Forgotten Realms - Powers and Pantheons (Therios Monopthalmos's Conflicted Copy 2012-05-03) (Therios Monopthalmos's Conflicted Copy 2012-05-04)

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    POWERS&dPANTH EONSBy Eric L .B o y d

    Contents

    The Dawn of Time 2AboutThis Product 3FormatofDeityEntries 4

    ExtendedCalculated THACOs Table 6ExtendedPriest Spell Progression Table ....6ExtendedWizardSpell Progression Table 6ExtendedBard Spell Progression Table . 6

    Faerunian Pantheon (Demipowers) 14FinderWyvernspur , 14Garagos 18Gargauth 22Gwaeron Windstrom 26

    Hoar 28Jergal 31Karsus 35Lurue 36

    Nobanion 41RedKnight 44Savras 47Sharess 51Shiallia 55Siamorphe 58Ulutiu 62Uthgar 66

    Valkur 72Velsharoon 76

    Chultan Pantheon 80Eshowdow 80Sseth 84Ubtao 88

    Mulhorandi&Untheric Pantheons 94Anhur 96Geb 99Gilgeam 102Hathor 106Horus-Re 109

    Isis 114Nephthys 117Osiris 120Sebek 124Set 126Thoth 129Tiamat 133

    Prominent Temples 138Cathedralof the EmeraldScales 138

    Cloisterof St. Ramedar 14The Flaming Brazier 14

    House of the Moon 15Citadelof Black Ash 16

    Appendix1: Aliases 17

    Appendix2:Locations 18

    Appendix3 :Spell Inde x 18

    Appendix4 :Monsters 18

    Divine Minion 18ElderEternalEvil(Dendar, Kezef, Ityak-Ortheel) 18

    Shade 19

    C r e d i t s

    Design:Eric L. BoydAdditionalDesign: Kate Grubb (FinderWyvernspur)and

    SkipWilliams (Shade)Editing:Julia Martin

    Project Coordinator:Thomas M . ReidCover A r t : Todd Lockwood

    New Priest Color Plates: Ned Dameron

    Interior Illustration:Earl Geier,Karl Waller, Matthew

    Cavotta,and K.C.Lancaster

    New Deity Symbols: K.C.LancasterColor Cartography:DennisKauth and Rob LazzarettiInteriorPageLayout Design: Dee Barnett

    InteriorPageLayoutA r t : Red Hughes

    Typesetting: Tracey L. IslerProduction:Terry Craig

    To Letitia for seeing me through, andtoJulia,Thomas, and Bruce for giving methe opportunity.

    Specialthanks for reviewing this manuscript toRobert H . Nichols.

    A D V A N C E D D U N G E O N S & D R A G O N S , AD&.D, A R C A N E A G E ,D U N G E O N MASTE

    F O R G O T T E N R E A L M S , M O N S T R O U S C O M P E N D I U M , P L A N E S C A P E , SPELLJAMME

    P L AY E R' S OP T ION, and theTS Rlogoareregistered trademarks ownedbyT SR, IEN CYCLO PED IA MAG ICA andMONSTROUS MANUAL are trademarks owned by TSR,In

    Al l TS R characters, character names, andthedistinctive likenessesthereofare tradmarks owned by TSR, Inc. 1997TSR, Inc. All Rights Reserved. Made in U.S.

    TSR, Inc. isasubsidiary of Wizards of the Coast, Inc.Distributedto thebook tradein theUnitedStatesbyRandom House, Inc.andCanada by Random House of Canada Ltd. Distributed tothehobby, toy,and comtradeintheUnitedStatesand Canada by regional distributors. Distributed worldwiby Wizards of the Coast , Inc. and regional distributors.Thisproduct isprotectedundthe copyright lawsofthe UnitedStatesofAmerica. Any reproduction or unauthrizeduse of the materialorartwork contained herein is prohibited without theexprwritten permission of TSR, Inc.

    9563XXX1501

    U.S. , C A N A D A , A S I A ,

    P A C I F I C & L A T I N A M E R I C A N

    Wizards of the Coast, Inc.

    P.O. Box 707

    Renton, WA 98057-0707

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    E U R O P E A N H E A D Q U A R T E R S

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    THE DAWN OF TIME

    e s a i

    I

    Thefollowing prefaceisexcerpted from the (somewhatrambling) introduction to themultivolumeEncyclopoedia Deifica:Tales ofDivinities, Both Living and Dead, Extracted ThroughStudious Cross-Faith C ompa riso n and Revealed By the Hand of Ogh ma by JenelleEinhorn, Acolyte of Learned Father Hasicor Danah of the Leaves of Learning Temple and

    Library (1370 DR edition):

    The origins of the deities of Faerfln are lost in the mists of passing time. Of the Earliest days ofToril , we know onlyand the fervent controversy that surrounds much of what follows must beacknowledged, for many folk have very different views of what befell in the Dawn Daysthat atsome point intelligent life on Toril came to be dominated by five creator races.

    Supreme among these were the dragons, who soon came to dominate the surface world. First torise to dominance, butalso first to fail, was a dmosauroidrace that survives today only as the di

    vergent specieso f lizard men,nagas, and other reptilian creatures. This race'sgrowth was mirroredin the seaso fToril by an aquatic shapeshifting race that became amphibious and supplanted thedinosauroids. This amphibious race was the builder of proud cities on land only to degenerateand fall back into barbarism much later under pressure from sahuagin, merfolk, and tritons. Thisrace survives today only as the nonshapeshifting marine peoples of the locathah and the tako, andthe land-dwelling, shapeshifting dopplegangers and greater dopplegangers. The fourth of the creator races was a sylvan people whose descendants are the sprites, korred, and many other smallwoodland folk of today. The humans were the last and most primitive of the creator races, but they have always been the most adaptable and ingenious, sotheir rise, when at last it came, was astonishing in both speed and plan-etwtde efficiency.

    The most advanced of the creator races all mastered magic enough tobegin mterplanar travel and tocreategates l inkingwhat has come ro becalledRealmspace with othe r crystal spheresbut so did the inha bitants of other spheres, and waves of migration into Tor i l began.Dwarves, treanrs, elves, and lllithids (in that order) appeared in Faerun,

    as the might of the dragons rose to the point where their power strugglesbegan to wane, and they divided most of the surface world into recognizedterritories.

    Halflings, gnomes, and merfolk then appeared, and the mountain-dwelling humans (spurred on by contact with dwarves) began to makestrides towards civilization (forming clans, usingfire, forging weapons).Gi antk i n , titans, and tritons were then seen in Faerun for the first ~time. It is also thought that the sham and phaerimm appeared in the Realms at about this time,though most other creatures did not know of their presence. The giants, in particular, createdrealms and fought the ruling dragons.

    Much later, goblinkin (ores, hobgoblins, and their lesser kin such as kobolds and goblins) entered Faerun, as did human peoples from other spheres, moving to settle in what we now know as

    Kara-Tur, Maztica, and Zakhara.

    A few centuries later, the floodgates of transpheric migrationopened, and Faerun saw its first beholders, lesser dragon races, leu-crotta, centaurs, satyrs, weuues, and the like, while the giant realmsbecame empires and the power of the dragons began to visibly wane.

    Pegasi and humanlike wingedraces entered the Realms in numbers,and then several human migrations brought mature societies and religious faiths to the Realms: an influx froma land of desert governed by theseasonal pulse of a mightyriver; then an influx from two neighboringindsone a land of glory and empire, the other a patchwork of city-

    statesandbold philosophieswhose pantheons reflected, butdi dnot precisely duplicateeach other; followed by folk from a more rugged land

    tied to nature, the sea, and the warriorhistory of its dozen-king greatergod.A t about thispoint, whatwouldbecomeNetheril began to rise,spurredby humans who learned magic from the elves, only to swiftlyoutstrip theirteachers in magical experimentation and innovation.

    Soon the fledgling re alm of Ne the ril mastered or defeateddragons for the first time.

    lllwisait

    T H E D A W N O P T I M E

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    The Godsof theNetherese were thefirst organized pantheon ofdeities toachieve widespread importance inFaerun. {Thedeities oftheso-called "Ol d Empires" followed soon after.) In Net her il, thecitizenrycameto bedominated byafew extremely powerfulwizardsgod-kingswho worshiped no thi ng but their own power.These religiouso fthesearchwizards was thePursuitofA l l , the achievement of all-encompassingpersonal magical power and immortality. Lichdom wasone experimentalpath to this, and achieving astate like unto thecreatures known aswatchghosts was another. Many archwizards lookedto thesharnasbeinga superior, further-evol ved magical race, and some present-day sharn maybe formerNetheresehumans who took or attain ed sharn form rather thanperish in despair orembrace unlife.

    However, i n Netherilatiny, ambitious middleclass venerated Amau-nator, the sun godofrulership, civilization, and progress. Thelowerclassworshiped the Earthmother Jannath (Chauntea), who hadafar wilderaspect thanherpresent-day face would belie; Garagos (also known asTar-gus), the god of war and victory over beastsespecially dragons; Mystryl,worshipedbywould-bemages rather than those in power;Moander, godofrot and corr upti on;Selune,thegentle, loving goddesso fprophecy, renewaand purification; Shar, the alluringgoddessof mystery, e v i l , forgetfulness, strife,tyranny, darkness, and monsters;Talos, the lord of storms, p estilence, an dd e s t r u c t i o n ;andTyche, the fickle luckgoddess

    who oversaw luck, fort une,fate, andbeginnings. I tcan readilybeseen thatsome of the deitiesknown in ancientN ether i l survivedt o H-.contemporary time,albeit changed,andtha t others havedwindled or v a n ished altogether.

    At leastamillennia after Net her ilf e l l , another briefwaveofimmigrationbroughtyet more cul

    tures and religionstoToril from two landsofharsh cold andlongwinters that bred stoutand clever warriorsof asea-going andraiding tradition.

    One notable recentchange in thedivine rankswasthe cataclysm of 1358 DR,vari ously known as theTime ofTroubles, theFallof the Gods, theTimeofthe Avatars, the I nter vent ionof A o ,orthe Godswar. During this year of catastropheand odd magical aberration s several gods weredestroyed and new deities arosetoassume their powers.

    It canreadilybeseen that, down throughtheages, therelativepowerofdeities hasalways dependedon thenumbers and in fluence oftheir mortal worshipers in Faerun and that this is anever-changing, notastatic, thing.It isalso importanttoremember that inany discussionofdeities and priesthoods, much must remain mysterious and even seemingly imprecise. Inpart, this isdue todivine influence and desires andalsoto the pragmatic and creative clergyof Faerun, whoarealways devising and proclaiming new rituals, customs, titles, observances, and rulesfor themselves and for the lay worshipers they guide and serve. Somepriesthoods are notable fortheenergy and unceasing nature oftheir internal power struggles, which give rise toschisms, covert factions, andavarietyofritual s and behaviors. A n observer in Faerun must not besurprised toencoun ter beliefs, ceremonies, and religiouscourtesies thatareomitted, slighted,orseemingly contradicted in this volume.

    The godsofthe Abeir-Toril are real beings. They grant magic totheworshipers and growordiminish in personal power inrelation to tnumberofmortal worshippers theypossess.Priests in the serviceofa gadvance inrank on ly if they please their deityby remainingfaithfultheirpower's aims and rules and behavingastheir deity wishes. Most foin Faerun consider i twise toknown thereligious affiliati onsofpersothey must trust,dobusinesswith , oradventure withbut they take cawhen seeking to learn such things,sincei tis often an affront of the higest order to askabout reli gious beliefs openl y. Some folk have bee

    known to attack individuals inquiring (even obliquely andwith the greaest politeness) as totheir faith.The plethora ofdivine beings and the wide variety ofportfolios whi

    they represent orepitomizehasledtogeneral to lerance of the beliefs anworship ofothers in theRealms. Amongthegeneral populace, thisetends to all who do not break the law (but human sacrifice isgeneralconsidered murder, and theunauthorizeduse ofanother's goods asoffeings is theft and insomecasesalsowanton destruction). Individual

    howeverparticularly members of a priesthoodmaybnot atall tolerant of the beliefs of others. Itis consi

    ered impoliteto inquire too deeply into the dtails of worshipingagod one doesn ot serv

    orisnot likelyt ovenerate.

    out This

    roduc touiers & Pantheons is: o m p a n i o n pr oduct tFaiths & Avatars. In t

    FORGOTTEN REALMScampaign setting,thgods and goddessesth e Realms are referred to as poweand they aregroupei n t o col lec t ionsgods referred to

    pantheons. FaithsAvatars gave a gredealofgeneral infoma t ion on power

    detailed the greateinter mediate , an

    lesser powers of thFaerunian pantheon, an

    defined several new prieasses (manyofwhichca

    also be found i n PLAYEROPTION: Spells & Magi

    I n contr as t , Powers & Patheons focuseson theremainin

    h u m a n power s commonly woshiped inFaerun and details theChu

    tan, Mulhorandi, and what remains ofthUnther ic pantheons inf u l l , as well as th

    emipowers ofthe Faerunian pant heon .Ownershipof thePlayer's Handbook, the DUNGEO

    MASTER Guide, and the TomeofMagicarerequiredto usethis prouct. While this productcan beused without them, ownershipofFaithsAi'atars, PagesFrom theMages, Prayers From the Faithful, theMONSTROMANUAL tome, theassorted MONSTROUS COMPENDIUMAnnual voumes (thus far, three have been published), and thefour volumes ofthENCYCLOPEDIA MAGICA tome isstrongly encouraged and would supplment the information presented here. Without them, DMs will beforceto substitute their own information forsomeheavily referenced materiOther products f rom th e A D & D * game rules supplements, thFORGOTTEN REALMS campaign setting line, an dother ADVANCEDUNGEONS&DRAGONSgame worldsarementioned in this book butaof tertiary importance; information referenced from them issummarizein this volumeormaybeomitted completely without significantly inflencing the flavorofthe entries presented here.

    THE D A W N O F T I M E

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    To avoidexcessiveduplication between the two supplements, only anoverview of the format of eachdei ty entry is repeated in Powers & Pari'theons.For a general overview ofdivinepowers in the Realms, the readeris referred to Faiths & Avatars. For details on the new priest classes referred to in this supplement, such as the monk, crusader, mystic, andshaman, the reader is referred to Faiths & Avatars or PLAYER'S OPTION:Spells & Magic, which covers the crusader, monk, and shaman, but notthe mystic.

    Format of Deity Entr iesThe entries for the powers detailed inFaiths & Avatars follow a standardformat. Notes on that format are given here in a format mimicking thatused in the text:

    Name o f D ei ty( C o m m o n T i t l e a n d E p i t h e t s )

    Powe r Ranki ng of P lane Name, Al ign ment

    A l i g n m e n t abbreviat ions used throughouteach deity's entry are:

    LG=lawful good, NG=neutr al good, CG=chaotic good,LN=lawful neu

    tral, CN=chaotic neutral, N=true neutral, LE=lawfulevil,NE=neutral

    evil, CE=chaotic evil.

    PORTFOLIO: These are the topics, things, ideas, or emotions over which the deity has dominion,power, and control and about which the deityis concerned.

    ALIASES: Other names the power isknown by are givenhere. These may be "puppet gods" the deityhas wholly subsumed, regionalnames, oldernames, or simply alternate names.

    DOMAIN NAME: The layer of the plane the deity's dom ain isfound on is listed here, followed by the domain's name. If the plane the domain is on isundivided, the plane name is repeated. (Notethat some planes also have layers with thesame name as the plane they are part of.)

    SUPERIOR: If the deitytakes orders from another power,that power is listed here.

    ALLIES: Trad itional allies are given here.FOES: Traditionalfoes are given here. Powers the

    godrivals orcompetes with are notfoes.These are discussed in the text, not here.

    SYMBOL: A bri ef des crip tio n of the deity's symbo l isgiven here.

    WOR. ALIGN.: The alignme nts required of dedicated worshipers of the de ity are g iven here. Powersgenerally try to be as liberal as possible to attract as much worship as they can.

    This introd uctor y paragraphdescribes the way a power is generally depicted (or actually looks) if it is different from the deity's avatar form. Itdetails add itio nal titles and epithets the power is known by, commonworshipers of the power, and the qualities attributed to the deity, such asits general demeanor, bearing, and personality. Italsodiscusses any relations between the power and other powers not covered by the "Allies"and "Foes"entries above.

    D ei ty ' s Ava ta r

    (Character classes and levels)

    This paragraph describes the avatar's appearance and the schools orspheres of magic from which it may draw spells. W he n discussed in thisavatar section, a deity's avatar is spoken of as the deity, not as "the avatarofso-and-so," to economize on space. The avatar's statistics use this format andthese abbreviations:

    AC Armor Class; MV movement rate, Fl flying (maneuverabilityclassisassumed to always be A ) , Sw swi mm ing , Br burrowing; HP hit points;THACO To hitArmor Class 0; #AT number of attacks per roundDmg typ ica l damage done per attack (weap on, if one is used, Stre ngt hbonus notation, weapon specialization notation)

    M R magic resistance; SZ Sizenotat ion(size infeet)STR Strength score, DEX Dexterityscore, CON Constitut ionscore,INIntelligence score,Wis Wisdomscore, CH A Charisma scoreSpells P: number of priest spells per spell level includingWisdom spbonuses, W: number ofwizard spells per spell levelSaves(saving throws) P P D M poison, paralyz ation, or death magic savithrow; RS W rod , staff, or wand saving throw; PP petrifica tion or pomorph saving throw; BW breath weapon saving throw; Sp spell savithrow

    Special Att/Def: This entrydiscusses any special attacks ordefensthe avatar has, its magical items of note, and any particularly distincttactics it tends to use.

    O t h e r M ani fest at ions

    This section discussesother manifestations o f a powerasidefrom its avatThese manifestations are much more commonly encountered than the atual avatar of adeity.They often convey benefits to the faithfulor indicafavor, dire ctio n, danger, agreement, or disagreement by the deity.Somtimes they are merely used to comfort andassuretheir worshipers that thare aware of a situati on or appreciate theirfollowers'devotion.

    The Church

    In the headings in this section, the following abbreviations are used fcharacter classes: C=cleric, Cru=crusader, D=druid, SP=specialtyprieM o n = mon k, Mys = mystic , Sha=sham an, F=fi ghte r, Pa l=pa ladiR=ranger, W= all wizard classes, M=mage, Abj=abjurer, Con=conjureDiv=diviner, Enc=enchanter, IU=illusionist, Inv=invoker, Nec=necrmancer, Tra=transmuter, Spell=spellsinger, T=thief, B=bard. Note ththe spellsinger wizard character class is described inWizards and Roguof the Realms and the mystic, monk, and shaman classes are foundFaiths & Avatars.

    CLERGY: Th e diff ere ntcharacterclasses open to membeof the clergy are listed here. Always remembethat areligion can have lay members of theclergy who have no characterclass. They aretreated as lst-level fighters unless otherwisespecified.

    CLERGY'SALIGN.: Members of anyclasswho belong to the clergmust be one ofthese alignments (within theconstraints of the alignments to which the

    class is restricted). The allowed alignments ospecialty priests are specifically noted in thatsection.

    TURN UNDEAD: Abbreviations for allcharacterclassesof clergand whether they can turn undead

    CMND. UNDEAD: Abbreviations for allcharacterclassesof clergand whether they can command undead

    Bonus proficiencies or other game-re levant mate rial applicable to priestly members of the religion's clergy are presented in this introdutory paragraph.

    Following paragraphs in this overview of the church discuss the rgard of the public for the religion, typical details of temple or shrine costruction, names differ ent forms of the clergy call themselves by, distriution breakdowns of kinds of characterclassesw i t h in the clergy, churhierarchy, and title s of diff ere nt ranks of clergy. Further inf orm ati on

    the church is brokendown into subheadings:Dogma: Here are detailed the beliefs, tenets, doctrines and sayings

    the religion.

    Day-to-Day Activities: Typical activities of the church are dscribed here. This entrycoverswhat the churchdoes, as opposed to whthe religion believes. This entry alsodiscusseswhat believers and priesof the religion are expected to tith e or donate to the chur ch or sacrifto the deity.

    Important Ceremonies/Holy Day s: Importa ntceremonies anmajor holy days in the religion are discussed in this entry.

    Major Centers of Worship: This entry describes major centersthe deity's worship.These may be the largest temples of the god, thowith the most far-reaching influence in the religion, or those of histocal importance in the religion.

    4 - T H E D A W N O P " I ' IMF:

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    Affiliated Orders: Knightly and military orders affiliated w i t h the church are briefly discussed in this entry. They are named and thecharacter classes their members belong to arementioned.The functions and duties oftheseor ders and otherinformationpertaining to their relat ionship to the church are also touched onbriefly.

    Priestly Vestments: This entry describesthe ceremonial vestments of priests of the deityand any differences between the vestments ofdifferent kinds of priests who serve the deity.Differences in garb according to rank or in dif

    ferent regions are also discussed here. Typical coloration or constructionmaterials of symbols andholy symbols of the god are mentioned here ifthey are important.

    Adventuring Garb: This entry describes the typicalpriest's adventuringgarb. It also discusses any differences between the adventuring garb ofdifferentkinds of priests who serve thedeity.

    Specialty Priests (Class name, if applicable )

    The experience progression table for all priest types isfound inFaiths &

    Avatars.

    REQUIREMENTS: Minimum ability requirements for this type ofspecialty priest

    PRIMEREQ.: Abilitiesthat must have ascoreof 16 or abovefor the character t o receive a 10% experiencepoint bonus

    ALIGNMENT: Specialty priests must be thesamealignm ent astheirgod, unless specifically noteddifferentlyhere.

    WEAPONS: Types of weapons specia lty priests are allowedtouse

    ARMOR: Types of armor specialty priests are allow ed touse

    MAJORSPHERES: Spheresof priest spells towhich specialtypriests have majoraccess

    MINORSPHERES: Spheresof priest spells towhich specialtypriests have minoraccess

    MAGICALITEMS: The kinds of magical items specialty priests arallowed to use

    REQ.PROFS: Nonwe apon or weapon proficiencies specialtypriests must purchase withproficiency slots at1st level

    BONUSPROFS: Nonw eapon or weapon proficiencies specialtypriests receive without spending a proficiencyslot. Specialty priests may spend additionalslots as norma l to im prove their skill.

    If anyracesother than human are commonly allowed as specialty priebythe power, a bulletpointin this section notes this.

    This section contains a listof special powers granted to specialty prieofthis god. Clerics do no t receive these abilities unless that fact is spcially noted. (Usuallychangesto other priestclassesofadeity are noteearlier in the firsttext paragraph of the description of the church.)

    Spe ll- like abiliti es are ofte n expressed i n terms of the spells they are siilar to. When specialty priests receive such an abilityoften expressin terms such as "the priest is able to cast light (as the lst-level priespell)once aday"it is usable inadditionto thei r normal spell compments. Itshouldno t be read as a restrict ion o n the number of times ththe priest can cast the comparable spell per day or per tenday. Sucspell-likeabilities require no verbal, somatic, or ma terial components use, and function as innate abilities in combat (discussed in the Inna

    Abilitiessubsection of the Special Attacks section of the Combat chapter of the DUNGEONMASTERGuide). They have an initiativemodifiof +3, no matter what the casting time of the spell they resemble is.

    Spells

    Here are listed the religion-specific spells of a faith. Unless the DungeoMaster makes an exception or an exception is noted, onlypriests of the rligionwhere the spell is listed are allowed to castthese spells. Priests (cleics, specialty priests,druids, mystics, crusaders, o r shamans) of a parti culreligion can alwayscast thesereligion-s pecific spells, even if the spells dno t fall within their normally allowedsphereso faccess.Note that wheused as a material component, holy symbols are never consumed in thcasting of a spell.

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    Ex tende d Ca lcula te d THA CO sLevel

    Group 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

    Priest 20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10 10 10 8

    Rogue 20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 1

    Warrior 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2

    Wizard 20 20 20 19 19 19 18 18 18 17 17 17 16 16 16 15 15 15 14 1

    Group 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40

    Priest 8 6 6 6 4 4 4 2 2 2 0 0 0 -2 -2 -2 -4 -4 -4 -6

    Rogue 10 10 9 9 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1

    Warrior 0 - 1 -2 -3 -4 -5 -6 -7 -8 -9 -10 -10 -10 -10 -10 -10 -10 -10 -10 -10

    Wizard 14 13 13 13 12 12 12 11 11 11 10 10 10 9 9 9 8 8 8

    Ex te nd ed Priest Spell Progression Ex te nd ed Wi za rd Spell Progression Ex pa nd ed Bard Spell Progression

    Spell Levels Spell Levels Spell Levels

    Level

    i

    1

    1

    2 3 4 5 6* 7** Level

    i

    1

    i

    2 3 4 5 6 7 8 9 Level

    i

    1 2 3 4 5 6 7

    1

    21

    2l

    2i

    2l

    21

    3 2 1 3 2 1 3 2

    4 3 2 4 3 2

    4 2 1

    5 3 3 1

    5 4 2 1 5 3 16 3 3 2

    _ 6 4 2 2 6 3 2

    7 3 3 2 1

    7 4 3 2 1 7 3 2 1

    8 3 3 3 2

    8 4 3 3 2 8 3 3 1

    9 4 4 3 2 1

    9 4 3 3 2 1

    9 3 3 2

    10 4 4 3 3 2

    10 4 4 3 2 2

    10 3 3 2 1

    11 5 4 4 3 2 1

    11 4 4 4 3 3

    11 3 3 3 1

    12 6 5 5 3 2 2

    12 4 4 4 4 4 1

    12 3 3 3 2

    13 6 6 6 4 2 2

    13 5 5 5 4 4 2

    13 3 3 3 2 1

    14 6 6 6 5 3 2 1 14 5 5 5 4 4 2 1

    14 3 3 3 3 1

    15 6 6 6 6 4 2 1 15 5 5 5 5 5 2 1

    15 3 3 3 3 2

    16 7 7 7 6 4 3 1 16 5 5 5 5 5 3 2 1

    16 4 3 3 3 2 1

    17 7 7 7 7 5 3 2 17 5 5 5 5 5 3 3 2

    17 4 4 3 3 3 118 8 8 8 8 6 4 2 18 5 5 5 5 5 3 3 2 1 18 4 4 4 3 3 2

    19 9 9 8 8 6 4 2 19 5 5 5 5 5 3 3 3 1 19 4 4 4 4 3 2

    20 9 9 9 8 7 5 2 20 5 5 5 5 5 4 3 3 2 20 4 4 4 4 4 3

    21 9 9 9 9 8 6 2 21 5 5 5 5 5 4 4 4 2 21 5 4 4 4 4 3

    22 9 9 9 9 9 6 3 22 5 5 5 5 5 5 4 4 3 22 5 5 4 4 4 3

    23 9 9 9 9 9 7 3 23 5 5 5 5 5 5 5 5 3 23 5 5 5 4 4 4

    24 9 9 9 9 9 8 3 24 5 5 5 5 5 5 5 5 4 24 5 5 5 5 4 4

    25 9 9 9 9 9 8 4 25 5 5 5 5 5 5 5 5 4 25 5 5 5 5 4 4 1

    26 9 9 9 9 9 9 4 26 6 6 6 6 6 5 5 5 5 26 5 5 5 5 5 4 1

    27 9 9 9 9 9 9 5 27 6 6 6 6 6 6 6 5 5 27 5 5 5 5 5 5 1

    28 9 9 9 9 9 9 6 28 6 6 6 6 6 6 6 6 6 28 6 5 5 5 5 5 1

    29 9 9 9 9 9 9 7 29 7 7 7 7 7 6 6 6 6 29 6 6 5 5 5 5 1

    30 9 9 9 9 9 9 8 30 7 7 7 7 7 7 7 6 6 30 6 6 6 5 5 5 1

    31 10 10 9 9 9 9 8 31 7 7 7 7 7 7 7 7 7 31 6 6 6 5 5 5 2

    32 10 10 10 9 9 9 8 32 7 7 7 7 7 7 7 7 7 32 6 6 6 6 5 5 2

    33 10 10 10 10 9 9 9 33 7 7 7 7 7 7 7 7 7 33 6 6 6 6 6 5 234 11 11 10 10 9 9 9 34 8 8 8 8 8 7 7 7 7 34 6 6 6 6 6 6 2

    35 11 11 10 10 10 10 9 35 8 8 8 8 8 8 8 7 7 35 6 6 6 6 6 6 2

    36 11 11 11 11 10 10 10 36 8 8 8 8 8 8 8 8 8 36 7 6 6 6 6 6 2

    37 12 12 11 11 10 10 10 37 8 8 8 8 8 8 8 8 8 37 * 7 7 6 6 6 6 2

    38 12 12 11 11 11 11 10 38 8 8 8 8 8 8 8 8 8 38 . 7 7 6 6 6 6 3

    39 12 12 12 12 11 11 11 39 9 9 9 9 9 8 8 8 8 39 7 7 7 6 6 6 3

    40 13 13 13 12 12 11 11 40 9 9 9 9 9 9 9 8 8 40 7 7 7 7 6 6 3

    Usableonly bypriestswith 17orgreaterWisdom.Usableonly bypriestswith 18orgreaterWisdom.

    6 T H ED A W N O F T I M E

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    8 ^ I . b . D A W N O F T I M E ' ^ ^ ^ ^ ^ ^ ^ ^ ^ j ^ r ^

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    T H E D A W N O F T I M E>"9

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    Priest o f Sseth

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    % 10 T H E D A W N O F T I M E

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    T H E D A W N O F T J M E - V i

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    12 - - T H E D A W N O F T I M E

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    P r i e s t o f V a l k i i r

    Pr iest o fT ia rna t

    Priest o f Tcha zza r

    c T H E D A W N O F T I M E / I S '

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    "*y#11.1.1! "

    FAERUNIAN PANTHEON(DEMIPOWERS)

    he Faerunian-pantheon-is a fractious amalg amatio n of powersdrawn ffom-myriad'.cultjiies,: 1 1*111' ' races, and beliefs whose geographic and racial spheresof influence conti nue to expand. Much of this vibrancy andgrowth is attributa ble to its oft-ign ored demipowers. (Th e fi JIt\I t greater, intermediate, andlesserpowers of the Faerunian pa ntheon are detailed i nFaiths& Avatars.) In general, the current status of demipowers in theRealmsis far more fluid than

    the more powerfulmembers of the panthe on. A t any given time,eachdemipower'sstarisascendantor ii . |; descendant in theRealms. Most gods of this rank rise to the status of a lesserpower ordwindle into death within a few centuries of becom ing or being reduced to being a demipower . As a result, most demipowers are either soobscure that few mortals in theRealmshave evereven heard the ir name or so active that their followers exert a short-term impact on the unfoldinghistory of the Realms far out of proportion with the relativesizeof their faiths.

    While many demipowers of the Faerunian pantheon are primarily residents of the Prime Mate rial Plane, including Gargauth, GwaeronWindstrom,Karsus, Lurue, the Red Kni ght, Siamorphe, and Ulu-

    t iu , others make their homes in the Outer Planes alongside the more powerful, members of the pan- jf.; Jj l l l l i l |:' theon. As a group, however, the demipowers of Faerun cling much more to the Prime Mate ria l tha n higher-status powers and are far more likely to exh ibit characteristics and traits reminiscent of mortals than their more powerful associates.As a result, the demipowers of the Realmsare frequently depicted by bards insongsa nd tales as individuals rather tha n as the embodiments of thei r portfo lios. Wh il e greater, intermediate, and lesserpowers are intimat ely bound to the world view defined by theirportfo- 'ij, Ij t i f f ft; i{lio, demipowers have a greater capab ility to adapt and evolve over tim e.

    The demipowers of the Faerunian pantheon f i l l several important niches amongst the faiths of theRealms.Demipowers such as Gwaeron W inds trom , Shiallia, and Velsharoon serve (or began their j i.j |||llp | tenure as divine beings by serving) greater and intermediate powersdirectly.Somedemipowers, such as Garagos, Jergal, Hoar, andSavras,are gods who time has passedaway. Others , such as Finder, the Red Knight, Valkur, and Siamorphe are up-and-coming powers new (or relatively new) to the pantheon.

    Some demipowers, such asSharess and Hoar, are interloper gods who have migrated from other pantheons and who even yet stand with one foot partially in another pantheon. Gargauth was a Lower J; $ I f f S f , Planar being who sought the status and power of divinity.Many demipowers wereonce mortal,includ-

    ing Finder, Gwaer on Win dstr om, Karsus, Siamorphe, Uthgar, Valkur, and Velsharoon, and have as- cended to godhood through a variety of methods, eachunique.

    Th e Realms is rife withminor cults andobscure sects.Many of these appropriate thei r gods or the representative forms of their deities from animals. Two current members of the Faerunian pan the on Lurue and Nobanionserved as deities to nonhuman creatures but have since developed substantial ff $ t f e j f ! | human followings as the principles they represent (or are thought to represent) havebecomecommin- gled with the creatures they protect. Two other deities, Uthgar and Ulutiu, bot h powers serving very clan-oriented, tribal societies,have allowed for the their people's individual clan'soriginalconcepts ofthe divine to continue to beexpressedasbeastcult totems thatservethe tw o ofthem.These beastcults

    may, in fact, have originallybeen local demipowers of the clans, but now they are extrem ely strong ex- || 1111i f f \ traplana r servants of the ir over-seeing patro n deity, and what worship the totems garner feeds the |f demipower that controls them .

    Overall, the Fae runian demipowers are an incredi bly diverse assortment of deities.Thoselookingfor aunifyingthread toholdthis contingent of the Faerunian pantheon together willbe frustrate d at its total absence. Howev er, among this conte ntiou s and oft- time s petty group the peoples of Faerun fre- ||quently find powers with which they can identify on a more personal lev el and powers tha t they are I

    actually likely to meet face-to-face whileyet alive.

    Finder Wy ve rn sp ur I ||jff I ( T h e Nameless Bard) * I |K 1

    Demipower of Arborea , C N I 1PORTFOLIO: Th e cycle of life (rot to rebi rth) , transformation of art, saurials IALIASES: None 1 1DOMAINNAME: Olympus/Ferma ta | SUPERIOR: None 1ALLIES: Tymora,Sclune inFOES: Moander (dead) I (' ( 1 1 !| SYMBOL: A white harp on a gray circle I ..:; |a|S |

    W m # m WOR.ALIGN.: NG , CG, N, CN

    I 14 F A E R U N I A N P A N T H E O N ( D e m i p o w e r s ) : F i nd e r W y v e r n s p u r

    At A*

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    Finder Wyvernspur (FIND-erWIHV-urn-spur) recently ascendedto godhood by slaying the evil godMoander on its home plane in the Abyss. Finderwas a f ound i ng member of the Harpers in theRealms, but he was later judged to have betrayedthe ideals of tha t secretive organ izatio n whe n hisoverweeningpride resulted in the death of one apprentice and the suicide of another. Finder was imprisonedin the Citadel of White Exile unt i l he was

    freed by the sell-sword Alias and her companion s. Finder was later instrumentalin the destruction of Moander and his minions, thereby freeing thesaurials who had been enslaved by the Darkbringer in the Lost Vale.Finder bequeathed his Harperpin to Olive Ruskettle, the first true halflingbard (or so she claims). It was Olive, who loved Finder, and Alias, hisdaughter and creation, who were chiefly responsible for helping Finderbegin the redemp tion of his soul.

    Finder has a dual aspect as a divine being. Rot and corruption (a remainder of Moander's port fol io) represent Finder's excessivepride, arrogance and vanity. Rebirth and renewal from rot and corruption symbolizeFinder's transformation into hero, savior, and deity.

    Finder is a new god and has yet to completely settle on a new home onthe inner or outer planes. Though it is rumored he has been seen in Ar-borea in the company of Tymora andonce in Ysgard entertainingSelune,he seemincl ined to settle in Arborea on Olympus in his own Realm, whichhe has tentative ly named Fermata. Selune,a patroness of both the Wyver nspur family and the Harpers, has long enjoyed Finder's music, especiallythose songs he has written in her honor. Tymora has been the bard's patroness in recent years, most notably in the creation of his daughter Aliasand in appealing to A o to allow Finder to absorb Moander's power inlieu ofbeing destroyed by it. It is believed that Lady Luck aided Finder in part toseek revenge for Moander's corruption of Tyche centuries ago. Finder is notyet comfortable i n the company of other gods, unnerved byfinding himselfa small ftsh in a bigpond.

    Under the promptingof his followers and friends, both mortal and immortal,Finder is slowlyshifting toward responsible actions and gooddeeds.It is liable to be many generations, thou gh, before he can shed the reputa tion he acquired in his lifetime as a selfish and vain man. Many in theHeartlandsstill invoke his name as awarningin suchexpressionsas "an egothesizeof Finder's" and "Finder's Pride."AlthoughFinder was officiallypardoned by a Harper tribunal,many bards still relate a tale ofexcessiveprideknown as "Finder's Fall." Finder works not only to spread his songsamongbards of the Realms, but to encourage all artists andprodthem to grow by

    changing, transforming, and recreating their medium. This is a radical departure for the being whoonce went to elaborate lengths to ensure the immutabilityof his ownsongs.

    Finder Wyvernspur's Avatar (Bard 2 5 ,Ma ge 1 8 , Priest 1 4 )Finder sends his avatar to the Realms in the guise of an ordinary barddressed i n simple but elegant tr ave ling clothes a nd, occasionally, leatherarmor. Usually he appears just as he did in the last days of his mortal lifean attractive, robust, tall,dark-haired man of 60 yearsof agebut if a situation warrants it he can also appear younger or older. He prefers to travel

    incognito, so healsodisguises his features and coloring when there is someone present who knew him as a mortal. He draws his spells from any schoolor sphere, but prefers to use enchantment/charm or illusion/phantasm magics or spells that draw upon a musical metaphor when possible.

    AC -2 ; M V 15; HP 148; T HA CO 8; #A T 1

    Dmg ld 8+ 5 to ld8+8 (Sword of Songs +4 to +7 [bastard sword, one-handed], + 1 STR)MR 60%; SZ M (6 feet) or L (10 feet)STR 16, DEX 22, CON 18, INT 24, Wis 16, CHA 23Spells P:8/8/6/5/3/2/1,W:5/5/5/5/5/4/3/2/1Saves PPDM 5, RSW 4, PP 7, BW 9, Sp 5

    Special Att/Def: Wh il e Finder fights bravely enough when there is apurpose to combat, there are very few situations which in hisopinion warrant coming to blows. Ordinarily he just retreats by use of teleport withouterrororplaneshift (two abilities he can use at will). Should he need to holdhis ground to protect many followers or their lands, he usesall themeansathis disposal to negotiate an amicable truce.These means include, but arenot limited to, exerting his charisma, casting magicalcharms andsuggestions

    and, should allelsefail, inve ntive bluffs and deceits. Finder can continue tcast either a charm spell (of any sort) or a suggestion spelloncea round eveafter he runs out of his normal number of spells (g iven above). Should hotilitiespersist he resorts to combat magic untilenemiescloseo nhim. Thendepending on what the drama of the situation calls for, he eitherchangeshape intosomefearsome monster (ashapechange ability he can alsouse will) or draws his sword.

    Finder's Sword of Songsis a magical silver bastard sword that is aswordodancingwith all the powers of a singingsword as well. (See The Magister o

    the ENCYCLOPEDIAMAGICA volumes for the abilities of a singingsword.) Istrikes as aswordof dancing+4 to +7 unless magically silenced, whereupoit is reduced to aswordof dancing+ J to +4. The Sword of Songssings constantly whendrawn and can sing any song Finder knows, upon Findercommand, in Finder's voice, even while it is in use. If Finder wishes, thipenalizes a n opponent's morale by -2 . T he sword conveys u pon Finder, part of itssingingsword abilities, immunity to charm (all nondivine typescommand,confusion,fear,friends, repulsion, scare, and suggestion, and allowonly the rageresult ofemotion(directed at thecasterof theemotionspell). can use its song to still shriekers,negate the song effect of harpies, and entrance inte lligen t creatures of up to 2 H it Dice (no t including undead ocreatures from other planes). If such creatures fail a saving throw vs. spelthey aresubject to asuggestionfrom its wielder.

    Once in a fray Finder is a determined and assured opponent. He is an inspiring leader, so any followersfighting besidehim are automatically undetheeffectsof a bless spell, and their morale ismodifiedby a +3 bonus. Findmay often unnerve his enemies by carrying on spirited banter criticizintheirabilities and motivations, especially during those rounds when hiswordofdancingisfighting on itsown. This banter forces Finder's opponentto make morale checks every round and can be combined with the penaltimposed by the Sword of Songsif it sings.

    O t h e r M a n i f e s t a t i o n s

    Finder occasionally manifests as abeacon of light indicating the directioto head whensomeone has lost something or someone near and dear ttheir heart. H e sometimes manifests, visible only to a single being, as a radiant nimbus that appearsaround anobject or being that will fulfill thviewer'sdeepest wish.

    Th e Nameless Bard has appeared to Olive Ruskettle on at least threoccasionsas a daisy thatgoesthrough its entire life cycle in just a few minutes yet is incredibly beautiful throughout the entire process. Others whhave been present during thesedisplays have reported hea ring the distanbrayingof an ass during thesemanifestations.

    Finder sometimes works his will through the actions of faerie dragonsfirestars, parrots, various song birds,talking owls, and bhaerghalas. He indcateshis favorwithartistic works by the discovery of Laeral's tears(a type ogem) that appear tohold a representation of his symbol within them.

    I he Church

    CLERGY:

    CLERGY'SA.LIGN.:

    TURN UNDEAD:

    CMND. UNDEAD:

    Clerics, specialty priests, bards, spellsingersNG , CG, N , C NC: Yes, if good, SP: Yes, B: N o, Spell: N oC: Yes, ifneutral, SP: No, B: No, Spell: No

    Al l clerics and specialty priests of Finder Wyvernspur receive religion(Faeru nian) as a bonus nonweapon proficiency .

    Finder is still slowly establishing his power and as yet has few true worshipers in the Realms. His followers are currently limited to a few younbards and artists, par ticu lar ly arrogant p rodigies, as well as some of th

    saurials of the Lost Vale, a few music aficionados, and Ol iv e Ruskettle, thhalfling bard and Harper.

    Finder often helps new talent f ind an good venuea tavern willing tlet a young bard perf orm, a shop to carry a strugg ling sculptor's work,festhall needing a new dancerthen he leaves the artist to sink or swimFor most artists such opportunities are more than enough to earn theigratitude.Many younger bards and artists have begun to privately invokFinder's name as they struggle to make a name for themselves in thRealms. This practice has been strongly discouraged by the clergies oOghma, Mi l i l , and Lathander, who see increasing worship of Finder as threat to their gods' power. (It is unclear how these deities view Finder'ascension to godhood.)

    Finder isalso venerated among many saurials of the Lost Vale as theipatron and protect or and is respected by those among them who do no

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    share the alignments of his worshipers. Hedoeskeep an eye on the LostVale, even when his daughter Alias is not residing within, in gratitude toher companion, the saurial Dragonbait, who has served as her protectorsinceher birth.

    People who knew Finder in mortal life, save for Olive and Alias, aregenerally amused by his having attained godhood, noting that when he wasmortal Finder always acted as if he thoug ht he were a god. Generally suchpeople are friendly to Finderites, seeing them as entertaining and useful.Sworn enemies of the Harpers are liable to tteat the bard's followers withhostility,

    as will ruling

    members of rigid societies

    whocome

    into conflictwith Finderites' dogma ofchange, individual freedom of expression, andpersonal choice.

    Finder's actual clergy is currentlylimitedto a saurialpriestessin the LostVale and a rebellious young bard from Berdusk who is presently adventuring in the Heartlands. Finder's clergy is likely to expand rapidly during thenext fewdecades,and be composed of approximately 44% specialty priests,10% clerics, 44% bards, with a handful (about 2%) of spellsingers.

    Somesaurials believe th at Finder is responsible for the beleaguered tr ibebeingblessedwithan unprecedented number of soul singers in the youngergener ation six saurials, and Al ias a sevent h. Saur ial soul singers, bein gmystically linked to the spiritualhealth of the tribe, strengthen the tribe'sunderstandingof itself and help warn of dangers threatening it. (Treat soulsingers as a variant of the bardclasswith spiritual overtones to their abilities and a focus on spells from the school ofdivination.)

    Finder's divinity is new enough that his followers have not yet settledon a standard type of temple, but commo n themes are likely to includelarge performance areas,goodacoustics, and the capacity for dramatic worshipserviceswith musical accompani ment or interludes.

    Dogma: Finder's followers have taken to heart the lessons it tookFinder all his life to discover. Art that is forced to remain immutable is asign of stagnation andspiritual rot. In order to thrive, people must be willing tochange and transform their art so they can be renewed by it. Finderites also recognize the power of art to influence people and politi cs. A l though that should not be itssoleuse, if art can be used tokeep people freeand independent from social orpoliticaltyranny, it is most proper that it beused so. Finderites do not recognize a difference between secular and religious art a ll art is pleasing to thei r god. Art is tic expression should alsobeencouraged i n all ch ild ren and adult, amateur and professional. Whil ethose personswho have learned and mastered discipl ines of expression aremuch to be admired, Finderites also recognize the importance of naturaltalents.

    Day-to-Day Activities: Finder's saurial priestess of the Lost Vale,

    named CopperBl oom, divides her time between several duties. She trainsyoung and interested saurials in music, most especially the tribe's soulsingers. She composes her own music and verse and is considered accomplishedi nthose fields by bo th saurials and humans. She isalsocharged withwelcomingfollowers and curiosityseekerswho have made the pilgrimage tothe place where Finder Wyvernspur spent his last mortal days in theRealms.Embracing change, CopperBloom has learned to read, write andunderstand the common tongue of the region, although she cannot speakit . She alsoshares responsibility for rearing her three hatchlings with hermate, the saurial paladin Dragonbait. Dragonbait, a paladin of Tyr, doesnotworshipFinder himself, butrespectshis mate'sreligion.

    Finder's other clergy member, the young bard from Berdusk, goesby thetitle of the Rebel Bard, consciously mimicking Finder's previous alias. Theson and grandson of well-known and respected bards, the Rebel Bard wassteeped in bardic tradition from b i r th and studied at Berdusk's TwilightHall.He was considered an arrogant, albeit brilliant, prodigy. Upon receiv

    ing hismaster's certificate, theRebelBard was invited by several renownedbards to remain atTwilight Hall tocompose and teach, but the young manfled from the city like ahorse from a burning barn. Frustrated by the constraints his teachers had placed on musical composition and anxious tostudy more exotic forms of expression, the Rebel Bard took to the adventuring life. There are unconfi rmed rumors that he fled under a shadowatheft, a broken engagement, or an insult to a high-lev el priest whic h iswhy he goesby an alias.

    Finder took an interest in him soon after his precipitous departure,saving his lifeand befriendinghim. Thereafter the young man took up the taskof teaching Finder's music and views to the worldoutside the Lost Vale. Heis especially fond of encouraging young people in their art, but his habit ofsinging wittysongscritical ofpowerfulpersonshas made him a wanderer bynecessity.

    Aware of the power a higher profile wil l give their religion, bpriestess and bard are eager to help arrange music and other entertaments at politicalceremonies as well as those of other gods of neutragood alignm ent. Clergy and followers of Finder are expected tocreateperform in honor of their god. Donations of goldare not refused, but artic endeavors are considered a muc h more proper form of tithe.Conquently, while the church is not wealthy, it can lay claim to a burgeonamount of art,someo fwhich, no doubt,will one daybe considered prless.

    Holy Days/Important Ceremonies: Human s as well as saurials cebrate the 20th of Marpenoth (Leafall), the day Finder destroyed fMoander's avatar in the Realms and then the evil god's true form in Abyss. Saurials are most grateful for their emancipation from Moandenslavement and stress this in their prayers. Humans, while recognizMoander's death as a good thing, tend to think of this day in terms obeing the occasion when Finder realized even his own music could be proved by change. The day is celebrated with music, dancing, plays, athe u nvei ling of more static art forms.Someof Finder's songs are ususung, often with varying arrangements.

    Major Centers of Worship: Finderites of the Lost Vale (alsoknownTarkhaldale) have claimed the SingingCaveas their temple. The cavewithin have wonderfulacousticsand thepassagesare linedwith artpiedonated by followers. The RebelBard has done his part to see that seveshrines are consecrated to Finder throughout the Western HeartlanSome are open areas of great beauty or geographic anomalies perfect performing. Others are small open-sided shelters featuring statuarypaintings for allcomersto see. Sometimesvisitors are invited to add tochanget he workof art and theRebelBard has tended tostress interactand participato ry art that involves the audience.

    Affiliated Orders: The Shrine Keepers are small pockets of followwho l ive near shrines established by the Rebel Bard. They tend shrines, preparing them for performances, tidying them, and seeing tthey are not defiled.

    Some people consider the saurial soul singers an order of Finderibut, while they are trained by hispriestess,not all of them are followerstheNameless Bard.

    Priestly Vestments: CopperBloom and the Rebel Bard both dressdoes Finder, in simple but elegant clothing, believing it is better notdistract the audience from their performances. Future clergy membehowever, might have good reason to dress in more elaborate costushould their particular talents call for a showier look. The church has nestablished a standard holy symbol, but the symbol of Finder displayed

    some fashion or carved into apiece of jewelry or a musical instrumenlikely tobecome the holy symbol of the faith.

    Adventuring Garb: On the road bothpriestessand barddressin prtical, sturdy traveling clothes. CopperBloomdoesnot wear armor, relyas do most saurials on the protection of her scales.Th e Rebel Bard weleather armor. Priests of Finder do not like to sacrifice th eir grace adexterity by wearing anything heavier than chain mail. They may armed as they choose.

    Specialty Priests (PineREQUIREMENTS:PRIMEREQ.:

    ALIGNMENT:

    WEAPONS:ARMOR:

    MAJORSPHERES:MINORSPHERES:

    MAGICAL ITEMS:

    REQ.PROFS:

    BONUSPROFS:

    Jets)

    Wisdom 11, Charisma 15Wisdom, CharismaC N , C GAny

    Al l armor types up to and includingchain mno shield

    A l l , charm,divination, elemental, travelersCreation, healingSame as clerics and bards (not including itemrestricted to wizards only)Artistic ability (any) or musical instrument(any)Ditection sense, singing, musical instrument(harp)

    Saurials and halflings can be finders.Finders can select nonweapon proficiencies from both the priest arogue groups with nocrossoverpenalty.At 2nd level, finders are able to charmperson (as the lst-level wizspell) oncea day.

    16 F A E R U N I A N P A N T H E O N ( D e m i p o w e r s ) : F in de r W y v e r n s p u r

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    A t 3rd level , finders are ablet ocasteitherghost pipesor dispelsilence (asthe 3rd-level priest spells) up to twice a day. That is, they can invokethis ability twice a day tocasteither spell, for a total of two ghostpipes,twodispelsilences,or one of both.

    A t 5t h leve l, finders are able to castslowrot (as the 3rd-level priestspell) twice a day.

    A t 7th level, finders are able tocastfindthepath (as the 6th-level priestspell)oncea day.

    A t 10th level, finders are ablet ocastMelisander's Harp (as the 5th-level

    priest spell) oncea day. A t 13th level, finders are able to caststarharp (as the 6th'level priestspell) oncea day.

    Finder i t e Spells

    Al l ofthesespellsare both wizard and priest spells; they work identically foreither class,with the exception of their casting times. The casting times forthe wizardversions are noted inparenthesesnext to the priestly casting time.

    3rd Level

    DispelSilence (Pr 3; Wiz 3; Abjuration, Alteration)

    5th Level

    Melisander's Harp (Pr 5; Wiz 5; Alteration)

    Sphere:

    Range:

    Components:Duration:Casting Time:Area of Effect:

    Saving Throw:

    Combat0

    S,M

    1round/level6 (3)10-foot/level radiusNone

    This spell is the priest version of the dispelsilencespell presented i nPagesfrom theMages. This spellnegates the effectof magical silence wi thin theareaof the dispel silencefor the du ration of the spell. Following the castingof dispelsilence,all spellcasting, speaking, andactions can proceed normally.

    For the duration of the spell, the area protected bydispelsilenceis proofagainst silence spells; they do not functionwi thin the areaof the dispelsi'lence.Th e areaof effect is immobile, however, anddoesnot move with thecaster.

    The mater ial components of this spell are a pin ch of powdered diam ondworth at least 50 gp that is flung into the air and the holy symbol of thecasting priest.

    Ghost Pipes (Pr 3; Wiz 3; Alteration, Illusion/Phantasm)Sphere:

    Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:

    Charm

    TouchV,SPermanent1 round (1 round)10-foot/level radiusNone

    When this spell iscast, the caster can cause any one nonmagical musicalinstrume nt to play itself. The instru ment must be whole and in play ingcondition. It neednot be an instrument that thecaster can play, but she orhe must be able to softly whistle or hum the desired tune. This tune can beno more than one minute long.

    Uponreleasing the instrument, i t glows as i flimnedwithfaeriefireand levitatesat the level it wasreleased. The various parts of the instrument (keys,valves, strings, etc.) move under the contro l of the magic. Up on reaching theend of the song, the instrumentrepeatsthe tune over and overuntil stopped.

    The ghost pipes stop playing when any living creature touches the instrument. The radiance fades and the instrument slowlysettles to theground.

    This spell is the priest version of theghost pipesspell presented in Pagesfrom theMages. This spell was originallycreated by Vangerdahast of Suzail,currently royal magician to King Azoun IV. It was made available throughthe Council ofMages.Royal scuttlebutt claims firmly that the august andpuissant Vangerdahast is deeplyembarrassed by this early attempt at spellresearcha ndwouldhavebanned it completely except that His Majesty en

    joys the spell as a n ovelty . The throne roo m is o fte n filled with an orchestraof levitating, glowing instruments. Finder Wyvernspur learned the spellsome time ago and taught it to his bardic followersbecauseof itsoccasionalusefulness and to gentlyneedle Vangerdahast. He has granted this parallelversion to his priesthood.

    Sphere:

    Range:

    Components:Duration:Casting Time:Area of Effect:Saving Throw:

    Charm, Combat10 feet/levelV , S , M1round/level8(5)60-foot radiusNeg.

    This spellcreates the spectral, shadowy illusionfloa ting in midair of a harthat plays by itself. The harp can appear anywhere the casterdesiresup t10 feet per level distant. The casterhas near total control over the initiposition,movement, and playing of the harp. The powers of a harp cannpass through magical barriers (such as awallofforce), and aspellcaster canno tcause the harp tocome into being beyond or to move through such barrier.

    If the casteriswi thin 10feetper level of the harp, she or he can move up to 10 feet per round as willed. This movement does not require thcaster'sconstant at tenti on, and thecastermay take other actionswhile thharp plays.

    The tune or tunes that the harp plays are the ones the caster listed imind during the spellcasting, and the harp plays them i n order at nor mtempo, repeating them from the beginning of the list when it completesatunes selected, unti l the spell'sdurationends. The harp's playing can bturned on and off instantly and repeatedly by the silent will of thecasteand thisdoesnot affect spell duration.Wh ile the harp is playing, it has thfollowingeffects:

    A l l normal sound is hushed (but notnegated) and available light, evemagical light,dims.

    Al lcreaturesa ndobjects with 60 feet of the harp are affected as if byfeatherfallspell withno saving throws (rendering most missiles useless

    A l lcreatures of 4+4 HD or lesswi thin 40 feet must make asuccessfsaving throw vs. spell or be affected as if by a sleepspell.

    A l lcreatureswithin 20 feetof the harpexceptt he casterare slowed (nsaving throw).

    Melisander'sharp is unaffected bydispelmagic or silence spells, nor canbe damaged by physical or magicalattacks.A limitedwish or stronger spell required to dispel it before it expires normally.

    This spell is the priest version of the Melisander'sharpspell presented i

    Pagesfrom the Mages. The spell is named for its creator, the e lfmage anHarper hero known toRealmslore as the Last Lonely Harpist. Findelearned it andteaches it to his bardic followers, aswellas granting its use this church.

    The mate rial compone nts of the is spell are a silver harp string and least three tears from an elf, a maiden who sings, a harpist (or other muscian), or thecaster. Tearsfrom different individualscan be combined in thcasting.

    6th Level

    Starharp (Pr 6; Wiz 6; Alteration, Necromancy)Sphere:

    Range:Components:Duration:Casting Time:

    Area of Effect:Saving Throw:

    Healing, Protection0V, S, M1round/level9(6)

    2-foot/level diameter sphereNone

    Starharpcreates a blue-white, glowing image of a harp floating in the aabove the caster's head. The harp plays by itself, echoing and elaboratinon whatever tune the castersangor hummedduring the casting, and emitlittle starsof twinkling radiance as itdoes so.

    A l l creatures wi thin asphere 2 feet in diameter per level of the castecenteredon the harp (anareaofeffectwhichmoveswith thecaster)are instantly freed fromany existing natural or magical pain,nausea,charmspelor effects, holdspells or effects,fear, stunning, andrepulsion spell effectTheseeffects do not return after the starharpfades away. In addition, thcastermayconcentrate on any one being within a 2-foot-diameter spherper level of himself orherselfduring spellcasting. That being is magicall

    F A E R U N I A N P A N T H E O N ( D e m i p o w e .

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    cured of 2d4 points ofdamageas soon as the starharp appears. If no being ischosen, this healing power is lost; it cannot be saved for later.

    This spell cannot be disrupted byattacksagainst the caster or the harpimage. Magical darkness of any sort cannot form or persist wi th i n thestarharp'sareaofeffect.

    Once the spell iscast,t he creatorof astarharpisfreet o fight, sleep,castspells, andengage in other activities without affecting the starharp. If thecaster is slain, the starharp continues to fun cti on but turns blood-r ed incolor, its tune becoming sad.

    This spell is the priest version of the starharpspell presented in Halls ofthe High King. Thi s power ful spell has been customarily known only toHarpers, in particular the traveling bards among them, but it is now knownalso to the clergy of Finder Wyvernspur.

    Th e spell's material components are a teat from the caster and a tinycarved harp ofwood,bone,o r ivory.

    Garagos(The Reaver, M a s t e r o f Al l Weapons, L ord o f Wa r)

    Demipower of P a n d e m o n i u m , C NPORTFOLIO: War, skill-at- arms, destru ction, plunderALIASES: TargusDOMAINNAME: Cocytus/Battle GardeSUPERIOR: NoneALLIES: NoneFOES: Tempus, Red Kni ghtSYMBOL: A five-armed tentacus (a pinwheel of five black,

    snaky arms spinning counterclockwise, eacharmending in an identical sword)

    WOR.ALIGN.: LN , N , CN , LE, NE, CE

    Some legendsclaimGaragos (GAH-rah-gohs) wasthe primary war god in western Faerun unt i l he was

    Iove rth row n by the upstart Tempus. Cer tain lyGaragos was worshiped in Westgate and the Vil-

    |hon Reach during the days of Myth Drannor, andhis faith was strong longbefore that timereport

    ' edly even in ancient Ne the ri l. He was tho ughtkilled by Tempus, as he is recorded as slain, but either this means that he was destroyed as the pri

    mary war god of Faerun, a posit ion whi ch Tempus to ok from him as the

    spoils of their one-on-one battle, or he was resurrected by some of hisdiehard cultists along the southern coast of the Sea of Fallen Stars, in theVilhonReach, or in the Border Kingdoms. He is most certainly not dead,but alive.

    Garagos isassociated more with the rampaging destruction and plundering of war than tactics, strategies, or armies. The Reaver is linkedwith the mad bloodlust that overtakes some warriors, resulting in horrifying carnage. (Followers of Tempus claim their god destroyed Garagosby using the Reaver'sberserking fury against him.) The scarlet cloak heis portrayed as wearing in religious art is one made of the blood of hisfoes, and inrecent times he is often shown wading through a blood-redseaagain, the blood of his slain enemies.

    In 1368 DR, Garagos reappeared to crush an impostor, the marilithGlackzana,a tanar'ri who hadbeen attempting to start a cult in hisnameusing her powers topresent herself in a form lik e that of his avatar. Hedemolished the temple built to her at the ruined village ofGosra, located

    in the Fields of N un of centra l Chon dat h, and ordered it reconstructedin a more grand manner and rededicated to his worship.

    Garagoshimself scorns the use of armor (though he doesno t care ifhis priests wear it) and admires those who give in to battle-lust and merciless destruction in conflict, destroying all that lies in their path andtaking no prisoners. He is blood-thirsty and single-minded. He angersquickly and coolsdownfrom an emotional boil very slowly. He is fearedfor the damage he can do and the uncontrolled nature of his fury.

    Garagos was more even-temper ed and less prone to explode of old,but sincehi sdefeat by Tempus his fuse has gotten shorter, and he has lostal l sense of mercy once he becomes caught up in a battle. W i t h thechange i n his disposition, he no longer felt comfortable in his formerabode in Limbo and moved to Pandemonium. Some say that he movedto his new abode when his heart grew hard upon finallygiving up all

    hope for attaining hissecret love. Others say this is so much poppycoand speculate that Garagos is finally going over the edge to outright ehe has been teetering on for so long.

    C a r a v < >s s A v ; i t : a r (Fighter 2 5 , Crusader 2 5 )

    Garagosprefers toappearas a rugged-looking, scarred, half-naked giant oman wielding a different weapon ineach of his many hands. He can grarms out of hismassive shoulders at will , and he never has fewer than fHe is surrounded by a misty cloud of red blood droplets that stream fromweapons. With in this cloud of blood a faint, continuous wailing can heard. Priestso fGaragos say this sound is "the lament of the lost, as thessencesflow out of them into the blood sea of battle." Garagosdraws spells from the all, astral, chaos, charm, combat, creation, divinatioguardian, healing, necromantic, protection, thought, travelers, war, awardsspheres.

    A C -3; MV 15; HP 201; THACO -4; #AT 13/2Dmg ld8+19 (scimitar +3, +14 STR, +2 spec,bonus in anymelee weapoMR 55%; SZH(15feet)STR 25, DEX2 0, CON 24, INT 15, Wis 15, CHA 19SpellsP:11/10/9/9/9/8/4SavesPPD M 2, RSW 5, PP 4, BW 4 , Sp 6

    Special Att/Def: Garagos likes to fight. He attacks with scimitarsthat he wields in his many arms, though he may use any weapon he wato with proficiency and any meleeweapon with specialization. The nuber ofattacks listedabove combine the fiveattackshe receives every trounds with the four "off-hand"attackshe takesper roundwith his exarms. This number should be modified by the number of additional arGaragos grows. It takes him a round to grow a new arm to replace asered one or add anothe r to his arsenal. He can never have more than arms at once. When Garagoscasts spells, u nlik e most other avatars, must use asomatic motion of one of his many arms, whichalsoservesl imit his attacks.

    In addition to the fearsome whir lwind of steel created by Garagonumerous attacks,Garagos isable to generate up to twobladebarrier-lmissileattacks each round. Every one oftheseattackshe launchesfurthrestricts the number of limbs available in a round for hi m to attack wby one. Each missile th rown is actua lly a 10-f oot-di amete r globewhirling, slashing swords conjured from thin air. Each globe inflicts 8points ofdamage to a target it successfully hits.Targets are entitled tosaving throw vs. spell to only take half damage. (Garagos must mak

    successful attack roll to hit with these swordglobes.) Beings standingthe straight flight path of the globesbetween Garagos and his target t4d4 points ofdamage unless they make asuccessful saving throw vs. spin whichcase they are uninjured.Theseglobeshavea maximumrange240 yards.

    Garagos is unaffected by spells, magical effects, or abilities that affthe emotions or dominate or control the mind, except forthose that cate feelings of love. Hismind is not difficult to probe, but rather it is ipossible to sway from the course of action he has set for himself, whichusually to mince something into very small pieces. He is unaffected bylusions, and all normal animals are terrified by his verypresenceand band rununless they havebeen specially schooledfor war.

    ( ) t h e r M a n i l e s L a i - . i o n r ,

    The most common manifestation ofGaragos'smanifes tations is the Bloof the God, a fist-sized mist of glowing crimson droplets of blood (oft

    collected reverently by worshipers) tha t is accompanied by a faint wailiand an intense feeling of danger. These droplets may poison enemiesthe Garagathan faith or provide healing, protective magics or aboostmorale and the removal offear (similar to the effects ofremovefear athe prayer spell) to Garagathans themselves.

    Garagos also manifests as the clashof many furiously wielded weapoand this manife station may be accompanied by real strikes from unseweapons uponcreatures threatening favored worshipers ofGaragosor upworshipers whohave behaved against the tenets of the Garagathan faiGaragos alsoworks his will throughberserkers, both alive and dead, athrough inspiring aberserkfrenzy in a being.Garagos alsoactsor shows favor through the appearanceorpresence of wolverines,weasels,aurumvrae, worgs, dire wolves, and red-and-black huedgemstones.

    t o " ; f A C R U N I A N P A N T ! 11X ) N ( D e m i p o w e r s ) : R n c l e r W y v e r n s p u r , ( - ^ n y V >s

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    The Church

    CLERGY: Cle ric s, specia lty priests, crusaders, shamansCLERGY'SALIGN.: N , CN , NE, CETURNUNDEAD: C :N O,SP: N o, Cru: No , Sha: N oCMND. UNDEAD: C : Yes, SP: No , Cr u: No , Sha: Yes

    Al l clerics, specialty priests, crusaders, andshamansofGaragosreceive religion(Fa erunian) as a bonus nonweapon proficiency.

    Garagosattracts to his priesthoodthose with a cruel, destructive, recklessstreak. Berserkersa ndsadistswh oeschew mercy and enjoy causing destructionand era dicating opposingforcesoften call onGaragosfor extra aideven when they profess to worship another deity such as Tempus or Talos.Th e Reaverhasalso become something of a fashionable god among brigands, outcasts, andthosewho regularlyraid other peoples or settlements forplunder.

    The Garagathan faithis not really organized overall. Itexistsas a number of independent churches w i t h individual hierarchies. Two rivalchurches fight eachother for dominance in Am n and Tethyr. Anot her inthe SwordCoast North is seeking to expand its sway over all the SwordCoastand the trade routes that connect to it , and ultimately into Cormyr.

    The oldest chur ch, i n Westgate, has. alwaysbeensplit intowarringcults.The currently predomina nt clergy members in that churc h arebasedi nYondath, and two eastern organizations battle with them for control of thisbranch of the faith.One ofthese is located in the Great Dale and is seekingtoexpand in to Damara and Thay ; the o ther has established itself in Rauri nand is spreadingagentsboth south and west.

    In the wake of the construction ofGaragos'snew temple at Gosra, theestablished independent churches ofGaragos have allsent representativesto helpformthe hierarchy of the new temple. They are, of course, devotingquite a bit of the ir efforts to in-fighting in order to determine whichchurchofGaragos the Gosran temple will ultimatelybelong to, but they have alsobeenforced intorapidpreparations for thedefenseof the new facility as theestablished churches of Tempus are rumored to be hiring a massive army ofmercenaries to destroy the new temple.

    Overall, the clergy ofGaragos is composed of about 45% clerics, 40%specialty priests, 10% crusaders, and 5% shamans. The organized churcheshave no shamans in their ranks; the shamansare primarily found in moreprimitive cultures where berserk raiding is practiced.Garagosused to havemanyshamans,but his worship has waned i n favor of that o f Tempus, andtheirnumbers are dwindling.

    Garagathan clergy members addresseach other as "Bloodbrother" and"Bloodsister," adding"High" as a mark ofrespect if they are speaking to a

    priest offouror more levels greater than theirown. They eschewformal t i tles beyond the rough rankings of Supplicant (novice), Priest/Priestess ofthe Blood (full priest),ReaverLord/Lady (senior priests), and Favored (veteran senior clergy ofruling rank). This last title is added to whatever fanciful,self-styled rank the senior priest wishes to assume,such as Favored HighReaver Ounadar the Blood-Drenched or Favored Storm of BattlesAthaghon Master ofReavers. When attached to a military forces (a rarething), priests mayalsoholda rankwithin that force.

    Dogma: Garagathans believe thatpeace is for weak fools. Warmakesall wh ofight strong, and only in head-to-head con flic t is honor satisfied.Onlycowards avoi d battle. A ny who strikedowna foe fromambush orfrombehind are to be scorned as the cowards they are. Retreat is never an option, even in the face of a greater foe, for if a warrior's heart is focused onGaragos,he willprov ide the strength to conquer any foe. Dip loma tic solutions are for fools, the soft, and the dishonorable; the only true answer liesin battle. A warrior'sword is his or her bond to afriend, and no one can be

    trusted more than shield companion, but warriors should not concernthemselves with keep ing a pledge to cowardly dogs or the enemy. Battle lustis agift fromGaragos; with it the faithful find the focus and the strength todefeat any enemy and refuge fromthe confusion and pain of the battlefield.

    The chargegiven to novices i n thefaith ofGaragosis: "Bowdown to me,andtriumphin arms.Seekto awaken bloodlust and reaving everywhere, andtake part inthese sacred things whenever prudent or possible. Always goarmed inreadinessfor sheddingblood.Do battle atleast oncea tenday for thegreater gloryof Garagosand shed blood even ifyou cannot slay. Spread fear ofGaragos, and the message of his power that guides andassistsbelievers inevery land you enter. A t least once a year challenge and slay a greater foethanyourself forGaragosso that youtest always the limits of yourskill andpressit to increase."This last is usually interpreted to meankillinga powerfulmonster or a priest of another d eity of higher leve l than the Garagathan.

    Day*to-Day Activities: Priestso fGaragosspend the ir days fomentinstrife wherever they go in Faerun, seeking to causebattle so that bloodlu(theSacredGoal) is born and wan ton destruction begins. Someof them asly manipulators who deal in intrigue, thievery, and subtle diplomacies ensure their own enrichment and continued anonymity or at least lack public connection between them and the troubles they instigate. Otheare unsubtle, violent brigands who start tavern brawls and use very pubmarketplace assassinationsand similar crudemeansto spreadHoly Reavinthroughout the lands.

    Seniorclergy of the Reaver are charged with renewing and expandinan ever-growing network of informers,agents, sympathizers, and faithfwarriorsand of training and disciplining such folk. The performance ofpriest'schargesreflect on the priest, for good or for i l l , so they often setspupon theiragents, and activate back-up teams to carry out a mission if tfirst team fails. A t the highest levels, Gara gatha n priests spend thei r daysruthless power plays against rival senior clergy members seeking tobecomhead of one of the various independent churches ofGaragos.

    Holy Days/Important Ceremonies: Garagos demands to be woshiped in two ways: A believer wh oslaysany foe i n battle can shout out tpower's name over the body of his or her victim to dedicate the death Garagos as anoffering. Th e secondway to worship him is at astoneBlooAltar in one of his shrines or temples. Prayer toGaragos at a Blood Altmust begin withdrops ofbloodbeing spille d into troughs in thestonealtThen the devout entreats theReaver to hear, promises to performsome aof battle valor involving death and destruction, however small, and thcalls on the Master ofA l l Weapons for aid, strength, or guidance.

    There are no calendar-related Garagathan religiousrituals.Any gatheingof seven or more priests may call a Blood Festival. A Blood Festival ivolves afeastwherein at least some of the food must be butchered at next to the table and subsequently devouredwhile stillbloody (that is, nfully cooked ). In itia tio ns of priests to the Full Blood, the ceremony bwhich novices are made into full priests, must take place at a Blood Fesval. Initiation into the Full Blood involvesdipping the supplicants' hanintofresh blood and then painting theircheekswiththe symbol ofGaragwith bl ood . Th e b lood used must be tha t of one or more monsters (dangeous creatures) slain by the supplicants to be initiated and full priests Garagoswith no otherassistance.

    Major Centers of Worship:Garagos's greatestworship occurred in tareaof what is now Westgate. The sewersand undergroundpassagesof thcity are rife withhis old altars and symbols. That Inner Sea city stillboasan importantundergroundtemple toGaragos, the House ofSteel,where ambitiouspriestess,Chaless the Cruel, leadsa congregation of murderer

    outlaws, and half-ore brutes. The House ofSteel is defended against nonblievers by many animated swords.

    However, the House ofSteelis not cu rrentl y the largest or most promnentcenter of the Garagathan faith.That honor is held by the Vale of thReaver in Yondath. The Vale of the Reaver is the valley below the heawaters of the Thornwash River, between the western Cloven Mountainand the Thornwood. It is located north of Saelmur and Ankhapur ansouth of the Deepwash. In this valley, Ounadar the Blood-Drenched hrecen tly risen to power, gath ering berserkers, crim inal s, and disaffectand violent folk of all sorts to follow the faith. He and his congregatiohave beenprac ticing slaughter on the creatures spawned from several cative deepspawn incaves above the valley. Ounadar dreams of capturinand ruling the city of Westgate.

    Another venerated Garagathan site is Godswalk Keep in the Barony Great Oak in the Border Kingdom s. It is said to have beena proud fortrescityi n the days whenNetherilwas inproudascendance.On certain night

    for unknown reasons, an avatar ofGaragoswalks in the ruins, slaying acreatures he finds. This event is are called the Meet ing of the Three, or tHowling (after the soundGaragos makes), because avatars ofJergal and Sharess appear at the same time, andGaragoshowls madly upon meetinthembecausehe cannot slay them.

    Affiliated Orders: The few crusaders of the Garagathan faith all blong to the Brothers of Blood, an order dedicated to crushing the foesGaragos.Its members unf ortunately tend to die young, however, as makinconstant attacks on the church of Tempus tends to make anyone's life shoand bloody. The various independent churches ofGaragos have ties to thRed Wizards, the Zhentarim, the Iron Throne, and the Shadow Thievethough none ofthese connections are very strong. For unknown reasonGaragosforbids acting against the church o fShar,though he alsodoesnallow his churches to allywith hers.

    2 0 F A F : R U N I A N F A N T M F O N ( D e m i p o w e r s ) : G a ra & o s

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    Priestly Vestments: Priests ofGaragos wear the bestarmor theycan

    obtain, thoughi t isusually extremely battle-worn.Many clergy memberswear red boots and gloves.Highpriests usually wear scarlet or crimson over-

    robesor tabards. Specialty priests often have embroidery or rubyornaments

    on their ceremonial robes inthe shapesofteardropsof blood. Garagathan

    clergy members may have belt bucklesorcloak pins fashioned i n theshape

    of the tentacus ofGaragosoreven beardaggerlike belt weapons spo rtinga

    basket hilt in theshapeof a whirlwindoffive blades.

    Mostclergy ofGaragoscarry a tentacusas asymbol of the irfaith andareskilledin its useas aweapon.A tentacus doesld4+2 points of slashing and

    piercing damage tosmallorman-sized creatures and ld 3points of slashingandpiercing damage to L-sized or larger beings when held or thrown. It hasa speed factor of 3, issizeS,and weighs1lb. It hasarangeo f1/2/3.

    Adventuring Garb: Priests ofGaragoswear almost thesameoutfits in

    the fieldsasthey doto ceremonial functions, sporting armor, red boots and

    gloves, crimsoncapes, and decorative ornamentationin theshapeof the

    tentacus. They carryatentacus astheir holy symbol.

    Specialty 1Yiests(Nodreaver.s)

    REQUIREMENTS: Strength 13,Constitution 11, Wisdom9PRIMEREQ.: Stren gth, Wisdo mALIGNMENT: C N ,CE

    WEAPONS: AnyARMOR: AnyMAJORSPHERES: A l l , chaos, charm, combat, divination, law,pro

    tection, travelers, warMINORSPHERES: Creation, guardian, healing, necromantic,

    thoughtMAGICALITEMS: Sameasclerics

    REQ.PROFS: Endurance, tentacus

    BONUSPROFS: Blind-fighting, charioteering

    Bloodreavers areimmuneto magical commands ofless thandivineorsemidivinepower (suchasthose given by powers, avatars, divine manifestations, greater tanar'ri and baatezu, tanar'ri and baatezu lordsor

    princes, divine proxiesormessengers, and like beings). Taunt, forget,suggestion,domination,geas,demand, succor, command,enthrall, quest,ex'action, and othe r spells that place adirect verbal command uponasingle individualautomaticallyfailwhen usedupon them.

    Bloodreavers areimmuneto theeffectso f a great many magical items

    thatplayuponthe emotions or loyalties. They are not affected by rodsofbeguiling,rodsofrulership, rodsof splendor, rodsof terror, staffs of com'

    mand,ringsofcontrariness, ringsofdelusion, ringsofhumaninfluence,orwandsoffear. However, theysaveat a -4 penalty against theeffectsofphiltersoflove(or similar magicaleffects)orphiltersof persuasiveness usedagainst them .

    Bloodreavers can incit e a berserker rage in themselves. The rage lastsfor

    1 turn. Duringthis time, the bloodreaver hasa +2 bonus to attack, damage, and all saving throws anda + 1bonus toinitiative rolls.Ablood-reaver mayusethisability oncea day.Theberserker rage lastsafull 10rounds. If the bloodreaver runs outofenemiest ofight, she or hemustattack theclosest living target in thearea (evenafriend).

    Bloodreavers receive Con sti tut ion hi tpoint adjustments totheir HitDiceasif they werewarriors.

    A t 5th level, bloodreavers have the ability tocastchaoticcombat(as the4th-levelpriest spell)onceaday.

    A t 7thlevel, bloodreavers have the ability tocastbloodmantle (as the4th-levelpriest spell)onceaday.

    A t 7thlevel, bloodreavers can make three melee attacks every tworounds.

    A t9th level, bloodreavers have the ability tocastwhirlwindof steel(asthe 5th-level priest spell)onceaday.

    A t 10thlevel, bloodreavers castall spells from thecombat sphere atdouble damage andat a -2 penaltytotheir targets' savingthrows,whensaving throwsare allowed.

    A t13th level, bloodreaverscanmake two melee attacks per round.

    During the timeofNetheril , Garagos could grant thefollowing twoabilitiestohis high -leve l bloodreavers.Sincehis reduction in status to thelevelo f ademipower,hehas not done so.I t isunclear whether th isis aconsequenceof hislossof statusor anintentionaldecision on his part:

    A t15th level, bloodreavers are able to castbladebarrier(asthe 6th-le

    priest spell)oncea day. A t20th level, bloodreavers automaticallyareunderthebenefitso

    double-strengthprayerspell whenever theyengagein combat. This coditionworks justasi fabloodreaverhascasta prater spell, buti ttak

    no timetocome intoeffect nordoesit countas anaction on the par

    the bloodreaver. This ability combines with achantspelli n the sawayas acastprayerspell. This ability doesnot work ifa bloodreaveopponentisunaware, helpless, or unarmed.

    Gar; is>atharISpe 11s

    4th Level

    Blood Mantle (Pr4; Alteration, Necromancy)

    Sphere:

    Range:

    Components:

    Duration:Casting Time:

    Areaof Effect:Saving Thro w:

    Protection, Necromantic0

    V . S . M5rounds/level

    7

    The spellcaster

    None

    This spell enshrouds the priest i n acloak ofswirling blood-red dropleThis magical mantleseemsto shimmer and swirl, even if thereis nowipresent, and moves to interpose itself between any attack andt heprie

    An y weapon used tostrike thepriestseemstoimpactan iron wall as tferrousdropletsmomentarilycoagulate to formabulwark against the imm

    nent attack.

    While protected byabloodmantle,thespellcaster hasa +3bonust oorherArmorClassanda +3savingthrowbonus against fireand cold (maicaland nonmagical). Bloodmantleare particularlyconductivetoelectriattacks, however, andbearerso fthe bloodmantlesreceive a -3 penaltytheir saving throws vs. lightning and electricity (magical and nonmagicwhileprotected by this spell.

    In addition, thecastercanremove thebloodmantle andhurl it up tofeet awaytoform a 10-foot-square curtainofdroplets. Once it reachesidesired position and configuration (mentallyselectedby thespellcaster

    thebloodmantleishurled), the curtainisimmovableunt i l the spell expirIn this form, thebloodmantleactsas awallofiron identical in effect to barrier created by the 5th-levelwizardspellwallofiron except thati t is iperviousto theattacks ofrust monsters and sim ilar corrosi on attacks,muchsmaller inareaof effect, andis oflimited duration.

    The material components ofthis spellare arubyorother red gemsto

    of at least24gp value and the priest's holy symbol.

    Blood Rage (Pr 4; Enchantment/Charm)

    Sphere:

    Range:

    Components:

    Duration:Casting Time:

    AreaofEffect:Saving Thro w:

    Combat

    10 yards

    V , S , MSpecial

    7

    One creature

    Neg.

    This spell imbuesaliving, sentient beingwiththe battle rage and blood luof a berserker. Although it canbecaston the spellcaster orhis allies, ma

    priests of theReaverenjoysurreptitiouslycasting this spell onan opponein agroupofhis friends and then quietly leavingthescene.A l l attacksbthe target creature are made inamad frenzywithno thought to tactics, pe

    sonal risk,or theconsequencesofany a ction. Unlike atrue berserker,thtarget of abloodragespell has no abilitytotell friend from foe. While unthis spell's effects, acreature fren etically attempts toshed thebloodofabeing itencounters, moving from one opponentto the nextbasedon proimity and noticeability. (For example, thetargetofabloodragespell wouignoreapixie5feet away inlieuof attacking an ogre 10feet away, but if thogre was50 feet away, the pixiewouldbeattacked first.) Asidefromthe suations mentioned below,abloodragespell ends only wh enthe targetgothree continuous roundswithout awarm-blooded creature within 50yarto attack.

    While in abloodrage, beings have phenomenal resistance topain asome formsofmagic. They areimmuneto thewizard spells charmperso

    friends, hypnotism,sleep,irritation,ray of enfeeblement, scare,geas,and simiincantations. They are immunetothe c lerical spellscommand, charmper

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    ormammal,enthrall,cloakof bravery,symbol, and similar magics. They receivea+4 bonus to saving throwsagainstth e wizardspells blindness,Tasha'suncontrollable hideous laughter,holdperson,charmmonster,andconfusion, andthe clericalspellsholdperson a ndhold animal.T he emo