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- *~ Table of Contents ~*
- Books of holy magic employed by the Paladin:
- Chapter 1: Inspiration Chapter 3: Sacrifice
- Chapter 2: Justice
- Arcanum and Lore:
- Chapter 4: The Book of Immortals Chapter 6: Scrolls
- Chapter 5: Healing Reagents
- You turn the pale ivory vellum pages to the chapter entitled "Inspiration" in your steel spellbook.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- ~* Spells and Knowledge pertaining to Inspiration *~
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- *~ Notes on the Courage spell ~*
- In dire and desperate times, the peoples of Elanthia look to Paladins to be the light in the darkness. The Courage spell will boost the stamina of its caster's group.
- This is a non-battle spell that can be cast on an area or group. Non-battle spells have significantly longer preparation times than battle spells. It affects yourself. It requires a minimum of five mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as a genius in your abilities as a caster. It requires the Augmentation skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Heroic Strength. It will also cost one spell slot.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- *~ Notes on the Righteous Wrath spell ~*
- While the non-believers seek refuge from the evil and darkness amongst us, we are compelled to stand and fight by a greater power. Let not your rage against evil and tyranny be an enemy within. Our Righteous Wrath can be used to effectively fell a foe by stone, steel, or the fist.
- This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target. It requires a minimum of five mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a promising novice. By the time you have mastered this spell, you will be ranked as a savant in your abilities as a caster. It requires the Augmentation skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Heroic Strength. It will also cost two spell slots.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- *~ Notes on the Divine Guidance spell ~*
- Our patron Chadatru guides our swords and strengthens our hearts, and he provides us with the strength to defend those unable to protect themselves. Yet often times, the brash and young Paladin will overlook those matters where Chadatru's unfailing knowledge might prevail. The Divine Guidance spell, created years ago by a Paladin inspired by Chadatru himself, will provide us with a heightened wisdom.
- This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target and on other adventurers. It requires a minimum of five mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as a genius in your abilities as a caster. It requires the Augmentation skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Heroic Strength. It will also cost one spell slot.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- *~ Notes on the Truffenyi's Rally spell ~*
- In times of despair when spirits waver, Truffenyi's Rally lets you be the keen voice of valor among allies, spurring them onward and straightening their slumped backs. Be aware that this spell can wear down your own spirit each time it remedies a harmful influence on you or another.
- This is a non-battle spell that can be cast on an area or group. Non-battle spells have significantly longer preparation times than battle spells. This is a cyclic spell. To cast this kind of spell, prepare it at the amount of mana you wish to cast it at, and then cast it. This spell will continually pulse as long as you have harnessed enough mana to fuel the mana requirements. Cambrinth also works as a source of fuel for cyclic spells, as does your raw attunement if you have the Raw Channeling feat. It affects yourself. It requires a minimum of five mana streams, and can expand to a maximum of forty mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a 50th degree adept. By the time you have mastered this spell, you will be ranked as a guru in your abilities as a caster. It requires the Augmentation and Utility skills to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Anti-Stun and Marshal Order, and be circle 50. It will also cost two spell slots.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- *~ Notes on the Sentinel's Resolve spell ~*
- The Sentinel's Resolve spell enhances the defensive abilities of the subject, allowing them to block incoming attacks with greater success.
- This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target. It requires a minimum of five mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a promising novice. By the time you have mastered this spell, you will be ranked as an outstanding genius in your abilities as a caster. It requires the Augmentation skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Heroic Strength. It will also cost two spell slots.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- *~ Notes on the Veteran Insight spell ~*
- The Veteran Insight metaspell represents personalized customizations to the Sentinel's Resolve spell. This hard-won experience grants the Paladin a better sense of movement, allowing them to more easily avoid attacks both mundane and magical.
- This is a metaspell. In general, metaspells are not cast, but instead are prepared, invoked, or passively used to gain some benefit that alters one or more other spells. This spell is available for any guild member to learn. Before you can learn this spell, you must know Sentinel's Resolve. It will also cost one spell slot.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- *~ Notes on the Anti-Stun spell ~*
- The Anti-Stun spell can prevent one from being stunned in combat. Some stuns may still occur, but they should dissipate quickly. It can be cast on others as well as yourself.
- This is a battle spell, intended to be prepared quickly and cast on a single target while in battle. It can be cast without a target and on other adventurers. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of an experienced practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Utility skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know one of Courage or Righteous Wrath. It will also cost two spell slots.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- *~ Notes on the Heroic Strength spell ~*
- The Heroic Strength spell bestows you or an ally with enhanced strength.
- This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target and on other adventurers. It requires a minimum of one mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as a professional in your abilities as a caster. It requires the Augmentation skill to cast effectively. This spell is available for any guild member to learn. This spell has no prerequisites. It will also cost one spell slot.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- *~ Notes on the Soldier's Prayer spell ~*
- Soldier's Prayer protects the magician from offensive magic. The pattern makes use of the purified soul's affinity to Holy magic, allowing a Paladin to reinforce or "temper" the resulting barrier in the radiance of his own spiritual power.
- Soldier's Prayer provides a moderate layer of protection, and the magic it absorbs cannot weaken its steadfast bulwark until it is destroyed. However, its caster's own offensive spells will be affected as well.
- This is a battle spell, intended to be prepared quickly and cast on a single target while in battle. It can be cast without a target. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of an experienced practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Warding skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Sentinel's Resolve. It will also cost one spell slot.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- *~ Notes on the Divine Armor spell ~*
- The Divine Armor spell temporarily enhances the protective and absorptive qualities of one's armor and shield.
- This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target and on other adventurers. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of an experienced practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Utility skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Aspirant's Aegis and Veteran Insight. It will also cost three spell slots.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- *~ Notes on the Marshal Order spell ~*
- Marshal Order will provide a temporary boost to one's discipline and will allow those most righteous the ability to lead with greater skill.
- This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of an experienced practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Augmentation skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Divine Guidance. It will also cost two spell slots.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- *~ Notes on the Bond Armaments spell ~*
- The Bond Armaments spell temporarily enables a weapon or shield to return to your hand on its own, if dropped or stolen.
- This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target and on some objects. It requires a minimum of ten mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a beginning practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Utility skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know one of Rutilor's Edge or Divine Armor. It will also cost two spell slots.
- There are only 12 pages in this chapter.
- You turn the pale ivory vellum pages to the chapter entitled "Justice" in your steel spellbook.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- ~* Spells and Knowledge pertaining to Justice *~
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- *~ Notes on the Halt spell ~*
- The Halt spell, if the caster's will is strong enough, holds the subject motionless for a brief time. It is useful when one must intercede to prevent a citizen from attacking another citizen unjustly.
- This is a battle spell, intended to be prepared quickly and cast on a single target while in battle. When used on opponents, this spell pits your mind against your enemy's will. It can be cast at other adventurers and at hostile creatures. It requires a minimum of five mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as a genius in your abilities as a caster. It requires the Debilitation skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Stun Foe. It will also cost two spell slots.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- *~ Notes on the Stun Foe spell ~*
- The Stun Foe spell channels your resolve into manifest light, striking at your target with a great enough force to send them reeling.
- This is a battle spell, intended to be prepared quickly and cast on a single target while in battle. When used on opponents, this spell pits your magic against your enemy's fortitude. It can be cast at other adventurers and at hostile creatures. It requires a minimum of one mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as a professional in your abilities as a caster. It requires the Debilitation skill to cast effectively. This spell is available for any guild member to learn. This spell has no prerequisites. It will also cost one spell slot.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- *~ Notes on the Shatter spell ~*
- The Shatter spell is the modern version of the ancient Smite Shield spell. By focusing the caster's spiritual strength into a debilitative force, it will inhibit a target's ability to use a shield. In the hands of a skilled Paladin, it can even briefly incapacitate a foe's shield arm entirely.
- This is a battle spell, intended to be prepared quickly and cast on a single target while in battle. When used on opponents, this spell pits your spirit against your enemy's fortitude. It can be cast at other adventurers and at hostile creatures. It requires a minimum of five mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as a genius in your abilities as a caster. It requires the Debilitation skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Halt, and be circle 10. It will also cost two spell slots.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- *~ Notes on the Banner of Truce spell ~*
- The Banner of Truce spell forestalls violence in the area for a few minutes, but is more difficult to cast if there is active combat going on at the time. Once it forms, however, any Paladin with the spell can enhance it by casting again while in the same area, though it becomes increasingly more difficult with each cast.
- This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of an experienced practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Utility skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Courage and Halt, and be circle 20. It will also cost two spell slots.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- *~ Notes on the Hands of Justice spell ~*
- The Hands of Justice enchantment the casting paladin to protect themselves and others against unwanted thievery. They will find that their ability to defend against depraved pickpocketing is increased, and they are even more able to spot pickpockets attempting to prey on those around them. Those who are in a group led by the paladin will find they are protected to some extent by Chadatru's power as well. Paladins using this spell may GESTURE at a suspected Thief, and if they have stolen from others recently, the Paladin will attempt to channel the power of Chadatru to bar their power to steal for a short time. Beware, Chadatru looks unkindly on those who have not the will to use his power successfully, and especially unkindly on those who try to use it on an innocent. Such an abuse will cause the spell to flee the paladin and Chadatru's blessing will be elusive for a short period. However, only attempting to harm the innocent will bring any long-lasting repercussions.
- This is a non-battle spell that can be cast on an area or group. Non-battle spells have significantly longer preparation times than battle spells. It affects yourself. It requires a minimum of five mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of an able novice. By the time you have mastered this spell, you will be ranked as a genius in your abilities as a caster. It requires the Utility skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Stun Foe and Heroic Strength. It will also cost one spell slot.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- *~ Notes on the Rutilor's Edge spell ~*
- The Rutilor's Edge spell enhances the capabilities of your weapon. Some say the weapon feels more balanced. Others note it makes the weapon feel better suited to gaining attack power. A few Paladins claim the spell might improve the slice, impact or puncture of a weapon.
- This is a battle spell, intended to be prepared quickly and cast on a single target while in battle. It can be cast on some objects. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of an experienced practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Utility skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Footman's Strike and Heroic Strength. It will also cost two spell slots.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- *~ Notes on the Holy Warrior spell ~*
- The Holy Warrior spell will coax your soul to manifest in glorious light, blessing your body and weapons as long as you sustain it. Any who harm a Paladin in this state may find themselves dazed at the powerful display of holiness.
- This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. This is a cyclic spell. To cast this kind of spell, prepare it at the amount of mana you wish to cast it at, and then cast it. This spell will continually pulse as long as you have harnessed enough mana to fuel the mana requirements. Cambrinth also works as a source of fuel for cyclic spells, as does your raw attunement if you have the Raw Channeling feat. It can be cast without a target. It requires a minimum of five mana streams, and can expand to a maximum of forty mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a 50th degree adept. By the time you have mastered this spell, you will be ranked as a guru in your abilities as a caster. It requires the Warding skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Stun Foe and Divine Armor, and be circle 30. It will also cost two spell slots.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- *~ Notes on the Rebuke spell ~*
- Much as the Footman's Strike spell uses your weapon as a focus, the Rebuke spell focuses divine energy through your shield into crushing waves of light.
- This is a targeted spell, which must be TARGETed at a specific opponent. This spell does impact and fire damage. It can be cast at other adventurers and at hostile creatures. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of an experienced practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Targeted Magic skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Footman's Strike. It will also cost two spell slots.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- *~ Notes on the Clarity spell ~*
- The Clarity spell boosts a Paladin's gifted ability to sense hostile intent from those around them. This almost-empathic alertness is also known to sharpen the mind in broader ways.
- This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of an experienced practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Augmentation skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know one of Hands of Justice or Divine Guidance. It will also cost one spell slot.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- *~ Notes on the Smite Horde spell ~*
- The Smite Horde spell can strike an entire army with the power of holy light. Be aware that casting this spell in town may get you in trouble with the authorities.
- This is an area targeted spell, which must be TARGETed at the area around you before you cast it. This spell does slice and impact damage. It affects yourself and hostile creatures. It requires a minimum of thirty mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a 50th degree adept. By the time you have mastered this spell, you will be ranked as a guru in your abilities as a caster. It requires the Targeted Magic skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Rebuke, and be circle 40. It will also cost two spell slots.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- *~ Notes on the Footman's Strike spell ~*
- Footman's Strike draws on the caster's melee weapon in hand as a focus for the spell, which dictates the shape of its manifestation. A rapier will produce a piercing force, while a claymore will invoke a spell that slashes and slices at the target. Holding a missile weapon or being unarmed causes the spell to fail.
- This is a targeted spell, which must be TARGETed at a specific opponent. This spell does slice and impact damage. It can be cast at other adventurers and at hostile creatures. It requires a minimum of five mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as a genius in your abilities as a caster. It requires the Targeted Magic skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Stun Foe. It will also cost one spell slot.
- turn my spellbook to chapter 3
- There are only 11 pages in this chapter.
- You turn the pale ivory vellum pages to the chapter entitled "Sacrifice" in your steel spellbook.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- ~* Spells and Knowledge pertaining to Sacrifice *~
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- *~ Notes on the Alamhif's Gift spell ~*
- There are those that would squander their god's favor, and those that simply know no better. As protectors and leaders, the path of the Paladin is to lead by shining example, by living true and just, by giving unselfishly to save and honor others. Alamhif's Gift is a magical tool that will allow the caster to give of herself her god's favor to rectify the cruel sting of death.
- This spell may also be cast upon oneself. By sacrificing the favor of one of the gods, a paladin may find additional reserves of holy energy.
- This is a ritual spell, which means that it requires a high amount of mana to use. These mana costs can be alleviated somewhat by invoking the proper ritual focus while preparing the spell. It affects yourself and other adventurers. It requires a minimum of three hundred mana streams, and can expand to a maximum of six hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a 50th degree adept. By the time you have mastered this spell, you will be ranked as a guru in your abilities as a caster. It requires the Utility skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Vessel of Salvation, and be circle 50. It will also cost one spell slot.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- *~ Notes on the Crusader's Challenge spell ~*
- As defenders of the realm, courageous paladins are expected to put their lives on the line to protect others. The Crusader's Challenge spell will help the caster deal with these situations by improving their tactical awareness in combat. With this added prowess, a Paladin will even be able to entice an enemy to face her by delivering a well timed taunt, thereby keeping her friends safe and enemy occupied.
- This is a battle spell, intended to be prepared quickly and cast on a single target while in battle. It can be cast without a target. It requires a minimum of thirty mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a 20th degree adept. By the time you have mastered this spell, you will be ranked as a guru in your abilities as a caster. It requires the Augmentation and Utility skills to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Courage and Aspirant's Aegis, and be circle 30. It will also cost two spell slots.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- *~ Notes on the Aspirant's Aegis spell ~*
- Aspirant's Aegis is a straightforward spell that was developed to protect new Paladins during combat training. It will blunt physical blows that might otherwise cripple a squire while still allowing enough pain to encourage swift improvement. An amusing, if unintended, side effect of the spell's development is that it encourages mentors to swiftly instill the fundamentals of magic in their students so that the students may learn to ward themselves, for the spell takes quite a toll on the caster when manifest about another.
- This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target, on other adventurers, and at hostile creatures. It requires a minimum of one mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as a professional in your abilities as a caster. It requires the Warding skill to cast effectively. This spell is available for any guild member to learn. This spell has no prerequisites. It will also cost one spell slot.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- *~ Notes on the Vessel of Salvation spell ~*
- At a basic level, magical vessels are containers produced by Holy magic that hold divine blessings or sacrifices. The "favor orb" is the best known form, but magicians versed in this spell demonstrate that others exist. Vessel of Salvation is perhaps the simplest vessel to produce, allowing the magician to give up a portion of his life force so that others can draw from it and perhaps save themselves from death. The magician can also draw upon his contained life force, but at greatly reduced efficency.
- The function of vessels are similar across all variations: the magician rubs the resulting orb to sacrifice his life force, while anyone may benefit from the sacrifice at a touch.
- This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target. It requires a minimum of one mana streams, and can expand to a maximum of one hundred one mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as a genius in your abilities as a caster. It requires the Utility skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Aspirant's Aegis. It will also cost two spell slots.
- There are only 4 pages in this chapter.
- You turn the pale ivory vellum pages to the chapter entitled "The Book of Immortals" in your steel spellbook.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- THE IMMORTALS
- - Amritam Gweththew and Rowan Windlyric
- TABLE OF CONTENTS:
- Chapter 1: THE GODS ....................... Pages 1 and 2
- Kertigen ................................ Page 3
- Hodierna ................................ Page 4
- Meraud .................................. Page 5
- Damaris ................................. Page 6
- Everild ................................. Page 7
- Truffenyi ............................... Page 8
- Hav'roth ................................ Page 9
- Eluned .................................. Page 10
- Glythtide ............................... Page 11
- Tamsine ................................. Page 12
- Faenella ................................ Page 13
- Chadatru ................................ Page 14
- Urrem'tier .............................. Page 15
- Chapter 2: THE WORLD DRAGON ............... Pages 16 and 17
- Chapter 3: THE FAE AND HERALDS ............ Page 18
- Chapter 4: THE ALL GODS ................... Page 20
- Chapter 5: THE HUNTRESS AND OTHER AVATARS . Page 20
- You turn to page 1 in the chapter entitled "The Book of Immortals" within your steel spellbook.
- You continue to instruct your student on Mechanical Lore.
- Learned: Scholarship, Mechanical Lore
- read my spellbook
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- ========
- THE GODS
- ========
- The Thirteen Immortals are a fickle bunch and as unpredictable and mercurial
- as the lands and the form of Elanthia itself. Each Immortal has several
- aspects and forms, some benevolent, some wrathful, mischievous or disruptive,
- but in all their positive traits predominate.
- Some believers consider the positive and negative aspects of the gods and
- goddesses to belong to them, that they are just different names for referring
- to certain "moods" of the same deities. Others contend that these are indeed
- separate, minor deities, who serve the Immortals and do that portion of their
- bidding that serves mortals in manner fair or foul. Be that as it may, there
- is no doubt that across Elanthia, shrines to the major manifestations of the
- Thirteen Immortals exist, as well as shrines to their aspects or demiurges.
- The aspects can be either male, female or animal, regardless of the form of
- the master Immortal. The Immortals that are either male or female, and the
- demiurges, possess certain auspicious or foreboding animals associated with
- them, as emblems or totems. The races of Elanthia, as prone as they are to
- foreshadows and prognostication, and augurs, observe these correspondences
- with great attention.
- Page: 1
- You turn to page 2 in the chapter entitled "The Book of Immortals" within your steel spellbook.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- When mortals or semi-mortals offend a particular god, they are sure to incur
- the ire of the negative aspect. Attempts to please the gods may bring out the
- positive aspects, but there is no guarantee. Each Immortal is lord over
- particular spiritual, natural, magical and astrological domains, for example
- each Lord has his/her own corresponding planet.
- The Thirteen Immortals
- Name Positive Aspect Negative Aspect
- Kertigen (M) Divyaush (M) Zachriedek (M)
- Hodierna (F) Berengaria (F) Asketi (F)
- Meraud (M) Firulf (M) Kerenhappuch (F)
- Damaris (M) Phelim (M) Dergati (F)
- Everild (M) Kuniyo (M) Trothfang (M)
- Truffenyi (M) Alamhif (M) Huldah (M)
- Hav'roth (M) Peri'el (F) Ushnish (M)
- Eluned (F) Lemicus (F) Drogor (M)
- Glythtide (M) Saemaus (M) Be'ort (M)
- Tamsine (F) Albreda (F) Harawep (F)
- Faenella (F) Murrula (F) Idon (M)
- Chadatru (M) Rutilor (M) Botolf (M)
- Urrem'tier (A) Eylhaar (A) Aldauth (M/F/A)
- Page: 2
- You turn to page 3 in the chapter entitled "The Book of Immortals" within your steel spellbook.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- =Kertigen=
- Kertigen - Patron of craft, metal work, precious gems, bestower of wealth
- and prosperity venerated by traders, money changers, petty bourgeois and
- tradesmen such as jewelers and blacksmiths his favor is invoked in protecting
- possessions against theft, weapons and armor against damage, etc. Kertigen's
- favorite workers are the leprechauns, who guard his treasures with jealous
- zeal. The chief deity of Dwarves, his emblem is the raven.
- Divyaush - Kertigen's positive side, Divyaush is a merry bearded man with
- twinkling blue eyes. He grants enormous good favor, money, and gifts, and
- will sometimes send out his personal assistants -- the welkin -- to help out
- needy craftsmen. He is beloved by children, who often leave him offerings of
- sweets and cream at a special Midwinter festival. Divyaush is paternal and
- kind, and will help to guide a crafter who has erred by pointing out -- but
- not fixing -- his mistakes. His emblem is a welkin.
- Zachriedek - Kertigen's negative side, Zachriedek, is nasty and cruel. He
- is the weakness in the wagon's axle that causes it to snap in the rain, the
- crack in the sword that breaks in the heat of battle, the poor conditions that
- cause a merchant's stock to sour. If he is feeling particularly nasty, he
- will send out his favored pets, the gremlins, to plague a craftsman. His
- emblem is the raccoon.
- Page: 3
- You turn to page 4 in the chapter entitled "The Book of Immortals" within your steel spellbook.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- =Hodierna=
- Hodierna - goddess of life, morning, and light, as well as springtime,
- harvest and crops. Farmers, herbalists, healers, and empaths all venerate
- her. She is the granter of life and favor, and ultimately must be pleased for
- resurrections and healing. Her emblem is the unicorn.
- Berengaria - the motherly goddess Berengaria is often envisioned by artists
- as a plump and cheerful woman holding a sheath of grain in the crook of her
- right arm. She is wise and kind, a good match for Divyaush. Berengaria is
- the finder of lost children and the bringer of dawn the first light that
- shatters the darkness. Where she treads, the earth is renewed. Beneficial
- and kind, her emblem is the cow.
- Asketi - the "hag" stealer of children, wild mistress of barren fields and
- the midnight hunt. Asketi is the master of the North Wind, and delights in
- causing pain and terror in the lands. On the darkest night of the year it is
- said she rides on the backs of hideous black unicorns and carves a bloody path
- through the city that has failed to venerate her the most. The stealer of
- life, she carries a rough burlap sack at her hip in which she carries the
- souls of those she has killed. Her emblem is the adder.
- Page: 4
- You turn to page 5 in the chapter entitled "The Book of Immortals" within your steel spellbook.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- =Meraud=
- Meraud - god of magic and foresight, the dark side of the arcane arts.
- Meraud rarely shows his face, hiding himself within the folds of a midnight
- black cloak and appearing as a dark stranger to those he visits. Meraud does
- not believe anything should stand in the way of the quest for knowledge, and
- can be quite ruthless in his pursuit of it. However, he is not without honor,
- and has turned aside in his quest for knowledge if he has made a promise that
- interferes in that quest. This does not, however, mean he will not find a way
- around the obstacle -- in fact, he often will. Elotheans admire Meraud for
- his aloofness, and also because he is the creator of written language. His
- emblem is a jet-black wolf.
- Firulf - the god of elemental magic is kinder than Meraud, but still stern.
- The extremes he will go to are fewer, but his craftiness is still well known.
- His foresight is unerring, which is why many Elothean Moon Mages revere him.
- He carries a black staff marbled in silver that shoots forth powerful shards
- of lightning upon command. If a mortal should touch the staff without
- Firulf's permission, it is said he or she would turn to ash instantly.
- However, Firulf has been known to hand out the staff upon occasion to a
- favored worshiper to aid them in a quest for knowledge that he finds
- particularly intriguing. His emblem is a grey horned owl.
- Kerenhappuch - the mad mage is without scruples, and not above blackmail,
- extortion, or murder -- not to mention her own attractive feminine wiles -- to
- get the information she wants. From time to time her ruthlessness has been so
- severe that she has killed others under the notion that if SHE cannot have the
- knowledge, NO ONE will. Kerenhappuch is also a seductress and a schemer,
- twisting men to her desires as if they were wrapped about her finger, and
- turning women against each other. She has a skirt of fabulous colors crafted
- for her by Kertigen (who she tricked into making it for her by pretending she
- was Hodierna and telling Kertigen she needed it to entertain some Dwarves)
- that will cause any many who looks upon her while she wears it dancing to fall
- in love with her, and cause any male Dwarf to immediately swear fealty to her.
- Unfortunately (for Kerenhappuch), Kertigen, when he learned it was not
- Hodierna who had requested the item, also put a curse upon the skirt that
- causes any WOMAN who sees her wearing it to become insanely jealous of the
- beautiful goddess. A red-lipped and blonde-haired beauty, her emblem is the
- shrew.
- Page: 5
- You turn to page 6 in the chapter entitled "The Book of Immortals" within your steel spellbook.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- =Damaris=
- Damaris - the intriguing god of night and dreams, he is also the patron of
- thieves, cutthroats, assassins and spies. Damaris is the assassin of the
- gods, sometimes even killing someone without being paid, simply because he
- felt that their presence was no longer "necessary". Rarely seen except as a
- voice in the shadows, Damaris is envisioned as having black hair that is
- strewn with silver and large black eyes without pupils or whites and ebon
- skin, but can actually (as can all the gods) appear in any form he chooses
- because of his chosen profession, however, he is more proficient at it than
- the other gods. Oddly, Damaris has a soft spot for small children, the only
- people exempt from his blade, and parents will call upon him as a last resort
- if all other gods have deserted them to protect their child. He will lull
- them to sleep with a kiss they never remember, and then go back about his
- business. His emblem is the panther.
- Phelim - the god of sweet dreams, Moon Mages worship Phelim and often beg
- favors of him. Phelim strew the stars in the sky by gathering some of
- Tamsine's tears and setting them against the velvet black of the heavens, then
- bid Kertigen hammer for him four moons, which he then nestled along with the
- stars in the heavens, and set to turning. When the fourth moon hatched the
- World Dragon, it was Phelim who ambushed the creature and -- while he did not
- destroy it -- set it to sleeping deep within the heart of Elanthia. Phelim is
- the god of rightful vengeance those who seek retribution for a worthy reason
- may receive assistance from him. Phelim is also the god of honorable thieves
- and assassins if such a thing exists. He upholds his word above all other
- things a promise from Phelim is a promise unbroken. His symbol is the
- nightingale.
- Dergati - Unlike her sister, Kerenhappuch (who Dergati does not resemble but
- does help frequently), the goddess of nightmares is virtually unseen, but is
- assumed to be a black-haired and exotic beauty whose only flaw is a third eye
- in the center of her forehead. She never walks during the day, and it is
- rumored that if anyone created the creatures known as vampires and werewolves,
- it was her. She hates the sun, and often is involved in plotting ways to
- destroy it some believe she had a hand in the creation of the World Dragon.
- Her vengeance is savage, and terrible to behold. The unraveler of souls, she
- kills with slow efficiency, sometimes entire villages. Death by her hand
- means no resurrection, as many a fool hero who has spoken her name in vain has
- learned. Since it is impossible to know when she is watching, many fear
- speaking of her, even at high noon. She is the "all-seeing" her dark eyes
- miss nothing. Dergati will do anything for Kerenhappuch, who she considers
- her equal mentally, and who she admires greatly for her schemes and motives.
- Dergati is impatient with incompetence, and will, without warning, kill
- someone who acts foolishly in front of her. Her symbol is the shrike.
- Page: 6
- You turn to page 7 in the chapter entitled "The Book of Immortals" within your steel spellbook.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- =Everild=
- Everild - the wild lord of warriors, amazons, barbarians, berserkers and
- those who die in battle, he is attended by several equally wild youths and
- maidens who are the cream of the fighting crop. From time to time, he sends
- them down to Elanthia to aid in battle a warrior or army that he favors. If a
- warrior has served him exceptionally well, he will request them to join him as
- one of his attendants. If he sees a warrior given an improper burial, he will
- send one of his attendants down to see that the subject of Everild's
- attentions is given proper homage. Emblem is the wild boar.
- Kuniyo - gentler than Everild, Kuniyo still retains a deep wildness within
- him, and does not like to wander far from the sound of battle. However, he
- also enjoys the wilderness, and is therefore a favorite of rangers especially
- the rangers who use their sword on a frequent basis. Kuniyo is served by
- several noble youths and maidens who he may send out to help train a promising
- young warrior. Kuniyo is stubborn and vicious in battle. Emblem is the
- wolverine.
- Trothfang - Wild and untamed, Trothfang's bloody wars have killed thousands.
- He delights in torture and slow, messy deaths (his favorite weapon is the
- barb-tipped spear), and thrives on drinking the fresh blood of those who have
- fallen. If he truly hates someone, he will devour their flesh in front of
- them as they die, and then rip their heart out and eat it with much relish. A
- god of cannibalism, his servants are an entourage of the world's foulest and
- most savage killers, and those who dare challenge Trothfang are often faced
- with slow dismemberment and left to bleed to death. Trothfang's parties are
- often quite chaotic, involving much wine and debauchery and still more
- destruction the results of his parties usually involve several dead.
- Trothfang has no honor in combat for him, anything goes (this is why many
- suspect he is the inventor of the technique of two-handed beer mug brawling).
- He also is the god of primitive life and despises civilization he loves to
- see cities fall, and will dance over the bones of a ruined city with much
- glee. Centaurs worship Trothfang, delighting in his cruelty and taking on the
- effects of an untamed life. Emblem is the wild centaur.
- Page: 7
- You turn to page 8 in the chapter entitled "The Book of Immortals" within your steel spellbook.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- =Truffenyi=
- Truffenyi - god of mortal man, god of mercy and forgiveness, his blessings
- are invaluable in resurrections and in the granting of health, stamina,
- strength and magical power, he is like an indulgent father to the inhabitants
- of Elanthia. He can be stern as well, and thus is also a difficult master to
- serve. Chief deity of humans and Halflings his emblem is the ox.
- Alamhif - the kind father, Alamhif is sometimes mistaken for Divyaush, but
- the two are not the same. Alamhif is more the stern guidance that is the role
- of fatherhood, while Divyaush is the indulgent grandfather. Alamhif loves
- children and will take pains to pay them especial care if he perceives they
- are in danger or being misled/mistreated. It is him -- along with Berengaria
- -- who created the bridge between death and life that allows mortals to reach
- through Urrem'tier's barrier to bring those who have fallen back to life. His
- symbol is the magpie.
- Huldah - trickster, imp, bedeviler, fouler up of best laid plans, Huldah's
- schemes can often appear very appealing at first, but quickly sour. Reasoning
- with him is dangerous, and few have ever gotten out of a deal with him ahead.
- He despises mortals, and delights in seeing that which is pure become
- despoiled, especially by some act of his. Huldah can also cause terrible
- storms that resembles lightning storms, but are composed of magic instead of
- electricity. His emblem is the weasel.
- Page: 8
- You turn to page 9 in the chapter entitled "The Book of Immortals" within your steel spellbook.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- =Hav'roth=
- Hav'roth - god of the spirits of rock and stone, and of the earth -- deserts
- are his domain. Hav'roth is the creator of precious metals and gems. Chief
- deity of the S'Kra Mur, animal is the cobra.
- Peri'el - goddess of the inner earth, it is Peri'el who watches over the
- World Dragon to make sure it does not rise up and destroy Elanthia. For this
- reason, Peri'el is often not seen as she spends much of her time lulling the
- Dragon to sleep with her sibilant singing -- a sound that can be heard by
- listening to sea shells or visiting the ocean. Peri'el also stills
- earthquakes and stops the flow of lava. Animal is the king snake.
- Ushnish - the "serpent of discord", Ushnish brings disease, old age, ice
- ages, floods, and famines. Ushnish's anger is what causes lava to flow and
- the fires of the World Dragon to explode up and out. His tantrums are well
- known for causing earthquakes. His animal is the viper.
- Page: 9
- You turn to page 10 in the chapter entitled "The Book of Immortals" within your steel spellbook.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- =Eluned=
- Eluned - goddess of the seas and water, master of arcane and ancient wisdom,
- patron of learning and knowledge chief deity of the Elotheans. She, along
- with her sister Peri'el, keeps the oceans moving and singing. Eluned is the
- creator of speech, as Meraud is the creator of written language (the Elothean
- language is his greatest achievement). Eluned and Meraud sometimes coexist,
- but mostly do not see eye-to-eye enough in their motives to do so. It is
- Eluned's infinite wisdom that guides sailors at night. Her emblem is the
- dolphin.
- Lemicus - goddess of the inner (fresh) waters, Lemicus is also the protector
- of lost sailors and the creator of the lodestone. Lemicus is patron of
- libraries and the life of the ocean. She is an excellent dancer, and her
- laughter is what causes the winds to turn favorable for sea-bound merchants.
- Lemicus is often attended by several merfolk -- half fish, half human -- who
- spend hours combing her long hair and creating sea foam. She is the patron of
- dancers, librarians, Elves, and the wives of sailors. Her symbol is the
- albatross.
- Drogor - god of the angry oceans, creator of hurricanes and tsunamis.
- Drogor's anger is readily apparent as the sky turns grey and the children of
- the ocean scatter, and he often takes it out on hapless mortals who dare to
- set foot on his water. Drogor is the drowner of children and the destroyer of
- knowledge if he feels a librarian has slighted him, he will ruin his or her
- books by seeing they are soaked with water or -- if a large body of water is
- nearby -- set a tidal wave upon the establishment to destroy it. His symbol
- is the shark.
- Page: 10
- You turn to page 11 in the chapter entitled "The Book of Immortals" within your steel spellbook.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- =Glythtide=
- Glythtide - god of joy, mirth and merriment, of wine and song and good
- fellowship a very happy figure, he is the patron of bards, poets,
- troubadours, and musicians -- as well as of loafers, gourmands and drunks.
- Glythtide's mere presence is abhorrent to some of the darker gods due to his
- unstoppable happiness. It is said amongst the Halflings that the one time he
- frowned and cried, night was created. Arthe Dale is favored by Glythtide, and
- he has been suspected of making a few visits upon occasions (usually denoted
- by the sudden lack of liquor and tarts within the town). Chief deity of the
- Halflings his emblem is the ram.
- Saemaus - the gentle god of Love is also the god of festivities and a toast
- is always made in his name at most wedding ceremonies or festivals if one
- wishes to ensure a marriage filled with love or a grand party. A god of
- happiness, Saemaus' anger is hard to come by, but terrible to behold.
- He has been known to curse his enemies with a malaise of love-sickness --
- usually by making them fall in love with another enemy of his (or theirs).
- The patron of lovers, pregnant mothers (and expecting fathers), maids of
- honor as well as their male counterparts, Saemaus is also known for his
- tendency toward being tipsy as well as an unmatchable chef Saemaus is the
- inventor of the tart. His emblem is the donkey.
- Be'ort - the god of bitter partings, love lost, opportunities wasted, and
- insanity, Be'ort is the rain on a wedding day, the wine that turns to vinegar
- before a party. Be'ort is a great, sulking figure who despises revelry and
- wallows in melancholy. Wars of attrition (such as the Elven-Human war) are
- his specialty. Be'ort always appears as a wild-eyed and mussed-hair man who
- is usually giggling a bit oddly. If Be'ort truly wishes to destroy someone,
- he will first make sure their relationship sours, then destroy their status in
- their profession, and then, when his miserable prey has sunk to their lowest,
- he makes sure their mind snaps. His emblem is the coyote.
- Page: 11
- You turn to page 12 in the chapter entitled "The Book of Immortals" within your steel spellbook.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- =Tamsine=
- Tamsine - goddess of hearth, home, habitations, settlements, civilization.
- Patron of the hearth, and of the town of Fostra's Haven. Before construction
- on temples, public buildings and houses is begun, her blessings and favor must
- be sought. Tamsine is also the goddess of beneficial fire and blessings. If
- a priest would have blessings, he or she must first learn from the shrine of
- Tamsine first. Tamsine is also a domestic she is a great weaver, cooker,
- dyer, brewer, and any number of things that can be done in or around the home.
- Her emblem is a great tabby cat.
- Albreda - bringer of peace, cementer of alliances and marriages, patroness
- of orphans and fosterlings Albreda is a kind and beneficial goddess who
- despises war and bloodshed. A few warriors (paladins usually) have, however,
- worshiped her, and she does not disdain this worship. It is said that
- Albreda's blessing is what brought the lasting peace of the Seven Pointed Star
- Empire, and that she wept so deeply during the Elven-Human war it created an
- entire new ocean in far off lands. Albreda is motherly, a companion to
- Alamhif. She succors and protects mothers who have trouble in childbirth, or
- fathers who have been widowed because their wife has died in childbirth.
- Healers often find her the easiest to worship. Her animal is the dove.
- Harawep - disrupter of peace, treaties among races and nations, destroyer of
- families, augur of disloyalty, turner of children against parents, clan
- against clan. Harawep is a vicious warrior who fights with twin swords.
- Hideously ugly, Harawep resembles a hag who moves quicker than the eye can
- follow, which is perhaps why she is also the goddess of lightning, and
- lightning strikes that start up unstoppable forest fires. Harawep is also a
- weaver, and her plots and schemes are sometimes as intricate as the webs her
- favorite creatures (the spider) spins. Harawep is the widowmaker, and the
- patron of murderers and some assassins. Her emblem is the black widow spider.
- Page: 12
- You turn to page 13 in the chapter entitled "The Book of Immortals" within your steel spellbook.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- =Faenella=
- Faenella - "the fair bard", Faenella is a performer extraordinaire and a
- muse of poetry and wanderlust, she is also an inventor of creatures. Faenella
- is the creator of the Faerie, who are considered her "progeny". Dryads,
- sprites, nyads, and angels (who are not Faerie but are of her domain) are all
- her "children". She is the patron of bards and youths who runaway from home
- to seek adventure, as well as adventurers themselves. Her gift to mortals was
- inspiration, and she created the harp and stringed instruments. Caravans are
- often under her protection. Despite the fact that her emblem is the wren, she
- loves felines (as well as birds), and keeps one close at hand as she plays her
- music. She is, like her other aspects, highly visible and often portrayed
- with glowing brown hair and bright green eyes, slender and Elven. Faenella
- despises undead, and will destroy them as often as possible. Her emblem is
- the wren.
- Murrula - the goddess of beauty and gifted youngsters, Murrula sings mostly
- a capella and is virtually indestructable -- her creation is the phoenix.
- Murrula cannot stand bad singing, and will silence those who sing badly or
- else gift them with a beautiful voice. Murrula also seeks out young bards and
- will train them incognito (or one of her servants will) and make sure their
- wandering feet do not stray them into trouble. She is the protector of
- travelers and her kiss remedies hangovers, she is the creator of the flute and
- woodwinds. She is often pictured as a beautiful, slender young woman who
- appears Elven, with flowing fiery red hair and bright amber eyes. Her emblem
- is a phoenix.
- Idon - the "reaver" is a god of roving bands of thieves as well as rakish
- rogues who love and leave women, and mothers who abandon their children to
- continue their life "unburdened". Idon is obsessed with his own good looks
- if he sees a man or woman who he feels "outshines" him, he may turn them into
- a pig. While Idon is very vain, he is also charismatic. Idon is extremely
- lusty, and once when a member of a clan exclaimed, "By Idon!" and a visitor
- asked, "Why do you say that?", the clan member responded, "Because half of
- us are!" Idon is the god of lust and wild music usually unfavored by others
- -- his creation is the drum and other percussion. Idon's music is often too
- outrageous to listen to, but no one will ever say so to his face without
- risking his wrath, which can be dangerous. Idon appears as a black-haired and
- blue-eyed youth who is lean and well-muscled. While not a good fighter, Idon
- is an excellent backstabber, and he is second only to Damaris in planning a
- good ambush. His emblem is the heron.
- Page: 13
- You turn to page 14 in the chapter entitled "The Book of Immortals" within your steel spellbook.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- =Chadatru=
- Chadatru - next to Urrem'tier, Chadatru is the most faceless of the gods.
- Lord of justice, he is the fairest of all the gods, holding a sword in his
- right hand and an olive laurel in his left. Chadatru is blind, but he fights
- as if he were gifted with sight. Fierce in a battle, Chadatru is the great
- arbitrator. He is the patron of kings, rulers, and judges. His word is his
- bond, and he tells the truth always. His emblem is the lion.
- Rutilor - Rutilor is kind in his job as the defender of the gods. He judges
- with kindness and even-handedness, and is ferocious in what he defends. A
- patron of paladins, Rutilor will stalwartly defend anyone who he feels is
- getting a raw deal. A god of truth, he cannot lie. He is a collector of
- swords, especially extraordinary ones, and has enchanted a few in his time.
- He has a small kennel of hounds that he unleashes when someone has escaped his
- judgment they cannot stop once they are on a trail, and they never lose their
- prey. Without fear, Rutilor is much the same way, and -- though short by
- comparison to other gods (it is the form he chose) -- has taken on opponents
- twice his size. His emblem is the mongoose.
- Botolf - the god of dishonesty and deceit, Botolf is the symbol of
- corruptness and bribery. His actions have caused murderers to go free and
- thieves to get off with damages paid by the person who prosecuted them.
- Botolf loves to visit Dirge (his favorite city), and is the patron of Knife
- Clan and thieves guilds. Botolf is also the god of fallen paladins, and often
- appears in tarnished armor in need of a polish. His emblem is the goshawk.
- Page: 14
- You turn to page 15 in the chapter entitled "The Book of Immortals" within your steel spellbook.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- =Urrem'tier=
- Urrem'tier - not really so much a god, or Immortal, or even demon,
- Urrem'tier is Death Incarnate, the last of the Immortals to be infused with a
- part of the One Creator, and therefore endowed with the smallest portion of
- Substance and the largest proportion of the Void within. It is to
- Urrem'tier's embrace we go when we die, and his fetid grasp would hold us for
- an eternity were it not for the efforts of the other Immortals on our
- behalf. Thus when we return from the caress of Urrem'tier, we must be
- ritually cleansed from his foul stench before we can rejoin the living.
- Although he has positive and negative aspects about the best you can say of
- his positive one is that it will be more polite than the negative one to you,
- while attempting just the same to drag your spirit to the very depths of the
- cruel, senseless terrible void he presides over, constantly seeking to fill
- with the souls of the dead. While never really characterized as man, female
- or animal, death can take many forms. His emblem is the scorpion.
- Eylhaar - referred to as "she" since that is the form she usually takes a
- somber, slender female with pearl-white skin and black hair. Eylhaar is the
- beckoner, the promise of peace from a world of pain. Eylhaar's deaths are
- always the softest, and her allure is almost insurmountable. She is very
- patient, and will never try to cheat a death. Still, her emblem is the
- jackal.
- Aldauth - the faceless god of agony, torturers fear and worship Aldauth.
- Aldauth's deaths are always painful, perhaps the worst of all, and his victims
- kick and scream their way to his void. Aldauth will taunt and trick people
- out of their lives, and he delights in seeing people die foolishly. He is a
- scavenger, often ghosting about the battlefield at the end of long campaigns
- to wring the last ounce of pain from the dying. Emblem is the vulture.
- Page: 15
- You turn to page 16 in the chapter entitled "The Book of Immortals" within your steel spellbook.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- ================
- The World Dragon
- ================
- The World Dragon was born from the fourth moon when it hatched. No one is
- quite sure how it came to be, but many are certain that one of the gods' dark
- aspects got loose and planted the creature to bring about the end of Elanthia
- (some suspect it was Huldah, who -- unlike Truffenyi -- despises mankind and
- Elanthia).
- The World Dragon is terrible and yet beautiful to behold. Its scales
- glitter like black metal, and its claws are thick and razor sharp. It is all
- but indestructible, its maw as wide as some mountain ranges and its tail
- stretching from horizon to horizon. Its eyes were a glowing pool of red, its
- pupils slit horizontal, and its wings were leathery and long, blotting out the
- sun at times.
- When the World Dragon hatched, shards of its egg hit Elanthia and caused
- massive changes. Some civilizations died, cities were crushed, when one hit
- an ocean it caused a massive tidal wave that drowned the entire western side
- of the continent upon which The Crossing resides and killed many of its
- inhabitants. Since the waters there have now receded, much of that area as
- yet still remains wild and untamed, although the ruins of that shattered land
- are rumored to still exist.
- The Dragon's first attack was upon Elanthia itself, which it was drawn to
- because of its inner fire. The creature landed upon Truffenyi's domain and
- began to drink the fire from its depths. In terror -- for Truffenyi was
- certain that his world would die if the World Dragon continued -- the god of
- Elanthia called upon the others to aid him. He was ignored mostly, until he
- pointed out that if the Dragon drained his world, it would move onto the next
- closest source of fire -- the sun.
- A great battle ensued between the Immortals and the World Dragon as it, in
- turn, spat its own fires across the world, scorching some of the lands. One
- of the moons set on fire as it blew its flames across the sky. Eluned
- quenched it with her waters, but the moon would be black forever after.
- Page: 16
- You turn to page 17 in the chapter entitled "The Book of Immortals" within your steel spellbook.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- As the great war continued, the Immortals despaired, for the Dragon seemed
- unbeatable. Truffenyi rallied all the Immortals for a final, great battle
- against the World Dragon. The battle was so awful, that the sun hid itself
- for seven days behind a veil of clouds, and mountains trembled before the
- wrath of the Immortals.
- When the battle ended, the World Dragon was weakened, but not dead. It was
- then that Phelim decided that it could not be destroyed, and so waited until
- it had slunk away and ambushed it, casting his sands of sleep in its face.
- The Dragon, feeble from the struggle, succumbed to the sleep and fell into a
- slumber as deep as Urrem'tier's void.
- Truffenyi, now free to think of something else, realized that his world was
- dying because the World Dragon had all but drained it of its marrow. It was
- Peri'el who stepped forward and, in her soft and sibilant voice, put forth the
- idea of housing the Dragon in the place it had desired the most -- the inner
- earth of Elanthia. Many of the Immortals thought this idea was disastrous,
- but then Peri'el -- who was one of the greatest of the Immortal warriors --
- pointed out that the Dragon's very skin was certainly hot enough to heat all
- of Elanthia, and, so long as she watched it and sang to it, it would remain
- sleeping.
- Peri'el had been crippled during the combat with the Dragon. Her right leg
- was lame and her left eye had been torn out as the Dragon was undefeatable,
- so were the wounds it had dealt unhealable. Peri'el had been wounded the most
- and was nearly useless now as a warrior, but her voice was still clear and
- beautiful -- and very lulling, even for vain Idon. With the Dragon and a full
- sack of Phelim's sands on her hip, she descended into Elanthia's inner earth,
- where she remains with the Dragon in its lair, playing her gold-stringed harp
- and singing in her soft, reptilian voice that the Dragon -- reptilian itself
- -- apparently finds very lulling.
- It was during this war that the Immortals learned how much they needed
- Elanthia. While all the gods have their own worlds, only Elanthia is
- inhabited with the creatures they find the most amusing and inspiring:
- mortals.
- Page: 17
- You turn to page 18 in the chapter entitled "The Book of Immortals" within your steel spellbook.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- ===================
- The Fae and Heralds
- ===================
- After the primary races had been created Faenella, who had been interested
- but not captivated in the process of the creation, turned her eyes back to the
- species she had been the most fascinated with: Elves.
- From the base of the Elven kind, Faenella developed another, more wild
- species for Elanthia the Fae.
- The Fae -- created by Faenella -- are beautiful (but mischievous) tiny folk
- who inhabit some parts of Elanthia. Similar to Elves in shape and figure, the
- Fae rarely exceed one foot. They come in a variety of shapes and colors,
- listed below.
- Types of Fae:
- o Sprites - the tiniest (three to five inches) of the Fae, Sprites have
- long wings of several vivid jewel colors and come in a variety of shapes
- (fat, thin, slender, scrawny, muscular). All possess magic, and are
- excellent crafters of wine and candy. Sprites love milk, bread and sugar.
- They hate salt and garlic, and often run away at the sight of it.
- A few rare Sprites exceed the normal height and reach upwards to the size
- of Halflings. These are usually "outcasts" from the Fae community, and tend
- to be bent on destruction.
- o Welkin - about two feet high, the welkin are, from one source, covered
- in brown fur and have bright brown eyes, or, from another source, dressed in
- dapper suits and carry polished walnut canes, or, from still another source,
- are just foot-tall Sprites. Due to their clandestine and nocturnal habits,
- no one has really ever seen a welkin, and those who have have never seen
- one again. Welkin -- whatever they look like -- are very helpful
- creatures who like to aid those who are in need. They, too, love bread and
- milk.
- o Alfar - Fair and pale, almost angelic, the alfar are tall and willowy
- creatures that greatly resemble nyads and dryads. The alfar are as
- mischievous as the rest of their ilk, and alternately aid and hurt
- mortals, as pleases their current mood. A few alfar are servants
- to the gods, although these are few and far between from the others
- of their crafty race.
- Page: 18
- You turn to page 19 in the chapter entitled "The Book of Immortals" within your steel spellbook.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- o Nyads and Dryads - Dryads are spirits of the trees, while nyads
- are the spirits of the water. Depending on how well the tree or
- stream they dwell in currently depends on what they look like. If their
- tree is a healthy aspen, the dryad's skin will be a pale silvery color
- and her hair and eyes light green. If his stream has been polluted,
- the nyad will be a weeping, wrecked construction and most probably
- in a foul mood. Untrue to common belief, nyads and dryads can be of
- either gender.
- o Will o' Wisps - Small balls of glowing light that float on air, the
- will o' wisps are mysterious creatures that do not seem to have a
- language or need for food -- as far as anyone knows, their only
- purpose is to multiply by dividing into new versions of themselves.
- o Gremlins, Changelings, Faenrae Reavers, and Banesidhes - These black-
- hearted creatures -- with the exception of the Faenrae Reavers -- are the
- offspring of Idon's work, and are frequently involved in evil schemes.
- While all the Fae are mischievous, they can also do good -- not true
- with these creatures. Their presence can only mean ill. Created by
- Huldah, the Faenrae Reavers do fall under the classification of Fae
- due to their ethereal and other-worldly nature.
- Heralds -- Strange, unearthly creatures, even the gods bow down
- when a Herald commands. Varying from indescribably beautiful to
- hideously dreadful in visage, the Heralds most commonly appear
- as a tall (seven to eight foot) humanoid who falls somewhere
- between Elf and Human in appearance. Wielding great swords and
- awesome power, their main purpose is to curtail the use of magic.
- No one is quite sure why they do this, although many scholars
- have theorized that it is because of magic's unstable tendencies,
- and the chance that too much spellcraft in one place could dangerously
- drain that area of life and power, leaving it blasted and ruined.
- Or perhaps too much magical use by a mortal would alter them or
- harm them in ways mortalken cannot even begin to imagine....
- Many believe that the Heralds fled from a world where magic had
- become used too much, destroying the dimension the Heralds dwelled on.
- Others think that the Heralds are the creator of the gods themselves,
- and still more think the gods created the Heralds to keep themselves
- in check.
- Page: 19
- You turn to page 20 in the chapter entitled "The Book of Immortals" within your steel spellbook.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- ============
- The All Gods
- ============
- It is believed by some priests that all the gods are but one face
- of a greater god. This greater god is worshiped by some priests
- who feel choosing sides is unwise or who feel that worship of one
- god is better for their personal faith. A few religions have
- risen up around the belief in the One God, and it is very popular
- in some regions of Elanthia.
- ==============================
- The Huntress and Other Avatars
- ==============================
- The tale of the Huntress is an old one of love, murder, and
- betrayal. It is often recounted before firesides, in one,
- two, or three parts. The Huntress is worshiped by a few
- adventurers for her unswervable dedication in the gods, her
- personal ascension to godhood, and her passion for vengeance.
- END OF CHAPTER Page: 20
- There are only 20 pages in this chapter.
- You turn the pale ivory vellum pages to the chapter entitled "Healing Reagents" in your steel spellbook.
- The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
- HEALING REAGENTS
- WOUNDS:
- Herb: Area Affected:
- Nemoih Root external head
- Blocil Potion internal back
- Eghmok Potion internal head
- Georin Salve external neck
- Riolur Leaf internal neck
- Jadice Flower external limbs
- Yelith Root internal limbs
- Plovik Leaf external chest
- Ithor Potion internal chest
- Nilos Salve external abdomen
- Muljin Sap internal abdomen
- Hulnik Grass external back
- Junliar Stem internal back
- Sufil Sap external eye
- SCARS:
- Herb: Area Affected:
- Qun Pollen external head and eye scars
- Hulij Elixir internal head and eye scars
- Genich Stem external body scar
- Ojhenik Potion internal body scars
- Jadice Pollen external limb scars
- Nuloe Stem internal limb scars
- Cebi Root external scars
- Hisan Salve internal scars
- original version by Baishir Almi
- revised by Bashrah Almi, daughter of Baishir
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