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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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