
Smathpan
The Mad One

Smathpan was once a typical Gnome, but he had a Quest. He
wanted to be the first Gnome to master magic. He sought
high and low, until he finally found the Tome of Symetyr,
the source of all the secrets of magic. Unfortunately,
reading the book broke his mind, driving him mad. So great
was his madness and power that he was actually able to pass
into his visions. Now he speaks to the world through
dreams and the words of the mad, and his followers work to
make his visions real.

Priests:
The Temples of Smathpan serve a secondary
purpose as houses for the insane. Here, illusions are
crafted to bolster the view the afflicted have of the
world. The Temples are also visited by those seeking
interpretations of dreams, or those who seek the often
special insight of the mad, and the Priests are expected to
provide translations.
Spheres & Powers
MAJOR (All+)
Astral
Charm
Divination
|
MINOR
Weather
|
GRANTED POWERS
1: Soothing Word
1: Charm/Fascinate (non-combat)
3: Charm/Fascinate (combat)
3: Prophecy
5: High Immune to Phantasms
10: Confusion (as spell, 2/d)
|
ARMOR
Non-metal
No Shield
|
WEAPONS
Any Small Weapon
|

Laity:
Those seeking advice on dreams, and those trying to attain
release from madness for themselves or another are all expected
to leave an offering. Furthermore, it is commonly believed that
all who are truly insane worship Smathpan, in their own, special
way.

The Fools of Smathpan
Without a doubt, the Fools who follow Smathpan, the
first Gnome to unlock the secrets of illusionary magic, are
the least predictable and hardest to categorize group on
Gero. Their study of phantasms and illusions has unhinged
their minds, giving their actions and motivations a random,
insane air.

Initiation:
Even few Gnomes understand what causes one of their kind
to willingly forsake sanity in the name of Illusion. Some
claim that the Prospect must be mad to begin with, while
other scholars believe that the Initiation itself is what
drives the Initiate mad.
All that is known for sure is that the Prospect searches
out a Temple (which he has no trouble finding) and emerges
a few months later, able to "share" his delusions with
the rest of the world. Many who spend a lot of time with a
Fool learn that there usually is some sort of insight
acquired through this madness.

Structure:
You gotta be kidding.
There are usually a few Fools hanging around the Temples
at all times, and they will use their powers to defend it,
but beyond that, those the Priests refer to as "the Chosen
of Smathpan" go pretty much their own ways.

Adventurer's Notes:
Fools can be highly useful travelling companions,
provided the party has a high tolerance of pranks and
practical jokes. Also, there is always the possibility
that the Fool will suddenly decide to change sides (or
simply start counting the grains of sand on the beach) in
the middle of a crisis.
Naturally, a Fool can also be a highly effective a
disconcerting foe, alternating from the silly to the lethal
and back again long before the party learns what's going
on.

Dogma:
My friends call me "Moon Unit".
I prefer strawberry-flavored swords, don't you?
If you can't believe you're senses, you're halfway here.
Always walk on the left of the bluftoni.
Reality is multiple-choice.
Remember:
Bans: (None, save seeking a return to sanity)

Game Notes:
Ability Requirements: Wis 10, Int 16, Dex 16
HD:d6/+1 Save/Attack as Rogue
Alignment Req: CN Tendency:
Race: Gnome/U, No other races allowed.
Armor : Leather
Weapons: As Mage
Special Abilities:
Priest :Prophecy
Warrior:
Rogue :Read Languages
Wizard :Major Access to Illusion School, cast as
specialist
Other :
NWP: All
Restrictions: Carry
Level XP
2 700
3 1400
4 2800
5 7000
6 14000
7 28000
8 105000
9 203000
+1 +210000
