diff --git a/Makefile b/Makefile index c4813855..6259d77a 100644 --- a/Makefile +++ b/Makefile @@ -82,7 +82,7 @@ extract-folk: build serve: clean build extract @echo "🚀 Starting Jekyll development server..." @echo "📍 http://localhost:4000/dnd/" - @docker run --rm --name $(CONTAINER_NAME) -v $(PWD):/srv/jekyll -v $(BUNDLE_CACHE):/usr/local/bundle -p 4000:4000 $(DOCKER_IMAGE) sh -c "bundle install && bundle exec jekyll serve --host 0.0.0.0 --port 4000 --baseurl /dnd --watch" + @docker run --rm --name $(CONTAINER_NAME) -v $(PWD):/srv/jekyll -v $(BUNDLE_CACHE):/usr/local/bundle --env JEKYLL_ROOTLESS=1 -p 4000:4000 $(DOCKER_IMAGE) sh -c "bundle install && bundle exec jekyll serve --host 0.0.0.0 --port 4000 --baseurl /dnd --watch" # Clean up containers and images clean: diff --git a/_config.yml b/_config.yml index 676572e5..ec75356e 100644 --- a/_config.yml +++ b/_config.yml @@ -57,5 +57,7 @@ collections: output: true Specific: output: true + WorldFaith: + output: true _OldRules: output: true diff --git a/_data/navigation.yml b/_data/navigation.yml index 96a3e5e4..758e0e18 100644 --- a/_data/navigation.yml +++ b/_data/navigation.yml @@ -23,6 +23,12 @@ - header: "Different folk" folder: "Folk" +- header: "World" + subheads: true + subheaders: + - header: "Faith & Greater beings" + folder: WorldFaith + - header: "Resources" subheads: true subheaders: @@ -46,4 +52,3 @@ folder: "RulesEquipment" - header: "Specific Rules" folder: "RulesExtra" - diff --git a/assets/css/style.css b/assets/css/style.css index 6edda5d7..27b1a055 100644 --- a/assets/css/style.css +++ b/assets/css/style.css @@ -78,7 +78,7 @@ body { flex-direction: column; } -h1, h2, h3, h4, h5 { +h1, h2, h3, h4, h5, h6 { color: var(--color-heading); } diff --git a/assets/images/deity/abadar.webp b/assets/images/deity/abadar.webp new file mode 100644 index 00000000..bd418a31 Binary files /dev/null and b/assets/images/deity/abadar.webp differ diff --git a/assets/images/deity/achaekek.webp 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-##### Pantheons -Golarion Deities
-Dwarven Deities (see Dwarf folk)
-Elf Deities (see Elf folk)
-Gnome Deities (see Gnome folk)
-Halfling Deities (see Halfling folk)
-Other Nonhuman Deities
-Celtic Deities
-Egyptian Deities
-Norse Deities
- ##### Divine Domains Agriculture Domain
Arcana Domain
@@ -127,8 +116,7 @@ The question has long been debated: Does a mortal become a cleric as a consequen #### Deity One of the most important things to decide is the deity you serve. The Golarion setting hosts a large pantheon of deities, ranging from the all-powerful greater deities to the minor gods and demigods, who are mostly powerful extraplanar creatures. While most deities' followers span cultures and races, some races and intelligent creatures have their own pantheons worshiped primarily within their own ranks. -A description of the most common deities in Golarion, as well in a more generic setting, can be found *here.* This also includes the allowed domains for each deity. - +A description of the most common deities in Golarion, as well in a more generic setting, can be found *here.* This also includes the allowed domains for each deity. ## Cleric Class Features @@ -343,155 +331,6 @@ Finally at 20th level, you can call on your deity to intervene on your behalf wh Once you gain aid from your deity, you can not do so again until 7 days have passed. - -

Pantheons

- -
- -* Dwarven Deities (see Dwarf folk) -* Elf Deities (see Elf folk) -* Gnome Deities (see Gnome folk)
-* Halfling Deities (see Halfling folk)
-* Other Nonhuman Deities -* Celtic Deities. Worshiped by nature folk and druids. -* Egyptian Deities. Worshiped by desert folk and in the Osirian region. -* Norse Deities. Worshiped by northern barbarians. - -
- -
- -
Golarion Deities
- -| Deity | Alignment | Portfolio | Domains | -|:----|:--:|:-----|:----| -| Erastil | LG | God of farming, hunting, trade, family | Agriculture, Forge, Hunting, Life, Nature, Protection | -| Iomedae | LG | Goddess of valor, rulership, justice, honor | Life, Order, War | -| Torag | LG | God of the forge, protection, strategy | Forge, Order, Protection, Strength, War | -| Sarenrae | NG | Goddess of the sun, redemption | Life, Light, Repose | -| Shelyn | NG | Goddess of beauty, art, love, music | Celebration, Charm, Forge, Life | -| Desna | CG | Goddess of dreams, stars, travelers, luck | Fate, Life, Luck, Ocean | -| Cayden Cailean | CG | God of freedom, wine, bravery | Celebration, Chaos, Charm, Trickery | -| Abadar | LN | God of cities, wealth, merchants, law | Balance, Life, Order
Balanced Scale of Abadar | -| Irori | LN | God of history, knowledge, self-perfection | Knowledge, Life, Order, Strength | -| Gozreh | N | God of nature, weather, the sea | Nature, Ocean, Survival, Tempest, Winter | -| Pharasma | N | Goddess of fate, death, prophecy, birth | Balance, Death, Fate, Life, Repose | -| Nethys | N | God of magic | Arcana, Knowledge | -| Gorum | CN | God of strength, battle, weapons | Forge, Life, Strength, War | -| Calistria | CN | Goddess of trickery, lust, revenge | Celebration, Charm, Trickery, Vengeance | -| Asmodeus | LE | God of tyranny, slavery, pride, contracts | Balance, Fate, Order, Strength, War | -| Zon-Kuthon | LE | God of envy, pain, darkness, loss | Death, Order | -| Urgathoa | NE | Goddess of gluttony, disease, undeath | Death, War | -| Norgorber | NE | God of greed, secrets, poison, murder | Death, Hunting, Knowledge, Trickery | -| Lamashtu | CE | Goddess of madness, monsters, nightmares | Chaos, Death, Hunting, Survival, Trickery | -| Rovagug | CE | God of wrath, disaster, destruction | Death, Desert, Strength, Tempest, War | - -
- -
-
Other Nonhuman Deities
- -| Deity | Alignment | Portfolio | Domains | -|:----|:--:|:-----|:----| -| Bahamut | LG | Dragon god of good | Arcana, Life, Order, War -| Eadro | N | Merfolk god of the sea | Nature, Ocean, Tempest -| Semuanya | N | Lizardfolk deity of survival | Hunting, Life, Protection, Strength, Survival -| Skoraeus Stonebones | N | Stone giant god of knowledge and art | Fate, Forge, Knowledge - - -
- -

Celtic Deities

- -It's said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak - and it is in this space that the Celtic gods dwell. - -They sprang from the brook and stream, their might heightened by the strength of the oak and the beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods forced themselves into being. - -The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere. - -
- -| Deity | Alignment | Portfolio | Domains | -|:----|:--:|:-----|:----| -| The Daghdha | CG | God of weather and crops | Agriculture, Nature, Tempest, Trickery, Winter -| Arawn | NE | God of life and death | Death, Fate, Life, Repose -| Belenus | NG | God of sun, light and warmth | Desert, Light -| Brigantia | NG | Goddess of rivers and livestock | Agriculture, Life, Ocean -| Diancecht | LG | God of medicine and healing | Life, Nature -| Dunatis | N | God of mountains and peaks | Nature, Survival -| Goibhniu | NG | God of smiths and healing | Forge, Knowledge, Life -| Lugh | CN | God of arts, travel and commerce | Celebration, Forge, Knowledge, Life -| Manannan mac Lir | LN | God of oceans and sea creatures | Nature, Ocean, Tempest -| Math Mathonwy | NE | God of magic | Arcana, Fate, Knowledge -| Morrigan | CE | Goddess of battle | Strength, War -| Nuada | N | God of war and warriors | Forge, Strength, War -| Oghma | NG | God of speech and writing | Arcana, Knowledge -| Silvanus | N | God of nature and forests | Nature, Survival - -
- -

Egyptian Deities

- -These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Ma'at - the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe. - -The Egyptian pantheon is unusual in having three gods with the Death domain of different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning. Thus, although most clerics of the Death domain are villainous characters, clerics who serve Anubis or Nephthys need not be. - -
- -| Deity | Alignment | Portfolio | Domains | -|:----|:--:|:-----|:----| -| Re-Horakhty | LG | God of the sun, ruler of the gods | Balance, Desert, Life, Light, Order -| Anubis | LN | God of judgment and death | Balance, Death, Order, Repose, Time -| Apep | NE | God of evil, fire and serpents | Desert, Trickery -| Bast | CG | Goddess of cats and vengeance | Hunting, Vengeance, War -| Bes | CN | God of luck and music | Celebration, Luck, Trickery -| Hathor | NG | Goddess of love, music and motherhood | Celebration, Charm, Life, Light, Protection -| Imhotep | NG | God of crafts and medicine | Forge, Knowledge -| Isis | NG | Goddess of fertility and magic | Arcana, Knowledge, Life -| Nephthys | CG | Goddess of death and grief | Death, Repose -| Osiris | LG | God of nature and the underworld | Hunting, Life, Nature, Repose, Survival -| Ptah | LN | God of crafts, knowledge and secrets | Arcana, Fate, Forge, Knowledge -| Set | CE | God of darkness and desert storms | Death, Desert, Tempest, Trickery -| Sobek | LE | God of water and crocodiles | Nature, Ocean, Survival,Tempest -| Thoth | N | God of knowledge and wisdom | Arcana, Knowledge - -
- -

Norse Deities

- -Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring - this is the land of the Vikings, the home of the Norse pantheon. It's a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they haven't been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, it's surprising the mortals turned out as well as they did. - -Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse. - -The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym). Like the gods of Greyhawk, gods in different families sometimes have overlap in their spheres of influence: Frey (of the Vanir) and Odur (of the Aesir) are both associated with the sun, for example. - -
- -| Deity | Alignment | Portfolio | Domains | -|:----|:--:|:-----|:----| -| Odin | NG | God of knowledge and war | Fate, Knowledge, Order, Strength, War -| Aegir | NE | God of the sea and storms | Ocean, Tempest, Winter -| Balder | NG | God of beauty and poetry | Charm, Life, Light -| Forseti | N | God of justice and law | Balance, Light -| Frey | NG | God of fertility and the sun | Agriculture, Life, Light -| Freya | NG | Goddess of fertility and love | Charm, Life -| Frigga | N | Goddess of birth and fertility | Agriculture, Celebration, Life, Light, Protection -| Heimdall | LG | God of watchfulness and loyalty | Light, Order, War -| Hel | NE | Goddess of the underworld | Death, Repose -| Hermod | CN | God of luck | Chaos, Fate, Luck, Trickery -| Loki | CE | God of thieves and trickery | Chaos, Trickery -| Njord | NG | God of sea and wind | Nature, Ocean, Tempest -| Odur | CG | God of light and the sun | Desert, Light -| Sif | CG | Goddess of war | Forge, Strength, War -| Skadi | N | God of earth and mountains | Forge, Nature, Survival -| Surtur | LE | God of fire giants and war | Forge, Order, Strength, War -| Thor | CG | God of storms and thunder | Strength, Survival, Tempest, War -| Thrym | CE | God of frost giants and cold | Survival, War, Winter -| Tyr | LN | God of courage and strategy | Knowledge, War -| Uller | CN | God of hunting and winter | Hunting, Nature, Survival, Winter - -
-

Divine Domains

In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity's domain. All the domains over which a deity has influence are called the deity's portfolio. For example, the portfolio of the Greek god Apollo includes the domains of Knowledge, Life, and Light. As a cleric, you choose one aspect of your deity's portfolio to emphasize, and you are granted powers related to that domain. @@ -2252,4 +2091,3 @@ Those who drive hard bargains and search for lost treasures sometimes bite off m You can create a one-way portal through the First Vault, which has one of two effects. First, you may use the portal as if it were a *teleport* spell. Second, you may use the portal as if you were casting *word of recall*, but instead of returning to a sanctuary, you always returns to the closest active temple of Abadar. You can do this once, and this use recovers when you finish a long rest. - diff --git a/docs/_Classes/warlock.md b/docs/_Classes/warlock.md index a8f9551b..3f2d503a 100644 --- a/docs/_Classes/warlock.md +++ b/docs/_Classes/warlock.md @@ -353,7 +353,7 @@ The beings that serve as patrons for warlocks are mighty inhabitants of other pl Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals. -Some of the patrons are described very generally, but that only means that the powers granted are very similar between the being of that type. You have still set up your contract with one specific being. If you need inspiration for a patron, or roll one randomly, there is a list HERE. +Some of the patrons are described very generally, but that only means that the powers granted are very similar between the being of that type. You have still set up your contract with one specific being. If you need inspiration for a patron, or roll one randomly, there is a list HERE.
diff --git a/docs/_Folk/beastfolk.md b/docs/_Folk/beastfolk.md index d318e262..7715c63c 100644 --- a/docs/_Folk/beastfolk.md +++ b/docs/_Folk/beastfolk.md @@ -944,10 +944,52 @@ Kunek society is highly rigid and structured, with a hierarchical collective lea Although kunek are not aggressive by nature, they will fiercely defend their warrens against attack and have occasionally even been known to go to war with neighboring warrens. -#### Religion -The kunek religion characterizes the sun as Frith, a benign creator-god. The moon is Inlé, a land of darkness and the realm of the Black Rabbit of Inlé, the god of death. +

Religion

-But by far the most important figure in the kunek pantheon is El-ahrairah, the Prince with a Thousand Enemies, a trickster god who favors the form of a rabbit, and who is considered the ancestor of the kunek race. Their religion prizes wisdom, cunning and caution as virtues, believing if one uses their gifts to the utmost, they will leave a lasting legacy upon the world in the form of friendships and children that will echo throughout the ages. +The unassuming rabbitfolk worship a trinity of deities, with their patron god El-ahrairah at its head. + +Kunek religion prizes wisdom, cunning and caution as virtues, believing if one uses their gifts to the utmost, they will leave a lasting legacy upon the world in the form of friendships and children that will echo throughout the ages. + +The Kunek Deities table lists the members of their pantheon. +For each god, the table notes alignment, province (the god’s main areas of interest and responsibility) and suggested domains for clerics who serve the god. + +
+ +-
+ + ##### Kunek Deities + + | Deity | Alignment | Portfolio | Domains | + | :----------------------------------- | :-------: | :-------------------------------------- | :------------------------------------------ | + | Frith | NG | God of creation, the sun and predators | Hunting, Life, Light, Nature, Repose | + | El-ahrairah | CG | God of trickery, mischief and survival | Chaos, Protection, Survival, Trickery, Luck | + | Inlé-rah | N | God of death, vengeance and mourning | Balance, Death, Fate, Repose, Knowledge | + | Raihrah | CE | God of pride, betrayal and imprisonment | Chaos, Death, Evil, Trickery, Vengeance | + +
+ +-
Frith, The First Light
+ In kunek mythos, Frith is the benign creator-god, providing rabbitfolk with a bountiful world to thrive in. + Knowing that an unchallenged kunek folk would destroy itself through overpopulation, Frith also created "elil" (predators) and many other dangers. + The sun is the face of Frith, and worshipers commonly whisper a reverent prayer at dawn to thank The First Light for the world they live in. + +-
El-ahrairah, The Prince with a Thousand Foes
+ El-ahrairah, patron god to rabbitfolk, embodies the ideal kunek; clever, tricky and devoted to the well-being of their warren. + His name is a contraction of the phrase "Elil-hrair-rah", meaning "The Prince with a Thousand Foes". + The many tales of El-ahrairah's scrapes often differ from warren to warren, but his cleverness and excessive hubris are present in all. + +-
Inlé-rah, The Black Rabbit
+ The moon, known as Inlé or the Land of Darkness, is the realm of Inlé-rah, kunek god of death and sombre servant to Frith. + His grim duty is to ensure all rabbitfolk die at their destined time, and to avenges any killed before their time. + Kunek in mourning often pray to Inlé-rah at dusk to watch over their loved ones. + +-
Raihrah, The Rainbow Prince
+ Legend states Raihrah was once Frith's loyal assistant, helping them in organizing the world. + Raihrah, seeing the following El-ahrairah had effortlessly amassed, choked on his pride. + Having turned his back on his duties, Raihrah now focuses on thwarting and harming El-ahrairah whenever he can, yet always ends up outsmarted. + He is no longer directly worshiped by most kunek, yet many sayings and curses still name him. + +
#### Kunek Names Kunek have two names. Their first name is usually taken from human or halfling cultures in their geographical areas, whilst their family names take inspiration from the environment and the deeds of their ancestors—their family names are fluid and prone to change every few generations, whether from changing reputations, a new deed, or settling in a new area. @@ -1290,4 +1332,3 @@ There are a lot of similarities in how the different beastfolk approach characte
- diff --git a/docs/_Folk/dwarf.md b/docs/_Folk/dwarf.md index a04aa4c5..bee06f22 100644 --- a/docs/_Folk/dwarf.md +++ b/docs/_Folk/dwarf.md @@ -662,95 +662,109 @@ Unlike some other races that guard their territory by creating features that act > > --Vistra Frostbeard -The religion of the dwarves is at the root of the societal roles that dwarves follow. Where most other creatures view their deities as ultrapowerful beings who stand forever apart from their worshipers, the dwarves see their gods as exemplars who blaze a path for their lives to follow. Dwarven deities exist in a wide variety, with a few common across many worlds. They are collectively known as the Mordinsamman. - -Moradin is foremost among the dwarven pantheon, the epitome of everything dwarves strive to be. The rest of the group consists of those first dwarves who performed their labors so well that they could almost duplicate Moradin's level of skill. - -The Dwarf Deities table lists the members of the Mordinsamman. For each god, the table notes alignment, province (the god's main areas of interest and responsibility), suggested domains for clerics who serve the god, and a common symbol of the god. Several of the gods in the table are described below. - - -
- -#### Dwarf Deities (The Mordinsamman) - -| Deity | Alignment | Province | Domains | Common Symbol -|:----|:--:|:-----|:----|:----| -| Abbathor | NE | Greed | Illusion, Trickery | Jeweled dagger, point down -| Berronar Truesilver | LG | Safety, home, honor, truth | Life, Light, Order, Protection | Intertwined silver rings -| Clangeddin Silverbeard | LG | War, strategy | Leadership, Order, Strength, War | Crossed silver battleaxes -| Dugmaren Brightmantle | CG | Discovery, invention | Forge, Knowledge | Open book -| Dumathoin | N | Buried secrets, protector of the dwarven dead | Death, Earth, Knowledge, Repose | Gemstone in a mountain -| Gorm Gulthyn | LG | Vigilance | Order, Protection, War | Bronze half-mask -| Haela Brightaxe | CG | Combat prowess, luck in battle | Fortune, War | Upright sword with blade sheathed in flame -| Hanseath | CN | Festivity, brewing, song | Agriculture, Celebration, Trickery | Beer stein -| Marthammor Duin | NG | Explorers, wanderers, the lost | Nature, Protection, Survival | Upright mace in front of a tall boot -| Moradin | LG | Primary deity of dwarves | Fate, Forge, Leadership, Life, Order | Hammer and anvil -| Muamman Duathal | NG | Storms, travel | Life, Tempest | Mace held in gauntlets -| Roknar | NE | Lies, intrigue | Charm, Trickery | Hands filled with coins -| Sharindlar | CG | Healing, love | Charm, Life | Burning needle -| Thard Harr | CG | Wilderness, hunting | Hunting, Nature, Survival, Winter | Two clawed gauntlets -| Tharmekhul | N | Fire, forges, molten rock | Earth, Forge, Light | Fiery axe -| Thautam | N | Mysteries, darkness, lost treasures | Knowledge, Trickery | Blindfold -| Ulaa | LG | Mining, quarrying | Earth, Forge | A miner's pick -| Valkauna | LN | Oaths, birth, aging, death | Death, Life, Repose | A silver ewer -| Vergadain | N | Luck, wealth | Fortune, Trickery | Gold coin bearing a dwarf's face +The religion of the dwarves is at the root of the societal roles that dwarves follow. +Where most other creatures view their deities as ultrapowerful beings who stand forever apart from their worshipers, the dwarves see their gods as exemplars who blaze a path for their lives to follow. +Dwarven deities exist in a wide variety, with a few common across many worlds. They are collectively known as the Mordinsamman. -
- -

Moradin

- -The father of the dwarves crafted his children from metal, stone and gems, and imbued them with souls as he cooled them with his breath. - -Moradin is the master of every craft practiced by the dwarves and the patron of artisans. He expects his children to follow in his footsteps, studying his techniques and aspiring to one day match his expertise. - -Priests of Moradin are responsible for judging and assessing the work of a stronghold's artisans. They keep great volumes that describe various crafting techniques in detail, and use the guidelines in them to judge the quality of individual works. - -The priests also evaluate young dwarves to determine the youths' vocations. The decisions of the priests are accepted without question. - -

Abbathor

- -The Great Master of Greed exerts an influence, no matter how subtle, over every dwarven heart. Abbathor teaches that greed isn't only desirable, but necessary to keep the dwarves in a strong and safe position. - -Abbathor has no skill in crafting. Instead, he relies on his ability as a thief to take ownership of what he wants. Why work so hard to manufacture something when a much easier path to riches lies open? +Moradin is foremost among the dwarven pantheon, the epitome of everything dwarves strive to be. +The rest of the group consists of those first dwarves who performed their labors so well that they could almost duplicate Moradin’s level of skill. -Abbathor is the only advocate for change within the dwarven pantheon. He can inspire dwarves to seek shortcuts, normally frowned upon, but sometimes those methods turn out to be efficient techniques that improve a clan's capabilities. +The Dwarf Deities table lists the members of the Mordinsamman. +For each god, the table notes alignment, province (the god’s main areas of interest and responsibility), suggested domains for clerics who serve the god, and a common symbol of the god. +Several of the gods in the table are described below. +
-

Berronar Truesilver

- -The Matron of Home and Hearth is the patron of honor, and law. She lays out the rules for managing a dwarf clan. - -Berronar's code establishes the laws of the dwarves, including contracts, trade agreements, and every other kind of bond forged through words and deeds. As Moradin provides the example that dwarves strive to match, Berronar provides the bonds that create dwarven society and culture. - -

Clangeddin Silverbeard

- -Known as the Father of Battle, Clangeddin Silverbeard is the patron of dwarf warriors. Impetuous and brave yet a cunning strategist, Clangeddin embodies the warrior's spirit that makes dwarven armies such formidable foes. +-
+ + #### Dwarven Deities (The Mordinsamman) + + | Deity | Alignment | Province | Domains | Common Symbol | + | :---------------------------------------------------------- | :-------: | :-------------------------------------------- | :----------------------------------- | :----------------------------------------- | + | Berronar Truesilver | LG | Safety, home, honor, truth | Life, Light, Order, Protection | Intertwined silver rings | + | Clangeddin Silverbeard | LG | War, strategy | Leadership, Order, Strength, War | Crossed silver battleaxes | + | Gorm Gulthyn | LG | Vigilance | Order, Protection, War | Bronze half-mask | + | Moradin | LG | Primary deity of dwarves | Fate, Forge, Leadership, Life, Order | Hammer and anvil | + | Ulaa | LG | Mining, quarrying | Earth, Forge | A miner's pick | + | Marthammor Duin | NG | Explorers, wanderers, the lost | Nature, Protection, Survival | Upright mace in front of a tall boot | + | Muamman Duathal | NG | Storms, travel | Life, Tempest | Mace held in gauntlets | + | Dugmaren Brightmantle | CG | Discovery, invention | Forge, Knowledge | Open book | + | Haela Brightaxe | CG | Combat prowess, luck in battle | Fortune, War | Upright sword with blade sheathed in flame | + | Sharindlar | CG | Healing, love | Charm, Life | Burning needle | + | Thard Harr | CG | Wilderness, hunting | Hunting, Nature, Survival, Winter | Two clawed gauntlets | + | Valkauna | LN | Oaths, birth, aging, death | Death, Life, Repose | A silver ewer | + | Dumathoin | N | Buried secrets, protector of the dwarven dead | Death, Earth, Knowledge, Repose | Gemstone in a mountain | + | Tharmekhul | N | Fire, forges, molten rock | Earth, Forge, Light | Fiery axe | + | Thautam | N | Mysteries, darkness, lost treasures | Knowledge, Trickery | Blindfold | + | Vergadain | N | Luck, wealth | Fortune, Trickery | Gold coin bearing a dwarf's face | + | Hanseath | CN | Festivity, brewing, song | Agriculture, Celebration, Trickery | Beer stein | + | Abbathor | NE | Greed | Illusion, Trickery | Jeweled dagger, point down | + | Roknar | NE | Lies, intrigue | Charm, Trickery | Hands filled with coins | + +
+ +-
Berronar Truesilver, The Matron of Home and Hearth
+ Berronar is the patron of honor, and law. She lays out the rules for managing a dwarven clan. + Berronar's code establishes the laws of the dwarves, including contracts, trade agreements, and every other kind of bond forged through words and deeds. As Moradin provides the example that dwarves strive to match, Berronar provides the bonds that create dwarven society and culture. + +-
Clangeddin Silverbeard, The Father of Battle
+ Clangeddin Silverbeard is the patron of dwarven warriors. Impetuous and brave yet a cunning strategist, Clangeddin embodies the warrior's spirit that makes dwarven armies such formidable foes. + Clangeddin encourages dwarven warriors to venture out of the stronghold in search of foes to defeat. He particularly hates goblinoids, giants, and dragons. He compels his followers to seek out and dispatch such enemies before they can become a threat to the stronghold. + His faithful are mainly full-time warriors assigned to weapon training from an early age and expected to take the fight to the enemy. The two axes he wields embody his attitude, since he forsakes the added protection of a shield for the chance to deal more damage to his enemies. + Clangeddin's priests are warriors who lead from the front. When defending a stronghold, they guard the walls and lead sorties against enemy positions. When an external threat is near, the priests plan guerrilla raids to disrupt invaders before they can besiege the stronghold. + +-
Moradin, The Father of the Dwarves
+ + Moradin crafted his children from metal, stone and gems, and imbued them with souls as he cooled them with his breath. + Moradin is the master of every craft practiced by the dwarves and the patron of artisans. He expects his children to follow in his footsteps, studying his techniques and aspiring to one day match his expertise. + Priests of Moradin are responsible for judging and assessing the work of a stronghold's artisans. They keep great volumes that describe various crafting techniques in detail, and use the guidelines in them to judge the quality of individual works. + The priests also evaluate young dwarves to determine the youths' vocations. The decisions of the priests are accepted without question. + +-
Abbathor, The Great Master of Greed
+ Abbathor exerts an influence, no matter how subtle, over every dwarven heart. Abbathor teaches that greed isn't only desirable, but necessary to keep the dwarves in a strong and safe position. + Abbathor has no skill in crafting. Instead, he relies on his ability as a thief to take ownership of what he wants. Why work so hard to manufacture something when a much easier path to riches lies open? + Abbathor is the only advocate for change within the dwarven pantheon. He can inspire dwarves to seek shortcuts, normally frowned upon, but sometimes those methods turn out to be efficient techniques that improve a clan's capabilities. -Clangeddin encourages dwarf warriors to venture out of the stronghold in search of foes to defeat. He particularly hates goblinoids, giants, and dragons. He compels his followers to seek out and dispatch such enemies before they can become a threat to the stronghold. +
-His faithful are mainly full-time warriors assigned to weapon training from an early age and expected to take the fight to the enemy. The two axes he wields embody his attitude, since he forsakes the added protection of a shield for the chance to deal more damage to his enemies. +#### Other Deities -Clangeddin's priests are warriors who lead from the front. When defending a stronghold, they guard the walls and lead sorties against enemy positions. When an external threat is near, the priests plan guerrilla raids to disrupt invaders before they can besiege the stronghold. +The dwarven pantheon is quite large. +The four deities discussed above are acknowledged by occupants of almost every stronghold, while the following gods are worshiped by some clans and ignored by others. +These deities include Dugmaren Brightmantle, the Gleam in the Eye; Dumathoin, the Keeper of Secrets under the Mountain; Gorm Gulthyn, the Golden Guardian; Haela Brightaxe, the Lady of the Fray; Marthammor Duin, Watcher over Wanderers; Sharindlar, Lady of Mercy; and Vergadain, the Merchant King. -#### Other Deities -The dwarven pantheon is quite large. The four deities discussed above are acknowledged by occupants of almost every stronghold, while the following gods are worshiped by some clans and ignored by others. These deities include Dugmaren Brightmantle, the Gleam in the Eye; Dumathoin, the Keeper of Secrets under the Mountain; Gorm Gulthyn, the Golden Guardian; Haela Brightaxe, the Lady of the Fray; Marthammor Duin, Watcher over Wanderers; Sharindlar, Lady of Mercy; and Vergadain, the Merchant King. +#### The dual role of Abbathor -### The dual role of Abbathor -> *"A little selfishness now and then is to be expected even from the wisest of folk."* +> _"A little selfishness now and then is to be expected even from the wisest of folk."_ > > --Tenelar, Outcast of Five Peaks -Dwarves have rigid principles and lofty ambitions. They devote their lives to the pursuit of perfection, and the best come close to realizing that goal. But for all their dedication, dwarves are mortal, which means they are fallible. And that's where Abbathor comes in. +Dwarves have rigid principles and lofty ambitions. +They devote their lives to the pursuit of perfection, and the best come close to realizing that goal. +But for all their dedication, dwarves are mortal, which means they are fallible. +And that's where Abbathor comes in. -The dwarves' attachment to their creations has a dark side: many of them fall victim to feelings of selfishness and greed. The culprit is Abbathor, the black sheep of the dwarven pantheon. Abbathor is an advocate of change, not stability - an attitude normally regarded with suspicion by dwarves. But in this case, the god delivers his message inside the embrace of avarice. +The dwarves' attachment to their creations has a dark side: many of them fall victim to feelings of selfishness and greed. +The culprit is Abbathor, the black sheep of the dwarven pantheon. +Abbathor is an advocate of change, not stability - an attitude normally regarded with suspicion by dwarves. +But in this case, the god delivers his message inside the embrace of avarice. -Greed is at the heart of change. Greedy individuals aren't content with their own accomplishments and seek to undermine the works that others have made, sometimes going so far as to take credit for their creation, or actually steal them. Greed distorts the joy that dwarves normally take from their work. It focuses on the value of the end result, rather than the importance of the process of creation. A dwarf tempted by Abbathor might sabotage a rival's work or uncover a wondrous treasure and pass it off as something they created. +Greed is at the heart of change. +Greedy individuals aren't content with their own accomplishments and seek to undermine the works that others have made, sometimes going so far as to take credit for their creation, or actually steal them. +Greed distorts the joy that dwarves normally take from their work. +It focuses on the value of the end result, rather than the importance of the process of creation. +A dwarf tempted by Abbathor might sabotage a rival's work or uncover a wondrous treasure and pass it off as something they created. -Abbathor does, however, play a positive role in helping the dwarves discover new methods and techniques. Although he espouses greed and treachery, he is also the standard bearer for revision and innovation. His guidance is especially critical when a clan faces an unanticipated situation that requires quick, decisive action. +Abbathor does, however, play a positive role in helping the dwarves discover new methods and techniques. +Although he espouses greed and treachery, he is also the standard bearer for revision and innovation. +His guidance is especially critical when a clan faces an unanticipated situation that requires quick, decisive action. -In that vein, dwarf emissaries and merchants are expected to use Abbathor's tricks when they deal with humans, elves, and other races. When a dwarf offers a piece of merchandise for sale to an outsider, that merchant is expected to drive a hard bargain, even if the item is in truth an inferior example of its kind. +In that vein, dwarf emissaries and merchants are expected to use Abbathor's tricks when they deal with humans, elves, and other races. +When a dwarf offers a piece of merchandise for sale to an outsider, that merchant is expected to drive a hard bargain, even if the item is in truth an inferior example of its kind. -Fortunately for the other party in the arrangement, the dwarves' idea of "inferior" means that a product they consider substandard is still far superior to any such item that outsiders might create. The dwarves might laugh among themselves at a human farmer who bought a shovel from them that will last only a few decades. To the dwarves, that's a shoddy tool; to the farmer, it's a purchase that lasts a lifetime. +Fortunately for the other party in the arrangement, the dwarves' idea of "inferior" means that a product they consider substandard is still far superior to any such item that outsiders might create. +The dwarves might laugh among themselves at a human farmer who bought a shovel from them that will last only a few decades. +To the dwarves, that's a shoddy tool; to the farmer, it's a purchase that lasts a lifetime. ### When clans collapse > *"We have but one desire, revenge against those who drove us out of our home."* diff --git a/docs/_Folk/elf.md b/docs/_Folk/elf.md index 86d2094d..840407c5 100644 --- a/docs/_Folk/elf.md +++ b/docs/_Folk/elf.md @@ -681,6 +681,7 @@ This aspect of elven life isn't as well known among other races as it might be, A tiny percentage of elves develop an irrational fear of the serene, contemplative life that awaits them in their later years when they grow into a tree. Even if such a future life seems tepid and unbearably dull during an elf's prime, the psychological changes that come with age make this peaceful period of existence the most satisfying experience possible for an elf's later years. Nevertheless, this fear is immune to logic when it arises in adult elves. To avoid the fate they dread, consciously or subconsciously, they throw themselves into dangerous situations, not caring whether they survive or perhaps even hoping they don't. ## Elves and Magic + Magic infuses the elves' world. Even so, they aren't born with an innate understanding of magic. To master spellcasting, an elf must devote years of study and practice to it, the same as most folk. But from the moment they're born, elves are surrounded by memories of a time as magical fey that subtly reveals the mysteries of magic to someone who is receptive to the message- which elves certainly are. ### Wizardry @@ -690,126 +691,190 @@ Even after these concepts are mastered, new knowledge of magic remains elusive, Of all peoples, elves are perhaps best suited to wizardry. They have access to centuries worth of memories, and their trance effectively gives them extra time to practice, as lessons learned during study can be reinforced by recalling them during resting periods. The patience and restraint for which elves are well known serves them well in this pursuit. + -
+

The Seldarine

-The pantheon of elven deities, called the Seldarine, includes Corellon and the group of primal elves whom he graced with divinity. These gods were the ones who brought word to Corellon of Lolth's radical ideas, and their creator rewarded them by bringing them with him when he withdraw to Arvandor. When Lolth lured some of the primal elves away from Corellon with her promises, this high-ranking core of divine entities remained loyal. Because they rejected Lolth's treacherous ways, they retained their primal power and their immortality. +The pantheon of elven deities, called the Seldarine, includes Corellon and the group of primal elves whom he graced with divinity. These gods were the ones who brought word to Corellon of Lolth’s radical ideas, and their creator rewarded them by bringing them with him when he withdraw to Arvandor. When Lolth lured some of the primal elves away from Corellon with her promises, this high-ranking core of divine entities remained loyal. Because they rejected Lolth’s treacherous ways, they retained their primal power and their immortality. Surface elves, and other elves who dwell in the light,revere these entities for remaining true to Corellon. In practice, this reverence is expressed more as the honoring of an ancestor or relative than the worshiping of a god, for all the elves still remain some memories of the Seldarine. -The Elf Deities table enumerates the members of the Seldarine. For each god, the table notes alignment, province (the god's main areas of interest and responsibility), suggested domains for clerics who serve the god, and a common symbol of the god. Several of the gods in the table are described in this section. - -
-

Elf Deities (The Seldarine)

- -| Deity | Alignment | Province | Domains | Common Symbol -|:----|:--:|:-----|:----|:----| -| Aerdrie Faenya | CG | Air, rain, fertility, birth | Air, Life, Tempest | Bird silhouetted against a cloud -| Angharradh | CG | Wisdom, growth, protection | Knowledge, Life, Protection | Three interlocking circles -| Alathrien Druanna | N | Runes, writing, spellcasting | Arcana, Balance, Knowledge | A quill or glyph -| Alobal Lorfiril | CG | Revelry, mirth | Celebration, Chaos, Trickery, Whimsy | Wine glass -| Araleth Letheranil | CG | Light, stars, revelations | Fate, Knowledge, Light, Time | Shaft of light -| Corellon Larethian | CG | Primary god of elves | Arcana, Life, Leadership, Light | Quarter moon or starburst -| Darahl Tilvenar | LN | Fire, earth, metalwork | Earth, Fire, Forge | Flame between hands -| Deep Sashelas | CG | Creativity, knowledge, sea | Knowledge, Ocean, Tempest | Dolphin -| Elebrin Liothiel | CG | Abundance, gardens, the harvest | Celebration, Life, Nature | Acorn -| Erevan Ilesere | CN | Mischief, change | Chaos, Trickery, Whimsy | Asymmetrical starburst -| Fenmarel Mestarine | CN | Solitude, outcasts | Fate, Hunting, Nature, Survival | Two peering elven eyes -| Gadhelyn | CN | Independence, outlawry | Hunting, Strength, Survival | Leaf-shaped arrowhead -| Hanali Celanil | CG | Love, beauty, the arts | Celebration, Charm, Life | Golden heart -| Kirith Sotheril | NG | Divination, illusion | Arcana, Illusion, Trickery | Rainbow sphere -| Labelas Enoreth | CG | Time, history, memory | Fate, Knowledge, Time | Setting sun -| Melira Taralen | CG | Poetry, songs | Celebration, Charm, Trickery | Lute -| Mythrien Sarath | CG | Abjuration, protective magic | Arcana, Protection | Row of three intertwined rings -| Naralis Analor | NG | Healing, suffering, death | Death, Life, Repose | White dove -| Rellavar Danuvien | NG | Winter, harsh weather | Tempest, Winter | Spear between two circles -| Rillifane Rallathil | CG | Nature, beasts, the seasons | Hunting, Nature | Oak -| Sarula lliene | CG | Lakes, streams | Nature, Ocean | Three lines symbolizing waves -| Sehanine Moonbow | CG | Dreams, death, travel | Fate, Repose | Full moon under a moonbow -| Shevarash | CN | Vengeance, loss, hatred | Death, Punisment, Vengeance | Broken arrow over a tear -| Solonor Thelandira | CG | Archery, hunting, survival | Hunting, Nature, Survival | Silver arrow with green fletching -| Tarsellis Meunniduin | CN | Mountains, rivers, wild places | Balance, Nature, Survival | Mountain with a river -| Tethrin Veralde | NG | Battle, sword fighting | Heroism, War | Crossed swords above a full moon -| Vandria Gilmadrith | LN | War, grief, justice, vigilance | Balance, Punishment, War | Weeping eye -| Ye'Cind | CG | Music, enchantment | Celebration, Charm, Trickery | Recorder -| Zandilar | CN | Romance, lust, dance | Celebration, Charm, Trickery, Whimsy | Lips - -
- - - - -

Corellon Larathien

- -The grandfather of all elves is both chaos and beauty personified. Corellon is as fluid and changeable as a breeze or a brook- quick to anger, but equally quick to forgive and forget. The god loves magic, artistry, nature, and freedom. Anyone who has felt the mystical presence of Corellon describes it as a joy like no other, followed by a deep melancholy when his presence is no longer felt. Corellon doesn't expect much from followers - no complex rituals or frequent ceremonies or even regular prayer. Corellon wants them to enjoy life, to try new things, to imagine what they desire and then pursue it, and to be kind to others. In return for this freedom from the usual requirements of religion, Corellon expects them to address their own problems and not pray for aid in every crisis. - -These precepts are instilled within every elf, since all elves are ultimately descended from fragments of Corellon. When elves ask their priests how one might become able to sense Corellon's presence, the priests often say, "First, truly know yourself. Only then can you feel our creator near." - -Services in Corellon's honor are typically conducted in natural stone amphitheaters or bowl-shaped forest clearings. In keeping with Corellon's chief commandment for everyone to be free, all who attend are allowed to show their obeisance however they choose, as long as their way of contributing combines with the others to form a grand display of reverence. Such a gathering has the atmosphere of a festival rather than of an organized worship service. - -Many elf wizards honor Corellon and adorn their spellbooks and towers with the god's symbols. Some of them speculate that Corellon is the personification of raw magic itself, the primal force that underlies the multiverse. Corellon is not magic tamed or shaped, but magic in its original form: a well of endless, splendid possibilities. - -

Hanali Celanil

- -Hanali is the elven god of beauty and love. Usually depicted as a beautiful androgynous elf, Hanali's gender in a story seldom matters, for no matter how much heartache and confusion the stories contain, they end with affairs of the heart properly sorted out and everyone in love with the person, or persons, they were fated to be with. Stories of Hanali's romantic adventures among elves and other mortals are perennial favorites when sung by elf bards and poets. - -In Arvandor, Hanali maintains a hidden pool called Evergold. She bathes in it at least once a day. It's said that the water of Evergold keeps her young and breathtakingly beautiful, but this is certainly a poetic myth, since all the Seldarine appear young and beautiful, with or without having bathed in this fountain. Mortal elves who are invited to join Hanali in the pool are said to retain their youthfulness and to delay the onset of Transcendence by at least a century. More than a few elves claim to have experienced this benefit, and the truth of it is attested by many bards - sometimes in all earnestness, sometimes with a knowing wink. - -Priests of Hanali preside over most family-related ceremonies. Other than name-giving ceremonies and a spate of spring celebrations, the priests conduct few observances. - -**Pools of Beauty**. Those who worship Hanali Celanil build shrines in her honor around natural pools of clear spring water- a representation of the purity and power of Evergold. Her priests often surround such an area with flowers or arrange stones in a way that accentuates the natural beauty of the place. In a shrine dedicated to the worship of several elven deities, an alabaster bowl of water, usually with yellow flowers or petals floating in it, is left in reverence to Hanali. - -Devotees of Hanali Celanil are known for taking the initiative in beautifying their surroundings without asking or expecting others to follow suit. If a shrine to the gods is beginning to look somewhat untidy, her followers will straighten things up, bring fresh flowers, and refresh offerings of food, water, and wine. Especially vigilant individuals might even decide to clean up after others who carelessly spill a drink in a tavern or leave their dinner table in a slovenly condition, all in humble service to their god. - - -

Labelas Enoreth

- -Even though elves live far longer than most other humanoids, they show few physical signs of aging until they become very old. By the time an elf show any signs of age, the elf has already lived for centuries For this longevity and long-lasting vitality, they thank and revere Labelas Enoreth. - -Labelas is portrayed as an elderly elf with silver hair, still-active eyes that once were bright blue but now are clouded and gray, fine wrinkles around the eyes and mouth. and a right hand slightly impaired by the effects of age. If anything, these symptoms of mortality make the god even more handsome and stately in the eyes of his followers than he was in his youth. +The Elf Deities table enumerates the members of the Seldarine. For each god, the table notes alignment, province (the god’s main areas of interest and responsibility), suggested domains for clerics who serve the god, and a common symbol of the god. Several of the gods in the table are described in this section. -Elves tend to give Labelas little regard until they experience Remembrance. Like Corellon and Hanali, Labelas makes few demands on his followers. A few minutes each day spent thanking him for his gift of long life and good health, and occasionally placing a fresh flower in one of his shrines, is generally all that's expected. When an elf develops unusual ailments in old age and appears headed for decrepitude, other elves might wonder if these are the repercussions for not paying Labelas his due. - -Most settlements have only one or two priests of Labelas. These individuals are elves well past their prime but who have not yet begun to withdraw into themselves. Their duties involve guiding elves who have recently experienced Remembrance, and are thus beginning the journey into introversion in the waning days of one's mortal life. The priests also preside over funeral celebrations, since Labelas is also honored for his role in seeing that elves experience beneficial reincarnations. - - -

Rillifane Rallathil

- -Like the other elven deities, Rillifane Rallathil was once a primal elf sprung from of Corellon's divinity. The original primal elves - and indeed, Corellon himself - have no "true form." Their common, elf-like portrayals are a convenience adopted after the elves took on permanent humanoid form. - -When the other elven deities decided on humanoid forms, Rillifane took a different approach. He took as his principal form that of an enormous oak tree, taller and wider than any other. Its roots are so deep and far-reaching that they touch the roots of every other plant in the world, or so it's said. Through this network of tendrils, Rillifane remains aware of everything that happens in the forest. - -When he chooses to travel to other planes and worlds, Rillifane takes the appearance of an uncommonly tall and strong wood elf with dark skin, handsome features, and twigs and leaves protruding from his hair. In either guise, his main concerns are the welfare of forests and prairies, the passing of the seasons, and the lives of beasts. Most of his followers and priests are elf druids. They're just as insular and secretive as any other druids, which means their motives are often not clear to those around them. - -Energetic debates have been held over whether Rillifane's oak tree exists only on Arvandor; has roots that extend to all worlds; is duplicated fully on every world that has plant life; or is only a metaphor for Rillifane's deep connection to nature. A growing sentiment among Rillifane's druids holds that the correct answer is "All of the above or none of the above, depending on Rillifane's mood." - -Rillifane is also the patron of the trees which are the final from of an elf. In an elf community, the druids of Rillifane take care of these trees, and communicate with them. In this commonucation they gently ask the elder tree elves to grow in forms where their descendands can live. As elves live in the branches of their ancestors, one can understand why they are so protective of their homes. - - -

Sehanine Moonbow

- -Sehanine is Corellon's beloved; Corellon is Sehanine's creator. Sehanine is Corellon's shadow; Corellon is Sehanine's reflection. Sehanine is the moon; Corellon is the moon's crescent. Sehanine is the night sky; Corellon is the sun and all the stars. - -No god of the Seldarine is as intertwined with Corellon or presents so many paradoxes for worshipers to unravel, but this role befits Sehanine, for she is a god of mysteries as much as anything else. Many non-elves find it easiest to think of Sehanine as the companion of Corellon and the god of the moon, but to elves she is much more than that. The moon passes from one phase to the next, and Sehanine watches over all such cycles, be it from season to season or cradle to grave. She is midwife to elf mothers, ushering souls into the world. She is also thought to stand beside dying elves, to greet their departing spirits and set them on the path to Arvandor. - -Sehanine serves as patron of the lost and any who travel, as well as those who seek meaning. Elves beseech her to provide relief from madness, and they mark her symbol on graves and tombs to invoke her protection of the dead.In these comforting aspects, Sehanine is often imagined as a willowy, gentle male elf with shining eyes that reveal both melancholy and tenderness in their gaze when depicted alongside his beloved Corellon. - -In stories of the Seldarine, Sehanine is Corellon's steadfast companion, the one being who can persuade Corellon to pause and reflect rather than allow his emotions to rule him. Corellon can be resplendent with joy or shaking with anger, but a word or a look from Sehanine is enough to check or subtly alter Corellon's mood and behavior, redirecting the god to a less extreme course of action. Some elven legends treat Sehanine as Corellon's spouse or as a favored child, but other stories hint at a deeper truth. They say Sehanine was formed from the first drop of blood spilled from Corellon's body, and so she reminds Corellon that even as a divine being, he can be harmed. - -**Lunar Worship**. Temples to Sehanine Moonbow are almost always aligned with the heavens to enable the priests to track the motion and phases of the moon. The sleeping quarters of the priests are positioned such that a shaft of light from the full moon falls on them while they are sleeping, and this silver light of Sehanine can influence their dreams and impart messages to them. Instead of going into trance, Sehanine's priests often seek her guidance by entering into a state of true sleep and sifting through their dreams for signs. - -Offerings to Sehanine are mostly made from silver, often shaped in a way that is reminiscent of the full moon. Cups, bowls, cloak pins, and plates of silver are found at her shrines, as well as those dedicated to the Seldarine collectively. The weapons and gear used by her followers, such as silver arrowheads, knife blades, and wooden shields, are often decorated with a stylized image of Sehanine's eye with rays coming out of it - a warning to the elves' enemies that Sehanine's gaze has fallen upon them. - -

Deep Sashelas

- -Deep Sashelas, sometimes known just as Sashelas, is the elven deity of the sea, seafaring, and knowledge. Sashelas is called the Knowledgeable One. His awareness of all lore, not only that about the sea, is seemingly limitless. He is especially beloved by sea elves, dolphins, and elf sages. - -Many elven seafarers toss offerings of gold and jewels overboard, beseeching Sashelas to calm storms or provide favorable winds, and he is inclined to aid them even if they aren't fully dedicated to his worship. Ceremonies honoring Sashelas are held underwater at times of uncommonly high tides or during electrical storms, when flashes of lightning above the waves provide illumination to the calmer realm below the surface. +
-**Sea of Knowledge**. Over time, much of the world sinks to the depths of the oceans and is thought to be lost forever, but it isn't lost to everyone. Sashelas gleans much about the world above the waves from that which sinks beneath them: every shipwreck, every offering, and the wealth and knowledge of every seaside city swallowed by a giant wave are added to Sashelas's ever-expanding library of lore. Knowledge that has disappeared from the surface world might still be known to the priests of Sashelas, gained through communion with their god. Messengers who never reached their destination, ships filled with scrolls from an ancient library, scholars whose works were lost at sea - all of these add to Sashelas's storehouse. +-
+ + ### The Seldarine + + | Deity | Alignment | Province | Domains | Common Symbol | + | :---------------------------------------------------- | :-------: | :------------------------------ | :----------------------------------- | :-------------------------------- | + | Kirith Sotheril | NG | Divination, illusion | Arcana, Illusion, Trickery | Rainbow sphere | + | Naralis Analor | NG | Healing, suffering, death | Death, Life, Repose | White dove | + | Rellavar Danuvien | NG | Winter, harsh weather | Tempest, Winter | Spear between two circles | + | Tethrin Veralde | NG | Battle, sword fighting | Heroism, War | Crossed swords above a full moon | + | Aerdrie Faenya | CG | Air, rain, fertility, birth | Air, Life, Tempest | Bird silhouetted against a cloud | + | Angharradh | CG | Wisdom, growth, protection | Knowledge, Life, Protection | Three interlocking circles | + | Alobal Lorfiril | CG | Revelry, mirth | Celebration, Chaos, Trickery, Whimsy | Wine glass | + | Araleth Letheranil | CG | Light, stars, revelations | Fate, Knowledge, Light, Time | Shaft of light | + | Corellon Larethian | CG | Primary god of elves | Arcana, Life, Leadership, Light | Quarter moon or starburst | + | Deep Sashelas | CG | Creativity, knowledge, sea | Knowledge, Ocean, Tempest | Dolphin | + | Elebrin Liothiel | CG | Abundance, gardens, the harvest | Celebration, Life, Nature | Acorn | + | Hanali Celanil | CG | Love, beauty, the arts | Celebration, Charm, Life | Golden heart | + | Labelas Enoreth | CG | Time, history, memory | Fate, Knowledge, Time | Setting sun | + | Melira Taralen | CG | Poetry, songs | Celebration, Charm, Trickery | Lute | + | Mythrien Sarath | CG | Abjuration, protective magic | Arcana, Protection | Row of three intertwined rings | + | Solonor Thelandira | CG | Archery, hunting, survival | Hunting, Nature, Survival | Silver arrow with green fletching | + | Rillifane Rallathil | CG | Nature, beasts, the seasons | Hunting, Nature | Oak | + | Sarula lliene | CG | Lakes, streams | Nature, Ocean | Three lines symbolizing waves | + | Sehanine Moonbow | CG | Dreams, death, travel | Fate, Repose | Full moon under a moonbow | + | Ye'Cind | CG | Music, enchantment | Celebration, Charm, Trickery | Recorder | + | Darahl Tilvenar | LN | Fire, earth, metalwork | Earth, Fire, Forge | Flame between hands | + | Vandria Gilmadrith | LN | War, grief, justice, vigilance | Balance, Punishment, War | Weeping eye | + | Alathrien Druanna | N | Runes, writing, spellcasting | Arcana, Balance, Knowledge | A quill or glyph | + | Erevan Ilesere | CN | Mischief, change | Chaos, Trickery, Whimsy | Asymmetrical starburst | + | Fenmarel Mestarine | CN | Solitude, outcasts | Fate, Hunting, Nature, Survival | Two peering elven eyes | + | Gadhelyn | CN | Independence, outlawry | Hunting, Strength, Survival | Leaf-shaped arrowhead | + | Shevarash | CN | Vengeance, loss, hatred | Death, Punishment, Vengeance | Broken arrow over a tear | + | Tarsellis Meunniduin | CN | Mountains, rivers, wild places | Balance, Nature, Survival | Mountain with a river | + | Zandilar | CN | Romance, lust, dance | Celebration, Charm, Trickery, Whimsy | Lips | + +
+ +-
Corellon Larethian, The Protector
+ + The grandfather of all elves is both chaos and beauty personified. + Corellon is as fluid and changeable as a breeze or a brook - quick to anger, but equally quick to forgive and forget. + The god loves magic, artistry, nature, and freedom. + Anyone who has felt the mystical presence of Corellon describes it as a joy like no other, followed by a deep melancholy when his presence is no longer felt. + Corellon doesn't expect much from followers - no complex rituals or frequent ceremonies or even regular prayer. + Corellon wants them to enjoy life, to try new things, to imagine what they desire and then pursue it, and to be kind to others. + In return for this freedom from the usual requirements of religion, Corellon expects them to address their own problems and not pray for aid in every crisis. + + These precepts are instilled within every elf, since all elves are ultimately descended from fragments of Corellon. + When elves ask their priests how one might become able to sense Corellon's presence, the priests often say, "First, truly know yourself. Only then can you feel our creator near." + + Services in Corellon's honor are typically conducted in natural stone amphitheaters or bowl-shaped forest clearings. + In keeping with Corellon's chief commandment for everyone to be free, all who attend are allowed to show their obeisance however they choose, as long as their way of contributing combines with the others to form a grand display of reverence. + Such a gathering has the atmosphere of a festival rather than of an organized worship service. + + Many elven wizards honor Corellon and adorn their spellbooks and towers with the god's symbols. + Some of them speculate that Corellon is the personification of raw magic itself, the primal force that underlies the multiverse. + Corellon is not magic tamed or shaped, but magic in its original form: a well of endless, splendid possibilities. + +-
Deep Sashelas, Lord of the Undersea
+ Deep Sashelas, sometimes known just as Sashelas, is the elven deity of the sea, seafaring, and knowledge. + His awareness of all lore, not only that about the sea, is seemingly limitless. + He is especially beloved by sea elves, dolphins, and elf sages. + + Many elven seafarers toss offerings of gold and jewels overboard, beseeching Sashelas to calm storms or provide favorable winds, and he is inclined to aid them even if they aren't fully dedicated to his worship. + Ceremonies honoring Sashelas are held underwater at times of uncommonly high tides or during electrical storms, when flashes of lightning above the waves provide illumination to the calmer realm below the surface. + + **Sea of Knowledge**. + Over time, much of the world sinks to the depths of the oceans and is thought to be lost forever, but it isn't lost to everyone. + Sashelas gleans much about the world above the waves from that which sinks beneath them: every shipwreck, every offering, and the wealth and knowledge of every seaside city swallowed by a giant wave are added to Sashelas's ever-expanding library of lore. + Knowledge that has disappeared from the surface world might still be known to the priests of Sashelas, gained through communion with their god. + Messengers who never reached their destination, ships filled with scrolls from an ancient library, scholars whose works were lost at sea - all of these add to Sashelas's storehouse. + + Away from the open sea, many lagoons, reefs, and grottoes have shrines devoted to Sashelas. + Many come in reverence to bathe in the waters in the hope of receiving visions from the god, since it is known that Sashelas is fond of sharing knowledge with those who are true seekers. + Scholars, monks, and clerics visit these elaborately decorated seaside temples, immersing themselves in the blessed waters and looking for enlightenment. + Because the god also dispenses lore through dreams and reveries of memory, many artists and poets worship Sashelas. + They seek his creative insight by spending time floating on the waves, then return to shore to write down or sketch out the gifts bequeathed to them. + +-
Hanali Celanil, The Heart of Gold
+ Hanali is the elven god of beauty and love. + Usually depicted as a beautiful androgynous elf, Hanali's gender in a story seldom matters, for no matter how much heartache and confusion the stories contain, they end with affairs of the heart properly sorted out and everyone in love with the person, or persons, they were fated to be with. + Stories of Hanali's romantic adventures among elves and other mortals are perennial favorites when sung by elven bards and poets. + + In Arvandor, Hanali maintains a hidden pool called Evergold. + She bathes in it at least once a day. + It's said that the water of Evergold keeps her young and breathtakingly beautiful, but this is certainly a poetic myth, since all the Seldarine appear young and beautiful, with or without having bathed in this fountain. + Mortal elves who are invited to join Hanali in the pool are said to retain their youthfulness and to delay the onset of Transcendence by at least a century. + More than a few elves claim to have experienced this benefit, and the truth of it is attested by many bards - sometimes in all earnestness, sometimes with a knowing wink. + + Priests of Hanali preside over most family-related ceremonies. + Other than name-giving ceremonies and a spate of spring celebrations, the priests conduct few observances. + + **Pools of Beauty**. + Those who worship Hanali Celanil build shrines in her honor around natural pools of clear spring water - a representation of the purity and power of Evergold. + Her priests often surround such an area with flowers or arrange stones in a way that accentuates the natural beauty of the place. + In a shrine dedicated to the worship of several elven deities, an alabaster bowl of water, usually with yellow flowers or petals floating in it, is left in reverence to Hanali. + + Devotees of Hanali Celanil are known for taking the initiative in beautifying their surroundings without asking or expecting others to follow suit. + If a shrine to the gods is beginning to look somewhat untidy, her followers will straighten things up, bring fresh flowers, and refresh offerings of food, water, and wine. + Especially vigilant individuals might even decide to clean up after others who carelessly spill a drink in a tavern or leave their dinner table in a slovenly condition, all in humble service to their god. + +-
Labelas Enoreth, Lord of the Continuum
+ Even though elves live far longer than most other humanoids, they show few physical signs of aging until they become very old. + By the time an elf show any signs of age, the elf has already lived for centuries For this longevity and long-lasting vitality, they thank and revere Labelas Enoreth. + Labelas is portrayed as an elderly elf with silver hair, still-active eyes that once were bright blue but now are clouded and gray, fine wrinkles around the eyes and mouth, and a right hand slightly impaired by the effects of age. + If anything, these symptoms of mortality make the god even more handsome and stately in the eyes of his followers than he was in his youth. + + Elves tend to give Labelas little regard until they experience Remembrance. + Like Corellon and Hanali, Labelas makes few demands on his followers. + A few minutes each day spent thanking him for his gift of long life and good health, and occasionally placing a fresh flower in one of his shrines, is generally all that's expected. + When an elf develops unusual ailments in old age and appears headed for decrepitude, other elves might wonder if these are the repercussions for not paying Labelas his due. + + Most settlements have only one or two priests of Labelas. + These individuals are elves well past their prime but who have not yet begun to withdraw into themselves. + Their duties involve guiding elves who have recently experienced Remembrance, and are thus beginning the journey into introversion in the waning days of one's mortal life. + The priests also preside over funeral celebrations, since Labelas is also honored for his role in seeing that elves experience beneficial reincarnations. + +- Rillifane Rallathil, The Leaflord + Like the other elven deities, Rillifane Rallathil was once a primal elf sprung from of Corellon's divinity. + The original primal elves - and indeed, Corellon himself - have no "true form." + Their common, elf-like portrayals are a convenience adopted after the elves took on permanent humanoid form. + + When the other elven deities decided on humanoid forms, Rillifane took a different approach. + He took as his principal form that of an enormous oak tree, taller and wider than any other. + Its roots are so deep and far-reaching that they touch the roots of every other plant in the world, or so it's said. + Through this network of tendrils, Rillifane remains aware of everything that happens in the forest. + + When he chooses to travel to other planes and worlds, Rillifane takes the appearance of an uncommonly tall and strong wood elf with dark skin, handsome features, and twigs and leaves protruding from his hair. + In either guise, his main concerns are the welfare of forests and prairies, the passing of the seasons, and the lives of beasts. + Most of his followers and priests are elven druids. + They're just as insular and secretive as any other druids, which means their motives are often not clear to those around them. + + Energetic debates have been held over whether Rillifane's oak tree exists only on Arvandor; has roots that extend to all worlds; is duplicated fully on every world that has plant life; or is only a metaphor for Rillifane's deep connection to nature. + A growing sentiment among Rillifane's druids holds that the correct answer is "All of the above or none of the above, depending on Rillifane's mood." + + Rillifane is also the patron of the trees which are the final from of an elf. + In an elf community, the druids of Rillifane take care of these trees, and communicate with them. + In this communication they gently ask the elder tree elves to grow in forms where their descendants can live. + As elves live in the branches of their ancestors, one can understand why they are so protective of their homes. + +-
Sehanine Moonbow, Daughter of the Night Skies
+ Sehanine is Corellon's beloved; Corellon is Sehanine's creator. + Sehanine is Corellon's shadow; Corellon is Sehanine's reflection. + Sehanine is the moon; Corellon is the moon's crescent. + Sehanine is the night sky; Corellon is the sun and all the stars. + + No god of the Seldarine is as intertwined with Corellon or presents so many paradoxes for worshipers to unravel, but this role befits Sehanine, for she is a god of mysteries as much as anything else. + Many non-elves find it easiest to think of Sehanine as the companion of Corellon and the god of the moon, but to elves she is much more than that. + The moon passes from one phase to the next, and Sehanine watches over all such cycles, be it from season to season or cradle to grave. + She is midwife to elven mothers, ushering souls into the world. + She is also thought to stand beside dying elves, to greet their departing spirits and set them on the path to Arvandor. + + Sehanine serves as patron of the lost and any who travel, as well as those who seek meaning. + Elves beseech her to provide relief from madness, and they mark her symbol on graves and tombs to invoke her protection of the dead. + In these comforting aspects, Sehanine is often imagined as a willowy, gentle male elf with shining eyes that reveal both melancholy and tenderness in their gaze when depicted alongside his beloved Corellon. + + In stories of the Seldarine, Sehanine is Corellon's steadfast companion, the one being who can persuade Corellon to pause and reflect rather than allow his emotions to rule him. + Corellon can be resplendent with joy or shaking with anger, but a word or a look from Sehanine is enough to check or subtly alter Corellon's mood and behavior, redirecting the god to a less extreme course of action. + Some elven legends treat Sehanine as Corellon's spouse or as a favored child, but other stories hint at a deeper truth. + They say Sehanine was formed from the first drop of blood spilled from Corellon's body, and so she reminds Corellon that even as a divine being, he can be harmed. + + **Lunar Worship**. + Temples to Sehanine Moonbow are almost always aligned with the heavens to enable the priests to track the motion and phases of the moon. + The sleeping quarters of the priests are positioned such that a shaft of light from the full moon falls on them while they are sleeping, and this silver light of Sehanine can influence their dreams and impart messages to them. Instead of going into trance, Sehanine's priests often seek her guidance by entering into a state of true sleep and sifting through their dreams for signs. + + Offerings to Sehanine are mostly made from silver, often shaped in a way that is reminiscent of the full moon. + Cups, bowls, cloak pins, and plates of silver are found at her shrines, as well as those dedicated to the Seldarine collectively. + The weapons and gear used by her followers, such as silver arrowheads, knife blades, and wooden shields, are often decorated with a stylized image of Sehanine's eye with rays coming out of it - a warning to the elves' enemies that Sehanine's gaze has fallen upon them. -Away from the open sea, many lagoons, reefs, and grottoes have shrines devoted to Sashelas. Many come in reverence to bathe in the waters in the hope of receiving visions from the god, since it is known that Sashelas is fond of sharing knowledge with those who are true seekers. Scholars, monks, and clerics visit these elaborately decorated seaside temples, immersing themselves in the blessed waters and looking for enlightenment. Because the god also dispenses lore through dreams and reveries of memory, many artists and poets worship Sashelas. They seek his creative insight by spending time floating on the waves, then return to shore to write down or sketch out the gifts bequeathed to them. +

Eladrin and the Feywild

@@ -969,4 +1034,4 @@ When shadar-kai are in the Shadowfell, their bodies and faces are old and wither Shadar-kai know that those who come willingly to the Raven Queen's tower are there to beseech her for something, and thus they try to prepare such visitors for what they will face. The queen's servants talk to any inquiring adventurer about the gravity of emotion, how sorrow weighs on the soul as it travels through the Shadowfell, and how best to persevere in the Raven Queen's test. -**Follow the Ravens**. When the Raven Queen sees a soul or a piece of information she wants, she sends her ravens to alert the shadar-kai. Her minions then put their trust in these cryptic, cawing guides to lead them to where the barriers are weakest so they can then slip across planes to their destination. Once at their destination, the shadar-kai watch and wait, looking for the tragedies their queen wishes them to collect. Sometimes they are small: a spurned lover, a lost item, a betrayal. But some tragedies are much graver: a murder, a war, a diabolical bargain. To bring back a trinket for their queen, the shadar-kai use their shadow magic. If a target is living, they magically infiltrate the person's mind and excise the desired bits of emotion, or if the target is close to death, the shadar-kai capture the whole soul to bring back to the Raven Queen. \ No newline at end of file +**Follow the Ravens**. When the Raven Queen sees a soul or a piece of information she wants, she sends her ravens to alert the shadar-kai. Her minions then put their trust in these cryptic, cawing guides to lead them to where the barriers are weakest so they can then slip across planes to their destination. Once at their destination, the shadar-kai watch and wait, looking for the tragedies their queen wishes them to collect. Sometimes they are small: a spurned lover, a lost item, a betrayal. But some tragedies are much graver: a murder, a war, a diabolical bargain. To bring back a trinket for their queen, the shadar-kai use their shadow magic. If a target is living, they magically infiltrate the person's mind and excise the desired bits of emotion, or if the target is close to death, the shadar-kai capture the whole soul to bring back to the Raven Queen. diff --git a/docs/_Folk/gnome.md b/docs/_Folk/gnome.md index 8e0ec0de..f3708080 100644 --- a/docs/_Folk/gnome.md +++ b/docs/_Folk/gnome.md @@ -701,283 +701,152 @@ Nevertheless, a few svirfneblin understand that it is necessary to know somethin A few svirfneblin become merchants who deal with other races both above and below ground. Drow, duergar, and other peoples know that svirfneblin are usually neutral in outlook and typically honest in their dealings. Serving as middlemen between races too hostile to deal with each other directly can be lucrative, and it serves an important defensive function; svirfneblin middlemen tend to know more about rumors and threats between rival merchants than anybody else. ## Gnome Gods + > *"Who forged the chains that bind Tiamat in Avernus? Why do the modrons go on the Great March? Who is the Lady of Pain, really? I can't tell you. but the answers lie in the Colden Hills. And if Carl and his gang don't know, it can't be known."* > > -- Griballix, gnome of Sigil -It shouldn't be surprising that gnomes, inveterate inventors -that they are, have an incredible number of legends -they tell about their deities. Every warren has its unique -repertoire of tales -some of them no doubt grounded -in fact, while others could be the products of imagination. -The distinction isn't important to the folk who take -inspiration and pride from the stories of their gods, because -each legend is true in its own way. - -Each deity in the gnome pantheon is an expert in -multiple fields of activity who is capable of incredible -feats. Yet these heroes also display shortcomings, such -as hesitance or selfishness. Only the chief gnome deity, -Garl Glittergold, can convince the others to set aside -personal concerns to embark on a grand excursion or to -work together toward a common goal. And according to -the gnomes, it is proven that their gods can accomplish -the impossible when they band together. - -Perhaps because of each community's particular outlook -or because the gods frequently use illusory guises, -several diverse ideas exist about the membership of the -pantheon. In some communities, the gods are thought -to be all male or all female; in some they are animals, or -constructs made by Garl Glittergold. Some gnomes say -Garl has five allies, while others tally eleven. - -A consensus of sorts emerges from the totality of -these beliefs. Most gnomes believe that Garl Glittergold -and his seven able assistants dwell on, in, or under -seven summits known as the Golden Hills. This is the -place from where new gnomish souls are sent out to -experience the wider world, and to which they return to -join the hallowed community of those who have come -before them. Urdlen is the only gnome deity that doesn't -dwell there, having been exiled by Garl for its refusal to -cooperate with the rest of the group. - -The Gnome Deities table lists the members of the -gnome pantheon. For each god, the table notes alignment, -province (the god's main areas of interest and -responsibility), suggested domains for clerics who serve -the god, and a common symbol of the god. Several of the -gods in the table are described below. - -
- -#### Gnome Deities - -| Deity | Alignment | Province | Domains | Common Symbol -|:----|:--:|:-----|:----|:----| -| Baervan Wildwanderer | NG | Woodlands | Nature | Face of a raccoon -| Baravar Cloakshadow | NG | Illusion, deception | Arcana, Illusion, Trickery | Dagger against a hooded cloak -| Bleredd | N | Labor, craft | Fire, Forge | Iron mule -| Callarduran Smoothhands | N | Mining, stone carving | Earth, Forge, Knowledge | Golden signet ring with sixpointed star -| Flandal Steelskin | NG | Metalwork | Fire, Forge, Knowledge | Flaming hammer -| Gaerdal Ironhand | LG | Protection | Heroism, Protection, War | Iron band -| Garl Glittergold | LG | Primary god of gnomes | Fortune, Illusion, Trickery, Whimsy | Gold nugget -| Gelf Darkhearth | CN | Frustration, destruction | Chaos, Trickery, Vengeance, Whimsy | Broken anvil -| Nebelun | CG | Invention, luck | Fortune, Knowledge, Trickery, Whimsy | Bellows and lizard tail -| Rill Cleverthrush | LN | Law, thought | Fate, Knowledge | Interlocking gears -| Segojan Earthcaller | NG | Earth, the dead | Life, Light, Repose | Glowing gemstone -| Sheyanna Flaxenstrand | CG | Love, beauty, passion | Celebration, Charm, Life, Light | Two silver goblets -| Urdlen | CE | Greed, murder | Death, War | White-clawed mole emerging from ground +It shouldn't be surprising that gnomes, inveterate inventors that they are, have an incredible number of legends they tell about their deities. +Every warren has its unique repertoire of tales - some of them no doubt grounded in fact, while others could be the products of imagination. +The distinction isn't important to the folk who take inspiration and pride from the stories of their gods, because each legend is true in its own way. -
+Each deity in the gnome pantheon is an expert in multiple fields of activity who is capable of incredible feats. +Yet these heroes also display shortcomings, such as hesitance or selfishness. +Only the chief gnome deity, Garl Glittergold, can convince the others to set aside personal concerns to embark on a grand excursion or to work together toward a common goal. +And according to the gnomes, it is proven that their gods can accomplish the impossible when they band together. + +Perhaps because of each community's particular outlook or because the gods frequently use illusory guises, several diverse ideas exist about the membership of the pantheon. +In some communities, the gods are thought to be all male or all female; in some they are animals, or constructs made by Garl Glittergold. +Some gnomes say Garl has five allies, while others tally eleven. + +A consensus of sorts emerges from the totality of these beliefs. +Most gnomes believe that Garl Glittergold and his seven able assistants dwell on, in, or under seven summits known as the Golden Hills. +This is the place from where new gnomish souls are sent out to experience the wider world, and to which they return to join the hallowed community of those who have come before them. +Urdlen is the only gnome deity that doesn't dwell there, having been exiled by Garl for its refusal to cooperate with the rest of the group. +The Gnome Deities table lists the members of the gnome pantheon. +For each god, the table notes alignment, province (the god’s main areas of interest and responsibility), suggested domains for clerics who serve the god, and a common symbol of the god. +Several of the gods in the table are described below. -

Garl Glittergold

- -When gnome children hear their first stories about the -gods, they are introduced to a gold-skinned gnome with -a wide grin and glittering gemstone eyes that shift colors -like a kaleidoscope. The youngsters quickly learn -to recognize that their favorite character, the god of the -gnomes, is about to steal the show. - -A joker and a prankster, Garl Glittergold reminds -gnomes that life is to be taken lightly, and that a good -laugh will serve them better than a grim attitude. When -Garl cavorts with mischief on his mind, Moradin's -beard might end up woven with giggling flowers, and -Gruumsh's axe could sprout braying donkey heads at -the most inopportune time. - -**Cooperation Is Key**. The legends about Garl Glittergold -inspire gnomes to work together. Garl knows that -many heads and many hands make light work. Although -he also plays many pranks on his own, Garl is the one -who gathers the heroes together for an enterprise that -requires all their talents. To provide specific guidance, -Garl might send an omen to nudge a group of gnomes -in a certain direction, or even manifest an avatar in the -middle of a gnome burrow. When Garl makes one of -these rare appearances, it is to resolve a dispute that -threatens a community. - -**Brains over Brawn**. Garl favors trickery and illusion -over direct combat, preferring to use his mind to overcome -a problem rather than his steel. For gnomes to -thrive, they must use their intellect and ingenuity. But -when push comes to shove, Garl uses Arumdina, his -intelligent two-headed battle axe -capable of cleaving -through any substance- to escape a perilous situation. - -

Baervan Wildwanderer

- -Baervan Wildwanderer is the god of the forests and of -those who travel, a peaceful soul whose explorations -often turn into exciting adventures. Baervan's constant -companion is Chiktikka Fastpaws, a mischievous giant -raccoon who often gets the duo into trouble. Although -Baervan isn't as much of a prankster as some of the -other gods, she is often held responsible when Chiktikka -does something outrageous, such as stealing Gruumsh's -breakfast or peeing on Rillifane Rallathil's shoes. - -Baervan can sing every bird's song, knows every type -of plant that has ever grown, never gets lost, and can -befriend anyone under the sun (as long as Chiktikka -chooses to act pleasant rather than annoying). Forest -gnomes believe that they can speak to the animals of the -woods and in the air because Baervan teaches their -souls how to do so before they are born. - -

Baravar Cloakshadow

- -When gnomes arrived in the world, Baravar protected -them by teaching them how to hide, use magic, and deceive -their foes. She was once entrapped by the goblin -god Khurgorbaeyag, and after escaping and gaining her -revenge, she began the practice of never wearing the -same face twice, and she follows a different routine every -day so no one can predict what she might do. When -gnomes tell stories of their gods' adventures, Baravar is -always the last to be found when the group forms, but -she nevertheless swiftly agrees to support Garl's plans. - -Forest gnomes and deep gnomes owe their innate -magical abilities to Baravar, and all gnomes get their -natural defense against magic from her shrewdness. - -

Callarduran Smoothhands

- -Callarduran became the patron of the deep gnomes -when he led them into the Underdark and taught them -how to survive, but all gnomes see him as the embodiment -of the drive to know more, to examine everything -more minutely- and thereby make great discoveries. - -Callarduran earned his moniker when, after stealing -the heart of Ogremoch, he rubbed his hands smooth -as he polished the heart and turned it into a magical -stone. The theft caused Ogremoch to turn to evil, but -it gave Callarduran the power to control earth elementals - which, it is said, he can confer to deep gnomes by rubbing the stone and saying their names. - -

Flandal Steelskin

- -The stories that gnomes tell of Flandal Steelskin typically -feature some perfect item that he crafted or a -misadventure that results from following his enormous -nose, which can smell ore more easily than a wolf can -scent a skunk. The most often told legend of Flandal includes -both elements. Before creating Garl's marvelous -axe, Arumdina, Flandal sniffed out the purest source -of mithral: the heart of Imix. With the aid of the other -gnome gods, he stole the heart and turned it into a mithral -forge that now burns with an eternal furious flame. - -The legends of Flandal portray him not only as the -god of metalcraft, but also of fire and glass-work and -alchemy. Rock gnomes attribute their knack for crafting -devices and alchemical objects to Flandal's superlative -skills in those areas. - -

Gaerdal Ironhand

- -The Shield of the Golden Hills, Gaerdal Ironhand, has -no use for amusements, and she doesn't deign to smile -at any prank except those of Garl Glittergold. Gaerdal -obsesses about defense and vigilance, and she is an -expert in fortification, siege tactics, combat, and traps. - -Instead of bustling about as gnome deities normally -do, Gaerdal has a tendency to dig in and hide out, and -in many tales Garl finds it difficult to convince her to -leave her home to join the others on adventures. Some -legends say this reluctance is due in part to an escapade -that cost her the loss of her hand. Flandal and Nebelun -worked together to replace it with a stronger one made -of iron, but her resentment over the mishap lingers. - -Gnomes build their homes in hidden and defensible -places because Gaerdal teaches them these techniques. -Every secret door, spy hole, and intruder alarm in a -gnome warren is a tribute to Gaerdal's principles. - -

Nebelun

- -Nebelun, also known as the Meddler, is fearless, perhaps -foolishly so. Every invention of Nebelun's starts -with a wild idea, nothing goes entirely according to plan, -and her greatest exploits often spring from mistakes. -Who else would stroll in and steal Semuanya's tail as -the lizard folk god splashed in his favorite pool? Who -else would use Thor's hammer to pound a nail and thus -be inspired to invent the lightning rod? Gari never needs -to persuade Nebelun to join an excursion, but he and -the rest of the pantheon do have to focus her attention -on the task at hand, so that her madcap inventiveness -doesn't derail the effort. - -All gnomes see Nebelun as the delightful spirit of -invention and discovery, even those whose livelihoods -have nothing to do with the construction of odd devices. -Any accident that fortuitously results in a new discovery -might be credited to Nebelun's benevolent meddling in -the affairs of mortal gnomes. - -

Segojan Earthcaller

- -The gnomes know Segojan Earthcaller as a kind, -modest hero. He is said to be the best cook among the -gnome gods and to have the power to heal any sickness, -because he knows the medicinal and culinary uses of -every creature and plant that lives underground. During -the misadventures of the gnome pantheon, Segojan -contributes to the group through his healing abilities -and the restorative power of his meals, and on many -occasions the other gnome gods call upon him to use his -ability to burrow through any substance. - -Forest gnomes believe that their ability to speak with -burrowing animals comes from Segojan. All gnomes -see Segojan as a healer of the sick and a protector of -the hearth. He is also revered in his role as a guide for -gnomish souls after death, as long as the body is buried -before worms claim it. If a gnome's body isn't entrusted -to Segojan by interring it, the soul is forced to find its -own way to the afterlife. - -

Urdlen

- -Many pantheons include in their number a miscreant or -an outlier -someone not to be emulated in the customary -way, and often an entity whose existence serves as -an object lesson and an example of what befalls mortals -who conduct themselves the same way. For the gnomes, -this niche is filled by Urdlen, also known as the Glutton -for its selfish and cruel behavior. - -Though the details differ from telling to telling, all -gnomes know the story of how Garl banished Urdlen -from the Golden Hills because Urdlen refused to go on -an important quest. Despite Garl's efforts and the pleas -of the rest of the pantheon, Urdlen selfishly refused to -set his own interests aside and contribute to the group. - -Every version of this story ends in some sort of tragedy -perhaps the loss of Gaerdal's hand, the affliction -that caused Flandal to need new skin, or the disappearance -of Baravar's shadow- and each one concludes with -"And that is why Garl sent Urdlen into exile." In tales -of his later life, Urdlen is no longer a gnome but has -become a greedy and destructive monster, a great blind -and hairless mole with iron claws and teeth. - -Gnomes believe that Urdlen exerts influence on their -lives when they experience jealousy, greed, petulance, -or envy. Individuals are more likely to fall prey to these -feelings when they don't spend enough time in activities -with others, and so tales of Urdlen serve as a somber -reminder of the importance of participating in society. +
+ +-
+ + #### Gnomish Deities + + | Deity | Alignment | Province | Domains | Common Symbol | + | :------------------------------------------------------------ | :-------: | :----------------------- | :----------------------------------- | :-------------------------------------- | + | Gaerdal Ironhand | LG | Protection | Heroism, Protection, War | Iron band | + | Garl Glittergold | LG | Primary god of gnomes | Fortune, Illusion, Trickery, Whimsy | Gold nugget | + | Baervan Wildwanderer | NG | Woodlands | Nature | Face of a raccoon | + | Baravar Cloakshadow | NG | Illusion, deception | Arcana, Illusion, Trickery | Dagger against a hooded cloak | + | Flandal Steelskin | NG | Metalwork | Fire, Forge, Knowledge | Flaming hammer | + | Segojan Earthcaller | NG | Earth, the dead | Life, Light, Repose | Glowing gemstone | + | Nebelun | CG | Invention, luck | Fortune, Knowledge, Trickery, Whimsy | Bellows and lizard tail | + | Sheyanna Flaxenstrand | CG | Love, beauty, passion | Celebration, Charm, Life, Light | Two silver goblets | + | Rill Cleverthrush | LN | Law, thought | Fate, Knowledge | Interlocking gears | + | Bleredd | N | Labor, craft | Fire, Forge | Iron mule | + | Callarduran Smoothhands | N | Mining, stone carving | Earth, Forge, Knowledge | Golden signet ring with sixpointed star | + | Gelf Darkhearth | CN | Frustration, destruction | Chaos, Trickery, Vengeance, Whimsy | Broken anvil | + | Urdlen | CE | Greed, murder | Death, War | White-clawed mole emerging from ground | + +
+ +-
Gaerdal Ironhand, The Shield of the Golden Hills
+ Gaerdal Ironhand has no use for amusements, and she doesn't deign to smile at any prank except those of Garl Glittergold. + Gaerdal obsesses about defense and vigilance, and she is an expert in fortification, siege tactics, combat, and traps. + + Instead of bustling about as gnome deities normally do, Gaerdal has a tendency to dig in and hide out, and in many tales Garl finds it difficult to convince her to leave her home to join the others on adventures. + Some legends say this reluctance is due in part to an escapade that cost her the loss of her hand. + Flandal and Nebelun worked together to replace it with a stronger one made of iron, but her resentment over the mishap lingers. + + Gnomes build their homes in hidden and defensible places because Gaerdal teaches them these techniques. + Every secret door, spy hole, and intruder alarm in a gnome warren is a tribute to Gaerdal's principles. + +-
Garl Glittergold, The Watchful Protector
+ + When gnome children hear their first stories about the gods, they are introduced to a gold-skinned gnome with a wide grin and glittering gemstone eyes that shift colors like a kaleidoscope. + The youngsters quickly learn to recognize that their favorite character, the god of the gnomes, is about to steal the show. + + A joker and a prankster, Garl Glittergold reminds gnomes that life is to be taken lightly, and that a good laugh will serve them better than a grim attitude. + When Garl cavorts with mischief on his mind, Moradin's beard might end up woven with giggling flowers, and Gruumsh's axe could sprout braying donkey heads at the most inopportune time. + + **Cooperation Is Key**. + The legends about Garl Glittergold inspire gnomes to work together. + Garl knows that many heads and many hands make light work. + Although he also plays many pranks on his own, Garl is the one who gathers the heroes together for an enterprise that requires all their talents. + To provide specific guidance, Garl might send an omen to nudge a group of gnomes in a certain direction, or even manifest an avatar in the middle of a gnome burrow. + When Garl makes one of these rare appearances, it is to resolve a dispute that threatens a community. + + **Brains over Brawn**. + Garl favors trickery and illusion over direct combat, preferring to use his mind to overcome a problem rather than his steel. + For gnomes to thrive, they must use their intellect and ingenuity. + But when push comes to shove, Garl uses Arumdina, his intelligent two-headed battle axe - capable of cleaving through any substance - to escape a perilous situation. + +-
Baervan Wildwanderer, The Masked Leaf
+ Baervan Wildwanderer is the god of the forests and of those who travel, a peaceful soul whose explorations often turn into exciting adventures. + Baervan's constant companion is Chiktikka Fastpaws, a mischievous giant raccoon who often gets the duo into trouble. + Although Baervan isn't as much of a prankster as some of the other gods, she is often held responsible when Chiktikka does something outrageous, such as stealing Gruumsh's breakfast or peeing on Rillifane Rallathil's shoes. + + Baervan can sing every bird's song, knows every type of plant that has ever grown, never gets lost, and can befriend anyone under the sun (as long as Chiktikka chooses to act pleasant rather than annoying). + Forest gnomes believe that they can speak to the animals of the woods and in the air because Baervan teaches their souls how to do so before they are born. + +-
Baravar Cloakshadow, The Sly One
+ When gnomes arrived in the world, Baravar protected them by teaching them how to hide, use magic, and deceive their foes. + She was once entrapped by the goblin god Khurgorbaeyag, and after escaping and gaining her revenge, she began the practice of never wearing the same face twice, and she follows a different routine everyday so no one can predict what she might do. + Whengnomes tell stories of their gods' adventures, Baravar is always the last to be found when the group forms, but she nevertheless swiftly agrees to support Garl's plans. + + Forest gnomes and deep gnomes owe their innate magical abilities to Baravar, and all gnomes get their natural defense against magic from her shrewdness. + +-
Flandal Steelskin, Master of Metal
+ The stories that gnomes tell of Flandal Steelskin typically feature some perfect item that he crafted or a misadventure that results from following his enormous nose, which can smell ore more easily than a wolf can smell a skunk. + The most often told legend of Flandal includes both elements. + Before creating Garl's marvelous axe, Arumdina, Flandal sniffed out the purest source of mithral: the heart of Imix. + With the aid of the other gnome gods, he stole the heart and turned it into a mithral forge that now burns with an eternal furious flame. + + The legends of Flandal portray him not only as the god of metalcraft, but also of fire, glasswork and alchemy. + Rock gnomes attribute their knack for crafting devices and alchemical objects to Flandal's superlative skills in those areas. + +-
Segojan Earthcaller, Earthfriend
+ The gnomes know Segojan Earthcaller as a kind, modest hero. + He is said to be the best cook among the gnome gods and to have the power to heal any sickness, because he knows the medicinal and culinary uses of every creature and plant that lives underground. + During the misadventures of the gnome pantheon, Segojan contributes to the group through his healing abilities and the restorative power of his meals, and on many occasions the other gnome gods call upon him to use his ability to burrow through any substance. + + Forest gnomes believe that their ability to speak with burrowing animals comes from Segojan. + All gnomes see Segojan as a healer of the sick and a protector of the hearth. + He is also revered in his role as a guide for gnomish souls after death, as long as the body is buried before worms claim it. + If a gnome's body isn't entrusted to Segojan by interring it, the soul is forced to find its own way to the afterlife. + +-
Nebelun, The Meddler
+ Nebelun is fearless, perhaps foolishly so. + Every invention of Nebelun's startswith a wild idea, nothing goes entirely according to plan, and her greatest exploits often spring from mistakes. + Who else would stroll in and steal Semuanya's tail as the lizard folk god splashed in his favorite pool? + Who else would use Thor's hammer to pound a nail and thus be inspired to invent the lightning rod? + Gari never needs to persuade Nebelun to join an excursion, but he and the rest of the pantheon do have to focus her attention on the task at hand, so that her madcap inventiveness doesn't derail the effort. + + All gnomes see Nebelun as the delightful spirit of invention and discovery, even those whose livelihoods have nothing to do with the construction of odd devices. + Any accident that fortuitously results in a new discovery might be credited to Nebelun's benevolent meddling in the affairs of mortal gnomes. + +-
Callarduran Smoothhands, The Deep Brother
+ Callarduran became the patron of the deep gnomes when he led them into the Underdark and taught them how to survive, but all gnomes see him as the embodiment of the drive to know more, to examine everything more minutely - and thereby make great discoveries. + + Callarduran earned his moniker when, after stealing the heart of Ogremoch, he rubbed his hands smooth as he polished the heart and turned it into a magical stone. + The theft caused Ogremoch to turn to evil, but it gave Callarduran the power to control earth elementals - which, it is said, he can confer to deep gnomes by rubbing the stone and saying their names. + +-
Urdlen, The Crawler Below
+ Many pantheons include in their number a miscreant or an outlier - someone not to be emulated in the customary way, and often an entity whose existence serves as an object lesson and an example of what befalls mortals who conduct themselves the same way. + For the gnomes, this niche is filled by Urdlen, also known as the Glutton for its selfish and cruel behavior. + + Though the details differ from telling to telling, all gnomes know the story of how Garl banished Urdlen from the Golden Hills because Urdlen refused to go on an important quest. + Despite Garl's efforts and the pleas of the rest of the pantheon, Urdlen selfishly refused to set his own interests aside and contribute to the group. + + Every version of this story ends in some sort of tragedy - perhaps the loss of Gaerdal's hand, the affliction that caused Flandal to need new skin, or the disappearance of Baravar's shadow - and each one concludes with "And that is why Garl sent Urdlen into exile." + In tales of his later life, Urdlen is no longer a gnome but has become a greedy and destructive monster, a great blind and hairless mole with iron claws and teeth. + + Gnomes believe that Urdlen exerts influence on their lives when they experience jealousy, greed, petulance, or envy. + Individuals are more likely to fall prey to these feelings when they don't spend enough time in activities with others, and so tales of Urdlen serve as a somber reminder of the importance of participating in society. +
## Gnome Adventurers > *"I don't know how many times I've seen a gnome turn a dead end into a wonderful opportunity."* @@ -1059,4 +928,3 @@ of duty rather than a sense of humor to an adventuring group. With their grit and iron will, deep gnomes meet adversity with hammers, picks, and their dour, dry wit -or no wit at all- as their weapons of choice. - diff --git a/docs/_Folk/halfling.md b/docs/_Folk/halfling.md index 1a769ff4..80378a1b 100644 --- a/docs/_Folk/halfling.md +++ b/docs/_Folk/halfling.md @@ -298,6 +298,8 @@ This openness doesn't extend all the way to naivete. Halflings won't be taken in This aspect of the halfling mind-set accounts for what members of other races often characterize as courage. A halfling about to enter the unknown doesn't feel fear as much as wonderment. Instead of being frightened, the halfling remains optimistic, confident of having a good story to tell when it's all over. Whether the situation requires a rogue slipping into a dragon's den or the local militia repelling an orc attack by refusing to yield, halflings surprise larger folk again and again with their unflappable nature. + + #### Happy with today Throughout recorded history, halflings have never sought to expand their reach beyond the borders of their isolated communities. They live their lives satisfied with what the world has to offer: fresh air, green grass, and rich soil. They grow all the food they need, taking pleasure in every poached egg and piece of toast. Halflings aren't known for great works of literature or elaborate written accounts of their history. Scholars who study their behavior speculate that halflings realize -consciously or otherwise- that the past is a story that can only be retold, not changed, and the future doesn't yet exist, so it can't be experienced. Only by living in the moment can one appreciate the wonder of being alive. @@ -381,102 +383,153 @@ An individual halfling or a family might leave its community behind for a number A city or a large town is likely to have a halfling neighborhood already, meaning that newcomers have a place to go that they can call home. Often, they join other halflings who have set up shop and support whatever enterprises their newfound friends have created, making a living as storytellers, bakers, chefs, or shopkeepers. ## Halfling gods and myths -Halflings see their gods more as extended family members than as divine beings. They don't worship them in the same way as elves and dwarves revere their gods, because the halfling gods are viewed as folk heroes -mortal beings who ascended to divinity, rather than divine entities who descend from their realms to influence the world. Because of this outlook, halflings rarely worship a single deity exclusively; they revere all the gods equally and pay their respects in modest ways. - -Halflings speak of Yondalla the way humans would describe a strong and protective parent. They talk about Brandobaris as others might refer to a mischievous and dashing uncle. They don't beseech the gods for daily favors, and they have no sense of metaphysical distance or separation between them and their gods. To halflings, their gods are part of the family. And as family members do, the gods set an example that is reaffirmed through the stories of their heroic deeds, with each tale helping to teach important lessons to the next generation. - -The Halfling Deities table lists the members of the halfling pantheon. For each god, the table notes alignment, province (the god's main areas of interest and responsibility), suggested domains for clerics who serve the god, and a common symbol of the god. Each of the gods in the table is described below. - -
+Halflings see their gods more as extended family members than as divine beings. +They don’t worship them in the same way as elves and dwarves revere their gods, because the halfling gods are viewed as folk heroes - mortal beings who ascended to divinity, rather than divine entities who descend from their realms to influence the world. +Because of this outlook, halflings rarely worship a single deity exclusively; they revere all the gods equally and pay their respects in modest ways. -#### Halfling Deities - -| Deity | Alignment | Province | Domains | Common Symbol -|:----|:--:|:-----|:----|:----| -| Arvoreen | LG | Vigilance, war | Heroism, Protection, War | Crossed short swords -| Brandobaris | N | Adventure, thievery | Fortune, Trickery | Halfling footprint -| Charmalaine | N | Keen senses, luck | Fortune, Trickery, Whimsy | Burning boot print -| Cyrrollalee | LG | Hearth, home | Celebration, Charm, Life | An open door -| Sheela Peryroyl | NG | Agriculture, nature, weather | Air, Nature, Tempest | A flower -| Urogalan | LN | Earth, death | Death, Earth, Life, Repose, Winter | Silhouette of a dog's head -| Yondalla | LG | Primary goddess of halflings | Fortune, Life, Protection | Cornucopia - -
+Halflings speak of Yondalla the way humans would describe a strong and protective parent. +They talk about Brandobaris as others might refer to a mischievous and dashing uncle. +They don’t beseech the gods for daily favors, and they have no sense of metaphysical distance or separation between them and their gods. +To halflings, their gods are part of the family. +And as family members do, the gods set an example that is reaffirmed through the stories of their heroic deeds, with each tale helping to teach important lessons to the next generation. -

Yondalla

+The Halfling Deities table lists the members of the halfling pantheon. For each god, the table notes alignment, province (the god’s main areas of interest and responsibility), suggested domains for clerics who serve the god, and a common symbol of the god. Each of the gods in the table is described below. -The story of Yondalla begins at the dawn of the world, when halflings were timid wanderers, scraping out a meager existence. The goddess Yondalla took note of them and decided to adopt the halflings as her people. - -She was a strong leader with a vision for her people, and she dedicated her life to gathering them together and protecting them. Over time, she elevated to godhood those halflings who were the most adept at the skills halflings needed to survive. Those legendary halflings comprise the rest of the pantheon. - -Yondalla created the first halfling villages and showed the people how to build, plant, and harvest. She knew that the bounty of a halfling village would be tempting plunder for any brigand or monster, so she used her powers to conceal their homes from easy discovery, blending them into the landscape so that most travelers would pass by without a second glance. +
-To the halflings, Yondalla is responsible for the spring in their step and the bubbly excitement they feel from knowing that luck is on their side. When a pumpkin grows to enormous size or a garden yields twice as many carrots as usual, credit goes to Yondalla. When a halfling trips, slides down a hillside, and lands on a nuggetof gold, that's Yondalla turning bad luck into good. +-
-

Arvoreen

+ ### Halfling Deities -From time to time, halflings must fight to defend their friends or their village. In those moments, the tales of Arvoreen come to the fore in every halfling's memory. + | Deity | Alignment | Province | Domains | Common Symbol | + | :-------------------------------------------- | :-------: | :--------------------------- | :--------------------------------- | :------------------------- | + | Arvoreen | LG | Vigilance, war | Heroism, Protection, War | Crossed short swords | + | Cyrrollalee | LG | Hearth, home | Celebration, Charm, Life | An open door | + | Yondalla | LG | Primary goddess of halflings | Fortune, Life, Protection | Cornucopia | + | Sheela Peryroyl | NG | Agriculture, nature, weather | Air, Nature, Tempest | A flower | + | Brandobaris | N | Adventure, thievery | Fortune, Trickery | Halfling footprint | + | Charmalaine | N | Keen senses, luck | Fortune, Trickery, Whimsy | Burning boot print | + | Urogalan | LN | Earth, death | Death, Earth, Life, Repose, Winter | Silhouette of a dog's head | -Every youth hears over and over again the stories of the hero's bravery and cunning, his clever tactics in battle, and his ability to use speed and smallness to defeat a much larger foe. The elders know that the world outside is dangerous and that their kin must understand how to deal with those dangers. Stories about Arvoreen are told in such a way that youngsters are inspired to act out his epic battles. In this way, the halflings get practical experience in executing measures that are designed to help the halflings defeat kobolds and goblin raiders, or even take down an ogre. When the time comes to put those tactics to use in earnest, everyone will be ready. +
-Cooperation is a fundamental principle in how halflings fend off their enemies. Every community practices its own version of Arvoreen's favored tactics: +-
Yondalla, Protector and Provider
+ + The story of Yondalla begins at the dawn of the world, when halflings were timid wanderers, scraping out a meager existence. + The goddess Yondalla took note of them and decided to adopt the halflings as her people. + She was a strong leader with a vision for her people, and she dedicated her life to gathering them together and protecting them. + Over time, she elevated to godhood those halflings who were the most adept at the skills halflings needed to survive. + Those legendary halflings comprise the rest of the pantheon. - **Scatterstrike**. The halflings run in every direction as if in a panic, but then they regroup and circle back to attack with a concentrated effort. + Yondalla created the first halfling villages and showed the people how to build, plant, and harvest. + She knew that the bounty of a halfling village would be tempting plunder for any brigand or monster, so she used her powers to conceal their homes from easy discovery, blending them into the landscape so that most travelers would pass by without a second glance. + To the halflings, Yondalla is responsible for the spring in their step and the bubbly excitement they feel from knowing that luck is on their side. + When a pumpkin grows to enormous size or a garden yields twice as many carrots as usual, credit goes to Yondalla. + When a halfling trips, slides down a hillside, and lands on a nugget of gold, that's Yondalla turning bad luck into good. - **Turtle Shell**. Halflings cluster together and cover each other with shields, washtubs, wheelbarrows, coffer lids, or anything else that can deflect a blow. +-
Arvoreen, The Wary Sword
+ From time to time, halflings must fight to defend their friends or their village. + In those moments, the tales of Arvoreen come to the fore in every halfling's memory. - **Troll Knocker**. A few halflings act as bait to lure a troll or other large creature into a clearing where the rest of the group can hurl stones at it from concealment to confuse the monster, persuading it to seek other prey. + Every youth hears over and over again the stories of the hero's bravery and cunning, his clever tactics in battle, and his ability to use speed and smallness to defeat a much larger foe. + The elders know that the world outside is dangerous and that their kin must understand how to deal with those dangers. + Stories about Arvoreen are told in such a way that youngsters are inspired to act out his epic battles. + In this way, the halflings get practical experience in executing measures that are designed to help the halflings defeat kobolds and goblin raiders, or even take down an ogre. + When the time comes to put those tactics to use in earnest, everyone will be ready. - **Swarming Stickwhackers**. Halflings rush an intruder in waves, swatting the enemy with sticks on all sides. + Cooperation is a fundamental principle in how halflings fend off their enemies. + Every community practices its own version of Arvoreen's favored tactics: - **Fiddle and Crack.** A halfling fiddler lures the monster into a trap, usually a net or a pit, followed by several burly halflings wielding large sticks and hitting the monster from a safe vantage. + **Scatterstrike**. + The halflings run in every direction as if in a panic, but then they regroup and circle back to attack with a concentrated effort. -

Sheela Peroryl

+ **Turtle Shell**. + Halflings cluster together and cover each other with shields, washtubs, wheelbarrows, coffer lids, or anything else that can deflect a blow. -Every halfling village sets aside a place for paying respects to Sheela Peryroyl. In a grove of trees, a raspberry patch, or a swath of wildflowers, villagers leave a small offering whenever they walk by, or tip their caps, or whisper a blessing in her honor. A village counts itself lucky if this place is cared for by a druid. Creatures that attack a village under the protection of the god's druids soon learn the error of their ways when all manner of plants lash out to grapple and sting the intruders, as though nature herself were aiding the halflings' cause. + **Troll Knocker**. + A few halflings act as bait to lure a troll or other large creature into a clearing where the rest of the group can hurl stones at it from concealment to confuse the monster, persuading it to seek other prey. -On nights when the moon is full, especially during the planting and harvesting seasons, the elders tell stories about Sheela Peryroyl. After becoming a hero through her glorious adventures, Sheela joined with the earth, fusing her spirit with the flowers, plants, and trees so she could better provide for her kin. A halfling who accidentally steps on a flower often says, "Begging your pardon, Sheela." Before halflings cut down a tree to use its wood for a new house, it is customary for them to stand before the tree with their caps doffed, humbly asking permission from Sheela to continue. + **Swarming Stickwhackers**. + Halflings rush an intruder in waves, swatting the enemy with sticks on all sides. -

Charmalaine

+ **Fiddle and Crack.** + A halfling fiddler lures the monster into a trap, usually a net or a pit, followed by several burly halflings wielding large sticks and hitting the monster from a safe vantage. -Charmalaine is an energetic and spontaneous deity, unafraid of danger, for she expects to be able to detect it as it approaches and evade it before it brings her harm. +-
Sheela Peryroyl, Green Sister
+ Every halfling village sets aside a place for paying respects to Sheela Peryroyl. + In a grove of trees, a raspberry patch, or a swath of wildflowers, villagers leave a small offering whenever they walk by, or tip their caps, or whisper a blessing in her honor. + A village counts itself lucky if this place is cared for by a druid. Creatures that attack a village under the protection of the god's druids soon learn the error of their ways when all manner of plants lash out to grapple and sting the intruders, as though nature herself were aiding the halflings' cause. -The stories of her accomplishments read like an adventurer's wildest dreams: she escaped from an army of sahuagin, solved the Chamber of a Thousand Traps, and took treasure from the lair of Tiamat. Halflings envision her as a young adult who moves so fast that her boots smoke and sometimes even catch fire. She carries a mace that has a head that shouts out warnings, and she is accompanied by her ferret friend, Xaphan. + On nights when the moon is full, especially during the planting and harvesting seasons, the elders tell stories about Sheela Peryroyl. + After becoming a hero through her glorious adventures, Sheela joined with the earth, fusing her spirit with the flowers, plants, and trees so she could better provide for her kin. + A halfling who accidentally steps on a flower often says, "Begging your pardon, Sheela." + Before halflings cut down a tree to use its wood for a new house, it is customary for them to stand before the tree with their caps doffed, humbly asking permission from Sheela to continue. -Halflings sometimes call Charmalaine the Lucky Ghost because she can send her spirit out of her body to scout ahead, and thus she is able to warn halfling adventurers of danger while in her incorporeal form. Halflings who favor Charmalaine are usually adventurers or those who pursue other risky professions such as hunting, beast training, scouting, and guarding public officials. +-
Charmalaine, The Lucky Ghost
+ Charmalaine is an energetic and spontaneous deity, unafraid of danger, for she expects to be able to detect it as it approaches and evade it before it brings her harm. -

Cyrrollalee

+ The stories of her accomplishments read like an adventurer's wildest dreams: she escaped from an army of sahuagin, solved the Chamber of a Thousand Traps, and took treasure from the lair of Tiamat. + Halflings envision her as a young adult who moves so fast that her boots smoke and sometimes even catch fire. + She carries a mace that has a head that shouts out warnings, and she is accompanied by her ferret friend, Xaphan. -Cyrrollalee embodies the spirit of friendship and hospitality that is part of every halfting's makeup and is represented by one's home and hearth. The home is a welcoming place, but it is also sacrosanct. Halflings honor Cyrrollalee by opening their homes to visitors, and by respecting the home of one's host as if it were one's own. + Halflings sometimes call Charmalaine the Lucky Ghost because she can send her spirit out of her body to scout ahead, and thus she is able to warn halfling adventurers of danger while in her incorporeal form. + Halflings who favor Charmalaine are usually adventurers or those who pursue other risky professions such as hunting, beast training, scouting, and guarding public officials. -Every halfling village tells its version of the legendary tale of Cyrrollalee and the troll pies. Long ago, a large human town near Cyrrollalee's village was regularly attacked by a vicious troll. Warriors from the town hacked at the troll, but even its most dire wounds would heal, and the troll would come back again. One day Cyrrollalee presented herself at the town gate in apron and peasant clothes, and she offered to rid the town of the troll. The proud human warriors all scoffed at her, but the desperate mayor asked Cyrrollalee for her help. +-
Cyrrollalee, The Hearthkeeper
+ Cyrrollalee embodies the spirit of friendship and hospitality that is part of every halfling's makeup and is represented by one's home and hearth. + The home is a welcoming place, but it is also sacrosanct. + Halflings honor Cyrrollalee by opening their homes to visitors, and by respecting the home of one's host as if it were one's own. -So Cyrrollalee set all the people in the town to baking pies, but not just any pies. They were special troll pies. Into each one she put a pinch of magic to make them irresistible to trolls. While the warriors of the town grumbled and sharpened their steel, Cyrrollalee created an atmosphere of fun, bringing cheer to the frightened people as they worked. + Every halfling village tells its version of the legendary tale of Cyrrollalee and the troll pies. + Long ago, a large human town near Cyrrollalee's village was regularly attacked by a vicious troll. + Warriors from the town hacked at the troll, but even its most dire wounds would heal, and the troll would come back again. + One day Cyrrollalee presented herself at the town gate in apron and peasant clothes, and she offered to rid the town of the troll. + The proud human warriors all scoffed at her, but the desperate mayor asked Cyrrollalee for her help. -When the day was done, she set off with a cart full of pies and laid them in a tasty trail far up into the mountains. When the troll came near the town and found the trail, it began to gobble up pie after pie, following the delightful smells up the mountain path until it walked right into the lair of a young red dragon. The greedy troll was swiftly incinerated. Cyrrollalee returned a hero, and from that day forward all the townsfolk remembered her with a word of thanks when baking pies. + So Cyrrollalee set all the people in the town to baking pies, but not just any pies. + They were special troll pies. Into each one she put a pinch of magic to make them irresistible to trolls. + While the warriors of the town grumbled and sharpened their steel, Cyrrollalee created an atmosphere of fun, bringing cheer to the frightened people as they worked. - + When the day was done, she set off with a cart full of pies and laid them in a tasty trail far up into the mountains. + When the troll came near the town and found the trail, it began to gobble up pie after pie, following the delightful smells up the mountain path until it walked right into the lair of a young red dragon. + The greedy troll was swiftly incinerated. + Cyrrollalee returned a hero, and from that day forward all the townsfolk remembered her with a word of thanks when baking pies. -

Brandobaris

+-
Brandobaris, The Master of Stealth
+ Dashing trickster, patron of thieves, and star of fantastical fables and wild stories of adventure - that's the legacy of Brandobaris, the Master of Stealth. + Stories of Brandobaris, full of artful trickery and narrow escapes, inspire many young halflings to play at roguish pursuits. -Dashing trickster, patron of thieves, and star of fantastical fables and wild stories of adventure -that's the legacy of Brandobaris, the Master of Stealth. Stories of Brandobaris, full of artful trickery and narrow escapes, inspire many young halflings to play at roguish pursuits. + In their imagination, a grain silo becomes a lofty wizard's tower to scale in search of treasures, or a rowboat becomes the setting for a swashbuckling adventure. + And for some -the youngsters who are said to "have a bit of Brandobaris in them" - that play-acting is the prelude to a life of living as Brandobaris does: always on the lookout for the next challenge. -In their imagination, a grain silo becomes a lofty wizard's tower to scale in search of treasures, or a rowboat becomes the setting for a swashbuckling adventure. And for some -the youngsters who are said to "have a bit of Brandobaris in them"- that play-acting is the prelude to a life of living as Brandobaris does: always on the lookout for the next challenge. + Brandobaris continues to wander in search of excitement, and now, as an ascended being, his travels span the planes of existence. + His curiosity takes him to all corners of the multiverse in search of magical curios, rare treasures, and mystical puzzles. + When Brandobaris moves stealthily, no mortal or god can hear his footfalls - an ability he uses not only for defense, but also to bestow unlooked-for treats upon those he favors. -Brandobaris continues to wander in search of excitement, and now, as an ascended being, his travels span the planes of existence. His curiosity takes him to all corners of the multiverse in search of magical curios, rare treasures, and mystical puzzles. When Brandobaris moves stealthily, no mortal or god can hear his footfalls -an ability he uses not only for defense, but also to bestow unlooked-for treats upon those he favors. + Although he never seems to rest in his travels, Brandobaris always has time to reward halflings who dare to take risks and explore the world to make their own mark on it. + He has been known to give a bit of aid to halflings in dire straits, turning them invisible for a time or intervening so that they can't be heard or tracked. -Although he never seems to rest in his travels, Brandobaris always has time to reward halflings who dare to take risks and explore the world to make their own mark on it. He has been known to give a bit of aid to halflings in dire straits, turning them invisible for a time or intervening so that they can't be heard or tracked. +-
Urogalan, He Who Must Be
-

Urolagan

+ In ancient times the halfling hero Urogalan left his village with his faithful hound to venture into the afterlife, and then, much to the villagers' amazement, he returned. + They could see that Urogalan had been deeply affected by his experiences, since he didn't speak for a long time. + He merely sat in a white robe with his hound by his side, watching the world go by. + When he did speak at last, he told of a place he called the Green Fields, where the halflings' god-heroes live alongside mortals who have passed on, enjoying lush farmland, bright sunshine, and all the comforts of home. -In ancient times the halfling hero Urogalan left his village with his faithful hound to venture into the afterlife, and then, much to the villagers' amazement, he returned. They could see that Urogalan had been deeply affected by his experiences, since he didn't speak for a long time. He merely sat in a white robe with his hound by his side, watching the world go by. When he did speak at last, he told of a place he called the Green Fields, where the halflings' god-heroes live alongside mortals who have passed on, enjoying lush farmland, bright sunshine, and all the comforts of home. + Urogalan declared that all who have gone before still watch over their loved ones from this place of eternal peace, sending messages to the material world. + In acknowledgment of this assertion, halflings look for signs from their departed loved ones. + One might be thinking about catching butterflies with his grandmother long ago, when suddenly a butterfly lands on his hand - clear evidence that, as Urogalan promised, she is still looking out for her grandson from beyond the veil of death. -Urogalan declared that all who have gone before still watch over their loved ones from this place of eternal peace, sending messages to the material world. In acknowledgment of this assertion, halflings look for signs from their departed loved ones. One might be thinking about catching butterflies with his grandmother long ago, when suddenly a butterfly lands on his hand -clear evidence that, as Urogalan promised, she is still looking out for her grandson from beyond the veil of death. + As a divine being, Urogalan can move freely through the earth and across the planes of existence. + He holds aloft a magic lantern that protects him on his journeys. + With his black hound leading the way, Urogalan scours the multiverse and shepherds deceased halflings to their eternal home in the Green Fields. -As a divine being, Urogalan can move freely through the earth and across the planes of existence. He holds aloft a magic lantern that protects him on his journeys. With his black hound leading the way, Urogalan scours the multiverse and shepherds deceased halflings to their eternal home in the Green Fields. + Unlike other halfling deities, Urogalan is surrounded by a cloud of melancholy. + He is gaunt, with his dusky skin covered by white robes. + Priests who venerate Urogalan emulate this practice of dress and demeanor. -Unlike other halfting deities, Urogalan is surrounded by a cloud of melancholy. He is gaunt, with his dusky skin covered by white robes. Priests who venerate Urogalan emulate this practice of dress and demeanor. +
## The Halfling Adventurer Everything about halflings, from their small stature to their easy demeanor, makes them unlikely candidates for taking up a life of adventure away from home. Yet every generation produces a handful of exceptional individuals who defy conventional wisdom and seek their fortunes in the wider world. @@ -495,4 +548,3 @@ A halfling's potential for adventuring usually manifests early in life. When a c The term refers to the persistent urge to wander beyond the boundaries of the community, an activity that is in the purview of Brandobaris, who is said to have "the fanciest feet of all." Each village has its own way of coping with this phenomenon. Some elders -especially those who once had fancy feet themselves- just shrug, smile, and say it is the way of things. Nevertheless, well-meaning villagers might try to dissuade a youngster from leaving the community. Other villages are much more supportive of one of their members who demonstrates the urge to adventure, likely because some of their elders have gone into the world and returned to tell about it. In one of these places, a youngster about to set out is celebrated with a rousing party that goes far into the night, during which the adventurer-to-be is regaled by tales of other "fancy-footed" heroes of halfling history. - diff --git a/docs/_RulesCharacter/skills.md b/docs/_RulesCharacter/skills.md index ba677345..99da5040 100644 --- a/docs/_RulesCharacter/skills.md +++ b/docs/_RulesCharacter/skills.md @@ -2151,7 +2151,7 @@ The skill to find safe naturally occurring ingredients that you can prepare in a This skill is used to search for herbs in the wild, to identify herbs, safely collect them and to create herbal infusions. This is normally a Wisdom ability check. ##### Foraging for Herbs -How to forage for herbs is described in its own section. +How to forage for herbs is described in its own section. ##### Crafting Herbal Items To craft a herbal item you need a herbalism kit and raw materials, either harvested by yourself or bought at half the value of the created item. When attempting to make an item, spend the raw materials and a long rest, then make an Wisdom (Herbalism) check and see the first applicable result below. diff --git a/docs/_WorldFaith/a_pantheons.md b/docs/_WorldFaith/a_pantheons.md new file mode 100644 index 00000000..a1b67f94 --- /dev/null +++ b/docs/_WorldFaith/a_pantheons.md @@ -0,0 +1,518 @@ +--- +title: Pantheons +layout: default +--- + +
+ +##### Pantheons + +Golarion Deities
+Folk-specific deities
+Celtic Deities
+Egyptian Deities
+Norse Deities
+ +
+ +# Pantheons + +Pantheons are groups of related gods worshiped either individually or collectively, and are often associated with a specific ancestry or geopolitical region. + +Followers commonly direct prayers to whichever god presides over their current activity or circumstance, though some may dedicate their life in servitude to a single god or subset thereof. Devout followers may find themselves rewarded with various boons, notably Divine magic. + +

Golarion Deities

+ +Golarion draws the interest and intervention of many deities, including some ascended from its ranks of mortal beings through supernatural forces. +Deities are often grouped by their followers' region or ancestry, though their power is rarely limited to such demographics. + +### Major Deities + +
+ +-
+ + | Deity | Alignment | Portfolio | Domains | + | :------------------------------------------ | :-------: | :------------------------------------------ | :---------------------------------------------------- | + | Erastil | LG | God of farming, hunting, trade, family | Agriculture, Forge, Hunting, Life, Nature, Protection | + | Iomedae | LG | Goddess of valor, rulership, justice, honor | Life, Order, War | + | Torag | LG | God of the forge, protection, strategy | Forge, Order, Protection, Strength, War | + | Sarenrae | NG | Goddess of the sun, redemption | Life, Light, Repose | + | Shelyn | NG | Goddess of beauty, art, love, music | Celebration, Charm, Forge, Life | + | Desna | CG | Goddess of dreams, stars, travelers, luck | Fate, Life, Luck, Ocean | + | Cayden Cailean | CG | God of freedom, wine, bravery | Celebration, Chaos, Charm, Trickery | + | Abadar | LN | God of cities, wealth, merchants, law | Balance, Life, Order | + | Irori | LN | God of history, knowledge, self-perfection | Knowledge, Life, Order, Strength | + | Gozreh | N | God of nature, weather, the sea | Nature, Ocean, Survival, Tempest, Winter | + | Pharasma | N | Goddess of fate, death, prophecy, birth | Balance, Death, Fate, Life, Repose | + | Nethys | N | God of magic | Arcana, Knowledge | + | Gorum | CN | God of strength, battle, weapons | Forge, Life, Strength, War | + | Calistria | CN | Goddess of trickery, lust, revenge | Celebration, Charm, Trickery, Vengeance | + | Asmodeus | LE | God of tyranny, slavery, pride, contracts | Balance, Fate, Order, Strength, War | + | Zon-Kuthon | LE | God of envy, pain, darkness, loss | Death, Order | + | Urgathoa | NE | Goddess of gluttony, disease, undeath | Death, War | + | Norgorber | NE | God of greed, secrets, poison, murder | Death, Hunting, Knowledge, Trickery | + | Lamashtu | CE | Goddess of madness, monsters, nightmares | Chaos, Death, Hunting, Survival, Trickery | + | Rovagug | CE | God of wrath, disaster, destruction | Death, Desert, Strength, Tempest, War | + +
+ + #### Deity descriptions + +-
Erastil, Old Deadeye
+ + Unlike many other good deities, Erastil does not send his followers out into the world to fight and crush evil. + Eschewing crusades and other ventures that take his followers away from their homes, Erastil watches over those who devote their lives to family and community. + He is primarily an agricultural deity, specifically focusing on those aspects of nature that either can be tamed or are of use to his followers. + His domain encompasses the plants and animals that farmers, hunters, and ranchers deal with in their everyday lives. + While he is a protective deity, Erastil steps in only when quiet, pastoral lives are threatened. + He desires his followers to live their lives in peace, with no risk of being conscripted into armies, devoured by monsters, or destroyed by magic. + +-
Iomedae, The Inheritor
+ + Iomedae, the youngest among the prominent deities of Golarion, had already proven herself worthy of divinity before her ascension. + She was born a mortal, becoming a knight of legend through her victories over evil against overwhelming odds. + Iomedae ascended to divinity through the Test of the Starstone, taking her place as Aroden's divine herald. + When Aroden himself died, Iomedae inherited most of his worshipers and became a major deity of honor and justice. + She stands for justice, courage, honor, truth, and the defense of the innocent, urging her followers to confront tyranny and evil with both strength and compassion. + +-
Torag, Father of Creation
+ + Torag is a stoic and serious god who values honor, planning, and well-made steel. + He teaches that a worthy life is built through patience, honest work, loyalty, and determination. + Torag values builders, guardians, artisans, and anyone who takes pride in creating something lasting, whether that means forging a weapon, raising a family, strengthening a community, or simply standing firm when others need support. + +-
Sarenrae, The Dawnflower
+ + Known to her faithful as the Dawnflower, Sarenrae is one of the most popular deities on Golarion by virtue of her association with the life-giving sun and her perpetual offer to help anyone be their best, even when they have made mistakes. + Most people thank her for her kind work to channel the sun’s power for everyone’s safety and livelihood, and thank her clergy for granting her healing power to all who need it. + Mortals look to the Dawnflower as an example of boundless love, exquisite kindness, and true patience. + They pray to her to heal the sick, lift up the downtrodden, and illuminate darkness of circumstance as well as darkness of spirit. + Her followers aspire to emulate her through generosity, nurturing, truthfulness, and selfless courage. + They oppose evil everywhere with words first, and when necessary, with scimitar and flame. + +-
Shelyn, The Eternal Rose
+ + Shelyn watches over existence with a kind and loving eye, encouraging mortals to make the best of their lives by spreading love, art, and beauty as best they can. + Even the crudest artistic awakenings are worthy of praise in the goddess’s eyes, as they represent an individual’s expression of life’s trials and triumphs. + She believes every creature is worthy of love and capable of creating art in their own way. + Shelyn followers do not require chastity, fidelity, or a particular relationship structure, as the passion of early romance is a facet of love just as important and valid as the comfortable trust between a long-married couple. + However, she does make the distinction between courtship and pure carnal desire, and she prefers that trysts blossom into more meaningful relationships along the way. + +-
Desna, The Song of the Spheres
+ + The night didn’t know beauty until Desna came into existence. + While the other gods toiled away to create the world, she set her sights on the heavens, placing each star in the sky. + After surveying her artistry, she hung the brightest star high in the north and made it her home. + Her first gift to mortals was this beacon of hope, a twinkling sign in the dark sky that they could turn to when lost or unsure of themselves. + Desna provides safe passage through the darkness to all, should they choose to follow. + +-
Cayden Cailean, The Accidental God
+ + Once a mortal human, Cayden was a sellsword of no small fame, known for his boisterous manner, skill with a blade, and fearless resolve. + During a particularly rowdy night of drinking, a series of escalating dares led the wandering mercenary to attempt the Test of the Starstone. + He emerged from the Starstone Cathedral three days later, laughing, a fully realized god. + Divine responsibility did little to change his attitude from what it was in his mortal life. + He continues to crave adventure, drink, and pleasurable company while abhorring bullies, tyrants, and cowards. + +-
Abadar, Master of the First Vault
+ + Abadar is worshiped as the god of cities, law, merchants, and wealth. + Abadar’s cathedral-banks are found in many cities and places where order thrives or is gaining a foothold. + Aristocrats, city guards, merchants, and those working in legal practice or who have the well-being of their community on their mind are common worshipers of the god of cities. + Abadaran priests living in cities often serve as judges, lawyers, and clerks, while those who live on the frontier work as roving magistrates, acting as judge, jury, and executioners in the name of order. + +-
Irori, Master of Masters
+ + Irori exemplifies the concepts of self-perfection. + His dogma states that he was a mortal who gained godhood through achieving a physical and mental state that surpassed mortal limitations. + His followers seek to emulate their god’s divine state by perfecting themselves using the words of the Unbinding of Fetters, Irori’s sacred text. + The illuminated pages of the tome detail numerous physical, spiritual, and mental exercises, as well as methods of learning and remembering. + +-
Gozreh, The Wind and the Waves
+ + A timeless entity birthed from the first wind to stir the vast oceans, Gozreh wanders the world in the air and the seas. + Sailors drop boxes of cargo as offerings to avoid a fatal storm, hoping to please the Wind and the Waves, even though they know that such pleas are far more likely to go unnoticed as they are to draw their deity’s attention. + The deity’s temperament is fickle and their fury swift, hurling bolts of lightning and dragging to the crushing depths those who dare befoul the natural world. + Gozreh is the sea that encapsulates the land and the wind that moves its surface, the birds that traverse the sky and the clouds that shield them. + +-
Pharasma, The Lady of Graves
+ + No record of history, and not even other gods, can recall a time before Pharasma. + Her throne lies within a vast, gothic cathedral located on the infinite Spire at the center of the planes. + From here, she looks both forward and backward in time, observing the births, lives, and deaths of every soul, as she serves as the final arbiter of a soul’s destination after death. + Psychopomp servants of Pharasma guide and safeguard newly dead souls along the River of Souls to her realm, where she judges each soul and ensures it is sent to the proper plane for its afterlife, according to its alignment and mortal deeds. + Although she can see all possible fates and knows the fate of each individual, free will and choice can alter a soul’s final destination, and she places great weight on the individual’s actions and personal choices. + Therefore, Pharasma withholds her final judgment until a soul stands before her. + Her prophecies are cryptic, and their full meanings are rarely revealed until the foretold events occur. + +-
Nethys, The All-Seeing Eye
+ + Nethys was revered as a god-king in ancient Osirion. + Having sought to unlock all of the secrets and potential held within the planes and beyond, Nethys shattered his own mind from the sheer overload of knowledge to which he was exposed. + Witnessing all of creation, the secrets of the universe, and the vast expanse of what has been seen and will be seen rent his mind in the same moment he elevated to the status of a god. + Nethys gained unlimited power and the skill to utilize it, but at the cost of his core self and mental security. + This resulted in a split soul, two sides warring within the same body. + One seeks to destroy the world, to purge it through fire and ruin, and to conquer all that exists. + The other attempts to protect the world, to elevate and educate, and to release it from its limits. + +-
Gorum, Our Lord In Iron
+ + The clash of steel, the cry of victory, the gasping denial of death: these are the sound of prayers to Our Lord in Iron, for to follow Gorum is to fight. + Gorum does not care the reason for battle — a village’s desperate stand against raiders is no less worthwhile to him than a crusader army marching against demons in the Sarkoris Scar — nor does he choose sides in such clashes. + Good or evil, law or chaos, the reason for the fight is irrelevant. + It is the thrill of battle that finds his favor, the crucible of struggle in which victory is there for the taking. + +-
Calistria, The Savored Sting
+ + As symbolized by the three daggers of her religious symbol, Calistria has three aspects: lust, revenge, and trickery. + Silver-tongued and charming, she is a master of weaving insults into compliments and laying intricate groundwork for retribution at its finest. + She is a goddess of vengeance, but it would be a mistake to assume that means she pursues justice. + Calistria is fickle, shifting her loyalties and interests as her whims take her — though she never forgets a slight, and any who think she has forgiven will surely find it is only a matter of time before they are targeted by a long-term plot of revenge to lay them thoroughly low. + +-
Asmodeus, The Prince of Darkness
+ + Asmodeus is the First, the Dark Prince, the lord of darkness and law, and the ruler of the plane of Hell. + If Asmodeus’s own scriptures are to believed — and they are corroborated by certain other accounts, like the angel-penned Book of the Damned — he is one of the oldest beings of the multiverse. + These texts claim that in time before time, in a world not yet created, Asmodeus and his brother Ihys were among the first gods in existence. + During these unnamed ages, the two gods quarreled over the fate of the souls of their creations, and Asmodeus slew his brother. + Confident that Ihys’s act of granting mortals free will was folly, Asmodeus made his own convictions known: that existence is best served by absolute order and discipline. + These claims contradict other popular creation myths, and both theologians and immortal agents of the gods doubt Asmodeus’s claims to varying degrees, but while there is no evidence to prove them, they are also difficult to refute. + +-
Zon-Kuthon, The Midnight Lord
+ + The Midnight Lord embodies and glorifies pain, shadows, and mutilation, and he is one of the most twisted and malevolent gods on the face of Golarion. + Once known as Dou-Bral, a deity of art, beauty and love, a divine argument between him and his sister Shelyn resulted in the god departing for parts unknown. + Zon-Kuthon traveled beyond the edges of the multiverse and stared into the face of the incomprehensible things that dwell there. + No one knows what he found in that place, but he returned — changed, but claiming to be strengthened by what he had endured. + +-
Urgathoa, The Pallid Princess
+ + The chosen of Urgathoa do not dread the flaws of mortal flesh, such as aging, disease, or even death, for so long as they indulge in excess above all else, their goddess offers eternal freedom from such fickle constraints. + Urgathoa herself was once a mortal woman who challenged and rejected the tenets of deities whose followers expected mindless conformity, temperance, and restraint. + Why would the gods craft Golarion into a near-endless buffet abundant with pleasures of the body and mind if the living weren’t destined to feast from it? + Urgathoa so loved satiating her life’s appetites that in death, she spat in the face of Pharasma’s judgment, murdered the psychopomp assigned to aid her transition to the afterlife, and tore herself from the Boneyard with a feat of will that not only returned her to the Material Plane but also transformed her into the first divine undead creature. + +-
Norgorber, King of Thieves
+ + Norgorber is the most mysterious of the mortals who assumed godhood after passing the Test of the Starstone. + Unlike Iomedae’s and Cayden Cailean’s mortal existences, Norgorber’s life before his ascension is a mystery; the god himself has shrouded details of his mortal life in secrecy. + This is no surprise to those familiar with Norgorber — he is the master of all secrets, a calculating manipulator who cleverly and ruthlessly wields the power of hidden knowledge to achieve his own ends. + Only his most trusted worshipers know enough about his goals to assist in the god’s plans, and even those worshipers often have their memories modified after their parts in Norgorber’s schemes are complete. + +-
Lamashtu, Mother of Monsters
+ + Once a mighty demon lord, Lamashtu stole the godly domain of beasts from a now long-forgotten god, starting her ancient vendetta with that god's protĂ©gĂ©e, Desna. + Lamashtu revels in corruption of the pure. + The physical changes and nightmares left by her interventions are treated as gifts by her followers and unwelcome terrors by the outside world. + There are some that find respite or even a family among Lamashtu’s followers due to the faith’s greater acceptance of differences. + +-
Rovagug, The Rough Beast
+ + Rovagug has no single holy scripture. + He has little use for one, for his sole commandment is to destroy, and his followers need no instruction in how to accomplish that. + The figurative and literal monsters who worship Rovagug share their myths and legends in secret shrines and hidden caves, calling him the Rough Beast, the Imprisoned King, the Tide of Fangs, the Unmaker, and the Worldbreaker. + They tell each other that each life they snuff out, each piece of art they destroy, each work of labor they bring tumbling down puts a crack in the prison that holds their god. + Each of their little efforts of destruction adds up and will one day free him, setting him loose to bring about the end of all things. + +
+ +### Minor Deities + +Myriad other deities have followings on Golarion, of which a small section includes: + +
+ +-
+ + | Deity | Alignment | Portfolio | Domains | + | :--------------------------------- | :-------: | :---------------------------------------------- | :------------------------------------------ | + | Kurgess | NG | God of competition, sport, physical development | Agriculture, Protection, Strength | + | Milani | CG | God of devotion, hope, uprisings | Life, Protection, Vengeance | + | Alseta | LN | God of doors, portal, thresholds | Arcana, Knowledge, Order | + | Aroden | LN | God of culture, destiny, humanity | _None_ 1 | + | Brigh | N | God of clockwork, invention, time | Forge, Knowledge | + | Sivanah | N | God of illusions, mysteries, reflections | Arcana, Chaos, Trickery | + | Besmara | CN | God of piracy, sea monsters, strife | Fortune, Ocean, Survival, Tempest, Trickery | + | Groetus | CN | God of apocalypse, oblivion, ruins | Balance, Death, Fate | + | Hanspur | CN | God of river travel, rivers, smuggling | Fortune, Nature, Survival, Trickery | + | Nocticula | CN | God of artists, exiles, midnight | Chaos, Charm, Trickery | + | Achaekek | LE | God of assassins, divine punishment | Death, Hunting, Order, Vengeance | + | Zyphus | NE | God of accidental death, graveyards, tragedy | Death, Fate, War | + | Ghlaunder | CE | God of infection, parasites, stagnation | Chaos, Death, Nature | + +

1 Aroden is considered a dead god, and does not grant divine magic.

+
+ +-
Kurgess, The Strong Man
+ + Once a mortal farm boy, Kurgess’s selfless sacrifice on the field of competition heralded his rise to godhood. Known as the Strong Man, Kurgess stands as both a champion and a shining example to those who seek athletic achievement and to give their all in competition, regardless of whether they are victorious or not. + Whether they’re priests or lay believers, Kurgessans believe strength of body and strength of character are the twin pillars that flank the gates of enlightenment, and most train tirelessly to achieve these ideals. + worshipers of Kurgess revel in their strength, eager to show off; this is motivated less by pride, however, than by a desire to inspire others to strive for their own potential. + +-
Milani, The Everbloom
+ + Milani is the patron mother of those who war against oppression. + Once a saint of Aroden’s faith, she rewards those willing to sacrifice their lives and use whatever tools are available to fight for those who cannot defend themselves, especially people who have been captured or enslaved. + Throughout Golarion, Milani is known as the Everbloom, as the symbol of her church is a beautiful rose growing from blood-soaked soil. + Milani’s church is organized into independent, clandestine cells of freedom fighters, rather than into traditional structures. + As a subtle tell to other Milanites of the structure’s true intent, these buildings usually feature a small rose garden or other rose iconography. + +-
Alseta, The Welcomer
+ + Alseta is the goddess of doorways, portals, thresholds, and the transition from year to year. + Also known as the Welcomer, she maintains favorable relations with most civilized deities, watching over their domains in times of their absence or playing hostess for gatherings of gods. + She is informally the goddess of teleportation, which comes with her dominion over doorways, though this additional aspect of her portfolio is unofficial. + She finds the majority of her following in Taldor. + +-
Aroden, The Last Azlanti
+ + Aroden was an immortal Azlanti human who raised the Starstone from the bottom of the Inner Sea in 1 AR, founded the city of Absalom, and became the patron deity of humanity. He was once prophesied to lead humanity into an age of glory, but on the day of his supposed return, the god fell silent, leaving clerics of Aroden unable to reach their god, and catapulting Golarion into an uncertain future. + The gods might know his true fate, particularly Pharasma, but if they do, they have not revealed it to mortals. + +-
Brigh, The Whisper In Bronze
+ + Brigh is the goddess of invention and seems to particularly favor creations that take on a life of their own, like clockworks or constructs. + Her exact origins are unknown. Some believe she was a construct who achieved consciousness and a spark of divinity, while others think she was a human alchemist and inventor who discovered ways to fuse mechanical components with her own physiology. + Regardless of her origins, Brigh is a patient and thoughtful god who promotes unending curiosity and constant intellectual advancement. + Creative minds who engage in the sort of invention that Brigh most favors are often not prone to worship, instead devoting themselves to invention instead. + As a result, her following is not very large. + +-
Sivanah, The Seventh Veil
+ + The Seventh Veil is widely regarded as the goddess of illusion magic, often portrayed as a figure disguised by seven veils. + Legends state that each face underneath the first six of her seven veils is of a different ancestry — human, elf, halfling, gnome, anadi, and naga — but the seventh face is never shown, believed to mask the goddess’s true form. + The goddess’s true nature and form continue to be topics of debate. + Even her female visage, while agreed upon by her followers, could likewise be an illusion. + Her goals are hidden from even her most faithful, which some believe has hampered the faith’s growth and influence beyond the level of a cult. + +-
Besmara, The Pirate Queen
+ + Besmara, the Pirate Queen, cuts a brash and bold figure, as she is often depicted wearing buccaneer apparel consisting of loose-fitting, eye-catching clothing and black boots, and her hair is wind-tossed on even the calmest day. + She sails her divine ship Seawraith across the planes, staging raids on Hell, Heaven, and all places in between. + She and her followers adhere to a simple code of greed: take what you desire, no matter who it might belong to. + Despite this, Besmara and her worshipers are generally loyal to one another, knowing that while on the waves raiding ships for treasure, a pirate crew can survive only if its members trust one another. + +-
Groetus, God of the End Times
+ + Ancient beyond mortal reckoning, Groetus is an entity who cannot be easily understood. He hangs in the sky above the Boneyard, a skull-faced moon constantly observing the passage of the souls below. + Legends say that when Pharasma judges the last living soul, Groetus will finally descend to meet her and then fade from existence as the Universe comes to an end. + The god has little preference on when this will happen and makes no efforts to either hasten or delay this final reckoning. + While it may seem strange that a deity who seems to actively disregard his worshipers continues to attract faithful followers, Groetus is sought out with morbid fascination by those who desire knowledge of the future. + +-
Hanspur, The Water Rat
+ + People often jump to the conclusion that Hanspur is a small god that cares only about the Sellen River, its tributaries in the River Kingdoms, and those who ply those waterways. + But this demigod believes that all people should be able to flow like rivers and not be dammed by laws or other imposed restrictions. + Freedom is of paramount import to Hanspur, who exhorts his followers to let no one stand in the way of achieving their goals. + This outlook makes the Water Rat a popular deity among smugglers, especially those who use rivers. + +-
Nocticula, The Redeemer Queen
+ + For most of her existence, Nocticula was a patron of assassins and succubi, a demon lord feared by other demon lords for her skill at assassinating the competition. + Those days are behind Nocticula, for she has risen to the role of the Redeemer Queen, a patron of marginalized artists and protector of those cast out from society. + She is now feared among her former peers for her persuasive words that tempt them away from their place in the Outer Rifts and toward redemption. + +-
Achaekek, He Who Walks In Blood
+ + While Achaekek’s divine genesis is heavily debated among scholars, it is believed that he was created — either by the power of a singular deity or a group of them — to eradicate those who would steal a god’s divinity, and he has since become the enforcer of divine punishment. + Known as He Who Walks in Blood, he slumbers in the blood of heretics and worshipers alike in an immense cleft carved into the base of the Boneyard’s spire, a realm known as the Blood Vale. + He keeps no formal relationships with any other deities. + In response, even though some gods disapprove of Achaekek’s methods, few openly defy him. + +-
Zyphus, The Grim Harvestman
+ + Legends say Zyphus rose from the soul of the first mortal to die from an accidental and meaningless death. + These legends hold that when this soul appeared in Pharasma’s Boneyard, he cursed the goddess and refused to accept her judgment, and instead escaped to become a god himself. + Some believe a darker truth: that Zyphus is the accident that killed this soul and all other mortals thereafter who befall fatal misfortune, that those who cannot accept their unfortunate demises turn their backs on life and are consumed by Zyphus, their souls forever gone from the cycle of life and death. + +-
Ghlaunder, The Gossamer King
+ + Ghlaunder is the god of pestilence, infection, and insects. + His form resembles that of a giant mosquito, warped and distended by the parasites he hosts. + He leaves malaise in his wake, laying waste to everything he can. + Ghlaunder revels in suffering, especially that caused by sickness: the last gasp of air into fluid-filled lungs, the terrorizing dreams that come only from the hottest of fevers. + It is said that the Gossamer King was once swaddled in a cocoon, but was released by the curious Desna into the world with a cleave of her starknife. + Since then, the goddess has pursued him in a macabre dance, hoping to kill him as they flit between planes. + +
+ +

Folk-specific deities

+ +It's common for folk to have their own pantheon of deities. +These deities can be distinct gods, alternate guises of other deities, demigods or simply powerful beings. + +### Dwarven deities + +For the Dwarven pantheon, refer to their folk page. + +### Elven deities + +For the Elven pantheon, refer to their folk page. + +### Gnomish deities + +For the Gnomish pantheon, refer to their folk page. + +### Halfling deities + +For the Halfling pantheon, refer to their folk page. + +### Kunek deities + +For the Kunek pantheon, refer to their folk page. + +### Dragon Deities + +Once vast and commonly worshiped by dragons, the draconic pantheon lost most of its following after a series of intense holy wars. +Draconic philosophers came to the conclusion that the fighting was wasteful and that gods who allowed such behavior were not worthy of worship. +As a result of draconic apathy towards their gods, several members of the pantheon simply died or vanished from the multiverse due to the lack of worship. +Only the followers of Bahamut and Tiamat didn't lose their faith toward their gods, and continue fighting to this day. + +
+ +-
+ + #### Dragon Deities + + | Deity | Alignment | Portfolio | Domains | + | :------ | :-------: | :------------------------------------------------ | :----------------------- | + | Bahamut | LG | God of good, justice and metallic dragons | Arcana, Life, Order, War | + | Tiamat | CE | Godess of evil, destruction and chromatic dragons | Death, Trickery | + +
+ +
+ +### Miscellaneous Deities + +What remains are deities that are notable, but difficult to catalogue due to their localized following. + +
+ +-
+ + #### Miscellaneous Deities + + | Deity | Alignment | Portfolio | Domains | + | :------------------ | :-------: | :----------------------------------- | :-------------------------------------------- | + | Eadro | N | Merfolk god of the sea | Nature, Ocean, Tempest | + | Semuanya | N | Lizardfolk deity of survival | Hunting, Life, Protection, Strength, Survival | + | Skoraeus Stonebones | N | Stone giant god of knowledge and art | Fate, Forge, Knowledge | + +
+ +
+ +

Celtic Deities

+It's said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak - and it is in this space that the Celtic gods dwell. + +They sprang from the brook and stream, their might heightened by the strength of the oak and the beauty of the woodlands and open moor. +When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods forced themselves into being. + +The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere. + +
+ +-
+ + | Deity | Alignment | Portfolio | Domains | + | :--------------- | :-------: | :------------------------------- | :--------------------------------------------- | + | The Daghdha | CG | God of weather and crops | Agriculture, Nature, Tempest, Trickery, Winter | + | Arawn | NE | God of life and death | Death, Fate, Life, Repose | + | Belenus | NG | God of sun, light and warmth | Desert, Light | + | Brigantia | NG | Goddess of rivers and livestock | Agriculture, Life, Ocean | + | Diancecht | LG | God of medicine and healing | Life, Nature | + | Dunatis | N | God of mountains and peaks | Nature, Survival | + | Goibhniu | NG | God of smiths and healing | Forge, Knowledge, Life | + | Lugh | CN | God of arts, travel and commerce | Celebration, Forge, Knowledge, Life | + | Manannan mac Lir | LN | God of oceans and sea creatures | Nature, Ocean, Tempest | + | Math Mathonwy | NE | God of magic | Arcana, Fate, Knowledge | + | Morrigan | CE | Goddess of battle | Strength, War | + | Nuada | N | God of war and warriors | Forge, Strength, War | + | Oghma | NG | God of speech and writing | Arcana, Knowledge | + | Silvanus | N | God of nature and forests | Nature, Survival | + +
+ +
+ +

Egyptian Deities

+ +These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Ma'at - the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe. + +The Egyptian pantheon is unusual in having three gods with the Death domain of different alignments. +Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. +Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. +Nephthys is a chaotic good goddess of mourning. +Thus, although most clerics of the Death domain are villainous characters, clerics who serve Anubis or Nephthys need not be. + +
+ +-
+ + | Deity | Alignment | Portfolio | Domains | + | :---------- | :-------: | :------------------------------------ | :------------------------------------------ | + | Re-Horakhty | LG | God of the sun, ruler of the gods | Balance, Desert, Life, Light, Order | + | Anubis | LN | God of judgment and death | Balance, Death, Order, Repose, Time | + | Apep | NE | God of evil, fire and serpents | Desert, Trickery | + | Bast | CG | Goddess of cats and vengeance | Hunting, Vengeance, War | + | Bes | CN | God of luck and music | Celebration, Luck, Trickery | + | Hathor | NG | Goddess of love, music and motherhood | Celebration, Charm, Life, Light, Protection | + | Imhotep | NG | God of crafts and medicine | Forge, Knowledge | + | Isis | NG | Goddess of fertility and magic | Arcana, Knowledge, Life | + | Nephthys | CG | Goddess of death and grief | Death, Repose | + | Osiris | LG | God of nature and the underworld | Hunting, Life, Nature, Repose, Survival | + | Ptah | LN | God of crafts, knowledge and secrets | Arcana, Fate, Forge, Knowledge | + | Set | CE | God of darkness and desert storms | Death, Desert, Tempest, Trickery | + | Sobek | LE | God of water and crocodiles | Nature, Ocean, Survival, Tempest | + | Thoth | N | God of knowledge and wisdom | Arcana, Knowledge | + +
+ +
+ +

Norse Deities

+ +Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring - this is the land of the Vikings, the home of the Norse pantheon. +It's a brutal clime, and one that calls for brutal living. +The warriors of the land have had to adapt to the harsh conditions in order to survive, but they haven't been too twisted by the needs of their environment. +Given the necessity of raiding for food and wealth, it's surprising the mortals turned out as well as they did. + +Their powers reflect the need these warriors had for strong leadership and decisive action. +Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse. + +The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). +Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym). +Like the gods of Greyhawk, gods in different families sometimes have overlap in their spheres of influence: Frey (of the Vanir) and Odur (of the Aesir) are both associated with the sun, for example. + +
+ +-
+ + | Deity | Alignment | Portfolio | Domains | + | :------- | :-------: | :------------------------------ | :------------------------------------------------ | + | Odin | NG | God of knowledge and war | Fate, Knowledge, Order, Strength, War | + | Aegir | NE | God of the sea and storms | Ocean, Tempest, Winter | + | Balder | NG | God of beauty and poetry | Charm, Life, Light | + | Forseti | N | God of justice and law | Balance, Light | + | Frey | NG | God of fertility and the sun | Agriculture, Life, Light | + | Freya | NG | Goddess of fertility and love | Charm, Life | + | Frigga | N | Goddess of birth and fertility | Agriculture, Celebration, Life, Light, Protection | + | Heimdall | LG | God of watchfulness and loyalty | Light, Order, War | + | Hel | NE | Goddess of the underworld | Death, Repose | + | Hermod | CN | God of luck | Chaos, Fate, Luck, Trickery | + | Loki | CE | God of thieves and trickery | Chaos, Trickery | + | Njord | NG | God of sea and wind | Nature, Ocean, Tempest | + | Odur | CG | God of light and the sun | Desert, Light | + | Sif | CG | Goddess of war | Forge, Strength, War | + | Skadi | N | God of earth and mountains | Forge, Nature, Survival | + | Surtur | LE | God of fire giants and war | Forge, Order, Strength, War | + | Thor | CG | God of storms and thunder | Strength, Survival, Tempest, War | + | Thrym | CE | God of frost giants and cold | Survival, War, Winter | + | Tyr | LN | God of courage and strategy | Knowledge, War | + | Uller | CN | God of hunting and winter | Hunting, Nature, Survival, Winter | + +
+ +
diff --git a/docs/_Resources/faithless.md b/docs/_WorldFaith/faithless.md similarity index 99% rename from docs/_Resources/faithless.md rename to docs/_WorldFaith/faithless.md index 45cab65b..8f9bfe4a 100644 --- a/docs/_Resources/faithless.md +++ b/docs/_WorldFaith/faithless.md @@ -7,7 +7,6 @@ layout: default In a heroic world where angels, demons, and the walking dead mingle in the affairs of mortals, where the awesome power of prayer can heal the sick, raise the fallen, and part the seas, why is everyone not a priest of unswerving devotion? Many times players want to make a character that has no affection for any specific deity, and perhaps even animosity towards the entire pantheon. While it seems that agnostic and atheistic beliefs are an anachronism, they have their place in a fantasy setting. Use these ten ideas for your next godless character. - 1. Only old souls may speak words that the gods will hear, and a string of reincarnations leads inexorably to a strong bond with the powers of the Afterlife. However, you are a young soul, a child-spirit who has no rapport with the Great Judges of the Dead. Thus, you must do without the power to sway the Laws of the Universe — at least for this lifetime. If your deeds are great, however, the Keepers of the Eternal Records will stand in awe, and bless your next lifetime with power over the very turning of the sky. 1. The long-slumbering god of your great grandfathers is an old and exhausted deity, who forged the world and set the stars in their heavens long before the coming of men and elves. He has no time for hearing prayers, fast asleep on his vast throne above the heavens — those who invoke his awesome name, in fact, set themselves ready to suffer greatly upon the waking of the High Eldest. Better then, simply to raise a glass of ale quietly to him with each meal, and to live a life that will not stir him from his dreams. diff --git a/docs/_Resources/splinter-religions.md b/docs/_WorldFaith/splinter-religions.md similarity index 99% rename from docs/_Resources/splinter-religions.md rename to docs/_WorldFaith/splinter-religions.md index c9310bbc..943e2822 100644 --- a/docs/_Resources/splinter-religions.md +++ b/docs/_WorldFaith/splinter-religions.md @@ -23,15 +23,15 @@ layout: default Many religions have splinter sects whose rituals differ from the orthodoxy. Often times, powerful and influential members of the religion create these sects. For a truly unique character, consider tailoring your worship with one of the practices below as you grow in your religion — make sure you give your GM a heads up; schisms in religions could make for a memorable end game to a long running campaign! ### God of Animals -Through the gift of Nature, peoples have thrived beyond what they could do alone with the help of animals. As guardians and household companions, animals are the reason people have moved from hunters to civilized farmers and traders. +Through the gift of Nature, peoples have thrived beyond what they could do alone with the help of animals. As guardians and household companions, animals are the reason people have moved from hunters to civilized farmers and traders. **As a member of this sect:** You are required to keep a minimum of four pets with you at all times. If harmed while under your care, this serious offense against your god demands increased tithing or the taking on of additional pets. - **As a former member of this sect:** After years of suffocating yourself with smelly, shedding animals, you avoid large groups of them at all costs. You never take a familiar, and you are critical to those who do. You avoid herds on the farm in favor of the crowds of the city. ### God of Death + Mortals may not determine the flow or direction of death’s eternal river, for only the gods command such dominion. **As a member of this sect:** When anyone dies, you forbid him or her from medical treatment for at least a day, assuming the recently deceased is in communion with the god of death. A healer of this sect freely offers healing spells to the living, but refuses to resurrect or raise the dead. @@ -39,6 +39,7 @@ Mortals may not determine the flow or direction of death’s eternal river, for **As a former member of this sect:** You have watched too many people die while a healer was nearby, waiting for their ‘judgment.’ You defend life passionately, putting yourself in harm’s way to protect an ally. Whenever a comrade falls in combat, you drop everything to bind their wounds to keep them from moving to their ‘communion.’ ### God of Justice + Laws make the world a livable place, free from mad brutality and anarchy. However, laws themselves are merely man’s flawed reflection of Heaven’s Ordained Creed. Members of this sect attack the law to make it stronger. They continuously argue the merits and flaws of all governmental regulations, championing simultaneously the absolute rule of the nobility and the freedoms of the poor. **As a member of this sect:** You are the truest and most absolute of Devil’s Advocates, for it is only by your constant challenging of rules that Law becomes worthy of the title, ever both strong and supple. You will argue, with righteous fervor, the morality of any regulation at any time. Your fellow party members may dread bringing you into contact with any civilization, where you will obsessively pursue loopholes in the law and argue loudly with constables in the streets. @@ -46,6 +47,7 @@ Laws make the world a livable place, free from mad brutality and anarchy. Howeve **As a former member of this sect:** Yours was a life of constant, beleaguered harassment and imprisonment, aggressively fighting tooth and nail against every governing body you encountered. In places where free speech saw suppression, you wore a mask and vandalized temples. In places where free speech was encouraged, you stood in the streets and screamed obscenities against the king. Now, you want nothing more than simply to be left alone. ### God of Life and Healing + The beautiful majesty of mortal existence is defined by the knowledge that all life must end. Who better understands the wonder and grandeur of life than one who has seen death? The clergy of this splinter faith must personally perform one justifiable execution or mercy killing every year. **As a member of this sect:** You care for the sick, the injured and the dying; as a Hospitaler, your faith demands always that you “first, do no harm.” However, your enemy is not Death itself, as all lives softly fade into the dark in their appropriate time, and your holy duty is to guide dying souls into the embrace of life’s end. Whether the lives you end are those ordained by the church, by time, by fate, or by chance, it only matters that you be there. @@ -53,17 +55,16 @@ The beautiful majesty of mortal existence is defined by the knowledge that all l **As a former member of this sect:** Although you may have saved hundreds more, you have still snuffed out dozens upon dozens of lives, slitting throats and holding heads under water until the shaking stopped, all to better understand and appreciate the mystical connection between those cosmic opposites: Life and Death. Through it all, you learned only one thing — it is only a cruel and hateful god who would force you to kill. ### God of Music -The god of music smiles upon those who practice clamorous dissonance, for only in wild surges of sonic madness will music be reborn ever vital. The chaotic, atonal sounds created by the devout of this sect ring harshly in the ears of those cultured in civilized modes of music. Loud, raucous noises bolster this sect’s young followers, creating an adrenaline rush that better focuses their power against those that oppose them. +The god of music smiles upon those who practice clamorous dissonance, for only in wild surges of sonic madness will music be reborn ever vital. The chaotic, atonal sounds created by the devout of this sect ring harshly in the ears of those cultured in civilized modes of music. Loud, raucous noises bolster this sect’s young followers, creating an adrenaline rush that better focuses their power against those that oppose them. **As a member of this sect:** The risk of deafness runs high in this sect, as the practice of loud, chaotic music is necessary to augment your magic. You dislike all forms of subterfuge in combat, charging headlong at full volume into the fray. You appreciate tones and melodies of traditional music, but give glory to your god with off-key, ambiguous chords and improbable harmonic inflections. - **As a former member of this sect:** Having spent so much time engaging in music bearing no rhyme or reason, you crave structure. You seek to create entirely new forms of music and institute schools of innovative musical theory. This sect reverently views members who depart to create new music as merely following a natural progression of worship, likened to a caterpillar transforming into a butterfly. ### God of Sky -The overreaching god of the sky sees and knows all things, but your mountain-haunting splinter sect seeks to reach the god physically and touch the clouds, his cloak, literally. They practice starvation to reach an extreme physical lightness, believing that in the holiest of states, it is possible to subsist on air alone. Some of the devout signify their willingness to attempt direct communication with their god by participating in a solemn festival where they submit to the holy catapult and shoot themselves directly at the clouds. None has yet succeeded in touching them, but the bones of the holy litter the valley below. +The overreaching god of the sky sees and knows all things, but your mountain-haunting splinter sect seeks to reach the god physically and touch the clouds, his cloak, literally. They practice starvation to reach an extreme physical lightness, believing that in the holiest of states, it is possible to subsist on air alone. Some of the devout signify their willingness to attempt direct communication with their god by participating in a solemn festival where they submit to the holy catapult and shoot themselves directly at the clouds. None has yet succeeded in touching them, but the bones of the holy litter the valley below. **As a member of this sect:** You preach to others against eating, and given a choice, always push for adventures in the mountains. Your companions are terrified to bring you to inns for fear you will harangue people at dinner, preaching that holiness is found in hunger. You claim you are “humbly, not yet light enough to reach for the god’s cloak,” but assure everyone that you will get there soon enough. @@ -71,8 +72,8 @@ The overreaching god of the sky sees and knows all things, but your mountain-hau **As a former member of this sect:** You never want to go up a mountain again. Paranoid that rail-thin men planning to toss you over a cliff are never far behind, you eat yourself to distraction at every turn, spending much of your hard-earned money on food. You even hoard food on adventures. Nothing you do, however, seems to make you any fatter. ### God of Thieves -Most gods and goddesses of the thieving arts extol the trickster, the clever ones, the pranksters, and the daring. This sect takes a darker path, for what could be a more complete theft than the theft of life? +Most gods and goddesses of the thieving arts extol the trickster, the clever ones, the pranksters, and the daring. This sect takes a darker path, for what could be a more complete theft than the theft of life? **As a member of this sect:** Once a year, you sneak off from your party and burglarize a household, brutally slaying all its inhabitants in their sleep. Should you fail in your holy effort and wake one of the victims, the ceremony ends abruptly, and you must flee and then re-attempt the act at a different location forty days later, repeating the heinous crime until successful. Sect members wear a sash mark for each successful ceremony, and owe unquestioning obedience to any member with more sash marks than they, even if the cult brethren is younger or otherwise less senior than the thief in question. It is imperative that no member of your adventuring group learns of your activities, although you are always looking to recruit new devotees for the sect. Of course, you are also very proud of your decorative sash, but refuse to explain it—or your many odd contacts throughout the cities of the land. @@ -80,8 +81,8 @@ Most gods and goddesses of the thieving arts extol the trickster, the clever one **As a former member of this sect:** You deeply regret your many murders. Your sleepless nights are filled with memories of brutalities past, and you are convinced that lawmen throughout the lands yet seek you. Still, you keep your sash, unable to dispose of something so dark and so holy, but you fear the day a fellow sash holder recognizes you, almost as much as you fear that the children you spared will hunt you as adults and cut you down as you deserve. ### God of Trickery/Fortune -The Universe depends on randomness to grow; anything that stays the same for long is open to rot and decay. Members of this sect must stir up life around them to keep things fresh and interesting. +The Universe depends on randomness to grow; anything that stays the same for long is open to rot and decay. Members of this sect must stir up life around them to keep things fresh and interesting. **As a member of this sect:** Your practice mandates you spread the word of randomness and chaos. Monthly, as part of your religion, you must attempt to steal something from a friend or loved one and hold onto it until they realize it is missing. Should they then approach you over the matter, you hand back the item, pronouncing, “My God takes and she gives. Know ye that life is as capricious!” @@ -89,8 +90,8 @@ The Universe depends on randomness to grow; anything that stays the same for lon **As a former member of this sect:** You are generally trusting of people but highly suspicious of religious figures, as your former sect members have driven you crazy in the past by stealing your most precious items from you! Any religious folk, especially party members, who show you kindness, must be planning to ‘teach’ you. ### God of War -You must maintain a state of readiness for war at all times, for the act of war alone gives your god strength. If battles erupt in your area, you must find a way to participate on one side or the other, mustering as many armed and ready followers as can be convinced to participate in glorious battle. The cause need not be just, only bloody and thorough. +You must maintain a state of readiness for war at all times, for the act of war alone gives your god strength. If battles erupt in your area, you must find a way to participate on one side or the other, mustering as many armed and ready followers as can be convinced to participate in glorious battle. The cause need not be just, only bloody and thorough. **As a member of this sect:** Upon entering a new area or city, you immediately begin searching for local conflicts. If you can find a way to push one of those conflicts over the brink so that open battle results, you will do so. You constantly train with weapons and in small unit tactics. Others may mistake your willingness to train them as devotion to a cause, only to be disappointed when you leave them with no instructions beyond “go bash some heads.” @@ -98,11 +99,9 @@ You must maintain a state of readiness for war at all times, for the act of war **As a former member of this sect:** You are a peace-loving person. You seek to mediate and reduce strife wherever you go, actively seeking chances to act as an ambassador or intermediary in order for warring sides to communicate safely. You realize that weakness can bring on conflict, so, in some situations, you may still train some locals in the art of self-defense, tempering your knowledge by extolling the virtues of peace and comparing the art of preparing for war to locking your doors and windows at night. ### God of the Wild -Humans are animals, tied to the cycle of the seasons and the whirl of life and death in the same way as the trees, the stars, the rivers, or the beasts of the fields. Members of this sect view the creation of mines, cities, and fortresses as a natural extension of humanity’s instincts. They encourage human fertility, crop production, hunting, and fishing. +Humans are animals, tied to the cycle of the seasons and the whirl of life and death in the same way as the trees, the stars, the rivers, or the beasts of the fields. Members of this sect view the creation of mines, cities, and fortresses as a natural extension of humanity’s instincts. They encourage human fertility, crop production, hunting, and fishing. **As a member of this sect:** You guide and tend to humans as a shepherd guides and tends to the sheep. You watch for monsters and signs of evil magic as a shepherd might watch for wolves. You care for children and the elderly, and help to provide for your flock as best you are able. However, you are not one of them. You must always remember that humans are merely animals, and as such, they are occasionally very foolish and dangerous. - **There are two roads from this faith as a former member of this sect:** *the Humanist* and *the Universalist*. The Humanist chooses to become part of his own flock, to give up his godlike overview of civilization and to dwell among the people. Conversely, the Universalist seeks a greater balance with the Endless Scream of the Wild, abandoning his delicately balanced position of observation and authority over the affairs of humans to seek better understanding of some other species, or perhaps even the weave of the universe itself. - diff --git a/docs/_Resources/warlockpatrons.md b/docs/_WorldFaith/warlockpatrons.md similarity index 83% rename from docs/_Resources/warlockpatrons.md rename to docs/_WorldFaith/warlockpatrons.md index 5331bdcb..aa7c3b70 100644 --- a/docs/_Resources/warlockpatrons.md +++ b/docs/_WorldFaith/warlockpatrons.md @@ -3,23 +3,23 @@ title: Warlock Patrons layout: default --- -
##### Otherworldly Patrons -| | | -|:-----:|:- | -| **1** | Demons | -| **2** | Devils | +| | | +| :---: | :--------------------------------------- | +| **1** | Demons | +| **2** | Devils | | **3** | The Natural World | -| **4** | Outer Realms | -| **5** | Undead | -| **6** | Other | +| **4** | Outer Realms | +| **5** | Undead | +| **6** | Other |
# Warlock Patrons + The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence - not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return. Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals. @@ -27,35 +27,36 @@ Some patrons collect warlocks, doling out mystic knowledge relatively freely or Use the list of patrons to choose from, randomly select, or just to take inspiration from. ## Demons + You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet, as well as demons far below the lords in the demonic hierarchy.
-
- | Roll | Name | Pact | - |:-:|:-|:-| - | 1 | Abraxas, Master of the Final Incantation | Abraxas | - | 2 | Aldinach, She of the Six Venoms | Fiend / Pharaoh | - | 3 | Andirifkhu, The Razor Princess | Fiend / Pharaoh | - | 4 | Areshkagal, The Faceless Sphinx | Fiend / Pharaoh | - | 5 | Baphomet, Lord of the Minotaurs | Fiend | - | 6 | Codricuhn, the Blood Storm | Fiend | - | 7 | Cyth-V'sug, Prince of the Blasted Heath | Fiend / Great old one | - | 8 | Dagon, Lord of Shadowsea | Dagon | - | 9 | Doresain, the King of Ghouls | Fiend / Undead | - | 10 | Haagenti, The Whispers Within | Fiend | - | 11 | Jezelda, Mistress of the Hungry Moon | Fiend | - | 12 | Jubilex, The Faceless Lord | Jubilex | - | 13 | Kabriri, He Who Gnaws | Dead king / Fiend | - | 14 | Mestama, The Mother of Witches | Fiend / Crone | - | 15 | Nocticula, Our Lady in Shadow | Fiend / Seducer | - | 16 | Orcus, Prince of Undeath | Fiend / Undead | - | 17 | Pazuzu, King of the Wind Demons | Fiend | - | 18 | Shax, The Blood Marquis | Fiend | - | 19 | Sifkesh, The Sacred Whore | Fiend / Seducer | - | 20 | Urxehl, Trollfather | Fiend | - | 21 | Zura, The Vampire Queen | Fiend / Vampire | + | Roll | Name | Pact | + | :---: | :--------------------------------------------------------------- | :-------------------- | + | 1 | Abraxas, Master of the Final Incantation | Abraxas | + | 2 | Aldinach, She of the Six Venoms | Fiend / Pharaoh | + | 3 | Andirifkhu, The Razor Princess | Fiend / Pharaoh | + | 4 | Areshkagal, The Faceless Sphinx | Fiend / Pharaoh | + | 5 | Baphomet, Lord of the Minotaurs | Fiend | + | 6 | Codricuhn, the Blood Storm | Fiend | + | 7 | Cyth-V'sug, Prince of the Blasted Heath | Fiend / Great old one | + | 8 | Dagon, Lord of Shadowsea | Dagon | + | 9 | Doresain, the King of Ghouls | Fiend / Undead | + | 10 | Haagenti, The Whispers Within | Fiend | + | 11 | Jezelda, Mistress of the Hungry Moon | Fiend | + | 12 | Jubilex, The Faceless Lord | Jubilex | + | 13 | Kabriri, He Who Gnaws | Dead king / Fiend | + | 14 | Mestama, The Mother of Witches | Fiend / Crone | + | 15 | Nocticula, Our Lady in Shadow | Fiend / Seducer | + | 16 | Orcus, Prince of Undeath | Fiend / Undead | + | 17 | Pazuzu, King of the Wind Demons | Fiend | + | 18 | Shax, The Blood Marquis | Fiend | + | 19 | Sifkesh, The Sacred Whore | Fiend / Seducer | + | 20 | Urxehl, Trollfather | Fiend | + | 21 | Zura, The Vampire Queen | Fiend / Vampire |
@@ -125,18 +126,18 @@ You have made a pact with a fiend from the lower planes of existence, a being wh -
- | Roll | Name | Pact | - |:----:|:-----|:-----| - | 1 | Asmodeus | Fiend | - | 2 | Dispater | Dispater | - | 3 | Ebe', the Ancestors' Keeper | Fiend | - | 4 | General Garruk, 9th Baatorian Division | Fiend | - | 5 | Hesperia, The Serpent Empress | Serpent Empress | - | 6 | The Ironclad | Fiend | - | 7 | Levistus, Lord of the Fifth | Levistus | - | 8 | Luxerovax, the Draconic Duke | Fiend / Ancient Dragon | - | 9 | Quainn the Imp | Fiend | - | 10 | Zier'den | Fiend | + | Roll | Name | Pact | + | :---: | :------------------------------------------------------------------- | :--------------------- | + | 1 | Asmodeus | Fiend | + | 2 | Dispater | Dispater | + | 3 | Ebe', the Ancestors' Keeper | Fiend | + | 4 | General Garruk, 9th Baatorian Division | Fiend | + | 5 | Hesperia, The Serpent Empress | Serpent Empress | + | 6 | The Ironclad | Fiend | + | 7 | Levistus, Lord of the Fifth | Levistus | + | 8 | Luxerovax, the Draconic Duke | Fiend / Ancient Dragon | + | 9 | Quainn the Imp | Fiend | + | 10 | Zier'den | Fiend |
@@ -175,31 +176,31 @@ Your patron is a creature from this world. It might be found deep into the wild, -
- | Roll | Name | Pact | - |:-:|:-|:-| - | 1 | The Ancient Dragon | Ancient dragon | - | 2 | Angrboda | Crone | - | 3 | Baba Yaga | Crone | - | 4 | Coyote | Archfey | - | 5 | The Feasting Lord | Archfey | - | 6 | Gambrinus and Ninkasi | Archfey | - | 7 | Hyrsam | Archfey | - | 8 | Kris Kringle, the Winter King | Archfey | - | 9 | The Lady of the Lake | Archfey | - | 10 | Lurue, the Unicorn Queen | Archfey | - | 11 | Lusus the Gatekeeper | Archfey | - | 12 | The Norns, Weavers of Fate | Archfey | - | 13 | Oberon | Oberon | - | 14 | Old Redbark | Archfey | - | 15 | The Prince of Frost | Archfey | - | 16 | Puck | Archfey | - | 17 | The Queen of Air and Darkness | Archfey | - | 18 | Rougarou | Archfey | - | 19 | The Sandman | Archfey / Great old one | - | 20 | Sanguinor | Archfey | - | 21 | The Sea Lord | Sea lord | - | 22 | Tinkerbell | Archfey | - | 23 | Titania | Archfey | + | Roll | Name | Pact | + | :---: | :------------------------------------------------------------------------- | :---------------------- | + | 1 | The Ancient Dragon | Ancient dragon | + | 2 | Angrboda | Crone | + | 3 | Baba Yaga | Crone | + | 4 | Coyote | Archfey | + | 5 | The Feasting Lord | Archfey | + | 6 | Gambrinus and Ninkasi | Archfey | + | 7 | Hyrsam | Archfey | + | 8 | Kris Kringle, the Winter King | Archfey | + | 9 | The Lady of the Lake | Archfey | + | 10 | Lurue, the Unicorn Queen | Archfey | + | 11 | Lusus the Gatekeeper | Archfey | + | 12 | The Norns, Weavers of Fate | Archfey | + | 13 | Oberon | Oberon | + | 14 | Old Redbark | Archfey | + | 15 | The Prince of Frost | Archfey | + | 16 | Puck | Archfey | + | 17 | The Queen of Air and Darkness | Archfey | + | 18 | Rougarou | Archfey | + | 19 | The Sandman | Archfey / Great old one | + | 20 | Sanguinor | Archfey | + | 21 | The Sea Lord | Sea lord | + | 22 | Tinkerbell | Archfey | + | 23 | Titania | Archfey |
@@ -270,26 +271,26 @@ Your patron is a mysterious entity whose nature is utterly foreign to the fabric -
- | Roll | Name | Pact | - |:-:|:-|:-| - | 1 | Aloth-Zanoth the Eternal Sleeper | Great old one | - | 2 | The Blue | Great old one | - | 3 | Caracal | Great old one | - | 4 | Dendar, the Night Serpent | Great old one / Monstrosity | - | 5 | Drokan the Unknown | Fiend / Great old one | - | 6 | Ghaunadar | Great old one | - | 7 | Lavos | Great old one | - | 8 | The Man in the Moon | Great old one | - | 9 | Moander | Great old one | - | 10 | The Necronomicon | Great old one | - | 11 | Polaris, the North Star | Great old one | - | 12 | Primus, the Engine of Extinction | Cosmic machine | - | 13 | The Eternal Citadel | Eternal Citadel | - | 14 | The Tarrasque | Monstrosity | - | 15 | The Voice in the Deep | Great old one / Sea lord | - | 16 | Zargon | Great old one | - | 17 | Ziltoid the Omniscient | Great old one | - | 18 | The Shadowcat | Shadowcat | + | Roll | Name | Pact | + | :---: | :------------------------------------------------------------------------------- | :-------------------------- | + | 1 | Aloth-Zanoth the Eternal Sleeper | Great old one | + | 2 | The Blue | Great old one | + | 3 | Caracal | Great old one | + | 4 | Dendar, the Night Serpent | Great old one / Monstrosity | + | 5 | Drokan the Unknown | Fiend / Great old one | + | 6 | Ghaunadar | Great old one | + | 7 | Lavos | Great old one | + | 8 | The Man in the Moon | Great old one | + | 9 | Moander | Great old one | + | 10 | The Necronomicon | Great old one | + | 11 | Polaris, the North Star | Great old one | + | 12 | Primus, the Engine of Extinction | Cosmic machine | + | 13 | The Eternal Citadel | Eternal Citadel | + | 14 | The Tarrasque | Monstrosity | + | 15 | The Voice in the Deep | Great old one / Sea lord | + | 16 | Zargon | Great old one | + | 17 | Ziltoid the Omniscient | Great old one | + | 18 | The Shadowcat | Shadowcat |
@@ -340,12 +341,12 @@ Some undead are powerful enough to grant powers to mere mortals. -
- | Roll | Name | Pact | - |:-:|:-|:-| - | 1 | The Emergent Mind | The Emergent Mind | - | 2 | The Ghost | Ghost | - | 3 | The Undead | Undead | - | 4 | The Vampire | Vampire | + | Roll | Name | Pact | + | :---: | :------------------------------------------------- | :---------------- | + | 1 | The Emergent Mind | The Emergent Mind | + | 2 | The Ghost | Ghost | + | 3 | The Undead | Undead | + | 4 | The Vampire | Vampire |
@@ -373,14 +374,14 @@ A collection of other patrons that do not fit into any or the other categories. -
- | Roll | Name | Pact | - |:-:|:-|:-| - | 1 | The Black Pharaoh | Great old one / Pharaoh | - | 2 | Death | Death | - | 3 | The Haunting Melody | Great old one / Seducer | - | 4 | Jaffar, the Steel Sultan | Fiend / Pharaoh | - | 5 | Khafre | Pharaoh - | 6 | Razael the Usurper | Fiend | + | Roll | Name | Pact | + | :---: | :----------------------------------------------------- | :---------------------- | + | 1 | The Black Pharaoh | Great old one / Pharaoh | + | 2 | Death | Death | + | 3 | The Haunting Melody | Great old one / Seducer | + | 4 | Jaffar, the Steel Sultan | Fiend / Pharaoh | + | 5 | Khafre | Pharaoh | + | 6 | Razael the Usurper | Fiend |
diff --git a/search.json b/search.json index a8a25e82..59394c40 100644 --- a/search.json +++ b/search.json @@ -88,7 +88,7 @@ layout: none {% for patron in site.data.searchable_warlock_patrons %} { "title": {{ patron.name | jsonify }}, - "url": "{{ site.baseurl }}/Resources/warlockpatrons.html#{{ patron.anchor }}", + "url": "{{ site.baseurl }}/WorldFaith/warlockpatrons.html#{{ patron.anchor }}", "collection": "warlock-patrons", "content": {{ patron.description | jsonify }} }{% if forloop.last %}{% if site.data.searchable_splinter_religions.size > 0 %},{% endif %}{% else %},{% endif %} @@ -98,7 +98,7 @@ layout: none {% for religion in site.data.searchable_splinter_religions %} { "title": {{ religion.name | jsonify }}, - "url": "{{ site.baseurl }}/Resources/splinter-religions.html#{{ religion.anchor }}", + "url": "{{ site.baseurl }}/WorldFaith/splinter-religions.html#{{ religion.anchor }}", "collection": "splinter-religions", "content": {{ religion.description | jsonify }} }{% if forloop.last %}{% if site.data.searchable_pantheons.size > 0 %},{% endif %}{% else %},{% endif %} @@ -108,7 +108,17 @@ layout: none {% for deity in site.data.searchable_pantheons %} { "title": {{ deity.name | jsonify }}, - "url": "{{ site.baseurl }}/Classes/cleric.html#{{ deity.anchor }}", + "url": "{{ site.baseurl }}/WorldFaith/a_pantheons.html#{{ deity.anchor }}", + "collection": "pantheons", + "content": {{ deity.description | jsonify }} + }{% if forloop.last %}{% if site.data.searchable_folk_pantheons.size > 0 %},{% endif %}{% else %},{% endif %} +{% endfor %} +{% endif %} +{% if site.data.searchable_folk_pantheons.size > 0 %} +{% for deity in site.data.searchable_folk_pantheons %} + { + "title": {{ deity.name | jsonify }}, + "url": "{{ site.baseurl }}/Folk/{{ deity.page }}.html#{{ deity.anchor }}", "collection": "pantheons", "content": {{ deity.description | jsonify }} }{% unless forloop.last %},{% endunless %} diff --git a/tools/extract-searchable.rb b/tools/extract-searchable.rb index bfbe4fc4..d3711572 100644 --- a/tools/extract-searchable.rb +++ b/tools/extract-searchable.rb @@ -247,23 +247,17 @@ def extract_splinter_religions(file_path) religions end -def extract_pantheons(file_path) +def extract_pantheons(file_path, page: nil) return [] unless File.exist?(file_path) content = File.read(file_path) deities = [] - # Match table rows after the Pantheons section: | Deity | Alignment | Portfolio | Domains | - # First, find the pantheons section - pantheon_section_match = content.match(/

Pantheons<\/a><\/h2>(.*)/m) - return [] unless pantheon_section_match - - pantheon_content = pantheon_section_match[1] - # Extract all table rows with deity information # Pattern: | Deity Name | Alignment | Portfolio | Domains | - pantheon_content.scan(/^\|\s*([^|]+?)\s*\|\s*([A-Z]{1,2})\s*\|([^|]+)\|([^|]+)\|/m) do |match| - deity_name = match[0].strip + # Handles indented rows and deity names wrapped in tags + content.scan(/^\s*\|\s*([^|]+?)\s*\|\s*([A-Z]{1,2})\s*\|([^|]+)\|([^|]+)\|/m) do |match| + deity_name = match[0].strip.gsub(/<[^>]+>/, '').strip alignment = match[1].strip portfolio_text = match[2].strip domains = match[3].strip @@ -282,11 +276,10 @@ def extract_pantheons(file_path) .gsub(/\s+/, ' ') .strip[0..299] - deities << { - 'name' => deity_name, - 'anchor' => deity_anchor, - 'description' => description - } + entry = { 'name' => deity_name, 'anchor' => deity_anchor, 'description' => description } + entry['page'] = page if page + deities << entry + end deities @@ -320,17 +313,24 @@ def extract_pantheons(file_path) puts " Found #{poisons.length} poisons" # Extract warlock patrons -warlock_patrons = extract_warlock_patrons('docs/_Resources/warlockpatrons.md') +warlock_patrons = extract_warlock_patrons('docs/_WorldFaith/warlockpatrons.md') puts " Found #{warlock_patrons.length} warlock patrons" # Extract splinter religions -splinter_religions = extract_splinter_religions('docs/_Resources/splinter-religions.md') +splinter_religions = extract_splinter_religions('docs/_WorldFaith/splinter-religions.md') puts " Found #{splinter_religions.length} splinter religions" # Extract pantheons (deities) -pantheons = extract_pantheons('docs/_Classes/cleric.md') +pantheons = extract_pantheons('docs/_WorldFaith/a_pantheons.md') puts " Found #{pantheons.length} pantheon deities" +# Extract folk-specific deity tables from individual folk files +folk_pantheons = Dir.glob('docs/_Folk/*.md').flat_map do |folk_file| + page = File.basename(folk_file, '.md') + extract_pantheons(folk_file, page: page) +end +puts " Found #{folk_pantheons.length} folk-specific deities" + # Write to YAML files in _data/ Dir.mkdir('_data') unless Dir.exist?('_data') @@ -407,6 +407,7 @@ def extract_old_feats File.write('_data/searchable_warlock_patrons.yml', warlock_patrons.to_yaml) File.write('_data/searchable_splinter_religions.yml', splinter_religions.to_yaml) File.write('_data/searchable_pantheons.yml', pantheons.to_yaml) +File.write('_data/searchable_folk_pantheons.yml', folk_pantheons.to_yaml) puts "✅ Wrote search data to _data/" puts " - searchable_skills.yml" @@ -419,3 +420,4 @@ def extract_old_feats puts " - searchable_warlock_patrons.yml" puts " - searchable_splinter_religions.yml" puts " - searchable_pantheons.yml" +puts " - searchable_folk_pantheons.yml"