~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The characters contained in these writings and the writings themselves are copyright 1995 by Fraser MacKenzie. Any resemblance to any persons or characters either real or fictional is utterly coincidental. Copying and/or distribution of these tales is permissible only under the sole condition that no part of them will be used or sold for profit and that they will not be altered in any way. I wish to thank Eric Lindsey, Seng Ann Mah, Ron Trimmer, Max Bullock, Charlotte Ashley, Tom DeSanctus, Bob Grob, Michael Clair Haflidi Jonsson, and Drew Lahaise for their immense input without which, there would be no story at all. ;) Enjoy! Fraser MacKenzie fraserm@rondaksportal.com ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Fate's Fellowship Chapter 0 Rathillien The Known World / +++++++++++++++++++++ MMMMMMMMMMMM ++++++++++ / ++++++++++++++++++++++ MMMMMMMMM ++++========= / ++++++++++ MMMMM +++====+++++++++ \ @ Nagandib hhhhh =MM Kortharn@===++++++++++@++ \ hhhhhhh=========== = ==========+++++++++Tintagel | ======== * ========= +++++++++++++++ \ =hhhhhhhMMM Chaomonous ++++MMMMM++ \ =====hhhhhhhMMMMM++++++++.+++ ++MMMMMMMMM Westmouth|*= hhhhMMMMMM++++++++++++.++++++ MMMMMM::: |= hhhhhMMMM+++++++++++.++++++++++ MMMMMM:::: / hhhMMMMM++++Aglorond.Forest+++++++++ MMM:::::::: / =MMMM++++++++++.++++++++++++ MMMM::::::::: / =MMMMMMMMMM+++.+++++++++++ MM::::::::::: __/ hhh Holt @ ====== . ++++++++ =:::::::::::: /@ + hhhh = . ++++++++ =::::::::::: /Tyr +++ hhh = . +++++ =:::::::::: \ ++++hh _=__ . MM ++ =::::::::/ | ++ ____/ \ __ . MMM Burkden@ =::::::/ \__Agarn / \__/ \ .Lamyth MMMMMM -------=----/ /\ \___*/ \_*_______ MMMMMMMMMM / \/ _/\ \ MMMMMMMM / /__/ \_______/ _ |_\ _ |_| Modrake's Isle N W<|>E S ----- = 100 miles M - Mountains h - Hills + - Forest : - Marsh - Plains & Grasslands r - River . - Lamythian Highway @ - Town * - City Nagandib: small port town that makes income by trading farm goods and lumber from great northern forest. Relatively peaceful town, though it suffers from assaults by pirates along the coast. Citizens mainly humans, but with good size population of elves, from great northern forest, and gnomes, from Perimal hills to the east. Kortharn: is a small lumbering community on the edge of the Rutharnar forest. The town is plagued by orc attacks from the Arthan Valley to the north. Citizen are primarily humans, with a few dwarves from the Crystalspear mountains to the west. Tintagel: is an elven city located in the heart of Rutharnar forest. Chamonous: is a militant city-state located on the bank of the silver river, just north of Aglorond forest. The Chamonouian army serves somewhat as police of the realm, able to move swiftly to put down any major humanoid or human uprising via the silver river and Lamythian highway. These same travel ways ensure the city's prosperity. It is the largest city in the realm and contains a diverse mix of races. Chamonous is a monarchy ruled by King Tirandys Grindark. Westmouth: is another large city located where the silver river empties into the sea. It is a republic, rule by 3 officials elected every 6 years. It has a large naval force which patrols the western sea coast and the silver river. Holt: is a large town located in the foothills of the Nekrien mountains, on the west bank of the Wyndeep river. It prospers from the gold and silver mines in the Nekrien mountains, but also suffers from kobold attacks and a band of human raiders called the Darktide. It has a large population of dwarves. Tyr: is a coastal town known as a center of learning and culture. It has a large university which caters to children of the wealthy from across the realm. New inventions and breakthroughs in science are constantly coming from Tyr. The town is a Pedocracy, ruled by a council of learned savants and scholars. Agarn: the fourth largest city of the realm, is a Theocracy ruled by Iolanthe Greyharn, high priestess of Leota, goddess of Fate. Its wealth comes from diamond mines on the Tri-canute islands off the west coast. It is constantly beset by pirate raids. Lamyth: is perhaps the merchant capital of the realm. It is the wealthiest city, prospering from sea trade and trade along the Lamythian highway. A common expression in the realm is "You can buy it in Lamyth." The city is ruled by a council formed from the leaders of the major merchant families. In addition to its profusion of markets and shops, Lamyth is also known for its beauty. Like any place where there is lots of money to be had, the city suffers from its share of corruption and theft. Burken: is a small frontier town on the southeast coast. It is known as a lawless place, where the forces of good are hard pressed to beat back a tide of evil. It prospers from sea trade and mineral wealth flowing down from the Xerpal mountains, on the Yulash river. A poorly kept overland road stretches west from Burkden, through a pass in the Ebonbane mountains, to connect with the Lamythian highway. Travel to Burkden is made dangerous by orc tribes from the great marsh, to the east, and pirates along the coast. Bands of goblins and hobgoblins are also known to descend on the city periodically, from the Haunted plains to the north. Burkden is ruled by Duke Haermond II. Modrake's Isle: is a small island several leagues off the southern coast, where is located Modrake's academy of magic. The school is run by one Lycira Modrake, who recruits the best students from across the realm to come to her school to learn magic. Some of the greatest wizards in history have graduated from Modrake's academy. All graduate of the academy are treated with respect throughout the realm. Eissendale, home of the Halflings, is located in the white hills, in the center of the triangle formed by the towns of Holt, Tyr with the city Agarn. Most wood elves come from a town in the depths of the Aglorond Forest, while high elves and gray elves tend to come from Tintagel. HISTORY ~~~~~~~ Ages past, many thousands of years before the race of man dominated Rathillien, elven society constituted the greatest civilizing force on the planet. Elven cities of beautiful design dotted the land. Wonderous ships of elven construction sailed the sea lanes and the first over land trade routes between the races were established. It was a time of marvels, when elven craftsmen manufactured fantastic inventions to ease the toils of life. Artisans and laborers alike held unsurpassed knowledge of their trades, so that their products were of flawless quality. It was a time of peace and prosperity, when the elven race was one people and lived in harmony with the other races of the realm. As time passed, however, a selfishness grew in the hearts of certain of the elven people. This group sought to oppose trading elven knowledge and inventions with the other races. Eventually, they took an even crueller stance and argued that the other races should be forced to serve elven socieity. There was even a brief period in which they attempted to carry out this this goal by capturing members of other races to serve as slaves. This practice soon met with opposition by those elves who desired peace and goodwill with the other races. Before long there was an all out civil war between the two factions of elven society. It was a bitter and deadly feud, which decimated the elven race. After a period of many years, with constant warfare between the two divisions, it became apparent that those who desired peace with the other races would soon win. In a final vindictive move, those elves of cruel dispostion worked a secret plan to rob all races of elven secrets. Destroying what they could not capture, they took the inventions and secret knowledge of the elven race and fled the land under the skies to seek safety in the realm of the underworld. Though attempts were made to regain the treasures that were taken, it was as if the earth swallowed the dark elvenfolk leaveing no trace. Gradually, the elves on the surface began to recover from their terrible ordeal. Their numbers had been severely diminshed by the civil war and it was clear things would never be as they were. There was much pain over what had happened and the survivors fell into quarrel over who was to blame for how the conflict was handled. Eventually, this led to divison of the remaining elven race. Different groups formed and seperated from the others to form seperate societies of their own. This is how the different races of today are said to have formed. As for those who had fled underground, who became known as the Drow, nothing was heard of them for centuries. Then, rumors began to surface of how they had survived and even flourished in the darkness of the underworld. Their time in the lightless caverns seemed to have changed their appearance, as they were said to be of dark skin and white hair. Eventually, reports of vast underground cities and a civilization of sorts came to light. Over the years these reports were confirmed by adventures and escaped prisoners who have visited such places. Soon the drow began taking a more active role in the world above, though their aims seemed primarily of evil intent. At first their schemes were directed solely against their kinfolk of the world above. Among the most heinous of their actions was the destruction of Brangaled, one of the few elven cities to have survived the civil war, which they cause to be swollowed by the earth. Eventually, however, they turned their plots against all the races on the world above, such that their evil is known throughout the realm and the very mention of their name strikes fear into those who hear it. Of the Drow, their ways and society, little is known by races outside their kinsmen, the elves. Even the story of how their race came to be is known only among scholars of human and other demi-human races, as it is considered to be a story of shame by most elves who dislike being reminded of it. For their own protection, however, most members of the elven learn as much as they can about the Drow, who are known to attack other elves on sight. Thus, the following is common knowledge among fair skinned elves: Drow are known for their high intelligence, having descended from scholars and craftsman who were numerous among the renegades of long ago. Too, they supposedly have the benefit of the ancient knowledge and secrets stolen from the elven race when they went into hiding. Over the years, it also seems the drow have schooled themself in arcane arts so that all members of their race have certain magical powers. For instance, they are known to have command over light and darkness, summoning each at will. More powerful members of their race can sense magic, determine if those they meet may be allies or foes, and can overcome gravity. Drow females are particularly known for their magic abilities, being able to break magic cast by others, to detect the presence of enemies, and to bend others will to their own. Their arcane knowledge also seems to give the Drow added protection from magic that is used against them. Drow are also known to use weapons and armor from strange metals found in the underworld with properties that make them more effective. Moreover, Drow are highly coordinated and able to use both hands equally well in combat. In addition, the clothing of the Drow are made of materials which help their wearers remain undetectable. However, all items of the Drow are manufactured in such a way that they are destroyed by contact with daylight. The Drow are also reported to be master alchemists, with access to ingredients not known on the surface world. All members of the race use poisons of various sorts ON their weapons, and others employ poisonous gases and mixtures AS weapons. The centuries of living in darkness have given Drow superior infravision, but it has also made them susceptible to bright light. It is known that they will not venture forth into daylight except on the cloudiest of days. In addition, the presence of a bright light weakens them and may force them to retreat. It is rumored that over the years the Drow have turned to the worship of a powerful demonic creature, known on the surface world as Loath, Demon Queen of Spiders. As a result, Drow are known to have a certain affinity with spiders. The leaders of Drow religion are known to be females. Drow are also known to consort with other denizens of the underworld. The Omiroth were a race of men who lived well over 3,000 years ago after the elven factions had split apart to become two different races. Though the truth as to their origins have been lost to the mists of time, legends say they came from another world, a race of slaves escaped from their wicked oppressors. Scholars, however, speculate that they came from an island nation in the Bashti Sea that sank beneath the waves in a great cataclysm. Whatever their origins, the Omiroth civilization rose quickly to become the dominant power of the known world. Over a period of less than 100 years, they built an empire which stretched across the continent. Though similar in appearance to ordinary men, the Omiroth were gifted in the mystic arts. Magic was in their blood, so much so that even the lowliest member of their race could shape powers from birth. Their society was built upon the use of magic and it played a part in their everyday lives. Legends speak of flying ships and light without flames, great cities floating above the earth, towers and buildings of impossible dimensions, roadways that took travelers from one end of the continent to another in a matter of minutes. In fact, the Omiroth are credited with bringing magic to the world and thus are often referred to as the Fathers of Magic. Most of the major magical artifacts of present originate from the Omiroth. The Omiroth were divided into eight houses, based upon the form of magic with which the members a particular house were the most skilled. Each house then ruled a different area of the empire. The largest house, Valantir, whose members showed proclivity for invocation/evocation magic, ruled the central portion of the empire. The house of Fandir, those skilled in alteration magic, ruled the northwest corner for the empire, while the Emyris, skilled in Abjuration magic, ruled the northeast. The smaller, west central domain of the empire was overseen by the house of Gothregor, those skilled at necromancy. The east central area was controlled by the Irandan, or house of Illusionists. The southern region of the empire was divide between the three remaining houses; the Caineron who were skilled in divination took the southwest, the Rendane who excelled in conjuration/summoning took the south central region, and the Lordeth, or enchanters, took the southeast. House School of Magic Standard ----- --------------- -------- Caineron Divination Serpent coiled around emerald Fandir Alteration Full moon surrounded by 4 stars Irandan Illusion Gauntleted fist grasping sun Lordeth Enchantment/Charm Leaping flames Rendane Conjuration/Summon Crossed double-edge swords Emyris Abjuration Rearing unicorn Valantir Invoc/Evocation Snarling wolf's mask Gothregor Necromancy Stricken tree Each house ruled its domain from a large central city. Other races of men and humanoids were given a place in the empire or allowed to live peacefully in an area assigned to them. Early in the formation of the empire, there were a few races who resisted the Omiroth expansion. Most notably, the Kuo-Toa, a race of human sacrificing fish-men who inhabited the shores of the continent, put up fierce opposition to the Omiroth. However, they could not hold long against the power of the empire and eventually the Kuo-toans were exterminated, all but those who managed to escape into the hidden depths of the earth. This event was known as the Omiroth/Kuo-toan wars. For many years afterward the empire ruled in peace. However, as the power of the different houses grew, there came a division among the race. Some say it came about when leaders of the house of Fandir and the house of Emyris came together to make the Rod of Hathir (now known as the rod of seven parts), and the other houses opposed them. Others say that it occurred when Gothgregor made a pact with the evil drow to help their house gain control of the empire. Still others say the division was caused by the gods whose wrath had been kindled by the growing arrogance of the Omiroth. Whatever the reason, a rift grew between the houses and shortly thereafter war ensued. The battle between the Omiroth raged for over ten years. Each house used it's particular brand of magic in an effort to gain control of the empire. Records of the horrors unleashed upon the cities and people during this conflict fill volumes. Legends speak of clouds of fire rolling across the land, earthquakes swallowing cities whole, armies of magical monstrosities and undead waging war. The very fabric of the land was altered in many of the domains. The fertile lands of the Valantir were blasted to sand in a great fiery cataclysm, an area known today as the wastes of Valantir. The temperate domain of the Fandir was turned into a stark wintery landscape, with heavy snows falling year round. A large portion of the Rendane lands were turned into what is now known as The Great Marsh. The only house to escape devastation was that of the Caineron, in the southwest corner of the continent. They foresaw the coming of the battle with their divination magic and were able to prepare themselves by sealing off their boarders. They refused to take part in the genocidal war, withdrawing from the other houses. When the war ended ten years later, it was the house of Caineron that picked up the pieces. Forging a truce with what remained of the other seven houses, the Caineron's reforged the Omiroth people. Ashamed at what they had done to the land, these survivors migrated to the northeast section of the continent, leaving the only undamaged domain to the other races. Years later, rumors began to spread that the surviving Omiroth had vanished from the world. Some say, however, that they remain still and have recreated a smaller version of their empire in the distant reaches of the continent. Eventually, the war of the Omiroth and the fifty years following it became known as the Age of Chaos. Legends of the Omiroth ---------------------- The Nine Books of Magic are a set of texts reported to be the foundation of magical knowledge in the realm. Between their covers are said be all the known spells and magical lore passed down from the fathers of magic. Legend has it that long ago other races of the world petitioned the Omiroth to pass on a portion of their arcane knowledge. Whether it was the result of some form of coercion or their own generosity, the Omiroth agreed and set to composing the 9 books of magic. Each house of the Omiroth contributed 1 book to the set, with the exception of the house of Fandir which contributed two. Within each was detailed the formulae for the most basic magics known to that house. Once the books were completed, the Omiroth entrusted them to the Mystic Council, a group of 12 scholars from human and demi- human races who became the first non-Omirothian mages. The Council, in turn, established the Unseen University to teach magic to other members of their races who showed the necessary proclivities. The Nine Books were housed at the university up until the time of its destruction in 350, during the Vasti Wars. Even before that time, portions of the books were copied and reproduced to insure the survival of magic despite their loss. They are, however, the origins of all spells known in the realm. Over the years the original 9 books resurfaced from time to time, and each brought great power and distinction to their owner. Finally, in 1135, a mage by the name of Terribend Modrake set out to find the books and reform them as a set. After a lifetime of searching and braving great peril, he succeeded in his task. Once they were all together, he took them to a small island off the southern coast and founded what is known a Modrake's Academy of Magic. There the books have remained to the present day. The books are described as being large, square and approximately 2 feet on a side. They are fashioned of parchment bound between slabs of wood and sewn to the white hide of an unknown creature, which has been stretched over the boards to form a cover. Each bears the emblem of the Omiroth house that created it and varies in width. They are reported to be indestructible, contained guards and wards that protect them from abuse and mishandling by the unskilled. DEITIES ~~~~~~~ All races worship the same gods. The following table gives the pertinent statistics for all the gods in Rathillien. First, the name of the deity is given, followed by their domain. Next is listed their alignment and last is their sex. Ardath Love, Beauty, Art CG f Darius Wealth, Prestige, Business LN m Fabron Strength, Honor, Justice LG m Ingemar Darkness, Evil, Nightmares NE m Jarfax Stone, Metal, Mountains, Gems LN m Leota Fate, Destiny N f Melantha Nature, Animals, Weather, Plants NG f Merlock Intellect, Knowledge, Magic N m Mortimer Lakes, Rivers, Seas, Oceans NC m Necrum Deceit, Treachery, Murder LE m Perdita Hate, Envy, Jealousy, Lies CE f Selena Peace, Mercy, Truth NG f Tarcell Humor, Riddles, Wine CG m Valeska Death, Entropy, Sickness N f Zada Luck, Gambling, Risk CN f Silvanus Forests, trees, wild things CG m LESSER DEITIES: Scrumnus Fertility CN m Ardath ~~~~~~ Ardath is the goddess of love, beauty, and passion. She is said to be the most beautiful of all the gods and no deity or mortal can withstand her charms when they are put to full effect. She appears as a woman of unparallel beauty, with ringlets of luxurious red hair cascading to her waist. Her symbol is a crimson heart-shape pierced by a golden arrow. Ardath is also the patroness to artisans, who add beauty to the world with their creations. Followers of Ardath tend to be romantics, those who believe in true love, and appreciators of beauty in all its many forms. Thus, her worshippers include artists, poets, writers, lovers, merchants, and adventurers. Temples of Ardath are usually large buildings of superb architecture filled with sclptured fountains, masterful works of art, and constant music. Although beauty is recognized to be more than skin deep, the most charismatic of her worshipers tend to be the leaders of her churches. Clergy wear vestments of varying shades of red cut to flatter their forms. Services to Ardath tend to be disorganized at best, consisting of poetry reading, singing, and the playing musical instruments. Clerics of Ardath are adept at enchantments and charm related spells. They tend to be well received wherever they go, primarily due their charm and charisma. It is true, however, that some disdain them for these very qualities. They also tend to be viewed as flighty and implusive. In order to promote the creation of art, every year around summer solstice, a contest is held at temples around the realm, with various prizes given to those creations judged to be most outstanding. The largest, most opulent temple of Ardath is located in the city of Lamyth. Darius ~~~~~~ Darius is known as the father of commerce, trade, industry, wealth and prestige. He is venerated by both merchants and customers alike, though more so by the former. Darius is one of the more popular deities of the realm and his temples can be found in most major cities, usually located in merchant districts. Followers of Dairus abide by a set of rules in all their business dealings. At the heart of these rules are 3 basic precepts: (1) the customer is always right, (2) once made, bargains cannot be broken, (3) pursue profit. The empahsis placed on each of these tends to vary from follower to follower. Priests of Dairus are well respected because of their code of honor in business dealings, which is part of their devotion to prestige. They are often sought to settle disputes concerning financial matters. There are two branches of clergy in service to Darius, those whose job it is to maintain the temples and those who travel from city to city as overseers of trade. The latter go about quoting Darius' rules of profit and making sure that trade is being conducted in accord with their code of honor. Though most people appreciate their service, these priests make their share of enemies. The priests themselves react harshly to those to do not keep their word, particularly in business dealings, and to theives. The priests who maintain the temples of Darius wear vestments of yellow and gold. The traveling priests have no set uniform, but all wear clothes of the finest quality and display their holy symbol prominently. The holy symbol of Dairus is Darius' priests live by the motto "I never met a customer I didn't like, and everyone's a potential customer". Thus, they seem to go out of their way to get along with others, including those of other faiths. They are alway seeking to make deals and earn profit, not caring whose coin they take. Fabron ~~~~~~ Fabron is the patron of those who fight for honor and strive for order and justice. Strength and physical prowness are attributes greatly prized by worshippers of Fabron. His followers are also devoted to the righting of wrongs and the deliverance of vengeance. Though oft times such vengeance is swift, followers of Fabron are known for their patience in pursuing the truth with which to administer justice. Fabron's penalties for the guilty are stiff, but he is known to show mercy to those who are truely penitent and atone for their misdeeds. Temples of Fabron often serve as Halls of Justice and his followers are numerous among peace keeping professions. Bureaucrats, judges, merchants and many adventurers also pay homage to Fabron. Fabron is another prominent deity and his followers have the reputation of being the law enforcers of the realm. His priests are seen a being somewhat strict and heavy-handed, but are well-respected. The main church of Fabron is located in the city of Chaomonus. Fabron and his clergy are devoted foes of the god Necrum and his followers and have hostility toward followers of Perdita. They also seem to have a general dislike for priests of Valeska. Fabron's symbol is a gauntleted hand holding a sword upon which rests a set of scales. His clergy are allowed to use edged weapons, though the use of long range weapons is prohibited; one of Fabron's codes being that an honorable man should face his foe directly in combat. Priest of Fabron wear robes of black and white during services, but wear what they please at other times, though Fabron's symbol is alway prominent in some form. Ingemar ~~~~~~~ Ingemar is god of darkness, evil and nightmares. Though his temples are few, he has a surprisingly wide following in the realm. He is worshiped by those who hate the light and cling to darkness, thus he is particularly popular among thieves and assassins. He is also the patron of Gnolls and Xvarts. Little is known of the worship of Ingemar, though services to him are carried out in the dead of night. His temples are almost always located underground, and it is rumored that there are well hidden shrines to Ingemar located in the larger cities of the realm. Priests of Ingemar dress in robes of charcoal grey with a single burning orange eye emblazed on both front and back. Their holy symbol is black circle with a blazing orange eye in its center. They are generally feared as it is said their god gives them power over darkness and the fears of other men. Clerics of Ingemar have an evil disposition toward all those they encounter. They seem to particularly dislike priests of Ardath and Valeska. Leota ~~~~~ Leota, also known as The All Knowing One and Lady Destiny, is goddess of fate, destiny, foresight, and prudence. Her followers come from all walks of life and include merchants, scholars, sages, tradesmen, and adventurers. Many call upon her in time of need, whether they be devote followers or not. Furthermore, her temples are frequently visited by those seeking knowledge of the future or the benefit of wisdom, as priests of Leota are known for the divination skills. Letoa's influence in the realm is strong, primarly because the city of Agarn which is a Theocracy founded in her name. Her priests are treated with respect by all others, though this deference is tinged with fear. Her devotee's are often viewed as being somewhat cynical or unfeeling and thus have trouble being accepted in pleasant company. It is a well known fact that her priests are 'gifted' with the knowledge of their own deaths. Priests of Leota wear unadorned greyish-blue robes, the color of twilight. Leota's holy symbol is the rune for infinity, often in silver or platinum. Melantha ~~~~~~~~ Melantha, the good mother, is patroness of all good folk who enjoy the outdoors and claim a love for nature. She is the deity of those who farm, hunt, fish and otherwise make their living off the land. Though her influence extends over weather and the growth of plants, her primary concern is with creatures of the plains, forests, hills and streams. Her shrines exist in all such locations and her priests are responsible for seeing that the relationship between mankind and nature proves beneficial to both. Her priests are always welcome in small villages and towns, particularly farming communities, but are less often seen in larger cities. Priests of Melantha get along well with those of other 'nature' deities (Jarfax, Mortimer, Silvanus). They tend to react positively to most others, as long as no offense is made to their goddess. There is often something of a squabble between followers of Melanth and those of Darius, whose interests frequently clash. Clerics of Melantha wear green and brown robes of varying hues. The holy symbol of Melantha is an oak leaf inside an amber circle. At third level, clerics who have found favor with Melantha receive the ability to Locate Animals and Speak with Animals once per day (as per the 1st and 2cd levels spells of those names). Merlock ~~~~~~~ Merlock is god of knowledge, intellect and all magic. He is the patron of learned men, seekers after knowledge and practitioners of the mystic arts, thus his worshippers include sages, bards, all types of spell casters, inventors and teachers. Merlock holds the search for knowledge above all else and calls his worshipers to enlighten the world where they may. The use and testing of knowledge is also held to be important in furthering the quest for ultimate enlightenment. His temples are known to be storehouses of information, containing vast libraries and laboratories and serving as schools for all willing to learn. Merlock's priests are respected for their role as educators and disseminators of knowledge, though most consider them to be somewhat pretentious. They tend to be somewhat neutral when it comes to other religions, though they have good relations with followers of Selena and disdain for followers of Tercell. The clergy of Merlock wear grey robes, trimmed in deep purple. They also wear torcs of different metals about their necks to signify rank within their order: copper, brass, silver, gold, platinum. Clerics also gain a bonus spell at each level, with higher ranking priests being able to choose from both cleric and magic user spells. Spell casting worshipers of Merlock who perform outstanding services in his name have also been known to receive a boost in their abilities. Services to honor Merlock involve complex rituals, recitals of formulas and reading from special works honoring knowledge. Selena ~~~~~~ Selena is patron to those who seek harmony and goodwill as a way of life. It is she who also offers support and compassion to those who are in pain, oppression or great need. Her followers include healers, sages, diplomats and teachers. Clerics of Selena seek to end strife and promote concordance among those they encounter, with an ultimate goal of spreading peace to all races and kingdoms of the world. The goddess selena is accepted throughout the realm and has a wide following. For the most part, Priests of Selena get along well with members of other religions, the reason for this being their constant mission to promote peace where ever they go. The exception to this would be their reaction to followers of Perdita, which tends to be hostile due the direct opposition of their goals (peace, mercy, truth vs. hate, envy, jealousy, lies). Temples of Selena serve as sanctuaries from conflict and, such is the goddesses' power that, no violence can take place within one of her shrines. The clergy of Selena wear honey colored robes with white crescent moons around the neck line. Selena's symbol is a white open palm upon a field of gold. Clerics who find favor with Selena are granted the ability to cast sanctuary 1/day upon attaining 2cd level, and augury 1/day at 3rd level. Silvanus Oakfather ~~~~~~~~~~~~~~~~~~ Silvanus Oakfather, is the god of forests, trees and all wild things. He is patron to those who dwell in and travel through wilderness areas, particularly forests, thus his worshipers include wanderers, explorers, settlers, sages and adventurers. He is particularly venerated by demi- humans and the more reclusive fairy races. Temples to Silvanus are never large and almost always located in sylvan settings, although small shrines may be occasionally found in villages. The Oakfather's symbol is a oak tree with silver leaves. Followers of Silvanus prize the wilderness in its natural state and seek to protect it from those who would impose order or attempt to control it. They strongly oppose any unnatural destructive force which threatens the Oakfather's domain. The clergy of Silvanus tend to dress simply, in brown or green habits usually detailed with silver leaf patterns. Services to Silvanus are usually conducted outdoors and his rituals involve water, earth and planting young saplings. Tercell ~~~~~~~ Tercell, also known as The Jester, is the god of humor, riddles, wine, tricks, and rougery. His worshippers include bards, jesters, vagabonds, beggars, and common folk as well. He is particularly popular with thieves (second only to Ingemar). There are few temples to Tercell, as such, rather his shrines tend to be taverns where followers come to pay 'homage'. Such establishments are run by the clergy of Tercell who coordinate services, which consist of much singing, chanting, feasting and libations of wine and spirits. These shrines are also known for their open invitation to performers, with daily sessions where anyone with the desire can try to entertain the worshipper, though no assurances are given as to their reaction. Priest of Tercell dress in garments of deep red, purple, and brown, with brightly colored accessories (e.g., scarves, sashes, veils, gloves, mantles, hose). Tercell's holy symbol is a laughing mask surrounded by bunches of grapes. His priests are taught musical skills and are unrivaled joke tellers and riddlers. They have a tendency to not be taken serious, which seems to suit them just fine. They have no quarrel with followers of any other deity, though they tend to avoid the more lawful ones. The get along particularly well with followers of Ardath. Valeska ~~~~~~~ Valeska is the goddess of death, entropy and sickness. Her followers are few and tend to be shunned by people of the realm. Devotees of Valeska come from all walks of life, though they are usually discontented with society in some way. It is they who, often as not, serve as undertakers and keepers of the dead, and for this reason are allowed a place in society. Temples of Valeska tend to be located in or near large graveyards. Because part of her domain encompasses sickness, servants of Valeska also serve as healers. However, their knowledge in this area lies primarily with easing the pain of the dying and those with some incurable illness. Valeska has a small following across the realm, though her power is recognized by all. Her priests tend to be shunned due to the fear associated with their calling and their strange appearance. Her priests are known to have dealings with those of Selena and Leota. Followers of Fabron seem to have a dislike for the faithful of Valeska. In addition, followers of Ingemar and Necrum show open hostility toward priests of Valeska. Part of the fear associated with followers of Valeska comes from the history of her worship. In ages past, Valeska had an evil nature, calling for her worshipers to go out and actively add to her domain by committing murder. As legend has it, one of her followers killed a nobleman whose wife happened to be a high level sorceress known as Serphimera. Upon discovering who killed her husband Serphimera turned her sorrow into rage and declared war upon the temple of Valeska. In time, she took her battle to the very goddess herself on the plane of Tarterus. So great was her power and so mighty her rage, that Serphimera was able to destroy the goddess; though some say she received help from one or more of the other goddesses. During the battle Serphimera herself received mortal wounds. As she lay dying, the goddesses Ardath, Leota, and Selena came and bestowed upon her the mantle of godhood, setting her over the domains of the former goddess and indeed giving her the same name, Valeska. The new goddess moved her home and began to change the doctrine of her religion. Instead of seeking add to the number of dead by ending life prematurely, her followers were charged with teaching the populace not to fear death, but to view it as a natural part of the cycle of life. Ages have past since these events took place, but the heart and minds of men are difficult to change. The transition was not helped any by the fact that some worshipers refused to leave their murderous ways and continued to act in the name of Valeska. Though over time most of these followers converted to one of the other evil deities, even today isolated secret cults may be found who worship the original Valeska. Zada ~~~~ Zada, also known as Lady Luck, the two-faced goddess, and mistress of chance, is goddess of luck, chance, gambling and risk. She is patron to those who make their livelihood by taking risks, thus her worshipers include gamblers, merchants, fortune hunters and adventurers. A fickle mistress, Zada's dispenses both good and bad luck, a duality manifested in her appearance. On the right side she is a beautiful maiden with a beaming smile, sparkling eyes full of warmth and golden curls. Her left side is equally beautiful, but in a dark way, with a deep frown, a glint of mischief in her eye and long, raven black hair. Though worshipers tend to favor her smiling side, her clergy embrace both aspects of the goddess. Temples of Zada are typically gambling halls where priests preside over the games. A portion of all winnings go as an offering to the church, along with all losses, making the church one of the wealthiest in realm. The attraction of Zada's gambling temples is that the games are assured not to be rigged, as that would be against the goddess's precepts. There are no set vestments or services in Zada's worship and all temples maintain an independence from each other. Most decisions of the church are made by drawing lots. The dual image of the goddess's face serves as a holy symbol for worshipers, usually engraved on a large coin or medallion. Not described (as of yet): Jarfax Stone, Metal, Mountains, Gems LN m Mortimer Lakes, Rivers, Seas, Oceans NC m Necrum Deceit, Treachery, Murder LE m Perdita Hate, Envy, Jealousy, Lies CE f Racial Relationships ~~~~~~~~~~~~~~~~~~~~ For the relationship between races, half-elves are generally looked down upon by purebred elves. Though not dispised because of their parent's choice, they are viewed as tainted by their human half. There is no hostility, but in general a current of prejudice runs between elves and halfelves. This is not the case with humans and half-elves. If anything, human like half-elves better than pure elves, viewing the latter as somewhat arrogant and flighty. This is just a general attitude and people fall in a broad spectrum within it.