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

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