TSR 116XX Gods of Greyhawk v2.0
TSR 116XX Gods of Greyhawk v2.0
TSR 116XX Gods of Greyhawk v2.0
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four groups: greater,
intermediate, lesser, and demipowers. T h e basis
of this broad distinction is as follows:
Mortals regard
- Powers as they do in most
worlds: with reverence, awe, fear, attempts at
placation, and so on. In the Flanaess, however,
special factors are at work after the wars. T h e following is true for the nonevil lands of the central
Flanaess:
there is a general increase in prayer, rev..
AB = minimum ability score(s) required to become a specialty priest of the Power. Std means
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T h e tabular summary on Reference Card 4 uses the following entries to describe the Powers:
AoC: Areas of concern. These are asoects of nature or life over which the Power exerts influence.
Align: This is the Powers alignment, with the
standard abbreviations C (chaotic), E (evil), G
(good), L (lawful), N (neutral). A parenthetical
addition such as LG (LN) means the Power has
a primary alignment with a secondary tendency;
in this case, the Power is lawful good, tending
toward lawful neutral. An entry such as LG/LN
means that the deity is primarily lawful, with
equal tendencies toward good and neutrality.
WAL: Worshipers alignment(s); the alignments
which the Power deems acceptable among its
worshipers.
Sex: This is the gender form in which the Power
is commonly portrayed or chooses to assume.
Finally, note that not all of the Powers listed on
Reference Card 4 are detailed in the text below.
All Greater and Intermediate Powers are covered, but Lesser Powers and Demipowers are
too numerous to be included with the exception
of Iuz, Mayaheine, and Zagyg, who have particular importance in the affairs of Oerth.
Beorys Priests
Priests of Beory are contemplative communers
with nature, using their skills to avoid any change
of the natural balance. They are conservative,
cautious folk, loath to take incisive actions.
Many are solitary, and the priesthood has little
organization. Priests treat each other as superiors
on the basis of wisdom and years, not as a result
of formal titles or higher experience levels.
Requirements: AB Wis 16; AL N; WP as
Boccob is the archmage of the Powers. Whether or not any serve or revere him seems of no
importance to him. Throughout the Flanaess,
seers and diviners entreat him for omens, sages
revere him, and those seeking to create new
magical items or spells often seek his aid. Boccob
almost never leaves his own halls in the plane of
Concordant Opposition, preferring to send his
demigod servant Zagyg the Mad instead.
Boccob is portrayed as an old man with bright,
intense eyes, clad in garments of purple bearing
shimmering golden runes. Within his halls, he
has at least one example of every magical item
ever devised and a copy of every alchemical formula ever scribbled down. He leans upon a staff
of the magi, which also has the functions of a
wand of conjuration.
All times and planes are open to Boccob. He
manipulates the energies of the Positive and
Negative Material planes as he wishes. He ever
seeks to learn more of planar structures, the logic
of magic, and long-lost lore. Services honoring
him involve complex rituals, incense burning,
and recitations from works honoring knowledge.
Boccob's Priests
Boccob's Priests are expected to be grave, serious folk devoted to the pursuit of knowledge.
They must adventure to recover lost magical
treasures, tomes of lore, and the like.
Requirements: AB Int 14 or Wis 16; AL N;
WP dagger, flail, knife, mace, sling, staff, staff-sling;
AR nonmetal; RA purple robes with gold trim; SP
Astral, Charm, Creation', Divination, Elemental'
(all), Guardian', Numbers, Summoning',
Thought, Time'; SPL disc of concordant opposition; PW 1) cast all divination spells as if two levels
higher, 7) commune, 10) able to use magical items
normally usable only by wizards; T U nil.
Incabulos's Priests
The priesthood is highly
members are paranoid to the point of insanity.
Fear and threats are used to maintain secrecy
and the obedience ofjuniors. Priests of Incabulos
revel in suffering, slow tortures, and inflicting
disease and misfortunes.
Requirements: AB Std; AL any evil; WP any
(staff 1st); AR any; RA black robe with orange
and green detailing; SP Astral, Divination',
Healing (rev), Necromantic (rev), Summoning,
Sun (rev); SPL plague; PW 1) 20% immunity to
all diseases and slimes-increases by 2 % per
level thereafter, 5 ) hypnotism (W l), 6) contagion
(W4), 7) enervation (W4), 8) sleep by touch (affects one creature, effect is permanent until magically dispelled); T U command.
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nical rule in places such as Rauxes and the conquered Iron- League states, and by the beleaguered Bandit Kingdom people).
Istus is depicted in one of three ways: as an old
crone spinning the strands of the Web of Fate; as
a noble and haughty woman; or as a cold, young
maiden. Because Fate has been unkind to so
many in the Flanaess, offerings of incense, candles, and the like are often ambivalent. Istus'
priesthood is small, but often sought out by
rulers and nobles for divinations.
Istus' Priests
Priests of Istus tend toward stoicism. They regard honesty as an absolute virtue. Many are
cold, unfeeling folk, given the vagaries of Fate,
although a few kinder souls may be found who
feel that Fate has been uncommonly generous to
them and wish to serve Istus in return. Divinations play a key role in the determination of the
actions of these priests.
Requiremente: AB Int 14, Wis 14; AL N;
W P any nonedged weapon; AR leather or chain;
RA gray or black robes, with web patterns for
priests of level 7 + ;SP Astral, Charm', Divination, Guardian', Healing', Necromantic, Numbers*, Protection', Thought, Time; SPL
enmeshrnenr; PW 1) cast all divination spells as
if two levels higher, 3) auguq 6) divination, 7)
strand of binding (l/day, maximum range 40
yards, one creature affected, saving throw versus
spells negates; affected creature is rendered immobile for 50 rounds, minus 2 rounds per creature's HD or level; creature can make one
attempt to free itself using half the normal Bend.
Bars Yochance to break the strand); T U nil.
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Nernll's Priests
Nerull's priests are murderous, psychopathic,
cold, cruel, and utterly evil. They are highly secretive, for obvious reasons. Priesthoods tend to
be individual capsules without an overall hierarchy, except in evil lands.
Requirements: AB Std; AL any evil; WP
dagger, knife, great sickle (treat as hookfauchard), staff, staff-sling; AR any; RA rust-red
or black garments; S P Astral, Charm', Combat,
Divination', Guardian, Healing (rev), Necromantic (rev), Sun (rev); SPL none; PW 1) surprised only on a 1, 6) Eva& black tentacles
(W4), 12) destruction (reversed resurrection) I/
week; T U command.
Pelor's Priests
Pelor's priests have always worked for the poor
and sick, bringing healing, food, and aid to them.
Their reverence has not changed as swiftly as
that of commonfolk. They remain quiet, kindly
people for the most part, but with some steel as
protection.
Requirements: AB Std; AL any good; WP
flail, mace, morningstar, staff, staff-sling; AR
leather or chain; RA yellow robes, gold-trimmed
for priests of level 7 + ; SP Charm, Creation, Elemental (air), Guardian, Healing, Necromantic,
Protection, Summoning', Sun, Wards'; SPL
none; PW 1) all healing spells do at least median
healing (5 hp for cure light wounds, 9 hp for cure
serious wounds, 16 hp for cure critical wounds,
heal cures all but 1-2 hp), 5) automatic saves vs.
spells that deprive priest of sight (darkness,
blindness, etc.), 9) fly (W3); T U turn at + 1
level.
Rao is the serene, detached god of reason, intellect, and peace. T h e Power does not act on
the Prime Material directly, but he is known to
have created several powerful magical artifacts
which are highly potent against evil (notably the
Crook of Rao), possibly with the aid of Boccob.
Rao is always depicted as a dark-skinned,
white-haired old man with bright, dark brown
eyes and long, slender hands; he is smiling and
serene. Rao's faith is one that does not appeal
much to commonfolk; he has always had more
followers among rulers, diplomats, sages,
scholars, and philosophers. Clearly, his church is
not exactly overpopulated at present. Those
who seek to find powerful magic to aid the cause
of good make him valuable offerings and meditate on Rao's sacred texts. Services to Rao involve discussions of theology and group
meditations.
Rao's Priests
Rao's priests are mediators, and negotiatorswise and quiet people. Most are male. Rao's
High Patriarch in Greyhawk was instrumental in
the diplomacy that ended the wars.
T h e priesthood is very studious, but one motto is "there is a time to think, and more rarely to
act; but in that time, action is wisdom." These
priests are not wholly pacifistic!
Celeetian'e Priests
This small priesthood is very studious and
meditative, and also somewhat secretive and detached from everyday life. Acquisition of arcane
lore and magical items that aid travel are important goals.
Requirements: AB Int 15 or Wis 16; AL any
good or true Neutral; WP dagger, knife, long
bow (and arrows), short sword, spear, staff AR
nonmetal; RA black robe covered with faint star
patterns; SP Astral, Creation, Guardian', Healing', Necromantic., Sun, Thought', Travelers,
Weather'; SPL meteors of Celestian; PW priests
of Celestian may use the following wizard spells
spells) at the listed levels of experience upon attaining those levels: 1) feather fall; 3) jump; 5)
levitate; 7) spider climb; 9) fly; 11) dimension
door; 16) teleport without error; T U nil.
T h e Church of St. Cuthbert is of major importance in the Flanaess, with more converts to it
every day, despite the zealous and stern nature of
many of its priests.
St. Cuthbert is a Power of dedication, zeal,
and devotion to the causes of law (primarily) and
good (secondarily). Common sense, truth, and
forthrightness are his watchwords. He opposes
chaos and evil sternly, with no backsliding or
compromise permitted. This is a stern Power
who, with his priests, sees matters in black and
white terms. For many folk living with the threat
of Iuz to the north, this is a very credible world
view. T h e great enmity between Iuz and St.
Cuthbert adds to his popular appeal. St.
Cuthberts priests are also determined rivals of
the priests of Pholtus.
St. Cuthbert appears as a red-faced, barrelchested man of nondescript appearance, even
looking like a simple yokel at times. He is famous for wearing a crumpled hat and a starburst
of rubies set in a platinum brooch.
Ehlonna's Priests
Ehlonna's priests are fine woodsmen, with
males and females equally represented and regarded within loose hierarchies. They are skilled
hunters and woodland spies, and work to protect
woodlands against evil.
Requiremenh AB Wis 13 or Dex 13 or Cha
13; A L any good; WP dagger, knife, long bow (and
arrows), long sword, spear, staff, staff-sling, sling;
AR leather, padded leather, or elven chain; RA pale
green robes; SP Animal, Charm, Combat', Creation', Elemental. (air, earth, water), Guardian',
Healing, Necromantic', Plant, Protection', Sun,
Weather; SPL stalk; PW 1) Tracking proficiency;
5) move silently as ranger of same level; 7) hide in
woodland (as per hiding in shadows) as ranger of
same level: T U turn at - 3 levels.
Erythnd's Priests
Erythnul's priests include many gnolls, bugbears, and ogres. There is no fuced hierarchy,
and a junior may demonstrate his fitness to boss
his fellows by dispatching an older priest (envy is
a virtue, after all). T h e priests are bullieshateful backstabbers and wanton killers-acting
on evil impulse and revelling in bloodshed.
Fharlanghn's Prieats
This is a small, wandering priesthood, ever eager to set foot on the road. T h e priests are practical folk, yet trusting and almost naive in their
faith. Collecting tales of the road, recording
them, or drawing scenes from far lands are the
delight of these priests. They are kindly people
who always offer generosity to other travelers.
T h e priesthood does include some urban mem- d
bers, but these are often elderly priests whose
traveling days are done.
Requirementtx AB Std; A L NG, N; WP any
nonedged weapon (staff 1st); AR nonmetal; RA
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Heironeous Priests
Heironeous is the champion of rightful combat
and chivalrous deeds. He is the patron Power of
those who fight for honor, justice, and the fair,
good order of things. Clad in chain mail and hefting a great magical battle axe, Heironeous is portrayed as a youthful, tall man with coppery skin,
auburn hair, and amber eyes, and is unsurpassingly handsome. He is a beloved of the Gods;
his skin is said to be magically enchanted to
break most weapons striking him, and he has
many natural gifts given him by the Powers of
lawful good.
Heironeous is typically a Power revered by officers, leaders, and paladins rather than the common
warrior, but this is changing. Heironeous is strong
as a fighter and as a protector, and this duality attracts many worshipers. He is widely revered
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Hextors Priests
These priests are skilled combatants and assassins, cruel and violent, bereft of subtlety while
still being cunning and wily. T h e priestly hierarchy is rigid, dominated by strength and cruelty.
Requirements: AB Str 15 or Dex 15; AL
LE, NE; WP any bow (and arrows or bolts), flail,
fork, morningstar, scimitar, staff-sling; AR chain
or scale; RA black robes adorned with white
skulls or gray visages; SP Combat, Elemental
(fire), Healing (rev), Law, Necromantic (rev),
Summoning, Sun (rev), War; SPL none; PW
1) + 1 bonus to Str; 3) may fight with twohanded weapons with no attack roll penalties; 5)
ray of enfeeblement (W2); 9) once per day, double damage in melee for 1 roundllevel; T U nil.
Kords Priests
Priests must be strong, well armed and trained, and able to maintain fitness and readiness for
combat. This is a warrior priesthood, but it does
not have aims of conquest, dominion, or strategic goals, since the Power is chaotic. Possession
of a magical edged weapon is a major goal for
many. If nonweapon proficiencies are used,
those such as swimming, running, jumping, and
blind-fighting are allowed to this priesthood.
Requirements: AB Str 16, Con 15; AL CG,
CN; WP any; AR any metal; RA red with white
trappings; SP All, Combat, Creation, Healing,
Summoning, War ,Weather ; SPL none; PW 1)
+ 2 to saves vs. fear; 4) strength (W2); 7) + 2 to
saving throws versus spells cast by lawful-aligned
enemies; 9) may use Elemental (earth) spells.
Lendors Priests
T h e priesthood of Lendor is elderly, rigid, and
uncreative. This priesthood is preoccupied with
ritual, formalities, and unswerving devotion to
lawful neutrality.
Requirements: AB Int 14; AL LN; WP any
nonedged weapon; AR leather, chain; RA silver
robes adorned with a black circle containing a
crescent moon surrounded by 14 stars; SP Astral, Divination, Elemental (air), Guardian,
Law, Numbers, Thought, Time; SPL none;
PW 3 ) slow (W3, reversed haste); 7) immune to
time-affecting spells (baste, time stop, temporal
stasis, etc.); 12) time stop (W9); T U nil.
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Obad-Hais Priests
Obad-Hais priests are treated as druids. T h e
priesthood is non-hierarchical, treating each other as equals, irrespective of level. Age is a basis
for deferment among them.
Requirements: AB Wis 14; AL N; WP as
druids (staff 1st); AR as druids; RA simple russet
garments; S P Animal, Charm, Divination., Elemental (all), Healing, Necromantic *, Plant,
Summoning, Sun, Weather; SPL none; PW as
druids; T U nil.
Olidammaras Priests
This priesthood contains both urban priests,
found mostly in large cities, and wandering min-
Pholtuss Priests
This priesthood is most active in urban districts. Priests continually seek to reveal the light
of Pholtus to unbelievers. They brook no arguments, of course, and are generally disliked by
most other priesthoods (especially those of the
rival St. Cuthbert, and chaotic priests). T h e
priesthood is well organized and strongly hierarchical; priests of levels 1-4 are Glimmering
priests, those of levels 5-8 the Gleaming priests,
those of levels 9 + the Shining priests.
Priests of Pholtus are expected to observe strin-
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.
Procan's Priests
This priesthood is a simple, everyday sort, attentive to the lives of those who must earn their
living on the seas. They eschew formal ritual and
dress simply. It is considered good fortune by
seamen to have a priest of Procan aboard ship!
Requirements: AB Con 14; AL CN; WP
flail, mace, morningstar, net, staff, staff-sling,
spear (lst), trident; AR leather; RA blue or green
robes; SPAnimal', Chaos*, Charm', Combat',
Divination, Elemental (air, water), Healing,
Plant , Protection, Summoning (aquatic creatures only), Weather; SPL none; PW 1) Swimming proficiency; 3) water walk; 6 ) water
breathing (W4); 8) airy water (W5); T U nil.
.
Ralishaz is the Power of chance, ill-luck, and unexpected misfortunes. He is also the patron Power
Ralishae's Priests
Priests of this Power are said to suffer misfortunes only rarely, but when they do, they are
grave indeed. The priests tend to alternate between stoicism and wild endeavor. Casting augury spells plays a great role in their lives. They are
often mean-minded or deceitful folk.
Requirements: AB Std; AL CN, CE; WP
wooden weapons only (staff 1st); AR leather; RA
robes of mixed, clashing colors; SP Chaos,
Charm, Combat , Divination, Guardian, Healing', Numbers, Summoning', Thought'; SPL
protection from misfortune; PW 3) sleep by
gaze, range 30 yards, one target creature, duration 3 turns, save versus spells negates; 5) may
reduce damage from one melee blow against the
priest to half; 7) fumble (W4); 9) gain saving
throw (base 18) versus spells which normally alIOW no save; I u nil.
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What manner of Power Tharizdu n is is unknown, although his name is associated with loss
of strength and sanity, exhaustion and cold, fatigue, mind-bending illusions, depression, catatonia, and paralysis. Legend says that Tharizdun
is banished and imprisoned in some unknown
demi-plane, but there are those who strive to
bring their old master forth. What manner of
madmen, or which creatures, served him aeons
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Tharizduns Priests
T h e sole duty of this priesthood is to free
Tharizdun from his prison. They sacrifice all to
this end. T h e extent and location of the priesthood is unknown.
Requirements: AB Wis 15; AL any evil; WP
blunt weapons; AR none; RA black robes; SP
Astral, Charm, Divination, Elemental (all),
Healing (rev), Numbers, Sun (rev), Thought,
Time, Wards (special note: priests may not currently use spells above 2nd level due to the
Powers imprisonment); SPL none; PW 1) may
use all cold-based wizard spells as priest spells of
same level; 5 ) suggestion with accompanying visual illusion if appropriate (W3); 9) Orilukes
freezing sphere (W6); T U command.
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Sterish, Ulek, Shield Land exiles), he has a burgeoning following. Even in a well-ordered land
such as the Yeomanry, this chaotic, freedomfighting deity finds many passionate converts.
This is the strongest-growing cult in the Fla-
naess, together with that of St. Cuthbert. Services to Trithereon include ceremonial flames,
bell-ringing, displays of weaponry, and the triumphal procession of new converts to the faith.
Trithereons Priests
In rural areas, the priests are spies and border
skirmishers (where appropriate), and they work
with woodsmen and demihumans to keep vigilant
watch against despots and evil humanoids. In urban areas, the priesthood gives training in selfprotection and weapon use, regularly practices
battle tactics, and recruits rangers and thieves to
teach priests the skills of covert conflict.
Requirements: AB Std; AL CG; WP any
(spear lst, broadsword 2nd); AR chain; RA blue
robes; SP Astral, Chaos, Charm, Combat,
Guardian, Healing, Necromantic *, Protection,
Summoning, Sun, Travelers*; SPL none; PW
3) can backstab with an edged weapon for double
damage; 5) may use monster summoning spells
from the wizard list as if priest spells of the same
level; 8) animal summoning I; T U nil.
Ulaas Priests
This priesthood is strongly community based.
T h e priests watch over the maintenance of
mines and quarries, use spells to ensure the
safety of those who work therein, and work with
priests of other races. A special note regarding
their granted powers: like rangers, priests must
choose a racial enemy, typically a hill-dwelling
humanoid or giant race (ogres, gnolls, orcs, etc.).
Requirements: AB Str 13 or Con 14; AL
LG, LN; WP club, flail, hammer, staff, military
pick, sling, warhammer; AR metal; RA brown,
green, or brown-green robes; SP Combat, Divi-
14
15
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cast anti-magic shelf, command (2 round duration), gate, harm, limited wish, symbol.
1112s Priests
This priesthood is cruel, barbaric, and sadistic.
T h e priests revel in cruelty and inflicting fear on
those weaker than themselves, and they forever
try to outdo each other. The more exalted members of their ranks who become part of the Boneheart (three echelons of six members, though not
all are priests) keep quiet in Iuzs presence unless
commanded to speak. Senior priests are now token rulers of many provinces of Iuzs expanded
domain, although Iuz holds them responsible for
events therein, so this is a mixed blessing.
Trophy hunting is important to Iuzs priests,
and a fine array of stuffed and mounted heads
brings approval and esteem. Possession of a true
work of art (e.g., an embalmed and stuffed paladin) gains considerable kudos for the owner.
Requirements: AB Std; AL CE, N E WP
club, dagger, flail, knife, mace, staff, staff-sling,
sling, two-handed sword; AR any; RA black or
bloodstained white robes; SP Chaos, Charm,
Combat, Divination ,Healing (rev), Necromantic (rev), Summoning, Sun (rev); SPL screaming
skull, vampiric fog; PW 3) change self (Wl); 5)
+ 2 to saves versus spells cast by good-aligned
N4); 9) enervation (W4);
evel.
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Mayaheines Priests
This priesthood is still organizing itself, often
under the auspices of priests of Pelor, to whom
Mayaheines priests are most respectful. The
priests are often young, and they train for combat
using self-defense exercises. Traveling priests aid
border communities in constructing defenses.
Requirements: AB Str 14 or Cha 13; AL
LG; WP bastard sword, mace, flail, lance, longbow (and arrows), long sword, staff AR chain or
plate; RA white robes with gold trim; S P
Charm, Combat, Guardian, Healing, Law,
Necromantic., Protection, Sun, Wards; SPL
none; PW 3) protection from evil 10 radius,
double duration; 5 ) cloak of bravery; 9) may use
6th-level spells from spheres of Protection and
Wards; T U turn.
Zagyg is the Mad Arch-mage, servitor of Boccob, the demipower of humor, eccentricity, and
occult studies. He is mad inasmuch as none but
his master seem to be able to fathom his reasoning and sense of humor. Zagyg has no priests and
very few worshipers.
Zagyg is rarely portrayed, since he can appear
in any guise he wishes, but the few portraits that
exist show a balding, white-haired, portly fellow
with a wide smile and eyes inscrutably closed.
This depiction bears a striking similarity to Zagig
Yragerne, the lunatic of the Free City of
Greyhawk who initiated the construction of its
infamous Castle. Sages usually consider the two
to be one and the same. Whether the demipower
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The large empty space around the pool is used for fellowship gatherings. In the space is a massive iron lectern with a
wide base measuring five feet to a side. Shackled to the
lectern is the massive Original Book of Penitence. The Original
Book is obviously missing over a hundred pages; it looks as
though they have been roughly tom out.
Unknown to even the fellowship, the iron lectern hides a
secret entrance to the secret subreliquary. The secret entrance
is extremely difficult to find, and nobody receives an automatic chance to detect it. In fact, the secret to sliding aside the
iron lectern to reveal the filled-in passage is only revealed to
those who dont know it on a 1 on ld20 per search (especially
skilled searchers may have a somewhat better chance, at the
DMs option).
h-ei
eous
\ 1Ilt: Yltv mcible, the Valorous Knight, the
crusader of Justice, the honorable (&ion,
the Para on of C;hivalry, the Lord o f War, the
Archpalac in)
Intermediate Power of Mount Celestia, LG
B.
Portfolio:
Aliases:
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uuiiiau
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Superior:
Allies:
Foes:
Symbol:
m:,.iA0
vcrrya/ I i c I u D
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uiury
None
Daern, Delleb, Johydee, Murlynd, Pholtus,
Zilchus
Erythnul, Hextor, Kurell
Silver lightning bolt or silver lightning bolt
clutched in a white right hand
LG, NG, LN (rare)
4 ubr eliquary
Wor. Align.:
Heironeous (hare-OH-knee-us)is the Valorous Knight, a shining example of all that is brave, virtuous, and just and the
champion of rightful combat and chivalrous deeds. Traditionally revered by paladins, military officers, honorable leaders,
and those given to acts of great heroism, the ranks of Heironeous faithful have grown to encompass many common warriors in recent decades. His dual role as warrior and protector
attracts many worshipers. The Archpaladin is venerated in
non-evil lands across the Flanaess, chiefly in those regions
governed by the rule of law and inhabited by large numbers
of humans of Oeridian extraction.
Not unlike Celestian and Fharlanghn or Kurell and
Zilchus, Oeridian mythology suggests strong fraternal links
between Heironeous and Hextor. The Warring Brothers, as the
half-brothers are sometimes known, have battled each other
for eons, each the antithesis of the other. Each power seeks to
destroy, or at least thwart, the other in an endless cycle of retribution. Their faithful worshipers engage in violent conflict
whenever their paths cross. In addition to those listed above,
Heironeous maintains strong ties with several deities outside
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37
Other danifestations
I
Heironeous kypically manifests in the form of bolts of lightning cast d o h from the heavens, even when there is scarcely
a cloud in tHe sky. Such manifestations are usually simply
warnings sekn off in the distance. However, if the Archpaladin choose$,he can strike in a fashion similar to a call Iightning spell, regardless of weather conditions. Heironeous
rarely strike$ with more than a glancing blow, for a direct
strike inflicts up to 37d8 points of damage.
The Archpaladin sometimes cloaks valiant individuals of
his faith in a cloak of bravery in situations in which they might
fall victim td magicalfear attacks. In battle, Heironeous often
manifests in1the form of a cloud of copper dust that settles
over an entiie military company or unit, bequeathing the benefits of a coupage spell.
Heironeohs is served by aasimar, aasimon, archons, blink
dogs, einheriar, gold dragons, bronze dragons, Greyhawk
dragons, hollyphants, lammasu, incarnates of courage and
justice, ki-rin, mist wolves, noctrals, shedu, silver dragons,
per, and tudn-rin. He demonstrates his favor through the discovery of aakimons skin, aquamarines, blue quartz, crown of
silver, diambnds, garnets, goldline, hematite, hypersthene,
lapis lazuli, brblen, sapphires, sinhalas, and tourmaline. The
Valorous Kdght indicates his displeasure through the tamishing of metallic weapons and armor and through powerful
shocks of stdtic electricity (1hp of damage).
38
7he Qurch
Clergy:
39
40
heironean 3pells
At the D M s discretion, priests of Heironeous may cast some
of the spells available to Helm, Torm, and Tyr in the FORGOTTEN REALMS
setting (see Faiths b Avatars and Prayersfrom the
Faithful or the Priests Spell Compendium for details).
1st Level
]Detect Breath
(Divination)
Level: Priest 1
Sphere: Divination
Detect breath allows the priest to hear every breatning creature within the area of effect, no matter the size. Thus,
whether giant or insect (which respire through spiracles), the
priest gains the knowledge of each creatures proximity and
relative size. The caster does not gain specific knowledge as
to the exact location of each target relative to himself, only
that the creature in question is within the area of effect
fear.
At 1st level, gloryaxes can cast bless or courage or remove
fear (as the 1st-level priest spells detailed in the Players
Handbook and the Tome ofMagic) once per day.
At 3rd level, gloryaxes can cast cloak of bravery (as the 4thlevel priest spell) or strength (as the 2nd-level wizard spell)
45
41
additional words. The caster can inscribe the brand either visibly or invisibly (although the brand is always visible to all
those who serve Heironeous).The brand can be inscribed on
anything without harm to that object or creature. If an invisible bvavtd is made, a detect magic spell causes it and any accompanying words to glow and become visible for one turn.
Other spells and items that allow their uses to see hidden or
invisible objects also render the brand briefly visible. If the
brand is cast upon a living being (unwilling targets are allowed a saving throw vs. spell), it cannot be dispelled by anything short of a restoration spell. A successful dispel magic
erases the brand inscribed on an inanimate object.
Priests normally use the lesser brand of Heironeous to mark
those who have escaped justice for later punishment by others
with the eyes to see. The brand serves as a punishment if inscribed visibly upon a transgressor. Messages such as MURDERER, THIEF,and Gossp mark the transgressor, and can prove
an effective punishment when more direct means are lacking.
f5hield oi heironeous
(Evocation)
Level: Pries 2
Sphere: Prot!ection
Range: Touch
Duration: 4 kounds/level
Area of Effebt: 1target
Component&:V, S
Casting Tim& 5
Saving Throw: None
A lesser glyph of warding resembles the 3rd-level glyph of warding spell. The lesser glyph of warding is a magically drawn inscription that prevents unauthorized or hostile creatures from
passing, entering, or opening a protected place or object. It
can be used to guard a narrow bridge, to ward an opening, or
as a trap on a chest or vault. The glyph inscribed with the
lesser glyph qf warding spell lasts until its duration expires, or it
is triggered. Even if the triggering creature makes its saving
throw, the magic of the glyph is expended.
To cast the spell, the priest uses a piece of incense to inscribe
a glyph that represents a specific type of force or effect-see
Types of Glyphs later in this section for all the known types.
To protect a 5-foot-square area, the priest traces faintly glowing
lines outward from the central glyph to the edge of the area of
effect. Once the glyph is inscribed, the glyph and tracery
become invisible, although the caster can still see it.
While casting the spell, the priest sets the conditions of the
ward; typically any creature violating the warded area without speaking the name of the glyph is subject to the magic it
stores. A successful saving throw vs. spell enables the creature
to escape the effects of the glyph (see damage range below).
Glyphs can be set according to physical characteristics,such
as creature type, size, and weight. Glyphs can also target
good- or evil-aligned beings, or can pass those of the casters
religion. They cannot be set according to class, HD, or level.
Multiple glyphs cannot be cast on the same area, though
every drawer in a dresser could be separately warded.
Lesser glyphs with primary effects inflict ld4 points of
damage per two levels attained by the priest appropriate to
d
I
VigilancC
(Alterationi
Level: Pries 2
Sphere: Guakdian
Range: Touch
Duration: 1turn/level
Area of Effett: 30 feet + 1foot/level
Component$:V, S, M
Casting Time: 5
Saving Throtv: None
I
42
3rd L e v e l
4
Bless Missile
(Enchantment, Conjuration)
Lwei: Priest 3
Sphere: All
Rmge: Touch
Duration: 1tum/level
Area of Effect: Missiles
Components:V,S, M
Casting Time: 6
Saving Throw: None
By calling on the power of Heironeous, a priest can invigorate
arrows, bolts, and other normal missiles of all types with
some measure of divine power. For every level of the priest,
up to two missiles can be affected (already enchanted missiles
can also be blessed).
The blessed arrows retain their blessing for the stated duration of the spell. If the missiles are fired normally before the
duration elapses, the arrows gain a +1 bonus to hit. If a
blessed missile strikes home, it inflicts normal damage, plus
2d4 additional hit points as the missile discharges its divine
energy. A blessed missile is consumed when it successfully
strikes a foe (but missiles are not consumed if they remain
wifired and the duration of the spell elapses).
The material component of this spell is the priests holy
symbol.
hand of heironeous
(Evocation)
Level: Priest 3
Sphere: Protection
Range: 0
Duration: 1tum/level
Area of Effect: The caster
Components: V, S
Casting Time: 6
Saving Throw: None
(Evocation)
Level: Priest 3
Sphere: Combat
Range: 30 feet + 30 feet/level
Duration: Instantaneous
Area of Effect: 20 foot diameter
Components: V, S, M
Casting Time: 6
Saving Throw: %
This spell briefly calls forth a shimmering mailed fist, the
vengefulfist of Heironeous. Thefist is gargantuan; even
clenched, it measures some 20 feet in diameter. Thefist speeds
from its materialization point above the caster to its designated point of impact, delivering damage proportional to the
level of the priest who cast it: 2d4 hit points + 1hit point per
level of the caster (no maximum) on every creature within the
area of effect (20-foot-diameter circle). The fist immediately
fades after impact.
The fist is most effective against creatures that stand firmly
on the earth; those who succeed a saving throw vs. paralyzation leap away and take half-damage. Flying creatures automatically take only half-damage, and if they save, completely
avoid thefist.
Besides causing damage to living targets, the fist can crush
and bend rigid materials that fall beneath the fist: armor,
weapons, poles, and other rigid objects must save vs. crushing blow on the Item Saving Throw Table in the DMG.
The material component of this spell is the priests holy
symbol.
4th Level
Abstention
By means of this spell, the priest calls into existence a shimmering hand, the hand of Heironeous. The hand is in proportion
to a normal human hand, but floats before the caster, palm
toward any threat. The hand is centered on the caster, and
moves as the caster moves, no matter her form of locomotion.
While the hand endures, it moves to completely protect the
caster from projected missiles such as arrows, axes, bolts,
javelins, small stones, and spears. The hand accomplishes this
feat by flicking, diverting, and backhanding all such projectiles, moving as fast as necessary to divert every attack. Each
redirected missile is 10% + the casters level likely to speed
back toward its origin, using the original attack roll of the
person originally sending the missile to resolve its attack.
Thus, an 8th level priest who casts hand of Heironeous is 18%
(Abjuration, Alteration)
Level: Priest 4
Sphere: Charm
Range: 30 feet
Duration: Permanent
Area of Effect: One humanoid
Components: V, S, M
Casting Time: 7
Saving Throw: Special
By means of this spell, the priest can insure the punishment
of someone that has transgressed. When this spell is cast
upon a human, demihuman, or humanoid, a natural repulsion is set up between the target and any living being with
whom the target comes into contact.
47
True AD&D
2nd Edition
43
5th Level
Greater Glyph of Warding
(Abjuration, Evocation)
Level: Priest 5
Sphere: Guardian
Range: Touch
Duration: Special
Area of Effect: Up to 50 square feet
Components: V, S, M
Casting Time: Varies
Saving Throw: %
(Alteration)
Lek
SPk
Rar
Component$:V, S
Casting Timk: 8
Saving %OW: Negates
When this spell is cast, the priest inscribes the symbol of
Heironeous onto a target object or creature, and up to four
additional dords. A living target makes a saving throw
against spells at a -4 penalty. The caster can inscribe the
brand either visibly or invisibly (although the brand is always
visible to all who serve Heironeous). The brand can be inscribed on ahything without harm to that object or creature,
at least initially. If an invisible brand is made, a detect magic
spell causes it and any accompanying words to glow and
become visi le for one turn. Detect invisibility, true seeing, read
magic, a gem of tree seeing or a robe of eyes also exposes an invisible branti. If the brand is cast upon a living being, it
cannot be dispelled by anything short of a restoration spell. A
successful dispel magic erases the brand inscribed on an inanimate object.
The greattr brand of Heironeous is more efficacious than the
lesser. If inscribed upon a discrete object equal to or less than
10 feet x 10 feet x 10 feet of stone, that object will erode away
at a rate of 10% a day until nothing of the object remains but
dust. Magical walls or items must save every day on the Item
Saving Throw table-no erosion occurs on the day the save is
successful. Generally speaking, the greater brand of Heironeous
has no power to affect artifacts, although branding along with
an appropriate warning could still prove useful.
If inscribed upon a living being, the greater brand of Heironeous does more than just mark a transgressor-it directly
punishes. EQeryday that the greater brand of Heironeous remains, the tbrget must save vs. spell or lose 1 point of Constitution. If thc? targets Constitution score reaches 0, the target
perishes. If the brand is removed before death occurs (which
the priest who cast the spell can do at will, if the punishment
was sufficieht),lost Constitution points return at a rate of 1
per day.
I
44
5imple Justice
(Alteration)
Level: Priest 5
Sphere: Animal
Range: 15 feet/level
Duration: Permanent
Area of Effect: 1human, demihuman, or humanoid
Components: V, S, M
Casting Time: 5
Saving Throw: Negates
original Hit Dice or level and the new form (HD l),subtract
5%. Thus, a 5th-level target with 10 Intelligence has a 25%
chance to lose his mind. Even if a targets combined Intelligence and HD are high enough to decrease the base chance
to O%, there is a minimum 1%chance of change. The chance
for assumption of the personality and mentality of the new
form is checked daily until the change takes place. The target
who acquires the mentality of the new form has effectively
become the new creature, and can only be recovered by a
wish or miracle spell.
Before the inevitable mind-degeneration occurs, a dispel
magic changes the target back to its original form, though this
requires another System Shock roll for survival.
SJ
I
(I
Ll
SI
R
D
A
C
C
Si
Lawful Good:
Chaotic Good:
Neutral Good:
Lawful Neutral:
Neutral lizard
Chaotic Neutral:
L,awful Evil:
Neutral Evil
Chaotic Evil:
dog
cat
squirrel
rabbit
B
el
sheep
skunk
cow
goat
49
True AD&D
2nd Edition
45
I I1 II I I I
m m m m m
call Templars
Bastion
(ConjuratiodSummoning)
Levell: Priest 6
Sphere: Summoning
Range: 100 feet
Duration: 9
Area of Effect: Special
Components: V, S, M
Casting Time: 1 turn/level
Saving Throw: None
(Evocation)
Level: 6
Sphere: Prot ction
Range: 100 feet
Duration: 1hour/level
Area of Effect: Special
Components:V, S, M
Casting Time: 9
Saving Thro$v:Negates
A!
7th &;vel
Personat 4avior
(Conjuratiohurnrnoning)
Level: Priest,7
Sphere: Sumhoning
Range: 100 feet
Duration: Special
Area of Effect: Special
Components:V, S, M
Casting Time: 10
Saving Throw: None
Casting personal savior is something a priest cannot undertake
lightly, for this spell should only be used in the most desperate situation, as it has a chance to call forth an avatar of
Heironeous himself! Despite the listed level, a priest cannot
46
attempt to cast this spell until 18th level. When the spell is.
cast, there is a base 50% chance that the avatarwill choose to
respond. The actual chance is modified by the true need of
the priest (+/-lo%), how the priest's need bears on the etlios
of Heironeous and the church (+/-20%), the nature of those
accompanying the priest (+/-5%), and who or what opposes
the priest (+/-lo%). It falls within the D M s discretion to,
assign the final value for the chance that the avatar responds.
If the avatar doesn't respond, the priest is rebuked, and may
not use this spell again this generation (30 years).
If the avatar does come, the priest is validated, and if he
survives, may attempt to cast this spell again in one year's
time. See the statistics for Heironeous' avatar earlier in this
section. When the avatar comes, it comes with power and
might. Few things can stand in the way of the avatar, and
thus the spell is aptly named personal savior. In the event that
the avatar is truly challenged or defeated, a holy war begins,
and the face of the campaign is likely to be significantly altered before all the plots play out.
The material component of this spell is the priest's holy
symbol.
Miracle
(Conjuration/Summoning)
Level: Priest 7
Sphere: Summoning
Range: Special
Duration: Special
Area of Effect: Special
Components: V
Casting T i e : 1round
Saving Throw: Special
47
Fak
7
Urh
Wak
Smak
Stak
Rah
Meh
Sah
Duh
Nek
Eka
N'cuk
Npok
N'neh
Rek
Teh
Wfak
W'frek
W'tek
W'ukz
Ek'doh
Ukz
Vak
hT'fak
Mak
&-
W'bak
W'leh
A
Wjaiar
48
Types o f Glyphs
Ciommon Glyphs
Name Primary Effect
Fzk
Fire
Lek
Lightning
Cuh
Co1.d
Bek
None
Pek
None
Ehdok None
Ikstricted Glyphs
Name Primary Effect
Ayk
None
Lrk
None
Wak
Special
Smah
x Fire
Lrhz
None
hlak
x Fire
Stak
% Fire
Rak
hlek
%Fire
Special
Vak
%Cold
Sah
Special
Duk
Special
Neh
Cold
Secondary Effect
None.
None.
None.
Target is blinded for ld6 hours.
Target paralyzed for ld6 hours.
Energy drain inflicts -3 penalty on
all actions for ld6 hours.
Secondary Effect
Air blows target ld20+20 feet in
specified direction.
Earth below targets feet adheres,
holding target fast for ld6 turns.
Water superhydratestarget causing
damage as if a primary effect.
Target can do nothing but cough
for ld4+1 rounds.
Targets failing 3 successive saves
choke to death on black ooze.
Magma adheres to target, inflicting
an additional ld4+2 hits/round for
ld10 rounds.
Steam parboils target, penalizing
every roll by -2 until magically
healed.
iu one
Weavon initiates backbiting
W b a h %Ccdd
attack
v
against wielder with wielde!r s
BYPX
Wfrek
None
Wtek
None
Wukz
None
Wjar
None
__
THACn
--.
Weapon initiates attack against
wielders closest companion with
wielders THACO.
Wielder teleported ldlOO mi.in
random direction-weapon is not
I
teleported.
pendium.
53 2nd Edition
True AD&D
49
endix I
a
c
hextor
(4courge of Battle, CJmrnpion o f civil)
Intermediate Power of Acheron, LE
Portfolio:
Aliases:
Domain Name:
Superior:
Allies:
Foes:
Sjmbol:
Wor. Align.:
hextors Avatar
(Fighter 3 5, h e r i c 3 5, Assassin 3 3)
Hextor appears as a gray-skinned, lank-haired Oeridian
male, with six alims and red-rimmed eyes bulging from a
visage horrible tb look upon. He is typically garbed in
armor decoratedl everywhere with skulls and consisting of
iron scales with Strips of metal at shoulder and cuff, leg
greaves, and a cdrselet of iron around his waist and groin.
He favors spells Ifrom the spheres of All, Charm, Combat,
Divination, Eledental (Fire), Healing (reversed), Law,
Necromantic (rel.ersed), Protection, Summoning, Sun (reversed), Traveleh, and War, although he can cast spells
from any sphere1
50
Other Manifestations
The Qurch
Clergy:
True AD&D 88
2nd Edition
51
@I
II 1 1 1
!
iSister. Since the ascendancy of the House of
89
52
.
i
.
ID I
1 I I I I II I
dom, and it has been adopted by many humanoid tribes in
service to Oeridian masters. The Medegian Bladelands, located along the coast east of the Mikar River, were an early
center of the faith. This religious tradition was recognized by
the earliest monarchs of the Kingdom of Aerdy with the establishment of the See of Medegia under the rule of a Hextorian censor based in Re1 A stra. Alone among the Oeridian
faiths, the church of the Champion of Evil has grown in
power as the Great Kingdom has declined. This rise was due
in part to the departure of most of the church armies of rival
faiths. Hextors faithful strongly backed the House of Naelax
during the Turmoil Between Crowns that began in 437 CY.
This alliance led to the faiths ascendancy over all other faiths
in the Great Kingdom as of the coronation of Ivid I in 446 CY,
but also resultea in the church of Hextor falling under the
thumb of successive overkings.
The Greyhawk Wars heralded the beginning of the Iron
Schism, in which the ranks of Hextors faithful have split into
two hostile camps and numerous factions. The destruction of
Medegia has seen the deche of the churchs power in its traditional demesne. (Spidasa, the former Holy Censor, endures the
Endless Death in the palace dungeons.) Holy Censor Pyrannden (LE human male P18 of Hextor), who also retains his title
as Patriarch-General, remains loyal to Ivid V in Rauxes. The
Battlehall of the Unholy Bloodshield,named for its most prized
magical artifact, lies within the main palace grounds. In addition to Pjranndens chambers and the vaults holding church
records, monies, and the like, this temple is used by Hextors
priesthood, elite warriors, human members of the Companion
Guard, and some of Ivids advisers. Especially gruesome features of this temple are four guardian statues made entirely
from coagulated blood. They have the statistics of flesh golems,
but they never escape priestly control.
In the Great Kingdom of Northern Aerdy, Overking (formerly Herzog) Grenell I of House Naelax (LE human male
P19 of Hextor), remains the titular leader of the faith from his
capitol in Eastfair. The Cathedral of Hextor lies at the heart of
Grenells palace, known as the Cyst. This imposing church
contains statues of great A erdy warriors, superb stained-glass
windows showing battle scenes, commemorative friezes and
murals depicting victories of Oeridians over humanoids, Flan,
and others. Access is restricted to the Herzog, his senior assistants, and those powerful folk within Eastfair known to be
active worshipers of Hextor. Undead guardians throng the
temple, and leaders of the orcs in the city are admitted-but
only rarely, and at such times the murals depicting their kin
being slain are carefully covered up with wall hangings. Sacrificial rituals are rarely practiced here, and then only in the
basements which are whispered to hold a handful of prisoners whom Grace Grenell values too highly to leave rotting in
the city jail. Other prominent Hextorian churches in the Great
Kingdom of Northern Aerdy include the Malachite Spires, a
great cathedral under construction in Delaric, and the Basilica
of the Scourge, in Bellport. Krennden (LE human male P14 of
Hextor), once the Patriarch of Hextor in Re1 Astra, and now
the Patriarch of Delaric, has pronounced the Overking insane
and renounced his sacred guardianship of the Malachite
Throne. Halldrem (LE human male P15 of Hextor), the Patriarch of Bellport, is a bully and coward, make him an effective
agent of Grenell.
90
53
r-P
c) ecialty Priests
helxtorian spells
I
(Battlescourgesl
Requirements:
Prime Req.:
Alignment:
Mieapons:
Armor:
Major Spheres:
Minor Spheres:
Magical Items:
Req. Profs:
Bonus Profs:
a
e
e
e
e
e
e
e
2nd L e v e l
Mantle of dextor
(Alteration)
1
Level: Priest 2 '
Sphere: Combat, t a w
I
Range: 0
Duration: 1turn hlus 1round/level
Area of Effect: The caster
Components: V, S, M
Casting Time: 5
Saving Throw: N ne
I,
4th Levdl
Battlearms
(Alteration)
Level: Priest 4
Sphere: Combat
Range: 0
Components: V, ,M
Duration: 1round/level
Casting Time: 6
Area of Effect: The caster
Saving Throw: Nbne
54
I I1 II II I
i
Battlearms can be used with full proficiency when employing weapons or shields. Strength and Dexterity checks for battlearms are made without penalty. However, no more than one
attack per round can be made with each battlearm..
Any armor or clothing worn when this spell is cast is magically altered to allow for the additional limbs. When the spell
effect ends or if the armor or clothing is removed, the items
revert back to their normal form immediately.Items carried
by battlearms when this spell expires are immediately
dropped.
If any individual battlearm is severed or suffers more than
8 points of damage directed specifically at that particular limb
(which does not affect the priests total), the affected battlearm
dissolves. The spell effect does not end until the spell expires
normally or all battlearms have been destroyed.
The material components for this spell are the priests holy
symbol and two (or four) arm bones from a humanoid skeleton. The latter are consumled in the casting of the spell.
6th Level
Arouse piscord
(EnchantmentKharm)
Level: Priest 6
Sphere: Charm
Range: 100 feet
Duration: Special
Area of Effect: 100 square feet/level
Components: V, S, M
Casting Time: 5
Saving Throw: Negates
Players Handbook..
eixorcise
(Abjura
Level: P
Sphere:
Range: 3
Duratioi
Area of
__
Components: V. S., M
Casting Time: 1-100+ turns
Saving throw: None
True AD&D92
2nd Edition
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
h
'1
/'tr
ll'
,.t
\7
)d
<-u
HF
dz
ooz
tsE
uq u
ur
6ts
-o
YZ
ur
Nm
OFPTALS
MISTRSS
SUPRTM
HAWVRMAI-
BY LANC
XANYAE
Mistressof Petals
Ladyof Perfection.Supreme
N
Outtands,
ofthe
Power
Lesser
Stealth,MindoverMatter
Shadows,
Twitight,
Por$olio:
of the lron Wil"t
0uttandsfiower
Name:
Domain
the Signers,followersofxanYae
believe in the malleability of
creationand the abitity of the
mindto alterrealitY.In the uttimate expressionof the faith,
Superior:None
(Cattord),
Zuoken
AlUes:RexfeLis
Foes:Pholtus,futremius
Symbol:Blacklotusbtossom
Rexfelis,is a ftequentcomPanion.
two daysof hoiy sigThechurchof XanYaerecognizes
nificance. The first of these, the Autumn Equinox,
the exactbalancebetweenthe hoursof daytight
celebrates
of worshipareperandthe hoursof night. TWoceremonies
the mulliverse.
The idea of PerPetual
Harmonycontendsthat all life
is balanced,that syrnmetrygovernsall beings,andthat to
putsonein
bein harmonywithone'sselfandsurroundings
masteredand reconciledto attain a higher level of existence. Thus,followersof Xan Yaeperformboth physical
and mental exercisesin an ongoingeffort to find inner
alignment.
Seeingthis tendencytoward baiance,it is no wonder
77
door(asthe 5thlevelwizardspell)onceperday.
spellshadow
At 14th level, d'ai shatoncan castthe spellshadowcat
(asthe 7th levelwizardspell)onceper day.I
E'
z
F
i.
her needsat
and mundane,asaddresses
,&i
&
i,$.,.
lix'
charactercreation.
At lst level, d'ai shaton gain the
abitity to movesilently as a thief of the
*l
the samelevel.
At 5th level. d'ai shatonmay resist
.ESP
or thought-readingmagicby making
a savevs, deathmagicat +1.
At 7th tevel, d'ai shaton become
immuneto all non-magicaldiseases.
At 9th tevel, d'ai shatoncancastthe
F
z
z
U
samelevel.
At 3rd level, d'ai shatonmaYeiectto
use continuing specialization in an
unarmedfighting style as a warrior of
/'ir
philosophers,
andmystics.
The SupremeMistressis served by
creaturesof all alignments,both magicat
cienciesat no additionalcost.
At the discretionofthe DM,all priests
of Xan Yaeadd an additional+5 to the
result of a check to determineif the
priest will possessa psionicl/[ild Talent
SkillsandPowers,
(seePlayer'sOptionrM:
p, 155).Ihis checkmustbe madeupon
78
E@
dz
lu
,.\
oa
z>
=
)
H
oo
d.
z'
peoplethroughout0erthwouldbe dramatical$
altered.
lhustheMonitors
havetakenit uponthemselves
to protect
theselifeLinesftom harm.Cyndoris the adjudicatorof the
etusiveand facelessMonitors,aiding thern in their pursuits
andofferingdivineguidancewhennecessary.
Priestsof Cyndorare very awareof the magnitudeof
their dei!/s charge,and as such often seemaloof, if not
downrightholier-than-thou.Like Cyndorhimself,priests
tend to speakin riddles.refusingto revealthe full secrets
oftheir knowledgeofTemporalPrimeandthe lifeUnesthat
abide there; they coliectivelyscorn charlatanfortunetellersandothermountebanks.
Cyndor'spriestsarehardto pin down,astheir peculiar
that sliplike sandftom
ideologyis aselusiveasthe seconds
man's desperategrasp.For the most part. it is assumed
that priestsof Cyndor
have been placed
upon 0erth to act as
for a world
counselors
that would otherwise
be lost in a meaningless struggle for
survival. They regu-
THTKTPROFINFINITY
BY LANCHAWRMAL
(TSR9506).
sotrcebook
omancer
consultthe Cftron
of his unassailable
mazelike
corridors
Inside the
simultaneouslypurTempus
Cidatus,
Cyndor
abode,the
sues three separateand never-endingtasks. First, he
devoteshimseUto meditating upon the imponderable
aspectsof time-spaceand how further manipulationof
this continuummight alter the compositionof the multiverse.0n the morepracticaiside,Cyndoris alsoin a state
of continuousprose,as he records
The
ttnt"t*?3l,
* trfinity,ThesaseofEpochs.
li'lt::i:^::-:"-.,.,
Power
LN
Lesser
of Mechanus,
;::lj,:li,';lTl,i
m
e.rM.un,
;:'#:";Jil:
n'orTem
r
Pora
::,.i'Jfl
HI"Ji:,T'
larly serveasadvisors
to monarchsand universit5rsages.All men
seekthe wisdomof augury.andall wonderwhatthe future
rnight hold. By consultingwith a prophet of Cyndor,a
personmight gain insight - howevervaque- into the
handthat time hoidsfor him or her.
Followersof Cyndorseelife not as a seriesof choices,
but rather as a linear journey from one predetermined
encounterto the next. To such thinkers as these, ftee
choice and personalachievementare but illusions; in
buth, everythingthat everwill behasalreadyhappenedat least for Cyndor.who has seenthe beginningand the
end. The invisible, temporal concept which man calls
"time" is reallynothing but a way for man to reckonthat
which he believeshe is experiencing.Thistheory can be
proven when one looks at the constructionof the
Demiplaneof TimeitseU.In this plane,so-called"time" is
simplya meansof travelingfrom point A to point B. Ergo.
all ofman'schoicesarereallynothingbut immutablepaths
alonga lifelinewhichCyndorhasalreadyforeseen.
Servicesto Cyndorinclude the soundingof airy wind
instrumentsandthe castingof arcanespellsbywayofsuch
materiai devicesas magical mirrors. hourglasses,and
looms.Cyndoris worshippedin urbanplaceswherelearned
men gather.suchasthe FreeCityof Greyhawk,
the center
79
. At 15thlevet,eternatistsbecomecompletelyimmuneto
aging-based
attacks,suchasthe touch of a ghost.
. Priestsof Cyndorhaveaccessto the specialproficienry
upto maximum
offourhours.
DelayImage(Chronomanqr)
LevekChronomancer
1; (Eternalist
1)
Range:
Touch
Duration:5 rounds+ 7 round/Ievel
Areaof Effecfu1 creature
V,5
Components:
( ETERNALTSTS)
PRTESTS
SPECTALTY
Weapons:Boomerang,
dagger,dart, hand-hetdcrossbow,
lasso,net, staff, andwhip
Armor: All armorqpes up to andincludiagchainmail,
no shield
MajorSpheres:Al1,Astral,Charm,Divination.Healing,
Thought,Time
Minor Spheres:Creation,Guardian,Numbers,Protection
Magicalltems: As clerics
Required Proficiencies: Read/lVrite(Common)
BonusProficiencies:Religion(Common),
TimeSense
(seebelow)
GRANTED
POWERS
. At 2nd level, eternalistsmay cast delay image (see
below)onceper day.
. At 7th level, eternalists may attempt to slow a single
opponentonceper day(asperthe 3rdlevelwizardspell.
thoughthe victim savesat -6).
. At 10th level, eternalistshavebecomeso qmchronized
with the movementof the timestreamthat they ageat
half the normat rate, effectively doubling their maximumaqelimit.
Casting
Time:lSavingThrow:Neg.
By casting delay image, the
priestsurrounds
himselfor a recip'ient creaturein a magicaIaura
which bendstime stightly in his
favor.Thisauraof "muddted
time"
causesa delayin the target creature'simage,improvinghis Armor
Classby 2 and grantinghim a +1
bonusto a[[ savingthrowsversus
directmagicaIattacks.
Thereverse
ofthis spetl,advance
'image.createsa fa[seimageha[fa
secondaheadof wherethe target
the
currently resides in
makingit easier
for his
timestream,
to strike him. as they
opponents
havea brief momentto adjusttheir
btows before the target creature
"arrives"in the presentsecondof
time. Thetarget'sACis penalized
by 2, anda[[savingthrowsagainstdirectmagicaIattacks
aremadeat -1..
Thoughthis spe[[ may be usedin conjunctionwith
other spe[[sthat affect ArmorCtass,jts effectsare not
cumutative
with itsetf.I
/,
ca
JA
<F
dE
z>
z
E
Requirements:Wis15
Prime Requiste:Wisdom
Alignment N, LN
E@
yz
z'
ii
Nb
oo
NN
80
L r
Procan
f t e Seven Seas
by Eric L. Boyd
Powers That Be
roeall (pro-KAN) is Ihe Oe r il/ill ll g011
Procan
Lord of the Seven
_ . , The Ancient
Merlner, Sailor of s..
.nd Sky, The Stann
InttHmedfllte Power of
Limbo,
eN
Portfolio:
Domain Name:
Supet1or.
The Church
Clergy: Clerics, crusaders, specialty priests
Clergy's Align.: CG, CN, CE
Turn Undead:
C: Yes, Cru: No, SP: Yes
Cm nd. Undead: C: No, eru: No, SP: No
Symbol:
44
All derics, crusaders, and specialty priests of Procan receive religion (Oeridian,
common, sea) as a bonus nonweapon proficiency.
Along the coasts of the lands once held by the Kingdom of Aerdy, the primacy of
the church of Procan with regards to the sea is unchallenged. As Xerbo's faith is spread
among the seafaring barbarians of the Thillonrian peninsula and the merchants of
Lendore Isle, and Osprem's among the merchants of Lendore Isle and the Lordship of
the Isles, naval conflicts between those realms and the Great Kingdom have a religious
dimension as welL
Nong the coast of the Azure Sea and in other regions where worshi p of both Sue!
and Oerid pantheons is common however, followers of Procan, Ospre m, and Xerbo
often sail together on the same ships, and even ally against outside threats. Since
Polyhedron
81
Procan embodies the wilder and tem pestuous aspects of the ever-cha nging
seas however, his chu rch is viewed distrust com pared 10 hi s rivals, Osprem,
and Xerbo. As a result, his faith slowly
wanes in the Sheldomar Valley region.
Regionally prominent temples of the
Lord of the Seven Sus are great grani te
structures whose soaring spires seem to
touch the sky. The Ancient Mariner 's
cathedra ls are built to embrace both
storms and the sea. Most are drafty,
damp, and set in the path of incoming
storms. Procan's shoreline temples are
typica lly situated on rain -lashed blu ffs
overlooking the sea. Inla nd temples sit
in the foothills of one of the mountain
ranges of the Flanaes$ atop the highest
tor in the local region or amid low-lying
salt fiats. Small er chape ls and shrines
catering to sailors arc known as bethels.
They can be found dockside in most
port cities where followers of the Ancient
Mariner live or visit.
Procan Novices are known as Swabs.
Full priests are known as Sea Salts. In
ascending order, titles used by Procanite
p ri ests are Sailor of the Seven Sea s,
Helmsman of the Endless Swells, Ensign
of the Pounding Surf, Lieutenant Commander of Cresting Wave, Commander
of the Lashing Wind, Ca ptain of the Sea
and Sky, High Captain of the Thunderous Storm, and Admiral of the Hurri cane's Eye. High-ranking priests have
unique individual titles, but are collectively known as High Admirals. Specialty priests are known as wave rangers.
Clergy includes huma ns (87%), mermen (10%), half-elves (2%), and other
races (1 % ). Humans come fromOerid
(60%), Flannae (7%) , Baklunkish (5%),
Suel (2%) . a lman (1 %) . and mi xed
(25%) ancestry. Procan's clergy includes
specialty priests (54%), clerics (including multi-classed) (30%), and crusaders
( 16%). Males and females have about a
two to one ratio.
Dogma: The salty seas and stormy skies
are ev{'"rchanging; they defy prediction .
The deep waters that embrace the oerth
are vast and unknown. Their endless
waves can ensnare any ship not cap tained by the Ancient Mariner. Therefore. give reveren ce to the Lord of the
Seven Seas, for his fu ry is the thunderous
s torm and his kindness the bount iful
blue deeps. All is born from the sea and
Granted Powers
Wave rangers can turn undead of the
sea including lacedons and sea zombies.
At 1st level, wave rangers can cast create water (as the (sl level priest spell )
thrice per day.
At 3rd level, wave range rs can cast
water breathing or water walk (as the 3rd
level priest spells) once per day.
At 5th level. wave rangers ca n cast
cal/lightning (as th e 3rd level priest
spell ) or weather prediction (as th e 3rd
level pries t spell detailed in P u.rER s
OPTION"": Spells 6- Magic ) once per day.
At 7th level, wave ra ngers can cast
lower water (as the 4th level priest spell )
or weather stasis (as the 4th level priest
spell detailed in PLAYER'S OPTION: Spells
& Magic) once per day.
At 9th level, wave rangers can cast
airy water (as the 5th level wizard spell)
or control wi/Ids (as the 5th level priest
spell) once per day.
At 14th level, wave rangers can cast
control weather or conjure air elemental
(as the 7th level priest spells) or conjure
water elemental or tsunami (as the 7th
level priest spells deta iled in PLA YER 'S
OPTION: Spells 6- Magic ) once per day.
Issue 130
45
82
St. Cuthbert
Cuthbert of the Cudgel
by Eric L. Boyd
Powers That Be
Cuthbert
Cuthbert of the
Cudgel, the Cudgeler
Intannedlate Power of
Aracadla, LG
Portfolio:
Aliases:
Domain Name:
Superior:
Allies:
Fo. .:
Wor. Align.:
as a mortal man of exemplary character, no evidence exists that the CudgeJer was ever
less than a lesser power. St. Cuthbert seldom leaves his realm in the Outer Planes, unless
some great duty brings him forth. Unlike most Intermediate Powers, he can enter the
Prime Material Plane at will.
St. Cuthbert is stern power who sees the world in black and white. For many folk living with the threat OflUl to the north, this is a very credible world view. The Cudgeler
has little patience for ostentatious displays, frivolous pursuits or idle talk and he accepts
no excuses or displays of weak moral fiber.
Great personal enmity exists between St. Cuthbert and Juz, which adds to the former's popular appeal. The Cudgeler may appear in avatar formto drive the Old One
away in confrontations of major import. While the followers of5t. Cuthbert and Pholtus
maintain a great rivalry, both powers are willing to work together, as needed.
The Church
38
Polyhedron
83
Wisdom 9
Wisdom
LG, LN
Club, flail, mace,staff,
morningstar, staffsling, warhammer
Armor:
Major Spheres:
Any
Granted Powers
Cudgelers turn undead as a cleric of
four levels lower. (A 5th level cudgeler
turns undead as a 1st level cleric.)
Cudgelers can call upon faith once per
day.
Cudgelers are granted spell-like powers, depending on their order:
At 2nd level, Billets gain friends once per
day.
At 3rd level, Chapeaux gain shillelagh
once per day.
At 4th level, Stars gain ESP once per day.
At 6th level, cudge!ers can cast prayer
once per day.
At 9th level, cudgelers can cast dispel
evil or true seeing once per day.
At 12th level, cudgelers can cast holy
word once per week.
Issue 128
39
84
85
86
87
88
Vecna as Demigod
Relatively new to the ranks of deities, Vecna is seldom recognized as
a demigod by any but his worshipers. Known as the Whispered
One, Maimed Lord, Master of Secrets, Vecna has a small but increasingly active cult in the lands
of the Flanaess. Vecna is a patron
god of black secrets, especially
those magical in nature. Still, for
the majority of mortals, Vecna is
identified as a n arch-lich,although
he transcended this paltry honorific ages ago.
Although other gods might find
the lack of recognition displeasing,
the condition has, to now, suited
Vecnas needs and matches his secretive nature. He enjoys the position of outsider among the great
powers of the outer planes. Their
attentions are diverted elsewhere
and he is allowed to continue his
plans and schemes undisturbed.
Formerly a lich, Vecna has retained the horrid appearance of
these monsters. His body is mummified with patches of dry rot
showing through the tatters he
wears for clothing. His left arm
ends in a crumbling stump. Vecnas face is covered by a silken
scarf, veiling his features underneath.
Role-Playing Notes
Vecna prefers to act indirectly in
the affairs of men, guiding and
steering his followers to goals only
he understands. Nursed on treachery and deceit, the Whispered One
has no compassion for mortals,
even his own worshipers. Those
who follow him must commit
themselves to being utter pawns to
his schemes. Followers who serve
him well are rewarded with knowledge, usually damning secrets oth-
73
True AD&D 2nd Edition
Vecnas Manifestation
(20th-Level Wizard)
89
90
_.
I t
I,
TheFlnglers ob Vecna
As the Ma: ster of Secrets, Vecna's
second-molst important group of
laymen arc: thieves, known as the
Fingers of Vecna. The thieves are
responsiblc
:for carrying out many
- _
"I
+he r
DpLblal1
n - n i - 1 missions of the cult.
They are respcmsible for gathering
many of the secrets the cult uses to
blackmail of ficials. They also
make paymen ts to corrupt guardsmen and terroirize upright citizens.
When on a mi$ssion for the cult, the
thieves dye tlheir fingers red, so
their victim vvi11 know who sent
.
.
mem.
A+
L l l L
L,-.
Ueaths, they are assured, will hasten the coming of Vecna. When
that day comes, the faithful of his
cult will be rewarded with dominion over all the non-believers.
Like the Fingers, the Blood of
Vecna mark themselves when on
missions for the cult. In their case,
they smear red dye over their
faces, a symbol of their willingness
to die for the cult.
L--1-1-.+
LL-.
2 .
91
by Chris Perry
illustrated by Susan Van Camp
Araleth Letheranil
(The Prince of Stars,
The Twilight Rider)
Lesser Power of Arborea, CG
PORTFOLIO:
ALIASES:
DOMAIN:
SUPERIOR:
ALLIES:
FOES:
SYMBOL:
WOR. ALIGN:
Light, Starlight,
Twilight
None
Arvandor/House
of Glowing Stars
None
Sehahine Moonbow, Selune (FR),
Celestian
(WG), Xan Yae (WG), other members of the
Seldarine
Lolth, Shar (FR), Tharizdun (WG)
A white shaft of light, small at the
top and largest at the bottom
Any non-Lawful Good or
Neutral
The Church
TrueDRAGON
AD&D 2nd
#236Edition
Constitution 12
Wisdom 13
Wisdom
CG
Bow, dagger, sword (short/long), and all
bludgeoning weapons
Chain, elven chain, scale, and shield
All, astral, chaos, charm, combat, guardian,
numbers, protection, sun,
Divination, healing, necroMINOR SPHERES:
mantic
1 3
92
Same as priests
Astronomy
Blind-fighting
At 1st level, Twylars can cast a light
spell 1/day. In addition, they receive a +2
on saves vs. magic that affects vision.
At 3rd level, Twylars can cast a
starshine spell 1 /day.
At 5th level, Twylars receive automatic saves against spells that cause
blindness or darkness, and can cast neutrulize poison 1/day.
At 7th level, Twylars can cast continual light 1/day, and they receive automatic saves vs. spider poison.
At 9th level, Twylars can cast a
sunray spell 1/day.
At 12th level, Twylars receive a +2
bonus against spells cast at them by
drow elves. In addition, the magic resistance of drow who are the targets of the
Twylars spells is lowered by 10% for the
purposes of determining whether their
spells get through.
MAGICAL ITEMS:
REQ. PROFS.:
BON. PROFS.:
Kirith
Sotheril
(The
Magess)
Lesser
Power of
Elysium,
NG
Divination
magic,
Enchantment magic
None
ALIASES:
DOMAIN:
Amoria/Tethridar
Corellon Larethian
SUPERIOR:
Corellon
Larethian,
ALLIES:
Tethrin Veralde, others
FOES:
None
Rainbow-striped sphere
S YMBOL :
Any Good or Neutral
WOR. ALIGN:
Magic is a very important part of elven
life, and while Corellon Larethian holds
magic to be part of his portfolio, other
elven gods lay claim to more specific
forms of magic. Kirith Sotheril is one such
deity whose portfolio concerns magic, in
this case divinations and enchantments.
She and Sehahine Moonbow are rivals of
a sort, since in many worlds Sehahine
considers herself to be the patroness of
the subtler forms of magic, but theyre far
from enemies.
Kirith dwells on the first layer of
Elysium, Amoria, within the realm of
PORTFOLIO:
14
The Church
DECEMBER 1996
Taralen
(The
Songstress,
Patron of
Bards and
Minstrels)
Lesser Power
of Arborea,
CG
PORTFOLIO:
Aliases:
DOMAIN:
SUPERIOR:
ALLIES:
FOES:
SYMBOL:
WOR. ALIGN:
Any
93
The Church
Dexterity 13,
Intelligence 12,
Wisdom 13
PRIME REQ.:
Dexterity, Wisdom
ALIGNMENT:
CG
WEAPONS:
Bow (short), dagger,
short sword, all bludgeoning weapons
ARMOR:
Leather or elven chain
All, chaos, charm,
MAJOR SPHERES:
creation,
guardian,
healing, protection,
summoning, sun
MINOR SPHERES:
Divination, plant, wards
MAGICAL ITEMS:
As cleric and bard
REQ. PROFS.:
Artistic ability (poetry
or songwriting)
BON. PROFS.:
Musical instrument or
singing (pick one)
Though noted as being unable to
turn undead in the conventional sense,
Brystars are able to play or sing a song
of turning. This is equal to the standard
turning ability, except that a musical
instrument is required and it may be
attempted 3/day, no more.
REQUIREMENTS:
Naralis
Analor
(The
Healer,
The
Watcher
of Souls)
Lesser
Power of
Elysium, NG
Healing, the Easing of
Pain, Death
ALIASES:
None
DOMAIN:
Amoria/The Healing
Glade
Sehahine Moonbow
SUPERIOR:
ALLIES:
Sehahine Moonbow,
Labelas Enoreth, Ilmater
(FR), Kelemvor (FR)
FOES:
Loviatar (FR), Nerull
(WC), Null (Draconic)
SYMBOL:
A white dove-shield
WOR. ALIGN:
Any Good or Neutral
Naralis is an elven god whose primary
interest is not just the safeguarding of
elven souls after they depart, but also healing of the living. As Sehahine guides the
PORTFOLIO:
DRAGON #236
The Church
15
94
Tarsellis
Meunniduin
(Patron of
Snow Elves,
Lord of
Mountains)
Intermediate
Power of
Ysgard, CN
Mountains,
rivers,
snow elves, wilderness
Aliases:
None
Domain:
Ysgard/The Wild Hunt
Superior:
None
Fenmarel Mestarine,
Allies:
Rellavar
Danuvien,
Shaundakul
(FR),
Fharlanghn (WG), Ulaa
(WG)
Lolth
Foes:
Symbol:
Snowcapped mountain
Any non-Lawful Good
WOR. ALIGN:
or Neutral
Tarsellis is the patron god of those
known as snow elves, who mainly
inhabit the Crystalmist mountains of
Oerth. (Rumor has it that snow elves
also exist on the far reaches of the Spine
of the World or even the High Ice portion of Anauroch in Faern, though this
is unproven.) Though he visits the other
members of the Seldarine on Arborea,
Portfolio:
16
Church
CLERGY:
CLERGYS ALIGN.:
TURN UNDEAD:
CMND. UNDEAD:
A RMOR:
MAJOR SPHERES:
MINOR SPHERES:
MAGICAL ITEMS:
REQ. PROFS.:
BON. REQS.:
DECEMBER 1996
Rellavar
Danuvien
(The Frost
Sprite King,
Warder
Against
Elements)
Lesser Power
of the
Beastlands,
NG
Portfolio:
95
friends with Erevan Ilesere, who is himself a patron of faerie folk (though of the
larger community of faeries and sprites).
Rellavars priests seek to mitigate the
effects of the elements on the elvenfolk,
particularly cold. Theyre also important
in keeping those elves found in the arctic
in arms, enchanting ice so that it has the
strength of steel. Someday, his following
among the snow and ice elves may
eclipse that of his former benefactor.
The Church
Tethrin
Verald
(The
Shining
One, The
Master of
Blades)
The Church
ALIASES:
DOMAIN:
SUPERIOR:
ALLIES:
FOES:
Symbol:
WOR. ALIGN:
Demipower
of Elysium,
NG
PORTFOLIO:
Bladesingers, swordsmanship
None
Amoria/Tethridar
Corellon Larethian
Corellon
Larethian,
Sehahine Moonbow,
Solonar Thelandira
Selvetarm (FR), Lolth,
Hextor (WG)
A long and a short
sword lying parallel to
each other on a disk,
their blade tips angled
toward the upper left;
a quarter moon lies
above the swords,
while a full moon lies
underneath
Any Good or Neutral
DRAGON #236
Continued on page 25
17
96
Seldarine
Continued from page
17
DRAGON #236
25
97
98
99
100
101
102
103
104