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

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