Showing posts with label Green Man. Show all posts
Showing posts with label Green Man. Show all posts

Dec 28, 2010

Specialty Priests of the Westron Church (part 3)

These are the priests affiliated with the Goddess of Agriculture, Corrise.

Corrise - Goddess of Agriculture
  • Priest's Alignment: Neutral Good
  • Minimum Abilities: Wisdom 11, Constitution 12. Wisdom or Constitution 16 means +5% experience; Wisdom and Constitution 16 means +10% experience.
  • NWP and WPN Prof: Agriculture (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Bill, flails (both), hand-throwing axe, scythe, sickle. Armor Permitted: All non-magical non-metal armor, all non-magical (non-metal) shields.
  • Restrictions: None.
  • Major Spheres: All, Creation, Divination, Plant, and Summoning (can only use wall of thorns , weather summoning , and creeping doom from this sphere).
  • Minor Spheres: Animal, Healing, Protection, Sun, and Weather.
  • Powers: Identification A priest of Corrise can examine any normal (non-magical) plant and determine if it is healthy, if not what is wrong with it, where it naturally grows, etc; Create Food and Water (Priest can cast this once per day, for free); Immune to any food poisoning from vegetable source; Heroes' Feast - at 8th Level can cast this once per day.
  • Symbol: Sheaf of Wheat
Green Man - Demigod of Vegetation and Plants, husband of Corrise
  • Priest's Alignment: True Neutral, Neutral Good, or Lawful Neutral
  • Minimum Abilities: Wisdom 9. Wisdom 16 means +10% experience.
  • NWP and WPN Prof: Herbalism (required). Sickle Weapon required; NWPs allowed: Priest, General, Warrior.
  • Weapons and Armor: Club, quarterstaff, scythe, sickle. Armor Permitted: No armor; all wooden shields (no metal or leather).
  • Restrictions: May not wear Leather or Furs in their clothing.
  • Major Spheres: All, Divination, Healing, Plant, Protection, Summoning, Weather.
  • Minor Spheres: Combat, Creation, Guardian, Necromantic, Sun.
  • Powers: Identify any plant (magical or non-magical) perfectly; Pass through Overgrowth (as per Druid, but at 1st level).
  • Symbol: Oak Leaf and Acorn.
Saint Ermo - Patron Saint of the Earth and Building
  • Priest's Alignment: True Neutral.
  • Minimum Abilities: Wisdom 12. Wisdom 16 means +10% experience.
  • NWP and WPN Prof: Required one of (Mining, Stonemasonry). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Club, dagger/dirk, knife, mace, maul, morning star, picks (all), scythe, sickle, sling, staff sling, stiletto, warhammer. Armor Permitted: All non-magical non-metal armor, all non-magical non-metal shields.
  • Restrictions: None.
  • Major Spheres: All, Creation, Elemental (the priest may only use spells dealing with dust, stone, rock, mud, and earth, plus transmute metal to wood ), Plant, Summoning.
  • Minor Spheres: Animal, Divination, Healing, Protection.
  • Powers: Immune to all Snake venoms (+3 to saving throw); Detect grade or slope as per Dwarf (if character is already a Dwarf, then chances improve by 1 on the dice); Determine approximate depth underground as per Dwarf (if character is already a Dwarf, then chances improve by 1 on the dice).
  • Symbol: Stone.
  • Homehall Cathedral, in Gorrem
  • Monastery - Harmonious Reflectory of Order in Octorix, Barony of Henn
Brother Rudiger - Patron Saint of Home and Community- detailed writeup here.
  • Priest's Alignment: Any non-evil alignment.
  • Minimum Abilities: Wisdom 10, Charisma 12. Wisdom or Charisma 16 means +5% experience; Wisdom and Charisma 16 means +10% experience.
  • NWP and WPN Prof: Local History (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Dagger/Dirk, Knife, Flails (both), Morningstar. All armors and shields allowed.
  • Restrictions: Priests of the order of Brother Rudiger must always wear vestments indicating their priestly status.
  • Major Spheres: All, Creation, Healing.
  • Minor Spheres: Combat, Protection.
  • 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); Soothing Word 3x a day (can remove a Fear spell or calm down animals or monsters up to 2x the priests level); Turn Undead (as per Cleric in PHB);
  • Symbol: Knotted golden rope.
Saint Lilliane - Patron Saint of Orphans and the Dispossessed
  • Priest's Alignment: Neutral Good, Lawful Good, Lawful Neutral.
  • Minimum Abilities: Wisdom 12, Strength 12. Wisdom or Strength 16 means +5% experience; Wisdom and Strength 16 means +10% experience.
  • NWP and WPN Prof: Healing (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Dagger/dirk, knife, stiletto, swords (all). Armor Permitted: All armor, all shields.
  • Restrictions: May never turn away an individual looking for hospitality.
  • Major Spheres: All, Charm, Healing.
  • Minor Spheres: Combat, Creation, Divination, Protection.
  • Powers: Soothing Word 3x a day (can remove a Fear spell or calm down animals or monsters up to 2x the priests level); Laying on Hands (as per Paladin in PHB)
  • Symbol: Open Hands.
  • Tolbe Cathedral - in Botts (also known as the Orphans' Cathedral)
Saint Varina - Patron Saint of Vineyards and Wine
  • Priest's Alignment: Neutral Good, Chaotic Good.
  • Minimum Abilities: Wisdom 9. Wisdom 16 means +10% experience.
  • NWP and WPN Prof: Brewing (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Club, scythe, sickle. Armor Permitted: All armor and shields.
  • Restrictions: None.
  • Major Spheres: All, Charm, Elemental, Plant, Protection.
  • Minor Spheres: Divination, Healing, Sun, Weather.
  • Powers: Immune to the effects of Alcohol; Soothing Word 3x a day (can remove a Fear spell or calm down animals or monsters up to 2x the priests level); Turn Undead (as per Cleric in PHB); Constitution raised to 18 at level 8.
  • Symbol: Bunch of Grapes.
Saint Norena - Patron Saint of Fire and Comfort
  • Priest's Alignment: Neutral Good, Chaotic Good, 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: Soothing Word 3x a day (can remove a Fear spell or calm down animals or monsters up to 2x the priests level); Immune to fire and heat attacks (+2 to saving throw); Create Food and Water once per day.
  • Symbol: Cooking Fire.
  • Appuco Fast cathedral - Khomaes
Olimo Vis - Demigoddess of Autumn and the Harvest
  • Priest's Alignment: Lawful Good, Chaotic Good, Neutral Good.
  • Minimum Abilities: Wisdom 10, Intelligence 10. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Club, quarterstaff, scythe, sickle. Armor Permitted: No armor; all wooden shields (no metal or leather).
  • Restrictions: None.
  • Major Spheres: All, Divination, Healing, Necromantic, Plant, Summoning, Weather.
  • Minor Spheres: Animal, Charm, Creation, Elemental, Protection, Sun.
  • Powers: Immunity (automatic successful save) vs. all priest spells of the Elemental Sphere, and wizard spells with coldness and/or heat in their name; Soothing Word 3x a day (can remove a Fear spell or calm down animals or monsters up to 2x the priests level).
  • Symbol: Leaf.
Elongar Suu - Demigoddess of Summer and Growth
  • Priest's Alignment: Neutral Good, Chaotic Good.
  • Minimum Abilities: Wisdom 10, Dexterity 10. Wisdom or Dexterity 16 means +5% experience; Wisdom and Dexterity 16 means +10% experience.
  • NWP and WPN Prof: No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Bows (all), Club, quarterstaff, scythe, sickle. Armor Permitted: All armor; no shields.
  • Restrictions: None.
  • Major Spheres: All, Animal, Healing, Plant, Weather.
  • Minor Spheres: Divination, Guardian, Protection, Summoning.
  • Powers: Identification of the time of day, whenever outside; Turn Undead (as per Cleric in PHB);
  • Symbol: Tree.
Neuvirra Oss - Demigoddess of Spring and the Planting
  • Priest's Alignment: True Neutral, Neutral Good.
  • Minimum Abilities: Wisdom 10, Strength 10. Wisdom or Strength 16 means +5% experience; Wisdom and Strength 16 means +10% experience.
  • NWP and WPN Prof: No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Club, scythe, sickle. Armor Permitted: All non-magical non-metal armor, all non-magical (non-metal) shields.
  • Restrictions: None.
  • Major Spheres: All, Charm, Combat, Plant.
  • Minor Spheres: Divination, Healing, Weather.
  • Powers: Charm/Fascination (Works as the 3rd level Wizard Spell suggestion, but cannot be used in combat); Turn Undead (as per Cleric in PHB).
  • Symbol: Sapling.
Frigia Nor - Demigoddess of Winter and Feasting
  • Priest's Alignment: Neutral Good, Lawful Good.
  • Minimum Abilities: Wisdom 10, Constitution 10. Wisdom or Constitution 16 means +5% experience; Wisdom and Constitution 16 means +10% experience.
  • NWP and WPN Prof: No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Bill, flails (both), hand-throwing axe, scythe, sickle. Armor Permitted: All non-magical non-metal armor, all non-magical (non-metal) shields.
  • Restrictions: None.
  • Major Spheres: All, Creation, Elemental, Protection, Weather.
  • Minor Spheres: Animal, Divination, Healing, Plant.
  • Powers: Create Food and Water (once per day); Soothing Word 3x a day (can remove a Fear spell or calm down animals or monsters up to 2x the priests level);
  • Symbol: Bare tree.
  • Sky Cathedral in Werms.

Dec 26, 2010

Druids in the Valley of the Old Ones

The class of Druids in the Valley of the Old Ones, as one would expect, are very similar to the concept as presented in the first and second editions of AD&D.  They are mystics who venerate nature, and draw their power from nature and affiliated deities.

Amongst the Druids to be found in the Westron Baronies, there are three orders of druids.  The first, the Brown Order is affiliated with Kyclos - the demigod of the cycle of life.  He is affiliated with the Church by being observed by followers of the goddess Nadene as being her consort.  The Brown Order of Druids is so named because of the brown mantles and belts that they wear on their all white robes.  There's is an order that is dedicated to the circle of life - things all have a place in nature, and Man would do best to fit in with that heirarchy.  The order has its learning and heirarchy centered at the Druid Hall at Kavaman, in the eastern end of the Nell Nod Forest.  Druids of the Brown Order are often traveling companions of Priests of Kyclos, and occasionally with Priests from the Order of St. Horace (patron saint of animals).  Druids of the Brown Order are often found in agricultural communities, or not far away.  Equally, however, they will be found in places of learning.

The Green Order of druids is also affiliated with the Church.  It is very much involved in the communing with plants and trees, and as such is affiliated with the worship of the Green Man (the demigod of plants and the wild who is the seasonal husband of the goddess Corrise).  While Druids of the Green Order are every bit as much interested in scholarly learning about nature, and knowledge of the world around them, they do not have a great center of their worship, but rather tend to congregate their hierarchy around a series of groves, the oldest and largest of which is Mamblir in the Deeper Forest.  Druids of the Green Order rarely settle, and often spend years traveling abroad away from their home grove.  The Green Order often go abroad wearing some sort of green - robes, cloak, or mantle.

Finally, the third order is the mysterious group of Druids known as the Silver Order of druids.  These are not affiliated with the Church in any way, and are chiefly interested in the grander universe - how things work, how they work together, the effect on the stars by the endless world, how fire works, and why it doesn't - these are the sorts of questions often asked by Silver Order Druids.  The master of the order is a mysterious individual who lives high atop his Star Tower, in the Aghanz Hills.  Members of the order often travel abroad, seeking places of deep mystery and meaning in which to make their homes of contemplation of nature.  They are very fond of the various sites of the Old Ones, and seek to understand their peculiar relationship with nature.