Top Banner
QUEST A LIVE-ACTION FANTASY ROLE- PLAYING GAME SYSTEM DIVINE INSPIRATION – A GUIDE TO THE RELIGIOUS ORDERS OF QUEST document.doc
38

Divine Inspiration v 2.16 Mar_11

Jul 18, 2016

Download

Documents

JackTatlock

abc
Welcome message from author
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
Page 1: Divine Inspiration v 2.16 Mar_11

QUEST

A LIVE-ACTION FANTASY ROLE-PLAYING GAME SYSTEM

DIVINE INSPIRATION – A GUIDE TO THE RELIGIOUS

ORDERS OF QUEST

document.doc

Page 2: Divine Inspiration v 2.16 Mar_11

Table of ContentsTHE PRIESTLY ORDERS................................................................................................................................................................. 2

THE GODS OF QUEST.............................................................................................................................................................................. 2Anvar the Wanderer (Known as Heruath by Elves) – Lord of Shadows (God of Stealth and Tricks)....................................................3Este – Healer of Hurts and Weariness (Goddess of Healing).............................................................................................................. 3Herne the Hunter - (Known as Orome Aldaron by Elves) (God of Hunting)........................................................................................4Irmo (Known as Lorien by Elves) – Master of Dreams and Visions (God of Magic)............................................................................5Kukulkas the Black – Lord of Assassins (God of Murder and the Undead)..........................................................................................6Mandos (Known as Namo by Elves) – Lord of Dooms and Judgements (God of Law and Death)........................................................7Manwe Sulimo – Lord of the Skies, King of the gods (God of the Atmosphere)....................................................................................9Nessa – Lady of the Forests, (Goddess of Forests and Music)............................................................................................................. 9Nienna – Lady of Pity and Mourning (Goddess of Grief and Vengeance)..........................................................................................10Sauron (Known as Gorthaur by Elves) – Lord of Phantoms & Lies (God of Deception)....................................................................11The Dark Lord (Known as Morgoth by Elves and as Melkor by his servants) – Lord of Fire and Darkness (God of Domination and Destruction)..................................................................................................................................................................................... 12Tulkas Astaldo – Lord of Battles (God of War)................................................................................................................................. 13Ulmo – Lord of the Waters, (God of Water and Cold)....................................................................................................................... 14Ungoliant the Devourer – Queen of Spiders (Goddess of Greed and Hunger)...................................................................................15Vaire the Weaver – (Goddess of Fate and Destiny)........................................................................................................................... 16Vana the Ever-Young – (Goddess of Youth and Fertility).................................................................................................................. 18Varda Tintalle (Known as Elbereth by Elves) – Lady of the Stars (Goddess of Light)........................................................................18Wayland the Smith - (Known as Aule by Elves and Mahal by Dwarves) (God of Fire and Earth)......................................................19Yavanna Kementari (Also known as Gaia and Mother Nature) - Queen of the Earth, (Goddess of Nature)........................................20

APPENDIX 1: Deity-Specific Miracles Summary.............................................................................................................................. 0

1

Page 3: Divine Inspiration v 2.16 Mar_11

THE PRIESTLY ORDERSThis guide is provided as a handbook for Priest, Druid, Ranger and Paladin characters and contains background information, additional miracle lists and descriptions of the general beliefs, benefits and restrictions for the worshippers of all the gods that exist within the Quest game world. Note: Additional, deity-specific miracles must be prayed for and selected each day as part of the priest’s standard miracle list. Miracles of level 7 and above, (available only to post-sixth characters,) are included here for completeness.Also note: The deity-specific miracles of the gods are, by definition, the same alignment (in terms of Good, Evil or Neutral) as the god they belong to, even where they are duplicates of miracles of other deities.

The Gods of Quest

DEITY Spheres of Influence Priest Alignment

Worshipped by

Anvar (Heruath) Stealth, Shadows, Tricks N or CN Any non-Lawful, especially merchants, thieves & travellers

Este Healing, Rest, Good Good Healers & those in need of healingHerne (Orome) Forests, Hunting, Elves, Good Good Hunters, Rangers, Foresters, ElvesIrmo (Lorien) Magic, Knowledge, Dreams, Visions Non-evil Those using magic or seeking knowledgeKukulkas Murder, Undead, Evil Evil Any evil, especially assassins, necromancers and orcsMandos (Namo) Law, Death, Destiny, Justice LN Those serving the law, those seeking justice, those fighting

ChaosManwe Sulimo Air, Lightning, Good, Leadership LG Any good, rulers, leadersNessa Forests, Music, Dancing N or NG Performers, those dealing with forests or woodland

creaturesNienna Grief, Vengeance, Good NG Any non-evilSauron (Gorthaur) Deception, Magic, Evil NE Any non-good except ElvesThe Dark Lord (Melkor / Morgoth)

Fire, Darkness, Domination, Evil LE Any non-good

Tulkas Astaldo War, Strength, Drinking, Good Non-lawful, non-evil

Non-evil warriors, drunks

Ulmo Water, Cold, Good CG or NG Sailors, fishermen, etc, non-evil alignmentsUngoliant Greed, Hunger, Spiders, Evil CE Any evilVaire Fate, Destiny, Time LN, N or

NGAny non-evil

Vana Youth, Fertility, Birds NG Farmers, anyVarda (Elbereth) Stars, Light, Elves, Good LG Good alignments, ElvesWayland (Aule / Mahal)

Fire, Earth, Dwarves Good Miners, Smiths, Armourers, Dwarves

Yavanna (Gaia) Growth, Nature Any N Those working with plants or animals

The non-evil gods make their dwellings in various parts of Heaven, (which is called Valinor and Aman by the Elves), a place that is somehow connected to the physical world and at the same time separate from it. The Elves believe that those particularly blessed by the gods may reach Valinor whilst still living by sailing across the Western Ocean, but legends tell that none who have done so have ever been allowed to return.Of the gods of evil, The Dark Lord dwells in Hell, also known as The Void, where he was banished after the last War of the Gods, and is served by all manner of Demons and Devils. Sauron and Ungoliant have their abodes in realms attached to Hell, whilst Kukulkas is said to wander wherever he wills, and makes no place his abode.

2

Page 4: Divine Inspiration v 2.16 Mar_11

Anvar the Wanderer (Known as Heruath by Elves) – Lord of Shadows (God of Stealth and Tricks)Anvar is something of a loner – he has never taken part in the wars of the gods, claims to owe allegiance to no-one, and favours neither one side nor the other. Instead he wanders the world invisibly or in disguise, doing whatever he wishes. He is known to delight in making the great and good appear foolish and in finding (or stealing) things of interest or value, although he is not usually malevolent or destructive and returns stolen objects as often as not. He loves puzzles, riddles and practical jokes, and often sets challenges for mortals just to see what they will do. Legend tells that there is nothing he cannot steal and no stronghold that he cannot break into, should he wish to.Anvar’s priests may be of any sex or race. They have few temples and are usually lone wanderers, (occasionally with an acolyte or two), adventurers, or the spiritual advisors of Thieves’ Guilds, where they use their powers to aid the larcenous activities of their flock. That said, they are driven not by greed, but by the desire to pit their wits and skills against others. Unsurprisingly, this sect is looked down upon by all the other temples and is disliked by all Lawful priesthoods, (especially the temple of Mandos). In return, Anvar’s priests view other clerics as pompous, hidebound and humourless and often make them the target of practical jokes and tricks Spheres of Influence:

Stealth, Shadows, Tricks

Priests’ Alignment: N or CN onlyWorshippers Any non-Lawful, especially merchants, thieves & travellersSymbol: Cloaked & hooded figure, grey on blackRestrictions: May wear leather armour & leather helm max.

May not use any items associated with Law. May multiclass to Scout only.May not allow those of other faiths to buy or use scrolls of Anvar-specific miracles

Benefits: Can find & remove traps as Scouts.Stealth Invisibility as Scouts.

Additional Miracles for Priests of AnvarLevel 1: Trip As Wizard spell RaLevel 2: Invisibility As Wizard spell RaLevel 3: Change Self As Wizard spell CLevel 4: Pickpocket The caster can steal one item that is not in-hand from any humanoid within a 5’ radius as long as

the creature is not involved in combat or is not openly hostile to the caster. (A distrustful creature is not necessarily hostile). Once cast, the priest has 5 minutes to effect the theft before the miracle expires. Note: Although the caster is NOT invisible or concealed whilst picking the pocket, the theft attempt will be noticed by the target if it can see hidden or invisible creatures or has the Improved Back Protection post-sixth ability. Caster must call a “Time Freeze” and notify the referee when this miracle is being cast and must then tough the target of the pickpocket attempt.

C

Level 5: Dimension Door

As Wizard Spell C

Level 6: Shadow Form This miracle transforms the caster into a shadow version of his normal self for 5 minutes and grants the following benefits: He is immune to non-enchanted weapons, is effectively invisible in non-daylight conditions, and his touch causes targets to be Slowed (as per the Wizard Spell). Whilst in Shadow Form, the caster retains all his other abilities. This miracle suppresses all same-level and lower-level effects that provide protection against magic, miracles, elemental effects or weapon damage and is automatically dispelled by higher-level effects that provide these types of protection. After calling “Shadow Form,” the caster must call “Single, Slow, level X, 5 minutes,” where ‘X’ = his level when he touches an opponent with his hand.

C

Level 7: Mass Invisibility

The caster can make 1 creature per caster level within 20’ Invisible (as per the Wizard spell) Ra

Level 8: Project Image As Wizard spell CLevel 9: Plane Shift As Wizard spell T

Este – Healer of Hurts and Weariness (Goddess of Healing) Este is the Healer of the gods, and lives in the gardens of Lorien, with her spouse Irmo, Master of Dreams and Visions. She is beloved of all the gods, and even those of evil bear her no malice. She spends all of her days tending her garden and healing the wounds of those who come to her, although she will NOT heal creatures of evil because of the harm that the Lord of Darkness caused to her garden. She is said to be able to cure any illness or wound, and raise the dead of ANY race (Mandos permitting), although she was unable to repair the harm done to her garden by the Dark One.Her order has excellent relationships will all non-evil sects, and is tolerated (at the least) by the remainder. Her priests have NEVER been known to be adventurers, as their training doesn’t prepare them for the harsh realities of life. Instead they tend to run hospices and sanctuaries of healing, and will even cure those who cannot “donate” to the temple on a first-come-first-served basis each day. As a result, the sick and dying are found queuing outside the gates of any of her temples at all times of the day and night.

3

Page 5: Divine Inspiration v 2.16 Mar_11

Spheres of Influence:

Healing, Rest, Good

Priests’ Alignment: GoodWorshippers Healers & those in need of healingSymbol: Tree & Staff, intertwined, brown & green on whiteRestrictions: May not cause harm to any non-evil creature or allow others to do so.

May not use weapons.May not use damage-causing miracles. Must heal any wounded non-evil creature encountered. May not multiclass.May not be a player character in an adventure without the approval of the scenario referee.May not use the reversed form of any Curing miracles.

Benefits: May freely use any item associated with healing. Can discern wounds and detect poison & disease on any item or creature in view.

Additional Miracles for Priests of EsteLevel 1: Special May select a Healer cure of this level or lower that may be used once / day / level (ingredients

permitting)T

Level 2: Special As above TLevel 3: Special As above TLevel 4: Special As above TLevel 5: Special As above TLevel 6: Special As above TLevel 7: Special As above TLevel 8: Special As above TLevel 9: Special As above T

Herne the Hunter - (Known as Orome Aldaron by Elves) (God of Hunting)Herne, (also called Orome by the Elves) is the Huntsman of the gods and rides a huge silver steed named Nahar. There is no track he cannot follow and nothing he cannot hit with his bow (which is reputed to never miss). Elven history tells that he was the first god they encountered when they awoke in the world, and it was he who taught them their bow skills, woodlore and respect for the natural world. As a result, they revere him almost as much as Varda. Despite his title and role, Herne is known to love the forests and is the friend of forest creatures. He hunts only for food and to slay evil creatures or those who have harmed his charges or woodlands. He lives in the forests of Valinor with his spouse, Vana the Ever-Young (Goddess of youth and laughter)His priests are usually male and are often found working as forest wardens or alongside Rangers or Druids at the borders of civilised lands, protecting woodland communities from wild beasts and evil humanoids. As a result, the priesthood has an excellent relationship with all the druidic orders, but they get on less well, (but still have good relations,) with other good-aligned sects except the priests of Wayland because of the latter’s use of wood in their smithies & mines. Spheres of Influence:

Forests, Hunting, Elves, Good

Priests’ Alignment: Good onlyWorshippers Hunters, Rangers, Foresters, ElvesSymbol: Silver horn on greenRestrictions: May not associate with evil

Must fight evilMust fight any creature that is a threat to non-evil forests or good-aligned communities. May not damage non-evil forests or woodland or allow others to do so.Must carry a bowMay multiclass to Warrior only. (Such characters are known as “Herne’s Huntsmen”).May not allow those of other faiths to buy or use scrolls of Herne-specific miracles

Benefits: May use bow

Additional Miracles for Priests of HerneLevel 1: Track The caster is able to Track (as per the Ranger skill) for 1 hour per caster level. CLevel 2: Holy Arrows As per Bless Weapon but every arrow fired by recipient is holy (until it hits) & causes +1 damage.

Lasts 5 minutes or until the caster is struck by a melee weapon or the effect is dispelledC

Level 3: Camouflage As per the level 2 Druid miracle CLevel 4: Elemental Arrow

Caster chooses one of several variants at time of casting: Fire (detonates as an Energy Bolt, Fire on impact, call "Single, Firebolt, 6 hits"), Ice (causes cold damage, call “Single, Icebolt, 6 hits”), Lightning (detonates a Lightning Bolt on impact, call "Single, Lightning Bolt, 6 hits"), Acid (arrow causes 6 hits of acid damage, call is "Single, Acid Bolt, 6 hits”). Affects 1 arrow that must be used immediately. 

C

4

Page 6: Divine Inspiration v 2.16 Mar_11

Level 5: Herne's / Orome’s Horn

Creates a holy Horn that, when sounded, causes Fear (as spell) in all hostile creatures of the caster's level or lower within earshot. In addition, this will remove any fear effects on the caster's allies. It does NOT affect creatures that cannot hear, undead or other-planar creatures. Call is “Herne’s Horn, Fear level X, run away, 1 minute” where “X” = caster’s level.

C

Level 6: Elf Shot Caster does not need to actually fire, just pull back & release his bowstring. These "virtual" arrows will automatically hit any creature that the caster can see if it has no cover or cannot arrow cut, catch missiles or place a shield between itself & the caster. Caster MUST let target know it has been hit, (call a Time Freeze if necessary). Lasts 5 minutes or until the caster is struck by a melee weapon or the effect is dispelled. Call is “Elf Shot, X” where ‘X’ = the damage normally caused by the caster’s arrows.

C

Level 7: Missile Shield

Caster is immune to the effects of ALL directed range attacks that focus on him (including Magic Missile, Lightning Bolt, Firebolt, arrows, hurled rocks etc) for 5 mins. Note: This miracle suppresses all same-level and lower-level effects that provide protection against magic, miracles, elemental effects or weapon damage and is in turn suppressed by higher-level effects that provide these types of protection..

C

Level 8: Arrow Trigger

Allows caster to store 1 spell or miracle of level 7 or below in an arrow. This must be a touch, area-effect or detonation-type spell or miracle NOT one that functions on the caster only. (Some possible spells / miracles are: Entangle, Web, Firebolt, Glyph, Rune of Power, etc.) The arrow will work ONLY for the caster and lasts until used. It will radiate as magic and / or holy as appropriate and is vulnerable to a Dispel of the stored spell's / miracle’s level whilst in the caster's quiver. The caster may have only 1 active Arrow Trigger at any time. Any requirements of casting the "stored" spell or miracle (such as needing to rest etc) must be met at the time the spell / miracle is placed in the arrow. The stored effect is activated when the arrow impacts on a target. Caster must call the appropriate verbal for the stored effect.NOTE: This miracle (& the stored effect) MAY be cast before an adventure begins.

T

Level 9: Barrage This miracle combines the effects of the Holy Arrow and Elf Shot miracles, and is subject to the same restrictions except as noted below. Each time the caster fires he hits ALL visible, hostile creatures that are in front of him if they cannot arrow cut etc and causes his normal arrow damage +1 for the enchantment. Caster should call "Barrage, Holy X" where ‘X’ = the damage caused. The caster may fire 1 Barrage for each of his levels within a 5-minute period or until he is struck by a melee weapon or the effect is dispelled.

C

Irmo (Known as Lorien by Elves) – Master of Dreams and Visions (God of Magic) Irmo is the loremaster of the Gods, and lives in the gardens of Lorien, (hence his alternate, Elvish name), with his spouse Este, the Healer of Hurts and Weariness, and is the brother of Namo, (Mandos). He takes only a passing interest in mortal affairs, (except when it concerns the discovery or loss of knowledge), and spends most of his time researching and recording his findings. It is said that there is nothing he does not know about the world, the creatures in it, and how and why things are the way they appear. He usually communicates with his priesthood through visions or in dreams and is passionate about magicAs a result, Dwarves, Hobbits and other non-magic-using races never worship him. His priests are usually cloistered in their libraries, but those few who become adventurers are constantly searching for new knowledge, (particularly spells), and will fight more fiercely than a berserk priest of Tulkas when information is the prize. Adventuring priests of Irmo are often multiclassed Wizard / Priests and seek to promote learning and the use of magic wherever possible, often coming into conflict with the other orders, who tend to believe that any power without a divine source is somehow corrupt and tainted. Therefore, his priests have good relations only with the temples of Este and Vaire, and are merely tolerated (at best) by the other orders, (although this doesn’t stop many of them using scrolls of Spell Use when the need arises!) Spheres of Influence:

Magic, Knowledge, Dreams, Visions

Priests’ Alignment: Non-evilWorshippers Those using magic or seeking knowledgeSymbol: Open book & crescent moon, silver on blue.Restrictions: May wear leather armour & leather helm max.

May not use shieldsMay carry only 1 weaponMay not destroy or deface any repository of knowledge (books, scrolls etc) or allow others to do so.Must promote the use of magic.May multiclass to Wizard only. May not be dwarves.

Benefits: May freely use any item (not scrolls) normally restricted to wizards only. From level 3, may use Commune once per week as a free miracle. Can Detect Enchantment within one inch at will.Dispel Miracle cast by a priest of Irmo is also effective against magic.

5

Page 7: Divine Inspiration v 2.16 Mar_11

Additional Miracles for Priests of IrmoLevel 1: Special May select one wizard spell of this level & permanently add it to his miracle list at this level.

Once selected, this cannot be changed*.Level 2: Spell Use Allows the caster to use wizard scrolls (as well as priest scrolls) for one day. CLevel 3: Special May select one wizard spell of this level or lower & permanently add it to his miracle list at this

level. Once selected, this cannot be changed*.Level 4: Special As above*Level 5: Special As above*Level 6: Special As above*Level 7: Special As above*Level 8: Special As above*Level 9: Special As above**Note: the priest must select all the spells for his miracle list at level one. He CANNOT select offensive, damage-causing spells (e.g. Energy Bolt, Sword of Power etc) but MAY select non-damaging offensive spells (e.g. Voice of Power) or passive damage-causing spells (e.g. Wall of Energy, Damage Mirror etc). Note: These spells become miracles when cast by the priest; any ‘magical’ effects therefore become ‘holy’ effects. Scrolls of these miracles can be used by any priest.

Kukulkas the Black – Lord of Assassins (God of Murder and the Undead)Not much is known of Kukulkas the Black as he operates in secret, often independently of the other gods of evil, although he still obeys the commands of Melkor. However, much like Anvar, he is rumoured to wander the earth, but his trail is marked by death and undead. He is the patron god of the Undead and is highly revered by Orcs and related races. He has never taken part in the battles of the gods – he works in the darkness and the shadows before the battle, striking down the leaders of his foes then disappearing into the night as his victim’s corpse rises as an undead.Priests of this sect have few temples, although each has a shrine where he performs ritual sacrifices each week. As an alternative, Kukulkas’ clerics may also propitiate their god by dedicating an opponent as a sacrifice before assassinating them – killing them in normal combat will not suffice. Each sacrificial victim must then be raised as undead; as a result, even the smallest shrine to Kukulkas is swarming with the undead remains of slaughtered victims. This priesthood strives to rid the world of life and replace it with unlife, thereby increasing the dominion of their master, and each priest aspires to one day become a lich. (The Lich miracle is the first one cast upon reaching 9th level, despite its limiting effects – hence there are no mortal priests of Kukulkas higher than level 9). Shrines and temples in civilised lands are always well hidden and guarded as paladins, adventurers and priests of the good gods target them. This priesthood is hated by all non-evil sects and is feared by the remainder (with the possible exception of the clerics of Melkor). Spheres of Influence:

Murder, Undead, Evil

Priests’ Alignment: Evil onlyWorshippers Any evil, especially assassins, necromancers and orcs.Symbol: White skull, impaled by red dagger, on blackRestrictions: May not retreat from servants of Mandos unless unable to harm them

May not harm undead.May not associate with good creaturesMust ritually murder one living creature of his level or higher each weekPriests of this sect are automatically outlawed in most “civilised” lands.Cannot be raised from the dead – rise as undead of priest’s level within 5 minutes of death (max of Vampire (level 8) strength) unless already transformed into a Lich.Must become a Lich once he is able to cast level 9 miracles. May only multiclass to Scout and/or Warrior (and/or Assassin if appropriate post-sixth ability chosen) May not allow those of other faiths to buy or use scrolls of Kukulkas-specific miracles.May not use Good miracles or benefit from Curing miracles.

Benefits: Can find, remove & set traps as Scouts.Automatically control undead of own level or lower within view.

Additional Miracles for Priests of KukulkasLevel 1: Vampiric Healing

For 5 minutes after this miracle has been cast any combat damage caused by the caster will cure him of an equal amount of damage. Hits may NOT exceed the caster’s initial maximum, so this miracle has no effect if the caster is (and remains) unhurt during melee. Note: No healing benefit is gained from damage caused to undead. Caster must call “Vampiric Healing”.

C

Level 2: Invisibility As Wizard Spell TLevel 3: Assassinate Once cast, the priest is able to use the Assassination ability for 5 minutes (see Assassin class

description for details). Caster must call “Time Freeze” and notify the ref when this has been cast.

C

Level 4: Raise Minor Undead

This miracle allows the caster to raise one slain humanoid creature within 20’ per caster level as an Undead of a level equal to the level the creature possessed in life, although it will not create undead of greater than level 4 strength. The raised undead have the same hits as their living form

C

6

Page 8: Divine Inspiration v 2.16 Mar_11

(minus armour hits). Creatures thus raised may not be restored from death and remain as Undead servants of the priest until destroyed. Caster must call “Raise Minor Undead level X” where “X” = his level and must specify the type of undead raised (zombie, ghoul, skeleton etc). Note: the maximum number of Undead servants a caster may have = his level. Note also: This miracle has a casting time of 1 minute.

Level 5: Voice of Power

As per the level 5 Wizard spell Voice of Power except as noted below. Any living, humanoid, non-other-planar, man-size creature of the caster’s level or lower within 20’becomes a mindless servant of the caster for 1 minute or until the caster is slain. Victims cannot use spells, miracles or special abilities, (such as the Scout’s Hide or Druid’s Speak with Animals ability). Caster must first call “Voice of Power, level X, 1 minute”, where X = caster’s level, before issuing his instructions.

Ra

Level 6: Missile Of Slaying

This miracle enchants 1 missile, (rock, dart, arrow etc,) so that it casts the Slay Living miracle when it hits a target. Once this miracle has been cast, the affected missile must be used immediately or the effect is wasted. Note: The missile is classed as unholy for the purposes of who or what may be affected and it causes normal (unholy) weapon damage in the event that the target is immune to the Slay Living effect. After calling “Missile of Slaying”, the caster must call “Slay Living, X hits” where “X” = 3x his level” when it hits the target (Elves take only half damage (round down)). Note: all the standard restrictions and penalties for the use of Slay Living apply.

T

Level 7: Raise Major Undead

Except as noted below, this miracle functions just like the Raise Minor Undead miracle. When cast, it affects the highest-level dead creature present and creates one undead servant of up to level 8 strength. Caster must call “Raise Major Undead” and specify the type raised. Note: This miracle has a casting time of 1 minute.

Ra

Level 8: Sword of Poison

Except where noted below, this miracle functions in all respects as the Wizard spell Sword of Power. Once cast, it creates a shining black blade that oozes poison. Hits from this sword cause death by poison, (in addition to the sword’s normal unholy damage). After calling “Sword of Poison”, caster must call “Unholy Quad, Death Poison, level X, fall over” where “X” = caster level.

C

Level 9: Lich This miracle allows the caster to become a Lich and requires a ritual that takes 1 week to perform. After several days of preparing himself and a sacrificial victim, (who must currently have at least as many character levels as the caster,) the ritual binds the caster and sacrifice together. At midnight on the final day, the priest must take his own life immediately after sacrificing the victim. He then rises as a Lich 5 minutes later, with all his former abilities intact and immediately gains 1 level in his victim’s class (as long as his victim was a priest, wizard or necromancer). If the victim was not a priest, the Lich gains the Perfect Multiclassing skill and may begin gaining levels in the victim’s class (alignment permitting).Note: The slightest flaw in preparation or interruption of the ritual will cause it to fail –the disruption of the energies used will cause the priest’s normal undead returner ability being nullified, resulting in his permanent death

C

Mandos (Known as Namo by Elves) – Lord of Dooms and Judgements (God of Law and Death) Mandos is the lawgiver and doomsman of the gods and is respected by them all (although the Lord of Darkness hates him above all others, save Tulkas, because it was Mandos that sentenced him to be bound by the chain Angainor). The pronouncements of Mandos have the effect of law amongst the gods (though he makes them only at the behest of Manwe). Although he is the twin brother of Irmo, he lives apart from his brethren with his spouse Vaire, The Weaver, (Goddess of Fate) in the Halls of Awaiting, where the souls of the dead go after death. It is said that Elven souls reside there until the End of Days when they shall take part in the Final Battle, but that mortal souls reside there but a short time before passing on, some say to be reborn. Others say that they pass beyond the confines of heaven, but none, (save Mandos,) knows to where. What IS certain, is that ALL the souls of the dead are judged by Mandos, and it is he who determines their fate.Because he knows EVERYTHING that will happen to all the creatures of the world (and the gods), Mandos is known to say little, and reveal less. His priesthood forms the judiciary in many parts of the world, and serve as judge, jury and executioner when the occasion demands. They are renowned for being fair, just and impartial, although they have a hatred for disorder, chaos, the servants of the Lord of Darkness, (because their god escaped his sentence,) and (particularly) the undead, as the latter have cheated death. Adventuring priests of Mandos may be either single-class priests or members of a militant warrior / priest organisation known as The Hounds of Justice, but in either case they will be found fighting chaos or hunting down and destroying the “children of the night” and the servants of the Dark God.The order of Mandos is respected, (or feared) by all the other sects, but has good relations only with the temples of Vaire, Varda and Manwe. Spheres of Influence:

Law, Death, Destiny, Justice

Priests’ Alignment: Lawful Neutral onlyWorshippers Those serving the law, those seeking justice, those fighting Chaos

7

Page 9: Divine Inspiration v 2.16 Mar_11

Symbol: Two-Handed Sword with Scales of Justice on cross-guard, in black & whiteRestrictions: May not lie, (even by omission) steal, cheat, or otherwise break the law or allow others to do so.

May not gamble or drink alcohol.Must fight undead, Chaos, and the servants of the Lord of Darkness if able to harm them. May not be raised from the dead. May not use any miracle or item that is associated with chaos or randomness. Must help those who have been treated unjustly, and correct injustice when encountered. May not associate with Chaotics.May not multiclass except to Warrior ("Hounds of Justice").May not use oil, poison, shields or any weapon other than a 2-handed sword. (Exception: May use blunt weapons against creatures that are immune to edged ones)Must wear black and prominently display a holy symbol at all times in publicMay not use miracle scrolls of any other deity.May not allow those of other faiths to buy or use scrolls of Mandos-specific miracles.May use the Raise Dead and Resurrection miracles only to destroy undead.

Benefits: Must wear a helm May wear any metal armour. Immune to Death Effects.Must wield only a two-handed sword (causes double damage) except against creatures that are immune to edged weapon attacks – may switch to blunt weapons against these only.Affect undead as if 1 level higher than actual. Any undead turned are automatically destroyed. Can Detect Undead / Chaos at will once per level per day (as per Detect Evil).

Additional Miracles for Priests of MandosLevel 1: Oath Affects all individuals who are voluntarily touching the caster at time of casting and who wish to

be bound by the oath. The oath may be to complete a particular task, refrain from doing something or to abide by the terms of an agreement (written or otherwise). Should any of the recipients not be sincere in their intent to abide by the terms of the oath at the time of casting, the miracle fails. If anyone breaks it subsequently, two things happen:The caster and ALL other parties who took the oath are aware of who is forsworn, and how they broke the oath. Any one of them may now nullify the oath without penalty.The oathbreaker takes 1 point of holy damage per caster level and suffers a Permanent Curse. THE CURSE AND DAMAGE CAN ONLY BE REMOVED BY THE CASTER OR A MANDOS PRIEST OF HIGHER LEVEL.Note: A Dispel Miracle on any recipient will nullify the Oath for all (and everyone will be aware of this). No penalties are incurred if an Oath-taker has not deliberately caused the Dispel to be cast to remove the Oath.

T

Level 2: Iron Will Character is immune to Fear and cannot be charmed or mentally dominated to act in any way he does not wish. Attempts to control, charm or dominate him cause him to be Slowed (as per the Wizard Spell) instead. Lasts for 5 minutes.

C

Level 3: Speak with Dead

This miracle allows the caster to communicate with the spirit of a dead human or humanoid (non-elf). The corpse must be present and must have died within 6 months per caster level, and may not have been reincarnated or raised as undead. The priest may ask one question per level and the spirit must answer and cannot lie, although it could be evasive. Duration is 5 minutes

C

Level 4: True Sight The caster can see invisible creatures and objects, can spot magical trap effects (such as Glyphs and Runes of Power) and can see through darkness, illusions and disguises. In addition, the caster automatically detects the alignment of any creature he sees. Lasts for 5 mins.

C

Level 5: Sword of Law

Except as noted here, this is identical to the wizard spell Sword of Power. It has the added effect of causing targets (including undead) of the caster’s level or lower to be Stunned (as the spell). After calling “Sword of Law,” caster must call “Holy Quad, Stun level X, 10 seconds” where “X” = his level. The Stun effect is a mental attack.

C

Level 6: Doppelganger As the Wizard spell (although often called ‘Judgement’ by Mandos priests) RaLevel 7: Armour of Law

This functions like the Wizard spell Force Armour with the added effect that any creatures of the caster’s level or lower that strike the caster are Stunned (as the spell), although the caster will still take damage from the attack. Unlike Force Armour, this miracle lasts only 5 minutes. After calling “Armour of Law”, caster must call “Stun, level X, 10 seconds”, where “X” = his level, when struck. Note: This Stun effect bypasses undead mental attack immunity.

C

Level 8: Damage Mirror

As per the Wizard spell Damage Mirror (often called Shield of Justice by Mandos priests). C

Level 9: Angel of Death

The touch of the caster causes a Slay Living effect against one mortal creature (or undead) per caster level, (Elves take only half damage (round down)). The ability lasts 5 minutes. At the end of this period, the caster is weakened (causes 1 less point of damage per blow) and is reduced to 1 total life point, (his armour is destroyed by negative energy). He also loses 1 full level of experience if more than 1 mortal creature has been slain via this miracle. Caster must call

T

8

Page 10: Divine Inspiration v 2.16 Mar_11

“Angel of Death” then either “Slay Living (or “Slay Undead), X hits,” where “X” = 3x his level, when he touches targets. Other-planar creatures and constructs are immune. Whilst this miracle is active, the caster benefits from Negative Energy Protection, and is immune to undead special touch attacks. He does not suffer any ill effects if a target is warded against Death Effects.

Manwe Sulimo – Lord of the Skies, King of the gods (God of the Atmosphere)Manwe, the spouse of Varda, is Lord of the Winds and king of the gods, being the mightiest of the gods of good. He is brother to the Lord of Darkness and is said to be deeply saddened by the path his sibling has chosen, yet even so, his hatred for the corruption of evil knows ho bounds. Legends say that from his high seat upon Taniquetil in Valinor, Manwe can see anything that happens on or above the earth, should he but choose to look. When roused, he has been known to bend storms to his bidding, call down lightning from the skies and summon giant eagles to battle for him. All the gods, (save those of evil,) accept his authority without question, although he often calls on Mandos when a pronouncement of Law is required.His priests may be of any sex or race, (although there are very few dwarves,) and are seen as the most senior amongst the non-evil orders. He is also served by The Order of the Eagle, a paladin organisation. All his priesthood have excellent relations with all non-evil sects and members of his church may be found throughout the lands in positions of responsibility or authority – as advisors to kings, serving on city councils, working with Druids to summon rain to help the crops grow, or in the vanguard of adventuring parties that seek to oppose the forces of darkness at every turn. Spheres of Influence:

Air, Lightning, Good, Leadership

Priests’ Alignment: Lawful Good onlyWorshippers Any good, rulers, leadersSymbol: Golden Eagle holding a silver lightning bolt in its claws on blueRestrictions: Must fight evil.

May not retreat from combat against servants of the Dark Lord unless unable to harm themMay not harm eagles or allow others to do so.May not allow those of other faiths to buy or use scrolls of Manwe-specific miracles.May not use Evil miracles

Benefits: Cannot be possessed or mentally controlled in any way.After reaching level 3, may use the Druid Miracle Fly once per day per 2 levels as a free miracle

Additional Miracles for Priests of ManweLevel 1: Shatter As Druid miracle Ra, RLevel 2: Shock As Wizard spell TLevel 3: See Invisible As Wizard spell. CLevel 4: Elemental Shield

As Druid miracle, but caster is only protected against air attacks (includes lightning). Call is “Air Elemental Shield”

C

Level 5: Voice of Power

As Wizard spell Ra, R

Level 6: Embody Lesser Elemental

As Wizard spell but may only Embody an Air Elemental C

Level 7: Energy Blast As Druid miracle but may only use the Lightning variant Ra, OLevel 8: Tempest Armour

The caster is sheathed in an invisible vortex of wind energy that affects any physical attack made against him as follows:Missile weapons (arrows, rocks etc – NOT Magic Missile & similar spells) are deflected harmlessly away.The force of melee weapon and claw / bite blows is partially deflected by the hurricane winds that swirl around the caster so that they cause only single damage. Other effects caused by such attacks (poison, fire, level drain etc) are unaffected by this protection.In addition, airborne creatures are unable to strike the caster. The effects last 5 minutes. Note: This miracle suppresses all same-level and lower-level effects that provide protection against magic, miracles, elemental effects or weapon damage and is in turn suppressed by higher-level effects that provide these types of protection..

C

Level 9: Maelstrom As Druid miracle Ra, O

Nessa – Lady of the Forests, (Goddess of Forests and Music)Nessa is the sister of Herne and spouse of Tulkas, and spends her time dancing, singing and racing with woodland creatures, especially deer. She has never been involved in the wars of the gods, but is saddened by the destruction and discord that has been caused. Although she is the patron of the performing arts, she has little to do with the speaking races of the world, except through music and dance, as she prefers the calmness of forests and woodland creatures (she helped Yavanna create the latter).

9

Page 11: Divine Inspiration v 2.16 Mar_11

Nessa’s priesthood is informal and scattered – their temples are usually simple constructions in woodland, or colleges of music and dancing within towns. They have never been known to be adventurers as they are generally non-violent, (although they will fight to defend themselves and their charges,) and spend their time either tending the trees and animals in their locale or teaching others the beauty of music and dance. They are often great storytellers and performers in the bardic tradition, but are never dwarves. They have excellent relations with Yavanna’s worshippers, good relations with all other non-evil sects and are tolerated by the remainder. Spheres of Influence:

Forests, Music, Dancing

Priests’ Alignment: Neutral Good or True NeutralWorshippers Performers, those dealing with forests or woodland creaturesSymbol: Brown deer on yellowRestrictions: May not wear armour

Must protect woodland creatures and forests.May not fight except in self-defence or to protect the aboveMay not use active damage-causing spells, miracles or enchanted items.May not associate with those who harm woodland creatures or forests.May not allow those of other faiths to buy or use scrolls of Nessa-specific miracles.May not be dwarves.Must carry a musical instrument.

Benefits: May speak with animals (as Druids) at will.Curing miracles (including Raise Dead) function on animals & plant-based creatures.Immune to any effect that would cause them to harm animals or trees.Cannot be attacked by normal animals

Additional Miracles for Priests of NessaLevel 1: Detect Traps As Druid miracle Ra, OLevel 2: Dispel Traps This miracle removes all traps within 20’. It may only be used outdoors. Ra, OLevel 3: Camouflage As Druid Miracle, but this version may also be used to Camouflage another creature or plant. TLevel 4: Wall of Thorns

As Druid Miracle, but damage caused is 16 hits and the Wall requires 100 hits to destroy. Ra

Level 5: Dance One target within 20’ who is of the caster’s level or lower is overcome by the desire to dance, and will do so for the next 5 minutes. They may defend themselves if attacked, but may not converse, initiate hostile actions, cast spells or miracles, activate enchanted items or move more than 20’ from their current location. This is a mental attack and undead, constructs and other-planar creatures are immune. Caster must call “Dance, level X, 5 minutes” where “X” = his level.

Ra

Level 6: Embody Ent As Druid miracle Ra, OLevel 7: Song of Silence

This miracle negates all sound within 20’ of the caster for 5 minutes, making it impossible for any creature to talk, hear, cast spells or miracles or activate any item that requires a verbal command. The caster, normal animals and plants are immune.

Ra

Level 8: Mass Camouflage

This allows the caster to Camouflage 1 target creature or plant per level within 20’. It otherwise duplicates the Druid Miracle Camouflage.

Ra, O

Level 9: Animate Plants

As Druid miracle Ra, O

Nienna – Lady of Pity and Mourning (Goddess of Grief and Vengeance)Nienna is the sister of the Feanturi – Mandos and Irmo, and lives alone in a tower on the northern border of Heaven, where she grieves for the hurts done to the world and the creatures in it by the forces of darkness. However, this goddess has a dual aspect and is both a passive mourner and righteous avenger who joined the other gods of good in their wars against evil. Her approach is based on retribution – “an eye for an eye” - rather than high ideals and a sense of doing the “right thing”. Her priesthood is open to both genders of all the “civilised” races, and mirrors Nienna’s own ethos by having two branches. One ministers to and supports those who have suffered misfortune, (and never become adventurers). The other is a militant group (The Avengers) that includes warrior / priests and seeks out evil and exacts retribution. They believe that being evil is a crime for which “Death is the only punishment”. The first group are well respected by all non-evil sects for the good works they do, (evil temples treat them with disdain,) whilst The Avengers have excellent relations with the sects of Tulkas, Orome and the paladins of Varda, and are on good terms with the other non-evil orders, although many (especially the sects of Mandos and Manwe) dislike their vigilante-style approach and their tendency to use ANY methods to exact revenge. Needless to say, they hate and are hated by all evil priesthoods. Spheres of Influence:

Grief, Vengeance, Good

Priests’ Alignment: Neutral Good Worshippers Any non-evilSymbol: Silver Pool of TearsRestrictions: Must fight evil and injustice.

10

Page 12: Divine Inspiration v 2.16 Mar_11

May not retreat from evil or the unjust unless unable to harm them.Must help non-evil creatures who are the victims of injustice.May multiclass to Warrior onlyMay not allow those of other faiths to buy or use scrolls of Nienna-specific miracles.

Benefits: May use the Detect Evil miracle at will, once per day per level

Additional Miracles for Priests of NiennaLevel 1: Mark of Vengeance

This miracle allows the caster to place an invisible marker on one target within 20’. This mark allows the priest to automatically know the approximate direction and distance to the target (to within a few yards) for 24 hours. After this time, the mark must be renewed by a repeat casting or the effect ends. Caster must call “Mark of Vengeance”. It may be cast only on evil or unjust creatures and is dispelled if the target travels to another plane of existence. Detect Enchantment and any ability that allows creatures to see invisible objects will reveal the mark. It can only be removed by casting Dispel Miracle.

Ra

Level 2: Empathy This allows the caster to discern the emotional state of one creature within 20’ and will reveal whether they are hostile, friendly, afraid, nervous, happy, sad etc. The caster also identifies the cause or focus of this emotion. Caster must call “Empathy”. The caster will detect nothing from undead, other-planar beings or creatures that have no emotions.

Ra

Level 3: Calm Calm allows the caster to change the mental state of one target and remove strong negative emotion, (fear, anger, hatred, grief), from a creature of his level or lower within 20’, replacing it with a feeling of calmness. It is a mental attack. This miracle could be used to end a berserk rage, remove hysteria, or cause a hostile creature to become neutrally disposed. The effect is permanent unless prevailing conditions (such as racial enmity or a change in the situation – e.g. target is insulted or attacked) dictate otherwise, in which case it will last for 5 minutes or until the circumstances change (whichever is the shorter). Caster must call “Calm, level X, 5 minutes” where “X” = his level. . This miracle does not affect undead, other-planar beings or creatures that have no emotions.

Ra

Level 4: Cold Rage As the Special Ability of the same name. This miracle may only be used when fighting against evil or unjust opponents and lasts 5 minutes.

C

Level 5: Emotional Control

Emotional Control is similar to the Calm miracle, but allows the caster to create ANY emotional state within a target of his level or lower. Possible effects are Fear, (as the Wizard spell), Friendship, (as the Wizard spell Charm), Hostility, Rage, (as the Cold Rage ability or miracle), Grief, Happiness and Calm. The created emotion has no focus, so a hostile creature will be hostile to EVERYTHING he encounters. Caster must call “Emotional Control X, level Y, 5 minutes” where “X” = the emotion to be created and “Y” = caster’s level. Effects last for 5 minutes. This is a mental attack that does not affect undead, other-planar beings or creatures that have no emotions.

T

Level 6: Attack Mirror This miracle allows the caster to duplicate one melee attack that is being used against him. E.g. – if a weapon-wielding opponent were calling “Magic Quin” damage or had a “Level Drain” touch attack, the caster would be able to cause the same effect using the same attack method. Note: This applies only to melee attack forms (claw, bite, touch or weapon attacks), NOT ranged spells or miracles, such as Voice of Power or Energy Bolt. The caster may use the mirrored attack for 5 minutes. Caster must call “Attack Mirror” then use the appropriate call in combat.

C

Level 7: Damage Mirror

As Wizard spell C

Level 8: Doppelganger As Wizard spell but known as ‘Avenging Angel’ to priests of Nienna. RaLevel 9: Spell Mirror As Wizard spell C

Sauron (Known as Gorthaur by Elves) – Lord of Phantoms & Lies (God of Deception)Sauron is known as the Lord of Phantoms, Werewolves and Lies by the creatures of good and as the Giver of Gifts and the Lord of Truth by those who follow the path of Darkness. He is second only to the Dark Lord in power amongst the gods of evil and is the patron of Werewolves and those who practice the Black Arts. His craft and skill at creating enchanted items, (including the legendary Rings of Power,) are as renowned as the tales of his ability to corrupt and persuade others to his cause - he delights in sowing discord and doubt amongst his foes.He has a particular hatred for, (and fear of), Varda and despises her chosen people, (except those that have been corrupted -the Drow), and those who serve Law and the light, although he accepts the rule of the Lord of Darkness without question. His priests are drawn from all races, and are as likely to be found operating in secret in “good” societies, (where they foment trouble against good creatures and the lawful authorities), as they are to be found leading “evil” communities on the “true” path. They are dedicated to the destruction of the Elven race and the subversion of the world to the path of darkness, and will use any methods to achieve their ends, (although they prefer to work from the shadows, getting others to do their work for them). His sect is hated by all non-evil priesthoods, and although respected by all the temples of darkness, his priests are trusted by none. Spheres of Deception, Magic, Evil

11

Page 13: Divine Inspiration v 2.16 Mar_11

Influence:Priests’ Alignment: Evil, non-Lawful onlyWorshippers Any evil except ElvesSymbol: Lidless Eye, red on blackRestrictions: Must fight Elves and those who serve Varda.

Must oppose good creatures whenever possibleMay not harm werewolves or allow others to do soMay not be raised from the dead – rise as werewolf with 3 hits per original priest level when slainMay not carry or use any silver itemsPriests of this sect are automatically outlawed in most “civilised” lands.May not allow those of other faiths to buy or use scrolls of Sauron-specific miracles. May not use Good miracles with the exception of Cures - these may only be used on Sauron worshippers.

Benefits: +1 damage v. Elves and Half-ElvesFrom level 3 may use reversed Detect Lie once per day per 2 levels as an innate ability

Additional Miracles for Priests of SauronLevel 1: Charm As Wizard spell TLevel 2: Invisibility As Wizard spell TLevel 3: Change Self As Wizard spell CLevel 4: Special May select one wizard spell of this level or lower & permanently add it to his miracle list at this

level. Once selected, this cannot be changed. (See priests of Irmo).Special

Level 5: Confusion One target within 20’ who is of the caster’s level or lower is Confused. (Call is “Confusion, level X, 1 minute” where “X” = the caster’s level). This causes the victim’s perceptions to be reversed – they accept hostile acts made against them without resistance, but will fight anyone who is actively helpful or friendly. They ignore anyone or anything else that isn’t interacting with them. Effects last 1 minute.

Ra

Level 6: Werewolf The caster transforms into a Werewolf and gains all appropriate resistances and abilities. However, he also retains the ability to use priest miracles. Lasts 5 minutes.Note: This miracle suppresses all same-level and lower-level effects that provide protection against magic, miracles, elemental effects or weapon damage and is automatically dispelled by higher-level effects that provide these types of protection.

C

Level 7: Special May select one wizard spell of this level or lower & permanently add it to his miracle list at this level. Once selected, this cannot be changed. (See priests of Irmo).

Special

Level 8: Mass Invisibility

The caster can make 1 creature per caster level within 20’ Invisible (as per the Wizard spell) Ra

Level 9: Project Image As Wizard spell. C

The Dark Lord (Known as Morgoth by Elves and as Melkor by his servants) – Lord of Fire and Darkness (God of Domination and Destruction)The Dark Lord is NEVER called by his true name, (Melkor), except by his servants, (who also call him the Lord of the World), and the Elves have called him Morgoth (the Dark Foe) since the elder days. He is the brother of Manwe Sulimo and was, (some say still is,) the mightiest of the gods, although he is known to have put forth much of his power into the mighty evil creatures that he formed from those that fell into the paths of Darkness. (These include the Drow, Orcs, Balrogs and Dragons, to name but few).It is said that his mastery of fire and the smith’s art is a match for Wayland himself, although his heart has ever been turned towards destruction and corruption rather than creation, and long ages past he mastered the powers of Darkness in which he now reigns supreme. His hatred for the gods of light and all their works knows no bounds as he believes that they have usurped his rulership of the world, although he especially hates Tulkas, Mandos and Manwe. The one exception to his hatred is Varda, as he covets her for his own, despite hating (and fearing) the light that she represents. The gods of evil obey his every command, (usually out of fear), and he is despised and opposed by all the other gods. Everything that Melkor does is aimed at driving the forces of light from the world and destroying their works so that he can reign supreme over a realm of his own devising – he would gladly destroy the world and everything in it if it meant that he could rule the ruins alone and start again, and this may yet come to pass, for it is written that at the End of Days Melkor and the hordes of hell shall contend with the hosts of light in Ragnarok, the Final Battle, for dominion over the world, but none know who shall be victorious. Because of the widespread domination of “civilised” lands by the priesthoods of good gods, the sect of Melkor often operates covertly, much like the priests of Sauron. However, beyond the borders of society, they take their rightful place as the leaders of all creatures who strive against the lackeys of the usurper gods. His priests may be of any race or gender and dedicate their lives to the obliteration or subjugation of all those who refuse to serve their master. Not surprisingly, the followers of Melkor are hated by all the good-aligned sects and are respected and (usually) obeyed by those who serve the gods of darkness. Spheres of Influence:

Fire, Darkness, Domination, Evil

Priests’ Alignment: Evil only

12

Page 14: Divine Inspiration v 2.16 Mar_11

Worshippers Any evil Symbol: Grey Crown on blackRestrictions: Must fight the servants of the gods of good if able to harm them.

Must oppose good creatures whenever possibleMay not carry or use any items that create light (except where the light created is a by-product of a fire effect)May not allow those of other faiths to buy or use scrolls of Melkor-specific miracles Priests of this sect are automatically outlawed in most “civilised” lands.May not use Good miracles except to help evil.

Benefits: Darkvision as the second level wizard spell – constant effect.

Additional Miracles for Priests of the Dark LordLevel 1: Shatter As Wizard spell RaLevel 2: Darkness As Wizard spell RaLevel 3: Energy Bolt (Fire)

As Wizard spell but may only use the Fire variant Ra

Level 4: Entropy Field All non-enchanted items carried by one target within 20’ are affected by Shatter and are destroyed (includes chain armour). Caster must call “Entropy Field, Shatter all items, 20’ radius”

Ra

Level 5: Voice of Power

As Wizard spell Ra

Level 6: Disintegrate As Wizard spell TLevel 7: Possession As Wizard spell RaLevel 8: Armour of Darkness

Except as noted below, this miracle functions in all respects as the Wizard spell Force Armour. However, it has the additional effect of clothing the caster in a 15’ radius sphere of total darkness that moves with him. The darkness negates all light spells, although it can be negated in turn by the effects of the Armour of Light and Sunburst miracles. This miracle lasts 5 minutes. Caster must call “Armour of Darkness, 15’ radius, 5 minutes”

C

Level 9: Sword of Destruction

This miracle duplicates the effects of the Wizard spell Sword of Power except as noted here. It calls forth a sword of pure negative energy that causes unholy quad damage and lasts for 5 minutes. While this miracle is active, the caster may attempt to use Destruction (as the L8 priest miracle) against one target that he hits per 2 levels. The caster must call “Destruction, X hits” (where “X” = 4x caster level) as he attempts to hit. (All other rules relating to the Destruction miracle apply normally). If he misses, the effect is wasted. Creatures or items that are protected against swords / edged weapons are NOT protected against the Destruction effect. Note: When this miracle ends, the caster is reduced to 1 life point, is weakened (causes 1 less point of damage per blow) and has his armour reduced to 0 points due to the effects of channelling negative energy. In addition, the caster loses a full level of experience if more than 1 living creature is destroyed via this miracleAfter calling “Sword of Destruction,” the caster must call “Unholy Quad” damage in combat and “Destruction, X hits” (where “X” = 4x caster level) when this effect is being used.

C

Tulkas Astaldo – Lord of Battles (God of War)Tulkas, (also known as the Laughing God) is the battle-captain of the gods of good. His exploits are legendary – he has wrestled (and defeated) demon lords, and vanquished and bound the Lord of Darkness for an Age in the unbreakable chain Angainor after the first war between the gods of light and darkness. He is equally well known for his capacity for drinking, and is credited with teaching mortals the secret of brewing beer. His wife is the goddess Nessa, Lady of the Forests and Dancing, (sister of the god Orome [Herne]), and his priesthood has particularly good relationships with their temples.Priests of Tulkas are usually male, may be of any race, & seek to emulate the exploits of their patron deity – when they aren’t carousing, they are in a fight, somewhere, and usually, (but not always,) against evil. They believe that getting drunk is a way of honouring their god – their religious ceremonies involve LOTS of beer and their temples always have an excellent tavern attached.

Spheres of Influence:

War, Strength, Drinking, Good

Priests’ Alignment: Non-lawful; non-evilWorshippers Non-evil warriors, drunksSymbol: Clenched fist holding a chain; black on red.Restrictions: May not refuse an alcoholic drink from anyone not suspected of being hostile

May not flee from combat unless unable to harm foeMay not use missile weapons (including Holy Water, Oil etc)Must be first into & last out of combatMust fight evilMay not harm, or allow others to harm, those who are drunk. May only multiclass as Warrior. May use only the following enchanted items: any armour or melee weapons and those priest scrolls, potions

13

Page 15: Divine Inspiration v 2.16 Mar_11

or miscellaneous items that duplicate or contain protective, combat-related, curing-related or Tulkas-specific miraclesMay not allow those of other faiths to buy or use scrolls of Tulkas-specific miracles.

Benefits: Can wear any armour or headgearCan use any melee weaponResistant to poison (& potions) as Dwarves (does not stack with Dwarf benefits)May cause double damage with 2-handed weaponsMay take 1 weapon mastery in a one-handed weapon (as single-class warrior) on reaching level 3

Additional Miracles for Priests of TulkasLevel 1: Mend As Wizard spell. TLevel 2: Strength As Wizard spell. T, RLevel 3: Toughness Recipient’s constitution is enhanced and he gains +1 life hit per level. This lasts until the casting

priest gains his new miracles when he prays for them the next day. Note: These hits are treated just like permanent life hits & may be cured as normal. However, they are lost from the current hit point total when the miracle expires - this may reduce the recipient to 0 life. Note: The benefit provided by this miracle doesn’t stack with any Racial Toughness a target may have or the Toughness Special Ability.

T

Level 4: Intoxicate 1 humanoid creature within 20’ that is the caster’s level or lower becomes drunk for 5 minutes. Does not affect undead, constructs or other-planar creatures.The target cannot walk in a straight line, use spells or miracles or fight effectively (weapon swings will be slow, wild & cause single damage max in the unlikely event that they connect with the target).This miracle does not affect the mental state of the victim – if he was hostile to the caster before the miracle took effect he will continue to be hostile when drunk.Note sect restrictions, above – the caster may not physically harm the victim or allow others to do so. Caster must call “Intoxicate, level X, 5 minutes” where “X” = his level.

Ra

Level 5: Sword of Power

This miracle is identical in effect to the wizard spell of the same name but is usually referred to as Sword of Battle. Caster must call “Sword of Power” then “Holy Quad” in combat.

C

Level 6: Battle Frenzy The caster & 1 allied creature per 2 caster levels cause max damage (for their class & weapon type) with any weapon they use & are immune to mind-affecting spells and miracles for 5 minutes. Their attacks are also imbued with holy power so recipients should call “Holy” damage.Note: Any recipient who doesn’t fight whilst enjoying the benefits of this miracle will be unable to benefit from any miracles cast by a Tulkas priest in future.

T

Level 7: Armour of Might

This is identical to the Wizard spell Force Armour except as noted. It has the added benefit that any creature using a touch attack against the recipient is subjected to Fear (as per the spell). Caster must call “Fear, level X, run away, 1 minute”, where “X” = his level, against any creature that touches him. Unlike Force Armour, this miracle lasts only 5 minutes.

C

Level 8: Holy Warrior The caster is turned into a killing machine with the following benefits for 5 minutes:Caster’s new hits total = (5 x caster level) + 10 (this is NOT added to his current hits - it replaces his existing total - armour is NOT added to this). He causes Holy Quad damage with any melee weapon used & may use the Disarm skill once per 2 levels. He is also immune to paralysis, poison, disease, level drain, death effects & mind-affecting spells & miracles and benefits from the Free Movement post-sixth ability.Notes: This miracle suppresses all same-level and lower-level effects that provide protection against magic, miracles, elemental effects or weapon damage and is automatically dispelled by higher-level effects that provide these types of protection. The effects end if the caster uses any other miracle or engages in non-combat–related activity, (including drinking potions, reading scrolls, parlaying etc).The caster DIES if he is reduced to 0 life whilst under the effects of this miracle. In addition, when the effects end, the caster is reduced to 1 (ONE) life point, his armour is reduced to 0 protective value, and he is weakened (causes 1 less point of damage per blow) for 5 minutes.

C

Level 9: Chain This miracle binds the victim in unbreakable chains of holy force that prevent movement, the casting of spells or miracles and the use of innate spell-like abilities. Although the victim can see, hear & speak he is completely helpless, and requires no food or drink. Victims do not age and are invulnerable to all spells, miracles, effects and damage whilst chained. The target must be of the caster’s level or lower. This spell is permanent unless dispelled by the caster, or a Dispel Miracle from a priest of higher level than the caster, although it is rumoured that certain artefacts could unchain a victim. Caster must call “Chain X, don’t move” where “X” = his level.

T

Ulmo – Lord of the Waters, (God of Water and Cold)Ulmo dwells in his watery halls beneath the oceans that lies between the world and heaven, served by a variety of mighty demigods, the most notable of whom are Osse, (Master of Storms) and Uinen, (Mistress of Calm Waters) – both are often called upon for aid

14

Page 16: Divine Inspiration v 2.16 Mar_11

(along with Ulmo) by mariners in distress upon the sea. Ulmo is one of Manwe’s closest friends and allies – a friendship that was formed when they created the clouds, mist, rain and snow together in the earliest ages. He is a also great friend of Yavanna, the Queen of the Earth, as she populated the seas with life, and because he provides the rains that help her “children” grow.Although Ulmo dwells in the sea, it is said that he can see and hear anything that happens near moving water, and his spirit is rumoured to travel invisibly through the rivers and lakes of the world from time to time, and because the servants of darkness are often great polluters and despoilers, he hates the forces of the Dark Lord with a passion. Ulmo has always had a fondness for the seafaring races, (particularly Elves), and has always been willing to lend aid against the Darkness and do what HE feels is right, even when this goes against the will of Manwe, (although he would never directly disobey or oppose his friend and liege). Ulmo’s priests may be of any gender but are never dwarves, as they have no affinity for the sea – they can’t even learn to swim. His temples are found predominantly by the coasts, major rivers and great lakes, where his sect ministers to the spiritual and practical needs of those who depend on the seas and waterways for their livelihood. They have even been known to set up chandleries and shipyards. However, they often become adventurers and seek to help the weak and oppressed and to wash away evil from the land. This sect has excellent relationships with the priesthoods of Manwe and Yavanna, is generally well-regarded by all non-evil temples, (although some find them a little too free-spirited,) and hates (and is hated by) the servants of evil. Spheres of Influence:

Water, Cold

Priests’ Alignment: Chaotic Good or Neutral GoodWorshippers Sailors, fishermen, etc, non-evil alignmentsSymbol: Blue or white snowflake on white or green.Restrictions: Must wear chain or scale mail or no armour.

Must oppose evil.Must help the weak, defenceless or oppressed.May not be dwarves.May not use any miracles, items or abilities associated with the element of fire.May not allow those of other faiths to buy or use scrolls of Ulmo-specific miracles

Benefits: Immune to drowning effects (can breathe normally underwater)

Additional Miracles for Priests of UlmoLevel 1: Shatter As Wizard spell Ra, RLevel 2: Fog Cloud Creates a globe of dense, enchanted fog, 20’ in diameter up to 20’ distant that obscures all vision,

although the caster can see through this normally. This effect should be treated like a Darkness spell (those affected must close their eyes until spell expires or they leave area of effect). Note: This will affect undead and creatures that can see through magical darkness. Lasts 5 minutes. Caster must call “Fog Cloud, 15’ radius, 5 minutes”.

Ra

Level 3: Chill Metal As the reversed form of the Druid miracle, Heat Metal. RaLevel 4: Elemental Shield (Water only)

As Druid miracle, but caster is only protected against water (includes cold, poison and acid) attacks. Call is “Water Elemental Shield”.

C

Level 5: Cone of Cold As Druid miracle RaLevel 6: Desiccate Removes all moisture from the target (which must be the caster’s level or lower) and places it in

a coma on 0 life – it will die within 1 minute unless cured. This miracle has no effect on undead, other-planar or fire-based creatures, but will automatically destroy a Water Elemental or similar creature. Caster must call “Desiccate, level X, fall over”, where “X” = his level.

T

Level 7: Tidal Wave The caster spreads his arms wide and creates a thundering Tidal Wave as wide as this spread that rushes away from him, affecting all creatures in its path for 20’. Those struck by the Wave take 10 hits of water damage and suffer a knockdown. This effect will destroy a Fire Elemental of any size and turn the Tidal Wave into a Fog Cloud (see above) at the impact point. (The same happens if the Wave encounters a large fire). Caster must call “Tidal Wave, 10 hits, knockdown”. Note: If used on the surface of a body of water, the damage caused by this miracle is DOUBLED.

C

Level 8: Sword of Ice This miracle duplicates the effects of the Wizard spell Sword of Power except as noted below. In addition to causing Holy Quad damage, blows from this weapon also Slow (as wizard spell) opponents of the caster’s level or lower. After calling “Sword of Ice” the caster should call “Holy Quad, Slow, level X, 1 minute”, where “X” = his level. This miracle lasts 5 minutes.

Ra

Level 9: Mass Shatter All non-enchanted metal items within 20’ of the caster are affected by a Shatter effect. (Will affect chain mail armour). Call is “Mass Shatter. All items, 20’ radius”

Ra

Ungoliant the Devourer – Queen of Spiders (Goddess of Greed and Hunger)Ungoliant is a huge, bloated spider-like creature who descended to the world at the dawn of time. Although she has often allied herself with the Dark Lord against the good gods, she is independent of his control. It is said that Ungoliant corrupted the races of spiders that Yavanna had created and, (assisted by Melkor,) destroyed the Two Trees of Heaven. After the latter, Ungoliant fought with the Dark Lord for power and they have not worked together since. Legend tells that she dwells somewhere in the world, in a dark, terrible, underground fortress, served by Drow, demons and a host of poisonous spiders. Ungoliant exists only to consume, and it is said that she is able to drain life and power from those who oppose her.

15

Page 17: Divine Inspiration v 2.16 Mar_11

Her priesthood follow the creed that “Greed is Good” and spend their lives accumulating wealth and power, (much of which they must sacrifice to their mistress), using any means at their disposal, and care for nothing beyond themselves and their order. Ungoliant is particularly revered by Drow, Ogres, Trolls and related races as they strongly identify with her rapacious nature, and membership of this temple is fraught with peril as it is almost essential for her servants to attack each other to gain advancement within the order. As a result, her priests are relatively few in number, distrust each other, and often operate alone, although there are several large temples in “uncivilised” areas. These priests are only found in civilised lands if they are working in secret to obtain even more wealth and power.Although this priesthood is hated by all non-evil orders, it is especially detested by the servants of Yavanna and Vaire, and even the evil sects dislike her clerics. In return, this sect dislikes ALL others. Spheres of Influence:

Greed, Hunger, Spiders

Priests’ Alignment: Chaotic EvilWorshippers EvilSymbol: Black spider on orange (or reverse)Restrictions: Must sacrifice 1 living humanoid creature each week and 100 gold per level and one enchanted item each

month.May not use miracles or abilities to help others.Must oppose all other priesthoods.May not harm spiders.May not allow those of other faiths to buy or use scrolls of Ungoliant-specific miracles.May not use good miracles.

Benefits: Immune to poison, level drain and Web effects.May talk to spiders (as per the Druid speak with animals ability) once per day per level.May automatically gain a full level of experience by ritually sacrificing a priest of Ungoliant of higher level than self.

Additional Miracles for Priests of UngoliantLevel 1: Vampiric Healing

As Priest of Kukulkas miracle. C

Level 2: Web As Wizard spell RaLevel 3: Energy Drain This miracle is identical to the Wizard spell Slow, and has the added effect of increasing the

caster’s strength by 1 point (+1 damage) for 5 minutes. Multiple uses within this period will not grant additional strength bonuses. This miracle does not affect undead. Caster must call “Energy Drain! Slow, level X, 5 minutes” where ‘X’ = the caster’s level..

T

Level 4: Life Drain This miracle allows the priest to drain 2 life hits per caster level (maximum of 12) from the first creature he touches within the next minute. Drained life is added to the caster’s hits, although he may not exceed his initial maximum, (excess drained hits are merely consumed). The caster should call “Life Drain, X hits”, where “X” = 2 x his level, or 12, whichever is less, when he touches his target. This miracle does not affect undead.

T

Level 5: Ability Drain Ability Drain allows the caster to drain one innate or learned ability, (NOT a spell or miracle or the ability to cast spells or miracles,) from the victim and use it himself. The victim is unable to use this ability until the caster next prays for miracles. The caster must know in advance which ability he will drain and must call “Ability Drain X,” where “X” = the name of the drained ability. This miracle does not affect undead. Effects last until the caster next prays for miracles.

T

Level 6: Absorb As Wizard spell CLevel 7: Power Drain This miracle drains ALL the miracles and spells of level 3 and below from the creature touched

and replenishes ALL the caster’s used miracles of level 3 and below. The effect lasts until the caster uses the replenished miracles or prays for new ones the following day. (The victim must regain lost spells / miracles in the normal way). This miracle does not affect undead. Caster must call “Power Drain, lose all spells (miracles) below level 4”.

T

Level 8: Cloud of Invulnerability

This miracle creates a thick, black cloud, centred on the caster, which combines the effects of the Darkness miracle and the Wizard spell Minor Spell Shield. However the caster is able to see through this cloud normally. This miracle cannot be used in conjunction with any other effect that provides resistance to, or protects the caster from, spells, miracles or physical attacks. The cloud moves with the caster and lasts 5 minutes.

C

Level 9: Power Steal This duplicates the effects of the Power Drain miracle, but affects spells and miracles of level 6 and below. Call is, “Power Steal, lose all spells (miracles) below level 7”.

T

Vaire the Weaver – (Goddess of Fate and Destiny)Vaire dwells in the Halls of Mandos with her spouse and the souls of the dead, and has rarely been known to leave as she spends her time ceaselessly weaving the threads of Fate of all living things into a vast tapestry, aided by her handmaidens. All things that have happened in the world since the arrival of the gods are contained within this magical woven fabric, and Vaire knows them all. It is said that she also knows everything that WILL happen until the end of the world, but that she never speaks of the future as she is forever

16

Page 18: Divine Inspiration v 2.16 Mar_11

weaving the endless “now”. As a result of her labours, Vaire has never taken part in the great deeds of the gods. What is known is that she bears a great hatred for Ungoliant (The Queen of Spiders), as the latter mastered and corrupted the races of spiders, the only creatures that Vaire ever really cared for. Vaire’s priests, (who may be of any sex or race,) are rarely adventurers as they are obsessed with the discovery of information and the recording of events, and spend their time setting up and running information networks so that they might learn of and record all that happens in the world. Because of this, they may often be found trading in information and news or working as scribes, and occasionally work closely with priests of Irmo. However, unlike Irmo’s priests, this sect gathers information just so that it may be recorded, although they are quite happy to share information if asked. Those few of her priesthood that do become adventurers are obsessive diarists who record EVERYTHING that they experience, handing in their diaries whenever they come across one of their own temples. (Higher-level priests send telepathic reports back to their temples each day). This obsession can be quite unhealthy as they are often torn between a desire to defend themselves and the need to record what is happening to them (no matter how dangerous this might be). However, the one circumstance that is guaranteed to have them reaching for their sword rather than their quill is an encounter with spiders, related creatures or the servants of Ungoliant – all of whom they see as abominations.This sect has excellent relationships with the priesthoods of Mandos and Irmo, good relations with all other non-evil temples, and tends to disregard (and be disregarded by) evil clerics, with the obvious exception of Ungoliant’s sect. Spheres of Influence:

Fate, Destiny, Time

Priests’ Alignment: LN, N, NGWorshippers Any non-evilSymbol: Silver Web.Restrictions: Must record everything that they see, hear and experience in a diary each day.

Must fight spiders, related creatures and priests of Ungoliant.Once they are able to cast the Telepathy miracle, they must use this to file a report each day.May not knowingly lie, or spread information they believe to be false.May not multiclass.May not allow those of other faiths to buy or use scrolls of Vaire-specific miracles

Benefits: Eidetic memory – cannot forget anything they have seen, heard or experienced.Immune to the effects of Web spells / spiders’ web attacks and ageing effects

Additional Miracles for Priests of VaireLevel 1: Identify As Wizard spell CLevel 2: Web As Wizard spell RaLevel 3: Speak with Dead

As Priest of Mandos miracle. C

Level 4: True Sight As Priest of Mandos miracle. CLevel 5: Telepathy As Wizard spell CLevel 6: Mass Web This miracle duplicates the effects of the Web spell but affects all creatures in front of the caster

& within 20’. (Caster spreads his arms wide – affected area is same width as this spread). Caster must call “Mass Web, stand still, 1 minute”

Ra

Level 7: Detect All This miracle allows the caster to simultaneously Detect Enchantments, Poison, Disease, Undead, Lies and Traps within 20’, and grants True Sight for 5 minutes. In addition, the caster can Identify 1 item per level during this period. Caster must call “Detect All, Time Freeze.” Ref will then inform the character of everything that he can detect.

Ra

Level 8: Temporal Sanctuary

Temporal Sanctuary instantly transports the caster and 1 creature he is touching per 2 levels to an inter-dimensional haven. The caster and his associates may remain in this sanctuary for up to 1 week and may rest, regain spells and miracles, heal up and perform any other normal actions. However, the characters are outside the flow of time and although time seems to pass normally for those within the sanctuary, no time passes outside it. Therefore when the miracle ends, those affected return to EXACTLY the same positions that they left and no time will have passed in the “real” world. The caster can end this miracle at any time, but it will expire on its own after one week has passed within the sanctuary. Caster must call “Temporal Sanctuary, Time Freeze”. The caster AND ALL THOSE WHO ACCOMPANY HIM will lose 1 full level of experience (due to memory loss caused by temporal distortions) if they enter a Temporal Sanctuary more than once each actual (not subjective) day

C, T

Level 9: Alter Reality This incredibly powerful miracle allows the caster to effectively rewind time and undo all the events that have happened to the caster, his allies and encountered creatures since the start of the last combat encounter or 5 minutes ago (whichever is less). Caster must call “Alter Reality, Time Freeze” and inform the ref. All spells, miracles, abilities, items and hits that had been lost, gained, destroyed or used are restored and creatures are moved back to the positions they occupied previously. However, once moved back in time, their memory of the “undone” events remains until it is “over-written” by the new events, although the caster retains both sets of memories. The effects occur instantaneously. The immense power required to cast this miracle drains the caster of 1 full level of experience AFTER the undone events have been over-written. Note: attempting to use this miracle more than once in a single week will result in the immediate

Special

17

Page 19: Divine Inspiration v 2.16 Mar_11

death of the caster through ageing (he will therefore be unraiseable by any means).

Vana the Ever-Young – (Goddess of Youth and Fertility)Vana is the younger sister of Yavanna and spouse of Herne, and lives with him in the forests of Heaven. Flowers spring into bloom wherever she walks, and birds flock to sing to her. Vana is another deity who has taken no part in the wars of heaven, but has remained in her meadows and glades, saddened by events, but delighting in the growth and vigour of lifeHer priesthood has a strong presence in agricultural areas where they help farmers to provide for the community and provide strength and support to the populace, but may be found everywhere as they also operate as midwives. Her priests may be of any “civilised” race but must be female. They are never adventurers. This sect has excellent relations with all non-evil sects and is tolerated by the remainder. Spheres of Influence:

Youth, Fertility, Birds

Priests’ Alignment: Neutral Good Worshippers Farmers, anySymbol: Golden Sheaf of WheatRestrictions: May not wear armour

Must protect birds.May not fight except in self-defence or to protect the aboveMay not associate with those who harm birds.May not use any spell, miracle, item or ability that causes harm.May not use Evil miracles.May not allow those of other faiths to buy or use scrolls of Vana-specific miracles.

Benefits: May speak with birds (as Druid Speak with Animals ability) at will.Cannot be attacked by birds of any kind.Immune to ageing and weakness effects

Additional Miracles for Priests of VanaLevel 1: Vitality As Druid miracle TLevel 2: Dexterity As Wizard spell TLevel 3: Strength As Wizard spell, but may not use reverse TLevel 4: Toughness As Priest of Tulkas miracle. TLevel 5: Restore Youth

This miracle allows the caster to remove the effects of magical ageing from the creature touched. Effects are permanent.

T

Level 6: Life Shield The Life Shield miracle automatically protects the creature touched from the next fatal effect encountered (including death poison, disease, Slay Living etc). It is permanent until activated.

T

Level 7: Growth This miracle causes one living target within 20’ to grow to twice its normal size. Its current and maximum hits are increased by 2 for each of its levels, (or to 25, whichever is the greater) and it causes +1 damage due to increased size. This miracle WILL allow recipients to exceed class maximum damage levels. However, the target’s clothing and armour (if worn) no longer fit. Lasts 5 mins

Ra

Level 8: Mass Vitality As the Vitality miracle, but the caster can affect 1 creature per level within 20’. RaLevel 9: Regeneration The creature touched has the regenerative powers of a Troll for 5 minutes. They will re-grow

lost / withered limbs and regenerate all damage taken (except that from fire or acid, which must be cured normally) at the rate of 1 hit every 6 seconds. In addition, they are immune to poison and disease during this period.

T

Varda Tintalle (Known as Elbereth by Elves) – Lady of the Stars (Goddess of Light) Varda is the most beautiful of the gods and is the patron deity of the Elves, as she created the stars to light the darkness of the world for them when they first walked the earth. It is said that her radiant beauty is such that it blinds or enchants those who gaze upon her However, she is worshipped by any who oppose the darkness as she has a fierce hatred for the Lord of Darkness (who is said to covet her for his own) and his servants, particularly Orcs (who were created from corrupted Elves), Drow and Undead. She is not revered by Dwarves as her services are held on moonless nights in wooded glades – these are few & far between underground!Her priests may be of either gender and are a militant order that opposes evil wherever they can find it and includes the paladin brotherhood, The Order of the Star. Her priests may often be found hunting down and destroying nests of undead or waging war on Orc tribes. They have excellent relations with ALL the other good-aligned orders, but particularly with priests of Manwe Sulimo, Lord of The Skies (her spouse) and Mandos, Lord of Dooms & Judgements, mainly due to their shared hatred of undead. Spheres of Influence:

Stars, Light, Elves, Good

Priests’ Alignment: Lawful GoodWorshippers Good alignments, ElvesSymbol: Many-rayed gold or silver star on blue or black background

18

Page 20: Divine Inspiration v 2.16 Mar_11

Restrictions: May not associate with evil or those dealing with darkness.May not use any item that creates or uses darkness.Must fight Drow, Orcs & Orc cross-breeds (as all are corrupted Elves) Priests of Varda loathe undead (as they inhabit & despoil the twilight) and must attack and destroy any undead they meet, although they ARE allowed to retreat from undead that they cannot harm or if overmatched.May not allow those of other faiths to buy or use scrolls of Varda-specific miraclesMay not multiclass.May not use Evil miracles

Benefits: Cause +1 damage against Drow, Orcs and Orc crossbreeds.Immune to blindness & benefit from Darkvision (as the second level wizard spell) – constant effect.

Additional Miracles for Priests of VardaLevel 1: Charm As Wizard spell. TLevel 2: Blinding Beam

Caster causes blindness in 1 target creature of his level or lower within 20’ for 10 seconds. Call is “Blinding Beam, level X, Blindness 10 seconds” where “X” = his level. Note: this miracle affects the visual capability of ANY creature.

Ra

Level 3: Starlight The caster glows with a pale luminescence that causes undead of the caster’s level or lower within 20’ to be Slowed (as per the Wizard spell). Lasts 5 minutes and may only be used in darkness. Caster must call “Starlight, Slow Undead, level X, 1 minute” where “X” = his level.

C

Level 4: Starburst The caster creates a sudden, blinding flash of light that affects all creatures in front of him within 20’, causing temporary blindness (for 10 seconds) to those of the caster’s level or lower. In addition, it turns all undead of level 4 or lower within the affected area. (Caster spreads his arms wide – affected area is same width as this spread). This miracle only functions in darkness. Caster must call “Starburst! Time Freeze! Blindness level X, 10 seconds, Turn Undead level 4. Time In!” where ‘X’ = the caster’s level.

C

Level 5: Reflection This miracle reflects the next DIRECTED attack that has a light-based component back at its originator, leaving the priest unharmed. This includes such effects as Gaze attacks, Energy Bolts, etc. This protection lasts 5 minutes. Note: Effects such as Energy Blast (that cover an area, but are directed,) will still affect others in the area normally. This miracle may not be used in conjunction with any other spell, miracle or effect that protects the caster from physical damage. After calling “Reflection”, caster must repeat any directed attack call back at its caster. E.g. If a wizard casts “Firebolt, 6 hits” against a priest protected by this miracle, the priest immediately calls “Firebolt, 6 hits” against the caster. Note: anyone between the caster and the priest in circumstances like this would be affected TWICE by the reflected attack – once before, and once after it was reflected.

C

Level 6: Wall of Light This functions as the Wizard spell Wall of Fire, except as noted below. The intensely focused light causes those passing through the Wall to take 6 hits of damage and be Blinded for 10 seconds. Undead take 12 hits of damage.

Ra

Level 7: Sword of Light

This functions exactly as the Wizard spell Sword of Power, except as noted here. It has the added effect that targets of the caster’s level or lower struck by the Sword are temporarily blinded for 10 seconds. Caster must call the blindness effect. After calling “Sword of Light,” caster must call “Holy Quad, Blindness level X, 10 seconds,” where ‘X’ = his level.

C

Level 8: Armour of Light

The caster glows with a blinding light that dispels all darkness effects within a 20’ radius. In addition, the caster gains 8 hits of Holy armour and cannot be directly targeted by ANY ranged effect, (including missile weapons, Magic Missile, Charm, Gaze attacks, Energy Bolts etc) although the caster IS still affected by those effects that cover the space he occupies, such as Energy Blast, Ice Storm etc. Any undead creature that strikes the caster with a touch attack is automatically turned, (although the caster still suffers the effect of the blow, if any). The armour lasts for 5 minutes. Caster must call “Armour of Light, Dispel Darkness” and must call “Turn Undead, level X,” where ‘X’ = his level if struck by an undead creature.

C

Level 9: Sunburst As Druid miracle of the same name. C

Wayland the Smith - (Known as Aule by Elves and Mahal by Dwarves) (God of Fire and Earth)Wayland, (also called Aule by the Elves and Mahal by the Dwarves) is the husband of Yavanna, the Giver of Fruits, and is master of all things that come from the fabric of the world. It is said that he created the mountains of the land, the jewels and gems of the earth and that he forged all the arms and armour for the heavenly host. It is also said that it was he who created the Dwarves and taught them their love of mining and smithing, hence his position as their patron deity. He has long been hated by the Dark Lord, as they share equal mastery over the sphere of fire and because Wayland was ever the one to rebuild what the Dark One destroyed. In addition, it was Wayland who forged the unbreakable chain Angainor that bound the Lord of Darkness for an Age. He is known to be very protective of the Dwarven race and hates those who do them harm, (especially giants), and those who are evil - any of his “children” who have turned away from goodness can expect no mercy.

19

Page 21: Divine Inspiration v 2.16 Mar_11

Priests of Wayland are rarely Elves or adventurers but are often found assisting or running mining or smithing operations. However, some of this order, (particularly Dwarves) may be found in adventuring parties, using their skills to help others to fight evil. Wayland’s priests have good relations with all the other non-evil sects, (especially those of Yavanna – although this is NOT reciprocated), except the priests of Orome who dislike their destruction of woodland to feed their furnaces & shore up their tunnels

Spheres of Influence:

Fire, Earth, Dwarves

Priests’ Alignment: Good onlyWorshippers Miners, Smiths, Armourers, DwarvesSymbol: Gold hammer on blackRestrictions: Must fight servants of the Dark Lord, evil Dwarves, evil humanoids (orcs, goblins etc), evil giants, trolls & all

crossbreeds & sub-races and may NEVER retreat from them if able to harm themMay not fight non-evil Dwarves, (or allow others to do so,) except in self-defence.Must help good-aligned DwarvesMay not use any spells, miracles or items associated with cold, water, air or lightning.May use only the following enchanted items: Weapons/armour/helms/shields (as long as they do not breach the previous restriction – e.g. a +1 Hammer of Shock would be forbidden), scrolls of miracles available to Wayland clerics, curing items and items that have earth- or fire-related effects.(E.g. Ring of Disease Immunity would be forbidden)May only use axes & hammers in combatMay multiclass to Warrior only. These militant Warrior / Priests are known as “Wayland’s Hammers”.May not allow those of other faiths to buy or use scrolls of Wayland-specific miracles

Benefits: Can make temporary repairs to one suit of armour per level once per day (as per the Warrior ability).Must wear metal armour & headgear but may wear any type.

Additional Miracles for Priests of WaylandLevel 1: Mend As Wizard spell T, RLevel 2: Shatter As Wizard spell Ra, RLevel 3: Heat Metal As Druid miracle but may not use the reverse RaLevel 4: Elemental Shield (Fire / Earth only)

As Druid miracle, but caster is only protected against fire or earth attacks. Call is “Fire (Earth) Elemental Shield”

C

Level 5: Wall of Energy

As Wizard spell but may use only Fire and Earth variants Ra

Level 6: Wayland’s / Aule’s / Mahal’s Hammer

Caster creates one enchanted throwing hammer per 2 levels. Caster points at a target within 20' & hammer flies to hit. Each hammer automatically causes holy double plus an Ignite effect (as per the Special Attack) & is destroyed on impact. After an initial call of “Wayland’s Hammer”, a further call of “Holy Double, Ignite, Recurring Single, 1 minute” should be made for each hammer used. All hammers must be used within 1 minute.

Ra

Level 7: Stoneskin As Druid miracle CLevel 8: Mass Mend Caster can repair all damaged, shattered, or broken items (shields, weapons, suits of armour,

helms etc) within 20'. Caster should call “Mass Repair, All items, 20’ radius”.Ra, R

Level 9: Eruption A mini volcanic eruption affects all creatures in front of the caster & within 20’. (Caster spreads his arms wide – affected area is same width as this spread).. Gouts of fire & rocks are blasted up out of the ground causing 12 hits of damage to all those in the area. In addition, the force of the eruption is such that affected creatures also suffer a knockdown and blasts of superheated steam cause all non-enchanted metal items to be affected as if by a Heat Metal miracle. Caster must call “Eruption! Time Freeze! 12 hits, Knockdown. Heat Metal 6 hits! Time In!”.

Ra

Yavanna Kementari (Also known as Gaia and Mother Nature) - Queen of the Earth, (Goddess of Nature)Yavanna is the spouse of Wayland and dwells with him in his mighty forge, although she spends most of her time wandering the fields and forests, tending to the natural world. Yavanna is the Earth Mother – she created all the growing things of the world and most of the animals, birds and fish, and worked closely with Manwe, Ulmo, Vana and Nessa in her labours. She also created the Two Trees of Heaven that were destroyed by the Dark Lord and Ungoliant - (the last fruit of each tree was used by Varda to create the sun and moon). For this (and other reasons) Yavanna hates the Dark Lord, Ungoliant and all their works. She is known to care more about the plants, (olvar,) and animals, (kelvar,) of the world than the humanoid races, and hates all those who harm her “children”.Yavanna is worshipped both by Druids, (who call her The Great Mother or Mother Nature,) and Priests. The former tend to live in isolated groves and dedicate their lives to protecting the natural world, (especially forests) from ANYONE who might harm them. The latter have temples across the lands and attempt to guide the “civilised” races in living and working in harmony with Nature and to punish those who wantonly destroy, damage or selfishly exploit nature’s resources. They are therefore just as likely to be found helping farmers to get the best yields from their land as they are to be hunting down and punishing trappers, orcs, dwarf miners and others who abuse the bounty of nature by taking without thought. (It is worth noting that this priesthood is prepared to tolerate modest or moderate, renewable exploitation, but abhors short-sighted, greedy and selfish abuse. For example: Lumber companies who plant new trees and

20

Page 22: Divine Inspiration v 2.16 Mar_11

those who hunt for food but don’t take cubs will escape with lectures and disapproval; others will face the sect’s wrath). The more militant Priests and Druids of Yavanna often become adventurers so that they can find and destroy unnatural and harmful creatures and those who abuse nature. They dislike orcs and dwarves on principle, (as both races have a history of deforestation and treating forests as convenient sources of firewood and tunnel supports), but respect and approve of the Elven attitude to the natural world. As a result, although Yavanna’s Priests and Druids may be of any gender, they are NEVER dwarves.Because of their nature-centric view of the world, Yavanna’s Druids have excellent relations with the priests of Nessa, neutral relations with most other sects, (although they dislike Wayland’s priests, despite their goddess’s relationship with Wayland,) and hate the temples of the Dark Lord and Ungoliant. Her Priests have good relations with the sects of Vana, Nessa, Manwe, Orome and Ulmo, and neutral relations with the rest, except for those of Ungoliant and the Dark Lord (hatred). Most sects regard Yavanna’s servants as well-meaning but misguided in their focus and have good or neutral attitudes towards them, although the Evil temples dislike or hate them.Note: Some Druids do not recognise Yavanna as “Mother Nature” but worship an undefined force or natural spirit, and simply serve nature as they see fit. As a result, they are not subject to the benefits and restrictions listed below, but use those listed in the description of the Druid character class. It is worth noting that despite their non-belief, Yavanna respects their service to her “children” and grants their miracles anyway! Spheres of Influence:

Growth, Nature

Priests’ Alignment: Any NeutralWorshippers Those working with plants or animalsSymbol: Two trees – one silver, one gold – on greenRestrictions: Druids:

Must protect animals and forests May not harm animals except in self-defence, and may not allow others to do so.May not harm forests or woodland except in self-defence, and may not allow others to do so. Dislike dwarves, orcs and priests of WaylandMust fight servants of Ungoliant and the Dark LordMust punish those who harm animals or forests, except in self defence.May multiclass to Warrior only (Forest Guardians)Priests:May not wear metal armour, metal helm or coif, (studded leather & shield max)May not harm animals except in self-defence.May not harm forests or woodland except in self-defenceMust encourage and teach others to live and work in harmony with NatureMust punish those who abuse Nature’s giftsDislike dwarves and orcs.Must fight servants of Ungoliant and the Dark LordMay not allow those of other faiths to buy or use scrolls of Yavanna-specific miracles

Benefits: Both cause +1 damage against servants of Ungoliant and the Dark LordDruids use standard Druid miracles and have no deity-specific miracles.

Additional Miracles for Priests of YavannaLevel 1: Speak with Animals

This miracle duplicates the effects of the Druid ability to speak with normal animals. It lasts 5 minutes.

C

Level 2: Special May select one druid miracle of this level & permanently add it to his miracle list at this level. Once selected, this cannot be changed*.

Level 3: Special As above*Level 4: Special As above*Level 5: Special As above*Level 6: Special As above*Level 7: Special As above*Level 8: Special As above*Level 9: Special As above**Note: the priest must select all the Druid miracles for his miracle list at level one, and may select ANY miracles from the Druid lists.

21

Page 23: Divine Inspiration v 2.16 Mar_11

APPENDIX 1: Deity-Specific Miracles SummaryDeity Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9

Anvar Trip Invisibility Change Self Pickpocket Dimension Door

Shadow Form Mass Invisibility Project Image Plane Shift

Este Special Special Special Special Special Special Special Special SpecialHerne / Orome

Track Holy Arrows Camouflage Elemental Arrow Herne's / Orome’s Horn

Elf Shot Missile Shield Arrow Trigger Multi-Arrow

Irmo Special Spell Use Special Special Special Special Special Special SpecialKukulkas Vampiric

HealingInvisibility Assassinate Raise Minor

UndeadVoice of Power Missile of

SlayingRaise Major Undead

Sword of Poison

Lich

Mandos Oath Iron Will Speak with Dead

True Sight Sword of Law Doppelganger Armour of Law Damage Mirror Angel of Death

Manwe Sulimo

Shatter Shock See Invisible Elemental Shield Voice of Power Embody Lesser Elemental

Energy Blast: Lightning

Tempest Armour

Maelstrom

Nessa Detect Traps Dispel Traps Camouflage Wall of Thorns Dance Embody Ent Song of Silence Mass Camouflage

Animate Plants

Nienna Mark of Vengeance

Empathy Calm Cold Rage Emotional Control

Attack Mirror Damage Mirror Doppelganger Spell Mirror

Sauron Charm Invisibility Change Self Special Confusion Werewolf Special Mass Invisibility

Project Image

The Dark Lord

Shatter Darkness Energy Bolt (Fire)

Entropy Field Voice of Power Disintegrate Possession Armour of Darkness

Sword of Destruction

Tulkas Mend Strength Toughness Intoxicate Sword of Power Battle Frenzy Armour of Might Holy Warrior ChainUlmo Shatter Fog Cloud Chill Metal Elemental Shield Cone of Cold Desiccate Tidal Wave Sword of Ice Mass ShatterUngoliant Vampiric

Healing Web Strength Drain Life Drain Ability Drain Absorb Power Drain Cloud of

InvulnerabilityPower Steal

Vaire Identify Web Speak with Dead

True Sight Telepathy Mass Web Detect All Temporal Sanctuary

Alter Reality

Vana Vitality Dexterity Strength Toughness Restore Youth Life Shield Growth Mass Vitality RegenerationVarda / Elbereth

Charm Starlight Blinding Beam Starburst Reflection Wall of Light Sword of Light Armour of Light

Sunburst

Wayland / Aule / Mahal

Mend Shatter Heat Metal Elemental Shield Wall of Energy Wayland’s Hammer

Stoneskin Mass Mend Eruption

Yavanna / Speak with Special Special Special Special Special Special Special Special

document.doc

Page 24: Divine Inspiration v 2.16 Mar_11

Gaia Animals

1

1