LEVEL ONE |
LEVEL TWO |
LEVEL THREE |
LEVEL FOUR |
LEVEL FIVE |
LEVEL SIX |
LEVEL SEVEN |
---|---|---|---|---|---|---|
Bless |
Augury |
|
|
Atonement |
Aerial Servant + |
Astral Spell |
Command |
Chant |
Continual Light |
Detect Lie |
Commune |
|
|
|
|
Create Food |
Divination |
Cure Critical Wounds |
Blade Barrier + |
|
Cure Light Wounds |
Find Traps |
|
Exorcise |
Dispel Evil |
Conjure Animals + |
|
Detect Evil |
Hold Person |
Cure Disease + |
|
|
Find the Path |
Holy Word |
Detect Magic |
Know Alignment |
Dispel Magic |
Neutralize Poison |
|
Heal |
Regeneration |
Light |
Resist Fire |
|
Prot. from Evil 10ft r. |
Plane Shift |
|
Restoration |
Protection from Evil |
|
Glyph of Warding |
Speak with Plants |
Quest |
Speak with Monsters + |
|
Purify Food |
Slow Poison |
Locate Object + |
|
|
Wood Tell |
|
|
|
Prayer |
Tongues |
True Seeing |
Word of Recall |
Wind Walk + |
Resist Cold |
Speak with Animals |
Remove Curse |
Awaken Ent |
Summon Elves |
Heroes Feast |
Corellon's Magic |
|
Spiritual Shortsword |
|
Call Woodland Beings |
Make Elven Garb |
Summon Elvish Aid |
Etherealness + |
Bowskill |
Detect Enemies |
Arrow Trance |
Spike Stones |
Make Elven Mail |
? |
Miracle |
Entangle |
Detect Life |
Cure Serious Wounds |
? |
? |
? |
Sing the Story |
Mending |
Dexterity |
Plant Spy |
? |
? |
? |
Summon Seldarine |
? |
? |
True Shot |
? |
? |
? |
? |
Bowskill (Conjuration)
[SAB Special, Cleric 1st – like Sif
'Bladeskill' or Clanggedin 'Axeskill']
Components: VSM;
Casting: 3 segments; Range: Touch; Area: 1 person; Duration: 1 turn +
1 turn/level; Save: None.
Under the Cantabrian combat system this
adds one proficiency per level of the Priest to the targets Bow skill
level. In AD&D approximate this as an extra +1 To Hit per two
levels of the Priest (minimum +1).
Detect Enemies (Divination)
[Special - from RQ2 (adapted by SJW)]
Components:
VSM; Casting: 3 segments;
Range: 40 yards; Area:
one individual; Duration: 10 rounds (2 minutes); Save: None.
This
spell gives the direction and distance from the caster of any being
intending to harm them (or another specific individual on whom the
caster concentrates). It is stopped by 10ft or more of solid rock or
metal. (Rqd: caster's holy symbol).
Detect Life (Divination)
[Unearthed Arcana, Cleric
Level 2]
Components: VSM; Casting: 1 round;
Range: 10ft/level; Area: One creature; Duration: 5 rounds; Save:
None.
By the use of this spell a cleric can tell if a target
creature is alive. The magic will detect life in the recipient of a
Feign Death spell, or someone
in a coma, deathlike trance or state of suspended
animation. If cast upon the body
of a creature that is engaged in astral travel,
it will reveal that the creature is alive. The spell works on plants
and plant creatures as well as animals. The spell's range is
diminished if more than a one-inch thickness of wood or stone lies
between the cleric and the subject. Each inch of thickness of a wood
or stone barrier is treated as 10 feet of open space. A barrier of
metal of any thickness will cause the spell to fail and be ruined.
Any form of mental protection, including those of psionic or magical
nature, will likewise ruin the spell without anything being detected.
The spell will detect the first living creature that lies along the
cleric's line of sight (and within range), or else the first creature
that crosses the line-of-sight path before the duration expires.
Dexterity (Alteration)
[Special – like 'Strength', SAB Blue File]
Components:
VSM; Casting: 10 minutes; Range: Touch; Area: One person; Duration: 1
hour/level; Save: None.
Application of this spell increases the
Dexterity of the character by d8 points, subject to racial
restrictions. (Material: Hairs/nail clippings of a notably
dextrous creature, e.g. elf, monkey, etc).
Spiritual Shortsword (Invocation) [Special
– like 'Spiritual Longsword', SAB Sif Cult]
Components:
VSM; Casting: 5 Segments + Special; Range: 3"; Area: One
Shortsword; Duration: 1 Minute/level; Save: None.
This is
basically the same spell as Spiritual Hammer except the weapon is a
Shortsword. Within my campaign this spell has been modified with the
following changes. Casting Time: 5 segments + spend the rest of round
giving orders. The weapon will carry out its orders until re-ordered
which takes a round to do. No concentration is required upon the part
of the caster who is free to continue with other things. If the
spiritual weapon rolls a "1" on it's to hit roll it
disappears prematurely.
Arrow Trance (Conjuration) [Special
- from RQ2, adapted by SJW]
Components:
VS; Casting: 5 segments;
Range: 30 yards; Area:
One individual; Duration: 15 minutes (75 rounds); Save: None.
This
spell can only be cast on an elf, dryad, pixie, etc or
other worshipper of the elven gods.
It allows the user to merge his/her consciousness with their bow,
doubling the user's Bow Attack Roll.
The user enters into a trance in which only the bow and targets exist
for them. S/he can use no other weapon, cannot dodge, cannot parry,
nor use the bow as a club. Even if engaged in melee, s/he will shoot
an arrow at the opponent. While entranced, the user may only cast bow
magic to the exclusion of all other magic, including healing. If the
battle ends before the spell expires, the user will stand and wait
for targets. The user has no confusion over who is a friend or an
enemy, unlike a berserker.
Plant Spy (Alteration) [Special –
as 'Plant Eye', from RQ2, Cults of Prax, Aldrya cult]
Components:
VS; Casting: 5 segments; Range: Any; Area: One pre-prepared
plant; Duration: 15 mins (75 rounds); Save: None.
A
previously-prepared plant may be used as a spy by converting the
leaves to sight and sound transmission devices without altering their
appearance. Cultivation of the parent plant is started when
the spell is gained. Cuttings of that plant can be used as spies
while planted, but only one such planting per year can be made. Cut
or uprooted plants die. Only one cutting can be looked through with
each use of the spell.
True Shot (Conjuration) [Special –
from RQ, like 'Truesword', SAB Sif Cult, adapted by SJW]
Components:
V; Casting: 1 Segment; Range: Handheld; Area: One Bow;
Duration: 15 minutes; Save: None.
Doubles the damage done by any
bow in the hand of the wielder, up to the maximum damage the bow can
do. A normal bow (d6)
will do no more than 6 points of damage, an elven/long bow
(d8) will do up to 8 points, etc. This also does not
increase damage due to damage bonuses or spells, although such
bonuses still apply. It has no effect on a Fire Arrow
(c.f. Sif True Sword).
Awaken Ent (Enchantment)
[As 'Liveoak', Unearthed Arcana, Druid 6th]
Components:
VSM; Casting: 1 turn; Range: Touch; Area: One tree; Duration:
1 day/level; Save: None.
This spell enables the cleric to select a
healthy tree and cast a dweomer upon it so as to cause it to
serve as a protector. The spell can be cast on but a single tree at a
time, and while an Awaken Ent cast by a particular cleric is
in effect he cannot cast another such spell. The tree in which the
spell is cast must be within 10 feet of the cleric's dwelling place,
within a place sacred to the cleric, or within 10ft of something the
cleric wishes to guard or protect. The Awaken Ent spell can be
cast on a healthy tree of small, medium or large size according to
desire and availability. A 'triggering' phrase of up to a maximum of
one word per level of the spell caster is then placed upon the
dweomered tree; for instance, “Attack any person who
comes near without first saying 'sacred mistletoe'” is an
11-word trigger phrase that could be used by a cleric of 11th or
higher level casting the spell. The Awaken Ent triggers the
tree into becoming a treant (ent) of appropriate size and
attack capability, matching the specifications of the Monster Manual
description, but with only a 3” movement rate. A tree
enchanted by this spell will radiate a magic aura and can be returned
to normal by a successful casting of Dispel Magic or upon the
desire of the cleric who enchanted it. The cleric needs mistletoe to
cast this spell.
Spike Stones (Alteration/Enchantment)
[Unearthed Arcana, Cleric 5th]
Components: VSM; Casting: 6
segments; Range: 3”; Area: 1” square/level; Duration:
3-12 turns + 1/level; Save: None.
The Spike Stones spell
causes rock to shape itself into long, sharp points which tend to
blend into the background. It is effective on both natural rock and
worked stone. The Spike Stones serve to impede progress
through an area or actually inflict damage. If an area is carefully
observed, each observer is 25% likely to notice the sharp points of
rock. Otherwise, those entering the area of effect of the spell will
suffer 1-4 points of damage from each Spike Stone that hits,
success of such attacks determined as if the caster of the spell were
actually engaging in combat. Those entering the the area are subject
to attack immediately upon setting foot in the area and upon each
step taken therein afterward. The initial step will be sufficient to
allow the individual to become aware of some problem only if the
initial attack succeeds; otherwise movement will continue and the
Spike Stones will remain unnoticed until damage occurs.
Charging or running victims will suffer 2 attacks per 1” of
movement rate over the area of effect after initial damage is taken
before being able to halt. Others will suffer but 1 additional
attack-like check. Those falling into pits affected by Spike
Stones will suffer 6 such attack-like checks, each made at +2 on
damage inflicted per 10' distance fallen, spike damage being in
addition to falling damage. (Material Component: Four tiny
stalactites).
Summon Elves (Conjuration) [Like
'Monster Summoning III', PHB, Magic-User 5th, adapted by
SJW]
Components: VSM; Casting: 5 segments; Range: 5”;
Area: Special; Duration: 4 mins + 1 min/level; Save: None.
Within
1-4 rounds of casting, this spell causes the appearance of a band
of elf warriors of up to 3rd level (1-4 3rd level, 2-8 2nd, 3-12 1st,
or 4-16 0th, at caster's option). They will have 5+5hp/level,
AC6-1/level, effective HAC10 11-1/level, and be armed with leather
armour, longbow, longsword & shield. These monsters will
appear at a spot specified within spell range and attack the caster's
opponents to the best of their ability, until s/he commands that
attack cease, or the spell duration expires, or they are slain. Note
that if no opponent exists, the monsters can perform other services
for the summoner. (Material: Bag & candle).
Make Elven Garb (Conjuration) [Special
– as D&D 3E manufacture, details by SJW]
Components:
VSM; Casting: 2 days; Range: Touch; Area: One cloak/pair of boots;
Duration: Permanent; Save: None.
This spell creates a magical
elven cloak or a pair of magical elven boots. It can only be cast
once per year, starting on the annual holy day of Corellon (Jan 3rd).
Suitable materials costing 1000gp (Cant: 100GP) are required. The
caster loses 500XP in the process. The items must be a shade of
green.
Make Elven Mail (Conjuration) [Special
– as D&D 3E manufacture, details by SJW]
Components:
VSM; Casting: 4 days; Range: Touch; Area: One chain mail suit;
Duration: Permanent; Save: None.
This spell creates a suit of
magical elven chain mail. It can only be cast once per year, starting
on the annual holy day of Corellon (Jan 3rd). Suitable materials
costing 2000gp (Cant: 200GP) are required. The caster loses 1000XP in
the process. The mail must not include any iron.
Heroes Feast (Evocation) [Unearthed Arcana,
Cleric 6th]
Components: VSM; Casting: 1 Turn; Range: 1";
Area: One individual per level of the caster; Duration: 1 hour; Save:
None.
This special dweomer enables the cleric to bring forth a
great feast which will serve as many creatures as the cleric has
levels of experience. The spell creates a magnificent table, chairs,
service and all the necessary food and drink. Those partaking of the
feast are cured of all diseases, are immune to poison for 12 hours,
and healed of 5-8 points of damage after imbibing the nectar-like
beverage which is part of the feats. The ambrosia-like food that is
consumed is equal to a Bless spell that lasts for 12 hours.
Also, during this period, the persons who consumed the feast are
immune to Fear, Hopelessness and Panic. The
feast takes one full hour to consume, and the beneficial effects do
not set in until this hour is over. If the feast is interrupted for
any reason, the spell is ruined and all effects of the dweomer are
negated. The material components are the cleric's holy/unholy symbol
and specially fermented honey taken from the cells of bee larvae
destined for royal status.
Summon Elvish Aid (Conjuration) [As
'Conjure Animals', PHB, Cleric 6th, adapted by SJW]
Components:
VS; Casting: 9 segments; Range: 3”; Area: Special; Duration: 2
minutes/level; Save: None.
This spell enables the
cleric to summon a sylvan creature, or several of them, to his
locale in order that the creature(s) can attack the cleric's
opponents. The summoned creatures can be brownies, centaurs,
dryads, pixies, satyrs, sprites, treants or unicorns (like the Call
Woodland Beings spell) or elves of level equal to the specified hit
dice. The conjured creatures remain in the cleric's locale
for 2 minutes for each level of experience of the cleric
conjuring it (them), or until slain. The spell caster can, by means
of his incantation, call up one or more creatures with hit
dice whose total does not exceed his or her level. Thus, a cleric of
12th level could conjure one creature with 12 hit dice, two
with 6 hit dice each, three with 4 hit dice each, 4 with a hit dice
each, six with 2 hit dice each, or 12 with 1 hit die each. For every
+1 (hit point) of a creature's hit dice, count 1/4 of a hit die, i.e.
a creature with 4+3 hit dice equals a 4.75 hit dice creature. The
creature(s) summoned by the spell will unfailingly attack the
opponent(s) of the cleric by whom the spell was cast.
Wood Tell
(Divination) [Like 'Stone Tell', PHB, Cleric 6th]
Components:
VS; Casting: 1 Turn; Range: Touch; Area: One tree or wooden item;
Duration: 1 Turn; Save: None.
This spell is the same as the
standard 6th level spell Stone Tell except that it is a tree (or
any item made from wood) that will speak.
Sing the Story (Enchantment) [Special
– from RQ, Cult of Erlin]
Components: VS; Casting: 7
segments; Range: Touch; Area: One receptive audience; Duration: 2
hours; Save: None.
This spell is cast on a receptive audience, and
it makes a beautiful map in the minds of the audience as the cleric
describes a place he has seen (or is seeing). Note that the map will
only be as accurate as the cleric's map making skill permits, but it
will show, in remarkable detail, everything the cleric saw.
All events taking place on the map song will also be available to the
memory of the audience on a successful INT x 5 roll.
Summon Seldarine (Conjuration) [As 'Gate',
PHB, Cleric 7th, adapted by SJW]
Components: VS; Casting: 5
segments; Range:3”; Area: Special; Duration: Special; Save:
None.
The casting of this spell has two effects: first, it
causes an ultra-dimensional connection between the plane of existence
the cleric is an and that plane on which dwells a specific Seldarine,
one of the elven gods, the result enabling the being to merely
step through the gate or portal, from its plane to that of the
cleric; second, the utterance of the spell attracts the attention of
the dweller on the other plane. When casting the spell, the cleric
must name the god he or she desires to make use of the gate
and come to the cleric's aid. There is a 100% certainty that
something will step through the gate. The actions of the being which
comes through will depend on many factors, including the alignment of
the cleric, the nature of those in company with him or her, and who
or what opposes or threatens the cleric. Your Dungeon Master will
have a sure method of dealing with the variables of the situation.
The being gated in will either return immediately (very unlikely) or
remain to take action.
Corellon's Magic (Conjuration) [Special,
Cleric 7th – from SAB elfguide.doc]
Components:
VSM; Casting: 1 hour; Range: Touch; Area: One
Longbow/Longsword/Chainmail suit; Duration: Permanent; Save:
None.
Once per year a Priest of Corellon may cast this spell. The
spell must be cast on the high holy day of Corellon, normally the
night of 3-4 January. When cast upon the appropriate item, will
actually create a magic Long Bow, Long Sword or Chain Mail. This is a
permanent magic item. However each cleric may only make one of each
type of item. Thus each Priest may have at most three items (one of
each), but each item takes a separate casting of the spell. Such a
weapon or armour is only “+1”. However it is possible to
recast the spell the following year on the same item, increasing the
bonus on each casting by one. The maximum any item can be enchanted
to is +3. Priests of Corellon are very careful about where these
items may go or to whom they may be given, for if the item is ever
lost not only can it not be further enchanted by that Priest, but
they will never be able to create another similar item as long as
that item still exists. If the item is ever destroyed, the cleric
will instantly know this to be the case and may one day create
another such item.
Etherealness – As D&D3 spell (Cleric 6th). [Not available in Cantabria]
Miracle (Evocation) [D&D 3.5 Edition,
Cleric 9th]
Components: VS; Casting: 1
action (9 segs); Range: Special; Area: Special;
Duration: Special; Save: Special.
You don't so much
cast a Miracle as request one. You state what you would like
to happen and request that your deity (or the power you pray to for
spells) intercede. The DM then determines the particular effect of
the Miracle. A Miracle can do any of the following
things:
- Duplicate any cleric spell of 8th level or lower
(including spells to which you have access because of your
domains);
- Duplicate any other spell of 7th level or lower;
-
Undo the harmful effects of certain spells, such as Feeblemind
or Insanity.
- Have any effect whose power levels are in
line with the above effects.
If the Miracle has any of the
above effects, casting it has no experience point cost.
Alternatively, a cleric can make a very powerful request. Casting
such a Miracle costs the cleric 5000XP because of the powerful
divine energies involved. Examples of especially powerful Miracles
of this sort could include the following:
- Swinging the tide of a
battle in your favour by raising fallen allies to continue
fighting;
- Moving you and your allies, with all your and their
gear, from one plane to another through planar barriers to a specific
locale with no chance of error;
- Protecting a city from an
earthquake, volcanic eruption, flood, or other major natural
disaster.
In any event, a request that is out of line with the
deity's (or alignment's) nature is refused.
A duplicated spell
allows saving throws and spell resistance as normal, but the save DCs
(difficulty) are as for a 9th-level spell. When a Miracle
duplicates a spell that has an XP cost, you must pay that cost. When
a Miracle duplicates a spell with a material component that
costs more than 100gp (Cant.:10GP), you must provide that
component.
On the following pages are listed the major gods that the elves worship. These are however by no means all of them. There are several minor gods and goddesses. Some of the deities worshipped by the elves are non Elven gods such as Yecind (who is a god of Satyrs). Elves with the notable exception of Clerics, Bards and Rangers rarely worship a single deity, rather they will worship whomever they believe is most apt to aid them at that particular time or time of life. No stigma is attached to Elves who change deities though if they have attained “branch” status with one deity they will revert back to a leaf status with another. Though if at some point in the future they wish to return to the previous deity then their branch status might be renewed. Even Priests, Bards and Rangers will at times be found worshipping other deities at certain times, and most will attend the high festivals of the other deities out of respect for the closeness of the deities.
God of Elves, Magic, Poetry & Music. Corellon Larethian is a Greater God and is revered as the leading Elvish God. This chaotic good leader of the elven pantheon represents the highest ideals of elvenkind - skilled in arts and crafts, patron of music, poetry, and magic, he uses the bow and the sword as weapons. His temples are always natural amphitheatres or other geological formations
Goddess of the Air and Weather, Aedrie Faenya is a lesser Goddess who moves only be the flight of the wind which she can command at will. She has considerable powers over the weather and is often sought for favours in this regard. Elves seeking flying mounts often petition at her temples for aid and some elves, intend on climbing trees for a variety of reasons seek her aid, especially is they seem to be descending more rapidly than they wished.
God of Mischief and change. There is some doubt as to the sex of Erevan as he/she constantly changes. He is a lesser Goddess.
Is the Goddess of romantic love and beauty. She is a lesser goddess. She attracts the interest of those in love or those who appreciate beauty, some craftsman are her followers. Those who create for beauty rather than for practical use. She has sometimes granted worshippers an increase in charisma to aid them in finding a love in the opposite sex.
The God of longevity, a lesser god. Labelas Enoreth is the master of time and aging. Its is he that guides the elves to Corellon for rebirth.
Sehanine was the first of the true elves to find the paths to divinity and it was her who taught each of the others those paths. Hers is the way of mysticism and dreams. She is sometimes views as a goddess of death though this is possibly a misinterpretation of her ability to see future and past lives, which occurred both before and after death. As the founder of the divine paths she is revered by those elves who also seek immortality and an apt analogy is found in those who also seek her favour, the travelers. Those travelers who depart on long journeys of exploration invoke her name as a guide.
God of hunting and archery, a lesser god. He seeks to punish those who seek his animals for sport rather than for life. On rare occasions he has been known to give a worshipper an arrow of slaying in their time of need.
God of the woods and plants, a lesser god. The leaflord is worshipped by the majority of Elves, ( although some prefer Skerritt the Centaur God.) He is a staunch defender of the forests and is an opposer of those who hunt for sport or destroy trees. He is skilled in plant lore of all types and his priests are granted powers to command plants to the defence of the forests and his lore of herbs is unmatched.
God of Satyrs, one of the great artifacts of the elves is believed to have been created by or inspired by this woodland demigod. Few elves worship Yecind, the few tend to be entertainers or those friendly to Satyrs.
The Goddess of the Drow, the fallen elves. The Spider Goddess is served by the priestesses of the Drow and worshipped almost without exception by the rest of the nation.
Skerritt is worshipped by Centaurs, a slightly more warlike god than most of the Elves and worshipped by some Elven riders. These tend to be warriors from the lower classes rather than nobility who will be followers of Corellon as they do not view Skerritt as an elven god.
The mythology of the religion is its communications between divinity and the worshippers. The mythological actions of the deity determine appropriate actions for the worshippers who wish to partake of their God’s power. The primal actions of the deities determined their sources of power, and when individuals and societies imitate those deeds through worship, the worshippers partake of their divinity’s conquests or creation by aiding their primal acts. I have not included all the tales of each deity but have tried to details those of greatest importance.
In the beginning was Chaos. All things existed in the maelstrom; everything that was created was destroyed again. The Time was born and everything that was created from that point was measured by time. Different beings evolved from the chaos and some survived, some grew powerful, some less so. As the chaos moved and changed so a great explosion happened and a void was created. The void was a place of stability, this was seen by several powerful beings who craved stability for survival and thus the Suns, Gaia, the moon moved into the void. Some of the creatures of Chaos preferred the peace and stability and saw that Gaia could be a place for creation. Sol brightened and warmed Gaia, while the moon shone its light during the time of darkness. The powerful spirits that inhabit the maelstrom still brighten the sky as stars. Other beings saw that this place was good, one such being was Corellon Larethian.
Corellon Larethian was a powerful creature in the maelstrom and several other less powerful spirits who had sought his protection also wished to follow him to Gaia. The Maelstrom had create diverse terrain on Gaia with hills and mountains, great seas but no physical life forms. Corellon saw this and decided to craft some creatures for this world to inhabit. Looking around for material he found Ydrasil, the life tree companion of Gaia. Yet Gaia was not willing to part with any of the tree and thus Corellon sought to flatter and convince Gaia that only good could come of this. Corellon used his skill as a poet to craft sagas of Gaia, her chosen creation and way of life in the void and that before it. The birth of Ydrasil from the chaos and the joining of Gaia and Ydrasil to become one. Many of Corellon’s sagas has been handed down through the generations having been passed to the elves by Sehanine. The Saga of Ydrasil, The way of Gaia and First Birth are three such texts but it is believed that the full versions of these texts took many years to create and each one took a year to create. This is understandable when one realises the speech patterns of the Ents, how slow it is and if the saga’s were read in Entish how long they might be, just in terms of the translation of the abridged version. It was after Corellon recited “The first born”, that Gaia finally relented seeing and understanding the beauty the Corellon wished to create. So Corellon took the still living piece of Gaia and crafted the first true elves. It is not known how many elves were created from that branch but the ascended ones were some of them. Whether the others still roam the earth or whether they to have reached divinity is unknown. Once the form had been created Corellon played tunes and sang songs to bring minor spirits from the maelstrom to be the souls of these true elves. Each tune drew and crafted a different soul, each one capable of divinity for whom they had been. His closest companions were Aedrie Faenya and Rallafil Rillifane. Aedrie Faenya who brought wind and weather to the world, varying the climate so that the creations of Rallafil Rillifane might flourish. Rallafil was tasked with creating the forests, the homes where Corellon’s creations might live. Rallafil created many plants and Corellon marveled at his work, other minor spirits took some of the creations and changed them, some beautiful, some less so. Corellon then created the first elves, his greatest gift, and then sang a song for each elf to give them souls. Thus the true elves were born, from these elves others were born and so the progeny of the true elves now inhabit Gaia. The true elves have since transcended to godhood. The first to do so was Sehanine the Moonbow, she followed the path to godhood and now answers the calls of the dreamers and is looked upon but the elves as the life guide. Hanali Celanil, was the mother of many of the progeny, hers was the purest love for her fellow elves and always looked to bring love to her progeny and others. Labelas Enoreth was born of time and joined with Corellon to ensure that the elves and their world changed and time allowed change, but controlled it. Erevan Ilesere was a true Elf, yet apart from his colleague he delighted in practical jokes and creating mischief, even Corellon could not catch him, so adept as she was at changing her appearance from male to female. Finally Sehanine tutored Erevan to take the divine path and Erevan was elevated to godhood and to become a patron for the elves whom he had touched and enthused. Some elves were to take his lessons to far though and this lead to the great sundering.
As Corellon created the elves, other powerful spirits saw this and were jealous, some decided that they would follow Corellon’s lead and create their own progeny. Moradin the soul forger was one such, he was friendly with Corellon and not wishing to conflict choose to place his people deep within Gaia to bring beauty to the under dark. Thus Moradin the soul forger created the dwarves deep beneath the mountain. Others were less aware of sensitivities, Gruumsh came to the forests one day and placed his creations within it, Corellon saw this and was angered, he called upon his companion Solonor Thelandira to chase the Orc God away and Solonor shot and blinded him; hence Gruumsh is called One Eye evermore. So Gruumsh found those places that had been abandoned by Corellon as Moradin had seen him coming and had blocked the mountains from him.
The mortal races have ruled the world since the first dawning, and have called upon deities for aid or commanded them to act. These actions form the basis for the tales of the deities since time began. Since the first dawn there have been many legends of certain mortals who have achieved immortality through mighty deeds, in the name or or sometimes in defiance of the immortals. A few religions have formed around these heroes and there are several cults which form part of some of the major religions.
The great sundering was brought about by Lolth a demoness usurping the worship of the Municipian Elves
Elves believe that they are immortal spirits and that they join
with Corellon to be reshaped into new bodies to continue the great
creation. Elves fear final death, that which destroys the soul more
than most other races who see it as a stepping stone to their deities
plane. The elves understanding of the world is such that if the soul
is destroyed then one of Corellon’s creations has been
eliminated from the world. When an elf dies in combat or before their
time, it is possible to raise the spirit (using Raise Dead) but once
the normal duration has passed then resurrection spells will not work
as the spirit will have been born anew.
It is interesting to note
that the elves of Municipia who fell from grace and were cursed
changed their allegiance to Lolth, it is now to her that these souls
depart and are reborn as her whim dictates. Lolth does not punish
souls for eternity and she jealously guards her Drow. Thus the
numbers of Drow remain fairly stable and in fact have an upper limit
as there are no new elven souls created that Lolth can use.
The deities are all associated with certain symbols and also are often linked to a certain type of animal. Use of these symbols in religious functions would be one of the more obvious marks of the nature of the deity worshipped. The symbols may be understood to be vehicles of power, channels or foci to manifest their symbolic abilities. Similar symbols do not mean an automatic friendship between deities, but it may mean a similar interest. Animals associated with deities are often that deities favourite animal and sometimes its is actually part of the power base. The elves have their own set of rune for writing, but each deity also has symbols that define and are empowered by their priests. Some religions have more than one symbol, this will depend upon the different sects within the religion.
Corellon Larethian |
Azure Quarter Moon : Blue has long been associated with Corellon and is viewed as the royal colour. The quarter moon symbol has been used for millennia as the symbol denoting Corellon. |
Aedrie Faenya |
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Erevan Ilesere |
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Hanali Celanil |
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Labelas Enoreth |
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Lolth |
Spider |
Rallafil Rillifane |
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Sehanine the Moonbow |
Moon |
Solonor Thelandira |
Bow |
Yecind |
A set of pipes is always carried by priests of Yecind and is normally used as their holy symbol. |
Skerritt |
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This explains the inter-relationships between the cults in a a social context, and its significance within the grand sociological scheme. These will determine the worshippers attitudes. This section will also list and refer to the various spheres of influence of the deity to which the spells will often pertain.
Corellon Larethian |
Corellon is widely respected by all elves as the father or creator of the elves. He is worshipped by most elves on his high holy day and most offer obeisance on his holy days. The nobility form most of the core of the religion but several others including Mages, Bards and craftsmen also devote their worship in his direction. |
Aedrie Faenya |
Aedrie Faenya is widely worshipped by many elves, though few revere her as their patron. |
Erevan Ilesere |
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Hanali Celanil |
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Labelas Enoreth |
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Lolth |
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Rallafil Rillifane |
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Sehanine the Moonbow |
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Solonor Thelandira |
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Yecind |
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Skerritt |
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This will vary immensely from place to place, even for the same deity. This basically describes how much say and what influence the religion can bring to bear to the various spheres particularly Political, Plebian, Noble and Spiritual.
Corellon Larethian |
As the foremost of the Elven gods and the one worshipped by the King and Queen, Corellon is the most powerful both in political and in terms of priestly power. The other priests will always show deference to a Priest of Corellon and he is the one god that will allow other priests to worship at his altar and take services on holy days. In fact all sacrifices made on Corellons holy days that are made to the elvish pantheon are passed to Corellon as a mark of respect. This ploy is often used by elves ingratiating themselves with two deities. Firstly their own and secondly Corellon as the donation will be seen by both gods. |
Aedrie Faenya |
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Erevan Ilesere |
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Hanali Celanil |
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Labelas Enoreth |
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Lolth |
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Rallafil Rillifane |
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Sehanine the Moonbow |
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Solonor Thelandira |
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Yecind |
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Skerritt |
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This section brings the previous sections into terms which are directly applicable to the mundane behaviours of the worshippers even when outside of their temples and which are recognizable as prejudices and favourites of the cult. This will refer to various reactions to those deities within the same pantheon and those outside it. Not only this but certain religions have certain affinities and repulsions to certain mundane things not necessarily to any other particular religion.
Corellon Larethian |
Corellon is on friendly terms with all the other elven gods, however he despises Lolth for the sundering and also dislikes Gruumsh for the eternal warfare between the two races. Corellon wishes for all races (with the exception of most evil ones) to be friendly with elves and his priests strive to make this possible. |
Aedrie Faenya |
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Erevan Ilesere |
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Hanali Celanil |
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Labelas Enoreth |
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Lolth |
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Rallafil Rillifane |
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Sehanine the Moonbow |
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Solonor Thelandira |
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Yecind |
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Skerritt |
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Some of the local chapels, or religious centres may maintain strict links of hierarchy, duty, taxation or sacrifice to others of their own religion, thereby forming a superstructure of command between several otherwise isolated units of worship, where applicable this structure should be defined.
With no temples per se all of the elven religions have very little communication with others of its kind. In terms of the surface elves this means that any communications between forests is at a political level rather than religious. Any Elves traveling from one forest to another would of course be welcomed but it is unlikely that any formal missive would be undertaken.
Many religions will have a single center of power, whether it is a specific altar or temple or even a locale. There may also be certain specific locales where some special event occurred relating to the religion. All of these will be known to the religion even if the actual specific location is not known of or cannot be reached.
Corellon Larethian |
Each Forest has a Great Tree. This is the oldest tree in the forest whose roots are reputed to be joined with Ydrasil. There are Great trees in Cantabria, Khalkidia and Municipia, although no light elf has seen the Municipian tree since the Great Sundering it is feared that it has been corrupted by Lolth. |
Aedrie Faenya |
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Erevan Ilesere |
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Hanali Celanil |
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Labelas Enoreth |
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Lolth |
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Rallafil Rillifane |
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Sehanine the Moonbow |
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Solonor Thelandira |
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Yecind |
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Skerritt |
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There are always special days of worship for the religions. For most religions it is a day wherein all worshippers will attend special ceremonies wherein they can actively enter into the spiritual/magical world and partake of ceremonies blessed by a physical manifestation of the servant of their deity. A typical high holy day ceremony will require that lay worshippers offer a monetary donation or gift. Initiates and servants of the temple may sacrifice to the temple and the Priests and Paladins channel their mana into the altar. High holy days often take the form of a public festival where all join in, an example of this is that of Corellon on the 3rd January. Certain religions are introverted during high holy days and may even shut their doors to all but priests at this time of year. Generally speaking sacrifices and gifts are greater in number though not necessarily in value.
Corellon Larethian |
The high holy day of Corellon is the first quarter moon of the year, the evening of 3rd January. The other holy days are monthly, again on the quarter waxing moon, the 3rd evening of each month. The holy day is celebrated by a ceremony a dusk and a festival continues into and often through the night. The January celebration includes re-enactments of the creation with all of the other deities represented, normally by their priests. |
Aedrie Faenya |
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Erevan Ilesere |
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Hanali Celanil |
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Labelas Enoreth |
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Lolth |
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Rallafil Rillifane |
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Sehanine the Moonbow |
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Solonor Thelandira |
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Yecind |
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Skerritt |
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Corellon Larethian |
3rd level Elven Chain mail, 7th Level Detect Enemies at will |
Aedrie Faenya |
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Erevan Ilesere |
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Hanali Celanil |
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Labelas Enoreth |
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Lolth |
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Rallafil Rillifane |
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Sehanine the Moonbow |
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Solonor Thelandira |
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Yecind |
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Skerritt |
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Corellon Larethian |
Orisons: |
Aedrie Faenya |
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Erevan Ilesere |
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Hanali Celanil |
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Labelas Enoreth |
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Lolth |
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Rallafil Rillifane |
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Sehanine the Moonbow |
Astral Spell at 6th Level |
Solonor Thelandira |
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Yecind |
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Skerritt |
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Once per year a Priest of Corellon may cast this spell. The spell must be cast on the high holy day of Corellon, normally the night of 3-4 January. When cast upon the appropriate item, will actually create a magic Long Bow, Long Sword or Chain Mail. This is a permanent magic item. However each cleric may only make one of each type of item. Thus each Priest may have at most three items (one of each), but each item takes a separate casting of the spell. Such a weapon or armour is only “+1”. However it is possible to recast the spell the following year on the same item, increasing the bonus on each casting by one. The maximum any item can be enchanted to is +3. Priests of Corellon are very careful about where these items may go or to whom they may be given, for if the item is ever lost not only can it not be further enchanted by that Priest, but they will never be able to create another similar item as long as that item still exists. If the item is ever destroyed, the cleric will instantly know this to be the case and may one day create another such item.
(Initial version by S.A.Brooks; Edited/Reformatted by S.J.Wells, 27 Jul 2008, Updated 13 Nov 2011)