IGF

Archive for the ‘Gods’ Category

13
Oct

The Heironean Factions

   Posted by: gmatss

In this version of Greyhawk there will be two factions of Heironeans who are rivals.

Darling Fetch the Battle Axe.

Darling Fetch the Battle Axe.

The oldest faction are those who are called the “Axe-wielders” and sometimes the Grognards. They are the Old Guard Heironeans who insist that Heironeous’ primary weapon is the battleaxe and that though he may use a sword as well it is the battleaxe which is the true weapon of Heironeous. These Grognards are usually from conservative nobility of the status of baron and above though some others have joined this faction as well. They tend to stress the themes of war, daring, and valor and believe that the Heironeans should be proactively engaged in fighting evil.

Sword WeilderThe “Sword-wielders” or “Peace Keepers” insist that the true weapon of Heironeous is the longsword which represents the more elegant and noble side of Heironeous. They are found among the minor nobility, especially those who have been newly raised to that rank for military and non-military contributions. In both cases, they are those who would most likely be on the front lines when the nobles and their levies are called for duty. They believe that the only just war is a defensive war and believe that Heironeans should stress more civilized arts and values in order not to just win wars but keep the peace. They stress the themes of chivalry, justice, and honor.

Note that both factions honor each other, but their disagreements are vigorous and heartfelt. Both sides honor the values upheld by the others, but there is a clear difference of emphasis and priority. The argument over axes or swords as the favored weapon of Heironeous and thus his followers is merely emblematic of the deeper conflicts of policy and class interest. These conflicts are often played out amongst the council of Niole Dra and the advisers of King Skotti. For instance, the Sword-wielders believe it was a mistake to invade Westkeep when diplomatic and economic pressures had yet to be exhausted whereas the Axe-wielders are more in favor of going on the offensive against the Scarlet Brotherhood wherever they may be found.

27
Sep

Kharash the Stalker

   Posted by: Gar Dragonsbreath

Kharash the StalkerKharash is the greatest of the wolflike lupinal guardinals. As a fierce opponent of evil, Kharash acts as patron to those who use stealth to track and hunt evildoers. The stalkers of Kharash are a loose-knit order of rangers, rogues, and other characters devoted to fighting evil under Kharash’s patronage. Rangers predominate among the stalkers, bringing a combination of stealth and martial prowess to the class at the outset. Rogues also commonly adopt the class, and bards occasionally take it up. Few other characters, except multiclass rangers or rogues, can meet the skill requirements to become stalkers. Stalkers of Kharash prefer to work in small groups such as adventuring parties. Some prefer the company of other stealthy characters, while others enjoy working as a scout for a group of normal, noisy characters. Whether PCs or NPCs, stalkers are usually found in the wilderness, wherever evil foes can be found.

Hit Die: d8.
REQUIREMENTS
To qualify to become a stalker of Kharash, a character must fulfill all the following criteria.
Alignment: Neutral good.
Skills: Hide 8 ranks, Move Silently 8 ranks.
Feats: Alertness, Favored of the Companions, Track.

CLASS SKILLS
The stalker of Kharash’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.

CLASS FEATURES
All of the following are class features of the stalker of Kharash prestige class. Weapon and Armor Proficiency: A stalker of Kharash is proficient with all martial weapons, but no armor or shield.

Spells per Day: Starting at 1st level, and at each stalker of Kharash level thereafter, the character gains new spells per day as if she had also gained a level in the ranger class. He does not, however, gain any other benefit a character of that class would have gained (improved favored enemies and so on). If the character had no ranger levels before becoming a 1st-level stalker of Kharash, he gains the spellcasting ability of a 1st-level ranger—that is, no spellcasting ability—when he takes his first stalker level. When he becomes a 4th-level stalker, he gains spellcasting ability (as a 4th-level ranger) assuming his Wisdom score is high enough to grant him a bonus 1st-level spell.
A stalker of Kharash’s caster level is one-half the sum of his ranger levels and his stalker levels.

Scent of Evil (Su): A stalker of Kharash has an unusual ability that combines the scent special quality with the detect evil spell. The stalker can detect evil opponents within 30 feet by their scent of evil. If the opponent is upwind, the range 75.
increases to 60 feet; if downwind, it drops to 15 feet. A strong aura of evil (an evil outsider or evil cleric of 5–10 HD, an evil elemental or undead of 10–21 HD, an evil creature of 25–54 HD, or an evil magic item or spell with a caster level of 10–21) can be detected at twice these ranges. An overwhelming aura of evil (an evil outsider or evil cleric with 11 HD or more, an evil elemental or undead with 22 HD or more, an evil creature with 55 HD or more, or an evil magic item or spell with a caster level of 22 or higher) can be detected at triple normal range. When the stalker detects a scent, the exact location is not revealed—only its presence somewhere within range. The stalker can take a move action to note the direction of the
scent. Whenever the creature comes within 5 feet of the source, the stalker knows the source’s location.

Favored Enemy—Evil (Ex): At 2nd level, a stalker of Kharash gains evil creatures of all kinds as a favored enemies. He gains a +1 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against evil creatures. He also gains a +1 bonus on weapon damage rolls against evil creatures. This bonus stacks with any other favored enemy bonus the stalker might have, such as from the ranger class.

Hide in Plain Sight (Ex): When a stalker of Kharash reaches 4th level, he can use the Hide skill even while being observed. With at least one-quarter cover or one-quarter concealment, the stalker can hide
from view.

Track Evil (Su): A 5th-level stalker can use the Track feat to track an evil creature by its lingering evil
aura, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no
matter what kind of surface holds the scent). The DC for tracking a normal aura increases by 2 every 10 minutes, for tracking a strong aura by 2 every hour, and for tracking an overwhelming aura by 2 every day. This ability otherwise follows the rules for the Track feat. The stalker can ignore the effects of surface conditions and poor visibility.

Smite Evil (Su): Once per day, a 6th-level stalker of Kharash may attempt to smite evil with one normal unarmed strike. He adds a +4 bonus to his attack roll and deals 1 extra point of damage per class level. This bonus damage stacks with favored enemy bonuses. If he accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day.
At 8th level, a stalker of Kharash can use this ability twice per day, and at 10th level he can use it three times per day.

26
Sep

Ehlenestra

   Posted by: indranil

Ehlonna_p65Ehlonna is variously depicted as an elven or human woman, and often associates with unicorns and other sylvan creatures. When in human form, Ehlonna appears as a dark-haired human woman, but as Ehlenestra, she appears as a golden-haired elven maiden. She is served by a planetar named Novalee.

Ehlonna has an intense rivalry with Obad-Hai. Where the neutral good Ehlonna advocates the beauty and goodness of unspoiled nature, the true neutral Obad-Hai sees nature as brutal and uncompromising. She is friendly with the Seldarine and most good-aligned deities.

Ehlonna teaches that the animals and plants of the forests are gifts, and are not to be stolen. She is often the goddess of rangers and druids and opposes hunters and those who would rape the land for fun or profit.

Deep within the Beastlands layer of Krigala is the Grove of the Unicorns, a realm she shares with the like-minded goddess Mielikki. The grove sits at the base of a cluster of great sequoias that form a natural cathedral for those beneath the canopy. The lowest branches of the trees are hundreds of feet in the air, such that those with wings can fly through Ehlonna’s cathedral without difficulty.

Those who reside within the borders of Ehlonna’s realm live in peace with the trees and animals, and they are similarly left alone by the wild creatures. The thinking creatures of the Beastlands adore Ehlonna, ensuring that she is often aware of occurrences that happen far from her domain. True to its name, the grove attracts groups of unicorns. In addition, there are herds of bariaurs in Ehlonna’s service. The grove is not far from Skerrit‘s realm; centaur petitioners are found in Ehlonna’s realm and unicorns in Skerrit’s.

All spells cast by rangers within the Grove of the Unicorns are enhanced, and all spells that create food or water are exceptionally bountiful. Ehlonna and Mielikki have the power to make other alterations to magic within their realm, if they so desire.
For clerics of Ehlonna/Ehlenestra, her domains include Animal, Celerity, Good, Plant, Purification, and Sun. Her holy symbol is a rampant unicorn, and her favored weapons are the longbow and the longsword.”

25
Sep

St. Cuthbert of the Cudgel

   Posted by: admin

god_stcuthbertSt. Cuthbert of the Cudgel god of Common Sense, Wisdom, Zeal, Honesty, Truth and Discipline.

St. Cuthbert may once have been a mortal man as his worshipers claim, but if so it was long ago and from an unknown people. His three prominent symbols are a starburst of rubies, a wooden billet, or a crumpled hat, and while he takes many forms (including that of a common yokel or a white-haired mustached man in plate mail) he usually is shown with a bronzewood cudgel. He reacts favorably to other lawful nonevil deities, although he has a great rivalry with Pholtus.

god_stcuthbert_symbol

Here is a sample of his teaching:
The words of St. Cuthbert are wise, practical, and sensible. The word of the Cudgel is law, and the word must be spread so that all may benefit from his wisdom. Weakness in faith and acting against the Saint’s teachings are intolerable in believers. Unceasing effort should be made to bring unbelievers into the fold. Honesty, truthfulness, practicality, and reasonability are the highest virtues

24
Sep

Heironeous

   Posted by: admin

god_HeroniousHeironeous (hi-ROE-nee-us) is the Oeridian battle-field champion of all that is right and good. He wages war against evil of all sorts, especially his half-brother and nemesis, Hextor. He is tall, with coppery skin, auburn hair, and amber eyes, and wears fine chain. At his birth, Heironeous’ skin was imbued with a secret solution called meersalm that protects him from all but the most powerful weapons. His symbol is a silver lightning bolt. His allies are other gods who fight evil, and his foes are those who encourage evil or suffering. Know for his great magic battleaxe, he recently has been promoting usage of the longsword in order to appeal to common soliders as well as paladins and leaders.god_heironeous_symbol

His typical teaching:
The world is a dangerous place that proses a never-ending series of challenges to those who fight for justice and protection of the weak and innocent. One must act honorably at all times, and uphold the virtues of justice and chivalry in word and deed. Danger must be faced with certainty and calm, and glory is the reward for defeating evil, while virtue is the reward for uypholding the tenets of Heironeous.

Learn about the Heironean Factions.

My note: Heironeous is a popular deity among the Keolanders, was not very popular at all among the Sea Princes (being pirates and slavers) – and the Suel supremacists of the Scarlet Brotherhood would consider this Oeridian deity of justice and protection of the weak the antithesis of all that they stand for. Only the rumored Black Brotherhood who follow the god of entropy and nihilism known as Tharizdun could be more opposed to Heironeous and his followers.

24
Sep

Fharlanghn

   Posted by: admin

god_FharlanghnFharlanghn (far-LAHNG-un) is shown as a seemingly old man with leathery wrinkled skin and young-seeming bright green eyes.

Brother of the Oeriedian god Celestian, he is on amiable terms with nonevil earth gods and several nature gods, and is sometimed tied to Atroa (ed- does this mean he occasionally shacks up with her when he is in town?)oerth_disk

 His symbol is a wooden disk carved with the curved line of the horizon, and he carries a magical version of this symbol called the Oerth Disc.

He is the patron of those who walk or ride long distances (including travelers in tunnels, and as such is praised by those who must use mountain passes or travel the Underdark).

His typical teaching is as follows:
People need to move about and see new things. Be open to travel, as the world may change overnight and you may be in need of a new home or perspective. Look to the horizon for inspiration – the far end of the world has new peoples, new cultures, new magic, and new roads to walk.

The Church is comprised of wandering clerics (who favor green and minister to those on the roads) and settled clerics (who favor brown and are usually older clerics whose wandering days are behind them).

Clerics of Fharlanghn are encouraged to travel the world and see new things. They bless caravans, explore exotic lands, scout for armies, and record lore on distant places and people. Because they learn many languages and cultures, they act as translators and
diplomats. Many aid in constructing of roadways and bridges, and a pair of shoes made by one of his clerics is held to last longer than any other (ed – even more than the goddess Nike?!)

24
Sep

Obad-Hai

   Posted by: admin

god_ObadhaiObad-Hai (OH-bahd HI) carries a hornwood staff called the Shalmstaff, which allows the bearer swift and easy passage through floral and faunal hazards, and the woodwind instrument from which he takes his title. Go here to see and hear what a shalm is all about.

He is shown as a lean and weathered man of indeterminably old age, dressed in brown or russet and looking like a hermit, although nonhuman communities show him as one of their own race.

god_Obadhai_symbolHis symbol is an oak leaf and acorn.

Because of their differences in perspective, Ehlonna and Obad-Hai are unfriendly rivals, and he also counts Phyton as his enemy (Phyton is the lesser god of Nature and Beauty but also Farming and the cultivation of dominion of humans over nature).

 His typical teaching:
One should live in harmony with nature in all of its variety. Those who destroy or otherwise harm nature deserve swift vengeance in an appropriate manner. Those who are one with nature have little to fear, although the well-meaning but foolish are sometimes brought down by a danger they could not avoid or divert. The wilds can be ugly, dangerous, or terrible, but these things are a part of nature and should be respected as much as those that are beautiful, harmless, or wonderful.

Most of the Shalm’s clerics are male, whether human, gnome, halfling, or fey. Most tend to get along very well with rangers and druids. They serve as protectors of nature, acting as the agents of retribution when their protection is insufficient or too late. They teach
hunting in the way that nature’s creatues do (choosing the weakest of the herd, etc.).