Terranor

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Iourn Home > Religions > Moon Gods > Terranor

Terranor is the moon god of Earth, Mountains, Forests, Nature, Strength, Loyalty, Justice, Law, Autumn and Agriculture. He is a popular god, and worshipped widely across Urova, particularly in outlying communities. Within the pantheon Terranor is sometimes seen as the most senior of all the gods; almost grandfather figure to the others. Below him are Vítaeous and Mortis, who so completely complement each other that many see them as married, and below them are Calafax, Sharrash and Zephyre - very much seen as three errant children.

Terranor is reputed not to get on very well with the 'children' seeing them as too flighty and chaotic for his taste. Of all the gods, he is probably closest to Mortis, who seems to respect Terranor's appreciation for order. That said Terranor himself does not openly oppose the activities of any of the other moon gods, and the six seem to get on reasonably well. This cannot be said for the priesthoods, of course.

Churches of Terranor

The churches of Terranor are among the most popular in Urova. They control the courts and have a hand in the life of much of the peasant population of Norandor. The faiths have been shamelessly stepping on the toes of the ancient druidic tradition in the lonely wilderness areas. Druids do not tolerate a practising priest of the Sylvani faith within their guarded lands, and many believe that war is inevitable. The section on the churches owes a debt to the Darksun supplement Earth, Air, Fire and Water, now sadly out of print.

Church of Earth

Also known as the Church of Terranor, the Church of Earth is a traditional elemental cult who worships the earth itself. They consider themselves to be the ones who worship Terranor in his purest form.

Church of the Land

This church sees Terranor as primarily the god of agriculture and farming. Priests of this church give blessings to crops and officiate over all aspects of the farming year.

Justicians

The Justicians see Terranor as the god of order and justice. The faith is popular among sheriffs, judges and other figures of authority. The priesthood is normally highly represented in such institutions. The Justicians are allied to many orders of paladins who also serve this faith.

Sylvani Church

An off-shoot of the Church of the Land the Sylani Church is closest the new religions get to the old druidic tradition. The Sylvani Church teaches respect for nature and the natural creatures of the world. They see nature as something created and controlled by Terranor - this is where they markedly diverge from the areligious druids.

Powers of the Priesthoods

All clerics receive the same granted powers from Terranor regardless of their church. Each cleric selects a granted power at first level, and then one every five levels until all five powers are gained at level 20. There is no restriction on the order in which powers are gained unless specifically mentioned in the text below. Remember that the phases of the moon of Terranor will affect the use of these powers. Please return to the section on the Moon Gods for specific details. All granted powers are Supernatural abilities.

Dominion of Terranor

  • Normal: The cleric can use the power of Terranor to control creatures under his god's dominion. He can halt, drive-off or destroy Air creatures, and rebuke or command Earth creatures. This ability uses the turning rules presented on p159 of the PHB. Clerics of Terranor can make use of divine feats to alter or enhance the nature of this power.
  • Diminished: The cleric takes a -4 penlty on his turning check, and his roll for turning damage.
  • Enhanced: The cleric gains a +4 bonus on his turning check, and his roll for turning damage.

Path of Terranor

  • Normal: The cleric of Terranor has the ability to enter and move through solid matter as long as the material is natural and has been derived from earth. For example, the cleric could move through stone, rock or iron ore but could not step through brick, concrete or the iron bars of a cell because they have been worked by the hand of man. Most stone structures on Urova are constructed with dry stone walls which present no problem to the cleric. As long as these conditions are met there is no limit to the number of times the priest can exercise this power. Once within solid matter the cleric can move and breath normally, but he can only move along the plane in which he entered, being unable to move either up or down. So, while a cleric can walk through a mountain range he may not walk into the bottom of a mountain and rise to the top.
  • Diminished: The cleric loses the ability to breathe while in solid rock. The width of rock he can step through is limited to one inch per class level. If he tries to step through more solid matter than this he is forcibly ejected taking 5d6 damage.
  • Enhanced: In addition to the normal use of the power, the cleric has complete 360° control of his movement. He may sink into the ground to avoid an attack, or enter a thick castle wall and rise to the battlements. When ascending the cleric moves at half his normal speed, when descending his speed is doubled. Clerics may run and sprint while within their element just as they do outside it.

Skin of Stone

  • Normal: The cleric's skin becomes crusty and as hard as stone. He gains a natural armour bonus to his AC of +1 per three levels (e.g. a 9th level cleric has an AC bonus of +4). Clerics of 9th level or higher also gain damage reduction of 10/adamantine. Very high level clerics (those of 15th level and up) find their skin now ressembles rock. They look a little like an earth elemental and a little like The Thing from The Fantastic Four.
  • Diminished: The cleric loses his damage reduction and the natural armour bonus is halved. The cleric's skin now has the consistency of stiff putty. While the power is diminished he could be moulded into a new and amusing shape by his companions.
  • Enhanced: The cleric gains an additional +1 to both his natural armour bonus and his damage reduction per five character levels. For example a 9th level cleric gains an additional +2 bonus for a total natural armour bonus of +6 and a damage reduction of 12/adamantine.

Strength of Terranor

  • Normal: When the cleric's bare feet are in contact with the natural earth or rock he may draw strength from the land to augment his own physical might. As long as he stays in contact with the ground the cleric gains a divine bonus of +1 strength for every level he has attained. If the cleric is seperated from the ground or standing on an artificial floor then the power ceases.
  • Diminished: The bonus to the cleric's strength score is halved.
  • Enhanced: The bonus to the cleric's strength score is doubled.

Tongue of Terranor

  • Normal: The cleric can converse with any natural stone at will. This works in a similar manner to the spell speak with plants. Like the spell, the perceptions of stone are quite different to those of a person, and so the cleric may not always discover what he wants to know. This power only works on natural, unworked stone. Stones are always considered 'friendly' to the cleric.
  • Diminised: The cleric may only ask a maximum of one question per two caster levels of any one rock or stone. The rock is consider 'indifferent' to the cleric.
  • Enhanced: The sensitivity of the cleric to the conversations of stone is greatly enhanced. During the period of the full moon stones talk to the cleric without him asking, and may volunteer important information. A cleric standing, or surrounded by, unworked stone cannot be surprised or caught flat-footed during the full moon because the stone always warns him of impending attacks.

Terranor Spells

The spell lists are now unique to each church. Once the masterlists are on the site, new spell lists will be posted on individual pages for the Church of Earth, Church of the Land, Justicians and the Sylvani Church. Until that happens please use the list below as a stop-gap measure.

Level 0

  • Detect Magic
  • Guidance
  • Light
  • Mending
  • Read Magic
  • Resistance
  • Virtue

Level 1

  • Balance of the Six Humours
  • Bane
  • Bless
  • Bless Earth
  • Blessed Watchfulness
  • Calm Animals
  • Command
  • Detect Chaos
  • Detect Evil
  • Detect Good
  • Detect Law
  • Detect Undead
  • Divine Favour
  • Endure Elements (acid only)
  • Entangle
  • Fist of Stone
  • Magic Stone
  • Magic Weapon
  • Protection from Chaos
  • Protection from Evil
  • Protection from Good
  • Protection from Law
  • Ray of Enfeeblement
  • Remove Fear
  • Shield of Faith
  • Summon Monster I (earth only)

Level 2

  • Barkskin
  • Bull's Strength
  • Calm Chaos
  • Calm Emotions
  • Endurance
  • Hold Animal
  • Hold Person
  • Resist Elements (acid only)
  • Shield Other
  • Silence
  • Soften Earth and Stone
  • Speak with Animals
  • Spiritual Weapon
  • Summon Monster II (earth only)
  • Zone of Truth

Level 3

Level 4

Level 5

Level 6

  • Animate Objects (earth)
  • Antilife Shell
  • Bigby's Interposing Hand
  • Blade Barrier
  • Flesh to Stone
  • Forbiddance
  • Geas/Quest
  • Hold Monster
  • Move Earth
  • Planar Ally
  • Repel Wood
  • Stoneskin
  • Stone to Flesh
  • Summon Monster VI (earth only)

Level 7

  • Animal Shapes
  • Antimineral Shell
  • Bigby's Grasped Hand
  • Command Plants
  • Dictum
  • Earthquake
  • Summon Monster VII (earth only)

Level 8

  • Bigby's Clenched Fist
  • Creeping Doom
  • Hasten Crops
  • Iron Body
  • Shield of Law
  • Summon Monster VIII (earth only)

Level 9

  • Bigby's Crushing Hand
  • Elemental Swarm (earth only)
  • Miracle
  • Mountainous Barrier
  • Shapechange
  • Summon Monster IX (earth only)
 
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