Narnia... Adv # 21-.... [Trell links below]

Earth

Earth Intermediate Denizen of Greater Earth Elementals, Law, Protection

D-HS-Rocks, sand trees, silt everything of earth is raw material

PD-1. Protect the land of Trell It is the duty to protect and preserve these, and they constantly strive to enrich and shield the harsh wastes of Trell.

Earth clerics tend to be defenses. Beneath the savage fury of a dark sun, the best defense is usually a good offense. Closely tied to nature, earth priest understand the true nature of the cycle of life. When something dies, its organic material is returned to the soil to provide life for another, and in another form. Therefore earth clerics outlook in life in a utilitarian one. The death of a comrade, though tragic, is simply one stage in natures endless chain of creation and annihilation.

Earth endures, and like the mountains and the drying plains, earth clerics must bear the brunt of the fight for Trells survival. Because air, fire and water all depend on growing things for their enrichment, and because earth alone must sustain itself, it is the earth clerics who must carry on the burden of preventing the environmental holocaust loom in over Trell. For if they do not preserve the land, will not the death of Trell weigh upon their shoulders.

Initiation: To become an earth cleric, a petitioner must pass a test. Success makes one with the land. Failure usually means being driven stark, raving mad. When a mentor believes that a disciple is ready, the cleric takes the initiate to a place where the land is fertile. These areas are few and far between on Trell, so the trip is often long and hazardous. When they arrive at the chosen location, they will build a fire and talk about all that the initiate has learned since the apprenticeship began. They will talk through the night and then, just before dawn; the mentor will use the initiation spell to open a hole 6 feet deep and 2 feet wide. The apprentice rested in this bed of earth, and is completely covered with loose earth. The grounded acolyte requires no food or water, or air because of the spell. They remain buried beneath the surface, speaking with the spirits of the earth and forging the pact until the sun goes down. At this point the spell is canceled and the novice emerges. If accepted by the earth elementals, he surfaces unscathed and empowered with a deeper understanding of the raw materials that feed hi patrons. If the powers of the earth neither do nor accept him, the student is pushed to just below the surface of the earth and abandoned to escape on his own. While no physical harm ever occurs, most of those who are rejected carry deep emotional scars as a result of their rejection.

The Pact of Earth: The beings that dwell in the Plane of Earth expect their champions to perform certain duties. Earth elementals fight any magic that lies beyond the normal creation /annihilation chain of magic. Earth clerics usually dont seek revenge in the same way that druids do, earth clerics are more likely to insight others to fight for them, while they continue their silent opposition in the background. Earth clerics are required to teach nature of the life cycle: that every living thing must eventually die, and death supports new life. Earth clerics understand this better than anyone, for the raw material of their patron is both the giver and the taker of life.

 

 

Earth cont.

Perhaps the most important task of an earth cleric is to teach the Trellians proper agricultural techniques. This means they automatically gain the agriculture proficiency and that they seek to teach these methods to all. This skill is in addition to normal proficiencies. Villagers are taught to rotate their crops and spread their waste over the field so that it will break down and return to the soil from which it came.

AB- Standard, No claustrophobia

WAL- L/n L/g

WP- Any

AR- Any

PW- 1) Choose 1 from Earth Appendix, free Agriculture skills

2) Appendix

3) Appendix. or summon earth devil once per day

5) Ignore Earth: ignore the presence of earth, 1 round per level per day of caster. Priest may move through stone, wade through an avalanche, and otherwise ignore rock, metal, wood, or any other material. If the cleric is still "inside" the rock. metal or wood, when the duration of this power expires, he is instantly expelled and takes 4d8 points of damage. This allows an earth cleric to move beneath the surface of the land. In this sate his movement rate remains the same as long as he travels in straight lines or descends into the earth. He is treated as if he were walking, but only so long as he remains in earth not water or air. If he must rise through the material, his movement rate is cut in half. He is in complete control and will not sink or otherwise "drift" when passing through the soil.

-Gate in Earth: directly from the elemental Plane of Earth, 1 cubic foot for each level above 4th. The material is always stone, not metal or wood. Nor does the cleric have any control on what type of stone, though usually obsidian or sandstone. The shape of the stone may be round, square, triangular, or any other basic shape, but cannot be intricate or ornate. A cleric could, for example, form a wall about herself, or in front of a running attacker, but the wall would not be carved or otherwise detailed. The stone will appear anywhere the priest commands up to 50 foot, as long as he can actually see the target. If the stone materializes above an enemies head, it falls instantly, causing 1d6 points of damage for every cubic foot. A successful saving throw reduces the damage by half.

7) Appendix. Shape change into earth elemental, one round per level per day

9) Appendix, shape change into earth elemental, one turn per level per day

11) Appendix, shape change into greater earth elemental, at will

13) Appendix

15) Become part of Denizen

 

 

 

 

 

 

Earth Appendix:

a) Eliminate tracks: This ability function much like the first level spell pace w/o trace, but with two important limitations. The cleric still leaves a scent, and he cannot exercise this ability on snow or mud. Only sand or hard earth instantly reforms to cover the priests tracks. Only functioning when barefoot in touch with earth.

b) Encasement: An earth cleric can bury himself beneath loose earth, sand, or top soil for up to eight hours. For each hour spent beneath the earth, the cleric will regain 1 hit point. This is an excellent method for concealment, day or nigh. Spell casting is possible if they spell does not require elaborate somatic or material components. A typical tactic is for a priest to encase himself beneath the earth and then cast plant growth to provide more camouflage for the hiding place. One cannot move from the spot without emerging unless a ignore element power is used.

c) Meld into Stone: once a day d: 8rds+d8rds, ct: 6, aoe: caster, r:0

This spell enables the priest to meld his body and possessions into a single block of stone. The stone must be large enough to accommodate his body in all three dimensions. When casting is complete, the cleric and not more than 100 lb. of non-living gear merge with the stone. If either condition is violated, the spell fails and is wasted. While in the stone, the priest remains in contact, however tenuous, with face of the stone through which he melded. The cleric remains aware of the passage of time. Nothing that goes on outside the stone can be seen or heard, however. Minor physical damage to the stone does not harm the priest, but its partial destruction, if enough so that the caster no longer fits, expels the priest with 4d8 points of damage. The stones destruction expels the priest and slays him instantly, unless a save Vs. spell is made. See description for more details.

d) Protection from the elements: all saving throws Vs. earth spells are made with a +4 bonus, +2 vs. fire or water attacks, but a -2 to any air based attacks.

e) Slight immunity to earth: all attack made by stone weapons are at -1 per die.

f) Leomonds tiny hut once per day d: 4 hours +1 hr per level, ct: 3, aoe: 15ft diameter sphere

g) Armor: once per day drawing from the earth ct: 1 rd, AC 6

* (See DSS2 accessory page 21-24 for further details) *

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