Deities, pg 5 - TIW


DEITIES TIW

This is the HTML conversion of the human pantheon for Avamor for The Illithid War campaign. A lot of work went into this pantheon in an effort to make priests more fun to play. The granted powers may seem like a lot, but in the Avamor campaign, they make priests a force to be reckoned with - on par with archimagi. Gaining these powers requires that the players actually role-play a priest to maintain good standing with their god/goddess. For these priesthoods to work, alignment and religion violations must be paid attention to.



Sylvanus

Type: Greater God (Goddess) Alignment: Neutral Sphere(s) of Influence: Nature
Major: All, Animal, Elemental, Plant, Sun, and Weather.
Minor: Divination (5th), Healing (4th), Necromantic (3rd + reincarnate), and Protection (4th).
Worshipers: Any Worshipers’ Alignment: Any Priests’ Alignment: Neutral
Symbol: Mistletoe or Holly

Description: The priests of Sylvanus are the Druids. They hold that the land and all that live upon it are to be protected from the encroachment of civilization. Druids are the guardians of nature in all its forms. They strive to maintain a balance, while understanding that events run in cycles. Sometimes, through the actions of a selfish few, the balance swings too far out of cycle. That is when the Druids will act.

Sects: There are no sects of Sylvanus' priests. They have their own secret organizations and hierarchy.

Special Note: The requirements for becoming a Druid are given in the Player's Handbook, 2nd Ed.
Duties of Priest:

Ceremony. Every solstice is a time of great importance to Sylvanus. Spring represents the height of fertility; Summer, the fullness of life; Fall, the harvest and old age; Winter, death and waiting. Each of these nights, the priest must perform certain rites, and will be unavailable for any but the direst emergencies.

Protection. Druids are required to protect all land from those who would harm and abuse it. They must also protect those wild animals that depend on the land.

Preserve Balance. Druids constantly work to keep law and chaos, good and evil, in balance so that neither one may dominate or destroy the other.

Retribution. Druids punish those who seek to harm or abuse the land.

Granted Powers:

All of the Druid's granted powers are given in the Player's Handbook. The following guidelines will be applied to druids in my adventures. Druids are neither good nor evil, lawful nor chaotic. They may act as any alignment so long as their goal is to protect the land and their actions support this.


Talamyr

Type: Greater God Alignment: Neutral Good Sphere(s) of Influence: Peace, Healing
Major: All, Healing (see below), Necromantic (see below), Elemental (Water), Astral, Protection.
Minor: Charm (4th), Divination (3rd), Guardian (4th), Mobility (3rd).
Worshipers: Any Worshipers’ Alignment: Any N or G Priests’ Alignment: Neutral Good
Symbol: Olive branch bearing fruit. Minimum Scores: Wisdom 9. XP List

Description: Talamyr is a deity of soft-spoken power. He seeks to establish peace between all peoples, regardless of their race or beliefs. During peace talks or treaty negotiations, His name is often invoked and His blessing sought.

The Silent God's temples are simple affairs, often set in quiet areas of cities and towns. No weapons are permitted within His temple walls, save in defense of the temple or the injured.

Priests of Talamyr are also healers, forbidden to draw blood. They are among the rarest and most sought-after priesthood. It is commonly known that the followers of Talamyr rarely turn away those in need. In fact, one of the reasons for their rarity is that they will aid ally and enemy, when asked. Talamyr's priests are present, however, quietly working to bring about peace. Sometimes their methods are suspicious (such as using Charm spells to ensure that a peace treaty will be signed), other times they are welcomed as saints.

Sects: Of all the good deities, Talamyr grants his priesthood the most freedom. Individual priests are allowed to pursue the goals of Peace and Healing in whatever fashion they choose. As a result, there are many, many different factions of this Order. All of them have identical powers.

The most notable of these sects is the Order of Zoat, after the founder. This branch of the faith will try negotiation first. But when negotiation fails, the only way to achieve peace is to eliminate at least one, if not both, of the aggressors. Rarely is death involved, for the shock of a follower of Peace actually attacking usually results in rapid capitulation - at least at the negotiating table. This sect has gained a reputation far out of proportion to its number of adherents, and the other sects often regard them with shame, as one would for the black sheep of an otherwise genteel family.

Proficiencies:
Bonus Proficiencies: Choose one: Healing, Herbalism.
Nonweapon Proficiencies Required: Whichever was not chosen as a bonus proficiency.
Nonweapon Proficiencies Recommended: Acting, disguise, Religion.
Nonweapon Proficiency Group Crossovers: General, Priest.

Duties of Priest:

Confidentiality. No member of this priesthood can reveal any information about those who have been healed or otherwise aided by Talamyr to someone who is not a member of this priesthood.

Healing. All priests and priestesses of Talamyr must heal those who request their aid. This priesthood can only refuse healing when those asking have drawn the blood of a priest of Talamyr.

Sanctuary. Anyone who requests sanctuary and protection from a priest of Talamyr must be given such aid, even if it means the priest's own life. However, the priest may then freely place any geas he or she chooses on the petitioner (who gets no save). Such a geas may not violate any religious beliefs the petitioner has. These circumstances usually result in the petitioner swearing to never cause harm again, except in self-defense.

Secrecy. The priestess must make every effort to conceal her religion outside of a temple. Holy symbols need only be touched or on the priest's person when spellcasting.

Restrictions:

Holy Ground. Priests of Talamyr cannot walk on holy ground dedicated to another Power. The only sanctified areas they may enter are their own. Furthermore, none but a priest of Talamyr may freely bear weapons on their holy ground. Exceptions can be made in times of war.

Never Draw Blood. This priesthood is forbidden to draw blood. If a priest ever intentionally draws blood, he or she immediately looses all spell abilities and granted powers. To regain these, the priest must perform an exacting quest.

Reverse Healing/Necromantic Spells. No priest of Talamyr can cast a reversed healing or necromantic spell. Nor can they make use of items with those powers.

Weapon & Armor Restrictions:
Weapons Permitted: Any weapon which does not draw blood.
Armor Permitted: Any.

Granted Powers:

Divine Might. While fulfilling their duty of Sanctuary, the priest's strength is magically increased to 19, AC is lowered by 2, and saves are at +2.

Healing/Necromantic Spells. All priests of Talamyr may cast the normal versions of Healing and Necromantic spells in 1/2 the normal casting time. They cannot ever, under any circumstances, use the reversed versions.

Languages. Each priest can learn one additional language for every 2 levels of experience.

Lay on Hands. Priests of Talamyr can heal (as Cure Wounds) up to 3 hit points/level of the priest by touch. Those touched will be surrounded by a soft blue light as their wounds are healed.

Non-Detection. All priests of Talamyr are considered to be under a Permanent Non-Detection spell. Detect good/evil, detect magic, know alignment, etc. do not work on them. Nor does ESP, Telepathy, and other forms of mind reading.

Repulsion. For every 3 levels of experience, the priest can duplicate the effects of a Repulsion spell 1/week.

Symbol of Persuasion. At 8th level, the priest can create a Symbol of Persuasion 1/week.

Aura of Peace. At 10th level, the priest is surrounded by a permanent Sanctuary. Unless the priest attacks or takes hostile action against attackers, his opponents must make a save vs. spell with a penalty of 1/3 the priest's level (rounded down) in order to attack the priest. This power does not prevent area of effect attacks which also catch him, only direct attacks. Furthermore, even if the hostile creature succeeds in the save in one round, it must make the saving throw again each round in order to continue attacking the priest - UNLESS the priest first attacks the creature in that round. Once the save is failed, the creature can not attack the priest for the remainder of the battle.

Touch of Enlightenment. At 14th level, Talamyr invests His followers with the power to change a being's soul by touch. There are several requirements. First, the creature to be changed must currently be hostile in nature or violent. Second, the creature must have intelligence or an alignment (this power does not work on normal animals). Third, the creature can not be a priest, magical servant, or holy warrior of another God or Goddess. Creatures under the effect of a Bless or Aid and who are sworn to the service of another deity (as for the spell (Un)Holy Vow), are therefore immune to this power.

The Touch of Enlightenment allows the priest to immediately change the victim's alignment by one step. Law or Chaos go to Neutrality, Neutrality to Law or Chaos (as the priest chooses). Alternatively, the priest may alter the creature's morals - Good or Evil go to Neutrality, Neutrality goes to Good or Evil (at the priest's choice). This effect is similar to a Helm of Opposite Alignment, save that it is a true, enlightened change of heart. Only in the most unusual of circumstances will the recipient of the Enlightenment be angry or hostile towards the priest. Most creatures will be very, very grateful for having been shown "The true light." Note that carrying special magical items dedicated to the service of a particular god entitles the possessor to a saving throw vs. death magic to avoid the Touch's effects. Successful resistance to this power will almost certainly enrage the intended recipient.

Followers & Strongholds: A priest will gain the following at 9th level, after constructing a temple. 2 7th level fighters to act as bodyguards, 1 7th level underpriest, 2 5th level underpriests, and 3 1st level acolytes. The priest may journey with any 3 of these followers at a time.

Role-Playing Notes: Priests of Talamyr are not often found as adventurers, save on those expeditions where exploration or peace (not conquest, looting, pillaging, and similarly "adventurous" undertakings) is the main goal. This does not mean that Talamyr's faithful will not fight. This is a mistake that many acolytes of Bael have not lived to regret.

Talamyr espouses peaceful resolution of conflict, preferably without bloodshed. There are some sects, however, who firmly believe that some people just won't be peaceful unless it's pounded into them. Fortunately, members of the Order of Zoat are very rare.

These priests will use charm magics, potions of human control, rings of human influence, rods of beguiling and similar magics in order to "pacify" opponents. They hate Warpriests of Crom (the feeling is quite mutual), and will go out of their way to foil the War God's followers in their quest for glorious death in battle.

They will not slay opponents, much less prisoners, unless there is absolutely no other choice. Instead, they will force a surrender, take hostages, drug the water or food, knock unconscious, or otherwise render opponents helpless. Followers of Talamyr are not above negotiating from a position of complete dominance.

Play these priests as pacifists. They want to get along with everyone, even their enemies. They are particularly susceptible to attempts to "negotiate," while assassins are sneaking up behind them. They will insist that their fellows first try "the best way - the way of peace" and become quite wrathful when their companions don't live up to expectations.

However, when it is time to negotiate - either in buying items, settling a price, or dealing with an irate nobleman, priest of Talamyr will always be treated with respect. Since they often work hand-in-hand with Vardin's Justicars, they are very rarely cheated or robbed. Talamyr's Own will always get the best rooms, goods, prices, and help simply out of respect for their incredible healing powers. Indeed, everywhere the priest goes, the sick and injured for miles around will flock to him simply hoping for his healing touch. These priests are always loved by the commoners.

Experience Point Awards:
Every sanctuary petitioner successfully protected 2x xp for petitioner & all who were after him/her.
(Special thanks to Jerry Perkins for playtesting.)

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