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T h e people of Oerth worship many gods, but erence, and all forms of devotion to Powers. In
after a major war, patterns of allegiance change. uncertain times, mortals turn to the great ones
T h e focus in this section is on the gods of the for succor, protection, and reassurance. Clerics
central Flanaess; those that are exclusively and priests are widely respected and are given
Baklunish, for example, are too distant from the more offerings by even the poorest of their
lives of most Flanaess folk to be considered here. flocks. General superstitiousness is a by-product
of all this.
Second, there are changes in patterns of wor-
ship. Mortals most often revere Powers who
have everyday affairs of mortals as central
concerns-deities of nature, children, health,
T h e Powers of Oerth rarely intercede directly in community, and the like are more widely revered
the affairs of Oerth. They expect their servants to than those of philosophy, arcane knowledge, and
be their right (and left) hands in the world. Clerics, ethics. But on Oerth, Powers of war, healing,
priests, paladins, and less exalted but still valued protection, strength, endurance, and revenge are
souls are the agents of Powers, however minor increasingly turned to for succor. Many people
their deeds may be. The Powers have an implicit who before the war would have given small offer-
understanding that if one of them should act too ings to the goddess Beory (nature, Oerth Moth-
directly, others will act in concert to oppose the er) or Rao (peace and serenity) now turn to a
meddler, for if all acted in such a manner, Oerth deity such as Trithereon (liberty and retribution),
would be destroyed by the Powers. Heironeous (justice and valor), or the rising cult
This helps us understand why the demigod Iuz of Mayaheine (protection and endurance) in-
has been able to effect so much evil in the Fla- stead. There is also an increasing tendency to ap-
naess. T h e Prime Material is his home plane, pease, if not actually revere, deities of fate such
and therefore, he has a direct involvement in its as Istus, and deities of luck such as Ralishaz. Of
affairs that other Powers do not. T h e servants course, this is less true of wise folk and special-
must oppose Iuz, not the Powers themselves. ists who might revere a Power of magic, metal-
One partial exception to this is St. Cuthbert of working, or similar niche.
the Cudgel. Other Powers allow St. Cuthbert to Demihumans are another matter, although dei-
act in limited ways to oppose Iuz. Why they do ties such as Clangeddin Silverbeard, the dwarven
this, and how far St. Cuthbert is allowed to act, is god of battle, have not lost followers in times of
a matter known only to the Powers. conflict. Arvoreen the halfling defender Power
In other respects, the Powers regard mortals receives many offerings and prayers these days.
as they do in almost all worlds. Mortals give rev- Demihuman Powers are addressed following
erence and their clerics and priests receive the Powers of humanity (who may well have
spells. T h e Powers watch with varying degrees some demihuman worshipers).
of involvement. Greater Powers tend to have
less involvement than Lesser Powers, because . - *
-.
.."I
.
Greater Powers are more absorbed in the affairs
of many worlds and transcendent events that are ucIckGJ dLc uIvIuGu lllLu four groups: greater,
far beyond the affairs of mortals. intermediate, lesser, and demipowers. T h e basis
-7
-*-
7,
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w r
-.-*-,- I.
*z
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,
-
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of this broad distinction is as follows:
Greater Powers: These are distant Powers, far
8, owv7*,-,- - removed from most mortal affairs. Some may be
held to be among the Creator Powers of the
- Powers as they do in most
Mortals regard multiverse or of Oerth. They typically have
worlds: with reverence, awe, fear, attempts at many spheres of concern, or are absolute mas-
placation, and so on. In the Flanaess, however, ters of just one sphere.
special factors are at work after the wars. T h e fol- Intermediate Powers: While lacking the great
lowing is true for the nonevil lands of the central creative force of Greater Powers, they are still
Flanaess: very powerful and hold major sway over one or
.. there is a general increase in prayer, rev-

by the Morndinsamman Exile True AD&D™ 2nd Edition


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two spheres of concern. In some nations, they the standard minimum attribute for a member of
may be held as patron Powers, even above a the priest class (a Wisdom score of 9 or higher is
Greater Power. required). Wisdom of 9 + is always required to
Lesser Power: A lesser Power may serve greater become a specialty Priest.
ones as a messenger or aide, may be a cast-out or AL = acceptable alignment(s) for a specialty
solitary Power, or may hold sway over a very nar- Priest of this Power.
row sphere of concern. Some Lesser Powers WP =weapons which specialty priests of this
may be declining from exalted status or may be Power are allowed to use. A designation such as
ascending to greater force. any (mace 1 s t ) means that a Priest may use any
Demipowers: These are the least powerful and weapon, but a mace must be his first weapon
are in many ways similar to Lesser Powers. proficiency (if weapon proficiency rules are
Some may be mortals who have undergone di- used-they are strongly recommended) and
vine ascension (Zagig and Mayaheine being should be the Priest’s first choice unless clearly
prime examples). Some may even be referred to unsuitable. For example, a Priest who must take
as Hero Powers. a sword as a first weapon proficiency is allowed
to use a blunt weapon as a first choice against
skeletons, which suffer only half normal damage
from edged weapon blows. This rule applies
Players who have read the Legends and Lore when a weapon is favored, but not to exclusivity,
hardbound book or the Monster Mythology by a Power as a symbol of the faith.
(DMGR4) accessory will know that Powers can AR = armor restrictions for Priests of the Power.
manifest themselves as Avatars, projections of The following codes are used:
their power on the Prime Material plane. Statis- none = no armor allowed
tics for the Avatar forms of Greyhawk Powers are leather = only leather armor allowed
not given here, because the Powers of Greyhawk nonmetal = any nonmetallic armor allowed
virtually never manifest themselves as such. T h e as thief = only leather or elven chain allowed
only exception here is St. Cuthbert. It is possible chain = only chain mail allowed
that a conflict between his Avatar and Iuz might metal = only metal armor allowed
occur, so the statistics for his avatar are included. any = any armor may be worn
RA = typical raiments worn by Priests on appro-
priate occasions. Be reasonable about this.
Greater and Intermediate Powers can grant Priests aren’t expected to wear unreasonable gar-
spells of any level to their clerics and specialty ments if preparing for war, for example.
priests. Lesser Powers can grant spells of up to SP = spheres of spells to which the deity grants
sixth level, while Demipowers can grant spells access. All Priests have access to the spells listed
only as high as fifth level to clerics and specialty under the All sphere in the Player’s Handbook.
priests. T h e sole exception is Iuz, who is able to Certain spheres are taken from Tome ofA4agic; if
grant spells of sixth level to his clerics and spe- a player does not have this handbook, these
cialty priests, since they are on his home plane, spheres may be ignored.
the Prime Material. A sphere followed by an asterisk ( * ) means
In the entries for individual Powers included in Priests are allowed only minor access to spells of
this section, reference statistics for specialty that sphere. A sphere noted as (rev) means that
priests (as opposed to clerics) are provided. only reversed forms of spells from this sphere
Note: for brevity, the term priest is capitalized may be used. Elemental spells are listed as “all,”
when referring to a specialty priest. This creates “fire onW “fire and earth.” etc: these subdivisions
a distinction between the specialty priest and the
generic term for the character class. this book, it should not be difficult for the DM to
T h e following abbreviations are used: estimate which spells fall into which subdivision
from a perusal of the full Elemental spell list in
AB = minimum ability score(s) required to be- the Dungeon Masters Guide.
come a specialty priest of the Power. Std means

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,. priests of this Power. These are documented on AoC: Areas of concern. These are asoects of na-
Reference Cards 5 and 6. ture or life over which the Power exerts influence.
PW = special powers commonly granted to Align: This is the Power’s alignment, with the
Priests (and only specialty priests) by the Power. standard abbreviations C (chaotic), E (evil), G
A granted power preceded by a number is grant- (good), L (lawful), N (neutral). A parenthetical
ed only when the Priest reaches the level of ex- addition such as “LG (LN)” means the Power has
perience indicated by the number; thus, “5) a primary alignment with a secondary tendency;
protection from fire, double duration” means that in this case, the Power is lawful good, tending
when the Priest attains fifth level, he can cast a toward lawful neutral. An entry such as LG/LN
protection from fire spell that will have twice the means that the deity is primarily lawful, with
normal duration. This ability is in addition to the equal tendencies toward good and neutrality.
spells he could normally memorize. Unless WAL: Worshiper’s alignment(s); the alignments
otherwise specified, powers which are bonus which the Power deems acceptable among its
spells (as in the protection from fire example worshipers.
above) can be used only once per day. Sex: This is the gender form in which the Power
Granted powers which are wizard spells are is commonly portrayed or chooses to assume.
specifically noted; for example, “(W3)” means
that the spell is the same as the third level wizard Finally, note that not all of the Powers listed on
spell of the same name. Reference Card 4 are detailed in the text below.
T U = t h e ability to turn or command undead All Greater and Intermediate Powers are cov-
creatures. Some entries read (e.g.), T U turn at - ered, but Lesser Powers and Demipowers are
2 levels.” This means the Priest can turn undead too numerous to be included with the exception
as if he were two levels lower than his actual ex- of Iuz, Mayaheine, and Zagyg, who have particu-
perience level. Priests of Powers of life and death lar importance in the affairs of Oerth.
have the strongest turnlcommand abilities, but
other Priests have some weaker ability in this ar-
ea. These weaker abilities are accommodated
through level differences. Clerics of Powers
whose Priests can turn or command undead can Beory commonly takes the form of a rotund,
also turnlcommand exactly as the Priests do; this
middle-aged, motherly woman with brown hair
is the only special granted power which clerics and weathered skin, and she is sometimes depict-
share with specialty Priests. ed as such. More often, though, the Power of na-
ture, rain, and the very Oerth itself is seen as a
process rather than a being by learned folk, and
Certain Priests are granted unique spells that‘ she is considered very distant by common folk.
are not granted to Priests or clerics of any other T h e worldly doings of humans, demihumans, and
Power, or to clerics of the same Power. These are their kindred are of almost no concern to Beory.
.- Only events which affect the integrity of Oerth as
cited in the text below; full details are on Refer-
ence Cards 5 and 6. an entity concern her. Beory has very few Priests;
those who exist are druids (but they do not have
the Charisma requirement of other druids).
Beory’s Priests
T h e tabular summary on Reference Card 4 us-
Priests of Beory are contemplative communers
es the following entries to describe the Powers:
with nature, using their skills to avoid any change
Race: This refers to the major racial group of the natural balance. They are conservative,
which reveres the Power. 0 = Oeridian, S = Su- cautious folk, loath to take incisive actions.
loise, B = Baklunish, F Flan, C = Common Many are solitary, and the priesthood has little
(widespread reverence/recognition), and organization. Priests treat each other as superiors
U = Unknown or indeterminate origin. This aids on the basis of wisdom and years, not as a result
the DM in understanding which Power is re- of formal titles or higher experience levels.
Requirements: AB Wis 16; AL N; WP as

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druid; AR leather; RA green, brown, or gray deformed body, and a nightmarish visage. T h e
plain robe; SP Animal, Charm', Divination, Ele- black-cloaked rider of nightmare steeds has few
mental (all), Guardian', Healing, Plant, Protec- worshipers in the Flanaess, but many seek to
tion', Summoning', Sun, Weather; SPL none; propitiate him with offerings. This is especially
PW as druids; T U nil. true in lands ravaged by famine, where disease
has spread from unburied bodies on battlefields,
and where chronic fear grips the common folk.
T h e scattered priests of this Power have op-
Boccob is the archmage of the Powers. Wheth-
portunities to sway hearts and minds in places of
er or not any serve or revere him seems of no
despair. Incabulos delights in being feared as
importance to him. Throughout the Flanaess,
much as in being revered; he is said to be able to
seers and diviners entreat him for omens, sages
use an almost irresistible sleep spell on victims,
revere him, and those seeking to create new
but he loves to sense their abject fear before he
magical items or spells often seek his aid. Boccob
closes their eyes.
almost never leaves his own halls in the plane of
Those who worship this terrible Power are in-
Concordant Opposition, preferring to send his
tensely secretive. Even other evil priesthoods
demigod servant Zagyg the Mad instead.
hate them. Incabulos's temples are always sub-
Boccob is portrayed as an old man with bright,
terranean affairs in forsaken lands or desolate
intense eyes, clad in garments of purple bearing
places. Services to the Power feature weird hum-
shimmering golden runes. Within his halls, he
ming and droning chants in near darkness, illu-
has at least one example of every magical item
minated only by light from fat, smoky black
ever devised and a copy of every alchemical for-
candles. Followers celebrate multiple iniquities
mula ever scribbled down. He leans upon a staff
with their priests and pray for the arrival of more
of the magi, which also has the functions of a evils into the world.
wand of conjuration.
All times and planes are open to Boccob. He Incabulos's Priests
manipulates the energies of the Positive and The priesthood is highly L1u.C.uCIvu, .L.aL.J

Negative Material planes as he wishes. He ever members are paranoid to the point of insanity.
seeks to learn more of planar structures, the logic Fear and threats are used to maintain secrecy
of magic, and long-lost lore. Services honoring and the obedience ofjuniors. Priests of Incabulos
him involve complex rituals, incense burning, revel in suffering, slow tortures, and inflicting
and recitations from works honoring knowledge. disease and misfortunes.
Requirements: AB Std; AL any evil; WP any
Boccob's Priests
(staff 1st); AR any; RA black robe with orange
Boccob's Priests are expected to be grave, seri-
and green detailing; SP Astral, Divination',
ous folk devoted to the pursuit of knowledge. Healing (rev), Necromantic (rev), Summoning,
They must adventure to recover lost magical
Sun (rev); SPL plague; PW 1) 20% immunity to
treasures, tomes of lore, and the like.
all diseases and slimes-increases by 2 % per
Requirements: AB Int 14 or Wis 16; AL N; level thereafter, 5 ) hypnotism (W l), 6) contagion
WP dagger, flail, knife, mace, sling, staff, staff-sling;
(W4), 7) enervation (W4), 8) sleep by touch (af-
AR nonmetal; RA purple robes with gold trim; SP
fects one creature, effect is permanent until mag-
Astral, Charm, Creation', Divination, Elemental'
ically dispelled); T U command.
(all), Guardian', Numbers, Summoning',
Thought, Time'; SPL disc of concordant opposi-
tion; PW 1) cast all divination spells as if two levels
higher, 7) commune, 10) able to use magical items Istus, the Colorless and All-colored, is the
normally usable only by wizards; T U nil. Power of future destinies and oredestination.
She has few true followers, but many call upon
her in time of need or want when they fear the
Incabulos is the Power of evil sendings-
plague, sickness, dfiught, famine, nightmares.
He is hideous in aspect, with skeletal hands, a

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. ,

nical rule in places such as Rauxes and the con- through. Nerull is summoner of fiends, coniurer
quered Iron- League states, and by the be- of darkness; his touch withes men and turns
leaguered Bandit Kingdom people). them to dust.
Istus is depicted in one of three ways: as an old T h e worship of N e d always occurs in com-
crone spinning the strands of the Web of Fate; as plete darkness. T h e litany is ghastly, full of death
a noble and haughty woman; or as a cold, young and suffering. Bizarre and terrifying offerings are
maiden. Because Fate has been unkind to so made on altars of rusty-colored stone. Nerull is
many in the Flanaess, offerings of incense, can- known to have hidden temples in the lands of the
dles, and the like are often ambivalent. Istus' former Great Kingdom and in other evil lands. A
priesthood is small, but often sought out by scarce few well-hidden, subterranean temples
rulers and nobles for divinations. may befoul the foothills in more civilized lands.
Even in times of war and death, the common
Istus' Priests folk do not try to appease the Reaper. Any form
Priests of Istus tend toward stoicism. They re-
of beseechment is thought to attract his fell green
gard honesty as an absolute virtue. Many are
eyes to the supplicant, with life-ending results.
cold, unfeeling folk, given the vagaries of Fate,
although a few kinder souls may be found who Nernll's Priests
feel that Fate has been uncommonly generous to Nerull's priests are murderous, psychopathic,
them and wish to serve Istus in return. Divina- cold, cruel, and utterly evil. They are highly se-
tions play a key role in the determination of the cretive, for obvious reasons. Priesthoods tend to
actions of these priests. be individual capsules without an overall hierar-
Requiremente: AB Int 14, Wis 14; AL N; chy, except in evil lands.
W P any nonedged weapon; AR leather or chain; Requirements: AB Std; AL any evil; WP
RA gray or black robes, with web patterns for dagger, knife, great sickle (treat as hook-
priests of level 7 + ;SP Astral, Charm', Divina- fauchard), staff, staff-sling; AR any; RA rust-red
tion, Guardian', Healing', Necromantic, Num- or black garments; S P Astral, Charm', Combat,
bers*, Protection', Thought, Time; SPL Divination', Guardian, Healing (rev), Necro-
enmeshrnenr; PW 1) cast all divination spells as mantic (rev), Sun (rev); SPL none; PW 1) sur-
if two levels higher, 3) auguq 6) divination, 7) prised only on a 1, 6) Eva& black tentacles
strand of binding (l/day, maximum range 40 (W4), 12) destruction (reversed resurrection) I/
yards, one creature affected, saving throw versus week; T U command.
spells negates; affected creature is rendered im-
mobile for 50 rounds, minus 2 rounds per crea-
ture's HD or level; creature can make one
attempt to free itself using half the normal Bend. Pelor is the great Sun God, regarded as the
Bars Yochance to break the strand); T U nil. Creator of much of what is good-a Power of
strength, light, and healing. Pelor flies on a great
ki-rin, summons flights of eagles, and casts down
dark evils with bolts of brilliant sunlight.
Foe of All Good, Hater of Life, Bringer of The nature of Pelor's reverence has changed
Darkness, Reaper of Flesh-Nerull's formal ti- subtly during and since the wars and is still
tles bear eloquent witness to the horror of this changing. His old aspect of a peaceful, gentle
cold, cruel, hateful Power. Nerull is not a god god concerned for the suffering is eclipsed by his
who sees death as ease, release, or quiet passing; more martial aspect as a wrathful Power who
he brings bloody slaughter, and is the deity of drives out the darkness of evil. This is parallel to
many who seek evil for their enjoyment and gain. the cult of Mayaheine, his servitor, a much more
Nerull appears as a skeletal fimre with a dull, martial deitv. As strengthener and healer, Pelor
rusty-red body and a skull-like head adorned
with thick strands of blue-green "hair." His eyes, warriors now turn to his faith.
teeth, and nails are a putrid green. Known to fly Services to Pelor involve hymn singing, commu-
;. at night, black-cloaked and cowled, his terrible nal prayer, and the dispensing of alms to the needy
.':. , ,: reaper's staff-scythe strikes down all it sweeps (and the collection of same from the well-to-do).

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Pelor's Priests Requirements: AB Wis 16, Cha 13; AL LG;


Pelor's priests have always worked for the poor WP flail, mace, morningstar, staff, staff-sling; AR
and sick, bringing healing, food, and aid to them. none, or magical chain; RA white robes; SP As-
Their reverence has not changed as swiftly as tral, Charm, Divination, Guardian, Healing,
that of commonfolk. They remain quiet, kindly Law, Necromantic', Numbers', Protection.,
people for the most part, but with some steel as Thought, Wards'; SPL none; PW 1) friends
protection. (Wl), 4) + 2 to all saving throws versus illusions
Requirements: AB Std; AL any good; WP and mind-affecting spells, 7) emotion (calm)
flail, mace, morningstar, staff, staff-sling; AR (W4), 9) true seeing; T U turn at -4 levels.
leather or chain; RA yellow robes, gold-trimmed
for priests of level 7 + ; SP Charm, Creation, Ele-
mental (air), Guardian, Healing, Necromantic,
Protection, Summoning', Sun, Wards'; SPL
none; PW 1) all healing spells do at least median
healing (5 hp for cure light wounds, 9 hp for cure Celestian, the Star Wanderer, is said to be
serious wounds, 16 hp for cure critical wounds, brother to Fharlanghn, the endless wanderer of
heal cures all but 1-2 hp), 5) automatic saves vs. the Prime Material. Celestian wanders the As-
spells that deprive priest of sight (darkness, tral, Ethereal and Inner planes, especially the As-
blindness, etc.), 9) fly (W3); T U turn at + 1 tral. He is depicted as a tall, lean man of middle
level. years, ebony-skinned and dark of eye. His gar-
ments are inky black, but somewhere about him
he has his symbol of seven 'stars" (gems) which
blaze with the colors of far suns. H e has many
Rao is the serene, detached god of reason, in- unique spells unknown to other Powers (save
tellect, and peace. T h e Power does not act on perhaps Boccob). He affects meteors, comets,
the Prime Material directly, but he is known to and similar heavenly bodies. As a form of Sky
have created several powerful magical artifacts God, Celestian has influence over some aspects
which are highly potent against evil (notably the of light and weather.
Crook of Rao), possibly with the aid of Boccob. His worship is confined to a few sages, sa-
Rao is always depicted as a dark-skinned, vants, and like souls, who often worship him pri-
white-haired old man with bright, dark brown vately or through travel to unknown lands and
eyes and long, slender hands; he is smiling and acquisition of knowledge.
serene. Rao's faith is one that does not appeal Celeetian'e Priests
much to commonfolk; he has always had more This small priesthood is very studious and
followers among rulers, diplomats, sages, meditative, and also somewhat secretive and de-
scholars, and philosophers. Clearly, his church is
tached from everyday life. Acquisition of arcane
not exactly overpopulated at present. Those lore and magical items that aid travel are impor-
who seek to find powerful magic to aid the cause tant goals.
of good make him valuable offerings and medi- Requirements: AB Int 15 or Wis 16; AL any
tate on Rao's sacred texts. Services to Rao in- good or true Neutral; WP dagger, knife, long
volve discussions of theology and group bow (and arrows), short sword, spear, staff AR
meditations. nonmetal; RA black robe covered with faint star
Rao's Priests patterns; SP Astral, Creation, Guardian', Heal-
Rao's priests are mediators, and negotiators- ing', Necromantic., Sun, Thought', Travelers,
wise and quiet people. Most are male. Rao's Weather'; SPL meteors of Celestian; PW priests
High Patriarch in Greyhawk was instrumental in of Celestian may use the following wizard spells
the diplomacy that ended the wars.
T h e priesthood is very studious, but one mot- spells) at the listed levels of experience upon at-
to is "there is a time to think, and more rarely to taining those levels: 1) feather fall; 3) jump; 5)
act; but in that time, action is wisdom." These levitate; 7) spider climb; 9) fly; 11) dimension
priests are not wholly pacifistic! door; 16) teleport without error; T U nil.

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practical, with attention to detail of everyday life


and the concerns of common people. Since the
T h e Church of St. Cuthbert is of major impor- war, military training and fitness are mandatory,
tance in the Flanaess, with more converts to it much to the discomfiture of the more rotund
every day, despite the zealous and stern nature of members of the priesthood.
many of its priests. There are three orders of the priesthood: the
St. Cuthbert is a Power of dedication, zeal, Chapeaux, who wear crumpled hats and are zeal-
and devotion to the causes of law (primarily) and ots who seek converts to the faith; the Stars, who
good (secondarily). Common sense, truth, and wear a form of the Power’s chest medallion and
forthrightness are his watchwords. He opposes seek to retain doctrinal purity among the faithful;
chaos and evil sternly, with no backsliding or and the Billets, the most numerous, who use a
compromise permitted. This is a stern Power cudgel as a holy symbol and serve as ministers to
who, with his priests, sees matters in black and and protectors of the faithful (some 70% of the
white terms. For many folk living with the threat Billets are lawful good).
of Iuz to the north, this is a very credible world Services in honor of St. Cuthbert are often
view. T h e great enmity between Iuz and St. conducted in the small, wayside shrines and
Cuthbert adds to his popular appeal. St. humble chapels he favors. Singing, prayer, recita-
Cuthbert’s priests are also determined rivals of tion of edifying moral tales, and sharing of simple
the priests of Pholtus. food (bread, milk, and gruel) are common.
St. Cuthbert appears as a red-faced, barrel- Requirements: AB Std; AL LG, LN; WP
chested man of nondescript appearance, even club (Ist), flail, mace, morningstar, staff, staff-
looking like a simple yokel at times. He is fa- sling, sling, warhammer; AR any (plate mail if af-
mous for wearing a crumpled hat and a starburst fordable); RA crumpled hat (Chapeaux), dark
of rubies set in a platinum brooch. green robes with starburst (Stars), or brown and
russet garments (Billets); SP Charm, Combat,
St. Cuthbert’s Avatar Divination, Healing, Necromantic, Protection,
Given the great enmity between Iuz and St.
Wards’; SPL beguiling PW 2) friends (Billets
Cuthbert, the latter’s avatar may possibly appear
only); 3) shillefagh (Chapeaux only); 4) ESP
on the Prime Material to drive Iuz away in con-
(Stars only); 9) true seeing; T U turn at -4
frontations of major import to lawful good. Statis-
levels.
tics for the avatar (a 16th-level cleric) are: AC
-5; MV 18; H D 17; hp 126; #AT 1; Dmg
2 d 4 + 5 or l d 6 + 9 ; Str 18/01, Dex 17, Con 18,
Int 10, Wis 19, Cha 16; MR 40%; SZ M;
Ehlonna has many aspects: huntress, ranger,
THACO 10.
woman of the woods, protector of elves and half-
T h e avatar wears plate mail + 5 and carries
elves, fertility goddess. She is concerned with all
two magical weapons-a cudgel +3 (equivalent
aspects of woodland life including the protection
to a morningstar) which beguiles (as a rod of be-
of good humans and demihumans, especially
guiling) anyone it strikes for 5d4 rounds unless a
(half) elves. She is depicted as a young, lovely
successful save versus spell is made, and a mace
female (human, elven, or half-elven, choosing
of disruption + 5 which can cast bless (on com-
which form she wills). In any form, she is recog-
rnand), know alignment (l/day), tongues (on
nizable by her startlingly deep blue-violet eyes
command) and remove curse (7/week). Finally,
and a very clear and fair complexion.
the avatar cannot be affected by weapons of less
Ehlonna is kind and benevolent, but sternly
than + 2 enchantment.
opposes evil humanoids and marauders who de-
St. Cnthbert’s Priests spoil woodlands. Her faith is strong among the
Priests of St. Cuthbert are stout, stern folk Highfolk (where she is the most widely revered
Power), wood elves in general (especially in Ul-
ek, Celene, and the SusdWelkwoodlGnarley for-
ests), and in many scattered woodland
communities. Services of worship include simple
repasts (often of uncooked, “natural”foods gath-

True AD&D™ 2nd Edition


8

ered in the woodlands), drinking of wine, and the Requirementtx AB Str 14 or Con 14; A L
playing of flutes, pipes, and lyres. If a bard is at CE, NE; WP any (mace 1st); AR any; RA rust
hand to entertain, so much the better. colored garments, blood-stained robes for cere-
monies; SP Combat, Creation., Healing (rev),
Ehlonna's Priests Necromantic (rev), Protection', Summoning,
Ehlonna's priests are fine woodsmen, with
Sun' (rev), War'; SPL none; PW 4)fear (W4);
males and females equally represented and re- 7) strength (increased by ld8 points as for a war-
garded within loose hierarchies. They are skilled
rior) (We); 9) once per day, the priest may en-
hunters and woodland spies, and work to protect chant an edged weapon for 1 round/level to act
woodlands against evil. as a sword of wounding; T U command at -4
Requiremenh AB Wis 13 or Dex 13 or Cha levels.
13; A L any good; WP dagger, knife, long bow (and
arrows), long sword, spear, staff, staff-sling, sling;
AR leather, padded leather, or elven chain; RA pale
green robes; SP Animal, Charm, Combat', Crea-
tion', Elemental. (air, earth, water), Guardian',
Healing, Necromantic', Plant, Protection', Sun, )wer of travel, distance,
Weather; SPL stalk; PW 1) Tracking proficiency; roads, and horizons. HIS feet are restless ever to
5) move silently as ranger of same level; 7) hide in wander the many worlds of the Prime Material,
woodland (as per hiding in shadows) as ranger of his eyes ever on the horizon.
same level: T U turn at - 3 levels. Fharlanghn is portrayed as a middle-aged man
with weathered and wrinkled brown skin and
bright green eyes. He is plain-clothed and unen-
cumbered, carrying only an iron-shod staff and a
Erythnul is the Power of capricious malice, envy, disc with a curved surface representing the hori-
hatred, and fearful panic. His worshipers include zon. T h e disc is made of many woods and is in-
many humanoids, for Erythnul smiles on fickle, laid with jade and turquoise. A bright golden
wicked deeds from them as much as from humans. sun-disc is set into the object. Fharlanghn is
Erythnul delights in the fear, rout, and terror of bat- known to use the disc for divinations.
tlefields, and is himself depicted terriiingly as a Since travel is perilous in much of the Fla-
seven-foot brute, hairy and red-faced, with mad, naess, more folk now turn to Fharlanghn with of-
staring green eyes. He can change from human to ferings, if not actual worship. His priesthood is
gnoll to bugbear to ogre to troll at will, and he car- small, a wandering fellowship. Services to the
ries a huge stone-headed mace. He is a summoner Power are always outdoors, preferably under a
of creatures of battle, and if wounded, monsters sunny sky, and involve telling of traveler's tales,
spring from his blood. sharing stories of good people, and bestowing
Erythnul is worshiped by evil, embittered, CN- blessings on the worshipers while drinking ale
el creatures. Services to him include playing of and sharing simple food.
shrill and discordant reed instruments, the bang- Fharlanghn's Prieats
ing of gongs, and ritual drumming. Major rites in- This is a small, wandering priesthood, ever ea-
clude burnt offerings. Humanoids of the Bone ger to set foot on the road. T h e priests are practi-
March and the Pomarj include many devotees of cal folk, yet trusting and almost naive in their
Erythnul, as do evilly-inclined bands of bandits faith. Collecting tales of the road, recording
and brigands around the Flanaess. them, or drawing scenes from far lands are the
Erythnd's Priests delight of these priests. They are kindly people
Erythnul's priests include many gnolls, bug- who always offer generosity to other travelers.
bears, and ogres. There is no fuced hierarchy, T h e priesthood does include some urban mem- d
and a junior may demonstrate his fitness to boss bers, but these are often elderly priests whose <
traveling days are done.
his fellows by dispatching an older priest (envy is
a virtue, after all). T h e priests are bullies- Requirementtx AB Std; A L NG, N; WP any 1
hateful backstabbers and wanton killers-acting nonedged weapon (staff 1st); AR nonmetal; RA
on evil impulse and revelling in bloodshed.

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9

S P Combat’, Creation’, Elemental (air, earth), throughout the nonevil lands of the Flanaess.
Healing’, Protection’, Summoning, Travelers, Services to Heironeous include triumphal
Weather; SPL none; PW 1) all MV rates in- singing of battle hymns, offerings made to a cop-
creased by 25%; 3) all ability checks for jogging/ per statue of the Power, (such statues adorn most
running made with +3 bonus; 5) dimension of his finely decorated temples), and sharing of
door (W4); 9) wind walk; T U nil. strengthening foods-meat, full-bodied red wine
(in moderation) and spiced, stewed kara-fruit.
Heironeous’ Priests
Heironeous is the champion of rightful combat This is a warlike priesthood that counts many
and chivalrous deeds. He is the patron Power of elven and half-elven fighterlclerics and many hu-
those who fight for honor, justice, and the fair, man priests who have attained several levels of
good order of things. Clad in chain mail and heft- experience as warriors before becoming priests.
ing a great magical battle axe, Heironeous is por- T h e priesthood has a military organization and
trayed as a youthful, tall man with coppery skin, maintains excellent armories and systems of
auburn hair, and amber eyes, and is unsurpas- communication. Older priests are revered for
singly handsome. He is a “beloved of the Gods”; their strategic skills and as teachers. Opposition
his skin is said to be magically enchanted to of priests of the hated Hextor is mandatory. Pos-
break most weapons striking him, and he has session of magical chain mail andlor a battle axe
many natural gifts given him by the Powers of brings great kudos within the cult.
lawful good. Requirements: AB Str 16 or Dex 16 or Con
Heironeous is typically a Power revered by offi- 16; A L LG; WP any (battle axe 1st); AR chain
cers, leaders, and paladins rather than the common or plate only; RA dark blue robes with silver ttim
warrior, but this is changing. Heironeous is strong (senior priests have more ornate silvering); S P
as a fighter and as a protector, and this duality at- Combat, Guardian, Healing, Necromantic, Pro-
tracts many worshipers. He is widely revered tection, Summoning’, Sun’, War, Wards’; SPL

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10

bolt of glory; PW 1) + 2 to all saves versus fear; Kord’s Priests


4) cloak of bravery; 6) immune to strength- Priests must be strong, well armed and train-
reducing magic (ray of enfeeblement, etc.); 11) ed, and able to maintain fitness and readiness for
power word stun (W7); T U turn at - 2 levels. combat. This is a warrior priesthood, but it does
not have aims of conquest, dominion, or strate-
gic goals, since the Power is chaotic. Possession
of a magical edged weapon is a major goal for
Hextor, Scourge of Battle, Champion of Evil,
many. If nonweapon proficiencies are used,
is patron Power of many evil warriors and a few
those such as swimming, running, jumping, and
humanoids. Hextor is portrayed as a six-armed,
blind-fighting are allowed to this priesthood.
gray-skinned, gray-haired man with fiery red
eyes, although he can assume a more handsome
Requirements: AB Str 16, Con 15; AL CG,
CN; WP any; AR any metal; RA red with white
form. As befits a many-armed warrior Power, he
trappings; SP All, Combat, Creation’, Healing’,
employs a variety of weapons, as do his priests.
Summoning, War ,Weather ; SPL none; PW 1)
Hextor is worshiped by evil warriors and assas-
sins, mercenaries and murderers. His following
+ 2 to saves vs. fear; 4) strength (W2); 7) + 2 to
saving throws versus spells cast by lawful-aligned
has always been strongest within the lands of the
enemies; 9) may use Elemental (earth) spells.
Great Kingdom, where his priests hold sway in
many residual fiefs and attend upon Ivid. Serv-
ices to him include discordant music from wind
instruments, shouting and screaming, and the 1 his very old buel Power is referred to as
striking of iron weapons. T h e greatest temples “Prince of Time and Tedium,” which explains
are built on sites of great battles or bloodshed. why his reverence is almost extinct on Oerth.
Said to be the Creator of the other Sue1 Powers,
Hextor’s Priests Lendor is distant, aloof, and preoccupied with
These priests are skilled combatants and as-
the unfolding of events through time in all the
sassins, cruel and violent, bereft of subtlety while
multiverse.
still being cunning and wily. T h e priestly hierar-
Lendor’s handful of worshipers are sages, old
chy is rigid, dominated by strength and cruelty. men, and others distant from everday concerns.
Requirements: AB Str 15 or Dex 15; AL Services to this Power involve interminable reci-
LE, NE; WP any bow (and arrows or bolts), flail,
tations, officiated by elderly priests who find it
fork, morningstar, scimitar, staff-sling; AR chain
difficult to recruit others to their faith.
or scale; RA black robes adorned with white
skulls or gray visages; SP Combat, Elemental Lendor’s Priests
(fire), Healing (rev), Law, Necromantic (rev), T h e priesthood of Lendor is elderly, rigid, and
Summoning’, Sun’ (rev), War; SPL none; PW uncreative. This priesthood is preoccupied with
1) + 1 bonus to Str; 3) may fight with two- ritual, formalities, and unswerving devotion to
handed weapons with no attack roll penalties; 5) lawful neutrality.
ray of enfeeblement (W2); 9) once per day, dou- Requirements: AB Int 14; AL LN; WP any
ble damage in melee for 1 roundllevel; T U nil. nonedged weapon; AR leather, chain; RA silver
robes adorned with a black circle containing a
crescent moon surrounded by 14 stars; SP As-
tral, Divination, Elemental (air), Guardian’,
Kord the Brawler is a Suloise Power appearing
Law, Numbers’, Thought, Time; SPL none;
in two aspects: as a mighty, sword-wielding bar-
PW 3 ) slow (W3, reversed haste); 7) immune to
barian with powerful weaponry and armor, and as
time-affecting spells (baste, time stop, temporal
a muscular wrestler, brawler, and athlete. He is
stasis, etc.); 12) time stop (W9); T U nil.
thus a Power of combat and strength. Not widely
revered, Kord has a following among the barbari-
an peoples, parts of Ulek, and among Sue1 folk in
Aerdi. Despite his power as a god of struggle and Obad-Hai is an anck:nt Flan nature:deity, whose
strife, few turned to him during the Greyhawk worship has spread througnour me r? rlanaess. He is
Wars, since he has no protective aspect. a lover of wilderness and nature, a patron of druids,

True AD&D™ 2nd Edition


11

and a friend to those who live in harmony with their strel priests. These priests are not popular with
natural surroundings. Because of his neutrality, lawfully-aligned priests of other Powers because
there is enmity between him and Ehlonna of the of their general irreverence and fondness for up-
Forests. He is most revered by druids who live in setting established order. Olidammara’s priests
very wild places: those of the barbarians and other are required to sing or play a musical instrument.
underpopulated lands. Requirements: AB Dex 13 or Cha 13; AL
Obad-Hai is represented as a lean, weathered CN; WP as thieves; RA robes of green, brown,
man of considerable age, as if a hermit, pilgrim, green and brown, or green and black; S P Cha-
or simple rustic. He can also appear as a gnome, os*, Charm, Creation, Divination., Healing,
dwarf, or halfling, and has his worshipers among Protection, Travelers’; SPL none; PW 1) hide in
those folk; he is also represented in the form of shadows as thief, 5%/level; 5) alter self (WZ); 7)
woodland animals of diverse kind. Shrines of Tasha’s hideous uncontrollable laughter (WZ);
Obad-Hai are usually wooden structures found in 10) confusion;T U nil.
rustic settings. Services to him involve the con-
secration of living flowers, earth, water, and fire.
Obad-Hai’s Priests Yholtus is a Yower with a tured resolve to show
Obad-Hai’s priests are treated as druids. T h e all creatures the One True Path. This “Path” al-
priesthood is non-hierarchical, treating each oth-
lows no deviation, but gives absolute assurance
er as equals, irrespective of level. Age is a basis of rightness. Pholtus is the sternest guardian of
for deferment among them. unbending Law, and a defender of rightful and
Requirements: AB Wis 14; AL N; WP as just order. He is portrayed as a tall, slender man,
druids (staff 1st); AR as druids; RA simple russet clad in a white silk robe, with pale skin, flowing
garments; S P Animal, Charm’, Divination., El-
white hair, and bright blue eyes that shine with
emental (all), Healing, Necromantic *, Plant, the inner fire of devotion. He holds an ivory staff
Summoning’, Sun, Weather; SPL none; PW as
shod with silver and topped with an electrum
druids; T U nil.
disc, the Silvery Sun.
Worshipers of Pholtus are often rigid, unbend-
ing folk, and many have taken refuge in a religion
of such certainty after the war. T h e Theocracy of
Olidammara, the Laughing Rogue, is patron
the Pale worships Pholtus in his Lawful Neutral
Power to many thieves and bards. He is portrayed
aspect. There is friction between that nation and
as a wandering minstrel or vagabond, a slim man
its priesthood and those who accept the image of
with chestnut hair and rakish beard, olivetinted
Pholtus as a champion of good. Many paladins
skin, sparkling emerald eyes, and green and gold and some warriors revere Pholtus.
clothing. Delighting in wine, women, and song,
Services to Pholtus take place in consecrated
Olidammara is the eternal prankster and chaotic
buildings decorated in white. They include
spirit. He is a master of disguise.
candle-burning and long sermons. T h e anthem
Olidammara’s cult is steady within the Fla-
of the worshipers is “0Blinding Light.”
naess; in the darkest times, people must have
some form of diversion lest they succumb to de- Pholtus’s Priests
spair, and while they may not worship this This priesthood is most active in urban dis-
Power, they are glad enough if one of his priests tricts. Priests continually seek to reveal the light
or clerics is on hand to bring laughter and song. of Pholtus to unbelievers. They brook no argu-
His temples are not commonly found (neither is ments, of course, and are generally disliked by
his priesthood), but services to him are light- most other priesthoods (especially those of the
hearted affairs, including much singing, chant- rival St. Cuthbert, and chaotic priests). T h e
ing, music, feasting, and ample consumption of priesthood is well organized and strongly hierar-
beers, ales, and wines. chical; priests of levels 1-4 are Glimmering
priests, those of levels 5-8 the Gleaming priests,
Olidammara’s Priests those of levels 9 + the Shining priests.
This priesthood contains both urban priests,
Priests of Pholtus are expected to observe strin-
found mostly in large cities, and wandering min-

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12

gent standards of morality and righteousness. of gamblers and those who take unusual risks.
Requirements: AB Wis 14 or Cha 13; AL LG, Most often, Ralishaz will not reward the latter, but
LN (LN only in the Theocracy); WP flail, mace, if he does, the rewards may be great indeed.
morningstar, scourge, staff (lst), staff-sling, sling, Ralishaz is portrayed in a variety of forms. H e
warhammer; AR any; RA white robes (Glimmer- may appear as an idiot or dolt, a hideously wrin-
ing) with silver (Gleaming) or gold (Shining); SP kled old man, a scabby beggar, or even as a beau-
Charm', Combat, Divination, Guardian, Healing, tiful maid. He employs only wooden weapons,
Law, Necromantic, Protection, Summoning', usually a staff. He is a formidable purveyor of
Sun, War', Wards' ; SPL dispel darkness, glow, re- curses and magical aging, and has a gaze that can
flect; PW 1) dispel darkness; 5) glow; 9) reflect; cause sleep.
12) holy word; T U turn. Victims of misfortune may try to placate Ra-
- l
.
lishaz; gamblers invoke him; those in peril be-
seech him; those planning speculative, high-risk
adventures will make offerings to him. His cult
Procan is the Power of the seas and oceans,
has grown somewhat during and after the war.
weather, and navigation. He is portrayed as a
muscular, large man with blue-green skin and Services to Ralishaz include playing semi-
random note sequences on musical instruments,
hair and golden eyes, armed with a great spear
babbling paeans, the casting of augury spells, and
from which hangs fronds of seaweed. Procan is
wild interplays of light and darkness, heat and
stormy and impulsive, prone to fits of temper,
and is ever greedy for treasure, hoarding that light, noise and quiet.
which falls to the sea bed and jealous of the Ralishae's Priests
pearls and wonders of his own domain. Priests of this Power are said to suffer misfor-
Fisherfolk and sailors seek to placate Procan. tunes only rarely, but when they do, they are
Small shrines to the Power are found in ports of grave indeed. The priests tend to alternate be-
any size. H e has few worshipers, concentrated tween stoicism and wild endeavor. Casting augu-
among those who live most of their lives at sea. ry spells plays a great role in their lives. They are
Some sentient aquatic creatures worship Procan. often mean-minded or deceitful folk.
Services to Procan are always close to or upon Requirements: AB Std; AL CN, CE; WP
the sea. They include offerings of gold or pearls wooden weapons only (staff 1st); AR leather; RA
cast into the waters, eating of fish and bread, and robes of mixed, clashing colors; SP Chaos,
prayers for safe sea travel. Charm, Combat , Divination, Guardian, Heal-
ing', Numbers, Summoning', Thought'; SPL
Procan's Priests protection from misfortune; PW 3) sleep by
This priesthood is a simple, everyday sort, at-
gaze, range 30 yards, one target creature, dura-
tentive to the lives of those who must earn their
tion 3 turns, save versus spells negates; 5) may
living on the seas. They eschew formal ritual and
reduce damage from one melee blow against the
dress simply. It is considered good fortune by
priest to half; 7) fumble (W4); 9) gain saving ...
seamen to have a priest of Procan aboard ship! -
throw (base 18) versus spells which normally al-
Requirements: AB Con 14; AL CN; WP
IOW no save; I u nil.
r n T T .I

flail, mace, morningstar, net, staff, staff-sling,


spear (lst), trident; AR leather; RA blue or green
robes; SPAnimal', Chaos*, Charm', Combat',
Divination, Elemental (air, water), Healing,
What manner of Power Tharizdu n is is un-
Plant , Protection, Summoning (aquatic crea-
known, although his name is associated with loss
tures only), Weather; SPL none; PW 1) Swim-
of strength and sanity, exhaustion and cold, fa-
ming proficiency; 3) water walk; 6 ) water _I

tigue, mind-bending illusions, depression, cata- "" .'.' . ...:;.


' "
.._..I.
' '
breathing (W4); 8) airy water (W5); T U nil.
tonia, and paralysis. Legend says that Tharizdun
is banished and imprisoned in some unknown
.;.... =a
..
q:
. I

demi-plane, but there are those who strive to .. ..


Ralishaz is the Power of chance, ill-luck, and un- bring their old master forth. What manner of .:. ' . :
expected misfortunes. He is also the patron Power madmen, or which creatures, served him aeons :. .?:-A 1,

True AD&D™ 2nd Edition


13

, -. -

ago is unknown. T h e Scarlet Brotherhood is said naess, together with that of St. Cuthbert. Serv-
to revere Tharizdun and to seek his release ices to Trithereon include ceremonial flames,
through the use of a mighty artifact of evil. bell-ringing, displays of weaponry, and the trium-
Worship of Tharizdun takes place in unknown phal procession of new converts to the faith.
subterranean temples of chill, darkness, and in-
sanity. Such places are highly secret, and many Trithereon’s Priests
are lost and ruined. Litanies of this Power are In rural areas, the priests are spies and border
hideous in the extreme. Most folk feel that the skirmishers (where appropriate), and they work
less they know about the Dark God, the better with woodsmen and demihumans to keep vigilant
watch against despots and evil humanoids. In ur-
they like it. Even mention of his dread name is
held to be a danger. ban areas, the priesthood gives training in self-
protection and weapon use, regularly practices
Tharizdun’s Priests battle tactics, and recruits rangers and thieves to
T h e sole duty of this priesthood is to free teach priests the skills of covert conflict.
Tharizdun from his prison. They sacrifice all to Requirements: AB Std; AL CG; WP any
this end. T h e extent and location of the priest- (spear lst, broadsword 2nd); AR chain; RA blue
hood is unknown. robes; SP Astral, Chaos’, Charm’, Combat, I
Requirements: AB Wis 15; AL any evil; WP Guardian, Healing, Necromantic *, Protection,
blunt weapons; AR none; RA black robes; SP Summoning, Sun’, Travelers*; SPL none; PW
Astral, Charm’, Divination, Elemental (all), 3) can backstab with an edged weapon for double
Healing (rev), Numbers, Sun (rev), Thought, damage; 5) may use monster summoning spells
Time, Wards’ (special note: priests may not cur- from the wizard list as if priest spells of the same
rently use spells above 2nd level due to the level; 8) animal summoning I; T U nil.
Power’s imprisonment); SPL none; PW 1) may
use all cold-based wizard spells as priest spells of
same level; 5 ) suggestion with accompanying vis-
ual illusion if appropriate (W3); 9) Oriluke’s UIaa is the patron Power of miners, hillsmen,
freezing sphere (W6); T U command. mountaineers, and quarrymen. She has some fol-
lowing among the demihumans engaged in such
tasks, and is often portrayed as a dwarf or gnome.
In her more typical human portrayal, she is shown
Trithereon is the Power of individuality and as a plain-faced, strong, determined woman with
the right to self-protection. His symbol, a pursuit skin as hard as stone, clad in chain mail and hefting
rune, indicates the need to strive for liberty and a military pick and great warhammer.
to seek to bring an end to those bent on abridg- Ulaa’s following is concentrated in hilly rural
ing life or freedom. lands such as the Kron Hills and Flinty Hills. Near-
Trithereon is depicted as a tall, well-built ly all her temples are underground. Services in-
young man with red-gold hair and gray eyes. H e clude displays of gemstones and tine minerals,
. - wears pale blue garb with golden chain mail, and rythmic hammering on stone, and chanted hymns.
carries a broad-bladed spear, a broadsword, and a
Ulaa’s Priests
scepter. It is said that Trithereon is able to sum-
mon many creatures to aid him in battle. This priesthood is strongly community based.
Trithereon’s aspect as a Power of protection T h e priests watch over the maintenance of
mines and quarries, use spells to ensure the
safety of those who work therein, and work with
priests of other races. A special note regarding
their granted powers: like rangers, priests must
Sterish, Ulek, Shield Land exiles), he has a bur- choose a racial enemy, typically a hill-dwelling
humanoid or giant race (ogres, gnolls, orcs, etc.).
geoning following. Even in a well-ordered land
such as the Yeomanry, this chaotic, freedom- Requirements: AB Str 13 or Con 14; AL
fighting deity finds many passionate converts. LG, LN; WP club, flail, hammer, staff, military
..:.: .. This is the strongest-growing cult in the Fla- pick, sling, warhammer; AR metal; RA brown,
green, or brown-green robes; SP Combat, Divi-

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14

nation, Elemental (earth, fire, water), Guardian,


Healing, Necromantic ,Protection, Wards; SPL
command earth; PW 1) + 1 to damage versus Zilchus is a Power who oversees affairs of
special enemy race per 4 levels of experience money and business, but is also a temporal
(round fractions up), detect invisible (objects) power concerned with prestige and influence.
(We); 4) dig (W4); 7) passwall (W5); 10) trans- Zilchus is a Power revered by those who are fair,
mute stone to flesh (W6); 12) immune to Ele- SCNPU~OUS in their dealings, and honest; shady
mental (earth) attacks; T U nil. merchants do not look to this Power.
Zilchus is portrayed as a middle-aged, smiling
man with thick curly brown hair and brown eyes,
Wee Jas is the Suloise Power of magic and tanned skin, and a dignified demeanor. He is
death. She is portrayed as an attractive, well- richly dressed, but without ostentation or finery.
dressed young woman, but her necklace-an ivo- He carries a purse full of gold, and also a flail with
ry skull set against a ring of fine fire rubies-gives which to chastise the dishonest.
away her nature. Wee Jas is primarily lawful, but Zilchus’s faith has always been widespread
throughout the central Flanaess and remains so,
she inclines toward evil through her preoccupa-
tion with power. for when trade is brisk, honest dealings are more
important than ever. Zilchus’s aspect as a Power
Wee Jas is not widely revered even among Suel
folk, although it is said that some of the Scarlet of prestige and influence is somewhat lessened
by the rise of more martial deities, but his priests
Brotherhood look to her magical powers with de-
votion. However, funeral rites among the Suel, are still listened to by most rulers because of
their honesty and diplomatic skills.
even the barbarians, usually involve a small offer-
ing to her to protect the soul of the departed. She Zilchus remains primarily a Power revered by
the well-to-do and noble, rather than the com-
is a protector of the dead, and her priests are only
rarely allowed to command undead creatures, mon folk. Services to Zilchus involve incense
having to commune with Wee Jas to see if this is burning, small offerings of goods, sermons, and
acceptable to her. homilies.
Services to Wee Jas include the reverent flat- Zilchns’s Priests Many of the priests are
tery of fine icons of her (she is a vain Power), themselves merchants, nobles, or in a position of
offerings of finery and gems, and magical fires. temporal power; this is regarded as a sign of one’s
Wee Jes’s Priests worth. Priests strive hard to mediation and diplo-
Wee Jas’s priests are officiators at funerals, macy, and tend to get on well with priests of Rao
maintainers of graveyards, and ardent students of (who gently chide them for their worldliness).
magic and arcane lore. T h e priesthood has rigid Requirements: AB Wis 13, Cha 13; AL LN;
ordering and demands absolute obedience from WP any blunt weapon (flail 1st) or short sword;
its juniors. AR chain; RA white or gray robes with silver
Requirements AB Int 13; AL LN, L E WP as trim; SP Charm, Divination, Guardian, Heal-
wizards; AR none; RA black (evil) or gray (neutral) ing*, Law, Necromantic’, Protection’, Sum-
moning., Travelers * ; SPL none; PW 1) + 2 to
robes; SP Astral, Charm, Combat’, Divination,
Elemental (all), Guardian, Healing, Law, Necro- saves versus mind-controlling or mind-reading
mantic, Protection, Summoning, Sun’, Thought, spells (ESE hypnotism, magic jar, magic mirror,
Time, Wards’; SPL ability alteration; PW 3) + 1 etc.); 3) know value of goods to within + I - 5%
to saves versus magic: 6) may use 1st- and 2nd- (except for rarities and nonesuch items); 7) + 1
level wizard spells from the EnchantmendCharm to Cha score; 9) true seeing; T U nil.
and Illusion schools as priest spells of same level; 9)
may use wizard spells of 1st through 4th level from
the schools of Alteration, Enchantmendcharm, II-
lusion, and Invocation-Evocation as priest spells of
same level, and may use magical items normally The Cyclopedia of the Flanaess chapter in this ,
only usable by wizards; Tu command (but see
above).

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mation for Iuz. Iuz has many magical items looted from the
Iuz can be slain while on the Prime Material Hierarchs, Shield Lands, and elsewhere. His
plane. If this happens, he is banished to the throne has many magical properties, his palace
Abyss where he has a hidden soul gem (other holds a permanent gate to the Abyss, and so on.
Powers cannot be slain on the Prime Material Iuz’s resources are great indeed.
since they appear only in avatar form).
Iuz can appear as a 7’-tall, red-skinned, steely-
1112’s Priests
This priesthood is cruel, barbaric, and sadistic.
fingered fiend, or as a shriveled old man five feet
in height (he can take many forms; these are sim- T h e priests revel in cruelty and inflicting fear on
ply his habitual ones). those weaker than themselves, and they forever
try to outdo each other. The more exalted mem-
Statistics (as 16th-level Priest): AC - 4
(-8 with cape); MV 18; H D 36; hp 165; #AT 1 bers of their ranks who become part of the Bone-
heart (three echelons of six members, though not
(2); Dmg ld10+ 12 or l d 4 + 10/1d4+ 10 (tal-
all are priests) keep quiet in Iuz’s presence unless
ons); Str 21, Dex 18, Con 18, Int 18, Wis 20,
Cha 18; MR 45% (65% with cape); SZ L (7’) or commanded to speak. Senior priests are now to-
- M (5’); THACO 10. ken rulers of many provinces of Iuz’s expanded
domain, although Iuz holds them responsible for
In his fiendish, taller form, Iuz usually employs events therein, so this is a mixed blessing.
a two-handed sword +3. In his old man form, he Trophy hunting is important to Iuz’s priests,
attacks with talons and can also generate a dis- and a fine array of stuffed and mounted heads
gusting spittle which he can spit, once per round, brings approval and esteem. Possession of a true
at one target within 10 feet. Any creature hit by work of art (e.g., an embalmed and stuffed pala-
this vile fluid ages ld6 years (no save). Further- din) gains considerable kudos for the owner.
more, the body part struck becomes numb and is Requirements: AB Std; AL CE, N E WP
useless for l d 4 + 1 rounds (roll ld12: 1 =head, club, dagger, flail, knife, mace, staff, staff-sling,
213 = weapon arm, 4/5 shield arm, 617 = right sling, two-handed sword; AR any; RA black or
leg, 8/9=left leg, 10-12=torso. A torso hit bloodstained white robes; SP Chaos, Charm,
makes a character collapse in pain, remaining Combat, Divination ,Healing (rev), Necroman-
conscious but unable to perform actions. A hit to tic (rev), Summoning, Sun (rev); SPL screaming
the head brings unconsciousness. skull, vampiric fog; PW 3) change self (Wl); 5)
In either form, Iuz is unaffected by nonmagical + 2 to saves versus spells cast by good-aligned
weapons. He has 90% ability in all thief skills. N4); 9) enervation (W4);
His magical cloak, of deepest black, is a cloak of evel.
protection + 4 which adds 20% to his magic re-
sistance. He can cast spells from the following
spheres: Chaos, Charm, Creation, Divination,
Elemental (air, fire), Guardian, Healing (rev), I ne cult or mayaneine is one considerably on
Necromantic (rev), Protection, Summoning, the increase in beleaguered, nonevil Flanaess
Sun (rev), War, Wards, Weather. In addition to lands, for Mayaheine is a demipower of protec-
spells, which he casts as a 16th-level priest, he tion and survival. Mayaheine rose from mortal
has the following innate magical abilities: ranks as an epic hero, a paladin of Pelor. She
does not originate from Oerth and has traveled,
At will, luz can cast each of the following, with Pelor’s aid, from some unknown alternate
one per round: finger of death, invisibilitx phan- world in the Prime Material. Flanaess folk see
tasmal force, protection from good 10’ radius, this act as potential salvation and revere her for
wall of force. comine to aid them (Pelor‘s cult has imoroved its
Twice per day each, one per round, he can
cast dispel good, dispel illusion, dispel magic,

skin, with blue eyes and auburn-gold hair. She


cast anti-magic shelf, command (2 round dura- wears silvered plate mail and hefts a magical bas-
..:.: . tion), gate, harm, limited wish, symbol. tard sword. She is a fine warrior, but above all,

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she is a protector. Tales of her always involve her took mortal form, or the mortal became a demi-
seeking out protective magical items and giving god, is unknown.
them to others in need, and fighting to defend Zagyg receives small offerings and homages
beleaguered communities. Mayaheine strives to from time to time, from sages and scholars study-
defend the poor and downtrodden. She is a ing difficult and arcane areas of lore. Whether
defender-on-the-ramparts figure, armed with a Zagyg takes any notice of this is unknown.
deadly longbow said to fire almost to the hori-
zon. Her magical shield is said to be capable of
melding into stone and protecting city walls from
fire, frost, and magical assault. In the entries above, some mention has been
Services to Mayaheine include hymn singing made of relations between Powers and their
with the congregation linking arms, consecration priests (such as the enmity between Pholtus and
of weapons, armor, and shields, and collection of St. Cuthbert). T h e most important allegiances
alms for the needy. Her priests are few, since the and oppositions obviously have great impact
cult is young. when priests deal with each other (and when oth-
Mayaheine’s Priests er followers meet). Interpret the guidelines that
This priesthood is still organizing itself, often follow according to the situations; priests of St.
under the auspices of priests of Pelor, to whom Cuthbert may detest those of Pholtus, but if a
Mayaheine’s priests are most respectful. The priest of St. Cuthben finds himself in the Theoc-
priests are often young, and they train for combat racy of the Pale, he isn’t going to announce this
using self-defense exercises. Traveling priests aid loudly. Also, there will be individual differences.
border communities in constructing defenses. Just because priests of Rao and Zilchus generally
Requirements: AB Str 14 or Cha 13; AL get on well, this doesn’t mean they all do. If
LG; WP bastard sword, mace, flail, lance, long- you’re a young priest of Rao and a lively priest of
bow (and arrows), long sword, staff AR chain or Zilchus became engaged to your sister and left
plate; RA white robes with gold trim; S P her standing at the altar, you’re not going to like
Charm’, Combat, Guardian, Healing, Law, him much.
Necromantic., Protection, Sun, Wards; SPL Priests of Beory are well disposed to those of
none; PW 3) protection from evil 10’ radius, Ehlonna and Ulaa. Priests of Incabulos and
double duration; 5 ) cloak of bravery; 9) may use Nerull have a wary respect for each other, but
6th-level spells from spheres of Protection and don’t cooperate unless faced with a common ene-
Wards; T U turn. my of good. Priests of Boccob and Istus tend to
have cool, formal relations with all other priests.
Priests of Pelor and Mayaheine are on excellent
terms; the latter defer to the former, just as May-
aheine serves Pelor. Pelor’s priests have warm re-
Zagyg is the Mad Arch-mage, servitor of Boc-
lations with those of Rao, and in turn, Rao’s
cob, the demipower of humor, eccentricity, and
priests have warm relations with those of
occult studies. He is mad inasmuch as none but
Zilchus. There is some chiding between them,
his master seem to be able to fathom his reason-
for Rao’s priests say that Zilchus’s priests are too
ing and sense of humor. Zagyg has no priests and
materialistic; Zilchus’s priests say that Rao’s fol-
very few worshipers.
lowers are too idealistic. But there is a genuine
Zagyg is rarely portrayed, since he can appear
liking by each for the other.
in any guise he wishes, but the few portraits that
Celestian and Fharlanghn, being brothers, have
exist show a balding, white-haired, portly fellow
priests who actively aid each other and cooperate
with a wide smile and eyes inscrutably closed.
This depiction bears a striking similarity to Zagig extensively. Heironeous and Hextor are likewise
brothers, but there is deep hatred between them
Yragerne, the lunatic of the Free City of
and a priest of one of these Powers will seek to
Greyhawk who initiated the construction of its
slay a priest of the other Power whenever he
infamous Castle. Sages usually consider the two
to be one and the same. Whether the demipower meets him (even if the odds are stacked against

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success). Yholtus and St. Cuthbert likewise have Uwarves: Moradin (Creator; smithing, crafts,
enmity, and their priests strive to diminish the in- war), Berronar Truesilver (safety, truth, home,
fluence of the other cult; but, since both Powers healing), Clangeddin Silverbeard (battle, war),
are strongly Lawful, underhanded means are not Dumathoin (mining, exploration), Muamman
acceptable. They will work together against evil Duathal (expatriates, urban dwarves, travelers,
and chaos if they must. exiles), Vergadain (wealth, luck).
Ehlonna and Obad-Hai are rivals, although Gnomes: Gar1 Glittergold (Creator; protection,
their druids and priests tend to live in very differ- humor, gems, smithig), Baervan Wildwanderer
ent areas. T h e priests are cool and formally po- (forests, nature, travel), Baravar Cloakshadow (illu-
lite to each other rather than hostile. Ehlonna is sions, protection, deception, hatred of goblioids),
the Power who has the best relations with the el- Flandal Steelskin (mining, smithing, fitness), Gaer-
ven Seldarine (see below). Trithereon is a law un- dal Ironhand (protection, vigilance, combat), Sego-
to himself and his priests care little for the jan Earthcaller (earth, nature).
attitudes of others. They are suspicious of lawful Halflings: Yondalla' (Creator; protection, fer-
priests, even if lawful good. tility), Arvoreen the Defender (protection, vigi-
Olidammara's priesthood is a group of prank- lance, war); Brandobaris (stealth, thieves,
sters who love making lawful, stuck-up, pom- adventuring), Cyrrollalee' (friendship, trust,
pous priests look foolish. They have no true home), Sheela Peryroyl' (nature, agriculture,
enmities, simply a liking for making everyone re- weather).
alize that life is too important to take seriously.
Priests of Heironeous are uncertain about May-
aheine's cult, since its precepts are similar to
their own, but the prevailing view is that Heiro- Space constraints do not permit details of the
neous is a battle god and Mayaheine is a protec- goblinoid (and giantish) gods to be given here. A
tor, so the roles fit together. full account is given in Monster Mythofom. For
Hextor's priesthood is a hateful one which has reference, a listing of the Powers that have signif-
no respect for any other. Priests of Iuz are feared icant (more than 5% of the race) followings in
by all, and opposed by all other evil priesthoods. the Flanaess is given below. Powers usually por-
The very mention of Tharizdun is enough to trayed as female are marked with an asterisk (*).
make any priest of another Power shudder.
Other priesthoods tend to be indifferent to Ora: Gruumsh (Creator; war, territory),
others because their Power has very specific ar- Bahgtru (strength, combat), Ilneval (warfare, es-
eas of concern (such as Procan or Kord). pecially for leaders), Luthic' (fertility, medicine,
servitude), Shargaas (darkness, thieves), Yurtrus
(death, disease; many placate, few revere).
Goblins and Hobgoblins: Maglubiyet (Crea-
tor; war, rulership), Khurgorbaeyag (slavery, op-
:rs of Oerth are fully docu-
pression, morale, goblins), Nomog-Geaya (war,
mented in the sourcebook Monster Mythofogy
authority, hobgoblins).
It is impossible to give full details of them here.
Bugbears: Hruggek (battle, death), Grankhul
For reference, the demihuman Powers that have
(hunting, senses, stealth).
significant followings (more than 5% of the race
Kobolds: Kurtulmak (Creator; war, mining),
in question) are listed below. Those marked with
Gaknulak (protection, stealth, trickery, traps).
an asterisk ( * ) are female.
Gnolls: Yeenoghu (ghouls, gnolls, paralysis).
Elves: Corellon Larethian (Creator; magic, Ogres (also Hill Giants and Ettins): Gro-
.-.,. ....' arts and crafts. war). Sehanine the Moonbow' lantor (war, pride, force).
(mysticism, dreams, far journeys, death, and
transcendence), Aerdrie Faenya' (air, weather,
birds), Erevan Ilesere (trickster, mischief,
rogues), Hanali Celanil' (romance, love, beau-

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The large empty space around the pool is used for fellow- The bones on the cot are those of Onwald, dead these
ship gatherings. In the space is a massive iron lectern with a many hundreds of years. Though the form collapses into dust
wide base measuring five feet to a side. Shackled to the at a touch, the crystal key in one hand and the scrap of crum-
lectern is the massive Original Book of Penitence. The Original pled vellum in the other hand do not.
Book is obviously missing over a hundred pages; it looks as The crystal key opens the crystal casket of Ferrante so far
though they have been roughly tom out. overhead, while the crumpled vellum sheets are the missing
Unknown to even the fellowship, the iron lectern hides a pages of the Original Book of Penitence. In their detached state,
secret entrance to the secret subreliquary. The secret entrance the pages are referred to collectively as the Penitent Fragments.
is extremely difficult to find, and nobody receives an auto- A thorough search through the loose dirt of the chamber is
matic chance to detect it. In fact, the secret to sliding aside the 20% likely per turn to completely collapse the earthen walls,
iron lectern to reveal the filled-in passage is only revealed to destroying the subreliquary permanently (and burying the
those who don’t know it on a 1 on ld20 per search (especially searchers). Searchers who avoid collapsing the walls and who
skilled searchers may have a somewhat better chance, at the make a successful Find Secret Doors roll uncover an iron
DM’s option). chest containing three silver chalices each worth at least
10,000 gp to the Bastion.
Ferrante, Antiprophet of Heironeous: AC -6 (magical
platemail + shield, Dex bonus); M Y 12, fly 24 (C); HD 20;
hp 200; THACO 1; #AT 5/2; Dmg ld10+10 (two handed sword
+4, Str bonus); SA continualfear in 5’ radius, casts detect h-ei
nlagic, detect invisibility,and detect faith at will, casts power word
kY1, symbol pain,$reball (20d10)l/day, has power over undead
as 12th-levelevil priest; SD cannot be turned, regenerates
eous
3 hp/round; SW repelled by holy word for ld4+4 rounds; \ 1Ilt: Yltv mcible, the Valorous Knight, the
hlR 75% (if 66% or lower is rolled, spell reflected back on crusader of Justice, the honorable (&ampion,
caster); SZ M (7‘ tall); ML fanatic (17); AL CE; XP 17,000. the Para on of C;hivalry, the Lord o f War, the
Ability Equivalents: Str 18/00; Dex 18; Con 18; Int 18;
VVis 10; Cha 5 Archpalac in) B.
Special Abilities: SA-the Antiprophet can detect all those Intermediate Power of Mount Celestia, LG
who worship Heironeous within a 10-mile radius unless they
are protected by magical wards or spells of protection vs. Portfolio: Chivalry, daring, honor, justice, valor, war
scrying and detection. Ferrante’s only goal is to destroy every Aliases: None
last worshiper of Heironeous, and ultimately destroy the n,.--:.. L nTmn,..
uuiiiau I v a i i LC.
TT-..~~, m:,.iA0
vcrrya/ I i c I u D
c,
VI
~i-...~
uiury
deity’s power base; SD-Ferrante can only be permanently Superior: None
killed when reduced to 0 hit points and doused in holy water. Allies: Daern, Delleb, Johydee, Murlynd, Pholtus,
Special Equipment: two handed sword +4 of sharpness; Zilchus
platemail +4 (both items melt into powerless green ooze Foes: Erythnul, Hextor, Kurell
should Ferrante be permanently destroyed) Symbol: Silver lightning bolt or silver lightning bolt
clutched in a white right hand
4 ubr eliquary Wor. Align.: LG, NG, LN (rare)

The subreliquary is only accessible through the secret pit Heironeous (hare-OH-knee-us)is the Valorous Knight, a shin-
tllnnel hidden beneath the iron lectern in the main reliquary. ing example of all that is brave, virtuous, and just and the
The otherwise solid stone foundation of the reliquary and the champion of rightful combat and chivalrous deeds. Tradition-
subreliquary is laced with a webbing of living roots and ally revered by paladins, military officers, honorable leaders,
earthworms, and rare minerals that combine with the life- and those given to acts of great heroism, the ranks of Heiro-
5xce field to make the area inaccessible to Ethereal penetra- neous’ faithful have grown to encompass many common war-
tions. After he entered it, Onwald had the vertical tunnel riors in recent decades. His dual role as warrior and protector
filled by contract laborers. The fill consists of alternating attracts many worshipers. The Archpaladin is venerated in
layers of logs, clay, stone, and mason’s cement. The filled non-evil lands across the Flanaess, chiefly in those regions
shaft descends an astounding 290 feet before opening onto a governed by the rule of law and inhabited by large numbers
bevel, open tunnel. Obviously, the fill must be removed to of humans of Oeridian extraction.
access the open horizontal tunnel, or secondary shafts must Not unlike Celestian and Fharlanghn or Kurell and
tie bored through the surrounding solid stone. The open hori- Zilchus, Oeridian mythology suggests strong fraternal links
zontal tunnel runs only a few feet before emptying into the between Heironeous and Hextor. The Warring Brothers, as the
bowl-shaped chamber of the subreliquary. half-brothers are sometimes known, have battled each other
The subreliquary isn’t in good shape. Its earthen walls for eons, each the antithesis of the other. Each power seeks to
crumble with the slightest touch, and the wooden cot and destroy, or at least thwart, the other in an endless cycle of ret-
other sparse furnishings of the chamber are mostly rotted to ribution. Their faithful worshipers engage in violent conflict
nothingness, although a broken skeleton remains, lying in whenever their paths cross. In addition to those listed above,
repose upon the cot. Heironeous maintains strong ties with several deities outside

43
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MR 80%; S i M (6+ feet tall)


Str 22, Dex 22, Con 22, Int 20, Wis 23, Cha 24
Spells P: 14/13/13/13/11/10/9
Saves PPDhh 2, RSW 5, PP 4, BW 4, Sp 6
I
Special Att/Def: Heironeous is totally fearless and radiates
a calming aura in a 10-foot radius that dispels all normal and
magicalfear, including dragon fear, in his allies. Heironeous
wields Glonjaxe, a great magical battle-ax +4. The Archpal-
adin‘s prized weapon shrinks to one-twentieth of its normal
five-foot leflgth, or back to full size, at the will of its bearer.
Thus, when Heironeous chooses to appear in another guise,
his weapon is not noticeable. The Archpaladin always wears a
suit of fine dhain mail +5.
Accordhtg to Oeridian mythology, Heironeous‘ skin was
imbued with a secret solution at birth. As such, the Archpal-
adin is immune to weapons of less than +2 enchantment.
Weapons of l+2 enchantment inflict only 25% of their base
damage ( r o h d down to a minimum of l),while weapons of
+3 enchantntent inflict only 50% of their base damage (again
round dowri to a minimum of 1).Weapons of +4 or greater
enchantmenk inflict full damage. Weapons whose magic
power woulld normally sever body parts, such as a sword of
sharpness or borpal blade, do not do so to Heironeous, but they
do inflict normal damage, as modified above based on their
enchantmenk.
In additibn to his normal attacks, Heironeous can unleash
a bolt of g l o i (as the 6th-level priest spell, described later in
this book) once per round, at will. In lieu of any attack, the
Valorous Kdight can shapechange into any male human form
of Oeridian klescent once per round, at will.
I
the Oeridian pantheon, including Al’Akbar, Allitur, Fortubo, Other danifestations
Mayaheine, Pelor, Rao, St. Cuthbert, and Zodal. The Valorous I
Knight also holds long standing enmities against powers such Heironeous kypically manifests in the form of bolts of light-
as Beltar, Bralm, Damaran, Iuz, Kyuss, Llerg, Meyanok, Oli- ning cast d o h from the heavens, even when there is scarcely
damma ra, Pyremius, Ralishaz, Raxivort, Syml, Tezcatlipoca, a cloud in tHe sky. Such manifestations are usually simply
Tharizdun, Tlaloc, Trithereon, Vara, Vecna, and Wastri. warnings sekn off in the distance. However, if the Archpal-
The Archpaladin is unflinchingly brave and unfailingly adin choose$,he can strike in a fashion similar to a call Iight-
courteous. Although committed to the rule of law, Heironeous ning spell, regardless of weather conditions. Heironeous
displays a strong sense of the importance of mercy and rarely strike$ with more than a glancing blow, for a direct
common kindness in the dispensation of true justice. He is strike inflicts up to 37d8 points of damage.
given to slow and careful speech, but is capable of swift vio- The Archpaladin sometimes cloaks valiant individuals of
lence when the need is great and true. Heironeous sometimes his faith in a cloak of bravery in situations in which they might
adopts the appearance of a young boy, a mercenary soldier, or fall victim td magicalfear attacks. In battle, Heironeous often
an old man. In such guises he is always garbed appropriately, manifests in1the form of a cloud of copper dust that settles
but is never without his fine chainmail. over an entiie military company or unit, bequeathing the ben-
efits of a coupage spell.
heironeous’s Avatar (Paladin 3 5, Ranger 35, Heironeohs is served by aasimar, aasimon, archons, blink
Fighter 35, CJeric 32,) dogs, einheriar, gold dragons, bronze dragons, Greyhawk
dragons, hollyphants, lammasu, incarnates of courage and
Heironeous appears as a strikingly handsome youthful, tall, justice, ki-rin, mist wolves, noctrals, shedu, silver dragons,
human male of Oeridian extraction with coppery skin, per, and t’udn-rin. He demonstrates his favor through the dis-
auburn hair, and amber eyes. He favors spells from the covery of aakimon’s skin, aquamarines, blue quartz, crown of
spheres of All, Combat, Divination, Guardian, Healing, silver, diambnds, garnets, goldline, hematite, hypersthene,
Necromantic, Protection, Summoning, Sun, War, and Wards, lapis lazuli, brblen, sapphires, sinhalas, and tourmaline. The
although he can cast spells from any sphere. Valorous Kdght indicates his displeasure through the tamish-
ing of metallic weapons and armor and through powerful
AC -5; MV 21; HP 222, THACO -10; #AT 5/2 shocks of stdtic electricity (1hp of damage).
Dmg ld8+16 (battle-ax +4, +10 Str, +2 spec. bonus in battle-ax)

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7he Qurch Suloise (3%), Olman (1%),Rhennee (less than 1%), Touv (less
than 1%)and mixed (30%) heritage. Heironeous’ clergy in-
Clergy: Clerics, crusaders, monks, paladins, spe- cludes specialty priests (35%),clerics (30%),crusaders (12%),
cialty priests fighter/clerics (lo%), paladins (8%), and monks (5%),al-
Clergy’s Align.: LG, NG, LN (very rare) though paladins are not considered members of the clergy
Turn Undead: C: Yes, Cru: No, Mon: No, Pal: Yes, Sl? Yes in every prelacy and crusaders and monks are not found in
Cmnd. Undead: C: No, Cru: No, Mon: No, Pal: No, Sl? No every religious order.
Dogma: The world is a dangerous place, posing a never-
All clerics (including fighter/clerics), crusaders, monks, and ending series of challenges to those who would uphold jus-
specialty priests of Heironeous receive Religion (Oeridian)as tice and protect the weak and innocent. Act with honor at all
a bonus nonweapon proficiency and are required to take times, and uphold the virtues of justice, mercy, and chivalry
Modem Languages (Old Oeridian) as well. All priests desir- through word and through deed. Never flinch in the face of
ing to advance beyond 8th level are required to take the danger, and seek the glory everlasting. Virtue is its own
Reading/Writing (Old Oeridian) nonweapon proficiency as reward, and bravery inspires by example. Act with both
well. courage and wisdom in times of danger, and never relax your
Heironeous is well regarded across the Flanaess in human preparedness.
lands with sizable populations of Oeridian ancestry in which Day-to-Day Activities: The Church of Heironeous is a
the rule of law and the fair administration of justice is prized. martial faith, and the Archpaladin’s clergy expend much of
Seen primarily as a martial deity, the Archpaladin’s cult their energy defending those whom they have sworn to pro-
waxes strong in regions threatened by evil. The faithful of tect. Many priests serve their communities as judges, while
Heironeous are widely regarded as both fair and tolerant, and others become adventurers, seeking out evils that can be com-
commoners are more apt to expect mercy from a judge who bated with honor and valor. When not actively battling the
vlonerates the Archpaladin than one who serves St. Cuthbert forces of oppression, cruelty, and injustice, the life of a fol-
or Pholtus. Individually, followers of Heironeous are seen as lower of the Archpaladin is one of never-ending training.
brave and valiant warriors, ready and willing to sacrifice their Holy Daysnmportant Ceremonies: The clergy of Heiro-
own lives for those whom they protect. The church of the neous conduct all religious services in Old Oeridian, dismiss-
A rchpaladin is regarded as more involved with the concerns ing claims by scholars outside of the faith that it has not been
of the nobility than common folk, a perception that has ham- immune to outside influences. Most of the faith’s sacred texts
pered its growth in past centuries. Today, the clergy is seeking are written in Old Oeridian, necessitating that that those
to reverse that view. priests of a scholarly bent or seeking to rise to the upper levels
Temples of the Archpaladin are usually adorned with blue of the hierarchy learn to read and write this language as well.
trappings, silver, and occasionally windows of colored glass The Tests of Valor are the most important individual tests
depicting scenes of Heironeous triumphant. A copper statue undertaken by individual members of clergy. Before advanc-
of the deity typically stands behind the altar, armed with a ing in rank (i.e. as part of the training necessary to advance in
silver battle-ax covered in silver mail, and with seven silver level), all priests of the Archpaladin must demonstrate their
bolts of lightning radiating from behind his head. Frescoes of honor, bravery, and sense of justice in a clear and convincing
battles fought against overwhelming odds are common fashion. The nature of the Tests of Valor varies from individ-
themes, and the armor and weapons of fallen heroes are ual to individual and from level to level, but they are always
prominently displayed as sacred relics of the faith. Crossed revealed through prayer and divinely inspired visions. Priests
battle-axes are hung along the length of long hallways, each who are active in the world at large are often given difficult
pair of weapons symbolizing servant of the temple who fell quests to complete that further the ends of the Archpaladin.
in combat with honor. Cloistered members of the clergy are likely to be required to
Novices of Heironeous are known as the Blessed. Full undergo tests of fortitude that can be completed with the
priests of the Valorous Knight are known as the Glorious or, walls of a temple, but which are no less taxing. In game
collectively,as the Valorous Host. In ascending order of rank, terms, a Test of Valor can be begun once a priest is within
the titles used by Heironean priests are Hero of the Third 10% of the total number of experience points necessary to ad-
Rank, Hero of the Second Rank,Hero of the First Rank, vance to the next level of experience. The priest can continue
Champion of Glory, Knight Gallant, Knight Courageous, to receive experience points before beginning or during the
Xhight Valiant, and Knight Champion. Senior priests are Test of Valor, but his or her experience point total is capped at
known as Paragons, and those who command church armies 10% above the total necessary to advance to the next level in
are known as Paragon-Generals. These titles are separate from any event. In addition, it is not possible to gain any of the
d uty-titles such as postulant, novitiate, professed priest, clois- benefits of advancing in level before the requisite Test of
tered cleric, affirmed priest, temglar, and from ranks within a Valor is completed, (The exact nature of a particular Test of
temple hierarchy such as hierodeacon and abbot. In everyday Valor should be designed by the DM.)
discourse, senior priests are referred to as Father and Mother, The faithful of Heironeous celebrate numerous holy days
and the rest of the clergy are referred to as Brother and Sister. and festivals commemorating the heroes of battles past. The
Specialty priests are known as gloryaxes. exact roster of holy days varies from region to region and
The clergy of Heironeous includes humans (88?’0), half- even from temple to temple, although certain major celebra-
elves (896), and even elves (4%). Those of human ancestry in- tions are held throughout the faith. Of particular note are
clude those of Oeridian (40%),Flan (20%), Baklunish (5%), such holy days and festivals as Fortnight’s Feast, the Day of

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Just Rebellion, and Valormight. the followe?sof Hextor to grow more powerful in Rauxes and
Fortnight’s Feast is a two-week-long celebration of the vic- the remainihg lands of the Great Kingdom. Already weak-
tories won by Heironean church armies of the Kingdom of ened, the Tdrmoil Between Crowns that began in 437 CY led to
Aerdy before the rise of the House of Naelax. Named for the a sharp decline in the strength of the Heironean church in the
Battle of Fortnight’s Length, in which the Aerdy vanquished lands of thelGreat Kingdom. Those priests of the Archpaladin
the Nyrondal cavalry, this festival lasts from the night of the who survived the civil war either emigrated westward or
last Godsday (the twenty-fifth day) in the month of Wealsun were marginalized to fringe areas where they were often de-
(June)to the mom of the first Godsday (the fourth day) in the pendent on the support of the local ruler.
month of Reaping (July),and includes the week-long Richfest In mode& times, the church of Heironeous has been
between the two months. As the Great Kingdom slid into strongest in the northem half of Furyondy and in the Shield
decadence and evil, this festival has slowly lost its original Lands. Prodinent leaders of the faith include Count Artur
sigmficance, and now serves as a festival of jousting, sword- Jakartai of Crystalreach (LG human male Pa117) and King
play, reenactments of battles fought across the Flanaess, and Belvor IV o( Furyondy (LG human male Pa116), himself. Sev-
bardic recitation of the deeds of long-fallen heroes. eral temple$ of the Archpaladin lie within the walls of
The Day of Just Rebellion commemorates the battles Furyondy’s bapitol city, but the most prominent house of wor-
fought to win the independence of the Prelacy of Almor from ship in CheAdl is the Spire of Glory, a soaring tower that lies
the control of the Malachite Throne. Held on the third Gods- within the d a h of the Inner City. Glorylord Gaeraeth
day (the eighteenth day) of Coldeven (March),this holy day Heldenster (LG human male P6 of Heironeous) serves both as
is observed as a reminder that justice is not served by the ranking high priest within the lands of Old Ferrond and
tyranny, and that honor is sometimes best served through re- as a close arid trusted ally of the king.
bellion. Largely iqnored by the populace at large, the Day of The Shield Reclaimed is a great cathedral at the heart of
Just Rebellion is observed in Heironean temples across the the city of Ckitwall. Desecrated by the armies of Iuz after the
Flanaess through prayer, meditation, and open discussion of Shield Land&fell, the Archpaladin’s faithful have begun to re-
under what very limited circumstances rebellion against the store this house of worship to its former grandeur. Given the
ruling elite is the appropriate course of action. Given that demands idposed by the ongoing war outside the city’s
more than one tyrant has moved to stamp out the threat of or- walls, howeber, it may be many years before Lady Katarina‘s
ganized sedition by attacking Heironean houses of worship vision of redirth can be realized. Abbot Roderick Docamald
on this day, the Day of Just Rebellion commemorates the (NG human1male P14 of Heironeous), a long-time companion
deaths of many martyrs and engenders unusual vigilance by of the late Lkdy Valderesse Sham and Count Artur Jakartai,
most members of the faith. leads the bukgeoning ranks of the faithful in this city.
Valormight is an ancient holy day, predating the rise of the Affiliate&Orders: The Archpaladin is served by numerous
Kingdom of Aerdy. Celebrated on the last Godsday (the religious orders, most of which are made up of clerics, cru-
twenty-fifth day) of Read V’reat (November),this holy day saders, paladins, fighters, and/or fighter/clerics. Many of
commemorates a ten-month war between the followers of these companies trace their origins back to the church armies
Heironeous and the followers of Hextor along the Flanmi of the Great Kingdom, although none swear allegiance to the
River valley. Despite being outnumbered six-to-one (accord- Malachite TIIrone. Prominent examples in the Flanaess today
ing to Heironean tradition), the followers of the Archpaladin include the Order of the Shining Sword, the Brotherhood of
held their OMTI, and confined the armies of the Medegian the Lance Uhbroken, and the Copper Crusaders.
Bladelands to the lands east of the Flanmi River. Although a AlthougH few in number, Heironean monks are sometimes
few tales survive of this ancient conflict, this holy day has found in sudh orders, as well as in orders restricted to those
evolved into a remembrance of those who have fallen battling who study monastic disciplines. The most famous such
the followers of the Champion of Evil. monastic order is undoubtedly the Order of the Glory Ever-
Major Centers of Worship: The faith of Heironeous has lasting, dedicated to the preservation of Oeridian traditions
long been strong along the traditional routes of the Oeridian and culture Bnd the destruction of the Hextorian order known
migration, particularly in the lands of Old Ferrond (Furyondy, as the Brothkrhood of the Gray Hand. This group is led by
Veluna, Verbobonc, Dyvers, and the Shield Lands) and Old Luther (LG human male Mod’/),the son of a minor lordling
Aerdy (Nyrond, Almor, and the Great Kingdom). The King- who renounbed his title long ago. A tall man with black, curly
dom of Thalland, located along the Harp River valley, was an hair and a stvarthy complexion, Luther attaches a great deal
early center of the faith. This religious tradition was recog- of importanbe to personal honor, and he can be short-tem-
nized by the earliest monarchs of the Kingdom of Aerdy with pered and fbolhardy.
the establishment of the Prelacy of Almor under the rule of a The most famous order of paladins affiliated with the
Heironean prelate. The rebellion of the lesser branch of the church of Hkironeous are undoubtedly the Knights of the
royal house in 356 CY marked the beginning of the decline of Holy Shielding. Founded to defend the holdings of the petty
the followers of the Archpaladin in lands of the Great King- nobles on thle northern shore of the Lake of Unknown Depths
dom. Although the Heironean faith was not strongly linked against the depredations of the Horned Society and the
with House Nyrond over House Rax, many of the Archpal- Bandit Kingdoms, this elite band of knights was once the core
adin’s faithful, including church-led armies, emigrated to the of the army lof the Shield Lands. When Iuz conquered the
neu7ly independent lands to the west in the years that fol- Shield Land$ in 582 CY and left them in ruins, the capital (and
lowed their emancipation. Those members of the faith who knights‘hea’dquarters)of Admundfort was seized and the
remained behind were weakened commensurately,allowing knights were left with nothing to defend. At the time, Holmer,

True AD&D™442nd Edition I


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Earl of Walworth, served as the order’s commander-in chief. At 5th level, gloryaxes are immune to Strength-reducing
In 587 CY, Lady Katarina, cousin of the late earl, assumed magic and attacks (ray ofenfeeblement, the touch of a
Holmer’s title as Knight Commander of the Shield Lands and shadow, etc.) and can cast mount (as the 1st-level wizard
led the knights in an attempt to reclaim their homeland. With spell) once per day.
the backinq of Furyondy, the order was successful in regain- At 7th level, gloryaxes can make three melee attacks every
ing Scragholme Island, Critwall, and lands within thirty miles two rounds.
of the city, but efforts to reclaim the rest of the lost territories At 9th level, gloryaxes can cast dispel mi2 (as the 5th-level
have bogged down into a stalemate of low-level conflict. At priest spell) or negative plane protection (as the 3rd level
present, Lady Katarina is directing most of the order’s efforts priest spell) once per day.
towards the recapture of Admundfort Island. At 11th level, gloryaxes can cast bolt ofglory (as the 6th-
Priestly Vestments: The ceremonial garb of Heironeous’ level priest spell) or power word stun (as the 7th-level
cl2rgy includes chainmail and dark blue robes with silver wizard spell) once per day.
trim indicating their station in the church hierarchy. The holy At 13th level, gloryaxes can make two melee attacks every
s i mbol of B e faith is a disc of silver embossed with a light- round.
ning bolt and is traditionally grasped in the- Priest’s
~ s rinht
” At 20th level, gloryaxes cast holy word (as the 7th-level
hand when casting a spell or exercir;ing a granted power priest spell) once per day.
(such as turning undead).
Adventuring Garb: Although all priests of Heironeous
own at least one suit of chain mail, some employ plate mail
heironean 3pells
, . ... ..
when actively adventuring. Magical battle-axes ana suns or At the D M s discretion, priests of Heironeous may cast some
1 r

chain mail are highly prized by the faith, and a few worthy of the spells available to Helm, Torm, and Tyr in the FORGOT-
paladins of the Valorous Knight wield holy battle-axes (akin to TEN REALMS setting (see Faiths b Avatars and Prayersfrom the
holy swords), weapons believed unique to the Heironean Faithful or the Priest’s Spell Compendium for details).
faith.
1st Level
fipecialty Priests (Gloryaxed
]Detect Breath
%quiremen ts: Strength or Dexterity or Constitution 16,
Wisdom 9 (Divination)
Prime Req.: Strength or Dexterity or Constitution, Level: Priest 1
Wisdom Sphere: Divination
Alignment: LG, N G
Weapons: Any
Armor: Chainmail or plate mail, any shield
Major Spheres: All, Charm, Combat, Guardian, Healing,
Law, Necromantic, Protection, War
Minor Spheres: Divination, Summoning, Sun, Wards,
Weather
Magical Items: As clerics Detect breath allows the priest to ”hear” every breatning crea-
Req. Profs: Battle-ax, M[odern Language (Old Oeridian) ture within the area of effect, no matter the size. Thus,
Bmus Profs: Heraldry, Riding (Land-based) whether giant or insect (which respire through spiracles), the
priest gains the knowledge of each creature’s proximity and
Gloryaxes must be humans, half-elves, elves, or aasimar. relative size. The caster does not gain specific knowledge as
While most gloryaxes are humans of mixed or pure Oerid- to the exact location of each target relative to himself, only
ian descent, humans of every subgroup, as well as not in- that the creature in question is within the area of effect
significant numbers of half-elves and elves, are called to be
specialty priests of Heironeous’ clergy. L,esser Brand of heironeous
Gloryaxes are not allowed to multiclass.
Gloryaxes may take nonweapon proficiencies from the (Alteration)
warrior group without penalty. Level: Priest 1
Gloryaxes receive Constitution hit point adjustments to Sphere: Protection
their Hit Dice as if they were warriors. Range: Touch
Gloryaxes receive a +2 bonus to all saves versus magical Duration: Permanent
fear. Area of Effect: 1 creature or object
At 1st level, gloryaxes can cast bless or courage or remove Components:V, S
fear (as the 1st-level priest spells detailed in the Player’s Casting Time: 4
Handbook and the Tome ofMagic) once per day. Saving Throw: Negates
At 3rd level, gloryaxes can cast cloak of bravery (as the 4th-
level priest spell) or strength (as the 2nd-level wizard spell) When this spell is cast, the priest inscribes the symbol of
once per day. Heironeous onto a target object or creature, and up to four

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additional words. The caster can inscribe the brand either visi- the glyph dscribed (see ”Types of Glyphs”) to a maximum of
bly or invisibly (although the brand is always visible to all 5d4 hit points of damage. For example, if a priest inscribed
those who serve Heironeous).The brand can be inscribed on the glyph called Fah, the glyph would do ld4 points of fire
anything without harm to that object or creature. If an invisi- damage at llst or 2nd level, 2d4 points of damage at 3rd or 4th
ble bvavtd is made, a detect magic spell causes it and any ac- level, 3d4 at 5th, 4d4 at 7th, and a maximum of 5d4 at 9th
companying words to glow and become visible for one turn. level. Note t!hat lesser glyph of warding cannot be used to cast
Other spells and items that allow their uses to see hidden or restricted glyphs of any type. Glyphs inscribed using lesser
invisible objects also render the brand briefly visible. If the glyph of warding cannot be affected or bypassed by such
brand is cast upon a living being (unwilling targets are al- means as physical or magical probing, though they can be
lowed a saving throw vs. spell), it cannot be dispelled by any- dispelled by magic and foiled by high-level thieves using
thing short of a restoration spell. A successful dispel magic their Find ahd Remove Traps skill.
erases the brand inscribed on an inanimate object. The material component of this spell is the priest’s holy
Priests normally use the lesser brand of Heironeous to mark symbol.
those who have escaped justice for later punishment by others
with the eyes to see. The brand serves as a punishment if in-
scribed visibly upon a transgressor. Messages such as MUR-
DERER, THIEF,and Gossp mark the transgressor, and can prove
an effective punishment when more direct means are lacking.
f5hield oi‘ heironeous

Lesser Glyph o f Warding


(Evocation)
t
Level: Pries 2
Sphere: Prot!ection
(Abjuration, Evocation) Range: Touch
Level: Priest 1 Duration: 4 kounds/level
Sphere: Guardian Area of Effebt: 1target
Range: Touch Component&:V, S
Duration: 1 turn/level Casting Tim& 5
Area of Effect: 5 square feet Saving Throw: None
Components:V, S, M
Casting Time: 1round When this shell is intoned, a shimmering shield inscribed with
Saving Throw: Negates the symbol of Heironeous appears before the priest. The shield
annuls magi6 missiles, and provides an +2 AC bonus to all
A lesser glyph of warding resembles the 3rd-level glyph of ward- other attack$.Shield of Heironeous moves just enough to allow
ing spell. The lesser glyph of warding is a magically drawn in- the priest to attack or cast spells of her own without penalty.
scription that prevents unauthorized or hostile creatures from
passing, entering, or opening a protected place or object. It
d
In a given r und, the shield can only provide protection from
one quadrartt; however from round to round it can move to
can be used to guard a narrow bridge, to ward an opening, or the side or bkhind the priest if necessary. Unless otherwise en-
as a trap on a chest or vault. The glyph inscribed with the gaged in the same round, shield ofHeironeous automatically
lesser glyph qf warding spell lasts until its duration expires, or it swings arouhd to protect a priest from a thief’s sneak backstab
is triggered. Even if the triggering creature makes its saving ability, negating the rogue’s +4 rear attack bonus.
throw, the magic of the glyph is expended. I

To cast the spell, the priest uses a piece of incense to inscribe


a glyph that represents a specific type of force or effect-see
VigilancC
”Types of Glyphs” later in this section for all the known types. (Alterationi
To protect a 5-foot-square area, the priest traces faintly glowing Level: Pries 2
lines outward from the central glyph to the edge of the area of Sphere: Guakdian
effect. Once the glyph is inscribed, the glyph and tracery Range: Touch
become invisible, although the caster can still see it. Duration: 1turn/level
While casting the spell, the priest sets the conditions of the Area of Effett: 30 feet + 1foot/level
ward; typically any creature violating the warded area with- Component$:V, S, M
out speaking the name of the glyph is subject to the magic it Casting Time: 5
stores. A successful saving throw vs. spell enables the creature Saving Throtv: None
to escape the effects of the glyph (see damage range below). I
Glyphs can be set according to physical characteristics,such Vigilance allows the priest or a target she designates to see for
as creature type, size, and weight. Glyphs can also target a distance of 30 feet plus 1foot/level of the caster in dark-
good- or evil-aligned beings, or can pass those of the caster’s ness, fog, silky water, or other vision-impairing medium.
religion. They cannot be set according to class, HD, or level. Thus, a 6th-level caster could see through fog perfectly in a
Multiple glyphs cannot be cast on the same area, though 36-foot-radius, although his companions would still be hin-
every drawer in a dresser could be separately warded. dered by the mist. Furthermore, in magical fog or magical
Lesser glyphs with primary effects inflict ld4 points of darkness, vigilance has the same 30-foot radius of effect; how-
damage per two levels attained by the priest appropriate to ever, the magical resistance wears against the spell, so that the

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42

duration falls from 1tum/level to 1 round/level. likely to redirect a missile.


The material components for this spell include a piece of The hand‘s efforts also absorb 1hp from each die of damage
cloth that has been used to wipe the dust from a window. delivered by large or magical missiles, such as ballista mis-
siles, catapult stones, and magical bolts of all types (such as
3rd L e v e l
4
arrows +U. Enchanted missiles are never redirected back on
the attacker, and the hand does not convey any protection from
Bless Missile such attacks as fireball, lightning bolt, or magic missile.

(Enchantment, Conjuration)
Lwei: Priest 3
Vengeful Fist of heironeous
Sphere: All (Evocation)
Rmge: Touch Level: Priest 3
Duration: 1tum/level Sphere: Combat
Area of Effect: Missiles Range: 30 feet + 30 feet/level
Components:V,S, M Duration: Instantaneous
Casting Time: 6 Area of Effect: 20 foot diameter
Saving Throw: None Components: V, S, M
Casting Time: 6
By calling on the power of Heironeous, a priest can invigorate Saving Throw: %
arrows, bolts, and other normal missiles of all types with
some measure of divine power. For every level of the priest, This spell briefly calls forth a shimmering mailed fist, the
up to two missiles can be affected (already enchanted missiles vengefulfist of Heironeous. Thefist is gargantuan; even
can also be blessed). clenched, it measures some 20 feet in diameter. Thefist speeds
The blessed arrows retain their blessing for the stated du- from its materialization point above the caster to its desig-
ration of the spell. If the missiles are fired normally before the nated point of impact, delivering damage proportional to the
duration elapses, the arrows gain a +1 bonus to hit. If a level of the priest who cast it: 2d4 hit points + 1hit point per
blessed missile strikes home, it inflicts normal damage, plus level of the caster (no maximum) on every creature within the
2d4 additional hit points as the missile discharges its divine area of effect (20-foot-diameter circle). The fist immediately
energy. A blessed missile is consumed when it successfully fades after impact.
strikes a foe (but missiles are not consumed if they remain The fist is most effective against creatures that stand firmly
wifired and the duration of the spell elapses). on the earth; those who succeed a saving throw vs. paralyza-
The material component of this spell is the priest’s holy tion leap away and take half-damage. Flying creatures auto-
symbol. matically take only half-damage, and if they save, completely
avoid thefist.
hand of heironeous Besides causing damage to living targets, the fist can crush
and bend rigid materials that fall beneath the fist: armor,
(Evocation) weapons, poles, and other rigid objects must save vs. crush-
Level: Priest 3 ing blow on the Item Saving Throw Table in the DMG.
Sphere: Protection The material component of this spell is the priest’s holy
Range: 0 symbol.
Duration: 1tum/level
Area of Effect: The caster
Components: V, S
4th Level
Casting Time: 6 Abstention
Saving Throw: None
(Abjuration, Alteration)
By means of this spell, the priest calls into existence a shim- Level: Priest 4
mering hand, the hand of Heironeous. The hand is in proportion Sphere: Charm
to a normal human hand, but floats before the caster, palm Range: 30 feet
toward any threat. The hand is centered on the caster, and Duration: Permanent
moves as the caster moves, no matter her form of locomotion. Area of Effect: One humanoid
While the hand endures, it moves to completely protect the Components: V, S, M
caster from projected missiles such as arrows, axes, bolts, Casting Time: 7
javelins, small stones, and spears. The hand accomplishes this Saving Throw: Special
feat by flicking, diverting, and backhanding all such projec-
tiles, moving as fast as necessary to divert every attack. Each By means of this spell, the priest can insure the punishment
redirected missile is 10% + the caster’s level likely to speed of someone that has transgressed. When this spell is cast
back toward its origin, using the original attack roll of the upon a human, demihuman, or humanoid, a natural repul-
person originally sending the missile to resolve its attack. sion is set up between the target and any living being with
Thus, an 8th level priest who casts hand of Heironeous is 18% whom the target comes into contact.

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The target has an initial saving throw to avoid the effects cast on the same area, although every step on a stairwell
of abstention. If the saving throw fails, the target remains af- could be warded separately.
fected by the spell until a dispel magic is successfully cast upon Greater glyphs with primary effects inflict ld4+2 points of
the target. While the spell remains in effect, all creatures that damage per level attained by the priest appropriate to the
come within 30 feet of the target must save vs. spells or be re- glyph inscribed (see “Types of Glyphs”); there is no damage
pulsed. Repulsed creatures cannot voluntarily move any cap. For example, if a priest inscribed the glyph called Fah,
closer than 30 feet to the caster, as they are kept at bay by the the glyph would do 10d4+20points of fire damage at 10th
divine “restraining order.” level. See ”Glyphs Described” for discussion of secondary
The material component of this spell is the priest’s holy glyph effects. Glyphs inscribed using greater glyph of warding
symbol. cannot be affected or bypassed by physical or magical prob-
ing, though they can be dispelled by magic and foiled by
5th Level high-level thieves using their Find and Remove Traps skill.
The material component of this spell is the priest’s holy
Greater Glyph of Warding symbol.

(Abjuration, Evocation)
Level: Priest 5
Greater Brand of heironeous
Sphere: Guardian (Alteration)
Range: Touch Lek
Duration: Special SPk
Area of Effect: Up to 50 square feet Rar
Components: V, S, M h
Casting Time: Varies
Saving Throw: % Component$:V, S
Casting Timk: 8
A greater glyph of warding resembles the 1st-level lesser glyph Saving %OW: Negates
of warding spell and the 3rd-level glyph of warding spell. The
greater gZyph of warding is an magically drawn inscription to When this spell is cast, the priest inscribes the symbol of
prevent unauthorized or hostile creatures from passing, en- Heironeous onto a target object or creature, and up to four
tering, or opening something. It can be used to guard a additional dords. A living target makes a saving throw
narrow bridge, to ward an opening, or as a trap on a chest or against spells at a -4 penalty. The caster can inscribe the
vault. The glyph inscribed with the greater glyph of warding brand either visibly or invisibly (although the brand is always
spell contains a number of charges equal to the level of the visible to all who serve Heironeous). The brand can be in-
caster. Each time a target triggers the ward, regardless of its scribed on ahything without harm to that object or creature,
effectiveness,one charge is drawn off. When all the charges at least initially. If an invisible brand is made, a detect magic
have been expended, the glyph inscribed with this spell spell causes it and any accompanying words to glow and
fades. b
become visi le for one turn. Detect invisibility, true seeing, read
To cast the spell, the priest uses a piece of incense to in- magic, a gem of tree seeing or a robe of eyes also exposes an in-
scribe a glyph that represents a specific type of force or visible branti. If the brand is cast upon a living being, it
effect-see ”Types of Glyphs” for all the known types. For cannot be dispelled by anything short of a restoration spell. A
every 5 square feet of area to be protected, one round is re- successful dispel magic erases the brand inscribed on an inan-
quired to trace the warding lines of the glyph. The caster can imate object.
affect an area equal to a square the sides of which are the The greattr brand of Heironeous is more efficacious than the
same as his level, in feet. The glyph can be placed to conform lesser. If inscribed upon a discrete object equal to or less than
to any shape up to the limitations of the caster’s total square 10 feet x 10 feet x 10 feet of stone, that object will erode away
footage. Thus, a 6th level caster could place a glyph on a 6 at a rate of 10% a day until nothing of the object remains but
foot by 6 foot square or a 1foot by 36 foot strip, and every dust. Magical walls or items must save every day on the Item
shape in between. When the glyph is inscribed, the glyph and Saving Throw table-no erosion occurs on the day the save is
tracery become invisible to anyone but the caster, who can successful. Generally speaking, the greater brand of Heironeous
still see it. has no power to affect artifacts, although branding along with
While casting the spell, the priest must set the conditions an appropriate warning could still prove useful.
of the ward, although any creature violating the warded area If inscribed upon a living being, the greater brand of Heiro-
that speaks the name of the glyph can avoid the magic it neous does more than just mark a transgressor-it directly
stores. A successful saving throw vs. spell enables the creature punishes. EQeryday that the greater brand of Heironeous re-
to take only half damage from the glyph (see damage range mains, the tbrget must save vs. spell or lose 1 point of Consti-
below). Glyphs can be set according to physical characteris- tution. If thc? target’s Constitution score reaches 0, the target
tics, such as creature type, size, and weight. Glyphs can also perishes. If the brand is removed before death occurs (which
be set with respect to good or evil, or to allow those of the the priest who cast the spell can do at will, if the punishment
caster’s religion to pass freely. Furthermore, they can be set was sufficieht),lost Constitution points return at a rate of 1
according to class, HD, or level. Multiple glyphs cannot be per day. I
True AD&D™482nd Edition I
44

5imple Justice original Hit Dice or level and the new form (HD l),subtract
5%. Thus, a 5th-level target with 10 Intelligence has a 25%
(Alteration) chance to lose his mind. Even if a target’s combined Intelli-
Level: Priest 5 gence and HD are high enough to decrease the base chance
Sphere: Animal to O%, there is a minimum 1%chance of change. The chance
Range: 15 feet/level for assumption of the personality and mentality of the new
Duration: Permanent form is checked daily until the change takes place. The target
Area of Effect: 1human, demihuman, or humanoid who acquires the mentality of the new form has effectively
Components: V, S, M become the new creature, and can only be recovered by a
Casting Time: 5 wish or miracle spell.
Saving Throw: Negates Before the inevitable mind-degeneration occurs, a dispel
magic changes the target back to its original form, though this
Simple justice is a potent spell available to priests who wish to requires another System Shock roll for survival.
reveal the true nature of an unjust foe. Simple justice changes
the target creature’s physical form to mirror its interior
nature and character. Though the form is somewhat arbitrary
and not in the priest’s control, the unjust target becomes SJ
ssme variety of brutish beast, both physically and possibly
mentally.
To cast simple justice, the priest must truly believe that the
target is unjust in some significant manner. If this criterion is
met, the priest can cast the spell, and a living human, demi-
I
human, or humanoid target must save or take on a form de- (I
termined by their primary alignment. Though this selection Ll
may seem arbitrary, it reflects the personal views of the priest SI
who first formulated the prayer from which this spell was R
granted. To prevent misuse of this spell, the DM may deter- D
mine whether the target has truly earned the application of A
tlus spell, and if she does not agree that it is appropriate can C
allow the spell to misfire. C
Si
Lawful Good: dog
Chaotic Good: cat B
Neutral Good: squirrel el
Lawful Neutral: rabbit h
Neutral lizard damage, depending on their home plane of existence and
Chaotic Neutral: sheep nature.
L,awful Evil: skunk A saving throw vs. spell is allowed for half damage. For
Neutral Evil cow denizens of the Lower Outer Planes (fiends),undead crea-
Chaotic Evil: goat tures, and Negative Material Plane creatures, such as saving
throw is made with a -2 penalty.
Once the transformation takes effect, the target must make a
System Shock roll to see if he survives the change. The target Creature’s Home Plane Damage
acquires the form and physical abilities of the creature it now Prime Material Plane 5d6
resembles, but retains his mind-for the moment. None of the Elemental Planes, Outer Planes of Neutrality 5d4
creatures allow the target to vocally communicate. For ease of (Arcadia,Mechanus, Acheron, Ysgard, Limbo,
Filay, treat each of the creature choices above as having the Pandemonium)
same stats: (AC 10; MV 9; HI3 1; hp 3; THACO 20; #AT 1; Dmg Positive Material Plane, Outer Planes of Good None
ld4 (bite); SA skunk can spray odiferous liquid). None of the (Mount Celestia, Bytopia, Elysium, the Beastlands,
forms allow spellcasters to cast spells; however, at the DMs Arborea)
option, psionicists may still be able to activate their mental Outer Planes of Evil, undead creatures 10d6
discipline. (Baator, Gehenna, the Gray Waste, Carceri,
When a target is transformed, his equipment, if any, the Abyss)
rnelds into the new form. The target retains his mentality Negative Material Plane 15d6
without risk for the first 24 hour period of transformation. Astral, Ethereal Plane 4d6
However, every dav following the first, the target has a base
100% chance to take on the mental attributes and behavior The material component of this spell is a small amber rod
patterns of the form. For each 1point of Intelligence pos- banded with bronze.
sessed by the target, subtract 5% from the base chance. In
addition, for every Hit Dice of differencebetween the target’s

True AD&D™
49 2nd Edition
45

m m m m m I I1 II I I I

call Templars Bastion ~

(ConjuratiodSummoning) (Evocation) ~

Levell: Priest 6 Level: 6


Sphere: Summoning
Range: 100 feet
A!
Sphere: Prot ction
Range: 100 feet
Duration: 9 Duration: 1hour/level
Area of Effect: Special Area of Effect: Special
Components: V, S, M Components:V, S, M
Casting Time: 1 turn/level Casting Time: 9
Saving Throw: None Saving Thro$v:Negates

Call templars temporarily summons preselected and anointed This spell crdates a miniature protective bastion of stone,
templars of the Bastion to aid the priest in a moment of need. inside which a priest and any companions can shelter or
This spell requires advance preparation prior to actually cast- launch attacks from an advancing threat.
ing. Not every templar who trained at the Bastion is auto- The stone bastion, in its most basic configuration,creates a
matically subject to being called by this spell. Only templars 20-foot-diadeter stone tower, rising 10 feet + 1foot per level
who have volunteered to serve a ”tour” are subject to being of the caster (although the caster can at the time of casting
magically gated from their current location to the priest’s lo- choose to vary the height of the tower anywhere within this
cation, regardless of the intervening distance or planar sepa- range). The hain stone entry door functions as if wizard
ration. Such templars generally wear a small torque to locked; however, the casting priest and any companions he se-
signify their added responsibility. Anointed templars can be lects can bypass this effect. The bastion’s stone wall is slotted
detached from the Bastion but still answer the summons of on the main level with one arrow port every three feet, allow-
the call. ing those within to attack exterior attackers with spells or
In practical game terms, a priest may cast this spell at any missiles. A ladder on the inside of the bastion allows easy
time, but of all the templars who might be affected by this access through a trap door (functions as the main entrance) to
spell, only a subset are likely to be ”ready to go.” Thus, when the tower top, which contains protective crenellations that
the spell is cast, ld4+1 5th-level templars appear to fight for offer protective hard cover against missiles and spells
the priest who summoned them. There is a 20% chance that a launched froin the ground.
5th-level paladin templar is summoned in addition to the The stone of the bastion is resistant to magic; spells cast
fighter templars summoned. At the end of the spell’s dura- upon the bastion itself or upon those within the bastion‘s main
tion, the templars fade away, returning to the location from level must bkak through a 66% magic resistance. Defenders
which they were summoned. It behooves a priest to aid and within the bastion can cast spells normally through the arrow
heal a templar lying a death’s door before he returns to his slots. Unfortlmately, any defenders on the upper rampart are
previous location--every templar that dies reduces the not protected by the bastion’s magic resistance.
number of templars available for all priests casting this spell A dispel magic or disintegration spell that is able to bypass
in the future. the bastion’s magic resistance has its normal chance to dispel
Summoned templars gladly protect the priest from physi- or destroy enchantments or physical objects. Otherwise, the
cal harm, and attack the target indicated by the priest. At the bastion fadeslaway when the duration of the spell elapses.
D M s option, a leader among the summoned templars may The material component of this spell is the priest’s holy
give tactical advice for an upcoming conflict if the priest re- symbol. ,
quests it. Summoned templars will not undertake evil or
unjust acts, nor will they undertake actions that are not im- 7th &;vel
mediately related to their core competencies (summoned tem-
plars won’t serve as bearers, messengers, or advance scouts). Personat 4avior
Note that variants of this spell might allow the summoning of
a fullBastion company: one templar, one catechist, and one (Conjuratiohurnrnoning)
inquisitor. Level: Priest,7
Because of the potential for many priests to cast this spell, Sphere: Sumhoning
a single priest cannot cast calI templars more than once in any Range: 100 feet
seven-day period. Duration: Special
The material component of this spell is the priest’s holy Area of Effect: Special
symbol. Components:V, S, M
Casting Time: 10
Saving Throw: None

Casting personal savior is something a priest cannot undertake


lightly, for this spell should only be used in the most desper-
ate situation, as it has a chance to call forth an avatar of
Heironeous himself! Despite the listed level, a priest cannot

True AD&D™502nd Edition I


46

attempt to cast this spell until 18th level. When the spell is.
cast, there is a base 50% chance that the avatarwill choose to
respond. The actual chance is modified by the true need of Glyphsfunctionlike keys to unlocking magical power. Each
the priest (+/-lo%), how the priest's need bears on the etlios glyph has a unique name and a unique shape, and l i e keys,
of Heironeous and the church (+/-20%), the nature of those each fits a different "keyhole." Glyphs can only be magically
accompanying the priest (+/-5%), and who or what opposes inscribed by warding spells, specifically lesser glyph of warding,
the priest (+/-lo%). It falls within the D M s discretion to, glyph of warding, and greater glyph of warding. When properly
assign the final value for the chance that the avatar responds. inscribed and triggered by the appropriate stimulus, the
If the avatar doesn't respond, the priest is rebuked, and may glyph channels its particular effect into the specified target.
not use this spell again this generation (30 years). Common glyphs are keyed to an elemental force, and are
If the avatar does come, the priest is validated, and if he generally available to most priests who have access to the
survives, may attempt to cast this spell again in one year's Guardian sphere. Fire, cold, and lightning are common exam-
time. See the statistics for Heironeous' avatar earlier in this ples, although other effects can also be brought about by
section. When the avatar comes, it comes with power and common glyphs. Glyph effects that damage are referred to as
might. Few things can stand in the way of the avatar, and primary effects. For example, if the glyph Cuh (cold) were in-
thus the spell is aptly named personal savior. In the event that scribed using the lesser glyph of warding spell, creatures trig-
the avatar is truly challenged or defeated, a holy war begins, gering it would take ld4 points of cold damage per two levels
and the face of the campaign is likely to be significantly al- attained by the caster. If the glyph Leh (lightning) were in-
tered before all the plots play out. scribed using glyph of warding spell, creatures triggering it
The material component of this spell is the priest's holy would take ld4 points of lightning damage per 2 levels of the
symbol. caster.
Some glyphs cause no damage, but still affect the target
Miracle creature if it fails a saving throw (targets that make a saving
throw are unaffected by secondary effects). Examples include
(Conjuration/Summoning) glyphs that paralyze or blind the target. These effects are re-
Level: Priest 7 ferred to as secondary effects, and some glyphs with only a
Sphere: Summoning secondary effect are also numbered among common glyphs.
Range: Special Restricted glyphs are known only to priests of a particular
Duration: Special creed or temple who have spent the appropriate meditation
Area of Effect: Special and prayer time to receive enlightenment. Some restricted
Components: V glyphs possess both primary and secondary effects. When a
Casting T i e : 1round creature is targeted with a glyph with both primary and sec-
Saving Throw: Special ondary effect, only one save is required to escape both effects
(those who successfully save vs. glyphs inscribed with greater
A miracle is an event that is inexplicable by the laws of nature. glyph ofwarding take half damage from the primary effect, but
It is an event that is divine in nature; in fact, it is an personal are unaffected by the secondary effect). Generally speaking,
act of Heironeous.Despite the listed level, a priest of Heiro- the priests of Heironeous know the restricted glyphs pre-
neous cannot attempt to cast this spell until at least of 18th sented below; however, glyphs such as Nuh are not cast by
level. Miracle may only be cast once per year. If the spell is at- good-aligned priests.
tempted in advance of this limit, Heironeouswould likely Restricted weapon glyphs are regular glyphs that have
smite the offending priest with a bolt ofglory. been specially modified to be inscribed on weapons dedicated
Miracles are the ultimate prayer a priest of the Archpaladin to Heironeous. Restricted weapon glyphs can also be in-
can offer up to the god for divine inspiration and aid. Like a scribed upon magical items. Restricted weapon glyphs can
wizard's wish spell, miracle can alter reality in a variety of only be inscribed by the greater glyph ofwarding spell; thus
ways. Depending on the request of the priest who casts every weapon glyph has a minimum of ten charges. A
miracle, the spell can heal every member of an adventuring weapon glyph affects anyone who is not a priest, cleric, or
company to full health, bring a dead creature back to life, or devout worshiper of the god Heironeous. Thus, an inquisitor,
allow an adventuring party to escape from a life-threatening templar, catechist, priest, or even a devout worshiper of
situation. Heironeous from a remote country village could safely handle
The priest can conceivably request other boons of Heiro- a weapon with an inscribed weapon glyph. However, the
neous; however, the discretion of the D M is necessary to moment one who is not a devout follower of Heironeous
maintain game balance in such instances. For example, asking picks up a warded weapon, the appropriate damage or sec-
that Heironeom spontaneously strike an enemy dead is not ondary effect affects the unfortunate wielder, even if he is a
usually an option, especially if that enemy enjoys the favor of lawful good paladin of a good god (saving throws are allows
a rival deity. In any event, the taking of life through a divine as normal). The target of a weapon glyph can drop the
act trespasses into the ethos and spheres of other deities. In a weapon after the first effect is felt. If the target retains hold on
like manner, the DM must adjudicate all miracle spells cast by the weapon, another charge bums off the ward, and the
the priest to be certain they won't unbalance the campaign. wielder is once again subject to its effects. Thus cycle contin-
Heironeous doesn't have to provide a reason why he won't ues until the weapon is dropped or until all the charges bum
fulfill a miracle. out of the glyph.

51
True AD&D™ 2nd Edition
47

Fak

Ek'doh
7 Urh Wak Smak

Ukz Mak Stak Rah Meh

Vak
3Sah Duh Nek Eka

hT'fak N'cuk Npok N'neh

Rek Teh Wfak W'leh

&- A
W'bak W'frek W'tek W'ukz Wjaiar

True AD&D™ 2nd Edition


48

Types o f Glyphs Restricted Weapon GI phs

Ciommon Glyphs
Name Primary Effect Secondary Effect
(use with greater 1
BYPX
o f warding only)
Name Primary Ef ect Secondary Effect
W f a k Fire None
Fzk Fire None. W l e k Ligh’.mmg

.-
iu one
Lek Lightning None. W b a h %Ccdd Weavon initiates backbitingv
attack
Cuh Co1.d None. against wielder with wielde!r ’s
Bek None Target is blinded for ld6 hours. -- __
THACn -.-I

Pek None Target paralyzed for ld6 hours. W’frek None Weapon initiates attack against
Eh’dok None Energy drain inflicts -3 penalty on wielder’s closest companion with
all actions for ld6 hours. wielder’s THACO.
W’tek None Wielder teleported ldlOO mi.in
Ikstricted Glyphs random direction-weapon is not
Name Primary Effect Secondary Effect teleported.
Ayk None Air blows target ld20+20 feet in Wukz None Wielder begins to spit up black
specified direction. ooze. If wielder doesn’t drop
L‘rk None Earth below target’s feet adheres, weapon within 3 rounds, he chokes
holding target fast for ld6 turns. to death.
Wak Special Water superhydratestarget causing W’jar None Wielder ‘s mind sucked into
damage as if a primary effect. weapon and body dies. Mind
Smah ‘x Fire Target can do nothing but cough becomes a trapped spirit, but may
for ld4+1 rounds. communicate with proper wielder
Lrhz None Targets failing 3 successive saves telepathica€ly.
choke to death on black ooze.
hlak ‘x Fire Magma adheres to target, inflicting Sources: Heironeous was originally detailed in DRAGON #69,
an additional ld4+2 hits/round for page 24. Further details are found in World of GREYHAWK:
ld10 rounds. Guide, pages 63,68-69, World of GREYHAWK: Glossograpky,
Stak % Fire Steam parboils target, penalizing pages 4142, From the Ashes: Atlas of the Flanaess, pages 88-89,
every roll by -2 until magically Player’s Guide to GREYHAWK, pages 19,21, and On Hallowed
healed. Ground, page 180.
Rak %Fire Target is blinded for ld6 turns. The symbol of Heironeous was first depicted in From the
hlek Special Minerals calcify in target’s body Ashes: Reference Card #4, and depicted in a somewhat different
causing damage as primary effect. form on the gatefold of the Player’s Guide to GREYHAWK and in
Vak %Cold Targets failing 3 successive saves GREYHAWK: The Adventure Begins, page 92.
suffocate due to lack of air. Old Oeridian is discussed in the Player’s Guide to
Sah Special Salt dehydrates target causing GREYHAWK, page 15, as well as other sources. It seems appro-
damage as if a primary effect. priate that the lawful clergy of Heironeous would preserve
Duk Special Gritty dust erodes target causing this tongue and insist that it has not changed since the crown-
damage as if a primary effect. ing of the first Overking.
Neh Cold Target failing save dies and returns Several of the NPCs (augmented in level to reflect the pas-
as a zombie. sage of time) are taken from The Marklands. Luther is dis-
cussed in the old Rogues Galley, page 44. Given his
Restricted Beneficial Glyphs complexion (swarthy = olive = Oeridian) and ethos (LG), he
Name Effect seemed the perfect candidate.
Eha Energy infuses target, affecting target as a bless spell. The spell bolt o f g l o y was originally detailed in From the
N’fah Protects target as resistfire spell. Ashes: Reference Card #5 and updated to AD&D in Faiths 8
N c u k Protects target as resist cold spell. Avatars, page 166. (The other GREYHAWK spell duplicated in
N’pok Target receives neutralize poison spell. the FORGOTTEN REALMS ”god books” was stalk, which is avail-
W n e k Target protected by negative plane protection for ld4+2 able to the clergies of both Ehlonna and Mielikki.) Bolt o f g l o y
hours. (and stalk) have been reprinted in the Priest’s Spell Com-
Wcur Target receives remove curse spell. pendium.
F’ah Energy infuses target, affecting target as kea1 spell.
Reh Energy infuses target, affecting target as restoration.
Tek Target that names glyph is teleported by word of
recall to predetermined location.

True AD&D™
53 2nd Edition
49

endix I flict, and firmly dubscribes to the doctrine that might makes
right. Hextor sohetimes adopts the guise of a normal, hand-
some man of Oeiidian descent. In this form, he causes four of
hextor a
his arms to meld with his torso. His complexion is fair and
his hair is jet bla k, as are his eyes. He is well spoken and
(4courge of Battle, CJmrnpion o f civil)
Intermediate Power of Acheron, LE
c
charming, a hale fellow and a man’s man, yet irresistible to
women. He can onverse with sages, reason with philoso-
phers, argue w i d clergy, and discuss arcane secrets with
dweomercraftersl
Portfolio: War, discord, massacres, conflict, fitness,

Aliases:
tyranny
None
hextor’s Avatar
Domain Name: Avalas / Scourge (Fighter 3 5, h e r i c 3 5, Assassin 3 3)
Superior: None
Allies: Erythnul Hextor appears as a gray-skinned, lank-haired Oeridian
Foes: Delleb, Fharlanghn, Heironeous, Jo- male, with six alims and red-rimmed eyes bulging from a
hydee, Kurell, Pholtus, Rudd visage horrible tb look upon. He is typically garbed in
Sjmbol: Six arrows, three pointing down and to armor decoratedl everywhere with skulls and consisting of
the left and three pointing down and to iron scales with Strips of metal at shoulder and cuff, leg
the right, bound near the base or six red greaves, and a cdrselet of iron around his waist and groin.
arrows fanned to point outwards He favors spells Ifrom the spheres of All, Charm, Combat,
Wor. Align.: LN (rare),,LE, NE Divination, Eledental (Fire), Healing (reversed), Law,
Necromantic (rel.ersed), Protection, Summoning, Sun (re-
Hextor (HEX-tor)is the Champion of Evil, a tyrant willing to versed), Traveleh, and War, although he can cast spells
employ any means available to enforce his will, no matter from any sphere1
how much his subjects suffer.Traditionally revered by evil
but civilized rulers and warriors, his faithful include many
Awdi nobles, assassins, and mercenaries. His dual role as a
0
AC -5 (-7 with b th bucklers employed against single target);
MV 21; HP 241, THACO -10; #AT 10,/2(bow) or 15/2 (melee
w irrior and tyrant attracts many worshipers, particularly weapons); Dmg ld8+13 x2 (bow and arrow +3, +10 Str) or
those who seek to rule through strength and cruelty. The ld8+14 (militay f o r k +2, +10 Str, +2 spec. bonus in any melee
Scourge of Battle is venerated in evil lands across the weapon), ld8+151(scimitar +3, +10 Str, +2 spec. bonus), ld6+15
F1maess, chiefly in those regions governed by the rule of law Vootman’sflail+2J+10 Str, +2 spec. bonus), 2d4+15 (morn-
ar d inhabited by large numbers of humans of Oeridian ingstar +3, +10 Sd, +2 spec. bonus), and ld4+12 (spiked buck-
extraction. ler, +10 Str, +2 spec. bonus); MR 90%; SZ M (6%’tall); Str 22,
Not unlike Celestian and Fkiarlanghn or Kurell and Dex 23, Con 24, h t 20, Wis 22, Cha 22.
Zilchus, Oeridian mythology suggests strong fraternal links Spells P: 14/14/13/13/12/10/9
between Heironeous and Hexbor. The Warring Brothers, as the Saves PPDM 2, RSW 4, PP 4, BW 4, Sp 5
h2 If-brothers are sometimes known, have battled each other
for eons. Both powers seek to destroy, or at least thwart, the
other in an endless cycle of retribution. Their faithful wor-
e
Special Att/D f: Hextor draws two great strength bows
(range 240 yards without penalty) which fire iron-barbed
shipers engage in violent conflict whenever their paths cross. arrows +3. At clode range he employs two spiked bucklers
In addition to those listed above, Hextor maintains strong, if and four weapons. His armor is equivalent to chain mail +5.
sometimes uneasy, ties with several deities outside of the His typical weapons are a militay fork +2, a scimitar +3, a
Oeridian pantheon, including Beltar, Bralm, Kyuss, Nerull, footman’sflail +2, land a morningstar -1-3.The number of bow
Wastri, and Wee Jas. The Champion of Evil has also come to attacks combines five attacks per two rounds with each bow.
an understanding of sorts with the Lords of Nine and the The number of rrlelee attacks assumes five attacks per two
deities of the goblin and orc pantheons, and his priests often rounds with his primary melee weapon and five “off-hand”
work alongside shamans of Bahgtru, Gruumsh, Khurgor- attacks per round with his extra arms (including spiked
baeyag, Ilneval, Maglubiyet, and Nomog-Geaya. The Scourge
of Battle also holds long-standing enmities against powers
such as Al’Akbar, Allitur, Delkb, Ehlonna, Incabulous, Kord,
bucklers).
e
Around his n ck, the Scourge of Battle wears the symbol
of hate and discord, the six red arrows of Hextor, hanging
Llerg, Mayaheine, Obad-hai, Ollidammara,Pelor, Rao, St. from a chain of ctudely wrought iron links. This item enables
Cuthbert, Trithereon, Vatun, Zagyg, and Zodal. Hextor re- him to arouse disdord (as the 6th level priest spell) once per
serves a particular animosity for Alia-an aspect of Allitur, a round, in additioh to his physical attacks and assassin skills.
Fl m deity-whose cult was active in the See of Medegia Hextor also often carries the trumpet of Acheron, an instru-
before being destroyed by internal dissent and the clergy of ment that can be ‘wieldedat most once every six days. When
the Champion of Evil. sounded, it calls korth 6d10 skeletons which obey only
Hextor is a cruel and brutal tyrant. He brooks no chal- Hextor’s commahd. Once every six years, the trumpet of
lenges or dissent. He employs any means necessary to enforce Acheron can summon a horde of 60d10 skeletons and 30d10
his will. The Scourge of Battle revels in the mayhem of con- zombies. I

True AD&D™ 2nd Edition


50

Other Manifestations gions where tyrants reign unchecked with the clergy’s sup-
Hextor often manifests by causing a single arrow to split port.
apart into six identical arrows, each of which strikes at a dif- Places of worship of the Champion of Evil are grim, dark,
ferent target (or the same target, if multiple targets are not and bloody. Major shrines and temples are usually built on
available).(A separate to hit and damage roll is required for some field of slaughter, and the thick stone walls of such edi-
each attack.) O n rare occasions, the Scourge of Battle mani- fices often seep with the blood of slaughtered innocents. All
fests by transforming a single iron-tipped arrow into an of Hextor’s houses of worship contain a bloody altar on
arrow of slaying of the most appropriate type. which sacrifices to the Champion of Evil are made. Columns
Hextor occasionally manifests through followers engaged are often shaped in the form of monstrous bones, and carved
in melee combat against multiple opponents through the stone skulls and the skulls of fallen warriors adorn most sur-
effects of a battlearms spell. Such manifestations always last faces. Suits of armor and racks of weapons line most corri-
six rounds. Although no additional weapons or shields are dors and are commonly enchanted to animate against
provided by this effect, most followers usually carry sufficient intruders not bearing the symbol of hate and discord (see
weaponry and shields (see below). When a follower is at- below).
tempting an assassination against a political foe or military Novices of Hextor are known as the Unblooded. Full
target, the Champion of Evil sometimes manifests with the priests of the Champion of Evil are known as Discordians or,
effects of a mantle of Hextor. When a follower is engaged in collectively, as the Bloody Host. In ascending order of rank,
open combat, Hextor sometimes wraps him or her in a cloak of the titles used by Hextorian priests are Scourge of the Third
fear (as the reverse of the 4th level priest spell cloak of bravery). Rank, Scourge of the Second Rank, Scourge of the First Rank,
Hextor is served by achaierai, animuses, baatezu, bladel- Champion of Tyranny, Knight Terrible, Knight Horrible,
ings, blue dragons, death dogs, fiend knights, green dragons, Knight Male*olent, and Knight Tyrant. Senior priests are
grimlocks, imps, incarnates of anger and pride, larvae, night- known as Patriarchs, and those who command church armies
mares, maelephants, observers, rust dragons, reaves, sword are known ad Patriarch-Generals.These titles are separate
spirits, swordwraiths, tieflings, tso, varguouilles, yeth from duty-titles such as postulant, novitiate, professed priest,
hounds, and yugoloths. He demonstrates his favor through cloistered cleric, affirmed priest, templar, and from ranks
the discovery of amethysts, azurite, black sapphires, blood- within a temple hierarchy such as hierodeacon and abbot. In
stones, chrysoberyl, epidote, garnets, gold sheen, goldline, everyday discourse, senior priests are referred to as Father
hematite, malachite, meerschaum, obsidian, and rubies. The and Mother, and the rest of the clergy are referred to as
Champion of Evil indicates his displeasure through the dis-
covery of rust on metallic weapons and armor and through
bouts of weakness (failed Strength or Constitution checks).

The Qurch
Clergy: Clerics, crusaders, monks, shamans (hu-
manoids only), specialty priests, thieves
Clergy’s Align.: LN (very rare), LE, NE
Turn Undead: C: No, Cru: No, Mon: No, Sha: No, SP: No,
T No
Cmnd. Undead: C: Yes, Cru: No, Mon: No, Sha: No, SP: Yes,
T No

All clerics (including fighter/clerics), crusaders, monks, and


specialty priests of Hextor receive Religion (Oeridian)as a
bonus nonweapon proficiency. Shamans, who are always hu-
manoids and rarely even acknowledge the other gods of the
Oeridian pantheon, receive Religion (Hextor, racial pantheon)
as a bonus nonweapon proficiency.All priests, except
shamans, are required to take Modem Language (Old Oerid-
ian) as well. All priests, except shamans, desiring to advance
beyond 8th level are required to take the Reading/Writing
(Old Oeridian) nonweapon proficiency as well.
The church of Hextor is loathed in some quarters as an in-
strument of tyranny, but many worshipers turn to the Scourge
of Battle as a source of strength, protection, and justice, albeit
a harsh one. The church of‘Hextor attracts the most support-
ers in regions with a large populace of Oeridian descent
where feudalism is the norm and where external dangers
cause many to seek protection under the aegis of the Cham-
pion of Evil. The Scourge of Battle is revered out of fear in re-

True AD&D™ 88
2nd Edition
51

@I II 1 1 1

iSister. Since the ascendancy of the House of taxing. (In game Cerms, a Feat of Strength can be begun once
highest-ranking priest of the faith has always a priest is within 10% of the total number of experience
d y Censor of Mede,gia,although that title techni- points necessary 'to advance to the next level of experience.
to the chief cleric of the Overking, who need not The priest can cohtinue to receive experience points before
3f Hextor. beginning or during the Feat of Strength, but his or her expe-
y priests are known as battlescourges. The clergy rience point total'is capped at 10% above the total necessary
ncludes humans (82%), half-orcs (lo%), and even to advance to the next level in any event. In addition, it is not
3%), but other members of the clergy do not con- possible to gain dny of the benefits of advancing in level
noid shamans (5%)true priests. Those of human before the requisite Feat of Strength is completed. (The exact
clude those of Oeridian (55%),Flan, (9%), Suloise nature of a particular Feat of Strength should be designed by
inish YO), Olman (less than l%), Rhennee (less the DM.)
ouv (less than 1%)and mixed (32%)heritage. Ceremonies honoring Hextor are accompanied by a great
ergy includes specialty priests (35%),clerics deal of chanting. Wind instruments sound discordant tones,
aders (12'6), fighte1/clerics (lo%), thieves (6%), shouts and screams are voiced, and iron weapons are struck
), and humanoid shlamans (5%). Thieves are not during such an ritual. The faithful of Hextor celebrate numer-
members of the clergy in every see, crusaders ous holy days celkbrating the heroes of battles past. The exact
are not found in every religious order, and roster of holy days and festivals varies from region to region
'e never considered part of the priesthood by and even from temple to temple, although certain major cele-
3. brations are held throughout the faith. Of particular note are
The world is a harsh and unforgiving place such holy days and festivals as the Blooding, the Fist of Eter-
3strong rule the weak, and power is the ultimate nal Malachite, and Discordsmight.
x e who wish to prevail must prepare themselves The Blooding js a weeklong festival observed during the
11 manner of hardship. Oftentimes, the best tools week of GrowfesB. This festival has its roots in the traditional
d merciless in their application, and harsh in their offering of blood bacrifices to the Champion of Evil before
e order from the chaos, and the rule of law over warfare commendes in the spring. In the centuries it has been
ck the forces of tyranny, and suppress dissent in observed, the Chdrch of Hextor has ritualized this obser-
vance, and the wCek is now observed with exhibitions of fit-
lay Activities: The Church of Hextor is a martial ness and martial prowess, arena batties, and ritual
dlowers expend much of their energy waging war bloodletting. Each night, captives who were seized in the past
sly suppressing those who would rebel against year but never rahsomed are set free on a battlefield and then
-ity.Many priests serve tyrants grand and petty, hunted by a trio df priests armed only with daggers, a ritual
ieir rule and upholding the ruthless application of symbolizing the six arms of Hextor.
ier priests have worked their way into positions of The Fist of Etei-nal Malachite commemorates the battles
rule as tyrants themselves. When not actively fought by the chdrch armies of Hextor to ensure the ascen-
or sowing discord, priests of Hextor spend end- dance of the HouSe of Naelax during the Turmoil Between
mproving their personal fitness for battle. Crowns and after the crowning of Overking Ivid I. Celebrated
lvsfmportant Ceremonies: The clergy of Hextor
1st religious services in Old Oeridian, dismissing
d
on Midwinter's ay, this holy day marks the ascendance of
the Church of Hektor over rival faiths, such as the Church of
Zholars outside of the faith that the language has Pholtus and the Ghurch of Heironeous, in the heartlands of
tmune to outside influences. However, as the the Great Kingdoh Since the Greyhawk Wars, regional obser-
faiths humanoid members grow, it has been nec- vances of this holy day, particularly in the Great Northern
(apt some services tlo Common. Most of the faith's Kingdom of Aerdy, have been altered to emphasize battles
are written in Old Oeridian as well, necessitating fought in the narrie of the local ruler.
x e priests of a scholarly bent or seeking to rise to Discordsmight is an ancient holy day, predating the rise of
wels of the hierarchy learn to read and write this the Kingdom of Aerdy. Celebrated on the last Godsday (the
i well. twenty-fifth day) lof Ready'reat (November), this holy day
s of Strength are thi- most important individual commemorates a ken month war between the followers of
taken by individual members of clergy. Before ad- Hextor and the fdllowers of Heironeous. Despite a weaker
rank (i.e. as part of the training necessary to ad- tactical position, the followers of Hextor defeeated over-
iel), all priests of the Champion of Evil must whelming numbers of troops, levied from the general popu-
e their martial prowess, endurance, and fitness to lace, to hurl back Ian incursion of Heironean knights who
means necessary in a clear and convincing fash- sought to overthrbw the rule of law by Hextorian priests. As a
ture of the Feats of Strength varies from individ- result, the Medegian Bladelands expanded their influence as
idual and from level to level, but they are always far west as the Flanmi River. Although a few tales of this an-
rough prayer and divinely inspired visions. cient conflict survive, this holy day has evolved into a cele-
i are active in the world at large are often given bration of those d h o have been victorious in battling the
ests to complete thad further the ends of the followers of the Archpaladin.
Battle. Cloistered members of the clergy are likely Major Centers of Worship: The faith of Hextor has long
-ed to undergo tests of fortitude that can be com- been strong along the traditional routes of the Oeridian mi-
the walls of a temple, but which are no less gration, particulairly in the lands of the former Great King-

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dom, and it has been adopted by many humanoid tribes in Affiliated Orders: Since the inception of the Kingdom of
service to Oeridian masters. The Medegian Bladelands, lo- Aerdy, the church of Hextor has sponsored church armies led
cated along the coast east of the Mikar River, were an early by the Patriarch-Generalsof the faith and paid for by tithes
center of the faith. This religious tradition was recognized by and taxes levied by priests, who were themselves landhold-
the earliest monarchs of the Kingdom of Aerdy with the es- ers, particularly in Medegia. Such armies are traditionally
tablishment of the See of Medegia under the rule of a Hexto- known by sacred battle relic that serves as the company stan-
rian censor based in Re1 A stra. Alone among the Oeridian dard. In the aftermath of the Gneyhawk Wars, there are now
faiths, the church of the Champion of Evil has grown in few church armies left intact in Aerdy, as the Medegian
power as the Great Kingdom has declined. This rise was due armies were decimated by the overking’s destruction of that
in part to the departure of most of the church armies of rival land. Where they do exist, however, they are of superior qual-
faiths. Hextor’s faithful strongly backed the House of Naelax ity and morale. Although this did not use to be the case, few
during the Turmoil Between Crowns that began in 437 CY. of the troops of such church armies are actually priests or
This alliance led to the faith’s ascendancy over all other faiths ardent followers of the faith, but they tend to have fair to
in the Great Kingdom as of the coronation of Ivid I in 446 CY, good equipment, and they know that either combat magic or
but also resultea in the church of Hextor falling under the magical healing are routinely on hand, which helps their
thumb of successive overkings. morale. Some of the better knovm church armies of Hextor
The Greyhawk Wars heralded the beginning of the Iron still extant include the Company of the Twin Shields, the
Schism, in which the ranks of Hextor’s faithful have split into Order of the Six Severed Hands, and the Gray Knights of
two hostile camps and numerous factions. The destruction of Great Skull.
Medegia has seen the deche of the church’s power in its tradi- Although not considered church armies, many companies
tional demesne. (Spidasa, the former Holy Censor, endures the of warriors include a great number of Hextor’s faithful. Well-
Endless Death in the palace dungeons.) Holy Censor Pyran- known examples include the Bannermen (the remnant of the
nden (LE human male P18 of Hextor), who also retains his title Glorioles Army) and the Marchers (deserters from the Imper-
as Patriarch-General, remains loyal to Ivid V in Rauxes. The ial Regulars who now serve in Grenell’s land as mercenaries).
Battlehall of the Unholy Bloodshield,named for its most prized Although monks make up but a small fraction of Hextor’s
magical artifact, lies within the main palace grounds. In addi- faithful, all are considered members of one of the various
tion to Pjrannden’s chambers and the vaults holding church monastic orders. The most famcius such order, the Brother-
records, monies, and the like, this temple is used by Hextor’s hood of the Gray Hand, is dedicated to the preservation of
priesthood, elite warriors, human members of the Companion Oeridian traditions and culture and the destruction of the
Guard, and some of Ivid’s advisers. Especially gruesome fea- Heironean btotherhood known as the Order of the Glory
tures of this temple are four guardian statues made entirely Everlasting.1

from coagulated blood. They have the statistics of flesh golems, Priestly Vestments: The ceremonial garb of Hextor’ clergy
but they never escape priestly control. includes black robes adorned with white skulls or gray vis-
In the Great Kingdom of Northern Aerdy, Overking (for- ages overtop chain or scale mail. The holy symbol of the faith
merly Herzog) Grenell I of House Naelax (LE human male is an arrow df hate and discord, a device fashioned from six
P19 of Hextor), remains the titular leader of the faith from his arrows bound near the fletching and hung from a crudely
capitol in Eastfair. The Cathedral of Hextor lies at the heart of wrought iron chain. All such arrows must be fashioned from
Grenell’s palace, known as the Cyst. This imposing church hornwood, smeared with a paste of blood and ash, used to
contains statues of great A erdy warriors, superb stained-glass slay a sentient being, and remain unbroken. Higher-ranking
windows showing battle scenes, commemorative friezes and priests (of 9th level or greater), are permitted to have arrows
murals depicting victories of Oeridians over humanoids, Flan, of hate and discord dyed red from having been dipped in
and others. Access is restricted to the Herzog, his senior assis- blood, while lower-ranking clergy are restricted to gray ones.
tants, and those powerful folk within Eastfair known to be As a sign’oftheir faith, priests are expected to carry six
active worshipers of Hextor. Undead guardians throng the shields and/or weapons with them at all times. (Weapons re-
temple, and leaders of the orcs in the city are admitted-but quiring two hands to be wielded properly are considered to
only rarely, and at such times the murals depicting their kin be two weapons.) This practice IS believed to stem from
being slain are carefully covered up with wall hangings. Sac- Hextor’s prdctice of manifesting in the form of a battlearms
rificial rituals are rarely practiced here, and then only in the spell, as the god’s teachings require his servants to be pre-
basements which are whispered to hold a handful of prison- pared.
ers whom Grace Grenell values too highly to leave rotting in Advending Garb: Although most priests favor chain
the city jail. Other prominent Hextorian churches in the Great mail or scale mail and a spiked ’buckler, the clergy of Hextor
Kingdom of Northern Aerdy include the Malachite Spires, a employ all fdrms of armor when actively adventuring. Fa-
great cathedral under construction in Delaric, and the Basilica vored weapdns include bows, crossbows, flails, military forks,
of the Scourge, in Bellport. Krennden (LE human male P14 of momingstars, scimitars, spiked bucklers, and staff-slings.
Hextor), once the Patriarch of Hextor in Re1 Astra, and now
the Patriarch of Delaric, has pronounced the Overking insane
and renounced his sacred guardianship of the Malachite
Throne. Halldrem (LE human male P15 of Hextor), the Patri-
arch of Bellport, is a bully and coward, make him an effective
agent of Grenell.

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c) ecialty Priests
r-P helxtorian spells
I
(Battlescourgesl At the D M s discketion, priests of Hextor may cast some of
Requirements: Strength 15 or Dexterity 15, Wisdom 9 the spells available to Bane, Garagos, and Iyachtu Xvim in the
Prime Req.: Strength or Dexterity, Wisdom FORGOTTEN REALMSsetting (see Faiths & Avatars and Prayers
Alignment: LE, NE from the Faithfulor the Priest's Spell Compendium for details).
Mieapons: Any I
Armor:
Major Spheres:
Any metallic armor, any shield
All, Charm, Combat, Elemental (Fire), Heal- 2nd L e v e l
ing, Law, Necromantic, Protection, War
Minor Spheres: Divination, Summoning, Sun (reversed
Mantle of dextor
only), Travelers (Alteration) 1
Magical Items: As clerics Level: Priest 2 '
Req. Profs: Flail, Morningstar or Scimitar, Modem Lan- Sphere: Combat, t a w
guage (Old Oeridian) Range: 0 I
Bonus Profs: endurance, two-weapon style specialization Duration: 1turn hlus 1round/level
Area of Effect: The caster
a Battlescourges must be humms, half-orcs, half-ogres, or Components: V, S, M
tieflings. \ W e most battlescourges are humans of mixed Casting Time: 5
or pure Oeridian descent, humans of every subgroup, as I,
Saving Throw: N ne
well as not insignificant numbers of half-orcs and half-

e
ogres, are called to be specialty priests of Hextor's clergy.
Battlescourges are allowed to multiclass as battlescourge/
1
This spell enshro ds the priest in an ashen aura that leeches
all color from the1 skin and twists his visage into a horrifying
thieves or battlescourge/assassins, and if the DM allows skull-like guise dith lank hair and red-rimmed eyes.
kits for multiclassed characters, they may take an assassin For the duratibn of the spell, all opponents in direct melee
kit for rogues or cleric/thieves. combat with the priest make morale checks with a -2 penalty.
e Battlescourges may take nonweapon proficiencies from the All attempts to command undead are made as if the priest
warrior group without penalty. were one level higher. The priest can Hide in Shadows or
e Battlescourges receive Constitution hit point adjustments Move Silently as a thief of the same level (see Table 19 in the
to their Hit Dice as if they were warriors. DMG), with app2opriate armor and racial adjustments. (If the
e At 1st level, battlescourges can cast causefear (as the re- priest is multicladsed as a thief, she receives a +lo% bonus to
verse of the 1st-level priest spell removefear) or enlarge (as all Hide in Shadaws and Move Silently checks instead.) Fi-
the 1st-levelwizard spell) once per day. nally, the priest id inured to magical pain and is not subject to
e At 3rd level, battlescourges (can cast cloak offear (as the re- the debilitating effects of spells that induce physical discom-
verse of the 4th-level priest spell) or strength (as the 2nd- fort while cloaked in a mantle ofHextor, although damage is
level wizard spell) once per day. suffered normally.
e At 5th level, battlescourges can cast enthrall (as the 2nd- The material cbmponents of this spell are the priest's holy
level priest spell) or ray of enfeeblement (as the 2nd-level symbol and a hddful of paste made from ash and blood that
wizard spell) once per day. is smeared on the face and arms.
e At 7th level, battlescourges can make three melee attacks

e
every two rounds.
At 9th level, battlescourges can cast battlearms (as the 4th-
4th Levdl
level priest spell) or enervation (as the 4th-level wizard Battlearms
spell) once per day.
e

e
At 11th level, battlescourges can cast arouse discord (as the
6th-level priest spell) orflame strike (as the 5th-level priest
spell) once per day.
At 13th level, battlescourges make two melee attacks every
round.
At 20th level, battlescourges can cast unholy word (as the re-
verse of the 7th-level priest spell holy word) once per day.
(Alteration)
Level: Priest 4
Sphere: Combat
Range: 0
Components: V, ,MI
Duration: 1round/level
Casting Time: 6
Area of Effect: The caster
Saving Throw: Nbne

k
By means of this pell, the priest can create additional limbs
from her upper tbrso, known as battlearms. Priests of less than
10th level may crkate two battlearms, in addition to their
normal complemknt of limbs, while priests of 11th level or
greater may create four battlearms, for a total of six arms.

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i
Battlearms can be used with full proficiency when employ- Old Oeridian is discussed in the Player’s Guide to
ing weapons or shields. Strength and Dexterity checks for bat- GREYHAWK,page 15, as well as other sources. It seems appro-
tlearms are made without penalty. However, no more than one priate that the lawful clergy of Hextor would preserve this
attack per round can be made with each battlearm.. tongue and insist that it has not changed since the crowning
Any armor or clothing worn when this spell is cast is mag- of the first Overking.
ically altered to allow for the additional limbs. When the spell The spell arouse discord is patterned after the discord
effect ends or if the armor or clothing is removed, the items effect of the 8th-level wizard spell symbol, as detailed in the
revert back to their normal form immediately.Items carried Player‘s Handbook..
by battlearms when this spell expires are immediately Several of the abovementioned NPCs (augmented in level
dropped. to reflect the passage of time) and temple descriptions are
If any individual battlearm is severed or suffers more than taken from the unpublished Ivid the Undying.
8 points of damage directed specifically at that particular limb
(which does not affect the priest’s total), the affected battlearm
dissolves. The spell effect does not end until the spell expires
normally or all battlearms have been destroyed.
The material components for this spell are the priest’s holy
symbol and two (or four) arm bones from a humanoid skele- eixorcise
ton. The latter are consumled in the casting of the spell.
(Abjura
6th Level Level: P
Sphere:
Arouse piscord Range: 3
Duratioi
(EnchantmentKharm) Area of - __ -
Level: Priest 6 Components: V. S., M
Sphere: Charm Casting Time: 1-100+ turns
Range: 100 feet Saving throw: None
Duration: Special
Area of Effect: 100 square feet/level The spell of dxorcism negates possession of a creature or an
Components: V, S, M object by any outside or supernatural force. This includes
Casting Time: 5 control of a creature by some force in an object, possession by
Saving Throw: Negates a magic jar spell, demonic possession, curse or even charm, for
the exorcism spell is similar to a dispel magic spell. Further-
By means of this spell, the priest sparks disagreements and more, it affects a magical item if such is the object of the exor-
inflames tensions and resentments among all creatures within cism. Thus, a soul object of any type affected by a successful
the area of effect that fail a saving throw vs. spell. All affected exorcism expels the life force contained, to inhabit its nearest
creatures immediately fall to loud bickering and arguing. material body, wholly and completely.
Friends argue with friends, irksome things become hatreds, The exorcise spell, once begun, cannot be interrupted, or
and petty jealousy grows to seething rage. There is a 50% else it is spoiled and useless. The base chance for success is a
chance that affected creatures of different alignments attack random 1%to 100%. Each turn of exorcism the dice are rolled,
each other. The bickering lasts for 5d4 rounds, the fighting for and if the base number or less is rolled, the spell is successful.
2d4 rounds. Even a being that makes its saving throw may in- The base chance of success is modified by -1% for each level
directly fall victim to this spell’s effects if they are sufficiently of difference between the priest’s level of experience and the
provoked by the actions of an affected creature or if their ac- level of the possessor or possessing magic, where the smaller
tions serve to provoke an affected creature. number is thk priest’s level. In the reverse, a +1% cumulative
The material component of this spell is the priest’s holy is added. The D M can assign a base chance according to the
symbol. existing circumstances, if desired.
The material components for this spell are the holy symbol
Sources: Hextor was originally detailed in DRAGON #69, of the priest and holy water. A religious artifact can increase
page 24. Further details are found in World of GREYHAWK: the chance of success by from 1% to So%, according to its
Guide, pages 63, 65-69, World of GREYHAWK: Glossography, power.
pages 4 1 4 2 , From the Ashes: Atlas of the Flanaess, pages 88-89,
Playev’s Guide to GREYHAWK, pages 19,21, and On Hallowed
Ground, page 180.
The symbol of Hextor was first depicted in From the Ashes:
Reference Card W, and depicted in a somewhat different
form on the gatefold of the Player‘s Guide to GREYHAWK.

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h
'1
/'tr
ll'
,.t
\7 a Tolookuponthe faceofXanYaeis to lookuponthe dusk' that dusk is consideredto be XanYae'sholiest hour. All
)d
<-u Asthe Baklunishgoddessof mysteryandfurtive excur- churchrituals areperformedduring twitight; clericsvoice
HF
dz
ooz sions,disciplineand shade,XanYaeteachesher disciples their dailyprayersfor spellsat this time. XanYaeespouses
tsE
= stealthbecauseto movewithout being detectedrequires
to call upon the powerof the mind to mentallycommune
uq u

6ts
ur
with the grandand spinningsymmetryof the multiverse' both disciplineandskill. Thereis no causefor flamboyance
-o
YZ
In the twilight hoursof 0erth, whenthe glory of the day or wasted energyin the doctrine of the Mistressof
ur yieldsto the dangerof the night, XanYaesummonsher Perfection.All movements areeconomicandprecise.
XanYaecareslitlle for the bickeringbetweengods,and
believersand instructsthem in the curiousgeometryof
evenlessfor the petty plights of men.In orderto salvage
Nm€
shadowsandthe hiddenriddlesof steaith.
Mistressof Petals,XanYaeis the deityof existencefrom both the zealous efforts of good and the
Asthe Supreme
inexorabletug of evil,XanYae workswithin the shadows to
monksand martial artists, as well as those who call the
strengthenthe ftagile balance between darkness and tight.
shadowstheir home.Thieveselicit her favorwhenorches-
trating clandestine affairs, as do sages when XanYaechargesthe monks,priests,and psionicistswho
contemplatingthe vast and immeasurable power of the worship her with the quiet task of seekingout the
human mind. Though her worshippers in the FLanaess are extremesof goodand evil and temperingthem with har-
few, often taking residence in monasteries on the rim of mony.XanYaeis not a passivepower,but activelypursues
civilization,the breadth of her influence is felt asfar away an agendawhichwill ensurethe ongoingstabiiityoftife.
as distant stars. Wherevershadowsflow and twilight XanYaehasbeenknownto walk the mortal avenuesof
dividesnight and daY,sheis there. Oerthin the guiseof either an acrobator a martial artist'
Thegreatwheel ofXanYae's uponthree
doctrinedepends In either role sheis neverwithout her matchingfalchion

SUPRTM€ OFP€TALS
MISTR€SS
HAWV€RMAI-€
BY LANC€

vital and interconnected spokes:the UniversalMind, the swords- the fabledButterfly Blades- though sheoften
Perpetual Harmony, andthe InternalPeace. Theconceptof keepsthese weaponsconcealedon her person.ilVhile
the Universal Mind positsthe belief that all things exist assuminghumanform, XanYaewhispersin the earsof old
because the mind createdthem, and without imagination, men,quickensthe pulseofthe young,andconductsin twi-
consideration, andwillpower,the multiversewouldceaseto light that whichcannotbe achievedby day.
exist.Thistenet agreescloselywith the primarycontentlon Xan Yae counts amongsther enemiesPyremiusand
of the Outer Planar faction Pholtus,asboth promulgateradicalidealsin the nameof
knownasthe Signof One.Like either despicableevil or unwaveringgood. Both gods.
XANYAE the Signers,followersofxanYae either through fire or light, illuminate the darknessso
Ladyof Perfection.SupremeMistressof Petals sacredto her teachings.Her alliesarefeq due entirelyto
believe in the malleability of
Power
Lesser ofthe N
Outtands, the fact that the SupremeMistressis too self-involvedto
creationand the abitity of the
Por$olio: Twitight, Stealth,MindoverMatter
Shadows, concernherselfwith the affairs of her fellowdeities.Her
mindto alterrealitY.In the utti-
Domain Name: 0uttandsfiowerof the lron Wil"t chiefmostally is the demigod Zuoken.The Catlord,
mate expressionof the faith,
Superior:None be[evershopeto one daYuse Rexfelis,is a ftequentcomPanion.
AlUes:RexfeLis(Cattord),
Zuoken Thechurchof XanYaerecognizes two daysof hoiy sig-
their collectivementalfaculties
Foes:Pholtus,futremius to transformthe very shaPeof nificance. The first of these, the Autumn Equinox,
Symbol:Blacklotusbtossom the mulliverse. celebrates the exactbalancebetweenthe hoursof daytight
The idea of PerPetual andthe hoursof night. TWoceremonies of worshipareper-
Harmonycontendsthat all life formedon this day, one at dawnand one at dusk, during
is balanced,that syrnmetrygovernsall beings,andthat to which neophytefollowersare initiated into the greater
bein harmonywithone'sselfandsurroundings putsonein churchbody.Anotherimportantritual is practicedon the
harmonywith nature. This in turn permits one to more 27th of Harvester,known as the Dayof the LegionWill.
readilyaccessthe UniversalMind. Fromsunriseto sunset.everymemberofthe churchenters
to
Finally, manipulatethe UniversalMind and maintain into his or her deepestand most profound meditative
Perpetual Harmony, onemust first achieveInternalPeace. state, wielding everybit of disciplinethey possessin an
In otherwords, both martialand mentalactivitiesmustbe effort to touch the UniversalMind. Theidea behindthis
masteredand reconciledto attain a higher level of exis- massmeditationis to usethe collectivewill of the church
tence. Thus,followersof Xan Yaeperformboth physical body to alter the fabric of reality.It is believedthat the
and mental exercisesin an ongoingeffort to find inner SupremeMistressgrowssubstantia\ in powerduringthis
alignment. time, asthe UniversalMindis bent closerto her control.
Seeingthis tendencytoward baiance,it is no wonder XanYaeis a favoreddeity of manyamongthe periphery

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77

of Baklunish society, and has many adherentsin the spellshadow door(asthe 5thlevelwizardspell)onceperday.
E
J
/'ir
E' a
z
Distantlfest, wherethe strugglefor harmonyis oftentimes At 14th level, d'ai shatoncan castthe spellshadowcat E
F

z F
both a religionand a way oflife. In theselandsa distinct (asthe 7th levelwizardspell)onceper day.I z
F
=
J
martial arts style has been developedaroundthe faith, ! z
u
knownasthe Wayofthe Lotus,practicedby peasantsand U
i. z
princesalike. Xan Yaeis veneratedby
scholars and swordmasters.shadow
mages and smugglers, psionicists,
philosophers, andmystics. m I

The SupremeMistressis served by


creaturesof all alignments,both magicat
her needsat
and mundane,asaddresses
the time. Shehasbeenknownto employ
shadows,translators. great cats. and
jade dragons.Theappearance of a blood
hawk at duskis saidto be a goodomen
by thosewiseto the preceptsofthe god-
dess,while a thunderstormat sunriseis
thought to portent of XanYae'sdisplea-
surewith thosewho encounterit.

PRIESTS
SPECTALTY (D'AlSHAToN)
Wis14
Requirements:
PrimeReq.:Wisdom
Alignment:N.LN
quarterstaff,
Weapons:Falchion. lasso,
dart.sai,chain
Armor:None
MajorSpheres: At[.Astral.Charm,
Law,Numbers,
Divi.nation, Thought, Time
Healing,Protection
MinorSpheres:
ltems:asclerics
MagicaI
Req.Profs:Falchion
Religion
BonusProfs:Tumbting.
( BakLunish)

GRANTED POWERS
rogueprofi-
D'ai shatonmaypurchase
cienciesat no additionalcost. ,&i
At the discretionofthe DM,all priests &
of Xan Yaeadd an additional+5 to the
result of a check to determineif the i,$.,.
priest will possessa psionicl/[ild Talent lix'
(seePlayer'sOptionrM: SkillsandPowers,
p, 155).Ihis checkmustbe madeupon
charactercreation.
At lst level, d'ai shaton gain the
abitity to movesilently as a thief of the
samelevel.
At 3rd level, d'ai shatonmaYeiectto
*l
use continuing specialization in an
unarmedfighting style as a warrior of
the samelevel.
At 5th level. d'ai shatonmay resist
.ESPor thought-readingmagicby making
a savevs, deathmagicat +1.
At 7th tevel, d'ai shaton become
immuneto all non-magicaldiseases.
At 9th tevel, d'ai shatoncancastthe

True AD&D™ 2nd Edition


78
E@ ,.\ oa Timeis, quiteliteraliy,ofthe essence. peoplethroughout0erthwouldbe dramatical$
altered.
z> As 0erth's celestial governor of Lime and infinity, lhustheMonitors to protect
havetakenit uponthemselves
dz
lu
z
oo Cyndorthe lllimitable overseesthe invisibie clockworkof theselifeLinesftom harm.Cyndoris the adjudicatorof the
=
H

) etusiveand facelessMonitors,aiding thern in their pursuits


man's past, present,and future. His primary sphereof
I
influence- that of Time- is both mysteriousto contem- andofferingdivineguidancewhennecessary.
plate and vitaLto the continuingcycleof life throughout Priestsof Cyndorare very awareof the magnitudeof
d. z' their dei!/s charge,and as such often seemaloof, if not
the Flanaess.
Cyndor dwells in a quasi-imaginaryrealm known as downrightholier-than-thou.Like Cyndorhimself,priests
Temporal Prime,whichis ratherlike the EtherealPlanein that tend to speakin riddles.refusingto revealthe full secrets
it "touches"the PrimeMaterialin all placesat once.Better oftheir knowledgeofTemporalPrimeandthe lifeUnesthat
knownto the sagesofthe Flanaess asthe Demiplane ofTime, abide there; they coliectivelyscorn charlatanfortune-
this alternatedimension serves asthe highway for those rare tellersandothermountebanks.
spellcastersableto taverse the conduits which connect yes- Cyndor'spriestsarehardto pin down,astheir peculiar
terday to tomorrow.For a further explanationof Temporal that sliplike sandftom
ideologyis aselusiveasthe seconds
Primeand completedetails of its denizensand geography, man's desperategrasp.For the most part. it is assumed
that priestsof Cyndor
have been placed
upon 0erth to act as
for a world
counselors
that would otherwise
be lost in a meaning-
THTKT€P€ROFINFINITY less struggle for
BY LANC€HAW€RMAL€ survival. They regu-
larly serveasadvisors
to monarchsand uni-
versit5rsages.All men
omancer
consultthe Cftron sotrcebook(TSR9506). seekthe wisdomof augury.andall wonderwhatthe future
Inside the mazelike corridors of his unassailable rnight hold. By consultingwith a prophet of Cyndor,a
abode,the Tempus Cidatus, Cyndorsimultaneouslypur- personmight gain insight - howevervaque- into the
sues three separateand never-endingtasks. First, he handthat time hoidsfor him or her.
devoteshimseUto meditating upon the imponderable Followersof Cyndorseelife not as a seriesof choices,
aspectsof time-spaceand how further manipulationof but rather as a linear journey from one predetermined
this continuummight alter the compositionof the multi- encounterto the next. To such thinkers as these, ftee
verse.0n the morepracticaiside,Cyndoris alsoin a state choice and personalachievementare but illusions; in
of continuousprose,as he records buth, everythingthat everwill behasalreadyhappened-
every act of every creature at least for Cyndor.who has seenthe beginningand the
throughout every moment of its end. The invisible, temporal concept which man calls
* trfinity,ThesaseofEpochs.
ttnt"t*?3l, The
existenceon 0erth. The text in "time" is reallynothing but a way for man to reckonthat

Lesser li'lt::i:^::-:"--
Power .,.,
of Mechanus,
LN
which he compilesthis unimagin-
able recordis known simplyas the
which he believeshe is experiencing.Thistheory can be
proven when one looks at the constructionof the

;::lj,:li,';lTl,i
;:'#:";Jil: me.rM.un, PerpetualLibram.Excerptsof this
sacredwork have appearedon the
Demiplaneof TimeitseU.In this plane,so-called"time" is
simplya meansof travelingfrom point A to point B. Ergo.
n'orTemr
Pora Prime in the form of piercingly all ofman'schoicesarereallynothingbut immutablepaths
::,.i'Jfl
HI"Ji:,T' accurate histories secreted in alonga lifelinewhichCyndorhasalreadyforeseen.

;lit "t'# i rometimes) Cyndor'sausteretemples. Finally. Servicesto Cyndorinclude the soundingof airy wind
"':
Foes:Lendor(Sometimes)
in additionto his unceasingefforts instrumentsandthe castingof arcanespellsbywayofsuch
as a temporaltheorist and chroni- materiai devicesas magical mirrors. hourglasses,and
perthesymbol
*rT|;'|1ilstass onitsside, cler of 0erth's ongoing history, looms.Cyndoris worshippedin urbanplaceswherelearned
Cyndoralso directs his proxies in men gather.suchasthe FreeCityof Greyhawk, the center
their work as orotectorsof the of educationin the CentralFlanaess.
timestreamand guardiansof future andpast. EpochshavepassedsinceCyndorlast set foot uponthe
Thoughthese guardiansare primarily creaturesof a PrimeMaterial.It is suspected
that his avatarwaspresent
divinenafure,a smaligroupof mortalchronomancers (wiz- during the ancientSuloise-BaklunishconflicUmythssur-
ards who specializein time-related spells) known as the rounding the event place him as acting either with or
Monitors of Infinity secretly defend 0erth's fragile againstLendor.the Suloisegod of time. In those rare
timestreamftom interferenceby outsideforces.Everyliving instanceswhen he manifestshimself, Cyndorappearsas
creatureand inanimateobject bearsa specialsignatureon anythingbut a normalmortalman.His avatarform is that
the Demiplaneof Timecalledalifetine. If thesetifelineswere of a toweringhumanoidwith a featurelessface and odd
to be altered indiscriminately,the lives of thousands of rectangularlimbsof terrible strength.

True AD&D™ 2nd Edition


79

Anyonetinkering with 0erth's timestreamby either . At 15thlevet,eternatistsbecomecompletelyimmuneto E@


JA
/, ca
magicaiartifact or chronomancy speli risks invokingthe aging-based attacks,suchasthe touch of a ghost. <-
F z>
dE
ire of the mysteriousMonitorsof Infinity or, if the infrac- . Priestsof Cyndorhaveaccessto the specialproficienry z
E
tion is serious enough. the wrath of Cyndorhimself. Time Sense,as well as the first-level chlonomancer J

Thoughthe l1limitabteOnerarelyconfrontssuchviolators spell delay image. The fottowing descriptionshave


personaily,he hasbeenknownto direct a variety of tem- been modified from their respectiveentries in the
yz

poral creaturesfor these purposes.He is servedby Chronomancer sourcebook. z'

temporaldogsand time dimensionais, amongother, even


moreextraordinarybeasts. TimeSense Nb N
ii
NN
oo
Oneknown site of periodic chronomanticactivity in the RelevantAbilityr:Wisdom
Flanaesscan be found at the standing stones of Tovag A priestwiththe TjmeSenseproficiency
hasaninternal
Baragu,detailed in the Greyhawk@ Adventureshardcover clock.a naturaIsenseofthe passage oftimewhichpermits
sourcebook(TSR2023)and the gamemoduleVecnaLivesl himto knowto within3d10minutesthe exacttime of day
(TSR9309).Temples to Cyndorarequiterare.Somberstruc- withoutthe ajdof mechanicaI devices, magic,or the stars.
turesof smoothedstone,the monasteries of the Illimitabte A successfuIcheckjndicatesthat the priesthaspinpointed
Onerisefromthe groundin seemingly illogicallocales,sto- the time from within 3 to 30 minutesof accurary,while
ried placesof ancient or future power.The Eternalistsof fajtureindicates
that the priest'sestimation
is incorrectby
Cyndorhavea greatinterestin the doingsof Blacknoor's 1d2hours.Thepriestatsocanusethis abitityto " program"
Cityof the Gods,and likewisecaabe foundin the eastern himsetfto awakenat a predetermined hour. The profi-
Abbor-Alzhilts, scouringthe ruins of ancientltar. cienrycheckis madeat a -1 pena[ty,
In the Outer Planes,Clmdor'sphilosophyis readily with failuremeaning that the priest
acceptedby membersof the linear-thinkingFraternityof oversleeps by one hour for every
0rder, while the Indeps of the FreeLeaguedespisethe pointby whichthe checkis missed,
notion ofpredestination.andthe Dusbnenfiad it difficult upto maximum
offourhours.
to reconciletheir nihitisticbeliefswith the apparentlycon-
trary evidencefoundin the lifetineson Temporal Prime. DelayImage(Chronomanqr)
Whenbaveling,priestsof Cyndortend to wearclothing of LevekChronomancer 1; (Eternalist
1)
contrastingcolors, especiallyback and white (white capes Range: Touch
overblackrobesareconmon,thoughred and grayis alsoa Duration:5 rounds+ 7 round/Ievel
popul-arcombination).they havebeenlcrownto paint their Areaof Effecfu1 creature
faceswith similarcolorschemes,and decoratetheir clothing Components: V,5
with taUsmans, amulets,andother crypticdwices. Casting Time:lSavingThrow:Neg.
By casting delay image, the
SPECTALTY ( ETERNALTSTS)
PRTESTS priestsurrounds himselfor a recip-
Requirements:Wis15 'ient creaturein a magicaIaura
Prime Requiste:Wisdom which bendstime stightly in his
Alignment N, LN favor.Thisauraof "muddted time"
Weapons:Boomerang, dagger,dart, hand-hetdcrossbow, causesa delayin the target crea-
lasso,net, staff, andwhip ture'simage,improvinghis Armor
Armor: All armorqpes up to andincludiagchainmail, Classby 2 and grantinghim a +1
no shield bonusto a[[ savingthrowsversus
MajorSpheres:Al1,Astral,Charm,Divination.Healing, directmagicaIattacks.
Thought,Time Thereverse
ofthis spetl,advance
Minor Spheres:Creation,Guardian,Numbers,Protection 'image.createsa fa[seimageha[fa
Magicalltems: As clerics secondaheadof wherethe target
Required Proficiencies: Read/lVrite(Common) currently resides in the
BonusProficiencies:Religion(Common),
TimeSense timestream,makingit easierfor his
(seebelow) opponents to strike him. as they
havea brief momentto adjusttheir
GRANTED POWERS btows before the target creature
. At 2nd level, eternalistsmay cast delay image (see "arrives"in the presentsecondof
below)onceper day. time. Thetarget'sACis penalized
. At 7th level, eternalists may attempt to slow a single by 2, anda[[savingthrowsagainstdirectmagicaIattacks
opponentonceper day(asperthe 3rdlevelwizardspell. aremadeat -1..
thoughthe victim savesat -6). Thoughthis spe[[ may be usedin conjunctionwith
. At 10th level, eternalistshavebecomeso qmchronized other spe[[sthat affect ArmorCtass,jts effectsare not
with the movementof the timestreamthat they ageat cumutativewith itsetf.I
half the normat rate, effectively doubling their max-
imumaqelimit.

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80

Procan
L r f t e Seven Seas
by Eric L. Boyd

Powers That Be
Procan
roeall (pro-KAN) is Ihe Oe r il/ill ll g011
of things 'lilu/ica /wltl m e teorologi
Lord of the Seven
_ . , The Ancient cal, wo rship ed ill p or ts alo ng tir e
Merlner, Sailor of s..
.nd Sky, The Stann coasls oft/Ie Flalla ess IIlullJY II "III all5
Lord, Prince of Wind. of till etllllicities, particlilarly fishers mul sailors who seek to
InttHmedfllte Power of placlIle his lempesluous 1Illlllre. Procm. is also worsll iped ill
Limbo, eN illla"d regiolls of th e Flrl1la ess of predomillalltly Oert/iall set-
Portfolio: tlement. albeit to a lesser extent, as the god of weather. This aspect of his portfolio is
dosest to his original role amongst the Ocrid tribes but also overlaps with that of Vel-
nius. A few sentient aquatic creatures, particula rl y mermen, worship him as well.
Procan is served by Velnius and the four Wind Gods-Atroa of the East Wind,
Sotillon of the Sirocco, Telchur of the Mistral, and Wenta of the Zephyr- all of whom
are among his offspring. The Lord of the Seven Seas maintains good relations with
most other powers of the Oeridian pantheon, with the notable exceptions of Heiro-
Domain Name: neous and Hextor, Suel gods of the sea and sky.
The Sailor of Sea and Sky is as mercurial as the wind, as powerful and unforgiving
Supet1or. as the oceans. Procan vacillates between ebullient high spirits, characterized by
humor and passion for life, and dark, morose brooding, characterized by pessimism
and a violent temper. The only constant in Procan's emotional state is that neither
extreme persists for long. He is ever greedy for treasure, hoarding that which grows or
falls on the sea bed.

The Church
Clergy: Clerics, crusaders, specialty priests
Clergy's Align.: CG, CN, CE
Turn Undead: C: Yes, Cru: No, SP: Yes
Cm nd. Undead: C: No, eru: No, SP: No
• • All derics, crusaders, and specialty priests of Procan receive religion (Oeridian,
common, sea) as a bonus nonweapon proficiency.
Along the coasts of the lands once held by the Kingdom of Aerdy, the primacy of
Symbol: the church of Procan with regards to the sea is unchallenged. As Xerbo's faith is spread
among the seafaring barbarians of the Thillonrian peninsula and the merchants of
Lendore Isle, and Osprem's among the merchants of Lendore Isle and the Lordship of
the Isles, naval conflicts between those realms and the Great Kingdom have a religious
dimension as welL
Nong the coast of the Azure Sea and in other regions where worshi p of both Sue!
and Oerid pantheons is common however, followers of Procan, Ospre m, and Xerbo
often sail together on the same ships, and even ally against outside threats. Since
44 • Polyhedron

True AD&D™ 2nd Edition


81

Procan embodies the wilder and tem - sky. and to the blue expanse shall return. preferred, and magic which aids in sur-
pestuous aspects of the ever-cha nging Day-to-Day Activities: The majori ty of viving the sea is prized.
seas however, his chu rch is viewed dis- Procan's priests live and dress simply,
trust com pared 10 hi s rivals, Osprem, eschewing fo rm al ri tual. They attend to Specialty Priests (Wave Rangers)
and Xerbo. As a result, his faith slowly those who earn their living on the seas, Requirements: Con 14, Wis 9
wanes in the Sheldomar Valley region. and often accompany them on sea voy - Prime Req.: Constitution, Wisdom
Regionally prominent temples of the ages, for their presence aboard is said to Alignment: CN
Lord of the Seven Sus are great grani te bri ng good luck. Sen ior priests often Weapons: All bludgeoning (Type
structures whose soaring spires seem to captain their own vessels or fund fishing B) weapons . cu!lass,
touch the sky. The Ancient Mariner 's and merchant fleets. harpoon , ne t, spe:lr.
cathedra ls are built to embrace both Holy Days/Important Ceremonies: Fol- staff-sling, and trident
storms and the sea. Most are drafty, lowers of Procan offer prayers to the Armor: chain mail and below;
damp, and set in the path of incoming Lord of the Seven Seas at high and low sh ield
storms. Procan's shoreline temples are tide each day. More formal ceremonies Major Spheres: All , chaos, co mbat,
typica lly situated on rain -lashed blu ffs occur at peak high and low tides of each divination . elemental
overlooking the sea. Inla nd temples sit month and for crews prior to extended (air. water), healing,
in the foothills of one of the mountain sea voyages. When possible, such cere- protection, summon-
ranges of the Flanaes$ atop the highest monies are held in tidal pools or at the ing (aquatic creatures
tor in the local region or amid low-lying high tidemark, always near the largest only), sun, weather
salt fiats. Small er chape ls and shrines body of water in the region. They cast Minor Spheres: Animal, cha rm , cre -
catering to sailors arc known as bethels. offerings of gold and pearls into the sea, ation, necroma n t ic,
They can be found dockside in most and eat small amounts of fish and bread. plant. travelers. war
port cities where followers of the Ancient Affiliated Orders: The Wolves of the Magical Items: as clerics and fighters
Mariner live or visit. Scarlet Sea are a kn ightly order of cru- Req. Profs: Spear or trident, navi-
Procan Novices are known as Swabs. saders and warriors who se rve as the gation, rope use
Full priests are known as Sea Salts. In Storm Lo rd's militant arm . They are Bonus Profs: Sea man ship , swim -
ascending order, titles used by Procanite active in many port cities of the Flanaess. ming. weather sense
p ri ests are Sailor of the Seven Sea s, Sea Wolves, as they are known. serve as
Helmsman of the Endless Swells, Ensign
Granted Powers
ma rines aboard Procan ships. They are
Wave rangers can turn undead of the
of the Pounding Surf, Lieutenant Com- well-versed in sea comb at, boarding
sea including lacedons and sea zombies.
mander of Cresting Wave, Commander techniques, and shi p- based assault.
At 1st level, wave rangers can cast cre-
of the Lashing Wind, Ca ptain of the Sea Many possess magic to venture under-
ate water (as the (sl level priest spell )
and Sky, High Captain of the Thunder- water. Th e Keoish branch of the order
thrice per day.
ous Storm, and Admiral of the Hurri - sponsors twe nty privateer ships in the
At 3rd level, wave range rs can cast
cane's Eye. High-ranking priests have Azure Sea. They combat piracy and have
water breathing or water walk (as the 3rd
unique individual titles, but are collec- increased marit ime co mmerce safety
level priest spells) once per day.
tively known as High Admirals. Spe- along the southern coasts of the Flanaess.
At 5th level. wave rangers ca n cast
cialty priests are known as wave rangers. Priestly Vestments: The ceremonia l
cal/lightning (as th e 3rd level priest
Clergy includes huma ns (87%), mer- garb of Procan's clergy includes dark
spell ) or weather prediction (as th e 3rd
men (10%), half-elves (2%), and other blue knickers, loose, white shirts, and
level pries t spell detailed in P u.rER ·s
races (1 % ). Humans come fromOerid sky blue or sea green half-capes or robes.
OPTION"": Spells 6- Magic ) once per day.
(60%), Flannae (7%) , Baklunkish (5%), Garments are commonly washed in sea
At 7th level, wave ra ngers can cast
Suel (2%) . a lman (1 %) . and mi xed water, so are usua lly salt-encrusted. Sea
lower water (as the 4th level priest spell )
(25%) ancestry. Procan's clergy includes Salt s typicall y let their hair grow long,
or weather stasis (as the 4th level priest
specialty priests (54%), clerics (includ- pulling it back in a ponytail. Male priests
spell detailed in PLAYER'S OPTION: Spells
ing multi-classed) (30%), and crusaders keep their beards neatly trimmed. Silver
& Magic) once per day.
( 16%). Males and females have about a and gold jewelry is common and osten-
At 9th level, wave rangers can cast
two to one ratio. tatious. No priest of PrQCan is ever with-
airy water (as the 5th level wizard spell)
Dogma: The salty seas and stormy skies out a trident or flask of sea water (from
or control wi/Ids (as the 5th level priest
are ev{'"rchanging; they defy prediction . which their holy water is consecrated ).
spell) once per day.
The deep waters that embrace the oerth Thei r holy symbol is a miniature silver
At 14th level, wave rangers can cast
are vast and unknown. Their endless trident, often worn as a pendant on a
control weather or conjure air elemental
waves can ensnare any ship not cap - thin silver chain.
(as the 7th level priest spells) or conjure
tained by the Ancient Mariner. There- Adventuring Garb: Shields and chain
water elemental or tsunami (as the 7th
fore. give reveren ce to the Lord of the mail are common on land, but leather
level priest spells deta iled in PLA YER 'S
Seven Seas, for his fu ry is the thunderous armor predominates in shipboard situa -
OPTION: Spells 6- Magic ) once per day.
s torm and his kindness the bount iful ti ons. Cut lasses. tridents. harpoons ,
blue deeps. All is born from the sea and nets, and other "s ailor" weapons :Ire

Issue 130 • 45

True AD&D™ 2nd Edition


82

St. Cuthbert
Cuthbert of the Cudgel
by Eric L. Boyd

Powers That Be
Cuthbert atron of common sense, truth,
and forthrightness, St. Cuthbert
Cuthbert of the
Cudgel, the Cudgeler hates evil and opposes chaos. But
Intannedlate Power of his major interest is in law and
Aracadla, LG order and the dual work of conversion and prevention
Portfolio: of back-sliding of "true believers." While St. Cuth-
bert's faithful hold that he once walked in the Flanaess
as a mortal man of exemplary character, no evidence exists that the CudgeJer was ever
less than a lesser power. St. Cuthbert seldom leaves his realm in the Outer Planes, unless
some great duty brings him forth. Unlike most Intermediate Powers, he can enter the
Prime Material Plane at will.
St. Cuthbert is stern power who sees the world in black and white. For many folk liv-
Aliases: ing with the threat OflUl to the north, this is a very credible world view. The Cudgeler
has little patience for ostentatious displays, frivolous pursuits or idle talk and he accepts
no excuses or displays of weak moral fiber.
Domain Name: Great personal enmity exists between St. Cuthbert and Juz, which adds to the for-
• mer's popular appeal. The Cudgeler may appear in avatar formto drive the Old One
away in confrontations of major import. While the followers of5t. Cuthbert and Pholtus
Superior: maintain a great rivalry, both powers are willing to work together, as needed.

The Church
Allies: Clergy: Clerics, crusaders, monks, specialty priests, paladins
• Clergy's Align.: LG, LN
• Turn Undead: C: Yes, Cru: No, Mon : No, SP: Yes, Pal: Yes
Cmnd. Undead: C: No, Cru: No, Mon: No, SP: No. Pal: No
Fo. .:
All clerics, crusaders, monks, and specialty priests of St. Cuthbert receive religion
(Common) as a bonus nonweapon proficiency. Note that "Common" indicates familiar-
ity with human faiths which exhibit common worship in most of the Flanaess.
St. Cuthbert has a large following in the Flanaess. Many wayside shrine~ and smail,
crude chapels dedicated to him are scattered throughout the Flanaess. St. Cuthbert's
worshipers are most numerous in the Central Flanaess, in the city of Greyhawk, the
Wild Coast, Urnst, Veluna,and Verbobonc. There, his temples are large. elaborate, and
well-maintained. The faith is appreciated by most goodly folk, but rivalry exists between
Wor. Align.: 51. Cuthbert's followers and those of Pholtus of the Blinding Light.
While St. Cuthbert has many large places of worship, wayside shrines and small
chapels are more typical. All of his houses of worship, great and small, are dominated by
meeting halls notable for thei r hard pews, simple lecterns, and inspirational homilies
woven into wall hangings or inscribed in stone.
38 f Polyhedron

True AD&D™ 2nd Edition


83

The clergy of St. Cuthbert are known lages, proselytizing, and inducting new Priestly Vestments: The Chapeaux
as the Stalwart Host, divided into three converts. The Stars typically track down dress in varying garb, but all wear crum-
orders: the Chapeaux, the Stars, and the heresies, unmask heretics, and convince bled hats of brown and green tartan with
Billets. The Cha peaux seek to convert them to repent. The Billets, in contrast, St. Cuthbert 's holy symbol in copper,
people to the faith.The Stars retain doc- assist their congregants, give advice to pinned to them. The Stars wear dark
trinal purity among the faithful. The Bil- those who seem lost, and generally make green robes with the starburst-again
lets, by far the most numerous, minister themselves helpful where they reside. serving as a holy symbol-in copper,
to and protect th e faithful. Relations Holy Days/Important Ceremonies: gold, or platinum, depending on status.
among the orders are good, although St. Cuthbert is worshiped weekly on The Billets dress in simple brown and
individuals in the Billets and the Stars Godsday with ceremonies lasting a full russet garments, wearing St. Cuthbert's
argue over doctrine. Approximately 70% day and night. Singing, prayer, moral cudgel symbol in oak or bronzewood.
of the Billets are Lawful Good, while tales, and simple food are common, par- Adventuring Garb: SI. Cuthbert's
some 70% of the Stars are Lawful Neu - ticularly in the wayside shrines. priests carry bronzewood or oaken cud-
tral. The Chapeaux are evenly split. The fourth day of the annual Growfest gels, although most are skilled in a vari-
Novices ofSt. Cuthbert are called the festival is observed as the Day of Wel- ety of bludgeoning weapons. Priests favor
Untapped. Titles are in strict ascending coming. Converts are welcomed into the plate mail.
order: Club of Justice, Devout Flail, Mace ranks on this day of buoyant sermons
of Militancy, Star of Dawn, Stalwart and simple fellowship . The last day of Specialty Priests (Cudgelers)
Stave, Hammer of Hymns, Marshal of the Needfest is celebrated annually as the Day Requirements: Wisdom 9
Faithful, and Herald of the Saint. High of Trial, when followers fast and atone for Prime Req.: Wisdom
priests are known collectively as the Wise, the past year's sins. Alignment: LG, LN
addressed as Revered Father or Revered Major Cen ters of Worship: The Weapons: Club, flail, mace,staff,
Mother, as appropriate. Specialty priests Sacred Temple of St. Cuthbert is a grand morningstar, staff-
are called cudgelers . The clergy of St. temple on a low rise in the Garden Quar- sling, warhammer
Cuthbert is almost exclusively human, ter of the Free City of Greyhawk. While Armor: Any
nearly two-thirds male. The Cudgeler's the Sacred Temple is not the only shrine Major Spheres: All, charm, combat,
clergy is divided across all three orders: of the Cudgeler in the city (a humble divination, healing,
clerics (30%), crusaders (30%), and spe- two-story shrine stands in Shacktown) it law, necromantic,
cialty priests (30%) . Monks (5%) and is by far the largest. As perhaps the largest protection, war
paladins (5%) make up the remainder. religious group in the Free City, the fol- Minor Spheres: Animal, creation,
Dogma: The teachings ofSt. Cuthbert lowers of St . Cuthbert erected a temple guardian, summoning, •
are practical, wise, and sensible. Spread suited to their prosperity, symbolizing sun, wards
the word of the Cudgeler so that all may the blessings of their deity. The original Magical Items: As cleric
receive the benefit of his wisdom. The shrine has grown into a cathedral lined Req. Profs: Club, healing
word is the law, and the law is the word. with golden ornaments, fitted with silver Bonus Profs: Endurance
Neither weakness in faith nor acting and jeweled symbols of the faith. 0 utside
against the teachings of St. Cuthbert are the temple, white tile paths wind through Granted Powers
tolerable in those who have heard the gardens of roses, exotic flowers, and ever- Cudgelers turn undead as a cleric of
true word. Be tolerant of those who have green shrubbery. Oversix hundred peni- four levels lower. (A 5th level cudgeler
not yet accepted the true word, but do tents can worship together in the turns undead as a 1st level cleric.)
not cease in efforts to bring them St. rectangular chamber which makes up the Cudgelers can call upon faith once per
Cuthbert's truths. Be always honest, temple. The floor is tiled with deep green day.
truthful, and forthright, and do not stray marble. Huge white marble columns sup- Cudgelers are granted spell-like pow-
from the reasonable and practical. port the 50' high sky blue ceiling painted ers, depending on their order:
Day-to-Day Activities: Priests of St. with white clouds and a blazing sun. A At 2nd level, Billets gain friends once per
Cuthbert are stout, stern folk who speak second building is clergy living quarters, day.
their minds plainly. It's not that they all of whom are Billets. At 3rd level, Chapeaux gain shillelagh
won't suffer fools gladly-they won't suf- Affiliated Orders: The Order of Mace once per day.
fer them at all. Honesty and common is the militant arm of the faith, including At 4th level, Stars gain ESP once per day.
sense are more prized than book learning crusaders and paladins from all orders. At 6th level, cudge!ers can cast prayer
and arcane knowledge. Their faith is Knights of the Mace serve in mid-sized once per day.
practical, with attention to detail and and large temples as elite defenders. At 9th level, cudgelers can cast dispel
concerns of common people. In the after- Larger bands are sent out as needed, evil or true seeing once per day.
math of the Greyhawk Wars, military often making extended forays into hostile At 12th level, cudgelers can cast holy
training and fitness are mandatory. territory. Many Knights fell in battle dur- word once per week.
The Chapeaux spend their days wan- ing the Greyhawk Wars; the order is o
dering the Central Flanaess, visiting vil- slowly replenishing.
Issue 128 f 39

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Vecna as Demigod ers would prefer stayed hidden.


Those who anger Vecna often find
ing throw number of 4 in all cate-
gories.
Relatively new to the ranks of dei- themselves betrayed and black- Sensing Ability: Vecna knows
ties, Vecna is seldom recognized as mailed, their darkest sins sud- what is happening within one mile
a demigod by any but his wor- denly known to those who can of himself or any worshiper.
shipers. Known as the “Whispered hurt them most. Teleport: Vecna can teleport to
One, Maimed Lord, Master of Se- any point on the same plane at will
crets,” Vecna has a small but in- Statistics: AL LE; WAL any evil; and without error.
creasingly active cult in the lands AoC secrets & magic; S Y eye in
of the Flanaess. Vecna is a patron
god of black secrets, especially
hand
See the AD&D@ 2nd Edition
Vecna’s Manifestation
(20th-Level Wizard)
those magical in nature. Still, for Legends & Lore hardback book for
the majority of mortals, Vecna is an explanation of the format and Vecna’s manifestation takes the
identified as a n arch-lich,although abbreviations used here. form of a middle-aged man
he transcended this paltry honor- marked by some crippling handi-
ific ages ago. Standard Divine Abilities: As a cap, usually a missing leg. He car-
Although other gods might find demigod, Vecna automatically has ries no weapon other than a simple
the lack of recognition displeasing, the following powers. These wooden crutch. He casts spells as a
the condition has, to now, suited powers do not apply to his mani- 20th-level wizard. Although mor-
Vecna’s needs and matches his se- festation. tal in form, the manifestation re-
cretive nature. He enjoys the posi- Communication: Vecna can tains many of the properties of
tion of outsider among the great speak to his followers (or others) Vecna’s previous incarnation as an
powers of the outer planes. Their on another plane only through his arch-lich.
attentions are diverted elsewhere manifestation.
and he is allowed to continue his Comprehend Languages: The Str 14* Dex 14* Con 18
plans and schemes undisturbed. demigod speaks and understands Int 20 Wis 18 Cha 13
Formerly a lich, Vecna has re- all languages. MV 9* SZ M (5”’’) MR45%*
tained the horrid appearance of Granted Abilities: Vecna can ACO HD 18* hp 116*
these monsters. His body is mum- grant his priests (or, in special cir- #AT 1 THACO 10 Dmg ldlO
mified with patches of dry rot cumstances, any worshiper) any * If Vecna has recovered his Eye
showing through the tatters he spell or power up to 5th level. and Hand, these statistics for his
wears for clothing. His left arm Immortality: If destroyed, Vecna manifestation become Str 19, Dex
ends in a crumbling stump. Vec- reforms in ldlOO days. 17, MV 12, MR 70%, HD 20, hp
na’s face is covered by a silken Initiative: Vecna automatically 124
scarf, veiling his features under- gains the initiative when fighting
neath. mortals. Special Att/Def: Vecna’s mani-
Magic Use: Vecna can use any festation can utilize all the powers
Role-Playing Notes spell (wizard or priest) at will.
Magic Resistance: Vecna is 70%
of a normal lich at will. He can gen-
Vecna prefers to act indirectly in erate a fear aura, causing crea-
the affairs of men, guiding and resistant to mortal magic, 40% re- tures of 5 HD (or levels) to roll a
steering his followers to goals only sistance to that from demigods, successful saving throw vs. spell
he understands. Nursed on treach- and only 20% resistant to that or flee for 5d20 rounds. His touch
ery and deceit, the Whispered One from gods of greater stature. can chill, causing ldlO points of
has no compassion for mortals, Multi-Bsks: Vecna can perform damage and paralysis until dis-
even his own worshipers. Those any two actions at once without pelled. He can be hit only by weap-
who follow him must commit any penalties. ons of + 1 or better enchantment.
themselves to being utter pawns to Planar navel: Vecna can move In addition to his magical resist-
his schemes. Followers who serve from plane to plane only by spells ance, Vecna’s manifestation is
him well are rewarded with knowl- or magical devices. immune to charm, sleep,
edge, usually damning secrets oth- Saving Throws:Vecna has a sav- enfeeblement, polymorph, cold,

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electricity, insanity, and death These events, coupled with the re- tenants of the Heart of Vecna. They
spells. The manifestation cannot cent appearance of Vecna/ can also be directly commanded
be turned. As a wizard, he can cast Halmadar (who is not Vecna’s by the Voice of Vecna. The Eye and
spells as if 20th level (includingthe manifestation), have given Vecna the Hand are unique creatures-
restriction of spells per level), but and his cultists the opportunity to only one of each is in existence at
he does not need spell books or ma- strike. Now they are ready to in- any given time. Should one be
terial components. Vecna’s mani- crease their power, and that of killed, another can be created to
festation has access to all spells of their god, in a major way. take its place.
all schools. The cult is rigidly organized into
Finally, the manifestation (in a hierarchy of evil. Each cultist has The Thoughts O f WCna
keeping with Vecna’s role as mas- a specific position and role, based After the Heart come the Thoughts
ter of secrets) can discover any per- upon his abilities and importance. of Vecna. The Thoughts of Vecna
sonal secret a character might Ostensibly, those of lesser position lead the Organs, the name for con-
have, He often uses this power to must defer in all matters to anyone gregations of worshipers. Since
keep worshipers in line and to of greater rank: the true matter is the cult is small, there is seldom
blackmail powerful figures. somewhat different, for the Cult of more than one Organ to a city or
Vecna is very lawful evil in out- area. The Thoughts wear robes
The Duties of the look. Thus all members seek to
find some advantage over their
emblazoned with a pattern of light-
ning bolts, signifying the devastat-
Priesthoo superiors-while also keeping ing power of thought.
Priests of Vecna are rare, primarily their underlings in line. Secrets Within the Organ, there are sev-
due to the stringent requirements and blackmail are commonplace eral priests, but only one Thought.
needed to qualify. However, the within the cult. Traditionally, the highest level
priests have a large degree of free- Each hierarchy of the cult is priest of the Organ is the Thought
dom in their activities. Their most identified with a particular body of Vecna. All lesser priests are sub-
important duty is to recover the part. Some positions are unique, servient to him. The followers do
Eye and the Hand of Vecna, so either to a single priest, character, not contest the Thought’s posi-
these can be returned to their god. or monster. Some positions are tion, but, since they are evil, lesser
Beyond this, the priests are ex- open only to priests, while others priests have been known to black-
pected to collect and study strange are available to any character mail their superiors, particularly
magical items, destroy or weaken class. with the threat of exposure. This is
any threat to Vecna, and restore a dangerous business, since the
his empire for the day when he re- The Voice of Vecna Thought of Vecna may simply an-
turns. m i c e yearly they must sac- This is the highest position of the nihilate the challenger.
rifice large quantities of magical hierarchy, short of Vecna himself.
items to Vecna. There is only one who can claim to The Memories of Vecna
Requirements: AB must be be the Voice, and that is Vecna’s The lesser priests of a given Organ
dual-or multi-classed mage/priest; manifestation. are known as the Memories of
AL LE, WP dagger, darts, mace, Vecna, for it is through them that
staff; AR: SP charm, combat, divi-
nation, elemental, necromantic, The Heart of vecna the day-to-day existence of the cult
Her Most Enigmatic Excellency, is assured. Thus they guarantee
protection, summoning: PW 1) that his name will never be
command undead (using turning Sublime Mistress of the Whispered
One, the Heart of Vecna is the high forgotten. The number of Memo-
tables); 5th) legend lore once per ries under a Thought depends on
day; TU nil priestess of the cult. Through her,
the commands of the Whispered the size and importance of that Or-
One are transmitted to the faithful. gan. However, there is only one
The cult of vecna The current Heart of Vecna is lesser priest of 5th level or greater
Although the number of Vecna’s Diraq Malcinex of Ket (see the NPC in a given Organ. The Memories
worshipers are few and their activ- Appendix). The Heart always wear robes decorated with ab-
ities secret, the Cult of Vecna is a wears a blood-red robe with no stract designs.
potentially powerful force. Up to decorations on it. Although Memories are, by the
now, the cult has been held in law of the cult, bound in obedience
check by the more active Spurned The Eye and the Hand to the Thought, they are always
Cult of Iuz, but that group has suf- These two creatures (see the New looking for ways to advance their
fered a series of recent setbacks. Monsters Appendix) are the lieu- own power. Deceit, betrayal,

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blackmail, and assassination are still considered inleriors. .l'hey Ueaths, they are assured, will has-
all practices the priests use against lack the total commitment of the ten the coming of Vecna. When
one and another. To survive, suc:- Heart, Thcmghts, and Memories. that day comes, the faithful of his
cessful priests use their powers t o Theyarec: illed upon to create any cult will be rewarded with domin-
gather secrets, act as spies for thei,r special devices and spells that ion over all the non-believers.
higher-ups, and ruthlessly de211 mightben,eeded by the cult. Like the Fingers, the Blood of
with their enemies. Vecna mark themselves when on
While these activities woulld TheFlnglers ob Vecna missions for the cult. In their case,
make priesthood in the cult seern As the Ma: ster of Secrets, Vecna's they smear red dye over their
murderously short, the lawful nz1- second-molst important group of faces, a symbol of their willingness
ture of the cult requires that anY laymen arc: thieves, known as the to die for the cult.
evil deeds be subtly done. Once Fingers of Vecna. The thieves are
such machinations are exposec1, responsiblc
- _ :for carrying out many The Spawn of Vecna
the perpetrator -_s at
--- i
_--_ - - _ - dismacetl
-_- best --_ D - --- - - n - n i - 1 missions of the cult. Thc2 least ,.of_- the
and mort: often eliminated by a
"I
A+ +he r
DpLblal1
L l l L

They are respcmsible for gathering


- cultists are the
common lolk, those evil and cor-
clerical tr ibunal. Indeed the threat many of the secrets the cult uses to rupt citizens and peasants who
of exposu re to the clerical courts is blackmail of ficials. They also have joined in hopes of sharing in
used by superiors to keep the make paymen ts to corrupt guards- the coming glory. Although lack-
lesser pric:sts in line. men and terroirize upright citizens. ing in special abilities, the adula-
When on a mi$ssion for the cult, the tion of these people is necessary
The Teeth ob Vecna thieves dye tlheir fingers red, so for Vecna to gain power. Viewed as
.
none have nigner1 _.
Of the lay members of the cult,
srarus man me
1 1 I t I,
their victim vvi11 know who sent
mem.
L,-. ..
his helpless children, these com-
mon folk must be protected frc3m
mages and specialist wizards. all harm-unless Vecna orders oth-
These followers are known as the The B I O O ~of Vec:na erwise. In many ways they are iso-
Teeth of Vecna, for their fearsome The third group of lelymen me the lated and protected from the E:vi1
bite-the magical spells they fighters. These characters are the practices of the priesthood, sirice
,.
carry. Typically attaining higher Blood of Vecna. Most are highly mere is no greater crime man at-
- 2 2 .

levels in wizardry than the dual- dedicated to the cau -


L--1-1-.+ LL-. ---ll--L
---tion
class priesthood, the mages are ready to die of it if the

True AD&D™ 2nd Edition


91

by Chris Perry
illustrated by Susan Van Camp

T
he portrayals of the elven pantheon (as found in Monster Araleth is one of the “Second Born,” those elven gods who
Mythology) are a valuable addition to any DM’s cam- came after the first War of Darkness. He is engaged in an eter-
paign. However, those looking through the pages on the nal war against the powers of darkness, and is known for his
Seldarine will notice that very few of them allow for non- relentless pursuit of the drow when they came forth again
Chaotic Good priests and that almost none are of Lesser or (indeed, one of the most commonly known stories concerns his
lower power. Provided herein are the priests of seven lesser- battle with Lolth, from which he bears a scar from her poisoned
known gods of the Seldarine. Four of the gods (Araleth, Kirith, bite). Accordingly, he is often the favorite choice of adventurers
Melira, and Naralis) were detailed in the article “The Elfin Gods,” because of his aggressive stance.
while another was based on a fifth member (Tarsellis) detailed Araleth lives in the part of Arborea known as Arvandor in
in the article “In the Frost and the Snow” (both articles the House of Glowing Stars, a dwelling beset by drifting, glow-
appeared in DRAGON Magazine issue #155). The remaining two ing stars. He works closely with the rest of the Seldarine as
gods and priesthoods (Tethrin and Rellavar) are new. needed, and his priests likewise work with other priesthoods in
This article mentions certain deities of the FORGOTTEN REALMS® their efforts to eliminate evil.
(FR) or the World of GREYHAWK® (WG) settings as enemies or allies
of these elven gods, and it goes without saying that the various The Church
members of the drow and goblinoid pantheons bear them no C LERGY : Clerics, specialty priests, crusaders
less enmity. Also from GREYHAWK are the xenophobic Wastri (The CLERGY’S ALIGN: NC, CG, N, CN
Hopping Prophet) and the abominable luz to contend with.... TURN UNDEAD: C: Yes, SP: Yes, Cru: Yes
Note: Clerical sub-classes men- CMND UNDEAD: C: No, SP: No, Cru: No
tioned in this article, such as the Araleth’s clergy have few holy days except for the spring
crusader or mystic, can be found in equinox, whereupon they sacrifice items of beauty within a cir-
the Faiths & Avatars book. cle illuminated by Starshine spells. They prefer to start their
prayers at dusk, just about the time that their god’s presence in
the heavens can be felt.
Araleth Letheranil While within the confines of the church (or on holy days),
(The Prince of Stars, clerics and specialty priests of Araleth wear robes of white. At
The Twilight Rider) other times they’re free to wear whatever they choose (though
Lesser Power of Arborea, CG dark-colored cloth is frowned upon and considered a minor
PORTFOLIO: Light, Starlight, transgression). Clerics make up 50% of the clergy, specialty
Twilight priests 35%, and crusaders 15%.
ALIASES: None
DOMAIN: Arvandor/House Specialty Priests (Twylar)
of Glowing Stars REQUIREMENTS: Constitution 12
SUPERIOR: None Wisdom 13
ALLIES: Sehahine Moonbow, Selune (FR), PRIME REQ.: Wisdom
Celestian ALIGNMENT CG
(WG), Xan Yae (WG), other members of the WEAPONS: Bow, dagger, sword (short/long), and all
Seldarine bludgeoning weapons
FOES: Lolth, Shar (FR), Tharizdun (WG) ARMOR : Chain, elven chain, scale, and shield
SYMBOL: A white shaft of light, small at the MAJOR SPHERES: All, astral, chaos, charm, combat, guardian,
top and largest at the bottom numbers, protection, sun,
WOR. ALIGN: Any non-Lawful Good or MINOR SPHERES: Divination, healing, necro-
Neutral mantic

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MAGICAL ITEMS: Same as priests Tethridar. Because this is also the home At 5th level, Zivorns can cast call
REQ. PROFS.: Astronomy of Tethrin Veralde’ (another elven god), upon faith 1/day.
BON. PROFS.: Blind-fighting stories consistently portray them as At 7th level, Zivorns may cast a
At 1st level, Twylars can cast a light lovers (the truth of this is unknown). Divination Enhancement spell (see Tome
spell 1/day. In addition, they receive a +2 of Magic) 1/day.
on saves vs. magic that affects vision. The Church At 10th level, Zivorns can cast
At 3rd level, Twylars can cast a CLERGY: Clerics, specialty priests, undead ward 1/week.
starshine spell 1 /day. specialist wizards At 12th level, Zivorns can cast leg-
At 5th level, Twylars receive auto- CLERGY’S ALIGN: LG, NG, CG, LN, N end lore or steal enchantment 1/day.
matic saves against spells that cause TURN UNDEAD: C: No, SP: No, W: No At 14th level, Zivorns may cast
blindness or darkness, and can cast neu- CMND. UNDEAD: C: No, SP: No, W: No either a prismatic spray or prismatic sphere
trulize poison 1/day. Kirith’s priesthood are comprised of 1/week.
At 7th level, Twylars can cast con- clerics (40%), specialty priests (40%),
tinual light 1/day, and they receive auto- and specialist wizards (diviners and
matic saves vs. spider poison. enchanters make up 10% each). On holy
At 9th level, Twylars can cast a days they wear multi-colored robes and
sunray spell 1/day. give prayers and pieces of knowledge as Taralen
At 12th level, Twylars receive a +2 a form of sacrifice to their goddess. It’s (The
bonus against spells cast at them by interesting to note that while the high Songstress,
drow elves. In addition, the magic resis- clergy can declare a holy day in light of Patron of
tance of drow who are the targets of the special events (an omen from Kirith, the Bards and
Twylars’ spells is lowered by 10% for the successful completion of a powerful Minstrels)
purposes of determining whether their magic, etc.), they also consider days of Lesser Power
spells get through. the full moon to be holy — the same of Arborea,
days that priests of Sehahine revere. CG
However, they hold their services in the
daytime.
Kirith PORTFOLIO: Half-elven bards, elven
Sotheril Specialty Priests (Zivorns) minstrels, songwriting
(The REQUIREMENTS: Intelligence 12, Aliases: None
Magess) Wisdom 13 DOMAIN: Arvandor/Evergold
Lesser PRIME REQ.: Intelligence, Wisdom SUPERIOR: Hanali Celanil
Power of ALIGNMENT: NG ALLIES: Corellon Larethian,
Elysium, WEAPONS: Dagger, dart, quarter- Hanali Celanil, Milil
NG staff, sword (short), (FR), Oghma (FR),
footman’s mace Olidammara (WG)
ARMOR: None FOES: None
MAJOR SPHERES: All, charm, creation, SYMBOL: A golden lute on a
PORTFOLIO: Divination magic, divination, elemental, blue background
Enchantment magic guardian, healing, WOR. ALIGN: Any
ALIASES: None numbers, protection, Melira Taralen is a lesser goddess
DOMAIN: Amoria/Tethridar thought who, like many of her followers, has a
SUPERIOR: Corellon Larethian MINOR SPHERES: Necromantic, sun patron (in this case, Corellon). It is said
ALLIES: Corellon Larethian, MAGICAL ITEMS: As clerics, plus wizard that her mother Hanali Celanil sent her
Tethrin Veralde’, others items to Corellon to serve as an apprentice,
FOES: None REQ. PROFS.: Spellcraft
S YMBOL : Rainbow-striped sphere BON. PROFS.: None foundly with her skills that he set a place
WOR. ALIGN: Any Good or Neutral Zivorns may cast an armor or shield in the stars for her. Melira is most often
Magic is a very important part of elven spell 1/day.
life, and while Corellon Larethian holds Zivorns may cast detect charm Evergold, singing and playing while her
magic to be part of his portfolio, other 1/day for every 3 experience levels. mother relaxes. If she has any rivals, it is
elven gods lay claim to more specific Zivorns receive a +2 on saving the Faerunian god Milil, whom she feels
forms of magic. Kirith Sotheril is one such throws vs. divination or enchantment/ may be “poaching” in her territory. Still,
deity whose portfolio concerns magic, in charm magic of any sort. theirs is a friendly rivalry, and he some-
this case divinations and enchantments. At 3rd level, Zivorns may choose to
She and Sehahine Moonbow are rivals of receive spells from the Divination or duets with her. She also enjoys
a sort, since in many worlds Sehahine Enchantment/Charm schools of magic. Olidammara’s exploits, though he’s
considers herself to be the patroness of Such spells must be prayed for as any often too roguish for her taste.
the subtler forms of magic, but they’re far other spell, and they take up one space Melira’s faithful tend to be musically-
from enemies. of a standard priest spell of the same inclined and appreciative of music. Not
Kirith dwells on the first layer of level. Wizard spells of up to 6th level only are musicians favored by her, but
Elysium, Amoria, within the realm of may be accessed in this manner. also those who act as patrons, and
those who treat their musicians well are

14 DECEMBER 1996
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said sometimes to receive a boon from Brystars are able to sing a song of souls to their time of leaving, he serves
the goddess. sleep (as the 1st level wizard spell) 1/day. Sehahine in making sure they reach their
In addition, they receive a +2 on saving proper destination. He is one of the few
The Church throws vs. sound-based attacks. death gods who isn’t malevolent or uncar-
CLERGY : Specialty priests, bards, At 3rd level, Brystars can sing a ing, and he’s very popular in those worlds
minstrels, mystics countersong (like a bard) which nullifies where his worship is practiced. Like Tethrin
CLERGY’S ALIGN.: CG, NC, CN, N the attacks of harpies and the like, and Kirith, Naralis resides on the first layer
TURN UNDEAD: SP: No, B: No, M: No, 3/day. In addition, they may cast a of Elysium, but he has his own realm,
Mys: No sound bubble (see Complete Bard’s called The Healing Glade, where he con-
CMND UNDEAD: SP: No, B: No, M: No, Handbook) 1/day. ducts his godly duties.
Mys: No At 5th level, Brystars are able to Naralis’s worshippers are those who
Melira’s clergy doesn’t include nor- sing a song of holding 1/day. The priest are concerned with keeping their fellow
mal clerics, she’s only interested in hav- must decide whether it is to work only elves healthy, and in caring for those
ing those with proven musical talent 1-4 human/ humanoid beings (as per who are going to die. Some adventurers
within her church. Not that she dislikes hold person spell), or upon a single mon- give their respect to Naris in the hope
those with no talent — in fact, one of the ster (as per hold monster spell). he’ll be able to turn the next potential
goals of her priests are to help train oth- At 7th level, Brystars are able to deathblow away from them.
ers in singing, strumming, and songwrit- sing a song of sending or suggestion,
ing. Such efforts warm her heart. 1/day. No musical instrument is required, The Church
The majority of her clergy are spe- only a vocal component, though the for- CLERGY: Clerics, specialty priests
cialty priests (70%), the rest being a mix mer is a welcome addition. CLERGY’S ALIGN.: LG, NG, CG, CN, N, LN
of half-elven bards, elven minstrels, and At 10th level, Alynars can cast a TURN UNDEAD: C: Yes, SP: Yes
other sorts. She has few temples solely wall of sound (see Complete Bard's CMND. UNDEAD: C: Yes, SP: Yes
dedicated to her, instead preferring Handbook) 1/day. Naris’s clergy is comprised of clerics
shrines placed in guildhalls as well as At 12th level, Brystars may sing a Song (60%) and specialty priests (40%), and
those within temples of Hanali Celanil. of mass charm or mass suggestion 1/day. they work together harmoniously. During
They have no set holy days, instead At 16th level, Brystars may sing a times of the new moon they wear white
declaring a holy day just before the song of binding, 1/month. This is usually cowls and gray-and-white robes. During
advent of a festival. On such days they’ll used only to restrain some rampaging services, they give prayers and crafted
wear robes of bright blue, and they cel- extraplanar being, or as a threat to items to Naris, and when a funeral is
ebrate by singing, reciting poems, and make it leave. being carried out they will leave such
dancing. They have few duties aside items with the body of the deceased, be it
from perfecting their (and others’) musi- in a vault or in a grave. (It’s said that the
cal skills. Naralis elven tradition of planting a tree over the
Analor body of a dead elf was started by his cler-
Specialty priests (Brystars) gy as a means of continuing the life
REQUIREMENTS: Dexterity 13, (The process, but others aren’t so sure). Other
Intelligence 12, Healer, than handling death ceremonies, the
Wisdom 13 The duties of Naris’s priests are to tend to the
PRIME REQ.: Dexterity, Wisdom Watcher sick and the dying.
ALIGNMENT: CG of Souls)
WEAPONS: Bow (short), dagger, Lesser Specialty Priests (Heralars)
short sword, all blud- Power of REQUIREMENTS: Constitution 12,
geoning weapons Elysium, NG Wisdom 14
ARMOR: Leather or elven chain PRIME REQ.: Constitution, Wisdom
MAJOR SPHERES: All, chaos, charm, ALIGNMENT: NG
creation, guardian, PORTFOLIO: Healing, the Easing of WEAPONS: Flail (foot or horse),
healing, protection, Pain, Death dagger, knife, sword
summoning, sun ALIASES: None (long/short)
MINOR SPHERES: Divination, plant, wards DOMAIN: Amoria/The Healing ARMOR: Chain, leather, plate,
MAGICAL ITEMS: As cleric and bard Glade or scale plus shield
REQ. PROFS.: Artistic ability (poetry SUPERIOR: Sehahine Moonbow MAJOR SPHERES: All, creation, divination,
or songwriting) ALLIES: Sehahine Moonbow, guardian, healing,
BON. PROFS.: Musical instrument or Labelas Enoreth, Ilmater necromantic, protec-
singing (pick one) (FR), Kelemvor (FR) tion, sun, time, wards
Though noted as being unable to FOES: Loviatar (FR), Nerull MINOR SPHERES: Charm, law
turn undead in the conventional sense, (WC), Null (Draconic) MAGICAL ITEMS: Same as clerics
Brystars are able to play or sing a song SYMBOL: A white dove-shield REQ. PROFS.: Healing
of turning. This is equal to the standard WOR. ALIGN: Any Good or Neutral BON. PROFS.: Ancient history or
turning ability, except that a musical Naralis is an elven god whose primary religion
instrument is required and it may be interest is not just the safeguarding of Heralars are able to turn undead as
attempted 3/day, no more. elven souls after they depart, but also heal- if they were 2 levels higher, and can cast
ing of the living. As Sehahine guides the an invisibility to undead spell 1/day.

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Heralars can remove the pain from he prefers to wander the realms of Peakwardens receive a +2 bonus to
a suffering being 2/day, and the recipient Ysgard (word has it that he dallies in the hit with spears, whether thrown or held.
must make a saving throw. If it is failed, realms of Vanaheim and Elfheim when In addition, they use the fighter THAC0
the pain is gone for only 2-7 hours, but if he isn’t home in The Wild Ride). Tarsellis table when using spears in combat.
the save is successful then it is banished is a hearty warrior and a capable hunter, Peakwardens suffer -1/hit die less
for 1 day/level of the priest. This touch so it’s a surprise that he and Solonar damage from natural phenomena,
can be used to nullify the effects of cer- Thelandira aren’t friends. The truth is whether its from an earthquake, falling
tain spells (such as symbols of pain). that they once were but that they had down a cliff, or flames from a forest fire.
Spells of healing cast by Heralars an argument over another deity. In Peakwardens can cast detect snares
are enhanced to where they will not some tales Hanali is depicted as the and pits or pass without trace 1/day.
heal less than half of that which is pos- goddess responsible, but older tales indi- At 3rd level, peakwardens can cast
sible by the spell. A cure light wounds, for cate that it was Lolth who (before The aura of comfort or lighten load 1/day.
example, will not heal less than 4 points War of Darkness, when she wasn’t yet At 5th level, peakwardens can cast
of damage. wholly evil) caused the rift between hallucinatory forest of distance distortion
At 3rd level, Heralars may cast a them. It should also be said that Tarsellis 1/day.
slow poison spell 1/day. is a rival of sorts with Rillifane Rallathil, At 8th level, peakwardens can cast
At 5th level, Heralars can cast cure since Tarsellis also claims to have con- Weather Stasis 1/day.
disease or accelerate healing 1/day. trol of those forests which grow among At 12th level, peakwardens can
At 7th level, Heralars cast draw upon the mountain ranges. Tarsellis’s follow- cast find the path 1/day, and in addition
holy might or cure critical wounds 1/day. ers are almost wholly snow elves, can cast a stone walk spell 1/month (as
At 10th level, Heralars can cast a though others sometimes give tribute to per the Banite spell found in Faiths &
heal spell 1/week. him as Lord of the Mountains. Avatars, page 42).
At 12th level, Heralars are protected by a
permanent negative plane protection spell. Church
At 16th level, Heralars can cast a CLERGY: Clerics, specialty priests,
Rellavar
spirit of power spell 1/month. rangers, shamans
Danuvien
CLERGY’S ALIGN.: NC, CG, CN, N (The Frost
TURN UNDEAD: C: Yes, SP: No, Sha: No Sprite King,
CMND. UNDEAD: C: No, SP: No, Sha: No Warder
Tarsellis Tarsellis’s clergy is generally split up Against
Meunniduin into localized groups. Shamans make up Elements)
(Patron of a bare majority of his priesthood (55%), Lesser Power
Snow Elves, though clerics, specialty priests, and of the
Lord of rangers hold more power in the civilized Beastlands,
Mountains) regions. The raiment of the priesthood NG
Intermediate differ, but generally consist of white
Power of robes and furred cloak and boots (holy
Portfolio: Frost Sprites, Protection
Ysgard, CN symbols are made of bone or ivory).
from the Elements (par-
Temples are few, and the priests’ primary
ticularly the cold)
duty is to watch over their fellow snow
Aliases: None
Portfolio: Mountains, rivers, elves and to erect shrines near mountain
Domain: Karasuthra/the Ice Plain
snow elves, wilderness passes and mountain tops.
Superior: None
Aliases: None Allies: Tarsellis Meunniduin,
Domain: Ysgard/The Wild Hunt Specialty Priests (Peakwardens) Solonar Thelandira,
Superior: None REQUIREMENTS: Strength 12, Wisdom 12
Tethrin Veralde’, Erevan
Allies: Fenmarel Mestarine, PRIME REQ.: Strength, Wisdom
Ilesere
Rellavar Danuvien, ALIGNMENT: CG, CN, N
Foes: Auril (FR), Surtr (frost
Shaundakul (FR), WEAPONS: Club, dagger, knife,
giant god)
Fharlanghn (WG), Ulaa spear, and all blud-
Symbol: A silver spear with a
(WG) geoning weapons
white circle to either
Foes: Lolth A RMOR: Leather, hide, or dragon-
side of the shaft
Symbol: Snowcapped mountain scale plus shield
WOR. ALIGN: NG, N
WOR. ALIGN: Any non-Lawful Good MAJOR SPHERES: All, animal, chaos,
Rellavar Danuvien is another god of
or Neutral combat, elemental
the snow elves, acting as a ward against
Tarsellis is the patron god of those (earth/water), guardian,
the severe cold. He used to serve
known as snow elves, who mainly healing, protection,
Tarsellis a long time ago, but his contin-
inhabit the Crystalmist mountains of travelers, Weather
uing friendship with Solonar strained
Oerth. (Rumor has it that snow elves MINOR SPHERES: Creation, divination,
theirs a bit. Now he’s an independent
also exist on the far reaches of the Spine elemental (air/fire),
god, though he can count on help from
of the World or even the High Ice por- plant
both against the machinations of Auril
tion of Anauroch in Faerûn, though this MAGICAL ITEMS: Same as cleric
and Surtr (both beings whose power is
is unproven.) Though he visits the other REQ. PROFS.: Spear, survival (arctic)
based on ice and cold). He’s good
members of the Seldarine on Arborea, BON. REQS.: Mountaineering

16 DECEMBER 1996
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friends with Erevan Ilesere, who is him- At 3rd level, frostwardens may cast Tethrin the Shining One is the patron
self a patron of faerie folk (though of the an aid or call upon faith spell 1/day. god of bladesingers and swordsmen,
larger community of faeries and sprites). At 5th level, frostwardens may cast and is apparently the son of both
Rellavar’s priests seek to mitigate the protection from fire or protection from light- Corellon and Sehahine, though only
effects of the elements on the elvenfolk, ning, 1/day. recently has he begun to develop a fol-
particularly cold. They’re also important At 7th level, frostwardens may use lowing among the elves. An adventur-
in keeping those elves found in the arctic a variation of the call wood/and beings ous, strident god, he believes in the
in arms, enchanting ice so that it has the spell which will summon 2-5 frost power of elven blades and magic to win
strength of steel. Someday, his following sprites instead, 1/day (80% chance of the day, and likewise encourages his fol-
among the snow and ice elves may success). In addition, frostwardens’ resis- lowers to use such to protect and further
eclipse that of his former benefactor. tance to cold develops to where they the elven cause. Tethrin has few enemies
suffer either half or no damage from save Lolth (who would like to deal a per-
The Church cold-based attacks, depending upon sonal blow to Corellon and Sehahine by
THE CLERGY: Clerics, specialty priests whether they save or not. slaying him) and the Faerûnian drow
CLERGY’S ALIGN: NG, N At 9th level, frostwardens may cast demipower Selvetarm (he may have
TURN UNDEAD: C: No, SP: No icesteel (a variant of the glassteel spell) been sent by Lolth to kill Tethrin, though
CMND UNDEAD: C: No, SP: No once per week. This is useful in creating it Ofailed). On Oerth, he gained the ire of
Rellavar’s clergy consists of clerics durable bladed weapons, such as long Hextor by helping Heironeous settle
and specialty priests, and though evenly swords, out of ice. some matters there, and so he must
proportioned it may change in favor of At 12th level, frostwardens gain the watch out for him. Still, if he were slain,
the specialty priests in the next decade ability to turn cold-based creatures, Corellon would reinstate him, so his wor-
or so. They have the support of several much as other clerics turn undead. The ries are somewhat alleviated.
orders of rangers, as well as a rare order priest can turn back no more than twice Although Tethrin spends much of his
of elven wyrmslayers (a form of paladin, their experience level in Hit Dice, though time on Arborea, he shares the realms
or so it’s been rumored). up to 5 other priests may join in and add of Tethridar on the first layer of Elysium
Rellavar’s clergy prefer to dress in their levels to the principal priest for the with the goddess Kirith Sotheril, his lover
blue and white, though furs aren’t used purpose of determining how many hit and confidant. It’s a small but pleasant
as much in their raiment as Tarsellis’s dice worth are affected. place, complete with a large copse of
priests. They hold holy days whenever a trees as well as a fruit orchard. There,
dangerous undertaking is about to amid the trees and open field, followers
begin, when enemies beset the settle- Tethrin of his who have died continually prac-
ments of their people, or a particularly Veraldé tice and hone their skills.
bad blizzard is underway. Usually the (The
offerings are of hardened, sculpted ice Shining The Church
or bone, though very important cere- One, The THE CLERGY: Clerics, specialty priests,
monies call for sacrificing valuable Master of bladesingers, fighters
objects made of other materials. Blades) CLERGY’S ALIGN.: LG, NG, CG, LN, N, CN
TURN UNDEAD: C: Yes, SP: Yes, Bld: No,
Demipower
Specialty Priests (Frostwardens) of Elysium,
F: No
REQUIREMENTS: Constitution 13, CMND. UNDEAD: C: No, SP: No, Bld: No,
NG F: No
Wisdom 13
PRIME REQ.: Wisdom Tethrin’s clergy is comprised of clerics
ALIGNMENT: NG, N (30%) specialty priests (30%), blade-
PORTFOLIO: Bladesingers, swords- singers (20%), and fighters (20%). They
WEAPONS: Axe (battle/hand) club, manship
dagger, knife, spear, stress the value of swordsmanship as
ALIASES: None well as the mixing of swords and magic,
sword (long) DOMAIN: Amoria/Tethridar
Armor: Fur, hide, leather, elven among other things. Tethryn’s holy days
SUPERIOR: Corellon Larethian are in fact held on the same day as
chain, or dragonscale ALLIES: Corellon Larethian,
(plus shield) Sehahine and Corellon’s, whereupon
Sehahine Moonbow, they give thanks for the blessed union
MAJOR SPHERES: All, animal, charm, Solonar Thelandira
combat, divination, which brought forth Tethrin. Also, once
FOES: Selvetarm (FR), Lolth, each month a special day is held in
guardian, healing, pro- Hextor (WG)
tection, wards, weather which they show off their fighting skills
Symbol: A long and a short and attempt to bring in new converts.
MINOR SPHERES: Elemental, necromantic sword lying parallel to
MAGICAL ITEMS: Same as cleric Known as Tethrin’s Match, it usually
each other on a disk, brings a healthy amount of attention,
Req. PROFS.: Spear, fire building their blade tips angled
BON. PROFS.: Weather sense and they generally succeed in their
toward the upper left; efforts. Already there are several orders
Frostwardens are immune to nat- a quarter moon lies
ural cold, and receive a +3 on saving of bladesingers and warriors’ guilds who
above the swords, are dedicated to him. As for what the
throws vs. all cold-based attacks. while a full moon lies
Frostwardens may cast resist cold or clergy wear during holy days, they gen-
underneath
resist fire upon themselves or another WOR. ALIGN: Any Good or Neutral
person, 1/day. Continued on page 25

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Whenever a malfunction occurs, all


players should be confounded and kept
in the dark as to the reasons behind a Seldarine
Continued from page 17
malfunction regardless of whether the
effects were good or bad. While the
mighty elemental powers may boast erally stick to blue and silver robes, weapon can affect those normally
when they provide their champion with though they’re favored for use in every- affected only by silver or +1 magical
a beneficial effect, they never admit to day situations as well. weapons.
any weakness on their behalf when a At 3rd level, tethryls may cast a
harmful malfunction occurs. Instead the Specialty Priests (Tethryls) flameblade spell, 1/day.
elemental powers remain silent or REQUIREMENTS: Strength 12, Dexterity At 5th level, tethryls may cast mis-
blame the para-elemental powers from 13, Wisdom 13 cast magic 1/day.
interfering if questioned by the cleric. PRIME REQ.: Strength, Wisdom At 7th level, tethryls may cast a
DMs can work summoning malfunc- ALIGNMENT: NG cloak of bravery spell 1 /day.
tions into future adventures by having WEAPONS: All daggers and At 10th level, tethryls may cast a
curious PCs investigate why their spell swords dragonbane spell 1/week.
malfunctioned or punish those believed ARMOR: Any At 14th level, tethryls may cast a
responsible for the spell malfunction. MAJOR SPHERES: All, astral, combat, div- variant form of Tenser’s transformation
The purpose of this article is to add ination, healing, that allows them to use any weapon
an exotic element of random surprise to necromantic, protec- they’re proficient with as their means of
the otherwise simple act of elemental tion, sun, war attack. This may be done 1/week
summoning on Athas in much the same MINOR SPHERES: Charm, guardian,
way that wild magic does in other cam- time, wards * Note: Those using the Skills &
paigns. Nothing existing in the DARK SUN MAGICAL ITEMS: Same as clerics Powers optional rules may choose to let
setting can truly be called predictable or REQ. PROFS.: Sword (any), spellcraft tethryns specialize with a single type of
reliable and now the same can be said BON. PROFS.: Two-weapon style sword. If so, the bonuses listed for 1. are
of elemental summoning on Athas. Tethryls may choose any particu- nullified and the standard bonuses for
With these tables, those who would lar type of sword as the focus of their specialization apply, including multiple
summon elementals are a force to be training. When using this weapon, they attacks.
feared if not dreaded precisely because attack with a +1 to hit and damage*.
of these dramatic random effects. Few Also, any priests who have the weapon-
foes would stay to fight should a deadly smithing proficiency receive a +2 bonus
acid storm suddenly rain down upon on proficiency checks when forging
them. Even the cleric's own companions swords or other long, bladed weapons. Chris Perry likes to think it’s his character
might flee if they watch their friend Tethryls may cast a swordbless spell that endears him to his friends and class-
inexplicably transform into a terrifying, 1/day upon any weapon they touch. mates, but really it’s the fact that he wears
15’ elemental avatar. This is similar to the standard bless spell, clean shorts every day. That and his 14 cats.
These malfunctioning tables need except that it also makes it so that the
not be limited solely to Athasian cam-
paigns. DMs running other campaigns
can easily add these malfunction tables
to their games for those characters who
summon elementals either by spell or
magic item. Either way, DMs now get
the chance to bewilder and amaze their
players as they bear witness to elemen-
tal summoning gone wild!

Ed Bonny is a great fan of the DARK SUN


and PLANESCAPE settings, as evidenced by his
recent articles in the DRAGON® Magazine
Annual #1 and issue #235, in which he
presents PLAYER’S OPTION™: Skills & Powers
rules for use in those campaigns. Between
writing game articles, Ed patrols the sub-
ways as one of New York’s finest.

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