Showing posts with label Brother Ian. Show all posts
Showing posts with label Brother Ian. Show all posts

Apr 10, 2013

Celerium of Great Truth - Week of Adventures Location 5

This adventure location, is in the Darkearth Plains region.  It was originally posted as part of the article on the River Jarl Steading of Rookroost.  There, it was a part of the Week of Adventures, location number 5.

Adventure Location:  Just west of Rookroost, halfway to the edge of the Great Owl Forest, there stands an empty monastery.  It was once built by traveling priests of the order of Brother Ian, to stand as a northern library of knowledge and information (it was to rival the great southern archivist site of Parn Tandalorn, but of course that never happened), to be called the Celerium of Great Truth.  The monks and nuns that settled there, following the heirarchy of priests leading the site, helped to work the land, and prepare an impressive structure.  All was going well, in the early days of the site.
Inside of the Grand Dome of the Celerium
 And then, one winter, there was a horrible raid by Marsh Trolls from up along terrapin.  It was never expected that these terrors would raid this far south, or the monks and nuns would have appealed to the Church bureaucracy for armed protection.  Well, the monastery was wiped out.  It stands, abandoned, now with the exception of some occasional beast men from the Great Owl Forest.  Rumors abound, however, that the reason the original site was chosen was because the original Priests understood there to be a repository of magic, or knowledge, or healing, or something (the tales differ) deep underground, and the Monastery is built over that site.  It certainly would be a site worthy of investigation by adventurers. [This is location 5 in the Week of Adventure Locations].

Jun 11, 2012

Rookroost - River Jarl Steading (5)

Rookroost is the name of the steading of the Daughters of the River Raven.  It was once an impressive castle, built high on a rocky abutment that rises some 200 feet above the surface of the Erantor river, which runs out of the Great Owl Forest, to join the Greywater River.  Today, the remains of the ancient castle are still standing, but the steading itself is built into the stone mound that it stands upon.

The Erantor is not a particularly wide river at this point (only about 500 yards from bank to bank), but wide enough to require ferries and other means of crossing.  It is also not particularly deep, but it does run swiftly down from the hilly rises of the eastern Great Owl Forest, and cuts deep into the rocky terrain of this area.

Rookroost built into the the rocky escarpment named Carnockle rock.  The ruins of the ancient castle offer a commanding view of the Erantor, and in the distance, even the Greywater can be spotted.

Rookroost is the home of the Daughters of the River Raven.  As a group of Storm King barbarians, this steading is really at odds with the other steadings in the area.  The reason for this is the culture of the Daughters.  The steading is ruled by a woman (which is not unheard of amongst the Storm King tribes), however, all of her huscarls are also women.  This is rare, and it is perpetuated by the culture of the steading.  Long ago, the Black Chieftain, in an attempt to slay the son of the Storm King, put on the disguise of a great black wolf, and he followed Tyrros, the prince of thunder, to a lonely spot on the Greywater, and under cover of darkness, he almost slew the son of the Storm King.  However, Tyrros summoned his two great blue oxen, Glangor and Feory, and they came and trampled the Black Chieftain in his guise as a black wolf. This allowed Tyrros to escape with his life.

The great black wolf lay on the bank of the greywater, bleeding out his life's blood, when he was discovered by runewoman, once very powerful, who lived in the empty towers of the castle what would become to be known as Rookroost.  She was flying in the guise of a giant raven, known as the River Raven (she would fly up and down the Greywater, the Terrapin, and even the Erantor, every night in the form of a giant raven, as part of a curse put on her by a devil, in exchange for her seeing ability).  She saw the wolf, had pity on him, and landed to take care of him.  In daylight, once again in the form of a runewoman, she took him back to her home high up on Carnockle rock, and slowly brought the black wolf back to life.  Some say as a raven she came to love the wolf, some go further to say as a woman she came to love the wolf.  Far to the east, in the Riven Moor, this legend is known, and some attribute the fell beasts and death birds that haunt the barrows there as the children of the River Raven and the black wolf.



The story is as it is, but over the years woman of stature from among the tribes and steadings would occasionally have disagreements with the men of their steading.  In many cases, these would flee to Rookroost and join the community there.  The population of the steading is near to parity - half women and half men - yet those who hold power and positions of authority are all women.  And they all revere the River Raven and her innocent love for the black wolf (even though, when pressed, all would clearly admit that he was the Black Chieftain, or Helgor).

The current leader of the Daughters is Jarless Embra Innamor.  She rules fairly, but does not have much use for trade or bargains with the other steadings.  The Daughters of the River Raven (although this is properly the nickname of Embra Innamor's woman huscarls, it is also applied to the community in general) have a small, but efficient fleet of small dragon ships.  These are able enough to travel up and down the Erantor, down to the Greywater, and can transport fyrd and huscarl warriors, but would not do to stand up to the dragon ships of one of the larger steadings in a battle.

As to the original origins of the castle on Carnockle Rock, it is assumed to be very, very old.  Whether it was built by the Old Ones or not is a matter of conjecture.  When the gather of the Daughters began to dig into the rock to make their steading, they did find a number of underground structures already there.  Some of these still exist, and who knows how many more, still deeper than the Daughters themselves have burrowed out.

There was originally an adventure location that was described as part of this description of Rookroost.  That was part of the Week of Adventure Locations, and it was location number 4, The Celerium of Great Truth, which is a ruined library, halfway between the western edge of Rookroost, and the Great Owl Forest.

Dec 27, 2010

Specialty Priests of the Westron Church (part 1)

The many various orders and chapters of the Westron Church each have their own specialty priests (for a list, see this post), available for Human player character use - here are the important stats.

First the goddess of Fertility (one of the three that the Westron Church is based on), as well as her affiliated demigods and saints.

Nadene - goddess of Fertility
  • Priest's Alignment: Neutral or Neutral Good
  • Minimum Abilities: Wisdom 12, Charisma 12. Wisdom or Charisma 16 means +5% experience; Wisdom and Charisma 16 means +10% experience.
  • NWP and WPN Prof: Herbalism (Required).  NWP groups - Priest, General.  No weapons required.
  • Weapons and Armor: Weapons Permitted: Javelin, polearm, spear. Armor Permitted: Hide armor and leather armor (normal or magical), all non-metal shields.
  • Restrictions: Priests of Nadene must be married.
  • Major Spheres: All, Healing, Necromantic, Plant, Summoning.
  • Minor Spheres: Animal, Charm, Creation, Divination, Protection, Weather.
  • Powers: Charm/Fascination (Works as the 3rd level Wizard Spell suggestion, but cannot be used in combat); Incite Berserker Rage (A willing warrior may be incited at most 1 time per day.  It takes 1 round for the priest to incite the warrior.  Then the warrior has +2 to hit and damage, and cannot leave the field of battle while foes still face him.  Once he leaves, he chooses whether or not to emerge from the rage); May choose one of the following animals which which the priest may communicate (not control, just talk to): Cattle, goats, horses, rabbits, sheep or snakes.
  • Symbol: The symbol of Nadene is a Pine Cone.
Kyclos - demigod of the Cycle of Life
  • Priest's Alignment: True Neutral
  • Minimum Abilities: Wisdom 10.  Wisdom 16 means +10% experience.
  • NWP and WPN Prof: Religion (required). NWP groups - Priest, General.  No weapons required.
  • Weapons and Armor: Weapons Permitted: Dagger/dirk, knife, scythe, sickle. Armor Permitted: All non-metal armor; no shields.
  • Restrictions: Priests may not eat animal flesh - they are vegetarian.
  • Major Spheres: All, Divination, Healing, Necromantic (Special Note: These priests cannot use resurrection spell; they use reincarnate instead), Plant, Summoning, Weather.
  • Minor Spheres: Animal, Charm, Creation, Elemental, Protection, Sun.
  • Powers: Incite Berserker Rage (A willing warrior may be incited at most 1 time per day.  It takes 1 round for the priest to incite the warrior.  Then the warrior has +2 to hit and damage, and cannot leave the field of battle while foes still face him.  Once he leaves, he chooses whether or not to emerge from the rage); Turn Undead (same as a Cleric in PHB)
  • Symbol: Braided Circle.
 St. Horace - patron saint of Animals
  • Priest's Alignment: Neutral Good or True Neutral.
  • Minimum Abilities: Wisdom 9, Charisma 13. Wisdom or Charisma 16 means +5% experience; Wisdom and Charisma 16 means +10% experience.
  • NWP and WPN Prof: Animal Handling (Required).  No weapons required.  NWPs allowed: Priest, General, Warrior.
  • Weapons and Armor: Bill, cestus, club, dagger/dirk, knife, mace, main-gauche, stiletto, swords (all), warhammer. Armor Permitted: all non-metal armor; no shields.
  • Restrictions: None.
  • Major Spheres: All, Animal, Charm, Divination, Protection.
  • Minor Spheres: Combat, Creation, Healing, Plant.
  • Powers: Identification of any Natural monster or animal; Speak with 3 specific types of animals (priest chooses, 1 bird, 1 mammal, and 1 fish or reptile; Soothing Word for Natural monsters or animals 3x a day (can remove a Fear spell or calm down animals or monsters up to 2x the priests level); Shapechanging at level 5 (as per the Druid's power from the PHB - same animals the Priest may speak to)
  • Symbol: Salmon 
  • The Stone of Life - Great Cathedral of St. Horace, is located at Ungams. 
  • A number of different Ranger Hermitages exist throughout the valley, that are associated with St. Horace, who's clerics have an affinity for both Human and Elven Rangers.  The original, is the site of the Eagles of Jazzan.
Mother Kimber - patron saint of childbirth and children
  • Worshiper's Alignment: Chaotic Good, Neutral Good, Lawful Good.
  • Minimum Abilities: Wisdom 10. Wisdom 16 means +10% experience.
  • NWP and WPN Prof: Healing (required).  No weapons required.  NWPs allowed: Priest, General.
  • Weapons and Armor: Lasso, net. Armor Permitted: None; no shields.
  • Restrictions: None.
  • Major Spheres: All, Astral, Charm, Creation, Elemental, Healing, Protection, Summoning, Sun.
  • Minor Spheres: Animal, Combat, Divination, Guardian, Necromantic.
  • Powers: Turn Undead (as per Cleric in PHB)
  • Symbol: Circle with a dot in it, off center
 St. Leiathar - patron saint of Weather
  • Priests's Alignment: True Neutral or Neutral Good
  • Minimum Abilities: Wisdom 10, Constitution 12. Wisdom or Constitution 16 means +5% experience; Wisdom and Constitution 16 means +10% experience.
  • NWP and WPN Prof: Weather Sense (required).  No weapons required. NWPs allowed: Priest, General.
  • Weapons and Armor: Battle axe, bows (all), club, hand/throwing axe, javelin, spear, warhammer. Armor Permitted: All non-metal armor, all shields.
  • Restrictions: None
  • Major Spheres: All, Astral, Elemental (the priest can only use spells with the words Water, Air, and Wind in their names, and the spell chariot of Sustarre ), Protection, Weather.
  • Minor Spheres: Combat, Divination, Plant, Sun.
  • Powers: Inspire Fear (2x per day, as per Wizard spell of 4th level).
  • Symbol: Cloud.
  • Cloudhome Cathedral in Werms.
 St. Jaspar - patron saint of Strength and Rocks
  • Priest's Alignment: Neutral Good, or True Neutral.
  • Minimum Abilities: Wisdom 9, Strength 15. Wisdom or Strength 16 means +5% experience; Wisdom and Strength 16 means +10% experience.
  • NWP and WPN Prof: Endurance (Required).  No weapons required.  NWPs allowed: Priest, General, Warrior.
  • Weapons and Armor: Battle axe, cestus, club, mace, maul, morning star, picks (all), polearm, sword/two-handed, warhammer. Armor Permitted: All armor and shields.
  • Major Spheres: All, Combat, Healing.
  • Minor Spheres: Elemental, Necromantic.
  • Powers: Immune to life draining and paralysis from undead, also to chill touch, energy drain, enervation, ray of enfeeblement, and vampiric touch; Turn Undead (as per Cleric in PHB); Incite Berserker Rage at 5th level; Inspire Fear (2x per day, as per Wizard spell of 4th level) at 8th level.
  • Symbol: Mountain.
  • The Cathedral of Earthroot is located in the City of Shadows, capitol of Henn.
 Brother Ian - patron saint of Knowledge and Fire
  • Priest's Alignment: Neutral Good, or True Neutral.
  • Minimum Abilities: Wisdom 10, Intelligence 10. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Firebuilding (required). No Weapons required.  NWPs allowed: Priest, General, Wizard.
  • Weapons and Armor: Bill, dagger/dirk, knife, stiletto, swords (all). Armor Permitted: All metal armor, all metal shields.
  • Restrictions: None.
  • Major Spheres: All, Elemental (the priest may only use the spells whose names include the words Fire, Flame, Heat, Pyrotechnics, and the spell Chariot of Sustarre), Sun.
  • Minor Spheres: Charm, Divination, Healing, Necromantic, Protection, Weather.
  • Powers: Pass Unharmed through any wall of fire spell; Immune - +2 saving throw vs. priest spells of Elemental sphere, and all wizard spells of Evocation and Alteration with the words fire, burning, flaming, pyrotechnics, and incendiary in the title.
  • Symbol: Lantern
 St. Ellain - patron saint of Art and Water
  • Priest's Alignment: Chaotic Good, Neutral Good, Lawful Good
  • Minimum Abilities: Wisdom 13, Intelligence 12. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Artistic Ability (choose one) (required).  No weapons required. NWPs allowed: Priest and General.
  • Weapons and Armor: Bows (all) are the only weapon allowed.  No armor or shields allowed.
  • Restrictions: Priests in the order of St. Ellain receive D6 for hit dice, rather than D8.
  • Major Spheres: All, Astral, Creation, Divination, Elemental, Plant, Protection, Sun.
  • Minor Spheres: Healing, Necromantic.
  • Powers: Identification of and Immunity vs. certain spells. Because of the priest's superior insight into creativity and art, he is Immune (receives an automatically-successful saving throw) to all first-level wizard Illusion spells for which a saving throw is possible, and gets a +2 saving throw vs. all other Illusion spells for which a saving throw is possible (he can't make a saving throw against someone else's invisibility, for instance).
  • Symbol: Quill
  • Ramee Tower Cathedral - Khomaes
 Sister Silpha - patron saint of Travel and Air
  • Priest's Alignment:True Neutral or Neutral Good.
  • Minimum Abilities: Wisdom 12, Charisma 10. Wisdom or Charisma 16 means +5% experience; Wisdom and Charisma 16 means +10% experience.
  • NWP and WPN Prof: Navigation (Required). No Weapons required;  NWPs allowed: Priest, General.
  • Weapons and Armor: Club, javelin, mace, maul, polearm, quarterstaff, spear, trident. Armor Permitted: All non-metal armor and all shields.
  • Restrictions: None.
  • Major Spheres: All, Charm, Divination, Protection, Sun.
  • Minor Spheres: Elemental, Guardian, Necromantic, Plant.
  • Powers: Receive a new Language once per level, until level 8; Soothing Word (3x a day can remove a Fear spell or calm down people or monsters up to 2x the priests level), Charm/Fascination (works as 3rd level Wizard spell) at 8th level.
  • Symbol: Walking stick.