Ildavir, Goddess of Nature
Goddess of the primeval woods, of the Silver Stag, of the
holly branch and moonlit grove. Her forests as dark and limitless as oceans, there
are no roads in her green realm, only unseen paths. In every raindrop, in
every moss covered rock, in every wayward leaf, she is found. It was she who
gave the fox the colour of its fur, it was she who gave the raven the lustre of
its feathers. All that roams the woods keep her well and whisper
her name when they come across one of watching eyes carved by her priesthood.
Her followers know well how to read her moods; they see her
fury in the storm, hear her laughter in sunlight, and feel her majesty in the
greenery that cloaks the land. She watches her followers struggle and survive,
watches them live and nurtures their soul with the strength to find their
freedom.
Title:
1. Hermit
2. Walker
3. Guardian
4. Druid
5. Archdruid
Creed:
To live is to be wild, and to be wild is to be free.
Alignment:
Neutral.
Holy Symbol:
Their holy symbol is an oak leaf.
Restricted Weapons:
Clerics of Ildavir can use any weapon as long as it’s made
from wood or resembles a common tool. Otherwise they roll at one dice lower. In
general they tend to wield bows, slings, staffs, wooden clubs, and scythes or falxs.
Favoured Spells:
First Level: Food of the gods, paralysis.
Second Level: curse, neutralize poison or disease, wood
wyrding.
Third Level: remove curse.
Fourth Level: affliction of the gods.
Fifth Level: weather control.
Unholy Creatures:
Un-dead, abhorrent or alien extra-planer creatures, demons,
devils, lycanthropes, perversions of nature, oozes, slimes, moulds.
Communing with Ildavir
Clerics of Ildavir commune with her by meditating in nature.
They gain insight into what she wants or her pleasure and displeasure through
the actions of animals that serve as omens. Such as the flights or calls of
birds, the appearance of a stag or bear on a nearby hill, the path of a mouse
that crawls beneath a tree, a squirrel carrying an acorn across a tree branch,
etc.
Clergy and Worship
Clerics of Ildavir tend to live as recluses or hermits
living within, protecting, and caring for vast swaths of forest and those that
live nearby. They view all life as equal and are equally inclined to save or
help a wounded fox as they are to for a human child. They generally live in
small huts in the forest near human settlements and build no other buildings
and prefer to sleep under the stars if weather permits.
They protect the wilderness and are at times at odds with
human civilization. They abhor deforestation caused by farming and the spread
and squalor of civilization. Most clerics of Ildavir care not for the petty
politics of the world and don't get involved to much in the affairs of the
civilized world. Each cleric of Ildavir loosely belongs to a group of other
clerics who live in nearby forests. Together they form a Circle and this tends
to be the extent of the clergy’s hierarchy.
They tend to be indifferent to humanity or the other races
but will stay on good terms with nearby settlements often tending to and caring
for the sick or injured livestock of the common folk and finding them when they
get lost in the woods. They are often sought out for their medical advice and
contain a great knowledge about the healing properties of certain plants.
However the bulk of their time is spent simply existing in
nature as they wish all would exist. They tend to their lands and the natural
creatures within it, and blaze trails to erect thin totem poles with a myriad
of strange shaped eyes carved into them. These totems called eyes of Ildavir by
the common folk and rumour holds it that the Druids erect them so Ildavir
herself can look through them and watch all that walk within the forest. The
Druids say they simply serve to mark boundaries or function trail markers. Like
many things about the practices and rituals of Ildavir their true purpose is
unknown.
They have no temples or churches and only gather on certain
nights in sacred places found in nature; groves full of ancient trees, at the
edges of moonlight lakes, within circles of ancient standing stones, anywhere
that the beauty and majesty of the wild strikes deep within the soul.
These meeting involve many sacred songs and rituals and are
part council where the Druids of Ildavir discuss much about what has been going
on in their forests and how they want to further their goals of building more
Eyes of Ildavir and maintaining the forests.
Healing Description:
When healed by druids of Ildavir the individual watches as
their flesh begins to move and grow as if it has a life of its own; bone sprouts
like a tree at a prodigious rate and muscle worms its way around it like a
snake followed by skin which flowing forth like water. Wounds snapping shut with scars appearing to seal them and spilled blood moves with a
pulse of its own.
Deity Disapproval:
Roll
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1
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Walk barefoot for one day.
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2
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Take a vow of silence for one day.
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3
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Harm no animal, no matter how hostile, for one day.
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4
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Cut your palm and let the blood flow freely mixing
with the earth. Take 1d4 damage.
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5
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Heal at 1 reduced die for a day as your connection
with nature and life is lessened.
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6
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Seek out a hurt animal within 24 hours and nurse it
back to health or suffer a -1 penalty to spell rolls for one day.
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7
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Carve a new totem, an eye of Illdavia’s eyes, deep
within the forest within 1d3 days or loose 1d3 randomly determined spells for
1d3 days.
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8
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Lose the ability to cast one random spell until you
plant a tree in Ildavirs name.
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9
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Suffer -2 to spell checks until you spend one night
naked and alone meditating in nature.
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10
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You must subsist on nothing but the forgings of the
forest, mainly roots and berries, for 1d12 days. Due to the fasting that
results from this you only gain 1 hp when resting at night and recover no
lost ability points.
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11
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Test of the Wild: you must venture into the woods
and face a silver wolf summoned by Illdavia and fashion it’s pelt into a
cloak.
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12
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Help 1d20 hitdice worth of sick or injured livestock
of nearby farmers with your lay on hands ability. If you incur disapproval
while doing so you take 1 str, sta, or agility point damage as you
empathetically take their injuries into your body.
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13
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Kill no living natural things, no matter how
hostile, for one day.
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14
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Seek out and destroy a greater corruption of nature.
Be unable to turn unholy creatures until done.
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15
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Restore 1d20 hectares of farmland to forest. This generally involves
hiring people at your own cost to help plant trees. Take a -3 penalty to
spell checks until complete.
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16
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The cleric must give away all his gold to the poor, nature alone
shall provide for him.
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17
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Clear a ruin or lair deep in the wilderness and take
nothing from within. Ildavir will destroy it afterwards with an earthquake so
that nature can reclaim it.
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18
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Blight the crops of a village to stop them from encroaching on the
forest. This will cause the cleric to be branded an outlaw with a sizeable
bounty placed upon their head in civilized lands.
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19
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Suffer from the sickness of civilization as the pain of the earth
itself is felt. Suffer from Affliction
of the Gods at a spellcheck of 1d20+17. This lasts a number of days equal
to 1d4s rolled on this chart.
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20
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You suffer the curse of Illdavia and are cursed with
lycanthropy and are one of her forsaken. You must go on a quest to find
redemption and to have the curse be lifted.
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Call of the Wild
Ritual
To perform this ritual the Druid
needs part of an animal or plant to act as a magical focus of the same type
that they wish to call or interact with. Generally this is a bit of hair, tooth,
root, flower petal, or leaf. The ritual involves the druid cutting their palm
with a special ceremonial knife and letting their blood fall from their palm
and mix with earth in a specially crafted oaken bowl worth no less than 50gp.
The earth must be from a forest and be fresh, no older than 1 day. They must
hold the focus in one hand while they mix the earth and blood with the other
and smear traces of it on their forehead and face in Druidic letterings.
Call
of the Wild
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Level 1
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Range: Self Duration: Varies Casting Time: 1 hour Save: N/A
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1-11
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Failure.
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12-13
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They can speak to and understand any natural animal or
plant of the same type as the focus for CL hours and of equal to or lower Hit
Dice of the caster. The animal or plant will act in a non-hostile, or
(depending on species) friendly manner
towards the Druid but does not have to obey it's commands.
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14-17
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As above but if an animal of the focus type is
present within CL miles of the caster they are called forth to the caster. If
it is a stationary plant they are not called forth but the caster knows where
it lies.
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18-19
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As above but the animal or plant will obey the
caster’s commands within normal bounds; suicidal commands or those contrary
to its nature have a 50% chance of releasing a monster from service. Due to
the nature of the summoning, the caster cannot directly harm a creature he
summons.
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20-23
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As above and they can see through a single sense of
the called forth animal or plant and can communicate with it telepathically at a range of CL x 100 feet.
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24-27
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As above but instead of calling forth the animal can
choose to take its form of the animal or plant. He assumes the creature’s
form and manner of locomotion, as well as the ability to survive in the
creature’s normal habitat but gains no other powers.
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30-31
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As above but the caster can change himself
completely into a new animal or plant of Hit Dice equal to twice his caster
level.
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32+
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As above but the caster can change himself
completely into a new animal or plant, gaining all of that creature’s powers
and abilities. The creature cannot have more Hit Dice than twice the caster’s
level. The transformation lasts until the caster chooses to return to his
normal form or 24 hours have passed
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Divine Aid
There are a couple considerations about invoking Ildavir.
The first is that being the goddess of nature herself it is near impossible for
her to manifest aid in place where there is a lack of animals or
vegetation, such as deserts, wastelands, barren mountain ranges, etc. However
to make up for this, in areas with abundant life and vegetative matter the
cleric rolls with a d24 instead of a d20 when seeking divine aid.
Furthermore Ildavir is somewhat of an amorphous goddess. She
has no concrete form and instead is part of life and nature itself. When she
manifests it tends to be in a profusion of growth and life itself. Examples are
provided as follows:
DC 10 - Simple
effects limited to affecting only the caster and manifest in almost natural
ways.
- Plants
and trees sprout from the land around the cleric rising from the earth, restoring
it and hiding him.
- Life
flows into the cleric from earth and they are healed of all damage.
- Storm
clouds begin to billow and rain begins to pour obscuring sight.
DC 15 - Miraculous effects that aid the
cleric and his party and are distinctly supernatural in nature.
- Vines
grow from the ground wrapping around the enemies of the cleric ensnaring them.
- A
wall of thorns sprouts up and blocks off creatures pursuing the cleric.
- The
cleric and his party step into a tree and appears from a tree several miles
distant.
DC 20 - Extraordinary effects that directly
harm the enemies of the cleric and are blatantly supernatural.
- A
dozen dire wolves are called to aid the cleric against his enemies.
- The
sky clouds over supernaturally fast and lighting beings to strike down the
clerics enemies one by one.
- The
skin of the cleric and his party turn to bark greatly shielding them from
damage.
DC 30 - Direct manifestations of the God;
any creature (including the cleric's party) who cares for their wellbeing
should immediately run.
- Wild
growth bursts forth from the earth ensnaring and tearing apart any who aren't
quick enough to get away.
- Hail the size of apples begins to fall as
lighting strikes any moving target.
- The
trees themselves come alive as Treants and walk forth led by the Greene man.