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Interloper Powers of the Goblinkin |
Dead Three
Prior to their destruction, each of the Dead Three, Bane, Bhaal, and to a much lesser extent, Myrkul, included goblinkin among their faithful, though not amongst their clergy. Those days are over, and their heirs, Cyric, Iyachtu Xvim, and Kelemvor, have not had nearly the success of their predecessors. Still, for a time, Cyric had swayed many goblinkin to his symbol. However, his perfidy destroyed that bond.
Eldath
There is at least one group of goblinkin that have taken to the worship of the Goddess of Singing Waters, the lawful good and contemplative ondonti. A close cousin of the orc, ondontis are nearly the opposite of orcs: peaceful, kind, and dependable. To the ondontis, peace, harmony with one's environment, and a full family life are what is important in life. Most would sooner die than take another sentient creature's life, and they kill other creatures only as needed for food (or if the creatures are deemed insane or incurably diseased).
Located north of The Ride, in a secluded part of the Tortured Lands, scattered tribes of ondontis lived serene lives as farmers and gatherers, taking only what they need from the land to survive, until a scouting party from Zhentil Keep stumbled across them in 1340 DR. Because ondontis live by a peaceful collaborative philosophy, they were not prepared for treachery, and shortly after the initial meeting between Zhents and ondontis, the majority of the ondonti population, with the exception of one isolated tribe, was betrayed by the Zhents and kidnapped into slavery. Very few ondontis have since then escaped further raids. The greedy lords of Zhentil Keep viewed ondontis as superior slaves because their strength and nonviolent attitude made them superbly suited to lightly supervised manual labor.
Following the fall of the Keep, many ondontis were able to flee back to their homeland and create two new tribes, bringing the number of free tribes to three. Nevertheless, the bliss of the ondontis' former ignorance will take generations to recapture. These three tribes live in extreme seclusion, employing the spells of several ondonti priests to hide their members from further enslavement. It is rumored that an extra-planar servant sent by Eldath herself, guards over her remaining children, while another seeks to free those who have been wrongly seized from their homeland.
Ondontis revere Eldath, the Goddess of Peace and Quiet Places, and their culture attempts to embody the pacifist teachings of Eldath. Consequently, ondonti have supplanted many orc customs with human customs, including the common tongue. Ondonti oral history recounts that "the Founders" brought 30 young ondontis to the lands they still consider theirs long ago, and laid down the teachings that provide the foundations of ondonti society in a cycle of tales called Tarek-Passar (the Way of Peace). One sage has theorized that the original ondontis were in fact infant orc orphans, brought from their lands and taught by a reclusive group of priests of Eldath.
In addition to the spell-like powers Eldath has blessed ondontis with, especially wise ondontis, those with a minimum Wisdom 16, can become Eldathyn clerics or peaceman and -women of up to 7th level. They are revered and their guidance followed because of their majestic wisdom and close relationship to Eldath. Their abilities and restrictions, aside from changes noted above and later in this section, are detailed in the write up of Eldath in Faiths & Avatars. Spells memorized by ondonti clergy are almost always curative and defensive in nature, as harmful spells are taboo. In addition, ondonti dislike armor, and even their clerics will not don armor, preferring to rely on their natural barkskin ability.
Ondonti: #App. 10-60; AC 10 (6 with barkskin); MV 12; HD 1 (priests to 7th level); THAC0 19; #AT 1/1; Dmg by weapon type (see below); SA Nil; SD sanctuary, purify food & drink, barkskin, tree, immune to charm, +1 save vs. poison, (priest spells); MR Nil; SZ M (6 feet tall); INT average (8-10); AL LG; ML average (8-10); XP 120 (priest, 1st 175; priest, 2nd 270; priest, 3rd 420; priest 4th 650; priest, 5th 975; priest 6th 1400; priest, 7th 2,000).
SA - None. Adult ondontis (male and female) have Strength scores ranging from 17 to 19. Scythes and other traditional farm tools are the most common weapons used by the ondontis.
SD - All adult ondontis can use the following spell-like abilities: sanctuary (on themselves) three times a day, purify food & drink three times a day, barkskin once a day, and tree once a week. Ondontis are immune to charm-type spells and spell-like abilities and gain a +1 bonus to their saving throws vs. poison. Adult ondontis (male and female) have Constitution scores from 16 to 18. Ondontis may become Eldathyn clerics or specialty priests of up to 7th level.
Notes - LN or LE Zhent trained ondonti usually fight with either a bastard or two-handed sword. They dislike metal armor and don leather or studded leather armor and shield when not using their natural barkskin ability.
References
Faiths & Avatars; Ruins of Zhentil Keep; Monstrous Compendium Annual, Volume Three.
Malar
Also known as the Stalker, the Render, Blue Bear, and numerous other appellations, Malar has a strong following among the humanoids of the Realms, most of whom worship him through the various guises of his beast totems.
Most of these totems fall into one of four categories: (1) spirit totems that Malar either dominates or has subsumed (such as Red Wolf (also known as Blood Worg); (2) other deities and spirits that Malar has destroyed and absorbed (such as Stalker, Herne, Blue Bear, and possibly Haaashastaak); (3) false totems and cults, whose pleas Malar answers - frequently of or to creatures that Malar had a claw in creating (such as Beak Gnasher, False Shadow, Furrow Cleaver, Spiked Tail, and Tarnished Horn); or (4) simple aliases of the Beastlord (such as Render) that have become associated with a certain type of beast. In at least one case, Malar has also destroyed and absorbed a spirit, the Great Wolf, and taken in its followers (700 wolfweres from the Frozen Forest), but not sponsored shamans (see "Wolflords of Malar" in Polyhedron 134 for more information).
Malar is also working to subsume Squerrik, the wererat lesser power of thievery, disguise, and concealment, and the Grey Wolf totem of the Uthgardt as he had previously done with the Blue Bear totem - to his mind, all lycanthropes are his children and belong under his thrall.
Malar is also responsible for slaying the mysterious goblinkin demipower Stalker, the shadowy demigod of hate, death, and cold, and adding its faithful to his propitiation. He had also hoped to destroy Repra, King of Serpents, but was beaten to it by Sseth.
Some have also suggested that Malar may be behind the rise of the cult of Ragarra (also known as) the Render in the faraway Ruined Kingdoms of Zakhara. (Malar also claims to have played a role in the Zhentarim creation of the unique monster the Render, though this beast has nothing to do with his alias.)
Malar acts or shows his favor through the appearance or actions of the beast totem great spirits and through animals that resemble those spirits: owlbears, cave bears, nabassu with a distinctly bear-like appearance, bats, mobats, night hunters, perytons, bulette, crocodilians of all sorts, wolves, worgs, polar bears, yeti, rats, giant rats, manticores, displacer beasts, black unicorns, wild dogs, and wild stags. Malar also shows his pleasure and displeasure through the use of his more traditional manifestations.
Complete details on Malar and his church can be found in Faiths & Avatars. His humanoid shamans are detailed below.
The Church
Clergy: |
Shamans |
Clergy's Align: |
See below |
Turn Undead: |
Sha: No |
Cmnd. Undead: |
Sha: Yes |
All shamans of Malar receive religion (goblinoid) as a bonus nonweapon proficiency.
Shamanic shrines dedicated to Malar vary drastically by totem beast and race. They are, much like the Malarite temples, simple affairs, though they lack any recognizable theme such as inwardly curving, fang-shaped stones or such. The following are the primary locales of the various beast totems:
Beak Gnasher (Owlbear): Beak Gnasher is found among the Neverwinter Wood, Lurkwood, Moonwood, and Coldwood.
Blue Bear (Tanar'ri-Cave Bear): The remaining Blue Bears, mostly tanarukka, still hold the Stone Stand in the Savage North as their most holy site, though few, if any, have ever been to the site. Nevertheless, they have spread far from their roots in and above Hellgate Dell.
Camazotz (Bat): Camaztoz is worshipped throughout the Tashlar Peninsula and eastward up through Erlkarzar.
False Shadow (Peryton): These orcs are primarily located in Winterglen on the Moonshae island of Gwynneth, though they are spread throughout the Moonshaes. The Thar north of the Moonsea and the forest of Amlar south of the Shaar also contains faithful of the False Shadow.
Furrow Cleaver (Bulette): The Furrow Cleaver's worship is primarily located in the Goblin Marches and the Shaar.
Haaashastaak, Master of All Lizardkind (Crocodile): Haaashastaak has a small following throughout the Ancient Empires of Chessenta, Unther, Mulhorand, and Murghom, where his followers continue to battle with those of Sebek.
Red Wolf/Blood Worg (Worg): Red Wolf and Blood Worg are the most common totems and worshipped by goblinoids across the Realms.
Render (Yeti): Render's worship is greatest in the Endless Ice and Great Glacier, where many tribes view him as an amalgamation of a polar bear and a yeti.
Sneel (Rat): Sneel's major center of worship is located in the Adder Swamp, though Sneel is propitiated by many wererats throughout the Realms, particularly the southern Realms between Calimshan and Chessenta. His worship is also beginning to dig into that of Squerrik to the north.
Spiked Tail (Manticore):Spiked Tail's popularity is greatest on the Dragon Coast, Shining Plains, and Turmish.
Stalker (Displacer Beast): Stalker's shamans are located primarily among the islands of the Northmen and the Heartlands west of Cormyr.
Tarnished Horn (Black Unicorn): Tarnished Horn is a new totem gaining popularity among the orcs and gnolls of Thay and Thesk.
Wild Hunter (Herne): The Wild Hunter is most popular in the High Forest and Great Dale.
Most shamans of Malar practice many of the same holy days and important ceremonies as true Malarites, though these rituals are often known by different names. In addition, unique days and ceremonies are generally associated with the various beast totems. Similarly, Malar's shamans use widely differing titles, if any, dependent again on their beast totem and race.
The priestly vestments and adventuring garb of Malar's shamans tends to match those of true Malarites, though the quality generally tends more toward the primitive, if for no other reason than the practicality and ferociousness of Malarite garb. Some shamans have even been known to wield claws of Malar. A bloodied and dried talon or claw serves as their holy symbol. Male and female shamans tattoo their chest or face with the image of their beast totem.
Specialty Priests (Malarite Beast Cult Shamans)
Requirements: |
Strength 13, Wisdom 12 |
Prime Req.: |
Strength, Wisdom |
Alignment: |
See below |
Weapons: |
Any non-missile weapons (plus darts for Spiked Tail shamans) |
Armor: |
All armor types up to and including chain mail and shield |
Major Spheres: |
All, animal, combat, plant, summoning, war (up to 4th-level only) |
Minor Spheres: |
Healing, protection, sun (reversed forms only), travelers |
Magical Items: |
As cleric |
Req. Profs: |
Local history, set snares |
Bonus Profs: |
Hunting, survival (pick one type of terrain), tracking, wild fighting (see The Complete Book of Humanoids) |
The abilities and restrictions of shamans of Malar, aside from changes noted above and later in this section, are summarized in the discussion of the shaman character class in Player's Option: Spells and Magic and in Faiths & Avatars.
Shaman of Malar must be humanoids, though most are male orcs, goblins, hobgoblins, bugbears, other evil goblinoid races, their kin, ogres, and humans are also called to be Malarite beast cult shamans. While women are not incapable of being beast cult shamans of Malar, most evil goblinoid traditions do not easily permit women to be shamans of Malar and the beast totems. Female shamans of Malar may only be created at the DM's discretion.
Regardless of their race, shamans of Malar are limited to the 11th-level of advancement.
Shamans of Malar have different alignment restrictions, depending on their tribal totem animal. Beak Gnasher (Owlbear): ALIGNMENT: LE, NE, CE Blue Bear (Tanar'ri-Cave Bear): ALIGNMENT: NE, CE Camazotz (Bat): ALIGNMENT: CN, NE, CE False Shadow (Peryton): ALIGNMENT: NE, CE Furrow Cleaver (Bulette): ALIGNMENT: LE, NE, CE Haaashastaak, Master of All Lizardkind (Crocodile): ALIGNMENT: N, LE, NE, CE Red Wolf/Blood Worg (Worg): ALIGNMENT: LE, NE Render (Yeti): ALIGNMENT: LE, NE, CE Sneel (Rat): ALIGNMENT: LE, NE, CE Spiked Tail (Manticore): ALIGNMENT: LE, NE, CE Stalker (Displacer Beast): ALIGNMENT: LE, NE Tarnished Horn (Black Unicorn): ALIGNMENT: NE, CE Wild Hunter (Herne): ALIGNMENT: LE, NE
Shamans of Malar can select nonweapon proficiencies from both the priest and warrior groups with no crossover penalty.
All shamans of Malar develop certain beast-like characteristics and traits. These characteristics are taken on gradually, but completed by the time the shaman-in-training has become a full-fledged shaman at 1st level. Beak Gnasher (Owlbear): Beast Gnasher shamans develop bear like claws (claw for 1d4) and grow a heavy coat of hair. Blue Bear (Tanar'ri-Cave Bear): What few Blue Bear shamans remain have not, as yet, developed any particular beast-like traits, unless one considers that most of them belong to the orc-tiefling race known as tanarukk. Camazotz (Bat): Camazotz shamans develop bat-like ears, a corresponding increase in their hearing (+50% detect noise), and a taste for blood. False Shadow (Peryton): False Shadows grow ebon stag horns (gore for 1d4), their skin darkens to almost black, and they develop a taste for human hearts. Furrow Cleaver (Bulette): Furrow Cleaver shamans develop ridge like plates on their shoulders and back (+1 AC bonus) and a taste for fresh soil. Haaashastaak, Master of All Lizardkind (Crocodile): Haaashastaak shamans develop a leathery crocodile like hide that covers them from head to toe (+1 AC bonus). In addition, they are blessed with the ability to hold their breath for a number of turns equal to their level and smell blood underwater. Red Wolf/Blood Worg (Worg): Red Wolf or Blood Worg shamans develop all canine teeth (1d4 bite), red eyes, and a taste for raw meat. Render (Yeti): Render shamans grow snow white coats of fur that serve to keep them warm and make them almost invisible in the snow and ice (+50% to hide in natural terrain ability) and have eyes that become icy blue. Sneel (Rat): Sneel shamans develop an ability to detect ingestive poisons by nibbling small and harmless portions of their food and grow long rat-like tails. Spiked Tail (Manticore): Spiked Tail shamans grow huge manes of hair much like a manticore and all their teeth sharpen to canines (bite for 1d4). Stalker (Displacer Beast): Stalker shamans' skin becomes midnight black (+50% to hide in shadows) and their eyes take on the nightglow of cats. Tarnished Horn (Black Unicorn): Tarnished Horn shamans' legs become shaped and hoofed much like a horse (+3 movement rate) and their hair grows long and ebon down their backs. Wild Hunter (Herne): Wild Hunter shamans grow large stag antlers from their head with which they may gore enemies for 1d4.
Shamans of Malar may hide in shadows and move silently in natural terrain as rangers of equal level.
A shaman of Malar may call upon his tribe's beast power. This power's effect varies by tribal totem, allowing the shaman to wield a special ability that is unique. Shamans may personally use the power, or its effects may be granted to another devoted follower of the totem by touch if indicated below. Beak Gnasher Beast Power (Owlbear): Beak Gnasher shamans can call upon the gnashing beak for themselves or another devoted follower for 1 turn. The gnashing beak subject's head grows a massive owl-like beak capable of snapping for 2d6 points of damage. Gnashing beak subjects may still cast spells with verbal components with no penalty. Blue Bear Beast Power (Tanar'ri-Cave Bear): Blue Bear shamans can call upon bear fury for themselves or another touched Blue Bear worshiper once per day for 1 turn. The recipient of this power grows claws and can claw and bear-hug attacks like a cave bear (two claw attacks for 1d8/1d8; a successful attack roll of 18 or better with either claw results in additional hug damage of 2d8). Camazotz Beast Power (Bat): Camazotz shamans can call upon the screech of the mobat twice per day. The screech of the mobat causes such great pain that victims seek to cover their ears rather than fight, unless a saving throw versus paralyzation is successful. It is effective in a 20-foot radius about the shaman. False Shadow Beast Power (Peryton): False Shadow shamans can grow the ebon wings of the peryton once a day for up to 1 turn. The ebon wings of the peryton are large, ebon feathery wings that sprout from the shaman's shoulder blades. They allow the shaman to fly as a peryton at Fl 21 (C). Furrow Cleaver Beast Power (Bulette): Furrow Cleaver shamans may call upon the carapace of the land shark for themselves or another devotee once per day for 1 turn. The carapace causes the shamans entire body to become covered with the ridged plates of a bulette, granting the shaman an AC 0. Haaashastaak, Master of All Lizardkind Beast Power (Crocodile): Haashastaak shamans may call upon the jaws of the killer croc for themselves or another faithful worshiper of the Master of All Lizardkind once per day for 1 turn. The jaws cause the shaman to grow a large crocodile-like snout and jaws, giving him the ability to bite for 1-12. Red Wolf/Blood Worg Beast Power (Worg): Red Wolf and Blood Worg shamans may call upon the howl of the pack twice per day. The howl acts a as a fear spell to all those, except followers of the totem, able to hear it within 180 yard radius. Render Beast Power (Yeti): Render shamans may call upon the abominable gaze twice per day. The gaze causes any opponent who stares into the eyes of the shaman to go rigid with fright for three rounds, as if held, unless they make a save vs. paralyzation. Sneel Beast Power (Rat): Sneel shamans are disease carriers, but immune to disease themselves and able to control the spread of the diseases they spread. They have the ability to cast the equivalent of cause disease (as the 4th-level priest spell) twice per day. Spiked Tail Beast Power (Manticore): Spiked Tail shamans may call upon the spike volley power once per day, allowing them to generate and fire 1-6 spikes up to 180 yards from their hands. Stalker Beast Power (Displacer Beast): Stalker shamans may displace themselves twice per day, which allows them to appear to be some 3 feet from their actual location. Anyone attacking the shaman does so at -2 on his attack roll. Tarnished Horn Beast Power (Black Unicorn): Tarnished Horn shamans may call upon the flash of black power, allowing them to teleport without error once per day. Wild Hunter Beast Power (Herne): Wild Hunter shamans have been blessed with the ability to track as well as a ranger and are adept with both trained and untamed creatures, having a limited degree of animal empathy, also as rangers of equal level.
At 5th level, shamans of Malar can summon (as the 4th-level priest spell animal summoning I) the creatures their beast totems represent once per day.Beak Gnasher shamans can summon 1-4 owlbears; Blue Bear shamans summon 1-2 cave bears; Camazotz shamans can summon 3-60 normal bats, 2-12 large bats, or 1-6 huge bats; False Shadow shamans summon 1-6 perytons; Furrow Cleaver shamans summon 1 bulette; Haaashastaak shamans summon 1-12 crocodiles; Red Wolf shamans summon 1-12 dire wolves; Blood Worg shamans summon 1-12 worgs; Render shamans summon 1-4 yeti; Sneel shamans can summon 5-50 normal rats or 3-30 giant rats; Spiked Tail shamans summon 1-2 manticores; Stalker shamans summon 1-2 displacer beasts; Tarnished Horn shamans summon 1-2 black unicorns (found in the Monstrous Compendium Volume Three or Spellbound box set); and Wild Hunter shamans summon 1-6 hounds of the Wild Hunt (detailed below). At 10th level, shamans of Malar may now summon twice as many creatures as they previously could (e.g., Beak Gnasher shaman may summon 2-8 owlbears once per day, Furrow Cleaver shaman may summon 2 bulettes, etc.).
Hounds of the Wild Hunt: #App. 5-20; AC 2; MV 21; HD 5; THAC0 14; #AT 1/1; Dmg 2d4; SA flaming tongue, swarm, fear; SD protection from good; MR 15%; SZ M (3 feet long); INT semi (2-4); AL LE; ML fearless (19-20); XP 975
Notes: The hounds of the Wild Hunt appear as ferocious and huge magical beasts with green flame coming from their mouth and eyes.
SA - Once per turn, each hound can use its green flame tongue to add an additional 5 points of damage to any attack that hits. The pack can swarm its enemies without regard to the actual space available, so up to 20 hounds can attack an enemy each round. The pack (at least 5 hounds) can cause fear in any mortal being that it is pursuing.
SD - Each hound has the equivalent of a protection from good spell upon it at all times.
At 7th level, shamans of Malar can shapechange (as the druid ability) into the type of totem beast they worship twice per tenday for 3d6 turns, gaining all the abilities of that creature. Beak Gnasher shamans into owlbears; Blue Bear shamans into cave bears; Camazotz shamans can transform into huge bats; False Shadow shamans into perytons; Furrow Cleaver shamans into bulettes; Haaashastaak shamans into crocodiles; Red Wolf shamans into dire wolves; Blood Worg shamans into worgs; Render shamans into yeti; Sneel shamans into giant rats with a 50% of spreading disease per bite; Spiked Tail shamans into manticores; Stalker shamans into displacer beasts; Tarnished Horn shamans into black unicorns (found in the Monstrous Compendium Volume Three or Spellbound box set); and Wild Hunter shamans into hounds of the Wild Hunt (detailed above).
Malarite shamans must deal with some spirits that they can summon in a slightly different way from most shamans. Much like the shamans of Uthgar (see The North,: The Wilderness, p. 33-34 or Power & Pantheons, p. 71), they can call upon the Spirits of the Dead, Great Spirits of the Dead, Beast Power Incarnations, and Beast Totem Great Spirits.
Certain shamans of Malar, those with an Intelligence of 9 or greater and depending upon racial restrictions, but including bugbears, gnolls, flinds, goblins, hobgoblins, kobolds, minotaurs, half-ogres, orcs, half-orcs, and wemics, are able to become witch doctors. These witch doctors gain access to either the savage setting and/or nature mage spell list(s) (at the DMs option, see Wizard's Spell Compendium, Vol. 4, p. 1136 and 1143; the savage setting list should include the spell identify) as wizard's half their level (rounded up). Thus, a 5th level witch doctor can cast wizard spells as a 3rd level wizard in addition to all of his priest spells. In addition, witch doctors can select nonweapon proficiencies from the wizard group with no crossover penalty. These benefits incur a 20% experience point penalty.
Malarite Spells
Shamans of Malar have access to all of the faith specific spells of Malar. They also have access the 6th-level priest spell spirit quest detailed in the write-up of Uthgar in Powers & Pantheons.
References
Faiths & Avatars; Powers & Pantheons; The North; FR2 Moonshaes; FR2 Moonshaes; FR5 The Savage Frontier; Spellbound; Ruins of Zhentil Keep; Deities & Demigods; Legends & Lore (2nd Edition); Al-Qadim: Ruined Kingdoms; Wizards Spell Compendiums Vol. 1-4; "Down-to-earth Divinity," Dragon Magazine (October 1981); "Forgotten Deities," Polyhedron 108; "Wolflords of Malar," Polyhedron 134.
Meriadar
|
(The Hand of Peace, Peaceful One) |
Intermediate Power of Arcadia, LN |
Portfolio: |
Patience, meditation, tolerance, arts and crafts, suffering, mongrelmen, repentant humanoids |
Aliases: |
The Hidden God |
Domain Name: |
Buxenus/The Hand of Peace |
Superiors: |
None |
Allies: |
Eldath, Clangeddin Silverbeard, Torm, Eilistraee |
Foes: |
All goblinoid (orc, goblin, kobold, gnoll, and bugbear) deities, Baphomet, Vaprak, Yeenoghu, Gorellik, Bane (dead), Bhaal (dead), Shar, Malar |
Symbol: |
A decorated fluted bowl with a wide mouth |
Wor. Align: |
LG, NG, CG, LN, N, CN |
Meriadar (MER-ee-a-DAR) is a god of patience, long-suffering, and tolerance. He is not well-disposed to chaos and has grown into a god who seeks lawful and peaceful solutions to conflicts. However, even while Meriadar is peaceful, he will oppose overt aggressive actions with "passive force"; he uses protective and warding spells powerfully and very intelligently.
The legend of the Hidden God is a corrupted version of the mongrelmen's history, after being passed down verbally from generation to generation. The Hidden God was most likely an evil and ancient Netherese arcanist (though some say he was a wizard from fabled Myth Drannor, but this does not allow enough time for the wide spread of the mongrelman race) named Meear A'Daar. A'Daar desiring a doppleganger-like race able to adapt the forms of others, created beings he called "infiltrators." The infiltrators were thin, wiry beings with large black eyes, who could absorb the genetic properties of beings whose flesh they consumed. Undergoing a ritual known as "the Feast," they would eat humanoid flesh, digest it in specialized organs within their body, and thereafter be able to transform their bodies into copies of the humanoid forms on which they had feasted. Utilizing this ability, they were able to infiltrate many humanoid societies and serve as spies for the wizard.
The Legend of the Hidden God
"Long ago," Scale-face began, "our people were not as you see us now. They were smooth of skin and uniform in appearance, much as all orcs look like orcs, or all humans look like humans. We were created by the Hidden God in that form and had magical powers: we were able to take on the shapes of other races. If you wished it, you could look like an orc, or an ogre, or an elf, merely by wishing it.
"But our ancestors angered the Hidden God, and he cursed them. Their children were born looking not like them, but like us, with bits of this creature and bits of that. Furthermore, they could not change their shape as their parents could, so they were forced to stay in the misshapen forms in which they were born. So it is today."
"What," begged Knuckledragger, "did they do to anger the Hidden God?"
"That, no one knows. But there is hope. Perhaps one day, the Hidden God will revoke his curse, and your children or perhaps your children's children, will regain the power that is their birthright."
Till this day, mongrelmen believe the Hidden God is testing them, and they must be patient.
A'Daar unknowingly created the infiltrators without the ability to breed true to their forms. The offspring of two infiltrators was always a misshapen humanoid form showing various, random features of the humanoid forms "feasted" upon by its parents. Thus was born the mongrelman race. Eventually, the Archwizard Karsus sought divinity and failed. However, the Momentary God's failure had not been complete: he had only failed himself. The resulting divine energies were manipulated by the observant and canny A'Daar, whose apotheosis left him the demipower of his quickly multiplying creations.
What A'Daar, now Meriadar, had not counted on were the responsibilities and fear that his newfound divinity had brought him, lessons to be learned. Responsibilities to shepherd his followers and fear from jealous gods angered by the audacity of a mortal whose creations had dared to feast on theirs, gods such as Gruumsh of the orcs and especially Hruggek of the bugbears.
Meriadar learned his lessons well, however, and hid, seeking sanctuary in Eldath's True Grove. There, Meriadar began to repent for his past evils, leading the mongrelmen race and those followers of his enemies who would listen toward a more peaceful path. Thus did Meriadar learn of peace, tolerance, and suffering.
Meriadar keeps his realm, the Hand of Peace in Arcadia - though few know its true name - hidden from those who do not know any better and opens it only to those who have learned to see beyond the veil of the flesh. Unfortunately, despite the fact most of his petitioners are mongrelmen and humanoids who have given up their evil ways, it does not help their survival in Arcadia, where most inhabitants, despite their good bent, often tend to judge a soul by its appearance.
As his people, the mongrelmen, are drawn from many races and are frequently oppressed by others who willfully misunderstand and even despise them, Meriadar has had to suffer the enmity of many goblinoid gods. He has a special antipathy for the chaotic bugbear gods and especially prizes bugbears drawn to his service. Regardless, Meriadar has been forced to spurn the help of the good-aligned gods of humans and demihumans, for his sphere of concern is those goblinoids who are not irrevocably drawn to evil, and any affinity with the gods of their enemies would alienate those he seeks to bring into his fold.
Nevertheless, Meriadar has developed an almost friendly, if secretive, relationship with his fellow power of Arcadia, Clangeddin Silverbeard, the dwarven god of battle. At first, leery and untrusting of Meriadar, the Father of Battle has come to respect the peaceful god's strength of conviction and accept his followers as reformed members of their respective races. Meriadar views Clangeddin as his first task in erasing the prejudice that haunts his people. If he can win the strong-willed Clangeddin over, perhaps the other demihuman gods and human gods will follow. Meriadar's relationship with Eldath on the other hand, is particularly close, especially because of her invaluable role as his guide and mentor. Meriadar is said to have pushed for Eldath's beneficent sponsorship of the ondonti. Meriadar has also formed a friendship with the open-minded Torm, who sponsored the orog paladin Shield of Innocence, and the equally repentant Eilistraee of the drow.
Meriadar's Avatar (Cleric 35, Mystic 35, Shaman 35, Paladin 20)
Meriadar's avatar has a variable appearance: he can appear as a tall figure of any goblinoid race when he needs to do so, although his typical appearance is that of a mongrelman, admixing many races. He always dresses simply in plain brown robes.
Meriadar is usually pacifistic and sends avatars for defensive purposes. Meriadar is never prepared to see mongrelmen wiped out as whole communities and his avatars are forceful when confronted.
Meriadar uses spells from any priest sphere (never the reversed harmful versions, however).
AC -5; MV 12; HP 198; THAC0 -2; #AT 2/1
Dmg 1d10+11 (staff +3, +8 Str)
MR 80%, SZ L (8 feet)
STR 20, DEX 20, CON 19, INT 21, WIS 24, CHA 24
Spells P: 15/14/13/13/13/12/9
Saves PPDM 2, RSW 5, PP 4, BW 4, Sp 6
Special Att/Def: Meriadar's avatar is extremely peaceful, but if he needs to employ a demonstration of his power, he can use power word, stun or power word, blind once per day each. He can also employ Otiluke's resilient sphere, Otiluke's telekinetic sphere, and forcecage twice per day each. He doubles the effect of all spells cast from the abjuration school and guardian, protection, and wards spheres, including duration, range, and area of effect.
Meriadar carries a wand of size alteration with which he can reduce hostile creatures down to 10% of their normal size to negate their offensive capability. He also carries a quarterstaff +3, which affects any goblinoid struck by it as a symbol of persuasion.
Other Manifestations
Meriadar frequently dispatches omens. They may take the form of automatic speech and speaking in tongues during philosophical debates, sudden artistic inspirations and automatic drawing and sculpting, bubblings in bowls of soup which release smoky vaporous symbolic images, and strange scents which alert mongrelmen to imminent dangers.
Meriadar acts or shows his favor through the appearance or actions of aasimar or humanoid descent, light aasimon, fallen archons, buseni, incarnations of charity, faith, and justice, repentant tieflings, t'uen-rin, the sudden appearance of non-evil, helpful goblinoids, pottery and sculpture of particular craft, finds of mineral streaked clay, algae, amber, banded agate, bluestone, boakhar, eye agate, fire agate, frost agate, gold sheen, hypersthene, king's tears, lapis lazuli, lumachella, lynx eye, malachite, marble, moss agate, opal, red tears, rogue stones, saganite, sarbossa, sheen, silkstone, soapstone, tiger eye agate, turritella, wonderstone, zendalure, and ziose. In addition, though the race has largely died out, Meriadar still occasionally acts through what few infiltrators remain in the Realms, insinuating them into humanoid and sometimes demihuman villages to assist his true followers. These infiltrators are not allowed to "feast" on the living.
Mongrelman, Infiltrator: #App. 1-4; AC 7; MV 12; HD 4; THAC0 17; #AT 1/1; Dmg by weapon type; SA shapechange; SD shapechange; MR Nil; SZ M; INT very (11-12); AL LN; ML elite (14); XP 270.
SA/SD - Infiltrators can adopt a variety of humanoid forms by consuming the flesh of any 4' to 9' humanoid they consume. Shapechanging into a new form takes a single round and heals the infiltrator of 1d4 hit points. While in their natural forms, they can attack only with a weapon, but infiltrators spend time practicing armed combat and are usually proficient in a wide variety of combat arms. In addition, some of the shapes they can adopt provide them with natural combat abilities, such as a lizard man's claw/claw/bite attacks. When wearing a different humanoid's form, they gain that creature's armor class and hit dice (add 4 hit points per additional hit die of the assumed form - these "extra" hit points are the first lost in combat, and disappear when the infiltrator reverts to its normal form). An infiltrator assuming the form of a humanoid with fewer hit dice retains its own hit points. Infiltrators have an innate ability to comprehend languages that they hear and adaptable vocal cords, allowing them to speak those languages as well.
The Church
Clergy: |
Specialty priests, shamans, clerics |
Clergy's Align: |
LG, LN, N |
Turn Undead: |
SP: Yes, at priest level -4; Sha: Yes; C: Yes |
Cmnd. Undead: |
SP: No; Sha: No; C: No |
All clergy of Meriadar receive religion (goblinoid) as a bonus nonweapon proficiency. Shamans and clerics of Meriadar are limited to 10th level, while specialty priests are limited to 14th level.
Meriadar's church is unique in that any goblinoid or demihuman race can become a priest of Meriadar and attain the same maximum experience level as that of mongrelmen. Of course, such priests are very rare, and usually exiles from their own races, but Meriadar's universal appeal to like-minded creatures ensure that his church has a growing number of devotees in many worlds.
His clergy are, by course, almost pacifists, who work to negotiate diplomatic settlements and peaceful solutions among the races and betwixt tribes whenever possible. Nevertheless, their hot-blooded and often feral humanoid natures simply do not support the tenets of pacifism to the point of giving up their own defense. In fact and unfortunately, the clergy of Meriadar are often called upon to mount a vigorous defense of their clans and families, even adopted members.
Meriadar has no known temples per se. Instead, his faithful usually maintain shrines made up of a small alcove cut into a wall, lit by yellowing taper candles.
Quite orderly, the clergy of Meriadar are known in ascending order as: first supplicant, second supplicant, third supplicant, and so on up to fifteenth supplicant. Specialty priests are known as peaceful ones. The clergy of Meriadar includes mongrelmen (75%), orcs (7.5 %), goblins (7.5%), hobgoblins (5%), half-breeds of various stock, especially orc (2%), bugbears (1%), and other goblinoid races (2%). It is dominated by specialty priests (77%), but includes shamans (12%) and clerics (11%). The clergy is also male dominated (66%).
Dogma: Meriadar espouses the practicality of arts and crafts as an important avenue for exploring peacefulness. Those who respect each other's creativity and skill are unlikely to take up arms against each other, and different races have something to learn from each other's skill.
Since food is indispensable to life, those who share from Meriadar's dish to eat participate in a basic sharing of life; so how can they strive to bring each other death?
Meriadar's mongrelmen priests and shamans use their symbol, a decorated bowl, and its practical qualities as an exemplary attribute of their god and their religion. It also serves as a springboard for their philosophical concerns; mongrelmen priests debate the quality of the "eternal now" as having its origins in spiritual parallels to the act of drawing sustenance, and the immediacy (and "nowness") of the most basic earthly drive, that of hunger. Despite the sometimes stifling quality of lawful neutrality, the priests concern themselves with some subtle spiritual and philosophical questions, and Meriadar smiles on this.
Meriadar preaches peace, the need to defend mongrelmen communities, and the need to tolerate goblinoids and other races, arguing that all living things have their place, and a need for an ordered society and an ordered world. Meriadar also stresses the importance of trusting others without depending on them.
There is a quality of suffering about the god and his church, which allows him to see oppression of mongrelmen as a road to higher spiritual understanding.
Day-to-Day Activities: Priests of Meriadar must devote their time to prayers and supplication. They preach peace, but they also defend mongrelmen communities. They are peaceful, but no pacifistic when threatened with force. They are "political" creatures, directed to get close to chiefs and determine "social" policy. They support hierarchies, laws, and established leaders unless these are grossly unjust.
Holy Days/Important Ceremonies: Mongrelmen are taught to pray for forgiveness for their own sins and the sins of their forefathers at the dawn of each new morning.
Their most holy day is the Hidden Day, known as Shieldmeet among the humans. On this day, the faithful spend the day performing reenactments of their tales and fables until the last rays of light. As night falls, they celebrate a ritual known as the "feasting," wherein they eat cooked but unskinned wild animals, especially the more humanoid animals such as bears, lemurs, monkeys, and other primates, though never intelligent creatures. Few mongrelmen know the history of the ritual, though most find the power of the day almost tangible.
Major Centers of Worship: Meriadar's most famous worshiper is the bugbear Gisbertus, Queen Zaranda Star of Tethyr's former chamberlain and current chief steward. The bugbear's prominence has attracted several other, though still a small number, of like minded humanoids into Tethyr's service. A small community has arisen in the capital city of Darromar whereever grander stories of Gisbertus and the Shield of Innocence inspire Meriadar's supplicants.
Meriadar's largest community, however, is in the Moonwood north of the village of Quaervarr not far from the temple of Eilistraee's followers, with whom Meriadar's faithful cautiously ally. There, several hundred humanoids of a variety of races mingle with an equally large community of mongrelmen long fled from ancient Netheril. The High Lady Alustrial is aware of their existence, but her agents, including the famed Drizzt Do'Urden, have vouched for the peaceful and helpful nature of the community.
Affiliated Orders: Meriadar sponsors no orders of any sort. His clergy is generally too diffuse and does not include order-prone paladins, crusaders, or monks.
Priestly Vestments: Meriadar's clergy prefer to wear simple robes, most frequently of pale and natural colors. They distinguish their hierarchy through acknowledgement and honesty, not through any noticeable adornments. Meriadar's symbol, the decorated bowl, is both a craft and an art in its decoration, and it is used for sacramental feasting and the sharing of food.
Adventuring Garb: Meriadar's clergy prefer to wear robes throughout their lives, but will succumb to the practicalities of the rode when necessary, armoring themselves in any but the most encumbering armors and arming themselves with bows and maces (simple clubs are seen as evil weapons all too readily had and used toward violence, thus they craft maces of carved with symbols of their god and clan).
Specialty Priests (Peaceful Ones)
Requirements: |
Wisdom 16 or Intelligence 12 and Wisdom 9 |
Prime Req.: |
Wisdom |
Alignment: |
LN |
Weapons: |
Bows, mancatcher, mace, nets, quarterstaffs |
Armor: |
Any up to and including chain mail and shield |
| Major Spheres: |
All, charm, divination, guardian, healing, law, protection, thought, wards |
Minor Spheres: |
Astral, creation, necromantic, plant, time |
Magical Items: |
As cleric |
Req. Profs: |
Two skills from: agriculture, artistic ability, blacksmithing, carpentry, cobbling, healing, herbalism, leatherworking, seamstress/tailor, stonemasonry, weaving |
Bonus Profs: |
Cooking, local history, pottery |
Peaceful ones must be humanoids, though most are mongrelmen. They may be male or female. They are limited to the 14th level of advancement.
Peaceful ones receive +1 bonus to Charisma with all goblinoids (including kobolds, goblins, orcs, bugbears, gnolls, minotaurs, mongrelmen, ogres, and their kin).
Peaceful ones double the range, duration, and area of effect of all spells cast from the guardian, protection, and wards spheres.
Peaceful ones may negate the effects of magical fear or halt a berserker rage on a single victim per level once per day.
Peaceful ones may cast enthrall or orison (as the 1st-level priest spells) once per day.
At 3rd level, peaceful ones may cast know intent (as the 2nd-level priest spell) or friends (as the 1st-level wizard spell) once per day.
At 5th level, peaceful ones may cast divine truth (as the 3rd-level priest spell) or merciful touch (as the 3rd-level priest spell granted by Sharindlar detailed in Demihuman Deities) once per day.
At 7th level, peaceful ones may cast emotion (as the 4th-level wizard spell) to create a calming affect only or rapport (as the 4th-level priest spell) once per day.
At 10th level, peaceful ones may cast blessed abundance (as the 5th-level priest spell) or symbol of persuasion (as the 7th-level priest spell) once per day.
Meriadaran Magic
Spells found in the Cloistered Priests and Savants and Oracles lists of the Priest's Spell Compendium, Vol. 3, are, for the most part, appropriate to the clergy of Meriadar, providing they are priest spells that fall within the clergy's allowable spheres of access.
They also have access to the following spells, which are located under Priestly Spells, 2ed:
2nd-level: Know Intent
3rd-level: Divine Truth
References
Monster Mythology, On Hallowed Ground, Planes of Law, The Complete Druid's Handbook, The Complete Priest's Handbook, Heroes' Lorebook, Priest's Spell Compendium, Vol. 1-3, "The Ecology of the Mongrelman," Dragon Magazine #242 (December 1997)
Shar
Shar is worshiped by blinded, nocturnal, or subterranean-dwelling humans and allied beings and by those who hate the light, such as goblinkin and their allies. Nevertheless, Shar has yet to allow any but humans into her clergy.
Vaprak
(The Destroyer) |
Lesser Power of the Abyss, CE |
Portfolio: |
Combat, greed, violence, rapaciousness, ogres, trolls |
Aliases: |
None |
Domain Name: |
524th layer/Shatterstone |
Superiors: |
None |
Allies: |
Othea |
Foes: |
Brandobaris, Grolantor, Baphomet, the Morndinsamman |
Symbol: |
A taloned claw |
Wor. Align: |
LE, NE, CE |
Vaprak (VAHP-rahk) is known simply as "The Destroyer." He is the essence of elemental savagery well suited to the ogre and troll races, which hold him as a patron - a well-deserved honor, as he fathered the ogre race, and possibly the troll race, on Othea, the giantish mother goddess, in an adulterous affair.
It seems likely that in some way Vaprak may be the offspring of a giantish god himself, most likely Annam. Some tales tell of a hideous, vastly tall (proto-) ogress who used magic to conceal her appearance in order to attract Annam, who mated with her to engender Vaprak. Other tales, not necessarily contradictory, tell of how Othea, mother of all giantkind, had an adulterous foray with Vaprak, resulting in the creation of the ogre race. In a twist that would only occur among the gods, it is possible the "ogress" who seduced Annam was Othea and that later, ignored by Annam, she had an affair with her own deific child Vaprak.
The trolls, on the other hand, have no creation myths involving Vaprak or any other god, and instead have flocked to Vaprak's entreaties over the eons. The same cannot be said to be true concerning myths about Vaprak's involvement with the troll race. One legend recounts the tale of the Hand of Vaprak: Reputedly the grandmother of the trolls stood at the fireside with the child of the ogres. "Look at those chestnuts roasting in the fire," said the grandmother. "Wouldn't you like some?" The grandmother of the trolls feared the flames, for fire killed trolls permanently, and hoped that the child of the ogres would pull the chestnuts out of the fire for her. That the child would be burned mattered not one whit to the grandmother. The child of the ogres knew that. Being an ogre, though, he did not think things through. He grabbed the grandmother's hand and plunged it into the fire with his own, making the grandmother burn as well. Both troll and ogre were terribly burned, and the child of the ogress lost his hand. It was then that Vaprak attained godhood of both ogre and troll, and fused the hands together into a single hand, the Hand of Vaprak. There have been several sighting of the hand in the Realms.
In truth, the oni known as Gornak the Ogre Mage, who had gained his magic through a deal with Vaprak, was to use his own hand to become the legendary god's paw. Gornak was defeated, however, by the then-young mage, Elminster, now of Shadowdale. Elminster found great energies within the ogre mage's severed hand. He sought to tap that power. Instead, his prying activated the hand's true power and Elminster nearly paid for that mistake with his life. Though he contained the hand, he was not powerful enough to destroy it, so he hid it where few would find it. And as he grew in wisdom, he placed warning spells upon it to call him if the Hand ever came into use again. This happened again, albeit briefly, when the famed crew of the Realmsmaster once again faced Gornak. The heroes were able to defeat Gornak and dispose of the hand in the Demiplane of Fear. However, Gornak's alleged demise may have only been a ruse, and the Destroyer is sure to send either a regenerated Gornak or other agents to seek out the Hand of Vaprak once again.
Vaprak is in awe of the giantish gods, especially the righteous fury of cuckolded Annam, and lives in fear that his race may abandon him to worship Annam and his other progeny. Consequently, with the exception of Grolantor, The Destroyer's fear will not allow him to strike out at Annam or his fellow offspring. Instead, Vaprak channels his anxieties into attacking other "lesser" races such as the dwarves. The Destroyer also despises the demon lord Baphomet for insinuating himself among certain ogre tribes, especially those among Ice Spires. Unfortunately for Baphomet, Vaprak does not fear him and will stop at nothing to destroy the interloper.
Vaprak has a particular hatred for Brandobaris of the halfling pantheon. Ages ago, the beast-men of Lluirwood were on the verge of destroying the halflings of Luiren. At that time, a young halfling by the name of Kaldair Swiftfoot - an avatar of Brandobaris - encountered the avatar of Vaprak, who was leading the ogre attack on the Small Folk. For 10 days and nights, Kaldair toyed with the Destroyer, leading him on a merry chase through a trap-filled tract of woodlands, but the ogre god could not kill or capture the elusive halfling rogue nor could Kaldair permanently thwart Varprak's murderous designs on the halfling region. Finally Vaprak collapsed of exhaustion, while Kaldair danced about him and taunted the ogre god for his weakness. In his rage, the Destroyer hurled trees ripped from the ground at the Illusive Scamp, but to no avail. Kaldair then proposed a feat of strength - uprooting a tree without breaking the roots - with the loser withdrawing to the mountains and the victor claiming the forest, and Vaprak readily agreed. The Destroyer went first, ripping the great hardwoods from the forest floor, but he failed to remove a single tree without tearing apart its root structure. Kaldair, on the other hand, succeeded on his first attempt after carefully dislodging a tiny sapling with a single taproot. Vaprak roared in fury at the trick, but the ogre god had no choice but to concede defeat and adhere to the terms of the contest, for to do otherwise would simply add to his humiliation. The ogres then withdrew to the mountains and the halflings settled the forest glades. To this day, when a great tree falls to the ground outside the town of Beluir, a region known as Vaprak's Glade, a follower of Brandobaris sits on the trunk and relates the tale of Kaldair's swift thinking.
Vaprak does not plan, scheme, or contemplate. He simply expends his energies in rapacious destruction and uncompromising ferocity. However, in ages past, Vaprak was said to have been a more civilized, though still destructive and cruel, power. During those ages past, Vaprak was said to be served by a number of demigods and heroes unknown to other ogre tribes. Chief among these was the last Tharkul, Maulog. However, most of these demigods are actually the aliases of other powers, most of whom were not in fact subservient to Vaprak.
Vaprak's Avatar (Fighter 30, Cleric 20, Shaman 20, Mage 15)
Vaprak generally appears as an exceedingly horrid mottled brown and green ogre with powerful taloned hands and great strength. Vaprak is rapacious and violent, and he prefers to tear his prey apart with his claws rather than use weapons or spells.
In ages past in the Thar region of Abeir-Toril, Vaprak was known to appear as a tall, surprisingly noble-looking individual clad in scale armor and carrying a mighty war hammer.
It is said that Vaprak is always hungry, and in times of great troubles, he walks the Prime Material Plane, robbing, killing, and eating whatever he finds in his path. This vicious being sends his avatar to assist ogres when they are on the verge of conquering a clan, tribe, or race with whom they compete for resources, and also to decimate any group of ogres who have turned to revere any of the evil giantish deities.
Though he rarely calls upon the power of his spells, Vaprak may draw his spells from all schools and spheres, excepting the curative or light-generating versions of spells.
AC -3; MV 15; HP 213; THAC0 -9; #AT 2/1 or 3/1
Dmg 2-20+16/2-20+16 (war hammer or club, +14 Str, +2 specialization) or 2-16+14/2-16+14/1-12+14 (claw/claw/ bite, +14 Str)
MR 65%, SZ H (15 feet)
STR 25, DEX 18, CON 21, INT 19, WIS 15, CHA 19
Spells P: 11/10/9/8/7/5/2, W: 5/5/5/5/5/2/1
Saves PPDM 2, RSW 5, PP 4, BW 4, Sp 6
Special Att/Def: Vaprak can become berserk (+2 to hit and damage, +2 penalty to AC) at will. Vaprak sometimes wields a gigantic war hammer or monstrous club.
Vaprak may only be hit by +1 or better weapons. He regenerates 7 hit points per round. He negates and dispels all spells that directly and adversely affect his attack and damage rolls (i.e., stoneskins on enemies are negated by touch, with full damage applying; prayer is negated; ray of enfeeblement does not work against him; etc.).
Other Manifestations
For reasons few understand, Vaprak sends dreams and waking visions to his female clergy, but does not send similar omens to his male clergy. When he does send such messages, they are usually simple and involve images of anticipated battles and pillaging. Success in the dream most often directly correlates to success in the battle, while a loss in the dream almost assures failure. Still, there are tales of ogre heroes who have received visions of failure from a high priestess and still succeeded. These ogres are honored throughout ogrish history for their courage in honor of Vaprak.
Vaprak rarely manifests to his faithful. Instead, Vaprak prefers to send his avatar to assist tribes of his faithful in destruction. However, he sometimes (2% chance) rewards his worshipers by granting them berserk rage in battle, if they pray for it (+2 bonus to hit and damage, but +2 penalty to armor class).
Vaprak acts through the simple actions of bears, ogres, ogre magi, oni, trolls, yeti, wolverines, carnivorous plants of all types, and tanar'ri. His favor is evidenced in the discovery of ancient and powerful weaponry useful by his generally large followers.
The Church
Clergy: |
Specialty priests, shamans |
Clergy's Align: |
CE |
Turn Undead: |
SP: No, Sh: No |
Cmnd. Undead: |
SP: No, Sh: Yes |
All clergy of Vaprak receive religion (giant) as a bonus nonweapon proficiency. Specialty priests and shamans of Vaprak are generally limited to 7th level, though some specialty priests are known to have arisen to 11th level.
Ogres and trolls worship and revere Vaprak the Destroyer for his uncompromising ferocity and ability to destroy whatever lies in his path or causes him trouble.
Vaprak's faithful have never been known to create temples in his name. Instead, Vaprak has always been worshipped in wild dens and caves, bringing them closer to the savagery of the god and often requiring them to expel the dwellings dangerous inhabitants.
Priests of Vaprak are known in the corrupted version of Jotun employed by ogres, as maz generally and mazvaders and mazhilds, priest fathers and priest mothers, more specifically. While the great ogres of ancient Thar worshiped Vaprak in a more organized manner, the degenerate ogres and trolls of the modern age are too chaotic and most often found in too small groups. Consequently, they lack an organized hierarchy. Vaprak's clergy is made up of primarily of ogres (50%), ogre magi (15%), and trolls (20%), with the remainder coming from the various ogre half-breeds, including half-ogres, ogrillons, and orogs (10%) and a handful of hill giants (2%) and orcs (3%). The clergy favors females (70%) over males (30%). Shamans (75%) generally outnumber mazvaders and mazhilds (25%).
Dogma: Vaprak's dogma is born of his own anxieties and as a manic defense against those fears - fears that ogres will abandon him for other giantish gods. His edicts to his clergy are driven and somewhat frenetic. Vaprak teaches that the world is a testing ground, where Vaprak sets obstacles in the path of his children. Only the truly faithful will tolerate the world's pain and unfairness, marking them as worthy of eternal service to their deity. Those who fail are sent to a horrific afterlife of continual suffering and punishment. The fall of the ogre kingdoms are seen as one of Vaprak's greatest tests, and the current chaos and primitive level of ogre civilization are punishments for the prideful ways of those ancient days.
Day-to-Day Activities: Vaprak's clergy must be aggressive, ever seeking combat and performing acts of frenzied destruction. They must also eat greedily, but also maintain physical fitness. They often exercise in club-bashing rituals.
Each tribe's female clergy are responsible for communication with Vaprak, usually in dreams or waking visions. They perform the sacred rituals and sacrifices, heal wounded warriors, and create the ritualistic scar-patterns on faces, arms, and backs with which adult ogres portray their deeds and heroic battles.
Holy Days/Important Ceremonies: Ogres and troll clergy worship Vaprak every time they kill something, and thus are not required to make formal sacrifices. Nevertheless, much of his worship does involve the sacrifice of captured enemies.
One strange custom of many ogre and especially troll clergy is to completely consume the body of any creature they kill in combat. These priests believe that this gives them control over the creature's spirit.
When gaining a level, clergy of Vaprak must seek out and slay a creature of their own size and power (rival members of their own tribe will do). This combat must be done without the aid of magic and by using only natural body weaponry. Clergy who break these rules immediately lose all spells and granted powers. In many cases, these clergy members are slain by their own tribes.
Major Centers of Worship: Although ogres are widely believed to be stupid and unsophisticated creatures with just enough sense to bash each other over the head occasionally, the few artifacts left behind by the ancient kingdom of Thar prove them to be surprisingly sophisticated race.
A series of stone fortresses once dotted the Gray Lands of Thar, built of stone quarried and transported by slaves from the West Galena Mountains. A network of roads facilitated travel. Near the center of Thar rose a great, multilevel palace where the Tharkul lived. This palace consisted of a series of cylindrical towers linked by underground passages, and surrounded by an earthen wall bristling with spikes and traps.
These ancient buildings offer a degree of proof that ogres are not merely the drooling mouth-breathers of popular imagination. Today, little remains but some battered foundations and grassy mounds out in the middle of nowhere. The killing of the Tharkul plunged the ogre kingdom into chaos and civil war, during which all the fortresses and palaces were abandoned or destroyed.
The exact date of the ogre kingdom in Thar is uncertain, but its downfall seems to have taken place at least 1000 years ago. Since then, the ogres have returned to their traditional tribal ways, although they continue to speak of the day when the Tharkul will return and once more lead them to greatness.
Affiliated Orders: Vaprak and his clergy are far too chaotic to sponsor any orders. Nevertheless, there are ogre mercenary companies that propitiate Vaprak, such as the once-proud Shard of the Orsraun Mountains, the Blue Sigil of Mog's Keep near Longsaddle, and especially the vicious Teeth of the Stonelands. The Destroyer is also favored by many ogrillon berserkers.
Priestly Vestments: Of old, the mazvaders and mazhilds of Thar wore war helms and plate mail of blood red to honor Vaprak. Now, the ogre race has degenerated to wearing red-dyed hide armor or simple skins to honor The Destroyer. Troll clergy have never worn garments of any sort in Vaprak's worship. Most clergy bear their holy symbol, a taloned claw ripped from a large hunter, on a leather necklace.
Adventuring Garb: In combat situations, priests of Vaprak favor whatever they can get their hands on. This generally means hide armor. They prefer bludgeoning weapons that can make the most of their great strength, particularly giant clubs and giant spiked clubs. Some of the greater priests of the Thar wield great magical war hammers from the kingdom's glory days.
Specialty Priests (Mazvader and Mazhild)
Requirements: |
Strength 18, Constitution 15, Wisdom 9 |
Prime Req.: |
Strength, Constitution |
Alignment: |
CE |
Weapons: |
Any |
Armor: |
Any up to and including chain mail and shield |
| Major Spheres: |
All, combat, divination, healing (reversed forms only), protection, sun (reversed forms only) |
Minor Spheres: |
Charm, summoning, weather |
Magical Items: |
As cleric and fighter |
Req. Profs: |
Survival (choose one terrain) |
Bonus Profs: |
Club, endurance |
Mazvaders and mazhilds must be ogres, trolls, hill giants, half-ogres, ogrillons, orcs, orogs, or half-orcs, though they may be male or female.
Mazvaders and mazhilds are allowed to multi-class as specialty priest/fighters. They are limited to 11th level, though very few make it past 7th level.
Mazvaders and Mazhilds receive hit point adjustments to their Hit Dice as if they were warriors.
Mazvaders and Mazhilds may bring about berserk rages in their warriors after one round of inciting them. The rage lasts six turns. Each warrior may only be incited to a berserk rage once per day. The rage gives the warrior a +2 bonus to hit and damage, but a +2 penalty to armor class. While so enraged, the warrior cannot flee from a fight or leave the battlefield until no enemies face him. Once leaving the field of battle, the warrior can choose whether or not to emerge from the rage or sustain it.
At 3rd level, mazvaders and mazhilds fists deal 1-6 points of damage (plus bonuses).
At 3rd level, mazvaders and mazhilds may choose to invoke a berserk rage in themselves or another (save vs. spells if target is unwilling) for 12-30 (2d10+10) rounds, granting a +2 to hit and damage bonus and a +2 penalty to armor class. This state does not prevent the casting of spells by Vaprak's faithful, but does prevent other casters from casting.
At 5th level, mazvaders and mazhilds gain the ability to regenerate 1 hit points per round. If the priest already has regenerative powers, the power increases by 1 hit points per round, i.e., a troll priest would now regenerate 4 hit points per round instead of 3. This power increase to 2 hit points per round at 7th level, and 3 hit points per round at 10th level.
At 5th level, mazvaders and mazhilds receive a +1 bonus to their Armor Class and to saves vs. charms or mental-based attacks. This increases to +2 at 10th level.
At 7th level, mazvaders and mazhilds receive a permanent +1 to their Strength.
Specialty Priests (Shamans)
Requirements: |
Strength 16, Constitution 12, Wisdom 9 |
Prime Req.: |
Strength, Wisdom |
Alignment: |
CE |
Weapons: |
Any |
Armor: |
None |
| Major Spheres: |
All, animal, combat, divination, healing (reversed forms only), protection, summoning |
Minor Spheres: |
Charm, necromantic (reversed forms only), sun (reversed forms only) |
Magical Items: |
As cleric and fighter |
Req. Profs: |
Survival (choose one terrain) |
Bonus Profs: |
Club, endurance |
The abilities and restrictions of the shamans of Vaprak, aside from changes noted above and later in this section, are summarized in the discussion of the shaman character class in PLAYER'S OPTION: Spells & Magic and in Faiths & Avatars.
Shamans of Vaprak must be ogres, ogre magi, merrow, trolls, hill giants, half-ogres, ogrillons, orcs, orogs, or half-orcs, though they may be male or female.
Shamans of Vaprak are allowed to multi-class as shaman/fighters. They are limited to 7th level, though very few make it past 5th level.
Shamans of Vaprak may bring about berserk rages in warriors after one round of inciting them. The rage lasts six turns. Each warrior may only be incited to a berserk rage once per day. The rage gives the warrior a +2 bonus to hit and damage, but a +2 penalty to armor class. While so enraged, the warrior cannot flee from a fight or leave the battlefield until no enemies face him. Once leaving the field of battle, the warrior can choose whether or not to emerge from the rage or sustain it.
At 3rd level, shamans of Vaprak may choose to invoke a berserk rage in themselves or another (save vs. spells if target is unwilling) for 12-30 (2d10+10) rounds, granting a +2 to hit and damage bonus and a +2 penalty to armor class. This state does not prevent the casting of spells by Vaprak's faithful, but does prevent other casters from casting.
Maz Magic
Spells found in the Savage Setting and Tribal Spellcaster lists of the Priest's Spell Compendium, Vol. 3, are, for the most part, appropriate to the "savage" clergy of Vaprak, providing they fall within the clergy's allowable spheres of access. In particular, the spell rending, is seen as the apex of Vaprak's power by his priests and shamans, though some have suggested that Vaprak stole the spell from long-forgotten power from another land - perhaps one he defeated in battle.
Rending can be found in Priestly Spells, 2ed.
References
Deities & Demigods; Monster Mythology; Giantcraft; Demihuman Deities; Elminster's Ecologies, On Hallowed Ground; FR15 Gold & Glory; FR16 The Shining South; Al-Qadim: Ruined Kingdoms; Priest's Spell Compendium volumes; "Ay pronunseeAYshun gyd," Dragon Magazine (January 1985); "Orcs Throw Spells Too," Dragon Magazine (January 1989); "Special Skills, Special Thrills," Dragon Magazine (May 1984); Forgotten Realms Comic #1-4 as summarized by Eric L. Boyd. |
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