The Pantheon BAERVAN WILDWANDERER (Lesser God) (BAY-er-van WILD-wahn-der-er) The Forest Gnome AL NG; WAL Any non-evil; SoC Forests, Nature, Travel; SY RaccoonÊs face (silver); AN Raccoon; CR Wood brown; HD Full Luna; PoW Forest clearing; CL Clerics; PN Twin Paradises, Prime Material. Garl GlittergoldÊs closest rival in the field of good-natured mischief is Baervan Wildwanderer, The Forest Gnome. While he lacks GarlÊs finesse and dedication, Baervan is slightly better in the practice of his thieving skills. He dresses in clothes of wood-brown hues and carries a spear made from an ancient oak tree on the Twin Paradises called Whisperleaf. If this spear is destroyed, Baervan may make another from the wood of Whisperleaf in a single day. Only he may safely approach this tree; it will attack all others. Whisperleaf regenerates all wood loss within an hour. In battle, Baervan may touch his special spear to any ordinary tree, automatically animating it as a treant. The tree/treant obeys all of BaervanÊs orders and no one elseÊs for the duration of its animation. Baervan may do this as often as he likes. Baervan has a traveling partner, a giant raccoon named Chiktikka Fastpaws, who is highly intelligent but prone to act before he thinks. Many stories are told of the adventures this duo has shared, often started by ChiktikkaÊs humorous ability to get into trouble by „borrowing‰ something valuable, such as a minor artifact or some other item. Though Baervan sometimes plays jokes on other creatures, it is hard not to like him. He tends to keep to himself, except for ChiktikkaÊs company, and he is said to sometimes roam the forests of the Prime Material Plane. He is distinguished by his nut-brown skin and pale gray hair (and his raccoon friend). Should he chance to meet a worshiper of his who has performed some great deed in his name, he will give that noniz a minor magical item. Such a worshiper will meet Baervan only once in his or her lifetime. BAERVAN WILDWANDERER (Lesser God) (BAY-er-van WILD-wahn-der-er) The Forest Gnome AL NG; WAL Any non-evil; SoC Forests, Nature, Travel; SY RaccoonÊs face (silver); AN Raccoon; CR Wood brown; HD Full Luna; PoW Forest clearing; CL Clerics; PN Twin Paradises, Prime Material. Garl GlittergoldÊs closest rival in the field of good-natured mischief is Baervan Wildwanderer, The Forest Gnome. While he lacks GarlÊs finesse and dedication, Baervan is slightly better in the practice of his thieving skills. He dresses in clothes of wood-brown hues and carries a spear made from an ancient oak tree on the Twin Paradises called Whisperleaf. If this spear is destroyed, Baervan may make another from the wood of Whisperleaf in a single day. Only he may safely approach this tree; it will attack all others. Whisperleaf regenerates all wood loss within an hour. In battle, Baervan may touch his special spear to any ordinary tree, automatically animating it as a treant. The tree/treant obeys all of BaervanÊs orders and no one elseÊs for the duration of its animation. Baervan may do this as often as he likes. Baervan has a traveling partner, a giant raccoon named Chiktikka Fastpaws, who is highly intelligent but prone to act before he thinks. Many stories are told of the adventures this duo has shared, often started by ChiktikkaÊs humorous ability to get into trouble by „borrowing‰ something valuable, such as a minor artifact or some other item. Though Baervan sometimes plays jokes on other creatures, it is hard not to like him. He tends to keep to himself, except for ChiktikkaÊs company, and he is said to sometimes roam the forests of the Prime Material Plane. He is distinguished by his nut-brown skin and pale gray hair (and his raccoon friend). Should he chance to meet a worshiper of his who has performed some great deed in his name, he will give that noniz a minor magical item. Such a worshiper will meet Baervan only once in his or her lifetime. Baervan WildwandererÊs Clerics Sex M; AB Con 10; AL LG, NG, CG; AEx None; WPN Bow, club, crossbow, dagger, hand axe, knife, sling, spear (1st); AR Nonmetal; RA Brown clothes, green cap; PW 1) pass without trace 2/day, 3) cannot be entangled, 7) barkskin gives >2 AC and +2 saves, 9) any animal companions gain +1 hp per die; TU Turn at >4 levels. BaervanÊs clerics are concerned with protecting nature and driving off evil creatures. They are found mostly in outdoor noniz communities. They often have raccoons as animal companions. (Use statistics for skunk without skunkÊs special attack.) BaervanÊs clerics may substitute the druidic spells animal friendship and/or barkskin for clerical spells of the same level. Clerical level titles are as follows: Acorn, Chipmunk, Squirrel, Opossum, Hedgehog, Marten, Red Fox, Lynx, Wolf, and Wildwanderer. Baervan Wildwanderer's Cleric Spells Number 1 2 3 4 5 6 7 8 9 10 11 12 13 Number 1 2 3 3rd level 4th level 5th level CLOUDBURST CONTINUAL LIGHT DEATH'S DOOR LOCATE OBJECT Obscure Object MELD INTO STONE SPEAK WITH DEAD WATER WALK CLOAK OF BRAVERY Cloak of Fear CURE SERIOUS WOUNDS EXORCISE GIANT INSECT Shrink Insect IMBUE WITH SPELL ABILITY LOWER WATER Raise Water NEUTRALIZE POISON SPEAK WITH PLANTS SPIKE GROWTH Snakes to Sticks ATONEMENT CURE CRITICAL WOUNDS QUEST RAINBOW SPIKE STONES 6th level HEAL PART WATER STONE TELL Baervan Wildwanderer's Druid Spells Number 1 2 3 4 5 Number 1 2 3rd level 4th level 5th level PLANT GROWTH STONE SHAPE WATER BREATHING Air Breathing ANIMAL SUMMONING I CONTROL TEMPERATURE 10' RADIUS SPEAK WITH PLANTS ANIMAL GROWTH Shrink Animal CONTROL WINDS TRANSMUTE ROCK TO MUD Transmute Mud to Rock 6th level TRANSPORT VIA PLANTS WEATHER SUMMONING BARAVAR CLOAKSHADOW (Lesser God) (BAYR-ah-vahr KLOHK-sha-doh) The Sly One, Master of Illusion, Lord in Disguise, Bane of Goblinkind AL NG (N); WAL Any non-evil; SoC Illusions, Protection, Deception, Hatred of Goblinoids; SY Cloak and dagger (silver); AN None; CR Dark tones; HD New Luna; PoW Temple; CL Clerics; PN Twin Paradises. Baravar is a sneaky, sly noniz deity. While he is a protector of the noniz race, his protections are actively rooted in deceit · illusions, traps, ambushes, and the like. His jests and tricks may cause no little discomfort to the victims. Baravar has a genuine antipathy for deities of many goblinoid races and, unlike the other noniz gods, he is none too restrained about expressing this. He is also a thief, albeit not a very good one, and enjoys using illusions to confuse creatures before robbing them. Often, he steals out of boredom as much as for any other reason. BARAVAR CLOAKSHADOW (Lesser God) (BAYR-ah-vahr KLOHK-sha-doh) The Sly One, Master of Illusion, Lord in Disguise, Bane of Goblinkind AL NG (N); WAL Any non-evil; SoC Illusions, Protection, Deception, Hatred of Goblinoids; SY Cloak and dagger (silver); AN None; CR Dark tones; HD New Luna; PoW Temple; CL Clerics; PN Twin Paradises. Baravar is a sneaky, sly noniz deity. While he is a protector of the noniz race, his protections are actively rooted in deceit · illusions, traps, ambushes, and the like. His jests and tricks may cause no little discomfort to the victims. Baravar has a genuine antipathy for deities of many goblinoid races and, unlike the other noniz gods, he is none too restrained about expressing this. He is also a thief, albeit not a very good one, and enjoys using illusions to confuse creatures before robbing them. Often, he steals out of boredom as much as for any other reason. Baravar CloakshadowÊs CloakshadowÊs Clerics Sex M; AB Int 15 or Dex 15; AL LG, NG, CG, N; AEx None; WPN As thief (dagger 1st); AR Leather; RA Dark clothes and cloak; PW 2) use d6 for hit dice, 3) +2 to saves vs. illusion/phantasm spells, 5) invisibility as illusionist, 9) mirror image as illusionist; TU Nil. BaravarÊs clerics must adventure and conduct magical experiments to find or make magical items controlling illusions. Many are cleric/illusionists. They are sneaky, smart noniz and have a role as spies and investigative agents. BaravarÊs clerics may substitute any of the following illusionist spells for clerical spells of the same level: 1. 2. 3. 4. 5. 6. audible glamor, change self, phantasmal force, spook; blindness, blur, deafness, hypnotic pattern, improved phantasmal force, invisibility, mirror image, misdirection, ventriloquism, whispering wind; fear, hallucinatory terrain, illusionary script, invisibility 10Ê radius, phantom steed, spectral force, wraithform; improved invisibility, minor creation, phantasmal killer, rainbow pattern, shadow monsters, vacancy; advanced illusion, demi-shadow monsters, dream, major creation, projected image, shadow door, shadow magic; demi-shadow magic, mirage arcane, mislead, permanent illusion, programmed illusion, shades, veil. Baravar Cloakshadow's Cleric Spells Number 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 3rd level 4th level CREATE FOOD & WATER DEATH'S DOOR DISPEL MAGIC EXORCISE ADVANCED ILLUSION ATONEMENT FEAR IMPROVED INVISIBILITY MINOR CREATION PHANTASMAL KILLER GLYPH OF WARDING PROTECTION FROM EVIL 10' RADIUS DREAM HALLUCINATORY TERRAIN ILLUSIONARY SCRIPT INVISIBILITY 10' RADIUS RAINBOW PATTERN SHADOW MONSTERS GOLEM MAGICAL VESTMENT NEGATIVE PLANE PROTECTION PHANTOM STEED REMOVE CURSE Bestow Curse REMOVE PARALYSIS Cause Paralysis SPECTRAL FORCE WRAITHFORM SPELL IMMUNITY VACANCY 5th level DEMI-SHADOW MONSTERS DISPEL EVIL MAJOR CREATION PROJECTED IMAGE SHADOW DOOR SHADOW MAGIC Baravar Cloakshadow's Cleric Spells Number 1 2 3 4 5 6 7 8 9 10 11 6th level ANIMATE OBJECT BLADE BARRIER DEMI-SHADOW MAGIC FORBIDDANCE HEROES' FEAST MIRAGE ARCANE MISLEAD PERMANENT ILLUSION PROGRAMMED ILLUSION SHADES VEIL FLANDAL STEELSKIN (Demigod) (FLAN-dahl STEEL-skihn) The Forger AL NG; WAL Any; SoC Mining, Smithery, Fitness; SY Flaming hammer (steel); AN None; CR Red; HD Richfest; PoW Underground forge; CL Clerics; PN Twin Paradises. Flandal wears only a leather apron for armor and protection from fire, but the apron has been enchanted to reduce all damage he receives from heat and fire. His skin is the color of mithral steel, and his eyes are flaming coals. FlandalÊs hair and beard are a brilliant blue-silver. Flandal is one of the strongest of noniz deities, perhaps the most so. He is often found traveling with one or two of the other noniz deities in search of new ores and veins of metal to use in his forges. It was Flandal who helped forge and enchant Arumdina, Garl GlittergoldÊs battle-axe. As for himself, Flandal wields an axe-backed hammer made of yellow metal, named Rhondang. Rhondang is able to converse naturally with all beings that use fire or dwell in fiery locations (red dragons, chimerae, fire elementals, etc.). This in no way means that Flandal is friendly towards those beings, however, though he will be prone to talk first before attacking. Because he needs their services to help forge items, Flandal is likely to have fire elementals with him when he is encountered. The elementals are quite friendly toward him and obey him in all respects. When Flandal is not traveling, he will be found in his workshop on the Twin Paradises, planning or making a new magical weapon. FLANDAL STEELSKIN (Demigod) (FLAN-dahl STEEL-skihn) The Forger AL NG; WAL Any; SoC Mining, Smithery, Fitness; SY Flaming hammer (steel); AN None; CR Red; HD Richfest; PoW Underground forge; CL Clerics; PN Twin Paradises. Flandal wears only a leather apron for armor and protection from fire, but the apron has been enchanted to reduce all damage he receives from heat and fire. His skin is the color of mithral steel, and his eyes are flaming coals. FlandalÊs hair and beard are a brilliant blue-silver. Flandal is one of the strongest of noniz deities, perhaps the most so. He is often found traveling with one or two of the other noniz deities in search of new ores and veins of metal to use in his forges. It was Flandal who helped forge and enchant Arumdina, Garl GlittergoldÊs battle-axe. As for himself, Flandal wields an axe-backed hammer made of yellow metal, named Rhondang. Rhondang is able to converse naturally with all beings that use fire or dwell in fiery locations (red dragons, chimerae, fire elementals, etc.). This in no way means that Flandal is friendly towards those beings, however, though he will be prone to talk first before attacking. Because he needs their services to help forge items, Flandal is likely to have fire elementals with him when he is encountered. The elementals are quite friendly toward him and obey him in all respects. When Flandal is not traveling, he will be found in his workshop on the Twin Paradises, planning or making a new magical weapon. Flandal SteelskinÊs Clerics Sex M; AB Str 12 or Con 12; AL LG, NG, CG; AEx None; WPN Any metal weapon (hammer 1st); AR Leather; RA Leather armor, steel helm; PW 1) resist fire 2/day, 4) +1 to Str or Con, 7) detect metal ore (vein) within 40Ê through solid rock 1/week; TU Nil. Flandal is obviously a popular god among the noniz smiths; a large number of cleric/fighters follow his worship in some areas. FlandalÊs clerics are inveterate miners and smiths, developing wide proficiencies with underground detection skills and looking after the safety of noniz miners, as well as being fine weapon craftsmen. They are expected to undergo strength and stamina training (a sight often hilarious to other races). Clerical level titles are as follows: Tinsmith, Bronzesmith, Brasssmith, Coppersmith, Silversmith, Electrumsmith, Goldsmith, Platinumsmith, and Steelsmith. Shades of Rhondang (Evocation) Level: 4 Components: V, M Range: Touch Casting Time: 7 segments Duration: 1 round/level Saving Throw: None Area of Effect: Caster’s hammer This spell gains its name by allowing the caster to temporarily duplicate certain powers of Flandal’s magical hammer, Rhondang. When the spell is cast, the caster’s hammer bursts into flame, taking on the magical characteristics of a flame tongue sword. Thus, while the spell lasts, the hammer is regarded as a +1 weapon, +2 vs. regenerating creatures, +3 vs. cold-using, flammable, or avian creatures, and +4 vs. undead. It sheds light equal to a torch and can ignite flammable objects upon contact. Shades of Rhondang functions only if used on a non-magical hammer. If cast on a magical hammer or any other type of weapon, the spell automatically fails. Furthermore, the hammer to be affected must be owned and used by the caster and cannot be passed to another creature. Attempting to cast the spell on someone else’s hammer or seeking to pass the hammer to another creature immediately negates the spell. Shades of Rhondang ends if the caster is slain, is rendered unconscious, or releases his grip on the hammer. Since the caster must retain a hold of the hammer to prevent the spell from ending, he cannot perform any actions that require the use of both hands. The material components for this spell are the caster’s holy symbol and the hammer to be affected, neither of which is consumed by the spell. Flandal Steelskin's Cleric Spells Number 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 3rd level 4th level 5th level CREATE FOOD & WATER DEATH'S DOOR DISPEL MAGIC FLAME WALK GLYPH OF WARDING LOCATE OBJECT Obscure Object MAGICAL VESTMENT MELD INTO STONE NEGATIVE PLANE PROTECTION REMOVE CURSE Bestow Curse REMOVE PARALYSIS Cause Paralysis SPEAK WITH DEAD EXORCISE PROTECTION FROM EVIL 10' RADIUS SHADES OF RHONDANG SPELL IMMUNITY ATONEMENT GOLEM SPIKE STONES GAERDAL IRONHAND (Lesser God) (GAYR-dahl I-ern-hand) The Stern, The Shield of the Golden Hills AL LG (LN); WAL LG, NG, LN, N; SoC Protection, Vigilance, Combat; SY Armband (iron); AN None; CR Brown, gold; HD Godsday; PoW Temple; CL Clerics; PN Twin Paradises. Gaerdal Ironhand is the only noniz deity who could possibly be considered stern. He remains unsmiling at noniz tales and pranks (save those of Garl himself). The other noniz deities say he chuckles in private, but this is deeply uncertain. Gaerdal has only a small following among noniz as a result, but his prime role as a protector deity is one that inspires devotion from those few and respect in other noniz. Gaerdal will often assist noniz in preparation for battle. He is somewhat hostile to Baravar, disliking deceitfulness, and may thwart BaravarÊs plans if he learns of them. Gaerdal appears a stern, strong noniz in the prime of life, clad in chain armor, with thick, sleek brown hair and brown eyes. GAERDAL IRONHAND (Lesser God) (GAYR-dahl I-ern-hand) The Stern, The Shield of the Golden Hills AL LG (LN); WAL LG, NG, LN, N; SoC Protection, Vigilance, Combat; SY Armband (iron); AN None; CR Brown, gold; HD Godsday; PoW Temple; CL Clerics; PN Twin Paradises. Gaerdal Ironhand is the only noniz deity who could possibly be considered stern. He remains unsmiling at noniz tales and pranks (save those of Garl himself). The other noniz deities say he chuckles in private, but this is deeply uncertain. Gaerdal has only a small following among noniz as a result, but his prime role as a protector deity is one that inspires devotion from those few and respect in other noniz. Gaerdal will often assist noniz in preparation for battle. He is somewhat hostile to Baravar, disliking deceitfulness, and may thwart BaravarÊs plans if he learns of them. Gaerdal appears a stern, strong noniz in the prime of life, clad in chain armor, with thick, sleek brown hair and brown eyes. Gaerdal IronhandÊs Clerics Sex M; AB Str 13; AL LG, LN; AEx None; WPN Any (hammer 1st); AR Metal; RA Metal armor; PW 1) strength, 5) protection from evil 10Ê radius, 9) cloak of bravery; TU Turn at :2 levels. GaerdalÊs clerics are as close to being a warrior caste as one could find among the noniz. They are not common; many are cleric/fighters. They are rather moralizing, much less given to levity than most noniz, and may often be administrators, judges, and the like. Their role as protectors is of major importance. The clerics usually erect small statues of Gaerdal at the major entrances to noniz settlements. Making life difficult for BaravarÊs followers is also important to these clerics. Clerical level titles are as follows: Eye, Stern Watcher, Stern Observer, Stern Guard, Stern Sentinel, Stern Sentry, Stern Guardian, Stern Defender, and Stern Protector. Gaerdal Ironhand's Cleric Spells Number 1 2 3 4 5 6 7 8 9 10 11 12 13 Number 1 2 3rd level 4th level 5th level DEATH'S DOOR DISPEL MAGIC GLYPH OF WARDING LOCATE OBJECT Obscure Object MAGICAL VESTMENT NEGATIVE PLANE PROTECTION PRAYER REMOVE CURSE Bestow Curse REMOVE PARALYSIS Cause Paralysis SPEAK WITH DEAD EXORCISE PROTECTION FROM EVIL 10' RADIUS SPELL IMMUNITY ATONEMENT DISPEL EVIL FLAME STRIKE GOLEM INSECT PLAGUE 6th level BLADE BARRIER FORBIDDANCE GARL GLITTERGOLD (Greater God) (GAHRL GLIH-ter-gohld) The Prankster, The Joker, The Watchful Protector, The Priceless Gem, The Sparkling Wit AL LG; WAL LG; SoC Protection, Humor, Gems, Smithery; SY Gold nugget; AN None; CR Gold; HD New Luna; PoW Cave hall; CL Clerics; PN Twin Paradises. Garl appears as a handsome golden-skinned noniz with ever-changing gemstones for eyes. His mischievous exploits form the basis of an entire cycle of stories that are told and retold around the noniz hearths in the hills. However, there is another side to Garl than that of the witty adventurer who collapsed the Celbit KingÊs cavern. When his people are threatened, Garl is a grim and determined war leader who out-thinks as well as out-fights his opponents. He wields Arumdina, an intelligent mithral-steel battle-axe that cuts stone as easily as it does enemies. The noniz have five or six other deities besides Garl Glittergold, but he is their leader, and none is as popular as he is. GARL GLITTERGOLD (Greater God) (GAHRL GLIH-ter-gohld) The Prankster, The Joker, The Watchful Protector, The Priceless Gem, The Sparkling Wit AL LG; WAL LG; SoC Protection, Humor, Gems, Smithery; SY Gold nugget; AN None; CR Gold; HD New Luna; PoW Cave hall; CL Clerics; PN Twin Paradises. Garl appears as a handsome golden-skinned noniz with ever-changing gemstones for eyes. His mischievous exploits form the basis of an entire cycle of stories that are told and retold around the noniz hearths in the hills. However, there is another side to Garl than that of the witty adventurer who collapsed the Celbit KingÊs cavern. When his people are threatened, Garl is a grim and determined war leader who out-thinks as well as out-fights his opponents. He wields Arumdina, an intelligent mithral-steel battle-axe that cuts stone as easily as it does enemies. The noniz have five or six other deities besides Garl Glittergold, but he is their leader, and none is as popular as he is. Garl GlittergoldÊs GlittergoldÊs Clerics Sex M; AB Int 11 or Dex 11; AL LG; AEx None; WPN Any (battle-axe 1st); AR Standard; RA Gold-plated war helm, golden belt; PW 1) hide in shadows 15%, move silently 15%, 2) use d6 for hit dice, 7) save at +2 vs. illusion/phantasm spells, 9) displacement, 1 turn (as the cloak); TU Turn at ?2 levels. GarlÊs clerics are educators and protectors. In their teaching of the young, they combine a very earthy practicality with a streak of humor that keeps their young charges entertained, and their learning is all the better for that. They are expected to take part in mining, smithery, or gem crafting work irrespective of seniority. As protectors, the priesthood must maintain a careful vigilance toward hostile races, especially celbits. Finally, the priesthood must maintain a good archive of jokes, jests, and (some would say interminable) tales. GarlÊs clerics require gold (or other precious metals, if no gold is available) for sacrifices to the deity. Clerical level titles are as follows: Amethyst, Topaz, Opal, Jacinth, Diamond, Emerald, Ruby, Sapphire, and Star Sapphire. Garl Glittergold's Cleric Spells Number 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 3rd level 4th level 5th level ANIMATE DEAD CLOUDBURST CONTINUAL LIGHT CREATE FOOD & WATER CURE BLINDNESS CURE DISEASE DEATH'S DOOR DISPEL MAGIC FEIGN DEATH GLYPH OF WARDING LOCATE OBJECT Obscure Object MAGICAL VESTMENT MELD INTO STONE NEGATIVE PLANE PROTECTION PRAYER REMOVE CURSE Bestow Curse REMOVE PARALYSIS Cause Paralysis SPEAK WITH DEAD CLOAK OF BRAVERY Cloak of Fear CURE SERIOUS WOUNDS EXORCISE GIANT INSECT Shrink Insect IMBUE WITH SPELL ABILITY NEUTRALIZE POISON PROTECTION FROM EVIL 10' RADIUS SPEAK WITH PLANTS SPELL IMMUNITY SPIKE GROWTH Snakes to Sticks ANIMATE DEAD MONSTERS ATONEMENT CURE CRITICAL WOUNDS DISPEL EVIL FLAME STRIKE GOLEM INSECT PLAGUE RAISE DEAD SPIKE STONES Garl Glittergold's Cleric Spells Number 1 2 3 4 5 6 7 8 6th level 7th level ANIMATE OBJECT BLADE BARRIER FORBIDDANCE HEAL HEROES' FEAST STONE TELL EARTHQUAKE EXACTION HENLEY'S DIGIT OF DISRUPTION HOLY WORD REGENERATE RESTORATION RESURRECTION SYMBOL SEGOJAN EARTHCALLER (Lesser God) (SE-goh-jan ERTH-kah-ler) Earthfriend, The Rock Gnome, Lord of the Burrow, Digger of Dens AL NG; WAL Any non-evil; SoC Earth, Nature; SY Large glowing gemstone; AN Badger; CR Gray, dark brown; HD Festivals; PoW Subterranean temple; CL Clerics; PN Twin Paradises. Segojan is the noniz deity of earth and nature, a friend to all living animals that move above or below the ground and one who speaks to the very rock itself. His worshipers know him as a gray-skinned noniz who wears armor made of grass and roots. When he enters battle, he carries a rod made of crystalline quartz. This rod will create a stone golem once a day that is intelligent and will obey SegojanÊs commands alone. Segojan may also call up earth elementals. Although his primary nature of control is earth and nature, Segojan is also seen in a lesser way as the noniz god of magic. Many of his followers are illusionists who strive to improve their art for the betterment of the noniz race and for their artÊs sake as well. Noniz miners and jewelers also revere this deity. SEGOJAN EARTHCALLER (Lesser God) (SE-goh-jan ERTH-kah-ler) Earthfriend, The Rock Gnome, Lord of the Burrow, Digger of Dens AL NG; WAL Any non-evil; SoC Earth, Nature; SY Large glowing gemstone; AN Badger; CR Gray, dark brown; HD Festivals; PoW Subterranean temple; CL Clerics; PN Twin Paradises. Segojan is the noniz deity of earth and nature, a friend to all living animals that move above or below the ground and one who speaks to the very rock itself. His worshipers know him as a gray-skinned noniz who wears armor made of grass and roots. When he enters battle, he carries a rod made of crystalline quartz. This rod will create a stone golem once a day that is intelligent and will obey SegojanÊs commands alone. Segojan may also call up earth elementals. Although his primary nature of control is earth and nature, Segojan is also seen in a lesser way as the noniz god of magic. Many of his followers are illusionists who strive to improve their art for the betterment of the noniz race and for their artÊs sake as well. Noniz miners and jewelers also revere this deity. Segojan EarthcallerÊs Clerics Sex M; AB Con 12; AL LG, NG, CG; AEx None; WPN Any; AR Leather; RA Leather armor, fur cap; PW 1) meld into stone; 2) use d6 for hit dice, 5) conjure 8-HD earth elemental for 6 turns, 9) stone tell 1/week, TU Turn at >4 levels. SegojanÊs priesthood works together with that of Flandal to supervise mining and oversee safety and protection. They go further than others in actively seeking to watch over boundaries with the territory of Underdark races and tunnels deeper underground than the noniz usually explore. They have particularly good relations with svirfneblin (nearly 20% of the clergy are themselves svirfneblin) and often negotiate and share information with them. The clerics of Segojan frequently cast light or continual light spells on large and well-cut gems for use as holy symbols, causing them to glow from within. Clerical level titles are as follows: Shrew, Mole, Vole, Ermine, Groundhog, Wolverine, Badger, Aurumvorax, and Earthcaller. Segojan Earthcaller's Cleric Spells Number 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Number 1 2 3 3rd level 4th level 5th level CONTINUAL LIGHT DEATH'S DOOR DISPEL MAGIC GLYPH OF WARDING LOCATE OBJECT Obscure Object MAGICAL VESTMENT MELD INTO STONE NEGATIVE PLANE PROTECTION REMOVE CURSE Bestow Curse REMOVE PARALYSIS Cause Paralysis SPEAK WITH DEAD EXORCISE GIANT INSECT Shrink Insect PROTECTION FROM EVIL 10' RADIUS SPEAK WITH PLANTS SPELL IMMUNITY SPIKE GROWTH Snakes to Sticks ATONEMENT DISPEL EVIL GOLEM SPIKE STONES 6th level BLADE BARRIER FORBIDDANCE STONE TELL URDLEN (Lesser God) (ERD-len) The Crawler Below AL CE; WAL LE, NE, CE; SoC Evil; SY White mole (iron); AN White mole; CR White; HD 1 Sunsebb; PoW Underground cavern; CL Clerics; PN Abyss. Urdlen is the epitome of the evil impulse that rules some noniz and is feared by the rest. It appears as a huge, dead white, furless mole with claws of steel. UrdlenÊs form is distorted by a permanent blur spell, which cannot be dispelled while it lives. It is said that Urdlen, a neuter and sexless being, lusts for precious metals, jewels, and the blood of any human, humanoid, or demi-human. No one can predict where it will strike next or what its plans are to further the cause of Evil among the noniz. Just as it can burrow into the earth of the Abyss, so it hopes Evil will burrow into its followersÊ hearts and souls. It thrives on harmful trickery against the innocent and good. Noniz assassins, evil thieves, and evil fighters make up most of the worshipers of this awful deity. They generally share their lordÊs love for evil and deadly pranks directed against all creatures, even other noniz. Its followers often prefer to live underground, after the manner of UrdlenÊs chaotic tunnel home in the Abyss. URDLEN (Lesser God) (ERD-len) The Crawler Below AL CE; WAL LE, NE, CE; SoC Evil; SY White mole (iron); AN White mole; CR White; HD 1 Sunsebb; PoW Underground cavern; CL Clerics; PN Abyss. Urdlen is the epitome of the evil impulse that rules some noniz and is feared by the rest. It appears as a huge, dead white, furless mole with claws of steel. UrdlenÊs form is distorted by a permanent blur spell, which cannot be dispelled while it lives. It is said that Urdlen, a neuter and sexless being, lusts for precious metals, jewels, and the blood of any human, humanoid, or demi-human. No one can predict where it will strike next or what its plans are to further the cause of Evil among the noniz. Just as it can burrow into the earth of the Abyss, so it hopes Evil will burrow into its followersÊ hearts and souls. It thrives on harmful trickery against the innocent and good. Noniz assassins, evil thieves, and evil fighters make up most of the worshipers of this awful deity. They generally share their lordÊs love for evil and deadly pranks directed against all creatures, even other noniz. Its followers often prefer to live underground, after the manner of UrdlenÊs chaotic tunnel home in the Abyss. UrdlenÊs Clerics Sex M; AB Standard; AL CE; AEx None; WPN Any edged weapon; AR Standard; RA White cloak, bare head; PW 1) stinking cloud, 2) use d6 for hit dice, 5) cloak of fear, 9) confusion, as magic-user; TU Command at :2 levels. Clerics of this deity are continually at war with the rest of the noniz deities and the clerics and followers thereof. Many are cleric/thieves. Novices (levels 1:2) of Urdlen are known as the Unblooded. Full priests (level 3+) of the Crawler Below are known as Deep Crawlers. UrdlenÊs clerics may appease their deity by pouring the blood of a creature they have killed into the ground and burying it. Jewels and valuable metal goods are sacrificed to Urdlen by ruining them (breaking, tarnishing, melting) and then burying them. Its clerics have a 5% chance of successfully calling upon Urdlen when in danger and having it cast a blur spell upon them for protection; however, if the noniz cleric is slain anyway while the spell is still in effect, Urdlen will eat the clericÊs soul when it reaches the Abyss. Urdlen's Cleric Spells Number 1 2 3 4 5 Number 1 2 3rd level 4th level 5th level Continual Darkness Cause Blindness Cause Disease MELD INTO STONE PRAYER Cause Serious Wounds EXORCISE Poison ATONEMENT Cause Critical Wounds FLAME STRIKE INSECT PLAGUE SPIKE STONES 6th level Harm STONE TELL