Showing posts with label St. Brigid. Show all posts
Showing posts with label St. Brigid. Show all posts

Dec 28, 2010

Specialty Priests of the Westron Church (part 2)

This second installment (of three) concerns itself with the goddess of magic, Magenta, and her affiliated demigods and saints.  The goddess has a lover, Kostamus (the demigod of Sunlight), with whom she has had three daughters - the three Moons (Poritia Nove, Veltin Crimsea, and Argina Lustar).  This is curious, as it is the only option for Evil priests in the church (Veltin Crimsea, the demigoddess of the Red Moon has a strain of wickedness running through her personality).

Also listed here are the two twins, Noxecatt and Dralizar - demigods both, but definitely not part of the Westron Church!  They are listed here because of their origin, it is said (by myth) that they were fathered by the prince of devils Baxilar in a treacherous affair he had with Magenta in her youth.


Magenta - goddess of Magic
  • Priest's Alignment: Neutral Good, Chaotic Good, True Neutral.
  • Minimum Abilities: Wisdom 12, Intelligence 13. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Spellcraft (required). No Weapons required; NWPs allowed: Priest, General, Wizard.
  • Weapons and Armor: Belaying pin, dagger/dirk, dart, knife, quarterstaff, sling. Armor Permitted: None; no shields.
  • Restrictions: Priests of Magenta receive d4 hit dice, rather than d8 hit dice.
  • Major Spheres: All, Astral, Charm, Divination, Elemental, Healing, Protection, Summoning.
  • Minor Spheres: Animal, Guardian, Necromantic, Plant, Sun, Weather.
  • Powers: Inspire Fear (2x per day, as per Wizard spell of 4th level); Languages (Learn one new language per level, up to 8th level. This may be of a sentient species or of a plant or animal.); Turn Undead (as per Cleric in PHB); Infravision at 3rd level (60', or 120' if the priest already has infravision); Shapechanging at 8th level (as per the Druid in PHB).
  • Symbol: Bowl with a flame above it.
Kostamus - demigod of sunlight, Lover of Magenta
  • Priest's Alignment: Chaotic Good, Neutral Good, Lawful Good.
  • Minimum Abilities: Wisdom 12, Intelligence 12. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Healing (required). No Weapons required; NWPs allowed: Priest, General, Wizard.
  • Weapons and Armor: Bows (all), crossbow, dagger/dirk, dart, javelin, knife, spear. Armor Permitted: All metal armor and all shields.
  • Restrictions: None.
  • Major Spheres: All, Divination, Healing, Necromantic, Sun.
  • Minor Spheres: Charm, Elemental (the priest can only use spells with the words fire, flame, heat, and pyrotechnics in the names), Plant, Protection.
  • Powers: Detect Secret Doors as per Elf (if already an Elf or Half Elf, chance improves by 1 for all categories); Infravision as per Elf (if priest already has Infravision, it becomes 120'); Turn Undead (as per Cleric in PHB); Laying on Hands at 5th level (as per Paladin in PHB); Prophecy at 8th level (as per Saint Gianna, below); Chariot of Sustarre Cast the spell once per day, for free.
  • Symbol: Chariot wheel.
Saint Brigid - patron saint of Healing and the Sick
  • Priest's Alignment: Lawful Good, Neutral Good, Chaotic 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: Healing (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Lasso, mancatcher, net, quarterstaff. Armor Permitted: All non-metal armor; no shields.
  • Restrictions: Priests of St. Brigid must never appear in public unless wearing the symbol of Saint Brigid. May never attack, only fight in defense.
  • Major Spheres: All, Creation, Divination, Healing, Necromantic, Protection, Summoning.
  • Minor Spheres: Animal, Charm, Guardian, Plant, Sun, Weather.
  • Powers: Immune +2 to all saves versus poisons and disease; Laying on Hands (as per Paladin in PHB); 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); Identify any disease or poison (at 3rd Level) with an Intelligence check.
  • Symbol: White crook with three red healing berries. Common symbol on clothing livery is the cluster of three red berries.
  • An order of Nuns operate the Hospital of the Pierced Pelican at Haaksen.
Saint Kelvin - patron saint of Light- detailed information can be found Here.
  • Priest's Alignment: Chaotic Good, Neutral Good, Lawful Good.
  • Minimum Abilities: Wisdom 12, Intelligence 12. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Direction Sense (Required). No Weapons required; NWPs allowed: Priest, General, Wizard.
  • Weapons and Armor: Bows (all), crossbow, dagger/dirk, dart, javelin, knife, sling, spear. Armor Permitted: All non-metal armor; no shields.
  • Restrictions: None.
  • Major Spheres: All, Charm, Divination, Healing, Sun.
  • Minor Spheres: Animal, Creation, Necromantic, Plant.
  • Powers: Infravision as per Elf 60' (if Priest already has Infravision, it doubles to 120'); Turn Undead (as per Cleric in PHB);Laying on Hands at 3rd Level (as per Paladin in PHB); Charm/Fascination at 5th level (Works as the 3rd level Wizard Spell suggestion, but cannot be used in combat); Prophecy 1x per day (The priest goes into a 10 minute trance and may ask one question of the DM.);
  • Symbol: Sun with rays of light
Saint Gianna - patron saint of Oracles
  • Priest's Alignment: True Neutral.
  • Minimum Abilities: Wisdom 9, Charisma 11. Wisdom or Charisma 16 means +5% experience; Wisdom and Charisma 16 means +10% experience.
  • NWP and WPN Prof: Astrology (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Dagger, Knife, Dart. No Armor or Shields permitted.
  • Restrictions: None.
  • Major Spheres: All, Divination, Elemental, Healing, Summoning.
  • Minor Spheres: Charm, Creation, Necromantic, Sun.
  • Powers: Languages (Learn one new language per level, up to 8th level. This may be of any sentient species.); Prophecy 1x per day (The priest goes into a 10 minute trance and may ask one question of the DM.).
  • Symbol: Bowl with 1 strand of smoke coming up out of it.
  • Hol Kram, the Cathedral of Starry Wisdom, is located in the city of Na Kram.
Poritia Nove - demigoddess of the White Moon
  • Priest's Alignment: Lawful Good, Neutral Good.
  • Minimum Abilities: Wisdom 9. Wisdom 16 means +10% experience.
  • NWP and WPN Prof: Religion (required). No Weapons required; NWPs allowed: Priest, General, Warrior.
  • Weapons and Armor: Bows (all), dagger/dirk, hand/throwing axe, javelin, knife, lasso, polearm, spear, staff sling, stiletto, swords (all). Armor Permitted: All armor and shields.
  • Restrictions: None.
  • Major Spheres: All, Healing, Protection.
  • Minor Spheres: Charm, Divination.
  • Powers: Detect Evil (as per spell, 3x per day in addition to other spells); Turn Undead (as per Cleric in PHB); Permanent +1 to hit and damage vs. all Evil foes.
  • Symbol: White Moon on a Black Field.
Veltin Crimsea - demigoddess of the Red Moon
  • Priest's Alignment: Neutral Evil, True Neutral.
  • Minimum Abilities: Wisdom 11, Intelligence 11. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Astrology (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Bows (all), dagger/dirk, dart, knife, stiletto, sword/rapier, sword/short. Armor Permitted: All non-metal armor; no shields.
  • Restrictions: None.
  • Major Spheres: All, Charm, Divination, Necromantic, Summoning, Sun.
  • Minor Spheres: Animal, Elemental, Guardian, Protection.
  • Powers: Infravision (60' - a priest who normally has infravision would have 120'); True Neutral priests can Turn Undead and Neutral Evil priest can Control Undead (as per Cleric in PHB); Shapechanging once per day, can turn into a Bat.
  • Symbol: Red Moon on a Black Field.
Argina Lustar - demigoddess of the Golden Moon
  • Priest's Alignment: Neutral Good, True Neutral
  • Minimum Abilities: Wisdom 10. Wisdom 16 means +10% experience.
  • NWP and WPN Prof: Navigation (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Bows (all), dagger/dirk, dart, javelin, knife, sling, spear. Armor Permitted: All non-metal armor; any shield that is circular or crescent-shaped.
  • Restrictions: None.
  • Major Spheres: All, Charm, Divination, Summoning, Sun.
  • Minor Spheres: Animal, Elemental, Healing, Necromantic.
  • Powers: Infravision (60' - a priest who normally has infravision would have 120'); Charm/Fascination (Works as the 3rd level Wizard Spell suggestion, but cannot be used in combat); Inspire Fear at 5th level (2x per day, as per Wizard spell of 4th level); Chariot of Sustarre at level 10 Cast the spell once per day, for free
  • Symbol: Golden Moon on a Black Field.
Noxecatt - demigoddess of Underworld and Darkness - NOT actually part of the church
  • Priest's Alignment: Neutral Evil, Lawful Evil
  • Minimum Abilities: Wisdom 11, Intelligence 11. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Astrology (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Weapons Permitted: Bows (all), crossbow, dagger/dirk, dart, knife, stiletto, sword/rapier, sword/short. Armor Permitted: All non-metal armor; no shields.
  • Restrictions: None.
  • Major Spheres: All, Charm, Divination, Necromantic, Summoning, Sun.
  • Minor Spheres: Animal, Elemental, Guardian, Protection.
  • Powers: Infravision (60' - a priest who normall has infravision would have 120'); Control Undead (as per the cleric in PHB)
  • Symbol: White mound with a black portal on it.
Dralizar - demigod of thieves and the night - NOT actually part of the Church
  • Priest's Alignment: Chaotic Neutral, Chaotic Evil.
  • Minimum Abilities: Wisdom 12, Intelligence 12. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Disguise (required). No Weapons required; NWPs allowed: Priest, General, Rogue.
  • Weapons and Armor: Blowgun, bows (all), crossbow, dagger/dirk, javelin, knife, lasso, net, quarterstaff, spear, stiletto, sword/bastard, sword/long, sword/rapier, sword/sabre, sword/short. Armor Permitted: All non-magical non-metal armor; no shields.
  • Restrictions: None.
  • Major Spheres: Charm, Divination, Protection, Summoning.
  • Minor Spheres: Animal, Elemental, Guardian, Plant.
  • Powers: Charm/Fascination (Works as the 3rd level Wizard Spell suggestion, but cannot be used in combat); Detect Secret Doors as per Elf (if already an Elf or Half Elf, chance improves by 1 for all categories); Shapechanging at 8th level (as per Druid in PHB, but must choose nocturnal animal forms).
  • Symbol: White fox silhouette on a black field.

Nov 18, 2010

Forest Abbey of the Hedgehog People (part 2)

Here is the basic area map for the countryside surrounding Finch Abbey. I am planning a more detailed version, but the details are not meant for the eyes of the scenario players, so it will remain safe and secure in my GM notebook.





The key to the map is as follows:

1.Finch Abbey – former abbey of St. Brigid – Hedgehog people monastery
2.Trevor Landing – Out of use boat landing
3.Kliban Tower – Tower of a dead wizard
4.Village of Nosh – Western most village of Gorrem Castle
5.Tozen Quarry – flooded stone quarry
6.Raifhome Keep – Home to the retired mercenary, Raif the Spear.
7.The Red House – Very old marble villa, now a nest to a clan of ogres.
8.Haunt of the Spider – Tower of a dead wizard
9.Ruins of Fernrush – Once a wealthy trading town, now ruins.

Although the scenario of the game centers around the player-characters starting out at the Village of Nosh (in a tavern called "The Happy Lute" no less...) and then traveling to Finch Abbey, I wanted to populate the map with other interesting locations that could be of use later on for other gaming sessions.

Forest Abbey of the Hedgehog People (part 1)

(this is another posting that was originally on Gaming with Chuck - moved here)

One of the keys to the old school adventure I am dreaming up for MarsCon is the peaceful fantasy race known as the Hedgehog People. Their own name for themselves is the Roikkitikki, but everyone else just calls them the Hedgehog People, or just the Hedgehogs.

For visual inspiration, I take my cues from the marvelous artwork done for the Ironclaw rpg, especially the hedgehogs.

In my setting of "The Valley of the Old Ones" the hedgehogs usually inhabit relatively peaceful forests,near (but not too close) to the civilized lands of peaceful people. When encountered outside of their forests, they are usually in small groups consisting of monks and clerics of St. Brigid. They don't usually deal in magic, get along well with halflings and gnomes, admire humans of the better sort, but distrust the elves. Hedgehogs are excessively fond of feasting, and usually tend towards the pacifistic.
One of the very sad aspects of the Hedgehog folk is that they, like all of the Forest Folk, are a created race - dreamt of and given life by some long forgotten mad magician. Because of this, although they move through the world as other sentient beings, they have no soul.

For my scenario, the group in question is a community associated with the Abbey of Finch, in the Redsmoke Woods. This small forest lies along the Fernrush River, which is a southern tributary to the Great River. Nearest the Abbey, the Fernrush is about a mile wide, and is home to sporadic trade and fishing.

East of the forest, the rolling hills in the demesne of Gorrem Castle. The lands have been lawless for several years, and most of the villages and holdings have started looking to their own defense, without the castle to protect them. During this period, a number of bands of goblins have worked their way north into the Redsmoke and have been raiding out, threatening outlying settlements that were once under the protection of Gorrem. Finch Abbey has recently fallen to one of those bands, but there must be something more sinister at play, because of the degree of evil coming out of the former peaceful sanctuary. A band of raiding goblins couldn't possibly be responsible for the atrocities committed.

Maps and write-ups coming soon, subject to real life demands, of course!