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All text and graphics 2002 by D. Jon Mattson


Contact dmattson@navigata.net or check out http://cwylric.diaryland.com/
Version 1.0 completed on September 25, 2002
Table of Contents
1.0 Overview..........................................................2 Nominos ........................................................... 26
History in Brief .....................................................2 Clerics of Nominos......................................... 32
Ethnic Groups......................................................4 Talivar............................................................... 48
Languages...........................................................6 Clerics of Talivar ............................................ 49
Pronounciation Notes .......................................8 Woedarth.......................................................... 49
Religion...............................................................9 Clerics of Woedarth ....................................... 53
Economy ...........................................................12 Racial Deities ................................................... 63
Calendar............................................................13 New Domains.................................................... 63
Holidays of Widespread Recognition...............15 New Spells........................................................ 72
Calishae ............................................................16 3.0 Rules Additions & Changes......................... 84
Damryel.............................................................17 Racial Characteristics........................................ 84
Eldoreth.............................................................18 Language Use................................................... 88
Oorden..............................................................19 Chaos Days ...................................................... 89
Solinor...............................................................20 Experience Rewards (Optional)......................... 91
Ulthen................................................................21 Appendix A: Prestige Classes........................... 92
Valeria...............................................................22 Cithenhi Bladesinger ......................................... 92
Vastimir .............................................................23 Dwarrowbur Warden ......................................... 93
2.0 Religion in Detail ...........................................24 Fae-Touched Emissary ..................................... 94
Castinos ............................................................24 Grithu Tunnel Runner........................................ 97
Clerics of Castinos..........................................24
Droclan..............................................................25 Map of Tolemica................................................. 99
Clerics of Droclan ...........................................25 Campaign Area Map......................................... 100
Mir HaLayn .......................................................25 Campaign Area Map Key ................................. 101
Clerics of Mir HaLayn.....................................25
Note: This booklet is not a stand-alone reference. You will need at least the Players Handbook to make proper
use of it, and the other 3
rd
Edition Core Rulebooks would be useful, as well.
The Obligatory Legalese:
DUNGEONS & DRAGONS, D&D, and DUNGEON MASTER are registered trademarks owned by Wizards of the Coast, Inc. The use of these
terms, herein, does not constitute a challenge to the ownership of these trademarks. The Players Handbook, Dungeon Masters Guide,
Monster Manual, Manual of the Planes, Oriental Adventures, Psionics Handbook, Defenders of the Faith, Masters of the Wild, Song and
Silence, Sword and Fist, and Tome and Blood are works produced and copyrighted by Wizards of the Coast, Inc. No compatibility or co-
adaptability is guaranteed between these works and this document. Please visit WotCs website at www.wizards.com/dnd for more
information about these books and how to obtain them.
This document may be distributed, free of charge, in its current form, but it may not be sold, altered, or included as part of a larger published
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this document, in context, for purposes of review or correspondence.
With that out of the way, please enjoy!
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History in Brief
The history of Tolemica over the last millennium has been one of migration, expansion and conquest. Up until about twelve
centuries ago, the only human inhabitants were the Gellan, a very loose collection of bronze age tribesfolk who lived mostly in
the hilly regions and along the western coast. It is known that the Cithenhi, who were not human, were also present in larger
numbers at this time. They made their homes primarily in Calishae, although they were not actually native to that region,
having migrated from even more western lands. It is believed that the Mennihi, probably an offshoot of the Cithenhi, had
begun migrating to what would one day be northwestern Damryel just prior to this time; however, little is known about the
events that led up to this movement or, for that matter, about the Mennihi, themselves. The Trak-Dn and related races were
almost certainly present during this period, as well, and living around and within the great central mountain ranges; however,
they do not speak of their early history to outsiders. As far as anyone can tell, the Dwarrowbur were entirely absent from the
region and only arrived with the first human settlers from the southeast.
In any event, around twelve hundred years ago, the Estelden Empire of Listandar, the Southern Continent, was just starting
to fall from the peak of its power. Not going to fade quietly away, it tried to maintain a stranglehold over its satellites and
colonies and became increasingly tyrannical. Two separate groups attempted to free themselves from its despotic rule by
fleeing to the northwest, into the uncharted wilds of Tolemica. The first group, known as the Novidians, left primarily for
political reasons, as well as a genuine desire to build a free world beyond the known horizon. They began settling along the
southern tip of what would one day be Valeria. The second group, known as the Timiri, left to avoid religious persecution.
They were puritans, who had recently broken away from the orthodox Nominian faith, claiming (more or less accurately) that it
had become a decadent tool of the Empires political machine. They settled along the southeast coast of what would one day
be Vastimir.
Over the next two centuries, there was a slow but steady
migration of Esteldens into Tolemica. The Timiri did not arrive
in great numbers but settled more or less peacefully. The
Novidians, on the other hand, expanded relatively rapidly and
came into occasional conflict with the few Gellan tribes that
lived that far south. By the time things had settled into a state
of quiet erosion in the empire they had left behind, the
Novidians had created a new empire of their own. One of their
greatest leaders, King Ehronin, founded the city of Novidia,
making it the capital of their new country, which was named
Valeria. This event, nearly one thousand years ago, marked
the beginning of the calendar that is in widespread use over
most of Tolemica to this day.
During the next few decades, the Valerians spread farther
north and eventually came into conflict with the Gellans, whom
they considered to be barbarians. Partially in response to
these expansionist tendencies, the Timiri officially proclaimed
their Tolemican lands to also be a new and distinct country,
which they called Vastimir, in year 126 of the Valerian
calendar. Shortly after that, the Oords began migrating into
the northeastern regions of the continent, not only into Vastimir
but also into what would one day be Ulthen and Eldoreth. The
Hylin also settled along the southwestern coast; however, they
never established a strong presence in Tolemica and seldom
came into direct conflict with the Valerians.
During the early 300s, two important events occurred. First
of all, in 322, northern Valeria claimed its independence and broke away from southern Valeria, to become Solinor. Although
a few skirmishes resulted from this, the break occurred fairly peacefully, since the Valerian leadership at the time was cautious
and not inclined to turn the situation into a civil war. There was also some feeling that the northerners would soon regret their
decision and recant, although, of course, this never occurred. Around 343, the Vastimirans came into direct conflict with the
Oords for the first time, and this began a pattern of hostility that would last, off and on, for centuries, eventually resulting in the
retreat of most Oords back to their island-kingdom.
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Over the next two centuries, Damryel and Eldoreth were formed, in 447 and 512, respectively. Damryel was founded by
Aedmar (later, King Aedmar I), who wished to create a kingdom wherein the Esteldens and Gellans could coexist peacefully.
He was successful in forging a truce with the previously unapproachable Gellans, and this gave him the military strength he
needed to ensure the success of his vision. Eldoreth was formed by a mixture of Solinorans and Vastimirans who were not
content with their lot as a backwater colony, subject to the economic whims of one country and the religious convictions of
another. Because they were shielded by the mountains, and because the common belief of the time was that Eldoreth was
composed mostly of swampland, the rebels met with little resistance, and the parting was accomplished more or less
peacefully.
During the 600s, cracks finally began to show in the tenuous truces that had been formed between the rapidly expanding
countries. Solinor tried to exert pressure on Eldoreth and was rebuffed by a young country trying to create a trade empire of
its own. Oorden lost many of its mainland holdings but continued to raid the northern coasts of both Eldoreth and Vastimir.
Schisms within the Timiri ranks resulted in several religious conflicts and the eventual creation of Castinos, a very
conservative, orthodox version of Nominos. Trouble-makers from both Eldoreth and Solinor caused mischief along the
borders of Damryel, which had internal problems of its own when the Gellan truces began to fracture and human frontiersmen
encountered offended Cithenhi and Mennihi. By the end of the century, numerous wars had been waged, and a new country,
Ulthen, had been forged in fire, given over to the Gellan by Damryel and Eldoreth, in an attempt to find a peaceful solution to
the situation.
During the 700s, the futility of this gesture soon became evident. More and more non-Gellan began to move into Ulthen, as
the dwindling native tribes lost their ability to maintain a military presence. At the same time, humans from both Damryel and
Ulthen began to move into Calishae, where they encountered not only Cithenhi but also older human tribes who had been
adopted centuries before and were allied to the otherworldly folk. Several conflicts arose between the humans and the
Cithenhi during the end of the century, but this helped to cement a peace between Damryel and Ulthen. The Mennihi all but
disappeared, and the Cithenhi, who were more powerful but badly outnumbered and not generally inclined to endanger
themselves in battle, gradually retreated to the less inhabited sections of Calishae and Ulthen.
By the middle of the next century, the last of the Oordic military holdings in Eldoreth and Vastimir were driven out by a
combined army from those two countries, although several mixed-culture, non-military settlements remained. After that,
Oordic influence over the mainland was reduced to frequent coastal raiding -- a problem that persists to this day. The Oords
made a brief attempt to settle in parts of eastern Ulthen, but their colonies never seemed to take hold, meeting with mysterious
resistance and occasionally vanishing altogether. During that same time, strange tales began to arise about a kingdom of dark
folk living in the most northern regions of Ulthen. No proof of this ever appeared, since the shadow kingdom did not seem to
be expanding or exerting any influence over the rest of the country, and the region it had supposedly claimed was cold,
marshy and generally unpleasant. As the years passed, all but the Oords, who knew something more of the truth of the
situation, gave up these stories as superstitious nonsense.
Toward the end of the last century and for most of this one, the last of the millennium, peace has been the rule, and a golden
age of trade and exploration has resulted. With the notable exceptions of the northern coast and the most hostile mountain
peaks, much of the continent has become accessible, either by land or by sea. Except for the Gellans, who are gradually
disappearing, the human population has increased dramatically, while the Cithenhi have become almost a myth, in some
regions, and the Mennihi are all but unknown in most. The humans have found some common ground with the Trak-Dn,
who continue to live, hidden away within their mountain communities, much as they have for centuries. As always, the
fortunes of the Dwarrowbur mirror those of their human allies. Contact has even been established with the fragmented old
empire and with the people of Jhar-Hylin, the smaller southwestern continent. Both Solinor and Valeria have trade
agreements with these people, and it is not uncommon to see such foreign folk walking the streets of Novidia.
During the last decade of the millennium, however, this trend has begun to reverse itself. The Oords, who are pressed for
space and resources, pirate the shipping lanes between Eldoreth, Vastimir and the southern countries with increasing
frequency. The alliance between Eldoreth and Vastimir, which helped to prevent this in the past, is beginning to come apart at
the seams, primarily because of religious differences (the Castinos influence in Vastimir grows as it shrinks in Eldoreth).
Simmering rivalries between Solinor, the richest country on the continent, and practically every other realm (but especially
Eldoreth and Valeria), have occasionally flared into trade embargoes and worse, and smuggling is rampant. Damryel, long a
bastion of chivalry and honor, looks to the other countries with increasing dismay and is becoming more and more reclusive.
In Ulthen, long-standing feuds between the various Gellan tribes, as well as between the Gellans and Esteldens, have sparked
into violence more and more frequently of late. Perhaps in response to their diminishing power, some of the Gellans have
begun to flock to a handful of charismatic leaders, many of whom are little better than brigand chiefs and most of whom see
war as the best means to regain their former glory. It is rumored that some of these have formed an alliance with the Oords, a
situation that would have been unthinkable to most mainlanders only a few decades ago. Only Calishae seems to have
escaped the growing sense of tension and distrust; however, it suffers under an increasing weight of melancholy and wistful
lethargy, as the Cithenhi begin to fade from the known world.
Still, all of these problems may be little more than omens of much darker troubles ahead. In the farthest reaches of the
north, rumors persist of a shadow kingdom, forged with unholy alliances and led by entities long thought to be little more than
myth. This force grows in strength and unity, even as the other countries fall into the trap of letting splintering rivalries weaken
them. And it has no intention of fading from the world.
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Ethnic Groups
There are fifteen ethnic groups that have at least minimal representation in Tolemica, and each of these is discussed briefly,
below. In the country-specific sections that follow, the dispersal of these groups will become evident. Note that, within those
latter chapters, the represented groups are always listed in order of prevalence. A person is said to be from a particular group
if he was born in the appropriate area and/or has retained the customs of that area in preference to those of any other,
including the area in which he currently resides, if they are not the same.
Calishaen: These are the human inhabitants of Calishae, a mixture of Damraen, Ulthenic and ancient Gellanic stock.
Because of this diverse mixture, they vary quite a bit in appearance, although there is a general tendency toward darkish
skin and hair. A few Calishaens have Cithenhi blood, and these are always fair of skin, with a tendency toward blond or
copper hair and unusually colored eyes. Calishaens tend to have a greater than average respect for nature, and many are
Talivari, following the pagan faith of the Cithenhi. They have a reputation for being easy-going, creative heathens with a
lower than average interest in material things.
Cithenhi: These are the unworldly folk of the west and are believed, by many, to be something other than human, making
them more of a species than an ethnic group. They tend to be tall and willowy, with fair skin and hair. They have a
profound connection with the natural world, and most can use magic almost instinctively. It is said that they are immortal but
they may simply be long-lived by human standards. There is some connection between the Cithenhi and the Mennihi (see
below), although this is not well understood, perhaps even by them. The Cithenhi are rather rare in this age, usually found
only in Calishae, Damryel and Ulthen, unless specific business takes them elsewhere.
Damri: The human inhabitants of Damryel are mostly of Valerian stock and, thus, of the Estelden race; however, Gellan blood
runs through many families, as well. Their complexion is average for the continent, neither particularly dark nor light, but
their hair tends toward dark colors. A few Damri have Cithenhi blood, and these are always fair of skin, with a tendency
toward blond or copper hair and unusually colored eyes. An even smaller number have Mennihi blood, and these tend to be
a little on the short side, with dark or auburn hair and unusually colored eyes. The Damri have a reputation for being
honorable and adventurous, and they claim many well-known heroes within their ranks.
Dwarrowbur: Often known simply as the Dwarrow, these beings are probably not really of human stock, or, if they are, the
ancestral connection is quite remote. While they do look more or less humanoid, they typically stand little more than half as
tall as a full-grown man and are slender and lithe. For this reason, they are also sometimes called halflings. They have
fur, rather than hair, which tends to be dark usually brown or chestnut, but occasionally black growing grayer as they
age. This fur covers much of a Dwarrows body with a light, downy coat but is thicker on the head, often forming a sort of
mane, and around the ankles and wrists. Their eyes are usually brown, gray, amber or leaf green and are basically like
those of a human. Dwarrowbur tend to attach themselves to other races, especially humans, and pick up many of their
customs, as well as the local language. Indeed, virtually all of the Dwarrowbur in Tolemica can trace their roots back to the
Estelden migration, when their ancestors arrived with the human settlers. This has led many people to assume that they
have no innate culture of their own; however, this is not entirely true. The Dwarrow have a strong oral tradition and pass on
many of their own legends and beliefs; they are simply not in the habit of doing so within the earshot of strangers. Because
they tend to meld their beliefs with those of their adopted culture, each tribe of Dwarrow has a slightly different take on
their own history and mythology. This dichotomy does not bother them in the slightest, since they believe that the past is
mutable and that myths, by their very nature, are open to a multitude of interpretations. The Dwarrow have a reputation for
being quick-witted, inquisitive, mischievous and prone to embellishment. They tend to be poor at keeping track of time,
seeing little need to split up the day into tiny increments, and dislike tedious physical tasks. Less charitable sorts tend to
assume that they are all thieves and vagabonds and view their chatri (villages), which tend to spring up around human
settlements, with suspicion. Those who have befriended them, however, soon discover that they are generous, easy-going
and loyal, reserving their less pleasant tendencies for those who have annoyed them.
Eldorethan: The human inhabitants of Eldoreth are mostly of mixed Valerian-Vastimiran stock and, thus, of the Estelden race;
however, Oordic blood runs through some families, as well, causing lighter skin and fair hair to pop up within a group that
otherwise tends toward darkish skin and hair. Culturally, Eldorethans are a somewhat contradictory lot. On one hand, their
religious roots and the nature of the land they inhabit (fertile but marshy during the summer, dark and hostile during the
winter) make them tend toward superstition and an occasionally dour outlook. On the other hand, their leaders and
businessmen tend to be progressive and are making active efforts to look to the future, encouraging trade in an open rivalry
with Solinor and adopting each new idea and invention as it appears.
Gellanic: The original human inhabitants of Tolemica generally have pale brown skin and dark hair, although slightly fairer
skin and sandy blond hair are not unheard of, perhaps indicating the presence of Oordic blood. They are considered to be
barbarians by most of the other groups and do, in fact, tend to have a more primitive, martial lifestyle. Ironically, this has
become more pronounced over the centuries, rather than less so, since they have been forced into more and more hostile,
secluded environments. Indeed, it often seems that the most advanced equipment the Gellans possess are weapons, and
they have become fairly adept at producing them, learning the lore of iron and steel from the cultures that invaded their land.
It is worth noting that their ancestors came from many different tribes, scattered over western Tolemica, and most of these
were relatively peaceful nomads, herders, farmers and fishermen. At that point, they were not, technically, one group at all,
but many scattered tribes, although they have been lumped into a single identity now. Gellans have an ancient heritage of
shamanism and earth-oriented magic, and the elders are trying to preserve this knowledge. For the most part, they are an
honorable people, who, unfortunately, sometimes allow their pride to draw them into longstanding feuds. In general, they
have a reputation for being frank, trustworthy when their oath is given, temperamental and superstitious. Unfortunately,
whole groups of them have taken to banditry in recent years, and this has tarnished the reputation of the entire culture.
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Hylin: The Hylin are not well represented in Tolemica, since their origin is an entirely different continent (Jhar-Hylin, to the
southwest). Over the last century or so, however, many of their explorers and traders have popped up in Solinor and
Valeria, so they are becoming increasingly well known, if often misunderstood. The Hylin have little connection to the
Estelden and, thus, are quite different from most of the human inhabitants of Tolemica. They have distinct gold skin, varying
from light to quite dark, and black or chestnut hair. Their eyes, which are set off by high cheekbones, are generally brown
(light or dark) but, occasionally, gray or a startling shade of pale blue. They are often lithe but reports of their height varies,
since one group that visits frequently has members that tend to be short by Tolemican standards, while another that visits
less often has members that tend to be tall. Hylini cultural tendencies also vary, since they actually come from a variety of
ethnic groups, but Tolemicans often forget this and have given them a general reputation based on the examples that
appear in the ports of Solinor and Valeria. Thus, they are generally thought to be shrewd, inscrutable and unflappable, with
strange customs and arcane religious beliefs and an eye for a good deal. In fact, their religious beliefs are not really that
alien and tend to be a unifying factor, since their most common faith, Mir Ha' Layn, is favored by more than three-quarters of
their native population (see Religion, below).
Mennihi: The Mennihi originated in the west, moving first to Calishae and then on to northwestern Damryel. They are
connected somehow to the Cithenhi and, like the latter, are not, technically, human, although some scholars believe that
they may have evolved from a primitive tribe of humans, who changed over many centuries of exposure to the magic of their
Cithenhi masters. If this is the case, then it is possible that the Mennihis migration to Damryel represented some sort of
quiet rebellion. Unlike the Cithenhi, they tend to be quite short, with dark hair (usually, nut brown or auburn, but occasionally
copper or black) and relatively dark skin (from average, by Tolemican standards, to mahogany). Their eye color is also
more varied, although it is often unusual. It seems less likely that they are immortal, although they are certainly long-lived.
They are said to be quite magical, like their larger cousins, but seem to possess influence over natural day-to-day
phenomena, rather than being masters of the more powerful arcane arts. In many areas, the Mennihi have practically
vanished, and some people believe that they never existed at all.
Oordic: Over the last millennium, the Oords have made their home in the trio of islands to the northeast of Tolemica, a
relatively harsh and inclement environment; however, their oldest stories tell of a migration from some distant land to the
southeast, after a disaster of appropriately epic proportions. The Oords tend to be large, hearty people, with fair skin that
turns ruddy in the sun, fair hair (light brown, blond or even white), and blue, gray or hazel eyes. Although most of them are
farmers, herders and fisherman, they have a long history of martial prowess, which their harsh environment has done little to
diminish. Because they have been forced into a relatively small, secluded area, they feel little guilt in raiding those who
seem more fortunate and who they see to be the source of their woes. They have a reputation for being temperamental,
impulsive and stubborn but also (more reluctantly) truthful, brave and tenacious. Even their detractors admit that they are
second to none when it comes to shipbuilding and seamanship and equaled only by the Solinorans.
Orenhi: There is some debate as to whether the Orenhi are a distinct species, but there can be no doubt that they have
developed their own culture, over the ages. They share the blood of both Cithenhi (or Mennihi) and Trak-Dn an unusual
mix, that occurs only rarely. Although they are not common, they are also not so rare as one might assume, since they
always breed true. When Cithenhi/Mennihi and Trak-Dn mate, they have Orenhi children, but so do Cithenhi/Mennihi and
Orenhi, Trak-Dn and Orenhi and, of course, Orenhi and Orenhi. Once there is Orenhi blood in the family line, it is
exceptionally tenacious about appearing in later generations. Physically, Orenhi appear to take after the Trak-Dn side of
the family, as they are short, with broad features and a tendency, in the males, to sprout prodigious facial hair, which is most
often blond or some other light color but occasionally darker. On the other hand, they tend to be a bit shorter and more lithe,
often more agile than strong, and have bright eyes (usually blue, green or, rarely, violet), like their Cithenhi kin. Magically,
they take after the Cithenhi side of the family, and many are accomplished wizards, sorcerers and alchemists. Many Orenhi
settle in with their Cithenhi, Mennihi or Trak-Dn relatives; however, in recent centuries, an increasing number have come
together to create communities of their own. They have a reputation for being wily tricksters and clever gadgeteers. They
tend to be inquisitive and intelligent, with a love of good company, good food and good craftsmanship.
Solinoran: The inhabitants of Solinor are a varied lot, coming from many different cultures; however, the core population is of
Valerian stock and, thus, of the Estelden race. These members generally have olive or darkish skin, dark hair and slightly
shorter than average stature. They tend to be quite cosmopolitan and are very proud (not to mention somewhat jealous) of
their position as the trade captains of Tolemica. They also take pride in the relatively free nature of their culture, which is
more open and democratic than most feudal societies. This they attribute directly to their break, centuries ago, from Valeria,
although, in fact, it has more to do with a delicate balance between competing business interests. Solinorans have a
reputation amongst other groups for being shrewd, flamboyant, proud and independent or tricky, noisy, vain and anarchic,
depending upon whom you ask.
Trak-Dn: The Trak-Dn claim that they were the first inhabitants of Tolemica, and it is possible that they speak the truth.
No culture, including their own, has any legend about their arrival here, so, if they migrated from elsewhere, they must have
done so millennia ago, before any of the other modern peoples. For the most part, they live in the mountains that form the
central spine of the continent, as they have always done. Some people believe that the Trak-Dn are a sub-species of
humans, but just as many (including most Trak-Dn) argue vehemently against this. While most outsiders do not realize it,
the people who have come to be known as Trak-Dn are actually from a number of different but related cultures. The
Trak-Dn are simply the most common of their breed and tend to have the most contact with other races. Other related
groups include the Kazud-Dn, the Galud-Dn, the Duergar and the Derro. The latter two tribes branched off from the
others eons ago and do not even look quite the same any more. Physically, Trak-Dn tend to be short about two-thirds
as tall as humans but stocky and strong. For this reason, humans sometimes call them dwarves. Their hair covers
much the same color range as humans and tends to be worn long. The males grow prodigious beards and are generally
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Trak-Dn (continued):
quite proud of the fact. Eye color tends to be dark, usually brown, gray or blue-gray, and skin color is usually ruddy, tan or
light brown. Trak-Dn have a reputation for being stern, honorable, proud and somewhat humorless. They tend to be
brave and tenacious but can also be vindictive and stubborn. They are often suspicious of outsiders and are slow to accept
change; however, they are very loyal to those whom they have accepted as allies. Their reputation for greed tends to be
overstated, but it is true that they share a love of gold, gems, jewelry and other such earthly splendors.
Ulthenic: The human inhabitants of Ulthen come from Damri, Calishaen, Eldorethan, Gellanic and even Oordic stock, making
them the most mixed breed in all of Tolemica. Various families can trace their roots back to Estelden immigrants, Gellan
clans, Oordic raiders or even Cithenhi lords. For obvious reasons, appearance varies a great deal, although there is a
general tendency toward average skin tone and darkish hair. Most Ulthens live in the southern portion of the country and
are used to a somewhat hostile environment, particularly during the winter months. They tend to be herders, miners and, to
a lesser degree, farmers. There is a vague sense that they have a responsibility to watch the northern marches and protect
the land from any menace that may appear there, although no one is quite sure what that menace might be. In general,
they have a reputation for being resourceful, pragmatic, level-headed and a bit pessimistic. They are also thought to be
good storytellers, as long as you like dark tales, and fine musicians.
Valerian (Novidian): The original Estelden immigrants, the Valerians are quite aware of their place in history and prefer that
others keep it in mind, as well. Physically, they are virtually indistinguishable from the Solinorans, having olive or darkish
skin, dark hair and slightly shorter than average stature. The Valerians number many prominent scholars within their ranks
and possess most of the oldest libraries and institutions in existence. They have the closest ties to their Estelden roots and
are somewhat jealous of this fact, which is ironic, considering how they ended up here in the first place. They have a
reputation for being intelligent, artistic, aloof and proud. The Vastimirans, in particular, tend to believe that they are also
decadent and impious a legacy from the era when the Castinians broke away from the Nominians, who look to Novidia as
the heart of their faith. There is a perpetual rivalry between Solinor and Valeria, as well, so patriots from each country
seldom have much good to say about the other.
Vastimiran (Timiri): The human inhabitants of Vastimir are mostly of Estelden (Timiri) stock, with the occasional infusion of
Oordic blood, and are virtually indistinguishable from the Eldorethans (see above), many of whom have roots in Vastimir.
Temperamentally, however, there are distinct differences. Most Vastimirans tend to be quite religious, and their country is
the unquestioned center of the Castinos faith, as well as being its origin. Those who follow this faith tend to be stern,
practical puritans, and, since they form the bulk of the leadership, this sets the tone for the entire country. Vastimirans have
a reputation for being frugal, cautious and tenacious. Their religious roots are often exaggerated, giving them a usually
unwarranted reputation for being zealots, a term best reserved for the witch hunters and inquisitors who do, in fact, hail from
this land more frequently than any other.
Note that there are several racial groups that have not been included in the above list. The Grithu (goblins), Hornoku
(hobgoblins), Moloku (orcs or beastmen), Grondu (trolls) and other such dark races are scattered over the continent
and share little common ground, other than some linguistic elements. Their cultures are not well understood by the light
races, previously described, and will not be detailed, herein, except peripherally. The mixed-breeds, such as the Thuvanhi
(half Cithenhi, half human) and Ur-Moloku (half Molok, half human), do not have a distinct cultures but tend to adopt the
traditions in which they are raised.
Languages
Obviously, in a land with so many distinct cultures and such a long history, it is to be expected that a proportionally large
number of languages would arise. Valerian scholars divide these into between sixteen and eighteen distinct tongues, each of
which is described below. Keep in mind that, within each general grouping, numerous dialects may arise. For example, Damri
from the south speak a somewhat different dialect from those in the north, having a much more evident Valeric influence and a
much less evident Lithyrnae one. They may even have an easier time understanding their Solinoran neighbors than their
northern countrymen, in extreme cases.
In the country-specific sections that follow, the dispersal of these language groups will become evident. Within those
chapters, the represented languages are always listed in order of prevalence, and an approximate percentage breakdown is
noted, as well. If you total the percentages in any given country, you may notice that it generally exceeds 100%. This is
because many people speak more than one language, particularly in trade centers and along the borders.
Cyrnic: The northern tongue is a mixture of Lithyrnae, Gellanic and somewhat diluted Esteldic, with some Ooordic influence.
While it is most commonly spoken in Ulthen, it is also widely known throughout the entire northern half of the continent and,
thus, acts as a sort of common tongue for this area.
Damrae: The native language of Damryel is basically similar to Pravic but draws more on its Valeric roots and has a very
noticeable Lithyrnae influence, as well. It is a useful language to know when traveling in the west, since it has a large
vocabulary, that draws from many other languages, and, thus, can be marginally understood by folk from many areas.
Eldoric: The native language of Eldoreth is basically very similar to Timiric, from which it arose (see below), although it
merges some Gellanic vocabulary, as well. Generally, if one can speak Eldoric, one can be more or less understood in
Timiric, as well, and vice versa.
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Esteldic: The ancient language of the Estelden is now spoken only by a few scholars and is virtually a dead tongue, even in
Listandar, where it has had centuries to mutate. Nevertheless, it is a useful language to know, since it gave birth to most of
languages currently used in Tolemica and, thus, makes a handy key when translating. The written form is also useful for
those who wish to study very ancient texts and monuments.
Gellanic: Gellanic, which is the native tongue of the indigenous Gellan, is one of the few languages currently used in Tolemica
that has no connection to Esteldic; thus, it is completely foreign to most people who live south of Damryel. Each decade,
fewer and fewer people use Gellanic in their day-to-day speech, and it will probably disappear as an independent language,
eventually. On the other hand, it has influenced several Esteldic-based languages in the north and, thus, may survive to a
limited degree through this interaction.
Grishan: Most scholars are unaware that this language even exists. It is the secret tongue of the Grithu, who also tend to
speak Ruaghae and/or Malaghae and, thus, need not use it in front of outsiders except to allow for secret communication.
Unlike the Moloku, Grondu and other monstrous humanoids, the Grithu are sometimes quite clever, and they enjoy secrets
and tricks. Thus, it is not surprising that they have developed their own peculiar code. Because it is used primarily in battle
and to slip secret messages past ignorant outsiders, it has a rather limited vocabulary and places little emphasis on correct
grammar. It relies a great deal on innuendo, onomatopoeia and body language and, thus, is really only effective in direct,
face-to-face communication or when shouting simple orders. This is slowly changing as more and more Malaghae is
absorbed into it, allowing the creation of a much more complex dialect. Like the Orenhi, the Grithu are proud of their secret
tongue; however, they are even more adamant about keeping it a secret and will not hesitate to kill in the most horrible
manner imaginable one of their own kind who tries to teach it to outsiders.
Hylini: This is one of the native languages of the northern Hylin, the one that they use as a common trade tongue. It is
certainly not the only language that is spoken in Jhar-Hylin, but it is the only one generally known to Tolemicans. It has
influenced and been influenced by Elsteldic in the distant past, but this connection has all but disappeared. Thus, it sounds
alien to most Tolemicans, even though scholars can find very remote similarities to Esteldic. It is distinguishable by a sing-
song quality that leads some uncharitable Solinorans to call it bird chatter. For obvious reasons, Hylini is spoken only by a
handful of Tolemicans who trade frequently with their southern neighbors.
Lav-ek-Dn: This is the language of the Trak-Dn and, with only trivial variations, their close kin, the Kazud-Dn and the
Galud-Dn. The languages of the Duergar and the Derro are also derived from it, although they have mutated almost
beyond recognition. It does not seem to have any connection at all with local human tongues and probably predates most of
them. Although Lav-ek-Dn is widely used within the settlements of its creators, it is seldom spoken around outsiders,
unless the speaker wishes to be deliberately secretive. Most Trak-Dn prefer to use the local trade tongue of their human
neighbors when dealing with other races.
Lithyrnae: This is the ancient ancestral tongue of the Cithenhi, which was later adopted by many of their human followers. It
has no connection at all with Esteldic. It is still widely spoken in Calishae and, to a lesser degree, Ulthen and Damryel;
however, its regular speakers have been gradually dwindling in number over the last century or so, as the Cithenhi withdraw
from the world of men and other simpler tongues take hold. On the other hand, since Lithyrnae has had a marked impact on
Cyrnic, Damrae and Gellanic, it is unlikely that its influence will ever disappear completely.
Malaghae: Most human scholars are unaware that this language even exists and, thus, it is not generally included in the
distinct tongues, previously mentioned. It is a corrupt form of Lithyrnae and, thus, can be vaguely understood by someone
who speaks that tongue. It is the language used by the Malaghi the Dark Cithenhi or Drow and their minions, who
broke away from the main tribe, in Calishae, centuries ago and settled in the far north of Ulthen. It has evolved on its own,
over time, and has also been influenced somewhat by Oordic and Gellanic a notion that would be considered almost
sacrilegious by Lithyrnae-speaking Cithenhi. In recent years, it has been heard spoken by some of the more educated
Grithu, Moloku and Grondu a fact which is puzzling to those linguists who do not recognize it and vaguely alarming to
those who do.
Ninnoae: This is the practically extinct language of the Mennihi. It is a simpler form of Lithyrnae and, thus, can be at least
vaguely understood by anyone who knows the latter tongue. It has a rather specific, nature-oriented vocabulary. It has over
a dozen words to describe leaf (e.g. summer leaf on a tree, autumn leaf falling from a tree, autumn leaf on the ground);
yet, it can only describe most abstract concepts through analogy (e.g. I feel like a winter morning.) and has little ability to
encompass mathematics (e.g. one, two, three, a hands worth, lots). Since its speakers had little interaction with humans,
it has not had much influence over other languages and, thus, may soon truly disappear.
Oordic: This is the native language of the Oords. There is some indication that it has a very ancient connection with Esteldic,
and it has adopted many words from Pravic and Timiric over the centuries, but, in general, it is very difficult for most
mainlanders to figure out. New words are added to the language regularly, usually by simply running existing words
together which can make for very long phrases and even longer sentences. This dynamic nature makes the language
change rapidly over time but still allows translators to decipher older speech, since the roots of words are generally obvious,
at least until the inevitable abbreviation sets in.
Orennic: Most Orenhi speak Lav-ek-Dn, Lithyrnae or even Ninnoae, as well as the local human trade tongue, if they have
much contact with humanity. Over the last couple of centuries, however, they have begun to develop their own peculiar
dialect, which borrows from all of these and adds many unique words of its own, as well. True to form, they are creating a
complex tongue, which places emphasis on clever metaphors and a colorful vocabulary that lends itself well to puns. They
take some pride in this endeavor and enjoy confusing non-Orenhi listeners especially those who think they recognize the
tongue as being another better-known language.
- 8 -
Pravic: This is the trade tongue of Solinor and is spoken by people in practically every corner of the continent. It is unusual, in
that it was created somewhat deliberately, by merging Valeric and Timiric, in an attempt to allow easy communication
between the various trading partners. Since that time, it has also absorbed some Lithyrnae and Gellanic vocabulary, and,
thus, is about as close to being a common tongue as one is likely to find in Tolemica. A subset of Pravic -- pidgin Pravic,
as it were -- is built with a simpler grammar and trade-specific vocabulary, and this dialect is often used in the port cities.
For this reason, it is sometimes known as Portspeak.
Ruaghae: This is the language of the Moloku, but it has been adopted by many Grithu, Hornoku, Grondu and less
differentiated races, such as ogres and giants, as well. It is crude and usually has a somewhat limited vocabulary, although
this varies by region. In its original form, it was a corruption of Lithyrnae, with a heavy dose of Lav-ek-Dn and Gellanic,
plus a little Oordic, thrown in for good measure. It continues to borrow heavily from other languages (especially local human
trade tongues), and its users also tend to casually form new words by combining old ones, as well. Thus, any impressive
new weapon might be called a foe-cleaver (for blades) or skull-crusher (for bludgeons). For this reason, the various
dialects of Ruaghae are almost beyond count, and a speaker of one dialect may have little or no ability to decipher
colloquialisms from a distant region. As previously noted, some speakers of Ruaghae are beginning to pick up the more
stable Malaghae, as well, and the Grithu have always had their own secret tongue, Grishan.
Tando: This is the quiet speech of the Dwarrowbur. Most scholars are aware that it exists but few know anything about it. It
has a very distant connection to Esteldic but also, oddly enough, to Hylini. For the most part, however, it is unique. It is not
exactly a secret language, but the Dwarrow prefer not to share it with outsiders, considering it to be one of their few pure
things (i.e. things not absorbed from another culture). It is a colorful language that makes frequent use of metaphors and
allusions to the Dwarrowburs shared oral history.
Timiric: This is the native tongue of Vastimir. As such, it has strong Esteldic roots, although it has diverged somewhat over
the centuries, particularly with Oordic influence, and, thus, resembles Valeric less than one might expect. It is very similar to
Eldoric: generally, if one can speak Timiric, one can be more or less understood in Eldoric, as well, and vice versa.
Valeric: The southern tongue is closely tied to Esteldic and, in fact, may be considered to be modern Esteldic, for most
intents and purposes. The Valerians have traditionally gone to some lengths to keep their language pure and free from
northern influence, so they are somewhat correct in claiming that they are closest to their roots. Ironically, a few Hylini
terms have begun to creep into the language, particularly in the fields of mathematics and science.
Pronunciation Notes:
While it would not be practical to detail every facet of pronunciation for every one of the languages noted above, a few
general rules are worth examining, particularly as they have affected the English spelling of Tolemican names. In the interests
of phonetic accuracy, the following guidelines should be remembered.
In Esteldic and, therefore, Valeric and, to a lesser degree, any derivative language:
- vowels are almost never silent and tend to be pronounced fully; thus, Orane is pronounced oh-rah-nee, not oh-rain,
and Valeria is pronounced vah-lair-ee-ah, not vah-ler-ee-ah
- a tends to be pronounced ah unless combined with e or y (as in "archaeology" or pay)
- o tends to be long, especially at the beginning of a word or when followed by an s
- y can be used as a vowel, in which case it sounds like a short i in the middle of a word or a long e at the end of a
word; it can also be used as a consonant, as in yak, or a silent consonant to make a vowel long, as in day or key
In most Lithyrnae-based languages, including Ninnoae, Malaghae and elements of Cyrnic and Damrae:
- ae is equivalent to a long a with a very lightly voiced long e at the end
- c is always hard, like k (which is not used at all)
- i at the end of a word sounds like a long e and is never stressed
- th is usually soft (as in thin and thistle, not the and there); this is a more or less firm rule in
pure Lithyrnae and its direct offshoots but does not always hold true with Cyrnic and Damrae
- y is used for a soft y + short i sound, so Cyrnic is pronounced kyear-nik
- Ninnoae is somewhat unique in that it places very little stress on any syllable and may have its meaning changed when a
stress is applied (rather like Japanese)
In both Oordic and Gellanic:
- c is always hard, like k (which is not used at all)
- g is also always hard, as in good, not giraffe
- double-o sounds like double-o in boot, with a very slight w at the end
- single vowels are almost always short, regardless of any consonant-vowel combinations that follow, unless they come at
the very end of a word or are followed immediately by a silent e; thus, pane would be pronounced pa-nee, not pain
(for pain, you would spell paen)
- 9 -
In Lav-ek-Dn and languages that borrow from it, such as Orennic and Ruaghae:
- c is usually soft, like s, and k is used for a harder sound (unlike the other languages, noted above)
- th is usually hard (as in the and there, not thin and thistle), although this is not an absolute rule
- single vowels are almost always short, regardless of any consonant-vowel combinations that follow, unless they come at
the very end of a word, are followed immediately by a silent e or are specifically accented (see below); thus, pane
would be pronounced pa-nee, not pain (for pain, you would spell paen)
- is a long-a sound, as in bake, but fluent speakers often add a very slight long-e to the end, pronouncing brgon
almost as braeegon
- is a long-o sound, as in hope, but fluent speakers often add a very slight w or we to the end, pronouncing gn
almost as gowen
- is a long-u sound, as in dune, but fluent speakers often add a very slight short-i to the end, pronouncing dn
almost as duin
Religion
There are six religions that have at least minimal representation in Tolemica, and each of these is discussed briefly, below.
In the country-specific sections that follow, the dispersal of these religions will become evident. Note that, within those
chapters, the represented groups are always listed in order of prevalence, and an approximate percentage breakdown is
noted, as well. These percentages do not take into account atheists or agnostics (who are rather rare, anyway) nor do they
consider the numerous tiny cult and splinter groups that pop up on occasion and usually disappear just as quickly.
Castinos
Translation: Path of the First Truth
Type: Polytheistic, Egalitarian; leaning toward Monotheistic, Patriarchal
Adherent: Castinian
Adjective: Castinian
Greater Virtues: Honesty, Justice, Obedience, Prudence, Temperance
Lesser Virtues: Chastity, Composure, Fortitude, Humility, Sacrifice
This is a more puritan version of Nominos, created by orthodox members in Vastimir, in response to what they believed to be
a decline in the principles of the old faith and a disproportionate level of power being wielded by Valeria. Most teachings are
the same as for Nominos (below), although they tend to be followed more strictly.
Many devout Castinians believe that excessive materialism leads to spiritual decline; thus, they tend to live modestly,
avoiding excess in all things. Whether they wish to admit it or not, they have been influenced a little by Woedarth over the
centuries, so their image of the higher beings tends to be a bit more aloof and stern than that of the Nominians. The religion
has also become more patriarchal over the centuries and has concentrated more heavily on Altmir, at the expense of the other
deities (except, perhaps, Altmirs son, Thuel). It is possible that, given another century or two, Castinos may become virtually
monotheistic, with the other deities being relegated to the status of angels and demons, and Drom presumably becoming the
devil.
Droclan
Translation: Understanding the Land
Type: Shamanistic, Egalitarian
Adherent: Droclani
Adjective: Droclani
Greater Virtues: Devotion, Fortitude, Justice, Sacrifice, Vigor
Lesser Virtues: Honesty, Honor, Hospitality, Passion, Valor
This is the original faith of the Gellans. It is similar in many respects to Talivar (see below) and was, at the very least,
influenced by it, if not derived directly from it. It tends to be a bit harsher than Talivar, since it assumes that the spirits must be
worshipped and appeased with sacrifices (occasionally, even human ones), rather than respected and treated as potential
allies. It also assumes the possibility of truly evil spirits, which may indicate Nominian, Castinian or Woedic influence (Talivari
generally believe that good and evil are relative terms, and that troublesome spirits are more selfish or mischievous than evil).
The goddess is known as Yriel, and her sphere includes creation, plant fertility, healing, crafts and passive protection. The
god is known as Cerhenoc, and his sphere includes rebirth, animal fertility, fortitude, hunting, and active protection, i.e. battle
in any righteous cause. Aside from these distinctions and the resulting changes they produce in the tone of the faith, most of
the notes given below for Talivar apply equally to Droclan.
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Mir HaLayn
Translation: Word of Life
Type: Monotheistic (but with many powerful spirits, angels, demons, etc.), Egalitarian; leaning toward
Animistic, Patriarchal
Adherent: Kal Ha' Laynsingular, Kali Ha' Laynplural
Adjective: HaLaynaki
Greater Virtues: Composure, Fortitude, Patience, Prudence, Reverence
Lesser Virtues: Generosity, Grace, Justice, Resourcefulness, Tolerance
This is the dominant faith of the Hylin, both in Tolemica and Jhar-Hylin, although certainly not the only religion on the latter
continent. It is a unique hybrid of monotheism and animism, in that it recognizes the existence of only one true god-creator,
Minandu (who is neither male nor female), but also a multitude of dunaki (singular: dunak) spirits, angels and demons, some
of which are practically gods, by human standards. Minandu is believed to be relatively aloof, so Kali HaLayn usually pray
only in thanks, seldom in supplication. Instead, when making a request, they prefer to go through less omnipotent channels
namely, through the various dunaki, who can be persuaded to interfere in human events. This sort of spiritualism, which is
distrusted by many other religions, is not considered to be particularly good or evil by the Kali HaLayn; rather, the morality of
the ritual is based solely on the nature of the request. Some spirits tend to be more good or evil than others, however, and
association with the wrong sort of spirits can lead one down the path to personal corruption or, at least, to world of trouble.
The Kali HaLayn believe that they have a sacred duty to understand the world that Minandu created; thus, they are often
interested in science, mathematics, philosophy and the like. However, some believe that the material world is less important
than the spiritual and, indeed, may only be a shadow of the latter. These Hylin, known as the Nori HabHolani (mystic
seekers), or simply Nori (seekers; singular: Noru), are particularly interested in the occult. They often form semi-secret,
cabalistic groups that delve into the Holani (Mysteries). Some use exotic drugs to reach altered states of consciousness;
others use meditation, mesmerism, martial arts and/or energetic dance to achieve the much the same end.
Nominos
Translation: Path of the First Word
Type: Polytheistic, Egalitarian (in theory, but scholarly men hold most important positions, and some specific
deities favor male or female clergy)
Adjective/adherent: Nominian
Adjective/adherent: Nominian
Greater Virtues: Honesty, Humility, Justice, Obedience, Sacrifice (may vary by deity)
Lesser Virtues: Chastity, Patience, Prudence, Reverence, Temperance (may vary by deity)
This is the original faith of the Esteldens, which has been carried over, more or less intact, into modern Tolemica. It
assumes that there are a number of deities, led by one particularly powerful and wise god, named Altmir, who is opposed by a
god of darkness, Drom. Good Nominians generally worship all of the deities in the pantheon (except Drom and his evil
minions) but often have a particular patron, which may influence which of the virtues they consider to be most and least
important. Priests and priestesses, in particular, almost always have a patron deity, and, historically, there has been some
rivalry between them.
Nominians believe that the deities are somewhat aloof most of the time but interact with the mortal world when their
particular sphere is concerned or when their followers are in great need. They also occasionally wander about the world on
mysterious errands of their own, often in disguise. In general, they seem to be motivated by recognizable human emotions,
even if their actions are not always easy to understand. A follower who remains true to his deitys nature especially one who
makes appropriate sacrifices, now and then increases his chance of earning a desirable place in the afterlife, ideally in his
deities own kingdom.
All of the major Nominian deities are listed below, along with their spheres of influence. These are the original gods of the
Esteldens, which have remained pretty much the same over the centuries. A number of lesser gods and goddesses have also
been named throughout history, but worship of these goes in and out of fashion.
Altmir, Ruler of the Gods, M: Knowledge, Leadership, White Magic, Wisdom (husband of Leena)
Diadam, Justice Keeper, F: Honor, Justice, Loyalty, Truth
Drom, The Dark One, God Slayer, M: Black Magic, Death, Evil, Lies (slayer of Leena)
Ereth, Sea Fury, F: Righteous Anger, Sea, Secrets, Storms (once lover of Pel)
Leena, The Merciful, F: Health, Hope, Mercy, Peace (wife of Altmir; believed to have been slain by Drom)
Meth, Lady of Dawn, F: Beauty, Love, Poetry, Song
Pel, Father of the Fields, M: Earth, Fertility, Nature, Plants (once lover of Ereth)
Tarth, Champion of the Gods, M: Bravery, Skill at Arms, Strength, War
Thuel, Healer of the Gods, M: Compassion, Healing, Hope, Learning (son of Altmir and Leena)
Uimath, Of the Firm Hand, M: Boundaries, Mastering the Elements, Perseverance, Self-Reliance
(son of Ereth and Pel)
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Well-known angels (lesser gods of Light) include: Baltir (M, Trickster), Daithia (F, Hunting), Ethlar (M, Forests), Lathmir (M,
Dreams), Naria (F, Rivers), Nith (?, Prophecy), and Vail (M, Fire).
Well-known demons (lesser gods of Shadow) include: Casia (F, Strife), Jedac (M, Treachery), Maedira (F, Despair), Quirm
(?, Decay), Serise (F, Seduction), Troiben (M, Greed), and Val (M, War).
Talivar
Translation: Way of the Land
Type: Animistic/Shamanistic, Egalitarian; leaning toward Matriarchal
Adherent: Talivari
Adjective: Talivari
Greater Virtues: Devotion, Grace, Hospitality, Justice, Passion
Lesser Virtues: Empathy, Honor, Sacrifice, Tolerance, Vigor
This is the original faith of the Cithenhi and the Mennihi, as well as many of their human followers. The Talivari believe that
there is a singular goddess and god (Nimuriel and Cern, respectively), who created the universe together. Although both are
respected equally, in theory, Nimuriel tends to get a bit more attention, for the very practical reason that she seems more
inclined to involve herself in the affairs of her children than the relatively aloof Cern. In fact, neither of them interfere often,
unless the need is great, and, most of the time, the Talivari interact more with the multitude of nature spirits who are also an
important part of their faith. When dealing with these and, indeed, often times even when dealing with Nimuriel and Cern --
the Talivari do not so much worship as they do respect, and they often seem to spend more time negotiating than praying.
This may be due, in part, to the Cithenhis natural arrogance (the Mennihi tend to be a bit more pious), or it may be that they
view spiritual entities as simply being elder siblings of the same mother and father. Certainly, a Cithenhi priestess seems to
radiate more love than true worship for her goddess, and the Talavari believe that this is as it should be.
It is worth noting that the Talivari consider the world to be a gift from the goddess and god; thus, they are very respectful of
nature and tend to react negatively to those who are not. They are also dubious about the existence of true Good and Evil,
believing these to be relative terms that depend very much on ones point of view. In particular, they believe that nothing
drawn directly from nature is inherently Evil, although it may be corrupted or put to malicious use by selfish souls who should
know better. This applies to nature spirits, as well, which may be helpful or hostile but never truly Good or Evil. To the
Talivari, it is more important that a soul remain true to the nature the goddess gave it than it is to strive toward some sort of
mythical spiritual perfection. In a sense, they believe that all people, born as they are of the goddess and god, are inherently
good, and they are only perceived as being evil when they turn their back on this heritage and choose entropy and
corruption over life. Given this point of view, it should come as no surprise that the Talavari hold a particular contempt and
hatred for the Undead, which are believed to have unnaturally embraced the very essence of entropy and corruption.
Woedarth
Translation: Fate Guarding
Type: Polytheistic, Egalitarian
Adherent: Woedarthen
Adjective: Woedic
Greater Virtues: Fortitude, Honor, Loyalty, Valor, Vigor
Lesser Virtues: Conviction, Generosity, Honesty, Justice, Passion
This is the dominant faith of the Oords, which recognizes one major god, Tarn, who is more or less firmly in charge, and a
multitude of other deities of various power levels. All of these gods are loosely allied, although rivalries are common, and
there is no god of evil, per se. Rather, there is a dark force, Valthengorm, which seeks the destruction of the gods, the world
and virtually everything else. It is sometimes treated as a sentient being, other times as a force of nature, and is, essentially,
entropy made manifest the Woedic explanation for why things die, decay and just generally fall apart.
- 12 -
It is interesting to note that the Woedic gods are not believed to have created the universe. They simply appeared here first
and had a hand in bringing mankind up from the soil. The force that created the universe, Jarvalmaling, is not really
worshipped as a god. It is assumed to be beyond human understanding, although most Woedarthen assume that its origin is
somehow related to that of Valthengorm. The Woadarthen also believe that all things have a destiny, and they treat Fate,
which they call Woed, as an almost sentient (usually female) being, that can occasionally be persuaded to smile on heroes or
smite those lacking honor. Unfortunately, Woed is a fickle ally, and many dark tales revolve around heroes valiantly but
unsuccessfully attempting to beat the odds, once they have lost Woeds favor.
Woedic gods have very human motivations and tend to be a rather rugged, passionate lot. They expect frequent praise and
sacrifice, although mostly just of food and valuables, but, in return, they can often be persuaded to influence events on
Tolemica. In extreme circumstances, some will accept the sacrifice of an enemy warrior as payment for a really large request.
They are just as subject to the dictates of Woed as their human followers, if not more so.
Scholars have noticed a remote similarity between some of the deities of the Woedic and the Nominian pantheons, which
seems to parallel the similarity between some Oordic and old Esteldic words. This lends credibility to the theory that the two
groups were united at one point. It is also an interesting commentary an the Oordic outlook, since Tarn, who equates roughly
to the Nominian war god, Tarth, is in charge, and Odmir, who equates roughly to the Nominian god of knowledge, Altmir, is
relegated to a relatively minor role.
Woedic clergy generally worship the entire pantheon in a vague sort of way but spend most of their energy pleasing their
single patron god or goddess. Although the clergy can be of either gender, the gods tend to have more male priests, and the
goddesses tend to have more female priestesses (Fraeth and Fjorden are notable exceptions, reversing the usual gender
proportions).
Some of the most powerful and well-known Woedic deities are listed below. There are also many demi-gods and spirits who
fall in and out of favor, but these are too numerous to list here.
Dannamar, Sword of Light, F: Fire, Purification, Truth, Vengeance
Ersa, Queen of the Depths, F: Dreams, Illusions, Seas, Secrets
Fjorden, Son of Summer, M: Poetry, Song, Stories, Summer
Fraeth, Daughter of Spring, F: Beauty, Flowers, Love, Spring
Hifgrim, Lord of Horses, M: Horses, Motion, Wind, Vigor
Hroding, Master of the Green, M: Earth, Fertility, Growing Things, Nature
Linari, Mothers Shield, F: Birthing, Children, Healing, Protection
Odmir, Sage of the Gods, M: Birds, Knowledge, White Magic, Wisdom
Tarn, Ruler of the Gods, M: Courage, Leadership, Strength, War
Toki, Warden of the Forest, M: Archery, Forests, Hunting, Wild Animals
Uthmar, Son of Winter, M: Mastering the Elements, Perseverance, Winter, Wolves
Vaena, Daughter of Autumn, F: Autumn, Portals, Spirits, Transition
Economy
The economy obviously varies a great deal between each of the countries, and there is a definite imbalance in wealth,
particularly between such extreme nations as Solinor and Ulthen. In the country-specific sections that follow, the Economy
heading for each country lists the top five areas of economic interest in decreasing and very approximate order of importance.
Every country in Tolemica uses some sort of currency based on copper, silver and gold, although barter is still consider an
acceptable form of trade in most regions, especially when dealing with Cithenhi, Mennihi and Gellans. The scale of value
between each type of coin varies from place to place, since the size of the coins and the quality and local value of the metal
varies. As a rule of thumb, however, 1 gold coin, or piece, is generally worth around 10 silver pieces, and 1 silver piece is
generally worth around 10 copper pieces, i.e.:
1 SP = 10 CP
1 GP = 10 SP = 100 CP
The Currency heading for each country lists the local names for each type of coin -- in the order CP, SP, GP and, where
logical, also gives an English translation of the word, in parentheses. Obviously, if the word simply translates to copper piece
or something similar, no translation is necessary or provided.
- 13 -
Calendar
In the Tolemican common calendar, which was brought across with the Esteldens, each year consists of three hundred sixty-
six days: twelve months, six having thirty days and six having thirty-one. Each month, in turn, consists of five six-day weeks,
with an extra day every second month. Thus, each year is identical to the last in terms of the date-day sequence.
1 year = 12 months = 366 days
1 month = 5 weeks = 30 or 31 days
1 week = 6 days = 144 hours
1 day = 24 hours
A year is also divided into four seasons, each containing three months. Although the mathematics of this system have not
changed in centuries, many of the month names have been altered to suit a different environment. The chart, below, lists
these seasons and months (translated into English), as well as their approximate Gregorian equivalents.
Tolemica Earth
Season Month Season Month
Planting Watersrise Spring March 23 April 21
Leafsprout* April 22 May 22
Greenfield May 23 June 21
Harvest Warmwind* Summer June 22 July 22
Highsun July 23 August 21
Goldfield* August 22 September 21
Greywind Redleaf Autumn September 22 October 21
Greysky* October 22 November 21
Frostwind November 22 December 21
Whitecold Whitedown* Winter December 22 January 21
Crystalcold January 22 February 20
Wetwind* February 21 March 22
* - These months have 31 days.
Note that the months are given in order. The Tolemican year begins with the first day of Planting (Spring) and ends with the
last day of Whitecold (Winter). Every second month has an extra day, usually known as a Chaos Day, when the worlds two
moons are in alignment and when magic tends to behave unpredictably. This day may be described by number, name or
element (see below), e.g. Warmwind 31
st
, Warmwind Chaos Day or Chaos Day of Wind. All three terms are acceptable and in
common usage.
As previously noted, each week consists of 6 days, named after the Tolemican elements. Their English translations would
be: Moonday (Shadow), Windsday, Earthsday, Waterday, Fireday and Sunday (Light). The order is tied in with an old Esteldic
creation myth, which, oddly enough, coincides with a similar Oordic myth. Since each year has identical dates, the exact day
of any given date is also constant. In terms of people, this determines a characters element of birth. For example, people
born on Watersrise 2 are always born on a Windsday and are said to be wind-aspected. Various cultures attribute more or
less meaning to this, but, in general, ones elemental aspect is used for the Tolemican equivalent of a horoscope.
Each element has exactly one day out of the year that falls on the 31
st
i.e. on a Chaos Day and most cultures consider
being born on one of these days to be somewhat unlucky. The Oords, in particular, believe that being born on a Ridhendael
(between-day) ensures a dark destiny. In fact, in their legends, the extra days belong to Valthengorm and are one of the
sacrifices the light-aspected new gods had to offer, in the interest of balance, to take up their current dominant role. The
Oords believe that for six days out of each year, Valthengorm holds sway especially on the Droridhendael (between-day of
shadows), Leafsprout 31
st
.
The Tolemican common calendar is listed, below, along with the most widely celebrated holidays (although certainly not the
only ones). Many of these holidays are significant to one deity, in particular, and this is also noted, as appropriate. Of course,
people seldom need an excuse for a holiday and have no desire to earn divine displeasure, so even those who do not
consider a particular deity to be their patron will still join in many of the festivities and/or observances. While it is not
specifically noted, below, both Droclani and Talivari consider the Solstices and Equinoxes (i.e. the first day of each season) to
be holidays.
- 14 -
1 - Watersrise 2 - Leafsprout
M W E W F S M W E W F S Watersrise 1: Spring Equinox, New Year, Fraeth
1 2 3 4 5 6 1 2 3 4 5 6 Watersrise 6: Providence (Altmir)
7 8 9 10 11 12 7 8 9 10 11 12 Leafsprout 3: Ethlar, Toki
13 14 15 16 17 18 13 14 15 16 17 18 Leafsprout 9: Solinoran Greenleaf
19 20 21 22 23 24 19 20 21 22 23 24 Leafsprout 15: Ulthenic Renewal
25 26 27 28 29 30 25 26 27 28 29 30 Leafsprout 31: Casia, Drom, Oordic Droridhendael
31
3 - Greenfield 4 - Warmwind
M W E W F S M W E W F S Greenfield 1: Hifgrim
1 2 3 4 5 1 2 3 4 5 Greenfield 5: Thuel
6 7 8 9 10 11 6 7 8 9 10 11 Greenfield 18: Baltir
12 13 14 15 16 17 12 13 14 15 16 17 Greenfield 23: Ascension
18 19 20 21 22 23 18 19 20 21 22 23 Warmwind 1: Summer Solstice, Fjorden
24 25 26 27 28 29 24 25 26 27 28 29 Warmwind 4: Sun Reign (Tarth)
30 30 31 Warmwind 16: Revel (Serise)
Warmwind 31: Casia
5 - Highsun 6 - Goldfield
M W E W F S M W E W F S Highsun 6: Serendipity (Meth)
1 2 3 4 1 2 3 4 Highsun 15: Midsummer, Tarn
5 6 7 8 9 10 5 6 7 8 9 10 Highsun 16: Damraen KaelNalees (Heroes Day)
11 12 13 14 15 16 11 12 13 14 15 16 Highsun 19: Troiben
17 18 19 20 21 22 17 18 19 20 21 22 Goldfield 1: Bounty (Pel), Hroding
23 24 25 26 27 28 23 24 25 26 27 28 Goldfield 9: Vail
29 30 29 30 31 Goldfield 30: Harvest Festival in many areas
Goldfield 31: Casia
7 - Redleaf 8 - Greysky
M W E W F S M W E W F S Redleaf 1: Autumn Equinox, Daithia, Vaena
1 2 3 1 2 3 Redleaf 18: Quirm
4 5 6 7 8 9 4 5 6 7 8 9 Redleaf 23: Masque (Lathmir)
10 11 12 13 14 15 10 11 12 13 14 15 Redleaf 28: Oordic Myrdindael
16 17 18 19 20 21 16 17 18 19 20 21 Greysky 7: Tempest (Ereth), Ersa
22 23 24 25 26 27 22 23 24 25 26 27 Greysky 31: Darkmoon (Drom), Casia
28 29 30 28 29 30 31
9 Frostwind 10 - Whitedown
M W E W F S M W E W F S Frostwind 6: Maedira
1 2 1 2 Frostwind 14: Threnody (Leena), Linari
3 4 5 6 7 8 3 4 5 6 7 8 Whitedown 1: Winter Solstice, Uthmar
9 10 11 12 13 14 9 10 11 12 13 14 Whitedown 17: Uimath
15 16 17 18 19 20 15 16 17 18 19 20 Whitedown 25: Oordic Furindael
21 22 23 24 25 26 21 22 23 24 25 26 Whitedown 31: Casia, Val
27 28 29 30 27 28 29 30 31
11- Crystalcold 12 - Wetwind
M W E W F S M W E W F S Crystalcold 5: Jedac
1 1 Crystalcold 6: Midfrost
2 3 4 5 6 7 2 3 4 5 6 7 Crystalcold 15: Odmir
8 9 10 11 12 13 8 9 10 11 12 13 Wetwind 11: Naria
14 15 16 17 18 19 14 15 16 17 18 19 Wetwind 30: Reflection (Diadam), Dannamar
20 21 22 23 24 25 20 21 22 23 24 25 Wetwind 31: Casia
26 27 28 29 30 26 27 28 29 30 31
Color Key:
General Holiday (widely observed) Country- or Region-Specific Holiday
Diety-Specific Holy Day (Good/Neutral) Diety-Specific Holy Day (Evil)
- 15 -
Holidays of Widespread Recognition
New Year (Moonday, Watersrise 1
st
): This is, as one might expect, the first day of the year, as well as the first day of
Planting and a holy day for several deities (Fraeth, Yriel, Cerhenoc, Nimuriel and Cern). It is generally celebrated with feasts
and festivals, welcoming in the year to come. In some areas, small gifts are given to loved ones and/or to neighbors. It is
considered very lucky to be born on this day, and the first baby to gain this honor each year, in any given region, is often called
the New Years Blessing. Naturally, this day also marks the start of a busy time of planting, spring cleaning and early travel.
Ascension (Sunday, Greenfield 23
rd
): Traditionally, this is the day on which the greater Nominian gods left the material world
and ascended to the Outer Planes, although whether or not the date is accurate is open to debate. In this respect, it is not
exactly a holiday; however, it is recognized in many regions as a sort of all gods day. As such, it is usually spent, by religious
sorts (particularly, by members of the Castinos faith), in meditation, ceremony and/or service to the church.
Serendipity (Windsday, Highsun 6
th
): The holy day of Meth has become popularized over the years and is celebrated by
many non-worshippers, as well. It goes by different names in different areas Meths Day, Harp Day, Favor Day and others
but the associated traditions are generally similar everywhere. On this day, gifts are given to loved ones, with personally
hand-crafted items, family heirlooms and musical instruments being especially favored. Fairs and festivals are common
among the country folk; balls with a quaint rustic flavor are popular with the nobility. Betrothals are often pledged on this day,
and secret admirations are hopefully confessed. Numerous romantic traditions have sprung up in different areas; indeed, they
are too numerous to all be listed here.
Masque (Windsday, Redleaf 23
rd
): The holy day of Lathmir has become popularized over the years and is celebrated by
many non-worshippers as a sort of autumn festival. On this day, costumes and clever pranks are the norm. Among the lower
classes, it is more of a childrens holiday; however, among the upper classes, who can afford the extravagance, it is a time of
elaborate costume balls. Naturally, the festivities culminate at midnight, when each partygoer removes his mask and reveals
his true identity.
Darkmoon (Waterday, Greysky 31
st
): Also known as the Day of the Dead, this is a holiday only for those of evil inclination.
Its roots are shrouded in antiquity but must certainly be related to the fact that on this, of all Chaos Days, the two moons are in
almost perfect alignment. As the Dark Moon, Drom (tied to the Dark God of the same name) nearly eclipses the Light Moon,
Litha, it creates a truly eerie corona in the night sky. The day is generally considered to be one of ill omen, and the night is
best spent indoors, by the hearth. It is a time of dark secrets and darker deeds. Magic is at its least predictable, and the black
arts seem to be at their peak. This is also a holy day for the priests of Drom and Casia, who award it special significance, but
many other evil sorts recognize it as noteworthy, as well.
Threnody (Sunday, Frostwind 14
th
): This day marks the death of Leena, Goddess of Mercy. Traditionally, it is spent in
reflection and church service, followed by works of charity. It is a particularly solemn time for priests of Altmir and Thuel. In
large cities, it is traditional for the nobility to spend at least part of the day touring the poorer areas and handing out donations
to the needy. Perhaps because of this practice, it has also become a sort of thanksgiving day for the upper classes, who are
forcefully reminded of the less fortunate than themselves for at least one day out of each year. The end result may not be
quite in keeping with the spirit of the holiday indeed, it may border on hypocrisy at times but, at least, it has practical
benefits for the poor, coming, as it does, just before the season of Whitecold. As one might expect, this day is celebrated,
rather than mourned, by some followers of Drom. Oddly enough, the Dark One, himself, has never encouraged this practice,
perhaps because the day also marks his crushing defeat at the hands of Altmir.
Midfrost or Midfrosts Eve (Fireday, Crystalcold 6
th
): This is a very old holiday, left over from the Age of Shadows. Some
scholars believe that it originally began as a pagan ritual designed to call back the sun from its outward-bound winter journey,
so that it would return in time for spring. It seems just as likely, however, that its original purpose was much the same as it is
now: to give everyone a chance to shake off the dullness of Whitecold near the midpoint of the season. In any event, it is
celebrated with feasts, dancing and similar merry-making. Traditionally, the celebration begins with the crowning of the Snow
Queen, who reigns over the festivities with her chosen male companion. Some scholars believe that the Snow Queen was
once sacrificed to symbolically bring an end to winter and that her companion represented the returning Sun King; however,
this tradition is, fortunately, no longer practiced, if, indeed, it ever was.
Reflection (Fireday, Wetwind 30
th
): The holy day of Diadam does not have especially widespread recognition; however, one
of its traditions does. On this, the last true day of the year (excluding the Chaos Day), it is common for even non-
worshippers to make new years resolutions oaths to oneself or to others to break old habits or begin new, more favorable
practices. Of course, it is an uncommon individual who can claim, on the next day of Reflection, that he has kept all of his
vows, to the letter, for the entire year; however, true followers of Diadam make every effort to do precisely that. Many people
also believe that any sort of promise or bargain made with another individual on this day has particular significance. Breaking
such an oath is considered to be inauspicious, at best, and disastrous, at worst. This may simply be a superstition; however,
those who are magically inclined, in particular, are generally reluctant to risk it and will avoid such commitments without
excellent cause -- especially when striking bargains with other magical entities.
- 16 -
Calishae
Population: 349,700
Capital: Ilarthane
Ethnic Groups: Calishaen, Damri, Ulthenic, Cithenhi, Dwarrow, Orenhi,
Mennihi
Language: Cyrnic (64%), Lithyrnae (48%), Damrae (27%), Pravic (8%),
Tando (7%), Orennic (2%), Ninnoae (<1%), Malaghae (<1%)
Religion: Talivar (49%), Nominos (47%), Droclan (3%), Castinos (<1%)
Economy: Fishing, livestock, grains, textiles, medicine
Currency: Ren (leaf), Doamen (moon), Cesta (sun)
Calishae is the largest island near Tolemica, separated from the mainland by the Strait of Dungar. Politically, it also includes
the two much smaller islands, Loclinae and Bron. It is a fertile land, covered with rolling hills and small but ancient forests.
Since most of its coastline is only a little higher than sea level, it is also quite damp and marshy in many areas.
Sometime prior to twelve hundred years ago, the Cithenhi and Mennihi migrated here from lands even farther west, and
aside from a few human servants and followers, they were the only sentient inhabitants for centuries. It is assumed that they
had some contact with the Gellans, since they have vague similarities in language and more obvious ones in religion. At some
point, many of the Mennihi continued the migration east and settled in northwestern Damryel; however, few details are known
about this journey or the motivation behind it.
Eventually, Damri and Ulthenic humans from the mainland made their way across the strait and began to settle in Calishae,
drawn by the fertile land and fishing waters and the relative security from Oords, Gellans and other raiders. Some of these
humans came into conflict with the Cithenhi, but many allied with the First Folk, and Calishaen culture, language and religion
have all been heavily influenced by this contact. Although the Cithenhi have gradually withdrawn from Tolemica, Calishae is
still the land where they can most easily be found. Many of the local humans are quite proud of this fact and protective of their
ancient allies.
Calishae has abundant food supplies, for the size of its population, as well as numerous coal mines, but it is poor in other
resources; thus, the inhabitants trade frequently with the mainland for metals and other materials that are difficult to acquire
locally. Iron is still surprisingly uncommon on Calishae, since it must be shipped in and has traditionally been unpopular with
the Cithenhi, anyway. Calishae is known for its musicians, craftsmen and artists, and, in a sense, one of its most widespread
exports is its own culture.
The country is ruled by a King and Queen, like many of the other lands; however, in Calishae, the power is shared equally
between the royal couple, and the line of succession runs through the female side of the family. As of 996, the current King
and Queen are Athyr and Rahna, respectively. Rahna is said, by many, to have some knowledge of sorcery, which has also
resulted in the predictable assumption that she may have Cithenhi blood, as well.
- 17 -
Damryel
Population: 1,520,400
Capital: Valeron
Ethnic Groups: Damri, Solinoran, Ulthenic, Calishaen, Dwarrow,
Eldorethan, Gellanic, Trak-Dn, Cithenhi, Orenhi, Mennihi
Language: Damrae (84%), Pravic (26%) Cyrnic (18%), Tando (12%),
Eldoric (10%), Gellanic (9%), Lav-ek-Dn (9%), Lithyrnae (8%),
Orennic (3%), Ninnoae (1%)
Religion: Nominos (62%), Talivar (23%), Castinos (11%), Droclan (4%)
Economy: Grains, livestock, lumber, mining, textiles
Currency: Ril (ring), Tavent (sceptre), Ord (crown)
Damryel spans the central west coast of Tolemica and, at its widest, extends east half-way across the continent. Towering
mountains and rugged foothills cover nearly half of this land, however, so the Damri population tends to be concentrated
heavily along the coast and in the two largest valleys.
Gellans have lived in Damyrel for untold centuries but were supplanted and absorbed to a large degree by immigrants of
Estelden stock, starting between six and seven centuries ago. They have since retreated into the mountains, and many tribes
have moved north into Ulthen. Those that remain have adopted many of the customs of the southerners and trade frequently
with them. Northwestern Damryel was also home to the Mennihi, for a time, but these small, magical folk have all but
vanished and are considered by some to be a myth. There has been frequent movement between Calishae and Damryel,
over the last few centuries, resulting in some merging of language and culture.
With its coastal fields, dense inland forests and numerous mines, Damryel has abundant resources and is a relatively rich
country. It trades regularly with Calishae, Solinor, Ulthen and, to a lesser degree, Eldoreth. In particular, it sends lumber and
metal to Calishae and, in return, imports crafts, medicinal herbs and various novelties (especially tapestries, illuminated
manuscripts and other works of art). It also welcomes Calishaen musicians and storytellers with open arms.
The Damri have a reputation for being honorable and adventurous. Their earliest leaders made peace with many of the
Gellan tribes and dealt fairly with the Mennihi but were quick to stand valiantly against hostile incursions by other forces; thus,
their exploits became the stuff of legends and gave later nobility a tradition to emulate. The Damri peasants are fond of their
nobility and quick to forgive minor transgressions at least as long as they are interesting (a tendency which the Solinoran
freemen, in particular, find baffling and exasperating). There have, of course, been exceptions; for example, King Feras III of
the late 700s was notoriously evil and self-serving. However, villains such as Feras simply provide opposition for the many
Damri heroes and help to satisfy the locals hunger for wondrous tales. People of other lands, especially Solinor, sometimes
believe that the Damri common folk are too caught up in their own history, making them both arrogant and, yet, also nave, all
too easily manipulated by the nobility.
Damryel is normally ruled by a King and Queen, with the line succession passing through the male side of the family. The
current King, as of 996, is Perin II. He is young, daring, handsome and unmarried, which makes him eminently eligible not
only for marriage but also for exciting gossip. His uncle, Duke Arlens, is seldom far from the throne and, presumably, gives
the youth helpful advice.
- 18 -
Eldoreth
Population: 1,474,800
Capital: Riverest
Ethnic Groups: Eldorethan, Vastimiran, Solinoran, Ulthenic, Damri,
Dwarrow, Oordic, Gellanic, Trak-Dn, Cithenhi, Orenhi, Mennihi
Language: Eldoric (87%), Pravic (23%), Timiric (20%), Cyrnic (14%),
Damrae (9%), Tando (8%), Oordic (3%), Gellanic (2%), Lav-ek-Dn (2%),
Lithyrnae (1%), Orennic (<1%), Ninnoae (<1%)
Religion: Nominos (49%) ,Castinos (47%), Droclan (3%), Woedarth (<1%)
Economy: Lumber, grains, trade, medicine, fishing
Currency: Telin, Cestin, Ardin (sometimes distinguished by Eldoric)
Eldoreth spans much of north central Tolemica and, as a result, is surrounded by four other countries five, if one includes
Oorden, which is also in close proximity. It is shielded by mountains in almost every direction and, thus, has never been
invaded except through gradual, peaceful immigration and sporadic, unorganized raids by Gellans and Oords. The mountains
also keep out some of the worst weather, and winters, although wet and dark, are milder that one might expect for a country
so far north, except when a particular frigid wind, known as the Haelvogen, sweeps in off the Hoorn Sea. Although the land is
quite fertile, much of it is also perilously close to sea level, so marshes are common and flooding is a perpetual problem in
some communities.
Parts of Eldoreth have been inhabited at various times by the Oords, the Gellans and even rare tribes of Cithenhi, but, for
most of this millennium, Esteldic immigrants from Vastimir and Solinor have been in the vast majority. For some reason, the
Oords never spread through Eldoreth as thoroughly or with as much determination as they did in northern Vastimir. Of course,
they may simply have been discouraged by the marshy terrain they encountered as they moved in, toward the central lowland
regions.
The original Esteldic Eldorethans migrated from Vastimir, to the east, and carried with them a strong puritan tradition. In
recent centuries, however, there has been a more or less even mixture of steady immigrants from both Solinor and Vastimir,
and this has created a culture that can seem somewhat contradictory to outsiders. On one hand, the Eldorethans religious
roots and the nature of the land they inhabit (fertile but marshy during the summer, dark and unfriendly, even when not
snowbound, during the winter) make them tend toward superstition and a relatively dour outlook. On the other hand, their
leaders and businessmen tend to be progressive and are making active efforts to look to the future, encouraging trade, in an
open rivalry with Solinor, and adopting each new idea and invention as it appears. Simply wandering down a long street in
Riverest, the nations capital, can be an interesting experience, in itself, as one moves from the bright allure of the merchants
quarter to the dark, Gothic ambience of the cathedrals and old family estates.
Traditionally, Eldoreth was ruled by a King. Over the last century or so, however, the royal family has lost some of its power
to the merchant class and to the lesser nobility, who have taken advantage of the fact that wealth can ultimately provide more
power than an impressive family name. This situation is not, as yet, as pronounced as it is in Solinor, but it represents a
definite trend. The current King is Ganarel, and he has shown determination and occasional ruthlessness in doing what he
can to slow down this attrition. He is a shrewd businessman, himself, and, thus, has proven to be quite good at using his
rivals own tactics against them. His wife, Queen Cleria, is a devout Castinian and disapproves of her husbands attachment
to material things. She is a quiet, solemn woman and tends to disappear into her husbands shadow.
- 19 -
Oorden
Population: 364,900
Capital: Dromgard
Ethnic Groups: Oordic, Ulthenic, Trak-Dn, Gellanic, Orenhi
Language: Oordic (99%), Cyrnic (18%), Timiric (12%), Eldoric (10%),
Pravic (7%), Lav-ek-Dn (6%), Gellanic (3%), Orennic (1%),
Malaghae (<1%?)
Religion: Woedarth (95%), Droclan (4%), Castinos (<1%)
Economy: Livestock, grains, textiles, shipbuilding, raiding
Currency: Nellig (copper), Kril (silver), Arbren (gold)
Oorden is made up of three large islands and the surrounding ocean, northeast of the mainland. While some of the land is
quite fertile, the useful tracts are relatively small and scattered. Other resources are also limited, and the climate tends to be
cold and inclement. All of these factors have conspired to create a people who are as rugged and unyielding as the land they
inhabit, and who have taken to raiding richer countries to acquire the resources they cannot obtain at home.
The early history of Oorden is vague and shrouded in myth, at least partially because there are almost no written records
that describe it. It is generally believed that the Oords originated somewhere to the southeast, perhaps in northern Listandar.
According to their own legends, they were forced to leave their homeland to avoid some sort of epic disaster. They migrated
to the islands and, later, began settling along the northern coasts of the mainland, as well. There, they met resistance from
the Gellans, the Cithenhi and, finally, the Esteldens, and they were eventually forced to give up most of their holdings. They
have not taken this defeat lightly indeed, they have not accepted it as a defeat, at all but have made the mainlanders pay
for every inch of land they stole, ever since.
Technically, no one country is at war with Oorden, at the moment, although Vastimir certainly comes close. Instead, there is
an ongoing series of small skirmishes, usually triggered by Oordic raids that are not, technically, sanctioned by the ruling body
but are certainly not discouraged. Every few decades, some of the mainland countries decide to amass a fleet and deal with
the Oord problem. However, the limited window of opportunity provided by the hostile seas, the ferocity and seamanship of
the Oords, and the great distances involved for most countries have all conspired to make such attempts short-lived and
ineffectual.
The Oords are ruled by a Thaelding. He is a king or high chief, of sorts, but is accountable for his actions and can lose his
position if he falters. Historically, there were many Thaeldings at any given time, each of whom had won the right, in battle, to
rule one tribe. Over the last century or so, however, the Oords have realized the strength that can be gained in unity and have
combined their forces. Now, there is only one Thaelding, although he will have several lesser Thaeldings -- now called
Fjorlings -- beneath him who manage things on a smaller scale.
The current Thaelding is Horun, a mighty warrior, who is finally starting to show his age but has gained in shrewdness what
he has lost in physical strength. He has been quite successful in attracting allies from within the scattered Gellan tribes and,
some say, has even made alliances with some of the mysterious Cithenhi. His current (third) wife is a young woman, named
Kara. She has not given him a child, yet, but this is hardly a concern, since he has five children from his previous marriages.
- 20 -
Solinor
Population: 2,934,400
Capital: Pravis
Ethnic Groups: Solinoran, Valerian, Damri, Dwarrow, Eldorethan, Vastimiran,
Trak-Dn, Hylin, Ulthenic, Gellanic, Cithenhi, Orenhi, Mennihi
Language: Pravic (94%), Valeric (37%), Damrae (16%), Tando (12%),
Eldoric (10%), Timiric (9%), Cyrnic (7%), Lav-ek-Dn (4%), Hylini (2%),
Gellanic (2%), Lithyrnae (1%), Orennic (1%), Esteldic (<1%), Ninnoae (<1%)
Religion: Nominos (69%), Castinos (27%), Mir Ha' Layn (2%), Talivar (1%),
Droclan (<1%)
Economy: Trade, shipbuilding, fruit, textiles, wine
Currency: Telin, Cestin, Ardin (sometimes distinguished by Pravic)
Solinor is a large country, stretching diagonally across the entire continent; thus, its geography and climate are quite varied,
as is its population. The western lowlands, particularly through the southern peninsula, are hot and humid, with marshy areas
and forests, gradually turning into jungles. The central mountainous region tends to be cool and somewhat dry, although there
are a number of lakes hidden away between the peaks. The western lowlands are temperate and have fertile, occasionally
marshy, land, inhabited by nearly two-thirds of the population.
The majority of Solinorans are of Esteldic stock are can trace their roots directly back to the original Valerian immigrants. In
fact, southern Solinor was originally part of Valeria until it broke away during the early 300s. Although this separation went
more or less peacefully, there has been a rivalry between the two countries ever since. Solinor is also home to a large number
of immigrants from other countries and may have the most varied population of them all. Naturally, this has had an effect on
the countrys culture, which is colorful and cosmopolitan.
Solinorans are noted for their skill as traders and, indeed, the strength of their economy rests on their numerous trade
agreements with the other countries and within their own districts. They are also noted for shipbuilding and seafaring, a
tradition that they say clearly proves they have stronger ties to their own history than do the modern Valerians. Critics of both
sides have observed that the infamous Valerian pride appears to be equally well represented in both countries.
Theoretically, Solinor is ruled by a King; however, this has not been true, in practice, for at least two centuries. Although the
King does play an important role, it is more one of mediator between the various noble houses and merchant guilds. He is
surrounded by numerous advisers and representatives and must generally manage a rather tricky juggling act to keep things
running smoothly. As a result, the nature of the political environment, at any given time, depends a great deal on the strength
of the King. Strong Kings keep a tight lid on things and wield some measure of true power, although they must still answer to
an inner circle of guild leaders; weak kings are little more than pawns, controlled, for the most part, by the merchant guilds. Of
course, most Kings fall somewhere in between, and this certainly applies to the current King, Nedrard. Queen Meniline, on the
other hand, is an astute woman with a real aptitude for manipulation, and some say (quietly) that she holds more power than
any man in Solinor, save, perhaps, Grig Ferian, the head of the largest merchant guild. In any event, the Solinorans are quite
proud of their political system, claiming that it is the freest in Tolemica. While this is a fairly accurate assessment, it neglects
to mention that Solinor also has some of the most cutthroat politics in all of Tolemica.
- 21 -
Ulthen
Population: 1,094,700
Capital: Eldwold
Ethnic: Ulthenic, Gellanic, Calishaen, Eldorethan, Trak-Dn, Damri,
Oordic, Cithenhi, Dwarrow, Orenhi, Mennihi
Language: Cyrnic (86%), Gellanic (17%), Eldoric (11%), Lav-ek-Dn (11%),
Damrae (10%), Lithyrnae (9%), Oordic (4%), Tando (4%), Pravic (3%),
Orennic (2%), Malaghae (1%?), Ninnoae (<1%)
Religion: Nominos (62%), Castinos (16%), Droclan (10%), Talivar (9%),
Woedarth (3%)
Economy: Mining, lumber, livestock, textiles, fishing
Currency: Talin (copper), Cel (short for Celesbrant = moon metal, i.e. silver),
Arb (short for Arbrant = sun metal, i.e. gold)
Ulthen covers the entire northern section of the Tolemica, making it one of the largest countries; however, a large
percentage of that land is covered by inhospitable mountains and equally unpleasant moors that freeze during the winter and
become watery deathtraps during the summer. In fact, the entire northeast coast of the country, known as The Waste, is
virtually deserted, except for a few stubborn Gellan tribes and Oordic settlers. This far north, winters are long and harsh, and
summers are all too short.
Ulthen is a relatively new country and was only officially recognized at the end of the Seventh Century. It was originally
given to the Gellans, as part of a peace negotiation with Damryel, before the southerners realized the vast size of the land they
had given up. The Gellans never formed any unified government, however, and were scattered too thinly over the huge area
to effectively hold it. Thus, it was only a matter of time before non-Gellan immigrants, who cared little for politics or treaties,
moved in and settled. Today, the Gellans are vastly outnumbered in their own country and have little political power, although
the royal family is, technically, supposed to have at least some Gellan blood (and, in fact, currently does).
Although the Gellans are scattered over the entire country, the vast majority of other inhabitants have settled in the southern
third, particularly in the southeast lowlands. Most of these trace their ancestry back to Calishae, Damryel or Eldoreth, and,
because of this, the culture in the country varies a great deal as one moves west or east of the mountains. In the west,
Lithyrnae is often spoken, and the people tend to be fairly open and friendly, like their Damri and Calishaen neighbors. In the
southeast lowlands, however, the settlements have a very obvious Eldorethan flavor, drawing especially on the dark, Gothic
architecture that is evident in many of their neighbors cities. The people living in these villages are hardy and tenacious but
tend to have a somewhat grim outlook on life. Most people assume that this is because of the environment, but others, who
have been there longer, wonder if it does not have more to do with a vague sense of unease that gradually seems to taint the
atmosphere of any settlement near The Waste.
Ulthen is very much a feudal society and is ruled from Eldwold by a Lorghest, or High King. Each Gellan tribe is ruled by a
chieftain, who must ultimately answer to the King at least in theory. The non-Gellanic inhabitants have a separate
government, which is a much more recognizable hierarchy of nobles, all of whom answer to the King, as well. As previously
noted, the King is supposed to be of Gellanic ancestry; however, in recent decades the blood has been running rather thin.
The current King is Caedwen, a young man who took the throne after his parents, King Angeth and Queen Alanis, were killed
by unidentified raiders, during a tour of their holdings. His rule, so far, has been marked by a vague sense of unease, inspired,
at least in part, by the mysterious advisers he has gathered around him. His sister, Princess Jenin, is seldom seen in public
and has become almost a ghost, drifting silently through the castle halls.
- 22 -
Valeria
Population: 4,926,100
Capital: Novidia
Ethnic Groups: Valerian, Solinoran, Dwarrow, Vastimiran, Hylin, Cithenhi,
Trak-Dn, Orenhi
Language: Valeric (96%), Pravic (38%), Tando (9%), Timiric (4%), Cyrnic (2%),
Hylini (1%), Esteldic (1%), Lithyrnae (1%), Lav-ek-Dn (<1%), Orennic (<1%)
Religion: Nominos (80%), Castinos (18%), Mir Ha' Layn (1%), Droclan and
Talivar (1%)
Economy: Sugar, fruit/wine, trade, textiles, fishing/shipbuilding
Currency: Telinar, Cestinar, Ardinar (plural: Telinari, Cestinari, Ardinari)
Valeria covers the entire southern tip of Tolemica and includes a large number of islands, as well. While a chain of
mountains splits it down the center, these peaks are not so high as in other sections of the continent, and numerous passes
allow relatively easy access between the two halves of the country. The coastline, particularly in the west and the south, has
abundant fertile land. The climate tends to be warm and somewhat humid for much of the year, except in the highest regions,
which are drier and cooler, but still generally pleasant.
It is generally accepted that Valeria represents the first real settlement of Esteldens in Tolemica, although the Vastimirans
may grumble about this point. Most non-Gellans throughout the entire western half of the continent can ultimately trace their
roots back to Valeria. Its history has already been described in some detail in earlier sections; thus, it will not be repeated
here.
Today, Valeria is known for its enlightenment and high standard of living. It is a rich country, second only to Solinor in that
regard (although most Valerians would not admit it). Food resources are abundant, and Valeria has access to fruits and
vegetables not found anywhere in the north most notably, sugar cane. Valeria benefits from numerous trade agreements,
exporting food, luxuries and fashionable items of clothing and jewelry to nearly every other country on the continent and some
off of it. In return, it imports raw metals and gems, which it has in only limited supply. Valeria is also noted for its scholars,
some of whom become exports themselves, as scribes and sages for less educated nobility.
Although Valeria is wealthy, most other countries believe that it is also somewhat decadent. Despite the fact that its citizens
tend to be well educated, the country seems to have entered a period of stagnation. During the early part of the century, a
minor renaissance in art and science was born here, gradually spreading into the other countries. In recent years, however, it
seems that more and more of the great minds are mere posers, resting on and seldom rising above the foundation set down
by their predecessors. This may be due, in part, to the ongoing brain drain which has occurred in recent decades, as
scholars move northward or to Jhar-Hylin, as well as to a growing isolationist movement that has taken hold in Valerian
politics. Or it may simply be that Valerias glory days are finally drawing to a close, after nearly a millennium.
Valeria is, effectively, an oligarchy. It is ruled loosely by a Praedit, who may be male or female (although usually the former),
but that person is really just the chief spokesperson for the Praesarian, a collection of politicians, guild leaders and scholars.
Theoretically, all members of the Praesarian are voted into place; however, in practice, becoming a member is virtually
automatic once you have risen to the top of one of the important guilds or universities. The current Praedit is Telorius, and, as
previously noted, his tenure has been marked by a growing sense that Valeria is not only superior to the other countries but
might actually be better off without them (especially Solinor).
- 23 -
Vastimir
Population: 1,550,800
Capital: Lorn
Ethnic Groups: Vastimiran, Eldorethan, Solinoran, Dwarrow, Oordic, Valerian,
Trak-Dn, Orenhi
Language: Timiric (89%), Pravic (26%), Eldoric (18%), Tando (8%), Oordic (5%),
Valeric (3%), Lav-ek-Dn (3%), Cyrnic (2%), Lithyrnae (<1%), Orennic (<1%),
Malaghae (<1%?)
Religion: Castinos (63%), Nominos (35%), Woedarth (1%), Droclan and
Talivar (1%)
Economy: Livestock, fishing, textiles, mining, lumber
Currency: Gren, Dron, Ardant
Vastimir extends north and south along the central east coast of Tolemica. Although the coastal regions have fertile soil,
much of the country is rugged and hilly. The weather is generally pleasant during the spring and summer; however, strong,
cold winds blow in off the ocean during the fall and winter. The southern coastal region tends to be fairly humid, but this
becomes less pronounced as one moves northward or into the mountains.
Although Valeria claims to represent the first Esteldic settlement in Tolemica, the ancestors of the Vastimirans, the Timiri,
actually arrived here first, in very small numbers. The oldest Timiri settlements, most of which have nearly vanished or have
been built over, are least twelve centuries old. However, the Timiri migrated much more slowly and in far smaller groups, so
their long-term impact on Tolemica was less obvious. They seldom came into conflict with the Gellans but have had an
ongoing feud with the Oords for centuries.
As previously noted, the Vastimirans evolution as a culture revolved almost entirely around the progression of their faith,
Castinos, and the growing schism between it and Nominos. Today, many Vastimirans are still devout members of the
Castinos faith. Villages where Castinians hold a clear majority tend to be sober, quiet places with a noticeable equality in
wealth and standard of living (unfortunately, a little on the low side, compared to Solinor and Valeria). They shun new-
fangled ideas and are sometimes suspicious of strangers; however, they are also honest, hard-working folk, who can
generally be trusted to do the right thing. Unfortunately, in recent years, an even more stern version of Castinos appears to
be taking hold in some areas, and adherents of this group are sometimes hostile toward anyone who falls short of their vision
of purity, especially pagans, magicians, witches and the like. A number of fanatic witch hunters have sprung from this group,
giving the entire Castinos faith, which is normally fairly peaceful, a bad name.
Vastimir was more or less isolated from the rest of the continent for centuries, and this caused its people to create a culture
that was unique in ways other than just religious. The villages tend to be planned more efficiently and often form a wheel-and-
spokes design. The architecture draws on Esteldic roots even more directly than in Valeria but also has dark, Gothic
overtones. Because there has been interaction with the Oords for centuries, Oordic words (especially place names) pop up
frequently, especially in the north. This connection, as well as the rather harsh winter environment, has encouraged the
evolution of numerous dark legends and superstitions that may seem quite strange to outsiders.
Vastimir is, at once, the most and least democratic country in Tolemica. On one hand, its leader, or Tolmaetor (which
translates loosely to mayor of the country), is elected by the people and must prove his worth, since elections occur every
five years. On the other hand, his power is greatly influenced by the church elders, who answer to no one but themselves.
The current Tolmaetor is Jeric Elarold, an energetic man who is starting to chafe under the churchs increasingly restrictive
scrutiny.
- 24 -
Castinos
Castinos is a more puritan version of Nominos, which is described in much greater detail, hereafter. It was created by
orthodox members of the latter religion in Vastimir, in response to what they believed to be a decline in the principles of the old
faith and a disproportionate level of power being wielded by Valeria. Most teachings are the same as for Nominos, although
they tend to be followed more strictly. The primary differences between Castinos and Nominos are as follows:
1) Many devout Castinians believe that excessive materialism leads to spiritual decline; thus, they tend to live modestly,
avoiding excess in all things. This does not apply to all Castinians, of course, but it is very common among the clergy.
2) Whether they wish to admit it or not, the Castinians have been influenced somewhat by Woedarth over the centuries, so
their image of destiny and the higher beings tends to be a bit more grim than that of the Nominians almost fatalistic, at
times. On the other hand, they have not picked up on the Woedic tendency to paint the gods as being subject to human
passions and weaknesses, so they have seldom taken the light with the dark, so to speak.
3) Over the years, the religion has focused more and more on Altmir and, to a slightly lesser degree, his son, Thuel. This has
had two distinct effects on the faith:
a) Partly because of this and partly because of Vastimirs social structure, the religion has grown increasingly patriarchal in
recent years. While female clerics are not unheard of, they are becoming relatively uncommon. Many women who
have a calling end up joining one of several sisterhoods and live more like nuns or monks than clerics.
b) As Altmirs status rises, it does so at the expense of the other deities. It is possible that, given another century or two,
Castinos may become virtually monotheistic, with the other deities being relegated to the status of angels and demons,
and Drom, presumably, becoming the devil. In the meantime, Castinians regularly pay their respects to only a small
sampling of the Nominian deities (see below), none of whom are evil. The evil gods are believed to be simply
powerful demons and devils, and it is blasphemy to look at them in any other light. Drom is the one exception.
Castinian theologians are a bit unsure of where to place him in the cosmological hierarchy. For the moment, he is
being treated as a fallen angel and is used as an object lesson in the follies of pride and disobedience. While it is
tempting to focus on his failures and diminish his apparent power, Castinian priests also like to enhance his reputation
as a dangerous and seductive enemy of all that is good, since this encourages fear-inspired piety in the common folk.
All of these factors have contributed to creating a religion that leans heavily toward Law and, to a slightly lesser degree,
Good. Deities that are tied to this ethos have, thus, taken prominence in the pantheon. Currently, they can be divided into
four groups, as compared to their counterparts in the Nominian faith:
1) Prominent deities, of whom there are only two: Altmir and Thuel.
2) Other deities who are still commonly worshiped as such, also only two in number: Diadam and Uimath.
3) Deities who are now considered to be somewhat pagan and are gradually being demoted to the status of angels,
including Daithia, Ethlar, Ereth, Meth, Nith, Pel and Tarth.
4) Deities who are all but ignored, including Baltir, Lathmir, Naria, Vail and, of course, all evil gods and goddesses.
On the whole, Castinians are not very comfortable with the notion that a god can be killed, nor are they entirely happy with
the idea that Altmir was once married. Thus, they have a somewhat ambivalent view of Leena. Over the last century, a theory
has caught on that she was not a goddess, at all, but, rather, a mortal woman of such surpassing goodness that Altmir chose
her to bear his son. As a mortal, she could be killed by the devil, Drom, but it is assumed that her spirit now resides with the
gods. Those who have accepted this idea a growing number of Castinians treat Leena as a saint or Madonna, not as a
goddess, although her following has actually grown because of this shift in beliefs.
Clerics of Castinos
In many ways (particularly, in game terms), clerics of Castinos can be treated as clerics of Nominos, described hereafter.
Keep in mind, however, that the vast majority worship Altmir, Thuel, Diadam and Uimath. Few worship deities from the third
group, above, and those who do are often viewed with some contempt by their peers. Deities from the fourth group are almost
never worshiped by clerics; indeed, it is possible that their worship will be banned, as heresy, in the years to come.
Technically, there are no evil clerics of Castinos, and chaotic clerics are very rare, as well. Worship of any of the evil gods is
quite unusual in Vastimir, all the more so because of the determination that witch hunters regularly display in rooting them out.
There are some clerics of Drom, but they are considered to be devil worshipers, not true clerics, by Castinians. Those who
would follow Casia, Val or any of the other evil gods generally also worship Drom and, thus, fall under his protection.
- 25 -
A few other tendencies should be noted, regarding Castinian clerics. First, most are men. As previously mentioned, female
clerics are becoming rare and are not generally well respected by their peers. Second, most clerics are not particularly
wealthy. Devout Castinians frown on materialism, so, while their churches may be large and imposing, they are never flashy,
and their clerics generally have Spartan lifestyles. Third, at least in Vastimir, male clerics tend to wield a fair amount of power.
They never involve themselves directly in politics; however, those who are in power understand the tremendous influence that
they have over the common folk and, thus, tend to heed their advice. Finally, Castinian clerics are expected to suffer no evil
thing to live. They take this responsibility very seriously. Many of them are affiliated with networks of witch hunters, and
others are witch hunters, themselves. It is worth noting that their most popular prestige classes are church inquisitor,
consecrated harrier, hunter of the dead, sacred exorcist and witch hunter.
Droclan
Droclan is the original faith of the Gellans. It is similar, in most respects, to Talivar, which is described in greater detail,
hereafter, and was, at the very least, heavily influenced by it, if not derived directly from it. The faith tends to be a bit harsher
than Talivar, since it assumes that the spirits must be worshiped and appeased with sacrifices (occasionally, even human
ones), rather than respected and treated as potential allies. It also assumes the possibility of truly evil spirits, which may
indicate Nominian, Castinian and/or Woedic influence (Talivari generally believe that good and evil are somewhat relative
terms, and that troublesome spirits are more selfish and mischievous than truly evil). In Droclan, the goddess is known as
Yriel, rather than Nimuriel, and her sphere includes creation, plant fertility, healing, crafts and passive protection. The god in
known as Cerhenoc, rather than Cern, and his sphere includes rebirth, animal fertility, fortitude, hunting and active protection,
i.e. battle in any righteous cause. Aside from these distinctions and the resulting changes they produce in the tone of the
faith, most of the notes given hereafter, for Talivar, apply equally to Droclan.
Clerics of Droclan
In game terms, there are no actual clerics of Droclan. Their role is filled by shamans, who are equivalent to D&D druids, in
every respect. There are both male and female shamans, and many tribes have one of each. Traditionally, a male shaman
takes Cerhenoc as his personal patron, and a female shaman takes Yriel as hers; however, both genders are expected to
respect and worship both deities.
Note that, in recent years, many Gellans have converted to either the Nominos or the Castinos faith, so there are certainly
Gellan clerics of these religions. As one might expect, they do not get along especially well with the shaman of Droclan, who
view them as traitors. This seldom turns into actual violence, but it can certainly contribute to the already common tribal
feuding.
Mir HaLayn
This is the dominant faith of the Hylin, both in Tolemica and Jhar-Hylin, although certainly not the only religion on the latter
continent. It is a unique blend of monotheism and animism, in that it recognizes the existence of only one true god-creator,
Minandu (who is neither male nor female), but also a multitude of dunaki (singular: dunak) spirits, angels and demons, some
of which are practically gods, by human standards. Minandu is believed to be relatively aloof, so Kali HaLayn usually pray
only in thanks, seldom in supplication. Instead, when making a request, they prefer to go through less omnipotent channels
namely, through the various dunaki, who can be persuaded to interfere in human affairs. This sort of spiritualism, which is
distrusted by many other religions, is not considered to be particularly good or evil by the Kali HaLayn; rather, the morality of
the ritual is based solely on the nature of the request. Some spirits tend to be more good or evil than others, however, and
association with the wrong sort of spirits can lead one down the path of personal corruption or, at least, to a world of trouble.
Since Mir HaLayn is almost unheard of in Tolemica, having only a small number of followers in just two countries (Solinor
and Valeria), it is not described in great detail here. A thorough explanation would require as much room as all of the other
religions put together and, in any event, would be out of context without more information about Jhar-Hylin. Thus, its full
treatment will be left for a later sourcebook.
Clerics of Mir HaLayn
To Tolemicans, most clerics of Mir HaLayn seem more like mystics and martial artists than priests. They tend to be
knowledgeable in the ways of spirits but are also well versed in other intellectual pursuits. In game terms, they can be treated
as shamans from Oriental Adventures, with a few minor changes:
1) They have access to the following domains: Astral, Celestial, Community, Connections, Divination, Fortune, Good,
Guardian, Healing, Knowledge, Oaths and Sun (from the Players Handbook, Oriental Adventures or this sourcebook, as
appropriate). In fact, each Kal HaLayn generally has a more restricted list to choose from, based on his particular sect;
however, these twelve domains cover most of the range of options available to all of the sects. As usual, a character can
choose only two of these domains.
- 26 -
2) The Kal HaLayns domains are not tied to a particular spirit. They come from Minandu and are the gods primary often,
only connection with its priests.
3) The Kal HaLayn does not get to choose the time period during which he meditates and regains his spells. It is always at
dawn.
4) The Kal HaLayn cannot use spontaneous casting to convert a spell into a cure or inflict spell. Instead, he can convert a
spell into either one of his domain spells of the appropriate level. For example, if his domains are Knowledge and Sun, he
cannot change bless into cure light wounds, but he can change it into detect secret doors or endure elements.
5) The Kal HaLayn does not receive an animal companion at 1
st
level.
6) The Kal HaLayn treats Alchemy and all Knowledge skills (taken individually) as class skills.
The Kali HaLayn believe that they have a sacred duty to understand the world that Minandu created; thus, they are often
interested in science, mathematics, philosophy and the like. However, some believe that the material world is less important
than the spiritual and, indeed, may only be a shadow of the latter. These Hylin, known as the Nori HabHolani (mystic
seekers), or simply Nori (seekers; singular: Noru), are particularly interested in the occult. They often form semi-secret,
cabalistic groups that delve into the Holani (Mysteries). Some use exotic drugs to reach altered states of consciousness;
others use meditation, mesmerism, martial arts and/or energetic dance to achieve much the same end. The Nori do not have
access to the usual domains, noted above, but, instead, choose two from Astral, Celestial, Divination, Dream, Illusion and
Knowledge. They often adopt the contemplative prestige class or, occasionally, become alnori (equivalent to henshin mystics,
from Oriental Adventures).
Nominos
The Nominian pantheon consists of seven living gods and goddesses, said to have appeared to Mankind between the Age
of Shadows and the beginning of the Second Era, two of their children, and a number of lesser deities, who seem to have
entered the mythos in later years. The latter include the offspring of major deities who consorted with mortals, alien gods
who joined the pantheon from other planes, and a handful of individuals who attained demigod status through divine
ascension.
All of the twenty-four Nominian deities, major and minor, are listed below and briefly described. No combat statistics are
given, since even the least of them can overwhelm mere mortals with ease. Several other convenient headings are used,
however:
Name: Each entry is headed by the appropriate deitys name and, in parentheses, status, i.e. greater, lesser or demigod. The
deitys status may affect the fortunes of his or her clerics, as explained in later sections. Note that Good lesser gods and
demigods are sometimes referred to as angels, just as their Evil counterparts are sometimes referred to as demons
(although such a classification is not, technically, accurate). Those deities who appeared after the beginning of the Age of
Light are noted as Progeny, Ascended or Alien, to indicate how they entered the pantheon.
Realms: The primary element(s) or condition(s) over which the deity exerts some measure of control. This directly affects the
domains available to the deitys clerics (see the following section).
Plane: All meetings of non-Evil Nominian gods occur in Elysium (Amoria), where a neutral zone has been created (see page
89 of the Manual of Planes); however, many deities tend to reside on a different plane the rest of the time. This entry simply
indicates the most frequent home plane.
Alignment: This indicates the deitys general alignment tendencies. Borderline alignments are possible and are usually (but
not always) reflected in the deitys choice of a home plane. Like mortals, deities are known to occasionally sway a little from
set alignment patterns; however, they will never deviate drastically or for a prolonged period. Note that few Nominian deities
remain completely neutral with regards to good and evil, although some come close. Those of good alignment generally look
to Altmir for leadership, whereas those who are evil are usually minions of Drom.
Most contact with a deity will occur only through his or her mortal priests; thus, information regarding each deitys clerical
followers will be given in much greater detail in the following section.
Altmir (Ruler of the Gods; Greater God)
Realms: Knowledge, Leadership, White Magic, Wisdom
Plane: Celestia (Mercuria)
Alignment: Lawful Good
Altmir generally appears as an elderly man, wearing white robes lined with golden runes and carrying a
staff. He occasionally wanders the world in the guise of a priest or wizard or as an animal usually an elk
or snowy owl. He is the wisest of all the gods and is the patron of those who use white magic to benefit
others. He is on good terms with Bahamut and all gold dragons, and they will aid him willingly. In addition
to his magical staff, Altmir possesses the Tome of Wizardry, a book in which is scribed every arcane spell in existence. Altmir
was once married to Leena, and their offspring is Thuel.
- 27 -
Baltir (The Trickster; Demigod, Ascended)
Realms: Gambling, Luck, Trickery, White Lies
Plane: Arborea (Arvandor)
Alignment: Chaotic Good
Baltir appears as an unimposing but pleasant looking man, with dark hair, a moustache and a short
beard more of a friendly merchant than anything else. Only the wily glint in his crystal blue eyes gives
any indication of something more hidden beneath this harmless exterior. Baltir holds the honor of having
been the first mortal to ascend to demigod status in the Nominian mythos, having originally been a rogue
and trickster of unsurpassed skill but surprising moral strength. The rumors that he beat Death in a gamble and won his way
into Arborea are probably untrue. He is the master of clever thievery for the cause of good, daring gambles and white lies, i.e.
bluffs and untruths that do more good than harm. As such, he is the patron of rogues with a conscience, wrongfully accused
outlaws, gamblers and good-natured scoundrels of all sorts. He enjoys clever plans and daring deeds but will look less
favorably on those who trust luck foolishly in place of their own skills. He dislikes needless violence and has no use for thugs
who resort to it.
Casia (Mistress of Strife; Lesser Goddess, Progeny)
Realms: Cruelty, Mischief, Strife, Suspicion
Plane: Carceri (Colothys)
Alignment: Chaotic Evil
Casia is the daughter of Drom, conceived in a union between the Dark One and his most loyal priestess.
She appears as a beautifully seductive woman with golden hair and deep blue eyes; however, like her
father, she can change shape at will and sometimes assumes a more demonic visage usually that of a
succubus or lamia. Casia delights in causing problems for gods and mortals alike. Her cruel streak can
rival even that of her father: while Drom displays a calculated evil and corrupted power with a purpose, Casia represents a
more senseless and hedonistic evil, often chaotic and unpredictable. Casia is vain, capricious and totally concerned with
fulfilling her every whim; however, since her followers help her attain these goals, she supports them, as well. For obvious
reasons, Casia and Meth are archenemies.
Daithia (Mistress of Beasts; Demigod, Progeny)
Realms: Archery, Hunting, Wilderness Lore, Woodland Creatures
Plane: Beastlands (Krigala)
Alignment: Chaotic Good (True Neutral tendencies)
Daithia is the daughter of Ethlar and the mortal woman, Lidia. She appears as a young, raven-haired
woman in forest garb, armed with a powerful longbow. Her province is that of archery and the hunt but
also of all forest creatures: she believes in hunting only for necessity and will be extremely angry about
any cruel treatment of animalkind that comes to her attention. She is a taciturn sort, and, since she
seems to have more interest in animals than humans, her following is a small one mostly rangers, hunters, archers, foresters
and the like. She does not often keep company with the other deities but gets along well enough with Ethlar and Pel (she
shares their attitude toward the balance of nature). She considers Baltir to be an incorrigible rogue but has a soft spot for him.
She dislikes the destructive tendencies of the evil deities and has a particular aversion to Quirm and Jedac.
Diadam (Justice Keeper; Greater Goddess)
Realms: Honor, Justice, Loyalty, Truth
Plane: Celestia (Mertion)
Alignment: Lawful Good
Diadam appears as a statuesque blond woman, wearing golden chainmail and carrying a footmans
mace. She is very wise and considers Truth to be the greatest good, with Honor following a close second.
Justice and Loyalty naturally flow from these virtues. She is the patron of justified retribution, and her faith
is popular among paladins and those who enforce the law for the common good. The death of Leena
galls her as the greatest unavenged crime of all time, and she despises Drom and his followers perhaps even more so than
does Altmir, since she is less forgiving.
Drom (The Dark One, Goddess Slayer; Greater God)
Realms: Black Magic, Death, Evil, Lies
Plane: Hades (Pluton)
Alignment: Neutral Evil
Drom generally appears as either a dark, powerfully built man in a black tunic or as a demonic figure in
black and silver platemail, wreathed in cobalt flames. In either form, he carries the sword Tempest the
counterpart of Tarths Storm. He can change shape at will and is the master of deceit. Since the wars
that ended the Age of Light, he has opposed Altmir and all beings of good intent; however, since he fears
Altmirs power, he usually works subversively, using others to achieve his goals.
- 28 -
Ereth (Sea Fury; Greater Goddess)
Realms: Righteous Anger, Sea, Secrets, Storms
Plane: Arborea (Aquallor)
Alignment: Chaotic Good (Chaotic Neutral tendencies)
Ereth appears as a handsome, mature woman with dark blue-green hair and aquamarine eyes, which
seem to flash when she is angry. She wears a suit of armor made from thousands of tiny silver-blue
seashells, trimmed with emerald and royal blue, and carries a silver-tipped spear, called Bolt. She is the
patron of seafarers and aquatic beings. She can be moody and temperamental and is revenge-
motivated; however, she is quite protective of her mortal worshippers. Ereth and Pel were once lovers and have a son,
Uimath. Since that time, the two have grown apart and will generally avoid each other, although there is more sadness than
hostility between them.
Ethlar (Lord of the Forest; Demigod, Ascended)
Realms: Forests, Plants, Preservation of the Natural Order, Wilderness Journeys
Plane: Elysium (Eronia)
Alignment: Neutral Good
Ethlar appears as a tall, handsome man, dressed in a gray-green cloak, which partially conceals his
features. He is the patron of rangers and was one, himself, before being granted divine status by Altmir.
His province is the woodlands and plants, in general, plus forest-dwelling creatures, to a lesser degree.
He enjoys wandering the material plane, even having fathered a child there (see Daithia). The running
rivalry between Ethlar and Pel is well known, but there is, in fact, a deep friendship between the two, based on mutual respect.
Because Ethlar seeks to preserve the natural order of life, he has a particular aversion to undead and is also a dire enemy of
Quirm.
Jedac (Assassin of Drom; Demigod, Ascended)
Realms: Hidden Motives, Murder, Selfishness, Treachery
Plane: Hades (Niflheim)
Alignment: Neutral Evil
Jedac was originally an infamous Grandfather of Assassins before being ascended to demigod status
by Drom. He appears as a lean man, with a look of intelligence in his copper colored eyes, and he
radiates an almost tangible aura of smug self-confidence at least when he is not pretending to be
someone else. He may assume any human or humanoid form of either sex, however, so he is not easy to
recognize. Jedac is interested in Casia; however, she has nothing but contempt for him, given his mortal origins. This has not
made for a very good relationship. He dislikes Val but will follow Drom without question. He has something of a rivalry with
Troiben, but the two have been known to work together, on occasion. Jedac may be impressed by any follower who performs
a particularly clever assassination, but, other than this, he tends to ignore his worshippers unless their actions will further his
own goals.
Lathmir (Weaver of Dreams; Lesser God, Alien)
Realms: Creativity, Dreams, Illusions, Imagination
Plane: Elysium (Amoria)
Alignment: Neutral Good
Lathmir appears as a tall, slender, elderly gentleman, with a white beard, a balding head and a twinkle
in his ice-blue eyes. He wears sky blue robes and carries a silver rod of great magical power. Lathmir
originally made his home in the Twin Paradises of Bytopia before becoming the first alien god to join the
Nominian pantheon. He is now one of Altmirs most trusted friends and loyal advisers. He gets along well
with Meth, Naria and Baltir, less so with Diadam and Tarth. He appreciates his followers, particularly clever craftsmen and
illusionists, and has been known to aid them indirectly in times of great need.
Leena (The Merciful; Greater Goddess, deceased)
Realms: Health, Hope, Mercy, Peace
Plane: n.a.
Alignment: Neutral Good
Leena appeared as a beautiful woman in her late thirties, with golden hair and green eyes. She was
second only to Altmir in wisdom and to none in sensitivity, kindness and compassion. Her chief power
was the ability to soothe any hurt, physical or mental, and it is said that her last action was an attempt to
calm Droms troubled mind. Her subsequent murder, at the hands of the Dark One, was, perhaps, the
vilest act ever attributed to any being, mortal or immortal. No one in Tolemica knows if Leena was truly obliterated or if some
portion of her spirit lies dormant somewhere in the cosmos. If the gods know the truth, they have not spoken of it to their
followers.
- 29 -
Maedira (Dark Whisper; Demigod, Ascended)
Realms: Despair, Pain, Self-Doubt, Suicide
Plane: Gehenna (Mungoth)
Alignment: Neutral Evil
Maedira was the last mortal to be ascended by Drom. It is said that she was once a high priestess of
Leena before she fell from grace and was corrupted by her own fear, uncertainty and self-centered nature.
A demon lured her into committing suicide, but Drom sensed her destiny and drew her spirit to him, where
he could mold her into a useful tool. Maedira appears as a handsome but sad woman of indeterminate
age, with flowing black hair, gray eyes and fair skin. She often seems reasonable and even supportive, at first, but her words
inevitably lead one to question everything of importance especially ones own worth. In her own way, she has probably
caused more damage, on a personal level, than either Casias meddling or Vals armies. She is quite loyal to Drom but does
not get along especially well with his other minions (even they tend to find her depressing), so she generally keeps her own
company. Her priests are particularly despised by those of Meth and, uncharacteristically, Thuel; however, Maedira, herself,
does not care enough about anything even to have a favored enemy.
Meth (Lady of Dawn; Greater Goddess)
Realms: Beauty, Love, Poetry, Song
Plane: Elysium (Thalasia)
Alignment: Neutral Good (Chaotic Good tendencies)
Meth is usually represented as a beautiful woman with half-elven features, platinum hair and crystal blue
eyes. She wears a shimmering silver and sky blue gown and often carries a small harp or other musical
instrument. She sometimes appears as a unicorn, turtledove or lark and uses animal messengers of a
similar sort. Meth is the patron of bards and lovers, and she has been known to indirectly aid both in
times of great distress. She tends to be quite popular with the common folk, in general, and her holy day, Serendipity, is
widely celebrated. Meth is probably the most easy-going of the original Nominian gods, and her strongest tenet is that ones
own happiness is best assured by bringing happiness to others.
Naria (Rivers Daughter; Demigod, Alien)
Realms: Connections, Motion, Rivers, Travel
Plane: Elemental Plane of Water
Alignment: Chaotic Good
Naria is the youngest Nominian goddess, in that she was the last one to join the pantheon and is one of
the least powerful. She tends to make up for this by being unusually active and taking a more regular
interest in her followers than most other deities. She is represented and sometimes appears as a
beautiful, willowy woman, with flowing white hair, large turquoise eyes and fair skin, with a faint blue tint;
however, her true form is more amorphous and akin to that of a water elemental. Although her primary sphere of influence is
rather limited i.e. rivers she is also tied to the much broader concepts of connections (especially unexpected and
serendipitous ones), motion and travel. In this context, she is the patron of good-natured wanderers, those who are forced to
take dangerous journeys (especially by boat), those who would unite disparate factions, and occasional mystics. Her
innocuous shrines are common along well-traveled roads, especially those that follow rivers. She is partial to horses, and, in
one of her many forms, she is worshipped by some barbarians as Nuarda, the river horse goddess.
Nith (The Silent Oracle; Lesser God, Alien)
Realms: Cosmological Lore, Fate, Foresight, Prophecy
Plane: Astral Plane
Alignment: True Neutral (Lawful Good tendencies, though this may be a sign of the times and is prone
to change)
Nith is, without a doubt, the most unusual member of the Nominian pantheon. He appeared from the
astral plane early in the Second Era and has acted as the oracle of the gods ever since, for reasons
known only to himself and, perhaps, Altmir. One theory states that he is the harbinger of some great
imbalance of power, already working to strengthen the position of Goodness for the severe trial to come. If so, this does not
bode well for the future peace of the land. In any event, Nith appears as a large humanoid figure in purple and white monkish
robes, with a full cowl that conceals his face, except for three glowing green eyes. His gender, if any, is unknown, although,
for the sake of convenience, he is generally described using male pronouns. He seems to waver in and out of solidity on any
plane save the astral and, thus, is treated as being under the effects of a displacement spell at all times. He never speaks but
is able to communicate telepathically. He can use virtually all forms of divination over great distances and has some sense of
the future and the past. Whether or not he chooses to share this knowledge with the other gods seems subject to some higher
purpose, however. Niths gaze causes insanity, if he wills it, in both mortals and, to a lesser degree, immortals, so he has few
enemies. Those struck by this madness are said to gain some small portion of Niths knowledge, as well; indeed, it may be
this knowledge that pushes them over the edge. He generally takes little interest in his followers but will aid them indirectly
(usually with visions) when the forces of nature, time or neutrality are jeopardized.
- 30 -
Pel (Father of the Fields; Greater God)
Realms: Earth, Fertility, Nature, Plants
Plane: Outlands (heavily wooded area near Faunel)
Alignment: Neutral Good (True Neutral tendencies)
Pel appears as a rough-looking man, tall and dark, with a flowing brown beard and green eyes, dressed
in earth-colored robes and carrying a long wooden cudgel. He is on good terms with all animals, plants
and woodland beings, particularly Treants, and is the patron of those who grow things and care for
animals. His is the cause of nature and those who live in harmony with it. He is generally good-natured, if
somewhat short on words, but can be angered easily by those who exploit the wilderness carelessly. The balance of nature is
important to Pel and, in this respect, his alignment leans toward True Neutrality; however, his preference for good over evil
limits his impartiality. Pel and Ereth were once lovers and have a son, Uimath. Since that time, the two have grown apart and
will generally avoid each other, although there is more sadness than hostility between them.
Quirm (The Corrupter; Lesser God, Alien)
Realms: Antipathy, Corruption, Decay, Entropy
Plane: Carceri (Cathrys)
Alignment: True Neutral (Chaotic Evil tendencies)
Little is known of Quirms origin; however, most theologians suspect that it was a demon of great power
before it joined Droms ranks. It appears as either an amorphous mass of translucent purple, pink and
blue-black protoplasm or as a large humanoid in purple and black monkish robes, with a full cowl that
conceals its face, except for three glowing pink eyes. The latter form is definitely reminiscent of Nith, and
there are those who believe that there may be some sort of racial or conceptual connection between the two entities. Like
Nith, Quirm has no defined gender; however, in this case, it is all too easy to use the term it. Quirm has mastery over the
forces of physical decay and entropy a broad and terrible realm and this extends, to a lesser degree, to the concept of
mental corruption, as well. As such, it is opposed by virtually every god of good alignment but especially by Pel, Ethlar,
Daithia and Thuel. Quirm has never really fit neatly into the Nominian theology. There are a few eccentric philosophers who
believe that it may be more a force of nature than a true demon, and some have even connected it to the Woedic
Valthengorm. They believe that the manifestations of Quirm described in historical and theological references may simply be
a splinter of a much larger and more incomprehensible force a sort of avatar and that its apparent evil tendencies may
simply reflect mankinds own view of entropy. If this is true, then one of Droms most powerful followers may simply be a
temporary ally or even a convenient but possibly fickle tool. In any event, Quirm has little interaction with its followers and,
thus, generally appears as a lesser god, despite its theoretical power. For this reason, clerics of Quirm are a varied and
unpredictable lot. Many are insane, and few unite behind any sort of real agenda or so it would appear to outsiders.
Serise (Oath Breaker; Demigod, Ascended)
Realms: Desire, Broken Vows, Forbidden Lore, Seduction
Plane: Abyss (3
rd
layer)
Alignment: Chaotic Evil
Serise often appears as a stunningly beautiful young woman with red hair, bright green eyes and fair to
pale gold skin; however, she can assume any humanoid form at will and is just as likely to manifest in
whatever guise will best suit her purpose, female or male, sultry or innocent. Being a vain creature, she
almost always assumes a form that it attractive to the people she will be dealing with (although the
definition of attractive may vary widely). Serise specializes in seducing those of good character and luring them into breaking
their promises and ignoring their duties. She is also known for her mastery of hidden lore, which she uses to corrupt
knowledge seekers (wizards and clerics are favored targets). She does not always hide her nature completely; indeed, she
has been known to appear as a succubus or other demon for example, in answer to a summons that a wizard has
unknowingly botched. In this guise, she offers great power and knowledge, and her target, despite his caution, inevitably
underestimates her true power and, thus, eventually falls to her manipulation. She finds such victories particularly appealing,
and this results in one of her few weaknesses. Like an overconfident mystery writer, she likes to give out as much information
as possible about her true nature without giving it away completely, so that she can feel even more superior when her victim
fails to escape his fate. Of course, a few particularly clever souls have seen through her guise and used this to their
advantage, but even they seldom come away completely unscathed. Serise is obedient to Drom but finds him a bit stuffy.
She and Casia are rivals and have been known to plot against each other. She sometimes works with Troiben, although she
knows better than to trust him completely (the feeling is mutual). She is despised by Diadam, Altmir and their followers.
Tarth (Champion of the Gods; Greater God)
Realms: Bravery, Skill at Arms, Strength, War
Plane: Elysium (Eronia)
Alignment: Neutral Good (Chaotic Good tendencies)
Tarth is generally represented as a tall, muscular, clean-shaven man with piercing silver eyes. He
carries Storm, a two-handed sword of great magical power and the counter-part of Droms Tempest.
Tarth is the patron of good and heroic warriors, as well as many athletes and those seeking courage and
strength. He represents the good elements of battle heroism, loyalty, selflessness and deeds of valor
and is the archenemy of Val. Although he enjoys a good brawl, he also understands the value of peace and the importance
of arms in maintaining that peace. Any test of skill and courage interests him not just battles and duels. Still, his followers
are expected to battle-ready, so that they may fend off intrusions of evil, through force of arms and strength of will.
- 31 -
Thuel (Healer of the Gods; Greater God, Progeny)
Realms: Compassion, Healing, Hope, Learning
Plane: Elysium (Thalasia)
Alignment: Neutral Good (Lawful Good tendencies)
Thuel appears as a young man with blond hair and green eyes, wearing a white tunic with yellow trim.
He is the son of Altmir and the dead goddess, Leena, and takes after his mother in many ways. He will
never knowingly harm another living creature but is quite capable of stunning, paralyzing or otherwise
inconveniencing those of evil inclination. His is the realm of healing, and his powers are unrivalled in this
area. He is the patron of healers, physicians, midwives and those who would help the needy, and he also watches over
children and other innocents. His realm also encompasses learning, its benefits to society, and the enlightenment that a good
education brings, so he is the patron of many scholars and philosophers. He is very protective of his loyal followers, just as he
expects them to be protective of those who require their assistance.
Troiben (Gift Giver; Demigod, Ascended)
Realms: Bargains, Bribery, Greed, Twisted Intents
Plane: Gehenna (Khalas)
Alignment: Neutral Evil (Lawful Evil tendencies)
Troiben is unusual, in that he was ascended into Droms ranks by Casia, rather than by the Dark One,
himself. As such, he is not quite as strong as the other demigods, although he more than makes up for
this with shrewdness and patience. He often appears as an unexceptional human male of average
height, average build, dark hair, brown eyes and lightly tanned skin. Occasionally, he takes a form similar
to that of Baltir, although he is careful not to carry this duplicity too far and, thus, attract the attention of the true demigod of
trickery. Troiben enjoys intricate plots, and he usually juggles several at once. He still thinks very much like a devil and is far
more interested in corrupting individual souls than in conquering kingdoms or opposing the gods. He is content with small
gains, recognizing that sweeping changes stem from small events in individual lives. Thus, he is as likely to corrupt the
headmaster of small school as the mayor of city, knowing that, in this way, he will touch the lives of all of the schools students,
thereafter, with far less risk of exposure. Although Troiben specializes in manipulating people through greed, he takes
particular pleasure in twisting good intentions to bad ends. He likes to make bargains but especially enjoys finding loopholes
in them or twisting them into something quite different from what was intended, without actually breaking the letter of the
agreement. This is really just a game, to him, but one that he is obsessive about winning. Troiben gets along fairly well with
both Casia and Serise and occasionally acts as a mediator between them (although the urge to stir up additional mischief is
great). He is cautious around Maedira and thinks Val is a thug albeit a particularly clever and dangerous one. He treats
Drom as an employer and strives to make himself valuable to his superior. He has no particular enemies among the other
gods and, indeed, takes pains to avoid specific enmities; however, by his very nature, he cannot help but run afoul of Diadam,
now and then.
Uimath (Of the Firm Hand, Son of Earth and Sea; Greater God, Progeny)
Realms: Boundaries, Mastering the Elements, Perseverance, Self-Reliance
Plane: Arcadia (Buxenus)
Alignment: Lawful Neutral (Lawful Good tendencies)
Uimath appears as a large, weathered man, wearing an earthy brown tunic with orange trim and
carrying a stout staff. He is the son of Pel and Ereth but is a solitary being, seldom keeping company with
the other deities. Uimath has mastery over the elements and cannot be harmed by fire, cold, lightning or
similar attacks. He represents the ability to withstand physical and mental hardships and to be self-reliant.
His tie to the conceptual realm of boundaries gives him access to a large number of subtle powers, and he is quite creative in
using them. He is the patron of those who seek inner strength and enlightenment through rigid perfection of mind and body.
As such, he is often worshipped by those few monks who have adopted Nominian ways, as well as by some lawful warriors.
He has no particular friends or enemies among the other gods but has been known to guide his followers into opposing plots
that would stir up widespread chaos or evil.
Vail (Dancing Flame; Demigod, Alien)
Realms: Fire, Freedom, Motion, Purity
Plane: Elemental Plane of Fire
Alignment: Chaotic Good
Vail often appears as a slender young man, with red hair, amber eyes and pale gold skin; however, he
is just as likely to appear in an amorphous form, similar to that of a fire elemental. He is tied to fire, as
well as to the purity it brings. He also shares a connection to the conceptual realm of motion with Naria
and, through that, with the concept of freedom. Vail is a whimsical, occasionally fickle being, with a short
attention span but a good heart. He represents the nave trickster, who is both innocent and wise and who is as quick to laugh
at his own folly as he is to laugh at others. He is often playful and enjoys a good adventure; in fact, he has been known to
deliberately reduce his level of power and assume mortal form so that he can interact with the material plane on a more equal
footing (the only fair way to play the game). Unfortunately, his temper matches his element, and he occasionally acts in rash
ways that he later regrets (if only briefly). Vail dislikes undead, and his clerics tend to be particularly good at destroying them.
He is the patron of carefree adventurers, sorcerers of good intent and, of course, fire-wielders. He is also fond of children and
sometimes assists Thuel in protecting them.
- 32 -
Val (General of Drom; Lesser God, Alien)
Realms: Controlled Rage, Death, Oppression, War
Plane: Acheron (Avalas)
Alignment: Lawful Evil
Val appears as a tall, winged humanoid in spiked black and azure platemail, wielding a huge mace. It is
said that his face has never been seen by mortal eyes or, at least, living ones. Val was originally a devil
of great power and cunning before joining Droms forces and quickly rising to his present position, as the
Dark Ones most trusted general and tactical adviser. Val represents the evil elements of battle death,
fear, loss of hope and the imposition of order through terror; thus, he is directly opposed to Tarth and Vail. He is fond of
human sacrifices (especially of enemy warriors) and victorious battles in his name. Val has no use for weakness, and to call
upon him in times of humiliation or for a trivial purpose is more likely to bring doom than aid.
Clerics of Nominos
As previously discussed, there are twenty-three active Nominian deities nine greater gods, five lesser gods and nine
demigods. The greater gods include seven of the original eight members of the pantheon (Leena having been slain by Drom),
plus two of their children, Thuel and Uimath, both born of divine parents. Most of the lesser gods are of alien origin, except
Casia, who was the result of a union between the greater god, Drom, and his most powerful mortal priestess. Most of the
demigods are the result of divine ascension; however, Daithia is the daughter of Ethlar and the mortal woman, Lidia, and Naria
and Vail are elementals, of a sort. Note that, depending on the time period of the campaign, not all of the lesser gods and
demigods may, as yet, be present at least not in their modern form. This also applies to Uimath, who was born well into the
Second Era. Naturally, clerics of any such deities will not exist yet, either.
The level of a deitys power has little practical effect on his or her clerics, with one important exception: only greater gods
can grant the full range of divine spells up to 9
th
level. Demigods can only grant spells of 5
th
level or lower, and lesser gods
can only grant spells of 7
th
level or lower. Note that this does not apply to domain spells: even a demigod can grant the four 9
th
level spells directly tied to his domains. For this reason, clerics who worship demigods and lesser gods seldom progress
much past 10
th
and 14
th
level, respectively, unless they are very devoted and content to pray for higher level domain spells
only. For obvious reasons, very experienced clerics who worship demigods and lesser gods are often multiclassed.
There are two practical advantages to worshipping a less powerful deity. First, although a lesser god or demigod cannot
assist his clerics as well, he tends to do so more frequently. Weaker deities, who have less worshippers, tend to pay more
attention to the followers they do have (especially the more experienced ones) and are more prone to subtly assist them. This
is not a hard fast rule, but it is something for the DM to keep in mind, especially when dealing with high level clerics. The
other advantage is that, because lesser gods and demigods know that it is in their best interests to gather versatile followers to
make up for their magical deficiencies, they are more accepting of clerics who divide their attention between their faith and
other areas. In game terms, each of these gods has one favored class, as noted below, which kicks in at the point when the
cleric can no longer gain new non-domain spells. This class is in addition to that granted by the clerics race; thus, it is
possible, depending on the combination, for a character to have three classes of wildly divergent levels, instead of two, without
worrying about an experience penalty. Note that this bonus does not apply to greater gods, who generally expect their
followers undivided attention, and it only applies to other gods after the appropriate level has been reached, i.e. after 10
th
level
for demigods or 14
th
level for lesser gods.
The relevant clerical statistics are given below for each deity. Some of the headings may require clarification:
Domains: The four domains available to the deitys clerics, from which two can be chosen, as usual. These are tied directly to
the deitys realms, as previously noted, although the latter are generally broader. Domains marked with * are new and are
described, hereafter. Those marked with ^ are from Oriental Adventures (see pages 86 to 89, plus the new spells on pages
96 to 120).
Favored Class: This simply indicates the non-clerical class that is favored by the deity, if any. For demigods and lesser gods
only, this grants the benefit previously described, giving high level clerics access to an additional favored class for multiclass
purposes. For all gods, it indicates which class the deity will find most tolerable, if a cleric chooses to multiclass and devote
less than his full attention to his faith.
Favored Weapon: The weapon wielded and most favored by the deity. The cleric automatically has proficiency with the
weapon in question and may take the appropriate Weapon Focus feat, as well, if he wishes to do so (it is not granted
automatically). Taking this feat or at least wielding the weapon in question is a point of pride for many clerics. A None
entry does not mean that the cleric has no weapon proficiency all clerics are proficient with all simple weapons, at the very
least. It simply means that the deity does not favor any particular weapon and/or has little interest in martial training. In
such cases, the weapon the deity wields, himself, is listed in parentheses, simply for interests sake, but it has no impact on
the clerics abilities or requirements.
Favored Element: The element commonly associated with the deity, i.e. Wind, Earth, Water, Fire, Light or Shadow.
Favored Colors: The colors commonly associated with the deity, if any. These colors will generally appear in ceremonial
robes, banners, altar drapings and so forth.
Favored Animals: The animal(s) most commonly associated with the deity, if any. Clerics are expected to avoid harming
such creatures, except in self-defense. Furthermore, animal messengers (either material or spiritual) will tend to appear in
one of these forms, and summoned animals will often be normal, dire, celestial or fiendish versions of these types.
- 33 -
Holy Days: Lists the highest holy day(s) associated with the deity. Clerics are expected to spend at least part of such days in
prayer, meditation and/or sacrifice, preferably at an appropriate shrine or in an appropriate setting. Those who neglect this
aspect of their duties risk punishment unless their reasons are very relevant to the deity in question.
Shrines: Notes the most common locale or construction, whether natural or man-made, in which clerics of the deity gather for
worship.
Sacrifices: The frequency and form of any sacrifices expected of worshippers. In addition, tithings and similar sacrifices
should be made by a dutiful worshipper when grateful, repentant or begging favor. Sacrificed items are assumed to be lost,
although the actual manner may vary. Sacrifices in the form of services are also common and assume that the worshipper
is working to the best of his ability, gratis.
Raiment: This is the prescribed form of adornment for a cleric, during religious services.
Clerics: Notes the most common gender and/or race of the deitys clerics, if one type is particularly prevalent. This is not a
restriction but only a tendency, since none of the Nominian deities have set gender or race limitations. Any means that all
beings are welcomed equally, and no particular tendency exists.
Alignment: This will have three entries, separated by slashes, e.g. LG / LG, NG / Any Good. The first entry is the alignment
of the deity or the strongest tendency, for those who have borderline alignments. The second lists the acceptable
alignment(s) for clerics the same as the deity, plus one or two others, as a rule of thumb. The third notes any restrictions
for non-clerical worshippers generally, the most lenient category. Of course, priests and worshippers of the exact same
alignment as the deity best exemplify his or her tenets and, so, will receive the most favor. As a rule of thumb, alignments
are listed in order of frequency, e.g. in the previous example, Lawful Good clerics would be more common than Neutral
Good ones.
Skills: Any skills that the cleric is expected to possess, i.e. have at least one rank in. These must be chosen in the clerics
initial selection of skills, at the usual cost; however, all such skills are considered to be class skills for clerics of the deity in
question. Skills that are listed in braces {} are not mandatory but are favored by the deity. The cleric need not claim them
among his initial selection, but he would be well advised to pick them up at some point, as a sign of good faith. These are
not automatically considered to be additional class skills.
Affect Undead: All clerics have some control over undead and similar supernatural entities; however, the actual effect may
vary from deity to deity. This is broken down into several different modes, and a cleric of the deity in question can only use
the appropriate mode, regardless of his alignment.
Turn: The default ability possessed by good clerics, as described on page 32 of the Players Handbook and elsewhere. As
usual, this also indicates that a neutral cleric casts spontaneous cure spells, rather than inflict spells.
Rebuke: The default ability possessed by evil clerics, as described on page 32 of the Players Handbook and elsewhere. As
usual, this also indicates that a neutral cleric casts spontaneous inflict spells, rather than cure spells.
Disrupt: This works in much the same manner as turning; however, undead who are influenced do not flee. Instead, they
are affected as if by a confusion spell for ten rounds (see page 186 of the Players Handbook). Neutral clerics who
possess this ability can choose to cast either cure or inflict spells spontaneously but must abide by this decision,
thereafter.
Destroy: Like a paladin, a cleric with this ability has no effect on undead until he reaches 3
rd
level, and he is treated as being
two levels lower for this purpose. However, a successful turning always indicates that the creature in question is utterly
destroyed, as long as the clerics level is at least equal to the number of hit dice the undead possesses (rather than twice
the number, as usual). Neutral clerics who possess this ability can choose to cast either cure or inflict spells
spontaneously but must abide by this decision, thereafter. Note that clerics who possess this ability and the Sun domain
can destroy undead once per day using their full level, beginning at 1
st
level.
Ethos: The tenets and beliefs that the cleric must accept, follow, support and (hopefully) further. At the very least, any loyal
worshipper is expected to abide by these conditions to the best of his ability and repent when transgressions do occasionally
occur. Ideally, clerics should go one step further and try to show others the path to enlightenment. This does not mean
that the cleric must always try to convert others; indeed, trying to sway the follower of one deity over to another basically
friendly one is rather bad form. Instead, clerics should concentrate on setting a good example for their own flock and
converting those true heathens who do not worship any Nominian deity or who follow one of an opposed alignment. Of
course, depending on the deity, the latter sort of persuasion can get rather violent, at times. A cleric who neglects such
duties will never advance far in the eyes of his deity, and one who actually breaks his vows will almost certainly find that his
spells and domain powers desert him, possibly forever.
- 34 -
Altmir (Ruler of the Gods; Greater God)
Domains: Good, Knowledge, Leadership*, Magic
Favored Class: Wizard
Favored Weapon: None (Quarterstaff)
Favored Element: Light
Favored Colors: White, gold
Favored Animals: Snowy owl, white elk
Holy Days: Providence (Watersrise 6
th
)
Shrines: Temple
Sacrifices: Cup of red wine (Providence) Book with Infinity Rune
Raiment: Robe, bare head
Clerics: Any
Alignment: LG / LG, NG / LG, NG, CG, LN
Skills: Knowledge (Arcana), Spellcraft {Knowledge (Any)}
Affect Undead: Turn
Ethos:
A cleric of Altmir is expected to exemplify those ideals that the deity represents. His wisdom should be great and should be
used to aid and advise others. His knowledge should be given freely to those who are deserving. The dispersal of knowledge
for the good of all is of paramount importance. The clerics mastery of white magic must remain untainted by misuse,
pettiness and unnecessary violence. He must never dabble in anything resembling black magic. He is never granted the use
of any spell with an Evil descriptor, no can he use any which is a domain spell of Evil or Destruction (including any of the Inflict
Wounds spells even those not specifically listed under Destruction). Deliberately using such a spell from a scroll or similar
object is grounds for immediate excommunication.
Clerics of Altmir tend to be non-militant and are not always well-trained in arms, trusting instead to their ingenuity, diplomacy
and spellcraft. Against only one sort of enemy will they show little or no mercy: those who would put magic to evil ends. In
particular, they are encouraged to root out and destroy the temples of Drom. Immediate attack will not always be in order, for
the clerics wisdom must show him the best path to success, but one who ignores this duty when it is within his grasp will fall
into great disfavor. Followers of Serise are also held in contempt, but even they do not warrant the same level of hatred as
those of Drom. For the most part, however, the followers of Altmir are peaceful and kind. They are friendly with the followers
of all other non-evil Nominian deities. In particular, they are closely allied with the clerics of Thuel (Altmirs son), and the two
sects are expected to aid each other in times of need.
Note that the traits and tendencies of Altmirs clerics make them well suited to leadership roles, and they are often found in
positions of power. This is only fitting, since Altmir, himself, is the leader of the Nominian pantheon.
Baltir (The Trickster; Demigod, Ascended)
Domains: Fortune^, Protection, Travel, Trickery
Favored Class: Rogue
Favored Weapon: Rapier
Favored Element: Shadow
Favored Colors: Light gray, azure
Favored Animals: Raven (sometimes gray), raccoon
Holy Days: Greenfield 18
th
Shrines: Temple (sometimes hidden)
Sacrifices: Valuables (Greenfield 18
th
) Crescent Moon
Raiment: Cloak
Clerics: Any
Alignment: CG / CG, NG / CG, NG, CN, TN
Skills: Bluff {Disguise, Sense Motive}
Affect Undead: Disrupt
Ethos:
Clerics of Baltir have few strictures regarding their behavior, other than those that apply to all non-evil beings. They do,
however, have a certain code of honor, which should be observed by clerics and worshippers alike:
1) Never steal from an ally or a non-evil person who is less wealthy than you.
2) Never cheat in an honest game. Cheating evil sorts and other cheaters is quite acceptable.
3) Avoid unnecessary violence. Mugging and murder are out of the question. Even fighting in self-defense should be the
last resort of those too dim to come up with a better alternative. Violent criminals give honest rogues a bad name.
4) Lie to non-evil people only when the truth would do more harm, but do not hesitate to do so in this instance.
5) Never report a friend to the authorities unless he has broken this code in which case, he probably should not be a
friend, anyway.
Baltir has one holiday each year, which is believed to be the date of his ascension. It is generally celebrated with feasting,
and valuables are sacrificed at this time by donating them to the local temple, an allied thieves guild or needy individuals. In
some areas, authorities frown on the worship of Baltir, so temples will be hidden. More worldly areas tolerate their presence
openly, realizing that they drive out the more violent rogues and act as a buffer between the underworld and the rest of
society.
Baltir gets along well with Meth, Lathmir and, to a lesser degree, Daithia, but relations are strained with Tarth and Diadam.
All evil deities are enemies, but Jedac is especially despised.
- 35 -
Casia (Mistress of Strife; Lesser Goddess, Progeny)
Domains: Evil, Obfuscation*, Pain*, Trickery
Favored Class: Sorcerer
Favored Weapon: None (Scimitar)
Favored Element: Wind
Favored Colors: Gold, black
Favored Animals: Mockingbird, weasel
Holy Days: Chaos Days (especially Warmwind 31
st
and Greysky 31
st
)
Shrines: Temple (usually hidden)
Sacrifices: Objects of art or sentient beings (Chaos Days) Female Dark Moon
Raiment: Hooded robe
Clerics: Female
Alignment: CE / CE, NE / CE, NE, CN
Skills: Bluff {Diplomacy}
Affect Undead: Rebuke
Ethos:
The clerics of Casia have only one stricture: obey the goddess to further her goals. Any behavior that does not interfere with
this is acceptable. Since Casia seldom contacts her followers to tell them what her goals might be, they are usually left pretty
much to their own devices. In general, they strive to emulate their goddess by stirring up trouble whenever possible and
plotting the downfall of law, order and civilization.
Every Chaos Day is considered to be a holy day for the followers of Casia, although those falling in Warmwind and Greysky
are of particular significance. Services are held within their hidden temples, sacrifices are made, and hedonistic revels follow.
Usually, objects of art are sacrificed (burned or otherwise destroyed), but the sacrifice of sentient beings is especially well
received by the goddess.
Followers of Casia get along reasonably well with those of Drom but will only ally with those of the other evil deities if it is
clearly in their best interests to do so. Relations with the followers of Val tend to be a bit strained, due to the law-chaos
schism, and they have an on-going rivalry with the followers of Serise. They are enemies of all good people but have
particular contempt for the followers of Diadam and Meth.
Daithia (Mistress of Beasts; Demigod, Progeny)
Domains: Animal, Archery*, Nature^, Protection
Favored Class: Ranger
Favored Weapon: Longbow
Favored Element: Wind
Favored Colors: Medium gray, forest green
Favored Animals: Peregrine, wolf
Holy Days: Autumnal Equinox (Redleaf 1
st
)
Shrines: Woodland clearing
Sacrifices: Game animal Bow
Raiment: No special requirements
Clerics: Any
Alignment: CG / CG, TN, NG, CN / Any non-Evil (although Lawful followers are relatively uncommon)
Skills: Wilderness Lore {Craft (Bowmaking), Handle Animal, Knowledge (Nature)}
Affect Undead: Turn
Ethos:
Clerics of Daithia like those of her father, Ethlar are guardians of the woodlands. Unlike the latter, they focus more on
the fauna than the flora, and they show less patience in passing their understanding of nature on to others. Although they tend
to be excellent hunters, they believe in killing only out of necessity and will be extremely angry about any cruel treatment of
animal kind that comes to their attention. Like the goddess they follow, they tend to be solitary and, thus, seldom involve
themselves directly in human affairs. For this reason, Daithias following is a small one, composed mostly of rangers, hunters,
foresters, outlaws and other such rugged individualists, who feel more at home in the wilderness than they do among their own
kind. Of course, Daithia is also a patron of archers and others who practice arts of physical precision, so she attracts her
share of followers in this area, as well.
On the first day of Redleaf (the Autumnal Equinox), a cleric of Daithia is expected to prove herself by slaying a deer, boar or
other such game animal, alone and with all due reverence. The meat is then used in a celebration to honor Daithia and, quite
often, the other woodland gods, Ethlar and Pel, as well. In some rural areas, the combined following of these gods is large
enough to warrant a true feast for the entire village. In this case, the day may also be set aside for special festivities, including
archery contests and the like. In some areas, this may be the only time that the cleric has regular contact with the locals.
The followers of Daithia get along well with those of Ethlar and Pel but do not always see eye-to-eye, philosophically. In
particular, they are quicker to punish transgressions, since they believe that their animal charges, being innocent of human
greed and vice, are more deserving of protection than the humans who exploit them and, in any event, are less able to defend
themselves. In this respect, they bear some resemblance to the followers of Talivar and often get along reasonably well with
them. They get along indifferently with the followers of the other Nominian deities but do show a clear preference for good
over evil if for no other reason than the fact that evil beings are those most likely to cause pointless destruction. Like their
goddess, they are particularly hostile toward the followers of Quirm.
- 36 -
Diadam (Justice Keeper; Greater Goddess)
Domains: Good, Law, Oaths*, Strength
Favored Class: Paladin
Favored Weapon: Heavy Mace
Favored Element: Fire
Favored Colors: Gold, scarlet
Favored Animals: Eagle, tiger
Holy Days: Reflection (Wetwind 30
th
)
Shrines: Temple
Sacrifices: Gold (Reflection) Balanced Scale
Raiment: Robe, bare head
Clerics: Any
Alignment: LG / LG / LG, LN, NG
Skills: None {Knowledge (History), Sense Motive}
Affect Undead: Turn
Ethos:
Truth, honor and justice are the ultimate tenets of Diadam, her clerics and her followers, many of whom are paladins, high-
minded judges and the like. Her strictures are, thus, strongly tied to the ethos of Lawful Goodness. In particular, a cleric of
Diadam must never knowingly lie or be party to injustice in any form. Battles must be fair and honest, and backstabbing is
certainly out of the question. These conditions may be relaxed (a little) only against the most chaotically evil opponents, but
any foe who battles honorably (e.g. most Lawful sorts) must be treated honorably, despite his inclination toward Good or Evil.
In short, the tenets of Law and Goodness must be strictly upheld.
Diadams clerics are well versed in the arts of war and are expected to use these abilities to root out evil wherever it may be
found. They are also expected to be good arbitrators, for the temple of Diadam is often called upon to adjudicate difficult
situations. In such cases, they are well known for their fairness and wisdom.
The last holiday of each year, on Wetwind 30
th
(ignoring the final Chaos Day), is the only major holy day of Diadam. It is
spent meditating on the events of the year, ones deeds in the name of Diadam and the ways in which justice could best be
served in the year to come. Gold is sacrificed (usually given to the poor or to the church) as a literal and symbolic release of
worldly possessions in pursuit of spiritual purity. For the rest of the year, the cleric is expected to glorify his deitys name by
exemplifying her high standards. At least a few other days should be spent helping local authorities adjudicate matters of
import, and this responsibility increases as the cleric rises in power.
Diadam is on amicable terms with most of the other good Nominian deities, although relations with Baltir and the other
chaotic ones may be strained. She despises Drom and his followers and has only marginally less contempt for Serise.
Drom (The Dark One, Goddess Slayer; Greater God)
Domains: Death, Evil, Magic, Trickery
Favored Class: Wizard
Favored Weapon: None (Greatsword, Tempest)
Favored Element: Shadow
Favored Colors: Black, silver
Favored Animals: Bat, wyvern
Holy Days: Leafsprout 31
st
, Darkmoon (Greysky 31
st
)
Shrines: Temple (usually hidden)
Sacrifices: Magic item or enemy (Darkmoon) Drom (Dark Moon)
Raiment: Hooded robe
Clerics: Any
Alignment: NE / NE, CE, LE / Any non-Good
Skills: Knowledge (Arcana), Spellcraft {Bluff}
Affect Undead: Rebuke
Ethos:
The followers of Drom have few strictures or common traits other than those that would be expected of them, based on their
alignment, i.e. selfishness, deceit, treachery and a tendency to pursue personal advancement over the welfare of others. Any
evil individual who is comfortable with this lifestyle is welcome as a cleric; however, it should be noted that Lawful Evil clerics
are relatively rare, since the Lawful element of their nature conflicts with some of the deeds expected of them.
The basic goal of Droms clerics is simple: elevate his following so that he becomes the greatest power in the land,
obliterating or enslaving any that oppose them. All else is secondary to this ultimate triumph, and any means may be used to
reach it. Of course, this tends to put them in conflict with good beings (and even many non-good ones) on a regular basis.
Followers of Altmir are particularly despised: Drom remembers very well the humiliation of defeat, and it fuels his vengeful fury.
In theory, the clerics of Drom are allied to those of Casia, Val, Jedac and the other evil deities; in practice, they generally
only get along when cooperating against the forces of good. Such alliances tend to form more among individual temple
leaders than among groups and, thus, are prone to dissolve when a new leader takes over. Drom clerics often work with evil
wizards and sorcerers especially those who follow their god and they have a healthy respect for sorcery and black magic.
Clerics who commit truly evil and memorable acts against the forces of good may, very rarely, be rewarded by their god with
a familiar usually a black cat, raven or weasel. This allows the character access to a familiar, in exactly the same manner as
a wizard or sorcerer (see page 51 of the Players Handbook) and also opens up the possibility of gaining a special familiar,
with the appropriate feat (see pages 15 and 40 of Tome and Blood).
- 37 -
Ereth (Sea Fury; Greater Goddess)
Domains: Air, Fury^ (see below), Knowledge, Water
Favored Class: Sorcerer
Favored Weapon: None (Shortspear, Bolt)
Favored Element: Water
Favored Colors: Silver, emerald
Favored Animals: Gull, porpoise
Holy Days: Tempest (Greysky 7
th
), full moon
Shrines: Seaside temple
Sacrifices: Valuables (Tempest, full moon) Water (Waves)
Raiment: Tunic, bare head
Clerics: Female
Alignment: CG / CG, CN, TN / CG, CN, TN, NG, plus any non-Evil sailors
Skills: Profession (Sailor) {Scry, Swim}
Affect Undead: Turn
Ethos:
In many ways, the clerics of Ereth can be thought of as sea-oriented druids. They are expected to protect aquatic life and
prevent malicious and over-zealous hunting of their charges. Most of the strictures and tendencies that apply to druids (see
page 33 of the Players Handbook) are applicable in a similar manner to these clerics, except for the requirement of an
alignment that is at least partially neutral (although this, too, is common).
Ereths clerics also act as intermediaries between the goddess and those mortals who travel her seas. She can be a jealous
and destructive deity, at times, and those seafarers who do not pay tribute to her through her clerics may court disaster. Since
her realm also includes the elements of weather, those who wish to alter some aspect of it must also seek her favor through
her clerics. Tributes of wealth gained in these ways are often used in religious ceremonies (see below). For obvious reasons,
clerics of Ereth tend to stay in contact with civilization more so than do druids, and they are often found in port cities.
Each month, when the Light Moon is at its fullest, a solemn twilight service takes place. During this time, the clerics of Ereth
give thanks to their goddess, beseech her favor for themselves and on behalf of others, and sacrifice valuables (usually
donated by supplicants), casting them into the sea. Pearls are especially favored, since they are being returned from whence
they came. Furthermore, once per year, on Tempest, the clerics hold a particularly long service, which replaces the usual full
moon service for the month of Greysky. During this time, each cleric is expected to give up one worldly possession that is of
some significance to her, casting it into the sea in a similar manner, along with the usual sacrifices. All of this wealth can often
be found around Ereths sea-side temples by those adventurous few who dare search the nearby waters. Of course, such
individuals earn the undying hatred of all of Ereths followers, should they be discovered, and they seldom live long enough to
enjoy their ill-gotten gain.
Between the regular sacrifices and the somewhat volatile nature of their goddess, the clerics of Ereth tend to have things a
bit harder than most other priests. On the positive side, they often end up with some measure of temporal power in port cities
and other areas that rely on the sea. Furthermore, they are at least somewhat respected by most sentient sea-dwelling
creatures and, thus, may gain a +2 bonus to Diplomacy checks by invoking the name of their goddess, regardless of alignment
differences.
Note: Ereths 9
th
level spell for the Fury domain is storm of vengeance, rather than the usual implosion.
Ethlar (Lord of the Forest; Demigod, Ascended)
Domains: Plant, Protection, Travel, Wood^
Favored Class: Ranger
Favored Weapon: None (Longsword)
Favored Element: Earth
Favored Colors: Leaf green, chestnut
Favored Animals: Kestrel, hound
Holy Days: Leafsprout 3
rd
, sometimes associated with Autumnal Equinox (Redleaf 1
st
)
Shrines: Forest shrine
Sacrifices: Service (plant seeds and saplings on Leafsprout 3
rd
) Sword-Leaf
Raiment: No special requirements
Clerics: Any
Alignment: NG / NG, CG, LG / Any non-Evil (although Lawful followers are relatively uncommon)
Skills: Wilderness Lore {Intuit Direction, Knowledge (Nature)}
Affect Undead: Turn
Ethos:
Clerics of Ethlar have few strictures regarding their behavior, other than those which apply to all good beings; however, their
protective efforts tend to be concentrated on woodland areas and the inhabitants thereof, both flora and fauna. They teach
that man is a part of the natural cycle and must try to find his place in it. To this end, they act as intermediary agents between
society and nature. They are not so much protectors of the wilderness, striving to guard it from mankind, as they are guides,
who wish to form a mutually beneficial relationship between man and his environment. They believe that the best way to do
this is to enlighten people, so that they will learn to live in peace with nature of their own accord. Unlike druids and, to a lesser
degree, the clerics of Daithia and Pel, they do not place undue emphasis on the neutrality of nature; rather, they see good as a
necessary force to balance the destructive tendencies of evil throughout the universe. In practice, they tend to be more
- 38 -
Ethlar, continued:
practical and less idealistic than their druidical counterparts (at least from a human perspective). If they have a natural bias, it
is toward the plants of the forest, which they believe are in greatest need of animate, intelligent protectors.
Ethlar has one official holy day each year, on Leafsprout 3
rd
; however, in some areas, his clerics also get involved in the
festivities associated with the Autumnal Equinox (see Daithia, above). During the former holy day, followers are asked to plant
seeds and saplings in areas that require reforestation.
The followers of Ethlar get along well with those of Pel, Daithia and Naria, for the most part, but do not always see eye-to-
eye philosophically. This is all the more true for their relationship with the druids of Talivar. They have little contact with most
other Nominian clerics but would, presumably, get along well enough with the followers of Meth and other Neutral Good
deities. They are opposed to evil, in any form, but particularly that of a destructive nature. For obvious reasons, they tend to
get along especially poorly with followers of Quirm and Val.
Jedac (Assassin of Drom; Demigod, Ascended)
Domains: Death, Night*, Obfuscation*, Trickery
Favored Class: Rogue
Favored Weapon: Dagger
Favored Element: Water
Favored Colors: Black, crimson
Favored Animals: Crow, coral snake
Holy Days: Crystalcold 5
th
Shrines: Temple (always hidden)
Sacrifices: Human or animal (Crystalcold 5
th
) Dagger
Raiment: Cloak
Clerics: Any
Alignment: NE / NE, CE / NE, CE, CN, TN
Skills: Move Silently {Bluff, Disguise, Hide}
Affect Undead: Rebuke
Ethos:
Like most evil deities, Jedac expects very little in the way of special conduct from his clerics: as long as they obey him, on
the rare occasions when he pays attention to them, and strive to further his goals the rest of the time, he is content. The
following of Jedac is not a large one, since he is something of a newcomer and is near the bottom of the hierarchy of evil
deities. Then, too, his sphere of influence is hardly the sort to encourage organized worship. Those who do call the Assassin
of Drom their patron are often assassins, themselves. A few small, fanatical cults have arisen around his worship, usually in
primitive societies, but many of these concentrate more on his aspect as a death god than anything else and tend to expand
the scope of his realm to undeserved proportions. Naturally, Jedac does nothing to discourage these incidental worshippers;
indeed, he finds their total devotion very useful in certain situations. This has not endeared him to Val, who considers himself
to be the true god of death.
Crystalcold 5
th
is celebrated as a holy day by the followers of Jedac, and it is believed that this was probably the date of his
ascension. Normally, it is celebrated with a human sacrifice, followed by other dark rituals, although an animal sacrifice will
do, in a pinch, if one wishes to risk courting disfavor. As one might expect, the victim is usually someone who has been a
nuisance to the cult during the previous year or who is blocking the goals of some member of the cult. The high priests, at
least, are often coldly practical in their bloodthirstiness.
Followers of Jedac get along reasonably well with those of Drom but will only ally with those of the other evil deities if it is
clearly in their best interests to do so. Relations with the followers of Val are strained, at best, and actively violent, at worst.
They are enemies of all good people but have a particular contempt for the followers of Diadam and Thuel and a hostile rivalry
with the followers of Baltir.
Lathmir (Weaver of Dreams; Lesser God, Alien)
Domains: Artisan*, Dream*, Illusion*, Knowledge
Favored Class: Illusionist
Favored Weapon: None (Rod)
Favored Element: Wind
Favored Colors: Cerulean, gold
Favored Animals: Peacock, chameleon
Holy Days: Masque (Redleaf 23
rd
)
Shrines: Temple
Sacrifices: Mask (see below) Double Spiral
Raiment: No special requirements
Clerics: Any
Alignment: NG / NG, CG / Any non-Evil
Skills: Craft (Any) {Disguise, Spellcraft}
Affect Undead: Disrupt
- 39 -
Lathmir, continued:
Ethos:
The clerics of Lathmir are an easy-going and open-minded lot, as befits the god of creativity and dreams. In some ways,
they are similar to the followers of Meth and generally get along well with the latter. They believe that the ultimate purpose of
life is to create new ideas and things, and that the act of such creation briefly allows mortals to touch the divine. Illusions,
visions and dreams are important, because they can catalyze the moment of inspiration and act as a canvas on which to
blueprint ones work. A few have taken this a step further, creating works of art that are purely illusionary. They claim that the
transitory nature of such designs makes them all the more reflective of life and, incidentally, all the more valuable. A few even
believe that life is nothing more than an illusion, and that all creations made by mortals are but poor imitations of real, divine
archetypes. They seek to penetrate the deceits of the mortal world in pursuit of true knowledge, often gained through visions.
Since clerics of Lathmir are firmly on the side of good, they obviously prefer the creation of things that will be beautiful, useful
or otherwise beneficial to those around them. On the other hand, many tend to follow the philosophy that an object or idea is
not, in itself, good or evil; rather, the use to which it is put determines its morality not to mention that of the person using it.
This idea does not always endear them to the more hard-line Lawful sects, nor do their somewhat tenuous, mixed beliefs allow
them to be taken seriously by all people. As craftsmen and artists, they are well respected by the common folk; however, as
philosophers, they are considered to be rather arcane.
Lathmir has one holy day each year, on Redleaf 23
rd
. For the entire day, a cleric of Lathmir will wear a mask, which
represents the often illusionary nature of the world. At midnight, the mask is burned or otherwise destroyed, symbolically
casting off deceit in pursuit of true knowledge. The holiday has become popularized over the centuries and is now celebrated
by many non-worshippers, as well. On Masque, as the day has come to be known, costumes and clever practical jokes are
the norm. Among the lower classes, it is more of a childrens holiday; however, among the upper classes, who can afford the
extravagance, it is a time for elaborate costume balls. Naturally, the festivity traditionally culminates at midnight, when each
partygoer removes his mask and reveals his true identity.
As previously noted, the followers of Lathmir tend to get along well with those of Meth and Naria. They are also on good
terms with the followers of Baltir and most other good deities but have little in common with those of Diadam, Ereth, Pel or
Tarth. As one might expect, they are enemies of all evil beings, particularly those with destructive tendencies.
Leena (The Merciful; Greater Goddess, deceased)
Domains: Community^, Good, Healing, Protection (but see below)
Favored Class: None (Ranger, for the Phoenix Sisterhood)
Favored Weapon: None (None)
Favored Element: Light
Favored Colors: White, light gray
Favored Animals: Quail, rabbit (Phoenix, for the Phoenix Sisterhood)
Holy Days: Threnody (Frostwind 14
th
)
Shrines: Temple
Sacrifices: Service (Threnody and as needed) Chalice of Plenty
Raiment: Hooded robe
Clerics: Any (Female, for the Phoenix Sisterhood)
Alignment: NG / NG, LG, CG / NG, LG, CG
Skills: Diplomacy, Heal {Gather Information, for the Phoenix Sisterhood}
Affect Undead: Turn
Ethos:
Although Leena has been gone for a very long time, she still has a small following. Her clerics have been adopted by
Thuel but still try to emulate the ways of their goddess. This means that they use most of the information noted above, except
for Domains, since their magic all stems from Thuel. They now have access to Knowledge, as a domain, instead of
Community, although the other three remain the same.
Clerics of Leena try to foster community spirit, encourage peaceful relations and tend to the sick and needy. In the old days,
they often acted as mediators between hostile factions; however, non-worshippers seldom think to involve them in such
matters, now. They abhor violence and will only use it as an absolute last resort, to defend those under their protection. They
will always attempt to negotiate before initiating combat and will never take a life to save their own (although they might to
save others). For obvious reasons, they are seldom suited to an adventuring lifestyle.
While few outsiders realize it, an even smaller faction has developed within the already sparse ranks of worshippers, during
the last few decades. The members of the Phoenix Sisterhood, as they have come to be called, believe that Leena can
somehow be resurrected and work toward that end with great zeal. They tend to be slightly more militant than their peers but
still focus their aggression only on evil foes who cannot be swayed with reason. There is one exception: they will strike down
the followers of Drom without hesitation and with little of their trademark mercy. For the time being, they operate under great
secrecy, knowing that they will be targeted by the minions of virtually all evil deities if their presence is revealed. Amongst
outsiders, only a few followers of Diadam know of their existence, and these will support them without hesitation.
- 40 -
Maedira (Dark Whisper; Demigod, Ascended)
Domains: Corruption*, Despair*, Night*, Pain*
Favored Class: Bard
Favored Weapon: None (Dagger)
Favored Element: Water
Favored Colors: Dark green, black
Favored Animals: Loon, adder
Holy Days: Frostwind 6
th
Shrines: Small altar (always hidden)
Sacrifices: None (but see below) Broken Chalice
Raiment: No special requirements, but a veil is traditional for females (Lost Hope)
Clerics: Any
Alignment: NE / NE, LE, CE / Any non-Good
Skills: Sense Motive (Bluff, Diplomacy}
Affect Undead: Rebuke
Ethos:
Because of her very nature, Maedira draws few followers, although those who do worship her tend to be fanatical to the
point of self-abnegation. Her clerics are expected to foster misery and hopelessness but often do so discreetly. They
sometimes masquerade as clerics of another deity especially Leena, since few people know much about her worshippers,
these days so that they can insinuate themselves into a community as trusted advisers. From that position, they can subtly
turn people down the path of self-doubt and despair. Where a successful cleric of Maedira holds sway, the frequency of
suicides and violent crimes inevitably increases. Most are smart enough to remove themselves from the area before they are
identified, so that they can begin the cycle again elsewhere; however, some end up succumbing to their own inner darkness
and simply become the last in a long string of suicides or murder victims.
Note that not all of Maediras followers (as opposed to her clerics) are evil some are simply insane or misguided. Many of
the latter have a nihilistic outlook and assume that the universe is a dark and terrible place. They genuinely believe that it
makes more sense to view it realistically, as it is (or, rather, as they see it), than to waste energy building up false hopes. A
number of alienists (see Tome and Blood) can be found amongst this group.
Maedira has only one holy day, Frostwind 6
th
, which is believed to mark the date of her mortal death. Since her clerics
seldom congregate, any rituals that they perform are almost always done alone. Maedira has few expectations, in this regard;
however, she will look favorably on any cleric who can arrange things so that a suicide occurs on this day.
The followers have Maedira do not get along with those of the good deities, for obvious reasons, and seldom associate with
those of the evil deities, either. They lack the focus to form any specific enmities, although they are, themselves, despised by
the clerics of Meth and, uncharacteristically, Thuel.
Meth (Lady of Dawn; Greater Goddess)
Domains: Artisan*, Charm*, Community^, Music*
Favored Class: Bard
Favored Weapon: None (Shortbow)
Favored Element: Wind
Favored Colors: Silver, cerulean
Favored Animals: Lark, turtledove, unicorn
Holy Days: Serendipity (Highsun 6
th
)
Shrines: Hall
Sacrifices: Gifts to loved ones (see below) Harp of Meth
Raiment: Tunic, bare head
Clerics: Any
Alignment: NG / NG, CG / NG, CG, LG, plus non-Evil craftsmen and musicians
Skills: Perform {Craft (Any), Diplomacy}
Affect Undead: Turn
Ethos:
Clerics of Meth are generally considered to enlightened, talented and peaceful. Meth abhors needless violence, and,
although her followers are not totally pacifistic, they generally avoid conflict, only involving themselves in direct confrontation
when all else has failed. They much prefer to negotiate with, persuade or trick opponents, and their abilities are well suited to
this tendency. It is not surprising that Meth is the favored patron of bards, who often share a similar attitude.
Meth has few strictures, other than those that apply to any good being. She wants her followers to find love and happiness
and to spread their good fortune. She does, however, have a few rules of etiquette, which should be observed by clerics and
loyal followers, alike. Breaking a single rule once is not likely to cause disfavor, but continued abuse will certainly do so.
Honest accidents are never punished.
1) Never come between two friends or lovers.
2) Never start an argument that can be avoided. Try to negotiate any that do arise.
3) Never interrupt an entertainers performance without excellent cause. When it is over, commend her if she did well or try
to honestly aid her if she did not (if you have the skill to do so).
4) Never destroy a true work of art or thing of beauty that has not been touched by evil.
5) Consider anothers feelings as you would your own.
- 41 -
Meth, continued:
Meth has one holy day each year, on Highsun 6
th
. She asks no material sacrifice for herself but, instead, likes her followers
to give gifts to their loved ones and to those in need. Personally handcrafted items are particularly favored. Serendipity, as it
has come to be called, has become quite popularized over the years and is celebrated widely, even by non-worshippers. It is
not uncommon for individual areas to also have lesser fairs or festivals, which are celebrated in Meths honor, usually in the
spring or fall. Her following is fairly large, since she is popular among the common folk, as well as musicians, craftsmen,
young lovers, hopeful spouse-seekers and the like. Her clerics tend to be popular, as well, perhaps due to their personal
magnetism but also because of their easy-going ways.
Meth is on good terms with all non-Evil deities, although she does not always see eye-to-eye with Diadam, Tarth or Uimath.
Her priests usually get along particularly well with the followers of Baltir, Lathmir and Naria. Followers of evil deities are pitied
at best and despised at worst. Worshippers of Casia and Maedira are especially disliked, since each of them is, in her own
way, a negative image of Meth.
Naria (Rivers Daughter; Demigod, Alien)
Domains: Connections*, Motion*, River^, Travel (but see below)
Favored Class: Bard
Favored Weapon: None (Shortspear)
Favored Element: Water
Favored Colors: Turquoise, white
Favored Animals: Swan, horse, otter
Holy Days: Wetwind 11
th
Shrines: Small riverside shrine (but most celebrations occur in community halls)
Sacrifices: One worldly possession (Wetwind 11
th
, see below) River Delta
Raiment: No special requirements
Clerics: Any
Alignment: CG / CG, NG / Any non-Evil, although most Lawful followers focus primarily on her connections aspect
Skills: Swim {Profession (Sailor), Ride, Wilderness Lore}
Affect Undead: Turn
Ethos:
Clerics of Naria tend to have a fairly easy time of it, since their goddess makes few demands on them. She does expect
them to treat good-natured aquatic creatures with respect and to aid non-hostile travelers in need. She has a soft spot for
horses and, thus, does not tolerate cruelty toward them; indeed, she frowns on any abuse of animals. She is also somewhat
ecologically minded, in that she expects her clerics to protect rivers and other water sources, to make certain that they are
not damaged by the encroachment of civilization. Beyond this, as long as they stay true to their alignment, she is happy.
Many clerics of Naria are travelers, themselves, and some operate riverboats. A few own inns, and their establishments
generally gain a reputation for hospitality and good cheer. Aside from this latter tendency, few of her clerics like to be tied
down to one place for long.
Naria has one holy day each year, which is believed to be the date of her acceptance into the pantheon. It is usually spent
feasting and making frequent toasts to the goddess. Each cleric is expected to give up one worldly possession, which need
not be valuable but ideally should represent some needless hindrance to his freedom of travel. Small objects are burned (not
thrown into rivers to create a clutter!) or given away; large objects, including buildings, are almost always given to the needy.
In some distant regions, nomadic tribes worship Naria as Nuarda, the river horse goddess. Some believe that this worship
actually predates her ascendance into the Nominian pantheon and may even have led to it. The goddess has a soft spot for
her first children and tends to favor them. Among some of these people, her clerics are actually druids and shaman (see
Oriental Adventures) who specialize in water- and horse-related magic. Because of the strength of their belief and its
antiquity, Nuarda is able to grant them access to different domains from those listed above: Divination^, Equestrian*, River^,
Travel. They also have Ride as a class skill.
Followers of Naria gets along reasonably well with those of the other good deities, especially Ethlar, Lathmir and Meth.
Relations can be somewhat strained with followers of Vail, Uimath and, oddly enough, Ereth. They are hostile toward the
followers of all evil deities and especially dislike Val.
Nith (The Silent Oracle; Lesser God, Alien)
Domains: Astral*, Divination^, Law, Magic
Favored Class: Psion (Diviner, if psionics are not available)
Favored Weapon: None (None)
Favored Element: Water
Favored Colors: White, purple
Favored Animals: None
Holy Days: Varies (see below)
Shrines: Anywhere
Sacrifices: Crystals and precious stones (holy days, optional) All-Seeing Eye
Raiment: Robe, bare head
Clerics: Any
Alignment: TN / LN, TN, LG / Any (although Chaotic and Evil followers are very rare)
Skills: Scry {Knowledge (Arcana), Knowledge (Planes), Knowledge (Mathematics), Profession (Astrologer)}
Affect Undead: Disrupt
- 42 -
Nith, continued:
Ethos:
Clerics of Nith tend to be almost as enigmatic as the deity they worship and are rare enough to be considered almost
mythical in some areas. They strive to maintain the balance of nature and often follow the parameters of True Neutrality (see
page 89 of the Players Handbook), with any bias leaning toward Law and, to a lesser degree, Good. Some follow the
teachings of Nith purely to gain enlightenment in his domains, and these individuals may show a more pronounced inclination
toward non-neutral alignments; however, it is safe to assume that Nith only supports these misfits because it suits some
higher purpose of his own.
Niths non-clerical following is smaller and more varied, composed mostly of lunatics, extreme neutrals and misguided
individuals who do not comprehend the true nature of the being they worship (or, perhaps, comprehend it only too well).
Needless to say, Nith does not care much more about these worshippers than he does about any other single group. He will
aid them, usually with little or no preamble, only when the balance of the universe is disturbed in some manner, and, even
then, he is just as likely to aid anyone else who might prove useful. Presumably, Nith grants spells to his clerics because they
seem most willing and able to aid him in his cause; indeed, there are those who say a cleric of Nith is fated from birth for his
role and that there are no true converts at all. If this is the case, a follower of Nith who displays no clerical powers probably
has no more importance in the deitys eyes than a non-worshipper.
Niths holy days vary according to some grand cycle that only he can fathom. On Wetwind 29
th
, the high priests of his faith
commune with their god and learn what day or days are favored in the year to come. The word goes out to the lesser clerics,
and the days in question are spent in service and quiet meditation. Crystals and precious stones may be sacrificed, and it is
believed that sapphires are especially favored. The DM may determine holy days by rolling 1d20 for the month and 1d30 for
the day within that month (holy days never coincide with Chaos Days). A result of 13 or more on the month roll indicates that
two or more holy days will occur for the year in question and each must be checked for again, in the same way. Up to six such
days may be generated in this manner, but results of 13+ should be re-rolled, thereafter.
The followers of Nith are indifferent toward those of other deities, although, in a pinch, they seem more inclined to back Law
over Chaos and Good over Evil. This may indicate that Nith is trying to prepare for some potential imbalance or simply that
the clerics of Nith are human, after all (sane people seldom back a side that is as likely as not to betray them). Unlike many
other Nominian clerics, they get along fairly well with True Neutral druids, since they share similar goals.
Pel (Father of the Fields; Greater God)
Domains: Animal, Earth, Plant, Wood^
Favored Class: Ranger
Favored Weapon: None (Cudgel)
Favored Element: Earth
Favored Colors: Chocolate, deep green
Favored Animals: Chickadee, stag
Holy Days: Bounty (Goldfield 1
st
)
Shrines: Grove or woodland shrine
Sacrifices: Service (Bounty and as needed) Tree (Plant)
Raiment: Robe, bare head
Clerics: Any
Alignment: NG / NG, TN / NG, TN, CG, plus non-Evil forest dwellers and farmers
Skills: Knowledge (Nature) {Handle Animal, Profession (Farmer), Wilderness Lore}
Affect Undead: Destroy
Ethos:
Clerics of Pel are similar in many respects to druids and are beginning to replace the latter in some areas, since most would-
be human priests find it easier to comprehend the worship of a specific nature deity, as opposed to the somewhat ambiguous
natural pantheon of the Talivari. Relations between the two groups, thus, vary greatly. Although they have many of the
same basic tenets, the clerics often consider the druids to be somewhat primitive and arcane, and the druids display some
contempt for those who restrict nature to the purview of a single all-too-human god among many and not even the
pantheons leader, at that. This seldom results in open conflict, since that would tend to go against the two groups more
integral beliefs. In any event, the sides are well balanced, with the clerics being more numerous but the druids being more
versatile and more connected to the lands First Folk, the powerful Cithenhi.
Both groups agree on certain basic principles, most of which are noted under the section pertaining to druids (see page 33 of
the Players Handbook). In short, Pels interest lies in nature and the natural cycle of birth, growth, death and rebirth.
However, his realm also includes mans interaction with the natural cycle i.e. agriculture and, in this regard, he takes on the
role of protector and adviser. The balance of the universe should be maintained, but, within the cycle, there is room for man to
further himself, as long as it is not at the expense of others. Druids concern themselves with the balance of nature, as a
whole, but clerics of Pel prefer to concentrate on strengthening their individual communities, both animal and human, and on
protecting their charges, while guiding them into a sensible lifestyle. This basically Good bias shades Pel and his followers
away from True Neutrality (not to mention, toward humanity) and is the main point of contention between the two faiths.
Like druids, clerics of Pel are charged with protecting wilderness areas and those animals and loyal worshippers who live
there. Hunting food and cutting lumber for shelter are part of the normal cycle, but unnecessary destruction and exploitation
must be punished. Unlike druids, the clerics of Pel attach no special significance to mistletoe or any other single plant,
although, in many farming communities, the worship of Pel is associated (rightly or wrongly) with wheat and other
domesticated plants.
- 43 -
Pel, continued:
The clerics of Pel get along indifferently with those who worship the other, more human-oriented deities, although they
respect the wisdom of Altmir and Thuel. They generally work well with the clerics of Ereth, Ethlar, Daithia and, to a lesser
degree, Uimath. They often oppose those who worship evil deities but generally only when their vile actions threaten the
harmony of nature or the peace of the land (an all too common occurrence). While they respect that destruction has its place
in the natural order, making room for new growth, they feel that Quirm represents a corrupted form of this natural force and,
thus, are particularly hostile toward that gods followers.
Quirm (The Corrupter; Lesser God, Alien)
Domains: Chaos, Corruption*, Death, Destruction
Favored Class: Necromancer
Favored Weapon: None (None)
Favored Element: Earth
Favored Colors: Black, purple
Favored Animals: None
Holy Days: Redleaf 18
th
Shrines: Variable (usually, small hidden altar)
Sacrifices: Variable (usually, destruction of some object or creature) Dying Plant
Raiment: Variable (usually, no special requirements, although hooded robes are common)
Clerics: Any
Alignment: TN / CE, CN, TN / Any (although Lawful and Good followers are very rare)
Skills: None {Alchemy}
Affect Undead: Destroy
Ethos:
There are few clerics of Quirm, and they have little organization. Many are somewhat unbalanced or even completely
insane. Like Nith, Quirm is just as likely to interact with anyone who would serve its needs as it is to contact one of its own
clerics. Because its followers lack any real guidance, they usually have their own agendas, although these often involve
spreading corruption and causing other organizations and institutions to decay from within. Over the years, they have gained
just enough unity to agree on a holy day most of them, anyway. There has been a good deal less agreement on the proper
way to celebrate it, so their rituals vary a great deal, holding only their generally unpleasant nature in common.
As previously noted, clerics of Quirm are often behind plots to bring down individuals, organizations and even traditions
especially those that have, in their estimation, outlived their usefulness and are ready to give way to other things. Ironically,
since they do not restrict these activities to targets of good alignment, they occasionally end up allying with non-evil people
who can serve their cause (or, at least, using them as tools). True Neutral clerics, in particular, tend to worship Quirm in its
entropic aspect, and they are just as likely to focus their destructive energies on evil organizations as on good ones perhaps
more so, given that evil activities are more likely to upset the cosmic balance. Evil clerics, on the other hand, usually worship
Quirm in its aspect as corrupter; thus, they often prefer to twist their targets into new and unpleasant shapes, rather than
remove them completely, and this is most satisfying with victims who would otherwise tend toward goodness.
The followers of Quirm are too disorganized to have any traditional allies or enemies and are not prone to such distinctions,
in any event. Naturally, the reverse in not true. They are universally despised by the followers of all good deities but
especially by those of Pel, Ethlar, Daithia and Thuel. Even the followers of other evil deities tend to fear or distrust them, since
they have a reputation for insanity and a tendency to conveniently forget alliances when matters of cosmic import take
precedence. Some followers of Maedira also worship Quirm, so alliances between these two groups are occasionally
possible. In particular, a number of nihilistic alienists (see Tome and Blood) can be found amongst this group.
Serise (Oath Breaker; Demigod, Ascended)
Domains: Chaos, Charm*, Corruption*, Knowledge
Favored Class: Bard
Favored Weapon: None (Garrote)
Favored Element: Fire
Favored Colors: Lavender, pale blue
Favored Animals: Cuckoo, cat
Holy Days: Revel (Warmwind 16
th
)
Shrines: Temple (usually hidden) or small altar in home
Sacrifices: None (although any sort of seduction of innocence is favored on Black Ladys Cup
Revel, and somewhat regular service is required see below) (noted for its intoxicating fragrance
Raiment: Jewelry only (no clothing) and as an insect trap)
Clerics: Any
Alignment: CE / CE, NE / CE, NE, CN, TN
Skills: Gather Information {Bluff, Diplomacy, Sense Motive}
Affect Undead: Rebuke
Ethos:
Clerics of Serise are similar in some respects to those of Casia and are sometimes mistaken for the latter. As a rule of
thumb, however, they tend to be more hedonistic and less focused, at least when not pursuing a specific goal. They often
have a surprisingly close relationship with their goddess, since, like many of the other minor gods, Serise prefers to keep a
close eye on her followers and make certain that they are aware of her attention. This is all the more pronounced in her case,
- 44 -
Serise, continued:
since she is rather vain and jealous. When she is pleased, she is quite generous and easy-going, but when she is not
Suffice to say that her followers go to some pains to make certain that they avoid her displeasure which would result in vastly
greater pains.
Clerics of Serise sometimes seem a bit vague or shallow, which, for some, may be compounded by a tendency to indulge in
various intoxicants or, for others, may simply be a useful deception. In fact, most are quite intelligent and tend to be very well
educated, especially in arcane lore. This is not so surprising when one considers that Serise takes particular pride in seducing
scholars, wizards, priests and other seekers of hidden lore. Her clerics use knowledge as a weapon, and they are generally
well armed. Aside from mystic lore, they are also typically up on all of the local gossip, since secrets of a personal nature
make wonderful bargaining tools. Serise prefers attractive followers, so many of her clerics are appealing, as well as
intelligent. They are generally quite willing to seduce victims physically, as well as mentally, and tend to be very proficient at it.
Serises shrewdest and most powerful clerics often discover that their own goals mirror those of their goddess. As they
pursue her agenda, they often find themselves gaining wealth, allies and a trove of useful lore, almost incidentally. This
pleases Serise, since she believes that their success reflects well on her. It means that her most important followers not only
tend to wield a fair amount of temporal power but are also very loyal to their goddess, since they perceive that their bounty
stems directly from their worship of her.
The followers of Serise are generally disliked by those of the good deities but are particularly despised by clerics and
paladins of Diadam and Altmir, for obvious reasons. The reverse is not entirely true: her followers are just as willing to
negotiate with good sorts as they are with others (in fact, often more so, since good people can be more easily trusted than
evil ones). After all, many of them are not seeking to spread evil or destruction on a grand scale; they simply want to gain
personal power and draw a few noteworthy individuals into their web along the way. Many evil clerics consider the corruption
or destruction of good people to be a necessary step in some larger scheme, but followers of Serise usually see it as an end in
itself a way of keeping score. In general, they get along with the followers of most evil deities but know better than to trust
them. There is one notable exception: the rivalry between Casia and Serise has resulted in a similar level of hostility between
their followers, who sometimes plot against each other. On the other hand, clerics of Serise often get along well with those of
Troiben, since their goals and tactics tend to mesh well.
Tarth (Champion of the Gods; Greater God)
Domains: Good, Strength, Sun, War
Favored Class: Fighter
Favored Weapon: Any one type of sword (Greatsword, Storm)
Favored Element: Fire
Favored Colors: Steel gray, scarlet
Favored Animals: Falcon, lion
Holy Days: Sun Reign (Warmwind 4
th
)
Shrines: Temple or battlefield
Sacrifices: Enemies weapons (Sun Reign or after a successful battle) Sword
Raiment: Armor, helm
Clerics: Male
Alignment: NG / NG, CG, LG / Any non-Evil
Skills: Knowledge (War) {Climb, Jump, Swim}
Affect Undead: Destroy
Ethos:
The clerics of Tarth form the most militant sect of the good-aligned Nominian pantheon. They stress the importance of
courage, martial prowess and personal honor. They are expected to take the forefront of crusades against evil, inspiring
others with their valorous deeds.
Certain basic strictures govern the conduct of Tarthian clerics. They must never ignore evil in any form and must be ready to
take up arms against it. Taking time to formulate a good strategy, instead of just rushing in, is acceptable and wise: there is no
honor in a battle lost through recklessness. Backstabbing an individual foe is dishonorable, but ambushes are an acceptable
military practice, once war has been declared. Any advantage can be claimed if it does not dishonor the warrior. Note, too,
that the tenets of honor generally need only apply to honorable foes, when push comes to shove (a point of contention when
dealing with some clerics of Diadam).
It is important to note that clerics of Tarth are not all militant fanatics, expecting others to behave in a similar fashion. They
are (nearly) as comfortable with peace as anyone else but are quick to take up arms when needed. Though they value
bravery, they understand that not everyone can live up to the high standards that they set for themselves. Indeed, one of their
primary goals is to inspire not force others to find such courage within themselves.
Tarth has one major holy day, on Warmwind 4
th
. It is spent meditating on the memory of those brave warriors who have
fallen in the cause of good and passing on their tales to others who might be inspired by them, during an evening feast.
Typical sacrifices involve the burning of enemies weapons, quests for the church and so on.
Clerics of Tarth get along well with most other good clerics, although relations with individual priests of Meth and Thuel may
be a bit strained. They have many of the same goals as the clerics of Diadam but, being rugged individualists, do not always
see eye-to-eye on the best methods of attaining these goals. All evil sorts are met with animosity, and followers of Val are
particularly despised.
- 45 -
Thuel (Healer of the Gods; Greater God, Progeny)
Domains: Good, Healing, Knowledge, Protection
Favored Class: Abjurer
Favored Weapon: None (Quarterstaff)
Favored Element: Light
Favored Colors: White, yellow
Favored Animals: Stork, lamb
Holy Days: Greenfield 5
th
Shrines: Temple
Sacrifices: Drop of blood, service (Greenfield 5
th
and as needed) Healing Staff
Raiment: Tunic, bare head
Clerics: Any
Alignment: NG / NG, LG / NG, LG, CG
Skills: Heal {Diplomacy, Knowledge (Any)}
Affect Undead: Turn
Ethos:
The basic tenet of Thuel is simple: all life is sacred. A cleric of Thuel must never willingly shed the blood of another sentient
being in violence, and killing is to be avoided at all costs. Non-intelligent creatures can be slain for food and clothing (only),
but many clerics are vegetarians. Of course, there are times when truly evil creatures must be destroyed for the good of all
other life, but, even in such extreme cases, killing should be the last resort, used only when all other possibilities have been
exhausted. A cleric forced into such a situation will act without hesitation, but he will still do so in the most painless manner
possible, in grief for a life wasted and never with malice in his heart. A cleric who deliberately and unnecessarily breaks this
stricture will surely be excommunicated. One who does so as the result of enchantment or mind control may not be punished,
but he will feel the need to do penance and try to remove the spiritual blemish. Only one foe is deserving of no mercy: undead
are travesties of life and must always be destroyed.
On the less extreme side, a cleric of Thuel will avoid even non-lethal violence as much as possible and will try to negotiate
conflicts between others, even to the point of interposing himself between them. This will often be at least temporarily
successful, since only the vilest of beings would care to harm a Priest of Mercy. At all times, a cleric of Thuel is expected to
help those in need. He must never turn away one who comes as a genuine supplicant. It is not surprising that these clerics
spend most of their time in service to the church and to the community, helping unfortunates. They are, thus, relatively rare as
adventurers.
Thuel has but one holy day, Greenfield 5
th
, which is thought to be the date of his birth. The day is spent helping those in
need, as usual, and in temple services. During this time, the cleric gives a drop of his own blood, representing the fact that he
has devoted his whole life as a sacrifice to help others. No other material sacrifice is expected. This blood may sometimes be
used in the creation of holy water and healing potions but works only in this way if given freely during the appropriate
ceremony.
Clerics of Thuel get along with all other non-evil clerics, particularly those of Altmir, Meth and, to a lesser degree, Pel.
Relations with Diadam and Tarth may be strained at times. Evil clerics are to be pitied, and followers of Quirm are considered
to be only one small step above undead. Followers of Maedira are often directly opposed to those of Thuel, since the former
spread despair and the latter inspire hope. The same can be said of followers of Val, who encourage warfare, rather than
peace.
Troiben (Gift Giver; Demigod, Ascended)
Domains: Corruption*, Fortune^, Oaths*, Obfuscation*
Favored Class: Rogue
Favored Weapon: None (Shortsword)
Favored Element: Earth
Favored Colors: Dark green, gold
Favored Animals: Magpie, rat
Holy Days: Highsun 19
th
Shrines: Temple (usually hidden) or small altar in home
Sacrifices: None (but somewhat regular service is required see below) Offered Coin
Raiment: No special requirements
Clerics: Any
Alignment: NE / NE, LE / Any non-Good
Skills: Appraise, Sense Motive {Bluff, Diplomacy, Forgery, Gather Information}
Affect Undead: Rebuke
Ethos:
Most clerics of Troiben could easily be mistaken for merchants or bureaucrats and, in fact, many do maintain such
professions. Like their patron, they specialize in arranging deals that always somehow end up benefiting one side (generally,
their own) at the expense of the other. They can be found lurking behind the scenes in many organizations, quietly pulling
strings and manipulating events, sometimes with a specific goal in mind but just as often for the sheer satisfaction of proving
their mental superiority. They tend to be self-centered but not prone to self-aggrandizement. After all, what is the point in
wasting energy showing off to people who are clearly inferior, anyway? In general, it is more interesting not to mention safer
being the power behind the throne than being the one sitting on it.
- 46 -
Troiben, continued:
Troiben calls upon his clerics, directly or indirectly, on a somewhat regular basis but seldom to do something that they would
not be inclined to do, anyway. Since he often has numerous plots of his own simmering, his followers are most often expected
to help out in this regard. Due to the complex nature of Troibens plans, helping out may involve performing a seemingly
trivial act or one that seems to have little to do with the matter at hand. For example, a cleric may be sent a vision and simply
told to buy an apple at a certain stand at a certain time or to bump into someone on the way out of an alchemists shop. On
the other hand, he might be expected to forge orders from the King and, thus, put himself in some jeopardy. Troiben seldom
explains his plans, since he expects unquestioning obedience. On the other hand, he often tries to arrange things so that his
employees gain some tangible benefit from the encounter a bonus to inspire future performance, as it were.
Clerics of Troiben do not get along well with the followers of good deities, for obvious reasons, but try to avoid stirring up
trouble whenever possible. They prefer to keep options for negotiation open at all times, with all people, although clerics of
Diadam and the like may have other ideas. Similarly, they have no enemies among the evil deities and tend to get along
particularly well with the followers of Casia and Serise. The fact that these two groups do not get along very well, themselves,
simply makes things more interesting.
Uimath (Of the Firm Hand, Son of Earth and Sea; Greater God, Progeny)
Domains: Earth, Endurance*, Law, Water
Favored Class: Monk (see below)
Favored Weapon: None (Quarterstaff)
Favored Element: Earth
Favored Colors: Brown, orange
Favored Animals: Albatross, ox
Holy Days: Whitedown 17
th
Shrines: Temple or small roadside shrine
Sacrifices: Material possession (Whitedown 17
th
, optional) Shore (Barrier)
Raiment: Tunic, bare head
Clerics: Any
Alignment: LN / LN, LG / LN, LG, NG, TN
Skills: Concentration {Climb, Jump, Swim, Wilderness Lore}
Affect Undead: Turn
Ethos:
Clerics of Uimath stress the importance of perseverance, self-reliance and the ability to withstand physical and mental
hardships. They believe that the elements of nature can best be mastered by understanding and harmonizing with the laws
that govern the universe. Within each one of us indeed, within each grain of sand are locked the secrets of the universe, if
one can but decipher them. In a sense, clerics of Uimath bear a vague resemblance to druids (see page 33 of the Players
Handbook), in that they wish to protect the balance of nature or, more specifically, the laws that govern that balance.
However, they seek to commune with the natural world by attaining self-knowledge, believing that each individual contains the
sum of all things worth knowing.
A cleric is expected to provide a good example to others, through his own conduct, and to help them find their own inner
strength. To reach a state of personal enlightenment, he will work to perfect his own body and mind through rigorous exercise,
tasks and ordeals. He is a firm believer in the notion, that which does not kill us makes us stronger.
Clerics of Uimath tend to travel extensively and will only keep those possessions that they can carry personally. Wealth is
passed on to the church or to those in need, except for whatever small amount is needed to survive. Clerics seldom use
mounts of any sort but prefer to travel under their own power.
The Son of Earth and Sea has one holy day, on Whitedown 17
th
, which is thought to be the date of his birth. Those clerics
who find themselves near a temple at that time will generally participate in church services; those who are out in the
wilderness will spend the day in quiet meditation and reflection. In either case, a personal possession may be sacrificed
(burned or given away) to symbolize the clerics detachment from material gain in pursuit of spiritual perfection and oneness
with nature, but this is not mandatory.
The clerics of Uimath get along reasonably well with those of Pel and Ereth, as well as some Lawful Neutral and True
Neutral druids, although they are prone to debate certain points of philosophy and faith. They are indifferent to the other
Nominian deities, although clerics of Lawful Good alignment generally deal favorably with followers of Altmir, Thuel and
Diadam. In practice, however, they tend to socialize mostly with their own kind, when they are not traveling alone.
Note that a monk who multiclasses as a cleric of Uimath can still gain levels as a monk normally, even outside of an Oriental
Adventures-based campaign (see Ex-Monks, on page 40 of the Players Handbook, as well as page 19 of Oriental
Adventures). The beliefs and lifestyles of the two classes complement each other so well that no conflict results, and the
monk can still devote ample time to his training without detracting from his clerical duties.
- 47 -
Vail (Dancing Flame; Demigod, Alien)
Domains: Chaos, Fire, Good, Motion*
Favored Class: Sorcerer
Favored Weapon: None (Rapier)
Favored Element: Fire
Favored Colors: Orange, white
Favored Animals: Hummingbird, fox
Holy Days: Goldfield 9
th
Shrines: Small roadside shrine
Sacrifices: None (but see below) Sun and Candle
Raiment: No special requirements
Clerics: Any
Alignment: CG / CG, NG / CG, NG, CN, TN
Skills: Escape Artist {Balance, Climb, Jump, Tumble}
Affect Undead: Destroy
Ethos:
Clerics of Vail tend to be an easy-going, adventurous lot. They are often personable and popular. They seldom remain in
one place for long but like to travel and see new sights. They are often multiclassed, especially as bards, rogues or sorcerers,
and are quick to pursue interesting quests, simply for the experience. They tend to be tricksters but are of the good-hearted
variety. Unfortunately, they also tend to have short attention spans and uneven tempers.
Vail places few restrictions on his followers, but those few usually influence their entire lifestyle. A cleric of Vail can never
allow himself to be restrained in any manner, physically or mentally. If he is captured or enslaved, or even if he simply finds
himself stagnating in a boring job, it is his duty to escape his confines, as soon as possible, and regain his personal freedom.
Death is preferable to confinement. By the same token, he is expected to help out others of good character who find
themselves in similar positions. This can be a bit of a problem when ones good friend, the cleric of Vail, starts trying to liven
things up, to break one out of a rut. This also means that a cleric can never willingly imprison an enemy. Foes must be slain,
punished in some non-restrictive manner or allowed to go their own way, after being defeated. Prison is not an option. Vail is
fond of children, and his followers are expected to protect them and nourish their growth, mentally and physically. In this
regard, his followers sometimes work hand-in-hand with the clerics of Thuel. On the other hand, Vail detests undead and
expects his clerics to vanquish them at every opportunity. Finally, all clerics of Vail have some sort of taboo or geas a token
restriction, which varies between individuals but which is often tied to fire, light or motion. For example, a cleric may not be
allowed to extinguish any flame that is not out of control (his friends would have to put out a lantern or campfire), or he might
be required warm himself only by fires he has created himself. Breaking such a geas does not result in the clerics
excommunication or anything that extreme, but it tends to cause bad luck until some sort of appropriate penance has been
made. On the bright side, as long as the cleric lives up to the conditions of his geas, he receives The Favor of Vail, which
causes all of his enemies to make saving throws against his fire-related spells with a +1 DC penalty.
Clerics of Vail tend to get along well with those of most other good deities, especially Lathmir and Meth. They often have a
friendly rivalry with the followers of Baltir and Naria, and the followers of Diadam and Uimath tend to find them aggravating.
They are expected to assist the followers of Thuel whenever possible, since Thuel sponsored Vails ascendance into the
pantheon and shares his desire to protect the innocent. They dislike all evil deities in more or less equal measure but have an
especially low tolerance for the followers of Val.
Val (General of Drom; Lesser God, Alien)
Domains: Destruction, Grave^, Law, War
Favored Class: Fighter
Favored Weapon: Heavy Mace
Favored Element: Fire
Favored Colors: Black, azure
Favored Animals: Vulture, hellhound
Holy Days: Whitedown 31
st
Shrines: Temple (usually hidden), battlefield or graveyard
Sacrifices: Enemy (Whitedown 31
st
or after a successful battle) Black Mace
Raiment: Armor, helm
Clerics: Male
Alignment: LE / LE, NE / LE, NE, LN, TN
Skills: Intimidate {Knowledge (War)}
Affect Undead: Rebuke
Ethos:
Clerics of Val are often as well versed in warfare as they are in religious lore. Many become generals or advisers to less
than scrupulous overlords. Among their own kind, they have a strict hierarchy and are expected to obey orders from their
superiors without question. Advancement to higher positions occurs only with the death of a superior, although any small
breach in rules can be sufficient grounds to speed this process along. As a result, the higher ranks, as well as the lower ones,
are kept in check through fear the fear of making a fatal mistake or revealing an exploitable weakness.
It is the ultimate duty of each cleric to glorify his deity through deeds of conquest. The highest honor a cleric can bring upon
himself is to slay a powerful enemy in Vals name; the lowest degradation is to show any sign of weakness in battle. On the
other hand, while dying for ones faith is certainly honorable, surviving to slay even more enemies is that much more so.
- 48 -
Val, continued:
When necessary, honorable parley is acceptable, but the cleric must be adamant in his position, always remembering that
success is as important as valor. This puts many clerics in a tenuous position during especially tense battles, as they must try
to stay alive, while showing no sign of undue caution, and be true to any promise given, while guaranteeing that such a
promise always furthers their own cause. As a result, successful priests of Val tend to be fanatical and violent but also
frightfully cold and calculating. Their word can be trusted, in as much as they would find it dishonorable to lie; however, one
must be very careful in the phrasing of any agreement, or they will be quick to seize on any loopholes.
Val has one holy day, on Whitedown 31
st
, during which he expects the sacrifice of enemies captured in battle. Although
temples dedicated to Val exist, they are outlawed in most areas and, thus, tend to be hidden. Just as often, ceremonies are
held in graveyards or on fresh battlefields.
The followers of Val usually cooperate with those of Drom, when necessary, but feel less inclined to do so with those of the
other evil deities. On occasion, they find common ground with the followers of Maedira and, less often, Troiben. They are
opposed to all good beings but reserve a special hatred for clerics of Tarth and a deep contempt for those of Meth and Thuel.
Talivar
Talivar is the original faith of the Cithenhi and the Mennihi, as well as many of their human allies. The Talivari believe that
there is a singular goddess and god (Nimuriel and Cern, respectively), who created the universe together. Although both are
respected equally, in theory, Nimuriel tends to get a bit more attention, for the very practical reason that she seems more
inclined to involve herself in the affairs of her "children" than the relatively aloof Cern. In fact, neither of them interfere often,
unless the need is great, and, most of the time, the Talivari interact more with the multitude of nature spirits who are also an
important part of their faith. When dealing with these -- and, indeed, often times even when dealing with Nimuriel and Cern
the Talivari do not so much worship as they do respect, and they often seem to spend more time negotiating than praying.
This may be due, in part, to the Cithenhi' s natural arrogance (the Mennihi tend to be a bit more pious), or it may be that they
view spiritual entities as simply being elder siblings of the same mother and father. Certainly, a Cithenhi priestess seems to
radiate more love than true worship for her goddess, and the Talavari believe that this is as it should be.
It is worth noting that the Talivari consider the world to be a gift from the goddess and god; thus, they are very respectful of
nature and tend to react negatively to those who are not. They are also dubious about the existence of true Good and Evil, as
a force independent of action, believing these to be relative terms that depend very much on one' s point of view. In particular,
they believe that nothing drawn directly from nature is inherently Evil, although it may be corrupted or put to malicious use by
selfish souls who should know better. This applies to nature spirits, as well, which may be helpful or hostile but are seldom
truly Good or Evil. To the Talivari, it is more important that a soul remain true to the nature the goddess gave it than it is to
strive toward some sort of mythical spiritual perfection. In a sense, they believe that all people, born as they are of the
goddess and god, are inherently "good", and they are only perceived as being "evil" when they turn their back on this heritage
and choose entropy and corruption over life. Given this point of view, it should come as no surprise that the Talavari hold a
particular contempt and hatred for the Undead, which are believed to have unnaturally embraced the very essence of entropy
and corruption, rather than following the natural cycle of birth, death and rebirth.
Nimuriel and Cern are described in more detail, below, using the same format as that used for the Nominian deities. No
combat statistics are given, since either one could overwhelm mere mortals with ease.
Cern (Father Sun, Greater God)
Realms: Air, Animals, Fire, Fortitude, Hunting, Leadership, Masculinity, Rebirth, Sun, War
Plane: Concordant Domain of the Outlands (The Grove of the Sun, near Sylvania);
has also been known to frequent the Beastlands
Alignment: True Neutral (Chaotic tendencies)
In general, Cern represents the masculine aspects of nature. He is usually depicted as a powerfully
built man, with gold eyes and the legs and head of a beast. The type of beast varies, but wolf and stag
are the most common. He carries a large spear or longbow. He is thought to be somewhat aloof, so
Talivari generally only call upon him for matters of great import, related directly to one or more of his realms. He is stern but
fair, fiercely loyal to his allies and merciless to his enemies. Although he is tied to many of the wilder aspects of nature, his
wisdom is deep and ancient, and his actions are seldom rash. Many Talivari believe that, while it is Nimuriel who first brings
souls into the world, it is Cern who decides which will be reincarnated after death. Some say he dissolves those souls that are
not fit to be reborn, so that their energy can be recycled into the universe to give birth to more worthy spirits.
Nimuriel (Mother Moon, Greater Goddess)
Realms: Birth, Crafts, Earth, Femininity, Healing, Knowledge, Moon, Plants, Protection, Water
Plane: Concordant Domain of the Outlands (The Grove of the Moon, near Faunel);
has also been known to frequent the Beastlands
Alignment: True Neutral (Good tendencies)
In general, Nimuriel represents the feminine aspects of nature. She is usually depicted as a willowy
woman of great beauty, with hair the color of moonlight and eyes like a starry sky. Like her mate, she
always has at least one feature that is tied to nature, although, in her case, this feature belongs as often
to a plant as to an animal, e.g. leaves in her hair, a green tint to her skin, the eyes of a cat, etc. She sometimes carries a staff.
- 49 -
Nimuriel, continued:
As previously noted, Nimuriel is considered to be somewhat more receptive than Cern, so she tends to receive a little more
attention. She is compassionate but also practical, good-natured but also wise enough to know when firmness will accomplish
more than kindness. Many Talivari believe that it is Nimuriel who first draws spiritual essence from the universe to create a
new soul. Some see this as a birthing process, others as a sort of craft, like weaving.
Clerics of Talivar
In game terms, clerics of Talivar are equivalent to D&D druids, in every respect except one: their worship is focused on two
specific deities, rather than nature in general. There are both male and female druids, although the latter are somewhat more
common. Traditionally, a male druid takes Cern as his personal patron, and a female druid takes Nimuriel as hers; however,
both genders are expected to respect and worship both deities, when all is said and done. The relevant information for druids
of Talivar is listed below, using the same format as clerics of Nominos.
Cern (Father Sun, Greater God)
Domains: Not applicable
Favored Class: Not applicable (although druid/rangers are more common than any other combination)
Favored Weapon: None (spear or longbow)
Favored Elements: Air, Fire
Favored Colors: Brown, gold
Favored Animals: Wolf, stag, hawk
Holy Days: Spring Equinox (Watersrise 1
st
), Summer Solstice (Warmwind 1
st
), Autumn Equinox (Redleaf 1
st
),
Winter Solstice (Whitedown 1
st
)
Shrines: Woodland shrine or stone circle
Sacrifices: Three drops of druids own blood
Raiment: Robe or no clothing, bare head
Clerics: Any (but he is usually taken as a personal patron by male druids, who are somewhat less common)
Alignment: TN / TN, CN, NG, NE, LN / Any
Skills: None (uses druid class skills)
Affect Undead: None
Ethos: As per druid, and see above
Nimuriel (Mother Moon, Greater Goddess)
Domains: Not applicable
Favored Class: Not applicable (although druid/rangers are more common than any other combination)
Favored Weapon: None (staff or none)
Favored Elements: Earth, water
Favored Colors: Green, silver
Favored Animals: Cat, horse, owl
Holy Days: Spring Equinox (Watersrise 1
st
), Summer Solstice (Warmwind 1
st
), Autumn Equinox (Redleaf 1
st
),
Winter Solstice (Whitedown 1
st
)
Shrines: Woodland shrine or stone circle
Sacrifices: Three drops of druids own blood
Raiment: Robe or no clothing, bare head
Clerics: Any (but she is usually taken as a personal patron by female druids, who are somewhat more common)
Alignment: TN / NG, TN, CN, LN, NE / Any
Skills: None (uses druid class skills)
Affect Undead: None
Ethos: As per druid, and see above
Woedarth
Woedarth is the dominant faith of the Oords. It recognizes one major god, Tarn, who is more or less firmly in charge, and a
multitude of other deities of various power levels. All of these gods are loosely allied, although rivalries are common, and
there is no "god of evil", per se. Rather, there is a dark force, Valthengorm, which seeks the destruction of the gods, the world
and virtually everything else. It is sometimes treated as a sentient being, other times as a force of nature, and is, essentially,
entropy made manifest the Woedic explanation for why things die, decay and just generally fall apart.
It is interesting to note that the Woedic gods are not believed to have created the universe. They simply appeared here first
and had a hand in bringing mankind up from the soil. The force that created the universe, Jarvalmaling, is not really
worshipped as a god. It is assumed to be beyond human understanding, although most Woedarthen assume that its origin is
somehow related to that of Valthengorm. The Woadarthen also believe that all things have a destiny, and they treat Fate,
which they call Woed, as an almost sentient (usually female) being, that can occasionally be persuaded to smile on heroes or
smite those lacking honor. Unfortunately, Woed is a fickle ally, and many dark tales revolve around heroes valiantly but
unsuccessfully attempting to "beat the odds", once they have lost Woed' s favor.
- 50 -
Woedic gods have very human motivations and tend to be a rather rugged, passionate lot. They expect frequent praise and
sacrifice, although mostly just of food and valuables, but, in return, they can often be persuaded to influence events on
Tolemica. In extreme circumstances, some will accept the sacrifice of an enemy warrior as payment for a really large request.
They are just as subject to the dictates of Woed as their human followers, if not more so.
Scholars have noticed a similarity between many of the deities of the Woedic and the Nominian pantheons, which seems to
parallel the similarity between some Oordic and old Esteldic words. This lends credibility to the theory that the two groups
were united, at one point. It is also an interesting commentary on the Oordic outlook, since Tarn, who equates roughly to the
Nominian war god, Tarth, is in charge, and Odmir, who equates roughly to the Nominian god of knowledge, Altmir, is relegated
to a relatively minor role.
Several daring theologians have put forward the theory that at least some of these similar deities are, in fact, one and the
same, and that they are simply presenting different faces to worshipers in different societies. An even more radical theory,
which is considered to be heresy among Castinians, is that the gods are actually molded somewhat by the beliefs of their
worshipers. Thus, Dannamar and Diadam, for example, are actually two different aspects of the same goddess, and she can
only display and grant the powers that are appropriate to one particular aspect when she is dealing with worshipers of a given
type. Some support seems to be implied for this theory when one examines deities such as Daithia and Vaena. The two
seem to have much in common, yet their conceptual realms are very different, as are their levels of power and importance
within their respective pantheons.
The Woedic deities are described in more detail, below, using the same format as that used for the Nominian deities. No
combat statistics are given, since even the least of them can overwhelm mere mortals with ease. Note that all meetings of
Woedic gods occur in Ysgard, where a neutral zone has been created (see page 89 of the Manual of Planes); however,
many deities tend to reside on a different plane the rest of the time. As usual, the Plane entry simply indicates the most
frequent home plane.
Dannamar (Sword of Light, Greater Goddess)
Realms: Fire, Purification, Truth, Vengeance
Plane: Celestia (Mertion)
Alignment: Lawful Good
Dannamar is generally represented as a statuesque woman, with platinum blond hair and silver eyes,
wearing golden chainmail and carrying a flaming longsword. She is, first and foremost, an advocate of
truth, justice and righteous vengeance; however, she is also tied to the element of fire and the purity it
brings. She is second only to Tarn within the ranks of the Woedic deities and has been known to lead
them when the god of war is off seeking adventure. Her method of leadership varies substantially from his, since she is as
lawful as he is chaotic, and several Oordic tales revolve around the problems this has caused (usually, holding the implied
moral that rigid behavior is a bad thing typical of the Oordic outlook). Despite the fact that her reputation occasionally suffers
when stacked up against that of Tarn, Dannamar is generally well respected, especially by those who are involved in the
application of justice, themselves. She is on good terms with all of the lawful and good Woedic deities, although she finds
Fjorden a bit exasperating.
Ersa (Queen of the Depths, Greater Goddess)
Realms: Dreams, Illusions, Seas, Secrets
Plane: Arborea (Aquallor)
Alignment: Chaotic Neutral (Chaotic Good tendencies)
Ersa is generally represented as a handsome, mature woman with dark blue-green hair, large sky blue
eyes and very fair skin, wearing a diaphanous silver and blue gown. Her primary sphere of influence is
the sea and, in this capacity, she is of great importance to the seafaring Oords, who make regular
sacrifices to appease her. As the depths of the ocean hold great secrets, so Ersa is also believed to know
any secret that has been heard by wind or water. Furthermore, as the goddess of dreams and illusions, she knows many
secrets that have never been spoken but only imagined. Ersa is mysterious and capricious, and she is not well trusted by
many of the other deities, nor even by followers of the Woedic faith, who, nevertheless, seek to please her and, thus, ensure
safe passage over her waters. She does get along at least moderately well with Hroding, although some stories say she has
an unrequited love for the taciturn god of nature. She has also been known to work with Vaena to conjure powerful magic and
even influence Woed.
Fjorden (Son of Summer, Lesser God)
Realms: Poetry, Song, Stories, Summer
Plane: Arborea (Arvandor)
Alignment: Chaotic Good
Fjorden is generally represented as a dashing, roguish man, with long, light brown hair, a moustache
and pale gray eyes. He always appears youthful, for he is the harbinger of summer, and the younger
sibling of Uthmar and Vaena. He is first and foremost a bard of unrivalled skill; however, he is also a
good-natured trickster. In many stories, he is portrayed as being clever and skilled, but also somewhat
lazy and rash. His plots often involve getting someone else to do his work for him, but they tend to collapse under their own
complexity. Fjorden often seems to come out on top, despite his failures some say because he is capable of sweet-talking
Woed, herself. Even on those rare occasions when luck does turn against him, he is quick to laugh at the whims of Fate and,
- 51 -
Fjorden, continued:
thus, earns the respect of Oordic followers in this manner. Fjorden gets along well with the other chaotic good and neutral
good deities, less well with those of a lawful and non-good nature. He has a tendency to flirt with Dannamar, who finds him
exasperating (which is probably why he does it). He is very protective of his sister, Fraeth, although it is she who bails him out
of trouble, more often than not.
Fraeth (Daughter of Spring, Lesser Goddess)
Realms: Beauty, Flowers, Love, Spring
Plane: Elysium (Thalasia)
Alignment: Neutral Good
Fraeth is generally represented as a breathtakingly beautiful woman, with golden hair, deep blue eyes
and fair skin. She always appears youthful, for she is the harbinger of spring, and the younger sibling of
Uthmar and Vaena. Her other spheres of influence are considered to be a bit frivolous, by Oordic
standards, but many young common women take her as their personal patron, and practically everyone
asks her to bless marriages. Her influence over love should not be underestimated, for it gives her an edge over all of the
other Woedic deities, who are believed to be as susceptible to the emotion as any mortal. Indeed, some stories say that
Ersas unrequited love of Hroding arose after she belittled Fraeths power. Fraeth gets along well with the other good deities,
less well with those of a non-good nature. Some believe that she is in love with Tarn but that the war gods self-confidence
makes him immune to her wiles (a typically Oordic notion). She is close to her brother, Fjorden, and sometimes has to rescue
him from his own folly.
Hifgrim (Lord of Horses, Lesser God)
Realms: Horses, Motion, Wind, Vigor
Plane: Ysgard (Ysgard)
Alignment: Chaotic Neutral
Hifgrim is generally represented as an athletic youth, with wild dark hair, flashing gray-green eyes,
slightly pointed ears and a fae demeanor. He wears little more than a simple tunic but never seems
bothered by the elements. He is always in motion and has little patience; however, his shrewdness
usually makes up for his rash behavior. Hifgrim is particularly well respected by Oords who live inland
and pride themselves on their horsemanship, but he has fewer worshipers in the port communities. He does not associate
regularly with any of the other gods but gets along reasonably well with Hroding and Toki. Most of the time he prefers the
company of horses, and he often takes the form of a stallion to run with the herds. Ancient stories hint that he once had a
sister or cousin, named Northa or Narda, and some scholars believe that this may indicate some sort of link with Nuarda (cf.
Naria, of the Nominian deities).
Hroding (Master of the Green, Greater God)
Realms: Earth, Fertility, Growing Things, Nature
Plane: Outlands (heavily wooded area near Faunel)
Alignment: True Neutral
Hroding is generally represented as a very tall, powerfully built man, with thick chestnut hair, a flowing
beard, green eyes and weathered skin. He wears simple robes and carries a living staff that sprouts
leaves and thorns. He is the god of nature, and he is usually more interested in animals and plants than
in people. Indeed, in many stories, he functions mainly as an obstacle or adversary, who tests the heroes
when they forget their role in the natural order. As a result, he is seldom taken as a patron but is respected simply for his
power and importance in the scheme of things. He rarely associates with the other gods but gets along reasonably well with
Hifgrim, Vaena and, to a lesser degree, Toki. On occasion, he advises Tarn on matters that affect the wild and, in such cases,
his wisdom generally offsets the war gods rasher tendencies. There is a sense, in some of these stories, that, as the warden
of the natural world, he is even more powerful than Tarn, who is associated primarily with humanity. In this respect, he is tied
closely to Jarvalmaling and perhaps, even, to Valthengorm, as well.
Linari (Mothers Shield, Lesser Goddess)
Realms: Birthing, Children, Healing, Protection
Plane: Elysium (Thalasia)
Alignment: Neutral Good
Linari is generally represented as a slender, soft-spoken woman, with flowing white hair and clear blue
eyes, of indeterminate age. Due to her passive nature, her worship is not especially common among the
aggressive Oords; however, she is the patron of some women, especially expectant mothers, midwives
and healers. Despite her compassion and interest in those who revere her, she seldom seems to affect
the physical world directly, and those few who have encountered her say that she generally appears as a ghostly apparition.
This opens up intriguing possibilities, given her similarity to the Nominian Leena, who is presumed dead. In some stories,
Linari is the wife of Odmir; in others, she has little connection with any of the other gods and seems to be more of an angel or
saint than a deity. It is believed that she acts as the voice of reason and advises Tarn when his passions get the better of him.
Her worshipers consider this to be a good thing, but some more aggressive Oords view her as a meddler.
- 52 -
Odmir (Sage of the Gods, Lesser God)
Realms: Birds, Knowledge, White Magic, Wisdom
Plane: Celestia (Mercuria)
Alignment: Lawful Good (Lawful Neutral tendencies)
Odmir is generally represented as a tall, elderly man, with white hair, a flowing beard and pale gray
eyes, wearing white or light blue robes, marked with gold runes. He is the wisest of the gods and is also a
powerful magician. Most of the time, he acts as Tarns adviser, teacher and steward, and few stories cast
him in a dominant role. Older tales depict him as an architect of some genius, and it is assumed that he
built, or at least designed, most of the pantheons important edifices, in Ysgard. He is the patron of scholars, scribes,
educators and wizards; however, since none of these roles are particularly well respected amongst the Oords, his following is
not a large one. In some stories, Odmir is the husband of Linari. In most, he is allied to Dannamar and Tarn and also gets
along surprisingly well with Uthmar.
Tarn (Ruler of the Gods, Greater God)
Realms: Courage, Leadership, Strength, War
Plane: Ysgard (Ysgard)
Alignment: Chaotic Good
Tarn is generally represented as a burly man, with long red hair, a beard and sky blue eyes. He carries
a greataxe, called Malvord, which is said to be too heavy to be wielded by anyone else. He is the leader
of the Woedic pantheon and is also the god of strength and war. He is brave to a fault and generally
honorable; however, he is also somewhat hotheaded and occasionally does things he later regrets.
Indeed, many of the stories that speak of his adventures begin with him having to repair the damage his temper has caused.
An active warrior, he is often absent from Ysgard and, thus, sometimes leaves the reigns of power to Dannamar, as previously
discussed. Tarns following is a large one, particularly during times of war (which are all too common for the Oords), and his
priests are well respected. Often, they are powerful warriors in their own right. Tarn gets along with all of the good deities but
occasionally finds himself at odds with Ersa and Hroding. Usually, in such cases, it is because he chooses to side with
humanity, when their interests are at odds with those of the natural world.
Toki (Warden of the Forest, Lesser God)
Realms: Archery, Forests, Hunting, Wild Animals
Plane: Beastlands (Krigala)
Alignment: Chaotic Good
Toki is generally represented as a lean, athletic man, with longish brown hair, a moustache and blue-
gray eyes, carrying a mighty longbow. Although archery is not an especially important part of Oordic
military tradition, Tokis connection to hunting grants him a place of some importance in the pantheon. His
worship is especially common amongst the Oords who live on the mainland, in the forests of Eldoreth and
Ulthen. According to some stories, Toki once held a higher place in the pantheon perhaps on par with Tarn, himself
however, over the centuries, he allowed his patronage of the animal kingdom to usurp his connection with humanity. It is said
that Toki can track anything, in any environment, and one ancient tale describes how he tracked to sun and freed it, when it
was stolen by dark forces. To this day, Oords still connect eclipses with this event. Toki tends to vanish into the forests of
Krigala for long stretches of time and has little contact with the other gods. Still, he is on good terms with Hifgrim, Hroding and
Vaena.
Uthmar (Son of Winter, Greater God)
Realms: Mastering the Elements, Perseverance, Winter, Wolves
Plane: Arcadia (Buxenus)
Alignment: Lawful Neutral
Uthmar is generally represented as a large, weathered man, with black hair, a short beard and dark
eyes, wearing a gray cloak and carrying a stout staff. He is as stern and unyielding as the season he
represents and expects his followers to be strong and self-reliant. Although Uthmar is noted mostly for his
connection to the elements and the perseverance needed to survive therein, he is also known as the wolf
god, and it is believed that he favors his furred followers at least as much as he does his human ones. Legends tell of him
taking the form of a huge dire wolf to assist worthy heroes and test their mettle. Grimmer tales also tell of him wreaking
terrible vengeance on those who harmed his animal charges outside of a fair fight. Uthmar travels a great deal and has little in
common with the other deities. He is somewhat protective of his younger siblings, Fjorden and Fraeth, and is on good terms
with his sister, Vaena; however, he generally assumes (sometimes incorrectly, in the former cases) that they are capable of
looking after themselves. He gets along surprisingly well with Odmir and has been known to side with Hroding, on occasion.
- 53 -
Vaena (Daughter of Autumn, Greater Goddess)
Realms: Autumn, Portals, Spirits, Transition
Plane: Outlands (autumn-touched forest near Glorium)
Alignment: True Neutral
Vaena is generally represented as a mature but attractive woman, with auburn hair, gold eyes and fair
skin. She is, perhaps, the most enigmatic of the deities and has the greatest understanding of the nature
of Woed. Although she represents autumn, her other interests are less concrete and more conceptual
unusually so, for a Woedic deity. She is tied to the lands of the dead but also to the forces of nature; thus,
she is associated with spirits and celestial beings of all sorts, as well as with portals, boundaries and transitions. It is believed
that she guides the spirits of the newly dead to her grove, where they must choose the path that will determine the nature of
their afterlives. The worthy see the path to Ysgard clearly; the unworthy more often stumble onto less auspicious routes.
Vaena, herself, never interferes in this choice and, thus, has earned a reputation for being somewhat cool and aloof. She
generally only interacts with the other deities in an advisory capacity; however, she is on good terms with Hroding and Toki,
and, according to some stories, has been known to work with Ersa. She cares for her siblings, Fjorden, Fraeth and Uthmar,
but makes it a point never to show favoritism when dealing with them.
Valthengorm (The Great Dark, The Void Sea, The Hungry One)
Realms: Darkness, Death, Decay, Entropy
Plane: Unknown (but traditionally associated with the Negative Energy Plane)
Alignment: Probably True Neutral, but more often depicted as Neutral Evil or even Chaotic Evil
As previously noted, Valthengorm is not a deity so much as a force of nature entropy made manifest.
Nevertheless, Oordic stories often portray it as having a form of malicious sentience and, in this context, it
is the enemy of the gods and, indeed, of all life. It is a testimony to the quirkiness of human nature that
there are actually a handful of cultists who actively worship The Hungry One, and these have been
described, herein, for the sake of completeness, despite their lack of true clerical powers.
Clerics of Woedarth
Each Woedic cleric generally worships the entire pantheon in a vague sort of way but spends most of his energy pleasing a
single patron god or goddess. Although clergy can be of either gender, the gods tend to have more male priests, and the
goddesses tend to have more female priestesses. Fraeth, Fjorden and Hifgrim are notable exceptions, having a more or less
even split of genders.
The relevant clerical statistics are given below for each deity, using the same format as that used for the Nominian pantheon.
As usual, lesser gods can only grant access to non-domain spells up to 7
th
level but have more generous multiclass options. A
new type of sacrifice comes up frequently for Woedic deities: Test. A Test somehow forces the cleric to prove his or her
value to the deity, and failing it often has unpleasant consequences, as described under Ethos. Note that missing a Test
usually has the same consequences as failing it, unless the cleric has a very compelling excuse for his absence.
Dannamar (Sword of Light, Greater Goddess)
Domains: Fire, Good, Law, Oaths*
Favored Class: Paladin
Favored Weapon: Longsword
Favored Element: Fire
Favored Colors: Gold, crimson
Favored Animal: Eagle
Holy Days: Wetwind 30
th
Shrines: Temple
Sacrifices: Test of Purity (Wetwind 30
th
) Sword
Raiment: Armor, helmet
Clerics: Female
Alignment: LG / LG, LN, NG / Any non-Evil (although Chaotic followers are rare)
Skills: Sense Motive {Diplomacy, Knowledge (History)}
Affect Undead: Destroy
Ethos:
Dannamar is primarily concerned with truth, honor and justice, although her justice may be viewed more as vengeance by
some. She is not known for her easy-going nature, and her clerics are typically somewhat stern, as well. They expect a great
deal of others and even more of themselves. Those of non-Lawful persuasion are a bit more relaxed; however, they are
relatively rare and are seldom well respected by their peers. Regardless of alignment, a cleric of Dannamar must never
knowingly lie or be party to injustice in any form; indeed, it is her duty to shine light on and, ideally, rectify any such offense.
As a result, most clerics tend to be skilled in battle but also in investigation.
On Wetwind 30
th
, each cleric is expected to return to one of the temples to undergo a Test of Purity. This involves a solemn
ritual that creates a large, mystical fire. The cleric must walk slowly through the fire and, ideally, come out the other side
relatively unscathed. In game terms, this involves two steps:
- 54 -
1) The character must make a Will saving throw to enter the fire. The DC is usually 18; however, the DM may lower or raise it
if the character knows, with relative certainty, that she is likely to pass or fail the test (usually to between 14 and 22). Since
this check represents the characters courage, any feats or abilities that normally affect morale apply. The cleric can
attempt the roll up to three times. Failing it once or twice is not a disaster, although it certainly does not do her reputation
any good. Failing it three times indicates that Test of Purity has been failed (see below).
2) Assuming that the cleric enters the flames, the DM should determine how well she has represented her deitys ethos during
the past year. There is no roll for this: it is based entirely upon the characters own words and deeds.
a) If the clerics behavior has been absolutely exemplary that is, she has never lied, cheated or allowed any sort of
injustice to escape her attention during the entire year then she comes out completely unscathed. This is a rare
event, certain to impress her superiors.
b) If the cleric has told a few white lies and/or allowed a minor injustice or two to slip past, then she suffers 1d4 damage.
This is the most common result, and the clerics superiors will expect it. They will simply encourage her to strive even
harder during the year ahead.
c) If the cleric has told a lie that actually harmed someone, lied on repeated occasions (but only in a good cause), allowed
several minor injustices to escape her wrath and/or failed to prevent a major injustice simply because she feared death
or seriously harm, then she suffers 2d4 damage. Her superiors will consider this a sign of moral weakness and keep a
close on eye on her during the year ahead.
d) If the cleric regularly lied and/or actually committed injustices herself, she suffers at least 4d4 damage (up to 8d4, if her
crimes were particularly heinous) and fails the test. Assuming that she survives the experience, she will have to prove
her value to the church or be cast out. This will usually involve some sort of quest, specifically designed to test her
perceived failings. It is never easy. On the bright side, dying in the attempt clears the clerics name albeit,
posthumously.
Although the Test of Purity can normally only be performed on the last non-Chaos Day of the year (Wetwind 30
th
), a cleric of
sufficient level (at least 9
th
) can perform it at other times, if the need is great. This is a rare event, that generally only occurs
when a cleric is accused of some crime and all other means of determining her innocence or guilt have come up wanting.
Clerics of Dannamar are generally on good terms with those of Odmir, Uthmar and, to a lesser degree, Fraeth, Linari and
Tarn. They are indifferent to other Woedic clerics and openly hostile to cultists of Valthengorm. They generally despise
undead and are expected to destroy them, wherever they may be found. When dealing with evil, in general, they prefer to use
fire to both destroy their foes and purify the remains.
Ersa (Queen of the Depths, Greater Goddess)
Domains: Air, Dream*, Illusion*, Knowledge, Water
Favored Class: Sorcerer
Favored Weapon: None (Shortspear)
Favored Element: Water
Favored Colors: Silver, cerulean
Favored Animal: Narwhal
Holy Days: Greysky 7
th
Shrines: Temple
Sacrifices: Valuables (Greysky 7
th
, full moon) Sea
Raiment: Hooded robe
Clerics: Female
Alignment: CN / CN, TN, CG / CN, TN, CG, NG, plus seafarers of any alignment
(although Lawful and Evil followers are rare)
Skills: Profession (Sailor), Scry {Spellcraft, Swim}
Affect Undead: Turn
Ethos:
The primary function of a cleric of Ersa is to act as an intermediary between the goddess and those mortals who travel her
seas. Ersa can be a jealous and destructive deity, at times, and those seafarers who do not pay tribute to her through her
clerics may court disaster. Tributes of wealth gained in this way are often used in religious ceremonies (see below). Followers
of the Woedic pantheon also often turn to clerics of Ersa when they wish to have their dreams interpreted or seek other omens
of the future. To a degree, this niche is shared with the clerics of Vaena; however, Ersa is generally considered to be more
approachable and comprehensible if also more demanding.
Each month, when the Light Moon is at its fullest, a solemn twilight service takes place. During this time, the clerics of Ersa
give thanks to their goddess, beseech her favor for themselves and on behalf of others, and sacrifice valuables (usually
donated by supplicants), casting them into the sea. Alternatively, a cleric can sacrifice a secret that she has learned, by
whispering it to the wind, during the service. This secret must be of some importance, at least to one other person (DMs
discretion), and must have been discovered by the cleric since the last service. Once per year, on Greysky 7
th
, the clerics hold
a particularly long ceremony, which replaces the usual full moon service for the month of Greysky. During this time, each
cleric is expected to give up one worldly possession that is of some significance to her, casting it into the sea in a similar
manner, along with the usual sacrifices. At this time, magical items are especially favored, and a cleric who sacrifices one of
at least 300 gp value need not sacrifice any other valuables during the following year. Of course, she will often continue to do
so on behalf of others, when beseeching Ersas particular favor for a given supplicant. Note that most of this wealth can be
found around Ersas sea-side temples by those adventurous few who dare search the nearby waters. Of course, such
individuals earn the undying hatred of all of Ersas followers, should they be discovered, and they seldom live long enough to
enjoy their ill-gotten gain.
- 55 -
Ersa, continued:
Between the regular sacrifices and the somewhat volatile nature of their goddess, the clerics of Ersa tend to have things a bit
harder than do most other priests. On the positive side, they often end up with some measure of temporal power in port cities
and other areas that rely on the sea. Furthermore, they tend to be recognized as potential authority figures by most sentient
sea-dwelling creatures and, thus, gain a +1 bonus to Diplomacy checks when invoking the name of their goddess, regardless
of alignment differences. Finally, the number of domains from which they can choose is a bit larger than that available to most
other Woedic clerics five, instead of the usual four.
Clerics of Ersa tend to be more feared than respected, and they have no close allies. They are on relatively good terms with
followers of Hroding and Vaena but are indifferent to most other Woedic clergy. Relations may be strained with Lawful clerics,
particularly those of Dannamar, since the realms of Truth and Secrets are almost diametrically opposed.
Note: The similarity between Ersa and the Nominian goddess, Ereth, is obvious and is one of the strongest pieces of
supporting evidence for the cross-cultural multi-aspected deities theory, described above. In some areas, where Woedic and
Nominian worshipers interact regularly, Ersa and Ereth have become virtually interchangeable. Recently, a few temples
dedicated to a single goddess, sporting both names, have begun to appear, somewhat to the chagrin of orthodox clergy on
both sides and even more so to followers of the Castinos faith, who consider the whole notion to be barbarian-spawned
heresy.
Fjorden (Son of Summer, Lesser God)
Domains: Charm*, Fortune^, Music*, Trickery
Favored Class: Bard
Favored Weapon: None (Shortsword)
Favored Element: Fire
Favored Colors: Azure, gold
Favored Animal: Lark
Holy Days: Summer Solstice (Warmwind 1
st
)
Shrines: Hall
Sacrifices: Test of Knowledge or Skill (Warmwind 1
st
) Summer
Raiment: No special requirements, as long as favored colors are present
Clerics: Any
Alignment: CG / CG, NG, LG / Any non-Evil (although Lawful followers are relatively uncommon)
Skills: Knowledge (Literature), Perform {Bluff, Diplomacy, Knowledge (History)}
Affect Undead: Turn
Ethos:
Clerics of Fjorden have few strictures regarding their behavior, other than those that apply to all non-evil beings; however, as
skalds (the Oordic equivalent of bards, with a dash of judicial adviser thrown in, for good measure), they do have certain
responsibilities. In particular, they are required to memorize large amounts of information, regarding local history, laws and
customs, and must be able to recite this lore at a moments notice, summarizing it and recognizing its applicability to the
situation at hand, as needed. For this reason, clerics of Fjorden are unusual in that they have a minimum ability requirement:
Intelligence of 12 or more. Those who do not meet this requirement simply cannot pass the arduous tests that allow entry into
the ranks of the skalds.
Ironically, clerics of Fjorden are often expected to behave more responsibly than their own deity does, and many become
advisers to important lords. Still, most have a bit of the trickster in them, and they often share their gods fondness for clever
schemes. They also tend to share his optimistic nature and are expected to take sudden unfortunate turns of fate gracefully.
Fjorden is believed to have a special relationship with Woed, so it is considered bad form to speak ill of her.
On Warmwind 1
st
, each cleric is expected to return to one of the halls dedicated to Fjorden to undergo one of two tests
either the Test of Knowledge or the Test of Skill. The cleric can pick which one she will undergo, although it is considered
particularly sporting to allow a superior to make the choice (since she will usually pick the area in which the cleric is weakest).
A Test of Knowledge requires the cleric to answer a series of questions posed by her superiors, concerning areas of lore in
which a skald is expected to be proficient. In game terms, the character must make a series of Knowledge checks and get
three successes to pass the Test. At least one of these will always be Literature, and at least one other will usually be History.
A superior may quiz the cleric on a Knowledge she is lacking, but this generally only occurs if she has it in for the poor victim
or wants to prove some point (i.e. that the cleric should be knowledgeable in that area). Since more experienced clerics are
expected to have access to greater lore, the DC is based on the characters own level + 10. Traditionally, the cleric can make
up to five attempts before failing the Test. Using only three attempts is considered a great victory and impresses ones
superiors. Using four is typical and does not bear comment. Using five indicates that the clerics training is weak, and her
superiors will keep an eye on her, thereafter. If the test is actually failed (i.e. less than three successes with five attempts),
then the cleric will generally be expected to either undergo additional training (which may take up to three months of game
time) or go on a quest that will increase her knowledge in her weak area(s).
A Test of Skill is a rather less solemn affair but no less important. The cleric must perform before a gathering of her peers,
telling a tale, singing a song, playing an instrument, or whatever she deems appropriate. Usually, the performances of all of
the clerics involved make up the bulk of the entertainment during Fjordens Summer Solstice festival. In game terms, the
character must make a Perform check, against a DC equal to her own level + 12. If she makes the check, all is well. If she
fails, then she will probably receive a lot of good-natured ribbing, but she will be allowed one additional try at the same DC. A
second failure is more serious and can cause real damage to the clerics reputation. To rectify the situation, she will have to
prove her skill in some much more difficult manner, over the weeks ahead. This may involve intense training to improve her
- 56 -
Fjorden, continued:
Perform skill (which will result in having to take the Test again, at +2 DC), going on a quest that will somehow benefit the
order, or giving a performance that truly impresses a large number of outsiders and earns respect for Fjordens clergy. In any
event, it is never easy to win back her peers lost approval.
Clerics of Fjorden are generally on good terms with those of Fraeth and, to a lesser degree, the other good deities. They are
indifferent to the neutral Woedic clerics and generally hostile to evil sorts.
Fraeth (Daughter of Spring, Lesser Goddess)
Domains: Artisan*, Charm*, Connections*, Plant
Favored Class: Enchanter
Favored Weapon: None (Shortbow)
Favored Element: Wind
Favored Colors: Leaf green, yellow
Favored Animal: Hare
Holy Days: Spring Equinox (Watersrise 1
st
)
Shrines: Hall
Sacrifices: Gifts to loved ones (see below) Spring
Raiment: No special requirements, as long as favored colors are present
Clerics: Any
Alignment: NG / NG, CG, LG / Any non-Evil
Skills: Diplomacy {Craft (Any), Perform, Profession (Herbalist)}
Affect Undead: Turn
Ethos:
Clerics of Fraeth are often gentle, artistic souls, although many are also shrewd connivers. They have few strictures
regarding their behavior, other than those that apply to all non-evil beings. Fraeth wants her followers to find love and
happiness and to spread their good fortune. She does, however, have a few rules of etiquette, which should be observed by
clerics and loyal followers, alike. Breaking a single rule once is not likely to cause disfavor, but continued abuse will certainly
do so. Honest accidents are never punished.
1) Never come between two lovers. An exception can be made if you see that a more appropriate match can be found for
both parties; however, you had best be very sure about this, since mistakes made in this area are not taken lightly. Of
course, those who are unattached are fair game for your romantic manipulations. Clerics of Fraeth are notorious
matchmakers.
2) As far as your own feelings are concerned, never settle for less than true love. A cleric of Fraeth becoming involved in a
marriage of convenience is practically a blasphemy.
3) Never destroy a true work of art or thing of beauty that has not been touched by evil.
4) Nurture and protect plants and prevent widespread destruction of plant-life. Note that clerics of Fraeth recognize the fact
that a flower is not an integral part of a plant and can be removed without killing it. Still, they often prefer their flowers in
natural settings, removing them only to be used as gifts or ceremonial ornaments.
During Fraeths holy day, on Watersrise 1
st
, she asks no material sacrifice for herself but, instead, likes her followers to give
gifts to their loved ones. Personally handcrafted items are particularly favored, especially those that involve flowers (wreaths,
arrangements, ornaments and the like). This tradition is popular, even amongst the followers of other Woedic deities.
Watersrise 1
st
is also a popular date for marriages, since there is a sense that Fraeth will bless such a union on her holy day.
Clerics of Fraeth are generally on good terms with those of Fjorden, Linari and, to a lesser degree, the other good deities.
They are indifferent to the neutral Woedic clerics and generally hostile to evil sorts. Unfortunately, many clerics of the more
aggressive deities do not take those of Fraeth very seriously. Of course, many of Fraeths more clever followers have learned
to take advantage of this fact.
Hifgrim (Lord of Horses, Lesser God)
Domains: Air, Endurance*, Equestrian*, Motion*
Favored Class: Barbarian
Favored Weapon: None (Sling)
Favored Element: Wind
Favored Colors: Brown, orange
Favored Animal: Horse
Holy Days: Greenfield 1
st
Shrines: None (open field)
Sacrifices: Test of Vigor (Greenfield 1
st
) Horse
Raiment: No special requirements
Clerics: Any
Alignment: CN / CN, TN, CG / Any (although Lawful and Evil followers are rare)
Skills: Ride {Handle Animal, Intuit Direction}
Affect Undead: Turn
- 57 -
Hifgrim, continued:
Ethos:
As might be expected of the followers of a chaotic neutral god, clerics of Hifgrim have few strictures and little that could be
taken as dogma. They are expected to treat equines well and are discouraged from restricting the freedom of others (which
removes the option of imprisoning enemies). They prefer to remain as free as the wind and should never allow themselves to
be restrained in any manner, physically or mentally. In general, they prefer death to confinement. Thus, in this one sense,
they are similar to clerics of Vail (see above), although they are somewhat less inclined to go out of their way to protect the
freedom of others. Hifgrim respects shrewdness and vigor and expects his clerics to be capable of surviving the elements.
Since most of his followers are barbarians of the horse clans, this is seldom a problem.
Once per year, on Greenfield 1
st
, each cleric must undergo a Test of Vigor. During the preceding nights, he will gain dream
visions that guide him toward the location and nature of his Test. Often, this involves endurance and motion; for example, the
cleric may have to traverse a specified distance within a short period of time, climb to the top of a rugged peak or cross a
raging river. In game terms, the character will have to succeed on three ability and/or skill rolls, usually involving Strength,
Constitution, Climb, Jump, Ride, Swim and/or Wilderness Lore. The DC for each roll varies, but typically averages around 10
+ the characters level (the Test is harder for more experienced characters). As a rule of thumb, the cleric must get his three
successes in five tries or less, but this also varies, depending on the nature of the Test. The only consequence of failing one
or two rolls is the danger presented by the situation. Failing the Test completely, however, brings Hifgrims displeasure
(assuming that the cleric survives). This generally results in the cleric having to take up some form of quest to regain his good
standing or risk losing his clerical status forever. Note that the Test of Vigor is seldom witnessed by the clerics peers only
by Hifgrim, himself so there are no social repercussions for failing (only spiritual ones). Hifgrim recognizes the strength that
can be found in a herd, however, and, thus, occasionally creates Tests that involve several clerics working together to
achieve a particular goal.
Clerics of Hifgrim do not associate regularly with those of any other Woedic god, although they generally respect the
followers of Hroding and Toki. They tend not to get along with lawful people and, thus, have little interaction with the clerics of
Uthmar, despite their other similarities. They get along well with the increasingly rare followers of Nuarda (see Naria, above),
recognizing them to be kindred spirits. While they seldom go out of their way to battle the forces of Valthengorm, they may
find such conflicts unavoidable when those same forces cause trouble for their charges, human or animal.
Hroding (Master of the Green, Greater God)
Domains: Animal, Earth, Plant, Wood^
Favored Class: Ranger
Favored Weapon: None (Quarterstaff)
Favored Element: Earth
Favored Colors: Dark green, medium gray
Favored Animal: Elk
Holy Days: Goldfield 1
st
Shrines: Grove or woodland shrine
Sacrifices: Three Drops of Blood (see below) Fertility
Raiment: Robe, bare head
Clerics: Male
Alignment: TN / TN / Any (although Evil followers are rare)
Skills: Knowledge (Nature) { Wilderness Lore}
Affect Undead: Destroy
Ethos:
Clerics of Hroding are relatively uncommon. While their god is generally respected or, at least, feared by all followers of
Woedarth, few wish to take him as their personal patron, since he is aloof and places more emphasis on nature than humanity.
His clerics are very similar to druids and, in fact, filled much the same niche throughout Oordic history, since there are no
native druids in Oordic lands. They are expected to place the balance of nature above all other concerns. Thus, they are
always True Neutral, since any other alignment would simply get in the way of their goals. In theory, humans are to be viewed
simply as another sort of animal and given as much due no more, no less. Of course, in practice, most clerics, being human
themselves, cannot help but be a little biased toward their own species. A few, however, remain true to their philosophy, and
Oordic tales tell of fearsome warriors of the green, who wreak terrible vengeance on humans foolish enough to interfere with
their protectorate, be it a huge forest or simply a lone tree.
Hroding cares little for material sacrifices, since he expects his followers to be in his service at all times and recognizes their
resulting exclusion from their own kind to be a form of sacrifice. Traditionally, each cleric performs a personal ritual on
Goldfield 1
st
and lets three drops of his own blood spill onto the land, as a sign of his devotion. If several clerics are in the
same area, at the same time, they may conduct the ceremony together, but, far more often, it is performed alone.
Clerics of Hroding do not associate regularly with those of any other Woedic god, although they generally respect the
followers of Hifgrim, Vaena and, to a lesser degree, Toki. They sometimes find themselves at odds with other clerics,
regardless of alignment similarities or differences, because they feel that the favoritism the other gods show to humanity
unbalances the natural world. Of course, since evil beings are more likely to be involved in destructive activities than good
ones, clerics of Hroding are more likely to come into conflict with them on a regular basis. However, other clerics who assume
that this can result in some sort of enemy of my enemy alliance often receive a rude shock, when the forces of good begin to
tip the balance too far in their favor and, thus, must also be taken down a peg, as well.
- 58 -
Linari (Mothers Shield, Lesser Goddess)
Domains: Community^, Good, Healing, Protection
Favored Class: Abjurer
Favored Weapon: None (None)
Favored Element: Water
Favored Colors: White, cerulean
Favored Animal: Quail
Holy Days: Frostwind 14
th
Shrines: Temple
Sacrifices: Service (Frostwind 14
th
and as needed) Protection
Raiment: Robe, bare head
Clerics: Female
Alignment: NG / NG, LG, CG / Any non-Evil (although the vast majority are Good)
Skills: Heal, Profession (Midwife) {Diplomacy}
Affect Undead: Turn
Ethos:
Clerics of Linari are relatively uncommon, since they are not particularly well respected by the aggressive Oords. Most do
not make much of a show of their calling but, instead, demonstrate their devotion by assisting their neighbors, as healers and
midwives. In many Oordic communities, all of the children are raised and cared for by one or more women, who devote their
time specifically to that task, and this is a popular occupation for clerics of Linari. Aside from nurturing children, they try to
foster community spirit, encourage peaceful relations and tend to the sick and needy. They abhor violence and will only use it
as an absolute last resort, to defend those under their protection. They will always attempt to negotiate before initiating
combat and will never take a life to save their own (although they might, reluctantly, to save others). For obvious reasons,
they are seldom suited to an adventuring lifestyle.
Linari does not expect any material sacrifice from her followers, since they sacrifice their time on a regular basis to serve her
by serving their communities. The rituals that are traditional during her holy day, on Frostwind 14
th
, are solemn and heart-felt
but brief. Rather than spend time in prayer, the cleric is expected to be out amongst her people, tending to those who have
need of her skills.
Clerics of Linari are generally on good terms with those of Odmir, Fraeth and, to a lesser degree, the other good deities.
They are indifferent to the neutral Woedic clerics and generally hostile to evil sorts (although seldom violently so).
Note that Linari never appears on the Material Plane, except in visions or as a ghostly apparition, and even these
manifestations are exceptionally rare. Instead, she acts through celestials (especially lantern archons, avorals and astral
devas), when intervention is required.
Odmir (Sage of the Gods, Lesser God)
Domains: Avian*, Knowledge, Magic, Runes*
Favored Class: Wizard
Favored Weapon: None (Quarterstaff)
Favored Element: Wind
Favored Colors: White, gold
Favored Animal: Any bird, but especially ravens
Holy Days: Crystalcold 15
th
Shrines: Altar in high tower
Sacrifices: Grain (see below) Knowledge
Raiment: Robe, bare head
Clerics: Male
Alignment: LG / LG, LN / Any non-Evil (although Chaotic followers are rare)
Skills: Knowledge (Arcana), Spellcraft {Knowledge (Any, but especially Architecture)}
Affect Undead: Turn
Ethos:
Clerics of Odmir tend to be intellectual sorts with an interest in the arcane something of an anomaly within the Oordic
culture, wherein even basic literacy is not always a given and sorcery is considered a good deal less trustworthy than steel.
They are relatively uncommon and often have secondary occupations as scholars, scribes, architects and engineers. Many
are multiclassed as wizards. The luckiest and most skilled become advisers to Fjorlings and other leaders, just as Odmir
advises Tarn.
In general, clerics of Odmir are expected to expand their knowledge especially of the arcane and pass on what they have
learned to others. The dispersal of knowledge for the good of all is of particular importance, and scribing lore for later
generations is considered to be a sacred task. Within the structure of the church, which is unusually hierarchical for the
Woedic faith, this has also led to a system of training, wherein novice clerics are apprenticed to more experienced mentors, in
much the same tradition as that followed by many wizards. This makes for strong bonds of loyalty within the ranks, as long as
the teacher-student relationship is a good one, but sometimes creates rivalries between clerics who have been trained by
different masters (which can also lead to rivalries between temples). This does not encourage the free distribution of
information and, thus, has become a cause for concern among the highest ranks of the church, in recent years.
Odmir cares little for material sacrifices; however, he does appreciate it when his followers leave grain and other such food
for the birds, especially during the winter. There are traditional rituals that are performed on his holy day, Crystalcold 15
th
,
- 59 -
Odmir, continued:
and these are fairly long, serious affairs, involving a lot of reading from sacred texts but little in the way of personal sacrifice
(other than time).
Clerics of Odmir are generally on good terms with those of Linari, Dannamar and, to a lesser degree, the other good deities.
Although their deity appears to get along with Uthmar, they have little in common with the followers of the Son of Winter,
beyond a typically lawful alignment. They are indifferent to the other neutral Woedic clerics and generally hostile to evil sorts.
Tarn (Ruler of the Gods, Greater God)
Domains: Hero^, Leadership*, Strength, War
Favored Class: Fighter
Favored Weapon: Greataxe
Favored Element: Fire
Favored Colors: Silver, scarlet
Favored Animal: Bear
Holy Days: Highsun 15
th
Shrines: Hall
Sacrifices: Enemies weapons (Highsun 15
th
or after a successful battle) Strength
Raiment: No special requirements, as long as clerics own weapon is present
Clerics: Male
Alignment: CG / CG, CN, NG / Any non-Evil
Skills: Knowledge (War) {Climb, Jump, Swim}
Affect Undead: Destroy
Ethos:
A cleric of Tarn is often more warrior than priest. He is expected to glorify the war gods name with deeds of valor and to
inspire his fellows through his actions. Many of Tarns clerics multiclass as fighters, rangers or barbarians, depending on their
upbringing and environment. Tarn is the leader of the Woedic pantheon (in as much as there can be a leader of such an
individualistic lot), so it is not surprising that his clerics also often find themselves in positions of authority, particularly during
times of war. Those to whom this applies are expected to be a bit less impetuous than their peers, since they are responsible
for the safety of their communities. Indeed, devoting oneself to ones community at the expense of opportunities to gain
personal glory is considered to be a sacrifice, of sorts.
Certain basic strictures govern the conduct of Tarns clerics. They must never ignore evil in any form and must be ready to
take up arms against it. Sleights against themselves, their allies and their god are generally treated in a similar, if less lethal,
manner (brawls are common). Taking time to formulate a good strategy, instead of just rushing in, is acceptable but, frankly,
not especially common, since many of Tarns clerics are as rash as their deity. Backstabbing an individual foe is dishonorable,
but ambushes are an acceptable military practice, once war has been declared. In this and many respects, clerics of Tarn are
quite similar to those of Tarth (see above); however, they tend to be a bit less concerned with abstract notions of honor and
more concerned with personal glory and getting the job done. The ideal cleric of Tarn should laugh in the face of death,
dragging as many enemies as possible into the afterlife with him.
Tarn has one holy day, on Highsun 15
th
, and it is usually spent feasting and telling tales of battle. During this time, a cleric
may sacrifice weapons that he has taken from defeated enemies, although this is just as likely to occur at the end of any
victorious battle. Beyond this, Tarn does not concern himself much with rituals or sacrifices. A glorious battle, fought in his
name, is all the ceremony he expects.
Clerics of Tarn generally get along with those of other good deities, although relations may be a bit strained with the more
lawful sorts. They sometimes find themselves at odds with the clerics of neutral deities, particularly Hroding, since they place
human values firmly over those of the natural world. They are always hostile to the forces of evil and show little mercy to foes
that they believe have already surrendered their souls to darkness.
Toki (Warden of the Forest, Lesser God)
Domains: Animal, Archery*, Travel, Wood^
Favored Class: Ranger
Favored Weapon: Longbow
Favored Element: Earth
Favored Colors: Chocolate, leaf green
Favored Animal: Stag
Holy Days: Leafsprout 3
rd
(see below)
Shrines: Grove or woodland shrine
Sacrifices: Service (plant seeds and saplings on Leafsprout 3
rd
) Tree
Raiment: No special requirements
Clerics: Male
Alignment: CG / CG, NG, LG / Any non-Evil (although Lawful followers are rare)
Skills: Wilderness Lore {Craft (Bowmaking), Intuit Direction, Knowledge (Nature)}
Affect Undead: Turn
- 60 -
Toki, continued:
Ethos:
Clerics of Toki are somewhat uncommon in Oorden proper but appear more frequently in the few mainland forests of
Eldoreth and Ulthen that are held by Oords and those of Oordic descent. They tend to be solitary wardens, who watch over
their communities from the outskirts, interfering only when they are needed. This lends them a certain air of mystery, which
they do nothing to dispel.
Toki has little interest in dogma and places few strictures on his clerics. They are expected to protect their communities from
outsiders and to assist in providing food during times of need. Since most are superlative hunters, this is seldom a problem.
At the same time, they are expected to protect the natural world around their communities, making certain that resources are
not wasted or over-used. For this reason, many clerics tread a fine line, balancing the needs of their people with the health of
their forests, especially in more civilized lands.
Toki has one official holy day each year, on Leafsprout 3
rd
. During this day, followers are asked to plant seeds and saplings
in areas that require reforestation. The rest of the time, Toki has little interest in ritual, preferring his clerics to spend their time
watching over their protectorate.
Clerics of Toki have little interaction with those of other gods but respect the followers of Hifgrim, Vaena and, to a lesser
degree, Hroding. The latter relationship is complicated by a difference in priorities, since clerics of Toki, protecting their
community, sometimes come into conflict with clerics of Hroding, protecting nature. Tokis followers have no patience for truly
evil individuals but prefer to remove them quietly, from the shadows, rather than charging rashly into battle, like many of their
fellow Oords.
Within the ranks of Tokis clerics, there is a secretive splinter group known as the Green Ring. They believe firmly in the
legends that describe their god as having once been the leader of the pantheon, and they wish to see him return to his former
glory. They tend to be more neutral than good and often try to undermine the authority of Tarns clerics. Oddly enough, they
do not seem to have suffered any backlash from their deity, as yet. This may indicate that he supports their activities, but,
given their alignment differences, perhaps a more likely explanation is that they are actually being supported by some other,
more malevolent entity, who is merely impersonating Toki.
Note: In some areas of Ulthen, the Woedic god, Toki, and the Nominian god, Ethlar, are worshipped as one and the same
being, under the former name (despite the fact that Tokis sphere of influence actually has more in common with that of the
Nominian goddess, Daithia). Followers of this combined god sometimes treat the Autumnal Equinox (Redleaf 1
st
) as a holy
day, instead of Leafsprout 3
rd
, or recognize both holy days. As one might expect, this does not please orthodox clergy of
either faith, but the general feeling is that one can expect little better from barbarians.
Uthmar (Son of Winter, Greater God)
Domains: Cold*, Endurance*, Guardian^, Wolf*
Favored Class: Ranger
Favored Weapon: None (Quarterstaff)
Favored Element: Earth
Favored Colors: Dark gray, white
Favored Animal: Wolf
Holy Days: Winter Solstice (Whitedown 1
st
)
Shrines: None (woodland clearing)
Sacrifices: Test of Fortitude (Whitedown 1
st
) Winter
Raiment: No special requirements, as long as favored colors are present
Clerics: Male
Alignment: LN / LN, TN / LN, TN, LG, NG, LE (very rarely)
Skills: Wolf Empathy (as Animal Empathy, but wolves only) {Climb, Concentration,
Jump, Swim, Wilderness Lore}
Affect Undead: Turn
Ethos:
Clerics of Uthmar are expected to be resourceful and self-reliant and, through their words and deeds, to inspire others to find
their own inner strength. They tend to be at home in the wilderness and often lead solitary, nomadic lives. Since they travel
extensively, they keep only those possessions that they can carry personally. Wealth is passed on to those in need, except for
whatever small amount is needed to survive. Clerics seldom use mounts of any sort but prefer to travel under their own
power. Given their lifestyle and the skills that they favor, they often multiclass as rangers or fighters.
Uthmar does not place many restrictions on his followers, but those few are unyielding:
1) The cleric must spend at least three days out of each month alone in the wilderness. Animals companions may
accompany him, but humanoid allies may not.
2) The cleric is forbidden from interfering when another person is being challenged in a reasonable manner by any non-
sentient obstacle. This rule is a bit tricky, since it involves a judgement call on the part of the cleric. Basically, if he sees
a person who is trying to deal with some obstacle that nature or fate has placed in front of him one which he has a
reasonable chance of being able to deal with then the cleric must let him make the attempt on his own. If the person
fails and survives, then the cleric can help him in later attempts. This does not apply to challenges that the person has
no real hope of overcoming on his own, nor does it apply to life-and-death battles (except, of course, one-on-one duels of
honor). The idea here is that the person should have the chance to succeed on his own and, thus, build up his self-
confidence. Some clerics (especially non-lawful ones) take this a step further and actually create challenges for their
associates, in hopes of teaching them self-reliance.
- 61 -
Uthmar, continued:
3) The cleric must never harm a wolf, except in self-defense. Given his Wolf Empathy skill, there is never an excuse for
breaking this rule.
4) Finally, the cleric must always keep any vow that he makes. This means that clerics of Uthmar tend to be very careful
about making promises in the first place. This has nothing to do with Uthmars sphere of influence, but he feels strongly
about it, nevertheless.
There are no temples dedicated to Uthmar, since his clerics perform all rituals in the wilderness. During the Winter Solstice,
each cleric must undergo a Test of Fortitude. During the preceding nights, he will gain dream visions that guide him toward
the location and nature of his Test. This always involves some challenge of the clerics ability to survive under hostile
conditions, e.g. traveling through rugged wilderness without man-made supplies of any kind, exploring a dangerous
environment such as volcanic caves or treacherous peaks, or undergoing some (often scarring) physical ordeal without
succumbing to the pain. In game terms, the character will have to succeed on three Fortitude saving throws and/or skill
checks, usually involving Climb, Concentration, Jump, Swim and/or Wilderness Lore. The DC for each roll varies, but typically
averages around 10 + the characters level (the Test is harder for more experienced characters). As a rule of thumb, the cleric
must get his three successes in five tries or less, but this also varies, depending on the nature of the Test. The only
consequence of failing one or two rolls is the danger presented by the situation. Failing the Test completely, however, brings
Uthmars displeasure (assuming that the cleric survives). This generally results in the cleric having to take up some form of
quest to regain his good standing or risk losing his clerical status forever. Note that the Test of Fortitude is seldom witnessed
by the clerics peers only by Uthmar, himself so there are no social repercussions for failing (only spiritual ones). Note
that, while this Test is similar to that performed by the followers of Hifgrim, it has one important difference: it must always be
passed alone, without assistance from any of the clerics allies, even other clerics of Uthmar.
Clerics of Uthmar do not associate regularly with those of any other Woedic god but generally respect the followers of
Dannamar, Hroding and Vaena. At times, they may keep a discreet eye on the followers of Fjorden and Fraeth, just as their
god watches over his younger siblings; however, they have little in common with those they seek to protect. They tend not to
get along with chaotic people and, thus, have little interaction with the clerics of Hifgrim, despite their other similarities.
Although their deity appears to get along with Odmir, they have little in common with the followers of the Sage of the Gods,
beyond a typically lawful alignment. They actively oppose most evil beings but may be less inclined to stand against those of
lawful alignment who are not stirring up any obvious mischief.
Vaena (Daughter of Autumn, Greater Goddess)
Domains: Ancestor^, Astral*, Celestial^, Divination^, Portal*
Favored Class: Diviner
Favored Weapon: None (Longsword)
Favored Element: Water
Favored Colors: Chestnut, gold
Favored Animal: Owl
Holy Days: Autumn Equinox (Redleaf 1
st
)
Shrines: Small woodland altar (usually near a pool), or shrine near crossroads
Sacrifices: Personal Transition, possible Test of Spirit (see below) Autumn
Raiment: No special requirements, as long as favored colors are present
Clerics: Female
Alignment: TN / TN, NG / Any non-Evil
Skills: Scry {Knowledge (The Planes), Knowledge (Undead)}
Affect Undead: Rebuke
Ethos:
Clerics of Vaena tend to be nearly as aloof and mysterious as the goddess they worship. Most are hermits, and they often
live some distance away from civilization (small cottages near woodland pools are favored). They do not have congregations,
in the usual sense, and those who seek their wisdom must generally travel to them. Many are ascetics and keep few worldly
possessions, since they believe that material things distract from their spiritual calling. Considering all of these traits, it is not
surprising that Vaenas clerics are often mistaken as witches, hags and other arcane dabblers of questionable character. This
is seldom a problem in Oordic lands (aside from the fact that it does not encourage friendly neighbors); however, in areas that
border on other realms especially those where the Castinos faith holds sway it can, occasionally, create complications.
Vaena is wise but not noted for her easy-going nature, and her strictures brook no compromise:
1) The cleric is forbidden from killing other sentient beings. She may freely defend herself and can even start a fight.
Vaena does not even particularly care if her followers make a habit of harming or imprisoning others. But the cleric can
never take a sentient life and, thus, alter a persons destiny on the Material Plane irrevocably. There are no exceptions
to this rule: being the direct cause of someone elses death, even accidentally, is grounds for immediate
excommunication. Interestingly enough, there are old legends that seem to indicate that Vaena, herself, must abide by
this restriction, as part of the price she pays for her connection to Woed.
2) The cleric must never get in the way of a spirits progression through the afterlife and should encourage that progression
as much as possible. The first part of this rule seldom comes up, since few people are in a position to dictate matters of
the soul, anyway (although it does mean that spells like create undead and soul bind are absolutely forbidden). The
second part means that clerics of Vaena prefer to help ghosts and similar undead spirits break their ties to the mortal
world and move on, rather than control or destroy them (although they are often quite capable of the latter).
- 62 -
Vaena, continued:
3) The cleric is forbidden from seeking worldly power. In practice, this means that she must give up any noble title and
refrain from accepting any position of real authority, such as mayor or guildmaster. The Leadership feat is not available
to her (or, rather, taking it ends any hope of advancement as a cleric). Clerics of Vaena are meant to advise, never to
lead.
4) The cleric is forbidden from directly interfering in the chosen destiny of another. In practice, this means that once a
person has firmly made up his mind to perform a particular action however ill-advised the cleric must step aside and
allow him to act on his decision. Up until that point, she can advise, persuade, discourage or inspire, but, once the final
decision has been made, the cleric must accept the consequences. This does not mean that she cannot take indirect
actions that will interfere with the results of the decision only that she cannot stand directly in the persons way. For
example, if her roguish friend decides to steal a particular trinket from a powerful necromancer, despite her divination-
inspired warnings of disaster, she cannot turn around and use some sort of enchantment on him to make him change his
mind, nor can she knock him out or otherwise detain him. On the other hand, she can inform some less-than-competent
local authorities, knowing that her friend will have a much better chance of escaping from them than from the certain and
horrendous death that awaits him in the home of his robbery victim. It is this rule and the decisions that result from it
that give these clerics a reputation for aloofness and occasional untrustworthiness (however undeserved).
When one combines these restrictions with an accessibility to spells of divination and necromancy (some of which are
forbidden or end up being dangerous temptations), it is clear that a typical cleric of Vaena treads a rather fine line, which only
grows narrower as she gains more experience. For all of their mystery and all of their rumored power, the clerics of Vaena are
seldom envied by the followers of other gods. On the bright side, since their goddess is True Neutral, they seldom need to
worry about moral dilemmas, beyond those posed by their own strictures. Also, they have a minor benefit, in that the number
of domains from which they can choose is a bit larger than that available to most other Woedic clerics five, instead of the
usual four.
The Autumn Equinox is considered to be a holy day by the followers of Vaena. They conduct services on that day, which
are really just extended versions of their usual rituals and meditations. Vaena asks for no material sacrifice; however, as a
symbol of the clerics acceptance of transition, she is expected to change herself in some meaningful way. This may involve
giving up a habit or vice, giving away some object on which she has become too dependent, or even multiclassing into a new
career (Vaena is unusually accepting of this). Of course, the transition need not occur all in one day, but the cleric must make
a vow to change during the Autumn Equinox and is generally expected to have made the transition by the Winter Solstice,
three months later.
Occasionally, during Vaenas holy day, a cleric will have to undergo a Test of Spirit. This may be viewed as a bad thing, if
the clerics conduct has been questionable, of late, or it may be considered to be a good thing, if Vaena simply wishes to give
the cleric a chance to prove her worth. In either case, the Test is much the same. During the preceding nights, the cleric will
gain dream visions that guide her toward the location and nature of her Test. This always involves some challenge of the
clerics wisdom, foresight, spirituality and/or willpower, e.g. adjudicating a complicated conflict for others, acting intuitively in a
situation with limited information, sacrificing some material gain for spiritual advancement, or resisting some powerful
temptation (such as giving her allies useful information that they may misuse). In game terms, the character will have to
succeed on checks, usually involving Will, Intelligence, Wisdom and/or related skills. The DC for each roll varies, but typically
averages around 10 + the characters level (the Test is harder for more experienced characters). As a rule of thumb, the cleric
must get her three successes in five tries or less, but this also varies, depending on the nature of the Test. The only
consequence of failing one or two rolls is the danger presented by the situation (if any). Failing the Test completely, however,
brings Vaenas displeasure. This generally results in the cleric having to take up some form of quest to regain her good
standing or risk losing her clerical status forever. Note that the Test of Spirit is seldom witnessed by the clerics peers only
by Vaena, herself so there are no social repercussions for failing (only spiritual ones). Also note that this Test provides a
good opportunity for role-playing, and the DM should feel free to ignore any of the aforementioned checks in favor of basing
the results partially or purely on the actions of the cleric during an appropriate adventure.
Clerics of Vaena generally get along fairly well with those of Ersa, Hroding, Toki and Uthmar, although they do not interact
with them on a regular basis. They recognize a kinship with the followers of Fjorden and Fraeth, in as much as these two (plus
Uthmar) are their goddess siblings, but they have very little in common with them. In general, they prefer to maintain an
objective, balanced position, and this sometimes distances them from other clerics even those of allied gods.
Valthengorm (The Great Dark, The Void Sea, The Hungry One)
Domains: None
Favored Class: None
Favored Weapon: None (None)
Favored Element: Shadow
Favored Colors: Indigo
Favored Animals: None
Holy Days: All Ridhendaels (Chaos Days), but especially Droridhendael (Leafsprout 31
st
)
Shrines: Varies (always hidden)
Sacrifices: Varies (usually, destruction of an object or death of a living creature) Destruction
Raiment: Varies (usually, hooded robes)
Clerics: Any
Alignment: TN, NE or CE / Any non-Good / Any non-Good
Skills: None
Affect Undead: None
- 63 -
Valthengorm, continued:
Ethos:
There are no true clerics of Valthengorm only insane cultists and misguided charlatans who pretend to be. Since a handful
of people do make this claim, however, this entry has been included, for the sake of completeness.
Since there is no actual church of Valthengorm and no organized hierarchy or dogma, it is difficult to make a sweeping
statement about the beliefs of these cultists. In general, they tend to worship Valthengorm as a sort of death god or force of
entropy. Thus, their sacrifices generally involve the destruction of other creatures and objects. For obvious reasons, the
majority are evil in alignment and more are chaotic than lawful; however, there are a handful of True Neutral individuals who
revere Valthengorm as a necessary part of nature the destroyer that makes room for new creations. These latter individuals
tend to be rather arcane and are similar, in some respects, to the non-evil followers of Quirm (see above). Many are druids or
sorcerers, and most have at least minimal access to magic and/or psionics.
With the possible exception of the True Neutral mystics, who usually just want to be left alone, most cultists of Valthengorm
are opposed to the followers of all other Woedic deities. Even if they do not go looking for trouble, themselves, the followers of
Dannamar, Tarn and the other more aggressive gods usually come looking for them.
Racial Deities
Only three of the racial deities listed in the Players Handbook Gruumsh, Moradin and Yondalla have full access to
Tolemica and can claim some worshipers therein. The elf-like Cithenhi and Mennihi usually follow the ways of Talivar, and the
gnome-like Orenhi have never been established strongly enough as an independent race to have their own god. Corellon
Larethian and Garl Glittergold are considered to be folk heroes for their respective races, although the DM may wish to
introduce the possibility that they have become demigods, as well (with the appropriate reduction in the power of their clerics).
As for the other three, the information given on pages 91and 92 of the Players Handbook is mostly unchanged. Gruumsh is
worshiped by the Moloku and grants his clerics access to the Chaos, Evil, Strength and War domains. Moradin is worshiped
by the Trak-Dn and grants his clerics access to the Earth, Good, Law and Protection domains. Yondalla is worshiped by the
Dwarrowbur and grants her clerics access to the Ancestor^, Community^, Good and Fortune^ domains (note the change).
Having said this, many non-humans worship deities from the other pantheons, especially those of the Nominos faith in the
south and the Woedarth faith in the north. It is rumored that these deities sometimes appear to their non-human followers in a
friendly form that is, a Cithenhi follower of Diadam might see her as an idealized Cithenhi, rather than as an idealized
human. This is reflected in many pieces of non-human religious art and is a bit of a sore point with some orthodox clergy,
particularly of the Castinos faith.
The monstrous deities that have been summarized in Defenders of the Faith (pages 93 to 96) are also present; however,
their power has been steadily waning over the last millennium. With the collective exception of the dragon deities, all of these
should be treated as lesser gods, with the usual reduction in the magical powers of their clerics. The dragon deities are still
treated as greater gods and are considered to be very powerful and mysterious by those few non-dragons who are even
aware of their existence.
Again, having said this, many of the monstrous races worship gods from other pantheons. The evil deities of the Nominos
faith are especially favored by many evil creatures; indeed, Drom considers himself to be the patron of the down-trodden
monstrous humanoids, such as the Grithu and Hornoku, claiming that the other gods have ignored and discriminated against
them in the past.
New Domains
The following new domains have been added to round out the list for the deities described above. These are treated as
normal domains in every respect and may also be available to the followers of other appropriate deities, at the DMs discretion.
As usual, spells marked with * are new (see the full descriptions, in the next section), and those marked with ^ are from
Oriental Adventures. Spells marked with [DF], [TB] or [SS] are from Defenders of the Faith, Tome and Blood or Song and
Silence, respectively.
In the interests of saving space, a spell that is not really new but is simply a copy of an existing spell, with a different name
and one minor, very clear change, does not have its description repeated fully in the next section. This especially applies to
spells in the Avian, Equestrian and Wolf domains.
- 64 -
Archery Domain
Deities: Daithia, Toki
Granted Power: Free Martial Weapon Proficiency with shortbow, composite shortbow, longbow or composite longbow. If
you are already proficient with one of these weapons, then you may take the Weapon Focus feat with that weapon, instead.
Archery Domain Spells
1 Accuracy^. Doubles weapons range increment.
2 Seeker*. Projectile seeks out selected foe and strikes with a +20 attack bonus and doubled threat range.
3 Blessed Aim [DF]. Allies receive a +2 morale bonus on ranged attacks.
4 Elfshot*. Enchants projectile so that it can release another spell of 3
rd
level or lower.
5 Deadly Rain*. Causes one projectile to turn into a barrage, covering an area.
6 Bane Arrow*. Enchants projectile and gives it additional bonuses versus a specific target.
7 Greater Elfshot*. As elfshot, but spell may be up to 6
th
level.
8 Greater Bane Arrow*. Enchants projectile and gives it the ability to instantly slay a specific target.
9 Absolute Focus*. Enhances concentration and gives large bonuses to ranged attacks, making subject the ultimate
marksman.
Artisan Domain
Deities: Fraeth, Lathmir, Meth
Granted Powers: You cast conjuration (creation) spells at +1 caster level and may take the Skill Focus feat with a specific
Craft of your choice for free.
Artisan Domain Spells
1 Inspiration*. Subject gains +4 on next Craft or Perform check.
2 Wood Shape. Rearranges wooden objects to suit you.
3 Stone Shape. Sculpts stone into any form.
4 Minor Creation. Creates one cloth or wood object.
5 Major Creation. As minor creation, plus stone and metal.
6 Animate Objects. Objects attack your foes.
7 Simulacrum. Creates partially real double of a creature.
8 True Creation [DF]. As major creation, but permanent.
9 Genesis [DF]. Creates a pocket demiplane.
Astral Domain
Deities: Minandu, Nith
Granted Powers: You possess a new Wisdom-based skill, called Astral Awareness, and can take ranks in it, as usual. It is
considered to be an exclusive class skill that cannot be used untrained. It allows you to sense any disturbance in the
boundary between the Material Plane and the other dimensions, such as the casting of a gate spell, the manifestation of an
extradimensional being or even the use of a bag of holding. The base DC depends on the severity of the disturbance and
usually ranges from 5 to 25, e.g.:
5: a portal straight to the Abyss is opened and demons begin pouring into our dimension in droves
9: a deity manifests physically on the Material Plane
12: a gate spell is used
15: an astral deva appears on the Material Plane
18: a phase spider pops in from the Ethereal Plane
21: a rope trick spell is cast
25: someone places an object into a bag of holding
The base DC assumes that the disturbance is nearby (within 40 feet) and should be increased for more distant events. The
modifier is +2 beyond 40 feet, +4 beyond 200 feet, +6 beyond 1000 feet, +8 beyond 1 mile, +10 beyond 5 miles, +12 beyond
25 miles and so on, with the distance increasing by a factor of five for each increment. In general, the DM should not even
bother checking for events that occur so far off that the final DC is higher than 30. This ability does not grant any specific
knowledge about the event, only that it is has occurred, as well as its approximate severity, distance and direction.
Knowledge (The Planes) is a class skill.
Astral Domain Spells
1 Astral Vision*. Subject can see astral and ethereal creatures and objects.
2 Rope Trick. Up to eight creatures hide in extradimensional space.
3 Blink. You randomly vanish and reappear for 1 round/level.
4 Dimensional Anchor. Bars extradimensional movement.
5 Plane Shift. Up to eight subjects travel to another plane.
6 Etherealness. Travel to Ethereal Plane with companions.
7 Maze. Traps subject in extradimensional maze.
8 Astral Projection. Projects you and companions into astral plane.
9 Gate. Connects two planes for travel or summoning.
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Avian Domain
Deity: Odmir
Granted Power: As a spell-like ability, you can use speak with animals, but only to talk with normal birds and bird-like
beasts (e.g. rocs but not achaierai). This is considered to be a use of positive or negative energy (as appropriate) and, thus,
expends one of your daily allotment of turning or rebuking checks. It can be performed more than once during the same
day, subject only to your turning/rebuking limitation.
Avian Domain Spells
1 Charm Avian. As charm person, but works only on normal birds.
2 Avian Messenger. As animal messenger, but works only on normal birds.
3 Possess Avian^. As possess animal, but works only on normal birds.
4 Summon Avian. As summon nature' s ally IV, but you can only summon a giant eagle, giant owl or small arrowhawk.
5 Avian Growth. As animal growth, but works only on normal birds.
6 Aerial Form. As shapechange, but you can only assume the form of a normal flying animal, e.g. a bird, bat and even
flying squirrel but not a pegasus, harpy or wasp. As usual, you can change form once per round, as a free action.
7 Avian Shapes. As animal shapes, but an ally can only be granted the form of a normal bird.
8 Charm Flock. As mass charm, but only aerial creatures (i.e. those with flight, not necessarily just normal birds) are
affected, and all targets must be of the same type.
9 Summon Roc. As summon nature' s ally IX, but you can only summon a roc.
Charm Domain
Deities: Fjorden, Fraeth, Meth, Serise
Granted Powers: Whenever you have an opportunity to speak with a person for a few minutes in a non-combat situation,
you can attempt to win his trust or, at least, improve his opinion of you, despite any known differences in alignment or
beliefs. Make a Diplomacy check, against a base DC of 15. This may be modified up or down as the DM sees fit, if the
target already has strong feelings about you, personally, but it should not be raised above 30, even if he hates you. If you
succeed, you make an impression on the person that will linger, thereafter, reinforced by magic. This has no immediate
effect; however, during later encounters with that same person, you gain a +2 good impression bonus on all Bluff and
Diplomacy checks. This also increases his DC against your Enchantment (Charm) spells by +2. This bonus will last
indefinitely, until you fail such a check while trying to convince the person to do something that is against his own best
interests or he succeeds in making a saving throw against one of your Enchantment (Charm) spells in a similar situation.
Bluff is a class skill. In the unlikely event that you do not already have Diplomacy as a class skill, you may take it, instead.
Charm Domain Spells
1 Charm Person. Makes one person your friend.
2 Enthrall. Captivates all within 100 feet + 10 feet/level.
3 Suggestion. Compels subject to follow stated course of action.
4 Emotion. Arouses strong emotion in subject.
5 Advice^. Subject follows your advice, even if complex or self-destructive.
6 Mass Suggestion. As suggestion, plus one/level subjects.
7 Demand. As sending, plus you can send suggestion.
8 Mass Charm. As charm monster, but all within 30 feet.
9 Sympathy. Object or location attracts certain creatures.
Cold Domain
Deities: Uthmar
Granted Powers: You gain cold resistance 5 as an extraordinary ability and, thus, ignore the first 5 points of cold damage
dealt to you each round. You still suffer the physical effects of ice-based spells and abilities; for example, you can still be
trapped in ice, even if any cold damage caused by the ordeal is reduced. If your resistance reduces the damage from a
given attack to 0 or less, you can also ignore any ability loss that would have been incurred, e.g. the Strength damage
caused by icy touch would not apply if you suffered no hitpoint loss from the attack. This power also protects you from
normal environmental cold, allowing you to remain comfortable in all but the most extreme conditions. It does not protect
you from chilling necromantic attacks that are actually based on negative energy, not cold, such as chill touch.
Cold Domain Spells
1 Icy Touch. As chill touch, but counts as Transmutation [Cold], instead of Necromancy, and has no effect on undead.
2 Ice Blast^. Cone of ice deals 1d6 points of subdual damage/two levels and frostbite.
3 Sleet Storm. Hampers vision and movement.
4 Wall of Ice. Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
5 Ice Storm. Hail deals 5d6 damage in cylinder 40 feet across.
6 Otiluke' s Freezing Sphere. Freezes water or deals cold damage.
7 Breath of Winter. As control weather (druidic version), but temperature can only be decreased, never increased.
8 Frost Cloud. As incendiary cloud, but damage caused is cold-based instead of fire-based.
9 Winter' s Host . As elemental swarm, but summons 4d4 ice mephits.
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Connections Domain
Deities: Fraeth, Minandu, Naria
Granted Power: At a glance, you are able to sense important connections between people and objects, both emotionally
and mystically. This has two primary effects, each of which requires a different type of skill check. By making a Diplomacy
or Sense Motive check (your choice of which), you can sense the emotional connections between two living creatures (but
not the one-way connection between a living creature and a loved or hated object). For example, you could sense a strong
mutual bond of friendship, love or even hatred. By making a Spellcraft check, you can sense a mystical connection of any
sort, between two people and/or objects. For example, you could sense who a bane arrow is meant for, if that person is in
sight, or note the connections formed by Rarys telepathic bond. In both cases, the DC is usually 15, although the DM may
modify it for particularly vague or obvious connections. The information obtained is limited simply that a connection exists
and its type, in very general terms (e.g. emotional or magical, favorable or unfavorable, weak or strong) but it is picked up
almost immediately and with minimal effort on your part. Note that this ability is particularly useful in a complex social
situation, since it allows you to read the room with uncanny speed and accuracy. It may also allow you to circumvent
some spells designed to conceal information by making indirect observations. For example, an undetectable alignment spell
will hide the fact that an assassin is chaotic evil; however, it will not conceal the hunter-prey connection that he has formed
between himself and his target. On the other hand, the DM should be careful not to let this ability get out of hand.
Remember that it only picks up on meaningful connections, not casual friendships, mutual dislikes, or a common interest in
maps, for example.
Connections Domain Spells
1 Attraction^. Attacks are drawn to the subject creature, dealing more damage.
2 Shield Other. You take half of subjects damage.
3 Substitution^. Half the damage you take is transferred to a figure of a spirit or deity.
4 Sending. Delivers short message anywhere, instantly.
5 Rarys Telepathic Bond. Link lets allies communicate.
6 Word of Recall. Teleports you back to designated place.
7 Refuge. Alters item to transport its possessor to you.
8 Sympathy. Object or location attracts certain creatures.
9 Gate. Connects two planes for travel or summoning.
Corruption Domain
Deities: Maedira, Quirm, Serise, Troiben
Granted Power: Once per level per day, you can examine a person and determine his greatest need the one which would
most likely (not necessarily automatically) persuade him to act against his usual nature to obtain it. This requires a few
minutes of normal conversation, although the topic can be about virtually anything. You must then make a Sense Motive
check, usually against a DC of 20, although the DM may raise or lower it slightly to suit the situation and the emotional
candor of the subject. If you fail, you may not use this ability on the same person again during the same day. If you
succeed, you sense the persons greatest hidden desire, although the information may be a bit cryptic, if it is out of context.
What you do with this information is entirely up to you, but most clerics who have access to this domain would use it to
bargain with the subject. Note that not all people have a desire that would make them act against their nature, but most do,
at one time or another. The need may even be quite altruistic for example, a desire to find a cure for the disease that is
killing a loved one. It is usually the manner in which the person will react to the need that determines whether or not this
information will be of use to you. Also note that this ability does not necessarily have to be used to lure good people into
bad deeds -- the reverse could also occur. For example, if an evil persons greatest desire is to be accepted and loved by
others, tempting him into performing good deeds may be the best way to fulfill his need. If this ability is used successfully on
a player character, the player in question must try to be honest about his characters desires. Of course, if the DM believes
that he has this information, anyway, it would be just as well if he simply went with his hunch, since the character should not
be aware that this ability was used on him, anyway.
Corruption Domain Spells
1 Curse Water. Makes unholy water.
2 Desecrate. Fills area with negative energy, making undead stronger.
3 Mental Weakness^. Subject suffers 4 penalty on Will saves.
4 Rusting Grasp. Your touch corrodes iron and alloys.
5 Advice^. Subject follows your advice, even if complex or self-destructive.
6 Vulnerability^. Reduces an opponents damage reduction.
7 Brain Spider [DF]. Eavesdrop on the thoughts of up to eight other creatures and plant suggestions.
8 Compel^. Changes the alignment of one creature.
9 Soul Bind. Traps newly dead soul to prevent resurrection.
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Despair Domain
Deity: Maedira
Granted Power: As a spell-like ability, you can counter any one morale bonus (not penalty), regardless of its source,
reducing the resulting positive modifier(s) by 1 point. This will completely negate the benefits of a bless spell, for example,
and, effectively, halve the usefulness of a prayer or blessed aim spell. Since the targeted magic is weakened as a whole,
this power will work on an entire group of people who would otherwise have benefited from the same area effect. This
ability never creates any penalties of its own it simply reduces the benefits of other abilities. The nullification lasts for one
round per level, so, if the morale effect outlasts your influence, it will return in full force, thereafter. This power is considered
to be a use of negative energy and, thus, expends one of your daily allotment of rebuking checks. It can be performed more
than once during the same day, subject only to your rebuking limitation.
Despair Domain Spells
1 Bane. Enemies suffer -1 attack, -1 on saves against fear.
2 Despondency*. One foe succumbs to paralyzing despair.
3 Emotion. Arouses strong emotion in subjects. When the spell is cast through this domain, only the despair option can
be chosen.
4 Gloom*. As despondency, but affects one subject/level.
5 Nightmare. Sends vision dealing 1d10 damage, fatigue.
6 Night Terrors*. As nightmare, but lasts for three consecutive nights.
7 Anguish*. Subject suffers continuous despondency.
8 Vicious Circle*. Subject falls into a pattern of decreasing competence and self-esteem.
9 Weird. As phantasmal killer, but affects all within 30 feet. When cast through this domain, the spell works only on
subjects who are already in an altered state of consciousness, e.g. asleep, drugged, insane or suffering from
despondency or confusion.
Dream Domain
Deities: Ersa, Lathmir, Minandu (Nori HabHolani)
Granted Power: You gain a +2 bonus when making a saving throw to resist any sort of dream, sleep or illusion (phantasm)
magic, e.g. sleep, nightmare, night terrors, phantasmal killer, etc. This modifier does not apply to illusion spells that are not
of the phantasm type. It can be stacked with bonuses from spells, such as healing dream. If you roll a natural 20 when
resisting such a spell, you can turn its effects back on the original caster. He is allowed a saving throw, as usual, but, if he
fails, he is affected by the spell in the exact same manner that you would have been, using his own spellcaster level for all
effects. By touching another living creature, you can transfer this defense to him, for as long as you remain in contact.
While doing so, however, you are no longer protected, yourself.
Dream Domain Spells
1 Sleep. Puts 2d4 HD creatures into comatose slumber.
2 Healing Dream*. Counters hostile dream magic, ensures a good nights sleep and improves healing.
3 Divination. Provides useful advice for specific proposed actions. When the spell is cast through this domain, the caster
must get a good nights sleep, and his answers will come to him in dream images.
4 Dream. Sends message to anyone sleeping.
5 Dream Sight^. Your spirit can hear and see at a distance, for 1 minute/level.
6 Dream Circle*. As healing dream, but affects several subjects and connects them mentally.
7 Dream Form*. Your dream-self takes on illusionary form and can interact with the world to a limited degree.
8 Waking Dream*. Subject is lost in a dream world and cannot awaken until a specific situation has been resolved.
9 Astral Projection. Projects you and companions into Astral Plane.
Endurance Domain
Deities: Hifgrim, Uimath, Uthmar
Granted Power: You may take either Endurance or Great Fortitude as a free feat (your choice).
Endurance Domain Spells
1 Endure Elements. Ignores 5 damage/round from one energy type.
2 Endurance. Gain 1d4+1 Con for 1 hour/level.
3 Protection from Elements. Absorb 12 damage/level from one kind of energy.
4 Unfailing Endurance [DF]. +4 bonus against weakness or fatigue, endurance bonuses.
5 Spell Resistance. Subject gains +12 +1/level SR.
6 Stoneskin. Stops blows, cuts, stabs and slashes.
7 Regenerate. Subjects severed limbs grow back.
8 Surelife^. Protects you from one kind of certain death.
9 Iron Body. Your body becomes living iron.
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Equestrian Domain
Deities: Hifgrim, Nuarda (Naria)
Granted Powers: As a spell-like ability, you can soothe and quiet horses and horse-like animals, including ponies, donkeys,
mules and so forth. Treat this as a calm animals spell, in every respect, except for the equine specialization. This is
considered to be a use of positive energy and, thus, expends one of your daily allotment of turning checks. It can be
performed more than once during the same day, subject only to your turning limitation.
Ride is a class skill.
Equestrian Domain Spells
1 Mount. Summons riding horse for 2 hours/level.
2 When Two Become One^. Your spirit merges with your horses.
3 Phantom Steed. Magical horse appears for 1 hour/level.
4 Heal Mount. As heal on warhorse or other mount. Unlike the paladins version, this spell works on any horse, not just
your own.
5 Restore Mount. As greater restoration but works only on horses (not necessarily your own).
6 Summon Celestial Steed. As summon monster I, except that you can only summon a single celestial unicorn or 1d3
celestial pegasi.
7 Equine Shapes. As animal shapes, except that you can only transform allies into normal horses of the appropriate size
(any type, and there is no level-based size restriction).
8 Resurrect Mount. As true resurrection, except that you can only call back a horse that was of special significance to
you or someone present during the ritual. Note that direct intervention by an appropriate deity, who watches over horse
spirits, is required, and the request may be denied.
9 Elemental Herd. As elemental swarm, except that the summoned entities always assume the form of elemental horses,
composed of the deitys favored element.
Note: As a rule of thumb, any spell designed to work on a horse will also work on a normal horse-like animal, e.g. pony,
mule, donkey, etc.
Illusion Domain
Deities: Ersa, Lathmir, Minandu (Nori HabHolani)
Granted Powers: You receive a +2 bonus when making a saving throw to disbelieve an illusion.
You can dispel any illusion that you have identified as such. This power is treated in exactly the same manner as the
targeted version of dispel magic (see page 196 of the Players Handbook) but works only on illusions that you have already
disbelieved (in effect, allowing others to benefit from your clarity). This is considered to be a use of positive or negative
energy (as appropriate) and, thus, expends one of your daily allotment of turning or rebuking checks. It can be performed
more than once during the same day, subject only to your turning/rebuking limitation.
Illusion Domain Spells
1 Silent Image. Creates minor illusion of your design.
2 Minor Image. As silent image, plus some sound.
3 Major Image. As silent image, plus sound, smell and thermal effects.
4 Hallucinatory Terrain. Makes one type of terrain appear like another (field into forest, etc.).
5 Persistent Image. As major image, but no concentration required.
6 Permanent Image. As major image, but permanent.
7 Programmed Image. As major image, plus triggered by an event.
8 Screen. Illusion hides area from vision, scrying.
9 Weird. As phantasmal killer, but affects all within 30 feet.
Leadership Domain
Deities: Altmir, Tarn
Granted Powers: As an extraordinary ability, you can radiate a commanding presence. This gives you a +2 bonus on
checks that use your Charisma modifier (especially Diplomacy and Intimidate) but only when you are giving orders, trying to
impress someone or negotiating from a position of relative strength. The effect lingers for 1 minute per level, although the
results of any successful checks can, of course, last much longer. If you fail a Charisma-based check by more than 2 points
while using this power, the effect is spoiled and ends prematurely. This is considered to be a use of positive or negative
energy (as appropriate) and, thus, expends one of your daily allotment of turning or rebuking checks. It can be performed
more than once during the same day, subject only to your turning/rebuking limitation.
If you take the Leadership feat, you receive a General Leadership Modifier of +1, in addition to any other modifiers that
may apply.
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Leadership Domain Spells
1 Command. One subject obeys one-word command for 1 round.
2 Enthrall. Captivates all within 100 feet + 10 feet/level.
3 Lesser Geas. Commands subject of 7 HD or less.
4 Status. Monitors condition and position of allies.
5 Greater Command. As command, but affects one subject per level.
6 Geas/Quest. As lesser geas, plus it affects any creature.
7 Dictum. Kills, paralyzes, weakens or dazes nonlawful subjects.
8 Crown of Glory [DF]. Gain +4 Cha and enthrall subjects.
9 Mass Charm. As charm monster, but all within 30 feet.
Motion Domain
Deities: Hifgrim, Naria, Vail
Granted Power: You may take Mobility as a free feat, even if you do not have the usual prerequisites. If you already have
Mobility, you can take Spring Attack, instead.
Motion Domain Spells
1 Expeditious Retreat. Doubles your speed.
2 Remove Paralysis. Frees one or more creatures from paralysis, hold or slow.
3 Haste. Extra partial action and +4 AC.
4 Freedom of Movement. Subject moves normally despite impediments.
5 Ethereal Jaunt. You become ethereal for 1 round/level.
6 Wind Walk. You and your allies turn vaporous and travel fast.
7 Mass Haste. As haste, affects one/level subjects.
8 Reverse Gravity. Objects and creatures fall upward.
9 Freedom. Releases creature suffering imprisonment or any other spell or effect that restricts his movement.
Music Domain
Deities: Fjorden, Meth
Granted Power: You can use bardic music, as described on page 28 of the Players Handbook, except that you require 2
extra ranks of Perform skill for each song, e.g. 5 ranks to inspire courage, 8 ranks to inspire competence, and so on. This is
considered to be a use of positive or negative energy (as appropriate); thus, each song expends one of your daily allotment
of turning or rebuking checks. You can perform more than one song during the same day, subject only to your
turning/rebuking limitation. If you actually have levels as a bard, this works a bit differently. In this case, you can simply use
up turning/rebuking checks to perform extra songs beyond your usual daily limit, and the +2 Perform rank restriction does
not apply.
Perform is a class skill.
Music Domain Spells
1 Lullaby [SS]. Makes subject drowsy; -2 on Spot checks, Listen checks and Will saves against sleep.
2 Summon Instrument [SS]. Conjures one instrument of the type the caster favors.
3 Hymn of Praise [SS]. Grants +1 caster level to good-aligned divine spellcasters.
4 Follow the Leader [SS]. Causes 1 HD/level of creatures to follow.
5 Song of Discord [SS]. Forces targets to attack each other.
6 Insidious Rhythm [SS]. Implants melody in subjects mind; -4 penalty on Intelligence-based skill checks, requires
Concentration check for spellcasting.
7 Protg [SS]. Grants another creature bardic abilities.
8 Ottos Irresistible Dance. Forces subject to dance.
9 Primal Melody*. Enthralls all listeners and leaves them open to other enchantments.
Note: Several of the spells taken from Song and Silence refer to the effect in question being based on the casters bard
level. When such a spell is cast through this domain, replace all such references with the term spellcaster level. This is
the total of the characters cleric levels and bard levels (if any).
Night Domain
Deities: Jedac, Maedira
Granted Power: As a spell-like ability, you are able to see in total darkness for 1 minute per level. This works in much the
same manner as a darkvision spell (including the lack of color vision) but allows you to see through even magical darkness.
This is considered to be a use of positive or negative energy (as appropriate) and, thus, expends one of your daily allotment
of turning or rebuking checks. It can be performed more than once during the same day, subject only to your
turning/rebuking limitation.
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Night Domain Spells
1 Chill Touch. 1 touch/level deals 1d6 damage and possibly 1 Str damage.
2 Darkness. 20-foot radius of supernatural darkness.
3 Deeper Darkness. Object sheds absolute darkness in 60-foot radius.
4 Creeping Darkness^. Cloud of inky blackness moves at your command.
5 Chilling Darkness*. As creeping darkness, but living creatures within it are chilled.
6 Shades. As shadow conjuration, but up to 5
th
level and 60% real.
7 Shadow Walk. Step into shadow to travel rapidly.
8 Sword of Darkness^. Blade of negative energy attacks your opponents.
9 Energy Drain. Subject gains 2d4 negative levels.
Oaths Domain
Deities: Dannamar, Diadam, Minandu, Troiben
Granted Power: As a spell-like ability, you are able to sense if a particular being has deliberately lied or broken its word
within the last twenty-four hours. You simply study the person in question, and, if he has committed such an offense, you
will see a rune appear on his forehead (visible only to you) the mark of the oath-breaker. Note that this ability only senses
deliberate acts that have at least a minimal level of selfishness behind them. If the person gave out false information
unknowingly or broke a promise without realizing it, no mark will appear. Similarly, the power will ignore a white lie that was
given out to spare someone elses feelings, out of genuine goodwill. This is considered to be a use of positive or negative
energy (as appropriate) and, thus, expends one of your daily allotment of turning or rebuking checks. It can be performed
more than once during the same day, subject only to your turning/rebuking limitation.
Oaths Domain Spells
1 Comprehend Languages. Allows understanding of all spoken and written languages.
2 Zone of Truth. Subjects within range cannot lie.
3 Discern Lies. Reveals deliberate falsehoods.
4 Lesser Geas. Commands subject of 7 HD or less. When lesser geas is cast through this domain, the subject must
agree to the command, although duress may be applied to encourage him to do so. If he agrees, the spell automatically
works, allowing no saving throw or spell resistance.
5 Mark of Justice. Designates action that will trigger curse on subject.
6 Geas/Quest. As lesser geas, plus it affects any creature and allows no saving throw. When geas/quest is cast through
this domain, the subject must agree to the command, although duress may be applied to encourage him to do so. If he
agrees, the spell works automatically, allowing no spell resistance.
7 Binding Contract*. Witnesses and enforces an agreement between two willing parties.
8 Greater Planar Ally. As lesser planar ally, but up to 24 HD.
9 Blood Oath*. As binding contract, but with a more open-ended duration and the ability to pass through a family line.
Obfuscation Domain
Deities: Casia, Jedac, Troiben
Granted Power: As a spell-like ability, you are able to become dim for 1 minute per level. People tend not to notice you, not
because you are invisible but because they choose not to see you. Basically, you become part of the landscape. People
who would be inclined to ignore you, anyway, automatically do so, while you are dim. Those who know you, are looking for
you, or are watching for intruders in general (e.g. sentries) are allowed to make a Will saving throw (DC 15 minus your
Charisma modifier) to see through the effect. If you do anything to force people to pay attention to you for example, push
someone or attack him then the effect is automatically ruined. Note that this power does not generate an illusion; rather, it
projects an Enchantment (Compulsion) [Mind-Affecting] aura, with the continuous command, ignore me. For this reason, it
is ineffective against undead, constructs and the like but can help you hide from divination spells (the magic detects you, but
the caster may decide to ignore you, if he fails his Will saving throw). This is considered to be a use of positive or negative
energy (as appropriate) and, thus, expends one of your daily allotment of turning or rebuking checks. It can be performed
more than once during the same day, subject only to your turning/rebuking limitation.
Obfuscation Domain Spells
1 Obscure Alignment*. Alters subjects apparent alignment by one or two steps.
2 Misdirection. Misleads divinations for one creature or object.
3 Nondetection. Hides subject from divination, scrying.
4 Modify Memory. Changes 5 minutes of subjects memories.
5 Mordenkainens Private Sanctum [TB]. Prevents anyone from viewing or scrying an area for 24 hours.
6 Veil. Changes appearance of group of creatures.
7 Sequester. Subject is invisible to sight and scrying.
8 Erase Memory*. People forget that the subject ever existed, and records of his presence tend to disappear.
9 Hide Life [TB]. You lock away your life force into a small receptacle and cannot be killed while the receptacle remains
intact.
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Pain Domain
Deities: Casia, Maedira
Granted Power: As a supernatural ability, you can make your damaging spells more painful than usual. When you cast a
divine spell that causes damage to one or more targets, each victim must make a Fortitude saving throw (DC 10 plus one-
half of the damage caused, rounded down, to a maximum of 25). If a target fails the roll, he is stunned for one full round. A
stunned character cannot act and loses any Dexterity bonus to AC, while attackers get a +2 bonus on rolls to hit him.
Constructs, oozes, plants, undead, incorporeal creatures and creatures immune to critical hits are not susceptible to this
power. This is considered to be a use of negative energy and, thus, expends one of your daily allotment of rebuking checks.
It can be performed more than once during the same day, subject only to your rebuking limitation and your ability to cast
spells that cause damage.
Pain Domain Spells
1 Inflict Light Wounds. Touch, 1d8+1/level damage (max +5).
2 Choke [TB]. Target takes 1d4 points of damage each round from strangling hands.
3 Pain^. Inflict pain on targets, who suffer 4 on attack rolls, skill and ability checks.
4 Poison. Touch deals 1d10 Con damage, repeats in 1 minute.
5 Circle of Doom. Deals 1d8+1/level damage in all directions.
6 Antilife Shell. 10-foot field hedges out living creatures (due to intense discomfort, when the spell is cast through this
domain).
7 Withering Palm^. Touch attack deals 1 point Str and 1 point Con damage per two caster levels.
8 Antipathy. Object or location affected by spell repels certain creatures (again, due to intense discomfort).
9 Internal Fire^. Subjects burst into flame from the inside out.
Portal Domain
Deity: Vaena
Granted Power: You have portal sense, a spell-like ability. This acts like a detect secret doors spell, with two important
exceptions. It does allow you to sense man-made portals that have been blocked, buried or otherwise concealed
accidentally. On the other hand, it does not detect hidden compartments and openings that would be too small for you to fit
through. Basically, it detects any man-made portal that you could personally use to enter or exit your current area (even if it
is currently blocked). This is considered to be a use of positive or negative energy (as appropriate) and, thus, expends one
of your daily allotment of turning or rebuking checks. It can be performed more than once during the same day, subject only
to your turning/rebuking limitation.
Portal Domain Spells
1 Hold Portal. Holds door shut.
2 Knock. Opens locked or magically sealed door.
3 Guardian Door*. Conceals a normal door and arcane locks it, alerting the caster if it is breached.
4 Dimension Door. Teleports you and up to 500 pounds.
5 Passwall. Breaches wall 1 foot thick/level.
6 Portal Passage. As per word of recall, except that you specify a particular non-magical portal (doorway, window or
whatever), rather than a room or other area, to be your sanctuary, when you prepare the spell. Later, the spell is cast on
another non-magical portal. Passing through it during the next round automatically transports you to the first portal, as if
you had simply stepped through. The usual weight limit applies, restricting the number of people who can use the
connection before it is dispelled. Note that unwilling creatures who are forced through the portal are not teleported.
They ignore the spell and simply end up on the other side of the opening (in the mundane sense).
7 Phase Door. Invisible passage through wood or stone.
8 Dimensional Lock [TB]. Teleportation and other forms of dimensional travel are blocked for 1 day/level.
9 Gate. Connects two planes for travel or summoning.
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Runes Domain
Deity: Odmir
Granted Power: As an extraordinary ability, you can read magic. This is considered to be a use of positive or negative
energy (as appropriate) and, thus, expends one of your daily allotment of turning or rebuking checks. It can be performed
more than once during the same day, subject only to your turning/rebuking limitation, and each use has the normal 10
minutes/level duration.
Runes Domain Spells
1 Comprehend Languages. Understand all spoken and written languages.
2 Secret Page. Changes one page to hide its real content.
3 Glyph of Warding. Inscription harms those who pass it.
4 Sepia Snake Sigil. Creates text symbol that immobilizes reader.
5 Mark of Justice. Designates action that will trigger curse on subject.
6 Greater Glyph of Warding. As glyph of warding, but up to 10d8 damage or 6
th
level spell.
7 Rune of Warding. As spell turning, except that the caster must trace a glowing rune on the subject (increasing the
Casting Time to 1 full round), who can be any willing living creature (not just the caster). Note that the silver mirror is not
necessary, but the caster must have a small amount of water and silver dust. He dips his finger in the water, then in the
dust, then uses it to trace the rune.
8 Symbol. Triggered runes have array of effects.
9 Gate. Connects two planes for travel or summoning. When cast through this domain, the spell requires you to
physically scribe the circumference of the gate and place seven runes around it, with a piece of chalk, charcoal or similar
material. This increases the effective Casting Time to 1 minute. Followers of Woedarth call this spell The Seven Runes
of Passage.
Wolf Domain
Deity: Uthmar
Granted Power: As a spell-like ability, you can use speak with animals, but only to talk with lupines. At the DMs discretion
you can also talk with canines, but you have a confusing accent and will usually need to make Wisdom checks to pass any
but the simplest of messages back and forth. This is considered to be a use of positive or negative energy (as appropriate)
and, thus, expends one of your daily allotment of turning or rebuking checks. It can be performed more than once during the
same day, subject only to your turning/rebuking limitation.
Wolf Domain Spells
1 Charm Lupine. As charm person, but works only on lupines.
2 Summon Wolf. As summon nature' s ally II , but you can only summon a normal wolf.
3 Possess Lupine^. As possess animal, but works only on lupines.
4 Summon Dire Wolf. As summon nature' s ally IV, but you can only summon a dire wolf.
5 Canine Growth. As animal growth, but works only on normal wolves and canines.
6 Lupine Form. As shapechange, but you can only assume the form of a lupine or canine. As usual, you can change
form once per round, as a free action.
7 Canine Shapes. As animal shapes, but an ally can only be granted the form of a normal wolf or canine.
8 Charm Pack. As mass charm, but only lupines and canines are affected.
9 Curse of Wolfs Blood*. Subject becomes a werewolf.
Note: For purposes of this domain, the general term lupine includes not only normal wolves but also wolf-like animals and
beasts, magical or mundane, such as dire wolves, winter wolves and worgs. It also includes wolf-related shapechangers,
such as werewolves, but only while they are in animal form. It does not include domesticated dogs, nor does it include
outsiders and similar magical creatures that only approximate canine form, such as hell hounds, shadow mastiffs and yeth
hounds. It does include dogs that are raised in the wild by wolf packs, but this is obviously an uncommon exception. In this
context, the general term canine refers only to normal, non-magical dogs, domesticated or wild.
New Spells
A number of spells have been added to flesh out the new domains. These are described, below, using the normal format
from the Players Handbook (see page 171). If the DM wishes, some of these can be made available to other classes, as well,
although they would probably not be easy to acquire. Possible examples of this are noted in the Level entry, as usual. Note
that these are only suggestions and are not mandatory (except for the domain in question, of course). In fact, the DM could,
just as easily, rule that these spells are only available as domain spells and leave it at that.
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Absolute Focus
Enchantment (Compulsion) [Mind-Affecting]
Level: Archery 9
Components: V, S
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: Until subject takes any action other than a full attack, up to 3 rounds/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
When this spell is cast, the subject enters a state of total calm and clarity. His vision is heightened, and his hand-eye
coordination becomes preternaturally accurate. His base attack bonus when using a ranged weapon increases by +5, which
also grants him an extra attack, as usual. For example, a 7
th
level fighter targeted by this spell would have his base attack
bonus jump from +7/+2 to +12/+7/+2. Again, note that this bonus adds directly to his base attack bonus, and, thus, is fully
stackable with any other modifiers, regardless of their source. The subjects attack roll penalties for range are halved (i.e. 1
per range increment, rather than 2), as are those for cover, poor visibility and adverse weather conditions (round down).
Similarly, miss chances for concealment and spells, such as displacement, are halved (round up), as are defender AC
bonuses for small size (but not penalties for large size). The subject threatens critical hits on any total roll that is 4 higher
than his targets AC, as long as a natural 1 is not rolled. For example, a character with a total attack bonus of +12 would only
need to roll an 8 or higher on the die to threaten a critical against a target with an AC of 16. Furthermore, because the
subject is able to target vulnerable areas with superhuman accuracy, his missiles count as having a +1 magical enhancement
for purposes of determining their ability to ignore a targets supernatural damage reduction (only). Finally, as a side-effect of
this spell, the subject gets a +8 bonus on Concentration and Spot checks, as well as on saving throws against mental effects
that would cause him to lose his composure (e.g. pain, poor morale, confusion, fear, etc.). This also means that he can
continue to make full attacks every round, even when he is reduced to 0 or fewer hitpoints, although this will cause him to
suffer 1 point of damage per round, as usual, until he dies. Generally, unless the subject is killed, he will continue to launch
missiles in a rapid, eerily steady rhythm, until the spell expires or he is forced to take some other action. For obviously
reasons, it is a good idea to make certain that he has a suitably large supply of ammunition immediately at hand before
casting the spell, since stopping and moving elsewhere to fetch more will end the enchantment.
Anguish
Enchantment (Compulsion) [Fear, Language-Dependent, Mind-Affecting]
Level: Despair 7
Components: V
Casting Time: 1 round
Range: Anywhere within reach of the casters voice
Target: One living creature who can understand the casters words
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
The enchanted creature suffers from a continuous despondency effect. If the subject is attacked or his allies are threatened,
he is allowed to make the usual saving throw to ignore the effects of the spell; however, even if he succeeds, he will only be
free for the duration of the encounter. The enchantment will reassert itself within a few minutes, thereafter. Remove curse
does not remove anguish. Greater restoration, limited wish, miracle and wish can restore the creature.
Astral Vision
Transmutation
Level: Astral 1, Clr 1, Sha 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 5 minutes/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell allows the subject to see any nearby beings or objects that are astral or ethereal, out to the normal limit of his
vision. He can make Search, Spot and other such visual checks against them, as if they were normally visible, although he
cannot automatically interact with them physically. This spell does not reveal targets that have been made invisible in some
other manner, nor does it improve the subjects ability to sense creatures that are simply hiding, concealed or otherwise
difficult to see. It does not reveal illusions or enable the subject to see through opaque objects. Astral and ethereal targets
appear somewhat transparent; thus, they can be readily identified, and it is possible to see through them, with some difficulty.
In areas that are especially cluttered, extradimensionally, the subject may have trouble sorting out the sensory impressions,
beyond a few feet. In such cases, he receives a 1 penalty on all vision-oriented rolls (against material and extradimensional
targets) per ten feet of distance. Note that many spirits that are invisible on the material plane leave some sort of imprint on
the astral and/or ethereal planes and, thus, can sometimes be detected with an appropriate Search or Spot check.
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Bane Arrow
Transmutation
Level: Archery 6, Sor/Wiz 6, Wuj 6
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Missile touched
Duration: Until missile strikes target, up to 1 day/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell allows the caster to enchant a normal (non-magical) missile so that it is particularly effective against a specific
target. He must possess some part of his target, as described below. Once enchanted, the weapon can be used by anyone.
Against most foes, it simply counts as a +1 weapon, granting a +1 attack and damage bonus and allowing the user to harm
creatures with low levels of damage reduction. Against the foe for which it was designed, however, the missile is much
deadlier. It grants a +3 attack bonus and ignores damage reduction entirely, regardless of its type. It does an extra 3d6
damage (no saving throw), which can only be healed through normal rest or with very powerful magic. Supernatural abilities,
such as regeneration, will not remove this damage, nor will spells below 6
th
level (i.e. nothing short of a heal spell).
Furthermore, the threat range of the missile is automatically 18-20, regardless of the weapons type, and, if a critical hit is
scored, the multiple applies to the extra damage, as well as to the base damage. Thus, a bane arrow fired from a normal
longbow would have a threat range of 18-20 and would do 3d8+9d6 damage, if it scored a critical hit. Note that the threat
range cannot be modified by other spells that target the weapon itself, but it can be enhanced by abilities that apply to the
wielder. For example, keen edge would provide no additional benefit, but the Improved Critical feat would change the threat
range to 15-20. Since absolute focus affects the archer, rather than the weapon, its benefits would apply, vastly increasing
the chance of getting a critical hit. In any event, regardless of whether or not the missile hits the intended target, it is
destroyed upon impact with anything and, thus, can only be used once.
Material Components: The weapon to be enchanted. It must be a non-magical ranged projectile or thrown weapon with a
weight of less than one pound, e.g. an arrow, bolt, dart, shuriken, sling bullet, etc. The caster also needs a part of the
creature that will be targeted by the missile, e.g. a hair, nail clipping, scale or other body part. Something that belonged to
the target for at least a year can be used instead, as long as it is small enough to meld with the weapon without unbalancing
it, e.g. a scrap of cloth from the victims favorite shirt, a small silver pendant from a necklace that he had since childhood, etc.
This component merges with the missile permanently and, thus, is lost.
Binding Contract
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Brd 6, Clr 7, Oaths 7, Sha 7, Sor/Wiz 8, Wuj 8
Components: V, S, M
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: Two living creatures
Duration: As specified, up to a year and a day (see text)
Saving Throw: None
Spell Resistance: Normally no (but see text)
When this spell is invoked, the caster witnesses an agreement between two individuals and scribes the gist of it into a
contract, making it binding. The caster may be one of the two people involved but need not be. Both parties must enter into
the agreement willingly, although duress may be applied to encourage one or both of them to agree. In this case, spell
resistance applies; otherwise, it does not. In any event, there is never a saving throw versus this spell. When the agreement
is made, a duration must also be specified, and this may be up to one year and one day. Beyond that, there are no
restrictions on the agreement, itself. It can concern virtually anything and can be fair or one-sided, as long as both parties
agree to it. In extreme cases, it need not even have any real impact on one person; for example, a contract might simply
involve the promise of one person to another, with no reciprocal obligations.
From that point on, if either person acts against the spirit of the contract, without breaking it completely, both the other
person and the spellcaster sense it, and the offending party gains one negative level, as per the energy drain spell. No
saving throw is allowed at the time, although one is allowed twenty-four hours later to see if the effect is permanent, as usual.
Levels lost in this manner can only be restored by greater restoration, miracle or wish.
If either person breaks the contract completely, rendering it null and void, the other person and the spellcaster both sense
it, as well as the approximate location and condition of the offender. The culprit gains one negative level, as usual, but also
instantly loses half of his hitpoints (rounded up). Furthermore, this halving affects all future additions to his hitpoints,
including those obtained from level increases, a Constitution bonus, healing spells, and even spells and abilities that grant
temporary hitpoints, such as aid and rage. This effect lasts for as long as the contract would normally have lasted, if it had
not been broken. Nothing short of a miracle or wish can undo the damage sooner. While it is in effect, a shimmering mark
appears on the forehead of the offender. This rune is not obvious at a glance, but anyone who studies the person closely will
notice it and understand its meaning: oath-breaker.
Note that this spell does not distinguish between deliberate and accidental breaches of contract. If a person is tricked into
breaking his end of the bargain, he suffers just the same. Also note that, once one person has broken the contract, the other
is no longer bound by it and suffers no ill effects. This does not necessarily apply if one person dies. The other must still
- 75 -
Binding Contract, continued:
keep up his end of the bargain, if it is at all possible to do so. If it is not, then he is freed. Keep in mind, however, that the
enchantment is quite strict in this regard. For example, a promise to guard someone would not end with that persons death;
rather, it would become necessary to guard the persons grave.
Material Component: The parchment on which the caster scribes the agreement (the scribing is the somatic component).
This parchment is not destroyed when the spell is cast but, rather, when its duration expires or the contract is broken
prematurely. Destroying the parchment before that has no effect on the spell, except that the caster can no longer sense if
the agreement has been broken he is, effectively, out of the loop (unless, of course, he is one of the two parties involved).
Blood Oath
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Oaths 9
Components: V
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: Two living creatures
Duration: As specified (see text)
Saving Throw: None (but see text)
Spell Resistance: No
This spell is similar to binding contract, with several important exceptions.
First, the contract is verbal, so there are no somatic or material components. The caster is always attuned to the binding
and will sense changes in it, without the need for a focus.
Second, both parties involved must be entirely willing. An oath made under duress cannot be bound by this spell at least
initially (but see below).
Third, the spell has no duration limit. Usually, the contract will have a set duration, but this is entirely up to the parties
involved and can be anything from a few seconds to centuries. This can have particularly dire repercussions if someone
breaks the agreement, since the punishment could easily last for the rest of the persons (probably short) life. It is also
possible to have the contracts expiration based on a specific event, rather than a time period, e.g. until the last soldier of
Isennor is in his grave or until the banner of our clan flies over Mount Voorn. In this case, the event must be something
that a normal person could discover without resorting to spells or supernatural powers.
Finally, and perhaps most importantly, a blood oath does not end with the death of one of its participants. If one person
dies, the oath falls to his or her eldest offspring of the same gender. If the person has no offspring of the same gender, it falls
to another blood relative, in the following order: eldest offspring of the opposite gender, eldest sibling of the same gender,
eldest sibling of the opposite gender, parent of the same gender, parent of the opposite gender, eldest half-sibling of the
same gender, eldest half-sibling of the opposite gender. The oath cannot pass any further down the family line, so it cannot
affect a grandparent, uncle or cousin, for example. If absolutely no appropriate relative is available to take up the oath, then it
ends, and the other person involved in it is freed.
When a new person has a blood oath fall on him, after the death of a relative, he is allowed to make a single Will saving
throw to have the oath pass him by (DC 19 + casters Wisdom bonus). If he succeeds, the enchantment moves on to the
next person, or, if no other eligible person is available, the spell ends. If he fails, he becomes bound by the oath, as usual.
Note that he has the option of waiving the saving throw and accepting the oath automatically, if he wishes to spare whoever
is next in line, for example. In any event, the manifestation of the oath is always revealed in dreams and coincidental events
that give the new recipient the information he needs to avoid breaking it. Once he understands the nature of his obligation,
he is bound by it as fully as was his predecessor.
Chilling Darkness
Evocation [Darkness]
Level: Maho 5, Night 5, Sor/Wiz 5, Wuj 5
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads 30 ft. wide and 20 ft. high (S)
Duration: 3 rounds/level
Saving Throw: Fortitude negates, but only versus Strength damage
Spell Resistance: Yes, but only versus Strength damage
This spell is identical to creeping darkness, except that the cloud chills anything that enters it. A living creature inside the
cloud must make a Fortitude saving throw each round or suffer 1 point of temporary Strength damage. Strength cannot drop
below 0, at which point the victim collapses and is helpless.
Material Component: A tiny bottle of smoke captured on a moonless night and a bit of soot, mixed with snow, frost or a
pinch of powdered crystal or glass.
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Curse of Wolfs Blood
Transmutation
Level: Drd 9, Wolf 9
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level) or more (see below)
Target: One humanoid
Duration: Permanent
Saving Throw: Fortitude negates (see below)
Spell Resistance: Yes
The subject of this spell must make a Fortitude save or be afflicted with lycanthropy, becoming a werewolf permanently. The
base DC for the saving throw is 19 + the casters Wisdom modifier, as usual; however, it is increased by +2 if the spell is cast
under a full moon. In effect, this enchantment exactly simulates being wounded by a werewolf (see Curse of Lycanthropy, on
page 218 of the Monster Manual), aside from the increase in the saving throw DC. Note that lycanthropy can only be cured
using the methods described in the Monster Manual (page 219). Remedies such as dispel magic are completely ineffective
against this curse and will not even suppress it.
Note: When a druid or non-evil cleric casts this spell, the resulting werewolf becomes chaotic neutral, rather than chaotic
evil, upon assuming animal form involuntarily. He also tends to act more bestial that is, more like a normal wolf and
receives a 2 penalty to Intelligence and a +2 bonus to Wisdom.
Material Components: A pint of wolf blood and a bone from the same sort of creature as the target (the former is poured
over the latter). If the caster replaces the bone with a part of the specific creature that will be targeted by the spell, then he
can either increase the range to Long (400 ft. + 40 ft./level) or increase the saving throw DC by +2. Note that this requires an
actual piece of the targets body e.g. a hair or nail clipping not just an object of relevance to him (unlike most other spells
that use sympathetic magic).
Deadly Rain
Transmutation
Level: Archery 5, Drd 5, Sor/Wiz 5, Wuj 5 (Wood)
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One missile
Duration: 1 round
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell is placed on a non-magical missile that the caster or an ally within close range is about to use (during the next
round). When the missile takes flight, it instantly splits into many duplicates, which rain down on the targeted area. The
original missiles attack is resolved, as usual; however, several identical attacks are then resolved on other targets within a
20-foot radius of the first one. The number of extra attacks is equal to the spellcasters level, and they are dispersed as
evenly as possible amongst all possible targets in the area, friend or foe, with any remaining missiles striking random targets.
Note that the spellcasters abilities have no effect on the accuracy or damage of the missiles unless, of course, he is the one
who fires the first projectile.
Example: Tara, the 11
th
level cleric of Daithia, and Deryk, the 9
th
level ranger, see a swarm of gnolls coming toward them.
Tara casts deadly rain on the arrow Deryk is about to shoot from his longbow. Deryks attack is resolved normally against the
first gnoll. After that, eleven more arrow attacks are made against all of the gnolls in the area, including the original target.
There are four more of them within 20 feet of the first one, so each gnoll takes two arrows (except for the first one, who takes
a total of three). One gnoll, determined randomly, takes the extra arrow, bringing the total to twelve (the original, plus eleven
duplicates). Each attack is resolved normally, using Deryks attack bonuses and longbow damage, not Taras. At the end of
the round, all of the arrows vanish, including the one that was the focus of the spell, and the gnolls are probably in very poor
shape. Note that, since Deryk is high enough level to get multiple attacks, he will probably fire yet another arrow during the
same round. The spell does not prevent this, although it will not create duplicates of the second arrow.
Material Component: The targeted missile is, effectively, a material component, since it is required to cast the spell and is
destroyed when it strikes any target, even the ground. It must be a non-magical ranged projectile or thrown weapon with a
weight of less than one pound, e.g. an arrow, bolt, dart, shuriken, sling bullet, etc. For the druidical and wu jen versions of
this spell, the missile must be made predominantly of wood.
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Despondency
Enchantment (Compulsion) [Fear, Language-Dependent, Mind-Affecting]
Level: Brd 2, Clr 3, Despair 2, Sha 3, Sor/Wiz 3
Components: V
Casting Time: 1 round
Range: Anywhere within reach of the casters voice
Target: One living creature who can understand the casters words
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
When this spell is invoked, the caster spends a full round describing his victims inadequacies and/or inability to cope with the
current situation. Assuming that these words can be heard and understood by the subject, he must successfully make a Will
saving throw or find himself agreeing with the negative assessment. He will simply sit down on the ground, his confidence
shattered, performing no further meaningful actions. If attacked, he is capable of defending himself in a half-hearted manner:
half any Dexterity bonus for AC, rounding down, and no feats may be used. Other magical attacks are also resisted less
effectively, with any attribute bonuses for saving throws being halved, rounding down. He is allowed to make another saving
throw (with his full Wisdom bonus) during any round in which he is damaged. He may also repeat the saving throw during
any round in which one of his allies is in serious jeopardy; however, since he believes that he will be of little use, anyway, the
DC for such a check receives a +4 modifier. Barring such extreme circumstances, the subject will be effectively immobilized
for the duration of the spell.
Dream Circle
Abjuration
Level: Brd 6, Clr 6, Drd 6, Dream 6, Sha 6
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature that is capable of dreaming per level
Duration: 4 hours + 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell is identical to healing dream, except that it affects several subjects within range. Each person who is affected by
the same dream circle spell shares a mystical connection with all of the others. If any subject is attacked, physically or
mentally, while awake or asleep, all of the others who are sleeping, at the time, will be instantly alerted. Their dreams will
change accordingly, and they will wake up, ready for action, if that is the most sensible response.
Dream Form
Illusion (Figment)
Level: Dream 7
Components: V, S
Casting Time: 1 round
Range: See text
Target: You
Duration: 5 minutes/level (D)
This spell is invoked just before the caster goes to sleep. When he begins dreaming, his mental self-image forms a new,
illusionary body, and his visual and auditory senses are transplanted into it, so that his mind can operate independently of his
physical form. This does not cause his body to awaken, and it will appear to be in a sort of mild coma. Nevertheless, the
casters mind remains alert and can act through the dream form. The figment can move at a speed of up to 180 feet per
round (a little over 20 miles per hour) and can travel as far away from the casters body as time permits. It never becomes
fatigued and, thus, can travel at full speed for as long as the caster wishes. It looks just like the caster but is somewhat
transparent and sees the world in a similarly tenuous way (+2 to the DC of Search and Spot checks, made both by it and
against it). As previously noted, it has only visual and auditory components; thus, it can see and hear, but not smell, taste or
touch. By the same token, it can be seen and heard but cannot be detected by any other sense and has no solid substance.
Note that the casters other senses remain tied to his physical body, so anyone who wishes to awaken him (and, thus, end
the spell) must shake him shouting will do no good. Because the dream form is only an illusion, it cannot be harmed in any
normal manner; however, it is susceptible to dispel magic, antimagic field, and other effects that weaken or nullify spells.
Although a viewer can try to disbelieve the illusion, this may do him more harm than good, since success will simply make it
somewhat harder for him to spot the dream form, with no detrimental effect on it or anyone elses perception of it. The
figment will be reduced to a faint outline for that person only (see page 158 of the Players Handbook for information on
disbelieving illusions). When the spell ends, the dream form vanishes, and the casters focus of alertness returns to his real
body instantly. He may wake up at this time, depending on the circumstances, but this is not automatic.
Note that the duration listed above kicks in once the caster has freed his dream form. Until that time, the magic is
suspended and may last for up to eight hours, waiting for the caster to go to sleep and begin dreaming.
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Elfshot
Transmutation
Level: Archery 4, Drd 4
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: Missile touched
Duration: Until missile strikes target, but not past next sunrise or sunset
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell allows the caster to enchant a single non-magical missile so that it holds another spell. First, he casts elfshot and
touches the weapon in question, priming it. On the very next round, a second spell of 3
rd
level or less must be cast on the
missile, and it will be absorbed. Failure to do this during the next round wastes the elfshot enchantment. Note that the
elfshot caster need not place the second spell himself he could use some sort of magical device, or someone else could do
it, by touching the missile. The second spell must be one that could normally affect targets other than the caster, himself,
although area spells that normally center on the caster are acceptable. Note that most divination spells are useless when
placed in elfshot, since they cannot relay information back to the caster. Of course, those that can be placed on other people
to give them access to divinatory information will work normally.
When the elfshot missile is fired at a target, an attack roll must be made as usual; however, it ignores armor, including
shields and natural armor, in much the same manner as a ranged touch attack. Regardless of whether or not the missile
strikes the intended target, it is destroyed on impact with anything, vanishing in a small flash. If the attack is successful, no
actual damage is caused, but the spell is discharged. In the case of a touch or ranged spell, such as chill touch, vampiric
touch or daze, the effect is exactly the same as if the caster had touched or otherwise struck the target with the spell in
question. For example, a missile with vampiric touch would drain hitpoints from the victim and give them to the caster of the
vampiric touch spell (not necessarily the creator of the elfshot or the actual firer of the missile). In this case, the range
between the victim and the recipient of the hitpoints would be irrelevant, as long as they were on the same plane. For an
area spell, such as emotion, fireball or fog cloud, the spells area is centered where the missile lands, even if the spell could
normally be centered only on the caster. This will often be a patch of ground, since targeting a location is easier than
targeting a moving creature.
Note that beam spells and other attacks that cover an area from the caster to the target are less effective when placed in an
elfshot missile, since they generally only affect a single target. For example, a lot of the benefit of a lightning bolt is wasted
when it does not cover the area between the caster and his primary target, affecting everyone in between. A lightning bolt
placed in an elfshot missile would only damage the target it struck. This is true for most spells that have both a range and an
area that extends from the caster, including cone spells, such as fear, and others that have an area other than a radius or
burst centered on a specific point.
Regardless of the type of spell that is triggered, the effect lasts for no more than one full round unless the same spell could
normally operate independently of the caster. Thus, a spell that would normally allow the caster to make multiple touch
attacks, such as chill touch, works only once through an elfshot missile. Similarly, a wall of fire would last for only one round,
since it requires concentration. On the other hand, a wall of ice or darkness spell would last for its normal duration, since
these types of magic can exist independently of a caster.
Material Component: The targeted missile is, effectively, a material component, since it is required to cast the spell and is
destroyed when it strikes any target, even the ground. It must be a non-magical ranged projectile or thrown weapon with a
weight of less than one pound, e.g. an arrow, bolt, dart, shuriken, sling bullet, etc. For the druidical version of this spell, the
missile must be made predominantly of wood.
Erase Memory
Abjuration
Level: Obfuscation 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 minute
Range: Unlimited
Target: One living creature
Duration: 1 day/level (D)
Saving Throw: No
Spell Resistance: Yes, but only if the subject is aware that the spell is being cast and wishes it to fail
This powerful spell can either be a great blessing or a terrible curse, depending on the situation. It removes the memory of a
specific subject from the minds of everyone who ever knew him. At the same time, it causes any records that contain
information about the subject to be misplaced, forgotten or destroyed. Within an hour, it is as if the subject never existed.
Even close friends and relatives will not recognize him, if they see him again, and they will simply rearrange their memories to
deal with his absence, replacing his deeds with those of another person and so forth. If a given person is confronted with a
paradox that can only be resolved by accepting the subjects existence, that person is allowed to make a Will saving throw
(DC 18 plus the casters Wisdom modifier minus the subjects Charisma modifier) to realize the truth. If he fails, he continues
to deny the subjects existence and will rationalize the situation in any way necessary to maintain his peace of mind, possibly
going to absurd lengths to do so. If he succeeds, his memories regarding the subject will clear up temporarily. Once the
paradox is no longer an issue, the subject will be forgotten again, since the magic is tied to him and not to the myriad people
- 79 -
Erase Memory, continued:
who know him. This effect continues throughout the spells duration. Thus, even new acquaintances, met after the spell was
cast, will forget the subject once he leaves their presence.
Nothing short of a miracle or wish can end this spell prematurely. When the spell finally wears off, people regain their
memories concerning the subject but may not remember a time when those memories were not present (people are
remarkably good at rationalizing things they do not understand). Records that were lost may eventually resurface, but
physical objects that were destroyed will not reappear. Thus, even once the duration has expired, the subject may be
somewhat inconvenienced, for a time.
Material Components: A part of the creature that will be targeted by the spell, e.g. a hair, nail clipping, scale or other body
part. Something that belonged to the target for at least a year can be used, instead, e.g. a scrap of cloth from the victims
favorite shirt, a small silver pendant from a necklace that he had since childhood, etc. The object must be burned or
otherwise destroyed, along with a parchment that has the subjects name and at least three important personal facts written
on it.
Gloom
Enchantment (Compulsion) [Fear, Language-Dependent, Mind-Affecting]
Level: Brd 4, Clr 5, Despair 4, Sha 5, Sor/Wiz 5
Components: V
Casting Time: 1 round
Range: Anywhere within reach of the casters voice
Targets: One living creature/level who can understand the casters words
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell is identical to despondency, except that it can affect more creatures. It works on the closest subject first and then
moves out from there; however, it will skip the casters allies and others whom he is clearly not addressing in his speech.
Greater Bane Arrow
Transmutation
Level: Archery 8, Sor/Wiz 8, Wuj 8
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Missile touched
Duration: Until missile strikes target, up to 1 day/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell is identical to bane arrow, with two important exceptions. First, the bonus damage scored against the specified
creature is 5d6, instead of 3d6. Second, even if the victim survives the damage, he must make a Fortitude save or be slain
instantly.
Greater Elfshot
Transmutation
Level: Archery 7, Drd 7
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: Missile touched
Duration: Until missile strikes target, up to 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell is identical to elfshot, except that the duration is generally longer, and the spell to be placed on the missile can be
up to 6
th
level.
Guardian Door
Abjuration
Level: Portal 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: The door touched, up to 20 sq. ft./level in size
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
- 80 -
Guardian Door, continued:
This spell magically locks and reinforces any single non-magical door that the caster touches. The ward is treated as an
arcane lock, in every respect, except for the non-permanent duration and for the fact that the caster can specify up to one
extra person per level who can pass through it freely (in addition to himself). Only a person who is present (within 10 feet)
when the spell is cast can be given access in this manner. The door also blends into its surroundings, so that it effectively
becomes a secret door (DC 15 + casters level, up to a maximum of 30, to locate). Those who have been given access to the
arcane lock can also see the door normally; however, all others must find it just as they would a secret door. Note that, if this
spell is cast on a door that is already concealed, it increases the normal DC to locate that door by one-half of the casters
level (rounded down), up to a maximum of 30. This modifier does not stack with other magical modifiers, however, including
other uses of this spell. Finally, if anyone or anything that was not given access to the arcane lock opens the door, the caster
is instantly alerted. If he is asleep at the time, he can make a Wisdom check (DC 12) to awaken and will automatically know
what woke him up.
Healing Dream
Abjuration
Level: Brd 2, Clr 2, Drd 2, Dream 2, Sha 2
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature that is capable of dreaming
Duration: 4 hours + 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject of this spell is more likely to have a deep, restful sleep, the next time that he chooses to do so. While he is
asleep, he receives a bonus, equal to the level of the spellcaster, when making Will savings throws to resist hostile dream or
illusion (phantasm) magic, such as nightmare, night terrors and phantasmal killer. Furthermore, only mundane interruptions
that would genuinely require his attention will awaken him. Thus, a sentry trying to warn him of an impending attack would
awaken him, but several friends talking loudly nearby would not. If the subject gets a full night of uninterrupted sleep while
under the influence of this spell, he wakes up feeling thoroughly refreshed. Any penalties for built up fatigue are removed,
and 2d4 points of damage are healed.
Inspiration
Divination
Level: Artisan 1, Brd 1, Clr 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour or until discharged
Saving Throw: None
Spell Resistance: Yes
The subject is granted a moment of divine inspiration. On his next Craft or Perform check, he gains a +4 insight bonus, as
long as that roll is made within an hour of the casting. Due to this time restriction, the spell is of limited use when working on
long-term projects; however, it can be very helpful during the initial planning stage of such an endeavor.
Night Terrors
Illusion (Phantasm) [Mind-Affecting, Evil]
Level: Brd 6, Despair 6, Sha 6, Sor/Wiz 6, Wuj 6
Components: V, S, M
Casting Time: 10 minutes
Range: Unlimited
Target: One living creature that is capable of dreaming
Duration: 3 consecutive nights
Saving Throw: Will negates for one night (see below)
Spell Resistance: Yes
As nightmare, except that the effect automatically repeats itself during the two nights following the one in which the spell was
cast, with no extra effort on the part of the caster. The victim is allowed to make a saving throw each night, but success only
protects him during the night in question and does not break the spell, which must run its course.
Material Component: A part of the creature that will be targeted by the spell, e.g. a hair, nail clipping, scale or other body
part. Something that belonged to the target for at least a year can be used instead (e.g. a scrap of cloth from the victims
favorite shirt, a small silver pendant from a necklace that he had since childhood, etc.); however, this reduces the DC of the
saving throw by 2.
- 81 -
Obscure Alignment
Illusion (Glamer)
Level: Brd 1, Clr 2, Obfuscation 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One living creature
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell obscures the alignment of a living creature so that it is reported incorrectly by all forms of divination. The caster
chooses a new alignment, which can only be one or two steps removed from the real one, and the creature radiates the
appropriate aura, thereafter. Thus, a chaotic evil creature could appear to be chaotic neutral, chaotic good, neutral evil, true
neutral or lawful evil, but not neutral good, lawful neutral or lawful good. This spell has no effect on the subjects real
alignment or behavior, so people may begin to get suspicious if a supposedly chaotic good person starts acting in an evil
manner. Unwilling subjects are allowed a Will saving throw to resist the effect, but a saving throw is not normally allowed to
see through it. The DM may allow a Will saving throw to disbelief the glamer, if the subject is acting in a manner which is
clearly at odds with his supposed alignment; however, by the time people start noticing such anomalies, the spell is usually of
little value, anyway.
Primal Melody
Enchantment (Compulsion) [Mind-Affecting but see below, Sonic]
Level: Music 9
Components: V or S, F
Casting Time: 1 round
Range: Anywhere within reach of the casters voice or instruments tones
Target: Anyone who hears the song
Duration: As long as the caster continues to sing or play
Saving Throw: None or Will negates (see text)
Spell Resistance: Yes (see text)
This spell is always cast by singing an ancient melody of unknown origin or playing it on an instrument. This requires at least
12 ranks in Perform skill. Any being who hears the song stops to listen to it, enthralled. Creatures that would normally be
susceptible to Mind-Affecting spells receive no saving throw against this song, although spell resistance still applies, using
either the casters level, as usual, or the number of ranks he has in Perform skill (whichever is higher). Subjects that are not
normally susceptible to Mind-Affecting enchantments can be affected by this spell, although they are allowed a Will saving
throw to resist it, with a 4 penalty. This applies to all creatures that are alive or have ever been alive and that are capable of
perceiving sound or vibration from a distance, including most oozes and undead. It does not apply to targets that have never
been alive, such as most constructs (they are immune). If a subject is attacked or otherwise sustains damage, the effect
ends for him (only), and he may act freely, thereafter. If he does not flee the area immediately, however, he will soon come
back under the songs sway. Barring such extreme intervention, each subject will be held in place for as long as the caster
continues to sing or play. Once a subject has been freed, he will never be able to remember exactly what he heard only
that it affected him profoundly. Note that people who enter the area after the spell has been cast can still be affected by it:
the magic is tied to the song, itself, not to the area or to the other subjects.
While the caster is singing or playing, he cannot perform any other strenuous activity and cannot move faster than 5 feet
per round. He can, however, cast certain Enchantment spells, and these are automatically woven into the song. Casting
each spell while the song is being performed requires no extra effort on the part of the caster and does not even necessitate
a Concentration roll. The spells that can be merged in this manner include: animal friendship, animal messenger, calm
animals, calm emotions, charm monster, charm person, charm person or animal, daze, despondency, emotion, gloom, hold
animal, hold monster, hold person, indifference, lesser geas, lullaby, mental strength, mental weakness, modify memory,
secret signs, sleep, suggestion and touch of madness. Note that the caster must have access to these spells, himself
primal melody does not provide them.
There are two main advantages to casting spells in this manner (aside from having a captive audience). First, the spell
does not require any of its usual verbal, somatic or material components. These are replaced by the components of the
primal melody spell. Second, a spell cast in this manner is as difficult to resist as primal melody, itself. Subjects who are
normally immune to Mind-Affecting magic can be targeted (although they receive Will saving throws, with a 4 penalty), and
other subjects receive no saving throw at all (although spell resistance still applies). Of course, the effects of some spells,
such as daze and hold person may not become apparent until after the caster has finished the primal melody and, thus,
released the subjects.
Focus: If the caster chooses to play the song, rather than sing it, he must, of course, have an instrument to do so.
- 82 -
Seeker
Transmutation
Level: Archery 2, Drd 2, Sor/Wiz 2, Wuj 2 (Wood)
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: Missile(s) touched
Duration: 1 round
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
When this spell is cast on a missile, it causes that weapon to home in on a particular target. The caster must be aware of the
targets position but need not actually see him when the spell is cast. Thus, he can target a person he hears talking or one
he is tracking with detect thoughts, for example. The enchantment lasts for only one round, so the missile must be used
immediately after the spell has been cast, during the same round or the following one (although the caster need not be the
one to use it). Once fired, the missile will actually go around walls, through windows, under fences and so forth to get to its
target; however, it cannot pass through a solid object to reach a target who is completely cut off from the attacker. It ignores
the effects of concealment, cover, position and size, and it suffers no penalties for range, although the maximum range limit
still applies (five times the range increment for thrown weapons or ten times for projectiles). Once it reaches the target, it
strikes with a +20 attack bonus (total), and its threat range is doubled, as per keen edge (see page 219 of the Players
Handbook).
If the caster is 5
th
level or higher, he can enchant an additional missile for every full five levels, i.e. two at 5
th
, three at 10
th
,
and so on. All of the missiles must be touched and enchanted at once, so this is generally only useful if the caster can make
more than one ranged attack each turn or if he has someone else who can take the extras. Each missile can have a different
target, but the caster must be aware of all of the targets when the spell is cast. The person who uses the missile, if it is not
the caster, has no control over who will be struck by it it always seeks out its intended target and will even double back to
reach him.
Focus: The weapon(s) to be enchanted. Each must be a ranged projectile or thrown weapon with a weight of less than one
pound e.g. an arrow, bolt, dart, shuriken, sling bullet, etc. although they need not all be of the same type. For the
druidical and wu jen versions of this spell, the missile must be made predominantly of wood. Unlike many of the other
archery spells, seeker does not destroy the missile automatically (although it may be broken, as usual, through use), and it
can be used on magical missiles. Remember, however, that the total attack bonus will be +20 no matter what the bonus of
the weapon normally is (they do not stack).
Vicious Circle
Enchantment (Compulsion) [Fear, Language-Dependent, Mind-Affecting]
Level: Despair 8, Sha 8, Sor/Wiz 8
Components: V
Casting Time: 1 round
Range: Anywhere within reach of the casters voice
Target: One or one/level living creatures who can understand the casters words (see below)
Duration: Instantaneous or 1 minute/level (see below)
Saving Throw: Will negates
Spell Resistance: Yes
When this spell is invoked against a single subject, the caster spends a full round describing his victims inadequacies and/or
inability to cope with the current situation. Assuming that these words can be heard and understood by the subject, he must
successfully make a Will saving throw or find that his self-confidence is deeply shaken. From that point on, every time that he
fails a roll, for any reason, his uncertainty grows, and he receives a 1 incompetence modifier. This modifier accumulates
over time; thus, after four failed rolls, it will be sitting at 4.
An incompetence modifier applies to all rolls that the subject makes, thus increasing the chance of failure and of making the
modifier even worse. An incompetence modifier can never reduce the total modifier for a given roll below +0, by itself,
although other penalties can do so. For example, a 5
th
level fighter with a Strength score of 16 and a masterwork longsword
normally has a total melee attack modifier of +9 (+5 for level, +3 for Strength, +1 for a masterwork weapon). Under the
effects of this spell, his total melee attack modifier will drop to +0 once the incompetence modifier reaches 9; however, it will
not get any worse after that, even if the incompetence modifier reaches 99. On the other hand, if the fighter then receives a
2 penalty because of poor visibility, this will reduce the total attack modifier below +0, to 2.
When used against a single subject, this spell never wears off on its own it just keeps getting worse. Remove curse does
not remove vicious circle; however, greater restoration, limited wish, miracle and wish can restore the creature to normal,
removing the incompetence modifier for good.
This spell can also be used against multiple subjects, up to one per level. It works on the closest subject first and then
moves out from there; however, it will skip the casters allies and others whom he is clearly not addressing in his speech.
The effects of the spell are identical, and each subject accumulates his own incompetence modifier; however, the duration is
much shorter. After 1 minute/level, the effect wears off, and all of the incompetence modifiers vanish. Even if the spell is
used again the very next round, the previous incompetence modifier does not return but resets itself to -0.
- 83 -
Vicious Circle, continued:
No matter which version of this spell is used, the effects of more than one spell are never cumulative. The caster cannot
use the spell twice on the same person, for example, to make the penalty accumulate twice as quickly. Only the worst
incompetence modifier applies at any given time.
Waking Dream
Illusion (Phantasm) [Mind-Affecting]
Level: Dream 8, Sor/Wiz 9
Components: V, S, M
Casting Time: 10 minutes
Range: Unlimited
Target: One living creature that is capable of dreaming
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
This spell works only on a creature that is asleep during the casting time. If the recipient is awake when the spell begins, the
caster can choose to cease his efforts (ending the spell) or enter a trance until the recipient goes to sleep, whereupon he will
become alert again and can complete the invocation. If he does choose to enter a trance, he is not aware of his surroundings
or the activities around him, while in the trance. He is defenseless, both physically and mentally and will always fail any
saving throw, for example. If he is disturbed during the trance, the spell ends.
A subject under the influence of this spell loses the ability to distinguish dream from reality. When the spell is invoked, the
caster describes some situation, environment and/or time period that will make sense to the subject. It may be as bizarre and
hazardous as the caster wishes; however, the stranger and more hostile it is, the less likely it will be that the subject will
accept the vision and succumb to the spell (i.e. the DM should reduce the DC for the saving throw substantially, if the caster
goes too far). The caster can be as sparse or as detailed as he wishes, but any details that he leaves out will be filled in by
the subjects subconscious mind (often in his favor). Note that, while it can be tempting to create a terrifying vision for an
enemy, a pleasant one is usually more seductive and, thus, more likely to serve the purpose. If the subject fails his saving
throw, he begins to dream about this new world with astonishing clarity and never awakens from that dream. From an
outsiders perspective, the subject simply falls asleep and never wakes up. He enters a deep coma, and his body wastes
away, over time, if others do not somehow sustain it (presumably with magic).
Any injuries that the subject sustains, while in the dream, manifest on his physical body in a lesser form. His real body
suffers one-quarter of the damage that his dream body suffers (rounded down) and can die from these injuries. If his dream
body is killed, his real body suffers severe shock. He must make a Will save against a DC of 20 or die for real. If he survives
this experience, then he will not die in the dream either he will simply awaken, in the dream, to discover that he somehow
survived, at the last minute.
Although this may sound like a wonderful way to remove an enemy from a distance, in complete safety, there are two
catches. First, when the caster sets the scene, he must also describe a focus for the dream a particular event that will
resolve the dream and cause the subject to awaken. This may be an unlikely event or some goal that is difficult to
accomplish, but it must be possible, or the spell automatically fails, when the subjects mind rebels against it. For example,
the caster could cause the subject to believe that he is lost in a forest maze, complete with faerie tricksters, seductive
nymphs and dangerous wild animals. The focus might be the only exit out of the forest, in which case the dream would be
resolved when the subject finally found his way out of the maze.
The second catch is that the caster cannot help but leave his own mental imprint on the dream. This means that,
somewhere in the tale, there will be a character (usually, an antagonist) who represents the caster. The appearance and/or
mannerisms of that character always give the subject some clue as to the identity of his tormenter. Furthermore, due to the
mystical connection between the caster and his spell, any time the character in question is seriously injured, the caster
suffers the effects of a nightmare spell. This cannot occur more than once per night, and the damage caused is 1d6, instead
of 1d10. Note that the caster-character cannot actually be killed in the dream. Even if he appears to be slain, he will always
return, somehow, in true villain form.
If the subject is brought under the influence of a dream circle spell, those people who are also part of the circle will sense
what he is going through. When they begin to dream, they will be drawn into his world and, thus, can participate in his
experience, possibly assisting him in resolving the dream focus.
Remove curse, greater restoration and limited wish have no effect on waking dream. Nothing short of a miracle or wish can
awaken the subject, until the dream focus has been resolved.
If this spell is cast on an NPC, the DM should simply make a fair assessment as to if and when the subject will snap out of it
keeping in mind that this is an 8
th
level spell and, thus, should not be too easy to shrug off. He should also remember that
the caster may suffer from occasional nightmare effects, while the subject dreams. If this spell is cast on a player character,
things get much more interesting. This spell provides an excellent catalyst for new adventures (albeit, dream adventures) in
worlds that may be radically different from what the players are used to. This can be used very effectively in a solo adventure,
especially if the player does not realize, at first, that his character is dreaming. On the other hand, as long as the subjects
allies can get access to a dream circle spell, they can participate in the adventure, at least intermittently, and help to rescue
their enchanted companion.
Material Component: A part of the creature that will be targeted by the spell, e.g. a hair, nail clipping, scale or other body
part. Something that belonged to the target for at least a year can be used instead (e.g. a scrap of cloth from the victims
favorite shirt, a small silver pendant from a necklace that he had since childhood, etc.); however, this reduces the DC of the
saving throw by 2.
- 84 -
Most of the rules from the Dungeons & Dragons core books are unchanged; however, a few additions and minor alterations
have been made to reflect the many new races and ethnic groups. As a result, the majority of new information primarily
affects character creation. Additional systems have also been added to allow for language similarities and the Tolemica-
specific phenomena caused by Chaos Days. Furthermore, the DM should note that a modified version of Table 7-1:
Experience Point Awards is in use. In every other respect, however, the basic rules are the same.
Racial Characteristics
A player creating a character from Tolemica has a large variety of racial and ethnic options from which to choose. In all,
there are ten different ethnic groups for humans and eight possible non-human races. The previous section on Ethnic Groups
described these in some detail, so this section will concentrate primarily on the things that players need to know when making
characters. All eighteen options are described briefly, below, with relevant game information. Unless otherwise noted, none of
the standard race options from the core rulesbooks apply here. For example, a player can make a Mennihi character, with the
DMs permission, but he cannot make a standard D&D high elf, since they simply do not exist on Tolemica.
Humans
Aside from appearance and language differences, humans are treated exactly the same as in the Players Handbook (pages
12 to 14). The player must choose an appropriate ethnic group from the ten possibilities, given below, as this will affect his
automatic language and probable appearance. If two automatic languages are listed, he can pick whichever one he wishes.
Note that there is no Common tongue in Tolemica, although Pravic comes close, in many areas. In game terms, there are no
mixed ethnic groups, since this classification is based not only on the characters lineage but also on where he was born. A
character could certainly have parents from two different groups and might share some physical features of both; however, he
would still only get one starting language for free, not both (although he could certainly take the second one as a bonus
language or purchase it with skill points).
Calishaen: Any skin and hair color (usually dark, for both); brown, hazel or gray eyes. Language: Cyrnic or Lithyrnae.
Damri: Average complexion; dark hair; any eye color. Language: Damrae.
Eldorethan: Well-tanned to average skin; any hair color (usually dark); any eye color (usually brown). Language: Eldoric.
Gellanic: Pale brown skin; dark hair; brown, hazel or gray eyes. Those with Oordic blood generally have fairer skin and sandy
blond hair, and they are more likely to have gray eyes. Language: Cyrnic or Gellanic.
Hylin: Gold skin, pale to quite dark; black, dark brown or chestnut hair; brown or gray eyes (rarely, pale blue). Language:
Hylini. Note that a player must obtain the DMs permission to create a character from this group, since they are quite rare in
Tolemica and are dealt with only peripherally throughout these notes.
Oordic: Fair or ruddy skin; fair hair (light brown, blond or even white); blue, blue-gray, gray or hazel eyes. Language: Oordic.
Solinoran: Highly variable appearance, depending on roots, but most are similar to Valerians. Language: Pravic.
Ulthenic: Any skin and hair color (usually, average skin and dark hair); any eye color (usually brown). Language: Cyrnic.
Valerian (Novidian): Olive or well-tanned skin, dark hair, dark eyes. Language: Valeric.
Vastimiran (Timiri): Well-tanned to average skin; any hair color (often dark); any eye color (often brown). Language: Timiric.
Note: A member of any of the ethnic groups, listed above, may have a little Cithenhi blood. This is rare for most groups but
a bit more common for the Calishaen and Damri. Such individuals generally have fairer skin and hair (often blond or copper)
and may have unusually colored eyes (green is common). Note that true half-Cithenhi are dealt with below see Thuvanhi.
Cithenhi
Except as noted herein, Cithenhi can be treated as high elves, from the Players Handbook (pages 15 and 16). The most
notable differences are as follows:
Physical Description: Cithenhi tend to be taller than high elves, as indicated on the table, below. Like elves, they have fair
skin; however, their hair is generally fair, as well (often, gold or white). They, too, tend to have green eyes, but shades of
blue, pale gray, turquoise and violet are also common.
Religion: As previously noted, most Cithenhi follow the nature-oriented faith of Talivar. Corellon Larethian is simply a well-
known folk hero.
Racial Traits: Cithenhi receive the usual +2 Dexterity bonus, as well a bonus of +1 to Charisma. They do not receive the
usual penalty to Constitution and, indeed, tend to be rather tough, considering their slender builds. Their +2 saving throw
bonus applies to all spells and spell-like effects, not just Enchantments. They receive Lithyrnae and a local human tongue
of their choice (usually, Cyrnic or Damrae) as automatic languages. They do not gain Malaghae or Ninnoae as automatic
languages, although they can take them as bonus languages, along with any other tongue listed in the Languages
section. Their favored class is sorcerer (although druids are also common). All other racial traits are as per high elves.
- 85 -
Cithenhi, continued:
Because Cithenhi are generally more powerful than members of other races, they have a Level Adjustment of +1, as
described in Oriental Adventures (page 11) and the Manual of the Planes (page 24). This, combined with the fact that they are
quite rare and have access to knowledge that the DM may not wish beginning players to have, means that their use in the
game is restricted. A player must get the DMs approval to make a Cithenhi character, and the DM should consider the
request very carefully before granting it.
Note that most of the other types of elves, listed in the DMG and Monster Manual, simply do not exist in Tolemica. The
Mennihi have some similarity to both the wild elves and the wood elves, and the Malaghi are, essentially, Drow; however,
there are no aquatic elves or gray elves.
Dwarrowbur
Although they look quite different, Dwarrowbur are very similar to halflings, in terms of game mechanics. See pages 19 and
20 of the Players Handbook, and see the earlier section on Ethnic Groups for a complete physical description. Dwarrowbur
receive Tando and one local human tongue of their choice as automatic languages but can be treated as halflings in every
other respect. There are no subraces of Dwarrowbur (see pages 20 and 21 of the DMG); however, they do sometimes think of
themselves as forest Dwarrowbur or field Dwarrowbur, depending upon the environment in which they were raised.
Grithu
The Grithu are simply goblins, from the Monster Manual (pages 107 and 108), and do not differ greatly from their standard
D&D form. Their racial traits have been improved slightly to make them more viable as player characters, and these are
summarized below:
+2 Dexterity, -2 Strength, -2 Charisma. Grithu are quick, agile and good with ranged weapons, but they are small and,
therefore, not as strong as other humanoids. They tend to be ugly and ill mannered, although the latter is not inevitable.
Small: As Small creatures, Grithu gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size
bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are
three-quarters of those of Medium-size characters.
Grithu base speed is 30 feet. Note that they are unusually fast for Small humanoids.
Darkvision: Grithu can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal
sight, and Grithu can function just fine with no light at all.
+4 racial bonus on Move Silently checks.
Grithu are at home in caves and similar subterranean settings and receive a +1 racial bonus to Listen, Search, Spot and
Wilderness Lore checks, therein, as well as a +1 morale bonus on all fear-related checks, magical or mundane.
Grithu have a keen sense of smell and receive a +1 inherent bonus on any sense-related check that involves scent. This
includes rolls made for tracking, if the Track feat is possessed. It is equivalent to a improved ability modifier and, thus,
stacks with all other modifiers.
Automatic Languages: Grishan and Ruaghae. Bonus Languages: Gellanic, Lav-ek-Dn, Lithyrnae, Malaghae, any local
human tongue.
Favored Class: Rogue.
Note that, while most Grithu tend to be non-lawful and evil, player characters can be of any alignment. A chaotic good
Grithu would be unusual but far from impossible. Unfortunately, most non-Grithu seldom think about this possibility and, thus,
are unlikely to trust such an individual, at least at first.
Mennihi
The Mennihi have no direct counterpart in the standard D&D rules, although they share some similarities with wild elves and
wood elves. Their physical description has already been given in the earlier section on Ethnic Groups and is further clarified
on the charts, below. Their racial traits are as follow:
+2 Dexterity, -1 Strength, -1 Constitution. Mennihi are agile and quick but also lightly built.
Medium-size: As smallish Medium-size creatures, Mennihi have no special bonuses or penalties due to their size.
Mennihi base speed is 30 feet.
Low-light Vision: Mennihi can see twice as far as a human in starlight, moonlight, torchlight and similar conditions of poor
illumination. They retain the ability to distinguish color and detail under these conditions.
Proficient with shortbow, longbow, composite shortbow and composite longbow. Mennihi are natural archers and are
always familiar with these weapons.
+2 racial bonus on saving throws against spells and spell-like effects. Mennihi are naturally resistant to hostile magic but
are not immune to magic sleep spells, as are elves.
+1 racial bonus on Listen, Search and Spot checks. Mennihi have no special ability to detect secret doors, however.
+2 racial bonus on Handle Animal and Wilderness Lore checks.
A Mennihi always treats Animal Empathy as a class skill, regardless of her actual class.
Automatic Languages: Lithyrnae and Ninnoae. Bonus Languages: Orennic, Ruaghae and any local human tongue. Note
that Mennihi do not receive any common human tongue as a free language, so player characters are advised to take one
as a bonus language or skill.
Favored Class: Ranger.
- 86 -
Mennihi, continued:
The Mennihi are similar to the Cithenhi is some respects but are generally weaker (i.e. they have no Level Adjustment); thus,
they make better player characters. On the other hand, they do not behave like humans, and they have access to some
ancient lore that the DM may not wish to fall into beginning players hands (although, again, not to the same degree as the
Cithenhi). Thus, it is still important to carefully consider the advantages and disadvantages of allowing a given player to create
one, on a case-by-case basis.
Orenhi
Aside from minor cosmetic differences, Orenhi are very similar to gnomes, in terms of game mechanics (see pages 16 and
17 of the Players Handbook). Their physical description has already been given in the earlier section on Ethnic Groups and is
further clarified on the charts, below. Since Garl Glittergold is considered to be a folk hero, rather than a deity, most Orenhi
follow either Talivar or whatever faith is common in the area (including the worship of Moradin or Yondalla, on occasion).
Orenhi receive +1 Dexterity, +1 Constitution and 2 Strength. They do not have a gnomes ability to speak with burrowing
mammals but do receive an extra automatic language, i.e. Orennic, Lav-ek-Dn and one local human tongue of their choice.
They can take Lithyrnae, Ninnoae, Ruaghae or other human tongues as bonus languages. They should be treated as gnomes
in every other respect. Note that there are no subraces of Orenhi (see pages 20 and 21 of the DMG).
Thuvanhi
Aside from minor cosmetic differences, Thuvanhi (human/Cithenhi or, less often, human/Mennihi half-breeds) are very
similar to half-elves, in terms of game mechanics (see pages 17 and 18 of the Players Handbook). Their physical description
varies quite a bit, since it depends on their human lineage. As a rule of thumb, they look like humans of the appropriate ethnic
group but with fairer skin and hair, unusually colored eyes (often green) and slightly pointed ears. Thuvanhi receive Lithyrnae
and one local human tongue of their choice as automatic languages and can take Malaghae, Ninnoae, Orennic, Ruaghae or
other human tongues as bonus languages. They should be treated as half-elves in every other respect.
Trak-Dn
Aside from minor cosmetic differences, Trak-Dn are very similar to hill dwarves, in terms of game mechanics (see pages
14 and 15 of the Players Handbook). Their physical description has already been given in the earlier section on Ethnic
Groups and is further clarified on the charts, below. They receive Lav-ek-Dn and one local human tongue of their choice as
automatic languages and can take Lithyrnae, Orennic, Ruaghae or other human tongues as bonus languages. They should
be treated as dwarves in every other respect. Note that there are subraces of Trak-Dn (see pages 20 and 21 of the DMG),
but they share most of the characteristics of the main race and are differentiated only by preferred environment (and resulting
skill specialization). The Kazud-Dn are equivalent to deep dwarves, and the Galud-Dn are equivalent to mountain dwarves.
The Duergar and Derro are unchanged from the Monster Manual but are not generally recognized as being from the same
race (the Trak-Dn certainly want nothing to do with such a comparison).
Ur-Moloku
The Ur-Moloku are virtually identical to half-orcs (pages 18 and 19 of the Players Handbook). They receive Ruaghae and
one local human tongue of their choice as automatic languages and can take Gellanic, Lav-ek-Dn, Malaghae or any local
human tongue as bonus languages.
Bard, Cleric,
Barbarian, Fighter, Druid,
Rogue, Paladin, Monk,
Race Adulthood Sorcerer Ranger Wizard Middle Old Venerable Max Age
Human 15 years + 1d4 + 1d6 + 2d6 35 years 53 years 70 years + 2d20 years
Cithenhi 60 years + 4d10 + 6d10 + 10d10 250 years 375 years 500 years + 5d% years
Dwarrowbur 13 years + 1d4 + 1d6 + 2d6 32 years 48 years 64 years + 2d20 years
Grithu 12 years + 1d4 + 1d6 + 2d6 30 years 45 years 60 years + 3d20 years
Mennihi 40 years + 4d6 + 6d6 + 10d6 150 years 225 years 300 years + 2d% years
Orenhi 40 years + 2d6 + 3d6 + 5d6 100 years 150 years 200 years + 2d% years
Thuvanhi 20 years + 1d6 + 2d6 + 3d6 60 years 90 years 120 years + 3d20 years
Trak-Dn 30 years + 2d4 + 2d6 + 4d6 75 years 113 years 150 years + 5d20 years
Ur-Moloku 14 years + 1d4 + 1d6 + 2d6 30 years 45 years 60 years + 2d12 years
- 87 -
Favored Base Height Height Modifier Base Weight Weight Modifier
Race Class Male Female Male Female Male Female Male Female
Calishaen Any 4 11 4 7 + 3d6 + 3d6 88 lb. 70 lb. x (2d6) lb. x (2d4) lb.
Damri Any 5 0 4 7 + 3d6 + 3d6 96 lb. 70 lb. x (2d6) lb. x (2d4) lb.
Eldorethan Any 4 11 4 6 + 3d6 + 3d6 88 lb. 66 lb. x (2d6) lb. x (2d4) lb.
Gellanic Any 5 1 4 9 + 3d6 + 3d6 105 lb. 76 lb. x (2d6) lb. x (2d4+1) lb.
Hylin Any 4 9 4 5 + 4d4 + 4d4 72 lb. 58 lb. x (2d6) lb. x (2d4) lb.
Oordic Any 5 2 4 9 + 3d6 + 3d6 115 lb. 78 lb. x (2d6) lb. x (2d4+1) lb.
Solinoran Any 4 10 4 5 + 4d4 + 4d4 80 lb. 60 lb. x (2d6) lb. x (2d4) lb.
Ulthenic Any 5 0 4 8 + 3d6 + 3d6 98 lb. 70 lb. x (2d6) lb. x (2d4+1) lb.
Valerian Any 4 10 4 5 + 4d4 + 4d4 80 lb. 60 lb. x (2d6) lb. x (2d4) lb.
Vastimiran Any 4 11 4 6 + 3d6 + 3d6 88 lb. 66 lb. x (2d6) lb. x (2d4) lb.
Cithenhi Sorcerer 5 4 5 2 + 3d4 + 2d6 112 lb. 96 lb. x (2d6) lb. x (2d4+1) lb.
Dwarrowbur Rogue 2 11 2 10 + 2d3 + 2d3 28 lb. 24 lb. x (1d3) lb. x (1d3) lb.
Grithu Rogue 3 1 2 11 + 2d4 + 2d4 30 lb. 22 lb. x (1d4+1) lb. x (1d3+1) lb.
Mennihi Ranger 4 5 4 3 + 2d6 + 2d6 62 lb. 52 lb. x (2d4) lb. x (2d3) lb.
Orenhi Illusionist 3 4 3 2 + 2d4 + 2d4 44 lb. 36 lb. x (2d3) lb. x (1d3+1) lb.
Thuvanhi Any 5 1 4 9 + 4d4 + 4d4 96 lb. 68 lb. x (2d6) lb. x (2d4+1) lb.
Trak-Dn Fighter 3 10 3 8 + 2d4 + 2d4 100 lb. 80 lb. x (2d6+1) lb. x (2d6) lb.
Ur-Moloku Barbarian 5 2 4 9 + 3d6 + 3d6 120 lb. 82 lb. x (2d6) lb. x (2d4+1) lb.
The above chart uses the standard D&D system to figure out a characters height and weight. While it is relatively quick and
easy, the randomness and imprecision intrinsic to the dice rolling portion of each calculation can give illogical results in
extreme cases. For a more authentic system, use the chart above only to find the characters height. To determine the
characters weight, use the following system.
You first need three numbers. Get a calculator ready...
1) Figure out the cube of the characters height, in inches, and divide the result by one million, i.e. height x height x height /
1000000. As a matter of interest, the division portion of the formula is there simply to keep the later calculations from
getting too unwieldy for light-weight calculators and to prevent the number of decimal places from getting out of hand on
the chart, below.
2) Make a 2d6+47 roll and add the characters Strength to it. If you like, you can simply pick a number between 2 and 12,
inclusive, instead of rolling two six-sided dice. A number below 7 indicates a slightly lighter than average frame, and a
number above 7 indicates a slightly heavier than average frame (each point makes a difference of about 1.5%).
3) Find the appropriate number from the chart below, based on the characters ethnic group or race and gender.
Once you have all three numbers, just multiply them together, rounding off to the nearest whole number, and you will have
an authentic weight for a character of that type and build. Feel free to increase or decrease it slightly, if you picture the
character having an unusually heavy or light frame (more extreme than the variation produced by the 2d6 roll).
Example: We want to find the weight of a 58 female Cithenhi, with a Strength of 12. First we cube her height and divide it
by one million, to get 0.314432 (68 x 68 x 68 / 1000000). Next, we roll 2d6 and get an 8, so the second number is 67 (8 + 47 +
12). Checking the chart below, we see that the third number, for a female Cithenhi, is 6.45. Thus, a typical weight for this
character would be around 136 pounds (0.314432 x 67 x 6.45 = 135.8817888, rounded up to 136).
Ethnic Group Male Female Race Male Female
Calishaen 7.29 6.73 Cithenhi 7.00 6.45
Damri 7.37 6.79 Dwarrowbur 9.43 9.10
Eldorethan 7.35 6.78 Grithu 9.82 9.06
Gellanic 7.58 7.00 Mennihi 6.85 6.32
Hylin 7.26 6.69 Orenhi 11.05 10.19
Oordic 7.74 7.12 Thuvanhi 7.15 6.59
Solinoran 7.33 6.80 Trak-Dn 16.58 14.95
Ulthenic 7.48 6.89 Ur-Moloku 7.96 7.33
Valerian 7.33 6.76
Vastimiran 7.35 6.78
Optional Ability Adjustments for Humans
At the DMs discretion, most of the human ethnic groups can be given minor ability adjustments, as indicated below. The
effects are fairly small and are mainly for flavor. Since all of the bonuses and penalties are balanced (as per page 24 of the
DMG), no other changes need to be made to each groups racial traits. The adjustments can be used or ignored on a case-
by-case basis, as long as both the bonuses and the penalties are used (or not used). Thus, these adjustments are optional in
every sense of the word: the DM can choose to use them or not, and, even if he does choose to use them, each player can
decide whether or not he wishes to apply them to his own character. Note that they should apply to most NPCs, if they are
going to be used at all.
- 88 -
The list, below, also indicates any class that is encountered more frequently than usual, within the group in question
(relatively speaking). This is not a favored class as usual, all human characters, regardless of ethnic background, can
choose any one class to be their favored class. Rather, it simply indicates a class that is commonly associated with the group.
It has no effect, whatsoever, on character creation and is listed purely for flavor.
Calishaen: +1 Dexterity, +1 Charisma, -1 Strength, -1 Wisdom. Associated class: Bard.
Damri: +1 Charisma, -1 Wisdom. Associated class: Paladin.
Eldorethan: No adjustments. Associated class: Expert.
Gellanic: +1 Strength, -1 Intelligence, -1 Charisma. Associated class: Barbarian.
Hylin: +1 Wisdom, -1 Strength. Associated class: Sorcerer.
Oordic: +1 Strength, -1 Dexterity. Associated class: Fighter.
Solinoran: +1 Intelligence, -1 Wisdom. Associated class: Rogue.
Ulthenic: +1 Constitution, -1 Dexterity. Associated class: Ranger.
Valerian: +1 Intelligence, -1 Constitution. Associated class: Wizard.
Vastimiran: +1 Constitution, -1 Charisma. Associated class: Cleric.
Language Use
The earlier section on Languages gave a detailed description of the eighteen standard languages that can be found in
Tolemica. It is important to note that these replace the standard languages from the D&D core books, they do not simply add
to the list. Of the twenty languages listed on page 74 of the Players Handbook, only Draconic and the three primary
languages used by Outsiders (Abyssal, Celestial and Infernal) can be found here and, then, only rarely. Even when the
creatures that use these languages are encountered, they speak to humans in their own tongue, Esteldic or Lithyrnae, more
often than not.
Since many of the languages of Tolemica are related to others, directly or indirectly, it stands to reason that a person who is
fluent in one language might have at least a small chance of deciphering bits of an associated tongue. For this reason and
to reduce the problems that can arise when players choose characters from divergent linguistic backgrounds, the following
optional rule is suggested. Whenever a character encounters a phrase (written or spoken) in a language that he does not
know, there is a chance that he will be able to figure out the gist of it if he knows a similar tongue. This involves an Intelligence
check for each such phrase; thus, it may come up repeatedly during a long conversation, with each roll applying to one
general idea. The DM should makes all such checks, since a badly failed roll (by 5 or more) may indicate that the character
actually misinterprets the phrase altogether. The DC for the check depends on the degree of the similarity between the
language the character knows and the one being used, as indicated on the chart, below. If the character knows more than
one useful language, the most favorable DC applies.
Language Language Known by Listener
Spoken Cyr Dam Eld Est Gel Gri Hyl Lav Lth Mal Nin Oor Ore Por Pra Rua Tan Tim Val
Cyrnic 0 14 14 18 13 18 25 18 12 16 14 16 16 16 16 16 21 18 18
Damrae 14 0 14 16 18 21 23 22 14 18 16 20 18 14 14 17 20 16 14
Eldoric 14 14 0 14 17 22 23 22 20 23 22 18 22 12 13 21 19 12 15
Esteldic 18 16 14 0 21 24 20 24 22 23 24 19 24 14 14 23 17 14 12
Gellanic 13 18 17 21 0 18 25 19 16 15 18 16 18 16 16 16 23 19 20
Grishan 18 21 22 24 18 0 25 23 17 15 18 20 24 22 22 14 25 23 24
Hylini 25 23 23 20 25 25 0 25 23 24 22 25 25 21 21 25 20 23 20
Lav-ek-Dn 18 22 22 24 19 23 25 0 16 20 19 17 15 23 23 18 25 23 24
Lithyrnae 12 14 20 22 16 17 23 16 0 12 12 22 14 17 17 15 20 21 22
Malaghae 16 18 23 23 15 15 24 20 12 0 14 19 17 19 19 16 21 23 23
Ninnoae 14 16 22 24 18 18 22 19 12 14 0 24 15 20 20 18 19 23 24
Oordic 16 20 18 19 16 20 25 17 22 19 24 0 20 18 18 17 24 18 20
Orennic 16 18 22 24 18 24 25 15 14 17 15 20 0 20 20 20 21 22 23
Portspeak* 15 13 11 13 15 21 20 22 16 18 19 17 19 0 6 19 18 10 9
Pravic 16 14 13 14 16 22 21 23 17 19 20 18 20 8 0 20 19 12 12
Ruaghae 16 17 21 23 16 14 25 18 15 16 18 17 20 20 20 0 24 22 23
Tando 21 20 19 17 23 25 20 25 20 21 19 24 21 19 19 24 0 19 18
Timiric 18 16 12 14 19 23 23 23 21 23 23 18 22 11 12 22 19 0 15
Valeric 18 14 15 12 20 24 20 24 22 23 24 20 23 10 12 23 18 15 0
*- Portspeak is described under the section pertaining to Pravic. By its very nature, Portspeak is relatively easy to translate for anyone
who knows one of its root tongues; however, the reverse is not necessarily true to the same degree.
As previously noted, this requires a straight Intelligence check, with no skill ranks. However, if the person making the check
is from a class that normally has access to Speak Language as a class skill, then a +1 insight bonus applies to the roll.
Furthermore, if both the speaker and the listener have at least 4 ranks in Innuendo each, then a +1 synergy bonus applies.
- 89 -
Note that this system really just allows the story to move along when linguistic difficulties would otherwise bog it down. It
does not allow a character to communicate effectively in a language he does not know on a long-term basis. For one thing,
only basic ideas are understood, and nuances are lost. For another, the possibility of a botched roll makes the danger of a
misinterpreted message a very real problem. In short, players should not hesitate to use skill points to purchase additional
languages, especially when first making their characters. Along the borders of each country, in particular, most characters
including those with only an average Intelligence know two or more languages.
Chaos Days
As previously noted, under the Calendar section, a Chaos Day occurs at the end of every second month. At this time, the
two moons are in conjunction: the dark moon, Drom, eclipses the full light moon, Litha, creating a corona effect in the night
sky. Aside from being visually unsettling, this phenomenon also triggers unusual side effects for supernatural entities and
energies. A shapechangers DC to resist involuntary change is increased by +4, although the DC to make a voluntary change
is similarly reduced by 4. All undead receive a +2 bonus to turn resistance (see page 10 of the Monster Manual) but are
more likely to be destroyed when they are turned (add half again to the clerics effective level, rounding down, when making
this determination). Divine magic is otherwise unaffected, but arcane magic behaves strangely.
Whenever a character casts an arcane spell on a Chaos Day, he must make a Spellcraft check to see if the magic is altered
in any way. The DC for this check depends on the time of day (the effect generally peaks early in the evening and drops off
abruptly just after midnight), whether or not the corona is visible, and what sort of magic is being used. A +2 synergy bonus
applies to the roll if the character has 8 or more ranks in Concentration. Regardless of the DC or any modifiers, a natural roll
of 1 always fails, and a natural roll of 20 always succeeds.
Time of Day Check DC Effect Mod
Sunrise to mid-morning 8^ - 1
Mid-morning to mid-afternoon 12^ + 0
Mid-afternoon to sunset 16^ + 0
Sunset to mid-evening 20^ + 1
Mid-evening to midnight 16^ + 0
Corona is visible + 2 + 1
Spell uses associated element* + 2 + 2
Spell uses opposite element* + 2 - 2
*- An associated element is one that is the same as the element associated with the Chaos Day in question, e.g. fire on
Whitedown 31
st
, the Chaos Day of Fire. An opposite element is, of course, just the reverse, e.g. fire on Greysky 31
st
, the
Chaos Day of Water. For this purpose, Good spells and those that use positive energy are considered to be associated with
Light, and Evil spells and those that use negative energy are considered to be associated with Shadow.
^- These numbers are approximate and are listed as such for the sake of simplicity. If the DM wants a smoother transition, as
the day progresses, he should use the following system to determine the base DC, instead. Take the hour of day, using the
24-hour scale, rather than the 12-hour a.m./p.m. scale. If the result is 20 (8:00 p.m.) or less, simply use it as the base DC.
If it is greater than 20, double it and subtract the result from 60 to find the base DC. Thus, 15:00 (3:00 p.m.) would have a
DC of 15, and 22:00 (10:00 p.m.) would have a DC of 16.
If the check succeeds, the spell is cast normally. If it fails, the DM should roll 1d20 and consult the chart, below, to see how
the magic is affected. Any Effect Modifiers, from the chart above, apply to this roll. Furthermore, if the character has a
spellcaster level of 4 or less, 1 is subtracted from the roll, but, if he has a spellcaster level of 10 or more, 1 is added to the roll.
Results of less than 0 are treated as 0; results of greater than 21 are treated as 21.
Some of these effects require the DM to make subjective judgements about how an altered spell operates. In general, you
should concentrate on the purpose of the spell rather than its specific visual effects. For example, a reversed detect magic
spell might cause the character to glow faintly every time he casts magic, thus giving him away to viewers, and a reversed
continual flame spell might douse every normal fire within a radius of about twenty feet. Of course, some effects will simply
not be apparent, e.g. a reversed create food and water will have no apparent effect if there is no food or water in the area to
destroy. In the unlikely event that a genuinely impossible combination arises or in the more likely event that a combination
arises that would disrupt the flow of the story in an undesirable way simply reroll the result.
An effect that mimics a metamagic feat does not use a higher level slot, as usual. It is not additive with the real metamagic
feat of the same type, so roll again, if a redundant effect is indicated. Keep only results that are at least equal to the original
roll (all lesser results should be treated as no change).
- 90 -
Modified
1d20 Roll Chaos Effect
0 Wild magic effect: roll 1d20 again, with no modifiers, and consult the chart, below
1 2 Spell fails completely, with no side-effects
3 Spell fails, and the backlash damages the caster (1 hitpoint per spell level)
4 Spell is minimized (the opposite of the metamagic feat, Maximize Spell): its variable numeric effects are reduced to
their minimum possible values, e.g. a minimized 6d6 fireball does only 6 points of damage, even if a target fails its
saving throw
5 Spell is enfeebled (the opposite of the metamagic feat, Empower Spell): its variable numeric effects are halved,
rounding down
6 Spell is made less potent: its saving throw DC is decreased by 2, and you get a -2 penalty on caster level checks
to beat a creatures spell resistance
7 Spell is diminished (the opposite of the metamagic feat, Heighten Spell): its effective level is reduced by 1d3
(minimum 0)
8 Spell is contracted (the opposite of the metamagic feat, Extend Spell): its duration is halved, rounding down (which
may cause one round spells to have no negligible effect); permanent spells are unaffected
9 Spell is reduced (the opposite of the metamagic feat, Enlarge Spell): its range is halved, rounding down (which may
also halve its area of effect)
10 11 No change: spells behaves as intended (or, at least, appears to)
12 Spell is enlarged (as per the metamagic feat)
13 Spell is extended (as per the metamagic feat)
14 Spell is heightened (as per the metamagic feat) by 1d3 levels
15 Spell is made more potent: its saving throw DC is increased by +2, and you get a +2 bonus on caster level checks
to beat a creatures spell resistance
16 Spell is empowered (as per the metamagic feat)
17 Spell is maximized (as per the metamagic feat)
18 Roll twice on this chart, using 1d6+11 (with no other modifiers), to get two different enhancements
19 20 Spell is cast normally but is not used up, i.e. the mental energy is not expended (for casters who prepare spells),
or the spell does not count against the casters daily limit (for casters who do not prepare spells)
21 Wild magic effect: roll 1d20 again, with no modifiers, and consult the chart, below
1d20 Wild Magic Effect
1 2 Spell backfires, reversing its intended target
3 4 Spell backfires, reversing its intended effect
5 Spell fails and, instead, causes a dispel magic effect to blanket the area (10
th
level, 30-foot radius burst, centered on
caster)
6 Spell fails but is replaced by another spell of the same level, determined randomly (aimed at the same target)
7 Spell fails but is replaced by another spell of level 1d4-1, determined randomly (aimed at the same target)
8 Spell works normally, but a second random spell (level 1d4-1) manifests, as well, affecting a random target
9 Spell works normally, but also attracts the attention of an Outsider (the DM should pick an appropriate entity)
10 Spell works normally, but magnetizes all metal objects for ten minutes, so that they stick to each other with a Strength
of 10
11 Spell works normally, but generates a thunderous boom: the caster and everyone within 30 feet must make a Fortitude
save (DC 16) or be stunned for one round and deafened for five minutes
12 Spell works normally, but generates a dazzling flash of light: the caster and everyone within 30 feet must make a
Fortitude save (DC 16) or be stunned for one round and blinded for five minutes
13 Spell works normally, but caster is lit up, as if by a faerie fire spell, for one hour
14 Spell works normally, but caster is affected as if by a second spell for 2d12 minutes, with no saving throw; roll 1d10: 1 =
bulls strength, 2 = doom, 3 = enlarge (+50%), 4 = ethereal jaunt, 5 = flesh to stone, 6 = gaseous form, 7 = haste, 8 =
ray of enfeeblement (1d6+2 Strength), 9 = reduce (-50%), 10 = slow
15 Spell appears to fail but actually goes off normally 2d4 rounds later, even if the caster is no longer present
16 Spell appears to work normally, but 2d4 rounds later the same spell manifests again, on its own, with the same target
and other parameters
17 Spell is enlarged, extended and maximized; however, the caster loses the ability to cast any other spells for the
remainder of the day
18 Spell is enlarged, extended and maximized; however, the caster is struck dumb for the rest of the day (he cannot speak
or use spells with verbal components)
19 Spell is enlarged, extended and maximized; however, the caster is struck blind for the remainder of the day
20 Spell is enlarged, extended and maximized; however, the caster is affected as if by a feeblemind spell for the rest of the
day
- 91 -
Experience Rewards (Optional)
The following chart has been designed to replace Table 7-1: Experience Point Awards, from page 166 of the DMG. It has
little effect on beginning characters but causes higher level character to advance in level at a slower pace. This is not only
more realistic but also better for game play, since it allows the characters to progress relatively quickly through the weaker,
less interesting levels but gives them breathing room during the middle level sweet spot, when the game is generally at its
best and most interesting. This modified chart also causes the experience reward to fall off more quickly for creatures that are
weaker than the PCs. The goal here is to ensure that the reward continues to be commensurate with the risk and to prevent
characters from advancing too rapidly by just blasting armies of vastly inferior foes with area effect spells and magical devices.
Table 7-1: Experience Point Awards (Single Monster)
Party Challenge Rating
Level CR 1 CR 2 CR 3 CR 4 CR 5 CR 6 CR 7 CR 8 CR 9 CR 10
1
st
300 600 900 1,250 1,800 2,500 3,600 5,000 ** **
2
nd
300 600 900 1,250 1,800 2,500 3,600 5,000 7,200 **
3
rd
300 500 900 1,250 1,800 2,500 3,600 5,000 7,200 10,000
4
th
250 400 700 1,200 1,700 2,400 3,400 4,800 6,800 9,600
5
th
200 300 500 850 1,450 2,050 2,900 4,100 5,800 8,200
6
th
150 200 350 600 1,000 1,700 2,400 3,400 4,800 6,800
7
th
100 150 250 400 650 1,150 1,950 2,750 3,900 5,500
8
th
50 100 150 250 450 750 1,300 2,200 3,100 4,400
9
th
* 50 100 150 300 500 800 1,400 2,400 3,400
10
th
* * 50 100 200 300 500 900 1,500 2,600
11
th
* * * 50 100 200 350 550 950 1,650
12
th
* * * * 50 100 200 350 600 1,050
13
th
* * * * * 50 100 200 350 650
14
th
* * * * * * 50 150 250 400
15
th
* * * * * * * 100 150 250
16
th
* * * * * * * * 100 150
17
th
* * * * * * * * * 100
18
th
* * * * * * * * * *
19
th
* * * * * * * * * *
20
th
* * * * * * * * * *
Party Challenge Rating
Level CR 11 CR 12 CR 13 CR 14 CR 15 CR 16 CR 17 CR 18 CR 19 CR 20
1
st
** ** ** ** ** ** ** ** ** **
2
nd
** ** ** ** ** ** ** ** ** **
3
rd
** ** ** ** ** ** ** ** ** **
4
th
13,600 ** ** ** ** ** ** ** ** **
5
th
11,600 16,400 ** ** ** ** ** ** ** **
6
th
9,600 13,600 19,200 ** ** ** ** ** ** **
7
th
7,800 11,000 15,600 22,000 ** ** ** ** ** **
8
th
6,200 8,800 12,400 17,600 24,800 ** ** ** ** **
9
th
4,800 6,800 9,600 13,600 19,200 27,200 ** ** ** **
10
th
3,700 5,200 7,400 10,400 14,800 20,800 29,600 ** ** **
11
th
2,800 3,950 5,600 7,900 11,200 15,800 22,400 31,600 ** **
12
th
1,750 3,000 4,250 6,000 8,500 12,000 17,000 24,000 34,000 **
13
th
1,100 1,850 3,150 4,450 6,300 8,900 12,600 17,800 25,200 35,600
14
th
650 1,150 1,950 3,300 4,650 6,600 9,300 13,200 18,600 26,400
15
th
400 700 1,200 2,000 3,450 4,900 6,900 9,800 13,800 19,600
16
th
250 400 700 1,250 2,100 3,600 5,100 7,200 10,200 14,400
17
th
150 250 450 750 1,250 2,150 3,700 5,250 7,400 10,500
18
th
100 150 250 450 750 1,300 2,250 3,800 5,350 7,600
19
th
* 100 150 250 450 800 1,350 2,300 3,900 5,500
20
th
* * 100 150 300 450 800 1,350 2,350 4,000
For monsters with CRs above 20, double the reward for a CR two levels below the desired CR. Thus, a CR 21 reward equals double the CR
19 reward, CR 22 is double the CR 20 reward, CR 23 is double the CR 21 reward, and so on.
Bold numbers indicate the amount of XP that a standard encounter for a party of that level should provide.
*- The XP chart doesnt support XP for monsters that individually are eight Challenge Ratings lower than the party level, since an encounter
with multiple weak creatures is hard to measure. See Assigning Ad Hoc Experience Awards.
**- The XP chart doesnt support awards for encounters eight or more Challenge Ratings above the partys level. If the party is taking on
challenges that far above their level, something strange is going on, and the DM needs to think carefully about the awards, rather than
just taking them off a table. See Assigning Ad Hoc Experience Awards.
- 92 -
For the sake of flavor, the following prestige classes are suggested as being especially appropriate for the various
ethnic/racial groups. Most of these are from existing books, but a few are new and will be described, hereafter. Note that a
member of a non-human race also generally has access to the prestige classes of his homeland, unless specific racial
restrictions prevent it. For example, a Dwarrowbur who was born and raised in Solinor could become a duelist.
Calishaen: Divine Oracle (Defenders of the Faith, page 56); Fae-Touched Emissary (new see below); Fatespinner (Tome
and Blood, page 58); Spellsword (Tome and Blood, page 67); Virtuoso (Song and Silence, page 22)
Damri: Blade Dancer (Oriental Adventures, page 37); Knight of the Azure Shield (as per Knight Protector of the Great
Kingdom, Sword and Fist, page 24, except that the kingdom is still very much alive and well, and these knights intend to
keep it that way); Royal Explorer (Song and Silence, page 13, but ignore the Keoland references); Templar (Defenders of
the Faith, page 72); Warmaster (Sword and Fist, page 37, but replace references to Furyondy and Chendl with Damryel
and Valeron, respectively)
Eldorethan: Ghostwalker (Sword and Fist, page 20); Hunter of the Dead (Defenders of the Faith, page 62); Thief-Acrobat
(Song and Silence, page 18); Vigilante (Song and Silence, page 20); Sacred Exorcist (Defenders of the Faith, page 68)
Gellanic: Gellan Berserker (as per Hida Defender, Oriental Adventures, page 212, but change race restriction to Gellan and
Armor Proficiency feat requirement to Toughness); Gellan Clan Shield (as per Tribal Protector, Sword and Fist, page 35,
but change race restriction to Gellan); Holy Liberator (Defenders of the Faith, page 57); Lasher (Sword and Fist, page 25);
Outlaw of the Crimson Road (Song and Silence, page 10)
Hylin: Candle Caster (Tome and Blood, page 52); Contemplative (Defenders of the Faith, page 54); Mindbender (Tome and
Blood, page 63); Tattooed Monk (Oriental Adventures, page 49); Weapon Master (Sword and Fist, page 38)
Oordic: Battle Maiden (Oriental Adventures, page 34); Bear Warrior (Oriental Adventures, page 36); Dread Pirate (Song and
Silence, page 5); Fatespinner (Tome and Blood, page 58); Warpriest (Defenders of the Faith, page 74)
Solinoran: Assassin (DMG, page 29); Devoted Defender (Sword and Fist, page 13); Dread Pirate (Song and Silence, page
5); Duelist (Sword and Fist, page 17); Shadowdancer (DMG, page 34)
Ulthenic: Blackguard (DMG, page 30); Cavalier (Sword and Fist, page 12); Elemental Savant (Tome and Blood, page 57);
Outlaw of the Crimson Road (Song and Silence, page 10); Shadow Scout (Oriental Adventures, page 44)
Valerian: Gladiator (Sword and Fist, page 21); Loremaster (DMG, page 34); Mage of the Arcane Order (Tome and Blood,
page 60); Royal Explorer (Song and Silence, page 13, but ignore the Keoland references); Spymaster (Song and Silence,
page 14)
Vastimiran: Church Inquisitor (Defenders of the Faith, page 51); Consecrated Harrier (Defenders of the Faith, page 52);
Hunter of the Dead (Defenders of the Faith, page 62); Sacred Exorcist (Defenders of the Faith, page 68); Templar
(Defenders of the Faith, page 72)
Cithenhi: Cithenhi Bladesinger (as per Bladesinger, Tome and Blood, page 49, but with the corrections noted below)
Dwarrowbur: Dwarrowbur Warden (new see below)
Grithu: Grithu Tunnel Runner (new see below)
Mennihi: Mennihi Archer (as per Arcane Archer, DMG, page 28)
Orenhi: Orenhi Trickster (as per Arcane Trickster, Tome and Blood, page 47)
Thuvanhi: As per Cithenhi, Mennihi or human ethnic group, depending on upbringing
Trak-Dn: Trak-Dn Sentinel (as per Dwarven Defender, DMG, page 32)
Ur-Moloku: Ur-Moloku Pitfighter (as per Gladiator, Sword and Fist, page 21)
Cithenhi Bladesinger
As noted in the official errata, some information is missing from the bladesinger prestige class. The additions are as follows:
Requirements
Note that the Perform requirement has been listed twice (and incorrectly, at that). It should read: Perform 3+ ranks (dance,
sing, plus at least one other).
Class Features
If the bladesinger wears medium or heavy armor, he loses all benefits of any of his song abilities (bladesong style, lesser
spellsong, song of celerity, greater spellsong, song of fury). A bladesinger suffers the normal arcane spell failure chance when
casting spells while armored (except as noted below). A bladesingers spells are based on Intelligence and are prepared in
the same manner as those of a wizard. At levels 1 through 9, a bladesinger gains two spells he can add to his spellbook for
free. The following four abilities should also be added:
- 93 -
Cithenhi Bladesinger, continued:
Lesser Spellsong (3
rd
level): When wielding a longsword in one hand (and nothing in the other), the bladesinger can take 10
when making a Concentration check to cast defensively.
Song of Celerity (6
th
level): When wielding a longsword in one hand (and nothing in the other) and using the full attack action,
the bladesinger can cast one bladesinger spell each round as a free action.
Greater Spellsong (7
th
level): The bladesinger ignores arcane spell failure when wearing light armor.
Song of Fury (10
th
level): When wielding a longsword in one hand (and nothing in the other) and using the full attack action,
the bladesinger can make one extra attack in a round at his highest base attack, but this attack and each other attack made
that round suffer a 2 penalty. This penalty applies for one round, so it affects any attacks of opportunity the bladesinger
might make before his next action.
Dwarrowbur Warden
When most people think about dwarrowbur villages, they envision the chatri a small collection of treetop huts, hovering
around the edge of a larger human community. What they do not realize is that these villages account for only a portion of the
total dwarrowbur population. Many other villages, known as domani, are hidden away in forests, hills or even marshes, where
the dwarrow can go about their lives, away from the noise and bustle of the big folk. Since the dwarrow are neither
physically imposing nor particularly prone to martial prowess, they need someone to keep an eye on the outskirts of these
communities, to ward off small threats and sound the alarm for larger ones. This is the job of the dwarrowbur wardens.
Naturally, wardens must be adept at getting along in the wilderness (often alone); however, they must also have keen
observational skills and be able to blend into their surroundings at a moments notice. More often than not, their job is not to
battle intruders but to lure them away from the domani, none the wiser about its existence.
Having said this, not all wardens spend their days patrolling the wilderness. Some settle in a particular chatri and patrol its
borders, maintaining the peace between the dwarrow and their human neighbors. Occasionally, the big folk get it into their
heads that the dwarrow are easy targets for abuse or convenient scapegoats. The wardens encourage them to reconsider this
notion.
Most wardens are rangers or fighters, although the latter may take some time to meet the skill requirements. Druids have an
edge, in that they are already accustomed to life in the wilderness, but they, too, will have to use their skill points carefully if
they wish to qualify for the class in a reasonable length of time. Bards and rogues who are willing to settle down to
responsible work can usually qualify for the class fairly easily; however, they seldom have the proper mindset for the job.
Theoretically, barbarians would be fairly well suited to this class; however, dwarrowbur barbarians are very rare.
NPC wardens are usually found performing their duties just beyond the outskirts of the domani or chatri or, rather, they
would be, if they allowed themselves to be seen. Occasionally, they may be encountered farther afield, delivering messages
between communities or running important errands for the elders. Some wardens grow to like such adventures and begin to
travel simply for the sake of seeing new sights; however, most would feel at least a little guilty about doing so, unless there
was some clear advantage to their community.
Hit Die: d8.
Requirements
To qualify to become a Dwarrowbur warden, a character must fulfill all the following criteria.
Race: Dwarrowbur
Alignment: Any non-chaotic, non-evil
Base Attack Bonus: +4
Skills: Hide 4 ranks, Knowledge (local) 2 ranks, Listen 4 ranks, Move Silently 4 ranks, Spot 4 ranks
Feats: Alertness, Track
Class Skills
The Dwarrowbur wardens class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Diplomacy
(Cha), Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (local) (Int), Knowledge (nature) (Int), Listen
(Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use
Rope (Dex), plus one of either Wilderness Lore (Wis) or Gather Information (Cha) (see below). See Chapter 4: Skills in the
Players Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier
Class Features
All the following are class features of the Dwarrowbur warden class.
Weapon and Armor Proficiency: Dwarrowbur wardens are proficient with all simple and martial weapons. They are
proficient with light armor but gain no new shield proficiency.
- 94 -
Dwarrowbur Warden, continued:
Favored Terrain: At 1
st
level, the warden must select a favored terrain: Aquatic, Desert, Plains, Forest, Hills, Mountains,
Marsh, Underground or Urban (villages, towns and cities). This terrain should match the one in which he was trained, around
his home chatri or domani. If the warden chooses to specialize in Urban environments, then he receives Gather Information
as a class skill; otherwise, he receives Wilderness Lore. When operating within the favored terrain type, the warden receives
a +1 familiarity bonus to checks for Hide, Listen, Move Silently, Search, Spot and either Wilderness Lore or Gather
Information, as appropriate. At 5
th
level, this bonus increases to +2, and, at 10
th
level, it increases to +3.
Ghost Step: By 2
nd
level, the warden has learned to move through an area, leaving no sign of his passage. Assuming that
he is moving at normal walking speed or slower, he cannot be tracked. If he is moving faster, he can be tracked, but the DC
for the attempt is increased by his Wisdom modifier (if positive).
Sneak Attack: At 3
rd
level, the warden receives the sneak attack ability (see the Rogue section, on page 47 of the Players
Handbook). He gains +1d6 with this attack, initially, and this rises by +1d6 per three warden levels, thereafter. If he already
has the sneak attack ability from a previous class, the damage bonuses stack.
Stalwart Defender: By 7
th
level, the warden knows that his heart and soul are tied intimately to his community, and he gains
renewed determination to protect his people at any cost. When confronting a direct threat to his community or any of its
members (only), he gains several advantages. First, he is granted a morale bonus of +1 to attacks rolls, +2 to damage rolls,
and +4 to saving throws against fear effects. Second, by using the full attack action, the warden can make one extra attack in
a round at his highest base attack, but this attack and each other attack made that round suffer a 2 penalty. This penalty
applies for one round, so it affects any attacks of opportunity the warden might make before his next action. Finally, the
warden can continue to act, even when his hitpoint total drops below 0; however, he loses 1 hitpoint per round, automatically,
while doing so, as usual. Of course, once his hitpoint total reaches 10, he dies.
Table 1: The Dwarrowbur Warden
Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1
st
+1 +2 +2 +0 Favored Terrain +1
2
nd
+2 +3 +3 +0 Ghost Step
3
rd
+3 +3 +3 +1 Sneak Attack +1d6
4
th
+4 +4 +4 +1 -
5
th
+5 +4 +4 +1 Favored Terrain +2
6
th
+6 +5 +5 +2 Sneak Attack +2d6
7
th
+7 +5 +5 +2 Stalwart Defender
8
th
+8 +6 +6 +2 -
9
th
+9 +6 +6 +3 Sneak Attack +3d6
10
th
+10 +7 +7 +3 Favored Terrain +3
Fae-Touched Emissary
It is said that a mortal cannot be touched by Faerie and remain unchanged. Certainly, there are many stories of humans
who have interacted with the fae, only to find that their lives have been irrevocably altered, for better or for worse. Such
individuals are said to be fae-touched a phrase that is practically equivalent to mad in many communities. Some pine
away, yearning for they know not what; others become taciturn or feral, growing ever more distant from their kin, until they
eventually disappear into the wild, one moonlit night. A few, however, gain wisdom from the experience a wisdom only one
small step removed from madness, at times, but wisdom nonetheless.
Faeries including Cithenhi, Mennihi and Malaghi inevitably recognize such special individuals and consider them
somehow superior to the rest of the mortal horde. The Cithenhi, in particular, find such people useful, as go-betweens, when
dealing with other mortals. Those who are not of evil inclination may be recruited by them, to become what they call
Emissaries. Unfortunately, those of less noble spirit may find themselves called by the Malaghi, to become their Emissaries,
instead. If they do not begin the relationship truly evil, they eventually end up that way. The Mennihi do not generally follow
this practice, although they have been known to allow the fae-touched to live in their communities a truly rare event for a
mortal. At the DMs discretion, this could (rarely) result in a character effectively becoming an Emissary, associated with a
Mennihi community, rather than with a specific indivudal.
Anyone who has had a close encounter with the fae has the potential to become an Emissary no particular class is
favored. On the other hand, there are certain areas where such encounters are more frequent especially, in Calishae so
some ethnic backgrounds are more common than others.
Being an Emissary is not really a full-time occupation. The Cithenhi only occasionally call upon those whom they have
marked and care little about what their servants do the rest of the time. The Malaghi tend to be a bit more possessive of their
property, but even they are not inclined to keep track of what their mortals are doing every minute of the day. Thus, an
encountered NPC Emissary may be on a mission for the fae, but he is just as likely, if not more so, to be pursuing some goal
of his own. By the same token, player Emissaries will find that they are not bound to remain in any particular area and will
probably wish to see as much of the land as possible. When they are needed, they will be called, for their masters will find
them, wherever they are.
Hit Die: d8.
- 95 -
Requirements
To qualify to become an Emissary, a character must fulfill all the following criteria.
Race: Human, Dwarrowbur, Orenhi or Trak-Dn (although any but Human are very rare)
Alignment: Non-lawful and either non-evil (if aligned to the Cithenhi or Mennihi) or non-good (if aligned to the Malaghi)
Ability Score: Cha 12+
Skills: Diplomacy 2 ranks, Knowledge (Faerie Lore) 2 ranks
Special: The character must have had an encounter with the fae that somehow changed his life. He may have actually
traveled to the Plane of Faerie, spent time being healed by a Cithenhi Lady, lived with the Mennihi for a month, or suffered
blindness after viewing a nymph. Perhaps he simply spent a pleasant afternoon attending a dryad who charmed him and now
finds that mortal women cannot compare. Whatever the case, he must have been irrevocably altered by the event. After that,
the fae must have recruited him as an Emissary. Only in their company can he explore the full potential of his new gift.
Furthermore, the fae are unlikely to approach someone who is not experienced enough to add something meaningful to their
pool of resources. In game terms, the character must have at least one of the following: a base attack of +3 or more, the
ability to cast 2
nd
level spells (any type), 6 ranks in Perform (a favored fae skill), or at least 60 total ranks in skills of any type.
In practice, this means that the character will have to be at least 3
rd
level, if not higher (although a extraordinarily skilled
character might slip in one level sooner). If the character meets all of the above qualifications but not this one, the fae will
simply keep an eye on him until he has matured enough to warrant their attention.
Class Skills
The Emissarys class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Gather Information
(Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Scry (Int), Sense Motive
(Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), and Wilderness Lore (Wis). See Chapter 4: Skills in the Players
Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier
Class Features
All the following are class features of the Emissary class.
Weapon and Armor Proficiency: The Emissarys fae masters make certain that he has adequate combat training; thus, he
gains proficiency in two specific martial weapons, one melee and one ranged (usually, longsword and longbow), assuming that
he does not already have access to all martial weapons. No other weapon or armor proficiencies are gained.
Faerie Ways: At 1
st
level, the Emissary begins to truly understand the customs, traditions, manners and behavior of the fae,
gaining a perspective that is unique among mortals. As a result, he gains a +2 insight bonus on all Diplomacy checks when
dealing with faeries (Cithenhi, Mennihi, Malaghi and creatures of the fey type), as well as on all Knowledge checks that
involve faerie lore. This bonus increases to +3 at 5
th
level and to +4 at 9
th
level.
The Sight: At 1
st
level, the Emissary is gifted with The Sight. This allows him to always recognize the presence of faeries
and faerie magic (although a Search or Spot roll might be required, as for any mundane phenomenon). He gains a +4 bonus
on all checks to see through faerie illusions and disguises, as well as a +2 bonus on checks to disbelieve other sorts of
illusions. Note that the fae take this gift very seriously and may reclaim it from those who prove to be undeserving usually by
blinding the offending mortal permanently.
Cantrip Use: Starting at 2
nd
level, the Emissary is granted the ability to use faerie magic, in the form of cantrips (0-level
spells from the sorcerer/wizard list). The Emissary learns and casts these spells in exactly the same manner as a sorcerer
(see page 50 of the Players Handbook). Table 2: The Fae-Touched Emissary indicates the number of cantrips that are known
and that can be cast each day, based on the characters level. Note that these numbers are unaffected by the Emissarys
Charisma bonus.
Strong Will: By 3
rd
level, the Emissary has begun to build up some resistance to the lures of his faerie allies. He gains a +2
bonus to saving throws against their enchantments (such as a dryads charm person ability), as well as spells and effects from
the Enchantment school.
Lesser Faerie Gift: By 4
th
level, the Emissary has begun to prove his true value to his fae masters, who grant him a magical
gift, in return for his loyalty. The DM and player can come up with any appropriate gift, keeping in mind that it is usually
designed to not only benefit the Emissary but also make him better at his job. Some examples, to give you an idea of the
power level involved, include:
Animal Companion: As per the druid ability, on page 35 of the Players Handbook. The hit dice total cannot exceed two,
even though the Emissary is higher than 1
st
level; however, as a faerie animal, the companion has an Intelligence of 6 and
receives a +1 luck bonus on all saving throws. Note that, if the Emissary has access to the animal friendship spell through
another class, the animal gained from this gift does not count towards that spells limit.
Bonus Feat: Choose any one feat, subject to the usual prerequisites.
Detect Magic: At will, with a touch and a Wisdom check (DC 12, unless the magic has been deliberately concealed).
Elemental Resistance: +4 inherent bonus on saving throws against one type of damage: acid, cold, electricity, fire or sonic.
Fast Movement: As per the barbarian ability, on page 25 of the Players Handbook.
Magic Treasure: Any one magical item worth between 1500 and 2500 gp or (less often) two items worth a total of 2000 gp or
less. These will usually be permanent items, such as a cloak of elvenkind, not temporary items, such as scrolls or potions.
- 96 -
Fae-Touched Emissary, continued:
Purity of Body: As per the monk ability, on page 40 of the Players Handbook. Note, however, that a version of this ability
will be gained at 10
th
level, anyway, if the character progresses that far in this class.
Trackless Step: As per the druid ability, on page 35 of the Players Handbook.
Woodland Stride: As per the druid ability, on page 35 of the Players Handbook.
Summon Faerie Ally: At 6
th
level, the Emissary is taught a magic song or rhyme that will allow him to summon a faerie ally
once per day. The creature appears from the surrounding area within 2d6 minutes (or whenever would be most dramatic for
the story, at the DMs discretion); thus, this ability is of little use in a lifeless desert or other area where there are no faeries at
all. The DM should pick an appropriate CR 1 or CR 2 fey to appear or simply make one up. It will usually be a satyr (without
pipes); however, depending on the environment and the situation, it could be a dryad, grig (without fiddle) or even a nixie. The
summoned crearture is not under the control of the Emissary; however, it will be favorably disposed toward him and will
generally try to help him out. Requests that place the creature in jeopardy or that go against its nature may require the
Emissary to bargain with the creature and offer it a favor in return. Easy or interesting tasks will generally be performed free of
charge or, more accurately, it will be the Emissarys master who will later have to repay the debt. In any event, the faerie will
only perform tasks that take one hour or less. After that, it will vanish back into the wilderness (unless the Emissary is doing
something really interesting, in which case it might spy on him for a while).
Piercing Gaze: At 7
th
level, the Emissary learns one of his masters tricks and has picked up enough faerie magic to perform
it, himself. By gazing firmly into the eyes of a humanoid who is trying to lie to him or lure him into harm, the Emissary can
unsettle the subject of his attention. The target must make a Will saving throw (DC 10 plus the Emissarys level plus the
Emissarys Charisma modifier) of be unable to meet the Emissarys gaze. He will look away, fidget or otherwise give away his
ignoble intentions. This ability can be used as often as the Emissary wishes, but, if a given subject makes the saving throw,
he is immune to its effects for the remainder of the day. Again, remember that this ability works only on humanoid beings with
something to hide. It is absolutely ineffective against fey, outsiders and the like, and it will not unsettle a humanoid who
genuinely believes that he is telling the truth, even if he is not.
There is one drawback to this ability: by this point, even the most normal Emissary is beginning to act more fae and to
become distant from others of his own kind. Thus, most people who spend much time with him will begin to sense that there is
something just a little off plumb about him, assuming that his normal behavior does not give him away first (Emissaries are
often not the most normal people to begin with).
Greater Faerie Gift: At 8
th
level, the Emissary receives another gift from his faerie patrons. The DM and player can come
up with any appropriate gift, keeping in mind that it is usually designed to not only benefit the Emissary but also make him
better at his job. Some examples, to give you an idea of the power level involved, include:
Fortunes Shield: +1 luck bonus on all saving throws, with an additional +1 bonus to any single saving throw, once per day.
Lay on Hands: As per the paladin ability, on page 42 of the Players Handbook.
Low-Light Vision: As per an elf (see page 16 of the Players Handbook). Note, however, that this ability will be gained at 10
th
level, anyway, if the character progresses that far in this class.
Magic Treasure: Any one magical item worth between 2500 and 5000 gp or (less often) two items worth a total of 4000 gp or
less. These will always be permanent items, such as bracers of armor +2, not temporary items, such as scrolls or potions.
Permanent Cantrip: The Emissary must choose one 0-level spell from the sorcerer/wizard list. He can now use it at will, as
a spell-like ability. Note that only one such cantrip can be in operation at a time; thus, if the Emissary places resistance on
himself, he cannot place it on anyone else until the one minute duration has expired.
Silver Tongue: Permanent +3 competence bonus on all Bluff and Diplomacy checks.
Skill Mastery: As per the rogue ability, on page 48 of the Players Handbook.
Special Mount: As per the paladin ability, on page 43 of the Players Handbook. If the DM permits it, the Emissary may be
able to take a variant special mount, as described on page 12 of Defenders of the Faith. For this purpose, treat the
Emissary as being equivalent to a paladin two levels lower; thus, he would have to wait until 9
th
level to get a pegasus or
10
th
level to get a griffon (although an 8
th
level Emissary could take a unicorn right away, with the DMs permission).
Uncanny Dodge: As per a 6
th
level rogue (see page 48 of the Players Handbook).
Final Enchantment: By 10
th
level, the Emissarys mystical connection to Faerie is so strong that he becomes a magical
creature, himself. His type changes to fey, which means (among other things) that he is no longer affected by spells that
specifically target humanoids, such as charm person, but he can be affected by spells that repel enchanted creatures, such as
magic circle against his alignment. He begins to age more slowly, doubling the usual number of years required to reach each
age bracket. A human Emissary, for example, would be considered middle-aged at 70, old at 106 and venerable at 140, and
his maximum age would be 4d20 years beyond that. He can no longer be touched by mundane illness, although magical
diseases, such as mummy rot and lycanthropy, can still afflict him. He also gains low-light vision, if it is not already
possessed, as per an elf (see page 16 of the Players Handbook). Faeries will forever more treat him as own of their own, and
his faerie master(s) will release him from his responsibilities as an Emissary, if he wishes (although he may continue to serve
them, if he is so inclined). At this point, an Emissary often begins to exhibit new magical talents, so this is an excellent time to
multiclass as a sorcerer or bard.
- 97 -
Table 2: The Fae-Touched Emissary
Class Base Fort Ref Will Cantrips
Level Attack Bonus Save Save Save Special Known Per Day
1
st
+0 +1 +1 +1 Faerie Ways +2, The Sight 0 0
2
nd
+1 +1 +2 +2 Cantrip Use 1 1
3
rd
+2 +2 +2 +2 Strong Will 1 2
4
th
+3 +2 +3 +3 Lesser Faerie Gift 2 2
5
th
+3 +2 +3 +3 Faerie Ways +3 2 3
6
th
+4 +3 +4 +4 Summon Faerie Ally 2 4
7
th
+5 +3 +4 +4 Piercing Gaze 3 4
8
th
+6 +3 +5 +5 Greater Faerie Gift 3 5
9
th
+6 +4 +5 +5 Faerie Ways +4 3 6
10
th
+7 +4 +6 +6 Final Enchantment 4 6
Grithu Tunnel Runner
Most Grithu prefer a subterranean lifestyle and may actually become a bit nervous when forced to remain in large, open
spaces. As a result, they tend to be very well adapted to their underground environment. A few are noteworthy even amongst
their own kind, however they move through the tunnels just that much quicker, hear just a few more secrets and are,
themselves, seldom heard. Most importantly, they know the labyrinthine tunnel network like an old friend. The best of these
natural spelunkers may be recruited to become tunnel runners.
In some respects, tunnel runners operate in much the same manner as rangers or scouts. They are expected to patrol the
outer tunnels and keep watch for intruders. Much more than simple guards, however, they are often given discretionary power
in dealing with outsiders. Lucky visitors will never even know they were being watched (although, strangely enough, the Grithu
leader will not be surprised to see them); unlucky ones may find that the underworld offers only a knife in the back. Beyond
their role as wardens, tunnel runners also often act as messengers. They consider it to be a matter of pride to get a message
to its destination faster than anyone expects, without ever being seen along the way. During times of war, this task becomes
even more important, since the tunnel runner must use his skills to keep his forces informed of events, while quietly disposing
of any enemy scouts who are trying to do the same thing.
Most tunnel runners are rangers, barbarians or rogues. Fighters have the necessary combat training but may take some
time to meet the skill requirements. Bards can usually qualify for the class relatively easily but seldom have the proper
mindset for the job (and Grithu bards are relatively rare, in any event). Most other classes would have a difficult time meeting
the requirements for the class and/or are uncommon among the Grithu.
NPC tunnel runners will rarely be encountered away from their caves, unless they are delivering a message. In truth, they
will rarely be encountered, at all, unless they wish to be seen. Not all tunnel runners are bound to their clans lair all of the
time, however. Those with travel experience are often sent out into the world to gather information and make certain that
potential enemies are identified before they can become a threat.
Hit Die: d8
Requirements
To qualify to become a Grithu tunnel runner, a character must fulfill all the following criteria.
Race: Grithu
Base Attack Bonus: +4
Skills: Hide 3 ranks, Listen 5 ranks, Move Silently 5 ranks, Spot 3 ranks, plus at least 2 ranks each in any two of the
following: Climb, Craft (trapmaking), Intimidate, Intuit Direction, Gather Information, Knowledge (cave lore), Knowledge (local)
Feats: At least two of the following: Alertness, Athletic, Blind-Fight, Dash, Endurance, Fleet of Foot, Run, Shadow, Track
Class Skills
The Grithu tunnel runners class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int),
Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge
(cave lore) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Read Lips (Int), Search (Int),
Sense Motive (Wis), Spot (Wis), Tumble (Dex), and Wilderness Lore (Wis). See Chapter 4: Skills in the Players Handbook for
skill descriptions.
Skill Points at Each Level: 4 + Int modifier
Class Features
All the following are class features of the Grithu tunnel runner class.
Weapon and Armor Proficiency: Grithu tunnel runners are proficient with all simple and martial weapons. They are
proficient with light armor but gain no new shield proficiency.
Stonecunning: At 1
st
level, the tunnel runner gains the stonecunning ability. This functions exactly as it does for dwarves
(see page 14 of the Players Handbook), except that the check modifiers are competence bonuses, rather than racial bonuses.
- 98 -
Sneak Attack: At 2
nd
level, the tunnel runner receives the sneak attack ability (see the Rogue section, on page 47 of the
Players Handbook). He gains +1d6 with this attack, initially, and this rises by +1d6 per three tunnel runner levels, thereafter.
If he already has the sneak attack ability from a previous class, the damage bonuses stack.
Bonus Feat: At 3
rd
, 6
th
and 9
th
level, the tunnel runner gets a bonus feat, in addition to any that he would normally be entitled
to, based on his total character level. The usual prerequisites apply, and the feat must be chosen from the following list:
Alertness, Arterial Strike, Athletic, Blind-Fight, Close-Quarters Fighting, Combat Reflexes, Dash, Dirty Fighting, Dodge,
Endurance, Expert Tactician, Eyes in the Back of Your Head, Fleet of Foot, Hamstring, Improved Initiative, Run, Shadow, and
Track.
Silent Running: At 4
th
level, the tunnel runners speed has less impact on his Hide and Move Silently checks. He can move
up to one-half of his normal speed at no penalty. At more than one-half and up to his full speed, he suffers only a 2 penalty
(instead of the usual 5). While running or charging, he suffers only a 5 penalty (instead of the usual 20).
Silencing Attack: At 7
th
level, the tunnel runner gains the ability to silence a surprised foe by striking him. If the tunnel
runner successfully hits a flat-footed opponent with a melee attack, the opponent is unable to speak for one round. This
prevents casting spells with a verbal component and shouting warnings. Naturally, this ability can be combined with Sneak
Attack and, in fact, works best in this context.
Naturally Sneaky: At 10
th
level, the tunnel runner has the option of taking 10 on Hide and Move Silently checks, regardless
of whether or not he is being rushed, distracted or threatened.
Slippery: At 10
th
level, the tunnel runner is able to cast freedom of movement on himself (only), once per day, as a spell-like
ability. This should be treated like the spell of the same name, except that the duration is only 3 minutes per tunnel runner
level, and it adds +10 to checks when trying to escape being grappled or pinned.
Table 3: The Grithu Tunnel Runner
Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1
st
+0 +2 +2 +0 Stonecunning
2
nd
+1 +3 +3 +0 Sneak Attack +1d6
3
rd
+2 +3 +3 +1 Bonus Feat
4
th
+3 +4 +4 +1 Silent Running
5
th
+3 +4 +4 +1 Sneak Attack +2d6
6
th
+4 +5 +5 +2 Bonus Feat
7
th
+5 +5 +5 +2 Silencing Attack
8
th
+6 +6 +6 +2 Sneak Attack +3d6
9
th
+6 +6 +6 +3 Bonus Feat
10
th
+7 +7 +7 +3 Naturally Sneaky, Slippery
- 99 -
- 100 -
- 101 -
Campaign Area Map Key
Scale: one inch = 48 miles (one centimeter = 30.4 kilometers)
Location Pop. Inn(s) Notes
A Valeron 14127 Amber Mead, Bit & Bridle, Black Swan, Dancing Bear, Capital of Damryel; trade, administration, farming,
Fairwind, Frothy Mug, Green Lion, Kings Rest, fishing, timber
Lakeshore, Minstrel, Rams Head
B Navin 983 Jade Creek Farming, timber, crafts, trade
C Aranfir 1280 Blazing Hearth, Merry Shepherd Farming, fishing, trade
D Cendel 906 Northmarch Herding, timber, mining, farming
E Mul 468 Midwood Herding, mining, farming, timber
F Ardren 3492 Aldergrove, Huntsmans Farming, herding, mining, timber, crossroads (trade)
G Balindel 1114 Homestead Farming, herding, herbs, crafts
H Veldimor 5810 Black Barrel, Full Sails, Lucky Gull, Mariner, Twin Willows Port (trade), fishing, farming, herbs
I Dorinae 895 Lighthouse Fishing, farming, port (trade)
J Thurn 1836 Anvil, Scarlet Dragon, Valley Mining, herding; Trak-Dn (15%)
K Camberli 2589 Brightwater, Seacrest Fishing, port (trade), farming, crossroads (trade)
L Lothlen 2047 Autumn Leaf, Red Stag Farming, crossroads (trade), herbs; Cithenhi (2%)
M Imbrel 1324 Crossed Lances, Hunting Horn Border town (trade), farming, fishing
N Perindel 696 Harvest Goose Fishing, farming, port (trade)
O Arbordel 3961 Chestnut, Harpers, Riverside Shipyards, port & crossroads (trade), fishing, farming
P Linden 1082 Laughing Fox Farming, crossroads (trade), crafts; Cithenhi (3%)
Q Canmor 3878 Bayview, Keg & Platter, Saucy Mermaid Border town & port (trade), fishing
R Tulwen 465 Westwatch Fishing, farming, port (trade)
S Sarnia 10863 Dancing Dragon, Dusty Hoof, Grinning Lion, Morning Mist, Border city & port (trade), fishing, farming, herbs
Seabreeze, Silver Chalice, Spouting Fish, Winespring
T Marta 317 Wishing Well Fishing, farming, port (trade)
U Frosina 562 Silver Harp Farming, wine, trade route, timber
V Valis 1154 Firefly, Rosewood Farming, herding, trade route
W Arcor 4637 Autumn Keg, Crossroads, Glowing Wick Crossroads (trade), farming, herding, mining
X Lorento 639 Crescent Moon Farming, herding, cheese, trade route
Y Lordes 1270 Blue Feather, Leaning Oak Farming, herding, fishing, trade route, timber, wine
Z Tirvia 6952 Coach & Four, Crystal Spring, Ebon Tree, Edgewater, Border city (trade), farming, fishing, wine, herding,
Evening Star cheese, administration
Note: Population statistics are as of the last census and apply only to humans and town-living dwarrow (who make up around one-eighth of
the total). Only in the settlements specifically noted above do other races contribute any meaningful percentage to the values listed. Given
the inaccuracy of the census, these estimates are probably low by 10-25%. Since these settlements account for about half of the total
population of the area, the probable population total for the region shown on the map is around 108,600 in Damryel and 59,800 in Solinor.
Sample Distances, By Road (Miles)
Route Dist Terrain Road Stops
A to B 14 Plains Good None
A to C 32 Plains Good Darber village with Running Stag inn (16 mi.)
A to D 54 Plains to Hills Average Berant village with Standing Stone inn (17 mi.); Crooked Pine inn (36 mi.)
B to D 58 Plains to Hills Average Berant village with Standing Stone inn (22 mi.); Crooked Pine inn (41 mi.)
C to M 35 Plains Average Aelswed village with White Goose inn (18 mi.)
D to E 63 Hills/Forest Poor Blue Valley inn (19 mi.)
E to F 27 Hills Average None
F to G 45 Hills to Plains Average Winding Road inn (21 mi.)
G to H 80 Light Forest Average Brae village with Windsong inn (37 mi.); Boars Head inn (72 mi., junction)
H to I 81 Marshy Poor Duckwater inn (18 mi.); Brendel village with Dancing Flame inn (60 mi.)
I to J 106 Hills/Forest Poor Willow Brook inn (19 mi.); Greenridge inn (42 mi.); Lan village with Slate inn (88 mi.)
I to K 79 Coastal Average Sunset inn (17 mi.); Verdis village with Silver Gull inn (59 mi.)
K to L 59 Forest Poor Harrowdel village with Greenshade inn (19 mi.)
K to N 38 Light Forest Average White Rook inn (18 mi.)
L to M 80 Light Forest Average Green Dragon inn (19 mi.); Way inn (40 mi.); Nes village with Gold Key inn (61 mi.)
L to P 60 Light Forest Average Garlendel village with Riversong inn (22 mi.)
M to Z 4 Plains Good None
N to O 55 Light Forest Average Inverli village with Seaspray inn (16 mi.); White Cove inn (36 mi.)
O to P 42 Forest Average Mossy Stone inn (20 mi.)
O to Q 77 Light Forest/Marshy Average Hollow Tree inn (17 mi.); Cadlin village w/Tinkers inn (32 mi., junction); Crown inn (56 mi.)
O to R 50 Light Forest/Coastal Average Hollow Tree inn (17 mi.); Cadlin village with Tinkers inn (32 mi., junction)
P to Q 97 Light Forest/Marshy Average Wrens Nest inn (18 mi.); Pem village w/Wild Rose inn (37 mi.); Golden Drake inn (78 mi.)
Q to R 63 Marshy Average Crown inn (21 mi.); Cadlin village with Tinkers inn (45 mi., junction)
Q to S 3 Marshy Good None
S to T 26 Marshy Poor None
S to U 34 Light Forest Average Whispering Fountain inn (18 mi.)
U to V 39 Light Forest/Plains Average Edgewood inn (20 mi.)
V to W 40 Plains Good Brightwind inn (21 mi.)
W to X 42 Plains Good Merry Merchant inn (20 mi.)
X to Y 36 Plains Average Varna village with Singing Moon inn (19 mi.)
Y to Z 44 Light Forest Average Delinor village with Brass Urn inn (23 mi.)
Note: All minor villages listed on this chart have a population between 50 and 150.

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