
Ruffalonna
Lifebringer

When Gerof created life on the new world, Ruffalonna was
created as well. Unsatisfied with just the plants and
animals created, Ruffalonna brought into being the elder
races of Elf, Dwarf and Gnome. When these were twisted
into Drow, Goblin and Kobold by Tronet, Ruffalonna raised
the new races from the animals themselves: Human,
Aaracockra, Thri-Kreen, Locatha, Issthus (Lizardmen) and
Bullywug. These, too, have been twisted, yielding Orc,
, , Sahuagin, , and Kuo-toa. Ruffalonna holds all life
sacred, and seeks to mend hurts and wounds.
Priests:
Temples of Ruffalonna frequently double as hospices, places
where the poor and rich alike may seek healing and succor. The
Priesthood is responsible for securing the necessary funding for
these. Priests are also expected to act as advocates for the
wilderness, speaking out against overuse of a regions resources.
Spheres & Powers
MAJOR (All+)
Animal
Healing
Necromantic
Plant
Summoning
|
MINOR
Charm
Protection
|
GRANTED POWERS
1: Identify Flora/Fauna
1: Lay on Hands (2/day)
1: Turn Undead
10: Shapechange (3/day, any animal)
|
ARMOR
Studded
Wooden Shield
|
WEAPONS
Blowgun (Needle only)
Club
Net, Lasso
Sling (Stones only)
|

Laity:
Most of the members of the ``untwisted'' races
offer thanks to Ruffalonna, as do farmers and healers.
Some hunters offer a prayer of apology to Ruffalonna after
each kill, and Ruffalonna is one of the few non-totem
dieties to be worshipped by barbarian tribes.

Ruffalonna's Balms
The Balms of Ruffalonna are charged with the healing of
all living things, although they may kill in self-defense
or in the defense of others.

Initiation:
Temples often watch for individuals of compassion and
mercy, or with a fondness for animals. They also accept
applicants, who must prove their desire to promote life and
protect the sick. Often, new applicants come from those
who have recovered in one of the Temple's Hospices.

Structure:
The calling of the Balms is two-fold. First, they serve
as guards for the Temples and Hospices of Ruffalonna. Those
who follow this path are called Hospitalers, and are
renowned for their unfailing courage and determination.
The second group, called Samaritans, wander from place
to place, seeking out individuals in need of healing and
protecting the wilderness from poachers and overzealous
loggers. They will often set up a temporary Hospice in
small villages during times of plague or famine. Often
Samaritans will work closely with the Children of the
Unicorn.
There is no restriction on a Balm's choice--each follows
his or her own calling. Balms may change callings during
their careers, but sometimes must wait for a suitable
replacement.

Adventurer's Notes:
Most adventurers are, of course, Samaritans. As such,
any adventure which offers the opportunity for protecting
the wilds or finding healing magics will interest them.
Frequently they will ally themselves with members of the
Order of the Unicorn in these tasks.
Also, Balms are often assigned to travel with groups
whose quests relate to defending the weak.
Some Hospices will request a service from charcters who
make frequent visits for healing after adventures. They
usually offer added inducements as well as playing on their
patients' consciences.
Parties that engage in excessive hunting or otherwise
damage the wilderness through which they pass may find
themselves the target of an irate Samaritan, who will
demand that the party atone for its deeds.
It is not unknown for fleeing criminals to claim
sanctuary in a Temple, nor is it unheard of for the
Hospices to grant such a claim.

Dogma:
Harm not those who do others no harm.
Heal all who request it, provided that they themselves
do not seek to do injury to you or others.
Protect the Wilds, for that is the true source of life.
The grounds of the Hospice are sacred--let none enter
with violent intent
Poachers, murderers and loggers are your foes; never
let them act with impunity.
Refuse not Sanctuary to any who fear for their lives,
unless they be murderers themselves.
Bans: Unneccesary violence, denial of just Sanctuary,
bringing harm to the wilderness.

Game Notes:
Ability Requirements: Str 11, Con 15, Wis 14
HD:d8/+2 Save/Attack as Fighter
Alignment Req: Good Tendency: NG
Race: Human/U, Orc/8, Elf/U, Drow/7, Kobold/7,
Gnome/12, Dwarf/10, Goblin/7, Aaracockra/U,
Hissus/U, Thri-Keen/9, Bullywug/8, Kuo-Toa/6,
Locathah/U, Sahuagin/6.
Armor : Any
Weapons: Blunt only
Special Abilities:
Priest :Lay on Hands (2 pts/level), 5: Cure Disease (3/wk).
Warrior:Con Bonus
Rogue :Common Ground (as Bard Persuasion)
Wizard :
Other :Track as Ranger
NWP: General, Priest, Warrior
Restrictions: Tithe
Level XP
2 1200
3 2400
4 4800
5 12000
6 24000
7 48000
8 90000
9 168000
+1 +180000
