Divine Forces in the Empire of Elaan

The gods of the world are at once near and distant to their worshippers and clerical servants. They never manifest themselves on the mortal plane, yet they remain close at hand when devout beings call upon them for help. Tales of miraculous rescues involving animals or natural elemeents closely associated withe one god or another abound.

Clerics are both closer and more distant than the common worshipper. While gods channel their divine power through them on a daily basis, they are not known to provide the sort of miraculous interventions that common worshippers enjoy. The holy symbols carried by each cleric is the conduit through which the god they serve grants them the ability to call upon his or her might and cast spells or drive off undead creatures. Should a cleric ever lose his or her holy symbol, he loses all spellcasting abilities and other divine benefits of being a cleric.

Divine Intervention in the Empire

A devout follower of a god who calls upon him or her in a time of extreme need has a 1% chance of attracting the god's attention. The god will intervene on the character's behalf, not by manifesting in an obvious way but instead causing some event to occur that could have just been a product of amazing coincidence and luck. Some examples:

• A sailor adrift in a lifeboat without supplies calls upon Ashtorn the Lord of Waves. Within a few minutes, a dozen dolphins appear and push the lifeboat toward a verdant island where the seaman will be able to survive.

• A husband comes back from the fields to find his cottage ablaze. His sick wife and infant child are crying for help inside, yet the fire is too hot for him to reach them. He calls upon Messim the Rainbringer to help them. A strong wind suddenly tears across the countryside as the clouds overhead seem to darken instantenously and then cause a torrential downpour that extingushes enough flames so that he can get his wife and child to safety.

• An explorer is trapped by a cave-in in an underground tomb that predates Emperor Etahn the Great. As her torch starts to flicker and the air starts growing thick, she calls to Kevis the Lorekeeper for salvation. An earth-tremor rocks the chamber, shattering a secret door and thus revealing a way out.

Essentially, this mechanic is here to provide characters who are in deep trouble through bad luck with the dice, or even just GM feelings of mercy, with one last, slim chance for survival. Divine intervention should be used sparingly and the GM gets to chose whether there should even be a chance that the deity hears the character's cries for help. In order to receive aid from a god a character must have been played true to his or her alignment, and lived an examplary life according to the tentants of his or her faith. And even then, there's just that 1% chance the god will react.

Note: Characters who belong to classes and prestige classes that can cast divine spells or receive other god-granted benefits--such as Clerics, Paladins, and Druids--never receive the sort of extra-ordinary assistance described above. The gods already give those characters far more aid than normal mortals and the character has somehow failed to take full advantage of the benefit he or she possesses through the relationship with the god... well, then either the character is too foolish to be worthy of the god's attention, or the more powerful forces of the Five Fates have decided to made themselves known.

Clerics and Their Holy Symbols

The gods of the Empire of Elaan insist that their clerics carry upon their person mediallions, headbands, bracelets, or some other item of jewelry that has a heraldric symbol representing the god engraved upon it. This piece of jewelry has been ritualistically blessed by a cleric of the faith of 12th level or higher. When a cleric is inducted into service, he or she is given the holy symbol and most carry them with them until their deaths. Without these holy symbols, the clerics cannot cast any spells (in other words, all divine magic requires a focus, regardless of what the spell description says in the PHB. If the spell in the PHB does not require a divine focus, then the cleric may cast the spell without actually holding the holy symbol. But it must still be on his or her person.) Whenever a cleric is not in physical contact with his or her holy symbol, he or she cannot cast any spells or call upon any class abilities that are Supernatural or Spell-like in nature.

Paladins and other character classes who cast divine spells or who gain special abilities due to connection with churches or the divine are subject to this restriction as well. Servants of the Lichlords, however, are not required to carry holy symbols in order to retain any divine spellcasting abilities or powers.

New Cleric Domains

In addition to the clerical domains presented in Core Rulebook I, some of the gods worshipped in the Empire of Elaan grants the powers and spells from the following domains. These new domains follow all the rules presented in the description of the cleric class. Spells marked with asterixes are described in the “Spells and Magic” section of this site.
 

Beguilement Domain
Deities: Haskir, Haskom, Tulari,
Granted Powers: Bluff and Sense Motive are class skills. The character receives a +2 competency bonus to all Diplomacy skill checks.

Beguilement Domain Spells
1—Charm Person. Makes one person your friend.
2—Detect Thoughts. Allows “listening” to surface thought.
3—Suggestion. Compels the target to follow stated course of action.
4—Emotion. Arouses strong feelings in the target.
5—Mind Fog. Imposes -10 to Will saves and Wisdom checks to subjects in fog..
6—False Vision. Fools scrying with an illusion.
7—Teleport Without Error. As teleport, but no chance of off-target arrival.
8—Screen. Illustion hides area from vision, scrying.
9—Mass Charm. As charm person, but affects all within 30 feet.
 

Secrets Domain
Deities: The Four Winds, Morgott
Granted Powers: The cleric is immune to all Divination spells and magical effects that are cast by, or function at, lower than his or her cleric level.

Secrets Domain Spells
1—Obscuring Mists. Fog surrounds the caster.
2—Obscure Object. Masks object from divination.
3—Nondetection. Hides subject from divination, scrying.
4—Detect Scrying. Alerts the caster of magical eavesdropping.
5—False Vision. Fools scrying with an illusion.
6—Guards and Wards. Array of magical effects protect area.
7—Sequester. Subject is invisible to sight and scrying.
8—Mind Blank. Target is immune to mental/emotional magic and scrying.
9—Soul Bind. Traps newly dead soul to prevent resurrection.
 

Shapeshifting Domain
Deities: The Twin Gods
Granted Powers: Rebuke or command lycanthropes and doppelgangers as evil clerics rebuke and command undead. The cleric can use this power a number of times per day equal to his or her Charisma bonus.

Shapeshifting Domain Spells
1—Change Self. Changes the caster’s appearance.
2—Alter Self. As change self, plus more drastic changes.
3—Gaseous Form. Target becomes insubstantial and can fly slowly.
4—Polymorph Self. Caster assumes a new form.
5—Seeming. Changes appearance of one person/two levels.
6—Veil. Changes appearance of a group of creatures..
7—Statue. Target can become a statue at will.
8—Iron Body. The caster is transformed into living iron.
9—Shapechange. Transforms the caster into any creature, and change forms once per round.

Gods of the Empire

This section deals with Elaan's 21 major religions. Most of these are sanction by the Empire and some even receive direct support through gifts from the treasury. Others, however, are outlawed by the empire.

The following entries provide the most basic information of these deities in the standard D20 System format. You can click on the god's name for a full description of the faith. (These descriptions will be added as time goes by.) Outlawed faiths are marked with asterixes.

The Overgods

These are the oldest gods of the world, and their veneration (or appeasement) cuts across all other faiths. While one faith or another may dogmatically insist that a partidcular god doesn't exist or is merely a manifestation of the entity they worship, none deny the existence and power of the Over Gods. These beings are considered the very foundation of existence, the parents of all other gods, and the initial source of Creation itself.

Paradoxically, the Overgods have some of the smallest churches of all of Elaan's deities. This is partially due to the fact that many of the centers devoted to their worship were destroyed during the rise of the Lichlord, but even  before then other "lesser" gods were were more widely honored. The Overgods are only called upon during the most holy of holy days, and their clergy only ventures forth from their isolated strongholds or palaces in the capital when there is a truly dire need for them. (It is said clerics of the Overgods also wander the world in disguise and lend their support to those they encounter who actively oppose the Lichlords and their minions.)

The exceptions to the above are the the Five Fates. Although listed here as a single entity, the Five Fates have thriving churches in isolated parts of the Empire, and are more accurately considered mini-pantheons until themselves. However, the sake of simpicity and clarity, they are listed here as one group. It is also worth noting that their thriving church is technically illegal within the borders of Elaan; a generation ago, priests of the church conspired to overthrow the emperor because they saw him as being too conciliatory to the Lichlords. The church was outlawed at that time, and the present emperor has not revoked this degree. No active persecution has taken place of clerics and followers of the Five Fates since shortly after the failed coup, as the church is wise enough to not annoy the empire... and the enforcers of the emperor's will are intelligent enough to not invite the wrath of five gods onto themselves.
 
Name Power Symbol Alignment Portfolio Domains Favored Weapon
Dawnbringer  Greater Sun rising above the horizon LG Birth, Daylight, Life, Wilderness Air, Animal, Earth, Healing, Plant, Sun, Travel None; Dawnbringer is a total pacifist
Five Fates* Greater A five-headed hydrya N Destiny, Dragons, Fortune, Humanoids of all kinds, Misfortune Chaos, Destruction, Evil, Good, Healing, Law, Luck  Varies; see full write-up
Master Builder Greater Silhouette of a tower on a white background LG Alchemy, Architectects, Artificers, Civilization, Constructs, Creation, Magic, Order Earth, Good, Law, Magic, Protection, Strength, Sun Longsword

The Gods of Law

These gods are served by the leading churches of the empire, and the rites and rituals devoted to them are among the most culturally refined. Each of them has chapels dedicated to them in the oldest portion of the Imperial Palace, with the exception of Morgott; his chapel was destroyed when his church battled on the side of Lichlords during the Plague Wars. With the possible exception of Kevis, no other of the empire's faiths receive as much governmental support and encouragement as these churches. Virtually every community has at least a small shrine devoted to the triumvirate of Orlanth, Domoran, and Khalish, and these shrines are maintained through funding from the Imperial court itself.
 
Name Power Symbol Alignment Portfolio Domains Favored Weapon
Ashtorn Lesser Gray mountain on a blue background LN Elves, Magic, Mountains, Bodies of Water, Time Magic, Protection Mace
Domoran Intermediate A set of scales LN Justice, Law, Politics, Rulership, War Knowledge, Law, Protection, War Long sword
Khalish Intermediate Two white ovals on a black background LE Death, Dwarves, Dungeons, Executions, Rulership Death, Earth, Law, Sun Great axe
Messim Greater A stalk of grain across a spinning wheel LG Agriculture, Birth, Crafts, Growing Seasons, Homemaking, Humans, Husbandry Animal, Good, Law, Plant, Protection, Water Dagger
Morgott* Intermediate A human skull with red eyes LE Darkness, Disease, Dwarves, Secrets, Undead Death, Destruction, Evil, Secrets Short spear
Orlanth Greater Golden crown on purple background LG Family, Leadership, Parenting, Teaching, Rulership Good, Healing, Law, Protection, Strength, War Scepter (Light mace)
Stavish Lesser Stone tower LN Alchemy, Engineering, Fortifications Law, Protection Light Crossbow

The Gods of Balance

The nuetral gods of the empire are not widely honored. They tend to have interests that don't often connect with the common citizen of the Empire, but appeal mostly to scholars, artists, spell-casters, and other in highly specialized walks of life. The two exceptions are Deera, who is popular among merchants as well as the leading deity among Halflings; and Kevis, who has become widely known and venerated through the actions of the Emperor. (The most commonly seen shrines to the gods of balance are to Tulari... and those are often found near "baudy houses," due to many dancers and musicians who work there.)
 
Name Power Symbol Alignment Portfolio Domains Favored Weapon
Kevis  Intermediate Green eyes on an unfurling scroll NG Knowledge, exploration, written works, libraries Knowledge, Luck, Protection, Travel Dagger
Deera Intermediate A road reaching to the horizon N Fortune, Halflings, Trade, Traveling Luck, Strength, Travel, Trickery Staff
Tulari Lesser A golden face, half of which is frowning, half of which is smiling NG Art, Music, Poetry, Performances Beguilement, Good Dagger
Vashar Intermediate A disk with a while spiral pattern N Elements, Magic, Other Planes Air, Earth, Fire, Water Light crossbow
Yava-Hul* Lesser A silver dagger NE Assassinations, Politics Destruction, Secrets N/A (poisons)

The Gods of Chaos

The chaotic deties of Elaan are represented by some of the oldest churches in the empire, with most pre-dating even the first emperor. They are worshiped mostly by the barbarian tribes on the fringes of empire, within the various demihuman cultures, and among dragons and lycanthropes. Haskir is widely worshiped in all parts of the Empire, however, and Haskom have gained some popularity in more civilized places as well. However, many of the emperor's advisors are distressed at the hedonism encouraged by the church of Haskom and are pushing to see the faith outlawed. The Four Winds are also widely honored by sailors and other seafarers hoping to secure safe journeys.

It should be noted that the Four Winds and the Twing Gods are actually several deities. They are, however, each served by a single church and almost always worshiped or honored in conjuction with one another, so they are listed here as single entities. The detailed write-ups spell out the differences between the gods.
 
Name Power Symbol Alignment Portfolio Domains Favored Weapons
Fahlerene Greater A disc with a lightning bolt across it, made of wood or stone CN Unsettled Wilderness, Storms, Seasons, Lycanthropes Animal, Earth, Plant, Protection, Sun, Water Sling
Four Winds Lesser A white amulet shaped like a cloud CN Sea travel, Storms, Weather, Winged Beings Air, Secrets Short bow
Haskir Greater A rotund, smiling face CG Celebration, Halflings, Humans, Joy, Pregnancy, Trickery Air, Beguilement, Chaos, Good, Luck, Trickery Mace
Haskom Intermediate A tree silhouetted against a red background CG Beauty, Elves, Passion, Romance, Sex/Lovemaking Air, Beguilement, Chaos, Plant Short bow
Talvis* Lesser A charred humanoid femur bone CE Dwarves, Fire, Jealousy, Hatred, Murder Destruction, Fire Morning-star
Twin Gods Intermediate Two faces, each looking in a different direction CN/LN (see write-up) Animals, Blue Dragons, Lycanthropes, Silver Dragons, Shapeshifters Animal, Shapeshifting, Strength, Travel Natural weaponry (see full write-up)


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