realm of N e t h e r i l mastered or defeated dragons for the first time. lllwisait
THE D A W N OP TIME
The Gods of the Netherese were the first organized pantheon of deities to achieve widespread importance i n Faerun. {The deities of the so-called "Old Empires" followed soon after.) I n Netheril, the citizenry came to be dominated by a few extremely powerful wizards—god-kings— who worshiped nothing but their own power. These religious of these archwizards was the Pursuit of A l l , the achievement of all-encompassing personal magical power and immortality. Lichdom was one experimental path to this, and achieving a state like unto the creatures k n o w n as watchghosts was another. Many archwizards looked to the sharn as being a superior, further-evolved magical race, and some present-day sharn may be former Netherese humans who took or attained sharn form rather than perish in despair or embrace unlife. However, in Netheril a tiny, ambitious middle class venerated Amaunator, the sun god of rulership, civilization, and progress. The lower class worshiped the Earthmother Jannath (Chauntea), who had a far wilder aspect than her present-day face would belie; Garagos (also known as Targus), the god of war and victory over beasts—especially dragons; Mystryl, worshiped by would-be mages rather than those in power; Moander, god of rot and corruption; Selune, the gentle, loving goddess of prophecy, renewa and purification; Shar, the alluring goddess of mystery, e v i l , forgetfulness, strife, tyranny, darkness, and monsters; Talos, the lord of storms, pestilence, and d e s t r u c t i o n ; and Tyche, the fickle luck goddess who oversaw luck, fortune, fate, and beginnings. I t can readily be seen that some o f t h e deities known i n ancient N e t h e r i l survived to H-. contemporary time, albeit changed, and t h a t others have d w i n d l e d or v a n ished altogether. A t least a millen¬ nia after N e t h e r i l f e l l , another brief wave of immigration brought yet more cultures and religions to Toril from two lands of harsh cold and long winters that bred stout and clever warriors of a sea-going and raiding tradition. One notable recent change in the divine ranks was the cataclysm of 1358 DR, variously known as the Time of Troubles, the Fall of the Gods, the Time of the Avatars, the I n t e r v e n t i o n of A o , or the Godswar. During this year of catastrophe and odd magical aberrations several gods were destroyed and new deities arose to assume their powers. It can readily be seen that, down through the ages, the relative power of deities has always depended o n the numbers and influence of their mortal worshipers in Faerun and that this is an ever-changing, not a static, thing. I t is also important to remember that i n any discussion of deities and priesthoods, much must remain mysterious and even seemingly imprecise. I n part, this is due to divine influence and desires and also to the pragmatic and creative clergy of Faerun, who are always devising and proclaiming new rituals, customs, titles, observances, and rules for themselves and for the lay worshipers they guide and serve. Some priesthoods are notable for the energy and unceasing nature of their i n ternal power struggles, which give rise to schisms, covert factions, and a variety of rituals and behaviors. A n observer i n Faerun must not be surprised to encounter beliefs, ceremonies, and religious courtesies that are omitted, slighted, or seemingly contradicted in this volume.
The gods of the Abeir-Toril are real beings. They grant magic to their worshipers and grow or diminish i n personal power in relation to the number of mortal worshippers they possess. Priests in the service of a god advance i n rank only if they please their deity by remaining faithful to their power's aims and rules and behaving as their deity wishes. Most folk in Faerun consider i t wise to known the religious affiliations of persons they must trust, do business with, or adventure with—but they take care when seeking to learn such things, since it is often an affront of the highest order to ask about religious beliefs openly. Some folk have been known to attack individuals inquiring (even obliquely and with the greatest politeness) as to their faith. The plethora of divine beings and the wide variety of portfolios which they represent or epitomize has led to general tolerance of the beliefs and worship of others i n the Realms. Among the general populace, this extends to all who do not break the law (but human sacrifice is generally considered murder, and the unauthorized use of another's goods as offerings is theft and i n some cases also wanton destruction). Individuals, however—particularly members of a priesthood—may be not at all tolerant of the beliefs of others. I t is considered impolite to inquire too deeply into the details of worshiping a god one does not serve or is not likely to venerate.
o u t This roduct ouiers & Pantheons is a : o m p a n i o n p r o d u c t to Faiths & Avatars. I n the FORGOTTEN REALMS® campaign setting, the gods and goddesses of the Realms are referred to as powers, and they are grouped i n t o collections of gods referred to as pantheons. Faiths & Avatars gave a great deal of general inform a t i o n o n powers, detailed the greater, intermediate, and lesser powers of the Faerunian pantheon, and defined several new priest asses (many of which can also be f o u n d i n PLAYER'S OPTION™: Spells & Magic). I n c o n t r a s t , Powers & Pantheons focuses o n the remaining h u m a n powers c o m m o n l y w o r shiped i n Faerun and details the Chultan, Mulhorandi, and what remains of the U n t h e r i c pantheons i n f u l l , as w e l l as the emipowers of the Faerunian pantheon. Ownership of the Player's Handbook, the DUNGEON MASTER® Guide, and the Tome of Magic are required to use this product. While this product can be used without them, ownership of Faiths & Ai'atars, Pages From the Mages, Prayers From the Faithful, the MONSTROUS MANUAL™ tome, the assorted MONSTROUS COMPENDIUM® Annual volumes (thus far, three have been published), and the four volumes of the ENCYCLOPEDIA MAGICA™ tome is strongly encouraged and would supplement the information presented here. Without them, DMs will be forced to substitute their own information for some heavily referenced material. O t h e r products f r o m the A D & D * game rules supplements, the FORGOTTEN REALMS campaign setting l i n e , and other ADVANCED DUNGEONS & DRAGONS® game worlds are mentioned in this book but are of tertiary importance; information referenced from them is summarized in this volume or may be omitted completely without significantly influencing the flavor of the entries presented here.
THE
DAWN OF TIME •3
To avoid excessive duplication between the two supplements, only an overview of the format of each deity entry is repeated in Powers & Pari' theons. For a general overview of divine powers i n the Realms, the reader is referred to Faiths & Avatars. For details on the new priest classes referred to i n this supplement, such as the monk, crusader, mystic, and shaman, the reader is referred to Faiths & Avatars or PLAYER'S OPTION: Spells & Magic, which covers the crusader, monk, and shaman, but not the mystic.
Format o f D e i t y Entries The entries for the powers detailed in Faiths & Avatars follow a standard format. Notes on that format are given here i n a format mimicking that used in the text:
Name o f D e i t y ( C o m m o n Title and Epithets) P o w e r R a n k i n g of P l a n e N a m e , A l i g n m e n t A l i g n m e n t abbreviations used t h r o u g h o u t each deity's entry are: LG=lawful good, NG=neutral good, CG=chaotic good, LN=lawful neutral, CN=chaotic neutral, N=true neutral, LE=lawful evil, NE=neutral evil, CE=chaotic evil. PORTFOLIO:
ALIASES:
DOMAIN NAME:
SUPERIOR: ALLIES: FOES:
SYMBOL: WOR. ALIGN.:
These are the topics, things, ideas, or emotions over which the deity has dominion, power, and control and about which the deity is concerned. Other names the power is known by are given here. These may be "puppet gods" the deity has wholly subsumed, regional names, older names, or simply alternate names. The layer of the plane the deity's domain is found on is listed here, followed by the domain's name. If the plane the domain is on is undivided, the plane name is repeated. (Note that some planes also have layers with the same name as the plane they are part of.) If the deity takes orders from another power, that power is listed here. Traditional allies are given here. Traditional foes are given here. Powers the god rivals or competes with are not foes. These are discussed in the text, not here. A brief description of the deity's symbol is given here. The alignments required of dedicated worshipers of the deity are given here. Powers generally try to be as liberal as possible to attract as much worship as they can.
This introductory paragraph describes the way a power is generally depicted (or actually looks) if it is different from the deity's avatar form. It details additional titles and epithets the power is known by, common worshipers of the power, and the qualities attributed to the deity, such as its general demeanor, bearing, and personality. It also discusses any relations between the power and other powers not covered by the "Allies" and "Foes" entries above. Deity's Avatar ( C h a r a c t e r classes and levels) This paragraph describes the avatar's appearance and the schools or spheres of magic from which it may draw spells. When discussed in this avatar section, a deity's avatar is spoken of as the deity, not as "the avatar of so-and-so," to economize on space. The avatar's statistics use this format and these abbreviations: A C Armor Class; M V movement rate, Fl flying (maneuverability class is assumed to always be A ) , Sw swimming, Br burrowing; HP h i t points; THACO To h i t Armor Class 0; # A T number of attacks per round Dmg typical damage done per attack (weapon, if one is used, Strength bonus notation, weapon specialization notation)
4 - T H E D A W N O P "I'IMF:
M R magic resistance; SZ Size notation (size i n feet) STR Strength score, DEX Dexterity score, CON Constitution score, INT Intelligence score, Wis Wisdom score, CHA Charisma score Spells P: number of priest spells per spell level including Wisdom spell bonuses, W: number of wizard spells per spell level Saves (saving throws) P P D M poison, paralyzation, or death magic saving throw; RSW rod, staff, or wand saving throw; P P petrification or polymorph saving throw; BW breath weapon saving throw; Sp spell saving throw Special Att/Def: This entry discusses any special attacks or defenses the avatar has, its magical items of note, and any particularly distinctive tactics it tends to use. O t h e r M a n ife s t a t ions This section discusses other manifestations of a power aside from its avatar. These manifestations are much more commonly encountered than the actual avatar of a deity. They often convey benefits to the faithful or indicate favor, direction, danger, agreement, or disagreement by the deity. Sometimes they are merely used to comfort and assure their worshipers that they are aware of a situation or appreciate their followers' devotion. The C h u r c h In the headings in this section, the following abbreviations are used for character classes: C=cleric, Cru=crusader, D=druid, SP=specialty priest, M o n = m o n k , Mys = mystic, Sha=shaman, F = f i g h t e r , P a l = p a l a d i n , R=ranger, W = a l l wizard classes, M=mage, Abj=abjurer, Con=conjurer, Div=diviner, Enc=enchanter, IU=illusionist, Inv=invoker, Nec=necromancer, Tra=transmuter, Spell=spellsinger, T=thief, B=bard. Note that the spellsinger wizard character class is described i n Wizards and Rogues of the Realms and the mystic, monk, and shaman classes are found in Faiths & Avatars. CLERGY:
CLERGY'S ALIGN.:
TURN UNDEAD: CMND. UNDEAD:
The different character classes open to members of the clergy are listed here. Always remember that a religion can have lay members of the clergy who have no character class. They are treated as lst-level fighters unless otherwise specified. Members of any class who belong to the clergy must be one of these alignments (within the constraints of the alignments to which the class is restricted). The allowed alignments of specialty priests are specifically noted in that section. Abbreviations for all character classes of clergy and whether they can turn undead Abbreviations for all character classes of clergy and whether they can command undead
Bonus proficiencies or other game-relevant material applicable to all priestly members of the religion's clergy are presented in this introductory paragraph. Following paragraphs in this overview of the church discuss the regard of the public for the religion, typical details of temple or shrine construction, names different forms of the clergy call themselves by, distribution breakdowns of kinds of character classes w i t h i n the clergy, church hierarchy, and titles of different ranks of clergy. Further information on the church is broken down into subheadings: Dogma: Here are detailed the beliefs, tenets, doctrines and sayings of the religion. D a y - t o - D a y A c t i v i t i e s : Typical activities of the church are described here. This entry covers what the church does, as opposed to what the religion believes. This entry also discusses what believers and priests of the religion are expected to tithe or donate to the church or sacrifice to the deity. Important Ceremonies/Holy D a y s : Important ceremonies and major holy days in the religion are discussed in this entry. Major Centers of Worship: This entry describes major centers of the deity's worship. These may be the largest temples of the god, those with the most far-reaching influence i n the religion, or those of historical importance in the religion.
Affiliated Orders: Knightly and military orders affiliated w i t h the church are briefly discussed i n this entry. They are named and the character classes their members belong to are mentioned. The functions and duties of these orders and other information pertaining to their relationship to the church are also touched o n briefly. Priestly Vestments: This entry describes the ceremonial vestments of priests of the deity and any differences between the vestments of different kinds of priests who serve the deity. Differences i n garb according to rank or i n different regions are also discussed here. Typical coloration or construction materials of symbols and holy symbols of the god are mentioned here if they are important. Adventuring Garb: This entry describes the typical priest's adventuring garb. It also discusses any differences between the adventuring garb of different kinds of priests who serve the deity. Specialty Priests (Class name, i f applicable) The experience progression table for all priest types is found in Faiths & Avatars. REQUIREMENTS: PRIME REQ.:
ALIGNMENT:
WEAPONS: ARMOR: MAJOR SPHERES:
Minimum ability requirements for this type of specialty priest Abilities that must have a score of 16 or above for the character to receive a 10% experience point bonus Specialty priests must be the same alignment as their god, unless specifically noted differently here. Types of weapons specialty priests are allowed to use Types of armor specialty priests are allowed to use Spheres of priest spells to which specialty priests have major access
MINOR SPHERES: MAGICAL ITEMS: REQ. PROFS:
BONUS PROFS:
Spheres of priest spells to which specialty priests have minor access The kinds of magical items specialty priests are allowed to use Nonweapon or weapon proficiencies specialty priests must purchase with proficiency slots at 1st level Nonweapon or weapon proficiencies specialty priests receive without spending a proficiency slot. Specialty priests may spend additional slots as normal to improve their skill.
•
If any races other than human are commonly allowed as specialty priests by the power, a bullet point i n this section notes this. • This section contains a list of special powers granted to specialty priests of this god. Clerics do not receive these abilities unless that fact is specially noted. (Usually changes to other priest classes of a deity are noted earlier in the first text paragraph of the description of the church.) • Spell-like abilities are often expressed in terms of the spells they are similar to. When specialty priests receive such an ability—often expressed in terms such as "the priest is able to cast light (as the lst-level priest spell) once a day"—it is usable in addition to their normal spell complements. It should not be read as a restriction on the number of times that the priest can cast the comparable spell per day or per tenday. Such spell-like abilities require no verbal, somatic, or material components to use, and function as innate abilities in combat (discussed in the Innate Abilities subsection of the Special Attacks section of the Combat chapter of the DUNGEON MASTER Guide). They have an initiative modifier of +3, no matter what the casting time of the spell they resemble is. Spells Here are listed the religion-specific spells of a faith. Unless the Dungeon Master makes an exception or an exception is noted, only priests of the religion where the spell is listed are allowed to cast these spells. Priests (clerics, specialty priests, druids, mystics, crusaders, or shamans) of a particular religion can always cast these religion-specific spells, even if the spells do not fall within their normally allowed spheres of access. Note that when used as a material component, holy symbols are never consumed in the casting of a spell.
Extended Calculated THACOs Group Priest Rogue Warrior Wizard
1 20 20 20 20
2 20 20 19 20
3 20 19 18 20
4 18 19 17 19
5 18 18 16 19
6 18 18 15 19
7 16 17 14 18
8 16 17 13 18
9 16 16 12 18
Level 10 14 16 11 17
11 14 15 10 17
12 14 15 9 17
13 12 14 8 16
14 12 14 7 16
15 12 13 6 16
16 10 13 5 15
17 10 12 4 15
18 10 12 3 15
19 8 11 2 14
20 8 11 1 14
Group Priest Rogue Warrior Wizard
21 8 10 0 14
22 6 10 -1 13
23 6 9 -2 13
24 6 9 -3 13
25 4 8 -4 12
26 4 8 -5 12
27 4 7 -6 12
28 2 7 -7 11
29 2 6 -8 11
30 2 6 -9 11
31 0 5 -10 10
32 0 5 -10 10
33 0 4 -10 10
34 -2 4 -10 9
35 -2 3 -10 9
36 -2 3 -10 9
37 -4 2 -10 8
38 -4 2 -10 8
39 -4 1 -10 8
40 -6 1 -10 7
E x t e n d e d Priest Spell Progression
Level i 1
2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
1 11 2 2 3 3 3 3 3 4 4 5 6 6 6 6 7 7 8 9 9 9 9 9 9 9 9 9 9 9 9 10 10 10 11 11 11 12 12 12 13
2
1 2 3 3 3 3 4 4 4 5 6 6 6 7 7 8 9 9 9 9 9 9 9 9 9 9 9 9 10 10 10 11 11 11 12 12 12 13
3
1 2 2 3 3 3 4 5 6 6 6 7 7 8 8 9 9 9 9 9 9 9 9 9 9 9 9 10 10 10 10 11 11 11 12 13
Spell Levels 5 4
— — _1 — — 2 — 2 3 3 3 4 5 6 6 7 8 8 8 9 9 9 9 9 9 9 9 9 9 9 9 10 10 10 11 11 11 12 12
1 2 2 2 2 3 4 4 5 6 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 10 10 10 11 11 12
6*
— — — — — — 1 2 2 2 2 3 3 4 4 5 6 6 7 8 8 9 9 9 9 9 9 9 9 9 10 10 10 11 11 11
7**
— — — — — — — — — 1 1 1 2 2 2 2 2 3 3 3 4 4 5 6 7 8 8 8 9 9 9 10 10 10 11 11
E x t e n d e d W i z a r d Spell Progression
Level i l 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
Usable only by priests with 17 or greater Wisdom. Usable only by priests with 18 or greater Wisdom.
6 • THEDAWN OF TIME
1 i i 2 2 3 4 4 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5 5 5 6 6 6 7 7 7 7 7 8 8 8 8 8 9 9
2
1 2 2 2 3 3 3 4 4 4 5 5 5 5 5 5 5 5 5 5 5 5 5 6 6 6 7 7 7 7 7 8 8 8 8 8 9 9
3
4
Spell Levels 5 6 7
8
9
— 1 2 2 3 3 3 4 4 5 5 5 5 5 5 5 5 5 5 5 5 5 6 6 6 7 7 7 7 7 8 8 8 8 8 9 9
1 2 2 2 3 4 4 4 5 5 5 5 5 5 5 5 5 5 5 6 6 6 7 7 7 7 7 8 8 8 8 8 9 9
1 2 3 4 4 4 5 5 5 5 5 5 5 5 5 5 5 6 6 6 7 7 7 7 7 8 8 8 8 8 9 9
— — — — — — — — — — — — 1 — — — 2 — — — 1 — — 2 1 — — 2 2 1 — 3 3 3 2 — 3 3 4 4 5 5 5 5 5 6 6 6 7 7 7 7 7 8 8 8 8 8 9
3 3 3 4 4 5 5 5 5 6 6 6 7 7 7 7 7 8 8 8 8 8 9
2 3 3 4 4 5 5 5 5 5 6 6 6 7 7 7 7 7 8 8 8 8 8
1 1 2 2 3 3 4 4 5 5 6 6 6 7 7 7 7 7 8 8 8 8 8
E x p a n d e d Bard Spell Progression
Level i l 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 * 38 . 39 40
1
2
3
1 2 2 3 3 3 3 3 3 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5 5 5 6 6 6 6 6 6 6 6 7 7 7 7 7
1 1 2 2 3 3 3 3 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5 5 5 6 6 6 6 6 6 6 6 7 7 7 7
1 1 2 2 3 3 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5 5 5 6 6 6 6 6 6 6 6 6 7 7
Spell Levels 4 5
6
7
— — — — — — — — — — — — 1 — — — 1 — — — 2 — — — 2 1 — — 3 1 — — 3 2 — — 3 2 1 — 3 3 1 — 2 3 3 — 3 2 4 — 3 — 4 4 3 — 4 4 3 — 4 4 4 4 — 4 5 4 — 4 5 5 5 5 5 5 5 6 6 6 6 6 6 6 6 7
4 5 5 5 5 5 5 5 6 6 6 6 6 6 6 6
4 4 5 5 5 5 5 5 5 6 6 6 6 6 6 6
1 1 1 1 1 1 2 2 2 2 2 2 2 3 3 3
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FAERUNIAN PANTHEON (DEMIPOWERS)
•he Faerunian-pantheon-is a fractious amalgamation of powers drawn ffom-myriad'.cultjiies,: • 1 1*111' races, and beliefs whose geographic and racial spheres of influence continue to expand. Much of this vibrancy and growth is attributable to its oft-ignored demipowers. (The fi J It \ I t greater, intermediate, and lesser powers of the Faerunian pantheon are detailed in Faiths & Avatars.) I n general, the current status of demipowers in the Realms is far more fluid than the more powerful members of the pantheon. A t any given time, each demipower's star is ascendant or ii . | ; descendant in the Realms. Most gods of this rank rise to the status of a lesser power or dwindle into death within a few centuries of becoming—or being reduced to being—a demipower. As a result, most demipowers are either so obscure that few mortals in the Realms have ever even heard their name or so active that their followers exert a short-term impact on the unfolding history of the Realms far out of proportion with the relative size of their faiths. While many demipowers of the Faerunian pantheon are primarily residents of the Prime Material Plane, including Gargauth, Gwaeron Windstrom, Karsus, Lurue, the Red Knight, Siamorphe, and Ulutiu, others make their homes in the Outer Planes alongside the more powerful, members of the panjf.; Jj l l l l i l theon. As a group, however, the demipowers of Faerun cling much more to the Prime Material than higher-status powers and are far more likely to exhibit characteristics and traits reminiscent of mortals than their more powerful associates. As a result, the demipowers of the Realms are frequently depicted by bards in songs and tales as individuals rather than as the embodiments of their portfolios. While greater, intermediate, and lesser powers are intimately bound to the world view defined by their portfo'ij, Ij t i f f ft; lio, demipowers have a greater capability to adapt and evolve over time. The demipowers of the Faerunian pantheon fill several important niches amongst the faiths of the Realms. Demipowers such as Gwaeron Windstrom, Shiallia, and Velsharoon serve (or began their j i.j |||llp tenure as divine beings by serving) greater and intermediate powers directly. Some demipowers, such as Garagos, Jergal, Hoar, and Savras, are gods who time has passed away. Others, such as Finder, the Red Knight, Valkur, and Siamorphe are up-and-coming powers new (or relatively new) to the pantheon. Some demipowers, such as Sharess and Hoar, are interloper gods who have migrated from other pantheons and who even yet stand with one foot partially in another pantheon. Gargauth was a Lower J; $ If f S Planar being who sought the status and power of divinity. Many demipowers were once mortal, including Finder, Gwaeron Windstrom, Karsus, Siamorphe, Uthgar, Valkur, and Velsharoon, and have ascended to godhood through a variety of methods, each unique. The Realms is rife with minor cults and obscure sects. Many of these appropriate their gods or the representative forms of their deities from animals. Two current members of the Faerunian pantheon— Lurue and Nobanion—served as deities to nonhuman creatures but have since developed substantial ff •$ t f e j f ! human followings as the principles they represent (or are thought to represent) have become commingled with the creatures they protect. Two other deities, Uthgar and Ulutiu, both powers serving very clan-oriented, tribal societies, have allowed for the their people's individual clan's original concepts of the divine to continue to be expressed as beast cult totems that serve the two of them. These beast cults may, in fact, have originally been local demipowers of the clans, but now they are extremely strong ex|| 11 1 i f f traplanar servants of their over-seeing patron deity, and what worship the totems garner feeds the |f demipower that controls them. Overall, the Faerunian demipowers are an incredibly diverse assortment of deities. Those looking for a unifying thread to hold this contingent of the Faerunian pantheon together will be frustrated at its total absence. However, among this contentious and oft-times petty group the peoples of Faerun fre|| quently find powers with which they can identify on a more personal level—and powers that they are I actually likely to meet face-to-face while yet alive.
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D e m i p o w e r of A r b o r e a , C N PORTFOLIO: The cycle of life (rot to rebirth), transformation of art, saurials ALIASES: None DOMAIN NAME: Olympus/Fermata SUPERIOR: None ALLIES: Tymora, Sclune FOES: Moander (dead) SYMBOL: A white harp on a gray circle WOR. ALIGN.: N G , CG, N , C N
14 • F A E R U N I A N P A N T H E O N ( D e m i p o w e r s ) : F i n d e r W y v e r n s p u r
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The Church CLERGY: CLERGY'S ALIGN.: TURN UNDEAD: CMND. UNDEAD:
Clerics, specialty priests, crusaders, shamans N , C N , NE, CE C : NO, SP: No, Cru: No, Sha: No C : Yes, SP: No, Cru: No, Sha: Yes
A l l clerics, specialty priests, crusaders, and shamans of Garagos receive religion (Faerunian) as a bonus nonweapon proficiency. Garagos attracts to his priesthood those with a cruel, destructive, reckless streak. Berserkers and sadists who eschew mercy and enjoy causing destruction and eradicating opposing forces often call on Garagos for extra aid even when they profess to worship another deity such as Tempus or Talos. The Reaver has also become something of a fashionable god among brigands, outcasts, and those who regularly raid other peoples or settlements for plunder. The Garagathan faith is not really organized overall. It exists as a number of independent churches w i t h i n d i v i d u a l hierarchies. Two r i v a l churches fight each other for dominance i n A m n and Tethyr. Another i n the Sword Coast N o r t h is seeking to expand its sway over all the Sword Coast and the trade routes that connect to it, and ultimately into Cormyr. The oldest church, in Westgate, has. always been split into warring cults. The currently predominant clergy members i n that church are based i n Yondath, and two eastern organizations battle with them for control of this branch of the faith. One of these is located in the Great Dale and is seeking to expand into Damara and Thay; the other has established itself in Raurin and is spreading agents both south and west. In the wake of the construction of Garagos's new temple at Gosra, the established independent churches of Garagos have all sent representatives to help form the hierarchy of the new temple. They are, of course, devoting quite a bit of their efforts to in-fighting in order to determine which church of Garagos the Gosran temple will ultimately belong to, but they have also been forced into rapid preparations for the defense of the new facility as the established churches of Tempus are rumored to be hiring a massive army of mercenaries to destroy the new temple. Overall, the clergy of Garagos is composed of about 45% clerics, 40% specialty priests, 10% crusaders, and 5% shamans. The organized churches have no shamans in their ranks; the shamans are primarily found in more primitive cultures where berserk raiding is practiced. Garagos used to have many shamans, but his worship has waned in favor of that of Tempus, and their numbers are dwindling. Garagathan clergy members address each other as "Bloodbrother" and "Bloodsister," adding " H i g h " as a mark of respect if they are speaking to a priest of four or more levels greater than their own. They eschew formal t i tles beyond the rough rankings of Supplicant (novice), Priest/Priestess of the Blood (full priest), Reaver Lord/Lady (senior priests), and Favored (veteran senior clergy of ruling rank). This last title is added to whatever fanciful, self-styled rank the senior priest wishes to assume, such as Favored High Reaver Ounadar the B l o o d - D r e n c h e d or Favored Storm of Battles Athaghon Master of Reavers. When attached to a military forces (a rare thing), priests may also hold a rank within that force. Dogma: Garagathans believe that peace is for weak fools. War makes all who fight strong, and only i n head-to-head conflict is honor satisfied. Only cowards avoid battle. A n y who strike down a foe from ambush or from behind are to be scorned as the cowards they are. Retreat is never an option, even in the face of a greater foe, for if a warrior's heart is focused on Garagos, he will provide the strength to conquer any foe. Diplomatic solutions are for fools, the soft, and the dishonorable; the only true answer lies in battle. A warrior's word is his or her bond to a friend, and no one can be trusted more than shield companion, but warriors should not concern themselves with keeping a pledge to cowardly dogs or the enemy. Battlelust is a gift from Garagos; with it the faithful find the focus and the strength to defeat any enemy and refuge from the confusion and pain of the battlefield. The charge given to novices in the faith of Garagos is: "Bow down to me, and triumph in arms. Seek to awaken bloodlust and reaving everywhere, and take part in these sacred things whenever prudent or possible. Always go armed in readiness for shedding blood. Do battle at least once a tenday for the greater glory of Garagos and shed blood even if you cannot slay. Spread fear of Garagos, and the message of his power that guides and assists believers i n every land you enter. A t least once a year challenge and slay a greater foe than yourself for Garagos so that you test always the limits of your skill and press it to increase." This last is usually interpreted to mean killing a powerful monster or a priest of another deity of higher level than the Garagathan.
Day*to-Day Activities: Priests of Garagos spend their days fomenting strife wherever they go i n Faerun, seeking to cause battle so that bloodlust (the Sacred Goal) is born and wanton destruction begins. Some of them are sly manipulators who deal i n intrigue, thievery, and subtle diplomacies to ensure their own enrichment and continued anonymity or at least lack of public connection between them and the troubles they instigate. Others are unsubtle, violent brigands who start tavern brawls and use very public marketplace assassinations and similar crude means to spread Holy Reaving throughout the lands. Senior clergy of the Reaver are charged with renewing and expanding an ever-growing network of informers, agents, sympathizers, and faithful warriors—and of training and disciplining such folk. The performance of a priest's charges reflect on the priest, for good or for ill, so they often set spies upon their agents, and activate back-up teams to carry out a mission if the first team fails. A t the highest levels, Garagathan priests spend their days in ruthless power plays against rival senior clergy members seeking to become head of one of the various independent churches of Garagos. H o l y Days/Important Ceremonies: Garagos demands to be worshiped in two ways: A believer who slays any foe in battle can shout out the power's name over the body of his or her victim to dedicate the death to Garagos as an offering. The second way to worship him is at a stone Blood Altar in one of his shrines or temples. Prayer to Garagos at a Blood Altar must begin with drops of blood being spilled into troughs in the stone altar. Then the devout entreats the Reaver to hear, promises to perform some act of battle valor involving death and destruction, however small, and then calls on the Master of A l l Weapons for aid, strength, or guidance. There are no calendar-related Garagathan religious rituals. A n y gathering of seven or more priests may call a Blood Festival. A Blood Festival involves a feast wherein at least some of the food must be butchered at or next to the table and subsequently devoured while still bloody (that is, not fully cooked). Initiations of priests to the Full Blood, the ceremony by which novices are made into full priests, must take place at a Blood Festival. Initiation into the Full Blood involves dipping the supplicants' hands into fresh blood and then painting their cheeks with the symbol of Garagos with blood. The blood used must be that of one or more monsters (dangerous creatures) slain by the supplicants to be initiated and full priests of Garagos with no other assistance. Major Centers of Worship: Garagos's greatest worship occurred in the area of what is now Westgate. The sewers and underground passages of that city are rife with his old altars and symbols. That Inner Sea city still boasts an important underground temple to Garagos, the House of Steel, where an ambitious priestess, Chaless the Cruel, leads a congregation of murderers, outlaws, and half-ore brutes. The House of Steel is defended against nonbelievers by many animated swords. However, the House of Steel is not currently the largest or most prominent center of the Garagathan faith. That honor is held by the Vale of the Reaver in Yondath. The Vale of the Reaver is the valley below the headwaters of the Thornwash River, between the western Cloven Mountains and the Thornwood. I t is located north of Saelmur and Ankhapur and south of the Deepwash. I n this valley, Ounadar the Blood-Drenched has recently risen to power, gathering berserkers, criminals, and disaffected and violent folk of all sorts to follow the faith. He and his congregation have been practicing slaughter on the creatures spawned from several captive deepspawn i n caves above the valley. Ounadar dreams of capturing and ruling the city of Westgate. Another venerated Garagathan site is Godswalk Keep in the Barony of Great Oak in the Border Kingdoms. It is said to have been a proud fortresscity in the days when Netheril was in proud ascendance. O n certain nights, for unknown reasons, an avatar of Garagos walks in the ruins, slaying all creatures he finds. This event is are called the Meeting of the Three, or the Howling (after the sound Garagos makes), because avatars of Jergal and of Sharess appear at the same time, and Garagos howls madly upon meeting them because he cannot slay them. Affiliated Orders: The few crusaders of the Garagathan faith all belong to the Brothers of Blood, an order dedicated to crushing the foes of Garagos. Its members unfortunately tend to die young, however, as making constant attacks on the church of Tempus tends to make anyone's life short and bloody. The various independent churches of Garagos have ties to the Red Wizards, the Zhentarim, the Iron Throne, and the Shadow Thieves, though none of these connections are very strong. For unknown reasons, Garagos forbids acting against the church of Shar, though he also does not allow his churches to ally with hers.
20 •F A F : R U N I A N F A N T M F O N ( D e m i p o w e r s ) : Gara&os
Priestly Vestments: Priests of Garagos wear the best armor they can obtain, though it is usually extremely battle-worn. Many clergy members wear red boots and gloves. High priests usually wear scarlet or crimson overrobes or tabards. Specialty priests often have embroidery or ruby ornaments on their ceremonial robes i n the shapes of teardrops of blood. Garagathan clergy members may have belt buckles or cloak pins fashioned in the shape of the tentacus of Garagos or even bear daggerlike belt weapons sporting a basket hilt in the shape of a whirlwind of five blades. Most clergy of Garagos carry a tentacus as a symbol of their faith and are skilled in its use as a weapon. A tentacus does ld4+2 points of slashing and piercing damage to small or man-sized creatures and ld3 points of slashing and piercing damage to L-sized or larger beings when held or thrown. I t has a speed factor of 3, is size S, and weighs 1 lb. I t has a range of 1/2/3. Adventuring Garb: Priests of Garagos wear almost the same outfits i n the fields as they do to ceremonial functions, sporting armor, red boots and gloves, crimson capes, and decorative ornamentation i n the shape of the tentacus. They carry a tentacus as their holy symbol. Specialty 1 Yiests (Nodreaver.s) REQUIREMENTS: PRIME REQ.: ALIGNMENT: WEAPONS: ARMOR: MAJOR SPHERES: MINOR SPHERES: MAGICAL ITEMS: REQ. PROFS: BONUS PROFS: •
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Strength 13, Constitution 11, Wisdom 9 Strength, Wisdom C N , CE Any Any A l l , chaos, charm, combat, divination, law, protection, travelers, war Creation, guardian, healing, necromantic, thought Same as clerics Endurance, tentacus Blind-fighting, charioteering
Bloodreavers are immune to magical commands of less than divine or semidivine power (such as those given by powers, avatars, divine manifestations, greater tanar'ri and baatezu, tanar'ri and baatezu lords or princes, divine proxies or messengers, and like beings). Taunt, forget, suggestion, domination, geas, demand, succor, command, enthrall, quest, ex' action, and other spells that place a direct verbal command upon a single individual automatically fail when used upon them. Bloodreavers are immune to the effects of a great many magical items that play upon the emotions or loyalties. They are not affected by rods of beguiling, rods of rulership, rods of splendor, rods of terror, staffs of com' mand, rings of contrariness, rings of delusion, rings of human influence, or wands of fear. However, they save at a - 4 penalty against the effects of philters of love (or similar magical effects) or philters of persuasiveness used against them. Bloodreavers can incite a berserker rage in themselves. The rage lasts for 1 turn. During this time, the bloodreaver has a +2 bonus to attack, damage, and all saving throws and a +1 bonus to initiative rolls. A bloodreaver may use this ability once a day. The berserker rage lasts a full 10 rounds. If the bloodreaver runs out of enemies to fight, she or he must attack the closest living target in the area (even a friend). Bloodreavers receive Constitution h i t point adjustments to their H i t Dice as if they were warriors. A t 5th level, bloodreavers have the ability to cast chaotic combat (as the 4th-level priest spell) once a day. A t 7th level, bloodreavers have the ability to cast blood mantle (as the 4th-level priest spell) once a day. A t 7th level, bloodreavers can make three melee attacks every two rounds. A t 9th level, bloodreavers have the ability to cast whirlwind of steel (as the 5th-level priest spell) once a day. A t 10th level, bloodreavers cast all spells from the combat sphere at double damage and at a - 2 penalty to their targets' saving throws, when saving throws are allowed. A t 13 th level, bloodreavers can make two melee attacks per round.
During the time of Netheril, Garagos could grant the following two abilities to his high-level bloodreavers. Since his reduction in status to the level of a demipower, he has not done so. I t is unclear whether this is a consequence of his loss of status or an intentional decision on his part:
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A t 15th level, bloodreavers are able to cast blade barrier (as the 6th-level priest spell) once a day. • A t 20th level, bloodreavers automatically are under the benefits of a double-strength prayer spell whenever they engage in combat. This condition works just as if a bloodreaver has cast a prater spell, but it takes no time to come into effect nor does it count as an action on the part of the bloodreaver. This ability combines w i t h a chant spell i n the same way as a cast prayer spell. This ability does not work if a bloodreaver's opponent is unaware, helpless, or unarmed. G a r;i s>at ha r I S pe 11 s 4th L e v e l Blood Mantle (Pr 4; Alteration, Necromancy) Sphere: Protection, Necromantic Range: 0 Components: V.S.M Duration: 5 rounds/level Casting Time: 7 Area of Effect: The spellcaster Saving Throw: None This spell enshrouds the priest i n a cloak of swirling blood-red droplets. This magical mantle seems to shimmer and swirl, even if there is no wind present, and moves to interpose itself between any attack and the priest. A n y weapon used to strike the priest seems to impact an iron wall as the ferrous droplets momentarily coagulate to form a bulwark against the imminent attack. While protected by a blood mantle, the spellcaster has a +3 bonus to his or her Armor Class and a +3 saving throw bonus against fire and cold (magical and nonmagical). Blood mantle are particularly conductive to electrical attacks, however, and bearers of the blood mantles receive a - 3 penalty to their saving throws vs. lightning and electricity (magical and nonmagical) while protected by this spell. In addition, the caster can remove the blood mantle and hurl it up to 10 feet away to form a 10-foot-square curtain of droplets. Once it reaches its desired position and configuration (mentally selected by the spellcaster as the blood mantle is hurled), the curtain is immovable until the spell expires. In this form, the blood mantle acts as a wall of iron identical in effect to the barrier created by the 5th-level wizard spell wall of iron except that it is impervious to the attacks of rust monsters and similar corrosion attacks, is much smaller in area of effect, and is of limited duration. The material components of this spell are a ruby or other red gemstone of at least 24 gp value and the priest's holy symbol. Blood Rage (Pr 4; Enchantment/Charm) Sphere: Combat Range: 10 yards Components: V,S,M Duration: Special Casting Time: 7 Area of Effect: One creature Saving Throw: Neg. This spell imbues a living, sentient being with the battle rage and blood lust of a berserker. Although it can be cast on the spellcaster or his allies, many priests of the Reaver enjoy surreptitiously casting this spell on an opponent in a group of his friends and then quietly leaving the scene. A l l attacks by the target creature are made in a mad frenzy with no thought to tactics, personal risk, or the consequences of any action. Unlike a true berserker, the target of a blood rage spell has no ability to tell friend from foe. While under this spell's effects, a creature frenetically attempts to shed the blood of any being it encounters, moving from one opponent to the next based on proximity and noticeability. (For example, the target of a blood rage spell would ignore a pixie 5 feet away in lieu of attacking an ogre 10 feet away, but if the ogre was 50 feet away, the pixie would be attacked first.) Aside from the situations mentioned below, a blood rage spell ends only when the target goes three continuous rounds without a warm-blooded creature within 50 yards to attack. While in a blood rage, beings have phenomenal resistance to pain and some forms of magic. They are immune to the wizard spells charm person, friends, hypnotism, sleep, irritation, ray of enfeeblement, scare, geas, and similar incantations. They are immune to the clerical spells command, charm person
F A E R U N I A N PANTHEC ) N ( D e m i p o w e r s ) : Gnra&os
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or mammal, enthrall, cloak of bravery, symbol, and similar magics. They receive a +4 bonus to saving throws against the wizard spells blindness, Tasha's uncontrollable hideous laughter, hold person, charm monster, and confusion, and the clerical spells hold person and hold animal. The emotion spell has no effect unless the fear result is chosen. I n that case, if enraged beings successfully save vs. spells, they are unaffected, but if they fail, the blood rage spell immediately ends. The effects of a finger of death spell, whether the saving throw is successful or not, are delayed until the blood rage ends. I n addition, while in a blood rage, beings receive a +1 bonus to their attack rolls, a +3 bonus to damage, and 5 phantom hit points that are subtracted first when damage is suffered (and then disappear when the spell ends if not used). Entering a blood rage has numerous disadvantages as well: Targets of this spell have no real sense of how much damage is being taken. (The D M keeps track of how many hit points a being has left, not any player.) They cannot use ranged weapons and cannot take cover from ranged missile fire. Spells such as bless, cure light wounds, aid, cure serious wounds, cure critical wounds, heal, and regenerate are delayed from taking effect until after the blood rage ends. The taunt spell is automatically successful. A n d at the blood rage's conclusion, its targets automatically suffer from complete exhaustion—an effect identical to that of a ray of enfeeblement spell. Unwilling targets are unaffected by the spell if they succeed at a saving throw vs. spell. The spell can be dispelled prematurely with a successful dis~ pel magic or a successful spell or spell-like effect that removes mind-affecting magics. This spell has no effect on berserk berserkers, enraged dwarf battleragers, berserk bloodreavers, or other blood-crazed warriors who have already entered a state similar to that created by this spell. The material components for this spell are a bloodstone or pieces of bloodstone and the priest's holy symbol. 5 th L e v e l Whirlwind of Steel (Pr 5; Conjuration/Summoning, Evocation) Combat Sphere: Range: 5 yards/level Components: V, S, M Duration: 1 round/level Casting Time: 8 Area of Effect: Special Saving Throw: Vi This spell creates five phantom arms wielding scimitars. Both limbs and weapons are magical constructs and not actual, tangible things. The floating, flying limbs hack silently at targets until they are dispelled, warded away by magical barriers, or willed out of existence by the caster. They strike twice per round at T H A C O 8. Each scimitar inflicts l d 8 points of slashing and piercing damage but is considered a +2 enchanted weapon for purposes of determining what it can hit. When whirlwind of steel is cast, the caster irrevocably chooses one of two missions for the scimitars: They either remain within a stationary 10-foot cube whose center is seen and chosen by the caster at the time of casting and attack all creatures entering that area, or they attack a single target creature, moving to accompany that creature at M V Fl 18 (B) and revert to the first type of mission only if the target is slain or teleports away. (The stationary 10-foot cube in this case is either centered 5 feet above where the target falls dead or 5 feet above the floor at the spot from which the target teleported.) A l l creatures are allowed saving throws for half damage against every scimitar strike from a whirlwind of steel. The caster always successfully makes such saving throws if she or he is hit by a scimitar. (The caster is not immune to the scimitars' attacks.) The material components for a whirlwind of steel is a fragment of a metallic bladed weapon.
ALIASES: DOMAIN NAME: SUPERIOR: ALLIES: FOES: SYMBOL: WOR. ALIGN.:
Gargoth, Astaroth Toril/Faerun None Beherit (dead), the Lords of the Nine Bane (dead), Bhaal (dead), Cyric, Iyachtu Xvim, Loviatar, Shar, Siamorphe, Talona A broken animal horn L N , LE, NE
A n evil power whose foul nature was too much even for others of his ilk, Gargauth (GAR-goth) was cast out of his palace in Baator and condemned to wanI der the Prime Material Plane. Gargauth embodies the inevitable decay and corruption that accompany all self-serving, greedy, and power-hungry leaders and groups. Few individuals worship Gargauth for fear that he will drop in for a visit, but a few foolish mortals with dreams of conquest and power turn to the Lord Who Watches for his assistance in exchange for a price—a price they later find too dear to pay. Gargauth's malevolence and cruelty are made all the worse by the veneer of civility and compassion he wears when first encountered. Gargauth holds to the letter of any agreement, not the spirit, and relishes betraying anyone w i t h whom he forges a pact by twisting the contract to serve his own ends. Gargauth is a master strategist, and his sense of humor moderates his temper. He can be erudite, charming, and genteel, but his true nature always reveals itself eventually. I n truth, the Lord W h o Watches is utterly depraved, the incarnation of evil most foul. Gargauth is also known as the Outcast, and ancient texts imply that Gargoth (as he was then known) was once a member of the august body known as the Lords of the Nine who rule the Nine-Layered Pit that is the plane of Baator and the baatezu who inhabit it. The reason for Gargoth's exile has been lost in the mists of time. Some sages claim he challenged the Dark Lord of Nessus and was driven into exile; others say he left upon the destruction of his closest ally, Beherit, at the hands of the Dark Lord. Regardless of the facts behind his banishment, Gargauth apparently bears little animosity for his former peers, maintaining his closest ties with the Dark Lord, and he seems to have served the Lords of the Nine as an ambassador plenipotentiary of sorts for eons. He has wandered all the planes freely, except for Baator (from which he is banned with the threat of permanent destruction should he ever return) and the Upper Planes, but he has expended much of his effort and time in the Prime Material Plane, particularly on the world of Abeir-Toril. A t one point during his travels, Gargauth defeated Astaroth, a tanar'ri lord of great power, and the Outcast then appropriated the worship of that fiend's few surviving cultists in the Realms, giving Gargauth his first taste of godhood.
( T h e ( )i!!( .!>!. t h e Lore! W h o W a t c h e s , t h e T e n t h L o r d o f i he Nine, t h e 1 o s i L o r d o f t l .e Pit, t h e Hidden Lord)
A complete chronicle of Gargauth's journeys as an emissary of the Lords of the Nine is known to exist in journal form. The original copy of Gargauth's journal resides in Oghma's library in the Outlands, but other copies may exist. Whether copies of Gargauth's journal bear any malignant enchantment is unknown, but enspelling them with a panoply of foul curses would be in character for the Outcast. The contents of the travelogue are unknown but are believed to include numerous ancient magics of unspeakable evil and descriptions of creatures of incredible vileness. For example, while hunting for Kelemvor's soul, Cyric consulted the original copy in Oghma's possession for an enchantment to see through all divine barriers and godly deceptions. The required ritual inspired Cyric's mad plan that eventually destroyed Zhentil Keep. Gargauth has appeared in the Realms on numerous occasions, often at the bequest of some powerful and evil individual or a cult of some dark power. For example, Gargoth was the "wild baatezu" who appeared at the bequest of the followers of Bane in Sembia to attack the Sign of the Silver Harp, an inn located west of the Bridge of Fallen Men on the edge of the Tunlands. The Silver Harp was the common destination of Harpers after the organization was refounded i n the Year of the Wandering Wyvern (1022 DR). Gargoth fled the massive trap that Elminster had laid there, and the Banites were subsequently routed. (For more on this, see the discussion of the history of the Harpers in the Code of the Harpers.)
D e m i p o w e r of the P r i m e Material P l a n e , L E PORTFOLIO: Betrayal, cruelty, political corruption, ill council, self-serving advisers, political puppetmasters, powerbrokers, powermongers
Gargauth's exile may have been in fact somewhat voluntary; since his banishment from Baator he has striven to become a divine power and apparently views ascending into and within the Faerunian pantheon as an avenue that will eventually enable him to surpass his former peers in power.
Gargauth
22 • r A L I R U N I A N P A N T l 1f:( ) N ( D e m i p o w e r s ) : G a r a g o s , G a r g a u t h
Sometime after the battle at the Sign of the Silver Harp, Gargauth became a demipower in his own right. He accomplished this feat after centuries of effort in part by permanently destroying numerous baatezu whose essences were completely in the Realms (because they had been stranded after entering in person) and then absorbing their power, while at the same time accruing an increasing cult following. Gargauth's cult blossomed i n the Realms during the Harpstar Wars while the Harpers' attention was directed elsewhere, and his followers fought their way to power in numerous realms and cities. During this time, Gargauth nearly ascended in power to the ranks of a lesser power, but an alliance of the Dark Gods (Bane, Bhaal, Loviatar, and Talona) thwarted his plans and crushed his followers. Gargauth has been attempting to rebuild his flock ever since his defeat by the Dark Gods, and he plots to eventually recover all his lost lands and followers. I n particular, the Lord Who Watches seeks the method by which Toril was sealed from the other planes during the Time of Troubles, believing that he could seize a great deal of divine power if the other powers were cut off from the Realms. As part of his research, he has scoured many ancient ruins of the Imaskari Empire, whose wizards managed long ago to partially bar the Mulhorandi and Untheric pantheons from entering the Realms. I. i ; i r o ; n i t . h s A v n b i i
(Mage 2 3 , C l e r i c 2 0 , Rogue 2 0 , Fighter 1 8 ) Gargauth is said to appear as a charismatic, reasonable sage. He is reputedly handsome, 8 feet tall, and of indeterminate mature age. He has noble features, a soft, low voice, and a mustache. Gargauth has appeared i n the guise of a variety of races, but the Outcast only rarely appears as a female. (The dwarves, for example, tell a tale entitled "The Legacy of Astaroth" in which the Outcast appeared as a dwarf.) Gargauth typically wears swash-topped boots, jerkins w i t h slit and puffed sleeves, velvet-lined cloaks and similar finery, and usually carries huge sparkling knuckle rings, pendants, buckle ornaments, and cloak pins. Sometimes he adopts the guise of a nondescript trader or old pilgrim. Regardless of his original form, as Gargauth spends more time in one place, his true nature becomes apparent as his flesh and clothing rot and twist, horns and jagged shards erupt from his face and back, and he grows claws and fangs. By this time, though, those under his influence are usually enspelled so as to be unaware of his deadly nature. Gargauth favors spells from the astral, charm, combat, divination, and law spheres and the schools of abjuration, alteration, enchantment/charm, and invocation/evocation, although he can cast spells from any sphere except summoning and any schools except conjuration/summoning. A C -3; M V 15; HP 177, THACO 3; # A T 5/1 (dagger) or 2/1 Dmg ld4+13 {dagger +3, +8 STR, +2 spec, bonus in thrown daggers) MR 65%; SZ M (6 feet) or L (8 feet) STR 20, DEX 16, CON 19, INT 24, Wis 19, CHA 20 Spells P: 12/11/11/9/7/5/2, W: 5/5/5/5/5/5/5/5/3 Saves PPDM 2, RSW 3, PP 4, BW 4, Sp 4 Special Att/Def: I n his voluminous sleeves, Gargauth carries an infinite number of throwing daggers +3, and he can juggle these with a showman's skill and flair if he wishes. He is specialized in hurling such daggers, which then vanish within seconds of striking. Gargauth is also proficient in the use of all melee weapons, and he has been known to employ a rapier on occasion. Gargauth has numerous spell-like abilities he can employ at will, once per round, in lieu of spellcasting. In addition to those powers common to all baatezu (advanced illusion, animate dead, charm person, infravision, know alignment [always active], suggestion, and teleport without error), Gargauth's abilities include comprehend languages, dispel magic, detect lie, detect magic, detect invisibility, ESP, eyebite, fireball, geas, ice storm, know alignment, read magic, tongues, identify, charm monster, pyrotechnics, produce flame, raise dead, shape change, wall of fire, and (fulfill another's) limited wish (each usable up to once per round except fulfill anothers limited with, which is usable once a turn). The Lord Who Watches can create a symbol of insanity or pain once per day. He can also transmute metal to gold once per day by touch. By means of this power, he can transform up to 600 gp worth of any metal except silver into gold. Gold created by this power is very pure, but also very soft. Artifacts and relics are unaffected by this power, but magical metal items lose their dweomers upon transformation if they failing their saving throw vs. spell.
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ammaster, fallen Chosen of Mystra, taught "[D]ead dragons shall rule the world entire The Followers of the Scaly Way created their first dracoliches in the Year of the Queen's Tears (902 DR), but it was a slow process and the prophesied time of the Night Dragons seemed but a far-off dream. In the Year of the Awakening (1001 DR), Tuelhalva Drakewings, Keeper of the Secret Hoard and Member of the Purple, was sent south t o Peleveran t o investigate reports of an ancient undead dragon that lurked in the catacombs of the capital city, Peleveria. While Tuelhalva found no sign o f an undying wyrm, he did discover a gathering evil in the deepest caverns. From the depths o f an endless pit, a reptilian voice whispered promises o f absolute power if only the ancient wards that prevented his entry into the world were sundered. For nearly t w o decades Tuelhalva labored with ancient magics until finally he could cast the mighty incantations that the voice revealed t o him. With the casting of his last spell, a great fiend arose from the pit. In exchange for his release, the diabolical lord summoned forth an army o f fiends t o serve the archmage's whim. Tuelhalva and the horde of hellspawn marched forth and the throne of Peleveran was his within a fortnight. As Peleveran fell t o the armies o f baatezu, the great fiend of the pit flew north. The whispering voice told the leaders of the Cult o f Tuelhalva's fate and how the archmage had destroyed an ancient undead dragon king he had found. Enraged, 21 mages of the cult summoned a flight of dragons and dracoliches. Within a month of Tuelhalva's coronation, a Rage of Dragons descended on Peleveran, and when it had passed not a trace o f that nation nor Tuelhalva remained. And in a distant city, the exiled baatezu lord known as Gargauth—he who had been trapped in the pit—laughed evilly at foolishness o f power-hungry humans. Gargauth is a loner. His few servants are undead and other creatures he can control with his charm monster ability, such as snakes and blue dragons. He is often encountered astride Rathguul, a great blue wyrm with maximum hit points who serves as his steed as part of an ancient contract, and bearing one or more poisonous snakes wrapped around his arms that he hurls at opponents. Gargauth is immune to all enchantments from the school of enchantment/charm or the sphere of charm. He can breathe underwater, is immune to all poisons, is immune to fire and magical fire, and takes only half damage from cold attacks and from gas attacks. He regenerates 2 hp/round. His one vulnerability is to silver—mere contact with silver does him ld3 points of damage. A bag of silver pieces hurled at h i m once did serious damage, and he now often protects himself w i t h a protection from normal missiles spell, if at all possible, before entering combat. Gargauth radiates a permanent mass charm effect. This powerful enchantment quickly enspells all who come into contact with the Outcast to believe he is the most charismatic, witty, wise, and intelligent being they have ever met. This enchantment is not affected by dispel magic or similar spells, nor is it affected as Gargauth's appearance begins to twist into a horrid apparition of evil (a process that takes about one to four months after Gargauth arrives in a region). Only someone who enters a region (such as a town or valley) in which Gargauth is visiting after Gargauth's transformation has become visible recognizes the Outcast for the creature of evil he is. Finally, Gargauth has a unique power he keeps absolutely secret. The Lord Who Watches can fully absorb the power of any baatezu he utterly destroys while in the Realms. Hence if Gargauth slays a baatezu who has been summoned to the Realms, he gains no benefit, but if the fiend is physically present on the plane (perhaps having entered via a magical gate), he can absorb its power. It is through this ability that Gargauth has become a demipower and eventually hopes to become even more powerful. If the Lords of the Nine found out about this power, they would be forced to ally against Gargauth and destroy h i m before he could destroy them. ( M l i c r M;inih:s"!,;it i o n s
Gargauth manifests as an amber radiance around anyone who calls upon his aid. This wavering nimbus is tainted w i t h an aura of incredible evil; it serves to seal the unholy bargain between the mortal and Gargauth and also has the effect of a spiritual corruption spell.
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Gargauth sometimes manifests as a solitary horn that grows from the head of an animal. The curved, bony protrusion can be used as a weapon if the animal charges, inflicting l d 6 points of damage on a successful h i t . Any animal tainted by Gargauth's touch becomes increasingly foul-tempered and malicious. After about 10 days, the horn falls off and breaks into two pieces, and the animal sickens and dies shortly thereafter. I f both pieces of the broken horn are treated with a Mess spell, Gargauth and his minions are barred from entering the vicinity (approximately a 10-mile radius from the casting of the bless spell) for one year. If, however, a priest of Gargauth retrieves the broken horn first, it can be used as the major component of a call upon Gargoth or mask of Gargauth spell with all the attendant horrific results. Gargauth rarely works through servant creatures, although i t is believed that flocks of simpathetics or thick carpets of thousands of serpents or poisonous insects passing through a region herald his imminent arrival. The Church CLERGY: CLERGY'S ALIGN.: TURN UNDEAD: CMND. UNDEAD:
Clerics, specialty priests L N , LE, N E C: NO, SP: Yes C: Yes, SP: Yes
A l l clerics and specialty priests of Gargauth receive religion (Faerunian) as a bonus nonweapon proficiency. Few beings i n the Realms know of Gargauth's existence, but those who do dare not speak his name for fear he may come for a visit. However, Gargauth's name (or one of his aliases) appears i n a few cautionary tales of overweening pride, insatiable greed, or overwhelming lust for power among every race of the Realms. For example, the dwarves tell a tale of entitled "The Legacy of Astaroth." I n that legend, a dwarf minstrel by the name of Astaroth arrived one day at the gates of a dwarven hall built above a rich vein of iron. He began to perform a variety of showman's tricks and thoroughly enchanted the dour dwarves. The normally suspicious dwarves invited h i m i n for the evening meal, which Astaroth graciously accepted. As their guest ate, the dwarf king and his retainers noticed that every piece of metal Astaroth came into contact w i t h (his plate, his utensils, a door knob, etc.) turned to gold. However, Astaroth seemed completely unaware of this effect. After the meal, the dwarf king slyly invited Astaroth on a tour of the subterranean city. The dashing minstrel was encouraged to pick up and examine every piece of metal the dwarves could find, even touching the veins of iron not yet mined from the earth. W h e n the minstrel finally left, the dwarves were incredibly rich—so much so, the king promptly renamed the city the Hall of Pure Gold. W i t h i n 24 hours of Astaroth's departure, a horde of ores and giants attacked the dwarven hold. The dwarves who had held their relatively poor hold for centuries w i t h steel found their armor, their weapons, and their defensive structures had all been transformed into very pure, soft gold. The Hall of Pure Gold fell w i t h i n a fortnight, and the dwarves of that hall were completely eradicated save for one who survived to tell the tale. I t is from this tale that the dwarven expression "Gold makes one rich, but steel makes one richer" is derived. Gargauth has very few temples dedicated to his name, but those few he does have are typically located beneath large cities and are accessed by a deep pit. W i t h i n the temples, scenes of Baator line the walls and the priests wear masks carved to resemble various types of baatezu. Sulfurous incense and flaming braziers and fire pits burn throughout such complexes, and huge brazen altars form the focal points of their sanctuary chambers. Temples of Gargauth are located beneath the streets of Baldur's Gate, Bezantur, Laothkund, Myratma, Sheirtalar, Teziir, and Waterdeep, and several dozen others are rumored to be scattered throughout Faerun. Gargauth's clergy is split evenly between clerics and specialty priests, but the balance is slowly shifting toward the latter, known as malefactors. The Lord W h o Watches believes that he gains more benefit from specialty priests than clerics. A l l clergy are regimented i n a strict hierarchy with corresponding titles. Novices are known as Supplicants. I n ascending order, Gargauth's clergy are titled Lord of the First Pit, Lord of the Second Pit, etc. Priests of 9th and higher level are known as Lords of the N i n t h Pit. Higher-ranking priests often have individual titles as well. Such titles typically include a variant of the true name of at least one baatezu that Gargauth has destroyed in the past. Dogma: Life is all about the accumulation of power. Civilization is a t h i n veneer over the base desires that make up the core of every living
being. Those who wish to survive and prosper must recognize this truth and concentrate all their resources on the pursuit of power. High moral principles are complete hypocrisy. A l l beings act in their own self-interest at all times; some just prefer to cloak their actions in sanctimonious philosophies. To achieve power one should use one's charms and honeyed words or a barbed and bloody dagger as appropriate for the situation. W h e n i n doubt, the ruthless exercise of power is the safest route to the further accumulation of power and the maintenance of one's position. I t is more important to rule than to sit on the throne; often the being behind the king has the true power. A l l beings are regimented in a strict hierarchy governed by the politics of power. Those who try to avoid the rules of the game are destined for powerlessness, to be cast i n the dust of history and ground beneath the heels of the powerful. Keep to the letter of any agreement and the rules established by those more powerful, but be prepared to twist any contract or stricture so as to maximize the benefit you receive. Day»to-Day Activities: The clergy of Gargauth tend to keep their faith secret, although there are significant exceptions. Priests work to increase their personal power, the power of the church, and, by extension, the power of Gargauth. Priests of the Lord W h o Watches are expected to be Gargauth's eyes and ears throughout the Realms. They are to entice and corrupt (particularly through the careful application of spiritual corruption spells) powerful individuals and leaders i n communities throughout Faerun and bind them into strict contracts favorable to Gargauth's goals. Gargauth's clergy seek to seize positions of power for themselves whenever possible and integrate their positions into the secretive hierarchy of the faith. Gargauth has decreed that for the time being his priests should work to undermine r i v a l powers and faiths to gain more likeminded converts to Gargauth's church before attacking diametrically opposed factions. Hence, Gargauth's clergy are more concerned with undermining the faiths of Iyachtu X v i m , Cyric, Shar, and Loviatar than with expending valuable energy i n conflict with the priests of Lathander and Tyr. H o l y Days/Important Ceremonies: Gargauth's clergy celebrate the Unveiling every Midwinter night. This horrific ceremony, believed to involve many gruesome sacrifices, heralds the imminent unveiling of the Lord W h o Watches as the Lord of A l l . The church believes this long-anticipated time w i l l begin when Gargauth seizes the Realms as his unholy kingdom and transports all of Faerun to Baator to form the basis of a new layer. The Binding is celebrated on the eve of the Feast of the Moon. It is a personal ritual in which each priest renews his eternal contract with Gargauth, trading absolute fealty for increased power. This unholy ritual is believed to involve personal sacrifices of money, magic, and hoarded knowledge and the casting of variant spiritual corruption and mask of Gargauth spells. Gargauth's clergy mark all agreements w i t h signed contracts consecrated in the name of the Lord W h o Watches. Priests of Gargauth believe that their lord enforces the letter of any agreement and his divine wrath will be visited on any who betray the it. O n the other hand, breaking the spirit of any agreement is acceptable and encouraged if it benefits the priest and the Hidden Lord. Major Centers of Worship: Gargauth is venerated in a vast subterranean temple built beneath the long-forgotten ruins of the capital of Peleveran. Peleveran was located in the triangle formed between presentday Torsch and Hardcastle and the Great Rift. Its capital, Peleveria, was built into the side of the Landrise. The kingdom was destroyed in the first great schism of the Cult of the Dragon. The archmage Tuelhalva Drakewings broke from the Cult, possibly at Gargauth's suggestion, and seized the throne i n 1018 DR, the Year of the Dracorage. His rule lasted barely a month before 21 mages of the Cult called down a flight of dracoliches and dragons on the beleaguered land. Only a handful of ruins survive of that long-forgotten kingdom. What was once a tree-cloaked, fertile land is now barren, open, stony country. The Dark Pit of Maleficence was built by Gargauth's clergy more than 50 years after the destruction of Peleveran on the supposed site of Gargauth's first appearance i n the Realms. The subterranean fortress is accessed via a large cavern tunneled into the Landrise that served Peleveria as a huge granary. The temple is constructed on the cavern floor and is intertwined w i t h and between the vast stalactites and stalagmites that have grown since its founding. The temple is built on top of an incredibly deep
24 • F A P R U N I A N P A N T M F O N (Demipowers): Gargauth
pit rumored to connect with the plane of Baator. Over 250 lay worshipers and 100 priests tend the vast fungal farms and herds of deep rothe, some of which are tainted by Gargauth's touch, i n the surrounding caverns. Many of the tribes of nomads i n the vicinity have slowly fallen under the influence of the priests of the Dark Pit and serve as scouts and mercenaries for the priests of that fell place i n the surrounding lands. Affiliated Orders? Gargauth has no true knighthoods dedicated i n his name, although he sponsors a handful of cults, secretive fellowships, and forgotten wizards' cabals throughout the Realms. The Lord W h o Watches exerts l i t t l e direct influence i n the activities of these varied groups, and typically members (and even leaders) of the groups often do not know the identity of their divine patron. The most prominent organization i n which Gargauth has a hand i n western FaerQn is the Knights of the Shield. This group of merchants, nobles, and other individuals is located throughout A m n , Tethyr, Calimshan, Baldur's Gate, and the trading cities of the Western Heartlands and the Dragon Coast. They seek to manipulate the politics and money of the Sword Coast to their advantage. The group now attributes its name to a shield discovered i n an ancient tomb in the Fields of the Dead. This artifact is of uncertain origin but i t is incredibly old: N o legends or bard's tales that survive i n the modern era even hint of its existence. The Shield of the Hidden Lord, as it is known to the Knights, is inlaid with hundreds of tiny diamonds, emeralds, rubies, and sapphires. The total worth of the gems would be equal to several small kingdoms if the jewels could be removed. The stones are arranged so as to form a snarling face. The Knights of the Shield are secretly governed by the Shield Council. The Hidden Lord of the Shield is the true ruler of the Council, but he rarely speaks and then only through The Shield of the Hidden Lord. Lord Inslem Hhune of Tethyr has recently risen to the position of First Lord and leads the Shield Council. Ghantuz the Cloaked (a priest of Gargauth), serves as Second Lord. Ghantuz's allegiance to Gargauth is his secret, and he serves as the Outcast's day-to-day voice on the Council. Other members of the Shield Council include Lord Nadlok Bormul of Athkatla (formerly Crimmor), the adventurer Tuth of Baldur's Gate, and Helanna Darkstorm (who claims to be a mage from Chondath, seems to be more than she lets on, and used to be consort of Astaroth), and at least two others. Perhaps but two people know for sure that the Hidden Lord is Gargauth: Lord Hhune and Ghantuz. Gargauth can cast any spell or manifest any power through the shield that he is capable of in avatar form, though he has not done so in recent memory. Gargauth's plans for the Knights of the Shield i n the future are unknown, but they probably include elements of his long-term plan to conquer the Lands of Intrigue, the Western Heartlands, and eventually all of western Faerun, and enslave them under his diabolical leadership. Recent activities of the Knights of the Shield have included an attempt to unmask some of the hidden Lords of Waterdeep i n the Year of the Wave (1364 DR) and place one or more of their number on that secretive ruling council. Although this attempt was thwarted, primarily through the efforts of the Harper Danilo Thann, the Knights have continued to plot to gain an inroad to power in the City of Splendors. (Details of these activities are described in the novel Elf shadow and in City of Splendors.) Priestly Vestments: During their formal ceremonies, priests of Gargauth wear blood-red robes lined with ermine. Junior clergy wear fleshcolored skullcaps studded with a broken horn over the brow. Senior clergy wear or hold before their faces distorted carnival masks or malefic masks carved to resemble various baatezu or gargoyles. These masks are enameled or painted with vibrant, gaudy pigments. A l l clergy bear daggers and the holy symbol of Gargauth, a necklace set with two halves of a broken animal horn or featuring a broken horn in its design. Adventuring Garb: Gargauth's clergy garb themselves in a wide variety of costumes when adventuring. Priests of the faith may disguise themselves as scholarly sages, devout pilgrims, or swashbuckling dandies. Clothes are a weapon and a tool—careful selection of one's attire can allay an opponent's suspicions at a crucial moment or create a convincing costume for a deception. However, none of the clergy risk going completely unarmed or unprotected, and all are fond of hidden daggers, rings with poison needles or poison-holding compartments, lightweight or easily concealed armor, and magical items that provide protection, such as bracers, amulets, brooches, and rings.
Specialty Priests ( M a l e f a c t o r s ) REQUIREMENTS: PRIME REQ.: ALIGNMENT: WEAPONS: ARMOR: MAJOR SPHERES: MINOR SPHERES: MAGICAL ITEMS: REQ. PROFS: BONUS PROFS:
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Intelligence 16, Wisdom 9 Intelligence, Wisdom LE Any Any A l l , astral, charm, combat, law, necromantic, protection, thought, travelers Creation, divination, healing, numbers, sun, time Same as clerics Throwing dagger, etiquette, reading/writing (Common) Modern languages (pick any three), reading/writing (Thorass)
Malefactors are able to cast charm person (as the 1st-level wizard spell), command (as the lst-level priest spell), or friends (as the lst-level wizard spell) once per day. A t 3rd level, malefactors are able to cast enthrall (as the 2nd-level priest spell) or forget (as the 2nd-level wizard spell) once per day. A t 5th level, malefactors are able to cast charm monster (as the 4th-level wizard spell) once per day. A t 7th level, malefactors gain a natural Armor Class of 5 due to internal skeletal and almost-imperceptible skin changes caused by increasing corruptions of their normal form brought on by their long-term loyalty to Gargauth. They also gain one physical anomaly of a nuisance nature that looks fiendish and will scare the superstitious and uneducated away from them, such as a slightly hunched or twisted back, reddish eyes, slit pupils, or clawlike, twisted hands. A t 7th level, malefactors are able to cast mind fog (as the 5th-level wizard spell) once per day. A t 10th level, malefactors are able to cast mental domination (as the 4thlevel priest spell) three times per tenday. A t 10th level, malefactors are able to cast exaction (as the 7th-level priest spell) once per month. A t 13th level, malefactors are able to cast spiritual corruption (as the 6thlevel priest spell) once per tenday. A t 15th level, malefactors are able to cast plane shift (as the 5th-level priest spell) once per day.
G n K j a u f h a n Spells Gargauth is perfectly happy to grant three of the following unique spells to priests of othet faiths foolish enough to call upon him: Astaroth's augmentation, mask of Gargauth, and Call Upon Gargauth. Few such individuals find themselves pleased with the results of employing such magics. 3rd L e v e l Astaroth's Augmentation (Pr 3; Alteration) All Sphere: Range: 0 Components: V, S, M Duration: Permanent Casting Time: 1 round Area of Effect: The caster Saving Throw: None This spell enables spellcasters to draw upon Gargauth's divine power to permanently augment their abilities. I n exchange for this beneficence, Gargauth extracts a dreadful price, and due to the price he requires, the casting of this spell is a patently evil act. When cast, this spell permanently raises one ability score (or two subability scores if the optional rules front PLAYER'S OPTION: Skills & Powers are employed) by 1 point, to a maximum of 18. To maintain this augmentation, the spellcaster must corrupt one individual in a position of power or sacrifice one helpless sentient every quarter (three months) in Gargauth's name. If this diabolical contract is ever broken for any reason, the spellcaster immediately loses 3 points in the augmented ability (or subabilities), for a net loss of 2 points in the ability (or subability) score(s). Multiple castings of Astaroth's augmentation can be used by the same spellcaster. Dispel magic and similar spells have no effect on the augmentation. N o one short of a demipower and nothing short of a wish, artifact, or
F A E R U N I A N P A N T H E O N (Demipowers): Gargau
relic can end this spell's contract without causing the increased ability score loss above and beyond the spell-given gain. Users of Astaroth's augmentation often fall into a trap of casting this spell, failing to fulfill the contract, and then having to cast the spell twice again just to regain their original abilities. If any ability score falls below 3 due to the cumulative accumulation of this spell's penalties, the spellcaster is immediately transformed into a lemure (the lowest form of baatezu) and transported to Baator. The spellcaster is then irrevocably dead, short of a wish. A l l such victims' items are randomly teleported about the plane of their death upon their demise. The material components of this spell is the priest's holy symbol (not necessarily one consecrated to Gargauth), three yellow feathers, and a ruby worth at least 25 gp. Mask of Gargauth (Pr 3; Alteration, Enchantment/Charm) Sphere: Charm 0 Range: V,S,M Components: 1 day/level Duration: 6 Casting Time: The caster Area of Effect: Special Saving Throw: This spell is a priestly variant of the 2nd-level wizard spell alter self with a significantly longer duration. When this spell is cast, spellcasters can alter their appearance and form—including their clothing and equipment—to appear taller or shorter; thin, fat, or i n between; human, humanoid, or any other generally man-shaped bipedal creature. Casters' bodies can undergo limited physical alterations and their sizes can be changed up to 50%. If the forms they select have wings, the priests can actually fly, but only at one-third the speed of true creatures of that type and with the loss of two maneuverability classes (to a minimum of E). If the forms have gills, the casters can breathe under water as long as the spell lasts. However, casters do not gain any multiple attack routines or additional damage allowed to assumed forms. Casting priests' attack rolls, Armor Classes, and saving throws do not change. The spell does not confer special abilities, attack forms, or defenses. Once a new form is chosen, it remains for the duration of the spell. Casters can change back into their own forms at will; this ends the spell immediately. Casters who are slain automatically returns to their normal forms. This spell has a peculiar curse associated with it as well. For every day this spell is employed without recasting it, the spellcaster's true appearance becomes more an more diabolical i n appearance. Although this transformation provides no new abilities or defenses, for every three days this spell is in effect without being recast, the spellcaster's Charisma permanently drops by 1 (except with respect to other worshipers of Gargauth) to a minimum of 3. This drop i n Charisma is not noticeable until the spell expires. Further applications of the mask of Gargauth spell cloak any drop in Charisma attributable to this spell but do not stop further decreases from occurring. The material components of this spell are an unblessed broken horn manifested by Gargauth (as described above in Other Manifestations) and the priest's holy symbol. 6th Level Spiritual Corruption (Pr 6; Enchantment/Charm) Charm Sphere: Range: Touch Components: V,S,M Duration: Special Casting Time: 8 Area of Effect: One living creature Saving Throw: Special This spell is an insidious enchantment that tempts the heart and soul of any victim subject to its degenerative effects. The effects of a spiritual corruption spell can only be ended by a limited wish or wish spells or the actions of a deity, artifact, or relic. Dispel magic and similar spells have no effect. The casting of this spell is an evil act. The target of the spell is entitled to an initial saving throw vs. spell to avoid the effects of spiritual corruption entirely. Good-aligned beings receive a +4 bonus to their initial saving throw, neutral-aligned beings (with respect to good and evil) receive no bonus or penalty, and evil-aligned creatures are unaffected by this spell.
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Once under the effects of a spiritual corruption spell, a victim's moral fiber is severely tested. W i t h i n one day of the casting of this spell, a victim is tested by a minor moral dilemma, selected by the D M . If the victim fails a saving throw vs. spell (secretly rolled by the D M , and the abovementioned modifiers do not apply), she or he chooses the morally suspect option. If the victim succeeds at the saving throw, the victim is no longer under the effect of the spiritual corruption spell. Saving throws can, of course, be voluntarily forgone. If the saving throw is failed on the first day, the victim is tested again by a more significant moral dilemma on the second day. Again a saving throw is required, this time with a - 1 penalty. If the saving throw succeeds, the victim is tested again the following day by a less significant moral dilemma, but with no penalty to his or her saving throw. If the saving throw fails, the temptations increase, and a third test occurs on the third day, with a - 2 penalty. This series of temptations fluctuates i n degree and penalty indefinitely u n t i l the v i c t i m either makes his or her saving throw on a day w i t h no penalty or until the victim fails a saving throw vs. spell with a - 7 penalty. I n the former case, victims are no longer under the effect of the spiritual corruption spell, but they still have to deal w i t h the consequences of their moral failures and may need an atonement spell. I n the latter case, the spell also ends, but the victim's alignment irrevocably shifts to evil (their alignment w i t h respect to law and chaos remains unchanged), and they feel strongly drawn to the worship of Gargauth. The material component of this spell is a piece of fruit that looks delicious on the outside, but which is completely rotten within. 7ill Levei Call Upon Gargauth (Pr 7; Conjuration/Summoning) Sphere: Summoning Range: Special Components: V,S,M Duration: Special Casting Time: 1 hour Area of Effect: The spellcaster Saving Throw: None This spell enables the spellcaster to contact Gargauth, wherever he is on Toril, i n Realmspace, or on the Outer Planes, and request his assistance. Gargauth is by no means obligated to respond to the request, and he is not under the command of the spellcaster, but if the situation catches his interest or the bribe offered is enticing, the Outcast commonly appears on the scene in avatar form and acts as he wishes. Gargauth sticks to the letter of any agreement reached, but he violates the spirit of any agreement to his own advantage whenever possible. Gargauth delights in disseminating disinformation about this spell by inaccurately describing the situation of the caster as somehow being in control of Gargauth. He often deliberately deludes casters into obtaining particular items that he desires by spreading word that possessing them and casting this spell w i l l place h i m at the caster's beck and call, and then seizes the items when a spellcaster calls. The material components of this spell are an unblessed broken horn manifested by Gargauth (as described above in Other Manifestations) and the priest's holy symbol. n (M;.,ir.! T! w i y l lini',;. S< i it H-< .1' \;U< • D o o m e d , ••< ha I of t he ( 'rystai S| >inl;h< - 1 "< >i'0i vi I en ( )ne, ( >! I K-mip< i w c r I f o r m e r l y ( i r e a t e r ) of (he ( i i a v Waste, L N PORTFOLIO: Fatalism, order in death, proper burial, guardian of tombs, protector of the names of the dead ALIASES: Nakasr DOMAIN NAME: Oinos/Crystal Spire SUPERIOR: Kelemvor (formerly Cyric, and previous to that Myrkul) ALLIES: Amaunator (now dead) FOES: Cyric, Velsharoon SYMBOL: A jawless skull and a writing quill resting on a scroll WOR. ALIGN.: LG, N G , L N , N , LE, NE
This spell (also known as divine justice) inflicts a fitting punishment for an act of cruelty upon a single living and intelligent recipient of the spell that cannot be ended by dispel magic or other magical effects. It lasts until the hand of Hoar has struck the spell's recipient or the recipient is dead.
P A P - R U N I A N P A N T ! IPX > N ( I V . m i f >ovv«-r>;): f 1nrJer£yJ.-.'3l
Jergal (JER-gull), Lord of the End of Everything, is responsible for keeping records on the final disposition of all the spirits of the dead. He is the fatalistic undertaker who strives for order i n death, anticipating the ever-encroaching termination of all things living. Jergal strives for an orderly accounting of the fate of the world as it slowly sinks into death. Few mortals are even aware of Jergal's existence except for a few sages studying ancient history. Jergal was Myrkul's predecessor as Lord of the Dead, although he apparently voluntarily relinquished that position to the Lord of Bones many centuries ago. Some sages believe Jergal held the portfolios of Bhaal and Bane at that time, as well, and was venerated as Nakasr by the Netherese survivor states. After stepping down from his position, Jergal became the Seneschal of Bone Castle, assisting Myrkul i n the execution of his duties. In the intervening centuries, Jergal has become the Forgotten One and faded into Myrkul's shadow. Jergal played no part i n the Time of Troubles, but when Cyric succeeded Myrkul as Lord of the Dead, the Scribe of the Doomed continued to serve as the Seneschal of Bone Castle. A core component of his very being makes Jergal absolutely loyal to the current Lord of the Dead, regardless of who holds that office. From Jergal's actions during Cyric's tenure, however, i t is apparent that while Jergal is utterly loyal to the office of Lord of the Dead, he does have the freedom to subtly undermine the current officeholder if she or he is not true to the position's responsibilities. Jergal seems to f i n d working w i t h Kelemvor, the new Lord of the Dead, much more to his personal satisfaction. The Fotgotten One serves the Judge of the Damned as seneschal by maintaining careful records of all who enter the Crystal Spire, Kelemvor's new abode built on the rubble of the Bone Castle. I t is possible that Jergal w i l l regain some of his former prominence serving Kelemvor, but it is equally likely that the Seneschal of the Crystal Spire w i l l pass on into death himself, having found a suitable successor to his old position. Regardless, the Scribe of the Doomed has l i t t l e apparent interest i n the living save for recording their final fates. Jergal retains a fondness from Netheril's heyday for the long-vanished Amaunator, valuing that ancient sun god's adherence to law and order, but he otherwise has few allies aside from Kelemvor, and even fewer friends. Following the events of the Cyrinishad debacle, Jergal has nothing but scorn for Cyric, the former Lord of the Dead, considering h i m anathema to the orderly dissolution of the universe. I n the aftermath of Velsharoon's divine ascendance, Jergal spends much of his efforts in the Realms combating the Necromancer's efforts to prolong life into undeath and to thwart the orderly procession of death in the Realms. Jergal never angers, and always speaks w i t h a disembodied, chilling voice that echoes with the dry whisper of a long forgotten crypt. His tone is always bland, his words fatalistic, and his demeanor excessively formal. Most mortals find the Forgotten One a shadowy, sinister figure who leaves a vague feeling of unease and enervation i n his wake. Jergal is totally focused on death and perceives life as momentary existence before death's eternity. A few bards have noted that Jergal's philosophy and actions resemble a mortal attempting to tidy up his affairs and accounts before his imminent death. This monstrous scribe is depicted i n his religion's art as a smooth gray face holding no features other than a pair of bulging yellow eyes. His body is nothing but a shadow-filled gray cloak which rises and falls as if buffeted by an unseen wind, and he wears white gloves that are supported by invisible hands and arms. Jergal's A v a t a r ( C l e r i c 2 5 , N e c r o m a n c e r 1 8 ) Jergal appears as a wizened, insubstantial mummy of some ancient, alien race. His skin is gray and tightly drawn across his frame. His bulbous, yellow, lifeless eyes and insectoid mandibles resemble a cross between a humanoid and a preying mantis. His ears and nose are barely distinguishable from his elongated skull. Most of his body is covered w i t h an utterly lightless cloak that seems to absorb the very atmosphere that envelops it. His white gloves cover elongated, claw-like hands and forearms. He always clutches a thick scroll covered w i t h intricate, incomprehensible script and a freshly inked q u i l l i n his hands. Jergal draws his spells from the spheres of all, astral, law, combat, divination, elemental, guardian, necromantic, protection, thought, time, travelers, war, wards, and weather and
from all schools except illusion/phantasm and enchantment/charm. He has reversed access only to the spheres of animal, creation, healing, and plant, though he is able to use the positive spells from the healing sphere on his clergy only. A C -3; M V 15; HP 156; T H A C O 4; # A T 2 Dmg ldlO+enervation MR 60%; S Z L ( l O f e e t ) STR 18, DEX 13, CON 20, INT 22, Wis 23, CHA 10 Spells P: 13/12/12/12/11/9/4, W: 5/5/5/5/5/3/3/2/1 Saves PPDM 2, RSW 5, PP 5, BW 8, Sp 6 Special Att/Def: Jergal never wields a weapon. The touch of either hand causes enervation (as the 4th-level wizard spell of the same name) in addition to his normal damage. If he successfully hits with both hands in the same round, i n addition to the normal effects, he draws the victim through his noncorporeal body, inflicting an energy drain on the unfortunate victim (as the 9th-level wizard spell of the same name). The outer side of Jergal's cloak is itself a gate to the Negative Energy Plane, and anyone touching his mantle must succeed at a saving throw vs. death magic at a -3 penalty or be sucked into that plane of absolute nothingness and die. In a single round, Jergal can, by looking into a being's face, read the entire tapestry of its life and death, regardless of any magical protections or psionic defenses, and then distill i t to its simplest expression. During this probe, a being is utterly helpless and completely paralyzed. This extrasensory touch is perceived as something cold and inhuman slithering across the mind and burrowing into every memory. Simply by inscribing a mortal's name on his voluminous scroll, Jergal can inflict the target's fated demise immediately upon it. Such victims must make a successful saving throw vs. spell at a - 2 penalty or be transported forward i n time to the moment of their death. Thereafter, they are relegated to the afterlife for eternity, and may never be raised or resurrected. O t h e r Manifestations Jergal can take the form of any undead creature, gaining all its innate abilities i n doing so. He also retains his enervation and energy drain attacks, provided that they are not equaled or surpassed by the form he has taken. He can also take the form of a mortal man w i t h a great white beard, bent w i t h extreme age yet holding intelligence and a driving energy within his sunken eyes. Jergal's preferred manifestation is the sound of a heavy tome being closed w i t h chilling finality. This manifestation often occurs upon the death of an exceptionally long-lived mortal, particularly one who has extended his or her life w i t h potions of longevity and like magical manipulations—such as the magic of an archwizard. Jergal is served by a wide variety of creatures seen as a harbingers of death i n various cultures. For example, i n Anauroch, the great whitebearded vultures known as N'asr's children (commonly thought to serve N'asr, an alias of Cyric) ferry spirits into the afterlife to their preordained realms at Jergal's bequest. The Lord at the End of Everything also exerts his influence through a variety of undead tied to the Negative Energy Plane, such as slow shadows, spectres, and wraiths as well as trillochs, wastrels, and xeg-yi. Jergal has somewhat de-emphasized his affiliation with undead that sap energy since Kelemvor's assumption of the position of Lord of the Dead, but he still is not reluctant to call upon them when their use most efficiently accomplishes a task his superior has set before him—he merely does not dwell upon their use when reporting to Kelemvor. The Church CLERGY: CLERGY'S ALIGN.: TURN UNDEAD: CMND. UNDEAD:
Clerics, monks, specialty priests L N , LE C: Yes, if neutral, SP: Yes, at priest level +2, Mon: N o Q Yes, if evil, SP: Yes, at priest level +2, Mon: No
A l l clerics, specialty priests, and monks of Jergal receive religion (Faerunian) as a bonus nonweapon proficiency. Jergal has only a handful of living worshipers, but it is believed several score of his priests still survive as mummies and greater mummies in longsealed tombs. These mummies still possess their living intelligence and can cast priest spells. While most are lawful evil i n alignment, some favored few tend toward a stricter lawful neutral ethos.
32^.j:AERUNIAN P A N T H E O N (Demipowers):Jergal
Priests of Jergal existed historically only in very lawful and militaristic societies which did not venerate Deneir or any of the goodly gods. I n addition to serving as scribes, funerary workers, and morticians, Jergal's priests kept careful records of births, deaths, and taxes for the kings and rulers they served. Jergal was perceived in such societies as a compassionless steward of death who would visit each mortal at their appointed time and transport them to the appropriate realm i n the afterlife. Jergal's few temples are typically lifeless stone mausoleums or dry, dusty crypts. Animals and plants never live long i n these dreary, bleak houses of endless drudgery. Sentients who toil daily i n Jergal's dusty temples quickly age and grow weak, yet never die before their appointed time, dooming them to a life of venerability. Rare visitors to such shrines find long rows of scribes dutifully recording the affairs and fates of the short-lived mortals in the surrounding lands. The clergy of Jergal are known as the Scriveners of Doom. W i t h i n their ranks, the high priest of each temple is known as First Scrivener of Doom, but otherwise the faith eschews titles or ranks. The faith has always been evenly split between clerics, monks, and specialty priests, known as doomscribes. Dogma: Each being has an eternal resting place that is chosen for him or her at the moment of creation. Life is a process of seeking that place and eternal rest. Existence is but a brief aberration i n an eternity of death. Power, success, and joy are as transitory as weakness, failure, and misery. Only death is absolute, and then only at its appointed hour. Seek to bring order to the chaos of life, for i n death there is finality and a fixedness of state. Be ready for death for i t is at hand and uncompromising. Life should be prolonged only when i t serves the greater cause of the death of the world. Undeath is not an escape or a reward; it is simply a duty of a chosen few who serve the Lord of the End of Everything. Day»to»Day Activities: Mummified Scriveners of Doom are chosen priests who continue to serve their lord by delaying their eternal rest to bring order and regulation to the disposition of the dead. Buried in longforgotten crypts, they do nothing but scribe the fate of all things living on cracked parchments. Some are served by zombies and skeletons, but never by sentient undead. For eons Jergal has whispered to his mummified clergy an unending litany of names and fates that they then dutifully record on scrolls until Jergal grants them eternal rest. It is said that when the world finally grinds to a halt and passes away, the last mummified Scrivener of Doom will lay down its pen and crumble to dust. Such undead priests sometimes attack and sometimes ignore interlopers who invade their dusty tombs, depending upon whether or not such beings have reached their appointed hour of death. They always attempt to drive off and if necessary destroy any being who disturbs their sacred tasks, since order in death is as important as death itself in the teachings of the faith. The small cult of living Scriveners of Doom spend their days maintaining and extending vast archives of scrolls listing how sentients under their purview passed away and their destination in the afterlife. Despite their near hopeless task, they toil on undaunted, knowing they have eons to complete their appointed task. In Thay, where the tiny cult of Jergal is relatively prominent compared to elsewhere in the Realms, most members of Jergal's clergy are employed by individual Zulkirs or Red Wizards to oversee their slave records. In addition to fulfilling a necessary task for society, this gives the scribes crucial access to records detailing large numbers of sentient beings. Holy Days/Important Ceremonies: Jergal's faithful have little patience or need for holy days or religious ceremonies, viewing them as unnecessary distractions. The one small ritual Jergal's priests are required to perform is called the Sealing. After recording each and every creature's demise, form of death, and destination in the afterlife, Scriveners of Doom are required to sprinkle a light dusting of ash and powdered bone over their inscribed words to blot the ink and mark another small step toward the world's end. On the last night of the year, the 30th of Nightal, Jergal's clergy cease their endless toil for a full night. O n this holy night, known as the Night of Another Year, the priests read every name whose death they have recorded from the scrolls they have carefully inscribed over the past year. W i t h a cry of "One Year Closer!", all the scrolls are then burned, and work begins anew. Major Centers of Worship: Jergal's cult has undergone a small renaissance in Thay where death is a daily fact of life. The Crypt of Imminent Death in Bezantur, Thay, is a small onion-domed structure of gold-veined black marble. Dyhna Zhyborrin, the temple's mistress, oversees the temple's small staff, leads worship services in the city, and maintains close ties with the clergy and worshipers of Kelemvor. Cultists of the Forgotten One journey throughout Thay recording deaths for the annals of the Crypt library.
Godswalk Keep in the Barony of Great Oak in the Border Kingdoms region has become a sacred site for a the church of Kelemvor as well as the scattered cultists of Jergal. The Meeting of the Three (also known as the Howling) happens at certain times during the year when Garagos the War God, the Dancing Lady (Sharess), and the Forgotten One (Jergal) all wander through the ancient castle. Jergal seems to wander the ruins aimlessly, ignoring Garagos's attacks and the Dancing Lady's alluring smile. Affiliated Orders: The Jergali church has grown exceedingly small, and it no longer sees a need for a fighting branch of the faith or other affiliated orders. A l l creatures shall die at their appointed time whether or not the clergy of Jergal assists in that process or not, so the Scriveners of Doom spend their days toiling at the more important task of recording the fates of the dead rather then actively delivering death themselves. Records of the Jergali church speak of two now-extinct affiliated groups: the Companions of the Pallid Mask and the Hand of Jergal. The Companions of the Pallid Mask were a group of Jergali priests who specialized i n combating or commanding the undead. They eliminated undead creatures whose existence was not sanctioned by the church or who had proven to be troublesome. They also supervised nonsentient undead work crews that the church sometimes ran for profit long ago. The Hand of Jergal was an elite group of fanatic priests who led others under their command to avenge slights upon the church of Jergal at the direction of a high priest. They acted against those of other faiths who raised or resurrected someone without paying due tribute to Jergal or who violated or looted a tomb under the protection of the church. Priestly Vestments: Jergal's clergy shave their heads smooth and garb themselves in unadorned gray robes and long, white gloves. A t all times they carry a satchel of scrolls, inks, and quills. They also carry a desiccated human skull with the openings plugged that they use to contain the simple mixture of ash and powdered bones employed in Sealing rituals. This skull also serves as their holy symbol. Adventuring Garb: Jergal's priests only very rarely adventure, and then only at Jergal's bequest. Adventuring Scriveners of Doom seek out those who attempt to prolong their lives beyond their appointed time through magic and then terminate their existence. Jergal's priests may wear any armor that they wish to protect themselves—it is irrelevant to the Lord of the End of Everything since every living being will die at its appointed time, regardless of what protections it takes to the contrary. Jergal's priests are trained in bludgeoning weapons so that they can powder the bones of their opponents for use in future Sealing rituals. S p e c i a l l y Priests (1 )omseribes) REQUIREMENTS: PRIME REQ.: ALIGNMENT: WEAPONS: ARMOR: MAJOR SPHERES: MINOR SPHERES: MAGICAL ITEMS: REQ. PROFS: BONUS PROFS:
Wisdom 9, Intelligence 1 1 Wisdom, Intelligence L N , LE A n y bludgeoning (wholly Type B) weapons Any A l l , animal, divination, law, necromantic, summoning, thought, time, sun Combat, elemental, healing (reversed only), war Same as clerics Reading/writing (Common) Reading/writing (Thorass)
• The number of doomscribes in existence is very small, and doomscribes never adventure except at Jergal's behest. Essentially, they are a nonplayer character class. • Only humans can be doomscribes. • W h e n doomscribes successfully turn or command undead, they can double the number of creatures they affect up to three times a day. • Doomscribes know a great deal about undead creatures and the ultimate destinations of the spirits of living creatures after they die. This knowledge is separated into two fields: necrology and netherworld knowledge. (These fields of knowledge are identical to the necrology and netherworld knowledge nonweapon proficiencies from the Complete Book of Necromancers.) Necrology: Doomscribes are well versed i n necrology, the lore of undead creatures. When checking their necrology knowledge, doomscribes make an ability check against their Wisdom score. Their knowledge may be used to help determine the probable lairs, dining habits, and history of such creatures (no ability check needed). Whenever
F A E R U N I A N P A N T H E O N ([ > c m i j >owl I i - i i r i i . v
!•,N f f V m i p o w e r s ' ) : Sfiiailia, S i a i n p r p h e
J
bears an adamantine scepter i n her right hand and a mithral chalice i n her left. O n her head rests a delicate tiara carved from a single diamond. Siamorphe favors spells from the spheres of charm, divination, healing, law, time, and thought and the schools of enchantment/charm and divination, although she can cast spells from any sphere or school. A C - 2 ; M V 15; HP 164, T H A C O 8; # A T 2/1 Dmg 2d6+5 (scepter +5) MR 65%; S Z L (10 feet tall) STR 15, DEX 17, CON 19, INT 22, Wis 23, CHA 24 Spells P: 13/12/12/11/9/8/2, W: 5/5/5/5/5/3/3/3/1 Saves* PPDM 2, RSW 5, PP 5, B W 8, Sp 6 •Actually PPDM 1, RSW 1, PP 1, BW 3, Sp 2 after a +4 bonus to saving throws for a greater vestments of power. Special Att/Def: Siamorphe's scepter, Noble Might, is forged from solid adamantine alloy. It serves as a scepter +5 and inflicts a base damage of 2d6+5 points i n combat and has all of the powers of a Netherese blast scepter, a rod of rulership, and a staff of curing. When the damaging powers of the blast scepter are used, they are inflicted i n addition to Noble Might's normal base damage. Siamorphe's crown, The Diadem of Wise Rule, has all of the powers of a helm of brilliance, but all of the spell effects emanate from a golden sun t h a t seems to dance w i t h i n the f r o n t of the tiara, and the crown's powers can never be exhausted. Siamorphe's robes function as greater vestments of power, and her chalice as a beaker of plentiful potions that can create holy water or any type of potion upon her command. (See The Ruins of Undermountain campaign expansion or the ENCYCLOPEDIA MAGICA tome for information on blast scepters and The Halls of the High King or the ENCY CLOPEDIA MAGICA tome for informa tion on greater vestments of power.)
Members of Siamorphe's clergy are collectively known as the Scions of Siamorphe. This practice arose from the fact that most of her priests are directly descended from the mortal form of the goddess (or one of her predecessors) and theoretically could inherit the mantle of divinity themselves someday, as unlikely as that may actually be. Siamorphe's clergy includes fighters, paladins, and wizards drawn from the nobility, clerics, and specialty priests, known as highborns. The breakdown among the various classes is roughly 5%, 10%, 10%, 40%, and 35%, respectively. W i t h i n the clergy, officially there is a strict hierarchy of titles and ranks, but i n practice this hierarchy is less important than the actual noble ranks of the clergy. The official hierarchy of titles, i n ascending order, is as follows: Lord (or Lady) Scion, Baron (or Baroness) Scion, Viscount (or Viscountess) Scion, Count (or Countess) Scion, Marquis (or Marquise) Scion, Duke (or Duchess) Scion, and High Lord (or High Lady) Scion.
Siamorphe commonly manifests as a ghostly symbol of state such as a sword, scepter, or cup. Sword manifestations can attack if the goddess wishes as a sword of dancing +5, but without the constantly changing bonus to hit and damage or the need to be wielded periodically. Scepter manifestations have all of the powers of the scepter wielded by her avatar, and cup manifestations have all of the powers of the chalice employed by the goddess. Siamorphe is served in kingdoms with active nobility by creatures who are regarded as symbols of the nobility or royalty. Hence the Siamorphe might indicate her favor or disfavor with the royal house of Tethyr through sea lion minions, but interact with the Artemel noble family of Waterdeep by way of giant eagle intermediaries. Siamorphe is said to mourn the passing of beloved kings and queens through the creation of the extremely rare gems known as king's tears. The(Jr.nvli
CLERGY'S ALIGN.: TURN UNDEAD: CMND. UNDEAD:
Siamorphe is little known outside of the nobility, and even less known by the noble classes outside of Waterdeep. Those common folk who hear of her typically assume she embodies all of the decadent, selfish, conceited attitudes exhibited by the local nobility, even though the exact opposite is true. Only in Waterdeep does the name Siamorphe evoke feelings of gratitude, as the charity of Lady Siamorphe as a mortal lives on i n the tales of bards throughout that splendid city. Her ethos is very appealing to commoners who expect to be ruled justly and to nobles seeking a divine mandate for their position. The only true temple of Siamorphe remaining i n the Realms is located in Waterdeep, City of Splendors. A few minor chapels have recently been refurbished i n Tethyr and long-neglected shrines still exist i n Cormyr and Baldur's Gate on the estates of various noble families. Temples of Siamorphe tend to be small chapels accessed from the main hall of a lord's castle. Their interiors are typically constructed with marble floors, mahogany paneling, and stained-glass windows. (Some windows are constructed from cut gems!) A l t h o u g h some are ostentatious or even gaudy, most simply reflect the prodigious wealth of their noble benefactors. Above their altars are hung the familial crests of the noble families who sponsor the shrines, and their ceremonial swords or maces of rulership are laid on the altars themselves.
Siamorphe is immune to a l l enchantment/charm spells and effects that she does not wish to be affected by and all poisons (including gases). She cannot be dominated or ruled i n any way, magical or psionic, by anything (not even another deity).
CLERGY:
A l l clerics and specialty priests of Siamorphe receive religion (Faerunian) as a bonus nonweapon proficiency. Most members of Siamorphe's clergy are titled nobility themselves. If the D M is employing kits from The Complete Fighter's Handbook, The Complete Priest's Handbook, or The Complete Wizard's Handbook, the noble warrior, nobleman priest, and patrician kits, respectively, are particularly appropriate, and most of the kits from The Complete Paladin's Handbook are also appropriate.
Clerics, specialty priests, fighters, paladins, wizards LG, L N , LE C: Yes, if good, SP: No, F: No, Pal: Yes, at 3rd level, Wiz: N o C: Yes, if neutral or evil, SP: No, F: No, Pal: No, Wiz: N o
Dogma: Nobles are the rightful rulers of the bulk of humankind provided that they keep themselves fit for the task and responsibilities of rule. Nobles have the moral obligation to rule i n the best manner possible for the people who serve under them even if their obligations conflict w i t h their personal desires. The descendants of noble bloodlines inherit their charisma and potential for wisdom from their noble ancestors. Their family fortunes provide them enough leisure time to be properly educated as rulers. The regular inheritance of noble titles by strict inheritance rules reduces the potential for power struggles between rival claimants to leadership. A strong noble class that cares for the commoners of the Realms and looks out for their best i n terests is the most stable, fair form of government thus far invented. Day»to»Day Activities: Siamorphe's priests are expected to serve as advisers and councilors to noble rulers if not of noble birth themselves and as rulers themselves if of noble b i r t h . W h e n confronted w i t h a ruler of noble birth who does not keep himself or herself fit for the task and responsibilities of rule, a priest of Siamorphe must either seek to rectify that ruler's shortcomings through counseling and education or engineer the ruler's succession by a more fit ruler of noble lineage. In practice, many Scions of Siamorphe spend their days presiding over various advisory councils, researching genealogies and histories of noble families, coordinating ceremonies of investiture, and determining who is next in line for various titles. Those Scions of Siamorphe who have truly taken Siamorphe's message of responsibility to the common folk to heart spend their days serving the people, providing advice, arbitrating disputes, giving leaderless folk direction, and preaching the rights and responsibilities of the nobility and the duties and rights of commoners. Holy Days/Important Ceremonies: The church of Siamorphe has lost many of its ancient ceremonies and traditions over time, and priests of the faith are only slowly rediscovering them, often by exploring ancient castles i n which mortal descendants or ancient clergy of Siamorphe or her predecessors served various forgotten rulers.
F A E R U N I A N P A N T H E O N (I V . n . i p o w e r s ) : S i a m o r p h g ^ / 5 9
Religious services tend to be simple convocations of nobles discussing the social order and current difficulties in governing the masses. Siamorphe's name is invoked at the beginning and end of such services with a short prayer. Siamorphe's clergy have crafted many unique ceremonies for the various noble families of Waterdeep through the use of divine investiture spells. A l l the rage among the nobility, the ceremonial baptism of a newborn heir presided over by a Scion of Siamorphe can cost as much as 10,000 gp. In Waterdeep, Siamorphe has a holy day in Sea Ward and North Ward where the nobles take over Heroes' Walk and Heroes' Garden and the road from Skulls Street and all along the Street of Glances to the Street of the Singing Dolphin and hold a huge festival. Known as the Divine Pageantry, this fashionable revel is always held during the summer, but the date varies according to the will of Siamorphe (and, some critics claim, the year's current social calendar). Waterdeep's nobility bedeck themselves i n archaic costumes and wander the area throwing coins (usually copper or silver) to commoners, addressing each other with their full titles and speaking in a highly stylized, stilted speech that has been abandoned for several centuries. Major Centers of Worship; The Chapel and Chalice of the Divine Right in Waterdeep is Siamorphe's primary temple in the Realms. This relatively small house of worship is located within the walls of the noble villa of the Assumbar family, and is the middle building of the three bordering the Street of the Singing Dolphin. Presided over by the First High Lady Scion of Siamorphe, Belkerri Gulderhorn, this temple is beholden to Lord Laeros Assumbar for most of its operating funds. Lady Belkerri, as she prefers to be known, is the matriarch of the Gulderhorn noble family who fled Tethyr during the Ten Black Days of Eleint in the Year of the Bright Blade (1347 D R ) . After fleeing into exile, the surviving Gulderhorns settled i n Waterdeep. Lady Belkerri moved quickly to marry her eldest daughter, Lady Kerri, to Lord Laeros, then an eligible young bachelor (and a distant cousin), thus securing their place in Waterdhavian noble society. It is unclear if Lady Belkerri "found" her true calling in Tethyr, on the road to Waterdeep (perhaps in Baldur's Gate), or after arriving in the City of Splendors, but she has quietly and efficiently resurrected a relatively moribund faith among Waterdeep's nobility. A t first ignored as a passing fad, the ranks of Siamorphe's adherents have grown significantly over the past two decades. I n particular, rumors that Siamorphe manifested i n the villa during the Time of Troubles and protected the North and Sea Wards from the large-scale damage unleashed by Myrkul's legions has given the faith new prominence in Waterdeep among the nobility. The Chapel and Chalice of the D i v i n e Right is staffed by three priests—Lady Belkerri, her niece Lady Harlaa, and her youngest son Lord Vrom. I n addition, the temple ranks include six acolytes and 12 minor priests, drawn predominantly from the local nobility. Many of these priests spend much of the year adventuring throughout the Realms, trying to attract favorable attention to the faith. Lady Harlaa, known for her incredible beauty and social prominence, has drawn many of Waterdeep's young nobles into services as she has publicly sworn that she will not marry any man who is not a devoted follower of her goddess. Lord Laeros has indulged the interest of his wife, Lady Kerri, and his mother-in-law for many years. A t first he viewed it as a passing fancy, but now his attitude is one of bemused pride, and he is pleased by the notoriety that rumors of a goddess inhabiting his abode have brought the family. Lord Laeros's sister, Lady Circe Assumbar, godmother of the patriarch's infant son and designated regent should something befall the reigning lord, regards the faith of her sister-in-law and her family with barely disguised revulsion. This tension has somewhat impeded the revitalization of Siamorphe's faith in Waterdeep, much to Lady Belkerri's displeasure. Affiliated Orders: The Order of the Silver Chalice was established by Marquise Scion Aalangama Gulderhorn, the second child of Lady Belkerri Gulderhorn, several years after the Time of Troubles. She returned to Tethyr shortly after the conclusion of the Godswar claiming she had received a vision from Siamorphe herself. I n that strife-wracked country, the Marquise founded a knighthood dedicated to Siamorphe the Noble. Composed primarily of warriors of noble blood who had escaped (or whose parents had escaped) the Ten Black Days of Eleint and the ensuing madness, the Knights of the Silver Chalice work to restore Tethyr's nobility to their rightful positions. The Knights look for survivors of the civil war who will govern justly with the interests of the general population closest to their heart and attempt to restore them to positions of power. The Order has recouped a modest position for Tethyr's fallen nobility in recent years but is currently divided as to whether or not it should support Zaranda Star as ruler of Tethyr.
60"-.FAERUNIAN P A N T H E O N (Demipowers):
Priestly Vestments: Scions of Siamorphe wear primarily deep purple robes fabricated from the finest silk, furs, gems, and filigree. N o two robes are alike, and the relative ostentatiousness of priests' vestments often have more to do with their families' wealth than their rank in the priesthood or their piety. Scions of Siamorphe are never without one of the two holy symbols of the faith: silver circlets adorned with a miniature golden sun or silver goblets (often containing holy water). Adventuring Garb: When adventuring, Scions of Siamorphe always protect themselves i n the best money armor can buy. N o Scion would be seen in public i n anything less than chain mail armor, preferring to stay home sipping wine than to venture forth i n the garb of mercenaries and rogues. Although many nobles are trained i n the basics of swordplay, Scions of Siamorphe forswear such weapons upon entering the priesthood. They prefer maces, rods, scepters, and other tokens of nobility and rulership. Spec :iaIty Priests (Hi^hborns) REQUIREMENTS: Intelligence 9, Wisdom 10, Charisma 12 PRIME REQ.: Wisdom, Charisma ALIGNMENT: LN WEAPONS: A l l bludgeoning (wholly Type B) weapons ARMOR: Chain mail or better metallic armor and shield A l l , astral, charm, divination, healing, law, sun, MAJOR SPHERES: thought, time MINOR SPHERES: Combat, creation, guardian, numbers, protection, war, wards Same as clerics MAGICAL ITEMS: REQ. PROFS: Land-based riding (horse), reading/writing (Common or native tongue; pick one), modern languages (pick one human or demihuman tongue) BONUS PROFS: Appraising, etiquette, heraldry, reading/writing (pick one) •
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•
•
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Highborns must be legitimate descendants of long-established noble families (titled for at least three generations). Most highborns hail from Waterdeep, although a few are citizens of Tethyr, Cormyr, or the like. They must also be human or at least half human (such as half-elf)Highborns are required to know a great deal about fashion, particularly the latest mode among the nobility, in order to uphold the proper appearance of clergy of the faith as well as to understand the subtle form of communication employed by many nobles i n social competition with their peers. (This field of knowledge is identical to the fashion nonweapon proficiency from City of Splendors.) Fashion: Highborns know what particular modes of dress are " i n fashion" at any given season among commoners and nobility alike, and they are always conscious of changing patterns. However, this knowledge is applicable only for places highborns know at least passingly; if new to a place, they need 2d20 days to determine the fashions of their current location. When checking their fashion knowledge, highborns make an ability check against their Wisdom score with a +1 bonus. Highborns are able to speak a soothing word three times per day. The soothing word has two functions. First, it may remove fear or banish other harmful emotion-affecting magic from all w i t h i n 20 feet of the highborn. The highborn has a 50% chance plus 2% per his or her experience level to remove such magic from affect individuals. Second, the soothing word may add +2 to initial reactions with others. The use of the soothing word is obvious and visible, so if the individuals it is being used on are suspicious of magic or are paranoid, it may be interpreted as an attack. Highborns have the ability to cast divine bloodline or command (as the lst-level priest spells) or mount (as the lst-level wizard spell) once per day. A t 3rd level, highborns Ijave the ability to cast augury or enthrall or unquestioning obedience (as the 2nd-level priest spells) once per day. A t 5th level, highborns have the ability to cast loyal vassal (as the 3rdlevel priest spell) once per day. A t 5th level, highborns gain another bonus nonweapon proficiency: land-based riding (pick one other than horse), swimming, modern languages (pick one), or artistic ability (pick one). A t 7th level, highborns have the ability to cast divination (as the 4thlevel priest spell) once per day. A t 10th level, highborns have the ability to cast commune or consequence (as the 5th-level priest spells) once per day.
Siamorphe
• A t 10th level, highborns gain another bonus nonweapon proficiency: airborne riding (pick one), swimming, modern languages (pick one), or artistic ability (pick one). • A t 13th level, highborns have the ability to cast guards and wards, legend lore, or Forest's fiery constrictor (as the 6th-level wizard spells) three times per tenday.
This spell only allows one command to be given, but it is followed until the spell expires or the action demanded is completed. Creatures with an Intelligence of 15 or more, or those with 9 or more H i t Dice (or experience levels) are entitled to a single saving throw vs. spell, adjusted for Wisdom, to avoid the effects of unquestioning obedience. 3rd L e v e l Loyal Vassal (Pr 3; Enchantment/Charm) Sphere: Charm Range: Touch Components: V,S,M Duration: 1 day/level Casting Time: 6 Area of Effect: One creature Saving Throw: None
Siamorphan Spells 1st L e v e l Divine Bloodline (Pr 1; Divination) Sphere: Divination Range: Touch Components: V,S,M Duration: Instantaneous Casting Time: 4 Area of Effect: One creature Saving Throw: Neg. This spell enables the spellcaster to ascertain any trace of noble lineage in the target of the spell. A successful saving throw vs. spell negates the attempted divination, and the saving throw cannot be foregone, even voluntarily. By means of a divine bloodline spell, the spellcaster can determine if the target is descended from any noble bloodlines and how close the target is to inheriting a noble title. A noble bloodline is created by any culture (no matter how insignificant) that recognizes a class of nobility commonly passed on to blood relatives. This spell even ascertains noble bloodlines of cultures long forgotten and extinct. For example, if this spell is cast upon an ore, it might determine that the ore is a descendant of the kings of the Screaming Banshee tribe and that he is the third surviving son of the reigning monarch. By means of this spell, the spellcaster can divine bloodlines for titles which have been actively held within 100 years per experience level. For example, if the last king of Athalantar reigned within the past 900 years, the spellcaster would have to be at least 9th level to recognize any noble descendants of that bloodline. Even though Elminster, last prince of the first royal family of Athalantar still lives, neither he nor anyone else has held that throne or considered themselves " i n exile" for approximately nine centuries. In cases where the spell target is a descendant of multiple noble bloodlines, the spellcaster can ascertain one such bloodline for every three experience levels. The order in which such bloodlines are ascertained is ranked first by proximity in terms of how close in line the spell target is to inheriting the corresponding title, second by the relative rank or importance of the titles, and third by whether a bloodline is active or dormant (that is, whether the culture or kingdom it is from is still extant or essentially extinct). The material component of this spell is the priest's holy symbol. 2nd Level Unquestioning Obedience (Pr 2; Enchantment/Charm) Charm, Law Sphere: Range: 10 yards/level Components: V Duration: 1 round/level Casting Time: 2 Area of Effect: One creature Saving Throw: Special A n improved version of the lst-level priest spell command, this incantation enables the priest to command another creature with a single phrase or sentence and expect unquestioning obedience. The command must be uttered in a language understood by the creature. The subject obeys to the best of its ability only as long as the command is absolutely clear and unequivocal. Thus, a command like "Go away!" is ignored. Unlike the command spell, commands to "Die!" or similar self-destructive orders cause the spell to end immediately. A l l spells must be reasonable commands a just sovereign could expect of an intensely loyal liege. Hence the commands "Lie still in a prone position!" or "Defend my honor and person!" would be obeyed, but absurd commands like "Bite the green elephant!" or unreasonable commands like "Jump off that cliff!" would be ignored. The D M must adjudicate any command given by the priest as to whether or not the priest elicits unquestioning obedience.
This spell affects any single person who is a bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-ores, nixies, ores, pixies, sprites, troglodytes, and others. This spell can only be cast upon a person who voluntarily enters into the service of another being (who is not necessarily the spellcaster) as a servant or bodyguard. N o saving throw is necessary, as it only affects beings who voluntarily submit to the effects of the spell. (Creatures under any form of magical or psionic control or those that are not in their right minds cannot be affected by a loyal vassal spell.) During the casting of the spell, the spell recipient's liege-to-be must be named in sufficient detail to specify exactly which person shall serve in that role. More than one loyal vassal spell cannot be cast on a single recipient at the same time; subsequent spells automatically fail. While under the effects of this spell, a recipient is absolutely loyal to the master named during the casting of the spell, and she or he cannot even contemplate any form of betrayal or treachery. The spell does not enable the named master to control spell recipients as automatons, but enspelled vassals serve to the best of their ability, even giving their lives in service if appropriate. A vassal is loyal to a person, not the office, so deposing the reigning monarch and proclaiming oneself king does not result in a transfer of loyalty by any vassals loyal to the former king. If the spellcaster or the named master of the spell recipient harms or attempts to harm the vassal by some overt action, or if a dispel magic spell is successfully cast on the vassal, the loyal vassal spell is broken (although it is unlikely that vassals will immediately betray a master in the latter case). The material component of this spell is the priest's holy symbol, which is touched to the brow of the spell target during the casting. 5 th L e v e l Divine Investiture (Pr 5; Enchantment/Charm, Illusion/Phantasm) Sphere: Law, Time Range: Touch Components: V, S, M Duration: Permanent Casting Time: Special Area of Effect: One creature Saving Throw: Special This spell is often employed upon the birth of a noble's heir, at a coronation, or upon the investiture of a noble's title. It can only be cast upon descendants of a noble bloodline (as defined in the divine bloodline spell) upon their assumption of a noble title. A ceremony of divine investiture takes at least one turn to cast, but most Scions of Siamorphe extend the incantation for at least an hour. Upon the commencement of the casting of this spell, a willing recipient is bathed in a flickering nimbus of radiant light equal in effect to a /aerie fire spell. The color of the radiance is selected by the spellcaster (often gold, silver, or some other color appropriate to the noble office) and lasts for the duration of the spellcasting. During the incantation, the priest is empowered to create pageantry appropriate to the event. The illusions created are similar to those of the 3rd-level wizard spell spectral force, but must be appropriate to the ceremony, as adjudicated by the D M . For example, if divine in¬ vestiture is cast upon the crown prince during his coronation, the priest might evoke the shades of past kings who one by one step forward to lay their shadowy swords upon the prince's shoulders. When the royal crown is
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placed on the prince's head, the priest might evoke a dazzling burst of light coming from the crown that momentarily blinds all i n attendance. In addition to the pageantry of the ceremony of investiture, this spell creates a lasting effect known as the legacy of Siamorphe. The legacy varies from recipient to recipient (and is determined by the D M , not the player) and seems to loosely correspond i n power to the relative rank of the spell recipient. Typical legacies are: a +1 Charisma bonus with respect to the recipient's subjects, a +1 bonus on saving throws vs. poison, a +1 bonus to hit when wielding the ceremonial sword of state, etc. Unwilling recipients of this spell may choose to forego its effects. This decision is irrevocable once made, regardless of whether the spell is accepted or foregone, and it must be made at the start of the spell's casting. (Infants and small children targeted by this spell are assumed to voluntarily accept its effects.) The material components for this spell are a chalice of holy water and a small amount of dye laced with gold flakes. The latter is used to sketch the noble's heraldic device (or appropriate symbol of nobility) somewhere on the spell target's body prior to the casting. The holy water is then poured over the inscribed symbol during the ceremony and the sketched symbol then vanishes.
U l u t i u (Slumbering)
11
( T h e L o r d in t h e lee, t h e IJ erna! S l e q >e.i, Lather o r t h e G i a n t s ' K i n ) D e m i p o w e r o f the P r i m e Material Plane, L N PORTFOLIO:
Glaciers, frozen seas, polar environments, arctic dwellers
ALIASES:
None
DOMAIN NAME:
Formerly Toril/Faerun; currently adrift in the Astral Plane
SUPERIOR:
None
ALLIES:
Othea (dead)
FOES:
Annam
SYMBOL:
A
WOR.
LG,
ALIGN.:
necklace of blue and white ice crystals NG,
L N , N , LE,
NE
Ulutiu (Oo-LOO-tee-oo) is a long-quiescent deity who has voluntarily spent the last eon i n slumber, : adrift i n the Astral Plane. Unlike many of the other deific inhabitants who linger in death on that plane, I Ulutiu is sufficiently alive to continue to grant spells to his few followers scattered across Faerun's northern arctic wastes. Although some scholars have speculated that U l u t i u was once mortal, most sages believe he was a minor sea god who maintained an avatar for several centuries i n the northern reaches of the Realms several thousand years ago. When he discovered a vast and still ocean that filled the regions now known as the Great Glacier, Vaasa, Damara, and Narfell, Ulutiu forged a barge of ice and spent his days adrift upon the sea in silent contemplation. According to the peoples of the Great Glacier and the Ice Hunters of the Savage Frontier, Ulutiu enjoyed a life of quiet reflection, avoiding i n volvement in the affairs of mortals or gods. Giant lore paints a much different picture of Ulutiu. Those behemoths claim that Ulutiu was one of the many lovers of Othea, bride of Annam. While Annam fathered the various races of true giants, Ulutiu fathered the various giant-kin—firbolgs, verbeegs, voadkyn, and formorians. Both groups claim that Ulutiu sank to the depths of the Cold Ocean, his enchanted necklace freezing the surrounding sea and forming the Great Glacier. The giants believe that Annam killed Ulutiu after discovering he was being cuckolded. Ulutiu's human worshipers have no tales of any such battle. Their tales about Ulutiu indicate that he forged a necklace of enchanted ice, a delicate chain of glistening blue crystals, to ensure a peaceful slumber on the ocean floor and then voluntarily sank beneath the surface in his ice barge as the surrounding sea slowly froze. As is typical, the truth lies somewhere between these two bodies of legend. Ulutiu was Othea's lover, but Annam the All-Father was hardly a caring, attentive spouse. Othea turned away from Annam, who was more interested in fathering sons than caring for his wife, and she pursued a series of unsatisfying affairs with various powers such as Vaprak, father of the ogre
(^2* • J J A 1 - R 0 N I A N I ' A N T !
race. I n Ulutiu, the mother of Faerun's giants and giant-kin finally found happiness and love. When Annam discovered their affair, he threatened to k i l l both Othea and Ulutiu. Eventually Ulutiu convinced the All-Father to spare Othea in return for his voluntary exile. Ulutiu descended into a deep slumber, nigh unto death, encased i n a tomb of ice. Ulutiu had his revenge, however, when the ever-expanding ice of his crypt enveloped much of Ostoria, destroying the giant kingdom, and Othea negotiated Annam's exile for an indefinite period. The secret pact of Othea with Ulutiu to reunite after Annam's departure was foiled when Othea was poisoned by her eldest son Lanaxis, progenitor of the titans, who sought to reverse the ever-expanding tide of the Great Glacier by taking Ulutiu's necklace but was forbidden by Othea from venturing onto the ice. Today Ulutiu is neither awake nor dead. He drifts in eternal slumber alongside Othea in the Astral Plane. The Eternal Sleeper has little interest in the Realms following Othea's demise, but he does maintain a small presence to observe the unfolding events in the fallen lands of Ostoria. If a way could be found to resuscitate Othea, he would likely return to the Realms (and quickly come into conflict with A u r i l and Umberlee), but for the time being he seems content to rest in eternal sleep, granting spells and protection only to the few hardy people who survive in his favorite environment and venerate his name. < '
/
^
(Ranger 2 4 , Shaman 2 2 , Mage 2 0 )
Ulutiu has not manifested an avatar i n the Realms i n almost 4,000 years and has no intention of doing so i n the foreseeable future. However, if the eternal rest of his final avatar entombed at the bottom of the Great Glacier was disturbed, if someone were to discover a method by which Othea could be resurrected, or if Annam was ever to manifest an avatar in the Realms, Ulutiu would promptly manifest an avatar once again. Such an appearance would probably presage the dissolution of the Great Glacier, although that change would take centuries to occur. Ulutiu appears as a stocky human male of indeterminate ancestry. His arms and legs are short and thick and his fingers resemble plump sausages. He has raven black hair and ice blue skin. His face is round with impossibly deep blue eyes, a flat nose, and tiny ears pressed flat against his head. Ulutiu favors spells from the spheres of divination, elemental (water), thought, and time and the schools of elemental (water) and divination, although he can cast spells from any sphere or school. A C - 2 ; M V 15; HP 206; T H A C O - 3 ; # A T 5/2 Dmg 2d6+14 (harpoon +4, +9 S T R , +2 spec, bonus in harpoon) MR 65%; S Z L ( 1 2 f e e t ) S T R 21, D E X 19, C O N 24, I N T 23, Wis 20, C H A 19 Spells P: 12/12/11/11/9/6/3; W: 5/5/5/5/5/4/3/3/2 Saves PPDM 2, RSW 5, PP 4, BW 4, Sp 6 Special Att/Def: Ulutiu wields the massive, two-handed Harpoon of the Cold Sea, a weapon with a +4 enchantment. I n addition to the weapon's damage, Ulutiu can yank any target off his feet with a sharp tug on the harpoon's ethereal tether. This deals an additional 2d4 points of damage to a target and forces it to make a successful Dexterity check or be pulled off its feet. If the target of Ulutiu's attack is pulled off its feet, it must make a successful saving throw vs. breath weapon or be stunned for ld4 rounds. Ulutiu can continue to yank a victim about with his harpoon in subsequent rounds, as it does not dislodge until Ulutiu wills it to do so. Although it does not cause additional base damage, the harpoon continues to inflict 2d4 points of damage per round, as well as require Dexterity checks and possibly saving throws if Ulutiu continues tugging on it. A t will, Ulutiu can cause the harpoon to reappear in his hand, ready to throw at a moment's notice. (Harpooned victims ceased taking additional damage at this point.) Ulutiu's long entombment in his glacial crypt has permanently imbued him with an aura of arctic cold. A n y warm-blooded creature who comes within 30 feet of the Lord ift the Ice is drained of heat equal to 4d8 points of damage from its victim, per round unless protected by a spell such as re¬ sist cold, a ring of warmth, or similar magics. A l l cold and elemental water spells he casts are at double normal damage and up to double normal range and area of effect. Ulutiu can conjure 2d8 seals, 2d8 walruses, ld3 polar bears, 2d6 reindeer or one of any other arctic animal to his side instantly up to twice a day. They serve h i m faithfully i n whatever tasks he asks of them, including fighting to the death or performing errands within their appropriate intelligence, for up to a tenday. He can speak with any arctic creature at will.
> N (I V . m i p o w e r s ) : Siamorphe, U l u t i u
Ulutiu is immune to damage from cold-based or water-based spells or effects of any sort. He takes no drowning damage when immersed and can breathe water and move underwater as if he were in air.
Ulutiu rarely manifests i n the Realms since entering into his deep sleep. He has shown his displeasure w i t h the actions of mortals from time to time through icequakes i n the northern regions. Such an icequake is blamed for the destruction of the ice castle constructed by Vaasan wizards at the foot of M t . Okk. He sometimes manifests as a perfect circle of ice about 3 feet in diameter floating near the shore of one of the Great Glacier's small seas. W h e n such miniature icebergs are removed and turned upside down, Ulutiu's priests believe they can discern fragments of U l u tiu's teachings through careful meditation on the pattern of cracks and protrusions i n the ice. Ulutiu is served by brown molds, frosts, haundars, kupuks, sha'az, various arctic fish, seals, walruses, polar bears, reindeer, caribou, elk, arctic foxes and rodents, and other arctic creatures, including whales. i 'H
k
lit n d i
CLERGY:
Shamans, specialty priests
CLERGY'S ALIGN.:
LG,
TURN UNDEAD:
Sha: Yes, if good, SP: N o Sha: Yes, if neutral or evil, SP: N o
CMND. UNDEAD:
LN,
LE
A l l shamans and specialty priests of U l u t i u receive religion (Faerunian) and religion (giant) as bonus nonweapon proficiencies. Ulutiu is venerated by the Nakulutiuns of the Great Glacier and their kin, the Ice Hunters of the Savage Frontier. The Nakulutiuns broke off from the clans of Alpuk (known now as the Iulutiuns) after their discovery of the Glacier of Ulutiu nearly 3,000 years ago and now venerate the Lord in the Ice. Each village is led by an autocratic leader, a specialty priest of Ulutiu who may be female or male and is known as the urit, and three lieutenants, who are also specialty priests and are known as yaaurit. Specialty priests of Ulutiu among the Nakulutiuns are known collectively as nakurits. The Ice Hunters, the Ancient Men of the N o r t h who preceded even the Northmen in settling northwestern Faerun, are a people who wandered off across Abeir-Toril's polar ice cap to the N o r t h above the Spine of the World from the lands of the Nakulutiuns over one millennium ago, bringing with them the veneration of Ulutiu. In the centuries since their departure, the veneration of Ulutiu among the Ice Hunters has changed in one significant way. The Ice Hunters primarily revere beast totem great spirits who serve U l u t i u , including Clever Oomio the Gray Seal, Grandfather Walrus, Great White Bear, and Pindalpau-pau the Reindeer Mother, rather than directly worshiping the Lord i n the Ice. I n many ways, the Ice Hunters' regard for Ulutiu and their totem animals parallels the regard of the Uthgardt barbarian tribes for Uthgar and the Uthgardt beast totems. Ulutiu and the Ice Hunter beast totems are served by Ice Hunter specialty priests of Ulutiu, known as iceguardians, and shamans, who both serve similar functions as the nakurits of the Nakulutiuns. Ulutiu has no true temples, at least as defined by those who live in the lands south of his domain. Instead he is venerated in small shrines located in each village, often i n the home of the most senior priest. Such shrines vary from community to community, but typically include altars made of solid blocks of unmelting ice that enclose important fetishes. Dogma: N o person is the superior of another, with the exception of Ulutiu's priests, who are his representatives in this world and who are set in positions of leadership to pass on his wisdom to his people. Animals share the same emotions, thoughts, and morals as people. For reasons of his own, Ulutiu compels animals to express these characteristics differently. Because animals are children of Ulutiu, they must be respected. Disrespect of animals risks the wrath of Ulutiu. People and animals have a life essence called pokulu. When they die, their pokulu passes on to Ulutiu and becomes part of him. The Nakulutiuns (but not the Ice Hunters) believe that Ulutiu has set an order for his faithful people, the Nakulutiuns, and w i t h i n that social order every person knows his or her place and is happy in that knowledge. Nakulutiuns should keep themselves apart from others, especially other peoples of the Great Glacier such as the Iulutiuns and the Angulutiuns, because they are heathen and have left the true ways of Ulutiu. Long contact with them can only lead to straying from the true path as shown to the nakurits by Ulutiu and then passed on to the Nakulutiuns. Magic outside of
that granted by Ulutiu is blasphemous, and wizards are to be shunned or driven from Nakulutiun villages to prevent Ulutiu from showing his wrath at the village for the insult of harboring a blasphemer. Day-to-Day Activities: The nakurits serve as autocratic rulers of the Nakulutiun villages. They govern with harsh, even cruel, edicts, but are rarely motivated by self-interest. Both the nakurits and the residents of each village believe Ulutiu's priests receive guidance from the Lord i n the Ice, and, as a result, Nakulutiun society is orderly, if somewhat staid. Among the Ice Hunters, Ulutiu's clergy serve as community leaders as well, but they govern more by consensus than edict. Ice Hunter society is more open to contact with outsiders (on a passing basis) and less stratified in its social classes than Nakulutiun society. Ulutiu's clergy are leaders, teachers, keepers of history and wisdom, and defenders of their people. They teach their clans' children, induct youths into adulthood, and pass along both clan traditions and practical survival knowledge. I n communities where Luskan's power is palpable, Ulutiu's priests lead campaigns of silent resistance against the unwanted interlopers. Holy Days/Important Ceremonies: The Nakulutiuns follow a special set of edicts called kaiurit that vary from village to village and change from year to year. O n the first day of spring, the urit calls an assembly of the entire village (called an iurit) and declares the kaiurit for the previous year are no long valid. She or he then announces the coming year's kaiurit, consisting of two or three new rules that the villagers are expected to follow. For a month prior to announcing the year's new kaiurit, the urit spends each evening in isolation, praying and meditating. The urit receives the kaiurit by experiencing tiny fragments of Ulutiu's dreams as visions. To outsiders, the kaiurit seems baffling and arbitrary, but to the Nakulutiuns, its dictates are sacred and indisputable. Typical examples include "No fires can be lit outside," " A t sundown, each adult must toss a handful of meat into a crevasse as an offering to Ulutiu," " A l l adults must wear a certain painted symbol (a moon, a bird, etc.) on their foreheads at all times," " A certain species of animal (ice toads, polar bears, etc.) cannot be hunted or killed for any reason," or " A l l heathens (non-Nakulutiuns) are to be killed on sight." In addition to obeying the urit and yaaurit and following the kaiurit, Nakulutiuns must offer a silent prayer to Ulutiu three times a day (usually at dawn, midday, and sunset). Prayer-givers cover their eyes w i t h their hands and turn their heads to the sky, remaining silent for about a minute. The Ice Hunters have abandoned the practice of observing kaiurit, but they continue to offer silent prayers to Ulutiu three times per day. I n addition, they practice a year-long ritual known as the kaitotem. A t the beginning of the birthing season, the bravest hunters of the village set out to capture an infant of the species that serves as the tribe's primary beast totem without slaying its mother or her other offspring. The infant is brought back to the village alive, raised by the priests of Ulutiu, and given the best allotments of available food for an entire year. A t the end of the year, the infant is possessed by the clan's beast totem and vanishes into the wilderness. If the clan treated the beast well and cared for its needs, it is assured Ulutiu's favor in the coming year. If the animal is mistreated or dies, Ulutiu may choose to visit the village with misfortune for the next year. Major Centers of Worship: The Glacier of Ulutiu is a sheer wall of ice, rising 1,000 feet in height along the northern shore of the Uppuk River in the depths of the western reaches of the Great Glacier. Thousands of years ago, the glacier was about 300 yards long, but time has taken its toll, and only about 100 yards remain, the rest having broken off into the Uppuk and washed away. Intricate symbols are etched in the glacier, covering the entire surface. The symbols emit a dull red glow. The glacier radiates magic and is completely resistant to all types of natural and magical heat. Ulutiu is responsible for the symbols and enchantment. He used the glacier to record his thoughts, the history of the region, and details of his magical research. Anyone employing a comprehend languages spell or similar magics can translate the symbols to learn about the life of Ulutiu, his relationship with Othea, his battles with Annam, the origin of the Great Glacier, and other pieces of ancient lore. '* Unfortunately, the most interesting pieces have broken off and washed away. These sections, which may still float somewhere on the rivers and seas of the Great Glacier or may have been carried off by frost giants or used as building materials by the other inhabitants of the Endless Ice Sea, are rumored to contain formulas for powerful spells, the location of Ulutiu's treasure, and instructions for reawakening the Eternal Sleeper. Affiliated Orders: Neither the Nakulutiuns nor the Ice Hunters have any affiliated warrior or knightly orders, and they are not regimented enough in outlook to have any honorary orders. Status within a tribe is de-
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X A V< M S
U l u U u • (33
termined by rigid social ranking. Community leaders (priests of U l u t i u ) have the most standing, followed by married or widowed adults, unmarried adults, children, and ukeu. Ukeu, those who are elderly, infirm, abandoned, or otherwise without family, enter into voluntary slavery with any family that will have them. Although treated with dignity and respect, they are not considered equals. Declarations of the kaiurit may rearrange the social status for a year among the Nakulutiuns, but this social order represents their society's default arrangement. Priestly Vestments: Ulutiu's clergy have no formal ceremonial raiment. Some carry sacred bundles and others small holy symbols, but otherwise they communicate their faith simply through words and actions i n their small communities. They use specially chosen ice crystals as their holy symbols, and these never melt while in their possession. Adventuring Garb: When adventuring, priests of Ulutiu favor thick, heavy clothing that wards against the cold as much as i t protects them from physical attack. Both Nakulutiuns and Ice Hunters commonly wear parkas, trousers, mittens, and boots of fox, wolf, bear, and seal skin (often with fur linings) that equal leather or hide armor, depending on the workmanship. In missile combat, Ulutiu's followers either wield short bows and fire ekaa and trukaa arrows or wield garnoks and hurl bone darts. Ekaa are used to hunt caribou and other herd animals (3 sp/6, Weight 10/1 lb., Size S, Type P, Damage Id6/ld8). The arrowhead is carved from a caribou or deer antler and is attached to a shaft of bone. Hooked barbs cover both the arrowhead and the shaft. Trukaa are bone arrows with a blunt head used to kill small game without damaging the fur (3 sp/12, Weight 10/1 lb., Size S, Type B, Damage Id3/ld2). Garnoks are similar to atlatls but are used with darts to increase their effective range (ROF 1/1 Speed Factor 4, Range 3/6/12; Garnok darts 3 sp/12, Weight 10/1 lb., Size S, Type P, Damage Id3/ld2). In melee combat, followers of Ulutiu employ daggers, darts, gaffs, harpoons, iuaks, knives, machetes, nets, ritiiks, spears, and tridents. A n iuak is a bone blade resembling a machete, about 2 feet long and 6 inches wide (10 gp, Weight 3 lbs., Size M , Type S, Speed Factor 4, Damage Id4/ld6). The end of the blade is flat, not pointed. A ritiilc is a 6-foot-long bone shaft with a point and hook on one end (10 gp, Weight 6 lbs., Size L, Type P, Speed Factor 8, Damage I d 6 + l / l d 8 + l ) . It is thrust, not thrown. Specialty Priests ( N a k u r i t s ) PRIME REQ.: ALIGNMENT:
LG,
WEAPONS:
Short bow (and ekaa and trukaa), dagger, gaff, garnok (and dart), harpoon, iuak, knife, net, r i tiik, spear, trident A l l armor types up to and including leather or hide armor; no shield A l l , animal, charm, elemental (water), guardian, law, summoning, protection, travelers, wards Divination, healing, necromantic, plant Same as clerics Ancient history (the Ulutiuns and Ulutiu), local history (the Great Glacier), fishing, weather sense, fire-building, set snares Charioteering (dog sled), Endurance, survival (arctic), tracking
ARMOR: MAJOR SPHERES:
M I N O R SPHERES: M A G I C A L ITEMS: REQ. PROFS:
BONUS PROFS:
LN,
Specialty Priests (let H u n t e r Beast C u l t Shamans) REQUIREMENTS: PRIME REQ.: ALIGNMENT: WEAPONS:
ARMOR: MAJOR SPHERES: M I N O R SPHERES:
Strength 12, Wisdom 14 Strength, Wisdom
REQUIREMENTS:
points of damage per the nakurit's level. Victims who succeed at a saving throw vs. spell suffer only half damage. This ability may be used once per day. Nakurits can select nonweapon proficiencies from both the priest and warrior groups with no penalty. Though they receive only the normal four nonweapon proficiency slots at 1st level, they must take all of their required nonweapon proficiencies before they can take any discretionary nonweapon proficiencies. A t 3rd level, nakurits receive a +3 bonus to their saving throws vs. spell for any spell cast by a wizard. This does not apply to spells cast by priests of any sort. A t 5th level, nakurits are able to commune (as the 5th-level priest spell) with Ulutiu once per week. I n the month prior to the announcement of the new kaiurit, a nakurit who is the urit of a Nakulutiun village can commune once per day. A t 7th level, nakurits are able to cast command (as the lst-level priest spell) at will, but no more than once every turn. Such commands are considered to be the word of Ulutiu by Nakulutiuns, and hence they always voluntarily fail their saving throws, except in extraordinary circumstances. A t 7th level, nakurits are able to cast prayer (as the 3rd-level priest spell) once per day. A t 10th level, nakurits inflict an additional 2 points of cold damage (in addition to bonuses from Strength or other magic) to non-Nakulutiuns they successfully strike i n melee or missile combat. This damage increases by 2 points at 12th and again at 14th to a maximum of 6 points at 14th level (4 points total at 12th and 6 at 14th).
M A G I C A L ITEMS: REQ. PROFS:
LE
• Nakurits must be human Nakulutiuns. • Nakurits are distrustful of strangers, especially non-Nakulutiuns, to the point of paranoia. They rarely aid such people, with the best reaction such folk can obtain from them usually being to be ignored. Nakurits do not cooperate with non-Nakulutiuns except i n extremely odd or rare circumstances, and then not for long periods of time. • Nakurits receive a +1 bonus to their attack rolls against all nonNakulutiuns. • Nakurits receive double the bonus spells they are entitled to for a high Wisdom ability score. • Nakurits are totally immune to the effects of cold, including cold-based spells and other magically generated cold effects. • Nakurits can perform a laying on of hands, similar to the paladin ability, except the nakurit's touch causes damage instead of healing, inflicting 2
B O N U S PROFS:
The abilities and restrictions of Ice Hunter shamans, aside from changes noted above and later in this section, are summarized in the discussion of the shaman character class i n P L A Y E R ' S O P T I O N : Spells & Magic and i n Faiths & Avatars. • • •
Ice Hunter shamans must be Ice Hunter humans. Ice Hunter shamans gain a +2 bonus to their Wisdom ability scores. Ice Hunter shamans have different alignment restrictions and access to slightly different spheres depending on their tribal totem animal. A l l Ice Hunter shamans have access to the basic shaman spheres given above, plus certain spheres special to their totem animal. Ice Hunter shamans also have different clan taboos that they must abide by or lose all shaman abilities until they atone. Clever Oomio the Gray Seal: A L I G N M E N T : LG, L N , LE, M A J O R : charm, law, M I N O R : thought, guardian, T A B O O : Cannot harm seals, eat seal meat or fat, or wear anything made from a seal Grandfather Walrus: A L I G N M E N T : LG, L N , LE, M A J O R : elemental, time, Minor: weather, T A B O O : Cannot harm walruses, eat walrus meat or fat, or wear anything made from a walrus Great White B e a r : A L I G N M E N T : L N , LE, M A J O R : combat, war, M I N O R : protection, T A B O O : Cannot harm polar bears, eat polar bear meat or fat, or wear anything made from a polar bear Pindalpau-pau the Reindeer Mother: A L I G N M E N T : L G , L N , M A J O R : divination, protection, M I N O R : guardian, T A B O O : Cannot harm reindeer, eat reindeer meat or fat, or wear anything made from a reindeer • Ice Hunter shamans can select nonweapon proficiencies from both the priest and warrior groups with no penalty. Though they receive only the
^ • X A F - R U N I A N P A N T H E O N (Demipowers): Ulutiu SSMBHBSfli
Strength 12, Wisdom 14 Strength, Wisdom LG, L N , LE Short bow (and ekaa, trukaa, and flight arrows), spear, net, harpoon, gaff, machete, garnok (and darts), trident, knife, dagger, iuak, ritiik A l l armor types up to and including leather or hide armor; no shield A l l , animal, summoning, protection, travelers, wards Healing, plant Same as clerics Fishing, weather sense, fire-building, charioteering (dog sled), set snares Endurance, survival (arctic), tracking
normal four nonweapon proficiency slots at 1st level, they must take all of their required nonweapon proficiencies before they can take any discretionary nonweapon proficiencies. A n Ice Hunter shaman may call upon his or her clan totem's beast power. This power's effect varies by totem. The power may be personally used by the shaman, or its effects may be granted to another devoted follower of the totem "if indicated below. Clever Oomio the Gray Seal Beast Power: Gray Seal shamans can call upon selkie form or convey its abilities to another worshiper of the Gray Seal once a day for 1 turn. This allows them the appearance, movement, and attack capabilities of normal selkies. They can also change back and forth from human to selkie form as a selkie can during the duration of the selkie form. Grandfather Walrus Beast Power: Grandfather Walrus shamans can call upon tusks of strength or convey this ability to another worshiper of Grandfather Walrus once a day for 1 turn. Tusks of strength temporarily adds 6 points to its user's Strength and causes the shaman's canine teeth to grow longer. Grandfather Walrus shamans who use this ability often quickly begin to look like the walrus spirit they hold sacred. (The presence of the tusks does not give the shaman a tusk attack, as the human frame is not made for this type of attack.) Great White Bear Beast Power: Great White Bear shamans can call upon polar fury for themselves or another touched Great W h i t e Bear worshiper once a day for 1 turn. The recipient of this power grows claws and can claw and bear-hug attack like a polar bear (two claw attacks for ldlO/ldlO; a successful attack roll of 18 or better with either claw results in additional hug damage of 3d6). Pindalpau'pau the Reindeer Mother Beast Power: Reindeer Mother shamans can call upon the horns of wisdom or reindeer hooves once a day. Horns of wisdom has the same effect as the casting of a com¬ mune spell except that it lasts for 1 turn and causes elk antlers to grow from the skull of the shaman. (They cannot gift this ability to another.) Each use causes additional horn growth. Fortunately, if the shaman's horns begin to grow too long for practical support on the human skeletal frame, the shaman sheds them one winter and begins to grow new horns in the spring, though this new set is lighter in color than the original set. (The presence of the antlers does not give the shaman an antler attack, as the human frame is not made for this type of attack.) Reindeer hooves bestows the shaman or another touched follower of the Reindeer Mother a Movement Rate of 21 for up to one hour. It also provides secure footing on any type of ice. A t 3rd level, Ice Hunter shamans can summon animals of their clan totem type (seals, walruses, polar bears, or reindeer) to their aid twice a tenday. The animals summoned aid the shaman by any means they possess, staying u n t i l a fight is over, a specific mission is finished, the shaman is safe, they are sent away, etc. The creatures appear around or near the shaman within one round after they are summoned and vanish when they are slain, complete their mission, are dismissed, or the shaman dies. Statistics for these summoned animals are: Seals (2d8): A C 6; M V 3, Sw 24; H D 2; T H A C O 19; # A T 1; Dmg ld4 (bite); SZ M (4-6 feet); M L avg (8); Int animal (1); A L N ; XP35. Walruses (2d8): A C 5; M V 3, Sw 24; H D 2+2; T H A C O 19; #AT 1; Dmg 2d4 (bite); SZ L (7-9 feet long); M L avg (10); Int animal (1); A L N ; XP 65. Polar Bears ( l d 3 ) : A C 6; M V 12, Sw 9; H D 8+8; THACO 11; #AT 3; Dmg Idl0/ldl0/2d6 (claw/claw/bite); SA hug; SD attacks below 0 hp; SZ H (14+ feet tall); M L avg (8-10); Int semi- (2-4); A L N ; X P 1,400. Notes: Hug: On a claw hit of 18 or better the bear also inflicts 3d6 points of hug damage. Attacks Below 0 hp: Polar bears continue to fight ld4+1 rounds after being brought to 0 to -12 hit points, but beyond that they die instantly. Reindeer (2d6): A C 7; M V 21; H D 4; THACO 17; # A T 2 or 1; Dmg Id4/ld4 or 2d8 (hoof/hoof or antlers); SZ L (4-6 feet tall at the shoulder); M L unsteady (5); Int animal (1); A L N ; XP 120. A t 5th level, Ice Hunter shamans can shapechange (as the druid ability) into the type of totem beast they worship twice per tenday for 3d6 turns, gaining all the abilities of that creature. Gray Seal shamans can change into seals, Grandfather Walrus shamans into walruses, Great W h i t e
Bear shamans into polar bears, and Reindeer Mother shamans into reindeer. Statistics for these creatures are summarized under the animal summoning ability, above. A t 7th level, Ice Hunter shamans are immune to all magical or natural cold damage caused by anything less powerful than artifacts, relics, or dragon breath from a wyrm or great wyrm. Specialty Priests (l< g u a r d i a n s ) REQUIREMENTS: PRIME REQ.: ALIGNMENT: WEAPONS:
ARMOR: M A J O R SPHERES: M I N O R SPHERES: M A G I C A L ITEMS: REQ. PROFS:
B O N U S PROFS:
Strength 12, Wisdom 14 Strength, Wisdom LN Short bow (and ekaa, trukaa, and flight arrows), harpoon, net, gaff, garnok (and darts), knife, dagger, iuak, ritiik, trident A l l armor types up to and including leather or hide armor; no shield A l l , animal, elemental (water), summoning, protection, travelers, wards Healing, plant Same as clerics Fishing, weather sense, charioteering (dog sled), set snares, local history (the glaciers above the Spine of the World mountains), ancient history (the Ice Hunter people and Ulutiu) Endurance, survival (arctic), tracking
Their abilities and restrictions of Ice Hunter iceguardians, aside from changes noted above and later i n this section, are summarized in the discussion of the shaman character class in P L A Y E R ' S O P T I O N : Spells & Magic and in Faiths & Avatars. • • •
Iceguardians must be Ice Hunter humans. Iceguardians gain a +2 to their Wisdom ability scores. Iceguardians must abide by the taboo that they may never start a fire (though they may enjoy the benefits of fires started by others) or lose all their iceguardian abilities until they atone. • Iceguardians can select nonweapon proficiencies from both the priest and warrior groups with no penalty. Though they receive only the normal four nonweapon proficiency slots at 1st level, they must take all of their required nonweapon proficiencies before they can take any discretionary nonweapon proficiencies. • Iceguardians are immune to all magical or natural cold damage caused by anything less powerful than artifacts, relics, or dragon breath from a wyrm or great wyrm. • Iceguardians may cast wizard spells from the elemental water school and any other wizard spells with nonenergy-draining cold, chill, snow, or ice effects (that are not still sectet to a particular mage or religion) in addition to priest spells. These spells are cast as if the iceguardian were a mage of half his or her level (round up). For example, a 5th-level iceguardian casts wizard spells as a 3rd-level mage. Iceguardians pray for their wizard spells instead of studying to memorize them, and chosen wizard spells replace priest spells potentially available for use that day. (In other words, the wizard spell occupies a priest spell slot.) Iceguardians gain access to 8th-level wizard spells at 16th level and 9th-level wizard spells at 18th level. A n iceguardian must have a Wisdom of 18 or higher and an Intelligence of 16 to gain access to the 8th level spells, and a Wisdom of 18 or higher and an Intelligence of 18 to gain access to the 9th-level spells. If an iceguardian is able to gain high-level wizard spells, every 8th-level spell prayed for occupies a 6th-level priest spell slot and every 9th-level spell prayed for occupies a 7th-level priest spell slot. Iceguardians are always able to read elemental water spells on scrolls or in wizard spell books as if they knew read magic (but studying spells from a spell book is useless to them). No more than three-quarters*of an iceguardian's total number of spells available (round down) can be taken as wizard spells. •
A t 5th level, an iceguardian may call upon his or her clan totem's beast power. This power's effect varies by totem. The power may only be used by the iceguardian. C l e v e r O o m i o the G r a y Seal B e a s t P o w e r : Gray Seal iceguardians can call upon selkie form once a day for 1 turn. This allows them the appearance, movement, and attack capabilities of normal selkies. They can also change back and forth from human to selkie form as a selkie can during the duration of the selkie form.
F A E R U N I A N P A N T M E ( ) N ( I ) e m i p < >\vers): U l u t i u , - 6 5
Grandfather Walrus Beast P o w e r : Grandfather Walrus iceguardians can call upon tusks of strength once a day for 1 turn. Tusks of strength temporarily adds 6 points to its user's Strength and causes the shaman's canine teeth to grow longer. Grandfather Walrus iceguardians who use this ability often quickly begin to look like the walrus spirit they hold sacred. (The presence of the tusks does not give the shaman a tusk attack, as the human frame is not made for this type of attack.) Great White Bear Beast Power: Great White Bear iceguardians can call upon polar fury once a day for 1 turn. The recipient of this power grows claws and can claw and bear-hug attack like a polar bear (two claw attacks for ldlO/ldlO; a successful attack roll of 18 or better with either claw results in additional hug damage of 3d6). Pindalpau-pau the Reindeer Mother Beast Power: Reindeer Mother iceguardians can call upon the horns of wisdom or reindeer hooves up to once a day. Horns of wisdom has the same effect as the casting of a commune spell except that it lasts for 1 turn and causes elk antlers to grow from the skull of the shaman. Each use causes additional horn growth. Fortunately, if the iceguardian's horns begin to grow too long for practical support on the human skeletal frame, the iceguardian sheds them one winter and begins to grow new horns i n the spring, though this new set is lighter i n color than the original set. (The presence of the antlers does not give the shaman an antler attack, as the human frame is not made for this type of attack.) Reindeer hooves bestows the iceguardian or another touched follower of the Reindeer Mother a Movement Rate of 21 for up to one hour. It also provides secure footing on any type of ice. A t 7th level, iceguardians can cast ice storm or wall of ice (as the 4thlevel wizard spells) once a day at their actual level (not halved). A t 10th level, iceguardians can shapechange (as the druid ability) into the type of totem beast they worship twice per tenday for 3d6 turns, gaining all the abilities of that creature. Gray Seal iceguardians can change into seals, Grandfather Walrus iceguardians into walruses, Great White Bear iceguardians into polar bears, and Reindeer Mother shamans into reindeer. Statistics for these creatures are summarized under the animal summoning ability of Ice Hunter shamans, above. A t 13th level, iceguardians can cast cone of cold (as the 5th-level wizard spell) once a day at their actual level (not halved). A t 15th level, iceguardians can cast Otiluke's freezing sphere (as the 6thlevel wizard spell) once a day at their actual level (not halved).
Magical Tether (Pr 1; Invocation/Evocation) Sphere: Combat Range: 5 yards/level Components: V, S Duration: 3 rounds+1 round/level Casting Time: 4 Area of Effect: One nonliving object or living being Saving Throw: None This spell may be cast upon any nonliving object or living being within range. Upon casting, the spell creates an unbreakable magical tether graspable only by the spellcaster that stretches from the target object or being to the caster's hand (or hands). Living targets must voluntarily submit to the effects of this spell or the incantation has no effect. By means of the ethereal tether, the priest can pull on the target of the spell as if it were attached to a long, incredibly strong rope. The magical tether can be dropped if the caster wants to drop it, but otherwise it does not fall from the caster's grip. The magical tether cannot be positioned so as to cause damage to a living being, such as to strangle it. Typically this spell is cast upon harpoons or other hurled weapons prior to hurling them i n combat. If the weapon lodges in its target, the priest may be able to drag the target closer, and if it misses, the priest can easily retrieve i t . If the weapon is not firmly imbedded, however, i t is likely to break free. The most typical use of this spell upon living targets is on people who have fallen into the water and need to be pulled to safety.
Ice Walk (Pr 1; Alteration) Elemental (Water) Sphere: Range: Touch Components: V,S,M Duration: 1 turn+1 turn/level Casting Time: 4 Area of Effect: Special Saving Throw: None By means of this spell, the caster is able to empower one or more creatures to tread upon any snow or ice as if it were firm ground. This does not include free flowing water, but does include even the thinnest frozen surface or very powdery snow. The recipient's feet do not touch the surface of the ice or snow, and no trace is left by their passage. The recipient's rate of movement remains normal. For every level of the caster above 1st, she or he can affect another creature. If ice walk is cast under water or while buried in snow, this spell has no effect until the recipient gets on top of some ice or snow, although the spell duration is expended normally. The material components for this spell are a piece of ice or some snow and the priest's holy symbol.
Protection From Cold (Pr 3; Invocation/Evocation) Sphere: Protection, Elemental (Air, Water) Range: Touch Components: V,S,M Duration: Special Casting Time: 6 Area of Effect: One creature Saving Throw: None The effect of a protection from cold spell differs according to whether the recipient of the magic is the caster or some other creature. In either case, the spell lasts no longer than one turn per caster level. If the spell is cast upon the caster, it confers complete immunity to: freezing temperatures (immersion in icy water, icy blasts of wind, etc.); exposure to magical frosts such as freezing dragon breath; spells such as frost fingers, chill metal (reverse of heat metal), Snilloc's snowball, Snilloc's snowball swarm, ice storm, wall of ice, cone of cold, Otiluke's freezing sphere, winter wolf breath, ice toad and brown mold cold radiations, etc. The invulnerability lasts until the spell has absorbed 12 points of heat or fire damage per level of the caster, at which time the spell is negated. If the spell is cast upon another creature, it gives invulnerability to normal freezing temperatures, gives a bonus of +4 to saving throws vs. cold attacks, and reduces damage sustained from magical cold attacks by 50%. The material components of this spell are the priest's holy symbol and a small sliver of ice.
PORTFOLIO:
The Uthgardt barbarian tribes, physical strength
ALIASES:
None
DOMAIN NAME:
Ysgard/Uthgardtheim
SUPERIOR: ALLIES:
None Tempus
FOES:
Malar, A u r i l
SYMBOL: WOR.
ALIGN.:
None Any
Uthgar (UHTH-gar) is the legendary founder of the Uthgardt barbarians of the Savage Frontier, who take their name from him. He is said in some of their legends to be the son of Beorunna and in others to be the son of Tempus. A proud, strong warrior who founded the Uthgardt tribes, Uthgar is reputed to have lived three times a normal human life, then ascended to watch over the Uthgardt for all eternity after taking fatal wounds in a oneon-one battle w i t h a frost giant named Gurt. Uthgar mastered all the
\I ( I V m i } > o \ v e t s ) : U i u h u * , U t i v > ; > r
primeval beast spirits in individual combat, passing down the divine gifts he gained from that mastery to his people, the Uthgardt, at his death. The Uthgardt tribes all follow a beast totem, representing one of the beasts that Uthgar bested. I n reality, Uthgar was probably a Ruathym N o r t h m a n , Uther Gardolfsson, brother to Morgred Gardolfsson (the " M o r g u r " of Morgur's M o u n d ) , who led a long raiding career ( i n c l u d i n g l o o t i n g fabled I I luskan) before founding a dynasty of new barbarians, the Uthgardt. He rose to such heights, however, that he did indeed ascend to divinity as he was dying under the sponsorship of the god of war, who admired his fighting spirit. Uthgar is proud, fierce, and independent. He makes few friends and remains uninvolved enough with interfaith and interdeity conflicts that he has accrued few enemies. He is served by the primeval Black Lion, Black Raven, Blue Bear, Elk, Golden Eagle, Gray Wolf, Great W o r m , Griffon, Red Pony, Red Tiger (Snow Cat), Sky Pony, Tree Ghost, and Thunderbeast great spirits. He has recently declared Malar and A u r i l his foes—Malar since Uthgar holds h i m responsible for the corruption and subsequent demise of the Blue Bear tribe, and A u r i l because she has been making such deep incursions into the Elk tribe. He is also contemplating declaring Tyr, Torm, Ilmater, and H e l m his foes because of their incursions upon his faithful. He has been counseled against such rash action by Tempus, his one divine ally, since the good deities of Faerun work so closely together that actions taken against them would likely lead to a severe d e p l e t i o n of Uthgar's d i v i n e power i n his defense against the reprisals from them and their allies. Uthgar loves a good joke, and his laughter is full and hearty. He enjoys the sensual pleasures of the flesh even i n his divine state, and likes to hunt, eat, drink, and be merry i n his feast halls with the warrior spirits he has called to serve h i m in Uthgardtheim. He is a tireless and methodical tactician—not terribly inspired, but driven to w i n i n the long run. His love for the Uthgardt people is strong, and he fights against any odds to protect them in the end. U i I I'jai s A v a t a r (Fighter 2 2 , Shaman 1 5 , C l e r i c 1 0 ) Uthgar has only twice sent his avatar to Faerun. He tends to rely on the beast totem great spirits to speak to his people for h i m . Uthgar appears as a tall, burly warrior dressed in only a battle harness, a leather breechcloth, and furred boots. His hair is blond, long, and worn in a single braid down his back, and his eyes are a piercing blue. He sports a thick, drooping blond mustache and has a booming voice. He usually appears riding his giant dappled-gray sky pony (pegasus), Cloudwing. He draws his spells from all spheres, but avoids necromantic spells of detrimental effect (those which create undead creatures) and forms of sun sphere spells that create darkness. A C - 2 ; M V 15 or Fl 48 D on Cloudwing; HP 174, THACO - 1 ; # A T 5/2 Dmg 2d8+20 (giant battle axe +4 [Foestriker], +14 S T R , +2 spec, bonus in battle axe) MR 55%; S Z L ( 1 2 f e e t ) S T R 25, D E X 17, C O N 20, I N T 16, Wis 19, C H A 21 Spells P: 9/8/8/7/4/2/1 Saves PPDM 3, RSW 5, PP 4, BW 4, Sp 6 Special Att/Def: Uthgar fights with Foestriker, a giant-sized battle axe +4 that works in his hands similar to a hammer +3, dwarven thrower, in that it can be thrown and boomerang back to h i m . It inflicts normal damage when thrown, but triple damage when it strikes giants and giantkin of any sort when either thrown or hand-held. Foestriker never breaks or disintegrates, and cannot be removed from Uthgar's hold or control without his consent. Uthgar casts all spells from the animal sphere at double effect in all respects and at a - 1 to all saving throws (when applicable). He dislikes raising or resurrecting the dead and must be convinced to do so. Uthgar regenerates 3 hit points per round when standing anywhere i n the Sword Coast North, the homeland of his people. Elsewhere, he regenerates 1 hit point per round. He is immune to cold spells and spell effects or abilities of any sort. Uthgar can summon any of the Uthgardt beast totem great spirits to his side to do his bidding or fight with h i m instantly.
f ~y lood flowed like spring melt water from Uthgar's wounds as he stood beI ' f o r e his sons on the massive skull of Gurt, the lord of the pale giants. L . W i t h a strong voice, he spoke of his gift. "Mighty Tempus declares that I may no longer walk among you. I will not go without leaving you afinalfight.You know that I have fought the beast gods and taken from each a part of their strength, which I in turn give to you. "Teach the children these secrets. If they devote themselves to the beast gods, then they may call upon the beasts' power." And so speaking, Uthgar mounted his sky pony and joined his father Beorunna in the war halls of Tempus.
Uthgar acts or shows his favor through the appearance or actions of the beast totem great spirits and through animals that resemble those spirits: black common lions, black giant or huge ravens, cave bears, elks, golden eagles, gray wolves, great worms (see the description of great worms under Specialty Priests below), griffons, red ponies, red tigers (snow cats), sky ponies (pegasi, especially gray ones), treants, and apatosauruses (brontosauruses). He also shows his favor or lack thereof through a vision of Foestriker, his battle axe, w h i c h is intangible to physical, magical, or psionic attacks, but which can indicate direction, speak in Uthgar's voice, and cast spells that Uthgar is capable of casting at his level of ability.
CLERGY: CLERGY'S ALIGN.: TURN UNDEAD: CMND. UNDEAD:
Shamans See below Sha: Yes, if good Sha: Yes, if neutral or evil
A l l shamans of Uthgar receive religion (Faerunian) as a bonus nonweapon proficiency. The Uthgardt barbarian tribes each worship one of the beasts whose powers were taken by Uthgar. The totem cult encompasses the worship of the tribe's ancestors, including Uthgar, his sons, and long-dead chieftains and shamans. The fact that Uthgar is unknown outside of the North, even in temples of Tempus, is proof to the barbarians that the civilized priests are weak and have watered down the true message of the gods. Uthgar has no personal symbol, and the symbol of one of the Uthgardt beast totem cults (Black Lion, Black Raven, Blue Bear, Elk, Gray Wolf, Great Worm, Griffon, Red Tiger (Snow Cat), Sky Pony, Tree Ghost, and Thunderbeast) always serves to represent h i m instead. Uthgar has neither temples nor shrines in the standard sense; shamans perform ceremonies in his name and that of their tribal totem beast wherever necessary, though the ancestral mounds of the Uthgardt people are Uthgar's most holy sites. Uthgar has no real church; rather, his people all worship h i m as the ultimate Uthgardt warrior and the symbol of all that they hold virtuous. He is the master of all the beast totems, w h i c h they also venerate. Uthgardt shamans hold various titles, which vary widely between tribes.. D o g m a : The dogma of the Uthgardt religion varies slightly from tribe to tribe as each beast cult emphasizes different "barbarian" virtues. I n general, shamans are charged as follows when they are initiated into the U t h gardt faith: "Strength is everything. Civilization is weakness. M e n should fight, hunt, and raid from the weak to provide for their wives and families. Family is sacred, and its bonds are not cast aside lightly. Magic that does not come from the gods is effete, self-indulgent, and ultimately leads to weakness, since one depends on magic to accomplish things rather than one's own hands. Shun reliance on secular magic as evil and a false path, for that way leads only to death and ruin. "Revere Uthgar, Beorunna, the Uthgardt ancestors, and the beast spirit that guides one's tribe. The beast spirits hold wisdom and raw power; take them for your own. Study the beast so that you know its virtues and its weaknesses; claim its virtues as your own and weed its weaknesses from your spirit. Make the others of the tribe fear and respect your power and your knowledge, so that they w i l l heed the wise words your ancestors speak to you in days of trouble and turmoil."
Dav'to»Day Activities: Uthgardt shamans tend to the respective needs of their tribes, teaching tribal history and customs passed down by heroic tales and lineage chants in an oral tradition spanning centuries. They provide healing for their tribes, initiate youths into manhood after they complete their tribal quests (often missions against a tribe's ritual enemy), and provide counsel to the tribe's chieftain and elders. When the tribe faces a new situation or a quandary, shamans consult with the ancestral spirits and totem animal great spirit to find guidance. A l l Uthgardt shamans believe that personal strength can demonstrate purity of purpose, and so arguments are often settled by a test of strength or a battle to first blood, to surrender, or to the death—if the matter is serious enough. A t Runemeet, shamans officiate over the tribal rites of passage. Holy Days/Important Ceremonies: The Uthgardt religion is close to nature and is tied to the change of the seasons. The spring equinox and summer and winter solstices are observed by Uthgardt shamans with a ceremony involving a day and a night of fasting (called the Birthing i n spring, the Fullness in summer, and the Darking i n winter). A vision quest (com.' muning with Uthgar and the spirits), i n which the shamans ask their spirit guides and tribal totem for guidance in the upcoming months, is also performed during these times. The holiest time of year occurs during the autumnal equinox during the month of Eleint (which coincides approximately with the festival of Higharvestide). A t this time, all tribal clans converge on the tribe's ancestral mound for the annual Runemeet. The Uthgardt worship their gods, set tribal policy, perform marriages, celebrate births, formalize adoptions, and mourn deaths at these sites. Shamans officiate over these functions, establish new spirit guardians of the ancestral mound for the upcoming year (through the use of summon ancestor spells), stabilize the gate on the top of each mound for another year, and initiate new candidates into the priesthood. During the Runemeet, Uthgardt youths desiring to be adults (and warriors of all ages) participate in the ritual of the Runehunt, in which those involved seek victory over one of the tribe's ritual enemies—usually ores. When youths complete a Runehunt successfully, shamans hold a ceremony, known as the Telhut, to initiate them into manhood. Shamans of Chauntea initiate Uthgardt girls into womanhood at this time as well. Major Centers of Worship: Uthgardt ancestor mounds are the holiest sites of the Uthgardt barbarians. These huge earthenwork mounds, often shaped like the totem beasts of the tribes that gather at them, are sacred burial grounds where only the greatest shamans and chiefs are interred. Most tribes believe their tribal founders are buried in their ancestor mound. A l though there are many lesser burial mounds and shrines revered by smaller clans within the tribes, it is to the large mounds devoted to their most ancient and holy ancestors that the Uthgardt tribes return each fall to spend their winters near the protection of their ancestors. The ancestor mounds are all roughly similar. Two mound rings, called cairn rings, surround a large central altar mound. The ancestor mounds of large tribes may also be surrounded by smaller, nondescript burial mounds. Usually all mounds are formed of turf-covered earth. The Uthgardt are superstitious about their ancestor mounds, both fearing and revering them. I n the cairn rings surrounding the altar mounds, they have buried their mightiest chieftains with treasures and luxuries for the world beyond life. They believe that the spirits of dead ancestors protect the graves from harm. A l l Uthgardt mounds are guarded. Most have a lone (fanatical) shaman of 8th to 10th level protecting them. A l l are protected by champion ancestor spirits bound into service each year at Runemeet by the 3rd-level priest spell summon ancestor. A t the DM's discretion, champion spirits may be almost any type of spectral undead: ghosts, wraiths, spectres, apparitions, etc. However, their alignment is always C N , since they are in truth barbaric guardian beings. To finish the Runemeet ceremony, the eldest Uthgardt shamans work an involved ritual (similar to the priest spell plane shift) that opens a gateway into the Astral Plane atop the altar mound. It is generally believed that the remains of Uthgar and his brothers are buried i n Morgur's Mound, but the holiest of ancestral mounds is Beorunna's Well, named for the a hero of the pre-Uthgar people. Legend holds that Beorunna (Bey of Runlatha, as he was known in ancient Ascore, or Berun in the Northman tongue) destroyed Zukothoth, a nalfeshnee true tanar'ri in the cavern, collapsing it in on both of them. The spirit of Beorunna supposedly still guards the Black Lion tribe that lives near the Well. The following are the holy sites of the various Uthgardt tribes: Black Lion: Beorunna's Well. The Black Lions do not worship Black Lion anymore, having turned their worship to Tyr, Torm, Ilmater, and
L
Helm, with only the exception of their single remaining shaman, Bogohardt Blackmane ( N G hm Sha8 of Black Lion/Uthgar). Red Tiger shamans perform the sacred rites at the Well while all Black Lion tribe members remain outside. Black Raven: Ravenrock. Rites are led by Pureheartman ( C G h m M13/Sha7 of Black Raven/Uthgar). Blue Bear: Stone Stand (recently extinct tribe and totem cult). The Blue Bear tribe met at Grandfather Tree before they were driven from it by its guardian spirits; their later corruption by Tanta Hagara (an annis hag "shaman" of the Blue Bear) and the forces of Hellgate Keep led to a significant portion of the tribe breaking away to form the Tree Ghost tribe. Elk: Flintrock. Rites are led by Berchtwald Bandyleg ( C N hm Sha7 of Elk/Uthgar). Most of the tribe has been led into the worship of Auril (and secondarily of Talos, Umberlee, and Malar) by the poor leadership of Zokan Thunderer, regarded as a vulgar thug by those outside his tribe. Flintrock grows more decrepit each year w i t h a lack of faithful worshipers to help maintain it. Golden Eagle: One Stone (long-extinct tribe). Gray Wolf: Ravenrock. Rites are led by Clovis Greenteeth (CE male true lycanthrope werewolf Sha8 of Gray Wolf/Uthgar). Great Worm: Great Worm Cavern. After the death of Elrem "the Wise" ( N G male great worm Sha20 of the Great Worm/Uthgar) in the Year of the Banner (1368 DR), rites are led by Themrin ( N G hm Sha7 of the Great Worm/Uthgar). Griffon: Shining W h i t e . Rites are led by Adalfus Stormgatherer ( L N hm S h a l l of Griffon/Uthgar) Red Pony: One Stone (long-extinct tribe). Red Tiger (Snow Cat): Beorunna's Well. Rites are led by Garinen the Maker ( C N hm Sha8 of Red Tiger/Uthgar) for both the Red Tiger and Black Lion tribes. Sky Pony: One Stone. Rites are led by Adalwyn Swiftwings (CN hm Sha8 of Sky Pony/Uthgar). This ancestral mound was once shared between the Sky Pony, Red Pony, and Golden Eagle tribes. The Sky Pony tribe is the only Uthgardt tribe left to use it. Most of the Sky Pony tribe also worships Tempus. Thunderbeast: Morgur's Mound. Rites are led by Kierkrad Seventoes (CG h m Sha9 of Thunderbeast/Uthgar). While the veneration of Thunderbeast and Uthgar remains strong in the tribe, many members of this very civilized tribe also worship Silvanus, Tyr, Torm, and Ilmater. Tree Ghost: Grandfather Tree. Rites are joyously led by Chungred Ghostheart ( N G hm Shal2 of Grandfather Tree/Uthgar). Grandfather Tree was lost for many years and the wandering Tree Ghosts used to winter at the nearest ancestor mound when fall came before Grandfather Tree was found again on Shieldmeet in the Year of the Banner (1368 DR) in the northern part of the High Forest, near the Lost Peaks. Affiliated Orders: The Uthgardt tribes have no affiliated warrior or knightly orders, and they are not regimented enough in outlook to have any honorary orders. Rank within a tribe is determined by a rough pecking order based on strength, battle prowess (how many enemies one has killed), and how much booty a warrior or shaman captured in the last raid. Certain tribes have connections either to each other or to outside organizations such as the Harpers, the church of Malar, lower planar fiends, or particular individuals such as Alustriel of Silverymoon. Priestly Vestments: For high rituals at the ancestral mound or when honoring the appointment of a new chieftain for the tribe, shamans dress in a high holy regalia of leather-and-fur tunics, breeches, breechcloths, and boots covered in intricate, mystic designs and ornamentation including thongs and fringes to which are attached beads and holy relics of personal importance (usually revealed to them as objects of power by spirits in visions). These relics are fortified w i t h holy power and prayer, and while a shaman wears his most holy relics for these ceremonies, Uthgar and the shaman's totem animal each bestow a bonus of +1 to his Armor Class (total A C bonus of +2). When a shaman dies, his relics are buried w i t h h i m i n his ancestral mound. Wearing the high holy regalia of a shaman conveys no Armor Class bonuses to anyone except the shaman whose regalia it is. Rather than a holy symbol, Uthgardt shamans carry a sacred bundle, a leather satchel containing spell components, objects too holy for others to see, and small carved miniature depictions of the shaman's totem animal. These objects have been assembled by the shaman at the behest of his ancestral spirits. Each sacred bundle is protected by a guardian spirit who appears from the bag if it is opened by anyone other than its owner. Sacred bundles are enchanted by the spirit totem of the tribe to automatically sue-
F A E R U N I A N P A N T H E O N ( D e m i p o w e r s ) : U t h g a r • Gi)
ceed at all item saving throws except disintegration or a magical effect of similar power (and even then they receive a saving throw vs. disintegration). This sacred bundle serves Uthgardt shamans as a holy symbol, and while they carry it (or lay its components before them i n private) the material component of any priest spell requiring a holy symbol is satisfied, and they need only gesture forcefully away from themselves (or toward themselves) to turn or command undead creatures. Adventuring Garb: Shamans commonly dress as most Uthgardt do, in fringed leathers and furs (or in more heavy armor if a mission calls for it and they possess i t ) . They accessorize their clothing with brightly colored feathers, quills, and dyework i n complicated geometric patterns, mystic symbols, depictions of their totem animal, and holy relics. Male shamans tattoo their cheeks with the simple image of their totem beast. The few women who have fought Uthgardt tradition to become shamans usually do not sport such facial tattoos, but often decorate their arms with tattooed bracelets and armlets of powerful symbols and the image of their beast totem. \ p - ; : m i i . y iVi,-, ; ;
U.'!,h-.;;!;'J(
h m s i . { lull. vSh.'iimn".)
REQUIREMENTS:
Strength 13, Wisdom 13
PRIME REQ.:
Strength, Wisdom See below Hand axe, knife, spear, battle axe, atlatl and javelin, long bow A l l armor types up to and including chain mail and shield A l l , animal, summoning, protection, travelers, wards Healing, plant Same as clerics Hunting, weather sense, set snares, fire-building Endurance, survival (arctic), tracking
ALIGNMENT: WEAPONS: ARMOR: MAJOR SPHERES: M I N O R SPHERES: MAGICAL ITEMS: REQ. PROFS: BONUS PROFS:
A l l specialty priests of Uthgar are beast cult shamans. Their abilities and restrictions, aside from changes noted above and later in this section, are summarized in the discussion of the shaman character class in P L A Y E R ' S O P T I O N : Spells & Magic and in Faiths & Avatars. Note that there are currently (as of 1370 DR) no Blue Bear beast cult shamans, as when the tribe was totally subverted by its connection to Hellgate Keep, the Blue Bear spirit became weakened to such an extent that it was killed by Malar, who subsumed its worship. Subsequently, the Blue Bear tribe was virtually wiped out in the destruction of Hellgate Keep. The extinction of at least two previous Uthgardt tribes, the Red Pony tribe and the Golden Eagle tribe, who used to assemble at the One Stone ancestral mound at Runemeet, is a matter of record. The resurrection of the Blue Bear tribe (and the reappearance of a true Blue Bear shaman) would be taken as a great sign of uncertain import by the Uthgardt. •
Uthgardt shamans must be Uthgardt and human. (Nonhuman shamans are only accepted due to divine manifestations indicating Uthgar's approval of them.) • While women are not incapable of being Uthgardt beast cult shamans, Uthgardt tradition does not easily permit women to be shamans of U t h gar and the beast totems (though, among the Uthgardt, women exclusively are shamans of Chauntea). Female Uthgardt shamans may only be created at the DM's discretion. • Uthgardt shamans are insular and tend to be loners. Only very rarely do they cooperate with those of other Uthgardt tribes, let alone nonUthgardt people. • Uthgardt beast cult shamans have different alignment restrictions and access to slightly different spheres, depending on their tribal totem animal. A l l Uthgardt beast cult shamans have access to the basic shaman spheres given above, plus certain spheres special to their totem animal. B l a c k L i o n : A L I G N M E N T : L G , N G , C G , L N , N , C N , M A J O R : com-
bat, war B l a c k R a v e n : A L I G N M E N T : L G , N G , L N , N , LE, N E , M A J O R : charm, M I N O R : thought Blue Bear: A L I G N M E N T : NE, CE (originally, the Blue Bear beast cult was N G , CG, N , C N also, before being subverted by the fiends of Hellgate Keep), M A J O R : combat, war Elk: A L I G N M E N T : N G , CG, N , C N , NE, CE, M A J O R : charm, M I N O R : guardian
G r a y Wolf: A L I G N M E N T : N G , C G , N , C N , N E , CE, M A J O R : com-
bat, war Great Worm: A L I G N M E N T : LG, N G , CG, M A J O R : charm, elemental fire, M I N O R : thought Griffon: A L I G N M E N T : L G , N G , C G , L N , N , C N , M A J O R : combat,
war R e d Tiger (Snow C a t ) : combat, war Sky
ALIGNMENT:
N G , CG, N , C N ,
MAJOR:
P o n y : A L I G N M E N T : L G , N G , C G , L N , N , C N , M A J O R : charm,
elemental air Tree Ghost: A L I G N M E N T : L N , N , C N , M A J O R : weather, elemental earth Thunderbeast: A L I G N M E N T : L G , N G , C G , L N , N , C N , M A J O R : weather, elemental water, M I N O R : time Uthgardt shamans can select nonweapon proficiencies from both the priest and warrior groups with no crossover penalty. A n Uthgardt shaman may call upon his tribe's beast power. This power's effect varies by tribal totem, allowing the shaman to wield a special ability that is unique. The power may be personally used by the shaman, or its effects may be granted to another devoted follower of the totem if indicated below. Black Lion Beast Power: Black Lion shamans can let loose a lion's roar once a day or allow another devoted follower of the Black Lion to do so by touching them. ( A transmitted roar must be used w i t h i n 1 turn.) This roar deafens foes for ld6 turns if they fail a saving throw vs. spell. Foes deafened in this manner cannot hear and also have their balance somewhat impaired. Their attack rolls suffer a - 1 penalty for the duration of their deafness and attempts to sneak up on them accrue a bonus (determined by the D M ) . B l u e Bear Beast Power: Blue Bear shamans can call upon bear fury for themselves or another touched Blue Bear worshiper once a day for 1 turn. The recipient of this power grows claws and can claw and bear-hug attack like a cave bear (two claw attacks for Id8/ld8; a successful attack roll of 18 or better with either claw results in additional hug damage of 2d8). Elk Beast Power: Elk shamans can call upon the horns of wisdom up to once a day. (They cannot gift this ability to another.) This has the same effect as the casting of a commune spell, except that it lasts for 1 turn and causes elk antlers to grow from the skull of the shaman. Each use causes additional horn growth. Fortunately, if the shaman's horns begin to grow too long for practical support on the human skeletal frame, the shaman sheds them one winter and begins to grow new horns in the spring, though this new set is darker in color than the original set. (The presence of the antlers does not give the shaman an antler attack, as the human frame is not made for this type of attack.) Gray Wolf Beast Power: Gray Wolf shamans are werewolf true lycanthropes. Regardless of the phase of the moon, they may assume wolf form or induce other werewolf lycanthropes (true or cursed lycanthropes) to assume wolf form with them by howling in wolf form. I n wolf form, Gray Wolf werewolves look just like large wolves about the size of bears, except that their eyes glow red i n the dark (see Lycanthrope, Werewolf in the M O N S T R O U S M A N U A L tome). Great Worm Beast Power: Shamans of the Great Worm tribe can breathe fire three times a day as a red dragon, inflicting 2d 10 points of damage. They cannot transmit this ability to another. Griffon Beast Power: Griffon shamans can call upon griffonbeak for themselves or another touched Griffon worshiper once a day for 1 turn. The griffonbeak subject's head becomes a griffon head capable of biting for 2d8 points of damage in addition to any other physical attack the subject is entitled to. Griffonbeak subjects can still cast spells with verbal components with no penalty but cannot combine a griffonbeak attack with such spellcasting. Red Tiger (Snow Cat) Beast Power: Red Tiger shamans can use their beast power to shapechange into a tiger (as the druid shapechange ability) once a day for 1 turn. Alternatively, they can cause another willing Red Tiger worshiper to shapechange in this way by touch. Sky P o n y Beast Power: Sky Pony shamans can grow the wind's wings once a day for up to 1 turn. Alternatively, they can cause another willing Sky Pony worshiper to grow wind's wings in this way by touch. The wind's wings are large, translucent feathery wings that appear to be made of misty vapor but are solid to the touch. They allow their wearer to fly as a pegasus at Fl 48 (C).
.< ) N ( r V m i j >wer.s): U t h ^ n r
Tree Ghost Beast Power: Tree Ghost shamans are able to cast one extra spell of up to 4th level from the all, animal, divination, elemental, healing, plant, or weather spheres once a day. The shaman can pick the desired spell on the spot and need not have specially prayed for it previously. This spell is available and works as normal even if it is from a sphere or of a spell level that Uthgardt shamans cannot normally cast. (Note that this does not give Tree Ghost shamans access to other faiths' religion-specific spells.) Thunderbeast Beast Power: Thunderbeast shamans can use their beast power to cause their own or another touched Thunderbeast worshiper's skin to temporarily become tough and gnarly like dinosaur hide ( A C 5) once a day for 1 turn. Also, as the recipient of the power walks, the ground shakes. A t 5th level, Uthgardt shamans can shapechange (as the druid ability) into the type of totem beast they worship twice per tenday for 3d6 turns, gaining all the abilities of that creature. (See the M O N S T R O U S M A N U A L tome for the statistics on all of these creatures except apatosauruses.) Black Lion shamans transform into common lions, Black Raven shamans into either huge or giant ravens, Blue Bear shamans into cave bears, Elk shamans into elks (use the statistics for wild stags found under Mammal i n the M M , but double the H D , T H A C O 15, damage Id6/ld6/2d8), and Gray W o l f shamans into wolves or dire wolves. Great Worm shamans change into great worms (use the statistics for couatls, but the shape is that of a metallic green, bat-winged snake with a red dragon's head; i n addition to the normal couatl abilities, a great worm can breathe fire as a red dragon, inflicting 4dl0+2 points of damage; shamans of greater than 15 th level gain the psionic abilities of clairvoyance, empathy, precognition, astral projection, and dimension walk while i n this form). Griffon shamans transform into griffons, Red Tiger (Snow Cat) shamans into tigers, Sky Pony shamans into pegasi, Tree Ghost shamans i n t o treants, and Thunderbeast shamans into apatosauruses (use the brontosaurus statistics found in the M O N S T R O U S C O M P E N D I U M Volume Three or the M O N S T R O U S C O M P E N D I U M Annual Volume Two). Uthgardt shamans must deal with some spirits that they can summon in a slightly different way from most shamans. Uthgardt Spirits of the Dead: Uthgardt spirits of the dead (minor, major, or great) can only be called up at Uthgardt ancestral mounds and cannot leave the vicinity (denned as within 50 feet) of the mound they were buried in (except under exceptional circumstances under the DM's discretion). Except during Runemeet, Uthgardt spirits of the dead need not be controlled as in the summon ancestor spell. Uthgardt Great Spirits of the Dead: Uthgardt great spirits of the dead know that Uthgar dislikes raising and resurrecting the dead. They must be bribed to go against his wishes and cast raise dead with both life energy ( l d 2 experience levels from the person to be raised or another willing contributor) and tribute. Tribute can range from a type of food that they like presented to them at a grand "spirit banquet" (which they smell, but do not eat, and which no one else may eat from except scavenging animals) to up to 500 gp a year buried i n or near their tombs on a yearly basis u n t i l they are satisfied (they tell their summoner when this occurs). Beast Power Incarnations: The beast power incarnations are the ghostly forms of the beast totem great spirits. I n addition to the normal powers of animal great spirits and great spirits of the dead, they can remain on the Prime Material Plane for a number of days equal to the level of the shaman. They may leave the vicinity of their associated Uthgardt ancestral mound. Each day they can bestow their tribe's beast power on a number of followers (including their summoning shaman) equal to the summoner's level minus the number of days the incarnation has remained on the Prime Material Plane. Beast Totem Great Spirits: Beast totem great spirits are w i l d primeval spirits. If summoned, one usually possesses the summoner (or someone nearby) and then decides what to do with its newfound physical form. The possessed body becomes a 20th-level fighter (for hit points and attack rolls) with the spells and abilities of a 20th-level druid and the spell abilities of an animal great spirit and a great spirit of the dead; the possessed body must roll a Wisdom ability check with a +15 penalty or the beast totem great spirit does as it wills and the person possessed has no control over his actions. The "avatar" of the beast totem great spirit can assume the beast form associated with it (detailed under the shapechange ability for Uthgardt shamans) or use the tribe's beast power at will.
Fortitude of Uthgar (Pr 1; Enchantment/Charm) Sphere: Charm Range: Touch Components: V,S,M Duration: Special Casting Time: 10 rounds Area of Effect: One being Saving Throw: None This spell fortifies the recipient with strength of mind and body that enables h i m or her to endure pain or adversity w i t h courage. A shaman of Uthgardt may cast this spell upon himself or any other member of his tribe. A fortitude of Uthgar spell has no effect on beings not formally inducted into the shaman's tribe. While under the effects of a fortitude of Uthgar spell, the recipient automatically passes all Constitution ability checks. I n addition, the spell recipient receives a +2 bonus to all Strength and Wisdom checks. Finally, the recipient receives a +1 magical defense adjustment, identical to (and cumulative w i t h ) the bonus received for a high Wisdom ability score, against magical spells that attack the mind such as beguiling, charm, fear, hypnosis, illusions, possession, suggestion, etc. The spell lasts one day for every two levels of the caster (round up). A small token of the beast totem, such as a bear claw or raven feather, must be carried by the spell recipient. If the token is lost for any reason during the normal duration of a fortitude of Uthgar spell, the spell effect ends immediately. The material component of this spell is the priest's holy symbol (the shaman's sacred bundle).
inf i
I
Summon Ancestor (Pr 3; Necromancy) Sphere: Necromantic Range: 10 feet/level of caster Components: V.S.M Duration: 2 rounds/level of caster Casting Time: 4 rounds Area of Effect: One spirit Saving Throw: None When a shaman casts this spell upon his tribe's ancestral mound (the only place the spell can be cast), it causes an ancestor to come forth, drawn back as a spirit of chaotic neutral alignment. The spirit takes form as a transparent being, a combination of totem beast and primitive human. To select the type of spirit summoned, the D M rolls ld20 and matches the result against the table below. The shaman can also try and summon a normal spirit (a minor spirit of the dead), such as a father or c h i l d of a tribal member. (These normal spirits may not leave the vicinity—no more than 50 feet— of the ancestral mound where they were buried.) When the spirit appears, the summoner makes a Wisdom ability check (using the table's modifiers) to control it; otherwise, the spirit becomes an uncontrolled ghost (use the ghost statistics in the M O N S T R O U S M A N U A L tome) and immediately attacks all living beings around it. However, even an uncontrolled spirit cannot travel more than 50 feet from the ancestral mound. A controlled spirit may perform the following functions for a shaman: attack a foe (as a ghost—or another type of undead creature at the D M ' s discretion), guard the ancestor mound for a year (until freed again at the next Runemeet), tell the shaman ancient secrets, initiate a new shaman (only ancestral shaman spirits may do this), or raise dead (refer to the table). The material components of this spell are the priest's holy symbol (the shaman's sacred bundle), a relic of the desired ancestor (though another may appear), and a small bonfire.
F A E R U N I A N
P A N T ! IV
>N - ,
.
J . i it
W ^ '
Spirit Summoning Table If a specific normal ancestor (a minor spirit of the dead) is summoned rather than a special spirit from the table, roll ld20. If the result is 15 or less, the desired spirit comes and the control roll modifier is -5. Id20 1-5 6-10 11-13 14-16 17 18-19 20
Ancestor Recently dead shaman Recently dead chieftain Long-dead shaman Long-dead chieftain Ancient shaman Ancient chieftain Special spirit (see subtable below)
ld20 1-12 13-19 20
Special Spirit Beast power incarnation Son of Uthgar Beast totem great spirit*
1
Control Modifier - 2 bonus* -3 bonus* + 1 penalty**
—
+5 penalty** +4 penalty*
—
Control Modifier +8 penalty** + 12 penalty** + 17 penalty**
*These spirits function as minor or major spirits of the dead (DM's discretion). These spirits may not leave the vicinity (no more than 50 feet) of the ancestral mound where they were buried. * * O n l y these spirits can perform a raise dead spell. They function as great spirits of the dead. In payment for this, the spirit drains ld2 experience levels from the person being raised and may demand an annual tribute of riches to be buried in or near its tomb. These spirits may not leave the vicinity (no more than 50 feet) of the ancestral mound where they were buried. This is the ghostly form of the beast totem great spirit. It can remain for a number of days equal to the level of the shaman. Unlike an ancestor spirit, it may leave the vicinity of the mound. Each day, it can bestow the tribe's beast power on a number of followers equal to the summoner's level minus the number of days it has remained on the Prime Material Plane. *The beast totem great spirits are wild primeval spirits. If summoned, one usually possesses the summoner (or someone nearby) and then decides what to do with its newfound physical form. The possessed body becomes a 20th-level fighter (for hit points and attack rolls) with the spells and abilities of a 20th-level druid. The avatar of the beast totem great spirit can assume the beast form or use the tribe's beast power at will. f
6th Level Spirit Quest (Pr 6; Divination) Sphere: Divination Range: Touch Components: V,S,M Duration: Special Casting Time: 24 hours Area of Effect: One being Saving Throw: None This spell combines the strictures of a quest spell (as the 5th-level priest spell) with a series of visions that appear to the spell recipient in his or her dreams or feverish hallucinations. Unlike a quest spell, a spirit quest may only be cast upon a willing recipient and the spellcasting shaman cannot specify the nature of the quest or the requirements of the task in any fashion. Instead, the totem spirit of the beast cult communicates the spirit quest to the spell recipient through an ongoing series of cryptic dreams and mystifying visions. The spell recipient must interpret the v i sions and attempt to complete the quest. If the visions indicate that certain companions are allowed to join the quester on his or her spirit quest, then they (and only they) can participate without afflicting the spell recipient with the penalties of a standard quest spell. If the spell recipient admits failure and gives up the spirit quest at any time, the effects of the spell end immediately and the carried token (described below) crumbles into dust. The quester suffers no further effects, except a loss of status in the tribe. However, if a quester succeeds, she or he becomes a legend among the children of Uthgar and receives a permanent, unique power granted by his or her tribe's totem spirit. (This unique ability must be designed by the D M and should be commensurate for the difficulty and importance of the spirit quest performed. I n addition, the successful completion of a spirit quest should be marked by the granting of a large experience point reward.)
r
No being may attempt a spirit quest more than once per lifetime, regardless of the success or failure of a previous attempt. The spell requires that the quester carry a small token of his or her beast totem, such as a bear claw or raven feather. If the token is lost for any reason before the spirit quest is completed, the visions cease immediately, although the requirements of the quest aspect of the spell remain i n force. The visions resume if and when the token is recovered. The material component of this spell is the priest's holy symbol (the shaman's sacred bundle) and a bundle of potent herbs and incense that is burned while the spell is cast.
Valkui ( T h e M i g h t y . C a p t a i n o f t h e Waves) D e m i p o w e r o f Ysgard, C G PORTFOLIO: Sailors, the safety of ships, favorable winds, naval combat ALIASES:
None
DOMAIN NAME:
Ysgard/Safe Harbor
SUPERIOR:
None
ALLIES:
Red Knight, Selune, Tempus A u r i l , Malar, Talos, Umberlee A shield showing a thundercloud with three lightning bolts descending from it
FOES: SYMBOL: WOR.
ALIGN.:
Any
Valkur the Mighty is a sailor's god, a demipower who intercedes to protect ships against the cruel whimsy of Umberlee and the destruction of Talos. He is often depicted as a giant sailor who wades through the ocean, which only comes up to his knees. He carries a great shield with which he turns back the worst of the forces of nature arrayed against him. In other religious images he is shown at the helm of the great galleon Windjammer, which can sail across any sea and even fly through the heavens. Valkur is the sworn foe of the Gods of Fury (Talos, Umberlee, Malar, and Auril—especially Umberlee) and looks to Selune to guide him across the oceans of Faerun. The Red Knight is trying to persuade him to take more of an interest in the disposition of naval conflicts, but he feels his primary responsibilities lie i n the protection of sailors. The Captain of the Waves can pilot any sailing craft in any conditions, and he never shies away from a challenge. His moods are as mercurial as the weather, but he is always incredibly loyal to his crew. He is usually jolly, always lucky, emphasizes his points by shaking his fist i n the air, and has a great belly laugh. Valkur never holds a grudge, but when angered, his voice cracks like rolling thunder. Valkur epitomizes the daring sea captain who can sail his ship through anything the Gods of Fury can unleash. Valkur's worship originated in the North centuries ago and seems tied to tales of a legendary captain from Mintarn who challenged Umberlee and won against all odds. His faith quickly spread to Tethyr and A m n , where it is now centered. His name is used throughout the Realms to bless the spirits of dead sailors and lost ships. In the past, Valkur was not always responsive to his followers' prayers, and, as a result, worship among northern sailors was often more in line with trying to placate the Gods of Fury than seeking protection from them through him—protection that might never come. Since the Time of Troubles, the god of sailors has become more responsive to the entreaties of his faithful, although he is still somewhat unreliable, and as his worship has spread rapidly along the coast of the Sea of Fallen Stars, particularly in Aglarond (in Velprintalar and Furthinghome), Telflamm, and Tsurlagol, the ranks of his faithful are swelling with new converts. If Valkur reduces the high numbers of ships that have been lost at sea every month of late, his popularity is sure to soar even further. Umberlee's name, however, is still spoken more, and her shrines are more numerous. The Bitch Queen may yet attempt to destroy the upstart demipower who dares challenge her dominion. Valkur's A v a t a r (Fighter 2 4 , Wizard 1 9 , Priest 1 4 , Bard 1 0 ) Valkur appears as a giant of a man of broad girth possessing a full black beard. He wears the garb of a fantastic ship's captain—a full blue frock coat decorated with gold braid trim and brass buttons over a colorful brocade vest and a white shirt w i t h a ruffled collar and cuffs, knee-length
72 - J f A E k U N I A N P A N T ! 1 E O N ( D e m i p o w e r s ) : U t h g a r , V a l k u r
trousers, hose, shoes with silver buckles, and a blue tricorn hat trimmed in gold braid and featuring a large white plume. Though he might be pummeled by a thousand storms, he always looks dapper, and his brown eyes twinkle with derring-do. Valkur favors spells from the spheres of divination, elemental air and water, and weather and the schools of conjuration/summoning, divination, and invocation/evocation, although he can cast spells from any sphere or school. A C - 2 ; M V 15, Sw 30; H P 198, T H A C O - 3 ; # A T 5/2 Dmg 2d6+14 (huge cutlass +3, +9 S T R , +2 spec, bonus i n cutlass, harpoon, or trident) MR 60%; S Z L ( l O f e e t ) S T R 21, D E X 18, C O N 21, I N T 23, Wis 19, C H A 21 Spells P: 9/8/8/6/3/2/1, W: 5/5/5/5/5/3/3/3/1 Saves PPDM 3, RSW 5, PP 4, BW 4, Sp 6 Special Att/Def: Valkur wields the Captain's Cutlass, a cutlass +3 that can cast one spell per round from the priest sphere of weather as a priest of same level of experience as the wielder. A t the mental command of the bearer, the weapon can also transform itself into a trident +3 or a harpoon +3 ( w i t h a range of 8/16/24 i n his hands, but normal range i n anyone else's) with an unbreakable rope tether that extends to whatever range required and is attached to the wielder's wrist. While this line is attached to Valkur, he cannot be knocked over or toppled from the deck of the vessel he is on. He often uses it to tow ships to shore by hauling hand-over-hand on i t ; at least once, he harpooned a sea monster and used i t for a tow. Valkur is considered specialized i n cutlass, harpoon, and trident and proficient i n all other melee weapons, the use of naval armaments, and arquebus. He sometimes loans the Captain's Cutlass to his faithful or those on special missions for him, but i n anyone else's hands it is a normal-sized weapon. Valkur can breathe a gust of wind once per round i n addition to his other abilities. A n y ship on which he stands nevet founders, no matter what its physical c o n d i t i o n or the inclement weather. He can stride through any depth of water in a sort of modified water walking ability, appearing simply as if he were in water up to his knees. He can calm stormy seas in a 1-mile radius simply by placing his hand on the surface of the water, or he can stir up a fierce chop with the same area of effect simply by swirling his hand i n the water. The Captain of the Waves can summon l d 4 + l whales to do his bidding every hour. There is a 5% chance a single leviathan will respond to his call, but normally a pod of narwhals or orcas arrives to serve the mighty captain. Valkur can breathe water as air and function beneath water as if in the air (avoiding many penalties and changes i n spell effects). Valkur is immune to damage from drowning, elemental water spells, water elementals, elemental water k i n , electricity, and lightning. He can convey a temporary immunity to these forms of damage and the ability to breathe water and to swim (known as the shield of Valkur) to anyone he touches, at will; these effects last one day. O t h e r Manifestations Valkur often manifests across the sky as the aurora borealis or aurora australis. He sometimes appears to a ship lost at sea as a ghostly ship on the horizon that seems to never draw closer or fall farther behind but always heads toward the nearest port. Valkur manifests as a silver sea gull or albatross drifting on the wind's eddies to indicate his favor and as a nightblack raven to indicate his displeasure. Sailors swear that he appears to becalmed ships adrift at sea as a ghostly wind in which his image can be faintly seen. Others claim that they have seen h i m stride through the waves dragging a small boat filled with casks of water and sea biscuits to collect and feed sailors lost overboard. Valkur is served by many intelligent and benevolent sea creatures including dolphins, whales (particularly narwhals), and sea birds, including sea gulls and albatrosses. 1 he C h u r c h CLERGY:
Clerics, specialty priests
CLERGY'S ALIGN.:
LG,
TURN UNDEAD:
C:
NG,
CMND. UNDEAD:
C : N O , SP:
CG,
LN, N,
CN
Yes, SP: Yes (sea undead only) No
A l l clerics and specialty priests of Valkur receive religion (Faerunian) and seamanship as a bonus nonweapon proficiencies. Clerics who choose navi-
gation as a proficiency receive a +1 bonus to sea navigation as a minor blessing that Selune passes on to Valkur's faithful because of the two deities' friendship. The church of Valkur is small but influential. Valkur is little known in inland areas, but along the coasts of great bodies of water he is venerated by many who earn their livelihood from the sea, whether they be sailors, merchants, or simple fisherfolk. I n some areas where Umberlee's church is strong, sailors dare not mention Valkur's name for fear of angering the Queen of the Deeps, but such attitudes are becoming less common as Valkur continues to defy the Sea Queen without significant retribution. I n general, most coastal populations view Valkur as a rising power who fights for them against the Gods of Fury, albeit one who is somewhat unreliable and hence cannot be counted on without fairly consistent entreaties to focus his attentions. Valkur's temples are always found i n city port districts, typically right on the wharf. Above ground, they tend to be partially open-air structures that let the wind and rain pass through freely, especially i n their sanctuaries. Temples of the Captain of the Waves are marked by tall ironwood columns reminiscent of a ship's masts and festooned with vibrantly hued sails that flutter and flap night and day in an endless rustle or booming cacophony. Oceanside temples are always encrusted with salt and grime. Many sailors who are down on their luck spend their nights in port amidst the columns of the local temple of Valkur; hence, such temples can be rather rowdy environments. Below ground, temples of Valkur resemble a ship's hold, with many rooms storing vast amounts of sea rations and other supplies that the priests donate to destitute sailors of the city and their families as needed. Valkur's clergy comprises approximately 40% clerics and 60% specialty priests. The recent rise i n prominence of Valkur's faith is attributable in part to the efforts of the latter group, known as wavetamers, and the number of clerics in Valkur's service is slowly dwindling. W i t h i n each temple hierarchy, priests are strictly ranked, but priests of different temples rarely recognize each other's position. Titles vary from region to region, but along the Sword Coast, most temples use the following hierarchy: Novices are known as swabs. I n ascending order of rank, priests are known as Gob, Seaman, Sailor, Boatswain, T h i r d Mate, Second Mate, First Mate, Captain, Commodore, and Admiral. The highest-ranking priest of any temple is known as High Captain, regardless of level. Dogma: There is nothing more invigorating than challenging the elements. The feel of wind and spray on one's face and the deck pitching beneath one's feet is the greatest feeling in the world. If humankind is to expand its reach, daring men and women must defy the odds and dare the impossible. The thrill of exploration is sweeter than wine or rum. There is always risk, but without risk life is empty. Life is to be lived and damn the consequences. One's loyalties are first to one's mates, then one's ship, and then to Valkur, who protects all sailors. Rely not on Valkur's hand to always extract his faithful from difficulties, for such is coddling and leads to a lack of challenge and the room to grow. Rather, Valkur helps those best who find solutions themselves by helping those plans to work. Day-to-Day Activities: Some priests of Valkur captain sailing ships the length of the Sword Coast and across the Sea of Fallen Stars. Most serve as officers on some ship or other. Few priests of Valkur serve on pirate ships, but many enjoy serving their homelands as privateers. While in port, Valkur's priests provide care and small amounts of monetary support to sailors down on their luck and to families whose chief breadwinner has been lost at sea. Others priests run shipyards or administer fleets of merchant ships. Valkur's priests are also fond of contributing (if not totally sponsoring) seaborne exploration and long-distance trading expeditions because of the challenges and opportunities they present. Holy Days/Important Ceremonies: The clergy of Valkur celebrate only one holy day per year: the Shattering. The Shattering is always held in early spring, but the exact date varies from year to year. The festival is held to mark the end of winter and the beginning of the sailing season in the North and is celebrated even in the South where the winter ice does not block or trouble ocean travel. Valkur is said to communicate to his High Captains the exact date of the festival each year, and it often varies from city to city. The Shattering is marked by the unfurling of many new sails throughout the port districts of coastal cities and the christening of at least one new ship that then departs for its maiden voyage crewed by Valkur's clergy. Valkur's clergy regularly perform over a dozen separate ceremonies in the course of their duties. Most of these ceremonies are related to ships and voyages, including ceremonies at a ship's christening, before departing on a voyage, when arriving at a new port, and when returning to the home port,
F A t l R U N I A N P A N T H r i C ) N ([ V , m i p o w e r s ) : V a l k u r . - 7 3
among others. Valkur's temples garner most of their operating funds from rich merchants who wish to ensure Valkur's favor on high-risk sea voyages. Major Centers of Worship: Valkur's temples may be found the length of Faerun's western coast from Luskan to Lantan, although the most prominent temples of the faith are found in the coastal cities of Tethyr and A m n . The Schooner of the Seas is the largest and fastest ship in the Realms, surpassing even the Pasha's Palace, recently constructed in Almraiven, in size and speed. This floating temple has sailed as far away as Maztica, Nimbral, Zakhara, and Kara-Tur, but it is based in Athkatla and is most commonly seen between Waterdeep and Calimport. The Schooner is of an incredibly advanced design, and even the crafters of Lantan have been unable to duplicate its prowess or fathom its secrets. Some speculate that Gond himself built the temple for Valkur who then gave it to his priests as an example of what sailing ships might someday become. The Temple of Endless Waves and W i n d is built on the back of a gargantuan zaratan that swims the southern reaches of the Sea of Fallen Stars. Normally found i n Zakhara, these gigantic sea turtles appear to be small islands from the surface. The zaratan on whose back the temple is built seems quite happy to serve as a steed, and follows High Captain Orbachnar's requests with apparent pleasure and good humor. How the church of Valkur managed to bring a zaratan from Zakhara to the Sea of Fallen Stars is a great mystery, but tales from the Time of Troubles speak of an army of reef giants who emerged from Zakhara's seas and marched north bearing a monstrous turtle on their backs. Affiliated Orders: Valkur's temples sponsor a fleet of war ships garrisoned by the Marines of the Seven Seas. This relatively modest navy has ships stationed i n many ports along the Sea of Swords and the Sea of Fallen Stars. Dedicated to combating monsters of the deeps, the Marines have destroyed numerous dragon turtles, giant o c t o p i , krakens, morkoths, quelzarns, vurgens, and other sea monsters that preyed on shipping. One sect i n Valkur's service, known as the Sailors of the Heavenly Seas, have left Faerun to sail the endless reaches of space. These spelljammers rarely return to Faerun and view Valkur as a god of traveling and exploration more than a god of the watery seas. Priestly Vestments: When in port, priests of Valkur garb themselves in flowing robes of white and blue with silver trim that flap in any sort of wind and carry cutlasses. A t sea, Valkur's priests dress as simple sailors or as appropriate to their rank. They bear a small vial of sea water on their person at all times as a holy symbol, though some clergy sport a piece of sturdy jewelry bearing Valkur's symbol for the same purpose. Adventuring Garb: When adventuring, priests of Valkur favor light armor and weapons common to sailors, even on land. If they can afford it, Valkur's clergy members have suits of chain mail personally crafted at triple the normal cost that can be released by special catches in a single round so that they do not encumber the wearer i n water.
REQUIREMENTS: PRIME REQ.: ALIGNMENT: WEAPONS: ARMOR: MAJOR SPHERES:
M I N O R SPHERES: M A G I C A L ITEMS: REQ. PROFS: BONUS PROFS:
Strength 14, Wisdom 10, Charisma 12 Strength, Wisdom, Charisma CG
A l l bludgeoning (wholly Type B ) weapons plus cutlass, harpoon, net, and trident A l l armor types up to and including chain mail; no shield A l l , charm, combat, divination, elemental (air and water), healing, protection, sun, summoning, weather Creation, necromantic, war, wards Same as clerics and fighters Cutlass, swimming, direction sense Navigation, seamanship, weather sense, reading/writing (Common)
• Wavetamers can turn undead of the sea including lacedons and sea zombies. • Wavetamers receive a +1 bonus to sea navigation as a minor blessing that Selune passes on to Valkur's faithful because of the two deities' friendship. • Wavetamers know a great deal about ships. I n addition to navigation and seamanship, this knowledge encompasses the fields of boating and shipwright. (These fields of knowledge are identical to the boating and shipwright proficiencies from Pirates of the Fallen Stars.)
Boating: Wavetamers have a great deal of experience using smaller boats. When checking their boating knowledge, wavetamers make an ability check against their Wisdom score with a +1 bonus. Boating allows wavetamers to guide a boat (a small craft such as a punt, gondola, dinghy, canoe, kayak, ship's boat, launch, raft, or small sailboat) down a rapid stream or to reduce the dangers of capsizing a canoe or kayak. I n addition, because of their knowledge, wavetamers can propel a boat at its maximum speed. The abilities a knowledge of boating give wavetamers are distinct from the navigation and seamanship nonweapon proficiencies, which apply mainly to ships on oceans and seas, rather than small craft on smaller lakes and rivers. Shipwright: Wavetamers are knowledgeable regarding techniques for ship construction and repair. W h e n checking their shipwright knowledge, wavetamers make an ability check against their Intelligence score with a - 2 penalty. This knowledge can be used to design and build ships of all types, w i t h a proficiency check only being required for an unusual feature. Wavetamers can perform routine maintenance on sailing vessels or galleys, including repairing sails and caulking the hull, without a proficiency check. Wavetamers need not have other workers aid them to finish small vessels, but vessels of any substantive size require large crews of shipwrights and other laborers to build or repair. Wavetamers can cast weathertell (as the lst-level priest spell) once per day. A t 3rd level, wavetamers are able to conjure sufficient fresh fruit once per tenday to stave off scurvy i n a crew of up to 100 sailors. A t 3rd level, wavetamers are able to cast trip or warp woodlstraighten wood (as the 2nd-level priest spells) up to twice a day. That is, they can cast either spell twice or both once each, but not both twice. A t 5th level, wavetamers are able to cast swim (as the 2nd-level priest spell) once per day. A t 5 t h level, wavetamers are able to cast slow rot (as the 3rd-level priest spell) twice per day. A t 7th level, wavetamers are able to cast control winds (as the 5thlevel priest spell) or ride the wind (as the 2nd-level wizard spell) once per day. A t 10th level, wavetamers are able to cast weather summoning (as the 6th-level priest spell) three times per tenday. A t 13th level, wavetamers are able to cast control weather (as the 7thlevel priest spell) once per day. A t 15th level, wavetamers are able to conjure air elemental (as the 6thlevel priest spell) or conjure water elemental (as the 7th-level priest spell) once per tenday. (See Faiths & Avatars for details of these spells.)
Sea Legs (Pr 1; Enchantment/Charm) Reversible Healing Sphere: Range: Touch Components: V, S, M Duration: 1 hour/level Casting Time: 1 round Area of Effect: One creature Saving Throw: None This spell stops the effects of oncoming seasickness in its recipient. If unable to do so before, that person also gains the ability to balance and maneuver easily even on a violently heaving deck, just as the most experienced sailor can. A t the DM's discretion, a person under the effect of this spell need not make Dexterity ability checks for shipboard actions i n stormy weather that could easily be done in calm weather. The reversed version of this spell, land legs, causes the target of the spell to make a Dexterity ability check to move or attack while on board a ship or boat. Failure of the check means the character falls down and a second check is required to stand up again. The material component for this spell is the priest's holy symbol and a tiny vial of strong-smelling chemicals.
7 4 ' - J ; A l R U ! \ M A N I \\K > \ !!.( >N \>< -.n ii> > o w e r s ) : Va'lku r (
3rd L e v e l Home Port (Pr 3; Invocation/Evocation) Sphere: All Range: Touch Components: V,S,M Duration: 1 week/level Casting Time: One turn Area of Effect: One creature Saving Throw: None
Weathertell (Pr 1; Divination) Sphere: Weather, Divination Range: 0 Components: V,S,M Casting Time: 3 rounds Duration: Instantaneous Area of Effect: Special Saving Throw: None This spell enables the caster, who must be able to see the sky and listen to the winds, to predict the general weather conditions for the upcoming 1 hour per level of the caster. These are the natural weather conditions at the caster's current location (and probably the nearby area) assuming that no magical manipulation occurs. Thus, this spell could predict a natural rain shower that is coming in three hours, but could not predict a magically created storm tomorrow morning. The caster discovers the general wind speed and prevailing direction of the wind that will be extant for the indicated time period. Specific timing of gusts and wind shifts is not available, however. Similarly, the caster discovers whether it will be precipitating, what type of precipitation it will be, and approximately how hard any precipitation will fall. Exceptional weather patterns (such as tornadoes) are revealed to the caster, but she or he cannot predict their path with any accuracy. Finally, the spell also reveals if magic is currently acting on the weather at the instant the spell is cast, but not i n what way it is being affected. The material component for weathertell is a miniature weathervane carved of wood or made from metal. 2nd Level Cure Scurvy (Pr 2; Abjuration) Reversible Sphere: Necromantic Range: Touch Components: V,S,M Duration: Instantaneous Casting Time: 5 Area of Effect: One creature/level Saving Throw: None This spell cures scurvy, a disease common among sailors and caused by a vitamin deficiency. It works only on scurvy, not other diseases. The reverse of this spell, inflict scurvy, afflicts a single target with scurvy. The range of inflict scurvy is 90 yards. Inflict scurvy has no effect on targets who succeed at a saving throw vs. spell. Targets who fail the saving throw feel extremely weak and their Strength and Constitution ability scores drop to one-third of their current value. They suffer ld3 points of damage immediately and 1 point per day thereafter due to painful, bleeding gums and bleeding beneath the skin. These effects of inflict scurvy can be ended immediately with a cure disease spell or similar incantation. Otherwise, victims can only recover with a huge daily intake of fresh fruit. Every day they eat triple a normal diet of fruit, they recovers 1 point of Strength and 1 point of Constitution. The 1 point of damage per day suffered stops and the disease is cured only when Strength and Constitution return to their original values. The material components of this spell are the priest's holy symbol and the salt-encrusted pit of a fruit. Swim (Pr 2; Enchantment/Charm) Charm Sphere: Range: Touch Components: V,S,M Duration: 1 hour+1 turn/level Casting Time: 4 Area of Effect: 1 creature/2 levels Saving Throw: None This spell gives an untrained swimmer the ability to swim as if proficient, with all chances for success detailed in the Player's Handbook under the description of the swimming nonweapon proficiency. If cast on a proficient swimmer, the recipient swims with a +2 bonus to his or her Constitution for purposes of determining success. One creature for every two experience levels of the spell's caster (round up) can be affected. The material component is a small pumice stone for each recipient.
This spell bestows an unerring "homing" sense on a person so that the individual knows how to take a vessel that she or he is steering or navigating back to its home port, regardless of how far off-course the ship may have been blown by storm or happenstance. The home port is defined as where the ship was launched or the place it returns to berth most often. This spell cannot be modified to home in on an intervening port of call. The material component is a pebble from the vessel's native port, which must be held by the spell recipient. The rock is not consumed in the spellcasting. 4th Level Still Waves (Pr 4; Invocation/Evocation) Elemental Water Sphere: 20 yards Range: V,S Components: Duration: 1 turn+3 rounds/level Casting Time: 7 Area of Effect: 20-footx20-foot area Saving Throw: Special This spell immobilizes normal wave motion in a 20-foot by 20-foot area. It stills the waters, permitting drowning sailors, lost cargo, or other items to be fished out of heavy seas. When cast during a heavy chop, the ocean within the area of effect becomes as still as pond water; if seas are heavier than this (as during a violent storm), the wave action is reduced to a heavy chop. If the sea is agitated by an elemental or hostile magic, still waves fails unless the spellcaster makes a saving throw vs. spell. If the seas are already affected by stiU waves, a hostile spellcaster or elemental must make a saving throw to disrupt the magically calmed waves. Si!? L e v e l Favor of Valkur (Pr 5; Enchantment/Charm) Sphere: Charm, Elemental Water Range: 5 yards/level V,S,M Components: Special Duration: Casting Time: One land-based creature Area of Effect: None Saving Throw: This spell is cast on a willing, living recipient, typically a sailor. The lucky targets of this spell are enchanted so that if they ever fall overboard or are shipwrecked, a chance confluence of wind and currents w i l l float them safely to shore—no matter what the weather conditions—before they drown or die of thirst or starvation. Whatever shoreline recipients of this spell reach will have sufficient food and water to support them indefinitely (but this is no guarantee against stupidity, disease, or any predators common to the region). Creatures may not receive the benefits of the favor of Valkur more than once in their lifetimes. The spell ends once the favor of Valkur has been employed or one year expires since the spell's casting. This spell can also be cast on a specially prepared amulet that can be activated by whoever possesses the amulet to cast the spell on himself or herself. Such amulets must be used within five years of their construction or theit magic dissipates. Such amulets of Valkur can only be prepared by a Valkuryte priest of 16th or higher level and typically sell for 2,000 to 4,000 gp to merchant captains. The material component of this spell is a small piece of driftwood from a ship that foundered in years past.
F A E R U N I A N P A N T ! IPX >N (! V . r . i t »< ,w« us):
VajUn-.VS
Ship Shield (Pr 5; Invocation/Evocation) Sphere: Elemental A i r Range: 5 yards/level Components: V, S Duration: 1 round+1 round/level Casting Time: 2 Area of Effect: 20-footx20-foot area per level Saving Throw: Special This spell manifests as a swirling, stormy shield of wind and moisture that blocks sharp gusts of wind, huge waves, driving rain, and all physical projectiles. Anyone sheltered behind a ship shield is protected from physical missiles that attempt to pass through the magical barrier. Such missiles are blocked by the ship shield, losing all their forward velocity and dropping harmlessly to the ground (or into the sea, if applicable). Spell effects are unimpeded by a ship shield unless they physically hurl some sort of matter. Living creatures and self-propelled objects, like ships, can pass through a ship shield in one round. The material component for this spell is a miniature shield made of metal or carved wood.
Velsh aroon
( T h e V a u n t e d , A r c h m a g e o f Necromancy, t h e Necromancer, L o r d o f t h e Forsaken C r y p t , Lord o f t h e Forgotten C r y p t , t h e L i c h - L o r d , Patron o f Evil Liohes) D e m i p o w e r of G e h e n n a , N E PORTFOLIO:
Necromancy, necromancers, lichdom, evil liches, undeath
ALIASES:
Mellifleur
DOMAIN NAME:
Mungoth/Death's Embrace
SUPERIOR:
Azuth
ALLIES:
Azuth, Mystra, Talos Cyric, Jergal, Kelemvor A laughing lich skull wearing a silver crown on a solid black hexagon
FOES: SYMBOL: WOR.
ALIGN.:
LN, N, CN,
LE,
NE,
CE
Velsharoon (VEL-shah-roon) is the Archmage of Necromancy, a demipower who has gathered the i study, practice, and practitioners of necromancy and evil liches into his portfolio and who is striving to | add general undeath as well. Newly elevated to a divine state, the Lord of the Forgotten Crypt is only beginning to create a c u l t of worshipers i n the Realms. A l t h o u g h many prognosticators, mortals and immortals alike, have predicted the quick destruction of this arrogant necromancer, Velsharoon has played one power off against another, and he has begun to establish himself in the Faerunian pantheon. As a mortal, Velsharoon was a renegade Red Wizard of Thay who lived in the Tower Terrible i n Soorenar as well as several other abodes. He aspired to the position of Zulkir of Necromancy, but was driven from that land centuries ago after feuding with his chief rival, Szass Tarn, and several other powerful Red Wizards. Nearly as powerful as his archrival, Velsharoon spent many decades seeking enough power to destroy Tarn and other wizards who challenged his evil machinations, including Haider of Delzimmer, O m m Hlandrar of Halruaa, the Simbul of Aglarond, and Elminster of Shadowdale. In a very old ruin in the Plains of Purple Dust, southwest of the city of Zindalankh on the Sempharwater, Velsharoon discovered a process laid down long ago by Talos the Destroyer by which a great wizard can achieve demipowerhood. The Vaunted, as the archnecromancer was sometimes pilloried, managed to complete the ritual, which first turned h i m into a lich, and ascended into the ranks of Faerun's pantheon w i t h the Destroyer's sponsorship at the end of 1368 DR. (Sages speculate A o allowed his ascension to provide a balance to the new Lord of the Dead's dislike for the undead.) Velsharoon served the Storm Lord dutifully, if not loyally, for two years before realizing that Talos was forcing h i m to expend his divine en-
ergy at a profligate pace. U n w i l l i n g to be worn out like a footsoldier's marching boots, Velsharoon shifted his allegiance to Azuth after forging an alliance of convenience with the Patron of Wizards. Infuriated, Talos railed against his fickle servant, but Azuth, w i t h Mystra's help, backed the Archmage of Necromancy i n a bid to redress Talos's encroachment on Mystra's province of magic. A f t e r Talos calmed down, Velsharoon made a secret alliance of convenience w i t h the Destroyer, and he now plays A z u t h and Talos off against each other. Officially, Velsharoon serves Azuth as the power primarily concerned with one class of specialist wizard—necromancers—much like Savras the All-Seeing serves Azuth as a patron of diviners. Unofficially, Velsharoon continues to aid Talos's quest for perennial destruction by encouraging his followers to unleash their horrible creations on an unsuspecting world. Azuth remains an unlikely and unhappy ally of Velsharoon, and Talos seems to be biding his time until the Lord of the Forgotten Crypt gets his comeuppance. Kelemvor, the new Lord of the Dead, and Jergal, Scribe of the Doomed, actively oppose Velsharoon as his predilection for black necromancy violates many of their most cherished tenets. Cyric and Velsharoon share a mutual enmity as both seek to acquire a larger portfolio at the expense of Kelemvor. Finally, though they are not yet numbered among his enemies, i t is likely that Velsharoon will soon find himself opposed by the myriad powers of nature, by the Triad of law and good (Tyr, Torm, and Ilmater), and by Lathander, the Morninglord. Velsharoon is a vain, selfish, petty, but very canny power consumed with vengeance, obsessed with experimenting on living and dead beings, and unconcerned with the fates of lesser creatures. I n many ways he continues to act like the mortal he recently was, albeit w i t h far greater power at his disposal than before. .Velsharoons A v a t a r (Necromancer 2 5 , C l e r i c 2 5 ) Velsharoon appears as a very tall, gaunt, sallow-skinned, human male whose flesh is as cold as the grave and tightly stretched over his skeletal frame. Velsharoon's thinning black and gray hair straggles down his back in an unkempt snarl. The Archmage of Necromancy dresses i n oncegrand purple robes that are now rotten and maggot-ridden, and he wears a tarnished silver crown on his head. The Necromancer's eyes are black pits of absolute darkness in which a tiny green flame dances malevolently. He favors spells from the necromantic sphere and the school of necromancy, although he can cast spells from any sphere or school. A C - 2 ; M V 15; HP 126, THACO 4; # A T 1 Dmg ldlO+10+paralysis (+10 S T R ) or ld6+10 (staff+3, +10 S T R ) MR 40%; S Z H ( l O f e e t ) S T R 19, D E X 17, C O N 16, I N T 23, Wis 19, C H A 10 Spells P: 12/11/11/10/9/8/4, W: 6/6/6/6/6/6/6/6/5* Saves** PPDM 2, RSW 3, PP 5, BW 7, Sp 4 *Numbers assume one extra necromancy spell per spell level. **Actually PPDM 1, RSW 2, PP 4, BW 6, Sp 1 after a +2 bonus to saving throws vs. spell for a staff of the magi and a +1 bonus to all saving throws from a robe of stars. Special Att/Def: Velsharoon attacks with either his chilling touch, causing l d l 0 + 1 0 points of damage and requiring that his target succeed at a saving throw vs. paralysis or be paralyzed until the condition is removed magically, or with the Skull Staff of the Necromancer, which he wields in one hand at all times. This legendary artifact has all of the powers of a staff of the magi, a greater staff of skulls (see either The Magister or the E N C Y C L O P E D I A M A G I C A accessory for the staff of skulls), and a ring of shooting stars (able to use any functions of the normal ring no matter whether indoors or outdoors or what lighting conditions are). The Skull Staff of the Necromancer was crafted by the greatest archmage of the Imaskari. Velsharoon wears a tattered-seeming robe of stars that can act as a robe of scintillating colors when he so wills. His left eye can project a cone of cold twice a day, and his right eye can project a symbol of insanity twice a day. Velsharoon can maintain any spell from the school of necromancy or necromantic sphere indefinitely after casting it (provided its duration is not permanent or instantaneous). A l l who view him must succeed at a saving throw vs. spell or flee in terror for 6d6 rounds. The Necromancer can animate any corpse or skeleton w i t h i n 1 mile at w i l l . A n y undead creature within that radius must faithfully obey his telepathic commands unless they are countermanded by a lesser, intermediate, or greater power or the undead creature is already under the control of a being of that status.
76 - . F A E R U N I A N P A N T f I E O N ( D e m i p o w e r s ) : Valkur, V e l s h a r o o n
Velsharoon is immune to weapons below +2 enchantment, all spells contained i n the necromantic sphere or the school of necromancy (except those he wishes to be affected by), mind-affecting, enfeebling, paralyzing, cold, and electrically-based attacks, insanity, petrification, and polymorphing. O t h e r Manifestations Velsharoon prefers to manifest as a great, disembodied human skull glowing with red, pale blue, or blue-green flames. Such an apparition appeared in the Skull Gorge following the Battle of Bones as the human troops made their final assault on the goblinoid armies. Although Velsharoon was a mortal necromancer at that time, church scriptures claim that the unholy visitant foreshadowed the Necromancer's impending ascent to the pantheon. Velsharoon can cast any spell or employ any spell-like power through such a manifestation. The phantom, blazing skull is immune to all attacks and apparently is simply an apparition. However, anything or anyone w i t h i n the radius of the flickering flames suffers 4d6 points of magical fire damage per round. A successful saving throw vs. breath weapon reduces the damage by half. Velsharoon is served by many forms of undead, both sentient and nonintelligent and both free-willed and controlled. I n particular he manifests his w i l l t h r o u g h blazing bones, boneless, c r a w l i n g claws, dreads, flameskulls, flesh golems, and poltergeists. He is also served by living creatures such as fenhounds and scarab beetles. He is fond of black, purple, maroon, rust-red, gray, and bright and unnatural green gemstones (reminiscent of green slime i n hue). These are often held sacred to him, and their discovery is said to denote his favor or presence. The overnight appearance of an adult bloodrose plant is said to herald the impending arrival of Velsharoon's avatar or manifestation. -The C h u r c h Clerics, specialty priests, necromancers
CLERGY: CLERGY'S ALIGN.:
LE,
TURN UNDEAD:
C: N O , SP:
NE,
CE No,
Nec:
No
CMND. UNDEAD:
C: Yes,
Yes,
Nec:
No
SP:
A l l clerics and specialty priests of Velsharoon receive religion (Faerunian) as a bonus nonweapon proficiency. The D M is encouraged to allow Velsharoon's clergy access to the necromantic spells detailed in the Complete Book of Necromancers. Velsharoon is largely unknown throughout Faerun, but in the past year or so many bards have begun to relate fanciful tales of his ascension to audience's seeking to be frightened by stories of horror. Outside of secretive cabals of necromancers, those mortals who are aware of this evil demipower perceive Velsharoon as the lord of liches and a power able to organize the undead against the living. Cultists of Velsharoon gather in dusty crypts, abandoned mausoleums, and neglected graveyards. The Necromancer has few true temples, but those few which have been constructed are located in ancient catacombs or necropolises and resemble brooding stone mausoleums carved w i t h ghastly depictions of the dead, the dying, and the undead. Fetid air and the cloying reek of embalming fluid waft through such edifices, and undead servitors serve as untiring sentinels. Vast laboratories, crammed storerooms of alchemical supplies, and befouled mortuaries consume most of the space, and few concessions are made toward sleeping chambers, dining halls, and kitchens. Velsharoon's clergy is composed primarily of specialty priests, known as necrophants, and necromancers. B o t h groups are represented i n roughly equal numbers. About 20% of the Necromancer's clergy are clerics, holdovers from before the Time of Troubles who served Myrkul, the former L o r d of the Dead, and who have l i t t l e interest i n serving Kelemvor, the new Lord of the Dead, or Cyric, who briefly preceded him. Novices and acolytes of Velsharoon are known as Pallbearers. Higher ranking priests have titles such as Soul Stalker, Cryptguardian, Dead Walker, Bleeder, Life Leech, S p i r i t Sepulcher, Seeker of the Seven Truths, and Necromaster. Higher-ranking priests have unique individual titles conferred upon them by Velsharoon himself. Dogma: Those who are chosen to be the apostles of Velsharoon are an elite fellowship of visionaries worthy of the respect of the common masses and entitled to be held in esteem for their bold excursions to the frontier of life and death. Life and death are the twin faces of eternal existence. To surrender to either one is to resign oneself to obscurity. True
.
.
power lies in the twilight zone between life and death. By seeking to explore and extend the mortal condition and form—even mortal life i t self—knowledge of the world, i n all of its i n f i n i t e complexity, is extended. Lesser beings cannot understand the importance of the exploration of life, death, and undeath and the philosophical implications of this complex medley. Let no one interfere with the pursuit of such research, for the end result will more than justify the necessary sacrifices along the path. Knowledge is power, and knowledge of life and death brings power over all beings, living and unliving; power that can lift the church of Velsharoon and his priests to dizzying heights. Day-to»Day Activities: Many priests of Velsharoon spend their days i n necromantic research, seeking to understand the faith's collective knowledge of life, death, and undeath. Most have created hundreds of undead servitors, some of them unique. W h e n an undead creation has served its purpose, these self-involved researchers often brand the symbol of their god on its chest and then order it to wander randomly across the Realms. Other priests of Velsharoon are involved i n "support" activities for the faith—grave robbing, embalming, teaching, etc. A few of the more congenial low-level priests sometimes cure the minor ills of the populace to bring i n funding or worldly supplies for the church and to more easily gather information about its enemies. H o l y Days/Important Ceremonies: For a relatively young faith, the clergy of Velsharoon have quickly established a large number of holy days and rituals. The faith has yet to coalesce into a homogeneous creed, however, and widely varying rituals are found not only i n different temples but w i t h i n individual temples as well. Nonetheless, one ritual has become fairly widespread. The Pact of the Everlasting is a special ceremony performed by Velsharoon's priests upon attaining 9th-level (or sooner if they employ an appropriate scroll spell). This unholy ritual involves the casting upon them of a Velsharoon's death pact (as the 7th-level priest spell), as well as numerous other horrible incantations and the foul sacrifice of numerous good-aligned sentients. Prominent theologians of the faith claim that this ritual is merely the first of seven to be revealed by Velsharoon along a path to achieving immortality. Major Centers of Worship: The Crypt of the Arisen Army is hidden amidst the caverns worn into the walls of the steep-walled valley known as Skull Gorge. The subterranean temple and surrounding city, Necropolis, were founded at the site of one of Velsharoon's mortal abodes known as the Forgotten Crypt, which was built i n the form of a grand mausoleum amidst the crypts of an ancient Netherese city. The Cryptskulls, as the clergy of the temple are known, haunt the length of the Skull Gorge and the neighboring Battle of Bones. They have animated a legion of undead to guard the gorge after claiming the entire valley as their domain. They are led by a high-level necrophant, Baron V j u m Blacktower. Affiliated Orders: The Order of One Thousand Nightmares is a company of nightmare-riding swordwraiths who haunt the Fields of the Dead. A l t h o u g h the ghostly warriors have battled each other for centuries, Velsharoon's clergy have recently mastered powerful spells enabling them to organize the contentious spirits of the ancient warriors into a necromantic knighthood of nearly 200 undead mercenaries whose ranks continue to grow. The aims of the necrophant masters of this unholy army are unknown, but they surely spell trouble for the Western Heartlands. Priesdy Vestments: Velsharan vestments resemble once-resplendent, rotting wizard's robes. The Necromancer's clergy wear garments of varying colors—any shade except red—but their habits are uniformly of somber hue. Most adorn their vestments with depictions of skulls and bones, but the faith is still young enough that fixed patterns of adornment for the various ranks have not developed. Adventuring Garb: When adventuring, Velsharan clergy members favor iron-shod staves and cold iron or silver maces which are effective when battling undead. Most eschew armor as too great a burden on their spellcasting abilities, w i t h only the relatively rare clerics of the clergy garbing themselves i n conventional protective garb. A typical priest or necromancer disciple of Velsharoon considers an escort of undead servitors as eminently suitable armor.
F A E R U N I A N P A N T H E O N ( D e m i p o w e r s ) : V e l s h a r o o n , • 77
Specially Priests ( N e c r o p h a n t s ) REQUIREMENTS: PRIME REQ.: ALIGNMENT: WEAPONS: ARMOR: M A J O R SPHERES: M I N O R SPHERES: M A G I C A L ITEMS:
REQ. PROFS: B O N U S PROFS:
Intelligence 11, Wisdom 16 Intelligence, Wisdom LE, NE, CE A n y bludgeoning (wholly Type B) weapons None A l l , creation, healing, necromantic, protection, summoning, time, wards Combat, elemental, guardian, numbers, sun (reversed only), thought Same as clerics, plus wizard items specifically suited to use by necromancers (such as staves of skulls) Healing Reading/writing (Common), reading/writing (Thorass)
Necrophants know a great deal about undead creatures and the secret mysteries and intricacies of the human body. This knowledge is separated into two fields: anatomy and necrology. (These fields of knowledge are identical to the anatomy and necrology nonweapon proficiencies from the Complete Book of Necromancers.) Anatomy: Necrophants are students of the human form including the structure, function, and location of bones, muscles, organs, and other soft tissues. This skill provides the scholarly foundation for the necrophant's special abilities. This proficiency also comes in handy with certain necromantic spells that require fresh body parts that have been carefully harvested from cadavers. I n addition, a detailed knowledge of anatomy can help with both the treatment of disease and the accurate artistic representation of the human body. Characters with the anatomy nonweapon proficiency automatically increase their skill with healing and artistic ability proficiencies (+2 bonus to both ability checks). When checking their necrology knowledge, necrophants make an ability check against their Intelligence score. Necrology: Necrophants are well versed in necrology, the lore of undead creatures. W h e n checking their necrology knowledge, necrophants make an ability check against their Wisdom score. Their knowledge may be used to help determine the probable lairs, dining habits, and history of such creatures (no ability check needed). Whenever a necrophant confronts an undead creature, she or he may be able to specifically identify the creature (discerning between a ghast and a common ghoul, for instance) with a successful ability check. I n addition, provided the necrophant makes another successful ability check, she or he recalls the creature's specific weaknesses and natural defenses or immunities. A t the DM's discretion a failed ability check ( i n either of these cases) reveals misleading or even completely erroneous information which may actually strengthen or otherwise benefit the undead creature. Necrophants may cast wizard spells from the school of necromancy in addition to priest spells. These spells are cast as if the necrophant were a necromancer of the same level. For example, a 3rd-level necrophant casts wizard spells as a 3rd-level necromancer. Necrophants pray for their wizard spells instead of studying to memorize them, and chosen wizard spells replace priest spells potentially available for use that day. (In other words, the wizard spell occupies a priest spell slot.) Necrophants gain access to 8th-level wizard spells at 16th level and 9th-level wizard spells at 18th level. A necrophant must have a Wisdom of 18 or higher and an Intelligence of 16 or higher to gain access to the 8th level spells, and a Wisdom of 18 or higher and an Intelligence of 18 or higher to gain access to the 9th-level spells. If a necrophant is able to gain high-level wizard spells, every 8th-level spell prayed for occupies a 6thlevel priest spell slot and every 9th-level spell prayed for occupies a 7thlevel priest spell slot. Necrophants are always able to read necromancy spells on scrolls or in wizard spellbooks as if they knew read magic (but studying spells from a spellbook is useless to them). N o more than threequarters of a necrophant's total number of spells available (round down) can be taken as wizard spells. Necrophants can cast chill touch (as the lst-level wizard spell) once per day. A t 2nd level, necrophants can cast speak with dead (as the 3rd-level priest spell) once per day.
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A t 3rd level, necrophants can cast spectral hand (as the 3rd-level wizard spell) once per day. Necrophants can cast both wizard and priest spells through a spectral hand, whether it is employed as a granted ability or cast as a spell. A t 5th level, necrophants can cast animate dead (as the 3rd-level priest spell) once per day. A t 7th level, necrophants can cast wraithform (as the 3rd-level wizard spell) once per day. A t 10th level, necrophants can cast gaseous form (as the 5th-level spell) once per day. A t 15th level, necrophants can cast energy drain (as the 9th-level wizard spell) once per day.
Necromancers in the clergy of Velsharoon have developed analogous wizard spell versions for each of the following incantations. The casting time for the wizard versions of these spells is given in parentheses after the priest version's casting time. 1st L e v e l Claws of Velsharoon (Pr 1; Wiz 1; Necromancy) Sphere: Necromantic Range: Touch Components: V,S,M Duration: Permanent Casting Time: 4 per claw (1 per claw) Area of Effect: 1 severed limb per level Saving Throw: None This spell enables the spellcaster to animate one crawling claw per level of experience. Once created, crawling claws can be directed by the telepathic commands of their creator or given duties similar to that of a skeleton. If any crawling claws are later destroyed, the spellcaster can animate additional severed limbs, but the total number of animate crawling claws can never exceed the caster's level. The material components for this spell are a number severed limbs equal to the number of crawling claws to be animated and the priest's holy symbol. 4fh
S.evel
Assume Undead Form (Pr 4; Wiz 4; Alteration, Necromancy) Sphere: Necromantic Range: 0 Components: V,S,M Duration: 1 round/level Casting Time: 1 round (1 round) Area of Effect: The living caster Saving Throw: None This spell enables the spellcaster to assume the form of an undead creature, with all of the attendant abilities, for the duration of the spell. By means of assume undead form, spellcasters can turn themselves into any type of undead they are familiar with of 8 H D or less that they could possibly turn if of six levels lower i n experience than their current level. Hence a 7th-level priest could assume the form of a skeleton, zombie, ghoul, shadow, or wight, and an 8th-level priest could assume any of those forms as well as that of a ghast. The only difference in abilities between spellcasters using assume undead form and true undead creatures is that no victims can arise as undead creatures as a result of a spellcaster's attacks while assuming the form of an undead creature. Hence if the spellcaster assumes the form of a wight and then drains all of the life energy levels of an opponent, the opponent does not later arise as a half-strength wight under his or her control. W h i l e i n undead form, the caster cannot use spells or employ any other granted powers, spell-like abilities, or other special abilities. H i t points, Intelligence, and Wisdom are unchanged, but otherwise the spellcaster acquires the strengths and weaknesses of the assumed form including immunities to certain spells, if any. A n y h i t points lost while in undead form are not regained upon reversion to the original form. This spell does not work for undead spellcasters. The material component for this spell is a small piece of bone or flesh from the body of being who is now undead.
y o V J ^ M J . K U ' J N I A N P A N T ! !!":< >N ( I V . m i p o w e r s ) : V e l s h a r o o n
l
"fih i . c u i Gaseous Form (Pr 5; Wiz 5; Alteration, Necromancy) Sphere: Necromantic, Elemental A i r Range: 0 Components: S, M Duration: 1 turn/level Casting Time: 8(5) Area of Effect: The caster Saving Throw: None This spell enables spellcasters to assume the gaseous form of a vampire. I n this state, they are able to disperse their bodies and anything they carry or wear into clouds of elemental vapor, essentially becoming invisible. While in gaseous form, the spellcaster can escape from almost any confinement. Any small crack or hole that allows air to penetrate allows passage by the spellcaster i n gaseous form. No form of attack or spellcasting is possible while i n gaseous form, but the spellcasters can flow/fly near the ground at a base movement rate equal to their Intelligence and maneuverability class B. A gust of wind spell or even normal strong air currents blow this spell's users at air speed i n the direction of the gust. In gaseous form, the spellcaster is all but immune to attack. Only magical fire or lightning has any effect, inflicting normal damage. A whirlwind inflicts double damage upon spellcasters in gaseous form. This spellcaster immediately returns to his original form upon the expiration of the spell duration or by voluntarily ending the spell. The material component for this spell is a pinch of vampire dust or a vial of air from the Elemental Plane of Air.
Velsharoon's Death Pact (Pr 7; Wiz 7; Necromancy, Alteration) Sphere: Necromantic, Summoning Range: Touch Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: One individual (usually the caster) Saving Throw: None This manifestly evil spell is a variant of the death pact spell from the Complete Book of Necromancers. This powerful pact has enabled many "slain" priests to return from the dead and eliminate their enemies. By completing this ritual, a Velsharan priest forges a powerful pact with Velsharoon the Vaunted. The covenant ensures that a chosen individual w i l l survive an untimely death. A Velsharoon's death pact is triggered whenever the protected individual is reduced to fewer than 0 h i t points (mortally wounded) due to combat, spell, or accident. I n the same round, the subject receives the following benefits. • The individual (or his or her remains) and all possessions are transported immediately back to a religious sanctuary as if by a word of recall. The location of the sanctuary must be specified at the time of forging the Velsharoon's death pact. • Upon arrival, the individual receives a raise dead spell (if necessary) and automatically succeeds at any required system shock survival roll. • A n y severed or amputated limbs are instantaneously regenerated. • The body is cleared of lingering enchantments with a dispel magic (bestowed at caster's level), whether beneficial or baneful, and cleansed of all poisons, diseases, blindness, curses, and insanity. A Velsharoon's death pact remain i n effect indefinitely until the conditions established at the time of its forging have been fulfilled. The pact may be established to benefit an individual other than the caster. The chosen one must be in good standing with the Velsharan faith and is most commonly a member of the clergy who has reached 9th level and is undergoing the Pact of the Everlasting ceremony. Velsharoon's death pact must be cast in an unholy sanctuary consecrated to Velsharoon to be effective. A dispel magic cannot end a Velsharoon's death pact prematurely.
This powerful spell is not without its costs, however. Forging a death pact is an exhaustively stressful process, drawing the casting priest (and the spell recipient, if other than the caster) into draining audiences with extraplanar powers. As a result, establishing a Velsharoon's death pact ages the caster five years and requires at least one week for complete recuperation for the spell's caster and recipient, during which time the priest cannot cast any spells or engage i n any physically demanding activity. Furthermore, when the pact is invoked, the mystical transport and instantaneous healing exacts another toll, this time aging the recipient for five years (if the individual was raised, she or he also loses 1 point of Constitution permanently). This cost can be mitigated through the sacrifice of good-aligned sentient creatures i n Velsharoon's name at the end of the spellcasting. For each such creature sacrificed, one year of aging caused by the spell is negated first from the caster of the spell and then from the aging penalty to be applied to its recipient when the spell's activation conditions are met. Finally, for each such creature further sacrificed, the week of recuperation is eliminated for first the spell's caster and then the spell's recipient. The spell's material components are seven drops each of the caster's blood, the recipient's blood, unholy water, and dew.
F A E R U N I A N P A N T H E O N (I
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CHULTAN PANTHEON
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or most of recorded history, the humans of Chult have venerated Ubtao, the creator of Chult, to the exclusion of all other powers. W h i l e nonhuman deities such as Thard Harr, patron of wild dwarves, and the goblin pantheon have also been active on the peninsula, the humans of the region have venerated a pantheon of one. Given the pandemic polytheism of the Realms, such a practice is unusual to say the least, but the explanation for this situation is tightly interwoven with the past and future history of Abeir-Toril. Long ago, it was foretold by Savras the All-Seeing that Dendar the Night Serpent would appear through a magical portal beneath the Peaks of Flame when the doom of Abeir-Toril arrived. What that doom might be and whether Dendar would be a heraldic symptom or the root cause of the problem was unclear even to the greater powers. A t this time among the myriad pantheons of the Realms, the god Ubtao stood aloof from the squabbling of the other deities. As the powers debated how to prepare for the fulfillment of the All-Seeing One's prophesy, Ubtao stepped forward and volunteered to serve as sentinel i n exchange for exclusive dominion over the lands surrounding his post. The other deities readily agreed, as they had little interest i n worrying about a problem that might take aeons to unfold. Upon his arrival at his station, Ubtao set about creating a vibrant, lush land and populating it with humans, dinosaurs, and other creatures. He founded the great city of Mezro i n the heart of the Jungles of Chult and dwelt there for a time, but eventually the nagging of his worshipers drove h i m back to the heavens. The Creator of Chult recognized that the very act of creating the jungle had fundamentally distanced h i m from its mortal inhabitants. To bridge this chasm, Ubtao imbued a portion of his essence i n the land of Chult itself, into the terrain features, the rivers and streams, the vegetation, and the animal life. These fragments of Ubtao's being became countless minor nature spirits. By means of these fragments, Ubtao was able to once again connect on a basic level with the mortals he watched over. A n unintended side effect of the fragmentation of Ubtao's essence was the release of a dark, primeval aspect of his being known as the Shadow Giant. Over the centuries, this malevolent, lurking darkness slowly evolved into a demipower known as Eshowdow. Eshowdow's birth marked the end of monotheism among the humans of Chult, and may have heralded the emergence of a pantheon of deities that will grow from the fractured shards of Ubtao's being. To date, however, only Eshowdow has emerged from an aspect of Ubtao as a divine power in his own right. The other human pantheons of the Realms have always respected Ubtao's dominion over the Chultan peninsula. But, like the tanar'ri interlopers who steal worshipers from the ranks of the faithful of the giant and goblinoid pantheons, Ubtao's sphere of influence has come under attack from a resurgent fragment of the World Serpent worshiped by the remnants of the sauroid creator race: Sseth the Great Snake. (See The Dawn of Time for more on the creator races.) Sseth is venerated by the yuan-ti, a degenerate race to all appearances a blending of human and serpent. W h i l e Sseth's worship by humans on the Chultan peninsula is still at the cult stage, he threatens to make steady inroads into the ranks of Ubtao's worshipers i n the near future. Ubtao's response to this challenge to his dominion is has yet to be seen.
1
I
Eshowdow ( I he S h a d o w G i a n t , 1 )evourer o f I l o n o i ; ("our:K;e, and Nobiliby, [betrayer of t h e Lshwe, Rava^er < >L t h e Iahaxi) D e m i p o w e r of the P r i m e Material P l a n e , C E
SYMBOL:
Shadows, destruction, revenge, cowardice, ignominy, fear None Toril/Chult None Sseth Ubtao A black, vaguely man-shaped shadow with long claws
WOR. ALIGN.:
N, CN,
PORTFOLIO: ALIASES: DOMAIN NAME: SUPERIOR: ALLIES: FOES:
"
LE,
NE,
CE
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8 0 • C H U L T A N P A N T ! 1L( ) N : L s h o w c J o w
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Eshowdow (eh-SHOE-doe) is a demipower who evolved from a fragment of Ubtao's essence that was released when Ubtao created the myriad spirits of the jungle w i t h fragments of himself. Long suppressed by the Creator of C h u l t and buried beneath the jungle floor, the Shadow Giant has been transformed into a god i n his own right who feasts on the death and destruction of courage, honor, and n o b i l i t y and stalks the dark shadows of the
*Shadow mages are a type of specialist wizard detailed in P L A Y E R ' S O P T I O N : Skills & Powers. Shadow mages are a type of specialist wizard similar to illusionists, but with a focus on magic having to do with the shadows and the Demiplane of Shadows. If this reference is unavailable, Eshowdow is rated as a 25thlevel illusionist instead, and the bonus spells listed below would be from the illusion/phantasm school. **Eshowdow is A C -3 in light or darkness, and A C - 4 i n any sort of shadow, at dusk, or at dawn. **Including one additional shadow magic spell per spell level.
Fifteen hundred years ago, the Eshowe (eh-SHOE-ay) released a nameless, monstrous, ancient evil from a valley deep i n the jungle during a bloody war with a rival tribe, the Tabaxi, that had already lasted nearly 300 years. The Shadow Giant, as the Eshowe named the lurking gloom, burned with hatred for Ubtao and immediately attacked the great city of Mezro i n the heart of the Tabaxi lands, nearly destroying it. When the defenders of Mezro finally repulsed his onslaught, the Shadow Giant turned on the Eshowe in frustration, nearly wiping them out in a genocidal rampage. The Tabaxi named the dark spirit Eshowdow, or "Shadow of the Eshowe." His fury spent, Eshowdow retreated to the darkness which cloaked his birth to nurse his wounds and plot his revenge. I n took Eshowdow centuries of furtive assaults against the Tabaxi to realize that Ubtao was incapable of perceiving Eshowdow, his own shadow, and that, as a result, Eshowdow could act without fear of divine retribution. Such was his cowardice, however, that the Devourer of Honor, Courage, and Nobility found himself incapable of emerging from the jungle depths in which he hid. Eventually the Shadow Giant recruited an army of long-cowering servants among the descendants of the once-proud Eshowe. Their ancestors had taken shelter i n the same valley i n which Eshowdow had been unearthed, the Valley of Lost Honor, and centuries of cowering in the aegis of the Shadow Giant had permanently twisted them into a race of lurking shadows who could feel only hatred and who directed that animosity toward Ubtao and the Tabaxi. Eshowdow carefully twisted their hatred into a depraved cult whose veneration strengthened h i m for his long-anticipated battle against Ubtao. For decades Eshowdow and his followers have been gathering strength in the wild southwestern reaches of Chult in preparation for the resumption of the ancient civil war.
Special Att/Def: The Shadow Giant can merge into the shadows at will, becoming totally undetectable to all divination magics (except, perhaps, those of other darkness or shadow divine powers). Once per round Eshowdow can plane shift to the Demiplane of Shadow or back to the Prime Material Plane in lieu of any other action. Eshowdow can strike twice per round with his shadowy claws. Each attack inflicts l d l 2 points of damage and drains one life energy level from the victim in addition to the physical damage. A n y creature totally drained of levels or H i t Dice by these attacks becomes a shadow with maximum H i t Dice under Eshowdow's complete control. There is a 1 % chance per round that a demishadow monster (as per the 4th-level wizard spell demishadow monsters) breaks off from Eshowdow's avatar. These phantasms last for 25 rounds or until destroyed and follow at Eshowdow's heels unless telepathically commanded by the Shadow Giant to perform a task. They typically resemble the last beast of the jungle of animal intelligence that Eshowdow has killed. Eshowdow can prevent their formation when discretion is necessary.
Jungle of Chult.
Eshowdow is a dim memory among the Tabaxi, a long-ago evil remembered only in ancient tales and songs. He is reputed to still stalk the jungle around Mezro, endlessly seeking entrance into the fabled city. The descendants of the Eshowe view the Shadow Giant as a liberator and avenger who will destroy the hated Ubtao and his followers, the Tabaxi. Eshowdow has subtly twisted their legends over the centuries so that they believe that it was Ubtao who nearly exterminated their tribe, not their putative patron. Even if told otherwise, few of the surviving members of the Eshowe would even listen to such a tale. Eshowdow is a dark and twisted parody of all that Ubtao holds neat and dear to his soul. A creature of shadow and evil, the Shadow Giant speaks in gloomy undertones and radiates an ever-encroaching doom. He is a true coward and a parasite, and he thrives on destroying or subverting courage, honor, and nobility, feasting on the negative energies of the courageous who become cowards, the honorable who become deceitful, and the noble who become base, self-serving, and greedy. When depicted in religious art, only Eshowdow's twisted shadow is shown. His actual form has never been glimpsed, if he has one. FIshowclow's A v a t a r (Shadow Mage 2 5 * , T h i e f 2 3 , C l e r i c 1 4 ) Eshowdow appears as a huge, vaguely man-shaped shadow with long claws that can appear two-dimensional or three-dimensional at will. He favors spells from the astral, chaos, charm, combat, elemental, necromantic, protection, sun (reversed only), and war spheres and spells from the schools of conjuration/summoning, enchantment/charm, illusion/phantasm, and necromancy, and spells manipulating or conjuring shadows, although he can cast spells from any school or sphere that do not create light or cause things anathema to him, such as evoking bravery or the removing of fear. A C -3 or - 4 * * ; M V 18; HP 154, THACO 9; # A T 2 Dmg Idl2+special/ldl2+special (claw+energy drain/ claw+energy drain) MR 60%; SZ L (20 feet) S T R 20, D E X 22, C O N 19, I N T 21, Wis 15, C H A 18 Spells P: 8/7/6/5/4/2/1, W: 6/6/6/6/6/6/6/6/5*** Saves PPDM 8, RSW 3, PP 5, BW 7, Sp 4
( ) l . h e r ManilesLations Eshowdow manifests as shadowy illusions which flit through the jungle causing havoc in their wake. Anyone passing within 50 feet of such shadows immediately suffers the effect of a randomly chosen negative emotion (as the 4th-level wizard spell—choose from fear, hate, hopelessness, and sad' ness). Anyone foolish or unlucky enough to pass through Eshowdow's shadowy manifestations immediately suffers the effects of an enervation spell (as the 4th-level wizard spell of the same name). Eshowdow is served by shadows, wraiths, yeth hounds, and a wide variety of creatures from the Demiplane of Shadow. He often works his will or shows his favor through the appearance or actions of black, green, and shadow dragons, wyverns, will o' wisps and their kin, rogue dinosaurs, behirs, and most breeds of hydras. Black onyx, obsidian, black granite, jet, smoky quartz, agni mani, black sapphires, ebony, and zalantar wood, and other black or dusky materials are sacred to the shadow giant. He sometimes uses an unexpected encounter w i t h them as a sign to his worshipers and seems most pleased when they are used in items dedicated to his worship. I ho ( ; h u n
:h
CLERGY:
Specialty priests, shamans, crusaders
CLERGY'S ALIGN.:
CN,
TURN UNDEAD:
SP:
No,
Sha:
No,
Cru:
No
CMND. UNDEAD:
SP:
Yes,
Sha:
Yes,
Cru:
No
LE,
NE,
CE
A l l specialty priests, shamans, and crusaders of Eshowdow receive religion (Chultan) as a bonus nonweapon proficiency. Unlike those of most faiths on Toril, the clergy of Eshowdow do not number any clerics among their ranks. The worship of Eshowdow is almost exclusively confined to the few remnants of the Eshowe people, most of whom live within the Valley of Lost Honor. A few disaffected and traitorous Tabaxi outcasts have joined their number over the years, as have some Batiri, the goblins of the Jungles of Chult. Temples of Eshowdow are shadowy constructs that exist more on the Demiplane of Shadow than the Prime Material Plane. Typically they are constructed on the jungle floor i n areas of perpetual gloom and shadow with wall of shadow spells. Such edifices are low, brooding complexes that resemble squat step pyramids. Dark shapes of varying forms stalk their halls, and numerous portals to the Demiplane of Shadow are located in their corridors and rooms. Acolytes of the faith maintain a low, monotone chanting while Eshowdow's priests further their fiendish research and experiment on any Tabaxi loyal to Ubtao unfortunate enough to fall into their clutches. Eshowdow's clergy, known as the Eshewtak, is dominated numerically by shamans who make up over 65% of the Shadow Giant's priests. Approximately 30% of his priests are specialty priests, known as shadow stalkers, who serve in preeminent roles in the clergy and community. The remainder
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of the clergy are crusaders. Eshowdow's clergy has no formal hierarchy of t i tles, but it has a loose hierarchy of power based on personal prowess as a priest. Conflicts of station are resolved either through assassinations or, less commonly, formal duels. Each individual priest is given a unique title i n ljeu of his name by the priest who inducts him into the priesthood. These new names are said to come from Eshowdow himself and speak of the destiny of the individual to whom they are given. Dogma: I n the view of the Eshewtak (passed down from Eshowdow), Ubtao created the world, but in doing so he broke the bonds between his body and his spirit. As a result of this schism, Ubtao turned to evil and sought to enslave his own creations in perpetual torture. He chose the most degenerate and evil tribe of Chult, the Tabaxi, to serve as his mortal overseers. W h e n the peaceful Eshowe rebelled against the tyranny of the Tabaxi, Ubtao sought to destroy them. The desperate Eshowe turned to Ubtao's true essence, a spirit of shadow, to deliver them to the promised land Ubtao had intended for them. Eshowdow, as the spirit was called, knocked on the doors of Mezro in supplication, but was driven away by the evil priests of that city and forced to attack the peaceful Eshowe by Ubtao by means of his magic. Eshowdow managed to save some of the Eshowe, and ever since he has cared for them and been preparing them to enter the world they were intended for, a world of soft, gentle shadow and everlasting freedom from conflict. Before they can pass that into that land, however, they must eliminate the Tabaxi and assist Eshowdow in subsuming Ubtao. Eshowdow teaches that every creature is divorced from its spirit upon its creation. The spirit follows the mortal form through life, but the two cannot be reunited without following the teachings of Eshowdow. Only by merging the spirit with the body can a being enter a higher state of existence. The Eshewtak are taught that life is hard, but it is harder if they do not obey Eshowdow; that they must never trust the Tabaxi and ultimately they are to eliminate them from the face of Chult; and that direct confrontation between themselves and the Tabaxi and Ubtao is wise only when the timing is perfect. A t other times, sabotage, the killing of spies and stragglers, subversion of the innocent and the naive, and covert elimination of those in authority among the Tabaxi are the perfect strategies to achieve Eshowdow's goals because they pose the least risk to his own people, the Eshowe, and turn the enemy upon itself in fear and doubt. Finally, on pain of death, no Eshewtak can reveal the location of the high temple of Eshowdow, the Great Shadow's Mansion, to anyone who does not worship him. Day*tO'Day Activities: The Eshewtak are involved i n the daily administration of the slowly rebuilding Eshowe nation. They control every aspect of the tribe's spiritual, political, and cultural structures, either directly or indirectly. The Eshewtak spend their days gathering intelligence about and planning attacks on the Tabaxi. Many sojourn on the Demiplane of Shadow seeking lost magics and spells usable against their foes. As a whole, the clergy of Eshowe are consumed with the competing needs for secrecy and revenge, but within the priesthood they are riven by factionalism and long-simmering hatreds that may eventually prove their undoing. Holy Days/Important Ceremonies: The Eshewtak celebrate two holy days every year: the Unearthing and the Day of A l l Sighs. The Unearthing is a day of dark celebration whose exact date varies from year to year. The U n earthing is always marked by gloomy, cloudy weather and, in times of great import, by a brief parting of the clouds during which an eclipse of the sun can be perceived. (Such astronomical events are visible only in the Valley of Lost Honor and do not necessarily correspond to anything experienced elsewhere in Chult or the Realms.) O n this day, the Eshowe mark the disinterment of the Shadow Giant and his promise of revenge against the Tabaxi. The Day of A l l Sighs is always celebrated 66 days after the Unearthing. O n this somber day, the Eshowe mourn their ancient defeat by Ubtao and the Tabaxi and rededicate themselves to their eventual vengeance. O n this day, many Eshowe undergo a solemn ceremony known as the Shadow Binding. W i t h extensive use of the summon shadow spirit incantation, the Eshewtak bind each recipient's shadow into their body in a ceremony that is supposed to reunite their sundered spirit with their mortal form. The truth behind this ritual is far more horrifying than the Eshowe dare contemplate. Major Centers of Worship: The Great Shadow's Mansion is the largest edifice in the Valley of Lost Honor. Built on top of the cavernous crypt from which Eshowdow was disinterred centuries ago, this sprawling complex is dominated by a great step pyramid constructed entirely of shadowstuff. The temple is imperceptible to anyone who has not undergone a summon shadow spirit incantation. It can only otherwise be discerned by means of a true see¬ ing spell or gem of true seeing or by traveling to the Demiplane of Shadow, where it primarily exists. The paramount temple of Eshowdow serves as the
spiritual, military, and administrative heart of the Eshowdow "shadow" nation. Squads of Eshowe warriors train within it or near it daily for the eagerly anticipated war with the unsuspecting Tabaxi. Affiliated Orders: The Kenswa-Tokashow, the Children of the Ebon Hand, are a loosely structured order of crusaders, warriors, and rogues who serve as the elite military arm of the Eshowe. Grouped into squads of three known as Triads, the Children can be found throughout the Jungle of Chult ambushing lone Tabaxi, destroying livestock and farms, and gathering information on their hated foes. The order is dedicated to the elimination of the Tabaxi and the destruction of Mezro. Members of the group have clashed on several occasions with the Triceratops Society, a Tabaxi secret society of goodaligned beings dedicated to preventing individuals and groups from upsetting the natural social order i n Chult. So far, the Ytepka (the Tabaxi name for members of the society) are unaware of the existence of the Children of the Ebon Hand, mistaking its agents for renegade Tabaxi bandits. The Abuya-Deimshowa, the Speakers of the Shadow, are a cabal of senior shadow mages who govern the use of wizard magic among the Eshowe. They work with the Eshewtak and serve as a council of elders who advise the chiefs of the scattered clans. Members are initiated into the society after traveling to the Demiplane of Shadow by means of a shadow walk spell, surviving in that land of gloom for at least one month, and then returning alive to the Valley of Lost Honor. Many Abuyakas, as they are known individually, eventually undergo the transformation necessary to become shades. I n general, the Abuya-Deimshowa are conservative and patient, and the group often clashes on matters of policy w i t h the leaders of the Kenswa-Tokashow. Priestly Vestments: The Eshewtak favor loose-fitting, black tobes (TOE-bays)—a type of skirt comfortable i n the ever-present h u m i d i t y — and intricate copper jewelry which is allowed to corrode to a sickly green shade. Prior to worship ceremonies, Eshowdow's priests paint themselves with alternating stripes of white and black to symbolize the interplay of light and darkness and adorn themselves w i t h obsidian or jet necklaces carved to resemble various reptilian beasts of the jungle. Adventuring Garb: The Eshewtak fashion a special form of Eshowe scale mail armor ( A C 6) from the hides of dragons, dinosaurs, behirs, and hydras that is designed to breathe i n the jungle heat. Combined with a medium shield known as a hlang this gives them an effective A C of 5. The Eshowe and the Eshewtak also use kerries (a form of club/mace) and yklwas (short stabbing spears). (See the Ubtao entry for information on hlangs, kerries, and yklwas.) S|)(!i ial l.y I Vies REQUIREMENTS: PRIME REQ.: ALIGNMENT: WEAPONS: ARMOR:
MAJOR SPHERES:
i s h o w d o w a n Shamans) Constitution 12, Wisdom 12 Wisdom C N , NE, CE Short-handled hand axe, blowgun, club, kerrie, spear, yklwa Leather, hide, or Eshowe scale mail armor and wooden or hide (typically dinosaur hide) shields A l l , animal, summoning, sun (reversed forms of reversible spells only), necromantic, travelers, protection, wards
M I N O R SPHERES: M A G I C A L ITEMS: REQ. PROFS: B O N U S PROFS:
Creation, healing, plant Same as clerics Ancient history (Eshowe), survival (jungle), modern languages (Tabaxi) Herbalism, healing
The abilities and restrictions of shamans of Eshowdow, commonly known as dowas, aside from the changes noted above and later i n this section, are summarized i n the discussion of the shaman character class i n P L A Y E R ' S O P T I O N : Spells & Magic and in Faiths & Avatars, • Eshowdowan shamans must be humans of Eshowe descent. • Eshowdowan shamans must undergo summon shadow spirit (see Eshodowan Spells below) when they become priests. • Eshowdowan shamans communicate only w i t h spirits of the dead, specifically the spirits of former members of the Eshowe, shunning animal spirits and spirits of nature as minions of Ubtao. • Minor spirits of the dead contacted by Eshowdowan shamans can i n voke the powers of chill touch, spook, scare, spectral hand, Lorloveim's creeping shadow, spirit armor, and wraithform i n addition to their normal powers. Major spirits of the dead contacted by Eshowdowan shamans can invoke the powers of enervation, fear, shadow monsters, shadow door, shadow magic, shades, and shadow walk i n addition to their normal powers. S p e c i a l t y Priests ( S h a d o w Stalkers) REQUIREMENTS: PRIME REQ.: ALIGNMENT: WEAPONS:
ARMOR:
MAJOR SPHERES:
M I N O R SPHERES: M A G I C A L ITEMS: REQ. PROFS: BONUS PROFS:
Dexterity 11, Wisdom 10 Dexterity, Wisdom CE Short-handled hand axe, blow gun, club, dagger, kerrie, machete, scimitar, spear, yklwa Leather, hide, or Eshowe scale mail armor and wooden or hide (typically dinosaur hide) shields A l l , astral, chaos, charm, combat, necromantic, plant, summoning, sun (reversed forms of reversible spells only) Divination, healing, protection, travelers, war Same as clerics Singing, survival (jungle), ancient history (Eshowe), modern languages (Tabaxi) Blind-fighting, disguise
Shadow stalkers must be humans of Eshowe descent. Shadow stalkers must undergo summon shadow spirit (see Eshodowan Spells below) when they become priests. Shadow stalkers can hide in shadows as thieves of the same level (on the Thief Average A b i l i t y Table i n the D U N G E O N M A S T E R Guide). Appropriate racial, Dexterity, and armor adjustments apply as for a thief. The effectiveness of many spells cast by shadow stalkers is tied to the lighting conditions at the time they cast spells: Their spell's targets' saving throw modifiers are tied to the prevalent lighting conditions. A n y spell from the sun sphere or any granted power listed below is so affected. Shadow stalkers themselves receive no saving throw modifiers due to these conditions.
Condition Bright daylight or continual light Weak daylight, dusk, or light Late twilight, strong moonlight, lantern light Weak moonlight, torch light Candlelight, starlight Total darkness
Modifiers to Opponent's Saves +2 None -1 -2 -3 -4
A t 1st level, shadow stalkers can cast spook (as the lst-level wizard spell) once per day. A t 3rd level, shadow stalkers can cast darkness, 15' radius or scare (as the 2nd-level wizard spells) once per day. A t 5th level, shadow stalkers can cast spirit armor or wraithform (as the 3rd-level wizard spells) once per day. A t 7th level, shadow stalkers can cast fear or shadow monsters (as the 4th-level wizard spells) once per day.
•
A t 10th level, shadow stalkers can cast shadow magic or demishadow monsters (as the 5th-level wizard spells) once per day. • A t 13th level, shadow stalkers can cast demi*shadow magic or shades (as the 6th-level wizard spells) once per day. • A t 15th level, shadow stalkers can cast shadow walk (as the 7th-level wizard spell) once per day. • A t 18th level, shadow stalkers can cast shadoif/orm (as the 8th-level wizard spell) once per day. h s h o w d o w a n Spells 3rd L e v e l Continual Shadow Sphere: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw:
(Pr 3; Alteration) Sun 120 yards V,S Permanent 6 60-foot-radius globe Special
This spell is similar to a continual light or continual darkness spell, except it creates an area of perpetual shadow and gloom and lasts until negated by magical light, magical darkness, or a dispel magic spell. Creatures w i t h penalties or bonuses in areas of shadow implement them i n this spell's effects. As with the continual light and continual darkness spells, this spell can be cast into the air, onto an object, or at a creature. I n the third case, the continual shadow affects the space about 1 foot behind a creature that successfully rolls its saving throw vs. spell; a failed saving throw means the con¬ tinual shadow is centered on the creature and moves as it moves. If the spell is cast on a small object that is then placed in a light-proof covering, the spell effects are blocked until the covering is removed. Continual shadow brought into an area of magical darkness or magical light cancels the light or darkness so that otherwise prevailing light conditions exist in the overlapping areas of effect. A direct casting of a continual shadow spell against a similar or weaker magical light or magical darkness cancels both. This spell eventually consumes the material it is cast upon, but the process takes far longer than the time i n a typical campaign. Extremely hard and expensive materials might last hundreds or even thousands of years. 4th L e v e l Summon Shadow Spirit (Pr 4; Conjuration/Summoning) Sphere: Summoning Range: Touch Components: V,S,M Duration: Permanent Casting Time: 24 hours Area of Effect: One creature Saving Throw: Neg. This unique spell has shaped the culture of the Eshowe for generations and continues to enmesh the tribe in its malevolent effects. Over half of the Eshowe, including all the chiefs, shamans, specialty priests, crusaders, mages, and prominent warriors, undergo this ritual of binding as part of a tribal ceremony. Only a few of the most remote and insignificant Eshowe clans are completely untouched by this incantation's taint. By means of this spell, the recipient's shadow is permanently bound into his or her body and spirit. Thereafter, the recipient of a summon shadow spirit spell never again naturally creates a shadow, regardless of the immediate light conditions. The subject of a summon shadow spirit spell receives a saving throw vs. spell at a +1 bonus, modified by his magical defense adjustment due to Wisdom, to avoid this spell's effects unless the saving throw is voluntarily forgone. Although the Eshowe believe that a being's spirit is restored to its body by means of this spell, i n truth this incantation binds a shadow (as described i n the M O N S T R O U S M A N U A L tome) that dwells on the Negative Material Plane to the recipient. This link transfers many of the shadow's natural defenses to the recipient. A recipient is immune to sleep, charm, and hold spells and cold-based attacks. Opponents require a +1 or better magical weapon to wound a recipient of this spell.
C H U L T A N P A N T l 1L( ) N : L s P o w c J o v y ^ . B ^
However, this spell also has numerous insidious effects on the target. The binding of the shadow causes a slow, but inexorable, shift in alignment in the target to chaotic evil. I n addition, there is a 1 % cumulative chance per year that a recipient of this spell is permanently transformed into a shadow. The material components for this spell are the priest's holy symbol and an area of shadow. 5th L e v e l Wall o f Shadow (Pr 5; Conjuration/Summoning) Sphere: Sun Range: 80 yards Components: V, S, M Duration: Permanent Casting Time: Area of Effect: Special Saving Throw: None A wall of shadow spell creates an immobile curtain of twilight up to one 20foot square per level of the spellcaster, or a ring w i t h a radius of up to 10 feet+5 feet for every two levels of experience of the priest, and 20 feet high. A wall of shadow must be cast so that it is vertical with respect to the spellcaster. A wall of shadow is as solid as a wall of force to anyone or anything that is connected to or has ever existed for any length of time on the Demiplane of Shadow or the Negative Energy Plane. (This includes recipients of a summon shadow spirit spell.) Anyone else who passes through a wall of shadow must make a successful saving throw vs. spell or suffer the effects of an enervation spell with a duration of 2d4 hours. This spell is often used to created shadowy edifices that seem insubstantial to outsiders but which are as solid as granite to Eshowdow's clergy and followers. The material components for this spell are the priest's holy symbol and an area of shadow.
Sseth ( T h e G r e a t Snake, t h e W o r l d S e r p e n t , the. Sibilant D e a t h ) Intermediate P o w e r of the A b y s s , C E Intelligent snakes, yuan-ti, ophidians, renegade spirit nagas, somnolence, poison ALIASES: Merrshaulk, Varae, Squamata the Black, A m phisbaena DOMAIN NAME: Smaragd/The Viper Pit PORTFOLIO:
SUPERIOR:
None
ALLIES: SYMBOL:
Talona, Eshowdow Jazirian, Shekinester, Ubtao Flying snake with fangs bared
WOR. ALIGN.:
CN,
FOES:
LE,
NE,
CE
Sseth the Great Snake is the malevolent god of y u a n - t i , ophidians, a few spirit nagas who have I turned from the worship of Shekinester, and various human snake cults. He is venerated by small pockets of worshipers throughout the Realms, but his faith is centered in the Chultan peninsula between Halruaa and the Peaks of Flame. Few beings i n the Realms are aware of Sseth's existence, but those who are tremble at the thought of the legions of serpents slithering through the southern jungles i n a sibilant chorus chanting the Great Snake's name. Among the Tabaxi of Chult, Sseth is known as the Sibilant Death and is said to haunt the uncharted depths of the jungle enticing the weak and the young into his lair with fork-tongued promises. I n Samarach and Thindol, he is known as Squamata the Black, the embodiment of the ever-encroaching jungle w h i c h swallows up anyone who dares its dark depths. I n the Tashalar and in Lapaliiya, he is known as Amphisbaena the World Serpent who has the wrapped the world in his coils and is slowly crushing it into pulp as he devours himself. I n all these lands, ophiophobia, the unreasoning fear and hatred of all things serpentine, is common among the human populace, although few realize how pervasive the serpent peoples are throughout their societies. Those that attempt to uncover or reveal the truth are condemned as madmen and quickly dispatched by yuan-ti agents.
In the dawn days of Toril when the Realms were dominated by five creator races, an intelligent dinosauroid race, often referred to as sauroids by modern sages, spread across Faerun. The sauroids venerated the World Serpent, the embodiment of life, wisdom, magic, and patience. Eventually the sauroids fell away from the teachings of the World Serpent and their dominions began an inexorable decline. The sauroid proto-race fragmented (some would say degenerated) into divergent species such as couatl, lizard men, nagas, and other reptilian creatures. Each group venerated an aspect of the World Serpent, some of which evolved into powers in their own right and some of which were actually other powers masquerading in these forms. One powerful society of sauroids enslaved a nation of humans (another, relatively primitive, creator race) and interbred with them in an effort to reverse the sauroid's plummeting birth rate. The pure-blooded sauroids eventually died out, but their offspring, known as the yuan-ti, forged a powerful theocracy in the Mhair jungles. The yuan-ti had many powerful priests and wizards and worshiped a corrupted fragment of the World Serpent named Merrshaulk. The yuan-ti nation eventually collapsed (some say after losing a war with a nation of couatl led by priests of Jazirian), but not before it had spread its distant outposts as far west as the jungles of Chult, as far east as Kara-Tur, and as far north as the Forest of Wyrms. After their defeat, Merrshaulk sank into a somnolent state that persisted for thousands of years, and the yuan-ti race degenerated yet further, subsisting in hidden enclaves more like giant nests than the gtand cities of its ancestors. Around the time of Netheril's collapse, a charismatic yuan-ti named Sseth emerged from the jungles of Chult and proclaimed himself the reincarnated avatar of the World Serpent. This monstrous yuan-ti abomination sported the gargantuan wings of a flying snake, a variation never seen before or since. Sseth forged a nation of serpents (whose name is translated as "Serpentes") that reached from the Peaks of Flame to the Mhair jungles and enslaved most of the emerging human cultures in between. The self-proclaimed god-king of serpents built up a cult of priests and taught them the magical rites needed to transform their human slaves into a lesser form of yuan-ti known as the histachii. After several centuries of leadership, Sseth vanished beneath the Peaks of Flame. (Some say he was attempting to unleash Dendar the Night Serpent on an unsuspecting world.)
8 4 - C M U I T A N P A N T H E O N : Eshowdow, Sseth
Although the kingdom of serpents quickly disintegrated after his disappearance, Sseth's clergy continued to promote his worship throughout the southern jungles for centuries thereafter. Humans have forged a wide variety of beast cults over the ages, including many which venerated various types of reptiles. Around the time of the Dawn Cataclysm, the nomadic tribes of the Shining Plains began to venerate Varae, a beast cult power associated with snakes. Pureblooded yuan-ti from the ruined lands of Serpentes began to infiltrate the cult after their priests revealed that Varae was simply an aspect of Sseth. (Modern sages speculate that Sseth slew Varae and seized his power in an attempt to extend his influence.) Under the direction of the yuan-ti, who had quickly assumed leadership of the beast cult, veneration of Varae spread as far as Calimshan and the Vilhon Reach. One entire tribe wholly embraced the primacy of serpentkind and migrated north to the Forest of Wyrms and the Serpent Hills, seeking ancient relics of the yuan-ti. These humans unleashed a powerful artifact which transformed them into a race of serpent people. The ophidians, as they came to be called, could pass on their curse to other humans and demihumans by biting them, and they quickly spread throughout the Realms, though they never gained sufficient numbers to challenge the human and demihuman races. Sseth is generally perceived as a lethargic power who has begun to decline into slumber, spending years at a time barely conscious within his snake-infested Abyssal pit. Recent events indicate that he may, at least temporarily, be rising from his torpor to reinvigorate his faithful and plot against the other powers of the Realms. During the Time of Troubles, an avatar of Sseth reappeared in the Black Jungles in the form of a giant, winged, magic-using snake. He roused his clergy from their torpor and challenged them to rebuild their strength in secret in preparation for the rebirth of the nation of Serpentes. Since that time, Sseth's serpentine servitors have embarked on a daring plan of infiltration, assassination, and theft throughout the Realms. Sseth embodies slippery, serpentine, insidious evil that poisons and corrupts all that he comes into contact with. He is patronizing to all except reptilian and draconic races, yet rarely raises his voice above a low, hissing tone. He brooks no disagreement or argument with his pronouncements and tolerates little other than complete success. He is prone to becoming distracted by his involved internal mental processes and plans and so may break off contact suddenly or prove hard to reach by even his most faithful servants at inconvenient moments. He is also inordinately vain about his appearance.
Sseth has a long-standing hatred of Ubtao, Shekinester, and Jazirian, harking back to the ancient fragmentation of the World Serpent and the sauroid race. Sseth has forged an alliance of convenience with Eshowdow to further his struggles with Ubtao. He has also forged an alliance of convenience with Talona, and he is sometimes spoken of as the father or mate of Dendar the Night Serpent. Sseth's A v a t a r (Priest 2 5 , Wizard 2 0 , Fighter 1 8 ) Sseth appears most often as a giant winged snake of green and bronze coloration with yellow slitted eyes flecked with greenish specks. His wings have pale tan webbing, and he normally folds them close to his body when moving on the ground, though he can buffet with them if he halts and rears up. Long ago, as Merrshaulk, Sseth appeared as a vast yuan-ti abomination with a male human head and stubby forearms with a green and yellow scale pattern and rumors hold that he has been seen in that form once since the Time of Troubles. He favors spells from the animal, charm, and plant spheres and the schools of alteration, conjuration/summoning, and enchantment/charm, although he can cast spells from any sphere or school. He rarely uses spells for the abjuration or necromancy schools, to which he seems unusually averse. A C -4; M V 12, Fl 21 (flying snake) or 15, Sw 9 (abomination); HP 162, THACO 3, # A T 3 or 7/2 Dmg 3d4/3d8/3d4+3 (bite, wing buffet, constriction) or ld8+10 (longsword +3, +7 S T R , +2 spec, bonus in scimitar) MR 60%; SZ G (90 feet long) S T R 19, D E X 16, C O N 17, I N T 18, Wis 15, C H A 17 Spells P: 11/10/9/9/9/8/4, W 5/5/5/5/5/4/3/3/2 Saves PPDM 2, RSW 5, PP 4, BW 4, Sp 6 Special Att/Def: I n addition to the rending wounds inflicted by his fanged maw, Sseth's poisonous bite in flying snake form causes 2d8 points of acid damage unless a successful saving throw vs. poison is made, which reduces that damage by half. I n abomination form, he can spit a 5-foot-radius glob of poison once per turn to a maximum range of 40 feet, causing the same sort of damage. The abomination form employs two long swords +3 in battle that he can envenom by licking them, causing identical acid damage as a bite from his flying snake form. He can lick them in one round at a cost of two of his weapon attacks in that round per blade licked.
C H U L T A N P A N T H L ( ) N : Ssethu- 8 5
Like a wyrm, Sseth in his flying snake form can employ both his wings to buffet any opponent along his side. I n addition to the damage inflicted, creatures struck must make a successful Dexterity ability check or be knocked prone. Sseth's flying snake form can constrict targets it successfully hits with its tail. O n a successful constriction attack, the victim is automatically held within Sseth's coils and suffers 3d4+3 points of constriction damage every round until crushed to death or freed. It requires the combined efforts of 100 points of Strength (the victim plus outside help) to extricate someone from Sseth's grasp. Anyone who attempts to free a captive by hacking at Sseth has a 20% chance of striking the victim instead. (Roll normal damage and apply it to the victim.) A t least 25 points of damage must be applied to the Great Snake's form in the immediate vicinity of the victim to force Sseth's coils to relax long enough for the victim to escape. Sseth can only envelop one additional creature per round, but he can hold up to three man-sized victims i n his coils at any one time. Sseth i n either form can mesmerize any creature simply by swaying slowly ( i n the air or on the ground) and steadily staring them down. A n y creature enspelled by his gaze must successfully save vs. paralyzation with a - 4 penalty (Wisdom magical attack adjustment apply) or stand perfectly still, even if attacked. (Obviously, Sseth may not bite—or spit at—a target he has mesmerized and maintain eye contact.) A new saving throw with a cumulative +1 bonus is permitted every round a victim is successfully hurt. I f a v i c t i m never succeeds at a saving throw but is left unharmed, the being snaps out of the daze 2d8 rounds later. In either form, Sseth is immune to poisons and illusion/phantasm spells. I n addition, he can levitate at up to 30 feet per round, and he can cast sticks to snakes six times per day as a special ability. O t h e r M a n i f e s t a i ;ions Sseth typically manifests as the sound of a giant snake slithering through the grass or a sinister hiss echoing i n the gloom. The Great Snake has been known to (infrequently) warn his priests of danger, particularly imminent ambushes, with the sound of a rattlesnake rattle. He also has been known to manifest his pleasure or displeasure by causing jungle vines to animate and entangle beings or even constrict them as if the vines were constrictor snakes. Sseth works through snakes of all sorts, particularly flying snakes (and the undead variety known as deathfangs—see Ruins of Undermountain for details), green and black dragons, lamia nobles, medusa and maedar, shadowdrakes, wraithworms, and the countless species of reptiles that stalk or slither across the Realms. He favors certain priests who have greatly pleased h i m w i t h the discovery of a single scale that can be fashioned into a medium shield +3 or an emerald encased in amber that resembles a great serpentine eye and can be fashioned into a gem of true seeing. The Church CLERGY:
Clerics, specialty priests, crusaders, shamans
CLERGY'S ALIGN.:
CN,
TURN UNDEAD:
C: N O , SP:
No,
Cru:
No,
Sha:
No
CMND. UNDEAD:
C: Yes,
No,
Cru:
No,
Sha:
Yes
NE,
SP:
CE
A l l clerics, crusaders, shamans, and specialty priests of Sseth receive religion (Faerunian) or religion (Chultan) as a bonus nonweapon proficiency, depending on which region they originate from. The clergy of Sseth are known as Ssethssar. Most of Sseth's priests are specialty priests, known as serphidians, but about 20% are clerics and 10% are crusaders who form the military arm of the faith. A few remote human beast cults who venerate Varae and as yet have not been i n f i l trated by yuan-ti purebloods are led by shamans, as are primitive tribes of ophidians. Despite their chaotic behavior, Ssethssar are regimented in a strict hierarchy of titles. I n ascending order, they are Adder, Pit Viper, Asp, Krait, Cobra, Anaconda, Rattler, Boalisk, and Python. Higher ranking priests are known collectively as Elder Serpents, but have unique i n dividual titles revealed to them by Sseth himself. Wizards i n service to the church are known as Heways. The Great Snake often grants flying snakes ("flying fangs") to his wizard and priest followers as familiars or animal companions. He grants deathfangs to those of a necromantic bent. Temples of Sseth are typically dark stone edifices overgrown by the jungle or subterranean caverns befouled by dank, disease-ridden atmospheres. Such temples are lined with countless columns carved with grue-
some depictions of snakes devouring humans and demihumans whole or of humans transforming into snakes. They are totally devoid of stairs in their architecture as ramps and poles serve the yuan-ti and their servants much better. Most temples are honeycombed w i t h tunnels opening into histachii-guarded brood chambers and overrun with serpents of all sorts. The central chapel is always dominated by a massive pit of teeming poisonous serpents which writhe i n endless chorus to their dark god and devour anything that falls into their midst. Dogma: Serpents are the descendants of the original World Serpent, the embodiment of life, and are sacred manifestations of the Great Snake. By embracing Sseth and entwining oneself i n his coils, true wisdom can be achieved and dominion over the Realms realized. Life is about transformation, an evolution through a series of forms toward an embrace of the all-encompassing serpent of the world. The children of Sseth are to reclaim their birthright as they mold their image i n the shadow of the World Serpent. Unceasing, frenetic activity is the province and eventual doom of Prey. Serpents are expected to spend long periods i n torporific contemplation during which they may acquire wisdom and patience. Only after extensive intelligence-gathering on and extended contemplation of a situation are the children of Sseth to act, but when they do act they are to do so decisively and without mercy against the Prey. Day-to»Day Activities: Ssethssar spend their days stalking and hunting their prey, whether it be jungle wildlife or human realms. Many spend their days courting government officials into their ever-widening sphere of corruption. Others breed new varieties of serpents adaptable to hostile climes i n preparation for their eventual conquest of the Realms. A l l are involved i n the slow accumulation of power and knowledge, but they can afford to be patient and act accordingly. H o l y Days/Important Ceremonies: The Sagacious Slumber is a month-long period of hibernation observed by Ssethssar overlapping with Midwinter and much of the month of Alturiak. It is preceded by an obscene revel during which huge amounts of (still-living, rumors hold) food are consumed by the priests and the serpents under their care. Rebellious slaves are sometimes on the menu. Immediately following the Sagacious Slumber is the most sacred holy day among the faithful of Sseth. Known as the Shedding, on this day, Ssethssar shed their snake skin (or ritually shed their clerical raiment if full-blooded humans) during the course of an evil rite involving the sacrifice of at least one sentient being. Ssethssar priests typically follow the Shedding ritual with a burst of energetic activity aimed at extending their power. Major Centers of Worship: The Pit of Vipers is a vast, sprawling, overgrown stronghold built in the Black Jungles on the northwestern shore of the Lapal Sea. The temple is rumored to be connected via a vast network of subterranean tunnels to locations as far south as Mhairhetel, as far north as Lapalgard, and as far west as Delselar. Scores of yuan-ti priests and countless serpents of all varieties stalk the enveloping jungles in search of prey, while a secret army of histachii protect the sacred brood chambers beneath the surface and drill in anticipation of the rebirth of Serpentes. Much of the temple is as yet unexplored by the yuan-ti themselves, as it served as the entire capital city of Serpentes during the time of Sseth. The Shrine of Cowled Serpents was a secret temple and city built beneath the western edge of the Forest of Wyrms by the yuan-ti, but destroyed by a cabal of human mages long ago. Great numbers of snakes still slither and coil in the trees of the forest, but the yuan-ti are believed long destroyed along with a cache of ancient magic. I n recent years, the yuanti wizards of the Coiled Cabal (described below) have explored much of the long-abandoned temple from their nearby stronghold and have magically summoned their distant cousins from the lightless depths back to their ancient home to guard its remaining secrets. Some sages speculate that the legendary Naja Fountain may be found somewhere within the ruined temple's depths. The independent city of Hlondeth along the Vilhon Reach is ruled by the Extaminos family. Shevron Extaminos, the famous forebear of the clan who saved much of the population from the savage assault by the kobolds of the Tattered Cloth legion in 527 DR, was devoted to Ilmater, but morbidly fascinated by snakes. The scions of the Extaminos clan gradually shifted the clan's allegiance to the beast cult of Varae, long active in the Vilhon Reach area. The family interbred with yuan-ti interlopers in the cult over ensuing generations, and in 1020 DR, when the family finally seized power, they were completely under the aegis of their Ssethssar advisors. Today Hlon-
deth's religious life is dominated by the Cathedral of Emerald Scales. This vast chapel is distinguished by hundreds of columns carved to resemble intertwined serpents and topped by a magnificent, semitranslucent dome of glassteekd emerald panes. Countless jaculi guard the structure and numerous trapdoors are said to open beneath the dome onto teeming pits of vipers. Affiliated Orders: The Viper's Fangs is a secretive order of assassins, spies, and thugs made up of yuan-ti purebloods and humans. Members have infiltrated noble houses, trading costers, mercenary companies, government offices, and adventuring bands throughout the Realms. Vipers, as the members refer to themselves, function primarily as information gatherers for the leaders of the yuan-ti nation, but from time to time they dispatch key individuals who might threaten the convoluted plots of Sseth's priesthood. The Coiled Cabal is a highly secretive order of yuan-ti wizards who have slowly improved their skills in the last few centuries. The Cabal w i l l do anything to keep its existence a secret, and few yuan-ti commoners are even aware that a few rare members of their race have developed sorcerous powers. The organization is composed of yuan-ti abominations, halfbreeds, and purebloods and is based i n a secret stronghold i n the depths of the Forest of Wyrms near the village of Serpent's Cowl. Most wizards of the Cabal are between 9 t h and 16th level. Each member has half a dozen apprentices of 1st through 6th levels. The organization is building its strength for the day that the yuan-ti nation emerges from hiding and reclaims its preeminent position i n the Realms. Priestly Vestments: Ssethssar garb themselves i n vestments woven from giant snake skins treated after they are shed to prevent desiccation. Lower-ranking priests wear snakeskin coifs on their heads, while highranking priests cover their heads i n giant cobra cowls. The ceremonial garb of all priests of the Great Snake provides protection equivalent to leather armor, though it is sometimes enchanted to greater effectiveness through secret rituals. Adventuring Garb: If they wear any armor at all besides their ceremonial raiment, Ssethssar wear only scale mail fashioned to resemble the scales of a snake and tinted i n a pattern common to one of Faerun's serpent species. Shields are made from the treated shed skins of giant snakes wrapped over an iron wood core. Specialty Priests (St phiiJiaus) Dexterity 12, Wisdom 14 Dexterity, Wisdom PRIME REQ.: CN.CE ALIGNMENT: Any WEAPONS: REQUIREMENTS:
ARMOR: M A J O R SPHERES: M I N O R SPHERES: M A G I C A L ITEMS: REQ. PROFS: B O N U S PROFS:
Scale mail and shield A l l , animal, charm, combat, divination, healing (reversed forms favored), plant Chaos, elemental (air, earth, and water only), guardian, protection, sun, summoning, thought Same as clerics Ancient history (the Age of Serpentes), astrology, modem languages (yuan-ti) Blindfighting, disguise
Serphidians may be humans, ophidians, spirit nagas, or yuan-ti (abominations, half-breeds, or purebloods, but not histachii). Serphidians may not be of any other race unless it is at least partially reptilian. A l l serphidians gain slitted pupils, like those of certain snakes, upon entering the priesthood. They may use magic to disguise them, but true seeing and similar spells and abilities reveal them. Serphidians are immune to all forms of snake venom, as well as any other reptile poison. A t 3rd level, serphidians gain the ability to speak with reptiles (as the lst-level priest spell speak with animals, but only affecting reptiles) once per day for every three levels of experience. Serphidians can cast sleep (as the lst-level wizard spell) once a day. A t 5th level, serphidians can cast sticks to snakes (as the 3rd-level priest spell), once per day for every five levels of experience. The snakes they create are always poisonous. A t 5th level, serphidians become immune to all poisons. A t 7th level, serphidians can cast snake skin (as the 4th-level priest spell) once per day. A t 10th level, serphidians can cast animal summoning 11 (as the 5thlevel priest spell) three times per tenday. They can use this ability to
summon only reptiles (not including dinosaurs i n Chult), and if they successfully summon snakes, they can summon twice the normal number of animals. • A t 13th level, serphidians can cast vipergout (as the 7th-level wizard spell) once per day. • A t 15th level, serphidians can shapechange into the form of an amphisbaena, a boalisk, or a giant constrictor snake. Serphidians are restricted to these three forms, which they may each assume once a day. This ability is. similar to the druidtc shapechange ability in all other ways. Ssel hssar Spelis 1st L e v e l Snake Charm (Pr 1; Enchantment/Charm) Sphere: Charm Range: 10 yards Components: S Duration: Special Casting Time: 1 Area of Effect: One creature Saving Throw: Neg. By staring into a creature's eyes and swaying his or her head back and forth slightly, the caster of this spell can hypnotize one creature. The target is entitled to a saving throw vs. spell. If the target succeeds, the spell has no effect. If the target fails, i t falls under the effects of the snake charm. While entranced by the snake charm, the victim simply stares at the spellcaster and cannot perform any other action. The spell effect ends immediately if the spellcaster performs any other action except moving at no more than half normal movement rate or if the victim is physically shaken or attacked i n any manner. A snake charm is not a particularly deep enchantment, hence a victim can respond to any attack i n the same round, although victims always attack last and can perform only a single action if normally allowed multiple actions. Note that this spell has no effect on undead creatures of any sort. 3rd Level Venom of Varae (Pr 3; Alteration) Sphere: Necromantic Range: 0 Components: VS,M Duration: Special Casting Time: 6 Area of Effect: 30 feet Saving Throw: Neg. This spell empowers the spellcaster to expectorate a glob of snake venom. For purposes of d e t e r m i n i n g the success of this attack, the priest's T H A C O is equivalent to a warrior of the same level. The venom can be held i n the priest's mouth indefinitely, but the spell is wasted and the venom lost (without any harmful effect on the spellcaster) if the priest swallows, attempts to talk, or otherwise opens his or her mouth. Note that contact with the venom does not harm the caster if the venom is used as part of this spell. A n y victim struck by this powerful contact poison (Type M ) must immediately make a saving throw vs. poison with a - 4 penalty. If successful, the victim suffers 5 points of damage. If the saving throw is failed, the victim suffers 20 points of damage. The onset time is 1 round. The material components for this spell are a small vial of any sort of snake venom, which is poured into the spellcaster's mouth during the incantation, and the priest's holy symbol. 4th Level Histachii Brew (Pr 4; Alteration) Animal, Creation Sphere: Range: Touch Components: V,S,M Duration: Special Casting Time: 1 round Area of Effect: One specially-prepared brew Saving Throw: Special
C H U L T A N P A N T H E O N : Ssel,!,.- 8 7
This incantation enchants a brew of yuan-ti venom mixed w i t h certain herbs and roots. The resulting broth transforms any human who ingests it into a histachii i n ld6+6 days if the imbiber fails a saving throw vs. poison with a - 4 penalty. If the saving throw is successful, the victim immediately lapses into a coma; death follows i n one hour unless the victim is revived w i t h a slow poison or neutralize poison spell. The transformation can be prevented following a failed saving throw by the application of neutralize poison, dispel magic, remove curse, and heal spells, i n that order. The victim permanently loses 1 point of Intelligence. A wish or limited wish spell reverses the transformation with no loss of Intelligence. Once the transformation is complete, only a wish spell can restore the victims to their former selves. Nonhumans who drink histachii brew must also make a saving throw vs. poison with a - 4 penalty. If the saving throw is successful, the nonhuman becomes violently ill and is unable to take any action for ld4 turns. If the saving throw fails, the nonhuman becomes comatose and dies in l d 4 + l rounds. The distillation maintains its potency for one hour, plus three turns per level of the Ssethssar who created it, before losing its enchantment. The unenchanted histachii brew makes those who consume it ill for ld3 rounds if a saving throw vs. poison is failed, but otherwise has no effect. The material component for this spell is a liquid mixture of distilled herbs, roots, and yuan-ti venom in a small flask. The distillate is not consumed in the casting. Snake S k i n (Pr 4; Alteration) Sphere: Animal Range: 0 Components: V,S,M Duration: 1 hour/level Casting Time: 7 Area of Effect: The spellcaster Saving Throw: None This spell enables spellcasters to shapechange into any species of constrictor, giant constrictor, poisonous snake, giant poisonous snake, spitting snake, or jaculi (as detailed in the M O N S T R O U S M A N U A L tome). For the duration of the spell, casters can assume a new snake form once per round or revert to their original forms. The spell is immediately ended when a spellcaster returns to his or her original form. Upon first assuming a snake form and upon returning to their original forms, the casters heal I d 6 x l 0 % of all damage they have suffered (round fractions down). (Priests are not healed every time they assume a new snake form, only the first time.) While in the form of a snake, casters of snake skin take on all of that serpent's characteristics: its movement rate and abilities, its Armor Class, number of attacks, damage per attack, and any special abilities. The caster's clothing (if any) and one item held in each hand also become part of the new body; these reappear when a spellcaster resumes his or her normal shape. The items cannot be used while casters of snake skin are in serpent form. In the final transformation back from snake form casting priests shed their snake forms' skins. Discarded skins do not vanish with the termination of the spell. A discarded skin can be used or treated as any other snake skin of the corresponding species. The material component of this spell is a small piece of desiccated skin shed by any serpent.
Ubta o
(C "reutor < >! C "hull;, I o u n d c r o l M c / n >, h i f h e r o f t h e I )in< isaurs) Greater Power of the Outlands and the Beastlands, N PORTFOLIO: Creation, the labyrinth of life, jungles, the Jungles of Chult, the Tabaxi, dinosaurs None ALIASES: DOMAIN NAME: Outlands/The Labyrinth of Life and Krigala/The Forbidden Plateau None SUPERIOR: ALLIES: Thard Harr FOES: Eshowdow, Sseth SYMBOL: A maze WOR. ALIGN.: Any
8 8 v C l j U L T A N ( V W ' T I II X ) N : S s o t h , U b t a o
F
M e z r o a n d its M a k e r
rom The Eternal Life of Mezro by King Osaw I, Ruler of Mezro, Negus Negusti, and Bara of Ubtao, called "the Wise" by his beloved subjects: There is no exaggeration in the bold claim that Ubtao founded Mezro. The great god of the Tabaxi built the core of the city himself the temple and amphitheater risingfirstfrom the chaos of the jungle. Mezro was to be the place where all the people of Chult could learn how to pass through the maze of life, how to best reach the heart of all, and how to discover the true nature of the world. It became that. Yet Mezro also became a place where thieves and charlatans preyed upon pilgrims, where men and women and children came to beg Ubtao's help with the most insignificant of problems. Ubtao created the barae to help him deal with those distractions, to resolve the petty demands of the throng. The seven barae were chosen from the citizens of Mezro and gifted with special powers. Over time, the barae became the rulers and defenders of the city, as well, but that was after Ubtao left the Tabaxi to find their own way in the world. For it is also true the Tabaxi tried to make Ubtao a household god, a god who had to prove his worth by healing old men's achingjoints, by settling arguments over the ownership of goats, by proving each and every day that his power could be used to make life easy. But Ubtao, who created the labyrinth that is this earthly world, made the Tabaxi to live there. He stayed in Mezro to teach them how to best pass through the maze, but he would not destroy the everyday trials that were its walls. Finally there came a day when Ubtao said, "If the people wish to cry and complain rather than listen to my wisdom, then so be it. I will leave them to wander the maze of life without my guidance." Then he returned to his home in the sky and refused to speak to his people again while they were mortal. And that is why a Tabaxi must die before he may meet his maker. Ubtao (Oob-TAY-oh) is the primary power worshiped by the Tabaxi, the predominant human tribe i n the i Jungles of Chult. Although he is considered the leader of the Chultan pantheon, such a description is misI leading since in a sense he is the only power i n the i Chultan pantheon. The multitude of nature spirits and the essence of the Chultan jungles are simply aspects of him. The dinosaurs of Chult are universally held by the Tabaxi to be the Children of Ubtao, but they lack sufficient sentience to venerate him in any meaningful fashion. Ubtao is commonly depicted as a powerfully built Tabaxi male of indeterminate age. He has distant eyes and skin the dark brown color of fertile earth, closely cropped black hair, and a neatly trimmed goatee. He is endlessly patient and rarely emotional. Ubtao maintains a palpable emotional distance from both mortals and other powers, and he seems to stand aloof from the daily doings of the world and his followers. In truth, the very act of creating Chult divorced Ubtao from the inhabitants of his creation. Ubtao bridges that chasm by manifesting as both a varied host of spirits and as .the essence of the local jungle, but this absorbs a large fraction of his being, leaving him little time to directly interact with his followers. This splintering of Ubtao's being has also had the unexpected result of freeing his dark, primeval essence. This "shadow of Ubtao" has coalesced into a separate being, Eshowdow the Shadow Giant, who strives to nullify everything Ubtao has wrought. Ubtao is incapable of perceiving Eshowdow and hence is relatively powerless to protect his followers from the Shadow Giant's machinations. (Though he cannot perceive Eshowdow, he is diametrically opposed to his ideals and actions, thus Eshowdow is listed as one of his enemies.) The Peaks of Flame are a chain of three volcanoes which dominate the southern part of Chult. Beneath one of these volcanoes stands a gigantic iron door that leads directly to the Realm of the Dead. It is said that Dendar the Night Serpent—she who gorges herself on all the unremembered nightmares in the Realms—will break down this door when the doom of the world finally arrives. From beneath the volcano she will slither forth to swallow up the sun. Ubtao long ago agreed to stand guard against the day she finally appears on Abeir-Toril in exchange for dominion over the humans of the Chultan peninsula. It is said that if Ubtao defeats the Night Serpent, the world will be saved from total annihilation. Because of this ancient pact, members of the Faerunian pantheon have never tried to extend their dominion into Ubtao's fiefdom.
Ubtao maintains a cordial relationship with Thard Harr, Lord of the Jungle Deeps, who protects the wild dwarves who also inhabit the steaming Jungles of Chult. Together, Ubtao and Thard Harr ally against Sseth the Great Snake and his yuan-ti interlopers who seek to subvert or enslave their followers, the Tabaxi and the wild dwarves. Ubtao's primary domain i n the Outer Planes is a labyrinthine jungle teeming with life in the Outlands. However, because he is very fond of his dinosaur children, he also maintains a realm in the Beastlands on the Forbidden Plateau. When he is troubled or wishes to withdraw from the cares imposed on him by his human followers, he retreats to the Plateau to roam it as a gigantic tyrannosaurus rex. I n fact, during the Time of Troubles, Ubtao stalked the length and breadth of Chult i n the shape of a tyrannosaurus rex. He is said to have battled to a draw w i t h Sseth the Great Snake in a great battle on the eastern edge of the jungle. Since the coming of the avatars, Ubtao has increased his interest i n his followers and strengthened the ranks of his clergy. Ubtao's A v a t a r (Cleric 3 5 , D r u i d 3 5 , Fighter 3 3 , Mage 2 5 ) Ubtao appears most commonly as a gigantic tyrannosaurus rex, more than twice the size of the largest known representative of the species. He favors spells from the spheres of all, animal, combat, divination, elemental, plant, protection, sun, thought, and time and the schools of abjuration, invocation/evocation, and divination, although he can cast spells from any sphere or school. A C -6; M V 15; HP 227, T H A C O -10; # A T 3+special Dmg 2d6/2d6/10d8(claw/claw/bite) MR 90%; SZ G (100 feet long, 40 feet high) S T R 23, D E X 18, C O N 21, I N T 23, Wis 25, C H A 19 Spells P: 15/14/13/13/13/13/10, W: 5/5/5/5/5/5/5/5/4 Saves PPDM 2, RSW 3, PP 5, BW 7, Sp 4 Special Att/Def: Ubtao has the quickness and strength of one of the deadliest beasts on the Chultan peninsula combined with the intelligence of a deity and the cunning of a brilliant tactician thoroughly at home i n the jungle. His fore claws, although small, are still powerful enough to tear a man to shreds. I n addition to the damage inflicted by his terrible bite, Ubtao can engulf large-sized or smaller creatures on a natural attack roll of 17 or better, instantly killing any creature so engulfed. Ubtao can smash any creature on his flanks or to his rear with his powerful tail for 4d8 points of damage. I n addition, any creature struck by his tail must make a successful saving throw vs. petrification or be stunned for 2d6+2 rounds. Creatures who meets Ubtao's gaze must make a successful saving throw vs. spell or suffer the effects of an entangle spell provided there is any sort of vegetation to entangle them; otherwise, they are simply slowed. Any dinosaur within 1 mile of Ubtao obeys his every command, communicated telepathically. Ubtao is immune to all spells from the spheres of animal, charm, and plant, and from the schools of enchantment/charm and conj uration/summoning. O t h e r M a n ifest a t i o n s I n the past, Ubtao manifested his presence indirectly much more frequently than having any avatar appear, though even so, his appearances were sporadic and his messages open to a wide range of interpretations. Sometimes a vision of his placid face, that of a Tabaxi male of indeterminate age, would be witnessed as a warning or an omen or a blessing. Since it never spoke, it was difficult for the Tabaxi to determine which the image was without further divinations. Since the Time of Troubles, Ubtao has already manifested on at least three occasions i n the form of a thunderous roar similar i n volume and effect to the sound that would be created if every dinosaur in Chult bellowed at once. Ubtao manifests aspects of his being in the form of the essence of the Chultan jungle and as the vast host of spirits that inhabit the land. Ubtao is served by the Children of Ubtao, as the dinosaurs who stalk Chult are commonly known, and he often acts through them. The C h u r c h CLERGY: CLERGY'S ALIGN.: TURN UNDEAD: CMND. UNDEAD:
Specialty priests, druids, shamans Any
SP: Yes, D: No, Sha: Yes, if good or neutral SP: No, D: No, Sha: Yes, if evil
A l l specialty priests, druids, and shamans of U b t a o receive religion (Chultan) as a bonus nonweapon proficiency. Unlike those of most faiths on T o r i l , the clergy of Ubtao do not number any clerics among their ranks. Many Tabaxi venerate Ubtao. These people believe that Ubtao created the jungle and all the humans and animals that populate this hot, green microcosm. Ubtao also raised the holy city of Mezro from the jungle with his own hands and resided there for a time—until the people drove him into the heavens with their nagging demands. Ubtao watches over the world with disinterest, letting women and men go about their lives without any interference. He demands no formal worship, but in return offers little divine guidance. Three main religions have evolved i n Chult, and they bear little resemblance to the pantheistic faiths so elsewhere i n Faerun. A l l three religions venerate aspects of Ubtao, whether their faithful recognize that fact or not. Jungle druids worship the essence of the jungle created by Ubtao. Shamans of the Tabaxi, known as spiritlords, venerate the myriad spirits of the dead, of animals, and of nature, a l l of w h i c h are fragments of Ubtao's greater being. Mazewalkers, a type of specialty priest, venerate Ubtao directly as the Creator of Chult, the Father of the Dinosaurs, and the Founder of the great city of Mezro. I n larger clans, priests of two or even all three of these religions can coexist, though more often than not such diversity of opinion is the sign a clan has grown too large and is about to split into smaller units. O n a day-to-day basis, jungle druids get along w i t h mazewalkers and w i t h shamans of the spirit world, known as spiritlords, while the spiritlords and mazewalkers tend to disagree on things sacred rather vehemently and, quite often, violently. Still, while most tribes contain a priest from only one of the three main religions, the average Tabaxi practices a hybrid form of worship combining all three. Throughout the jungles of Chult, priests of all three religions are equally common, but mazewalkers make up a slight majority of priests in Mezro while jungle druids and spiritlords dominate in the more remote regions of the Chultan peninsula. Priests of Ubtao of all varieties eschew formal titles aside from their profession, though affectionate titles of respect are sometimes given them by their clans. The only true temple of Ubtao is k n o w n simply as the Temple of Ubtao or the Maze of Life, and it dominates the city of Mezro. Members of and clergy from all three faiths may worship there. The temple does not hold any organized services, though impromptu ones may be organized among those present at the temple or groups may independently request that a time or day be held open for their use. Ubtaoans and Ubtaoan clergy are very tolerant of other faiths, allowing them to be practiced i n peace i n Chult and even in the holy city of Mezro, as long as their practitioners do not attempt to forcibly convert fellow Ubtaoans. Due to the agreement between the Faerunian and M u l horandi pantheons and Ubtao, clergy of other pantheons who attempt to establish more than temporary shrines i n Chult will be discouraged from doing so by their deities (at first through visions and then through more heavy-handed methods, such as the cessation of spell granting and special powers). D o g m a : The Tabaxi believe that Ubtao created the jungle as a sort of test for his people, a maze for them to pass through on their way to a heavenly afterlife. They also believe that each life can be represented as a maze. When worshipers of Ubtao die, they are called before their maker and told to draw the mazes that represent their own lives. If they are successful in doing this, they are invited into Ubtao's home. If they fail, they come back to the world as a ghost or ghoul to wander the night. As children, these Tabaxi learn the rudiments of their personal maze, and it is up to their teachers or elders to help them add to the maze as they grow older. A l l Tabaxi who worship Ubtao practice drawing their maze constantly, often doodling the pattern idly in the dirt during conversations, when they are deep in thought, or when they are preoccupied with worry or planning. Mazewalkers, as true priests of Ubtao, also look upon the world as a maze through which people must pass in order to reach an eternal reward. They are passionate in their devotion to helping others overcome the trials of mundane existence, but can sometimes place more reliance upon hope than action. W h i l e worshipers of Ubtao see only one deity i n the world, many Tabaxi recognize hundreds of spirits and elemental powers that control their world. These spirit-worshipers may agree that Ubtao created the jungle, but they firmly believe that the many supernatural beings around
them control the day-to-day operation of reality and thus merit appeasement and worship. I n fact, the spirits of the jungle are a l l aspects of Ubtao, so those who choose to venerate the spirits instead of Ubtao are worshiping the Founder of Mezro nonetheless. Just as there are Tabaxi who see the hand of Ubtao or the workings of the spirit world in everything they experience, there are priests who worship the jungle itself. These jungle druids serve a special place i n Tabaxi life, siding with neither the spiritlords nor the Ubtao-worshipers i n the debate over the nature of the world. However, like the spirit worshipers, those Tabaxi who worship the jungle are simply venerating Ubtao's selfvested creation and hence the Creator of Chult. In Chult, dinosaurs are often referred to as the Children of Ubtao. (It should also be noted that C h u l t a n dinosaurs are warm-blooded.) The monstrous lizards, unlike humans, demanded nothing of the creator god once they were placed i n the jungle, so some of the faithful consider them the favored creation of Ubtao. As such, they are seen as agents of fate. If a hunter kills many dinosaurs, the clan, understands his or her success to be merely a reflection of his or her place in Ubtao's heart. If a woman or man is killed by an allosaurus or pteradon, it is because she or he did something to upset the natural order. In other words, the victims only got what they deserved.
for a donation to the church; anyone acting i n Ubtao's name or on any errand for the city is healed free of charge. Transients attempting to sleep in the temple w i l l be removed, kindly but firmly, by a city patrol. Due to the divine origin of the temple, scrying magic does not reveal the location of objects or people once they enter. Affiliated Orders: The barae of Mezro are seven men and women, mighty champions of Ubtao, chosen by their god to defend the holy city of Mezro. They live forever; their wisdom and faith shield them from old age and sickness. However, they can be murdered or lose their lives on the battlefield. I n return for everlasting life, they must protect Mezro from all harm. If a bara is killed, another is selected by Ubtao to replace h i m or her. That is the only time a mortal may enter the barado, a special location i n the great Temple of Ubtao. The bara test is deceptively simple and centers around the Tabaxi belief that each individual's life can be represented as a maze. I f the supplicant correctly completes the maze of his or her life, Ubtao grants the new bara a fantastic power to be used i n service to Mezro. (The individual special powers of each bara are described i n The Jungles of Chult.) I f the supplicant fails, she or he is carried off into the afterlife. The women and men who become bara are sworn to secrecy about the nature of Ubtao's test.
Day»to»Day Activities: Mazewalkers see to the general spiritual welfare of the clan, while trying to prepare the Tabaxi for their trek through the maze of life. They teach children and adults the history and lore of the Tabaxi peoples, provide council about important life decisions, such as marriage, and attempt to mediate interclan and intraclan disputes, and help teach and uphold the law of Mezro, where they are predominant. (Mezroan law, w i t h rare exceptions, mirrors the codes found i n other lands ruled by lawful good peoples.) Spiritlords seek to smooth their clan's passage through the spiritinfested world. They live to insure the clan does not offend an ancient ancestor or elemental power by missing a ritual or a sacrifice. They can also coax favors and knowledge from the capricious and jealous spirits. Jungle druids attempt to get the scattered clans to learn how best to fit into the web of jungle life. They are often cast in the role of clan healer, and also accumulate and pass on knowledge about animals, animal behavior (including that of dinosaurs), and plants to the Tabaxi. Jungle druids are often the trainers of the few domestic animals that the Tabaxi keep. I t is not unusual for clans to have a jungle druid or two i n their ranks, even if they officially venerate either Ubtao or the spirits. Holy Days/Important Ceremonies: Most Tabaxi consider themselves religious, though they show it in ways that astound travelers from other parts of the Realms. There are seemingly scores of Tabaxi sacred ceremonies and holy days, many of them particular to ancestors that have passed on, the time of year, the location the Tabaxi are going to hunt at, move to, or pass through next, or necessary before performing certain activities, such as hunting a certain animal or burying the dead. Yet when their small, moveable stone altars are not being used for these ceremonies, the Tabaxi treat them as if they were just another rock.
The powers of the barae often dwarf those obtainable by mortals, and (until they are slain) their lives can span thousands of years. Many of the scattered clans of rural Tabaxi worship the barae as intercessors w i t h mighty Ubtao (similar i n station to the saints of some faiths or to the proxies of the powers i n the P L A N E S C A P E ® campaign setting). Many clans can trace their roots back to one or more of the seven paladins first chosen by Ubtao to protect holy Mezro. The barae live for the defense of Mezro. If the city were utterly destroyed, they would crumble to dust. W h i l e the city thrives, they are graced w i t h a number of special abilities. I n addition to their unique, fantastic powers and any powers that derive from any character classes to which they belong, the barae have the following special abilities:
Major C e n t e r s of Worship: T h e Maze of Life, the preeminent temple of Ubtao in Chult, is the heart of Mezro. Created by Ubtao almost 4,000 years ago, the temple has withstood assaults by the Batiri (goblins), dinosaurs, and worse. The temple stands at the center of a broad circular plaza paved with cobblestones. Nine stories tall, the temple boasts flying buttresses, rows of stained glass windows, and a glittering dome of pure gold. It also appears to have but a single wall; from whatever angle the temple is seen, the view is exactly the same. The temple walls are built of interlocking triangles of crystal. Anyone looking directly into the crystals must save vs. spell or become entranced. Visions of what the ensorcelled person wants most i n life will appear seductively before his eyes until he is physically forced to look away from the crystals. Only one door leads into the temple, past which lies a long hallway, lined with pillars and statues on both sides. This is the Hall of Champions, where the past barae of Ubtao are immortalized i n glossy black stone. (See below under Affiliated Orders for information on the barae.) A darkened archway stands at the far end of the hall. This portal opens on to every room in the huge temple. To reach a specific location, people need only think of that location as they pass under the arch. Those who blunder through the arch without a specific destination in mind appear in a random location in the temple. (See FRM1 The Jungles of Chult adventure/accessory for more information on the temple.) A l l citizens and travelers i n Mezro are welcome i n the temple of Ubtao all hours of the day or night. Healing magic can be obtained there
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Barae gain a +3 bonus to all saving throws. This becomes a +4 bonus while they are within the city of Mezro. Barae can detect evil at will i n a 100-foot radius. Barae regenerate 2 h i t points per turn. Barae can cast command (as the lst-level priest spell) twice per day. Barae can cast any of the following once per day while they are inside the Temple of Ubtao (at 15th level of use): cure blindness or deafness, cure disease, cure critical wounds, true seeing, forbiddance, and restoration.
Priestly Vestments: Mazewalkers favor loose-fitting tobes (TOEbays) that are comfortable in the ever-present humidity. During worship ceremonies they adorn themselves with intricate designs painted around the eyes and tabards carved from wood and painted with intricate mazes. Spiritlords wear simple loincloths, even if the rest of the tribe favors tobes, and sometime wear decorative overskirts made of long, furred animal tails. They adorn themselves with necklaces of animal and dinosaur fetishes and carry intricate masks carved from ironwood, which play a central role in their rituals. Jungle druids wear the garb common to their clans, but often decorate their garb w i t h symbols or pictures of animals and dinosaurs. Mazewalkers and jungle druids usually wear a small depiction of a maze made of gold, silver, or (more typically) carved semiprecious stone, ivory, or bone as a holy symbol. Spiritlords' masks function as their holy symbols. Adventuring Garb: Mazewalkers, jungle druids, and spiritlords employ varieties of weapons, armor, and shields common to the Tabaxi of Chult. The most common weapons employed by Tabaxi priests are a type of spear known as the yklwa and a type of club known as the kerrie. The yklwa is a short stabbing spear about 4 feet i n length w i t h a swordlike blade about 18 inches long (Weight 4, Size M , Type P, Speed Factor 5, Damage Id8/ldl0, ROF 1, Range 1/2/3). The kerrie is a hardwood (typically ironwood) club with a long straight haft and a head that resembles a slightly flattened ball (Weight 4, Size M , Type B, Speed Factor 6, Damage 2d3/ld4+l, ROF 1, Range 1/2/3). The knob may be faceted, and it can vary i n size from that of a fist to much larger. The kerrie can be thrown w i t h surprising accuracy. Other weapons commonly employed include short-handled hand axes, daggers, short swords, scimitars, long bows, and hunting spears. High-ranking priests wear breastplates and helmets of dinosaur hide that provide an effective A C 7, but i n general, the most common form of armor is the hlang—an oval-shaped shield 2 feet wide and 4 to 6 feet
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tall. To make i t , the hide of either a dinosaur or other animal is hung upon a frame of sticks. The hide can be detached and rolled up for use as a chair i n camp, and the frame folded for easy storage. The Tabaxi are very proficient i n the use of the shield, and the shield proficiency is available to priests of Ubtao at a cost of one weapon proficiency slot. A 4-foot-long hlang counts as a medium shield; larger hlangs count as body shields. Shield proficiency is identical to the shield nonweapon proficiency detailed i n P L A Y E R ' S O P T I O N : Combat & Tactics and repeated below. This supersedes the description found i n the Jungles of Chult: Shield Proficiency: By means of this proficiency, characters become more skilled i n the use of their shield. The extra protection conferred by a shield varies by the exact type the character becomes proficient i n . Normally shields can only be used against enemies i n the character's front spaces or i n the flank spaces on the character's shield side. The number of attackers in the table below is the maximum number of times the shield bonus can be used i n a single round by the character.
Specialty Priests ( M a z e w a l k e r s ) REQUIREMENTS: PRIME REQ.: ALIGNMENT: WEAPONS: ARMOR: MAJOR SPHERES: M I N O R SPHERES: M A G I C A L ITEMS: REQ. PROFS: B O N U S PROFS:
• Shield Type Buckler Small Medium Body
Normal A C Bonus +1 +1 +1 + 1/+2 vs. missiles
Proficient A C Bonus +1 +2 +2 +3/+4 vs. missiles
Number of Attackers 1 2 2 4
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S p e c i a l t y Priests (Jungle D r u i d s ) REQUIREMENTS: PRIME REQ.: ALIGNMENT: WEAPONS: ARMOR:
MAJOR SPHERES: M I N O R SPHERES: M A G I C A L ITEMS: REQ. PROFS: BONUS PROFS:
Wisdom 12, Charisma 15 Wisdom, Charisma N Blowgun, club, dart, dagger, kerrie, scimitar, spear, yklwa Padded, leather, or hide armor (typically dinosaur hide) and wooden or hide (typically dinosaur hide) nonmetallic shield A l l , animal, elemental, healing, plant, travelers, weather Charm, combat, divination, protection Same as druid Animal lore, dinosaur lore, herbalism Healing, survival (jungle), modern languages (pick one from: aarakocra, aldani, bullywug, dwarf, goblin, lizard man (and its dialect, ptera-man), locathah, muckdweller, sahuagin, troglodyte, Tabaxi, yuan-ti)
The abilities and restrictions of jungle druids, aside from the changes noted above and below, are summarized i n the Player's Handbook. • Jungle druids must take the dinosaur lore nonweapon proficiency at 1st level. It allows the character, through dinosaur observation, to know how dangerous the dinosaur is; whether it is hungry, protecting its young, or defending a nearby den; the location of a nearby watering hole, predator, prey, or impending danger; to imitate the calls of dinosaurs within his or her volume range; and to gain an advantage (a bonus) i n setting snares and traps for hunting dinosaurs. Dinosaur lore works similar to the animal lore nonweapon proficiency; merely substitute "dinosaur" for "animal" i n the Player's Handbook description. When checking their dinosaur lore knowledge, jungle druids make an Intelligence ability check with a +3 bonus. • Jungle druids may pass through overgrown areas, such as thick jungle, without leaving a trail and at full movement rate from 1st level. • Jungle druids learn the languages of tropical forest and swamp creatures (from the list given above), gaining one extra nonweapon proficiency slot for this purpose every three levels (at 3rd, 6th, etc.). • A t 7th level, jungle druids can shapechange into a normal (not giant) reptile or a small Chultan dinosaur, a bird, or a mammal up to three times per day. Each animal form (reptile or dinosaur, bird, or mammal) can be used only once per day. Jungle druids can choose from only those animals that make their normal habitat within the Jungles of Chult. I n other ways, j u n g l e druids obey the same r e s t r i c t i o n s on t h e i r shapechanging abilities that standard druids do.
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Intelligence 13, Wisdom 12 Intelligence, Wisdom Any
A l l bludgeoning weapons (wholly type B ) Any
A l l , animal, charm, combat, divination, healing, plant, protection, thought Creation, elemental, guardian, necromantic, sun, time, weather Same as clerics Ancient history (Chult), direction sense, modern languages (Tabaxi) Survival (jungle), singing, reading/writing (Thorass)
Mazewalkers are all human and all Tabaxi. Though no preclusions exist against other races becoming mazewalkers, those races not common in Chult would never be accepted into the faith without literal divine intervention. Because the walking dead are especially loathsome to Ubtao, mazewalkers turn undead as if they were clerics three levels higher than their actual level. Mazewalkers can never get lost while inside the borders of Chult. Mazewalkers may select nonweapon proficiencies from the general, priest, wizard, fighter, or rogue groups with no crossover penalty. Mazewalkers also receive two bonus nonweapon proficiency slots at 1st level and double the normal number of additional nonweapon proficiency slots at the levels when they would normal receive additional slots. They are expected to pursue many languages and diverse skills, as is appropriate to clergy members who must guide many people on their own paths and understand the beauty of diversity. Mazewalkers can cast analyze balance (as the lst-level priest spell) once per day. Mazewalkers are immune to the effects of the 8th-level wizard spell maze. A t 3rd level, mazewalkers become immune to the 4th-level wizard spell confusion, the 8th-level wizard spell maze, and other similar incantations and effects that may cause one to wander aimlessly or lose one's way. A t 4th level, mazewalkers can cast mind read (as the 2nd-level priest spell) once per day. A t 5th level, mazewalkers can cast memory read (as the 3rd-level priest spell) or addition (as the 4th-level priest spell) once per day. A t 7th level, mazewalkers can cast genius or fire purge (as the 4th-level priest spells) once per day. A t 10th level, mazewalkers can cast find the path (as the 6th-level priest spell) or call dinosaur once per day. A t 15th level, mazewalkers can cast mind tracker (as the 7th-level priest spell) once per day.
Specialty iYies! \ ( labaxi Shamans) REQUIREMENTS: PRIME REQ.:
Constitution 12, Wisdom 12, Charisma 12 Wisdom, Charisma
ALIGNMENT:
LG,
WEAPONS:
Club, kerrie, spear, yklwa Hide armor (dinosaur hide) and hlang A l l , animal, elemental, healing, plant, protection, summoning, sun, weather Combat, divination, necromantic, travelers, wards Same as clerics Herbalism, local history Artistic ability (woodcarving), survival (jungle)
ARMOR: MAJOR SPHERES: M I N O R SPHERES: M A G I C A L ITEMS: REQ. PROFS: BONUS PROFS:
LN,
LE
The abilities and restrictions of shamans of Ubtao, commonly known as spiritlords, aside from the changes noted above and later i n this section, are summarized i n the discussion of the shaman character class i n P L A Y E R ' S O P T I O N : Spells & Magic and in Faiths & Avatars. •
Spiritlords are all human and all Tabaxi. Though no preclusions exist against other races becoming spiritlords, those races not common in Chult would never be accepted into the faith without literal divine intervention. • Spiritlords communicate with their first spirit ally or guide in a slightly different form than most shamans. Upon becoming a spiritlord, these
shamans carve themselves a special mask to represent their contact with the spirit world. This mask becomes the home of the first minor spirit the spiritlord calls, which must be a spirit of the dead or an animal spirit. Thereafter, the shaman does not need to perform the normal summoning ceremony with the spirit of the mask as that spirit is always present. (It is still necessary to perform summoning ceremonies with other spirits the spiritlord has established contact with, but the chance for calling other spirits is not impacted by whether or not the spirit of the mask has assisted the spiritlord on any particular day.) Upon first summoning a spirit of the mask, spiritlords choose one lst-level priest spell (from the spheres they have access to) that their mask spirits can cast once per day, The spirit of the mask cannot cast the spells normally available to a minor spirit of its type, but it does gain additional spells that i t can cast once per day, selected by the spiritlord. A t 4th level, spiritlords can select an additional priest spell from the spheres available to them of 2nd level or less for their mask spirit to cast once per day. Every three additional levels ( i n other words, at 7th, 10th, etc.), spiritlords can select an additional priest spell from the spheres available to them of 3rd level or less for their mask spirit to cast once per day. Each mask spirit is considered to have an Intelligence of 13, 10 hit points plus 1 hit point per level of the spiritlord, an A C of 4 (for purposes of called shots only), and a bond with its spiritlord similar to that between a familiar and a wizard. If the mask is separated from the spiritlord for 10 days or is destroyed, the link between the mask and the spirit is permanently broken, and the spiritlord suffers two severe penalties: an immediate loss of 10 hit points that cannot be recovered through healing and the loss of the ability to cast one spell of the corresponding level for each spell the mask spirit was empowered to cast. Thereafter the spirit of the mask may be called as any other spirit (and cast the spells normally allowed to such minor spirits), but has no special link with the spiritlord. A spiritlord may attempt to carve a new mask and reforge the link with his or her original spirit ally. Such a ceremony requires a tenday of fasting, prayer, and solitude while the new mask is carved and spirit resummoned. Such ceremonies are not without risks, however. There is a 10% cumulative chance per ceremony of reforging that the link is forever lost unless a carefully-word wish is expended. I n addition, the spiritlord must pass a system shock survival roll or die in the attempt. If the system shock survival roll is successful and the D M deems that all necessary ceremonies and actions have been performed, the link is reforged. If the broken link is successfully reforged, all the penalties resulting from the destruction or loss of the first mask are extirpated. A spiritlord cannot change the spells castable by the spirit of the mask upon reforging of the link or otherwise benefit from the mask's destruction. • While their masks are within 30 feet of them, spiritlords receive a +1 bonus to all surprise rolls due to the extrasensory perceptions of the minor spirit to which they are linked. • Because their rituals often involve drinking natural brews or eating dangerous parts of plants gathered from the clan's territory, spiritlords have a 15% chance per year (noncumulative) of losing one point of Constitution. Such losses are permanent, though they can be reversed by magical means such as a wish or a magical item that increases Constitution. As a result, many spiritlords grow infirm well before their time. I Jbtaoan Spoils 1st L e v e l Spirit Mask (Pr 1; Alteration) Sphere: Divination Range: 0 Components: V.S.M Duration: 1 round/level Casting Time: 4 Area of Effect: The spellcaster Saving Throw: None This spell is available only to shamans of Ubtao, known as spiritlords. By means of this incantation, a spiritlord can wrap his or her own essence in that of a minor or major spirit. W h i l e under the effects of a spirit mask spell, many divination spells are diverted to affect the enveloping spirit, not the spiritlord. For example, spells cast on a priest protected by a spirit mask spell such as know alignment and ESP are redirected to detect information about the spirit i n which the spellcaster is enshrouded, not the
caster. This misdirection effect is not readily apparent to the caster of the divination magic. Spells such as detect magic, detect invisibility, and similar magics are unaffected by a spirit mask spell. The material component of this spell is the spiritlord's spirit mask (his or her holy symbol). 2nd Level Free Will (Pr 2; Enchantment/Charm) Charm Sphere: Range: Touch Components: V, S Duration: Instantaneous Casting Time: 5 Area of Effect: One creature Saving Throw: None This spell breaks all enchantments, charms, or psionic effects affecting the w i l l or the mind of the target of the incantation. By means of this spell, the spellcaster immediately ends the effect of all spells such as be¬ guiling, charm, command, confusion, enthrall, fear, hypnosis, suggestion, etc. If any such spells affecting a being's free will are cast on a priest who has prayed for and received but has not yet cast a free will spell, the priest has the option of immediately casting the free will spell, assuming she or he has not yet performed any action during the current round. (The mind-affecting magic cannot be structured so as to prevent the casting of a free will spell if conditions permit.) The decision whether or not to cast the free will spell must be made before any saving throws are rolled or magic resistance is checked. Casting a free will spell in this fashion counts as the priest's action for the current round. 5 th L e v e l Call Dinosaurs (Pr 5; Conjuration/Summoning) Summoning, Animal Sphere: Range: 0 Components: V,S,M Duration: Special Casting Time: 1 round Area of Effect: 1 -mile radius Saving Throw: None Through this spell, the divine aid of Ubtao is invoked and manifested through the actions of dinosaurs of Chult (the Children of Ubtao). When this spell is cast, a dinosaur or small group of dinosaurs is compelled to come to the caster at top speed and act in a way to help him or her. This spell summons a single gigantic or huge sized dinosaur or an individual or small group of smaller dinosaurs, at the DM's discretion. The dinosaur (or dinosaurs) is not under the direct control of the caster, but it does do what the caster verbally or physically indicates would help him or her, provided it is following the will of Ubtao. The priest cannot specify the type of dinosaurs who will come to his or her aid—that is left to the will of Ubtao (the D M decides). This spell serves as a sort of minor divine aid to the casting priest. For instance, if a fighter in the priest's care fell into a swamp or river and was drowning, this spell might summon a large water-dwelling dinosaur to pull, carry, or lift the fighter out of the water. If the priest were tied up, it might summon a small group of rat-sized dinosaurs to chew through the bonds. If a group of ivory hunters had camped within Chult and killed a number of dinosaurs for their teeth (something patently against the will of Ubtao), it might summon a gigantic carnivorous dinosaur to wreck the hunters' camp and savage them—or i t might summon a group of tiny d i nosaurs to eat all their supplies and carry off their goods, forcing them to leave Chult and return to their homeland. Dinosaurs summoned by this spell do. not attack their summoners. When the single, immediate task for which they were summoned is completed, the dinosaurs retreat back into the jungle and resume their normal animal behaviors. Note that summoning dinosaurs to aid in protracted, vague, or abstract plans, such as "to drive all foreigners from Chult" or "to kill all evil men in this village" does not work. The dinosaur or dinosaurs arrive, but then become agitated and leave after no direct, immediate actions are put forth. Any priest of Ubtao who abuses this spell by summoning dinosaurs in order to facilitate a hunt invariably suffers a gruesome, painful death in the jaws of a dinosaur for violating the divine intent of the spell. The material component for this spell is the priest's holy symbol.
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he ancient kingdom of Mulhorand is one of the last remaining lands in Faerun whose inhabitants do not venerate the dominant Faerflnian pantheon. A family of deities, known as the Mulhorandi pantheon, rules Mulhorand as an absolute theocracy. A t one point their sphere of influence incorporated the present-day lands of Semphar, Murghom, Thay, and the Raurin desert, corresponding to the height of the Mulhorandi empire, but their fortunes have since fallen considerably. Today the pantheon receives only token acknowledgment i n Thay and Semphar (where the Faerunian pantheon actually holds sway), and their flock of worshipers in Murghom is rapidly dwindling. I n addition to marginal influence i n Chessenta, the pantheon has rapidly begun to extend its influence into the land of Unther, its ancient ally and enemy. A great opportunity for pantheonistic expansion has emerged following the collapse of the Untheric pantheon, but the Mulhorandi powers are competing with a far more vigorous Faerunian pantheon for the hearts and spirits of the people of Unther. The powers of Mulhorand and the fallen deities of Unther are ancient i n origin. Millennia ago, at the height of the Imaskari Empire, the wizards of that land wielded immense powers and i n their pride refused to bow down to any divine entity. When the population of their lands collapsed in a calamitous plague, the godless sorcerers of that empire opened a pair of gates to another world. I n a series of lightning raids, they captured countless slaves and brought them back to Abeir-Toril, and then permanently closed all connections between those lands and the Realms. These newly arrived people came from two different regions and time periods of that world, but quickly intermarried with each other and the surviving Imaskari citizens to form a race of people known as the Mulan. Despite harsh repression from the wizards, the Mulan maintained their faith in the deities of their home world and offered up countless prayers for their salvation and emancipation. A o heard their prayers, and summoned the god Ptah, an ancient deity of Wildspace whose faith had originated in the home world of the Mulan and whose followers had recently discovered Realmspace, the crystal sphere containing Abeir-Toril. A t Ao's request, Ptah returned to his home world and assembled the two relevant pantheons of that sphere. He explained what had happened to their faithful and conveyed the Mulan's prayers for salvation. Ptah then relayed Ao's invitation to the two pantheons to extend their sphere of influence into the Realms. Since the Imaskari sorcerers had created an unbreachable magical barrier between the two worlds that denied the entrance of the gods of the Mulan into Realmspace (in a process similar to that employed by the Scepter of the Sorcerer-Kings [described in the E N C Y C L O P E D I A M A G I C A Volume 3 and the Boole of Artifacts]), the only way the pantheons could enter Abeir-Toril was to send avatars through Wildspace accompanied by Ptah. Ptah explained that their avatars would be cut off from their divine essences in the Outer Planes for the foreseeable future, and hence needed to be as powerful as possible if they were to battle the Imaskari wizards. Creating such powerful avatars, known as manifestations, required a great sacrifice of divine power. Both Ra, the head of the family of deities who would become the Mulhorandi pantheon, and Enlil, the patriarch of what would become the Untheric pantheon, agreed to Ao's offer, as did many of their divine offspring. Ptah led the gods' manifestations through the darkness of Wildspace with a powerful artifact known as the Beacon of Light (described in Volo's Guide to All Things Magical). Re (as the manifestation of Ra was known) and his children rode in a huge war galley known as the Matet. ( A t night it changed into a simple barge known as the Semlctet.) The manifestations of Enlil and his children rode in the Galley of Gods (described in the E N C Y C L O P E D I A M A G I C A Volume 3), constructed by Enki, god of rivers and oceans, who chose not to accompany them. The two divine families landed on the highest peaks of a range of mountains on the northeastern edge of the Imaskari empire known today as the Teyla Shan (Godswatch Mountains). There they further divided their remaining divine essences and created lesser, mortal forms of avatars, known as incarnations. These incarnations descended into the fertile plain below and went amongst their longforsaken peoples. The most talented they made priests, and the truly faithful were transformed into divine minions. (Ptah created no manifestation, incarnations, or divine minions, and hence was never worshiped by the Mulan. He is remembered, however, as the founder of the Mulhorandi pantheon by the Mulan.) Before the overly complacent wizards realized what was occurring, their Mulan slaves rose in open rebellion. Many of the incarnations and hundreds of their divine minions were destroyed i n the subsequent battles with the Imaskari sorcerers, and the rebellion began to founder. Then the manifestations emerged from the mountains along a path that would become known as the Road to the Gods and unleashed the full power of their divine fury. Having already expended much of their magic, the godless wizards and the Imaskari Empire quickly collapsed in a conflagration that devastated the land and created much of the Raurin Desert.
M U L H O R A N D I c-, U N T H L R I C P A N T H E O N S
The manifestations led the shattered remnants of the Mulan westward into more fertile lands occupied by a people known as the Turami. The Mulan whose ancestors had primarily venerated Ra settled with Re and his children on the eastern shore of Alamber Sea where they interbred with the Turami and founded the nation of Mulhorand. Enlil, his family, and their worshipers continued on to the western shores of the Alamber Sea where they founded the nation of Unther, driving the "barbarian" Turami of that region even farther west into present day Turmish. The manifestations retired soon after to the isolation of their towering palaces to concentrate on breaking through the barrier constructed by the Imaskari wizards, leaving their incarnations and their human descendants to rule as god-kings. Occasionally these incarnations would be slain, but the manifestations would always reform them i n the physical body of one of their human descendants. I n subsequent centuries, Mulhorand and U n ther fought several territorial wars, but, i n the spirit of past cooperation, the manifestations roused themselves to declare a permanent truce, with the River of Swords an eternal boundary between the two nations.
Whether the manifestations might have succeeded i n reconnecting with their divine essences i n the Outer Planes is unanswered due to the dramatic interruption of the Orcgate Wars (which began in -1075 DR). It is believed that the Theurgist Adept Thayd, last surviving apprentice of the Imaskari wizards, opened a gate to a third world just prior to his execution in -1081 DR for inciting the wizards of Mulhorand and Unther into rebellion. Five years later in -1076 DR, a horde formed of a humanoid species previously unknown i n Mulhorand and Unther discovered that gate and poured through seeking new lands to plunder. The manifestations emerged from their towers to lead their armies against these "ores." I n response, the ore shamans summoned the avatars of their pantheon to defend them. In a titanic clash known as the Battle of the Gods, Re was slain by the orcish patriarchal deity, Gruumsh, in -1071 DR, and many senior members of the Untheric pantheon were slain, including Inanna, G i r r u , K i , Marduk, Nanna-Sin, Nergal, and U t u . The avatars of the ore deities were severely weakened i n the battle, however, and the Mulhorandi and Untheric pantheons rallied to defeat them two years later, subsequently driving the ores
M U L H O R A N D I * v U N T H L R K : P A N T H E O N S • 9"5
from the region i n -1069 DR. The fallen manifestations and their associated incarnations vanished from the Realms, but left part of the power of their manifestations to be absorbed by the deities left behind. (Their deaths allowed them to bypass the ancient barrier and their manifestations were reabsorbed by their divine essences i n the Outer Planes.) Following the Orcgate Wars, the Mulhorandi manifestations battled each other to succeed Re as leader of the pantheon. Set slew his chief rival for the throne, Osiris, i n -1050 DR, but Horus, who had absorbed Re's d i vine power, becoming Horus-Re, drove Set back into the Raurin desert. Isis then resurrected Osiris (whose divine essence had not yet left the Realms) in -1048 DR, and the surviving Mulhorandi pantheon, except for Set, united behind Horus-Re. I n Unther, after a few centuries, Enlil (also known as A n u ) abdicated i n favor of his son, Gilgeam, and vanished from the Realms. Ishtar gave the power of her manifestation soon after to Isis and vanished as well. The remaining gods retreated to their temples to continue their ancient work trying to circumvent the divine barrier constructed by the Imaskari wizards. Little changed in the status of the Mulhorandi pantheon for centuries until the Time of Troubles. During this intervening age Mulhorand (and Unther) shrank significantly i n territory. The manifestations of the M u l horandi pantheon emerged only to battle the summoned monsters and minor powers unleashed i n the final battle of ancient Narfell and Raumathar. Beast cults found favor for a brief period before dying out. Mask, Faerunian god of thieves, was permitted to cultivate a following i n Skuld, and, i n exchange, Bast, goddess of pleasure and cats, wandered off into the western Realms where she was venerated as Sharess, though she still has a small following under her original name i n Mulhorand. In Unther, Gilgeam, whose manifestation was involved i n the day-today details of ruling Unther, changed significantly. As the centuries passed and Unther declined i n prosperity and influence, as taxes rose and the people's hatred grew, Gilgeam became a cruel and jealous lord. He managed to drive all the remaining U n t h e r i c divine manifestations from Realmspace except for Ramman and Ishtar (Isis). (Assuran/Hoar had been driven from Unther by Ramman centuries earlier and allowed by A o to gain worshipers i n the sphere of influence of the Faerunian pantheon i n exchange for allowing Mystra's worship i n Unther.) When the Time of Troubles came, all of the Mulhorandi and Untheric manifestations were reduced significantly i n power, as were the members of the Faerunian pantheon. The god-kings attempted to regain some of their power by absorbing the divine fragments held by their incarnations (sending the mortal incarnations into comas), but to no avail. During the Time of Troubles, Ramman was slain by Assuran (Hoar) i n revenge for his having driven that deity from Unther centuries earlier, but Anhur seized the Untheric war god's portfolio and drove Assuran from Unther again. A t the conclusion of the Time of Troubles, A o dispersed the magical barrier separating the surviving gods of the Mulan from their divine essences i n the Outer Planes. The manifestations disappeared from the Realms, having rejoined with theit Outer Planes' essences, and their incarnations emerged from their comas as merely mortals—mortals with exceptional abilities or great skills, but mortals nonetheless. A o allowed only those gods whose manifestations had maintained a continuous presence i n the Realms until the Time of Troubles to maintain a body of worshipers in the Realms. A three-headed incarnation of Tiamat, an ancient foe of the Untheric pantheon slain long ago by Marduk, reappeared i n the Realms prior to the Time of Troubles through the efforts of a cult who venerated its god-king's traditional enemy i n a desperate attempt to throw off his tyrannical yoke. During the Time of Troubles, Gilgeam slew this relatively weak incarnation of the chromatic dragon queen, but her essence dispersed into the three most powerful chromatic dragons of the appropriate colors i n the region. Tchazzar, a red dragon who styled himself "Father of Chessenta" and who had been seeking godhood for centuries, received one fraction of Tiamat's essence. He felt compelled to seek out Gestaniius, a crippled great blue wyrm who also served as a receptacle of Tiamat's divine power, and then slew her and devoured her corpse. Tchazzar felt the divine power surge t h r o u g h h i m and sprouted a blue head. He t h e n sought out green Skuthosiin, spawn of Chathuulandroth, i n his quest to completely absorbed Tiamat's divine essence. A f t e r an abrupt transformation that included sprouting a green head, his mortal form was then totally subsumed by Tiamat, and the chromatic dragon was once more manifest i n the Realms. After the Godswar, Tiamat battled Gilgeam (who found his power much reduced to that of a demipower) across the Outer Planes and i n Unther, destroying much of the city of Unthalass. Gilgeam died, as did one of Tiamat's
avatars, and Tiamat was greatly weakened to the point where she ceased granting spells to her worshipers for a time. However, she has quietly and secretly returned and continues to foment trouble i n Unther, Chessenta, Vaasa, and, very recently, within the ranks of the Cult of the Dragon. Currently, the Untheric pantheon is essentially deceased, w i t h only Tiamat remaining, working only covertly, and now operating to such a great extent within the sphere of influence of the Faerunian pantheon and outside of her Untheric persona that it seems inevitable that she join that pantheon by default by the end of the Year of the Tankard (1370 DR) or the middle of the Year of the Unstrung Harp (1371 DR). The Mulhorandi pantheon has finally been reconnected w i t h its divine essences i n the Outer Planes and no longer maintains manifestations i n the Realms, nor the mortal, lesser avatars known as incarnations. Effectively the Mulhorandi gods are now governed by the same rules as the Faerunian pantheon. However, each remaining Mulhorandi deity does maintain a connection with its primary former living incarnation that allows that mortal to easily summon an avatar of the deity to whom the incarnation was formerly connected. (The relatively youthful pharoah of Mulhorand, Horustep I I I , is taxing the patience of Horus-Re by demanding the constant presence of an avatar of Horus-Re near him.) The remaining god-kings (mortal descendants of incarnations) are simply human descendants of Re and his family, albeit with abilities far above the human average. The gods of the Mulhorandi pantheon are also rapidly becoming aware of their precarious situation given Ao's decree that their power i n the Realms is proportional to the number and fervor of their worshipers. W i t h Thay and Semphar now beyond their sphere of influence and Murghom rapidly slipping from their grasp, it has suddenly become crucial to the Mulhorandi pantheon to convert as many of Unther's citizens as possible to their faith. Whether the Mulhorandi pantheon grows i n power, remains stable i n power and influence, or withers i n the face of the ever-expanding Faerunian pantheon is a question which w i l l not be answered for many years to come. General Spells o f t h e M u l h o r a n d i Pantheon 7 th L e v e l Summon Divine Minion (Pr 7; Conjuration/Summoning) A l l , Summoning Sphere: Range: 10 yards Components: V,S,M Duration: 1 turn/level Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell, previously known simply as summon minion, is available only to priests of the Mulhorandi pantheon. I t enables the caster to summon one divine minion (see the M O N S T R O U S C O M P E N D I U M entry at the back of this sourcebook). The minion appears where designated by the caster w i t h i n the spell's range. The divine m i n i o n serves the priest faithfully, performing any command that does not violate the dictates of its deity. This includes giving up its life i n combat. Only one minion may serve a priest at a time. The material components for this spell are the priest's holy symbol and a large gem of at least 1,000 gp value, which must be sacrificed to the deity in the casting (and is destroyed i n the process).
Assuran See entry for "Hoar" i n the Faerunian Pantheon (Demipowers) chapter.
A n h ur
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Bast (Sharess), Nephthys Set, Sekolah, Assuran (Hoar) A khopesh with a hawk's head pommel bound with a cord, or a bird of prey (older); a lightning bolt through a storm cloud (Untheric) LG, N G , C G , L N , N , C N
Anhur ( A N N - h e r ) embodies both the raw fury and the strategic generalship of war. He is a fierce god, but one not quick to pass judgment on others. U n like other war deities, Anhur is a force for good and fights only against evil. He is slow to anger, for his wisdom is legendary, but his wrath is inescapable once earned. Anhur never lets his guard down and is constantly on the alert. He never stops moving, and his eyes never stop scanning the horizon. Unlike much of the rest of the Mulhorandi pantheon, Anhur appreciates the humor of mortals and does not necessarily find their presence tiresome. He has a hearty laugh and an ever-present smile when not engaged in combat. A shadow of guilt haunts the eyes of the General of the Gods, as he will never forgive himself for earlier failures to defend Mulhorand, particularly against the Red Wizards. Anhur and Horus-Re do not get along well. Horus-Re is the god of eternity and perpetual order, while Anhur is an aggressive advocate of change and conflict. Prior to the Fall of the Gods and during the Time of Troubles, Anhur's church was on the defensive from a campaign of political attacks by the clergy of Horus-Re, but it has since recouped much of its losses, in large part due to the recent aggressive actions of the God of War. Anhur's portfolio overlaps with Isis somewhat in the domain of weather. Anhur is seen as the controller of weather in Unther in his alias as Ramman, whereas Isis is the predominant mistress of the weather i n Mulhorand, though warriors and fighting sailors in Mulhorand most often ask Anhur for favorable winds and the absence of ill weather before a battle. Anhur's domain is seen to focus more on storms, lightning, and thunder i n either country, while Isis is responsible for all types of weather. Anhur and Nephthys cooperate together since their outlooks are similar and they both see the forces of Thay as their main foes. Anhur and Bast have an off-again, on-again relationship that swings from deep love to indifference and involves frequent spats and occasional fits of pique, but both of them would always help each other when it comes to matters of importance. When the ancient Untheric deity Assuran, known to westerners as Hoar, killed his ancient rival, Ramman, at the end of the Godswar in revenge for his centuries-old banishment, A n h u r moved boldly to claim Ramman's portfolio under his Untheric name Ramathant (long linked with Ramman anyway), solidifying his status as a lesser power. Assuran was once again driven from Unther, this time vowing revenge against Anhur. Anhur also distinguished himself during the Time of Troubles battling the avatar of Sekolah, the great white shark deity of the sahuagin, who prowled the Alamber Sea. Since their battle, however, sahuagin attacks against the coastline population centers of Mulhorand and Unther have increased dramatically in revenge. Anhur is served by divine minions that can assume the form of a lion. Anhur's A v a t a r (Fighter 3 0 , Crusader 2 0 , Ranger 1 5 , Mage 7 ) Anhur always appears as a four-armed Mulhorandi warrior with blood-red skin, dark hair and a short, tightly braided beard. He wears a tri-plumed headdress and a kalasiris made of scale or lamellar mail. He holds a mighty lance in his right arms. His dark eyes are alert and dance with the anticipation of his opponents' next moves. He initiates combat only against those of evil alignment, but answers any attack upon himself or his followers with great rage and determination. Anhur can cast priest spells from the all, astral, charm, chaos, combat, creation, divination, guardian, healing, necromantic, protection, sun, travelers, war, and wards spheres and wizard spells from any school of magic except necromancy, although he favots the school of invocation/evocation. A C -4; M V 15; HP 216; THACO -9; # A T 5/2 Dmg 2d6+21 (huge light horse lance +5, +14 S T R , +2 spec, bonus in lance) MR 2 5 % ; S Z L ( 7 f e e t ) S T R 25, D E X 25, C O N 25, I N T 19, Wis 20, C H A 15 Spells P: 12/12/11/10/7/5/2, W: 4/3/2/1 Saves PPDM 2, RSW 5, PP 4, BW 4, Sp 6
Special Att/Def: Anhur is proficient in the use of all weapons, but specialized only in the lance. The lance that he employs in combat is a powerful weapon. I n addition to being a godly lance +5, it has the abilities of a ring of fire resistance, a ring of protection, an amulet of the planes, and a talisman of pure good. Anhur's lance has been known to change shape into the form of a giant, two-handed sword that resembles a cross between a scimitar and a khopesh. This change does not detrimentally affect Anhur's ability to wield it. When i n his battle rage, Anhur has been known to seize a fallen warrior's weapon or wrench an opponent's blade from his hands and wield it i n one or both of his left hands. When he does so, he gains a single extra attack per round at no penalty for such a weapon. Battle-trained animals obey h i m unquestioningly unless under the influence of magic of exceptional strength or another deity's power. Anhur can be damaged only by +3 or better magical weapons and regenerates 10 h i t points per round. He turns undead as an 18th-level cleric. ( ) t h e r M an i f e s t a t ions When an agent of a hostile nation, cult or other group crosses into M u l horand, A n h u r may manifest as a lion on the horizon. The great cat patiently observes, but does not move or follow. If approached, it seems to magically recede so that it is always on the horizon. For particularly dangerous intruders, A n h u r may manifest as a dark cloud that unleashes the occasional lightning bolt that can inflict 7d6 points of damage (a successful saving throw vs. spell means a target sustains only half damage). I n this form Anhur's manifestation remains overhead for as long as the interlopers remain in Mulhorand. W h e n a follower of A n h u r is acting i n accordance w i t h the god's wishes but is encountering resistance from others, particularly priests of other faiths, Anhur may manifest as an ominous roll of thunder. If this is not sufficient, he may hurl a bolt of lightning from the heavens. The lightning strike hits his own follower but causes no damage except to leave scorch marks on the ground. I n times of battle, Anhur sometimes manifests to armies of his followers as a ghostly, upright lance that serves as a standard and a rallying point. Armies of Mulhorand shown this sign of Anhur's favor receive a +2 bonus to their morale for one battle. During a forced march, Anhur may manifest to an army of his followers as a steady rumble of thunder that quickens their pace and lightens their fatigue. Anhur also shows his presence, favor, or disapproval through the actions of einheriar, lions, falcons, war horses and dogs, hunting cats, battle elephants and camels, and war chariots that seem to guide themselves or suddenly throw a wheel. I he ( c h u r c h CLERGY: ALIGNMENT: TURN UNDEAD: CMND. UNDEAD:
Clerics, specialty priests, crusaders LG, N G , C G C: Yes, SP: Yes, Cru: N o C: No, SP: No, Cru: N o
A l l clerics, specialty priests, and crusaders of A n h u r receive religion ( M u l h o r a n d i ) , reading/writing ( M u l h o r a n d i ) , and modern languages (Common) as bonus nonweapon proficiencies. As Mulhorandi, they all also know Mulhorandi as their native tongue. A l l of Anhur's clergy must be humans of Mulhorandi extraction. The priesthood is largely hereditary, and almost all of Anhur's specialty priests are members of the House of Ramathant, composed of human descendants of divine incarnations of Anhur. I n the days before the Orcgate Wars, at the height of Mulhorand's power, the god Anhur was one of the most respected in Mulhorand. He had a cult that was second only to Re's i n size. After the death of Re, Anhur retained his title of general of tfie gods, but he gradually fell from favor. Horus-Re is the god of eternity and perpetual order, while Anhur is an aggressive advocate of change and conflict; the two gods do not get along well. Priests of Horus-Re have blamed A n h u r and his priesthood for many of the losses suffered by Mulhorand. (The priests of Horus-Re have then hired Chessentan mercenaries to replace the " u n t r u s t w o r t h y " armies, as most Mulhorandi soldiers worship Anhur.) Today, the cult of A n h u r is small but extremely vigorous. Priests of Anhur have converted many of the Chessentan mercenaries to his worship, and the priesthood is growing. The bitterness between the priests of A n h u r and Horus-Re has created more than its share of conflict, and
M U L H O R A N D I &- U N T H E R I C P A N T I I EC ) N S : A n h u r • 9 7
there is much court intrigue between these two factions, though the priests of Anhur are not yet powerful enough to openly challenge HorusRe's servants. Anhur's temples are constructed as impregnable citadels. O f t e n they resemble the great castles of western Faerun w i t h steep roofs pitched to prevent aerial attackers from landing on them or effectively dive-bombing. T h e i r walls are made of stone, and the most ancient sites of worship have weathered to a deep ruddy brown i n hue. Each temple contains an extensive armory and huge dungeons stocked w i t h nonperishable supplies. A l l priests of Anhur are addressed in public as "Lord Priest" or "Lord H i g h Priest" ( i f of 9 t h level or greater). W i t h i n their ranks, priests of Anhur use such titles as Bloodletter, Warmaker, Honor Brother or Sister, Swordarm, Lionclaw, Defender, and Commander, but church hierarchies and titles vary widely from temple to temple. The clergy of A n h u r is nearly equally divided between clerics, specialty priests (known as militars), and crusaders. Dogma: Priests of Anhur are obliged to defend the territory of M u l horand out to its historic boundaries. They are to smite the enemies of the realm and keep its people, highborn or slave, safe from evil. They are to obey honorable leaders and behave with honor, conducting themselves as representatives of their fierce protector god. Since the Time of Troubles, the clergy of A n h u r has had added to its responsibilities the countering of the weather magic of the Red Wizards of Thay, particularly i n Unther. Novices of the church are charged as follows: "Protect Mulhorand, for she is your mother. Fall upon her enemies as you would any who had done i l l to your own mother. Show bravery and valor i n combat, and protect your brothers and sisters i n arms. Follow the wise advise of your commander as you would that of your parents, but take not actions that serve an i l l cause. If your commander asks that you do i l l , refuse; your actions w i l l be vindicated by a council of at least three of your peers. Protect the people of Mulhorand and the property of the church of Anhur, for i t is your home you defend w i t h the fury of a lioness defending her cubs. Beware the wiles of Set, for his spies are everywhere, and his actions turn brother upon sister and parent upon child; his taint poisons the waters of the land of your heart." Day«to»Day Activities: Priests of Anhur spend their morning hours practicing their martial skills. Afternoons are spent drilling Mulhorand's legions. Evenings are spent repairing weapons and armor or studying war strategies. Anhur expects his clergy to develop and execute unorthodox and daring plans to regain Mulhorand's former glory. Much of his clergy's time is spent pursuing fantastic plans and countering the machinations of the priests of Horus-Re. For example, prior to the Time of Troubles, the clergy of A n h u r secretly constructed a large fleet i n S u l t i m to assault the Thayan base on the Aldor (an island off the coast). Much of this fleet was wrecked in the great storms that shook the Alamber, and most of the remaining ships sank defending Mulhorand's shores from armies of sahuagin. Nonetheless, the clergy of Anhur considered the exercise a success since they had defended Mulhorand's borders from an invader as was their duty. Holy Days/Important Ceremonies: The m o n t h of Tarsakh is referred to in Mulhorand as the Time of Storms, and Anhur is said to walk the borders of Mulhorand during this time seeking out interlopers to drive off. The clergy of Anhur celebrates this time by engaging in a month-long tournament of nonlethal combats. The winner of the combat is known as the Chosen of Anhur for the following year (and receives an additional + 1 attack bonus for the rest of his or her life on top of all other bonuses). The month-long tournament concludes on Greengrass w i t h a festival known as the Sharpening of the Sword. O n the rare occasions when M u l horand has gone to war, major campaigns typically begin on or soon after this date. T h e Remembrance R i t u a l is celebrated on Higharvestide. T h i s somber festival is a day of self-reflection and a time to remember fallen comrades. It concludes on a joyous note with a litany of martial hymns thanking Anhur for military successes in the past year. Finally, the clergy of A n h u r have numerous (practically biweekly) holy days commemorating one major battle or another. Though these commemorative celebrations are largely ignored outside the clergy, the citadels of Anhur are sites of good-spirited revelry during these festivals, and they sponsor many competitive sporting events on such days.
Major Centers of Worship: The center of Anhur's worship is Sult i m , though he has temples across Mulhorand, Unther ( i n his aspect as Ramman), and i n Chessenta, where his worship is growing in popularity. The Blood Fortress i n Sultim, his most prominent temple, is a massive, granite castle marked by its seven obelisk towers of a deep red hue. Most of its internal walls are covered with elaborate frescoes depicting ancient battles and strategic maps of cities i n neighboring lands. Its halls are lined with ancient weapons, armor, and imposing statues, some of which are animated stone guardians. Affiliated Orders: The Guardians of Skuld is an order of guardians from the priesthoods of A n h u r , Osiris, and Isis whose existence has been formalized since the Time of Troubles and whose leadership has reverted back to the temple of A n h u r from the clergy of Horus-Re. The Order of the Watchful L i o n is a fellowship made up primarily of crusaders (but counts some clerics and specialty priests as members as well) that serves as the f r o n t line i n the defense of M u l h o r a n d . Members often take extended leaves to adventure beyond Mulhorand's borders and report back on developments i n neighboring countries. The clergy of A n h u r also includes hundreds of informal fraternities roughly corresponding to companies of troops i n Mulhorand's armies. Priestly Vestments: The clergy of A n h u r dress i n kalasiris (white, tight-fitting, linen skirts stretching from the waist to the knees), sandals laced to the knee, and a practical headdress. They typically wear a utilitarian pectoral collar that serves as a lower coif and breast plate and armlets and bracers that collectively serve as the equivalent of a vambrace. (Priests have a base A C 7 while wearing their full ceremonial garb.) Priests of Anhur shave their heads bald, and paint three blue circles on their forehead indicating that they are a priest. They dye their skin a reddish tint and often tattoo the image of fierce monsters they have slain on their chests. High-ranking priests wear bejeweled gold pectoral collars shaped i n the image of a lion and the skin of a great cat or other predator draped over their shoulders. The relative affluence of a priest's vestments loosely indicates his relative wealth, power, and prestige. The standard holy symbol of priests of the faith is a miniature lance. Adventuring Garb: W h e n girding for battle, priests of Anhur dress very practically and deck themselves out i n the most appropriate form of armor available. Although the armor typical of western Faerun is available i n Mulhorand, most warriors, including the clergy of Anhur, choose some variety of scale mail or lamellar mail. The latter armor consists of small, overlapping plates of metal sewn together or stitched to a backing of leather or cloth and is equivalent to chain mail in protection. Specialty Priests ( M i l itars) REQUIREMENTS: PRIME REQ.: ALIGNMENT: WEAPONS: ARMOR: M A J O R SPHERES: M I N O R SPHERES: M A G I C A L ITEMS: REQ. PROFS: B O N U S PROFS:
Strength 15, Dexterity 14, Constitution 12, Wisdom 9 Strength, Wisdom CG, N G , LG Any, but lance is the only allowed pole arm Any A l l , charm, combat, elemental (air, water), guardian, protection, sun, war, weather Divination, elemental (earth, fire), healing, necromantic, time Same as clerics Khopesh or scimitar (pick one), charioteering, modern languages (Untheric) Endurance
Only humans of Mulhorandi extraction can be militars. Militars gain 2 bonus hit points per level of experience in addition other bonus hit points they are normally entitled to due to a high Constitution. This benefit ceases to apply after a militar stops receiving new H i t Dice (in other words, after 9th level). Militars receive Constitution hit point adjustments to their H i t Dice as if they were warriors. Militars can select nonweapon proficiencies from both the priest and warrior groups with no crossover penalty. Militars can cast stumble or command (as the lst-level priest spells) once per day. A t 3rd level, militars are able to cast armor or shield (as the lst-level wizard spells) once per day. A t 7th level, militars are able to make three attacks every two rounds.
• A t 7th level, militars are able to cast bird of prey (as the 3rd-level priest spell) once per day. • A t 10th level, militars are able to cast thunderstroke (as the 4th-level priest spell) twice per day. • A t 13 th level, militars are able to make two attacks every round. • A t 15th level, militars are able to cast flame strike (as the 5th-level priest spell) once per day. A n h u r i t e Spells 1st L e v e l Stumble (Pr 1; Enchantment/Charm) Sphere: Combat Range: 20 yards Components: V, S, M Duration: 1 round/level Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. This spell causes one creature within its area of effect to stumble. While victims are affected by a stumble spell, they suffer a - 4 penalty to their attack rolls, their movement rate is halved, and they loses all bonuses due to Dexterity. If a target rolls a successful saving throw vs. spell, she or he is completely unaffected. The material component for this spell is a drop of oil. 3rd L e v e l Bird O f Prey (Pr 3; Invocation/Evocation) Sphere: Combat Range: 60 yards+10 yards/level Components: V,S Duration: 2 rounds/level Casting Time: 6 Area of Effect: One being Saving Throw: None This spell creates a hawk-shaped region of force that hovers above the targeted being. Every other round, beginning the round after the spell is cast, the bird of prey dives down upon the spell target. It attacks with the spellcaster's base THACO, with a +2 bonus to hit, and has a +3 initiative bonus over the initiative rolled by its caster in a round. (Thus, if the casting priest or the casting priest's group rolled an initiative of 5, the bird of prey would have an initiative of 2.) If the phantom bird of prey strikes its intended target, i t inflicts 2d4+2 points of damage. Whether i t hits or misses, it immediately circles back upward and prepares for another attack until the spell effect expires. When possible, the bird of prey likes to climb to 30 to 40 feet above the spellcaster, though such a height is not necessary for the spell to function. The intended target of a bird of prey cannot be changed once the spell is cast, and the spellcaster need not concentrate to maintain the effect. The target of the spell need only be in range when the spell is cast; if the target being moves out of range using normal movement while the spell is in effect, the bird of prey continues its pursuit. While a bird of prey can be perceived as a hawk-shaped shimmering region by those who look carefully, attacks against it have no effect. Only a dispel magic or similar incantation affects a bird of prey, ending the spell immediately. Otherwise, the only way to escape the attacks of a bird of prey is to employ blink, dimension door, teleport, or other forms of magical travel. If the intended target escapes i n such a fashion, the bird of prey automatically looses track of its target and immediately dissipates. Invisibility offers no protection, assuming the spellcaster could detect the target to begin with. Shield spells do not negate a bird of prey, but they cause it to automatically miss while they are in effect. Detect Ambush (Pr 3; Abjuration) Reversible Sphere: Divination Range: 50 yards+10 yards/level Components: V, S , M Duration: 1 turn/level Casting Time: 5 Area of Effect: Special Saving Throw: None
This spell detects sentient creatures of hostile intent w i t h i n range who mean to do harm to the caster by lying i n ambush. It does not detect traps that w i l l surprise the caster or individuals who might do harm to the caster if they were encountered; the targets of this spell must be expecting the caster to come and be lying i n wait to harm h i m or her. The reverse of this spell, undetectable ambush, makes one sentient being waiting i n ambush proof against this spell or any other divination spell (from the school or the sphere) which would have the same effect. For example, undetectable ambush would prevent an ambush from being detected by a detect good or detect magic spell. The material component for this spell is a possession taken from an enemy (not necessarily the one who is lying i n ambush). 4th L e v e l Thunderstroke (Pr 4; Evocation) Sphere: Combat, Weather Range: 40 yards + 10 yards/level Components: V,S,M Duration: Instantaneous Casting Time: 7 Area of Effect: 1 creature Saving Throw: Vi This spell enables the priest to call upon the wrath of Anhur and summon a bolt of lightning to strike a single target. This bolt causes ld4 points of damage plus 2 points of damage per level of the priest, to a maximum of 44 points. If the target rolls a successful saving throw vs. spell, the damage is halved. The material component for this spell is the priest's holy symbol.
Bast See entry for "Sharess" in the Faerunian Pantheon (Demipowers) chapter.
Geb ( L o r d l i a r t h , K i n v o f t h e Riches U n d e r t h e Earth, Lather I Jnder t h e Skies and Sands) L e s s e r P o w e r of the E l e m e n t a l P l a n e of E a r t h , N PORTFOLIO: The earth, miners, mines, mineral resources ALIASES: Gebthant (Thay), Gebakotep (Unther) DOMAIN NAME: Elemental Plane of Earth/the Caverns Under the Stars SUPERIOR: None ALLIES: Isis, Osiris, Nephthys, Flandal Steelskin, Moradin; also Shu, Tefnut, and Nut, all who are not reachable from the Realms FOES: None SYMBOL: A mountain WOR. ALIGN.: Any Geb, god of the earth, is one of the oldest deities of H T - i * ^ ^ ^ ^ Mulhorand. Following their creation by Ra, Shu ^ AA^V^H and Tefnut produced numerous offspring. The first Y~ M j i ^ B o f these was Geb, who became the earth. Geb was \M H s o enraptured w i t h his sister, N u t (the sky), that I' p H t h e y instantly embraced. After they had produced m W BJfour children of their own (Isis, Set, Osiris, and Nephthys), Ra instructed Shu to break up the em¬ " brace of Geb and N u t . W h e n the Mulhorandi pantheon left for Abeir-Toril, Ra commanded Geb to send a manifestation and for N u t to remain behind with Shy and Tefnut i n order to further separate the prolific pair. Geb was once a curious and quick-tempered god, but he has mellowed since his birth and now takes a more even-tempered, safe, and cautious approach to life. He speaks w i t h a deep bass voice and emphasizes his words by striking the ground w i t h the base of his staff, creating minor tremors with each stroke. He is jovial and appreciates humor both subtle and broad. He rarely engages i n emotional displays, although his eyes burn hotter when he discovers a precious gem or rich vein of ore or when he is angry. Geb is served by divine minions that can assume the form of a cave bear.
M U L H O R A N D I ^ U N T H E R I C " P A N T H I X ) N S : A n h u r , l\nst,
Oelv,99
Gob's A v a t a r (Fighter 2 5 , Mage 2 3 , C l e r i c 1 5 ) Geb appears as a huge, regal M u l h o r a n d i man of defined but craggy physique. He has dark brown skin, smoldering, dull red eyes, and a short, tightly braided beard the color of his skin. He wears a kalasiris i n flowing earth tones, a golden Mulhorandi crown, and beaten gold bracers around his upper arms. He casts spells from any school or sphere, although he favors the school and sphere of elemental earth. A l l elemental earth school or sphere spells he casts take effect at up to triple normal effect in all respects at his complete control. A C -4; M V 15; HP 209; THACO - 4 ; # A T 5/2 Dmg ld6+19 (qmrterstaff +3, +14 STR, +2 spec, bonus in quarterstaff) MR 30%; S Z L ( l O f e e t ) S T R 25, D E X 23, C O N 25, I N T 22, Wis 20, C H A 22 Spells P: 9/9/8/8/4/2/1, W: 5/5/5/5/5/5/5/5/3 Saves PPDM 3, RSW 3, PP 4, BW 4, Sp 4 Special Att/Def: Geb traditionally carries a quarterstaff +3 in combat that can duplicate the function of any magical item or spell relating to the earth. For example, he can command it to function as a spade of colossal excavation or to cast a transmute rock to mud spell. Geb is able to exert absolute control over any creature from the Elemental Plane of Earth w i t h i n the Mulhorandi sphere of influence. He can summon 2d4 earth elementals to fight for h i m or employ an imprisonment or earthquake spell once per round in addition to his normal melee and/or spellcasting actions. The use of these two spells i n this way are an ability, and they do not count against the total number of memorizable spells noted above. Geb can instantly negate any spell involving earth, rock, mud, or the like. Only +3 or better magical weapons can harm him, and he cannot be harmed by any physical weapon while he stands on solid ground. Geb regenerates 3 hit points per round while he is in contact with the earth. O t h e r Manifestations Geb often manifests as cracks forming in walls when his faithful risk mining into an unsafe section of earth. When pleased with a'follower, he may manifest in the form of gems found at opportune moments. When displeased, Geb may manifest as an earthquake; its magnitude indicating the source of his displeasure. Oftentimes, Geb manifests in the form of earth elemental sightings when he wishes to lead his clergy or faithful to a particular spot in the earth. He may manifest as a dead canary when miners are about to uncover a pocket of lethal gas or as a giant brown rat fleeing a mine immediately prior to a collapse. A l l gemstones and metal ores are sacred to him, but he is especially fond of gold, silver, and electrum, the naturally occurring alloy of the two. He sometimes shows his favor, presence, or disapproval by the actions or appearance of xorn, rust monsters, stone golems (of greater or lesser sort), bears, cave bears, moles, badgers, and odd-looking dwarves who appear to be Mulhorandi. I he C h u r c h CLERGY:
Clerics, specialty priests
ALIGNMENT:
NG,
TURN UNDEAD:
C : Yes,
SP:
No
CMND. UNDEAD:
C : N O , SP:
No
LN,
N,
CN
A l l cletics and specialty priests of Geb receive religion (Mulhorandi), reading/writing (Mulhorandi), and modern languages (Common) as bonus nonweapon proficiencies. As Mulhorandi, they all also know Mulhorandi as their native tongue. The priesthood is largely hereditary, and almost all of Geb's clerics and specialty priests are members of the House of Gebthant, composed of human descendants of divine incarnations of Geb. A few dwarves and gnomes worship Geb, and, since the Time of Troubles, a handful of gold dwarves have been admitted to his clergy. Geb's worship reached its apex at the height of the First Empire, when he was considered an intermediate power, but Geb's priesthood never involved themselves i n politics and hence were slowly marginalized by the other priesthoods. Today Geb is treated with condescending respect, both by the other members of the Mulhorandi pantheon and by the people of Mulhorand. "Yes," the priests of Horus-Re say, "Geb is a powerful deity and his wrath is frightening. But he is old, and it is probably for the best that he really does not involve himself very much in the affairs of the Mulhorandi." Temples to Geb are always constructed underground, preferably i n large, natural caverns greatly expanded by miners. Such sites exhibit great
mm
natural beauty (or deliberate imitations thereof) and include many of the cave formations found i n living caverns, such as stalactites, stalagmites, columns, draperies, flowstone, and gypsum flowers, as well as underground pools, springs, and streams. A l l priests of Geb are supposed to be addressed in public as "Lord Priest" or "Lord H i g h Priest" (if of 9th level or greater), but haughty priests of other faiths often drop the honorific "Lord." W i t h i n their ranks, priests of Geb use such titles as Miner, Majer, Deepdigger, Earthclaw, and Earthheart, but titles vary from temple to temple. Only about 15% of Geb's clergy are specialty priests, known as earthchildren, as the god of earth has been slow to convert his priesthood. Dogma: Priests of Geb are friends of the earth. They have much i n common with dwarves i n that they love deep caverns and the splendors of mighty mountain ranges. Geb's clergy are commanded to seek out new veins of ore and gems, to fund and construct new mines that reveal Geb's beautiful creations, and to assist miners in the safe recovery of minerals and gems from the depths of the earth. Novices of the church are charged as follows: "Know the earth. Explore its beauties and reveal its hidden secrets, but do so in such a way as to highlight their fundamental mysteries, not merely to exploit their monetary value. Protect those who work i n the earth w i t h respect and punish those who ravish i t of its treasures without regard. Become one w i t h the earth, and you w i l l know Geb, who abides i n i t . Geb w i l l lead you to inner peace through steadfast knowledge and lend you the strength of the living rock to defend and protect i n your time of need." Day-to«Day Activities: The clergy of Geb spend their days side by side with miners digging tunnels, with prospectors panning for gold, and w i t h blacksmiths forging weapons and armor. A t least once per year, priests must search out a new vein of ore or precious stones or lose their priestly abilities until they do so. Senior priests often go to the cities and seek funding from the clergy of Nephthys to excavate new mines and quarries. Holy Days/Important Ceremonies: Each evening, a priest of Geb must locate one precious stone or mineral and bury i t i n the dirt while speaking evening prayers. The following morning, the priest must excavate the gem and offer it up to Geb while repeating morning prayers. These twin ceremonies, known collectively as the Hidden Gift and the Bountiful Joy, celebrate Geb's bequest to the world and the discovery of the earth's precious secrets. The first of M i r t u l , a month known to those who visit Mulhorand's mountains as the Time of Melting, is celebrated in a festival known as the U n w r a p p i n g . Mountains streams f i l l w i t h the runoff of alpine snow around this time, often exposing new caves and veins to mine. The last day of Nightal, known as the Day of Drawing Down, is a solemn ceremony marking the death of those died i n the depths of the earth and mountains during the year. The entrance of at least one abandoned mine shaft is collapsed each year to commemorate the occasion. Major Centers of Worship: Geb is worshiped mostly by miners, who set up crude shrines to him. His image adorns the openings of mine shafts. Each mountain range w i t h i n the geographic sphere of influence of the Mulhorandi pantheon includes at least one major temple to Geb. During the Time of Troubles, Geb regained some of his activist nature, and he led an army of his most faithful followers to construct a secret temple known as the Golden Forge in the depths of the volcano on the island known as the Ship of the Gods. The clergy of this temple spend most of their waking hours struggling to prevent the volcano from exploding as it has been threatening to do since before the Fall of the Gods. Only their diligent efforts have prevented the coast of U n t h e r from Shussel to Messemprar from being buried i n 10 feet of volcanic ash, although this fact is known only to a handful of outsiders. Affiliated Orders: While the church of Geb sponsors no military or knightly orders, most adventuring priests of Geb are members of the Fellowship of the Mithral Mountain. The members of the society are united in their search for a near-mythical mountain laden with countless veins of mithral. The Brotherhood of the Pick is a society whose membership includes most miners in Mulhorand, and serves as a union of sorts for negotiating with the nobles of the land. Priestly Vestments: The clergy of Geb garb themselves i n simple blacksmith's aprons over a kalasiris and iron-shod boots. They typically sport plain, burnished steel pectorals inlaid with gems and precious stones and bracers and armlets of gold, silver, or electrum. (Priests of Geb have a base A C 7 while wearing their ceremonial garb.)
100 • M U L H O R A N l ) ! o U N T H E R I C P A N T H E O K l S : G e b f
Priests of Geb shave their heads bald, but male priests grow small beards on their chins that are kept tightly braided. They paint three blue circles on their foreheads indicating that they are priests and tint their skin deep brown. The relative worth of the metal used and gems inlaid in a priest's ceremonial garb indicates his or her relative affluence. The standard holy symbol of the faith is a miniature pick. A d v e n t u r i n g Garb: When adventuring, priests of Geb dress practically for the mission and the danger they anticipate. They usually wear some form of metal armor, typically of heavier construction than is normal for Mulhorand. Specialty Priests ( E a r t h c h i l d r e n ) REQUIREMENTS: PRIME REQ.: ALIGNMENT: WEAPONS: ARMOR: M A J O R SPHERES: M I N O R SPHERES: M A G I C A L ITEMS: REQ. PROFS: B O N U S PROFS:
The material component of this spell is the priest's holy symbol.
Constitution 11, Wisdom 9 Constitution, Wisdom N A l l bludgeoning (wholly Type B ) weapons, footman's pick Any predominantly metal armor A l l , astral, elemental (earth), guardian, protection, healing, summoning, time, wards Combat, creation, elemental (air, fire, and water) Same as clerics Mining, mountaineering Appraising or gem cutting (pick one), endurance
•
Dwarves can be earthchildren, though dwarven culture frowns on this choice somewhat as a deviation from tradition. I n the future, gnomes may also be admitted to the clergy, but none have been thus far since gnome cultural peer pressure is very strongly against this life choice. • Earthchildren have 60-foot infravision. • Earthchildren permanently add 1 point to their Constitution scores and their Strength scores. This bonus may not take their ability scores past 18 and does not convey exceptional Strength. They also permanently subtract 1 point from their Charisma scores, though this subtraction may not take them below racial minimums. • Earthchildren receive a +3 bonus to their use of the m i n i n g nonweapon p r o f i c i e n c y and a f i v e - s l o t bonus ( + 5 0 % to m o u n t a i n c l i m b i n g w i t h proper e q u i p m e n t ) to the m o u n t a i n e e r i n g n o n weapon proficiency. Earthchildren can cast detect metals and minerals (as the lst-level priest spell) once per day. A t 2nd level, earthchildren can detect grades and slopes as a dwarf does. A t 3rd level, earthchildren can detect stonework traps, pits, and deadfalls as a dwarf does. A t 5th level, earthchildren can cast dust shield (as the 3rd-level priest spell) once a day. A t 7th level, earthchildren can cast dig (as the 4th-level wizard spell) once a day. A t 10th level, earthchildren can conjure earth elemental or dismiss earth elemental (as the 7th-level priest spell and its reverse) once a day. A t 13th level, earthchildren can cast move earth (as the 6th-level wizard spell) once a day. A t 15th level, earthchildren can cast earthquake (as the 7th-level priest spell) once a day. A t 20th level, earthchildren can cast sink (as the 8th-level wizard spell) once a day. Creatures (but not magical items) receive a -3 penalty when making a saving throw against the use of this ability. G e b b i t e Spells
1st L e v e l Detect Metals and Minerals (Pr 1; Divination) Sphere: Divination, Elemental (Earth) Range: 0 Components: V , S, M Duration: 1 turn+1 round/level Casting Time: 1 round Area of Effect: 10-footx 120-foot path Saving Throw: None
This spell allows its casters to divine the location of a single type of ore or mineral deposit. Casting priests concentrate on finding a specific type of metal or minerals. Priests can detect different types of metals and minerals (including gems) during the spell's duration, but only one type can be detected per round. If the substance is within a path 10 feet wide and 120 feet long, the exact location and approximate quantity of the metal or mineral is revealed. Casters can find metals and minerals of any type and can determine whether they are i n a pure, refined form (pure silver, for example), raw ore (iron ore), or alloy form (adamantine). Casting priests can move at a walk and maintain the spell, but they cannot engage i n strenuous activity and maintain it.
2nd Level A r m Hammers (Pr 2; Invocation/Evocation) Combat Sphere: 0 Range: Components: V, S, M Duration: 1 turn/level Casting Time: 5 Area of Effect: The caster Saving Throw: None This spell enables the priest to transform his or her forearms and hands into nonmagical adamantine hammers with which she or he can chip away solid rock. While under the effects of this spell, the spellcaster can hammer away with both arms at an incredibly rapid pace, doing 1 point of structural damage (see the earthshake spell for average structural points for many buildings) to unmoving structures per turn. When tunneling into any form of rock, the spellcaster can create a passage at a rate of 1 foot deep per round, or 10 feet per turn. This passage is large enough for a creature of similar size to the spellcaster to walk through. It is difficult to employ arm hammers in combat, as opponents tend to weave and dodge and the heavy weight of the hammers makes it difficult for the spell's casters to maintain their balance if they are not striking a fixed, immovable target. As a result, although priests can accelerate the rate at which the arm hammers swing to a near blinding rate, when the spell is used i n combat, the priest receives only two attacks per round (one with each arm hammer) and must direct all of the attacks against a single opponent. Each attack strikes w i t h a -3 penalty to h i t and inflicts only l d 8 points of damage, as most hits with these cumbersome weapons are merely glancing blows. O n a roll of a natural 20, the priest manages to connect solidly with an attack and inflicts 2dl0 points of damage. Arm hammers may be ended at any time by the casting priest. While under the effects of this spell, the casting priest must make a successful Constitution ability check every turn. If a check is failed and the spellcaster does not end the spell effect immediately, she or he must make an additional Constitution ability check every round thereafter. If the priest fails a second Constitution ability check at any point, the priest must make a successful system shock survival roll or die from the exertion. If the system shock survival roll succeeds, the spell ends immediately and the caster is exhausted, and must rest immediately and completely (not even walking is allowed) for at least 8 hours. If an opponent casts shatter or a similar incantation on a priest employing arm hammers, the arm hammer spell effect ends immediately, and the priest suffers 2d8 points of damage. While under the effects of this spell, haste and slow spells have no effect on the spellcaster. I n addition, casting spells with somatic or material components is impossible while under the effects of this spell. The material components of this spell are the priest's holy symbol and two miniature stone hammers carved from a single stone using only stone implements. 3rd L e v e l Dust Shield (Pr 3; Evocation) Sphere: Elemental (Earth) 0 Range: Components: V,M Duration: 1 round/level 6 Casting Time: 1 square yard/level Area of Effect: None Saving Throw:
M U L H O R A N D I ft- U N T H E R I C " ; R A N T ! IE< >NS: C V . b • .101
This spell creates a scintillating, invisible wall of force by causing the dust particles in the air to form an unbreakable barrier. During the casting, the priest must mentally picture the shape, size, and orientation of the barrier, but i t must be two-dimensional. Once cast, the barrier is immovable and unaffected by magic except for a dispel magic spell or the mental command of the spellcaster (who may dismiss it at will). Priests of Geb commonly use this spell to shore up collapsing mine shafts, thus allowing miners time to escape. If the dust barrier is less than 1 square yard in size, the priest can specify during casting that the dust shield attach itself to his or her left or right forearm. The priest can then use the barrier as a body shield providing a +3 (total) bonus to his or her Armor Class. Such a shield cannot be dropped (as it is not actually held), but its presence does not allow the priest to do anything with his or her shield arm that someone actually holding a real shield could not do. The spell cannot be used this way in conjunction with a regular shield or a shield spell. The material components of this spell are a handful of dust thrown into the air and the priest's holy symbol.
Earthshake can also be cast as a cooperative spell. If multiple priests cast this spell simultaneously on the same area, the structural damage caused by each spell is multiplied by the number of casters participating. For example, three priests of Geb casting this spell could each inflict 6 points of structural damage (total 18), while four priests could each inflict 8 points of structural damage (total 32). A maximum of five Gebbite priests may cooperate i n casting this spell (for a total of 50 points of structural damage in one area at once). The damage caused to beings i n the area of effect is not multiplied, however, and this spell has no additional effect if cast simultaneously with an earthquake spell (or similar spell or effect). The material components of this spell are a handful of gravel thrown to the ground and the priest's holy symbol.
Gilgeam ( D e a d ) ( t h e G r e a t , Father o f V i c t o r y , S u p r e m e Ruler o f U n t h e r ) I n t e r m e d i a t e P o w e r ( t h e n D e m i p o w e r ) of A c h e r o n , L E PORTFOLIO:
5th L e v e l Earthshake* (Pr 5; Alteration) Sphere: Elemental (Earth) Range: 30 yards Components: V, S, M Duration: 1 round/level Casting Time: 1 round Area of Effect: 3-foot diameter/level Saving Throw: Special
ALIASES: DOMAIN NAME: SUPERIOR: ALLIES: FOES: SYMBOL:
WOR. ALIGN.:
This spell is a weaker and more targetable form of the 7th-level priest spell earthquake. The area of effect is circular, and the priest can specifically target an area as small as a 3-foot-diameter circle up to the entire area of effect (a circle 3 feet i n diameter per the caster's level) to suffer the effects of an earthshake. When this spell is cast, a very localized tremor of high strength shakes the ground. Beings standing w i t h i n the area of effect must make a successful saving throw vs. spell or be thrown to the ground and stunned (unable to act) for ld4 rounds and take 2d8 points of damage. If they succeed at their saving throws, they are thrown to the ground and take only l d 8 points of damage. Buildings, mine walls, and other structures take 2 points of structural damage from an earthshake spell. If a building or a targeted part of a building suffers full structural damage, it is thrown down i n rubble. The average structural point values for several different types of buildings and parts of buildings is given below. Structure Structural Point Value Building, stone (small, one-story) 30-50 Building, wooden 8-16 Buttress 20* Door, iron 10 1 Door, wooden 3 Door, wooden, reinforced 10-15 Drawbridge 8-12 Gate (double reinforced doors) Gatehouse, stone 120 Palisade, wooden 6-12 Portcullis 12 Tower, round 40-80** Tower, square 3O-50t Wall, curtain (per lOxlOxlO-foot section) 20$ *A11 buttresses must be destroyed before what they support (a wall, a tower, etc.) takes damage. **For towers roughly 20 to 40 feet high and from 10 feet to 30 feet in diameter (exterior measurements), not including buttresses. tFor towers roughly 20 to 40 feet high and from 10 feet to 30 feet square (exterior measurements), not including buttresses. tThis category is most often used to destroy part of a larger structure such as a castle or outer wall. To cause a section of wall to crumble, the wall must take enough structural damage to destroy its entire height, not just the bottom or top 10-foot section.
Strength, athletic prowess, the sky, battle, cities, the land of Unther Gilgamesh Formerly: Avalas/Zigguraxus; currently adrift in the Astral Plane Enlil (dead) None Tiamat A clenched red fist backed by a golden sun on a black lozenge Any
Gilgeam was the supreme leader of the gods of U n ther (what few were left) and ruler of that land before he was destroyed. Formally Gilgeam's titles included Master of Wars, Father of Victory, and God of the Sky and the C i t i e s . He was also called the Supreme Ruler of Unther, Chessenta, Threskel, Chondath, Turmish, the Shaar, and the Yuirwood, although the Untheric throne in Unthalass had not had d o m i n i o n over any lands outside of U n t h e r proper for many centuries. The Father of Victory ruled the ancient land of Unther for over two millennia from his citadel in Unthalass, a massive ziggurat built on the ruins of previous palaces. Although Gilgeam was technically an intermediate power of Acheron, his Realms-based incarnation was rejoined with his essence in the Outer Planes only briefly before being destroyed by Tiamat. Gilgeam was known for his jealousy, cruelty, and pride; he was covetous of wealth and taxed his people heavily. He expended his divine power profligately to smite his enemies, both mortal and deific. I n modern times, Gilgeam never created an incarn a t i o n as such a being m i g h t have been filled w i t h a sense of justice and honor that the god himself lost long ago. The god-king of U n t h e r d i d n o t father any c h i l d r e n , since they could have been a threat to the security of his throne. Gilgeam was so hated and feared that he received very little worship from Unther's populace—not even the placating form of worship that sustains gods like Talos.
102 ; M U 1 . I l O R A N D I V, U N T H E R I C P A N T H E O N S : G e b ,
A three-headed incarnation of Tiamat, an ancient foe of the Untheric pantheon slain long ago by M a r d u k , reappeared i n the Realms p r i o r to the Time of Troubles through the efforts of a cult who venerated their god-king's traditional enemy in a desperate attempt to throw off his
Gilgeam
tyrannical yoke. During the Time of Troubles, a still-powerful Gilgeam slew this relatively weak incarnation of the chromatic dragon queen, but her essence dispersed into the three most powerful chromatic dragons of the appropriate colors i n the region. Tiamat was able to manifest her avatar in the Realms again after the Godswar following a misguided attempt by the red dragon Tchazzar to seize her divine power during the Time of Troubles. A t the conclusion of the Godswar, Gilgeam found himself reduced to the level of a demipower in the Realms due to his centuries-long abuse of his worshipers (even after being reconnected with his true essence i n the Outer Planes). As a result, his avatar i n Unthalass quickly fell to Tiamat's avatar when she resumed their ancient battle. When Gilgeam's outer planar essence i n turn destroyed the avatar of the Queen of Chaos, as the chromatic dragon queen was known i n Unther, along w i t h much of the city of Unthalass, Tiamat took their battle to the Outer Planes. I n the end Gilgeam was destroyed and Tiamat was gravely injured. (See the Tiamat entry for more about the Chromatic Dragon.) Gilgeam's A v a t a r (Fighter 3 0 , Mage 25, C l e r i c 22) Gilgeam was a tall, handsome, very muscular man with long, golden hair and a full, golden, ringleted beard. He typically wore kingly robes, but he went into battle with his mace and a bronze skirt that covered his lower torso and his upper legs. Gilgeam favored spells from the spheres of combat, law, and war, and the schools of abjuration and invocation/evocation, but could cast spells from all schools and spheres. A C - 4 ; M V 15; HP 224; THACO -9; # A T 5/2 Dmg ld6+20 (footman's mace +5, +12 S T R , +2 spec, bonus i n footman's mace) MR 50%; SZ L (8 feet) S T R 24, D E X 22, C O N 25, I N T 23, Wis 20, C H A 22 Spells P: 12/12/11/11/9/6/3, W: 5/5/5/5/5/5/5/5/4 Saves PPDM 2, RSW 3, P P 4, BW 4, Sp 4 Special Att/Def: Gilgeam wielded the Rod of Eternal Victory except when wrestling, a skill i n which he specialized. The Rod of Eternal Victory was a footman's mace +5 w i t h all the powers of a rod of terror, a triplestrength rod of rulership, and a staff of thunder and lightning. He never loaned the Rod of Eternal Victory to anyone. I f the Player's Handbook rules for wrestling are used, Gilgeam suffered no penalty for wearing armor and received a +4 bonus to his attack rolls w h e n w r e s t l i n g and can change his result on the Punching and Wrestling Results table within a range of four lines above or below the actual result. If the martial arts rules from The Complete Fighter's Handbook or The Complete Priest's Handbook are used, Gilgeam was specialized in wrestling and had the equivalent of six extra slots devoted to continuing specialization i n wrestling. If the unarmed combat rules from P L A Y E R ' S O P T I O N : Combat & Tactics are used, Gilgeam was a grand master wrestler. Gilgeam could cast a maximum-strength hurl thunderbolt spell (see below), strength, strength of one, or champion's strength once per round on himself or another being in addition to his normal allowable actions per round. He could call lightning in any weather conditions. The Father of Victory always won i n athletic contests w i t h anyone short of a greater god. He could perform acts of incredible strength, like lifting a large building off its foundations or hurling a dragon turtle across a city, once per turn. Gilgeam was immune to any sort of mental domination or rulership, to all enchantment/charm spells and spell-like effects that he did not wish to have effect him, and to the i l l effects of any necromancy or necromantic spells or spell-like effects.
O t h e r Manifestations Gilgeam occasionally manifested as a massive boulder, a towering tree, or a lofty ziggurat as a warning against those who defied his will. Lightning bolts (as cast by a lOth-level wizard) would emanate at random from any of these forms and thunder would roll ominously i n the distance while such manifestations were present. Sometimes Gilgeam would manifest as a incredibly powerful wind against which only his most loyal followers could make headway. Gilgeam also worked through various agents including beholders and their k i n (including observers), efreet, fire giants, i l lithids, ogres, reaves, sword spirits, and huge, muscular, black stallions and bulls. Gilgeam sometimes indicated his favor by the discovery of a large, sparkling diamond. If the stone crumbled to worthless dust when touched, Gilgeam was extremely displeased with the recipient and his divine wrath was soon forthcoming; if the stone remained whole and it was donated to Gilgeam's church, a boon would be granted to the one who donated it by the church or Gilgeam himself. The Church CLERGY: CLERGY'S ALIGN.: TURN UNDEAD: CMND. UNDEAD:
Clerics, specialty priests, crusaders L N , LE, NE, CE C: Yes, SP: Yes, Cru: N o C: Yes, SP: Yes, Cru: N o
A l l clerics, specialty priests, and crusaders of Gilgeam received religion (Untheric), reading/writing ( U n t h e r i c ) , and modern languages (Common) as bonus nonweapon proficiencies. As Untheri, they all also know Untheric as their native tongue. Gilgeam required that every member of his priesthood be a full-blooded Mulan human. The church of Gilgeam was universally despised by the people of U n ther by the time of the Fall of the Gods. Although Gilgeam's clergy was the most powerful by far i n Unther and idols of the Father of Victory decorated every street corner and every home, Gilgeam's despotism earned h i m the hatred of the entire population. I n desperation, many people turned to the cult of Tiamat, Queen of Chaos and Nemesis of the Gods, in the hope that the enemy of their enemy was a better alternative. The clergy of Gilgeam was similarly regarded, for the majority of the Supreme Ruler's priests were brutal tyrants i n their own right. For the most part, temples of Gilgeam were sacked, burned, and reduced to rubble by the joyous populace after the god-king's destruction. They were generally square buildings supported by columns. Numerous ziggurats were dedicated to Gilgeam as well. These step pyramids were sometimes elaborately decorated with sculptural art, enamel plates, glazed ceramic mosaics, or frescoes. A number of large obelisks (tall narrow towers) throughout Unther, and especially Unthalass, commemorated Gilgeam's supposed endless string of victories against Unther's enemies and also doubled as lookout posts. The clergy of Gilgeam was organized into a rigid, hierarchy with a consistent set of titles throughout Unther. Novices were known as Aspirants. The titles of the full clergy were, i n ascending order, Watcher, Enforcer, Captain of the Third Rank, Commander of the Third Rank, Autarch of the Third Rank, High Captain of the Second Rank, High Commander of the Second Rank, High Autarch of the Second Rank, Lord High Captain of the First Rank, Lord H i g h Commander of the First Rank, Lord H i g h Autarch of the First Rank. Priests of higher level were given individual t i tles commensurate with their position by Gilgeam himself. Clerics made up approximately 40% of the clergy, specialty priests, known as martinets, made up approximately 45%, and crusaders, who tended to serve as military officers, made up the remaining 15% of the clergy. D o g m a : The philosophy of Unther and, in particular, the church of Gilgeam was always that life was hard, and the ability to endure hardship was the greatest virtue, no matter how unfair that hardship may have been. It was this philosophy that allowed Gilgeam to survive as king for so long, and it was this philosophy ttiat led to Gilgeam's overconfidence that he could continue to survive, unchallenged, while continuing to abuse his subjects mercilessly. Likewise, Gilgeam's priests were expected to follow this philosophy. As a result, strength and athletic prowess were emphasized as a means of proving one's fitness to survive hardship. Promotions within the ranks of the church often went to the winners of athletic contests, and such contests were used as a forum for challenges between rival priests. Upon their initiation into the faith, Gilgeam's avatar directly addressed novice priests, stating: " I am A l l Religion, I am A l l Worship, none may
1 0 4 ^ M 1 J L M O R A N [ ) 1 ft- U N T H E R I C P A N T H E O N S : G i | g e a m
breathe in Unther without blessing me." This philosophy officially pervaded all of Unther. Day-to-Day Activities: The clergy of Gilgeam was heavily involved in the day-to-day running of Unther. Gilgeam's clergy members were the primary land-owners and administrators of Unther, and they and their families formed the bulk of the noble class, lived in the Palace District of Unthalass in luxury, and had their every whim satisfied by their slaves and Unther's national treasury. Priests and prominent followers of Gilgeam held every major position in the cities of Unther, in its armies, and in its bureaucracy. Unquestioning religious obeisance and obedience to the Supreme Lord was a strict requirement, but true faith was a rarity. U p until two centuries ago, the ancient code of Enlil was the collection of case laws to which justice in Unther adhered. W i t h Enlil's departure, the responsibility of administering and enforcing justice had fallen to the priests of Gilgeam. Most punishments were of the "an eye for an eye" sort. I n the last two centuries, the system of laws effectively broke down irreparably, and priests of Gilgeam allowed nobles to do essentially whatever they wanted, including break agreements, confiscate of property, commit murder, and perform other hideous deeds i n exchange for land, power, wealth, or any of a variety of other types of bribes. Tests of strength and other athletic competitions were a routine occurrence in the temples and on the grounds of churches of Gilgeam as a*forum for challenging rivals over policy and as a method of advancement within the church hierarchy. Holy Days/Important Ceremonies: The Festival of the Assumption held on the 14th of Kythorn was the most important of numerous holy days that celebrated Gilgeam's supposed benevolence, wisdom, leadership, athletic prowess, and military genius. This holy day marked the coronation of Gilgeam upon the abdication of Enlil from the Untheric throne in -734 DR (Year 1 of the Untheric Calendar). Countless athletic events were sponsored throughout Unther by the clergy of Gilgeam. The highlight of the festival was the annual wrestling match to the death between Gilgeam and some legendary beast. I n the Year of the Prince (1357 DR), for example, Gilgeam destroyed a dragon turtle i n Unthalass's harbor while cheering crowds (who were secretly rooting for the dragon turtle) watched from the shore. Only the strenuous efforts of the incarnations of Isis and Ramman prevented the complete destruction of Unthalass's port district during the battle.
Affiliated Orders: Prior to the Godswar, Gilgeam was served by a host of military orders. Only a small fraction of the most powerful order survived his destruction and regrouped i n the Citadel of Black Ash with the surviving remnants of Gilgeam's clergy. T h e Lords of War and Victory have reformed into an elite order of over 200 crusaders. They guard the secret fortress's gates and drill at night o n the Black A s h plains below. They are known for their ebonyhued scale m a i l or f u l l plate armor (depending upon the situation) and full helms shaped in the image of Gilgeam's visage.
Over the centuries, the clergy of Gilgeam created an incredible list of daily religious ceremonies required of both the clergy and the populace that covered the length and breadth of human activity. However, almost all of them were routinely ignored except when in Gilgeam's presence. For centuries, a simple invocation of Gilgeam's name and a request for his wisdom before beginning any activity, significant or not, sufficed. I n addition, when passing an idol of Gilgeam in the street (of which there were hundreds in Unthalass alone) every Untheric citizen was required to bow down in obeisance before continuing. Major Centers of Worship: The Ziggurat of Eternal Victory was located i n the Palace District of Unthalass. A step pyramid whose 16 tiers were covered in gold, silver, brass, bronze, and other metals, it was capped by a shrine of blue-enameled brickwork and gold ornamentation. The edges of the Ziggurat were decorated with floral designs and studded with precious stones. Nearly 800 feet i n height, it was one of the largest structures in the Realms. Gilgeam lived at the summit of the ziggurat in opulent decadence while Unther crumbled beneath him. The lower levels of the temple were honeycombed with tunnels and rooms from which the senior priests ran the entire country. W h a t remained of the Ziggurat of Eternal Victory was sacked and burned following Gilgeam's death, but its stone framework still towers over the remnants of Unthalass.
ARMOR:
Following Gilgeam's death, a few of his priests survived the general rebellion and fled to a secret stronghold hidden in the eastern branch of the Smoking Mountains. The Citadel of Black Ash is a dark fortress filled with slaves forced to mine the depths for gems and precious metals and grim-faced priests who chant endless dirges to their fallen lord and plot revenge against the people of Unther, Mulhorand, Chessenta, and the Realms i n general. The Gilgeamites have allied with a large clan of fire giants and numerous other monstrous inhabitants of the volcanic mountain chain. I n the past few months their prayers have been answered, and they are being granted spells again. Although they believe they have contacted Gilgeam who they believe is not dead, but i n exile, i n fact their spells are being secretly granted by Set who seeks to expand his influence into Unther.
Priestly Vestments: Priests of Gilgeam traditionally wore bronze-hued skirts that covered their lower torso and their upper legs and long, flowing, white, sleeveless robes trimmed w i t h gold and silver ornamentation and belted at the waist. Most priests wore numerous tight, bronze armlets to emphasize their muscles. A small, ceremonial, golden mace was always worn at the waist and served as the holy symbol of the faith. Male priests dyed their hair blond and wore short beards. Female priests, who made up a small percentage of the clergy, grew long, golden tresses bound in an elaborate hairstyle or bun on top of their heads. Adventuring Garb: When adventuring, priests of Gilgeam added scale mail armor to their bronze skirts and abandoned their ceremonial robes. A l though they were encouraged to dress practically, at all times they were expected to garb themselves in a fashion befitting their station. S p e c i a l t y Priests ( M a i - t i n e t s ) REQUIREMENTS: PRIME REQ.: ALIGNMENT: WEAPONS:
MAJOR SPHERES: M I N O R SPHERES: MAGICAL ITEMS: REQ. PROFS: B O N U S PROFS:
Strength 13, Wisdom 9, Charisma 11 Strength, Wisdom L N , LE Mace, staff, staff sling, flail U p to and including scale mail, bronze plate mail; no shields A l l , charm, combat, elemental, guardian, law, protection, summoning, wards Creation, divination, necromantic, time, war, weather Same as clerics Running Endurance
• Only humans of Mulan ancestry can be martinets. • Martinets with Strength scores of 18 may have exceptional Strength scores normally permitted only for warriors. • Martinets may permanently add up to 2 points to their Strength score (or 20 exceptional Strength points) at 1st level. For every point (or 10 exceptional Strength points) they add to their Strength, however, they must subtract 2 points f r o m their W i s d o m score. They may choose to add no points to their Strength and take no Wisdom subtractions. They cannot reduce their Wisdom below 9. • Martinets may take any nonweapon proficiency that has Strength, Dexterity, or C o n s t i t u t i o n as its relevant a b i l i t y w i t h no group crossover penalty. Hence, for example, charioteering would only require one nonweapon proficiency slot for them, not two. • Martinets can use weapons in combat but have grown to love to wrestle since their deity so strongly favors that pursuit. If the Player's Handbook rules for wrestling are used, martinets suffer no penalty for wearing armor and receive a +2 bonus to their attack rolls when wrestling. Wrestling is covered in the Combat chapter under Attacking without Killing in the Punching and Wrestling section. If the martial arts rules from The Complete Fighter's Handbook or The Complete Priest's Handbook are used, martinets spend one weapon proficiency slot to specialize in wrestling (rather than the two normally required, one for martial arts and one for wrestling) and gain +2 to their attack roll as a specialist; all other aspects of specialization i n wrestling work as i n the section on
M U L H O R A N D I &• U N T H E R I C " P A N T H E O N S : G i l # ; a m
• • • • • •
Specializing i n Wrestling. If the unarmed combat rules from PLAYER'S O P T I O N : Combat & Tactics are used, martinets receive a +2 bonus to their wrestling attack rolls and are otherwise expert wrestlers as discussed in the Wrestling section of the Unarmed Combat chapter. Martinets may cast draw upon holy might (as the 2nd-level priest spell) on themselves once per tenday. A t 3rd level, martinets may cast strength (as the 2nd-level wizard spell) on themselves once per day. A t 5th level, martinets may cast strength of one (as the 3rd-level priest spell) once per day. A t 7th level, martinets may cast free action (as the 4th-level priest spell) once per day. A t 10th level, martinets may cast right of might (as the 5th-level priest spell) on themselves once per tenday. A t 15th level, martinets may cast tyranny (as the 7th-level priest spell) once per month.
G i l g e a m i t e Spells 4th L e v e l H u r l Thunderbolt Sphere: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw:
(Pr 4; Evocation) Combat, Weather 30 yards+10 yards/level V,S,M Instantaneous 7 One creature Special
This spell enables a priest of Gilgeam to hurl a bolt of lightning from his or her upraised holy symbol to strike a single target. The bolt causes ld4 points of electrical damage per level of the priest to a maximum of 10d4. If the target succeeds at a saving throw vs. spell, the damage is halved. In addition, the bolt unleashes a clap of thunder upon striking its target (or reaching the end of the spell range) that affects anyone within 30 feet of the thunderous noise. Everyone within range, including the target, must make a separate saving throw vs. spell. Success indicates the target is deafened for ld4 rounds. Failure indicates that the target is deafened for ld6 rounds and stunned (reeling and unable to act) for one round. The material component for this spell is the priest's holy symbol.
7 th L e v e l Tyranny (Pr 7; Enchantment/Charm) Sphere: Charm Range: 0 Components: V,S,M Duration: 1 round/level Casting Time: 1 round Area of Effect: 120-foot radius Saving Throw: Special Similar i n effect to a rod of rulership, this spell enables the priest to command obedience and fealty within the area of effect when cast. From 200 to 500 H i t Dice (or levels of experience) can be ruled, but creatures with 15 or greater Intelligence and 12 or more H i t Dice/levels are entitled to a saving throw vs. spell. Ruled creatures obey the priest as if she or he were their absolute sovereign. Still, if the priest gives a command that is absolutely contrary to the nature of the creatures commanded, the magic is broken. Priests who employ this spell contrary to the wishes of Gilgeam find their god's displeasure forcefully expressed i n the immediate future, as adjudicated by the D M . The material components of this spell are the priest's holy symbol and a small golden circlet worth at least 250 gp. The latter is placed on the priest's head prior to the casting of the spell and vanishes at the spell's conclusion.
H a t h or (The N u r t u r i n g M o t h e r , t h e Q u i e t O n e , t h e Dancer o f f o r t u n e , She W h o is t h e r e f o r T h o s e in N e e d ) Lesser P o w e r o f E l y s i u m , N G
DOMAIN NAME:
Childbirth, motherhood, folk music, dance, poetry, the moon, fate Hatharia (Thay), Hathelya (Unther) Amoria/Succor
SUPERIOR:
None
ALLIES: SYMBOL:
Isis, Nephthys, Osiris Set, Sebek A horned cow's head wearing a lunar disk
Wok.
LG,
PORTFOLIO: ALIASES:
FOES:
5th L e v e l Right of Might (Pr 5; Alteration, Enchantment/Charm) Sphere: Charm, Combat Range: 0 Components: V.S.M Duration: 1 round/level Casting Time: 8 Area of Effect: The caster Saving Throw: Special This spell combines the effects of three spells: enlarge, strength, and com¬ mand. It enables the spellcaster to become more powerful and commanding. When cast, right of might increases the Strength of the spellcaster by ld6 points (or tenths of points after 18 Strength is attained if the spellcaster is a martinet or is also a warrior). This spell cannot confer a Strength of 19 or more, nor is it cumulative with other magic that adds to Strength. This spell also causes the spellcaster and any equipment carried to grow by up to 10% per four levels of the caster (round down), increasing this amount in height, weight, and width. H i t points, Armor Class, and attack rolls do not change, but damage rolls increase proportionately with size. For example, a priest at 120% of normal size hits with a mace and rolls a 6 for damage. The adjusted damage roll is 8 (that is, 6x1.2=7.2, rounded up). Bonuses due to Strength (except as noted above), class, and magic are not altered. Finally, this spell enables the priest to command another creature with a single word, w i t h identical effects to the lst-level priest spell command. One such command can be issued for every three levels of the priest (rounding up) to a maximum of six. Only one command may be issued per round and commands may be issued at any time while the right of might spell is in effect. It is not necessary to employ all the available command effects, but on the utterance of the last available command, the right of might spell automatically ends, even if the spell duration is not yet finished. The material component of this spell is the priest's holy symbol.
ALIGN.:
NG,
CG,
LN, N,
CN
Hathor ( H A A - t h o r ) shows none of the arrogance normally associated with the Mulhorandi pantheon, and she is as compassionate with foreigners as she is to her worshipers, who include women of all walks of life and races and street and folk performers. Her relationship w i t h the other members of the Mulhorandi pantheon is a servile one, except for Set, whom she loathes, and Sebek, who she dislikes. Most of the other Mulhorandi deities look down on her, or ignore her, except for Osiris, Isis, and Nephthys, who appreciate her kindness. Hathor's role as a nurturer and mother overlaps somewhat with Isis, but Hathor is seen more as a mother, while Isis is seen more as a wife and symbol of the family. Hathor's domain i n Elysium is adjacent to Isis's realm of Quietude and similar in terrain. Hathor's speech is soft; listening to her speak is like receiving comforting words following a raging argument, words that seem more gentle because they dispel anger and sadness. Her laughter is like the joy of an infant, and all babes are precious to her. Hathor's very presence brightens her surroundings and brings peace and contentment to those in the shadow of her presence. Hathor never utters a harsh word, shows impatience, or loses her smile. She speaks earnestly and humbly except when performing one of her dances or a song, when she is wildly exuberant. Hathor is served by divine minions that can assume the form of a horned cow. \ lal.hors A v a t a r (Cleric 2 6 , Mage 1 6 ) Hathor appears as a tall, graceful woman of Mulhorand with the head of a cow with long, gracefully curved horns. Her presence radiates peace, contentment, and security. She wears a tight-fitting, fine linen sheath from her
lO^-ijMJL J L M O R A N I )l hth^-..-flV)
original caster with the willing agreement of both parties before its duration expires provided a forfeiture price is paid to the caster. The caster decides what forfeiture price is sufficient, but impoverishing the contractors is not desirable or allowed. If the original caster has died, a contract of Nephthys may be removed by a higher level priestess of Nephthys i n the same manner. Temples of Nephthys typically demand 1 % to 5% of both parties' profit on any contract enforced by the magic of this spell plus the cost of the gold dust material component. Failure to pay the caster for the spell's casting has the same effect as deliberately violating the contract. The material component of this spell is a hair from each participant and a handful of gold dust worth at least 100 gp that is thrown i n the air over both contractors. 5 th L e v e l Major Curse (Pr 5; Abjuration) Reversible Sphere: Protection Range: Touch Components: V,S Duration: Special Casting Time: 8 Area of Effect: 1 creature or item Saving Throw: Special This spell is similar to the reverse form of the 3rd-level spell remove curse, except the spell effect can be permanent. The curse can have one of the following effects (roll percentile dice): IdlOO Roll 01-50 51-75 76-100
Result Reduces one ability score to 3 (the D M determines which randomly). - 4 penalty to victim's attack and saving throw rolls. Makes victim 50% likely to drop whatever she or he is holding (or do nothing in the case of creatures that do not use tools). Roll each round.
If the victim fails a saving throw vs. spell, the curse is permanent. If the saving throw is successful, the curse lasts only one turn per level of the priest who cast it. A major curse cannot be dispelled or removed by a remove curse spell, but a remove major curse spell, a limited wish, or a wish spell removes it. This spell can be cast on an item, typically i n a tomb where the item is not to be disturbed. I n this case, those who touch the item fall victim to the major curse (and to the permanent major curse if a saving throw vs. spell is failed). The reverse of this spell, remove major curse, removes the effects of a major curse or bestow curse spell. 6th L e v e l Enduring Ward (Pr 6; Alteration) Sphere: Wards Range: Special Components: V,S,M Duration: Permanent Casting Time: 1 turn Area of Effect: Special Saving Throw: Special This spell acts as a limited form of the permanency spell available to wizatds. Any glyph of warding, symbol, or priest spell from the sphere of wards is made permanent if followed by the casting of this spell. Only one such spell can be affected per casting of an enduring ward. This spell can be canceled by the successful casting of a dispel magic or Mordenkainen's disjunction spell (or similar magics), but a second such spell is typically required for the warding spell itself, whose finite duration (if applicable) does not commence until the ending of the enduring ward. The material component of this spell is a crushed diamond of at least 200 gp value.
7 th L e v e l Sanctify Crypt (Pr 7; Abjuration) Sphere: Wards Range: 0 Components: V,S,M Duration: Special Casting Time: 1 turn Area of Effect: 1 burial chamber Saving Throw: Special This spell is employed by the priestesses of Nephthys to seal a burial chamber for all time. It lasts until a tomb is despoiled, which involves removing or destroying the mummified remains and/or looting those items of value buried with the deceased. Anyone despoiling a sanctified crypt by performing either of the above actions invokes a powerful curse on themselves and their descendants. The effects of the 5th-level Nephthysan priest spell major curse are immediately applied to all tomb robbers present i n the area of effect with no saving throw allowed, whether they have actually handled the deceased's remains or valuable grave goods or not. As well, each generation one descendant of each tomb robber suffers the effects of the major curse until the tomb is restored to its original state. A remove major curse spell only removes the major curse from the current recipient. The curse still returns to haunt the next generation unless the tomb is restored. However, a descendant of an original tomb robber may lift the curse upon his or her line by performing a major quest for the church of Nephthys i n atonement. (This does not lift the major curse from the lines of others involved i n despoiling a particular tomb.) The material components for this spell is gold dust equal in value to 1 gp per square foot of the burial chamber to be sanctified. The gold dust is scattered over the floor of the crypt during the casting.
Osiris ( L o r d o f N a t u r e , Jud^t o f the; Dead, t h e W h i t e C r o w n , Reaper o f t h e Harvest ) I n t e r m e d i a t e P o w e r of A r c a d i a , L G PORTFOLIO: ALIASES: DOMAIN NAME: SUPERIOR: ALLIES: FOES: SYMBOL:
WOR. ALIGN.:
Vegetation, death, the dead, justice, harvest Osriant (Thay), Ozrikotep (Unther) Buxenus/Heliopolis (Memphiria) None Hathor, Horus-Re, Isis, Nephthys, Thoth Mask, Set White crown of Mulhorand with a crossed ceremonial crook and flail beneath it LG, N G , CG, L N , N , C N
Osiris (o-SIGH-rihs) is the son of Geb and longforgotten N u t . He was slain by Set during a power struggle to succeed Re i n the aftermath of the Orci gate Wars. The Lord of Carrion tricked h i m into lying down in a magic coffin, and, once inside, Osiris was unable to escape and soon died. He was brought back to life by his wife Isis and Nephthys when they mummified his body, giving h i m eternal life and making h i m the god of death. Osiris and Set are now bitter enemies, but Osiris gladly acceded to the leadership of Horus-Re when Re chose Horus to succeed him. Osiris also despises and works against Mask, an emigrant deity who is the patron of thieves. Osiris is very fond of people and is said to have taught the Mulan the arts of civilization. As Lord of Nature, his bounty provides a paradise in this life. As Reaper of the Harvest, he enables the people of Mulhorand to feed themselves and still have time for higher pursuits. As Judge of the Dead, Osiris oversees the transition from a person's time on earth to the afterlife, a state not all that unlike life. Osiris teaches that there are three components to a person's body. The corporeal body is the least of the three components and falls primarily within the province of Nephthys after death. Two spirits reside within the corporeal body. Upon death, one of these spirit bodies, the ba, remains near the mortal remains and is interred with the body, while the other, the ka, proceeds to the U n derworld to be judged by Osiris, punished or rewarded appropriately, and af-
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terward goes on to its final reward, returning to visit its mortal remains only on the occasions of ceremonies that guarantee that it is remembered and so will continue to live on forever. The relationship between Osiris and the undead is a complicated one. The Judge of the Dead loathes sentient, evil undead such as invoked mummies (those who embrace undeath willingly, laying plans for a corrupted form of immortality while still alive) as well as accidental mummies (a weaker form of invoked undead with half the normal H i t Dice that are created when the proper burial rites are not performed on a corpse and the i n sane and crazed ba animates i t ) and destroys them without mercy if they cross his path. O n the other hand, Osiris animates the dead as nonsentient skeletons and zombies to do battle with defilers who would profane the animated being's corporeal bodies. Occasionally Osiris sends a divine minion from his court to animate a corporeal body as a mummy (similar to the effect of a sanctify spirit host spell) in order to defend a tomb from defilers, cooperating with its ba and providing it with awesome strength. Osiris has a powerful and commanding presence, yet those whose hearts are pure and true are very comfortable in his company. His stern demeanor is cracked only by the antics of playful children, who have been known to make him smile and laugh in delight, and his wife, Isis, whom he loves passionately. However, when confronted by those who violate the principles of maat (justice, honor, order, and righteousness), particularly by despoiling the resting places of the dead, his anger is terrible and his wrath unstoppable. Any action within Mulhorand that is disrespectful of the dead, such as breaking into a sacred tomb or removing a copper coin from the body of a fallen warrior, has a 1 % chance of summoning Osiris's avatar to deal with the offender. Osiris is served by divine minions that can assume the form of a hawk or a bear. Osiris's A v a t a r ( C l e r i c 3 5 , Ranger 2 5 , Mage 1 8 , D r u i d 1 5 ) Osiris appears in one of two forms. The first is as a muscular great warrior with Mulhorandi features, green skin, and totally black eyes. He wears regal robes and the crown of the kings of Mulhorand. The second is as a mummy in a state of perfect preservation wearing regal tomb jewelry including an elaborate pectoral collar depicting a falcon holding an ankh. In either form, he can call upon any sphere or school of magic to cast spells from. A C -3; M V 15; HP 229; THACO -4; # A T 2/1 or 3/1 Dmg 2d6+17 (flail +3, +12 S T R ) MR 80%; SZ L (7 feet) S T R 24, D E X 19, C O N 25, I N T 24, Wis 25, C H A 24 Spells P: 15/14/13/13/13/13/10, W: 5/5/5/5/5/3/3/2/1 Saves PPDM 2, RSW 5, PP 4, BW 4, Sp 6 Special Att/Def: Osiris usually wields only his royal ceremonial flail in combat. This flail +3 does double normal footman's flail damage and has the same powers as a mace of disruption. When Osiris attacks with two weapons, the second is his royal ceremonial crook. The crook does no damage when it strikes (and can extend to ovei 20 feet to do so), but anyone successfully struck by the crook loses all shield and Dexterity bonuses and is dragged close to Osiris and restricted in movement to remaining within 8 feet of him. There is a 50% chance per round that the victim is pulled off his or her feet to a kneeling or prone position; mounted victims are always pulled from their mounts. The crook can hold a being of any size up to but not including gargantuan (size G). Osiris projects an aura of divine awe that stuns creatures of 8 H D or levels or lower automatically. He can command or destroy any undead creature he encounters at will. Anyone who touches his body in battle must roll a successful saving throw vs. death magic or die. Osiris can shapechange at will, and he controls all vegetation (not including sentient plants) in a 200yard radius at will. A l l spells of the necromantic or plant spheres or the school of necromancy cast or used by Osiris are at triple strength in all respects and targeted creatures receive a -3 penalty to their saving throws against such spells. He sees all invisible objects and illusions for what they really are and can force a being to tell the truth at will by locking his gaze upon them. ( A successful saving throw vs. breath weapon at a - 4 penalty allows a victim to continue lying or hold his or her tongue.) Osiris can be hit only by +3 or better magical weapons and is immune to all forms of necromantic sphere or necromancy school magic that he does not wish to be affected by. He is also immune to all spells of spell-like effects of 4th level or lower cast at h i m that he does not wish to be affected by.
O t h e r Manifestations Osiris is known to manifest i n the interiors of tombs as a grinning skull wearing the crown of Mulhorand. Those who disobey his implicit warning to flee are afflicted with a bane spell and sent running into the night screaming. When the time for the harvest is nigh, Osiris often manifests as a man the color of night who strides through the fields reaping the harvest and leaving sheaves of grain i n his wake. When a noble seeks a place to build his burial crypt in the Land of the Dead, Osiris often manifests as a dark wind that pushes the supplicant along until she or he stumbles across a tall, dark, solitary tree standing alone in the desert. The tree disappears at sunrise, and on that exact location the noble must build the tomb. Osiris also shows his presence, approval, or disapproval through the actions of good incarnates, faith incarnates, justice incarnates, hollyphants, t'uen-rin, lammasu, shedus, and animated plants. Gemstones i n somber hues, such as wine red, ocher, gray, black, and maroon are sacred to him, as are scarab beetles. The Church CLERGY: ALIGNMENT: TURN UNDEAD: CMND. UNDEAD:
Clerics, specialty priests, paladins, rangers LG, N G , CG, L N C: Yes, SP: Yes, Pal: Yes, Ran: N o C: No, SP: No, Pal: No, Ran: N o
A l l clerics and specialty priests of Osiris receive religion (Mulhorandi), reading/writing (Mulhorandi), and modern languages (Common) as bonus nonweapon proficiencies. As Mulhorandi, all of Osiris's clergy, including paladins and rangers, know Mulhorandi as their native tongue. A l l of Osiris's clergy must be humans of Mulhorandi extraction. The priesthood is largely hereditary, and almost all of Osiris's paladins and specialty priests are members of the House of Osriant, composed of human descendants of divine incarnations of Osiris. Prior to the Time of Troubles, all paladins and rangers in Mulhorand were devotees of Osiris. This is still predominantly true, but since the Godswar, Horus-Re has included paladins among his faithful as well. While within the Mulhorandi pantheon's geographic sphere of influence, in lieu of a paladin's normal detect evil ability, a paladin of Osiris can cast the priest spell test of maat at will (see the entry for Horus-Re). Osiris is a respected deity in Mulhorand, but his church is small. While every citizen of Mulhorand follows his teachings, few actively worship the Justice of the Dead. Instead they venerate h i m by living according to the spirit of maat, giving him thanks at harvest time, and calling upon his name at the deaths of their loved ones for their protection throughout eternity. A l l Osiris's clergy are addressed in public as "Lord Magistrate" or "Lord High Magistrate" (if of 9th or higher level). W i t h i n their ranks, priests of Osiris use such titles as ( i n ascending order of rank): Seeker of Truth, Guardian of the Dead, Dark Harvester, Magistrate, High Seeker, Deathwatcher, High Harvester, High Magistrate, and Deathlord. Paladins are known collectively as Pinnacles of Maat. Rangers are known collectively as the Eyes of Truthful Nature. Clerics of Osiris make up 30% of the clergy, rangers 12%, paladins 8%, and specialty priests, known as divine arbitrators, 50%. Dogma: Priests of Osiris must honor the dead and the places in which they rest. They perform all burial rituals for the dead and aid in the mummification of the noble or wealthy dead. N o priest of Osiris can ever take part in or condone the looting of a grave, the removal of treasure from a fallen body, or any similar action. Sacrilege of this type results in an instant loss of all powers and abilities. Priests who die while i n such disgrace become accidental mummies. They must use their powers to assist in the harvest. They are to aid the common folk and slaves at the time of harvest, doing all that is i n their power to ensure that food needed for the coming year is successfully brought in from the fields and stored.
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The clergy of Osiris must follow the code of maat. Should any individual in the clergy act in a manner contrary to maat, they are stripped of their powers and authority—much as paladins who have gone off the path lose their paladinhood. Initiates to the faith are charged to adhere to the principles of maat and the Code of Justice while they serve the Lord of the Dead: "Goodness, honor, and order are the natural state, and that which leads to evil, treachery, and chaos is by rights unnatural and unlawful. Goodness and harmony come from living within maat rather than fighting it. A n organized approach brings the most good for all. Laws exist to bring prosperity to those under them. The pharaoh and his representatives set laws as guidelines for honorable action within Mulhorand's tradition. Those guidelines must be applied with honor; when honor is lacking in their application, the fair judgment of Osiris is the law. "The justice of Osiris is a lack of partiality. When you hear a case from those you know, treat them as though you knew them not, and those who are close to your person the same as those who are distant from you. Do not avoid a petitioner, but hear all cases with eagerness. Be not angered without justice. Great is justice when it is even-handed; in the eyes of truth, a slave and the pharaoh ate as one." Day«tO'Day Activities: Priests of Osiris are the justices and magistrates of Mulhorand and known for their great wisdom. They typically avoid court intrigue and adventure, preferring to deal with everyday concerns. They go from town to town to hear cases and render judgments. They are genuinely fair, reasonable, honest, and incorruptible, although judgments they render are typically severe. The burden of proof is usually on the accused to prove his or her innocence, not on the accuser. Civil disputes are handled by a tribunal of priests of Osiris. Anyone may call for such a tribunal to settle disputes of property and marriage, but the clergy of Osiris charge a rather expensive fee for this setvice. The greatest power that a judge of Osiris has is the ability to call an independent inquiry. If a judge views any political situation as suspicious, she or he can call upon up to two other judges and determine if any laws have been broken or exist i n a dishonorable fashion. The results of this inquiry are given to the vizier (the highest-ranking priest of Horus-Re) who has the right to ignore them if he feels like it, one possible source of abuse of power. Recently, Pharaoh Horustep III has asked that such findings be presented to him, too, since his previous vizier was removed from office in disgrace for abusing his powers. Guarding the Land of the Dead is the responsibility of the clergy of Osiris. They keep the burial crypts i n pristine condition, renew fading wards, and guard against tomb robbers. They communicate any desecration they discover to the church of Nephthys, who avenges it. A priest of Osiris is required to preside over every burial service and perform the last rites to usher the deceased into the afterlife. Priests of Osiris also cooperate with those of Nephthys in constructing tombs and in mummifying the deceased; the two priesthoods also work together to reconsecrate tombs they discover have been violated. Holy Days/Important Ceremonies: The two most important holy days in the church of Osiris are Higharvestide and Midwinter. The former is a (relatively) joyous celebration of Osiris's bounty in which all the citizens of Mulhorand are invited to join. The latter is a solemn, private day during which the sanctity of every burial crypt in Mulhorand is renewed or reinforced so that the dead may continue to rest easy. The Passing to Eternal Contentment and Justice is a sacred ceremony performed during the enshroudment and burial of the dead. There are three versions of the ceremony—High, Middle, and Low Passing—that are employed during funerals for the royal family, the nobles, and the commoners, respectively. Major Centers of Worship: The centers of Osiris's worship are in Jhalhoran and Mishtan. The temple i n Jhalhoran is known as the Ctypt of Shadows and serves as a repository of lore on the afterlife and the teachings of Osiris. It resembles a small pyramid with several doors on each face at ground level. Constructed of dark granite, it is eternally shrouded in shadows not caused by any visible obstruction of the sun. Osiris's preeminent temple is in Mishtan and is known as the Gateway to the Afterworld. I t resembles two concentric rings of towering pillars large enough to contain rooms inside that are interconnected by graceful arches to all their neighboring pillars. This temple administers the construction of tombs in the Land of the Dead, the maintenance of the burial grounds of the pharaohs and their families, and the government of the town of Mishtan. Most of the orders dedicated to Osiris are based in the temple but roam the length and breadth of the nation.
While there are not many temples elsewhere devoted to Osiris, most tombs contain shrines dedicated to h i m and decorations that venerate him. Affiliated Orders: The Order of the Risen Scepter is an elite order of paladins and lawful good rangers who have been raised by the clergy of Osiris after being slain while engaging in honorable combat with the clergy of Set. If the priests of Set killed them by violating the principles of maat (as they always seem to do), members of the order come back to life after being raised stronger then ever. (Each risen paladin or ranger gets an additional +1 bonus to all saving throws and receives the maximum hit points per hit die. Such paladins and rangers do not lose a point of Constitution when being raised or resurrected.) The Brotherhood of Those W h o Smile i n the Face of Death (usually known as the Deathgrins) was founded by the survivors of the battle that drove the werecrocodile followers of Sebek from Mulhorand and destroyed the city of Sekras. This order of paladins has continued to serve as the sword arm of Osiris when evil takes root i n the O l d Empires. Since the Godswar, paladins of the Deathgrins have spent a great deal of effort and sacrificed the lives of many of their number attempting to destroy the cult of Tiamat in Unther. The Guardians of Skuld is a society drawn from the priesthoods of Anhur, Osiris, and Isis whose existence has been formalized since the Time of Troubles and whose leadership has reverted back to the temple of Anhur from the clergy of Horus-Re. Members of the Guardians guard the capital city of Skuld from invaders and treachery. Priestly Vestments: The clergy of Osiris dress i n kalasiris (white tightfitting linen skirts stretching from under the arm to the knees or from the waist to the knees), sandals, and a headdress. Sometimes they wear a transparent white robe over top their kalasiris. They shave their heads bald and paint three blue-circles on their foreheads indicating that they are priests. High-ranking priests adorn themselves w i t h simple cloth headdresses or with wigs emblazoned with a uraeus serpent (a symbol of otherworldly wisdom), silver pectorals engraved w i t h the symbol of Osiris, and burial shrouds wrapped around their arms and upper torso. The standard holy symbols of priests of the faith are a ritual crook and flail. Adventuring Garb: Priests of Osiris dress practically, but simply, when adventuring. They avail themselves of the best armor and weapons they can find that are appropriate for the expected situation but avoid ostentatious displays of wealth or power. Specialty Priests (! )ivine A r b i t r a t o r s ) Wisdom 15 Wisdom PRIME REQ.: LG ALIGNMENT: REQUIREMENTS:
WEAPONS: ARMOR: MAJOR SPHERES:
M I N O R SPHERES: M A G I C A L ITEMS: REQ. PROFS: BONUS PROFS:
Flail, hammer, mace, staff, staff sling, sling Any A l l , animal, astral, combat, creation, guardian, healing, necromantic, plant, protection, sun, wards Charm, divination, summoning, time Same as clerics Flail, languages modern (Untheric), herbalism Blind-fighting
• •
Only humans of Mulhorandi extraction can be divine arbitrators. Divine arbitrators know the laws and legal codes of Mulhorand. They automatically know all commonly and uncommonly known information within that body of law and its attendant procedures. If asked to call to mind an incredibly obscure point of the law of their homeland, they may make an ability check against their Wisdom or Intelligence, whichever is higher, to recall the point in question. They must make a similar ability check to know the common laws of other lands; to recall the uncommon legal practices or obscure legal points of order of foreign lands, this ability check is at a -3 penalty or a -6 penalty, respectively. • Divine arbitrators know a great deal about undead creatures and the ultimate destinations of the spirits of living creatures after they die. This knowledge is separated into two fields: necrology and netherworld knowledge. (These fields of knowledge are identical to the necrology and netherworld knowledge nonweapon proficiencies from the Com.' plete Book of Necromancers.) Necrology: Divine arbitrators are well versed in necrology, the lore of undead creatures. W h e n checking their necrology knowledge, divine arbitrators make an ability check against their Wisdom score. Their
muss
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knowledge may be used to help determine the probable lairs, dining habits, and history of such creatures (no ability check needed). Whenever a divine arbitrator confronts an undead creature, she or he may be able to specifically identify the creature (discerning between a ghast and a common ghoul, for instance) with a successful ability check. I n addition, provided the divine arbitrator makes another successful ability check, she or he recalls the creature's specific weaknesses and natural defenses or immunities. A t the DM's discretion a failed ability check ( i n either of these cases) reveals misleading or even completely erroneous information which may actually strengthen or otherwise benefit the undead creature. Divine arbitrators gain a +3 bonus when using this ability in regard to any form of mummy. Netherworld Knowledge: Divine arbitrators steadfastly serve Osiris, who sees to the disposition of the dead i n the Mulhorandi pantheon, and so obtain a great deal of arcane knowledge. When checking their netherworld knowledge, d i v i n e arbitrators make an ability check against their Wisdom score minus three. Divine arbitrators learn about the cosmology and organization of Outer Planes and how this specifically relates to the Realms, focusing primarily on the ultimate destination of spirits after death. I n addition, divine arbitrators learn about the dangerous behavior of the creatures that inhabit the nether regions, i n cluding such fiends as tanar'ri and baatezu. W i t h a successful ability check to the modified Wisdom score, netherworld knowledge can reveal the specific weaknesses and natural immunities of beings from the Outer Planes. Netherworld knowledge can also be used to classify the exact type of extraplanar creature encountered with a successful ability check. • • •
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Divine arbitrators turn undead as if they were two levels higher in experience than their actual level. Divine arbitrators may take an extra spell at each spell level provided that it is in the plant sphere. Divine arbitrators must be convinced that a person's death was contrary to the law or to maat to raise the dead. They do not do so on a whim, and most of the time, they do not do so at all. Monetary rewards do not sway them; reason, theology, and—occasionally—mercy motivate their decisions. Divine arbitrators cast wizard spells from the school of necromancy in addition to priest spells. They cast these as mages of their level. For example, a 3rd-level divine arbitrator casts wizard spells as a 3rd-level mage and cannot gain spells that are not available to a 3rd-level mage. Divine arbitrators pray for their wizard spells instead of studying to memorize them, and chosen wizard spells replace clerical spells potentially available for use that day. (In other words, the wizard spell occupies a priest spell slot.) Because of this, divine arbitrators may never cast 8th- or 9th-level wizard spells. Note that divine arbitrators must carefully fit the use of necromancy spells within the concept of maat. Violation of maat results in them losing all spells and divine arbitrator special abilities until they atone and are reinstated by their church. A t 3rd level, divine arbitrators can cast spiritual hammer (similar to the 2nd-level priest spell) once per day. This ability is known to them as a flail of deadly justice and appears as field of force shaped like a footman's flail, though it does the same damage that spiritual hammer does. A t 5th level, divine arbitrators gain a +1 on their saving throws vs. death magic. A t 7th level, divine arbitrators may continue to try to turn undead as their action each round so long as they do not fail at a turning attempt. The results of the turning attempt include their level bonus but are otherwise calculated normally. A t 10th level, divine arbitrators become immune to the energy-draining attacks of undead creatures of any sort. These include attacks that drain levels, ability score points, hit points, etc. A t 10th level, any animate dead spell cast by a divine arbitrator has double effectiveness. Note that divine arbitrators may only animate the dead in defense of their own tombs or a site sacred to Osiris. Otherwise, the use of this spell is considered an evil act. A t 15th level, divine arbitrators can speak with dead (as the 3rd-level priest spell) with any deceased being of which at least a skull remains. The age of the corpse does not matter, and the dead being always tells the truth, though it cannot reveal anything it did not know in life and cannot know of events that have occurred since its demise.
If the being has been properly interred, the divine arbitrator must undergo the lengthy and proper rituals to open its grave, tomb, sarcophagus, or coffin seals without defiling the burial place and then must redo the proper ceremonies and recreate the proper seals after the conversation is held. Divine arbitrators will not open a grave or tomb to speak w i t h the dead if the materials and time are not available to properly open and reseal the tomb. DMs can adjudicate how long such processes take, how much the ceremonial materials cost, and how rare the materials are, but a rough rule-of-thumb would be two hours, 10 gp, and fairly common for a peasant or soldier's grave; four hours, 250 gp, and uncommon for a merchant, craftsman, or military officer's grave; eight hours, 2,500 gp, and rare for a minor noble's grave; and a day to a tenday, 10,000+ gp, and extremely rare for those of higher rank. Pharaohs and the like are simply out of the question; since they are considered godkings, if they wish to speak to their people, i t is thought that they will manifest themselves. • A t 20th level, all raise dead and resurrection spells cast by divine arbitrators always succeed, and targets of their raise dead and resurrection spells do not lose a point of Constitution. Osiran Spells 1 st L e v e l B e c k o n (Pr 1; Conjuration, Charm) Sphere: Animal 1-mile radius Range: V,M Components: Instantaneous Duration: 4 Casting Time: Area of Effect: 1 creature None Saving Throw: This spell affects one creature of semi-intelligence or lower ( I N T 4 or less). The creature must either be able to be affected by an animal friendship spell or be a domesticated pet of the caster since the spell imbues the beckoned creature with neither a favorable attitude toward the caster nor the ability to communicate with h i m or her. When beckon is cast, the creature hears the caster calling and rushes to his or her side as fast as possible. Creatures outside the spell's range do not "hear" the beckon and are not summoned. The material component for this spell is a piece of food that is favored by the animal or pet. 3rd L e v e l C h i l l (Pr 3; Alteration, Evocation) Sphere: Combat Range: 50 yards+10 yards/level Components: V,S,M Duration: 1 round/level Casting Time: 6 Atea of Effect: Special Saving Throw: Vi This spell creates a 30-foot-radius sphere of cold air. The caster can focus the coldness on one creature in that area, causing 1 point of damage per caster level (to a maximum of 10 points). If the victim on whom the cold is focused succeeds at a saving throw vs. spell, the damage is halved. Each succeeding round, the caster can focus on the same or another being i n the area of effect, inflicting 1 point/level of damage (to a maximum of 10 points) to any one creature that is still within the area of effect. Creatures within the area of effect other than the target feel an unpleasant chill, but are not damaged by it. The spell does not cause any damage during a round that the caster is struck before his or her initiative, sincejdie caster must concentrate to target the spell. However, striking the caster does not end the spell; it merely prevents its energies from being focused that round. The caster may take actions other than targeting the spell, such as a physical attack, and resume targeting the spell in a later round, but casting any subsequent spell terminates the chill spell. I n addition, if all creatures leave the area of effect, the spell ends. The material component for this spell is a feather.
M U L H O R A N D I &- U N T H E R I C P A N T H E O N S : OsirTs • T23
4th L e v e l Animal Vision (Pr 4; Alteration) Animal Sphere: Range: 100 yards+20 yards/level Components: V.S.M Duration: 1 turn/level Casting Time: 7 Atea of Effect: The caster and 1 animal Saving Throw: None This spell links the vision of the priest to that of a single animal she or he must be able to see or touch when the spell is cast, be it mammal, reptile, bird, fish, or insect. Typically, the animal is one sacred to the priest's religion, but it need not be. As long as the animal remains within the range of the spell, the caster can see through its eyes, using whatever normal or special vision it possesses. There is no other link between the caster and the animal; the priest has no control over where the animal goes (unless she or he employs other spells for this purpose), and the priest suffers no damage if the creature is killed. The material component for this spell is a morsel that is desired by the animal (for example, if it is a cat, then catnip is a suitable component). Swirling Scythes (Pr 4; Invocation) Plant, Combat Sphere: 0 Range: Components: V,S,M Duration: 1 round/level Casting Time: 4 Area of Effect: 3-foot radius/level Saving Throw: Vi This spell creates a whirling horizontal circle of invisible scythes, each created from a field of force, centered on the spellcaster. One scythe is created for each level of the caster. Casters of swirling scythes mentally specify the height at which all of the scythes spin, and they can change that level each round as long as it is not lower than their feet or higher than their heads. Swirling scythes pass through rock and metal as if those materials did not exist. Only living organic material is affected by this spell. This spell ends immediately when the duration expires or the caster ceases to devote full concentration to the spell. Casters may move at half their normal movement rate and maintain concentration (though they may not take other actions); the swirling scythes move with the caster. Although this spell was created to reap the fields of Mulhorand, it is an extremely deadly combat spell as well. Any creature caught within the area of effect suffers 2 points of damage per round per swirling scythe. A successful saving throw vs. spell halves this damage. The material component for this spell is a miniature silver or gold scythe and the priest's holy symbol. 6th L e v e l Sanctify Spirit Host (Pr 6; Necromancy) Sphere: Necromantic Range: Touch Components: V,S Duration: Permanent Casting Time: 1 hour Area of Effect: One mummified corpse Saving Throw: None In a long and involved ceremony performed during Mulhorandi burial rites, this spell sanctifies the corporeal body according to the tenets of the M u l horandi faith, allowing eternal safe haven for the ba, the animate life force, and passage to the afterlife for the ka, the spirit twin containing the per¬ sonality and consciousness. If a properly mummified corporeal body sanctified by this spell is ever disturbed or its tomb despoiled, Osiris sends the spirit of a divine minion to animate the mummy and cooperate with the resting ba to drive the grave robbers from the tomb. Such a mummy is lawful neutral in alignment, lacks the scabrous touch (mummy rot) of an i n voked member of the ancient dead, exists only so long as defilers walk in the tomb sanctified in the name of Osiris, is only turnable or commandable by the clergy of Osiris, and cannot be resurrected. In addition, it is not specially vulnerable to fite, taking no damage from torches, 2d6 (first round)
and l d 6 (second round) from a direct h i t from burning o i l , and no additional damage from magical fire. Finally, it is immune to damage from either holy or unholy water except for unholy water created by the church of Set, from which it takes 2d4 points of damage from a direct hit.
Sebek ( L o r d o f Crocodiles, the: Smiling D e a t h ) D e m i p o w e r of the P r i m e M a t e r i a l P l a n e , N E PORTFOLIO: River hazards, crocodiles, werecrocodiles, wet-
DOMAIN NAME:
lands, rivers Sebethant (Thay), Sebakar (Unther) Toril/Old Empires Region
SUPERIOR: ALLIES:
None None
FOES:
Anhur, Bast (Sharess), Geb, Hathor, Horus-Re, Isis, Nephthys, Osiris, Thoth Crocodile head surmounted by a horned, plumed headdress
ALIASES:
SYMBOL: WOR.
ALIGN.:
LE,
NE,
CE
Sebek (SEH-beck) is a crocodile-headed deity worshiped i n the wetlands of Mulhorand and a few remote places i n Unther and Chessenta, away from the cities. A l l crocodiles and werecrocodiles are said to be his children. His largest collection of worshipers was driven out of Mulhorand by the Brotherhood of Those W h o Smile in the Face of Death, an order of Osiran paladins, and subsequently moved to the Adder Swamp i n Chessenta. Sebek's cult has been persecuted for several centuries by the god-kings and had been nearly exterminated before the Time of Troubles. Since the Godswar, the number of werecrocodiles who worship the Smiling Death has rebounded slightly. Sebek is second only to Set in evil in the pantheon of Mulhorand. He is strong, but also cruel and capricious. He enjoys eating people, but can be swayed by piteous begging (if it is accompanied by the promise of bigger meals). He enjoys cruel humor and mean-spirited pranks. He loathes genuine displays of heartfelt emotion and is said to have a heart of ice. The Lord of Crocodiles has a strong streak of insecurity with regard to his status in the Mulhorandi pantheon, a fact that has been exploited by daring mortals in the past. Sebek is the poor relation of the Mulhorandi pantheon, effectively an outcast. Although he is not formally banished, he is simply ignored. Most of the Mulhorandi deities view Sebek with condescending scorn. Sebek has worked with Set in the past, but even the Brother of Serpents treats Sebek with contempt and uses h i m only as a temporary ally of convenience. Sebek is served by divine minions that can assume the form of a crocodile or a giant crocodile. Sebek's A v a t a r (Fighter 2 0 , C l e r i c 1 8 ) Sebek appears most often in one of two avatar forms: the Lord of Crocodiles or the Smiling Death. The Lord of Crocodiles is a tall, crocodile-headed Mulhorandi man wearing a headdress made of a pair of horns and two tall plumes. He wields a great spear and wears an elaborate armlet on his upper left arm. He may draw from any sphere of magic for his spell abilities. The Smiling Death is a monstrous crocodile fully 40 feet long that lurks on the bottom of the largest rivers and can swallow entire boats whole. The Smiling Death cannot cast priest spells. A C - 2 (Lord of Crocodiles) or -3 (The Smiling Death); M V 15, Sw 18 or 9, Sw 18; HP 186; THACO 1; # A T 3/1 or 1 Dmg l d l 2 (bite) and l d l 2 + 1 3 (great spear +3, +8 S T R , +2 spec, bonus in spear) or 4dl0 (bite) MR 50%; SZ L (8 feet) or G (40 feet) S T R 20, D E X 20, C O N 25, I N T 18, Wis 20, C H A 17 Spells P: 11/11/10/10/6/4/2 or None Saves PPDM 3, RSW 5, PP 4, BW 4, Sp 6 Special Att/Def: Sebek can shapechange from one avatar form to the other at will as long as he is fully submerged in water. The process takes one full round. During the transformation he can do nothing but defend himself. I n either form, Sebek can summon ld3 giant crocodiles seven times per day who surface in water near him or appear to crawl out of the
124 ^ M U L H O R A N D I cv U N T H E R I C P A N T H E O N S : O s i r i s , S e b e k
ground. Anyone who has an unhealed wound caused by a piercing or slashing weapon (including similar natural weapons) who is wounded by Sebek finds the wound reopened and loses ld3 points per round until the wound is rebound. N o lizard or reptile w i l l attack Sebek, even if i t is trained to attack or charmed and ordered to do so. The Lord of Crocodiles wields the Sorrowful Spear, a great spear +3 that has the special ability of changing dead sticks and branches into normal crocodiles with maximum hit points with its touch (similar to the sticks to snakes spell). These crocodiles obey Sebek unconditionally. Sebek can attack twice per round with his spear and once per round with his bite. The Smiling Death swallows creatures and small boats whole on a natural attack roll of 15 or above. A n y living victims suffering this fate die w i t h i n 3d6 rounds (protection vs. acid damage slows this to double that number of rounds) and are subsequently digested within 30 minutes. O t h e r Manifestations Sebek rarely manifests i n the Realms, preferring to simply send his avatar to hunt. When he does manifest, it is typically as a giant crocodile's smile appearing i n t h i n air. Whether this indicates his favor or disfavor is left up to the viewer to determine. Guessing incorrectly often leads soon after to a quick and gruesome end i n the jaws of the Smiling Death. The Church CLERGY: ALIGNMENT: TURN UNDEAD: CMND. UNDEAD:
Clerics, specialty priests NE C: N o , SP: N o C: Yes, SP: Yes
A l l clerics and specialty priests of Sebek receive religion (Mulhorandi), modern languages (Mulhorandi), and modern languages (Common) as bonus nonweapon proficiencies. As natives of their own lands, specialty priests from Unther and Chessenta also know their native tongues. A l l of Sebek's clergy are werecrocodiles, a form of lycanthrope found ( w i t h these statistics) i n Mulhorand, Unther, and Chessenta. Clerics of Sebek are limited to 5th level; specialty priests have no maximum level limit. Clerics of Sebek are able to cast crocodile tears once a day as an ability. Clerics of Sebek begin 1st level with 5d8+ld4+5 hit points and gain ld4 hit points per level after 1st to their maximum of 5th level. Werecrocodile (Lycanthrope): A C 1; M V 6, Sw 12; H D 5+5 ( + ld4 hp per level if priest); T H A C O 15 # A T 2; Dmg 2d6 (bite) and ld8 (tail); SA infection, can summon and control ld3 crocodiles per day, 18 Strength; SD h i t only by silver and magical weapons, healing upon from change; SZ M (6' human), L (8'- to 12'long crocodile); M L elite (13-14); Int avg (8-10); A L NE; XP 650 (975 for priest of l e v e l 1-4, 1,400 for priest of l e v e l 5 + ) ; M O N S T R O U S C O M P E N D I U M Annual Volume Three. Notes: Infection: Bitten victims can be infected with lycanthropy. They have a 1 % chance to turn into werecrocodiles during the next full moon for each point of damage taken from bite of a werecrocodile. Summon Crocodiles: Werecrocodiles can summon ld3 normal crocodiles, which arrive in 2d6 rounds and obey their every command. Healing From Change: Like all lycanthropes, werecrocodiles heal I d 6 x l 0 % of the damage they have taken in animal form when they return to human form. Sebek is both feared and revered i n rural Mulhorand, where crocodile lurk in the rivers. Although rarely worshiped anymore by humans, except by twisted individuals i n secret cults, Sebek is propitiated by fearful v i l lagers in order to stave off his attacks. Worshipers of Sebek do not construct permanent temples. Rather, they build simple shrines resembling small huts out of mud and reeds in swamps, stagnant pools, and slow-moving rivers. The clergy of Sebek are a very small group and consist mainly of specialty priests, known as swamplords, with only about 10% of the clergy being clerics. Priests of Sebek use such titles as Glistening Jaws, Watery Death, Scales of Vengeance, Hungry Maw, and Bloody Teeth. Titles are awarded haphazardly or are self-selected. A l l ranking among the clergy is based on ritual combats between rivals that continues until one combatant is killed or yields. Dogma: Hunt or be hunted is the driving philosophy behind the faith of Sebek's priests. Clergy of the Lord of Crocodiles are to hunt intruders into their god's domain, weed out the weak, terrify human commoners and weaklings into propitiating Sebek, dominate their fellows, and even-
tually turn the world into one vast swamp. They are to help Sebek eventually gain the recognition he deserves as a powerful god to be feared. Sebek's priesthood is to be amply rewarded with choice prey, wealth, and territory when Sebek finally gets what he deserves—a powerful position in the Mulhorandi pantheon. Day»to»Day Activities: Werecrocodile priests spend their days bullying their fellows, hunting, luring humans to their doom, and designing fantastic schemes to seize power i n Mulhorand, Unther, and Chessenta. Holy Days/Important Ceremonies: Villagers seeking to ward off the attack of crocodiles hope to appease Sebek by the monthly sacrifice of animals (and occasionally sentient creatures) outside shrines located deep in the swamp. The remains of the sacrifice are left within the shrine for the crocodiles. Many a worshiper has failed to leave quickly enough after making a sacrifice and fallen prey to the jaws of the crocodiles attracted to the site. Werecrocodile priests of Sebek must give whispered praises to the Lord of Crocodiles before each k i l l , and they must leave a small fraction of their catch out at night while they sleep for Sebek to devour if he so chooses. Once per month they must slay a sentient creature (low intelligence or greater) or lose all their priestly powers until they do so. Each year they must create at least one new werecrocodile from the human population of Mulhorand and guide that person into the worship of Sebek so that Sebek's cult continues to grow. Major Centers of Worship: Sebek's major temple i n Mulhorand, known as the River's Maw, was located i n the small city of Sekras. Beginning as a small cult of humans, Sebek's faithful gradually turned the majority of the population into wetecrocodiles over a period of centuries. When the city was destroyed by paladins of Osiris in 1183 DR, Sebek's worshipers were scattered and greatly reduced in number. Some werecrocodiles remain in the ruins of Sekras, and smaller bands may be found i n most of the swamps i n Mulhorand and Unther. The majority of Sebek's surviving worshipers relocated to the Adder Swamp in Chessenta. A long-running war with the wererats who inhabited that place has reduced Sebek's worshipers to little more than savages. Scattered shrines to Sebek are located throughout the swamp, but no true temple has ever been built there. Affiliated Orders: There are no knightly or military orders associated with the faith of Sebek. A l l werecrocodiles serve Sebek directly, and all war on the humans who seek to invade their rivers and swamps. Werecrocodiles have occasionally made alliances of convenience with lizard men, lizard kings, marls, bullywugs, troglodytes, and boggles. Most of these alliances end with one or both groups turning upon the other when the alliance is no longer convenient. Priesdy Vestments: When i n human form, the clergy of Sebek wear kalasiris (white tight-fitting linen skirts stretching from the waist to the knees) and pectorals of tanned crocodile hides studded with gems. They shave their heads bald, more for convenience than to indicate any affinity with the nobility of Mulhorand. When i n crocodile form, the clergy of Sebek disdain the use of any adornment. The standard holy symbol of priests of the faith is either a crocodile tooth or a carved representation of Sebek's symbol; either is usually worn on a thong or chain as a necklace Adventuring Garb: Clergy of Sebek dress practically when adventuring, wearing comfortable shoes and a rugged kalasiris. When i n human form, they often don leather or scale mail armor. (Their natural Armor Class is crocodile form is sufficient to protect them.) Clerics prefer clubs in combat, and specialty priests favor scimitars. Specialty Priests (Swamplords) REQUIREMENTS: PRIME REQ.: ALIGNMENT: WEAPONS: ARMOR:
M A J O R SPHERES: M I N O R SPHERES: M A G I C A L ITEMS:
Wisdom 9 Wisdom NE
Mace, spear, staff, sling, staff-sling, khopesh, scimitar, dagger A l l armor types up to and including scale mail; no shields; natural Armor Class of 1 in crocodile form A l l , animal, chaos, combat, elemental (water and earth), guardian, healing, plant, protection Charm, creation, divination, necromantic, thought Same as clerics
REQ. PROFS:
Scimitar
B O N U S PROFS:
Direction sense, swimming
M U L H O R A N D I & U N T H E R I C P A N T H E O N S : Sebek
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I
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A l l swamplords are werecrocodiles, and as such automatically have a Strength of 18. They also have the other special abilities and immunities associated with lycanthropes i n general and werecrocodiles i n particular. (Werecrocodiles are described i n the MONSTROUS C O M P E N D I U M
•
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• • • •
•
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Annual Volume Three and i n Old Empires. Note that their movement rate is 6, Sw 12.) A t 1st level, swamplords have 5d8+ld4+5 hit points (plus any Constitution bonuses they might be entitled to). For each experience level they gain above 1st through 9th, they gain another ld4 hit points (plus any Constitution bonuses they might be entitled to). After 9th level, they gain only 2 hit points per experience level, just as any normal type of priest does. Swamplords may speak with any alligators, crocodiles, giant crocodiles, and werecrocodiles at will. Swamplords may change their appearance (similar to the 2nd-level wizard spell alter self) once per day to appear as a floating log while drifting within a river or lake. They can maintain this form for 3d4 rounds+2 rounds/level. Swamplords are able to cast crocodile tears (as the 2nd-level priest spell) once a day. A t 2nd level, swamplords can breathe water or air with equal facility. A t 3rd level, swamplords can cast suggestion (as the 3rd-level wizard spell) once per day. A t 5th level, swamplords can cast sticks to crocodiles (as the 4th-level priest spell sticks to snakes) once per day. The crocodiles are normal i n size. (Crocodiles are described i n the MONSTROUS M A N U A L tome.) A t 7th level, swamplords can cast monster summoning Vll (as the 9thlevel wizard spell) once a day. They always summon two giant crocodiles. A t 9th level, swamplords can speak a power word, stun (as the 7th-level wizard spell) once a day. A t 15th level, swamplords can cast eyebite (as the 6th-level wizard spell) once a day.
Sebekan Spells 1st L e v e l Water Sprint (Pr 1; Alteration) Combat Sphere: Range: 0 Components: Duration: Special Casting Time: 4 Area of Effect: The caster Saving Throw: None
v,s
This simple spell triples the spellcaster's normal swimming movement rate for one round. After casting this spell, the priest must utilize this boost of speed within one hour per level of the spellcaster. When the spell duration expires or after the burst of speed is utilized, the spell effect ends immediately. Priests of Sebek commonly employ this spell when preparing for a hunt. They then lurk in crocodile form beneath the water waiting for likely prey and, when a likely victim is found, burst out with surprising speed and attack. 2nd Level Crocodile Tears (Pr 2; Enchantment/Charm, Illusion) Sphere: Charm Range: 0 Components: V, S, M Duration: Special Casting Time: 5 Area of Effect: 120-foot radius Saving Throw: Neg. This spell makes the priest appear weak, sick, injured, and emotionally distressed so as to engender a sympathetic response i n anyone encountering the priest. It effectively disguises any unusual physical characteristics of the caster that might be taken to be menacing (fangs or claws, for example) and makes any drawn weapons or worn armor appear to be nonmenacing objects and heavy, but tattered, clothing (such as making a sword appear to be a walking staff). While this spell is in effect, any creature of low intelligence or greater ( I N T 5+) which enters the area of ef-
fect, except a crocodile or werecrocodile, must make a successful saving throw vs. spell or immediately move to the priest's side at its full normal movement rate or faster to offer assistance. Weapons and shields are dropped i n the haste to provide aid unless already sheathed or strapped on. Should the priest choose to attack as would-be benefactors approach, such victims are automatically surprised, and the priest enjoys at +4 attack bonus during the round of surprise. This spell lasts for up to 1 hour/level of the priest. Like an invisibility spell, any attack on the part of the priest instantly ends the spell's effect. Beings who observe the priest cast the spell are also immune to its effects. The material component of this spell is a handful of water splashed on the face.
Set ( L o r d o f Evil, D e l i l e r o f t h e Dead, L o r d o f C a r r i o n , Father o f Jackals, B r o t h e r o f Serpents, O u t c a s t o f t h e G o d s , Kin£ o f M a l i c e ) I n t e r m e d i a t e P o w e r o f Baator, L E PORTFOLIO: Evil, the desert, desert storms, destruction, drought, night, rot, predators and carrioneaters, snakes, hate, malice, betrayal, evil magic, ambition, poison, murder ALIASES: Typhon (Thay and Unther), Gilgeam DOMAIN NAME:
Stygia/Ankhwugaht
SUPERIOR:
None
ALLIES:
Tiamat
FOES: SYMBOL:
Anhur, Hathor, Horus-Re, Isis, Osiris, Nephthys, T h o t h A coiled cobra
WOR. A L I G N . :
LE, NE, CE
Set (SEHT), brother of Osiris, is the most evil deity worshiped i n Mulhorand. The son of Geb and longforgotten Nut, his birth was horrific, for he tore himself free from his mother's womb and sprang upon the world as a foul and hideous thing. He challenged the authority of Osiris for the leadership of the gods upon the death of Re during the Orcgate Wars, slew Osiris (who was later brought back to life by Isis) through trickery, and was then defeated by Horus-Re and cast into the Raurin desert. While only evil people venerate Set, sometimes those who travel i n the desert make offerings to him to appease his wrath. Thoth, the Lord of Magic, is the god of neutral wizards and magic in its theoretical, practical form i n Mulhorand, but Set serves specifically as the patron of evil-aligned wizards. Set is willing to ally with nearly any evil being or organization if it fits with his long-term goals. He quickly abandons such an alliance when it suits his purposes as well. Set sometimes allies w i t h Sebek, but he looks down upon the Lord of Crocodiles and rarely wants anything to do with that demipower. Prior to the Time of Troubles, Set induced the great wyrm blue dragon Gestaniius to ally with his cult. When she was destroyed by Tchazzar during the reformation of Tiamat, he calmly went about making inquiries about an alliance with the cult of Tiamat. Set has developed a tentative, secret alliance with Tiamat, who was tecently once more resurrected in the Realms, but both deities feel that they are leading each other i n their own plans rather than following another's plots. However, the cult of Tiamat and the followers of Set maintain an alliance of convenience. Set has also begun to forge an alliance with the great wyrm Maldraedior in Dalath. Set has promised to provide draconic hatchlings for Maldraedior to induct into the worship of a draconic deity of magic in exchange for access to Maldraedior's extensive lore and assistance from the wyrm's human servants. Set has been making numerous overtures of late to the Red Wizards as well, trying to induce or manipulate Thay to launch another war against Mulhorand. A cold and calculating god, Set is the jealous personification of evil. He always acts against the interests of the Mulan and the Mulhorandi pantheon. The Lord of Evil is always looking for ways to recruit new followers and disrupt the churches of the other Mulhorandi powers. Despite his loathsome nature, Set takes good care of his followers and does not willingly betray or abandon his people, as he finds it practical to maintain their loyalty.
1 2 & - J V L U L H O R A N D I c> U N T H E R I C P A N T H E O N S : S e b e k , S e t
Set can be quite gracious and charming when first encountered, but he reveals his true colors very quickly. He revels in his evilness and makes no excuses for his cruelty or his evil actions. He never laughs except when relishing another creature's pain, and the sound of his laughter is said to be that of creature's final death scream. Mortals are simply useful tools that can be destroyed or cared for, as appropriate, i n Set's view. The divine minions of Set can assume the forms of any three of the following: brown bear, jackal, giant poisonous snake, huge scorpion, or crocodile. Set's A v a t a r (Mage 3 0 , Illusionist 3 0 , T h i e f 2 0 , Fighter 1 7 , C l e r i c 1 5 ) Set usually appears i n the form of a muscular Mulhorandi man with finely scaled skin and a jackal's head. (The scales are hard to detect as they are a normal color for Mulhorandi skin.) His radiates an arresting hideousness, and though his voice always has a subtle snarl or hiss to it, he is insidiously persuasive. He commonly wears a kalasiris of white, gray, or black, a broad gold gem-encrusted pectoral collar, and large elaborate golden bracers, often decorated with serpent shapes, on his wrists and upper arms. He can call upon any school of magic for his spells, but prefers spells from the necromancy, illusion/phantasm, and enchantment/charm schools, which he employs at double strength. He may cast priest spells from all spheres except the plant, thought, time, and war spheres. He may only cast the reversed forms of spells from the sun sphere and rarely uses anything but reversed forms of spells from the necromantic sphere. A C - 4 ; M V 15; HP 193; THACO 4; # A T 5/2 (spear) or 1 (bite) Dmg 2d8+7 (Spear of Darkness +4, +1 S T R , +2 spec, bonus in spear) or ld20 (bite) or special MR 50%; SZ L (7 feet) S T R 16, D E X 21, C O N 23, I N T 24, Wis 23, C H A 6 Spells P: 6/6/6/6/4/2/1, W: 8/8/8/8/8/8/8/7/7* Saves PPDM 2, RSW 3, PP 4, BW 4, Sp 4 *Numbers assume one extra illusion/phantasm spell per spell level. Special Att/Def: Set wields a divine artifact in battle, a huge, jet-black spear +4 known as the Spear of Darkness. He can also bite rather than attack with his spear. His bite is poisonous, and beings who fail their saving throw against Set's bite die instantly. A t will, the touch of Set's hand transforms his victims into divine minions of Set unless they make a successful saving throw vs. spell. Set can create a dose of lethal poison that causes death in ld4 rounds in those who fail their saving throws vs. poison against it. This poison can be in liquid or powder form and can be used as a blade venom or injectable poison. He may create it on a blade, in his cupped hand, or in a container held in his hand or touched by him. A t will, his spear is poisoned with this venom. He can, at will, cause anyone who meets his gaze to instantly change alignment to lawful evil unless they succeed at a saving throw vs. spell. (Clergy of Hathor, Osiris, Isis, Nephthys, and Horus-Re receive a +6 bonus vs. this ability.) When he successfully affects someone in this way, they are also automatically charmed by him (similar to the charm ability of a vampite). A l l spells of the necromancy, illusion/phantasm, and enchantment/charm schools cast ot used by Set are at double strength in all respects. He can create darkness and continual darkness whenever he desires, and this act does not count against the number of actions he can take in a round. Set's skin is poisonous to the touch; any who touch h i m must make a successful saving t h r o w vs. poison or d i e . Set is i m m u n e to a l l illusion/phantasm and enchantment/charm spells. He can only be damaged by spells or +3 or better magical weapons. ()ther Manifestations Set often manifests in the foim of a ptedator or a scavenger, whether it be a jackal, a crocodile, a scorpion (normal or giant-sized), a hyena, or a snake. In any of these forms, Set's manifestation appears only briefly and serves as a reminder to his clergy that Set's wrath is going to be quite deadly if they fail in their assigned task. When a follower of Set is in danger, Set occasionally manifests as the sound of a rattlesnake's rattle or a jackal's growl, warning them to expect an attack. Set sometimes manifests to the faithful of Osiris, Horus-Re, and the other gods as a the skull of a jackal abandoned by the side of the path.
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When they pass by, the skull unleashes a horrifying laugh and explodes in a shower of blood that quickly vanishes. According to Mulhorandi legend, such an event foreshadows a hero's imminent death, although, in reality, i t serves merely to unnerve the victim. Set also shows his presence, favor, or disapproval through the actions of nightmares, hell hounds, hellcats, simpathetics, rakshasas, snakes and poisonous creatures and plants of all sorts. Gemstones i n green, black, and nauseating shades of other colors are sacred to him. The Church CLERGY:
Clerics, specialty priests
ALIGNMENT:
LE, NE,
TURN UNDEAD:
C : N o , SP:
CE No
CMND. UNDEAD:
C : Yes,
Yes
SP:
A l l clerics and specialty priests of Set receive religion (Mulhorandi), reading/writing (Mulhorandi), and modern languages (Common) as bonus nonweapon proficiencies. As Mulhorandi, all of Set's clergy know Mulhorandi as their native tongue. A l l priests of Set must shave their heads even outside of Mulhorand (where the practice is the cultural norm). Before the Godswar, all priests of Set had to be of Mulhorandi extraction; since the Time of Troubles, this restriction has been lifted by Set. Set has numerous followers throughout Mulhorand and a growing cult in Unther. He is feared throughout Mulhorand, and relentlessly denounced by the various Mulhorandi priesthoods in all sorts of polemical invectives. As a result, the dissatisfied and downtrodden sometimes turn to the enemy of those they view as their oppressors, much as the people of Unther turned to the cult of Tiamat in the final days of the tyrant Gilgeam's reign. So far this is not a significant movement, but if the avatar of Horus-Re were to turn excessively tyrannical in his rule, Set might finally find an opening to have his former incarnation seize the rulership of Mulhorand and for himself to attempt to take ovet the Mulhorandi pantheon. Set's temples are always hidden and often located belowground. They tend to emulate the most powerful local temples in ornamentation and architecture, but they are invariably twisted parodies of evil. Set's followers often build shrines in tombs they have defiled, and Osiris's clergy must then seek them out and resanctify them. By the pharaoh's decree, all priests of Set are referred to as Eaters of Carrion. W i t h i n their ranks, however, priests of Set use such titles as ( i n ascending order): Supplicant, Snake, Scorpion, Crocodile, Jackal, High Snake, High Scorpion, High Crocodile, and Lord High Jackal. Individual priests often employ their own unique variants or entirely new titles to reflect their service in the name of Set. Approximately 60% of Set's clergy are specialty priests (called nighthunters), and the remainder are clerics. Since the Godswar, Set has only not promoted any clerics above the rank of Jackal, and the number of clerics is slowly dropping. Dogma: Priests of Set are charged to destroy the ptiesthoods of HorusRe and Osiris, to bring Set to his tightful place as god-king of Mulhorand, and to spread the cult of Set throughout the Realms. They are to sacrifice both wealth and sentients to him. Initiates to the faith are taught that the ends justify the means, and life is a struggle to be won by the powerful and the ruthless. Loyalty to one's comrades is admirable so long as i t advances the cause of Set, and that i n the end, when Set accedes to his rightful throne, those that have served him well will be justly rewarded. Day-to»Day Activities: Priests of Set are charged to undermine and overthrow the theocracy of Mulhorand, and spend their days executing ruthless and subtle plans to achieve their goals. Only the eternal vigilance of the other powers and their faithful keeps the majority of these plans from succeeding. Priests of Set often oversee the activities of thieves, assassins, and other evil beings, even if they venerate Mask. Many brigands and tomb robbers are Settites, who use these activities to finance their plans and to mock and denigrate the powers and beliefs of other faiths and deities. Sevetal orders of assassins are headed by the clergy of Set. Such priests are not allowed to betray members of the otder and must always work to promote the "brotherhood of evil." Holy Days/Important Ceremonies: Priests of Set have no formal holy days. Rather, they perform their important ceremonies and sacrifices every time they achieve a major victory in the name of Set. When a Supplicant seeks to join the brotherhood of evil as a full-fledged member, he must undergo the Test of Venom. This ceremony involves the
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thieves, but they rarely survive more than a few years before being hunted down and destroyed by the military patrols or clergy of other faiths, and their leaders report to the Fangs of Set anyway. Priestly Vestments: The clergy of Set dress in kalasiris (white tightfitting linen skirts stretching from the waist to the knees), sandals laced to the knee, and a headdress adorned with the head of a snake, crocodile, scorpion, or jackal. N o t unlike the clergy of Anhur, they typically wear an ornate pectoral collar that serves as "a lower coif and breast plate and armlets and bracers that collectively serve as the equivalent of a vambrace. (Priests have a base A C 7 while wearing their full ceremonial garb.) Priests of Set shave their heads bald, but do not paint three blue circles on their foreheads, as they usually wish to conceal the fact that they are priests. High-ranking priests wear bejeweled gold pectoral collars shaped in the image of a jackal and the skin of a feline or canine servant of good (such as a lammasu or blink dog) draped over their shoulders to show their mastery over the "weakness" of good. The relative affluence of a priest's vestments loosely indicates his or her relative wealth, power, and prestige. The standard holy symbol of priests of the faith is a ring, armlet, or bracer made of gold and carved in the shape of a coiled snake. Adventuring Garb: W h e n adventuring, the clergy of Set prefer to cloak themselves i n as much of their lord's ceremonial garb as possible. However, they utilize whatever armor and weapons are most appropriate, and they disguise their affiliation if necessary for the course of their mission. They prefer to dress i n shades of black, green, tan, rust, or sandy yellow, i n general, and like jewelry featuring serpents (and hidden poison compartments), but such dress is not a definite indication of a person's status as a priest of Set. Specialty Priests (Night, h u n t e r s ) REQUIREMENTS: PRIME REQ.:
Divine Minions: Horus-Re, Geb, and Set supplicant walking through a pit of poisonous snakes or scorpions. Aspiring priests who survive the ceremony are admitted into the clergy. Particularly infuriating to the clergy of Osiris and Nephthys is the Reconsecration ceremony performed by grave robbers who serve i n Set's clergy. This ceremony involves the complete defilement of a burial chamber, the creation of an unholy altar to Set, the looting of the crypt's treasure, and the animation of the dead as undead horrors. Major Centers of Worship: The center of Set's worship is i n Sampranasz. (This fact is a closely guarded secret.) Many other enclaves of Set worship exist, increasing numbers of them outside M u l h o r a n d . The avatar of Set used to reside i n a tower somewhere i n the desert Raurin and is still reputed to visit it to pass down wisdom to the faithful, reward those who have successfully promoted his cause, and punish those who have failed. The Cavern of the Jackal is located beneath the streets of Sampranasz. This vast natural cavern extends beneath the sea floor and is rumored to connect to tunnels that lead all the way to the basements of Red Haven. The temple houses nearly 1,500 of Set's faithful in numerous caves off the main cavern as well as a vast store of weapons, armor, and powerful magic. Priests of the temple rule the town above through the military governor appointed by the clergy of Horus-Re but secretly in the service of Set. Ceremonies of unspeakable evil occur in the temple's chapel on a tegular basis. The Cavern is named for the numerous jackal-headed stone colossi (massive stone golems) that guard its numerous entrances and that are controlled by the temple's high priestess. These stone colossi were modeled after the legendary Statues that Walk created by a race of giants long before the rise of humankind. Affiliated Orders: Before the Godswar, Set's most powerful servants in Mulhorand were an adventuring company known as the Fangs of Set. The Fangs had several plans i n motion to place a rakshasa on the throne of Mulhorand in place of the boy-pharaoh. The Fall of the Gods disrupted their plans, but during the confusion the three leaders of the company, Hodkamset, Nekiset, and Hamsetis, took the opportunity to recruit a wide network of followers and contacts. The Fangs of Set are now a wideranging network of assassins, spies, and thugs whose membership permeates every level of Mulhorandi society. The Fangs may not be able to displace the pharaoh, Horustep I I I , but they intend to rule Mulhorand from behind the scenes in the name of their deity, nonetheless. I n addition, Set's clergy sponsors numerous small bands of mercenaries, assassins, and
ALIGNMENT: WEAPONS:
ARMOR: MAJOR SPHERES: M I N O R SPHERES: M A G I C A L ITEMS: REQ. PROFS: B O N U S PROFS:
Wisdom 9, Dexterity 9 Wisdom, Dexterity LE, NE A l l bludgeoning (wholly type B) weapons, composite bow, dagger, dart, blowgun, knife, khopesh, scimitar, spear, whip Any A l l , animal, astral, charm, combat, elemental, guardian, necromantic, protection, summoning Creation, healing, sun (darkness spells only), thought, weather Same as clerics None Disguise, tumbling
O n l y humans and half-ores of M u l h o r a n d i e x t r a c t i o n can be nighthunters. A l l nighthunters must shave their heads even outside of Mulhorand (where the practice is the cultural norm). Nighthunters can backstab as if they wete thieves of equal experience level. Nighthunters radiate protection from good, JO' radius (the reverse of the 4th-level priest spell protection from evil, 10' radius). A t 3rd level, nighthunters gain the benefits of a permanent undetectable alignment spell (the reverse of the 2nd-level priest spell know alignment). A t 5th level, nighthunters become immune to all poisons. A t 5th level, nighthunters can magically create poison of class A , B, C, D, G, H , I , K, L, M , O, or P once a month. The quantity of poison created is l d 4 + l doses of the appropriate amount for the class of poison. Nighthunters cannot create the same type of poison more than once in a year in this manner. A t 7th level, nighthunters gain 60-foot infravision. A t 10th level, nighthunters are able to summon one minion of Set (as per the spell summon divine minion) once per day. A t 13th level, nighthunteis attract 2dl0 faithful followers of evil alignment. These followers are all thieves or fighters and often are assassins by profession. A t 15th level, any pointed or edged weapon (those that inflict type P or S damage) nighthunters wield is automatically poisoned if they so desire. Victims struck by such a weapon must make successful saving throw vs. poison at a - 2 penalty or die i n ld4 rounds. This poison does not work against clergy of Hathor, Horus-Re, Isis, Nephthys, Osiris, or Thoth or the duly crowned monarch of Mulhorand.
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S e t t i t e Spells 2nd Level Dispel Ward (Pr 2; Abjuration) Sphere: Wards Range: 60 yards Components: V,S Duration: Special Casting Time: 5 Area of Effect: 30-foot cube Saving Throw: None This spell is a more limited form of the dispel magic spell that is specifically designed only to bypass wards. A n y glyph of warding, symbol, magic mouth, wizard lock, spell from the priest sphere of wards, or similar magic (as adjudicated by the D M ) can be canceled by this spell, and every such ward i n the area of effect must be checked when the spell is cast to determine if it is dispelled. This spell does not work against wall spells (wall of fire, wall of iron, etc.) or protective sphere spells (prismatic sphere, anti' magic shell, etc.). Rather, it attempts to negate spells cast upon an item or entrance to guard i t . Unlike casters of dispel magic, casters of dispel ward do not have option to directly affect enchanted items and temporarily negate their effects. The chance to dispel a ward depends on the difference i n level between the magical effect and the caster. The base chance of dispelling is 11 or higher on ld20. As with a dispel magic spell, if the caster is of higher level than the ward to be dispelled, the difference is subtracted from the base number needed. If the caster is of lower level, the difference is added to the base. A die roll of 20 always succeeds and a die roll of 1 always fails. Thus, if a caster is 10 levels higher than the ward magic she or he is trying to dispel, only a roll of 1 prevents the effect from being dispelled. 4th L e v e l Sarcophagus o f Death (Pr 4; Evocation) Sphere: Necromantic Range: 5 yards/level Components: V,S,M Duration: 1 round/2 levels of caster Casting Time: 7 Area of Effect: 1 creature Saving Throw: Neg. This spell creates a coffin-shaped cube of force, similar to the magical item of the same name, around the spell's target. This sarcophagus of death lasts one round per two levels of the caster or until dispelled. The sarcophagus is completely impervious to air or any other material or gas. Spell effects cannot pierce into ot out of the sarcophagus of death. Creatures who fail a saving throw vs. spell are trapped within the coffin, and unable to escape unless they can cast some form of teleportation magic or the sarcophagus is successfully dispelled by themselves or others. Each round that a being remains i n the sarcophagus, i t suffers l d 3 points of damage and loses 1 point of Constitution. If it reaches 0 hit points or 0 Constitution, it dies from asphyxiation. (Normal cure wounds spells are not sufficient to tevive the victim; a raise dead spell or similar magic is required.) If the target being is freed or the spell expires before death occurs, Constitution points return at a rate of 1 per hour. Damage can be healed through normal methods. This material components for this spell are a fragment of a sarcophagus consecrated by a priest of Osiris or Nephthys and the priest's holy symbol. 5 th L e v e l Incarnation o f Evil (Pr 5; Alteration) Sphere: Animal, Combat Range: 0 Components: V,S,M Duration: 1 turn/level Casting Time: 8 Area of Effect: The caster Saving Throw: None
sponding abilities and vulnerabilities thereof. Roll randomly on l d l O when the snake form is first assumed after the spell is cast: O n a 1-7, the poison of the snake form inflicts 2d4 points of damage with an onset of 2d6 rounds, and the victim receives a +1 bonus to his or her saving throw vs. poison. O n a 8-9, the poison causes death with an onset of l d 4 + l rounds, and the victim receives a +2 bonus to his or her saving throw vs. poison. O n an 10, the poison causes death with an onset of 1 round, and the victim receives a -3 penalty to his or her saving throw vs. poison. Each form has the original hit points, THACO, and Intelligence of the priest, but any damage suffered in one form transfers between forms, including a return to the priest's normal form. One alteration i n form may be made per round, and no system shock survival roll is required. The alteration in form is extremely quick and is always assumed to take place before any other actions are taken by anyone i n a round; altering his or her form does not preclude the caster from taking other action in a round at his or her normal initiative. There is a 1 % cumulative chance per use of this spell that Set permanently transforms the caster into a divine minion of Set (no saving throw, character becomes an NPC under the control of the D M ) . The material components for this spell are the tooth of a jackal, the stinger of a scorpion, the tooth of a crocodile, the jawbone of a snake, and the priest's holy symbol. If any of the first four components are not available, the spell may still be cast, but that form is not available to the caster. 6th L e v e l Create A n c i e n t Dead (Pr 6; Necromancy) Sphere: Necromantic Range: Touch Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: 1 preserved corpse Saving Throw: None This spell denies the corporeal body of the carefully preserved and sanctified dead and animates the deceased corpse as a mummy, with all the abilities thereof, as specified in the M O N S T R O U S M A N U A L tome. If the defiled corpse was the body of someone w i t h a predilection toward evil or who did not live in accordance with the principles of maat, the corpse becomes a fully aware, free-willed mummy as its ba (the life force of the deceased, but not his or her personality), driven to a crazed and insane state, reanimates the corporeal body and the ka (the personality spirit of the deceased) flees its final home in the Outer Planes and returns to the corporeal body. This effect is permanent until the mummy is destroyed. If the defiled corpse was the body of someone true to the principles of moat, the corporeal body is temporarily possessed by the spirit of a divine minion of Set and is animated as a mummy under the control of the spellcaster for 1 turn/level of the caster. When the spell expires, the body is restored to the control of its ba and walks or crawls to its place of eternal rest (if possible—or as close as it can get) to collapse to the ground, lifeless again. The material components for this spell are the priest's holy symbol and scrap of the burial shroud of a free-willed mummy.
Thoth ( L o r d o f Magic, Scribe o t t h e G o d s , Knovver o f A l l Secrets, t h e Keeper o f Kn< rwledge, King o f Knowledge,) I n t e r m e d i a t e P o w e r of the O u t l a n d s , N PORTFOLIO: Neutral magjc, scribes, knowledge, science, engineering, secrets, invention ALIASES: Tholaunt (Thay), Thalatos (Unthet) DOMAIN NAME: Outlands/Thoth's Estate SUPERIOR:
None
ALLIES:
Horus-Re, Isis, Osiris, Oghma
FOES: SYMBOL:
This spell is a limited form of the 9th-level wizard spell shape change. W i t h this spell, the priest is able to assume the form of a crocodile, jackal, giant scorpion, or poisonous snake (an adder or asp) w i t h most of the corre-
WOR. ALIGN.:
Set
The head of an ibis below an ankh Any
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:
129
mage script (commonly known as Southern magic or Southern mage script) to prevent the Red Wizards from learning his priests' and followers' secrets. He counts Set as his enemy due to his treacherous nature, his past betrayals of Thoth's friends, and his distortion and perversion of knowledge away form its pure form to twisted, evil uses. Thoth has recently cemented a tentative alliance and mutual accord with Oghma of the Faerflnian pantheon, and the two deities have agreed to a friendly competition for devotees in Unther, with Chessenta being pretty much ceded to the influence of the Faerflnian pantheon. Thoth is currently engaged in establishing an accord with Mystra for their mutual benefit and that of the Mulhorandi pantheon. Thoth is served by divine minions that can assume the form of an ibis or a baboon. Thoth's A v a t a r (Mage 35, Fighter 5) Thoth appears as a thin, but muscular, Mulhorandi man with the head of an ibis wearing an elaborate wig. He wears a white kalasiris and a breast plate of golden scale mail, along with golden, bejeweled wrist bracers and armlets. He often carries the quill and papyrus of a scribe and usually bears with him his staff of office. Thoth draws his spells from all schools of magic. A C -4; M V 12, Fl 24; HP 145, THACO 9; # A T 3/2 Dmg 2d6+24 (staff of office +3, x3 bonus damage, x2 damage and bonus damage, +4 S T R , +2 spec, bonus in staff) MR 100%; S Z L (7 feet) S T R 18, D E X 18, C O N 19, I N T 25, Wis 25, C H A 18 Spells W: 8/8/8/8/8/8/8/7/7 Saves PPDM 8, RSW 3, PP 5, BW 7, Sp 2* ""Includes staff of the magi +2 bonus to saving throws vs. spell.
T h o t h ( T H O T H ) is the god of neutral wizards and e primary Mulhorandi deity of magic i n its theo^ ^ ^ ^ ^ I n t l retical, practical form. He is not a god of magic i n —W^^7 sense as Mystra of the Faerunian pantheon " ^ ^ H i n that he does not tend the Weave or embody the \ H i raw potential of magic; rather, similar to Azuth, he is ^^^^^M a god of spellcasters. (Mystra is responsible for the ^^m\\mWmWf^^ egrity of the Weave i n Mulhorand and Unther, although she is not venerated in the former.) Thoth. is vizier of the gods and scribe to the pharaoh Horus-Re. He maintains the Great Library of the gods in the Outer Planes where all of history is supposedly recorded. Despite the auxiliary title of "Protector of Murghom" he holds, Thoth has little interest in Murghom and few followers there, given that nation's relative lack of interest in magic. Thoth is one of the oldest deities of the Mulhorandi pantheon, and he is also one of the most vigorous and creative. He is very intellectual and rarely displays great shows of emotion except when engaged in a heated academic debate. He speaks in clipped, efficient phrases, and is an elitist with regard to those he considers "uncultured barbarians" (a category that includes most foreigners). O n the other hand, in spite of his lawful nature, which one would think would side him with Horus-Re's view of an unchanging eternal Mulhorand, avatats of Thoth have been given credit for the creation of many of Mulhorand's unique magical items and its experiments with technology, which have caused significant, but gradual cultural changes over the centuries. Thoth is very interested i n the destruction of the Red Wizards of Thay and, after their rebellion, guided his clergy i n development of Thothian ^mmWmWjmWmm^^
^^^^^^^Hr/7fl| A
t n
t n e
m
s a m e
Special Att/Def: A l l spells T h o t h casts always have maximum effect (damage, duration, range, and so on). His magical staff of office acts as a combined staff of command, staff of curing, staff of die magi, staff of striking, and staff of power with unlimited charges (in his hands). A t will, Thoth may have his staff cast a death spell in addition to other actions he may take i n a round. Also at his will, victims struck by his staff must make a successful saving throw vs. death magic or die. N o other being can handle this staff without being instantly affected as if by a feeblemind spell (no saving throw allowed, and even nonmagic-using people and creatures can be affected by this curse). Thoth can fly at will. He is able to negate any single magical spell, item, or weapon in a 100-yard radius each round at will. Thoth cannot be harmed by any glyph, symbol, spell read from a scroll, or any magical effect created by the use of a book, tome, or scroll. As the father of invention and magical discovery in Mulhorand, no magically animated construct such as a golem, golemkin, juggernaut, scarecrow, caryatid column, or necrophidius will even attempt to harm him, and he can seize control of either free-willed or controlled constructs within his sight and make them obey his will until he no longer can see them. Thoth sends his avatar out to help those who are seeking to unravel the secrets of the cosmos. Anyone conducting scientific or magical research within the Mulhorandi sphere of influence has a 1% chance per month of being visited by his avatar. If this occurs, the avatar provides the researcher with answers far in excess of those that could have been obtained without divine guidance.
m t :
()t;hc.r ManiI'esl:at:ions When he wants to draw a clergy member's attention to an important fact, Thoth often manifests on a page of text as a radiance similar to faerie fire outlining a pictograph or sentence. Thoth sometimes manifests as the cry of an ibis off in the distance when a follower stumbles across a long-lost truth. During the construction of great engineering marvels, Thoth's influence is felt continually in ways large and small. When a team of workers drags a large block across the desert, Thoth often reduces the friction between the stone and the sand. When a priest of Thoth sets a keystone in an arch, Thoth's symbol sometimes appears as an engraving in the stone. A l l of Mulhorand's greatest engineering marvels exhibit the distinctive mark of Thoth's touch. T h o t h holds sacred clear and translucent gemstones of any hue, and sometimes favors his faithful by spontaneously causing such gems to glow as if with a continual light spell without one having been cast. He sometimes sends rilmani, wraithworms, constructs and golems of all sorts, and sharp-eyed, clever, or inconspicuous animals, such as raccoons, muskrats, opossums, weasels, ferrets, monkeys, sparrows, water birds, and nonpoisonous insects, to do his bidding or make his presence, approval, or disapproval known.
1 3 ( 1 - > 1 U L H ( ) R A N l >I cS U N T H E R I C P A N T H E O f t f s " : T h o t h
The Church CLERGY: ALIGNMENT: TURN UNDEAD: CMND. UNDEAD:
Clerics, specialty priests, all wizards except necromancers LG, N G , CG, L N , N , C N , LE C: Yes, SP: No, W: N o C: N O , SP: No, W: N o
A l l clerics, specialty priests, and wizards of Thoth receive religion (Mulhorandi), reading/writing (Mulhorandi), and modern languages (Common) as bonus nonweapon proficiencies. As Mulhorandi, they all also know Mulhorandi as their native tongue. A wizard must learn the wizard spells read magic and read Southern magic before entering into the clergy. A l l of Thoth's clergy must be humans of Mulhorandi extraction. The priesthood is largely hereditary, and almost all of Thoth's specialty priests are members of the House of Tholaunt, composed of human descendants of divine incarnations of Thoth. Prior to the Time of Troubles, all clergy of T h o t h were required to achieve a minimal proficiency i n wizardry (5th level) before entering the priesthood. As a result the size of Thoth's clergy was far smaller than all other major deities. Since the Time of Troubles, T h o t h has loosened his requirements in order to increase the size of his clergy as a first step toward increasing his total number of worshipers. T h o t h has allowed his novices for the first time to become simply clerics, and mages and specialist wizards (except for necromancers) of any level are now accepted into the clergy. Specialty priests (called scriveners) are now required to become specially multiclassed rather than dual-classed. Thoth's followers are few i n number, but his clergy members are widely respected throughout Mulhorand. His temples serve as libraries and universities and are often constructed with huge atriums, towering columns, and immense colonnades, and massive domes. Each new temple is expected to push the boundaries of conventional Mulhorandi architecture, and hence temples to the Lord of Magic tend to include many aspects of Western, Southern and Eastern design. A l l clergy of T h o t h are addressed by the general public as "Lord High Wizard." W i t h i n their ranks, the clergy of T h o t h use such titles as ( i n ascending order of rank): Notaty, Diviner of Mysteries, Engineer, Recorder of Knowledge, and Scrivener of Secrets. Wizards currently make up 55% of the clergy, and that percentage is expected to continue to increase. Dogma: The clergy of T h o t h are expected to learn all they can and help spread wisdom throughout the world. Priests of Thoth are commanded to research magic, to protect the secrets of T h o t h , and to spread magic throughout Mulhorand. They are to explore new invention and better ways of doing things, pushing the limits of engineering, architectute, and magical item construction. They are commanded to protect Mulhorand from the traitorous Red Wizards of Thay and undermine their efforts at every possible turn. The clergy of Thoth are to use weaponry as little as possible, for magic is their weapon. Day-to-Day Activities: Thothians spend several hours each morning studying. They spend most afternoons researching magic, serving as scribes, clerks, or librarians for the church or the state, or teaching the young. Particularly pious young priests often spend their evenings assisting the poor and unschooled as scribes and tutors. Traditionally, the contents of any message written by a scribe of Thoth is held in strictest confidence as a religious trust between the scribe and the person who dictated the message. Scribes do not typically deliver messages; that is a job fot messengers. Holy Days/Important Ceremonies: The clergy of T h o t h inscribe their god's symbol at the top of each page of papyrus before writing anything else on that page. Prior to undertaking any major task requiring engineering, writing, or magical skill, Thoth's faithful draw the symbol of Thoth on the backs of their hands and over their hearts. In general, the clergy of Thoth put less emphasis on excessive pageantry and ceremony than most other clergy of Mulhorand; they regard most of it as a waste of valuable time. During the winter and summer solstices, priests of Thoth are required to fast for an entire day and then immerse themselves in an icy bath. The Ceremony of Introspection, as this is known, symbolizes their desire for true understanding and their reemergence into the world with a clear head and invigorated heart. Major Centers of Worship: The center of Thoth's worship is the A r canum of Magic in the city of Gheldaneth, but he has temples across Mulhorand and in some parts of Unther and Murghom as well. The Arcanum is a great university whose towers line the northern wall of the city. Adjacent to the university is a wizards' college open only to the clergy of Thoth. A l l wizards in Mulhorand must travel here or to Skuld to study wizardry.
It is compulsory for every citizen (even slaves) of Gheldaneth to learn how to read, write, count, and to be able to answer simple questions about the history of Mulhorand and its deities. Hence every citizen of Gheldaneth passes through the halls of the Arcanum frequently during childhood and at least once per year as an adult to be retested. The very best students, regardless of social class, may be accepted as apprentices to the Scribes' Guild, one of the most prestigious positions in Mulhorand. Members of the Guild direct the activity in the temple, serve in the government as scribes or administrators, and direct most of the major engineering projects in the city and surrounding region. They hold status as lay members of the church of T h o t h and, if they choose and can pass the entrance tests, they may join the clergy of Thoth. Affiliated Orders: The Order of the Ibis Feather is a sacred fellowship of 77 scribes (many scriveners of 9 t h or higher level) who serve the pharaoh of Mulhorand directly. Members are recruited from the elite of the Scribe's Guild of Gheldaneth and the clergy of T h o t h . The Brothers and Sisters of the Quill are an order of wizards and specialty priests who actively adventure beyond Mulhorand's borders. The Quillians, as they are known, are charged with recovering lost knowledge and destroying those who seek or acquire the key to Thothian mage script and should not have it, such as wizards who are not citizens of the Old Empires. I n recent years, they have become aware of disturbing rumors from Halruaa that the wizards of that land have deciphered Thothian mage script. Whether this will eventually draw Mulhorand and Halruaa into conflict is unknown, at this time. Priestly Vestments: The clergy of T h o t h dress i n simple white linen kalasiris and sandals woven from reeds. They shave their heads bald, and paint one, two, or three blue circles on their forehead, indicating whether they are scribes, wizards, or priests, respectively. They are required to carry three rolls of papyrus, a quill made from a reed (for normal writing) and another made from feather of an ibis (for holy scribing), and a palette with two wells containing cakes of ink (one red and one black) or two vials of ink, and a small water pot at all times so that they are always prepared to write. W h e n participating i n religious services they do not wear headdresses or wigs, though they are allowed to at othet times; this symbolizes that they are not shielded from Thoth's wisdom. As they increase in power, Thoth's clergy garb themselves i n increasing amounts of gold. Their jewelry often takes the form of bracers, arm bands, and pectotal collars studded with rare gems and from which are hung numerous ibis feathers. A l l such jewelry is inscribed with hieroglyphics depicting Thoth's teachings. The standard holy symbol of priests of the faith is an ankh formed to resemble an ibis with its wings extended and its beak touching its chest. Adventuring Garb: Thoth's clergy avoid the use of armor and all but a few simple weapons. When adventuring they dress simply and practically, leaving their expensive jewelry behind, though they often bring along scrolls and books, either of the magical or nonmagical sort, that they think may be useful of their missions. Specialty I'riesb (Scriveners) REQUIREMENTS: PRIME REQ.: ALIGNMENT: WEAPONS: ARMOR: MAJOR SPHERES:
M I N O R SPHERES: M A G I C A L ITEMS: REQ. PROFS:
B O N U S PROFS:
Wisdom 16, Intelligence 15 Wisdom, Intelligence LN, N Dagger, dart, knife, staff None A l l , astral, charm, creation, divination, elemental, guardian, healing, protection, necromantic, numbers, summoning, sun, time Animal, plant, thought, weather Same as wizards or clerics Astrology, engineering, and artistic ability (drawing, illuminating, or papermaking—pick one specific talent) Reading/writing (Untheric), reading/writing (ancient Rauric), reading/writing (Thorass), spellcraft
Only humans of Mulhorandi extraction can be scriveners. A l l scriveners must be multiclassed wizard/priests; Thoth's human clergy are a special exception to the restriction on multiclassed humans. The human wizard class can be a mage or any type of specialist wizard from the Player's Handbook except enchanter or necromancer. The scrivener must meet the basic ability score requirements of his or her wizard and priest classes and racial minimum ability scores.
M U L H O R A N D I S- U N T H E R I C I ' A N T H EC ) N S : T h o t b . - . , l 3 f
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Scriveners receive the combined weapon proficiencies and nonweapon proficiencies of both their classes (three weapon proficiency and eight nonweapon proficiencies slots at 1st level), and may choose nonweapon proficiencies from the general, priest, and wizard groups with no penalties. They use the most beneficial saving throws from either their wizard or priest class. Scriveners receive a d8 for h i t points as clerics do (when they gain a new priest level) rather than averaging hit points between their wizard and priest classes as in normal multiclass characters. Scriveners use their priest THACO for all attack rolls. Scriveners receive the wizard spells read magic and read Southern magic when entering into the priesthood. Scriveners are able to detect lie (as the 4th-level priest spell) all the time. Targets receive normal saving throws. Note that a scrivener has to be able to hear a conversation and to pay attention to the words a specific speaker is saying for this ability to work. A t 3rd level, scriveners are able to speak with birds (as the lst-level priest spell) once a day. A t 5th level, the Intelligence and Wisdom of a scrivener are permanently increased by 1 point each to a maximum of 18. A t 7th level, scriveners have the ability to cast magic missile (as the lstlevel wizard spell) or fly (as the 3rd-level wizard spell) once a day at their wizard class's level. A t 10th level, scriveners can commune (as the 5th-level priest spell) with Thoth once per tenday. A t 15th level, the Intelligence and Wisdom of a scrivener are permanently increased by 1 point each once more to a maximum of 19. A t 20th level, through the grace of T h o t h and using a special ritual, scriveners can enchant an item or make powers within an item permanent (similar to the 8th-level wizard spell permanency, but without losing a point of Constitution). They can do so three times a year, but they must still make all normal preparations necessary to create the item (for instance, obtaining tare materials, creating its form, having any spells needed to give it certain powers cast into it, etc.).
T h o t h i a n Spells 1st L e v e l Speak With Birds (Pr 1; Alteration) Sphere: Animal, Divination Range: 0 Components: V, S Duration: 2 rounds/level Casting Time: 4 Area of Effect: 1 avian within a 30-foot radius of the priest Saving Throw: None This spell empowers the priest to comprehend and communicate with any nor¬ mal or giant avian that is not mindless. The ptiest is able to ask questions and receive answers from the creature, although friendliness and cooperation are by no means assured. Furthermore, terseness and evasiveness are likely in basically wary and cunning birds; the more stupid ones will instead make inane comments. If the bird is friendly and of the same general alignment as the priest, it may do some favor or service for the priest (as determined by the D M ) . 2nd L e v e l Inscribe Speech (Pr 2; Alteration, Conjuration) Sphere: All Range: 3 yards Components: V,S,M Duration: 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell (more commonly known in Mulhorand as merely inscribe) enables the words of the caster to be directly etched on a piece of paper, vellum, or papyrus. A l l the caster need do is speak the words, and they are inscribed in the language she or he is speaking on any appropriate writing surface within 3 yards. If the caster subsequently speaks a spell during the spell's duration, the sounds of the verbal component are transcribed phonetically, but other components of the spell are not transcribed, and the magical effect originally generated by the sounds is not called forth by anyone repeating the sounds. The material components fot this spell are squid ink, a hawk's feather, and papyrus.
3rd L e v e l Detect Curse (Pr 3; Divination) Sphere: Divination Range: 10 yards V,S Components: Duration: 1 round/level 6 Casting Time: Area of Effect: 1 object None Saving Throw: This spell enables the caster to magically examine an item or creature to see if it has been subject to a curse spell. To the spellcaster, such cursed items or beings appear to be radiating a black aura. A t 12th level, the caster is able to determine if a curse spell so detected is bestow curse, major curse, dying curse, bane, or some other curse spell. This spell does not detect magical items that are designed for malign effects, such as a necklace of strangulation which is designed to have a lethal effect. 4th L e v e l Flock of Birds (Pr 4; Conjuration/Summoning) Animal, Summoning Sphere: Range: 120 yards Components: V, S, M Duration: 2 rounds/level Casting Time: 7 Area of Effect: 30-foot-diameter sphere Saving Throw: None
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This spell summons a dense flock of ordinary birds. I n an environment free of normal birds (for example, underwater), the spell fails. The birds obscure vision, limiting it to 20 feet. Spellcasting within the flock is impossible. If the spellcaster is of 11th level or greater and so desires, he can cause the birds to attack any one being within the area of effect, heedless of theit own safety. Creatures within the flock are subject to countless suicidal attacks by diving birds and suffer ld2 points of damage plus 1 point of damage for every four levels of the spellcaster (round down) per round. (Note that monsters immune to weapons of a nonmagical nature suffer no damage from the birds, which are in all respects ordinary avians.) Invisibility provides no protection, and neither does protection from normal missiles, as the birds are not missile weapons. Any creature within the area of effect must also make a morale check every other round (beginning with the second round of the spell's effect) or flee until it is more than 240 yards from the birds. Nothing drives the flock of birds from the area of effect or dissuades them from attacking (if the spellcaster is of sufficient level and so desites). However any area-of-effect spell that inflicts a minimum of 4 points of damage (assuming all saving throws would be successfully made by the birds), encompasses the entire flock, and is cast aftet the flock of birds is summoned ends the flock of birds spell effect immediately by killing all the birds. Other attacks that inflict insufficient damage or have a smaller area of effect kill many of the birds, but do not noticeably decrease the size of the flock. A n all-compassing protective barrier, such as that created by a cube of force, protects anyone within its confines for as long as the barrier exists or until the spell expires. Note that while the weaker version of this spell is fairly harmless, if the priest causes the flock of birds to attack, many of the birds are likely to perish during the aerial assault. As a result, some nature priests (particularly druids) are unhappy w i t h the use of this spell and may seek to make the caster atone in some manner for its use. The material components for this spell are the priest's holy symbol and a handful of feathers. 5th L e v e l Shatter Circle (Pr 5; Abjuration) Sphere: Protection Range: 10 yards+10 yards/level Components: V,S,M Duration: Instantaneous Casting Time: 8 Area of Effect: Special Saving Throw: Special This spell was specifically designed to combat the circle spell developed by the Red Wizards of Thay, traditional enemies of the priests of Thoth. It is
'132 i M U L H C ) R A N [ ) I cS- U N T H E R I C P A N T H E O N S : T h o t h
only effective while a circle spell is i n progress. When shatter circle is cast, the Red Wizard who is the focus of the circle must make a successful saving throw vs. spell at his or her actual (not enhanced) level or the circle spell is shattered and any additional memorized spells gained from that circle spell are lost. This saving throw is penalized by - 1 for every three levels above 9th (rounding down) of the casting priest of T h o t h . Hence there is a - 1 penalty if the priest of Thoth casting shatter circle is 12th to 15th level, a - 2 penalty if the priest of Thoth is 16th to 19th level, etc. Although it was not designed for this purpose, this spell is also effective against the spellmelds of the Witches of Rashemen. If shatter circle is cast during a round in which one Witch is transferring a spell to another witch, the receiving W i t c h must make a successful saving throw vs. spell for the spettmeld to operate normally. If she fails her saving throw, the spell is entirely lost to both witches. The material component for this spell is a crushed ruby of at least 500 gp value. 6th L e v e l Resist Magic (Pr 6; Abjuration) Sphere: Guardian Range: 0 Components: Duration: 2 rounds/level Casting Time: 9 Area of Effect: The caster Saving Throw: None
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This spell grants the priest 2% magic resistance per level of the priest, to a maximum of 40%, for the spell's duration. This magic resistance functions identically to the magic resistance possessed by certain monsters and bestowed by certain powerful artifacts and relics. 7 th L e v e l l i m e w a r p (Pr 7; Alteration) Sphere: Time Range: Touch Components: V,S Duration: Instantaneous Casting Time: 8 Area of Effect: 1 creatute Saving Throw: None This spell enables the priest to send a being back in time. The timewarp has a maximum range of two minutes, which enables the target (who can be the caster) to go back to an action she or he made in the previous round and negate it. (The target appears exactly where she or he was two minutes ago with the knowledge of what will occur if she or he continues the present course of action.) It also grants new saving throws, attack rolls, and damage rolls, and forces opponents to make similar rolls. Note that this change in the timestream affects only those directly involved with the target; it does not give everyone in melee new rolls, just the target and those attacking him or her. This spell ages the caster one year. The material component is a pinch of sand.
Tgmat (The Dragon Queen, t h e C h r o m a t i c Dragon, Nemesis o f t h e G o d s , t h e Dark Lady, Q u e e n o f Chaos, t h e U n d y i n g Q u e e n , Bane o f Bahamul:, t h e A v a r i c i o u s ) L e s s e r P o w e r of B a a t o r , L E PORTFOLIO:
Evil dragons, chromatic dragons, evil reptiles, greed, Chessenta
ALIASES:
Tchazzar
DOMAIN NAME:
Avernus/Tiamat's Lair
SUPERIOR: ALLIES:
None None
FOES:
Bahamut, Gilgeam (dead), Iyachtu Xvim, I l mater, Marduk (dead) Five-headed dragon (Tiamat) or a red dragon against a black mountain (Tchazzar) L N , N , C N , LE, NE, CE (also LG, N G , and C G prior to the Godswar)
SYMBOL: WOR.
ALIGN.:
Tiamat (TEE-a-maht), the Chromatic Dragon, is feared as the legendary Queen of E v i l Dragons throughout the Realms. A l t h o u g h few humans, I demihumans, or humanoids venerate the Dark Lady, and she is merely propitiated by most of her chromatic wyrm spawn, Tiamat is a divine being in her own right and one whose cult is rapidly spreading across the Realms. Tiamat's cult was brought to the Realms, along w i t h the faiths of the rest of the Untheric pantheon, when i n ancient times the Imaskari wizards kidnapped an entire population of humans and brought them to Faerun to serve as their slaves. The Mulan peoples, as they came to be known, revered Enlil and his progeny and were taught by their priests that Tiamat was the Queen of Chaos (somewhat of a misnomer) and the Nemesis of the Gods. The Dragon Queen was blamed by the god-kings of Unther for every setback that nation experienced as it rose to greatness and then decayed over the centuries. According to U n theric myths, Tiamat battled Marduk, the Justice Bringer, for centuries. Eventually Marduk destroyed Tiamat's manifestation, but only at the cost of his own permanent exile from the Realms. While Marduk's cult quickly and quietly faded away into oblivion (with the help of a jealous Gilgeam's priesthood), a small sect of Tiamat's faithful persisted in underground fellowship for centuries, undeterred by the Dark Lady's silence. Gilgeam himself unwittingly helped to maintain Tiamat's tenuous connection with the Realms by continuing to castigate her as the Nemesis of the Gods. W h e n the Untheric pantheon dwindled to a small handful of powers and the god-king Gilgeam's rule degenerated into brutal tyranny, many of U n ther's despairing citizens turned in protest to the very enemy that for centuries Gilgeam had held up to be reviled—Tiamat. In the decades preceding the Time of Troubles, Tiamat's cult slowly rebuilt its ranks and its influence under the leadership of several embittered foes of Gilgeam. I n the Year of the Bloodbird (1346 DR), the cultists successfully summoned the Dark Lady, an avatar of Tiamat who could also assume the form of a three-headed incarnation of the Chromatic Dragon, and Tiamat's priests began receiving spells once again after centuries of silence. Over next the dozen years, the cultists and their goddess secretly fomented rebellion throughout Unther, seeking to overthrow the hated Gilgeam. After A o banished the powers from the planes, Tiamat was forced to manifest her entire Faerunian aspect in her Untheric avatar. Toward the end of the Time of Troubles, Gilgeam challenged Tiamat to battle and eventually defeated her three-headed incarnation, seemingly destroying the Dragon Queen forever and ending her threat to his eternal rule. Unbeknownst to the Supreme Ruler of Unther, Tiamat was not destroyed—her essence had simply splintered among three of the most powerful dragons in the region. The greatest of the three, Tchazzar, a great red wyrm, had long aspired to godhood and was revered as the Father of Chessenta by the cult he had carefully cultivated (even to the point of taking on a human persona, becoming a Chessantan king and war hero, and then faking his own death). After destroying and devouring the other two receptacles of Tiamat's essence, Tchazzar was transformed into an avatar of the Chromatic Dragon herself shortly after the end of the Godswar. For several weeks, Tiamat bided her time i n avatar form until her spies determined that Gilgeam had been reduced to demipower status in the aftermath of Ao's shake-up. She then ambushed the greatly weakened Gilgeam outside his Ziggurat of Eternal Victory. The battle between Gilgeam and Tiamat raged across the Outer Planes and through Unther, destroying much of Unthalass. Both Tiamat and Gilgeam appeared to be destroyed at the end of their encounter, but in reality only Gilgeam was, and Tiamat had merely experienced the loss of an avatar and a severe reduction i n status—to the level of demipower—due to the divine power she expended to slay Gilgeam. Just as the battered Tiamat readied to return to Unther in triumph, she was attacked in her lair in the Outer Planes by a company of powerful mortals at the bequest of her ancient enemy Bahamut. I n the battle, Tiamat's sole remaining avatar was destroyed. The mortals returned i n triumph to Damara, earning that land Tiamat's undying enmity. It would require a full year for Tiamat to create a new avatar, and Tiamat's chance to establish herself as the sole ruler of Unther was lost as the Faerunian and Mulhorandi pantheons quickly moved to fill the deific vacuum in that nation.
M U L H O R A N D I &- U N T H E R I C P A N T H E C ) N S : T h o l . h , T k m u v t ; 133
Tiamat has by no means given up her plans for acquiring increased power i n the Realms and has already elevated herself i n status to lesser power again. I n Unther, her cult continues to foment unrest, one of many factions seeking power in that shattered land. I n Chessenta, Tiamat continues to expand the ranks of her faithful in her guise as Tchazzar, the Invincible Warrior and the Father of Chessenta. (Tchazzar's symbol is a red dragon against a black mountain.) I n Vaasa, the Dragon Queen slowly gathers a flight of diagons about the ruins of Castle Perilous in preparation for the day she seeks revenge against the heroes of the Bloodstone Lands. As her first step toward achieving these goals, Tiamat has targeted the Cult of the Dragon for incorporation into the ranks of her worshipers. The Dragon Queen views this powerful organization with tentacles stretching throughout Faerun as a godless sect awaiting the adoption of an appropriate divine patron such as herself. She has recently manifested one avatar as the Undying Queen in response to the pleas of one member of the Cult of the Dragon (who thought he was calling upon the "essence of all dracoliches") and has begun setting herself up to be the first deity to be worshiped by the previously secular Cult as a whole. Although she expects significant resistance from the Dragon Cult's entrenched leaders, she expects her followers to infiltrate and co-opt the Cult's vast network over the next decade, elevating her further to intermediate power status i n the Realms. Tiamat is on the brink of joining the Faerunian pantheon. Her only opposition lies i n Iyachtu Xvim, who feels her tyrannical leanings impinge much too closely on his own ambitions and portfolio. She will officially join the pantheon by sometime between the end of the Year of the Tankard (1370 DR) and the middle of the Year of the Unstrung Harp (1371 DR). Tiamat is a greedy, vain, and arrogant demipower who embodies all of the strengths of her chromatic progeny but few of their weaknesses. She is entirely focused on the acquisition of personal power and wealth and views mortals as hapless pawns in her struggles with other deities. She can be charming and fey when necessary, but her self-serving, evil, reptilian nature is readily apparent to those who look. Tiamat's A v a t a r (Fighter 2 5 , C l e r i c 2 5 , Wizard 2 5 ) Tiamat has favored two forms throughout Unther's long history: the Dark Lady and the Chromatic Dragon. I n the wake of her recent setbacks and i n view of her future plots, the Dragon Queen has developed a third form known as the Undying Queen. A l l of Tiamat's forms draw their spells from all spheres and schools save the spheres of chaos and sun. She rarely uses anything but reversed forms of healing and necromantic spells on anyone save herself. The Dark Lady appears as a human sorceress of Mulan ancestry with long, dark hair and dark robes. She has a fey beauty, a seductive smile, and totally black eyes. The Chromatic Dragon is a nightmarish amalgamation of a monstrous draconic body on four stubby legs that has five writhing necks and heads, each corresponding to one of the species of chromatic dragons. Each head's color runs the length of the neck and into the forepart of her body as strips, gradually blending to three stripes of gray, blue-green, and purple over her back and hindquarters, then merging into a muddy dark brown tail. Her underbelly and legs are greenish white fading into her upper body colors. Traditionally Tiamat's heads are colored red, green, blue, black, and white, but in fact the Chromatic Dragon can have many different subsets of heads, as long as there are no more than five total, each head's color and powers are unique, and each corresponds to an evil chromatic dragon species found in the Realms. For example, other known colors manifested by the Chromatic Dragon have included yellow and brown. I n Chessenta, the Chromatic Dragon typically appears with a single red head and neck in keeping with Tiamat's guise as Tchazzar. The Undying Queen is an undead manifestation of the Chromatic Dragon, a sort of multiheaded dracolich. It has skeletal wings and glowing points of light floating in shadowy eye sockets rather than normal draconic eyes. Dark Lady A C -12; M V 15; HP 199, THACO -4; # A T 1 or 2/1 Dmg ldlO+8+energy drain (+8 S T R ) or by weapon+8 (+8 S T R ) MR 75%; SZ M (6 feet) S T R 21, D E X 20, C O N 23, I N T 19, Wis 20, C H A 24 Spells P: 12/12/11/11/9/8/4, W: 5/5/5/5/5/5/5/5/4 Saves PPDM 2, RSW 3, PP 4, BW 4, Sp 4
Chromatic Dragon or Undying Queen A C -12; M V 18, Fl 90 (C), Br 9, Sw 30, Jp 6; HP 199, T H A C O -4; # A T 5+special Dmg See below MR 75%; SZ G (500 feet—body 280 feet, tail 220 feet) S T R 21, D E X 20, C O N 23, I N T 19, Wis 20, C H A 24 Spells P: 12/12/11/11/9/8/4, W: 5/5/5/5/5/5/5/5/4 Saves PPDM 2, RSW 3, PP 4, BW 4, Sp 4 Head Blue
Sky* 56
Breath** 24d48+12
Bitef 3d8+12
BWFormt 5-foot-widexl00-foot long lightning bolt Red 60 24dl0+12 3dl0+12 90-foot-long cone of fire, 5 feet wide at dragon's mouth and 30 feet in diameter at base Green 52 24d6+12 2d 10+12 50-foot-longx40-foot-widex30foot-high poisonous chlorine gas cloud Black 48 24d4+12 3d6+12 5-foot-widex60-foot-long acid stream White 44 12d6+12 2d8+12 70-foot-long cone of frost, 5 feet wide at dragon's mouth and 25 feet in diameter at base Brown 56 24d6+24 3dl0+12 5-foot-widex60-foot-long acid stream Yellow 52 24d4+12 2d8+12 50-foot-longx40-foot-widex20foot-high scorching sandblast T h i s is the total number of hit points of damage a head can sustain before being destroyed. The avatar regenerates the head in 12 hours. Damage specifically inflicted on a head does not affect the general body total. **The number shown is the damage for the breath weapon for the head in question. tThis is the damage caused by a successful bite. +"This is the general configuration of the head's breath weapon. Special Att/Def: The Dark Lady can cast two spells and attack with her fist each round. Her touch does l d l 0 + 8 points of bludgeoning damage, plus the victim must make a successful saving throw vs. spell or suffer the effects of an energy drain (as the 9th-level wizatd spell). O n the rare occasions she wields a weapon, it is usually a dagger, staff, or, in one i n stance, a short sword of no particulat magical distinction. She attacks twice per round with a melee weapon but with no energy-draining effect. In addition, the Dark Lady can travel astrally or ethereally at will and can change form into the Chromatic Dragon or U n d y i n g Queen i n three rounds, during which time all she does it take defensive actions. The Chromatic Dragon's five heads can operate entirely independently of each other. During any round, each can perform any of the following actions: bite, breathe its breath weapon, or cast a spell. Each bite attack inflicts damage as though it were a great wyrm of the appropriate color; the total damage is summarized on the above table. Likewise, each head has a breath weapon equivalent to that of a great wyrm of the appropriate color. A l l saving throws vs. the Chromatic Dragon's breath weapons are made at a - 4 penalty. Finally, each head can cast one spell per round. The total number of spells all the heads combined can cast is given above. Each head can withstand the number of points of damage indicated on the table above before it "dies" and becomes useless. If all of the Chromatic Dragon's heads are killed or if her body is reduced to 0 hit points, she immediately returns to Avernus, but her avatar is not considered destroyed. Although the Chromatic Dragon's sheer size prevents claw and kick attacks while she is on the ground, she can use two claw attacks while flying, each of which inflicts l d l O points of damage. She can use all other draconic attack modes, such as snatch (flying only, limit seven victims), plummet (flying only; 3dl0+12 points of damage), wing buffet ( l d l O points of damage and succeed at a Dexterity ability check or be knocked prone), and tail slap (2d20 points of damage and save vs. petrification or be stunned for l d 4 + l rounds), as described in the M O N S T R O U S M A N U A L tome in the introductory material on dragons. In addition, the Chromatic Dragon's long, serpentine tail is tipped with a sting that drips black venom. It is sinuous enough that she can attack enemies directly i n front of her and to the sides, as well as behind her, though she cannot both sting and tail slap in the same round. The
1 3 4 - M U L H O R A N D I ft- U N T H E R I C P A N T H E O K l S : T i a m a t
sting inflicts ld6 points of damage, and the victim must roll a successful saving throw vs. poison with a -3 penalty or die agonizingly at the end of the following round. Finally, the Chromatic Dragons aura of dragon fear is 140 yards in d i ameter. Creatures of up to 5 HD/levels who catch sight of her are automatically affected (as well as all noncarnivorous, nonaggressive creatures with fewer than 25 H i t Dice) and flee for 4d6 rounds. Trained war mounts of 4 H D or more, organized military units, and single creatures with more than 5 H D or levels do not automatically flee. Rather, they are entitled to a saving throw vs. petrification at a - 5 penalty. I f they fail this saving throw, they fight w i t h a - 2 penalty to attack and damage rolls. N o one save another deity is automatically immune to her fear effect. The Undying Queen has all of the powers of the Chromatic Dragon plus several additional abilities. She can detect invisible objects and creatures (including those hidden in darkness and fog) w i t h i n a 120-foot radius. She possesses a natural ckiraudience ability i n a 240-foot radius at all times. Saving throws vs. her fear aura are made w i t h a - 1 penalty. The gaze of her glowing eyes (from any head) can also paralyze creatures within 100 yards if upon meeting her gaze they fail their saving throws. (Creatures of 6 or more H D gain a +3 bonus to their saving throws.) I f a creature successfully saves against the gaze of one of the Undying Queen's heads, it is permanently immune to the gaze of that head only. A l l the Undying Queen's physical attacks do an additional 2d8 points of chilling damage, and any v i c t i m struck by the Undying Queen who fails a saving throw vs. paralyzation is paralyzed for 2d6 rounds. (Immunity to cold damage or negative energy [energy-draining] damage negates the c h i l l i n g damage, but not the paralyzation.) Finally, the Undying Queen can control the actions of any undead creature not controlled by another deity or a priest of over 24th level within 60 yards. Tiamat i n any form is immune to all spells below 5th level and to poison, paralysis, and mind-affecting and controlling spells. She is immune to all spells from the school of enchantment/charm or the sphere of charm. Weapons below +2 enchantment do not affect her. She takes half damage from cold-, fire-, and electricity-based attacks. I n Chromatic Dragon or Undying Queen form, she has all of the immunities common to great wyrms of each subrace represented in her current roster of heads (some of which may supersede other immunities). I n Undying Queen form she is also immune to magical and natural cold, electricity, insanity, and polymorph spells. C ) t h < *. r M a n i t e s t a t i o n s Tiamat commonly manifests in a fashion similar to a thunderbolt from the heavens. Such strokes of divine power are always equivalent to the breath weapon of a great wyrm of one of the chromatic species of dragon. Tiamat shows her favor through the discovery of priceless treasures including gold, silver, precious gems, and rare works of art. Of course, the Dragon Queen expects the immediate sacrifice of any such discoveries to her ever-growing hoard, or her ire is quickly earned. Tiamat's displeasure is usually expressed by the inexplicable disappearance of a vast amount of hoarded wealth from a warded vault or other or other supposedly safe location. The Dragon Queen is served by all species of evil dragons, abishai baatezu of all colors, evil dragonets, and many species of reptiles, particular serpents. The Church CLERGY:
Clerics, specialty priests, crusaders
CLERGY'S ALIGN.:
LN,
TURN UNDEAD:
C: Yes, if good, SP: No, Cru: N o
N , LE,
CMND. UNDEAD:
C:
Yes,
SP:
NE, No,
CE Cru:
No
A l l clerics, specialty priests, and crusaders of Tiamat receive religion ( U n theric), religion (Faerunian) reading/writing (Untheric), and modern languages (Common) as bonus nonweapon proficiencies. I n addition, those who are Untheti know Untheric as their native tongue and receive modern languages (Common) as a bonus nonweapon proficiency. Tiamat is little known in the Realms outside of the Old Empires of U n ther, Mulhorand, and Chessenta. Tales of her defeat by Gareth Dragonsbane, Baron of Bloodstone, are still widely told by bards throughout Damara. Those who know of her are more likely to think of her as a powerful, legendary monster than a divine power. She is said to be the mother and/or queen of the evil subspecies of dragons. Among dragons, Tiamat is traditionally considered a human goddess—worthy of respect and fear but
not worship. I n recent decades, a few chromatic dragons have joined her cult, but they are still relatively rare. Temples of Tiamat are constructed i n the former lairs of long-dead dragons, typically vast natural caverns. They are dominated by frescoes of the Dragon Queen, surrounded by her numerous consorts, being worshiped by countless humans, demihumans, and humanoids. A l l such temples are filled with vast piles of wealth to be sacrificed to the Dragon Queen and hence are rife with traps and guardian monsters and constructs. A t least one, and sometimes two or more, juvenile or young adult chromatic dragons lair in the depths of most temples of the Dragon Queen, guarding her altar and the temple's riches. They rarely stay for more than a few decades, but Tiamat's cultists are always quick to recruit a new inhabitant. The most prominent temples often contain a permanent gate to Avernus, the first layer of Baator. Tiamat's clergy is composed of equal numbers of specialty priests, known as wyrmlairds or wyrmkeepers, and clerics. The remainder, about 20% of the total, are crusaders. Wyrmlairds are specialty priests of Tiamat specifically dedicated to her aspect as Tchazzar, Father of Chessenta, and are found only i n that nation. Many lower-ranking wyrmlairds are unaware that Tchazzar has been subsumed by the Dragon Queen. Wyrmkeepers are found everywhere else throughout Faerun, especially in Unther. Tiamat's priests are regimented by a strict hierarchy of ranks and corresponding titles. Acolytes of the faith are known as Wyrmfodder. I n ascending order of rank, priests of the Dragon Queen are known as: Custodian of the Copper Chalice, Defender of the Silver Shield, Warden of the Electrum Mail, Guardian of the Gold Scepter, Keeper of the Platinum Crown, Scale of the White Wyrm, Horn of the Black Beast, Wing of the Green Gargantua, Talon of the Blue Baatoran, and Breath of the Red Ravager. Higher ranking priests of the Dragon Queen are collectively known as the Dark Scaly Ones, a practice originating in Unther. Dogma: Prior to the defeat of Gilgeam, priests of Tiamat were sworn to destroy the power of the god-kings of Unther, to seize the realm for themselves, and to get as much treasure as possible and sacrifice it to the Dark Lady. Tiamat's goals and ambitions have expanded considerably in the aftermath of Gilgeam's defeat. Tiamat teaches that rival powers of all creeds and from every pantheon are inherently tyrannical. They seek only power, at any cost, despite their honeyed words. The Dragon Queen is the only being powerful enough to defy the gods and overthrow their despotic rule. Worshipers of the Dark Lady are to work tirelessly towards the day when their queen will banish the gods from Faerun and unite the Realms under her rule. Toward this goal, all true believers must follow her commands unquestioningly and be willing to sacrifice themselves i n her service. To overthrow the gods requires power, and power is acquired through the accumulation of wealth and magic. Power demands respect. Chromatic dtagons everywhere are to be venerated as the spawn of the Dragon Queen and paid homage. When Tiamat assumes her throne, her draconic children shall serve her as dukes, and her clergy as their mortal vassals. Day-to«Day Activities: Priests of Tiamat are primarily occupied by the twin tasks of acquiring an ever-increasing hoard of wealth for the faith and sabotaging the faiths of other powers. As a result, they occupy most of their waking hours with an unending series of thefts, assassinations, acts of vandalism, and arson. I n Unther and Chessenta they are primarily concerned with seizing as much power as possible, while in western Faerun, the cult's agents are focused on infiltrating and subverting the Cult of the Dragon. Holy Days/Important Ceremonies: Members of Tiamat's clergy perform numerous daily ceremonies in homage to their misttess. The two most widespread are known as the Tithing and the Rite of Respect. Once per day each priest of Tiamat must offer a small tithe, typically several gold coins or a small gem. The tithe is hidden in the priest's cupped hands and a small prayer is offered. When the prayer is completed and the hands unfurled, there is a 10% chance the offering has vanished. O n days when it is taken, the clergy consider themselves and their efforts particularly blessed. The Rite of Respect is a complicated ritual of abasement and appeasement that must be performed while approaching any spawn of the Dragon Queen. This ceremony does not provide any ritualistic protection from the wyrm's fury, but failure to perform the ceremony with rigorous perfection is sure to draw the great reptile's ire. In Unther, the Dark Scaly Ones have proclaimed the day of the first full moon after Midsummer a holy day dedicated to the Queen of Chaos. Known as the Festival of Vengeance, this day marks the defeat of Gilgeam by Tiamat, Nemesis of the Gods. In Unthalass the day is marked by general anarchy, rioting, and widespread mayhem incited by the clergy and the faithful and is punctuated by the consummation of long-simmering acts of revenge. During
M U L H O R A N D I &• U N T H P . R K
this time, the priests of the Mulhorandi and Faerunian pantheons seek to contain the looting and destruction, but prominent officials must beware of the numerous assassination attempts executed by the Serpent Guards. Major Centers of Worship: The Altar of Scales, located i n the catacombs of mined Unthalass, survived the destruction of the venerable City of Gems resulting from the conflict between Gilgeam and the Dragon Queen, and the temple has flourished in the resulting anarchy. The leader of Tiamat's cult prior to the Dragon Queen's battle with Gilgeam was Tiglath, known as Lady Dragonstar. She disappeared during the deific conflict and has not been seen since. Shudu-Ab, Wyrm Princess of the Dark Scaly Ones and high priestess of the Altar of Scales, has succeeded Tiglath as the leader of the Dragon Queen's cult in Unther. Shudu-Ab seeks to extend her queen's dominion throughout Unthalass (with herself as Tiamat's mortal regent) and eventually rule over all the lands held by Unther at its height over a millennia ago. Shudu-Ab has already brought the clergy of Tiamat's temple in Firetrees to heel, and much of central Unther lives in fear of her Serpent Guards who stalk the night. Opposing Shudu-Ab's designs are the Mulhorandi and Faerunian pantheon's priesthoods (particularly the clergy of Anhur, Isis, and Mystra), the group of Untheric wizards known as the Enclave, Imperceptor Kabarrath Telthaug of the Black Lord's Cloak in Mourktar (who seeks power for himself), and the cult's erstwhile ally the half-elven bandit Furifax, who suspects Shudu-Ab of treachery against Tiglath. The ruins of Castle Perilous, former stronghold of Zhengyi the WitchKing, cloak a hidden temple of Tiamat i n the stronghold's dungeons. The Wings of the Queen Reborn, as the cavernous cathedral is known, experiences frequent visits from the Undying Queen, who seems to have made it her home away from home. Since the fall of the Witch-King in the Year of the Serpent (1359 DR), chromatic dragons of all hues have been gathering amidst the blasted mound of nibble on a lonely crag in the Vaasan wasteland. Reconnaissance flights of the evil wyrms have been ranging over Damara in preparation for their queen's vengeanca. A handful of Tiamat's priests have begun rebuilding many of the dungeons of Castle Perilous in preparation for garrisoning the citadel with an army of cultists. Agents of the temple have ranged throughout the north seeking the corpses and eggs of metallic dragons upon which the Undying Queen must feast if she is to continue to grow in her undead power. Affiliated Orders: The Serpent Guards are a fellowship of warriors and crusaders active in Unther and the surrounding lands. Fanatically devoted to the Dragon Queen and her spawn, the Serpent Guards guard the cult's temples, hunt down and k i l l interlopers who inquire too deeply into the cult's affairs, and carry on a campaign of assassination and theft against individuals and churches who seek to restore order to anarchic Unther. The Knights of the Five-Thorned Rose an elite order of high-ranking crusaders drawn from the ranks of the Serpent Guards. Dedicated to the destruction of metallic dragons, the spawn of Bahamut, these dark warriorpriests are the bane of good-aligned dragons throughout the Realms. I n the last decade alone, the Knights of the Five-Thorned Rose are believed to have slain a score or more of the metallic wyrms. I n keeping w i t h their charter, the Order keeps vast libraries in out-of-the-way citadels that detail every scrap of dragon lore the cult has acquired over the past millennia. Commanders of the Order plan out centuries-long hunts for good-aligned wyrms and waves of assaults against each individual dragon's lair. These persistent, seemingly inexhaustible, assaults are taking a great toll on the population of Faerun's dragons. Priesdy Vestments: The ceremonial garb of most clergy of Tiamat is a form-fitting body suit of reptile skin, preferably hewn from the hide of a great metallic wyrm, and a gem-encrusted dragon mask depicting the stylized image of one of the great chromatic beasts. Diaphanous, multihued cloaks of woven spider silk are draped over the back to suggest wings. Steel gauntlets, tinted red and painted to resemble dragon's claws, guard the hands. Snakeskin boots complete the ensemble. (This outfit does not carry any inherent A C , but looks quite intimidating.) Priests of Tchazzar dress in jet black scale armor and ornate masks or helms depicting red dragons and bear two-handed swords w i t h saw-bladed edges. Their breast plates or tabards sport the symbol of Tchazzar. For all priests, the symbol of Tiamat is usually worn formed into a piece of jewelry for use as a holy symbol. Adventuring Garb: When adventuring, pridsts of Tiamat favor chain or scale mail armor fashioned by cult artisans to tesemble dragon scales, but they can wear any type of armor, as appropriate to their adventuring situat i o n . Many high-ranking priests wield swordlike serpent blades. These deadly weapons are long swords whose hilts and blades are emerald-green and scaled. When drawn, the blade of each such weapon becomes a hissing, animated snake that strikes all living things except those who wear serpent
rings. The pommels of serpent blades are brass rings used to hang the blades when not in use, tie them to the wrist of the wielder for use in mounted battle, or lower them by cords through trap doors onto intruders below. Serpent blades cost about 9,000 gp to make (xp value 7,500) and weigh about 6 lbs. They are size M (typically 4 feet long or so), inflict Type P/S damage, are Speed Factor 7, and cause ld4+1 points of damage vs. small or mansized targets and ld4 points damage vs. large targets. Each blade's bite delivers a venom which requires a saving throw vs. poison. A successful saving throw indicates that victims suffer 3d4 points of additional damage and are slowed for l d 6 + l rounds, but they cannot be affected again by the venom of any serpent blade for a day, during which time a serpent blade does only normal damage. Failure of the saving throw indicates that victims are paralyzed for the round after the blade strikes, suffer an immediate 20 points of damage, and are vulnerable to further venom strikes until a saving throw is successfully made. Serpent rings are simple brass rings shaped to resemble a snake biting its own tail to form a band. They are worn by most servants of the Dragon Queen in good standing. They function as pass tokens for wards in Tiamat's temples and bear a minor enchantment identifying their wearers to serpent blades, which do not attack them under any circumstances. I n addition, serpent rings render the wearer immune to all serpent blade venom and confer a +1 bonus on all poison and acid saving throws. Specialty Priests ( W y r m k e e p e r s ) REQUIREMENTS: PRIME REQ.: ALIGNMENT: WEAPONS: ARMOR: M A J O R SPHERES:
M I N O R SPHERES: M A G I C A L ITEMS: REQ. PROFS: B O N U S PROFS:
•
• • • • •
•
•
Wisdom 14, Charisma 13 Wisdom, Charisma LE A l l bludgeoning (wholly Type B) weapons, long sword Any A l l , animal, charm, combat, divination, guardian, law, necromantic, protection, time, wards, weather Elemental, healing, summoning Same as clerics Ancient history (the Ages of Unther), ancient languages (Auld Wyrmish) Airborne riding (dragons), modern languages (pick one chromatic draconic tongue)
Before the Time of Troubles (1358 D R ) , only humans of Untheric descent can be wyrmkeepers; after the Godswar, Tiamat accepts humans of any lineage. Wyrmkeepers are able to cause fear (as the reversed form of the lst-level priest spell remove fear) once per day. A t 3td level, wyrmkeepers are able to feather fall once per day. A t 5th level, wyrmkeepers are able to cast fear (as the 4th-level wizard spell) or fly (as the 3rd-level wizard spell) once per day. A t 7th level, wyrmkeepers are able to cast dragon scales (as the 4th-level priest spell) once per day. A t 10th level, wyrmkeepers are able to breathe flame as if they had a potion of fire breath at their disposal each day. (See the D U N G E O N M A S T E R Guide, and note that they may breathe any combination of up to their virtual "four small drafts" during the day: fout small fire breaths, a small and a triple-sized, two double-sized, etc.) A t 13 th level, wyrmkeepers can choose immunity to one type of magical and nonmagical damage (including dragon breath version of it): fire, cold, acid, lightning, or poison (including poisonous gases). A t 16th level, wyrmkeepers are able to summon a young adult dragon to serve them as a mount. The exact species summoned is determined by Tiamat, but typically corresponds to the breed most common to the region. Such wyrms serve until they advance one age bracket, they feel the terms of their service are being abused, or they are slain. Summoned wyrms are free-willed and are by no means under the control of their summoner. They must be placated, bribed, and bargained with repeatedly both prior to and during their service as a steed, as one would expect of an evil dragon. A wyrmkeeper may summon a mount no more than once per decade and only if no wyrm has served the priest in the past three years.
Specially Priests o f Tchazzar (Wyrmlairds) PRIME REQ.:
Strength 14, Wisdom 12 Strength, Wisdom
ALIGNMENT:
CN,
REQUIREMENTS:
136 • M U L H O R A N D I