Deities, pg 3 - TSL


DEITIES - Corellon, Crom


Corellon, God of Elves, The Forest Lord

Type: Greater Symbol: Ash Tree with Bow and Sword
Sphere of Influence: Elves, Fey, Forests Races: Elves and Fey
Alignment: Chaotic Good Sects:
Priests' Alignment: Chaotic Good Centers of Power: Fenuihl, Peacewood, Silver Forest
Worshippers' Alignment: Any Holy Days: Each Solstice
Spell Domains: Allies: Sylvanus
Feats: Enemies: Bael, Gruumsh, Lolth, Set

History:

In the beginning, the Tae-esh-naree dominated all of Avamor, crushing the land and all who dwelled upon it. There arose from the Fey the first Elf, Corellon, who strove with the mighty Dragons against the would-be masters of the world. They were victorious, and threw down the vile Tae-esh-naree. In the aftermath of that terrible war, the eldest and most powerful members of the mortal races, whom the Humans named as gods, bargained with each other to set aside homes for their peoples. For the Humans, a portion of the fields, forests and streams. For the Dwarves, Moradin chose the mountains and rock below. And so forth.

Corellon chose the ancient trees and forests from which he himself had sprung, leaving all else to the other races, that his own people, the Fey, would live in peace and harmony. To this, the other gods agreed, save Gruumsh, the warleader of the Eloch'kal.

As the selections were made, Gruumsh became more and more enraged. There were no places for his own people to live. Enthused with victory, the other gods had claimed all that was available, leaving the Eloch'kal decimated and homeless. Seeing the leader of the Eloch'kal treated so, Corellon spoke to the other gods, asking that they set aside a portion of their claims so that the Eloch'kal might rest and grow strong again. Corellon himself offered the outer edges of his beloved forests to the Eloch'kal, to set an example.

Enraged at their greed and wounded in pride, Gruumsh struck Moradin, who was closest and declared that if the others were so greedy then so be it. The Eloch'kal would take what was rightfully theirs, and hold it by strength and battle against all usurpers. Corellon rose against him, counseling patience. But Gruumsh would not be mollified. The Eloch'kal warleader stabbed Corellon with his spear. Wounded, Corellon struck Gruumsh in the eye with his sword and drove him away. Forever afterwards, the god of the Eloch'kal was called Gruumsh One-Eye.

From Corellon's wound fell thirteen drops of blood. From twelve of these drops sprang the progenitors of each of the Twelve Elven Families. The thirteenth shared some portion of Corellon's immortality. He chose to become the Guardian of the Elven race. The bloodlines of the Twelve have continued unbroken since that day.


Description:


Powers:


Duties:


Skills:


Weapons:

Favored Weapon: Longsword


Restrictions:


Role-Playing Notes:



Crom,The Wargod, Master of Battle

Type: Greater Symbol: Bloody sword on a field of red or black
Sphere of Influence: War, Battle Races: Any
Alignment: CN Sects: None
Priests' Alignment: CN Centers of Power: Dandria
Worshippers' Alignment: Any Holy Days: Day of the Sundering
Spell Domains: Fire, Strength, War Allies:
Feats: Weapon Specialization as Fighter Enemies:

History:

Description:

Crom is the War God. He seeks neither the goodness nor evil in men's souls, only their feats in battle. It matters not to Him whether a warrior wins or loses, only that he fights well. Battle pleases Crom and warriors who face great numbers of opponents or who pray to Him before battle may receive His aid.

Crom's order are warriors as well as priests. Indeed, it is not unusual for war-priests of Crom to fight on both sides of a battle. His priests minister almost exclusively to warriors, though they define warriors as anyone who has fought. They are often sought after by small villages or towns who are faced with battle and they are always popular among mercenaries.

Priests of Crom may use two-handed swords. However, they are severely limited in healing ability. Priests of Crom may not heal the wounds of someone who does not fight his opponents in melee combat. Those who take damage from non-melee attacks (traps, poisons, spells, etc.) are healed only if they have proven their courage and valor in previous battles. Crom's priests also may cast Raise Dead or surrection only on the greatest of warriors. Also, Crom makes no distinction among professions. To Him, a warrior is anyone who picks up a weapon and fights.

Warpriests of Crom believe that a warrior must look into his enemy’s eyes. Therefore, they do not approve of archers, artillerists, or spellcasters who attack at range. Warpriests recognize the value of these troops in battle; they just don’t like them personally - those who attack at range have the slight tang of cowardice about them. Warpriests will also accept battles of honor, where no death is involved (they think that most precepts of "honor" are rather silly, but acknowledge that since combat is the best way to resolve differences, not every fight needs to end in death). Followers of Crom firmly believe that the only true test of a warrior’s mettle is in life or death conflict.

Crom's priesthood is organized around the temple, usually an arena or school of combat. Since Crom favors the true warrior, the highest ranked priest is always the one with the most hard-fought battles behind him - and has the scars to prove it. Visiting priests are ranked accordingly.

Entry into a temple requires a Test of Arms. Petitioners, and priests, must cross weapons with a temple guard or a Warpriest to enter. Such tests range from a simple child's tap with a practice weapon against the shield, to full combat to the death (a very rare instance). Only those who show willingness and ability to fight may enter.


Powers:

Identify Most Dangerous Warrior (Ex). The priest may automatically identify the most dangerous warrior facing her on sight. Note that the priest must be able to see the warrior.

Immunity to Fear (Su). Gained at 1st level. Effective only in combat.

Incite Berserker Rage (Ex): Inspire warriors to berserk rage for six rounds. One round to incite one warrior. Warriors gains +2 attack, damage, and morale bonus, cannot flee from a fight or battlefield until no enemies are facing him, or the six rounds expire. At the end of the six rounds, the warriors suffer a -4 to attack, damage, and morale from exhaustion until they rest for at least 12 rounds. The subject(s) of this power must be willing, and the effects are not cumulative with any other berserking ability, such as the barbarian's rage. The berserk precludes concentration for casting or maintaining spells and spell-like effects.

Inspire Morale (Ex): The priest, if able to be heard, can increase the morale of all allies within hearing by +2. If more than one Warpriest is using this power, the effect is cumulative.

Inspire Fear (Sp): Gained at 5th level. Acts as the 4th-level Wizard spell Fear. The Warpriest brandishes his weapon, and screams in rage at his enemies, causing them to drop their weapons and flee. Useable 2/day.

Berserk Rage (Ex): Gained at 8th level. Once per week, the priest can go berserk, at will, with all the benefits of a barbarian's rage as if he were a barbarian of equal level to his priest level. If the priest already has levels as a barbarian (or other class that grants a rage ability), his barbarian and priest levels are added together to determine rage effects and duration.

Red Wrath of Crom (Su): At 13th level, priests of the WarGod gain a truly frightening power. Once a month, the priest may enter a cataclysmic, uncontrollable rage as the spirit of Crom fills him. Weapons inflict only half damage. Spells inflict -2hp/die. He is immune to any mind-affecting attacks, physical pain, death magics, and illusions. He exists but for one purpose: To kill everything in front of him. The priest gains an extra attack per round, +4 to hit and damage on all attacks, and his AC becomes a 25 in spite of any armor or magical protections he might have. The priest will keep attacking until any one of the following conditions is met:

    All formerly living and/or mobile creatures in front of him are dead
    All his limbs have been severed from his body
    He has taken 50% of his full hit point value in damage past 0 hp (at that point, there isn’t much of a body left, and he’s dead)

Healing of any sort (including vampiric regeneration) does not work on the priest while in this state. He cannot distinguish between friend or foe either: if it moves, makes noise, or otherwise attracts his attention, he kills it by hacking it into its component parts. Calling out to the priest results in immediate attack, as does casting spells on him. Once a target is selected, the priest will attack until it or he is dead, ignoring all other opponents. Then he moves on to the next closest opponent in view. Once all opponents in view are dead or gone, the priest will fall either dead (due to negative hit points) or unconscious - in that case he’ll remain unconscious for three days and spend the next four helpless as he recovers. During this time, he may move only to eat, drink, and relieve himself. Spellcasting is impossible. After those 7 days, he can cast spells again and use magical devices. The priest gains no experience points for any actions taken while using this power.


Duties:

Challenges to Combat: Crom’s priests must always pay heed to challenges of single combat. If it is blatantly obvious the priest has no chance of winning, she may refuse. However, the priest is cursed with a cumulative -1 on all saves for every challenge so refused until she either breaks her sword, or defeats a superior opponent (one with a CR at least 2 higher than the priest’s) in single combat. Furthermore, when the priest is witness to a similar challenge (and not a participant), the priest must ensure that all of the terms of combat are followed. This restriction is irrevocable and has led to a Warpriest attacking her own allies who violated terms of a challenge.

Day of the Sundering: On the anniversary of the day the great Karanukese general Garrod selDraco was murdered by nobles of the old Empire of the Hartland, Warpriests of Crom must spend the day in remembrance of this great warrior. All Warpriests are required to carry a weapon in hand (a sheathed weapon is permitted.... barely). This occurs once each year, on the 16th of Myrdeen.

Dress: Warpriests of Crom are permitted to disarm - to meet a country’s ruler, for example - but only to another Warpriest or a warrior. They must be armed and ready for battle at all other times.

Guidance: Priests of Crom must offer guidance to any warrior on matters pertaining to battle.

Mission: The War God’s priests are required to accompany armies on the march to war. At every war, Crom’s priests will be attending the officers and rulers of both sides.

Respect for Slain Warriors: The priest must always pay respect to the gravesites of fallen warriors when they pass within sighting distance. This ceremony takes 1 turn. The priest may postpone the duty if her life or mission are in danger; but for every grave so ignored, the priest must spend 1 day fasting and praying.

Tend the Wounded: Warpriests must offer healing to those wounded in melee combat first - even if they are enemies. The priest need not heal them completely, but the first healing spell cast must be offered first to those wounded in melee. If the injured being refuses, the priest is under no obligation to tend him or her further.

Tithe: All Warpriests must tithe at least 10% of their earnings to the priesthood.

Vigilance: Wherever Crom’s priests travel, they must watch against complacency and the tide of philosophies of peacefulness. If a land stays too peaceful for too long, the WarGod’s faithful must start a war, even a small one, for His glory.


Skills:

Warpriests tend to focus on combat-related skills. Though some do excel at Leadership, they are few.


Weapons:

Favored Weapon: Greatsword.


Restrictions:

Poison: No priest of Crom may ever knowingly use poison. If the priest unknowingly uses a poison (picking up a poisoned weapon in battle, for instance), he or she immediately loses access to all spells higher than 2nd level until appropriate sacrifices and expiations are made for such cowardice.

Restricted Weapons: Priests of Crom cannot use ranged weapons for single combat, since the only true test of a warrior is face-to-face with his opponent.

Sacred Weapons: Non-warriors may not touch the weapons of a Warpriest. For a non-warrior to do so will bring an instant attack (not necessarily fatal) from the priest. The weapons must afterwards be purified and blessed, a process that takes a full week for each weapon.

Spells: Warpriests can not create undead, nor speak with the dead. They may resurrect only the greatest of warriors.


Role-Playing Notes:

Warpriests of Crom should come across as battle-hardened, over-eager soldiers. They prefer combat above all things save celebrating victory. Wherever there is a peaceful option, a Warpriest will choose battle. This doesn’t mean they’re idiots and will commit suicide or sabotage plans just for the sake of a good fight - at least, not every time. In a bar or tavern, they will start a fight (or join in, if a fight is already in progress). They will charge into battle, eager to test their mettle against the enemy. Nothing enrages a Warpriest like the use of poison, or a thief’s backstab (unless it’s against a non-meleeing wizard or archer). All they care about is proving themselves in battle.