The Black Cathedral

The Gods of the Wold
   Alemi
   Domi
   Flower
   Pantheon
   Ffloy
   Gargul

The Gods of Testing
   Marteaus
   Ga'al
   Caeroldra
   Jancassis
   Wardd
   Gargul

Natural Philosophy
   Woldology
      Woldsblood
      Shadow Tale
      Creation Tale

   Druidicism

Immortal Powers

Summary & Notes

Immortal Powers

Notes on Some Known Woldian Immortal Powers

An Immortal Power is a potent being who is not a god but who is is nonetheless open to veneration and honor.

Geography rules all Powers -- a votary cleric of an immortal Power can reagin spells and use gifts only in the Power's geographic region. Of all the Powers of the Wold, Maab and Eberyon have the greatest reach. Clerics who honor them can regain spells whenever they are in nature (that is, out of doors or in a natural cave, not in a city or town). Votary clerics lose their gifts and cannot prepare spells if they leave their Power's realm. Powers usually know the major events going on inside their realms to some degree. They must rely on agents and allies to learn about eents and areas outside their realms.

Other Powers (aside from Ebryon and Maab) are MUCH more limited. Clerics of Culverwood can only regain spells while IN the Culverwood. This makes Powers far less attractive for most clerics.

Most Powers have only two domains. Minor Powers have just one. Eberyon is the exception with 5, because he used all four elements to create the Wold's Cradle.

Eberyon
Who is he? King of the Fey, Creator of the Wold's Cradle
Geographic region: The Wold's Cradle, all natural places in the Wold
Relative Strength: Great, but constrained by his vow to Reform
Domains: Earth, Air, Fire, Water, Fey*
Eberyon's Gift ("Gifts of Creation"): The character can cast the following spells as spell like abilities 1/day: Create Water at level 1, Create Food and Drink at level 5, Minor Creation at level 10, and Major Creation at level 15. DC is Cha Based.

Maab
Who is she? Queen of the Fey, Ruler of the Vales of Twilight in the center of the Lands of Rest
Geographic Region: Vales of Twilight, all natural places in the Wold
Relative Strength: Great
Domains: Animal, Plant, Fey*
Maab's Gift ("Dominion over Flora and Fauna"): +1 on skill and ability checks to sense, influence, and attack animals, plants, and magical beasts. Rises to +2 at 5th level, +3 at 10th, +4 at 15th.

*Fey Domain [Note: 8th and 9th level spells are included for the benefit of witches who take the Fey domain.]
Granted Power: Hide, Move Silently, Sleight of Hand, and Perform are class skills. Once per day, the character with this domain can cast Uncontrollable Laughter as a spell-like ability, with a save DC of 10 plus class level plus charisma bonus plus feats that affect enchantment spells.

1. Elven Vision
2. Faerie Fire
3. Glibness
4. Lesser Planar Ally
5. Awaken
6. Legend Lore
7. Irresistible Dance
8. Greater Planar Ally
9. Wail of the Banshee

The Culverwood
Who is it? The sentient magical forest in the middle of the Elennian Peninsula
Geographic Region: Within its own boundaries
Relative Strength: Moderate
Domains: Plant and Chaos
Gifts ("Wood Lore"): The votary cleric gains the Woldian Forest Walk feat at level 1. In addition, she can cast the following spells as spell-like abilities 1/day: Wood Shape at level 1, Spike Growth at level 5, Commune with Nature at level 10, and Tree Stride at level 15.

The Crones of the South
Who are they: Strange women who seek to guide the migrations and events of the Southern Continent
Geographic Region: Always around Heranmar and the Gateway Downs. In any other location throughout the Southern Continent, roll a d6 on a given day. On a roll of 1, the Crones are watching that day and will grant gifts and spells.
Relative Strength: Moderate
Domains: Luck and Knowledge
Gift ("Whispers of the Crones"): The votary cleric hears voices that give her guidance. Only the character can hear them, and the Whispers of the Crones cannot be detected in any way by another mortal. The voices are enigmatic, mysterious, and helpful. These whispers give the cleric a +1 insight bonus on all skill checks based on Charisma, Wisdom, and Intelligence, including bardic lore and turn undead checks. The voices also give +1 on all caster level checks. The bonus rises to +2 at level 5, +3 at level 10, and +4 at level 15.

Boydos
Who is he? A mad sleeping demigod trapped in his own dreams.
Geographic Region: Within 10 miles of his tower in the south of the Cinnamon Valley.
Relative Strength: Minor
Domain: Chaos
Gift ("Gift of Madgic"): The cleric can cast a randomly determined spell of level 0 to 2 once per day. At level five, add another spell of level 3 to 4. At level ten, add another spell of level 5 to 6. At level fifteen, add another spell of level 7 to 8.

Three Powers of Al Mathir
Who are they: Three reptilian Powers presiding over a race of intelligent bipedal reptile-folk
Geographic Region: The flying city of Al Mathir.
Relative Strength: Minor
Domains: Unknown
Gifts: Unknown

Burfell and Vé-Eldfjöll
What are they: Sentient mountains and enemies, lawful and chaotic, respectively. They are just becoming aware the other even exists at this time. They are opposites in nearly every way.
Geographic Region: Awareness to about 150 miles, powers extending about 300. The mountains themselves are about 200 miles apart
Relative Strength: Minor
Domains: Earth (Burfell), Fire (Vé-Eldfjöll)
Gifts ("Gifts of Companionship"): A votary cleric of Burfell or Vé-Eldfjöll gains a companion that is just like a druid's animal companion. However, the companion is a small earth elemental (Burfell) or a small fire elemental (Vé-Eldfjöll). The companion gains abilities based on the cleric's level. The companions will not go outside their Power's realms.

Celsiun: The original Power of Ice Vein
Who/What is he: An ancient Fey of the original noble court, who left upon Ebyron's sleep and Maab's leaving. He came to a place in the Southern Continent and created a home. He secreted away Ebyron's wedding ring into the Vein and warded it against Maab and other Fey from finding it. Set undead guards and took a Soul Machine during the Year of Ascension to place in the Vein to further protect the ring. He wished it to be found by non Fey when the time was right in the hope Ebyron would return.
Geographic Region: All of Ice Vein.
Relative Strength: Moderate
Domains: Trickery and Cold
Gifts: ("Gift of Cold") A votary cleric of Celsiun gains cold resistance equal to twice his cleric level. At first level that means the cleric can easily survive in Ice Vein, even lightly clad, without fear of the cold.

Cold Domain
-- Granted Power: Turn or destroy fire subtype creatures as a good cleric turns undead. Rebuke, command, or bolster cold subtype creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

-- Domain Spells [Note: 8th and 9th level spells are included for the benefit of witches who take the Cold domain.]
1. Endure Elements
2. Chill Metal
3. *Protection from Energy
4. Fire Shield
5. Wall of Ice
6. Cone of Cold
7. Freezing Sphere
8. Polar Ray
9. **Sum Nat Ally IX
* Resist fire or cold only
** Calls a 10-headed cryohydra or a young adult silver dragon or Mature adult White Dragon only

 

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