ELVEN PANTHEON
==============

The Fair Folk of the Realms worship a pantheon of deities known as the
Seldarine, a complex term that can be roughly translated as the
fellowship of brothers and sisters of the wood, implying the wide
diversity in interests that exists among the gods of the elven pantheon
and their desire for cooperation. They act independently of one
another, but the elven powers are drawn together by love, curiosity,
and friendship to combine their strengths, to accomplish a task, or in
the face of outside threats. Corellon Larethian, the acknowledged ruler
of the Seldarine - sometimes joined by his consort, who is either
identified as Sehanine or Angharradh-reinforces this freedom of action
and compels none of the Seldarine to perform any task. Instead, the
gods of the elven pantheon seem to sense when something needs doing,
and they simply gather when necessary. With the exception of Fenmarel
Mestarine, the Seldarine reside in the realm of Arvandor-a term that
means the high forest in elvish-on the plane of Arborea on the layer
known as Olympus.

Relations ascribed to the various powers of the Seldarine vary widely
from culture to culture; some legends hold them all to be brothers and
sisters, others believe Corellon (and sometimes Sehanine or Angharradh)
created the other powers from the natural environment of Arvandor. Other
sages link the Seldarine in various romantic relationships. In most
representations, the elven pantheon includes more gods than goddesses,
but every member of the Seldarine can appear as either male or female.
The androgynous nature of the Seldarine reflects the gender equality
found in most elven societies.

Aside from disagreement over the nature of Angharradh, there is general
agreement among the elves of Faerun as to which powers make up the
Seldarine. Each elven realm and subrace places its own emphasis on the
relative importance of various powers to the point where some members
of the Seldarine fade from memory in some isolated elven cultures.

Formal membership in the Seldarine is determined by Corellon (or by
Corellon and Angharradh, according to some myths). Unlike the dwarves,
who still count Laduguer as a member of the Morndinsamman despite his
banishment by Moradin, the Fair Folk do not include banished members of
the elven pantheon when they use the term Seldarine. The good and
neutral elven gods, including Corellon, Angharradh, Aerdrie Faenya,
Deep Sashelas, Erevan Ilesere, Fenmarel Mestarine, Hanali Celanil,
Labelas Enoreth, Rillifane Rallathil, Sehanine Moonbow, Shevarash, and
Solonor Thelandira, have always been members of the Seldarine in good
standing, although Fenmarel has withdrawn from active involvement in
the pantheon. Many of the drow powers, including Araushnee (now Lolth),
Eilistraee, and Vhaeraun, were once considered part of the Seldarine.
They were exiled from Arvandor by Corellon's decree following an
invasion of Arvandor by the anti-Seldarine, a coalition of evil gods
assembled by the traitorous Araushnee and her complicitous son. Of the
drow pantheon, only Eilistraee might someday formally rejoin the
Seldarine, but it is more likely she will simply remain a close ally of
the pantheon to which she once belonged. The Dark Maiden did not
intentionally participate in Araushnee's schemes, but she willingly
accepted banishment nonetheless, foreseeing the day her role as an
outsider would be needed to guide those drow who spumed the
self-destructive dogma of the Spider Queen.

The Seldarine are closely linked with the gods of the Seelie Court and
other sylvan deities, and the Fair Folk often include prayers to other
faerie powers when worshiping the Seldarine. All faiths that venerate
one or more members of the Seldarine practice tolerance for followers
of the other elven gods as well as for religions of closely allied
nature (the cult of Skerrit the Forester being a prime example).  The
Seelie Court is more or less assumed to include the deities of the
sprites, sea sprites, pixies, nixies, atomies, grigs, satyrs, korred,
nymphs, brownies, leprechauns, dryads (and hamadryads), unicorns,
pegasi, centaurs, swanmays, killmoulis, treants, pseudodragons and
faerie dragons, seelic faeries, faerie fiddlers, and gorse faeries. It
is ruled by Titania and Oberon, and certain of the previously listed
creatures are considered more tightly a part of the Court than others.
(The enemy of the Seelie Court is the Unseelie Court, ruled by the
Queen of Air and Darkness, who is served by unseelie faeries,
quicklings, and bramble faeries, among others.) While such powers have
close ties to the elves, they are not counted as part of the Seldarine.

While the gods of the elven pantheon are actively involved in the
collective lives of their worshipers, few intervene directly in events
affecting a particular individual or even a small group of elves. Like
the Fair Folk, the Seldarine tend to have very long-range perspectives,
and they never intervene directly in the unfolding history of the
Realms without a great deal of consideration and discussion. Notable
instances of intervention by the Seldarine have resulted in the
creation and settlement of Evermeet, the Descent of the drow, the
decision to summon representatives of the elves to the Elven Court of
Cormanthyr, the founding of Myth Drannor under the guiding principles
it embodied, the creation of the Harpers, the initiation of the Retreat
that began in the Year of Moonfall (1344 DR), and the defense of
Evermeet in the Year of the Unstrung Harp (1371 DR).

Elven mythology holds that the Fair Folk were born of the blood which
Corellon shed in his battles with Gruumsh and bathed in the tears of
Seha' nine (or Angharradh). (Most members of the pantheon have an
enmity for or at least a dislike of the goblinkin pantheons; those of
the ores, goblins, hobgoblins, bugbears, kobolds, and urds.) Some
legends state that the first elves appeared in the Realms fully formed
and shaped in Corellon's image, woven by magic from sunbeams,
moonbeams, forests, clouds, seas, and shadows. Other myths claim that
at least some of the elven subraces-the gold elves and moon elves, in
particular-migrated to Abeir-Toril through magical gates from one or
more other worlds, most commonly identified as "Faerie." Myths
discussing the natural origins of the Fair Folk are closely tied to the
ability of many members of the Seldarine to assume nonelven, natural
forms far greater in size than is common for their avatars. For
example, Rillifane Rallathil has appeared as a massive oak tree, Deep
Sashelas has appeared as a giant, towering (vaguely humaniform) wave of
sea water, Aerdrie Faenya has appeared as a white cloud, and Corellon
Larethian has appeared as an azure crescent moon or star.

One is struck in elven theology by the close relationships between the
Fair Folk, magic, and the natural world. Most of elven faiths emphasize
elven unity with life and nature, and they tend to blend the
distinction between elves and their environment, much as the Seldarine
are held to be spirits of Arvandor. For example, the Fair Folk have
spirits, not souls, and many elves believe they will be reincarnated as
animals, plants, faerie folk, or even elves once again.  Similarly,
elves are creatures of the Weave, tightly bound to and part of the web
of magic that envelops Abeir-Toril.

The Fair Folk refer to themselves as Tel'Quessir, an elvish term
meaning the people. They refer to all other beings as N'Tel'Quess, a
less-than-diplomatic elvish expression meaning not'peopk. The
Tel'Quessir originally included seven known subraces of elves, each of
which is believed to have appeared in the Realms over 25 millennia ago
and all of which have interbred with humans to form half-elves. The
earliest elven inhabitants of Abeir-Toril were the Sy-Tel'Quessir,
commonly known as green elves, forest elves, sylvan elves, or wood
elves, the Ly'Tel'Quessir, commonly known as lythari, and the avariel,
also called winged elves. While the Sy-Tel'Quessir may still be found
in many of the great forests of the Realms, the avariel and the
Ly'Tel'Quessir have all but vanished from Faerun and today many believe
them to be creatures of legend only.

The Ssri-Tel'Quessir-also known as dark elves or Ilythiiri, the name of
the most successful tribe-emerged from the southern jungles of Faerun
around the same time that the Ar-Tel'Quessir, commonly called gold
elves, sun elves, sunrise elves, or high elves, and the
Teu-Tel'Quessir, known variously as moon elves, silver elves, or gray
elves, appeared in the northern reaches of Faerun. The Alu-Tel'Quessir,
commonly known as aquatic elves, sea elves, or water elves, appeared in
both the Great Sea and the Sea of Fallen Stars sometime thereafter.
Although the two geographically isolated populations of sea elves have
since diverged in skin tone, they are still in-terfertile and
considered a single subrace. Finally, elven crossbreeds, incredibly
rare for most of elven history, have slowly emerged as a small but
distinct population in the Realms. While most half-elves are of mixed
human and elven heritage, legends speak of halfling-elf and dwarf-elf
crosses as well. Only in Deepingdale, Loudwater, Dambrath, and the
Yuir-wood are half-elf populations even relatively stable, however, for
their offspring are invariably the same race as the other parent if
both parents are not half-elves. In keeping with the generally tolerant
natures of the Seldarine, elven churches, particularly that of Hanali
Celanil, are far more welcoming and accepting of half-elves than elven
society in general.

The First Flowering of the Fair Folk occurred as the Time of Dragons
came to an end. The elves settled into five major civilizations along
the western coast and southern reaches of Faerun. From north to south
along the lands now known as the Sword Coast were Aryvandaar (gold
elves), Illefarn (green elves), Miyeritar (dark and green elves),
Shantel Othreier (gold and moon elves), and Keltormir (moon and green
elves). In the southern realms were three smaller realms in the major
forest south of what is now known as the Vilhon Reach-Thearnytaar,
Eiellur, and Syopiir (green elves)-and two realms in the forests that
once covered the Shaar- Orishaar (moon elves) and Ilythiir (dark
elves). The relentless aggression of the expansionistic Vyshaantar
Empire (Aryvandaar) and the unbridled cruelty of destructive Ilythiir
played out over the course of five Crown Wars that eventually shattered
elven power in Paerun.

After the fourth Crown War, the Seldarine were forced to intervene, and
the Ssri-Tel'Quessir, found only in Ilythiir after the destruction of
Miyeritar, were transformed into the obsidian-skinned, white-haired
beings they are today. Named dhaeraow-an elvish term for traitor, since
corrupted into drow-these elves were banished to the sunless reaches of
the Under-dark. After the Descent, at Corellon's insistence, the elders
of the elven race assembled in the great forest to the east to debate
the cause of the di-visiveness and strife at a place of decision and
judgment that became the Elven Court.  After much debate, the Vyshaan
were found to be culpable and the Vyshaantar Empire was destroyed in
the fifth Crown War that followed the verdict. In the ten millennia
since the last Crown War, elven civilizations have risen, and in some
cases fallen, on Evermeet the Green Isle, in the Vale of Evereska, in
the High Forest, in the great forest of Cor-manthor, and in distant
woodlands of the Yuirwood, but the destructive in-traelven strife of
the Crown Wars has never been repeated on such a wide scale. The Fair
Folk have never recovered in population, however, and the age when the
elves ruled Faerun has long since passed. In fact, with inception of
the Retreat in the Year of Moonfall (1344 DR), the elven presence on
the mainland of Faerun has fallen to its lowest levels in 25 millennia.

The diversity of the elven pantheon reflects the wide range of elven
subraces, for each subrace is closely associated with a subset of the
Seldarine and each elven power is closely associated with one or more
of the subraces. In particular, Corellon Larethian, Hanali Celanil, and
Labelas Enoreth are closely associated with the Ar-Tel'Quessir and
Hanali Celanil, Sehanine Moonbow (or Angharradh), and Solonor
Thelandira are closely associated with the Teu-Tel'Quessir. Similarly,
Rillifane Rallathil, Shevarash, and Solonor Thelandira are closely
associated with both the Sy-Tel'Quessir and (with the exception of
Shevarash) the Ly Tel'Quessir, while Deep Sashelas is closely
associated with the Alu-Tel'Quessir. Before the Descent, the
Ssri-Tel'Quessir were closely associated with Araushnee (now Lolth),
Eilistraee, Vhaeraun, a relationship that still exists between the drow
and the dark gods they worship.  The deep schism between the drow and
the other elven subraces is also reflected in the divisions between the
Seldarine and Araushnee and her brood, just as the deific battles
between the Seldarine and the anti-Seldarine reflect the strife of the
Crown Wars.

By some measures, the Seldarine contain a pantheon within a pantheon.
In centuries past, before the Cha-Tel'Quessir (half-green elves of the
Yuirwood) appeared in Aglarond, the Sy-Tel'Quessir of the Yuirwood
adopted and co-opted ancient powers previously venerated by primitive
humans who had preceded even the elven settlement of the forest. Little
remains to mark the worship of these ancient powers, although their
legends are still retold in the oral tradition of the Cha-Tel'Quessir.
At the heart of the Yuirwood is the Sunglade, dominated by two
concentric rings of stone menhirs. While each stone of the outer ring
bears an inscription to a different member of the Seldarine, each stone
of the inner ring is inscribed with the symbol of one of the gods of
the Yuir. Of those ten stones, only four symbols are still legible:
Relkath of the Infinite Branches, Magnar the Bear, Elikarashae, and
Zandilar the Dancer. A fifth menhir is believed to have once held the
sign of the Simbul, the goddess of the edge and the moment of choice,
from whom Alassra Shentrantra's common appellation is derived. All but
one of the gods of the Yuir, weakened by the long absence of their
faithful, were absorbed by the Seldarine when the Fair Folk first
arrived in the Yuirwood, and they are now simply wild, primitive
aspects of Rillifane Rallathil, Shevarash, Labelas Enoreth, and the
other elven powers. Only Zandilar the Dancer retained any degree of
independence after the coming of the Sy-Tel'Quessir. However, she too
declined in power and was forced to merge with the Mulhorandi goddess
Bast (now known as Sha-ress) after an unsuccessful gambit against
Vhaeraun the Masked Lord that she initiated in the hope of averting the
defeat other adopted worshipers by the drow. Details of those aspects
of the gods of the Yuir that are still remembered may be found in the
entries for the corresponding powers of the Seldarine or, in the case
of Zandilar the Dancer, in the entry for Sharess found in Powers &
Pantheons.

General Elven and Half-elven Priest Abilities: The general abilities
and restrictions of elven and half-elven priests, aside from the
specific changes noted later in this section for each elven faith, are
summarized in the discussions of elven priests and half-elven priests
in "Appendix 1: Demihuman Priests."

Aerdrie Faenya
--------------

(The Wiged Mother, Lady of Air and Wind, Queen of the Avariel,
She of the Azure Plumage, Bringer of Rain and Storms)
Intermediate Power of Arborea and Ysgard, CG

PORTFOLIO:     Air, weather, avians, rain, fertility, avariel
ALIASES:       Angharradh
DOMAIN NAME:   Olympus/Arvandor and Ysgard/Alfheim
SUPERIOR:      Corellon Larethian
ALLIES:        Akadi, Cyrrollalee, Eachthighem, Eilistraee, Fionnghuala,
               Isis, Koriel, Lurue, Remnis, Shaundakul, Sheela
               Peryroyl, Syranita, Stillsong, the Seldarine,
               various Animal Lords
FOES:          Auril, Talos and the Gods of Fury (Auril, Malar, and
               Umberlee), the drow pantheon (except Eilistraee)
SYMBOL:        Cloud with the silhouette of a bird
WOR. ALIGN.:   NG, CG, N, CN

Aerdrie Faenya (AIR-dree FAH-ane-yuh) is the elven goddess of the air,
weather, and birds. As the bringer of rain, she is the closest the Fair
Folk have to a fertility goddess. At one time, the Winged Mother's
followers were composed largely of the avariel, much like Deep Sashelas
was and is worshiped primarily by sea elves. However, unlike their
aquatic kin, the winged elves were nearly wiped out by the dragons
before the First Flowering, and what was believed to be the last of
their race in Faerun flew westward before the start of the Crown Wars.
Today, gold, moon, and wild elves who desire certain weather conditions
make the most frequent sacrifices to Aerdrie. Her small church is also
popular with elves who possess flying mounts, such as asperii,
dragons, giant eagles, griffons, hippogriffs, and pegasi. The Lady of
Air and Wind is revered by all nonevil birds, particularly aarakocra
and other sentient avians, but their numbers are small and declining as
well. She is also called on by elves oppressed by overly lawful
creatures.

Aerdrie is both an aspect of Angharradh and one of the three elven
goddesses-the other two being Hanali Celanil and Sehanine Moonbow-who
collectively form the Triune Goddess. This duality tightly binds
Aerdrie with the two other senior elven goddesses, and the three
collectively serve alongside Corellon in leading the Seldarine. Aerdrie
maintains close relations only with those powers of the air who share a
love of birds and freedom as deeply held as the Lady of Air and Wind.
Aerdrie is particularly close with Syranita, the gentle goddess of the
aarakocra, and some theologians speculate the two may eventually merge
if the bird-men continue their steady decline. Aerdrie is also close
with the avian lords of the Beastlands, particularly the hawk lord.
Since the Time of Troubles, Aerdrie has been romantically linked with
her long-time ally, the human god Shaundakul, the Rider of the Winds,
but this new twist in their relationship is undoubtedly little more
than a passing fancy, at least on the Winged Mother's part. Aerdrie
contests with Talos and the Gods of Fury, for they challenge her
control of the winds and seek to wield them for purely destructive
purposes. The deep antipathy between the Winged Mother and the
Frostmaiden stems from the war in Arvandor between the Seldarine and
the anti-Seldarine forces who were arrayed against them. Aerdrie
soundly defeated Auril in that battle, forever banishing the
Frostmaiden from Olympus, and the two goddesses continue their eternal
war on the myriad worlds of the Prime.

Aerdrie is the elven expression of freedom and impulse, and she
dislikes being tied down to any one place for too long. Her realm is so
close to the philosophical border between Arborea and Ysgard that it
moves back and forth, sometimes part of Arvandor and sometimes part of
Alfheim. Aerdrie delights in the sound of wind instruments and in
creating unpredictable atmospheric conditions, including fairly severe
or violent thunderstorms on occasion, but her primary joy is simply
feeling the air rush past her with the ground far below. The Winged
Mother is a somewhat distant goddess who rarely involves herself in
elven culture, and she is far more chaotic than the rest of the
Seldarine. Of all the elven races, only Aerdrie takes a keen interest
in the avariel, and few of them remain in the Realms.

Aerdrie's Avatar (Air Elementalist 35, Cleric 29, Fighter 21)

Aerdrie appears as a tall, slim elflike female with sky-blue skin,
feathered, flowing white hair and eyebrows, and large birdlike wings
whose feathers seem constantly to change color-blue, green, yellow, and
white. The lower half of her body from the hips down vanishes into
swirling mist, so she seems never to touch the ground. She favors
wizard and priest spells involving air, weather, flight, electricity,
and gas, although she can cast spells from any sphere or school except
elemental earth and fire.

AC -5; MV Fl 48; HP 199; THAC0 0; #AT 5/2
Dmg 1d6+6 (quarterstaff +3, +1 STR, +2 spec. bonus in quarterstaff)
MR 80%; SZ M (6 feet tall)
STR 16, DEX 24, CON 20, INT 24, Wis 21, CHA 20
Spells P: 12/12/12/11/10/7, W: 9/9/9/9/9/9/9/8/8 *
Saves PPDM 2, RSW 3, PP 4, BW 4, Sp 4

*Numbers assume one extra elemental air spell per spell level.

Special Att/Def: Aerdrie wields Thunderbolt, an electrically charged
quarterstaff +3 in combat. Targets struck by the weapon also suffer 4d6
points of electrical damage. A successful saving throw vs. spell
reduces the damage by half.

The Winged Mother may cast call aerial beings (summoning quadruple the
normal number of respondents, who always obey her call and are willing
to serve her unto death), call lightning, control winds, control
weather, flight of Remnis, or wind walk once per round at will. Once
per round she can unleash twin lightning bolts or twin wind blasts, the
latter inflicting twice the normal damage of the spell. At will, the
Lady of Air and Wind can negate the power to fly or levitate of any
creature within 120 feet of her. She can summon 2d6 16-HD or 1d8 24-HD
air elementals once per day.

Aerdrie is immune to missile fire, and no avians will attack her. She
is also immune to all spells, effects, and abilities from the elemental
air sphere or school that she does not wish to be affected by. She can
be struck only by +2 or better magical weapons.

Other Manifestations

Aerdrie rarely manifests in the Realms, except through natural
processes such as strong winds, rain showers, and even powerful storms.
The Lady of Air and Wind manifests around Evermeet as great storms,
vast cyclones, and winds of hurricane force that affect only nonelven
ships. Her efforts also ensure that no ill wind or weather can ever
destroy the Green Isle.

The Winged Mother does watch over those Fair Folk who take flight into
her domain, whether it be through magic or their own wings. If an elf
or worshiper of any race somehow falls from a great height, whether it
be off a cliff or out of the sky, the Winged Mother may manifest as a
deep blue nimbus of flickering light that envelops the plummeting
creature and enables him or her to slow his or her descent and make a
gentle landing, similar to the effects of a feather fall spell. If a
worshiper in flight is targeted by a land-bound archer, the enveloping
nimbus of Aerdrie's manifestation confers a defensive shield equivalent
to a protection from normal missiles effect. While the Lady of Air and
Wind rarely grants omens to her priests, when she does they manifest as
whispering winds.  The Seldarine call on agathinon, asuras, and ancient
treants as their preferred servants, but Aerdrie is also served by
aarakocra, aasimar, aasimon, air elementals, aerial servants,
androsphinxes, asperii, atomies, avorels, azmyths, birds of all nonevil
species (particularly eagles, falcons, hawks, kingfishers, and owls),
cloud dragons, cloud giants, crystal dragons, djinn, eladrin
(particularly bralani), faerie dragons, firetails, fremlins, frosts,
griffons, gorse, hippogriffs, hollyphants, kenku, kholiathra, ki-rin,
lammasu, lillendi, noctrals, opinicus, pegasi, pegataurs, phoenixes,
pixies, reverend ones, rocs, seelie faeries, shedu, silver dragons,
sylphs, spirits of the air, sprites, storm giants, sunflies, swanmays,
swarms of grasshoppers or locusts, sword archons, talking owls,
tempests, tressym, t'uen-rin, vortexes, windghosts, and wind walkers.
She demonstrates her favor through the discovery of feathers of any
sort, hornbill ivory carved in the form of an avian species, psaedros,
raindrops (a common name for cassiterite crystals), sapphires,
turquoise, weirwood birdpipes, and wind instruments of any sort. The
Winged Mother indicates her displeasure by suddenly transforming a
gentle zephyr or little rain shower into a lashing storm, by causing
flocks of birds to suddenly dissolve, each bird going its separate way,
and by causing
the offender's plumage-whether it be natural or a form of adornment-to
suddenly molt.

The Church

CLERGY:           Clerics, mystics, specialty priests, air elementalists
CLERGY'S ALIGN.:  CG.CN
TURN UNDEAD:      C: Yes, Mys: No, SP: No, AEle: No
CMND. UNDEAD:     C: No, Mys: No, SP: No, AEle: No

All clerics (including multiclassed half-elven clerics), mystics, and
specialty priests of Aerdrie receive religion (elf) and reading/writing
(Espruar) as bonus nonweapon proficiencies. Most priests of Aerdrie
have a strong fear of being confined or trapped bordering on
claustrophobia. They suffer a -1 penalty on initiative, attack rolls,
and saving throws under such conditions (this includes nearly all
underground areas). Aerdrie's priests must sleep outdoors except during
winter or times of bad weather.

Like all the Seldarine, Aerdrie is venerated by all elves save the
drow. However, aside from those winged elves who remain, very few of
the Fair Folk primarily worship the Lady of Air and Wind. The Queen of
the Avariel is seen as flighty, even for the chaotic Seldarine, and
somewhat distant, and the inclusion of the aarakocra and other avian
races slightly diminishes the strength of elven devotion to her.
Aerdrie's temples, known as aeries, are usually located on high
hilltops or mountain slopes having a good view of the land around them
and the open sky. While the Winged Mother's shrines are little more
than alpine ledges, accessible only to those creatures capable of
flight, Aerdrie's temples are delicate crystalline spires bedecked with
glass chimes whose ringing tones peal across mountain valleys, borne by
swirling winds. Small open-mouthed caves, connected by short tunnels
that honeycomb the peaks on which the goddess's temples rest, allow
access to Aerdrie's glass-enclosed chapels and permit the wind to
whistle through the heart of the peak.

Novices of Aerdrie are known as Eaglets or the Tethered. Full priests
of the Winged Mother are known as Winged Brothers or Sisters. Titles
used by Aerdrian priests vary widely from temple to temple, with many
high-ranking priests having unique individual titles. Among the priest
caste of the winged elves of Mount Sundabar, commonly employed titles
include Aquiline Hunter, Cloud Walker, Feathered Dancer, Rain Bringer,
Rising Thermal, Silent Screech, Sky Diver, Soaring Spirit, and Wind
Chaser. Specialty priests are known as halcyons. At one time, the
clergy of Aerdrie was dominated by winged elves (90%), but her church
today consists primarily of moon elves (40%), gold elves (38%),
aarakocra (10%), and elves and half-elves of other subraces (8%). A
handful (4%) of winged elves (including half a dozen or so half-winged
elves whose wings are strong enough only for gliding) compose the
remainder other clergy, scattered across the most distant and
inaccessible reaches of the Realms. Although specialty priests compose
only a small fraction of Aerdrie's clergy (20%), they occupy nearly all
of the high positions within the Wind Mother's church. The remainder of
Aerdrie's priests are either clerics (42%), including multiclassed
half-elven clerics, air elementalists (30%), or mystics (8%). About 59%
of Aerdrie's clergy members are female, the remainder are male.

Dogma: The ever-changing reaches of the sky are the great gift of the
Winged Mother. Take flight into her windswept embrace, and gambol
amidst the everchanging clouds. Honor those who dwell with the Lady of
Air and Wind and cherish the birds who dance on her tresses. In change
there is beauty and in chaos there is the birth of new life. Ascend,
soar, glide, dive, and ascend again and relish in the freedom that the
Winged Mother bequeaths. The air is the breath of life.

Day-to-Day Activities: Aerdrie's priesthood is primarily concerned with
exploration and maintaining good relations with sentient avian races
(for example, giant eagles and aarakocra). With the decline of the
avariel, few elven priests of the Winged Mother are capable of flight
without magical aid. As a result, many Winged Siblings work to create
new spells and items by which magical flight is possible, and a not a
few of their more adventuresome brethren seek lost relics of yore that
permit the same. Similarly, members of Aerdrie's clergy raise winged
steeds employed by the aerial cavalries of elven realms and tend cotes
of fanciful birds from far-off lands to dwell in formal elven gardens
and to supply the molted plumage employed in elven fashions. As
servants of the Bringer of Rain and Storms, Aerdrie's priests work
closely with elves involved in agriculture and horticulture to ensure
favorable weather systems for their crops. Winged Brothers and Sisters
are also charged with destroying evil avians, such as eblis, perytons,
and simpathetics, as the Lady of Air and Wind considers them
perversions of nature.

Holy Days/Important Ceremonies: The Dance of Swirling Winds is a
semiannual festival held on the vernal and autumnal equinoxes to
celebrate the changing seasons and to honor the Winged Mother. The
winds are always strong on such days no matter where Aerdrie's
followers gather. Celebrants make offerings of beautiful feathers and
join in an aerial ballet danced to the music of wind instruments played
by some of the participants. Those who lack wings or magical means of
flight may ride the wind (as the 2nd-level wizard spell) as a gift of
the goddess herself. For the duration of the formal ceremony,
recipients of Aerdrie's blessing are usually tethered by long ropes to
others who can command their own aerial movements. Once the dance
breaks up, however, wind dancers, as they are known, are swept across
the forest canopy for miles in a breathtaking flight before settling
gently in a sylvan glade not too far from home.

Major Centers of Worship: According to legend, great aeries of the
avariel may be found in undiscovered lands far to the west of Faerun,
whose inhabitants are descended from winged elves who fled the
relentless annihilation of their race by the great wyrms of the North
during the Time of Flowers.  Before they fled, the center of Aerdrie's
faith was the Aerie, a great temple-city said to have been located
amidst the Star Mounts at the heart of the High Forest. While some
claim that the Aerie's last remnants are now inhabited by the great red
wyrm known to humans as Inferno, more credible tales hold that
Elaacrimalicros, an ancient green dragon who has savaged the surviving
population of aarakocra in the region, has claimed the legacy of the
avariel.

The Aerie of the Snow Eagles is a crystalline citadel built atop the
peak of Mount Sundabar in the distant land of Sossal, north and east of
Pelvuria, the Great Glacier. The last redoubt of the avariel in Faerun,
Aerdrie's preeminent temple has long been forgotten, even by the Fair
Folk of Cormanthyr, Evereska, and Evermeet. From the steep, icy slopes
of Mount Sundabar, the Children of the Winged Mother take flight across
the frigid skies of the Cold Lands, fishing in the freezing waters of
Sossar Bay, hunting across the icy reaches of the Great Glacier, and
engaging in aerial acrobatics across the northern sky. The temple
itself resembles an inverted glass cone built to replace the
sheared-off mountain top of Mount Sundabar.  (The avariel believe the
peak was removed by a Netherese archmage seeking to create his own
floating sky city before the fall of Netheril, but in truth it may have
been destroyed when white wyrms destroyed the remnants of the dwarven
kingdom of Dareth.) The crystalline, conical temple is nearly 3,000
feet in diameter at its base and 3,000 feet high at its peak.

Within the temple's glassteeled walls, endless zephyrs dance hither and
yon and tiny rain showers erupt out of thin air, a never-ending
manifestation of the power of the Lady of Air and Wind. The temple
floor is overgrown with tropical plants nurtured by the brilliant
sunshine and regular rainfall to create a jungle paradise. Rare birds
from the farthest reaches of Abeir-Toril gambol and caw while young
winged elves test out their wings overhead. The avariel community of
Mount Sundabar, including the crystalline temple on the mountain top
and winged elven nests on the mountain's flanks, is loosely governed by
Winged Father Aquilan Greatspan, an avariel. Aquilan has led the last
remaining major enclave of winged elves in Faerun for nearly five
centuries, and his wise leadership has seen the avariel survive, if not
exactly prosper, amidst the ruins of the Ice Kingdom of Dareth. Like
the Stout Folk who preceded them, the greatest threat to the avariel is
Hoarfaern, the realm of white dragons and their bestial servant
creatures who dwell in the dwarf-carved halls of the northern Mountains
of Dareth.

Affiliated Orders: The Wing of Plumed Kingfishers is an aerial military
order composed primarily of moon and gold elven crusaders and rangers.
The order is subdivided into aerial cavalry divisions by the species of
their mounts, with asperii, giant eagle-, griffon-, hippogriff-, and
pegasi-mounted Plumed Kingfishers predominating. Before the power of
elven civilization began to ebb in Faerun, this order patrolled the
skies above most forests of the Realms, protecting land-bound elves
below from
threats above. Today only two major branches of the ancient order of
Plumed Kingfishers survive, one based in Evermeet and the other based
in Evereska.  The Wing of the Green Isle includes a division of moon
elves mounted on giant eagles, a division of gold elves mounted on
pegasi, and a handful of moon and gold elven dragon riders mounted on
gold, silver, and bronze dragons. The Wing of the Evereskan Eyrie
includes a large division of moon elves mounted on giant eagles and a
smaller division of the Teu-Tel'Quessir mounted on asperii.

Priestly Vestments: Ceremonial garb for priests of Aerdrie consists of
sky-blue robes, with those of high rank wearing the darkest shades.
Feathers are used in decorating their clothing and armor, and at least
one feather is worn in the hair. The holy symbol of the faith is a
feather of great beauty, willingly given after molting by a sentient
avian who venerates the Winged Mother. A new feather must be found at
least once per year.  Adventuring Garb: When adventuring, Aerdrie's
priests prefer light, flexible armor that maximizes maneuverability and
minimizes weight and drag. Streamlined helms, carved to resemble
stylized bird heads and padded to reduce concussions, are secured with
leather chin straps. Missile weapons-particularly javelins and elven
bows with flight arrows-are commonly employed in combat. If at all
possible, priests of Aerdrie who lack wings of their own obtain wings
of flying or similar magical means of flight. At the very least, they
seek to train a steed capable of flight, such as an asperii, dragon,
giant eagle, griffon, hippogriff, or pegasus.

Specialty Priests (Halcyons)

REQUIREMENTS:     Dexterity 13, Wisdom 13
PRIME REQ.:       Dexterity, Wisdom
ALIGNMENT:        CG, CN
WEAPONS:          Blowgun, bow with flight arrows, dagger, dart,
                  javelin, horseman's mace, quarterstaff, spear,
                  staff-sling
ARMOR:            Leather, elven chain
MAJOR SPHERES:    All, animal, chaos, creation, divination,
                  elemental (air, water), protection, sun,
                  travelers, weather
MINOR SPHERES:    Charm, combat, healing, summoning
MAGICAL ITEMS:    Same as clerics
REQ. PROFS:       Animal training (avians), bowyer/fletcher
BONUS PROFS:      Animal lore (avians), musical instrument (wind
                  instrument), weather sense

* Halcyons must be elves, half-elves, aarakocra, or kenku. While in
  earlier eras most elven halcyons were winged elves, elves and
  half-elves of every subrace are called to be specialty priests of
  Aerdrie's clergy.

* Halcyons are not allowed to multiclass.

* Halcyons may cast wizard spells from the elemental air school as
  defined in the Limited Wizard Spellcasting section of "Appendix 1:
  Demi-human Priests."

* Halcyons gain a +2 bonus on reaction rolls when dealing with avian
  and semiavian creatures such as pegasi and giant eagles.

* Halcyons can cast feather fall (as the 1st-level wizard spell) or
  Murdock's feathery flyer (as the 1st-level wizard spell) once per day.

* At 3rd level, halcyons can cast ride the wind (as the 2nd-level
  wizard spell) or whispering wind (as the 2nd-level wizard spell) once
  per day.

* At 5th level, halcyons can cast fly or gust of wind or protection
  from normal missiles (as the 3rd-level wizard spells) once per day.

* At 7th level, halcyons can shapechange into a bird up to three times
  per day like a druid. Each avian form assumed in a single day must be
  of a different species of bird. This size can vary from that of a
  hummingbird to as large as an ostrich. Upon assuming a new form, the
  halcyon heals 10-60% (1d6x 10%) of all damage she or he has suffered
  (round fractions down). The halcyon can only assume the form of a
  normal (real world) bird in its normal proportions, but by doing so he
  takes on all of that creature's characteristics-its movement rate and
  abilities, its Armor Class, number of attacks, and damage per attack.
  The halcyon's clothing and one item held in each hand also become part
  of the new body; these reappear when the halcyon resumes his normal
  shape. The items cannot be used while the halcyon is in animal form.

* At 10th level, halcyons can cast air walk or control winds (as the
  5th-level priest spells) or flight of Remnis (as the 4th-level priest
  spell) once per day.

* At 13th level, halcyons can cast control weather or wind walk  (as
  the 7th-level priest spells) once per day.

* At 15th level, halcyons can summon one 16-HD air elemental once a
  tenday. This elemental remains under the control of the halcyon for
  one hour and cannot be taken control of by another creature. If the
  summoner is killed or struck unconscious, the summoned elemental goes
  on a rampage, attacking everyone in sight except its summoner until
  its one hour time limit on the Prime Material has elapsed. It is
  important to note that the elemental summoned is not a servant of the
  halcyon but rather is looked upon as an agent of Aerdrie that is to
  be respected. The ability to summon an elemental is granted once
  each day when halcyons receive their normal complement of spells.

Aerdrian Spells

In addition to the spells listed below, priests of the Winged Mother
may cast the 4th-level priest spell calm winds and the 7th-level priest
spells conjure air elemental and whirlwind, all of which are detailed
in Faiths & Avatars in the entry for Akadi.

1st Level

Speak with Avians (Pr 1; Alteration)

Sphere:          Animal, Divination
Range:           0
Components:      v,s
Duration:        2 rounds/level
Casting Time:    4
Area of Effect:  1 avian within 30 feet
Saving Throw:    None

This spell empowers the priest to comprehend and communicate with any
normal or giant avian that is not mindless. The priest is able to ask
questions of and receive answers from the creature, although
friendliness and cooperation are by no means assured. Furthermore,
terseness and evasiveness are likely in basically wary and cunning
creatures, white the more stupid ones will make inane comments. If the
animal is friendly or of the same general alignment as the priest, it
may do some favor or service for the priest (as determined by the DM).
This spell differs from speak with animals and speak with monsters in
that it allows conversation only with normal or giant nonfantastic
avians such as cardinals, doves, giant eagles, jays, ravens, and so on.

3rd Level

Wind Blast (Pr 3; Alteration)

Sphere:           Elemental Air
Range:            0
Components:       V,S,M
Duration;         Instantaneous
Casting Time:     6
Area of Effect:   Special
Saving Throw:     None

When this spell is cast, it causes a powerful cone-shaped wind gust
originating at the priest's hand and extending outward in a cone 5 feet
long and 1 foot in diameter at its base per level of the caster (up to
a maximum of 50 feet long and 10 feet in diameter). The force of the
wind blast inflicts 4d4 points of damage on man-sized and larger
creatures. Small and tiny creatures suffer the damage noted above and
must also succeed at a saving throw vs. spell or be thrown as far as 25
feet backward. If they smash into any hard object, such as a wall or a
large tree, they must succeed at a saving throw vs. petrification or be
stunned for 1d4 rounds and suffer 1d6 points of additional damage from
the force of the impact.

The material components are the priest's holy symbol and a small paper
fan.

4th Level

Flight of Remnis (Pr 4; Conjuration/Summoning)

Sphere:           Animal, Summoning
Range:            1 mile
Components:       V,S
Duration:         Special
Casting Time:     7
Area of Effect:   Special
Saving Throw:     None

This spell is a specialized variant of animal summoning. This spell
allows the caster to call a number of birds of prey (including blood
araushnee hawks, condors, eagles, falcons, fire falcons, giant eagles,
giant owls, giant vultures, hawks, kingfishers, owls, rocs, talking
owls, vultures, and zygraats, among others), up to a maximum total of
32 Hit Dice. Only carnivorous birds within 1 mile of the spellcaster at
the time of the casting answer the call. If there are giant eagles
within range, up to 48 total Hit Dice of them can be summoned. The
caster can make only one call and does not get to choose what form of
avian shows up, if any. (If more than one species is available, the
race with greater Hit Dice is summoned. Eagles and giant eagles are
always summoned  to the exclusion of other birds if they are within
range.) The avians aid the caster by whatever means they possess,
staying until a fight is over, a specific mission is finished, the
caster is safe, or she or he sends them away.

Note: In most cases avians are readily available. Eagles and giant
eagles are most common  in the mountains.

Angharradh
----------

(The Triune Goddess, the One and the Three,
the Union of the Three, Queen of Arvandor)
Greater Power of Arborea, CG

PORTFOLIO:              Spring, fertility, planting, birth, defense,
                        wisdom
ALIASES:                Aerdrie Faenya, Hanali Celanil, Sehanine
                        Moonbow
DOMAIN  NAME:           Olympus/Arvandor
SUPERIOR:               Corellon Larethian
ALLIES:                 Berronar Truesilver, Chauntea, Cyrrollalee,
                        Eilistraee, Lurue, Mielikki, Milil, Mystra,
                        Oberon, Selune, Sharindlar, Sheela Peryroyl,
                        Silvanus, Sune, Titania, Yondalla, the
                        Seldarine
FOES:                   Auril, Malar, the Queen of Air and Darkness,
                        Talos, Umberlee, the drow pantheon (except
                        Eilistraee), the goblinkin pantheons
SYMBOL:                 Three interconnecting circles laid out in a
                        triangle that points down
WOR.  ALIGN.:           LG, NG, CG, LN, N, CN

Angharradh (ON-gahr-rath) is the face of the power who is both three
separate goddesses-Aerdrie Faenya, Hanali Celanil, and Sehanine Moonbow
who are collectively known as the Three-as well as a single goddess-the
One-who subsumes their separate aspects. The Triune Goddess presents
many different faces, depending upon circumstances. In spring and
during harvest time she is a fertility goddess. She watches over the
planting of crops, blesses births, and keeps the land green and
growing. In wartime, she is a grim warrior deity who wields a red sword
and mercilessly slays the enemies of the elves. When wisdom is
required, the One and the Three is a source of guidance and council.
Among the Fair Folk, Angharradh is worshiped nearly exclusively by moon
elves and a handful of half-moon elves.  The other elven subraces
worship Angharradh's aspects as separate goddesses, but they rarely
give homage to the Union of the Three. Whether Angharradh is truly a
combination of the three goddesses or a separate deity in her own right
actually lies in the hearts of her individual worshipers.

According to silver elven mythology, Angharradh was born from the
essence of the three greatest goddesses of the Seldarine before the
first of the Fair Folk walked the forests of Faerun. The Triune Goddess
arose in the aftermath of a great battle between the Seldarine and the
anti-Seldarine, a host of evil powers who had invaded Arvandor at the
bequest of Araushnee (now Lolth), Corellon's traitorous consort. When
an arrow launched by Eilistraee at an onrushing ogrish god was subtly
warped by the magic of the treacherous Araushnee and felled the
Protector instead, Aerdrie struck down the Dark Maiden in revenge. The
Seldarine assumed the unconscious daughter of Araushnee and Corellon
was to blame for her father's collapse.  Sehanine's timely escape from
Vhaeraun's prison allowed the Goddess of Moonlight to expose
Araushnee's crimes and the Masked Lord's complicity, but the Weaver of
Destiny defiantly rejected the collective authority of the assembled
Seldarine to convene a council to investigate her actions. In response,
Aerdrie, Hanali, and Sehanine drew together and merged into a luminous
cloud before coalescing in the form of the Triune Goddess.  Angharradh
then restored Corellon to health, taking her place by the Protector's
side and declaring her intention to prevent treachery from ever
entering the heart of a goddess of Arvandor again.

As the consort of Corellon and co-ruler of the Seldarine, Angharradh is
on excellent terms with the other members of the elven pantheon. The
Triune Goddess has a strong, motherly interest in both Eilistraee and
Mielikki, and, more so than Corellon, maintains strong ties with the
paramount goddesses of other human and demihuman pantheons. Angharradh
strongly opposes the destructive efforts of Talos and the Gods of Fury
(particularly Malar, for it was the Beastlord who unleashed the
Elf-Eater on Evermeet in the Year of the Unstrung Harp (1371 DR)). The
Triune Goddess reserves her strongest hatred for Lolth, as the Spider
Queen has never ceased her efforts to undermine Corellon or to destroy
his progeny, the Fair Folk.

As the One and the Three, Angharradh is both three distinct goddesses
and a goddess in her own right. While some Teu-Tel'Quessir assume that
the aspect of Sehanine is Angharradh's primary facet-a point of
confusion due in part to the belief by other subraces of the Fair Folk
that Sehanine, not Aerdrie or Hanali, is Corellon's consort-in truth
all three goddesses are equal and each reflects the duality that is
their individual nature and that of the Triune Goddess. As such,
Angharradh's nature reflects the personality traits of each of the
Three, including the impulsive and whimsical nature of the Winged
Mother, the romantic and affectionate nature of the Heart of Gold, and
the serene and ephemeral nature of the Daughter of the Night Skies. The
fusion of the Three was born of Araushnee's betrayal and the collective
threat to Arvandor and the Seldarine. As such, the Triune Goddess
exhibits the fierce protectiveness and unbending resolve of the Queen
of Arvandor.

Angharradh's Avatar (Ranger 34, Cleric 34, Mage 34)

Angharradh appears as a female elf of unearthly beauty and grace who is
gloriously gowned and shining with gems the color of starlight. In
times of war she appears in a suit of gleaming silver elven plate mail.
The Triune Goddess favors spells from the spheres of all, combat,
guardian, plant, protection, war, and wards and from the schools of
abjuration, enchantment/charm, illusion/phantasm, and
invocation/evocation, although she can cast spells from any sphere or
school.

AC  -5; MV 15; HP 226; THAC0 -10; #AT 2/1
Dmg  1d8+13 (long sword +5, +8 STR) or 1d8+1 1 (spear +3, +8 STR) or
     1d6+12 (footman's flail +3, +8 STR)
MR  90%; SZM  (7 feet tall)
STR 20, DEX 21, CON 21, INT 23, Wis 24, CHA 24
Spells P: 15/14/13/13/11/10/9, W: 8/8/8/8/8/7/7/7/7
Saves PPDM  2, RSW 3, PP 4, BW 4, Sp 4

Special Att/Def: Angharradh wields a variety of weapons depending on
the situation. The Blade of Red Tears is a crimson-hued long sword of
quickness +5. Duskshaft is a great duskwood spear +3 that requires any
creature struck by it to succeed at a saving throw vs. spell or be held
(as the 5th-level wizard spell hold monster). Tremorflail is a footmans
flail +3 that inflicts 6d10+3 points of damage to chaotic evil
opponents and can be used to shatter walls and buildings (as a horn of
blasting). The Net of Stars is a gossamer netting that envelops
creatures in a silvery web of magic four times as strong as iron bands
of Bifarro (in other words, requiring a successful bend bars attempt
with one-quarter the normal chance of success).

Angharradh is immune to all gaze and breath attacks. Her gaze can cause
any mortal being to sleep for 1d6 days (no saving throw). She can
employ any of the special attacks or defenses of Aerdrie Faenya, Hanali
Celanil, or Sehanine Moonbow, and she has all of their innate
immunities. She can be struck only by +3 or better magical weapons.

Other Manifestations

Angharradh may manifest in any of the ways detailed in the descriptions
of Aerdrie Faenya, Hanali Celanil, and Sehanine Moonbow. The Triune
Goddess is served by the same creatures as the Three and demonstrates
her favor or disfavor in ways identical to those of the Three.

The Church CLERGY: Clerics, crusaders, druids, mystics, specialty priests
CLERGY'S ALIGN.:   NG, CG, N, CN
TURN UNDEAD:       C: Yes, Cru: No, D: No, Mys: No, SP: Circle
                   singers as the other deity followed; totem sisters no
CMND. UNDEAD:      C: No, Cru: No, D: No, Mys: No, SP: No

All clerics (including multiclassed half-elven clerics), crusaders,
druids, mystics, and specialty priests of Angharradh receive religion
(elf) and reading/writing (Espruar) as bonus nonweapon proficiencies.

The Teu-Tel'Quessir view the Three as separate aspects of the One and
consider the Triune Goddess to be as powerful and influential as
Corellon Larethian and who presides, alongside her consort, with equal
authority over the Seldarine and the Fair Folk. Gold elves generally do
not know what to make of Angharradh. Most consider her to be either a
separate goddess or a typical silver elf misinterpretation of Sehanine
Moonbow, consort to Corellon Larethian. They generally do not object to
the silver elves' veneration of the tripartite deity, however, and even
pay her homage themselves on rare occasions. Dark elves, green elves,
sea elves, winged elves, and most half-elves do not worship Angharradh,
nor is her nature and existence even debated, as is the case among the
Ar-Tel'Quessir.

Angharradh's temples resemble the houses of worship dedicated to the
Three, either emphasizing the characteristics of the temples of one of
the three goddesses, or blending all three styles of temple equally.
The Triune Goddess's temples always display the symbol of the One and
the Three as well as the symbols of the individual goddesses.

Novices of Angharradh are known as Triune Seekers. Full priests of the
Triune Goddess are known as Trimorphs. Angharradhan priests use titles
as appropriate for the aspect they primarily venerate. Specialty
priests are known as either circle singers or totem sisters (druids).
The clergy of Angharradh includes moon elves (93%), half-moon elves
(5%), and elves and half-elves of other subraces (2%). Angharradh's
clergy is composed primarily of clerics, crusaders, mystics, and
specialty priests of Aerdrie Faenya (15%), Hanali Celanil (35%), and
Sehanine Moonbow (40%). The remainder (10%) are totem sisters, a type
of druid. Perhaps 33% of the specialty priests of the three affiliated
with the faith of Angharradh are actually circle singers. The clergy of
Angharradh is pretty evenly split between male (48%) and female (52%).

Dogma: Through unity and diversity there is strength. Be ever vigilant
against She Who Was Banished and work together in defending the lands
of the Fair Folk from those who would work evil. Celebrate the One and
the Three for their collective purpose and individual expressions of
life. Through the melding of widely different skills and interests,
creativity, life, and artistry are nurtured and new ideas are
discovered.

Day-to-Day Activities: Priests of Angharradh serve the Triune Goddess
much like the clergies of Aerdrie Faenya, Hanali Celanil, and Sehanine
Moonbow. Most priests of the Triune Goddess are affiliated with one
aspect of the Three, and their activities reflect their association
with that particular aspect. A handful of female silver elven priests
are practitioners of the ancient secrets of totemic magic. These
mysterious elves create small wood or stone charms inscribed with
pictorial symbols that can pass special magical abilities on to their
owners. Totem-sisters are also considered wise women and sages and are
often consulted on important issues.

They also serve as priests of Aerdrie Faenya, Hanali Celanil, and
Sehanine Moonbow, as well as their single embodiment, Angharradh.
Totem-sisters craft beneficial totemic images for their tribe and are
considered great sources of wisdom and comfort. They attend births,
bless young children, help with planting and harvest, and bless
warriors going into battle. Particularly successful totem sisters are
sought out by other tribes and aspiring totemic practitioners for
advice and counsel.

Holy Days/Important Ceremonies: Members of Angharradh's priesthood
celebrate the holy days and important ceremonies of one of the Three,
depending upon which aspect of the Triune Goddess they particularly
venerate. The only holy day celebrated exclusively by those who pray to
Angharradh is the Melding of the Three, held quadrennially on
Cinnaelos'Cor (the Day of Corellon's Peace), more commonly known in
the Calendar of Harptos as Shieldmeet. While this holy day is more
generally observed by elves in honor of the Protector, the
Teu-Tel'Quessir celebrate the tripartite aspects of Angharradh and the
unification of the Three that have led to centuries of peace in
Arvandor and elven realms in Faerun. In addition to singing great hymns
to the Triune Goddess, Angharradh's faithful often assemble to invoke
great feats of cooperative magic on this day.

Major Centers of Worship: The Hall of Trifold Harmony is a soaring
temple of green and white marble in the elven city of Taltempla on the
eastern shore of the Green Isle. Angharradh's house of worship is
located amidst neighboring temples of Aerdrie Faenya, Hanali Celanil,
and Sehanine Moonbow in the temple district of Evermeet's
second-largest city, and the ranks of the Triune Goddess's priesthood
are drawn from silver elves who serve in the temples of both the One
and the Three. The temple of Angharradh is jointly administered by a
triumvirate of the seniormost silver elven priests of the three elven
goddesses resident in the city. They are Faranni Omberdawn, Blythswana
Iliathor, and Renestrae Narlbeth, respectively the fourth, second, and
first-ranking priests in their individual temples. The Hall of Trifold
Harmony serves as the center of silver elven culture in Taltempla, and
the Triumvirate of Angharradh assists the informal ruler of the city,
High Mage Gaelira, in ameliorating the infrequent disputes that arise
among the temples of the various Seldarine powers venerated in the
city.

Affiliated Orders: The Angharradhan church has no knightly orders
specifically affiliated with the Triune Goddess. However, some members
of orders affiliated with either Aerdrie Faenya, Hanali Celanil, or
Sehanine Moonbow worship their order's patron as an aspect of
Angharradh.

Priestly Vestments: Angharradh's priests wear the ceremonial garb of
the clergies of the Three. Some priests wear the garb of one aspect of
the Triune Goddess, while other priests incorporate pieces of each
fashion into their holy vestments. The holy symbol of the faith is an
inverted silver triangle inscribed on both faces with the symbol of the
Triune Goddess.

Adventuring Garb: In combat situations, clerics, crusaders, and
specialty priests of the One and the Three favor ornate, gleaming suits
of elven chain mail or, in rare situations, elven plate mail. Their
preferred weapons include long and short bows, long and short swords,
and spears, although most are trained in a wide range of weapons.
Shields emblazoned with the symbol of the Triune Goddess are common
among the faithful, as are heraldic charges per pall (parted in three,
as the letter "Y") with the symbol of Sehanine on top, the symbol of
Aerdrie in the lower left, and the symbol of Hanali in the lower right
as viewed by the shield-bearer. Totem-sisters favor long bows and
spears and use only nonmetallic armors.

Specialty Priests (Circle Singers)

REQUIREMENTS:     Wisdom 16, Charisma 16
PRIME REQ.:       Wisdom, Charisma
ALIGNMENT:        CG
WEAPONS:          Varies
ARMOR:            Varies
MAJOR SPHERES:    Varies
MINOR SPHERES:    Varies
MAGICAL ITEMS:    Same as clerics
REQ. PROFS:       Varies
BONUS PROFS:      Singing, otherwise varies

Circle singers receive all the benefits of and must abide by the
restrictions governing specialty priests of either Aerdrie Faenya,
Hanali Celanil, or
Sehanine Moonbow. Even among moon elves, specialty priests of the Three
are considered to be members of the clergy of one of Angharradh's three
aspects as well as priests of the Triune Goddess herself.

* Circle singers must be elves or half-elves. While most circle singers
  are moon elves or half-moon elves, elves and half-elves of every
  subrace are called to be circle singers, even if they venerate only
  the Three and not the One.

* Circle singers are not allowed to multiclass.

* Circle singers may cast cooperative magic with other priests of
  Angharradh, Aerdrie Faenya, Hanali Celanil, or Sehanine Moonbow.

* Circle singers can cast ring of hands (as the 1st-level priest spell) once
  per tenday.

* At 3rd level, circle singers can cast mystic transfer or sanctify (as
  the 2nd-level priest spells) once per tenday.

* At 5th level, circle singers can cast line of protection or unearthly
  choir (as the 3rd-level priest spells) once per tenday.

* At 7th level, circle singers can cast focus or fortify or uplift (as
  the 4th-level priest spells) once per tenday.

* At 10th level, circle singers can cast meld or thoughtwave (as the
  5th-level priest spells) once per tenday.

* At 13th level, circle singers can cast the great circle or spiritual
  wrath (as the 6th-level priest spells) once per tenday.

* At 15th level, circle singers can cast spirit of power (as the
  7th-level priest spell) once per tenday.

Specialty Priests (Totem Sisters)

REQUIREMENTS:          Wisdom 12, Charisma 15
PRIME REQ.:            Wisdom, Charisma
ALIGNMENT:             NG, CG, N, CN
WEAPONS:               Any
ARMOR:                 Hide, leather, padded, studded leather, or chain
                       mail, shield
MAJOR  SPHERES:        All, animal, charm, elemental, healing, plant,
                       weather, sun
MINOR  SPHERES:        None
MAGICAL  ITEMS:        Same as clerics
REQ. PROFS:            Long bow, spear
BONUS  PROFS:          Artistic ability (general)

Totem sisters of Angharradh are effectively druids. The abilities and
restrictions of totem sisters, aside from the changes noted above and
later in this section, are summarized in the discussion of elven
priests in "Appendix 1:  Demihuman Priests" and detailed in full in the
entry for druids in Faiths & Avatars and in the Player's Handbook.

 * Totem  sisters must be female moon elves.

 * Totem  sisters are not allowed to multiclass.

 * Totem  sisters can use totemic magic, a type of magic similar to rune
   magic. (Totemic magic is discussed in Elves of Evermeet.)

Angharradhan Spells

Priests of the Triune Goddess may cast all unique spells permitted to
priests of Aerdrie Faenya, Hanali Celanil, and Sehanine Moonbow.

Avachel
-------

For more information on Avachel (AH-vah-chel), see the entry for Hlal
in the draconic pantheon discussion in Cult of the Dragon and the
Draconomicon, and see the entry for Aasterinian in the draconic
pantheon discussion in Monstrous Mythology and in On Hallowed Ground.

Avachel is a male aspect of the draconic goddess Hlal (also known as
Aasterinian) who is venerated by the Fair Folk as the boon companion of
Erevan Ilesere. Although Quicksilver, as Avachel is commonly titled, is
in some respects an interloper power of the elven pantheon, he is more
commonly and correctly seen as an ally of the Seldarine. In some elven
myths, Avachel is said to have been a great mercury wyrm who underwent
apotheosis after sacrificing himself to defeat an invasion by evil
humans who threatened a band of green elves. Other legends speak of an
avatar of Hlal in the guise of a mortal mercury dragon who joins with
the Trickster in a similar series of events. Regardless of the truth
behind his ascension, Avachel is nearly Erevan's equal in his ability
to get into trouble, but he is a tireless defender of the Fair Folk,
particularly green elves. Quicksilver is a good-natured, impulsive
deity, with a fondness for dispatching avatars to Evermeet and the
other woodlands of Toril in the guise of a silver or green elf armed
only with an enchanted staff that requires all who are hit by it to
succeed at a saving throw vs. spell or fall asleep, or in the guise of
a great mercury wyrm, with all the attendant powers thereof.

Corellon Larethian
------------------

(Creator of the Elves, the Protector, First of the Seldarine,
Protector and Preserver of Life, Ruler of All Elves, Coronal of
Arvandor)
Greater Power of Arborea, CG

PORTFOLIO:              Magic and elven magic (especially elven High
                        Magic), music, arts, crafts, war, the elven race
                        (especially gold elves), poets, poetry, bards,
                        warriors
ALIASES:                None
DOMAIN  NAME:           Olympus/Arvandor
SUPERIOR:               None
ALLIES:                 Chauntea, Cyrrollalee, Eilistraee,
                        Emmantiensien, Carl Glittergold, Horus-Re,
                        Lathander, Lurue, Mielikki, Milil, Moradin,
                        Mystra, Oberon, Selune, Shiallia, Skerrit,
                        Silvanus, Sune, Tapann, Titania, Tyr, Ubtao,
                        Yondalla, the Seldarine
FOES:                   Cyric, Talos, Malar, Moander, the Queen of Air
                        and Darkness, the drow pantheon (except
                        Eilistraee), the ore and goblinkin pantheons
SYMBOL:                 Crescent moon
WOR.  ALIGN.:           LG, NO,  CG, LN, N, CN

The leader of the elven pantheon, Corellon Larethian (CORE-eh-lon
Lah-RETH-ee-yen), is said to have given birth to the entire elven race,
although sometimes Sehanine (or Angharradh) is given credit as well.
Elven lore states that the Fair Folk sprang from drops of blood
Corellon shed in epic battles with Gruumsh mingled with Sehanine's (or
Angharradh's) tears. The Creator of the Elves embodies the highest
ideals of elvenkind, and he is the patron of most aesthetic endeavors,
including art, magic, music, poetry, and warfare. He is venerated by
all the Fair Folk, except the drow and those who have turned to Lolth,
Ghaunadaur, Vhaeraun, and other dark powers. Corellon is especially
popular with elf and half-elf mages, musicians, and poets.

As ruler of the Seldarine, Corellon has a strong relationship with
almost all the other elven powers, including Eilistraee, his daughter
by Araushnee (Lolth), whom he reluctantly banished from Arvandor along
with her mother at the Dark Maiden's insistence. Either Sehanine or
Angharradh is now said to be Corellon's consort, depending on the
subrace of the speaker, and the Protector works closely with the
Goddess of Moonlight and the Triune Goddess in their dual aspects. Only
Fenmarel Mestarine is somewhat estranged from the Coronal of Arvandor,
and the Lone Wolf's differences with Corellon are not all that great.
The Creator of the Elves has forged strong alliances with the leaders
of the other demihuman pantheons in the face of the seemingly endless
waves of human expansion and the ever-present threat of the monstrous
populations and their dark powers, as well as with the good- and
neutral-aligned powers of the humans. The Protector works closely with
Mystra, the Mother of All Magic. Whereas the Lady of Mysteries governs
the Weave, Corellon oversees elven magic, particularly elven High
Magic, and the intimate connection between the Fair Folk and the mantle
of magic that envelops the world. (More information on elven High Magic
is found in the Cormanthyr: Empire of the Elves sourcebook.) Corellon's
epic battle with Gruumsh One-Eye, leader of the orc
pantheon, is legendary, and the pair of pantheistic patriarchs have
never reached a lasting truce in their never-ending battle over
territory. Malar's relentless attacks on the Seldarine and the Fair
Folk have likewise earned him Corellon's eternal enmity. The rift
between Corellon and his former lover Araushnee, now known as Lolth, is
still as bitter as the day he banished the Spider Queen to the Abyss
and named her tanar'ri. The Protector's rift with his errant son
Vhaeraun is nearly as deep, and the Protector has despaired of the
Masked Lord ever repenting of his evil ways. In his vigilant defense of
elves and their homelands, Corellon has earned the enmity of countless
powers whose worshipers seek to seize the forests, magic, or wealth of
the Fair Folk.

Corellon is a powerful warrior god whose hands protect his creations
with the gentleness of a sculptor and the unspeakable power of a master
swordswinger. While other deities may reflect the joy, delights, and
accomplishments of the Fair Folk, Corellon stands as an ever-vigilant
watcher over them. His life spirit flows from and into the elves and
their lands, and while mortal elves daydream and enter the reverie,
Corellon never abandons his watchfulness. Only when it is time for the
Fair Folk to pass from Faerun to Arvandor does he finally cease
watching over each elf and allows Sehanine to take a larger role in
caring for them. Corellon frequently wanders the elven lands and
borders in disguise (often in the form of one of the diminutive sylvan
race), observing the actions of priests and craftsfolk and defending
elven homelands from interlopers. Though his martial might is swift and
terrible, the soft-spoken Creator of the Elves is ever humble and
always open to learning something new, one of his sources of might. He
enjoys discovering new philosophies of thought and new methods of
action, even from mortals, and he has a keen interest in other
cultures.

Corellon's primary servitors are identical twin spirits, Lashrael and
Felarathael. Held by some of the Fair Folk, particularly gold elves, to
be demipowers in their own right, Corellon's messengers are solars who
resemble tall, shining, androgynous elves clad in gleaming white robes.
They are most often seen delivering messages for the Protector in the
Realms, and they are also dispatched to defend elves if they are
threatened. The two have distinctive personalities, however. Lashrael
is given to emotional extremes. When delivering a message, Lashrael
speaks with great conviction, and depending upon the message, enormous
joy or sorrow. In battle, Lashrael is ferocious, neither asking nor
giving quarter. Felarathael, on the other hand, is the very image of
rational detachment, treating all situations with logic and calm
reason. Felarathael always speaks in a slow, measured, but immensely
reassuring voice, and fights with unhurried skill. When Lashrael or
Felarathael strike a victim in combat, they may inflict one of the
following effects in lieu of damage: victim steeps (no saving throw
allowed), victim is randomly teleported 1d10 miles, victim is
polymorphed into a woodland animal, or victim suffers from amnesia.

Corellons Avatar (Fighter 36, Mage 35, Bard 29, Cleric 25)

Corellon usually appears as an androgynous male elf of truly unearthly
beauty and grace, although he can assume the form of either sex.
Despite his obvious strength, the primary impression the Creator of the
Elves radiates is that of litheness and swiftness, and he is possessed
of incredible speed and reflex. He always wears a sky-blue cloak, a
large amulet about his neck with a crescent moon  motif within a large
circle, and a pair of dazzling battle gauntlets. Corellon draws his
spells from all spheres (although he never employs reversed forms) and
schools.

AC  -6; MV 15; HP 224; THAC0 -10; #AT 5/2
Dmg  3d10+18 (great long sword +6, +10 STR, +2 spec. bonus in any
     sword) or 2d10+15 (iong bow +5, +10 STR)
MR  90%; SZ M (7 feet tall)
STR 22, DEX 24, CON 20, INT 23, Wis 22, CHA 24
Spells P: 12/12/12/12/11/8/4, W: 8/8/8/8/8/8/8/7/7
Saves PPDM  2, RSW 3, PP 4, BW 4, Sp 4

Special Att/Def: Corellon wields Sahandrian, a great glittering long
sword +6 that causes 4d10 points of damage per round to anyone else
aside from a member of the Seldarine who dares to hold or wield it
(double damage to goblinkin). He also employs Amiath'hana, a long bow
+5 that never misses to a range of 1 mile (if the target is within his
line of sight) and whose arrows, drawn from a quiver with an infinite
supply, each deals 2d10 points of damage. Corellon's amulet serves as a
talisman of pure good, and he has a slender wand with all of the powers
of a staff of power, a staff of the magi, and a wand of frost, as well
as unlimited charges available if necessary.

In lieu of casting a wizard or priest spell, once per round Corellon
can cast any elven High Magic ritual at will, whether it be a ritual of
solitude, a ritual of complement, or a ritual of myriad, without
penalty. In addition, he can summon 1d4 16-HD air elementals to do his
bidding once per turn that serve him unquestioningly until no longer
needed.

Corellon is immune to any magic that prevents his free movement (hold,
paralyzation, web, etc.), causes wounds or energy drains, or exercises
any form of mind control (charm person, magic Jar, domination, etc.).
He is immune to all spells from the illusion/phantasm school of magic
that he does not wish to be affected by. He can be struck only by +3 or
better magical weapons.

Other Manifestations

Corellon manifests as an azure nimbus that envelops a living creature,
weapon, or natural geological formation in an aura of flickering sky
blue flame.

This power typically gives any or all of the following aids to affected
beings, for 13 rounds: idea (as the 2nd-level priest spell); sixth
sense (as the 1st-level priest spell); strength (as the 2nd-level
wizard spell) and a temporary 1d6-point boost to the being's Dexterity
(maximum of 20).

This power typically gives any or all of the following aids to a
weapon, for 13 rounds: bladethirst (as the 2nd-level wizard spell
detailed in Pages from the Mages); the heat and burning effects of a
flame tongue weapon or the cold effects of a frostbrand weapon;
quickness, as a short sword of quickness.

This power typically affects a geological formation in any or all of
the following ways: earthquake (as the 7th-level priest spell); soften
earth and stone (as the 2nd-level priest spell); stone shape (as the
3rd-level priest spell); or glassee (as the 6th-level wizard spell).

The Seldarine call on agathinon, asuras, and ancient treants as their
preferred servants, but Corellon is also served by aasimar, aasimon
(such as the twin solars discussed above), baelnorn, buraq, cath shee,
centaurs, cooshee, disenchanters, dryads, einheriar, eladrins
(particularly firres and ghaeles), elven cats, feystags, firestars,
firetails, gold dragons, hamadryads, hollyphants, hybsils, incarnates
of charity, courage, faith, hope, justice, temperance, and wisdom,
ki-rin, kholiathra, lillendi, lythari, maruts, moon dogs, moon-horses,
noctrals, nymphs, oreads, pers, phoenixes, reverend ones, seelie
faeries, sharn, silver dogs, silver dragons, sylphs, spectral wizards,
spellhaunts, sprites, sunflies, t'uen-rin, unicorns, weredragons, and
wizshades. He demonstrates his favor through the discovery ofbeljurils,
crescent-shaped stones, diamonds, moonstars, moonstones, star rubies,
and star sapphires, the sighting of a fallen star, the rising of an
azure-tinted cres- cent moon, or the sighting of an azure-hued star.
The Protector indicates his displeasure through the appearance of a
falling star that seems to fall from the upper tip to the lower tip of
the crescent moon like a heavenly tear, the premature appearance of
fall colors in a single tree, or the sound of three twigs snapping in
rapid succession.

The Church

CLERGY:          Clerics, crusaders, specialty priests, wizards
CLERGY'S ALIGN.: LG, NG, CG
TURN UNDEAD:     C: Yes, Cru: No, SP: Yes
CMND. UNDEAD:    C: No, Cru: No, SP: No

All clerics (including multiclassed half-elven clerics and elven
fighter/clerics, a multiclassed combination allowed to elven priests of
Corellon), crusaders, and specialty priests of Corellon receive
religion (elf) and reading/writing (Espruar) as bonus nonweapon
proficiencies.

Corellon is venerated by all the Tel'Quessir who have not turned to
dark powers, even those who do not specifically worship him, for the Fair
Folk were born of his blood, and they do not forget their debt to the
Creator. Likewise, Corellon's role in banishing Lolth and the drow from
the surface, thus ending the madness of the Crown Wars, has earned him
the eternal, if largely unspoken, gratitude of elves across Faerun.
Curiously, the clergy Corellon's church is somewhat removed from elven
society, and the Protector's priesthood is less involved in the
governance of elven realms , than a N'Tel'Quess might imagine.  While
the Protector's followers are held in high esteem for their unflagging
contribution to the defense of elven realms and the breathtaking beauty
of their artistry, in general their place in elven society reflects the
guardian and creative aspects of Corellon's nature far more than his
position as Coronal of Arvandor and Ruler of All Elves. Some
theologians suggest the warriors and wizards who predominate in
positions of authority in elven society in a sense comprise the
priesthood of Corellon in his leadership aspect, but this view is not
widely accepted.

Corellon is venerated in rocky areas of natural beauty, always with a
special place for viewing the moon and stars.  Temples of the Protector
are rare, however, since the elves are individualistic when it comes to
his worship. Shrines are more common, but they are little more than
clearings with a good view of the sky.  His temples are shaped from
great natural geological formations, including shallow caves entered
from above, natural amphitheaters, and great rock spires. Trees and
other plants are woven into such edifices, resulting in great natural
cathedrals woven of stone and plants.

Novices of Corellon are known as the Faerna. Full priests of the
Protector are known as the Faernsuora. In ascending order of rank, the
titles used by Corellite priests are Aegisess (Protector), Adoness
(Peacekeeper), Kerynsuoress (Holy Warrior), Ivae'ess (Lightbringer),
Avae'ess (Joy-bringer), Syolkiir (Wltdstar), Lateu'suoress (Crescent-
Moonblessed), Araegisess (Great Protector), Aradoness (Great
Peacekeeper), and Ark-erynsuoress (Great Holy Warrior).  High-ranking
priests have unique individual titles but are collectively known as the
Cormiira (Blessings of Corellon). Specialty priests are known as
feywardens.  The clergy of Corellon includes gold elves (33%), moon
elves (30%), wild elves (15%), sea elves (10%), half-elves of various
ancestries (12%) and even a handful of dark elves. Corellon's clergy is
nearly evenly divided between clerics (38%), including fighter/clerics,
specialty priests (30%), crusaders (28%) and a handful of wizards (4%),
including mages, specialist wizards, and multiclassed mages.  The
clergy of Corellon contains a few more males (55%) than females (45%)

Dogma: The Tel'Quessir are both wardens and sculptors of magic's end
less mysteries.  Through Art and Craft, bring forth the beauty that
envelops and let the spirit gambol unfettered. The song of joy and the
dance of freedom shall ever soar on the wings of those who dare take
flight.  Guard against the slow death of stultifying sameness by
seeking out new experiences and new ways. Ward against those who seek
only to destroy in their inability to create and commune with the
natural and mystical world. Be ever vigilant in force of arms and might
of magic against any return of the banished darkness, and also be
strong in heart against the corruption from within which allowed the
Spider Queen to foment the chaos and evil of the Crown Wars.

Day-to-Day Activities: Priests of Corellon are expected to serve
actively in the defense and artistic development of elven communities
and to work to mediate disputes that arise among the Fair Folk or
between the elves and other sylvan deities.  In service to the
Protector, many Corellite priests serve in the armed forces of their
homeland, defending elf-claimed territories from the relentless
expansion of other races and training their fellow elves in combat
skills and magic.  Others work closely with elven artisans and
craftsfolk instructing them in the skills they need to create works of
wondrous beauty, as well as using their own creative talents in similar
pursuits. Finally, members of Corellon's priesthood are often called
upon to act as diplomats and arbitrators between the various clergies,
the various subraces of elves, the various classes of elven society,
and even between elven communities. While few priests of the Coronal of
Arvandor actually serve as rulers or councilors, many work behind the
scenes to ensure the smooth functioning of government.

Holy Days/Important Ceremonies:  Corellon's faithful celebrate a great
number of holy days, most of which are tied to astronomical events and
occur only once every few years (such as Shieldmeet) or decades. Of
particular import, once per lunar month, when the crescent moon softly
illuminates the night sky, Corellon's faithful gather in moonlit glades
to celebrate the gifts of their deity in a festival known as
Lateu'quor, the Forest Communion of the Crescent Moon. Devotees of the
Protector offer up their praises through music, song, dance, and the
offering up of their most beautiful creations. True works of art are
sometimes brought up to Arvandor so as to be appreciated by the spirits
of those elves who dwell among the Seldarine, while others are kept
within Corellon's shrines and temples so that the Fair Folk of Faerun
may wonder at the fruits of Corellon's greatest gift: creativity. On
rare occasions such revels spontaneously unleash a glorious magical
ceremony whose results are guided only by the Creator of the Elves.
Sometimes the landscape is reshaped, and the site is thereafrer
considered sacred to the Protector.  At other times, the communal magic
coalesces into an item-usually a sword, long bow, set of cloak and
boots, suit of elven mail, or musical instrument-of unearthly beauty.
Such items art-then enchanted by Corellon's seniormost priests and are
thereafter considered holy relics of the faith.

Major Centers of Worship: Corellon's Grove, located near the center of
the northern half of Evermeet at the heart of the great forest that
blankets the Green Isle, is held to be the site closest to Arvandor in
all of the Realms.  Many Tel'Quessir claim to have seen Corellon
Larethian himself, as well as other members of the Seldarine, wandering
amidst this oasis of unearthly beauty. Corellon's Grove is visited by
the Fair Folk of Evermeet for solemn ceremonies, private worship, or
simple private meditation.

The trees that surround Corellon's Grove magically weave their branches
together, preventing entrance to the shrine.  Treants sometimes join
the guardian trees in watching over the shrine, as do the countless
sylvan creatures who roam the Green Isle. Wrought iron gates entwined
with ivy and blooming roses year-round permit passage only to
Tel'Quessir who approach wishing to worship Corellon and the Seldarine.

Gleaming white marble walkways flanked by tall columns adorned with ivy
and roses, like the entrance gates, lead through the heart of the Grove
and connect the numerous shrines found within. Magical fountains are
scattered throughout the grove, and their enchanted waters are said to
confer one or more effects similar to those of potions of healing,
elixirs of health, potions of heroism, potions of invulnerability,
potions of extra-healing, and potions of vitality.  Within the Grove
may be found shrines to Aerdrie Faenya, Hanali Celanil, Labelas
Enoreth, Rillifane Rallathil, Sehanine Moonbow, and even the king and
queen of faerie, Oberon and Titania.  Each shrine contains a white
marble statue depicting one of the Seldarine or faerie monarchs, and
elves who pray before them are said to sometimes receive magical
blessings from the power so depicted.  The Ar-Tel'Quessir who
constructed Corellon's Grove chose not to include shrines to the rogue
powers of the Seldarine- such as Erevan Ilesere, Fenmarel Mestarine,
Shevarash, or Solonor Thelandira or to aspects of the Seldarine
worshiped by the other subraces-such as Angharradh, Bear, Eagle, Raven,
or Wolf, but all such powers and aspects of powers are nonetheless
venerated in Corellon's Grove by the Fair Folk.  Corellon's shrine is
the largest by far found within the Grove, a great dome of green marble
woven into the forest canopy. The First of the Seldarine and Creator of
the Elves is portrayed traditionally as a tall, unnaturally thin,
androgynous elven figure with a thin face, high cheekbones, and narrow,
slanted eyes. The figure is clad in scale armor and carries a long,
slim sword. A delicate coronet graces the brow of the Coronal of
Arvandor, and a sense of peace and contentment radiates from the statue
itself. Any of the Fair Folk who pray here may receive a special
blessing from Corellon, although at most one such favor is granted per
year. Corellon may manifest as discussed above, or he may grant the
ability to cast cure light wounds or cure serious wounds once at some
future time. Some elves report after praying at the shrine that the
Protector gifted them with an item of magic (usually a weapon or
article of clothing), while others have found woodland animal
companions or mounts such as giant eagles, moon-horses, or pegasi
awaiting them as they completed their supplications.

In the aftermath of the destruction of the Grove caused by the rampage
of the Elf-Eater in the Year of the Unstrung Harp (1371 DR), Corellon's
Grove is rebuilt by all the Fair Folk and expanded and changed
considerably. When completed, the reconsecrated Grove contains shrines
of all the known powers and distinct aspects of the Seldarine, and its
design better represents the diverse architectural styles employed by
the various elven subraces.

Affiliated Orders: Corellon is the divine patron of many knightly
orders, many of which claim to trace their heritage and membership hack
to the Time of Flowers. Such orders are typically composed largely of
crusaders, warriors, and wizards (particularly fighter-mages), bur
their composition has varied widely over the millennia and from culture
to culture.

Notable orders in ages past have included the Knights of the Golden
Wyrm, the Blade of Sahandrian, the Fey Staghorns, and the Swords of the
Seldarine. On Evermeet, the Wings of Yathaghera, the Knights of the
Alicorn, the Weavers of Bladesong, and the Vassals of the Reverend Ones
are all pledged to support the Protector in the defense of the Green
Isle. Few orders have remained on the mainland of Faerun since the
Retreat began in the Year of Moonfall (1344 DR), but of those that
remain, the Swords of Evereska are the most notable for their
unwavering defense of that alpine vale. Outside of elven homelands, the
most frequently encountered agents of an elven knightly order belong to
the Fellowship of the Forgotten Flower, a loosely structured
organization dedicated to the recovery of lost elven relics from
long-abandoned elven realms.

Priestly Vestments: Ceremonial vestments for priests of Corellon- often
worn in normal situations by choice, although such attire is not
required-consist of azure robes made of gossamer and embroidered with
silver quarter moons. Silver circlets engraved with the Protector's
symbol are worn on the brow. The holy symbol of the faith is a silver
or mithral lunate pendant worn on an slender chain hung from the neck.

Adventuring Garb: When adventuring, Corellon's priests generally favor
sky blue cloaks, elven chain mail, long swords, and long bows in
conscious imitation of their divine patron. Clerics, restricted to
bludgeoning weapons, favor clubs, slings, staff slings, and staves,
although maces and flails are employed as well. Leather, studded
leather armor, or elven chain mail is favored in situations requiring
stealth, in addition to elven cloaks and boots, whereas elven chain
mail or elven plate mail (or N'Tel'Quess approximations) are favored in
situations requiring direct melee combat.

Specialty Priests (Feywardens)

REQUIREMENTS:    Strength 11, Intelligence 11, Wisdom 9
PRIME REQ.:      Strength, Intelligence, Wisdom
ALIGNMENT:       CG
WEAPONS:         Any
ARMOR:           Any
MAJOR SPHERES:   All, astral, charm, combat, creation, divination,
                 guardian, healing, necromantic, protection,
                 sun, war, wards
MINOR  SPHERES:  Animal, chaos, summoning, plant, thought
MAGICAL  ITEMS:  Same as clerics
REQ. PROFS:      Long  sword, long bow, artistic ability, spellcraft
BONUS  PROFS:    Musical instrument, singing

* Feywardens must be elves or half-elves. Most feywardens are gold
  elves or moon elves. They cannot be drow.

* Feywardens are not allowed to multiclass.

* Feywardens may select nonweapon proficiencies from the warrior group
  without penalty.

* Feywardens gain a +2 bonus to Charisma with respect to elves.

* Feywardens are immune to the paralyzing touch of ghasts as well as
  ghouls. They gain a +1 bonus to saving throws vs. other forms of
  paralysis as well, such as the touch of a lich or the various hold
  spells.

* Feywardens can cast sixth sense (as the 1st-level priest spell) once
  per day.

* Feywardens gain a +2 bonus to their nonweapon proficiency check when
  Grafting any item, including weapons and armor, or when inventing a
  new song or poem.  When they are of sufficient level, feywardens gain
  bonuses adjudicated by the DM when constructing magical items or
  helping others to do so.

* At 3rd level, feywardens can cast faerie fire (as the 1st-level
  priest spell) or idea (as the 2nd-level priest spell) once per day.

* At 5th level, feywardens can cast strength (as the 2nd-level wizard
  spell) or employ a variant of strength that increases Dexterity
  instead of Strength once per day.

* At 5th level, feywardens gain a +2 bonus to saving throws vs. poison
  and automatically save against spider venoms.

* At 7th level, feywardens can cast abjure (as the 4th-level priest
  spell) or minor creation (as the 4th-level wizard spell) once per
  day.

* At 10th level, feywardens can cast enchanted weapon (as the 4th-level
  wizard spell) or major creation (as the 5th-level wizard spell) once
  per day.

* At 10th level, goblinkin (goblinoids) have a -2 penalty to saving
  throws they roll against the priest spells of feywardens.

* At 13th level, feywardens can cast banishment or prismatic spray (as
  the 7th-level wizard spells) once per day.

* At 15th level, feywardens can cast holy word or sunray (as the
  7th-level priest spells) once per day.

Corellite Spells

1st Level

Augment Artistry (Pr 1; Alteration)

Sphere:           Creation
Range:            0
Components:       V, S, M
Duration:         Special
Casting Time:     1 round
Area of Effect:   One creature
Saving Throw:     None

This spell combines magic with the act of creation to enhance the
artistry of any work created by the recipient of this spell. For every
three levels of experience of the priest (round up), the recipient of
this spell receives a +1 bonus, to a maximum of +3, to his or her next
nonweapon proficiency check against an ability requiring artistic
ability. While the effects of this spell last only until the next such
nonweapon proficiency check, the results of the augmented artistry are
permanent.

In addition to the nonweapon proficiency artistic ability, this spell
usually augments a proficiency check for dancing, gem cutting, singing,
or any other skill that is traditionally considered an artistic
endeavor. This spell does not affect traditional crafts where
functionality is emphasized over artistry, including nonweapon
proficiencies such as armorer, blacksmithing, leatherworking,
seamstress/tailor, weaving, or weaponsmithing, unless the proficiency
check is specifically for the esthetic appeal of the finished product.
In all cases, the applicability of this enchantment to a particular
endeavor is adjudicated by the DM,

The material components of this spell are the priest's holy symbol and
a scroll bearing a piece of epic poetry (not necessarily the original
work).

Sixth Sense (Pr 1; Abjuration)

Sphere:           Protection
Range:            0
Components:       V, S, M
Duration:         1 hour
Casting Time:     1 round
Area of Effect:   The Caster
Saving Throw:     None

This spell imbues the priest with a sixth sense, alerting him or her of
unexpected danger (to himself or herself or an ally) within 10 feet of
the caster's current position. Although the exact nature of the threat
is never revealed, the priest does realize that something dangerous is
about to occur a moment before the event unfolds. While so protected,
the priest receives a +3 bonus to all surprise checks, and any ability
check made to determine the success of an immediate reaction to a
dangerous situation is made with a +3 bonus. For example, if the priest
is deftly moving along a high mountain ledge, the magic of this spell
might warn of a powerful gust of wind in time for him or her to grab
onto an outcropping of rock, also granting a +3 bonus to the Strength
check to hold on to the rock spur. Likewise, if an ally steps out on to
a hidden pit trap, the priest would realize the friend's danger in time
to make a desperate grab for his or her arm and receive a +3 bonus to
the Strength check to hold on. In addition, sixth sense provides a +3
bonus to saving throws made to avoid natural phenomena, such as
rockfalls, avalanches, etc.

The material components are the priest's holy symbol and a drop of
sweat.
4th Level

Sylvan Creature Form (Pr 4; Alteration)

Sphere:          Animal
Range:           0
Components:      V, S, M
Duration:        2 turns/level
Casting Time:    7
Area of Effect:  The caster
Saving Throw:    None

When this spell is cast, the priest is able to assume the form of any
nonevil humaniform sylvan creature, as adjudicated by the DM, from as
small as a gorse (3 inches tall) to as large as a voadkyn (9 1/2 feet
tall).  Other commonly assumed forms include those of an atomie,
brownie, dobie, dryad, grig, hamadryad, killmoulis, korred, leprechaun,
nixie, nymph, pixie, satyr, sylph, sprite, or sea sprite.  It is not
possible to assume nonhumaniform guises, such as that of a centaur or
unicorn, nor that of an evil sylvan creature, such as a bramble faerie
or quickling. Furthermore, the priest also gains the assumed form's
physical mode of locomotion and breathing.  No system shock roll is
required. The spell does not give the new form's other abilities
(attack, magic, special movement, etc.), nor does it run the risk of
the priest changing personality and mentality.

When the new form is assumed, the caster's equipment, if any, melds
into the new form (in particularly challenging campaigns, the DM may
allow protective devices, such as a ring of protection, to continue
operating effectively).  The caster retains all mental abilities,
including spell use, assuming the new form allows completion of the
proper verbal and somatic components and the material components are
available. A caster not used to a new form might be penalized at the
DM's option (for example, a -2 penalty to attack rolls) until she or he
practices sufficiently to master it.

Thus, a priest changed into a sylph could fly, but his or her magic
resistance would be unaffected, and she or he could not summon an air
elemental or turn invisible at will. A change to a korred would provide
an 18/76 Strength and the ability to hurl boulders but not the ability
to laugh or to participate without risk in a korred dance.

Naturally, the strength of the new form is sufficient to enable
movement. The priest retains his or her own hit points, attack rolls,
and saving throws. Only one form may be assumed by means of this spell,
although the priest can revert to normal form at any time, immediately
ending the spell. When voluntarily returning to his or her own form and
ending the spell, she or he heals 1d12 points of damage.  The priest
also returns to his or her own form when slain or when the effect is
dispelled, but no damage is healed in these cases.

The material component is the priest's holy symbol.

5th Level

Crystallomancy (Pr 5; Alteration)

Sphere:           Divination
Range:            Touch
Components:       V, S, M
Duration:         Special
Casting Time:     1 round
Area of Effect:   1 gemstone
Saving Throw:     None

This spell causes a clear or translucent crystalline gemstone to serve
as a scrying device. The spell does not function unless the priest is
in good standing with Corellon Larethian. The gemstone becomes similar
to a crystal ball. For every 1,000 gp value of the gemstone, the
priest may scry for 1 round, up to a maximum of 1 hour.

For every three levels of the priest above 7th, it is possible to cast
a single divination spell of 4th level or less into the area under
observation (thus, one at 10th, two at 13th, three at 16th, etc.). Only
detection spells, such as detect magic and detect evil/good, may be so
cast, as adjudicated by the DM.

The material components are the priest's holy symbol and the
crystalline gemstone, which must be of at least 1,000 gp value. Neither
is consumed in the casting of this spell.

Deep Sashelas
-------------

(Lord of the Undersea, the Dolphin Prince,
the Knowledgeable One, Sailor s Friend, the Creator)
Intermediate Power of Arborea, CG

Portfolio:        Oceans, sea elves, creation, knowledge,
                  underwater and sea elven beauty, water magic
Aliases:          None
Domain name:      Olympus/Arvandor and Ossa (Aquallor)/Elavandor
Superior:         Corellon Larethian
Allies:           Cyrrollalee, Eadro, Eilistraee, Istishia, Persana,
                  the Seldarine, Surminare, Syranica, Trishina,
                  Valkur, Water Lion, various Animal Lords
Foes:             Blibdoolpoolp, Demogorgon, Sekolah,
                  Panzuriel, Umberlee, the drow pantheon
                  (except Eilistraee)
Symbol:           Dolphin
Wor. align.;      LG,NG,CG,LN,N,CN

Deep Sashelas (DEEP SA-sheh-lahs) is the Lord of the Undersea and the
patron of sea elves, whom he created long ago by modifying Corellon's
land-bound creations. Sashelas is a powerfully creative deity who is
forever changing the environments below the sea, creating islands and
reefs by altering continental rifts, tinkering with undersea volcanoes,
and the like.  He is also said to create the deep undersea caverns that
the sea elves can use for air-breathing when they wish.  Sashelas is
known as the Knowledgeable One, for he provides advice as to where food
can be found or the enemies are hidden. The sea elves also claim that
Deep Sashelas is the author of the Chambeeleon, a resplendent spell
tome held in the royal vaults of Thunderfoam an age ago but since lost.
Followers of other aquatic gods make similar claims.

Deep Sashelas is a member of the Seldarine and remains on good terms
with the other elven deities, but he directs most of his efforts toward
maintaining an alliance of nonhuman sea powers known as the
asathalfinare. While he does not explicitly lead the group, the Lord of
the Undersea occupies a pivotal role and mediates many potential
conflicts and disagreements.  Other members of the asathalfinare
include Trishina, the dolphin goddess (who is Sashelas's consort),
Surminare, goddess of the selkies, Syranita, goddess of the aarakocra
(whose membership is somewhat of an anomaly), Persana, god of the
tritons, Eadro, leader of the merfolk and lo-cathah, and the enigmatic
Water Lion.

The Lord of the Undersea opposes the machinations of all evil powers of
the seas, including Abyssal lords such as Demogorgon and Dagon, as well
as those whose followers long ago retreated to the Underdark, such as
Blib-doolpoolp. Sashelas has a special enmity for Sekolah the Great
Shark, the sahuagin god, and for Panzuriel the Enslaver, a dark power
worshiped by kraken and other sentient, evil denizens of the ocean
depths.  The Lord of the Undersea helped banish and weaken Panzuriel
long ago. Sashelas respects Panzuriel's growing power, and the Lord of
the Undersea considers carefully what steps can be taken to restrain
and bind that evil power of the sea bed.  Likewise, Sashelas works to
contain the evil of the human sea goddess Umberlee, and of late has
lent his aid to the human god of sailors, Valkur, as a natural
counterweight to Umbcrlee's burgeoning influence over the seas of
Abeir-Toril.

The Lord of the Undersea is a charismatic leader and an inspired
creator whose art is everchanging. Unlike the other Seldarine, Deep
Sashelas is rarely satisfied with what he's done and always seeks to
improve it.  Deep Sashelas can be fickle and flighty, and there are
many myths that involve his amorous exploits with such creatures as
mermaids, selkies, mortal sea elven maids, human females, and even one
demigoddess, it is rumored. Trishina has some tolerance for such
straying, but not too much. Sashelas's fellow Seldarine derive great
amusement from Trishina's ability to spot Sashelas's wandering
attentions and stymie him, usually by warning off the object of his
desire.

Deep Sashelas is very active on Abeir-Toril.  His avatars often
terraform the undersea environment, although he does not undertake such
actions
without first consulting other deities with an interest in such
matters. He does not overinvolve himself by dispatching avatars to help
sea elves in battles, but he will do so if he scents any involvement by
Sekolah, and his avatars keep a watchful eye on any unexplained
activities that might involve Panzuriel (unusually organized raids by
merrow or koalinths, for example). His avatar is 50% likely to be
accompanied by an avatar of Trishina unless the avatar has been sent to
woo or seduce some pretty female who has attracted his eye. Rarely the
avatar may accompany an avatar of another member of the asathalfinare.

Deep Sashelas's Avatar (Water Elementalist 33, Cleric 32, Fighter 21)

Deep Sashelas appears as a handsome, androgynous sea elf male with
sea-green skin, blue-green eyes, and free-flowing blue-green hair. He
casts spells from all spheres and schools, except for those
incantations involving open flames, but he favors spells from the
spheres of creation, elemental (water), and weather and the schools of
alchemy, alteration, elemental (water), and invocation/evocation.

AC -3; MV 15, Sw 36; HP 190; THAC0 0; #AT 2 or 5/2 or 2
Dmg 1d8+12 (long sword +4, +8 STR) or 1d6+14 (trident +4, +8 STR, +2
spec. bonus in trident) or 4d10x2 (watery fists)
MR 40% (90% underwater); SZ M (7 feet tall)
STR 20, DEX 20, CON 18, INT 23, Wis 21, CHA 23
Spells P: 13/13/13/11/10/9/8, M: 8/8/8/8/8/8/8/8/8 *
Saves PPDM 2, RSW 3, PP 4, BW 4, Sp 4
*Numbers assume one extra elemental water spell per spell level.

Special Att/Def: Deep Sashelas wields Dolphin's Tooth, a long sword +4
that inflicts double damage on sahuagin and ixitxachiti and that can
create a 20d6 lightning bolt once per day, and the Trifork of the
Deeps, a trident +4 with all the powers of a trident offish command, a
trident of submission, and a trident of warning.

The Dolphin Prince can cast cetacean form at will, but without
restriction on the form assumed. Sashelas can employ the following
spells, once per day each, while underwater: dig {affects coral and
rock as well as earth or clay), earthquake, coral shape, and transmute
rock to mud. He can also cast weather summoning once per day while
above the surface. The Lord of the Undersea can summon 1d10+10 dolphins
to serve him for up to 12 hours once per day. At will, Sashelas can
assume the form of a giant, towering wave of sea water up to 100 feet
high and wide. In this form, the Lord of the Undersea attacks as a
monstrous water elemental, with two pummeling attacks per round, but
cannot use his spell abilities.

Sashelas is immune to nonmagical weapons and all elemental water school
or sphere spells, spell-like effects, and abilities. He cannot be
affected by caused wounds, energy drains, or death magic while any part
of his body is in contact with pure sea water. He can be struck only by
+2 or better magical weapons.

Other Manifestations

The Lord of the Undersea almost always manifests in one of three ways
helpful to aquatic elves. In the wilds of the Undersea, Sashelas
appears to his followers in distress as a far-off light that never
seems to move closer or draw farther away. Followers of the Dolphin
Prince who follow the beacon are led to safety, but any foes in the
surrounding region - particularly sharks or sahuagin-who also spy the
light and attempt to head toward Sashelas's manifestation find
themselves led astray, oftentimes into a dangerous situation they have
little chance of escaping (such as directly in the path of a pod of
hungry killer whales).  Secondarily, Sashelas sometimes manifests in
sea elven communities warn of imminent attack, particularly when such
raids involve Sekolah's followers. Such manifestations involve the
opening of a small rent in the sea floor that allows a large air bubble
to escape. Instead of dissipating or immediately floating to the
surface, such air bubbles dance about the general vicinity of the rift
for several minutes. Such bubbles act in a fashion similar to a crystal
ball: Any follower of Sashelas who stares into the bubble is able to
scry on the immediate threat, giving members of the threatened
community time to prepare defenses, retreat, or otherwise react to the
imminent attack. Once the threat is recognized by the community, the
manifestation ends as the bubble rises to the surface and dissipates.
In situations where Sashelas needs to communicate with members of his
faith, he manifests in a third manner as a distinctly dolphin-shaped
region of water, differentiated from the surrounding sea water by the
nimbus of silver light that envelops it. Such a manifestation playfully
dashes and dirts about, much like a true dolphin, except that it never
surfaces. Any sentient sea creature Sashelas allows to come into
physical contact with the manifestation receives a momentary vision
through which the Dolphin Prince communicates the reason for his
appearance.  The Seldarine call on agathinon, asuras, and ancient
treants as their preferred servants, but Sashelas is also served by
aballins, asrai, balaenas, delphons, dolphins, einheriar, eladrins
(particularly novieres), nereids, porpoises, reverend ones, water
elementals, whales (particularly narwhals), and zoveri. He demonstrates
his favor through the discovery of ambergris, aquamarines, Angelar's
skin, beljurils, blue-green chrysocollas, pink and crimson coral, horn
coral, hydrophanes, lumachellas, blue-green microdines, blue-green
mykaros, pearls, beautiful shells of any sort, water opals, and
waterstars. The Lord of the Undersea indicates his displeasure by the
discovery of dead, floating fish, tridents with broken tines, and
unexpected contact with water-logged driftwood floating beneath the
surface.

The Church

CLERGY:             Clerics, crusaders, druids, specialty priests
Clergy's ALIGN.:    NG, CG, N (druids only), CN
TURN UNDEAD:        C: Yes, Cru: No, D: No, SP: Yes
CMND. UNDEAD:       C: No, Cru: No, D: No, SP: No

All clerics, crusaders, druids, and specialty priests of Deep Sashelas
receive religion (elf, aquatic) and reading/writing (Espruar) as bonus
nonweapon proficiencies. Priests of Deep Sashelas must be aquatic
elves, aquatic half-elves, or malenti. The DM is encouraged to allow
Deep Sashelas's clergy access to the underwater spells detailed in Of
Ships and the Sea.

As Lord of the Undersea and de facto leader of the asathalfinare, Deep
Sashelas is well regarded by most nonevil races who reside beneath the
surface of Toril's oceans. Whereas aquatic elves generally venerate
Sashelas to the near exclusion of the other members of the Seldarine,
elves of other races view him simply as one god of the pantheon of
nature- and magic-oriented deities who compose the Seldarine. Some
sailors (particularly land elves) sacrifice to Sashelas for their
safety and aquatic elven clerics take these offerings and trade with
other mortals for the gain of the entire race.

Temples of Deep Sashelas are found in most aquatic elven communities,
including lumathiashae, off the coast of Evermeet, Fhaoralusyolkiir,
located near the mouth of the Vilhon Reach, and Adoivaealumanth,
located off the coast of Telflamm in the Easting Reach.  The Dolphin
Prince's temples usually serve as the spiritual, physical, and social
centers of aquatic elven communities. Those found in the Sea
of Fallen Stars are typically undersea coral temples, carefully grown
and tended, while those found in the Great Sea are typically sprawling
constructs of natural stone and sea materials resembling spiraling
shells.  Inside all such temples are a network of small and medium-
sized caves and passages lit by continual light magics of varying
shades and intensities. Some chambers are air-filled and are used to
examine items plundered from the sunken ships of air-breathers, but
most are filled with sea water and artwork Grafted by sea elves.  A
wide variety of stone statues, mosaics made of shells, scrimshaw, air
fountains, and a motley collection of artifacts from the Waterless Void
above are scattered throughout Sashelas's temples for the use and
enjoyment of the inhabitants of the surrounding community.  Central
chapels are usually grand vaults characterized by three-dimensional
radial or spiral symmetries.

Sashelas's numerous temples are managed by an organized clerical
hierarchy collectively known as Delphions. The clergy of each temple
are locally autonomous, but they provide each other with information
about the movement of the sahuagin and other enemies. Novices of the
faith are known as the Impure, while acolytes of the faith are known as
the Bathed.  Titles employed in most temples of the Great Sea include
Sea Otter, Seal, Walrus, Sea Lion, Delphinus, Narwhal, and Balaenas.
Titles employed in most temples of the Inner Sea include Clam, Oyster,
Nautilus, Argonaut, Trophon, Cowrie, Abalone, Conch, and Pearl.  High
priests of the faith are collectively known as Delphites but always
have unique individual titles. Almost all Delphions are aquatic elves
(99%), with the remainder (1%) aquatic half-elves.  According to
legend, a handful of malentia type of sahuagin that is externally
identical to an aquatic elf-have renounced their evil heritage in ages
past and become priests of Deep Sashelas.  Specialty priests come into
two varieties: sea druids and aquarians.  Aquarians (50%) and clerics
(35%) make up the large majority of the clergy and are strongly
affiliated with a single community. Crusaders (10%) make up the
militant arm of the faith and tend to migrate from community to
community in response to increasing tensions with neighboring
communities of sahuagin. Sea druids (5%) have little to do with their
kin, tending to the vast unsettled reaches of the Undersea and leading
largely solitary lives. They are organized into at least two druidic
domain hierarchies, the Circle of the Great Sea and the Circle of
Fallen Stars. The clergy of Shashelas is pretty evenly split between
male (51%) and female (49%) members.

Dogma:  Swim the great currents and the shallow seas. Exult in the
everchanging beauty and life of the bounteous Undersea. Revel in the
joy of creation and increase its myriad aspects. Seek not to hold that
which is everchanging, but instead love the change itself. Seek out
fellow swimmers who honor the ways of the Lord of the Undersea, and
ally with them against those who see only the darkness of the deeps.
Follow the way of the dolphin. Promote the use of the seas by all
reasonable folk for all time to come; fight those who would hoard its
riches or pollute its depths.

Day-to-Day Activities:  The clergy of Deep Sashelas are more organized
than most elven priesthoods because of their role as mediators and
befrienders of nonaquatic races. Delphions interact regularly with
dolphins who inhabit the region surrounding their home communities, and
senior priests are almost always accompanied by their dolphin
companions.  Sashelan priests establish and maintain contacts with
land-dwelling elves, if feasible. As a result of their extensive
networks of contacts, Sashelas's priests have prevented many sahuagin
incursions from succeeding, gaining the latter's undying hatred.
Delphions also conduct ritual shark hunts and attack sahuagin
communities.

Delphions expend a great deal of effort on the creation of beautiful
works of art in homage to the Creator. Individual priests of Deep
Sashelas create fabulous sculptures of living coral in and around their
homes and in their communities. Others sculpt extraordinary jeweled and
pearled living coral works of art or train fish to perform spectacular
and delightful maneuvers and dances.

Holy Days/Important Ceremonies:  Deep Sashelas is honored individually
through the creation of works of art and other wonders, and prayers are
given to the Lord of the Undersea upon initiating and after completing
such projects. Daily observances by Sashelas's clergy thank Deep
Sashelas for his benevolence and the beauty of the undersea world, but
the most important rituals are timed to coincide with especially high
and low tides, known as the High Flow and the Deep Ebb, respectively.
During such ceremonies, the Delphions make offerings of precious
natural objects and items of great artistry.  Meanwhile, acolytes swim
in complex patterns accompanied by dolphins, and sing deep,
reverberating songs of praise to the Lord of the Undersea and his
creations. While both ceremonies are similar in form, the High Flow is
a joyous celebration emphasizing beauty, creativity, and artistry,
while the Deep Ebb is a grim, martial ceremony emphasizing the
remembrance of those who are lost and vigilance against the everpresent
enemies of the Undersea.

Major Centers of Worship: The great city of Thunderfoam is located
beneath the waves of the Trackless Sea atop a submerged plateau due
north of Evermeet and due west of Uttersea. Steam from great rents in
the sea floor warms the frigid waters, rendering the region habitable
to the Alu-Tel'Quessir. The scions of Alaer have long ruled the aquatic
elves of Aluchambolsunvae from the Dolphin Throne at the heart of the
submerged capitol city under the benevolent aegis of Deep Sashelas and
his clergy.  The Caldera of the Dancing Dolphin is a natural
amphitheater located atop Mount Delphion on the eastern outskirts of
Thunderfoam. On the northern slope of the great crater is the Dome of
the Dancing Dolphin, a massive volcanic dome that has been transformed
by the clergy of Sashelas into an aquatic cathedral of stunning beauty
and size.  From the Dolphin Dome, as the temple is commonly known,
Sashelas's priests oversee the spiritual, artistic, and martial needs
of the aquatic kingdoms populace.

The clergy of the Dome of the Dancing Dolphin have grown particularly
concerned of late by the emergence of the Kraken Society as a power in
the Trackless Sea. Despite reports that Slarkrethel serves Umberlee,
the priests of Aluchambolsunvae fear that the kraken secretly serves
the banished Panzuriel as well as Umberlee by aiding that dark power's
efforts to reestablish his malign influence in Abeir- Toril's seas. In
response to this perceived threat, Delphions of the Dolphin Dome have
extended their network of allied beings as far east as the shores
of Faerun, and they are said to be recruiting agents among the
land-dwellers to extend their influence into the cities of the North
where the Kraken Society has established a presence.

Affiliated Orders: The Knights of the Killer Whale are an order of
Sashelan crusaders dedicated to the destruction of the evil races of
the sea, including ixitxachiti, koalinth, krakens, merrow, scrags, and
sahuagin. The order is based in the Citadel of the Seven Seas, a great
hollowed-out undersea volcanic plug encircled by the Mintarn
archipelago in the Sea of Swords

The Lances of the Sea Unicorn are an order of clerics, crusaders, and
aquarians who garrison a series of nine undersea citadels and numerous
smaller redoubts that stretch across the floor of the Sea of Fallen
Stars from Delthuntle to Airspur. The order seeks to largely contain
the sahuagin of the Alamber Sea to the eastern reaches of the Inner
Sea, as most sea elven communities of the Sea of Fallen Stars are
located to the west of that border.

Deep Sashelas also sponsors several loosely affiliated pods of sea
elven rangers, but they are not considered part of his clergy (that is,
the church's hierarchy).

Priestly Vestments:  Priests of Deep Sashelas wear either loose-
fitting sea green robes or armor created entirely from shells hut
eschew any form of headdress. Shell mail, as it is known, effectively
serves only an ornamental role for sea elves, as it provides a base
Armor Class of 9. The holy symbol of the faith is a lustrous pearl at
least one half inch in diameter.

Adventuring Garb:  Sashelas's clergy generally eschew armor, even when
entering dangerous situations as they find it impedes their underwater
movements and adds little to their defenses.  Only a few Sashelan
priests possess sea elven scale mail (described below), but those who
do generally employ it in combat situations. Clergy of Deep Sashelas
favor the traditional weapons of the sea elves-nets, spears, and
tridents-and rare is the Delphion who is proficient in anything else
(aside from underwater crossbows).  The most intricately constructed
 demihuman scale mail is found in the undersea kingdoms of the sea
elves. More as a matter of appearance and ceremony than for additional
protection-it provides protection equal to that of normal scale mail,
the sea elves adapted the idea of scale mail to their own peculiar
designs. Their armor can be worn underwater, as it is made of metals
that do not rust, and the scales are affixed to the backing of
eel-skin, which does not disintegrate as leather does in salt water.
Brought forth only in times of war or great ceremony, this expensive
armor is worn only by the noble elven elite. This scale mail is unique
among others for its beautiful silver coating. Some surface armorers
wonder whether this coating is silver, platinum, or even mithral. It is
generally agreed that the rare scale mail of the sea elves is nearly as
valuable as elven chain mail.
Specialty Priests (Sea Druids)

REQUIREMENTS:     Wisdom 12, Charisma 15
PRIME REQ.:       Wisdom, Charisma
ALIGNMENT:        N
WEAPONS:          Net, trident, spear, dagger, knife
ARMOR:            Sea elven scale mail, sea elven shell mail
MAJOR SPHERES:    All, animal, elemental (air,
                  earth, water), healing, plant, sun, weather
MINOR SPHERES:    Creation, divination
MAGICAL ITEMS:    Same as druids
REQ. PROFS:       Herbalism
BONUS PROFS:      Modem languages (pick one from: dolphin, dragon
                  turtle, koalinth, locathah, merman, morkoth,
                  sahuagin, sea elvish, sea sprite, triton, wereshark,
                  whale), sea lore, swimming, survival (underwater)

The abilities and restrictions of sea druids, aside from the changes
noted above and below, are summarized in the discussion of elven
priests in "Appendix 1: Demihuman Priests" and detailed in full in the
Player's Handbook.

* Sea druids may be aquatic elves, aquatic half-elves, or malenti.

* Sea druids are allowed to multiclass, if multiclass druid
  combinations are normally allowed by race.

* Sea druids receive a +2 bonus to all saving throws vs. electrical
  attacks.

* Sea druids learn the languages of aquatic creatures (dolphin, dragon
  turtle, koalinth, locathah, merman, morkoth, sahuagin, sea elvish,
  sea sprite, triton, wereshark, whale), gaining one extra proficiency
  slot for this purpose every three levels (at 3rd, 6th, etc.).

* At 3rd level, sea druids pass through aquatic vegetation, such as
  seaweed and kelp beds, without leaving a trail and at full movement
  rate.

* At 3rd level, sea druids can identify aquatic plants, animals, and
  untainted fresh and salt water with perfect accuracy.

* At 7th level, sea druids are immune to charm spells cast by aquatic
  creatures such as kelpies, nixies, and sirines.

* At 7th level, sea druids can shapechange into a normal (not giant)
  reptile, fish, or mammal up to three times per day. The sea druid
  can use each animal form (reptile, fish, or mammal) only once per day
  and can choose from only those animals that make their normal habitat
  beneath the surface of the ocean. Mammal forms allowed include
  dolphins, porpoises, seals, sea otters, and other small mammals.

Specialty Priests (Aquarians)

REQUIREMENTS:       Strength 9, Dexterity 9, Wisdom 13
PRIME REQ.:         Dexterity, Wisdom
ALIGNMENT:          CG
WEAPONS:            Net, trident, spear, dagger, knife, underwater crossbow
ARMOR:              Sea elven scale mail, sea elven shell mail
MAJOR SPHERES:      All, animal, chaos, creation, divination,
                    elemental (water), guardian, healing,
                    necromantic, protection, wards, weather
MINOR SPHERES:      Combat, elemental (air, earth), summoning, sun
MAGICAL ITEMS:      Same as clerics
REQ. PROFS:         Artistic ability, swimming
BONUS PROFS:        Modem languages (dolphin), sea lore

* Aquarians may be aquatic elves, aquatic half-elves, or malenti.

* Aquarians are not allowed to multiclass.

* Aquarians can turn aquatic undead creatures-such as lacedons and sea
zombies-as clerics, but turn other types of undead creatures as a cleric
three levels lower than their actual level.

* Aquarians have a +1 bonus to attack and damage rolls against sahuagin
(and malenti, if known as such).

* Aquarians can speak to and understand the language of dolphins,
despite the higher sounds employed.

* Aquarians may cast wizard spells from the elemental water school as
defined in the Limited Wizard Spellcasting section of "Appendix 1:
Demihuman Priests."

* Aquarians can cast surface sojourn once per day.

* At 3rd level, aquarians can cast charm person (as the 1st-level
wizard spell) once per day.

* At 5th level, aquarians can cast summon cetacean once per day. Tin
spell may be cast once more per day for every three additional
experience levels of the caster.

* At 10th level, aquarians can cast divination (as the 4th-level priest
spell) once per day.

* At 13th level, aquarians can cast conjure water elemental (as the
6th-level priest spell detailed in Faiths & Avatars) twice per tenday.

* At 15th level, aquarians can cast cetacean form (as the 7th-level
priest spell) twice per day.

Sashelan Spells

In addition to the spells listed below, priests of the Lord of the
Undersea may cast the 6th-level priest spell conjure water elemental
detailed in Faiths & Avatars in the entry for Istishia.

1st Level

Surface Sojourn (Pr 1; Alteration)

Sphere:            Elemental Water
Range:             Touch
Components:        V,S,M
Duration:          3 hours/level
Casting Time:      1 round
Area of Effect:    One creature
Saving Throw:      None

Surface sojourn affects only water-dwelling beings who are capable of
existing on land for short periods of time but who favor aquatic
environments. Examples of eligible races include aquatic elves, aquatic
half-elves, malenti, merfolk, and sahuagin.

For the duration of this spell, the recipient may exist on land without
the attendant discomfort, penalties, restrictions, or the like that
doing so normally entails. During such sojourns, the recipient is
enveloped in a thin mantle of water that keeps his, her, or its skin
moist.

The material components of this spell are the priest's holy symbol and
a snail shell.

2nd Level

Shark Charm (Pr 2; Enchantment/Charm)

Sphere:          Animal, Charm
Range:           30 yards
Components:      v,s
Duration:        Special
Casting Time:    5
Area of Effect:  30-foot cube
Saving Throw:    None

When this spell is cast, a hypnotic pattern is set up that causes one
or more sharks to cease all activity except a side-to-side swaying
movement. If the sharks are charmed while simply swimming about, the
duration of the spell is 1d4+2 turns; if the sharks are aroused and
angry or can scent blood in the water, the charm lasts 1d3 turns; if
the sharks are angry or attacking or if a sahuagin is present within 30
yards, the spell lasts 1d4+4 rounds.  The priest casting the spell can
charm sharks whose total hit points are less than or equal to his or
her own. On average, a 1st-level priest could charm sharks with a total
of 4 or 5 hit points; a 2nd-level priest could charm 9 hit points'
worth, etc. The hit points can be those of a single shark or those of
an entire school, but the total hit points cannot exceed those of the
priest casting the spell. A 23-hit point caster charming a dozen 2-hit
point sharks would charm 11 of them. This spell is also effective
against any shark-related monster, such as a bunyip or wereshark,
subject to magic resistance, hit points, and so forth.
3rd Level

Summon Cetacean (Pr 3; Conjuration/Summoning)

Sphere:          Summoning, Elemental Water
Range:           1-mile radius
Components:      V, S
Duration:        Special
Casting Time:    6
Area or Effect:  Special
Saving Throw:    None

This spell is a specialized variant of the 4th-level priest spell
animal summoning I. By means of this spell, the caster calls a number
of cetaceans, such as dolphins, porpoises, or whales, whose combined
Hit Dice total 32 or less, If more than one species is available, the
race with greater Hit Dice is summoned. Dolphins are always summoned to
the exclusion of all other cetaceans if they are available.  Only
cetaceans within 1 mile of the spell-caster at the time of the casting
respond.

Unlike the animal summoning I spell, the caster can make only one call
and does not get to choose what form of cetacean shows up, if any.  The
cetaceans summoned aid the caster by whatever means they possess,
staying until the fight is over, a specific mission is finished, the
caster is safe, they are sent away, etc.

7th Level Cetacean Form (Pr 7; Alteration)

Sphere:         Combat
Range:          0
Components:     V,S,M
Duration:       1 hour/level
Casting Time:   1
Time:           round
Area of Effect: The caster
Saving Throw:   None

This spell is similar to the 9th-level wizard spell shapechange, but it
only allows the caster to assume the form of a cetacean or partial
cetacean of any species except giant whales or leviathans.  Commonly
assumed forms include that of a dolphin or narwhal. The caster gains
all of the chosen creature's abilities except for innate magical
abilities, magic resistance, and those abilities dependent upon
Intelligence.

The caster also adopts the form's vulnerabilities. For example, a
priest who becomes a dolphin still cannot breathe out of the water for
more than 24 hours. Like the shapechange spell, a priest who is killed
while in another form does not revert to his or her original shape,
which may disallow certain types of revivification.

The caster can change forms as many times as desired within the
duration of the spell. She or he can change into a dolphin while
swimming in shallow seas and then to a sperm whale to dive to great
depths. The first form adopted has whatever hit points the casting
priest had at the time of the casting of the cetacean form spell, and
subsequent forms carry the current total hit points with them. Each
alteration in form takes only one second, and no system shock survival
roll is required.

The material component for this spell is a small pinch of ambergris and
the priest's holy symbol.

Erevan Illesere
---------------

(The Trickster, the Chameleon, the Green Changeling, the Ever-
shifting Shapechanger, the Fey Jester, the Jack of the Seelie Court)
Intermediate Power of Arborea, CN

Portfolio:      Mischief, change, rogues
Aliases:        None
Domain name:    Olympus/Arvandor
Superior:       Corellon Larethian
Allies:         Avachel, Baravar Cloakshadow, Brandoharis,
                Dugmaren Brightmantle, Eilistraee, Garl Glittergold,
                Milil, Nathair Sgiathach, Oheron, Shaundakul,
                Squelaiche, Tapann, Titania, Tymora, the Seldarine
Foes:           Beshaba, Mask, the Queen of Air and Darkness,
                the drow pantheon (except Eilistraee)
Symbol:         Nova star with asymmetrical rays
Wor. align.:    NG, CG, N, CN

Erevan Illesere (AIR-eh-van ILL-eh-seer) is the elven god of mischief
and change and the patron of elven and half-elven rogues.  The
Trickster's following is not as large as most of his fellow elven gods
for Erevan is too unpredictable for most elves.  Nevertheless, he
commands his share of attention from the Fair Folk, particularly by
those engaged in thievery or other forms of knavery, those who seek
excitement so as to alleviate the boredom of near-immortality, as well
as many young elves who seek a life of adventure and danger. Erevan is
also revered by some members of the small sylvan races, such as
pixies, sprites, and leprechauns, but most such fey beings revere the
deities of the Seelie Court.

The Trickster often seeks the company of similarly inclined powers of
other pantheons, for the patience of his fellow elven powers has been
worn thin by eons of endless pranks at their expense. Despite his
fickle nature, however, Erevan is fiercely devoted to the Seldarine,
and the other elven powers know that they can count on him to come to
their aid should they require it. Erevan is part of an informal group
of mischiefmakers that includes Brandobaris, Garl Glittergold, and
Tymora.  He likes to play pranks with them (and on them), and as a
result, he has made a few enemies among the more serious and sober of
powers of many pantheons-Helm being a notable example-although the
Trickster does not much care as long as he is having a great time. The
Trickster's boon companion is Avachel, an aspect of the draconic power
Hlal, also known as Aasterinian or Quicksilver. The Trickster and
Quicksilver are almost never separated and their adventures are
legendary among younger elves who dream of emulating the mythic duo's
daring exploits.

Erevan has long-standing rivalries with other rogue powers, including
Beshaba and Mask, for their cruelty and greed offends the Tricksters
light-hearted nature.

Erevan is a fickle, utterly unpredictable power who can change his
appearance at will. He is one of the most fun-loving powers in the
multiverse, and he seems incapable of remaining still or concentrating
on a single task for any extended period of time. The Trickster enjoys
causing trouble for its own sake, but his pranks are rarely either
helpful or deadly. However, Erevan becomes very dangerous if sylvan
races or weak elven groups are threatened, and he is always championing
the underdog.

Erevan rarely rights another being directly, preferring to escape and
possibly catch his opponent off guard at a later time.  His favorite
tactic is to change his height to any size from between 1 inch to 6
feet and alter his appearance to reflect one of his innumerable guises.
Regardless of how he appears at any given time, Erevan always wears
green somewhere upon his person, a sign of his love of the woodlands
the Fair Folk call home.  The Trickster's weakness for fine wine has
gotten him into trouble on more than one occasion, but his vows to
swear off the grape only last long enough to refill his glass. Erevan's
fancies are as fleering as a desert rain, and he is attracted to
mortals who make their own luck. He does not appreciate those who
constantly rely on his favor to get by, and he abandons those who per-
sistently rely on his unwavering assistance. Mortals who rely on
themselves, however, are often granted a helping hand by the fickle
Trickster.

Erevan's Avatar (Thief 33, Ranger 26, Mage 21, Bard 18)

Erevan appears as an elf, brownie, (aerie, pixie, sprite, or other
sylvan creature of widely varying appearance and site. He favors spells
from the spheres of all, chaos, charm, creation, guardian, healing,
plant, protection, summoning, thought, and travelers and from the
schools of alteration, enchantment/charm, and illusion/phantasm,
although he can cast spells from any sphere or school.

AC -3; MV 24; HP 208; THAC0 -5; #AT 2 and 1
Dmg 1d8+5 (long sword +4, +1 STR) and 1d6+5 (short sword of quickness
+4,+1 STR)
MR 85%; SZ T to M (1 inch to 6 feet tall)
STR 17, DEX 24, CON 19, INT 20, Wis 18, CHA 20
Spells W: 5/5/5/5/5/4/4/4/2
Saves PPDM 3, RSW 4, PP 4, BW 4, Sp 4

Special Att/Def: Erevan wields Mischief, a long sword +4 that knocks
open all barriers, doors, and locks with but a touch, and Quickstrike,
a short sword of quickness +4- The Trickster always carries disruptive
magical items such as a chimes of hunger or horns of blasting. Erevan
can cast call woodland beings, chaos, polymorph any object,
shapechange, or tree at will, once per round, and he makes extensive
use of these magics prior to entering combat.

Erevan can be struck only by +2 or better magical weapons. He cannot be
harmed by anyone who he can make smile or laugh.

Other Manifestations

Erevan rarely manifests, preferring to dispatch an avatar to any
unfolding event that catches his attention. When he does manifest, the
Trickster's influence is as often disruptive as it is helpful. Typical
manifestations include the gradual appearance of a green haze that
creates a temporary wild magic zone or unleashes the effects of a spell
such as chaos or chaotic combat or a wand such as a wand of endless
repetition or a wand of wonder.

The Church

CLERGY:           Clerics, specialty priests, thieves
CLERGY'S ALIGN.:  CG, CN
TURN UNDEAD:      C: Yes, SP: No, T: No
CMND. UNDEAD:     C: No, SP: No, T: No

The Seldarine call on agathinon, asuras, and ancient treants as their
preferred servants, but Erevan is also served by aasimar, asrai,
atomies, bac-chae, bariaurs, cath shee, centaurs, change cats, chaos
beasts, chaos imps, cooshee, copper dragons, crystal dragons,
dopplegangers, dryads, einheriar, eladrins (particularly coures), elven
cats, ethyks, faerie dragons, faerie fiddlers, feystags, firestars,
firetails, frosts, grigs, gorse, hamadryads, hybsils, kenku,
kholiathra, korred, leprechauns, luck eaters, magebanes, mercury
dragons, monkey spiders, nixies, nymphs, ooze sprites, oreads, pixies,
pseu-dodragons, raccoons, ratatosk, reverend ones, satyrs, sea sprites,
seelie faeries, sprites, sunflies, sylphs, tressyms, vortexes, and
weredragons. He demonstrates his favor through lucky coincidences,
playful pranks, and discovery of good luck charms such as alexandrites,
amber, azurite, carnelians, frost agates, jade, rubies, turquoises, and
electrum coins. The Trickster indicates his displeasure through a
sequence of minor misfortunes such as the loss and recovery of valued
small items and the like.

Priests of Erevan include multiclassed half-elven clerics, elven
cleric/thieves, and elven fighter/cleric/thieves. Erevan's specialty
priests include elven specialty priest/thieves. All clerics and
specialty priests of Erevan receive religion (elf) and reading/writing
(Espruar) as bonus nonweapon proficiencies.

For the Fair Folk, Erevan represents all that is chaotic and free in
the elven psyche and the spirit of mischievous fun they share with many
other sylvan beings. The Trickster's church is regarded as little more
than a loose fellowship of adventuresome rogues and pranksters, and
most elves find Erevan to be too unpredictable for their tastes to
actually venerate the god.

Tales of the priesthood's various exploits are widely enjoyed by elf
youths and commoners, for they often are at the expense of their elders
and those of noble blood and highbrowed attitudes. Despite the general
appreciation for anecdotes about the exploits of Erevan's followers,
individuals are often rightly regarded with a great deal of suspicion
in person. Members of other races regard the followers of Erevan as
archetypal examples of the flighty behavior ascribed to all elves (who
can never be safely trusted).  Erevan may never be worshiped in the
same location twice, and few of his followers remain in at any location
for any length of time. As such, only a handful of temples of the
Trickster exist, and they are carefully hidden. For the most part,
Erevan's houses of worship are little more than permanent shrines by
the standards of other faiths and they are reserved for meetings and
the like. The handful of priests who tend such shrines of necessity
must go elsewhere to pray to their god.

Novices of Erevan are known as the Gullible. Full priests of the
Trickster are known as Quicksilvers. Priests of Erevan of all ranks
create their own titles and most change their titles frequently.
Specialty priests are known as mischiefmakers. Priests of the faith
typically associate themselves with one or more regional branches of
the faith, but such ties are voluntary and typically quite fluid.
Contact between the various branches of the faith is infrequent at
best. The clergy of Erevan includes moon elves (45%), green elves
(30%), half-elves of various ancestries (15%), gold elves (9%), and a
handful of elves of other races (1%).  Erevan's clergy includes
specialty priests (40%), specialty priest/thieves (20%), thieves (16%),
cleric/thieves (14%), and clerics (10%). The clergy of Erevan has
slightly more males (53%) than females (47%).

Dogma: Change and excitement are the spice of life. Live on the edge,
unbound by the conventions of society in a spirit of constant
self-reinvention. Puncture the self-righteousness, sanctimony, and
pretension that pervades orderly society with mischievous pranks that
both amuse and enlighten. Inspire laughter and happiness, giddy
silliness, and welcome release from care so that the routine of
day-to-day existence does not become worn so deep that it grinds all
the joy from life. Celebrate the spontaneous, and practice random acts
of helpfulness.

Day-to-Day Activities: Priests of Erevan are wild, mischievous,
independent, and utterly unpredictable, playing tricks on others for
the sheer
joy of it. They oppose settled interests of all sorts and delight in
upsetting both the rule of law and powerful people and in generally
creating mayhem.  They have little in the way of formal duties, and
minister to the faithful primarily through example and instruction in
the skills required of mischievous rogues.

Holy Days/Important Ceremonies: Followers of Erevan gather monthly for
a Midnight Gambol, which is held in a sylvan glade beneath the light of
the full moon. The exact location of each Midnight Gambol is a secret
that is passed among the faithful by word of mouth in the days leading
up to the event. Anyone who manages to discover the festivities through
his or her own ingenuity is welcome to participate.  Erevan's followers
are often joined in their revels by the mischief-loving subjects of the
Seelie Court, particularly sprites and pixies. Each Midnight Gambol
includes the sacrifice of beautiful objects (most of which are
borrowed), dancing, wine-drinking, tale- telling, and endless
prank-playing.

Major Centers of Worship: Given the faith's restriction prohibiting
followers of the Trickster from ever worshiping their god in the same
place twice, it is not surprising that few temples of Erevan of any
note exist in the Realms. However, a few sacred sites, scattered
throughout Faerun, serve as the foci of pilgrimages by Erevan's most
daring followers.

Overlooking the head of the Arglander River in the heart of the High
Peaks (the mountain range due south of the Deepwash) lies a hidden
cavern complex known as Quicksilver's Lair. Said to have once been the
abode of Avachel, Erevan's boon companion, the legendary site is now
the home of a clutch of mercury dragons, believed to be the descendants
of Avachel. The caverns house a vast store of beautiful objects, most
of which were brought there by followers of the Trickster.  The
resident wyrms guard the objects with care.  If the tales of the Fair
Folk are to believed, the greatest collection of relics from the
ancient elven realms of Eiellur, Syorpiir, Orishaar, and Thearnytaar is
hidden here as well, assembled as those realms crumbled before the
armies of Ilythiir. All priests of the Trickster aspire to pray to
their god once in their lives at Quicksilver's Lair, but the route to
the site is a secret that each petitioner must discover separately. The
High Peaks are said to be strewn with the lost treasures brought as
offerings by those who failed to find the lair.

Affiliated Orders:  While no formal military orders are associated with
Erevan's church, countless bands and guilds of elven and half- elven
rogues have been founded in honor of the Trickster.  A notable example
is the Knaves of the Missing Page, a fellowship of elven spellfilchers
(mage/thieves) based in the Vale of Evereska but active throughout
Faerun. Knaves specialize in the recovery of elven magical artifacts,
spell scrolls, and spell tomes that have been acquired by other races,
particularly humans.

Priestly Vestments: The ceremonial garb of the Trickster's priesthood
emphasizes the practical over the ornamental. Erevan's priests wear
black leather armor and black leather caps, though their armor is often
concealed by clothing or cloaks. The holy symbol of the faith is a
stolen trinket of some sort that has been blessed by a priest of
Erevan.  Each such holy symbol must be replaced by another purloined
token at least once every ten days, more frequently if at all possible.
Note that the spell create holy symbol is never granted to priests of
Erevan as the god expects them to provide for themselves.

Adventuring Garb: Priests of Erevan outfit themselves as is common for
rogues, favoring black leather armor or silenced elven chain mail for
protection and weapons such as clubs, daggers, darts, knives, lassos,
long swords, short bows, slings, short swords, and staffs.  Magical
items that facilitate thieving skills as well as those that allow the
wearer to alter his appearance or form are highly prized.

Silenced elven chain mail has each link of chain armor wrapped in thin
leather or light cloth bunting. This to some extent silences the armor,
at the cost of increasing its encumbrance by one-third and increasing
its price significantly as well. Of course, it is even rarer than
ordinary elven chain mail itself. Silenced elven chain mail has the
following modifiers to thief skills: pick pockets (-25%), open locks
(-5%), find/remove traps (-5%), hide in shadows (-10%), and climb walls
(-25%).

Specialty Priests (Mischiefmaker)

Requirements:         Dexterity 13, Intelligence 10, Wisdom 9
Prime req.:           Dexterity, Intelligence, Wisdom
Alignment:            CN
Weapons:              Any
Armor:                Leather armor, padded armor, studded leather
                      armor, silenced elven chain mail
Major spheres:        All, chaos, charm, creation, guardian, healing,
                      protection, travelers
Minor spheres:        Divination, plant, summoning, thought
Magical items:        Same as clerics or thieves
Req. profs:           None
Bonus profs:          Disguise

* Mischiefmakers must be elves, half-elves, leprechauns, sprites, or
  pixies. While most mischiefmakers are moon elves, green elves, or
  half-elves, elves and half-elves of every subrace are called to be
  specialty priests of Erevan's clergy.

* Mischiefmakers are allowed to multiclass as mischiefmaker/thieves.
  Mischiefmakers may select nonweapon proficiencies from the rogue
  group without penalty.

* Mischiefmakers understand and use thieves' cant.

* Single-class mischiefmakers have limited thieving skills as defined
  in the Limited Thieving Skills section of "Appendix 1; Demihuman
  Priests." Multiclassed mischiefmaker/thieves receive no extra
  thieving skill points or bonuses for their mischiefmaker class; their
  thieving skills are based solely on their thief levels.
  Mischiefmakers receive a +2 bonus to all saving throws that are the
  result of magic cast by lawful creatures and to all saving throws
  against priest spells from the sphere of law.

* Mischiefmakers can cast faerie fire (as the 1st-level priest spell)
  on one or more opponents or reduce (as the reverse of the 1st-level
  wizard spell enlarge} on themselves only, once per day.

* Mischiefmakers love wands of wonder and other magical items that
  generate random effects. For such items, they can pick the result
  they get from a spread of one effect to either side of the effect
  randomly rolled for on the item's effects table, chart, or list.
  (Essentially, they get to pick from the result rolled, the result one
  line higher on the chart, or the result one line lower on the chart.
  For purposes of this determination, pretend that the top of a chart
  or list wraps to the bottom and vice versa.)

* At 3rd level, mischiefmakers can cast change self (as the 1st-level
  wizard spell) or knock (as the 2nd-level wizard spell) once per day.

* At 5th level, mischiefmakers can cast alter self (as the 2nd-level
  wizard spell) or tree (as the 3rd-level priest spell) once per day.

* At 7th level, mischiefmakers can cast chaos (as the 5th-level wizard
  spell) or invisibility (as the 2nd-level wizard spell) once per day.

* At 10th level, mischiefmakers can cast misdirection (as the 2nd-
  level wizard spell) or nondetection (as the 3rd-level wizard spell)
  either once each or twice for one or the other per day.

* At 13th level, mischiefmakers can cast polymorph any object (as the
  8th-level wizard spell) once per day.

* At 15th level, mischiefmakers can cast shapechange (as the 9th-level
  wizard spell) once per day.

Erevanian Spells

3rd Level

Sprite Venom (Pr 3; Alteration)

Sphere:           Combat
Range:            Touch
Components:       V, S, M
Duration:         1 round/level
Casting Time:     5
Area of Effect:   One arrow/level
Saving Throw:     None

By means of this spell, the caster can create an ointment similar to
that employed by sprites to coat the tips of their arrows. For every
level of the caster, she or he can create enough sprite venom to coat
the tip of a single arrow, dart, needle, or quarrel. (Sling bullets and
other missile weapons that inflict bludgeoning damage do not benefit
from the application of sprite venom.)

Any creature struck by an arrow treated with sprite venom must make a
successful saving throw vs. poison or fall into a deep sleep for 1d6
turns.  Unlike the ointment created by sprites, magic resistance
protects against the ointment created by this spell.

The material components of this spell are the priest's holy symbol and
a pinch of sand from a sandman, a type of elemental from the Elemental
Plane of Earth.

5th Level

Pixie Dust (Pr 5; Alteration) Reversible

Sphere:          Combat
Range:           0
Components:      V, S, M
Duration:        2 rounds/level
Casting Time:    1 round
Area of Effect:  10 foot radius
Saving Throw:    None

This spell creates a single handful of fine powder that can coat all
creatures within a 10-foot radius, making them invisible. Creatures
coated with pixie dust cannot be seen with normal sight, normal
detection, or even magical means (such as the detect invisibility
spell).  However, dust of appearance and the true seeing spell do
reveal beings and objects made invisible by pixie dust.

Pixie dust must be used immediately after the spell is cast, or the
magic is wasted. A handful tossed into the air can cover a radius of 10
feet from the user.

Invisibility bestowed by pixie dust lasts for 2 rounds/level. Attack
while thus invisible is possible, always by surprise if the opponent
fails to note the invisible creature and always by an Armor Class 4
better than normal (while invisibility lasts). Pixie dust remains
effective even after an attack is made.

The reverse of pixie dust, revealing dust, makes invisible objects
become visible.

The material components of this spell are the priest's holy symbol and
a pinch of dirt from the bower of the Seelie Court. The latter can
usually be obtained a pinch at a time only by careful negotiation with
one of the faerie races, and payment involving participation in some
mischievous prank of the sylvan being's devising is usually required.

7th Level Faerie Form (Pr 7; Alteration)

Sphere:        Animal
Range:         0
Components:    V,S,M
Duration:      1 hour/level
Casting Time:  1 round
Area of Effect:The caster
Saving Throw:  None

This spell is similar to the 9th-level wizard spell shapechange, but it
only allows the caster to assume the form of any type of faerie,
brownie, or sprite (including atomies, brambles, brownies, dobies,
faerie fiddlers, gorse, grigs, killmoulis, nixies, pixies, quicklings,
sea sprites, sprites, squeakers, stwingers, and other similar sylvan
creatures). The caster adopts the form of the chosen creature, gaining
all of that form's abilities except for innate magical abilities, magic
resistance, and those abilities dependent upon Intelligence.

The caster also adopts the form's vulnerabilities and weaknesses.  For
example, a priest who becomes a sprite will have a great deal of
difficulty in opening a normal-sized door.  Like the shapechange spell,
a priest who is killed while in another form does not revert to his or
her original shape, which may disallow certain types of revivification.

The caster can change forms as many times as desired, within the
duration of the spell. She or he can change into a sprite and fly away
and then to a nixie to dive into a lake. The first form adopted has
one-quarter of the hit points the casting priest had at the time of the
casting of the faerie form spell (round up). Subsequent forms carry the
current total hit points with them until the original form is resumed.
Each alteration in form takes only one second, and no system shock
survival roll is required.

The material components for this spell are locks of hair from three
different species of sprite.

Felarathael
-----------

See the entry for Corellon Larethian for details on Felarathael (FEH-
leh-RAH-thay-ehl), a servitor of the Protector who is sometimes
mistakenly referred to as a demipower.

Fenmarel Mestarine
------------------

(The Lone Wolf)
Lesser Power of Limbo, CN

Portfolio:    Feral elves, outcasts, scapegoats, isolation and isolationists
Aliases:      None
domain name:  Limbo/Fennimar
Superior:     Corellon Larethian
Allies:       Eilistraee, Gwaeron Windstrom, the Seidarine,
              various Animal Lords
Foes:         The drow pantheon (except Eilistraee)
Symbol:       Pair of elven eyes in the darkness
Wor. align.:  LG, NG, CG, LN, N, CN

Fenmarel Mestarine (FEHN-muh-rehl MESS-tuh-reen) is the eternal
outsider, the solitary god who holds himself aloof from his fellows. He
is venerated by outcasts from elven society, many of whom have
withdrawn voluntarily in response to perceived slights, as well as by
elves who have been isolated from the main body of their race and who
live in wild, relatively uncivilized rural groups. Although he does not
actively seek the worship of mortals, Fenmarel serves as the teacher
and protector of those who turn to him, one who is silent and subtle,
instructing his people in survival, spying, camouflage, deception, and
secrecy.

Fenmarel dislikes the company of other powers, and he avoids
relationships of any sort-whether they be alliances or mutual
enmities- whenever possible- The Lone Wolf is even somewhat of an
outcast among the Seldarine, his nominal allies, although he supports
them in their endless war with the Spider Queen and her followers. He
has removed himself to Limbo voluntarily, although he has a home in
Arvandor when he so chooses. Fenmarel was once Lolth's lover, one of
the first to be seduced by her power and promises, but he turned away
from her before completely slipping over to the dark side, for which
she has never forgiven him.  Neither has Fenmarel forgiven Lolth for
her breach of faith with the elven race, and thus he hates drow. The
Lone Wolf gets along well enough with Solonor Thelandira (said to be
his brother) and Shevarash, both of whom join him in actively combating
the plots of the Spider Queen and defending the Fair Folk against her
depredations.  However, Fenmarel's relations with Corellon Larethian
are somewhat strained by his perception that the Protector still
somehow holds the younger god at fault for succumbing to Lolth's
entreaties long ago.  Only the kindhearted-ness of Sehanine Moonbow
draws the Lone Wolf back to Arvandor on rare occasions.

Fenmarel is eternally sullen and serious, a perfect counterbalance to
fun-loving Erevan Ilesere. He has no interest in communicating with
members of other pantheons or N'Tel'Quess unless absolutely necessary,
and when he does speak he is usually bitter and cynical.  Although he
tries to avoid commitments of any sort, the Lone Wolf always abides by
his word, no matter how reluctantly it is given.  Fenmarel frequently
dispatches his avatar to patrol the elven borders in disappearing
woodlands, jungles, and similar environments, not unlike Corellon in
more sizable homelands.

Fenmarel's Avatar (Ranger 27, Thief 25, Cleric 18, Illusionist 16)

Fenmarel appears as an elf clad in leaves and scraps of clothing, with
a skin color appropriate to that environment (usually green- brown),
hearing extensive tattoos. He favors spells from the spheres of all,
animal, chaos, charm, elemental, guardian, healing, necromantic, plant,
protection, summoning, sun, and weather and from the school of
illusion/phantasm, although he can cast spells from any sphere or any
school except necromancy, invocation/evocation, and abjurarion.

AC -1; MV 15, Fl 24, Swl8; HP 187; THAC0 -6; #AT 2and 1
Dmg 1d4+12 (dagger of venom +4, +8 str) and
    1d4+12 (dagger of throwing +4, +8 str)
MR 65%; SZM (5 feet tall)
STR 20, DEX 23, CON 18, INT 21, WIS 20, CHA 16
Spells P 11/11/10/10/6/4/2, W 6/6/6/6/6/4/3/2 *
Saves PPDM 3, RSW 4, PP 4, BW 4, Sp 5

*Numbers assume one extra illusion/phantasm spell per spell level

Special Att/Def: Fenmarel wields Aspfang, a dagger of venom +4, and
Thornbite (a dagger of throwing +4) He wears a necklace of missiles
that automatically replenishes its missiles 1 turn after they are
hurled.  Once per round he can cast entangle, plant door, or plant
growth at will.

Fenmarel always passes without trace and can use improved invisibility
at will.  He is permanently cloaked in a mantle of nondetection
Fenmarel can be struck only by +1 or better magical weapons.

Other Manifestations

Fenmarel manifests in subtle and secretive ways that are easy even for
his followers to miss. He often provides his faithful followers with
elusive clues that assist them in finding sustenance or in defeating
those who would disturb them. For example, the Lone Wolf might cause a
small gust of wind to disturb some leaves that have recently fallen to
the ground just as a follower was looking in that direction, thus both
drawing attention to the spot and enabling the worshiper to spot the
footprint that was previously hidden be neath the leaves.

Fenmarel does not work through the actions of mortal creatures, except
to direct predators away from elves under his protection and toward the
borders to deter intruders. He conveys omens and warnings of threats to
his priests through their divinatory rituals (using leaves, animal
bones, sticks, and the like.)

The Church

Clergy              Specialty priests
Clergy's align      CN
Turn undead         SP No
Cmnd undead         SP No

All specialty priests of Fenmarel receive religion (elf) and
reading/writing (Espruar) as bonus nonweapon proficiencies.

The church of Fenmarel is regarded with a great deal of suspicion and
hostility in most elven societies, for many of his followers in such
areas are considered to be little better than outlaws, even if their
exile is voluntary. Only in isolated tribes that actively venerate the
Lone Wolf (usually to the exclusion of all other deities) are his
faithful accorded respect for the practical lessons of survival that
they teach. Among other races, Fenmarel and his followers are either
un- known or spoken of as primitive followers of a savage god, both of
whom are better left undisturbed.

The followers of the Lone Wolf can be loosely divined into two camps,
neither of which constructs temples to the god. Elven outcasts, who
either remove themselves or are forcibly banished from elven society,
are loners by nature who rarely even seek out other members of their
faith, let alone join with them in formal worship Similarly, isolated,
primitive tribes of elves are unlikely to construct edifices of any
sort, let alone a temple However both types of worshiper construct
personal shrines to the god, the location of which is always kept
secret, even from fellow worshipers. The composition of such shrines
varies widely from individual to individual and from tribe to tribe,
but most shrines of Fenmarel include some common elements. Typically
located in a hidden hollow or niche of some sort, shrines often contain
bones, teeth, or claws representing the savagery of the world as well
as sticks and leaves representing the environment in which both
protection and sustenance may be found.  Exiles often include a
personal token symbolizing the reasons for their separation from elven
society.

Novices of Fenmarel are known as the Lost. Full priests of the Lone
Wolf are known as the Unbowed. Fenmarel's priests create their own
individual titles or forgo them altogether. Specialty priests, known as
lone wolves, are comprised of green elves (53%), moon elves (22%), half
elves (10%), lythan (8%), gold elves (6%), and a handful of elves of
other ancestries (1%). Fenmarel's clergy includes only specialty
priests (100%). The clergy of Fenmarel has a slightly higher number of
male members (56%) than female members (44%).

Dogma: The world is a harsh and unforgiving place, with uncompromising
demands on those who would forge their own path. Rely not on others for
protection, for betrayal comes easily, but on you own skills and those
taught to you by the Lone Wolf:  the skills of camouflage, deception
and secrecy. Follow the way of the Lone Wolf, for his is the path of
self-sufficiency. Fear not hard work, for the fruits of your labor
prove your worth to yourself.

Day-to-Day Activities:  For the most part, members of Fenmarel's clergy
are found only among hands of feral elves in the wilderness.  Outcasts
from elven society who make their way among other cultures are
typically lay followers and not priests. Members of Fenmarel's clergy
instruct their fellows in the skills first taught by the god, including
how to spy, survive on their own, engage in deceptions and guerilla
tactics, and use poisons to take down enemies with subtlety, but
otherwise they have few formal responsibilities aside from ensuring
their personal survival.

Holy Days/Important Ceremonies:  The church of Fenmarel does not
celebrate widely recognized holy days. Instead, each individual or band
venerates the Lone Wolf in personal worship services of their own
devising. Many outcasts mark the day of their personal banishment with
private contemplation, while tribes of feral elves mark anniversaries
of important events in the group's oral history, many of which are
correlated with astronomical events easily noted by the naked eye.

Major Centers of Worship:  The Misty Vale is a largely unexplored,
thickly overgrown, stiflingly hot jungle tucked between the Dun Hills,
the Cliffs of Talar, and the Bandit Wastes, due east of Lapaliiya and
the Shining Sea.  In the courts of the High Suihk of Ormpur and the
Overking of Lapaliiya, records dating back to the founding of both
realms speak of a race of feral elves dwelling in the steaming forest
who hunt down and kill any intruders into their ancient homeland. To
the other races of the region, these legendary denizens of the Misty
Vale are known as the grugach. This term's on-gin has been variously
ascribed to an archaic elvish term meaning feral ones, a green elven
clan name, and a word coined by a traveler from another world who saw
similarities between the tales told in Lapaliiya and the most reclusive
wild elves of his own land.  In truth, the Fair Folk of the Misty Vale
are simply a primitive and highly xenophobic clan of green elves,
albeit with a significant amount of moon elven and dark elven blood,
who have been isolated from the outside world for centuries.  The term
grugach is indeed a misnomer dating back to the visit of a sorcerer
from a world known as Oerth, but the name has stuck in the popular
imagination of the region.

The Misty Vale has been continuously occupied by the Fair Folk since
the Second Crown War was fought approximately 13,000 years ago.  First,
the moon elven realm of Orishaar (located in the forests that now make
up the Duskwood and the plains of the Shaar) fell swiftly to the brutal
surprise attack of the dark elves of Ilythiir.  Then the green elven
realms of Syorpiir, Eiellur, and Theamytaar (located in the woodlands
that stretched from what is today the Thomwood to the Chondalwood) fell
in the five centuries that followed.  The fall of Eiellur was aided in
part by traitorous green elves who thought their appeasement actions
could help restore the peace. After each defeat at the hands of the
dark elves, the surviving populace was enslaved by the Ilythiiri. In
most cases, the enslaved moon elves and green elves were absorbed into
the general population by the genetically dominant dark elves within a
generation or two.  The betrayers of Eiellur were rewarded by the
Ilythiiri with an untamed, tangled tract of jungle on a plateau
overlooking the River Talar.  While few survived the horrors that had
been previously unleashed in the woodlands by dark elven
sorcerers and still lurked therein, a small band, reduced to a barbaric
way of life, managed to survive with the protection of Fenmarel and
took to calling themselves the Or- Tel'Quessir or people of the woods.
Over time their feral descendants were joined by escaped moon elven and
green elven slaves fleeing conscription and life on the Ilythiiri slave
farms, and the population grew.  Although the Ilythiiri would have
undoubtedly hunted the Misty Vale tribe to extinction eventually, the
Descent of the Drow spared the Or-Tel'Quessir from that horrific fate.

Of all the Seldarine, the Fair Folk of the Misty Vale venerate only
Fenmarel, for they turned away from the rest of the elven pantheon
millennia ago out of feelings of both personal guilt and abandonment by
their gods.  Tales of the Lone Wolf's own betrayal by the Spider Queen
have been incorporated into the ancient tales of betrayal at the hands
of the hated Ilythiiri that still dominate the oral tradition of the
Or-Tel'Quessir.  Some myths claim that Fenmarel personally led the
tribe out of bondage. Other legends claim the Lone Wolf dwelt alone
among the beasts of the Misty Vale until the Or-Tel'Quessir arrived and
that for many years he taught them the skills of camouflage, deception,
and secrecy they would need to survive. While the feral Or-Tel'Quessir
have built no temples to their god, Fenmarel's shrines are found
wherever the jungle is thickest and most tangled. In turn, the Lone
Wolf acts through the fearsome predators of the forest, descended from
the castoffs of unholy experiments of Ilythiiri sorcerers, causing them
to hunt down intruders but ignore the Fair Folk who dwell among them.

Affiliated Orders:  The Fenmaren church has no affiliated knightly
orders for obvious reasons. Among the Or-Tel'Quessir, every able-bodied
adult of the tribe fights for the Lone Wolf. Thus, in a sense the
entire tribe acts as the militant arm of the faith.

Priestly Vestments:  The ceremonial garb of Fenmaren priests in
primitive bands deep in the wilderness consists of bodies plastered in
mud and covered with leaves and sticks.  Among more civilized groups,
Fenmaren priests garb themselves in hide armor adorned with bones,
teeth, and crude drawings of wild beasts. The holy symbol of the faith
is a talon or fang of a wild beast slain without any assistance by the
priest who bears it.

Adventuring Garb:  When adventuring, priests of Fenmarel prefer weapons
and armor constructed through the use of skills taught by their god,
although they employ the best armor and weapons available if need be.

Specialty Priests (Lone Wolves)

Requirements:     Constitution 11, Wisdom 9
Prime req.:       Constitution, Wisdom
Alignment:        CN
Weapons:          Blow gun, club, dagger, dart, hand axe, knife,
                  quarterstaff, short bow, sling, spear, staff-sling
Armor:            Hide armor, leather armor, wooden shield
Major spheres:    All, animal, chaos, combat, creation, healing,
                  plant, protection, summoning, travelers
Minor spheres:    Divination, elemental, sun, weather
Magical items;    Same as clerics
Req. profs:       Herbalism, hunting
Bonus props:      Animal lore, survival (pick one type)

* Lone wolves must be elves or half-elves. While most tone wolves are
  green elves or half-elves of Sy-Tel'Quessir ancestry, elves and
  half-elves of every subrace are called to be specialty priests of
  Fenmarel's clergy.

* Lone wolves are not allowed to multiclass.

* Lone wolves may select nonweapon proficiencies from the warrior group
  without penalty.

* Lone wolves can cast entangle or pass without trace (as the 1st-level
  priest spells) once per day.

* At 3rd level, lone wolves can cast blur (as the 2nd-level wizard
  spell) or obscurement (as the 2nd-level priest spells) once per day.

* At 3rd level, lone wolves can cast barkskin (as the 2nd- level priest
  spell) once per day.

* At 5th level, lone wolves can cast spike growth or tree (as the
  3rd-level priest spells) once per day.

* At 7th level, lone wolves can cast hallucinatory forest or plant door
  (as the 4th-level priest spells) or charm monster (as the 4th-level
  wizard spell) once per day.

* At 10th level, lone wolves can cast commune with nature (as the
  5th-level priest spell) once per day.

* At 13th level, lone wolves can cast wall of thorns (as the 6th-level
  priest spell) once per day.

* At 15th level, lone wolves can cast transport via plants or creeping
  doom (as the 7th-level priest spells) or acid storm (as the
  7th-level wizard spell) once per day.

Fenmarel Spells

1st Level

Beast Tattoo (Pr1; Enchantment)

Sphere:         All
Range:          0
Components:     V, S, M
Duration:       1 hour/level
Casting Time:   1 round
Area of Effect: The caster
Saving Throw:   None

This spell augments any one ability score that corresponds to a
creature tattooed on the caster's body.  The affected ability must
relate to an attribute the creature supposedly represents.  For
example, cats are often associated with agility, foxes with cunning,
etc.  The exact characteristic that corresponds with a given species
may vary from culture to culture, however.

In game terms, this spell augments one ability score (the one most
closely associated with the animal depicted) by 1 point, up to a
maximum of 19. Thus, if bears are associated with strength in the
caster's culture, she or he can use a bear tattoo to increase his or
her Strength by 1 point (or 10% for characters with exceptional
Strength).

The material component of this spell is the priest's holy symbol. A
tattoo on the caster's skin is also required to cast the spell.

3rd Level

Find Sustenance (Pr 3; Divination)

Sphere:         Divination
Range:          0
Components:     V, S
Duration:       1 day
Casting Time:   1 round
Area of Effect: The caster
Saving Throw:   None

By means of this spell, the caster can find food and water as if she or
he has the survival proficiency. After the spell is cast, the priest
develops a sixth sense as to where to look for food and water; this
lasts until sufficient food is found.  For every level of experience
above 4th, the priest can find sufficient sustenance for one human or
demihuman for one day.

Thus a 7th-level

priest could find sufficient food and water for three people.

While food and water found by means of this spell may vary widely in
taste, nutritional value, and safety, continued use of this spell
allows the priest to locate a sufficiently diverse assortment of food
to support life. Thus, it results in a fairly healthy and balanced diet
without excessive risk of disease.  Find sustenance fails if there is
absolutely no food or water to be found, a scenario that almost never
occurs if the priest has unrestricted access to the natural world.

4th Level

Solitude (Pr 4; Enchantment)

Sphere:          Wards
Range:           0
Components:      V, S, M
Duration:        Special
Casting Time:    1 turn
Area of Effect:  10 foot/level radius
Saving Throw:    Special

By means of this spell, the caster significantly reduces the
possibility that she or he might be disturbed by other sentient beings
(defined as beings of low intelligence or greater). As long as the
priest remains within a fixed radius of the point where the spell is
cast, there is a reduced chance that anyone will intrude purely through
happenstance. Should a chance encounter be indicated, the caster can
make a saving throw vs. spell to avoid it.

The radius of solitude, beyond which the priest cannot pass without
ending the spell, is 10 feet per level of the caster. If the priest
moves beyond the perimeter set when the spell is cast, the spell ends
immediately, and the normal probability of random encounters resumes
(although there is no implication that an encounter will necessarily
happen immediately thereafter). This spell also ends whenever the
priest's presence is discovered by a sentient being or when another
sentient being enters the radius of the spell effect, whether she or he
is aware of the presence of the caster or not. Obviously, this spell
has no effect if cast in the presence of other sentient beings.

For example, if the priest casts this spell in the middle of a forest,
far away from any settlement or road, there is little chance of a
random encounter disturbing his or her solitude. Still, someone
specifically following clues to the priest's location (whether or not
the tracker is aware of exactly whom she or he is seeking) would be
totally unaffected by this spell. If, however, the priest cast this
spell within visual range of a road or other location with regular
traffic, while the spell would ensure that no one would simply stumble
across the caster as they traveled through the woods, it would provide
no isolation from discovery by those who use the thorough-fare as a
matter of course. Of course, the DM always has the option of inserting
necessary encounters, despite this spell.

The material component of this spell is a handful of earth sprinkled
along the perimeter of the region of enforced solitude.

Hanali Celanil
--------------

(The Heart of Gold, Winsome Rose, Archer of Love, Kiss of Romance,
Lady Goldheart)
Intermediate Power of Arborea, CG

PORTFOLIO:       Love, romance, beauty, fine art and artists
ALIASES:         Angharradh
DOMAIN NAME:     Olympus/Arvandor
SUPERIOR:        Corellon Larethian
ALLIES:          Eachthighem, Eilistraee, Cyrrollalee, Isis, Lliira,
                 Lurue, Milil, Sharess, Sharindlar, Sheela
                 Peryroyl, Sune, Tymora, Verenestra, the Seldarine
FOES:            Bane (dead), Cyric, Eshebala, Moander (dead),
                 Shar, Talona, Talos and the gods of fury (Auril, Malar,
                 and Umberlee), the drow pantheon (except Eilistraee)
SYMBOL:          Heart of gold
WOR. ALIGN.:     LG, NG, CG, LN, N, CN

Hanali Celanil (HAN-uh-lee SELL-uh-nihl) is the elven goddess of love,
romance, and beauty. Lady Goldheart is predominantly depicted as
female, although on rare occasions it is said that she has taken male
form. Hanali is revered especially by gold elves and moon elves. Her
followers also include elven artisans (particularly sculptors), lovers,
performers (particularly bards and dancers), and nobles. Lady Goldheart
is also widely revered by half-elves born of joyous unions, in honor of
the love that brought their parents together. Hanali is closely
associated with Evergold, a sacred crystal fountain and pool found
within her crystal palace in Arvandor. She keeps watch over her
followers by using the placid waters of Evergold as an immense crystal
ball, and philters of love created by elves are said to contain drafts
of this fountain's waters.

Hanali is both an aspect of Angharradh and one of the three elven
goddesses-the other two being Aerdrie Faenya and Sehanine Moonbow - who
 collectively form the Triune Goddess. This duality tightly binds
Hanali with the two other senior elven goddesses, and the three
collectively serve alongside Corellon in leading the Seldarine. Hanali
has been romantically involved with nearly every member of the
Seldarine, particularly Erevan Ilesere, yet she remains amicable with
nearly all of her current and former suitors alike. The only notable
exception is Fenmarel Mestarine, although he and Lady Goldheart are
still formally allied. The Lone Wolf resents the fact that Hanali
spurned him long ago in favor of Erevan Ilesere, and some believe that
Hanali's fickleness was what drove Fenmarel into the embrace of Lolth
(Araushnee).

Hanali shares the waters of Evergold with the human goddess Sune, as
well as the demipower Sharess and several other goddesses of pantheons
not worshiped in the Realms. A friendly but intense rivalry exists
between Lady Firehair and Lady Goldheart over the innate superiority of
human vs.  elven beauty. Hanali is close to the human goddess Sharess,
particularly in her aspect as Zandilar, as the Dancer was once an elven
demigoddess of the Yuir elves whose energy was directed toward
passionate, physical love that burns hot and quickly but eventually
dies out. While Verenestra (the patron goddess of dryads, nymphs, and
sylphs) is rather jealous and snobbishly avoids contact with other
goddesses of beauty, love, or romance, Hanali's kind nature and joyous
celebration of life have finally won over the Oak Princess, making the
two fast friends. Lady Goldheart actively opposes the efforts of those
powers who would destroy beauty and love (such as Lolth and Talos) or
who nurture bitterness and heartache (such as Shar). Hanali's deep
enmity for Eshebala, the Queen of the Foxwomen, is rooted in the
latter's exploitation of both beauty and love for her own self-serving,
vain, and hedonistic reasons.

Hanali is a being of timeless beauty and benign nature, who always
forgives minor transgressions and delights in rewarding her followers
with the bliss of unexpected love and affection. She embodies romance,
beauty, love, and joy in elven spirits, her only flaws being her own
mild vanity and flighty nature. Although she rarely appears to her
faithful, Hanali delights in seeing the growth of love among elves, and
her avatar often acts in secret to protect young lovers.

Hanali's Avatar (Mage 33, Cleric 30)

Hanali appears as a beautiful elven maiden, clad in a short dress or
gown of white and gold. She is always barefoot and wears gold anklets
and toe rings.

She favors spells from the spheres of all, animal, chaos, charm,
creation, plant, and sun and from the schools of abjuration,
enchantment/charm, and illusion/phantasm, although she can cast spells
from any sphere or school.

AC -4; MV 15; HP 169; THAC0 2; #AT 1
Dmg 1d10+1 (touch, +1 STR)
MR 85%; SZ M (5 1/2 feet tall)
STR 16, DEX 22, CON 19, INT 21, Wis 20, CHA 25
Spells P: 12/12/11/11/9/9/8, W: 7/7/7/7/7/7/7/7/7
Saves PPDM 2, RSW 3, PP 5, BW 7, Sp 4

Special Att/Def: While she wields no physical weapons, Hanali's beauty
serves as both her primary weapon and her defense. Like a nymph,
Lady Goldheart's beauty can blind or even kill. In any round she so
chooses, Hanali can manifest a nymph's beauty (see the spell section
below).  Likewise, whether she chooses to manifest a nymph's beauty or
not, any being within 60 feet of Hanali must make a successful saving
throw vs.  spell with a -4 penalty each round (a -8 penalty for beings
of the opposite gender) or be permanently charmed, unable to attack
her. If Lady Goldheart has bathed in the waters of Evergold within the
past day, these saving throw penalties increase to -6 and -12,
respectively. Hanali's charm abilities are so powerful that even other
avatars and creatures normally immune to charm are subject to their
effects (but they do receive a saving throw).

Hanali can be struck only by +2 or better magical weapons, and she can
cast dimension door or plant door at will. In a round that she makes no
melee attacks, she can cast any two spells she has memorized. She wears
a ring of invisibility and a ring of free action. At will, once per
round, Lady Goldheart can create a bejeweled golden chalice (5000 gp
value) filled with two drafts of a philter of love.

Other Manifestations

Hanali can also manifest as a soft rose-hued nimbus of light that
envelops a creature or object. When Hanali's aura envelops an elf,
half-elf, or faerie or creature of the Seelie Court, his or her
Charisma increases by 2 points with respect to members of the opposite
gender. The radiant glow also acts as a friends spell, affecting any
who behold the favored being's beauteous visage.  While Hanali's glow
usually fades with the coming of dusk or dawn, an elven worshiper may,
no more than once during his or her lifetime, receive a permanent
increase in Charisma, often as a reward for creating or preserving a
beautiful object, making a great sacrifice, or completing a great quest
for the benefit of a loved one. Hanali's manifestation also allows the
recipient to detect romantic interest for the duration of the effect.

Hanali manifests in common items by transforming them into works of art
discreetly marked by her symbol. An item so blessed by Lady Goldheart
is notable for its grace, beauty, and artistry. Such transformations
are permanent unless the item is question is stolen, defaced, or sold
for less than honorable reasons, in which case the transformed object
reverts to its normal form. Acceptable reasons for selling such an
object include raising money to teed and clothe one's family, trading
the work of art in exchange for a person's life or freedom, or similar
noble pursuits. Also, if the buyer does not meet Lady Goldheart's
approval, the prize may transform back into the original, worthless
object at some point after the seller has departed. If the transformed
object is a chalice or container for liquids of any sort, the first
vial of holy water poured into it transforms into a single draft of a
philter of love.

The Seldarine call on agathinon, asuras, and ancient treants as their
preferred servants, but Hanali is also served by aasimar, aasimon,
asrai, atomies, cath shee, cooshee, dryads, einheriar, eladrins,
electrum dragons, elven cats, faerie dragons, firestars, frosts, gorse,
hamadryads, hollyphants, liholiathra, lillendi, mercury dragons,
nereids, nixies, nymphs, oreads, pixies, reverend ones, satyrs, sea
sprites, seelie faeries, sirines, sylphs, sprites, stwingers, sunflies,
titans, and tressym. She demonstrates her favor through the tinkling
chimes of bellflowers, the heat of a lover's flush, sun showers, the
sudden appearance of a rainbow, sudden spectacular blooming of flowers,
an abundance of natural fertility, or by guiding followers to areas of
unspoiled natural beauty. The Heart of Gold indicates her displeasure
by briefly casting a shadow over an item of beauty or by creating a
fleeting vision of the face of a lost love or an item of great beauty
that has been lost.

The Church

CLERGY:           Clerics, mystics, specialty priests
CLERGY'S ALIGN.:  NG, CG, CN
TURN UNDEAD;      C: Yes, Mys: No, SP: Yes, at priest level -2
CMND. UNDEAD:     C: No, Mys: No, SP: No

All clerics (including multiclassed half-elven clerics), mystics, and
specialty priests of Hanali receive religion (elf) and reading/writing
(Espruar) as bonus nonweapon proficiencies. Although it is not an
absolute requirement, very few clerics of Hanali have a Charisma score
below 15.  Hanali's church is widely regarded among all elven races,
with the notable exception of the drow. Her church is very popular
among gold elves, particularly young nobles, and Lady Goldheart is
believed to oversee their endless galas, revels, and romances. Among
moon elves, Hanali is seen as the most beautiful face of Angharradh in
her guise as guardian of romantic love and cherished beauty. While
Hanali's cult is small among green and winged elves, they see her as
the embodiment of natural beauty found in the forest and atop the
mountains. Likewise, while Lady Goldheart's church in aquatic elven
communities is small, Hanali is given praise for the beauty of the
undersea, with shrines dedicated to her in undersea grottoes and in
shallow, crystal-clear seas among coral reefs. Although Hanali is not
widely known outside of elven society, there is an intense rivalry
between the followers of Lady Goldheart and those of Sune.

Temples of Hanali are bright and beautiful, with fountains and springs
throughout and great gardens encircling the central chapel. Most of
Lady Goldheart's houses of worship are designed with young lovers in
mind, providing endless mazes of shady paths, babbling brooks, quiet
pools, leafy bowers, and flowering hedgerows, so as to facilitate
amorous trysts and romantic rendezvous. Interior chambers are designed
so as to permit the entrance of the sun, moon, and gentle breezes. Many
chambers display beautiful works of art, serving the local community as
museums, while others are designed as great concert halls from which
strains of music spill out into the surrounding gardens.

Novices of Hanali are known as the Beauteous. Full priests of the Heart
of Gold are known as Paramours. In ascending order of rank, the titles
used by Hanalian priests are Dove, Suitor, Lover, Libertine, Soft
Caress, Heart's Desire, and Fiery Ardor. High-ranking priests have
unique individual titles.  Specialty priests are known as goldhearts.
The clergy of Hanali includes gold elves (30%), moon elves (28%),
half-gold elves (17%), half-moon elves (15%), wild elves (7%),
half-wild elves (2%), and a handful (1%) of dark elves, sea elves,
winged elves, and half-elves of those ancestries.  Hanali's clergy
includes specialty priests (38%), mystics (32%), and clerics (including
multiclassed half-elven clerics) (30%) and is nearly evenly split
between females (54%) and males (46%).

Dogma: Life is worth living because of the beauty found in the world
and the love that draws twin hearts together. Nurture what is beautiful
in life, and let beauty's glow enliven and brighten the lives of those
around you. The greatest joy is the rapture of newfound love and the
tide of romance that sweeps over those wrapped in its embrace. Seek out
and care fore love wherever it takes root and bring it to its fullest
bloom so that all may share in the joy and beauty it creates. Always
give shelter and succor to young lovers, for their hearts are the
truest guides to life's proper course.

Day-to-Day Activities: Hanali's priests are flighty and somewhat vain,
given to dancing and wild celebrations. The hierarchy is loosely
organized, and priests are free to join or leave the church as they
wish. Paramours preside over marriage and rites of passage ceremonies
for young elves, although they are not required to marry, for Hanali's
concern is love, not necessarily marriage. Members of Hanali's clergy
spend their days cultivating beauty and love in all their myriad forms.
Many of Lady Goldheart's priests tend fine gardens, white others amass
personal or temple-based collections of gems, crystal sculptures, and
other fine works of art. While things of gold and crystal, particularly
jewelry and statues, are favored, beautiful art in any form is admired,
collected, and displayed. Hanali's priests must always be finely
dressed, and displaying one's personal beauty to its best advantage is
a requirement of every priest of the Heart of Gold.

Holy Days/Important Ceremonies: While Hanali's priests are given to
frequent impromptu revels, their greatest celebrations are held every
month beneath the bright light of the full moon. Such holy days are
known as Secrets of the Heart, for romantically involved participants
are said to experience the full bloom of their affections on such
nights, allowing them to evaluate the strength of their feelings.
Likewise, the inner beauty of celebrants visibly manifests as a rosy
glow in their cheeks and eyes for days thereafter. Offerings of objects
of great beauty are made to Lady Goldheart during such holy festivals,
some of which are swept into Arvandor while others are returned to be
shared among all of Hanali's followers. It is not uncommon for artists
to unveil their latest work at such holy days, nor is it rare for young
lovers to either pledge their troth secretly or proclaim it to all
assembled, for doing so is said to invite Hanali's favor.

Major Centers of Worship: The Vale of Evereska is located amidst the
Shaeradim, a small mountain range on the western edge of Anauroch, due
north of the Battle of Bones. (Humans sometimes employ the nomenclature
Graycloak Hills for the mountains surrounding Evereska, but that is
more properly applied to the next set of hills to the north, also known
as the Tomb Hills.) The Vale is a wide alpine valley with an inner ring
of knolls surrounding the center of the valley. The three highest
hills, known as the Sisters, form a fairly even triangle around the
walled city of Evereska. The highest hill of the three, Bellcrest, is
the site of Hanali's temple, an enormous structure of white marble and
moonstone, surrounded by gardens that bloom year-round with rare
flowers and exotic fruit. The Fountainheart of Shimmering Gold is led
by the stunningly beautiful moon elf, Hamalitia Everlove, whose beauty
has continued to increase over the centuries. The temple has housed
countless Evereskan weddings, revels, and dances, and in addition to
displaying works of Evereska's greatest artisans, holds many greatest
artistic treasures from Ascalhom, Eaerlann, Illefarn, Myth Drannor, and
Sharrven.

On a low pedestal at the center of the gardens, accessed through a maze
of rose-entwined boxwood, stands a statue of the goddess carved from
rare white stone. The sculpture depicts Lady Goldheart with angular,
delicate features, exquisite lips curved in a knowing smile, and
almond-shaped lips.  One long-fingered hand rests over her heart, and
the other touches a pointed ear, a traditional portrayal of the goddess
showing that she is ever receptive to the prayers of lovers. The love
of Amnestria (moon elven daughter of Queen Amlaruil Moonflower of
Evermeet) and Bron Skorlsun (a human ranger and Harper), combined with
the magic of Amnestria's moonblade, created a gate from the base of the
garden statue to the island of Evermeet. In the Year of Maidens (1361
DR), however, the gate's mainland terminus was moved to Blackstaff
Tower in Waterdeep by Danilo Thann after the Waterdhavian dandy and
Arilyn Moonblade, half-elf daughter of Amnestria and Bron, solved a
series of murders by the Harper Assassin.

Affiliated Orders: The Chaperones of the Moonlight Tryst are a
fellowship of romantically inclined rogues and rangers who discretely
safeguard young elven lovers from those who would take advantage of
their distraction and/or innocence. Members of this merry band are also
called on occasionally to facilitate secret meetings between lovers of
rival houses or to aid them in eloping against their family's wishes.
Chaperones of the Moonlight Tryst usually work closely with the priests
of the local temple of Hanali, as those who serve Lady Goldheart often
receive the confidences of those struck by the arrows of the Archer of
Love.

Priestly Vestments: Hanali's priesthood pride themselves on the
stunning beauty of their clerical vestments. Paramours wear golden
robes sprinkled with gold dust, and they wear their hair long and
unbound without any covering. Gold rings, necklaces, bracelets,
anklets, and earrings are common adornments. The holy symbol of the
faith is either a miniature gold rose or a miniature gold stylized
heart. Both forms of Hanali's holy symbol are often worn as a brooch or
necklace.

Adventuring Garb: Hanali's priests are drawn to romantic quests like
moths to a flame, and thus they take to adventuring more than one might
otherwise expect. In dangerous situations, Hanali's followers must
strike a balance between beauty and pragmatism. Paramours favor weapons
and armor that are a beauty to behold, emphasizing the natural elven
grace of their bearer, yet that also guard against any weapon strike or
spell that might mar their natural beauty. As such, Hanali's priesthood
prefer chainmail (of elven make if available), shields, and weapons
unlikely to bring them into melee combat or to disfigure the appearance
of an opponent.

Specialty Priests (Goldhearts)

REQUIREMENTS:    Charisma 16, Wisdom 12
PRIME REQ.:      Charisma, Wisdom
ALIGNMENT:       CG
WEAPONS:         Club, dart, flail, lasso, mace, mancatcher, net,
                 quarterstaff, sling, short bow
ARMOR:           Leather, chain mail, elven chain mail, and shield
MAJOR SPHERES:   All, animal, chaos, charm, creation, guardian,
                 healing, necromantic, plant, protection, sun
MINOR SPHERES:   Divination, wards, weather
MAGICAL ITEMS:   Same as clerics
REQ. PROFS:      Etiquette, herbalism
BONUS PROFS:     Artistic ability, dancing, singing

* Goldhearts must be elves or half-elves. While most goldhearts are
  gold elves, moon elves, half-gold elves, and half-moon elves, elves
  and half-elves of every subrace are called to be specialty priests of
  Hanali's clergy.

* Goldhearts are not allowed to multiclass.

* Goldhearts can cast friends (as the 1st-level wizard spell) once per
  day.

* At 3rd level, goldhearts can cast charm person (as the 1st-level
  wizard spell) on someone of the opposite gender once per day. The
  target receives a -1 penalty on his or her saving throw for every
  point of Charisma the goldheart has above 16 (-1 at 17, -2 at 18,
  etc.).

* At 5th level, goldhearts can cast enthrall (as the 2nd-level priest
  spell) once per day.

* At 7th level, goldhearts receive a +1 bonus to their Charisma scores.
  They receive another +1 bonus at 15th level, and a third +1 bonus at
  20th level. Their Charisma scores cannot exceed 25 by this method.

* At 7th level, goldhearts can cast Otiluke's resilient sphere or
  rainbow pattern (as the 4th-level wizard spells) once a day.

* At 10th level, goldhearts can cast charm monster (as the 4th-level
  wizard spell) or magic font (as the 5th-level priest spell) once per
  day.

* At 13th level, goldhearts can make a philter of love once per tenday.

* At 15th level, goldhearts can cast prismatic spray (as the 7th-level
  wizard spell) or heal (as the 6th-level priest spell) once per tenday.

Hanalian Spells

1st Level

Divine Romantic Interest (Pr 1; Divination)

Sphere:         Divination
Range:          Touch
Components:     S
Duration:       Special
Casting Time:   1 round
Area of Effect: Creature touched
Saving Throw:   Neg.

This spell enables the priest to divine the existence and subject (or
subjects) of the unspoken love, crush, or romantic interest of the
first creature touched by the caster. A successful saving throw vs.
spell by an unwilling target prevents the caster from learning the
identity of the romantic interest, but conveys to the caster whether or
not the target harbors any such secret affections at the time of the
spell is cast.

Curiously, this spell does not reveal whether or not any other creature
harbors romantic interest toward the caster. Theologians postulate that
Lady Goldheart wishes to surprise even her most faithful followers with
unexpected love.

5th Level

Hamatree (Pr 5; Alteration)

Sphere:          Plant
Range:           Touch
Components:      V, S
Duration:        Permanent
Casting Time:    24 hours
Area of Effect:  The caster
Saving Throw:    None

This spell creates a permanent link between the caster and a very old
oak tree (at least 100 years of age), much like the bond between a
dryad (or hamadryad) and her tree. The casting of the spell invests a
portion of the caster's spirit within the tree and permanently bonds
his or her life force with that of the tree. The link created by a
hamatree spell can be severed only by means of a limited wish or wish.

Once cast, the caster can literally step through any living, healthy
tree and dimension door to the oak tree with which she or he is bound.
Likewise, she or he can use speak with plants to communicate with her
tree whenever in physical contact with it.

The caster can choose to transfer any damage she or he suffers to the
great oak with which the priest is linked if desired, up to the number
of hit points the caster had when casting the spell. However, any fire
damage inflicts double the damage to the tree that would have affected
the caster. It takes the tree two days to regenerate 1 point of damage,
and this process can be hastened only by means of a plant growth or
heal spell, either of which speeds the recovery process up to 1 point
of damage per day. Depending upon the age and size of the oak, the tree
may have between 7 and 12 Hit Dice, as determined by the DM.

The great drawback of this spell is that any damage inflicted on the
oak with which the caster is bound is suffered equally by the caster
(except for damage transferred by the caster), no matter where she or
he may be. Upon the death of the caster, the tree dies immediately.
Upon the death of the oak, the caster must immediately make a
successful system shock roll or die.

The verbal and somatic components of this spell require the caster to
spend the entire casting time in contact with the chosen tree while
singing to awaken its slumbering spirit. This spell can be cast only
once in the lifetime of the caster.

7th Level

Nymph's Beauty (Pr 7; Enchantment/Charm)

Sphere:           Charm
Range:            Special
Components:       V, S, M
Duration:         2 turns
Casting Time:     1 round
Area of Effect:   Special
Saving Throw:     Neg.

This spell grants the caster the beauty of a nymph and its attendant
dangers. Both male and female casters can employ this spelt, each able
to affect both genders equally.

Observers gazing upon the caster during the spell's duration are
permanently blinded unless they make successful saving throws vs.
spell. (This blindness can be cured by a heal spell, limited wish, or
wish, but not by cure blindness or deafness.) If the caster is already
nude or disrobes during the casting, she or he can choose between the
following two alternative effects:  unconsciousness (4d6 rounds) or
death. Observers must make successful saving throws vs. spell or
succumb to the effect chosen by the priest upon casting the spell.

This spell functions effectively in any lighting conditions except near
or total darkness.

The material components are the priest's holy symbol and the tear of a
nymph that is placed on the tongue during casting and vanishes upon
completion.

Khalreshaar
-----------

Although Khalreshaar (Kal-REH-shay-are) is not listed in Faiths &
Avatars as an alias of Our Lady of the Forest, Khalreshaar is the name
by which Mielikki is known on Evermeet, the Green Isle. In this aspect,
Mielikki is said to serve Rillifane Rallathil, not Silvanus, delivering
messages and doing errands for the Leaflord when speed is of the
essence. While Khalreshaar/Mielikki is in some respects an interloper
god in the elven pantheon, the Fair Folk speak of a female human druid
who was elevated to the ranks of the divine by the Seldarine when she
was slain by soldiers of a human warlord as she attempted to defend
elven woodlands from the encroachment of civilization.

Since the Time of Troubles, a growing cult, composed primarily of
half-elves, has begun to give more credence to myths which claim that
Mielikki is the daughter of Silvanus and Hanali Celanil. They have
begun to venerate Khalreshaar as the first truly half-elven power, much
to the dismay of many full-blooded elves. See the entry for Mielikki in
Faiths & Avatars for more information about Khalreshaar.

Labelas Enoreth
---------------

(The Lifegiver, Lord of the Continuum, the One-Eyed God,
the Philosopher, the Sage at Sunset)
Intermediate Power of Arborea, CG

PORTFOLIO:      Time, longevity, the moment of choice, history
ALIASES:        Chronos, Karonis, Kronus, the Simbul
DOMAIN NAME:    Olympus/Arvandor
SUPERIOR:       Corellon Larethian
ALLIES:         Deneir, Cyrrollalee, Eilistraee, Milil, Mystra,
                Null, Oghma, Savras, Shekinester, the Seldarine
FOES:           Myrkul (dead), Orcus (dead)/Tenebrous (undead),
                Yeenoghu, Velsharoon, the drow pantheon (except Eilistraee)
SYMBOL:         Setting sun
WOR. ALIGN.:    LG, NG, CG, LN, N, CN

Labelas Enoreth (LAH-bay-lahs EHN-or-eth) is the elven god of longevity
and time. At the creation of the Fair Folk, Labelas blessed the elves
with long lifespans and decreed that their appearances would not be
marked by the passage of time.  The Lifegiver cooperates with Sehanine
in overseeing the lifespan of elves and their growth away from and
beyond mortal realms. He measures the lives of the Fair Folk and
decrees when they should be ended, allowing passage to Arvandor. As
Lord of the Continuum, Labelas governs the orderly passage of time and
guards against those who would alter the path of history. Labelas
confers wisdom and teachings on young and old alike, and although he is
rarely invoked, the Lifegiver is often praised. The Lifegiver knows the
future and past of every elf, faerie, or sylvan creature. Labelas is
worshiped by sages, historians, philosophers, librarians, and all those
who measure the changes wrought by the passing of years.

Labelas has also been venerated in other guises at various places and
times in history. When the Sy-Tel'Quessir settled the Yuirwood, the
Seldarine merged with the ancient gods of the Yuir, transforming them
into aspects of the various powers of the elven pantheon. The Simbul
was the Yuir goddess of the moment of choice, the edge, the space
between the now and the future, what is and is not, the power of
balance embodied in the point of decision where fate is determined
intuitively without reason or knowledge. When the Seldarine and the
Yuir elven deities merged, the Simbul had to chose between Labelas
Enoreth (the Seldarine power of time and philosophy) and Erevan Ilesere
(the elven god of change) to ally with, and eventually she became an
aspect of Labelas and then faded into near oblivion. Even the
Cha-Tel'Quessir of the Yuirwood have long forgotten this goddess, and
the Simbul, Queen of Aglarond, only discovered the divine ancestry of
her name in the Year of the Banner (1368 DR). Likewise, along
forgotten-aspect of Labelas, known as Chronos, Karonis, or Kronus, was
worshiped centuries ago in the tiny realm of Orva, now sunk beneath the
waters of the Vast Swamp of eastern Cormyr.

Labelas gets on well with the rest of the Seldarine, although his
relationship with Erevan Ilesere is sorely tested by the other's antics
on occasion, but the Lifegiver makes allies of few other powers. In
ancient times, when Mystryl was venerated as the human goddess of time,
Labelas was closely allied with the Lady of Mysteries, and that close
relationship has continued with the current incarnation of Mystra.
Labelas and the Guardian of the Lost, an aspect of the draconic deity
Null also known as Chronepsis, have an understanding, and it is said
that Labelas and Shekinester, Queen of the Nagas, are slowly building
an alliance. Since the Time of Troubles, Clangeddin Silverbeard,
dwarven god of battle and war, has nursed a grudge against Labelas for
defeating him in battle on the isle of Ruathym. While the Lifegiver has
attempted to apologize for his actions, the Father of Battle is slow to
forgive, as is typical of the Stout Folk. The Lifegiver strongly
opposes the powers of entropy and undeath, particularly Tenebrous and
Yeenoghu.

Labelas is also a philosopher-god, a patient teacher and instructor.
His demeanor is calm and meditative, and he is not given to sudden
action or hasty speech. According to legend, he traded an eye for the
ability to peer through time. Labelas concerns himself with
transgenerational changes and the growth of learning and wisdom among
elves, and thus rarely involves himself directly in the lives of
individuals.

Vartan Hai Sylvar is a gold elf who served as the avatar of Labelas
during the Time of Troubles. While in mortal form, Labelas inflicted a
great deal of pain and destruction on the isle of Ruathym and Vartan's
companions, the crew of the Realms Master, causing Vartan to reject his
god for a time. Eventually, Labelas and Vartan reconciled, but not
before the gold elf had taught his deity a great deal about the proper
exercise of his power and value of trust and friendship. The Chosen of
Labelas has served for a brief period as Vartan's proxy in the plane of
Arvandor, but he has left that service to return to the Realms. He
continues to serve his god, and both god and elf have grown from this
relationship.

Labelas's Avatar (Mage 32, Cleric 31, Bard 25)

Labelas appears as an androgynous elf with silver hair and misty gray eyes,
one of which is always covered by an eye-patch He wears pale-colored robes
of green, blue, white, and gray. He favors spells from the spheres of all,
animal, astral, charm, divination, elemental, healing, necromantic,
numbers, plant, protection, sun, thought, time, and weather and from the
schools of abjuration, divination, and enchantment/charm, although he can
cast spells from any sphere or school (including the optional school of
chronomancy, if that school is used).

AC-3; MV 15; HP 171, THAC0 0; #AT 1
Dmg 1d6+5 (quarterstaff +4, +1 str)
MR 90%, SZ M (6 feet tall)
STR 16, DEX 21, CON 20, INT 23, WIS 24, CHA 20
Spells P 14/13/12/12/12/11/8, W: 7/7/7/7/7/7/7/7/7
Saves PPDM 2, RSW 3, PP 5, BW 7, Sp 4

Special Att/Def: He wields the Timestave, a quarterstaff +4 that can age
plant, age object, age creature, age dragon, or the reversed forms of those
spells on any successful hit, as determined by the wielder. Once per round,
Labelas can cast any spell from the sphere of time (or from the school of
chronomancy, if that optional school is used).

Labelas's gaze can place one being per round in temporal stasis for as long
as Labelas wishes. (Targets must make successful saving throws vs. spell at
a -4 penalty to negate.) His touch restores youth or prematurely ages
beings up to 100 years. (No saving throw is allowed, and no being can be
affected more than once in its lifetime by either form of Labelas's touch.)
It also sends any creature that has moved by any means to another point in
time-back to its normal time. All creatures hostile to the Lifegiver and
within 120 feet of his form are automatically slowed (no saving throw
allowed), and all allies within the same radius are automatically hasted,
but without the normal aging penalty.

Labelas can be struck only by +2 or better magical weapons. The Lifegiver
is immune to all spells that would slow his movement (slow, hold,
paralyzation, time stop, etc.), all spells from the sphere of time, and all
unnatural aging.

Other Manifestations

Labelas rarely manifests, preferring to work through subtle signs and
careful guidance of the flow of history. Nevertheless, on occasion he
manifests as a faint mist that envelops a creature or object and visits
upon it the effects of an age creature or age object spell or the
corresponding reverse. Typically such manifestations undo the effects of
aging, but the reverse has been observed on rare occasions as well.

The Seldanne call on agathinon, asuras, and ancient treants as their
preferred servants, but Labelas is also served by aasimar, aasimon
(particularly lights), baelnorn, einhenar, eladnn, electrum dragons,
feystags, firestars, gold dragons, hollyphants, hybsils, incarnates of
hope, faith, justice, and wisdom, kholiathra, kinn, lillendi, lythlyx,
memory webs, moon-horses, opinicus, radiance quasielementals, reverend
ones, scile, seelie faeries, silver dragons, sunflies, talking owls,
temporal dogs, temporal gliders, time dimensionals, t'uen-nn, and
unicorns. He demonstrates his favor through the discovery of black
sapphires, ghost stone (a faded form ofkunzite, also known as spodumene),
king's tears, rubies, star rubies, sunstones, and tomb jade. Labelas's
omens are given in the form of subtle, hidden, or ambivalent events and
signs, challenging his priests to understand the god's signals. The
Lifegiver indicates his displeasure by inflicting the ravages of time on an
object, causing it to crumble to dust.

The White Stag of Labelas is the special servant of the elven god of
longevity that has been observed only on Evermeet. Physically, it is a
huge, snow white animal, with massive muscles and red, glowing eyes.
Observers say the creature's divine aura is literally tangible and felt by
all those who see it. The stag's appearance is considered to be an omen of
great events, for it invariably leads any who follow it to a place where a
vision or direct divine message is given As a divine being, the stag is in
no danger on the Green Isle, but should the unthinkable every happen and
the beast be pursued by enemies, it is fully capable of defending itself.
The White Stag ap-pears wherever elves are in need of guidance and wisdom.
Some claim that its spends the remainder of its time in Arvandor and is
sent to Faerun only when elves are in danger or require its services.

The White Stag: AC 5; MV 36; HD 6; hp 48; THAC0 14; #AT 3;
Dmg 2d4 (horns)/1d4 (hoof)/1d4 (hoof);
SD mislead; MR 10%, SZ L (7 1/2- tall), ML fearless (20);
Int high (14); AL CG; XP 650.

Mislead The stag usually leads those who follow it to a divine message.
However, when defending itself against those who follow it with ill intent,
it can lead pursuers on a wild goose chase with the same effect as if it
had cast lose the path (the reverse of find the path) on all who view it
This causes them to become lost and allows the stag to escape as soon as
they lose sight of it The lose the path effect lasts for a day

The Church

Clergy:            Clerics, mystics, specialty priests, chronomancers
Clergy's align.:   LG, NG, CG, LN, N, CN
Turn undead:       C: Yes, Mys: No, SP: No, Chr: No
Cmnd. undead:      C: No,  Mys: No, SP: No, Chr: No

All clerics, mystics, and specialty priests of Labelas receive religion
(elf) and reading/writing (Espruar) as bonus nonweapon proficiencies. If
chronomancers, as detailed in the Chronomancer supplement, are permitted
in the campaign, then elven and half-elven chronomancers may be members of
Labelas's clergy.

The church of Labelas has a small, but dedicated, following in most elven
cultures, and its teachings are widely heralded throughout the realms of
the Tel'Quessir. The counsel of the Lifegiver's priests is always sought
when far-reaching decisions must be made. Although Labelas is venerated by
members of all the elven subraces, the Ar-Tel'Quessir in particular revere
the Lifegiver and follow the teachings of his clergy for the philosophical
nature and farseeing perspective of both the god and his priests is in
close harmony with their natural perspective on the course of life The
faithful of Labelas are on good terms with the cult of Hanali Celanil, for
the followers of the Heart of Gold give thanks to the Lifegiver for
preserving the beauty that Lady Goldheart bequeaths.

Temples of the Lifegiver are monuments unbowed by the passage of time,
whether they be built amidst the branches of a venerable forest giant or
constructed from weathered stone carved from the slopes of an ancient
mountain range. The central chapel of each temple is dominated by a massive
golden sundial inlaid in the floor, and windows are placed or limbs trimmed
back so as to allow the direct rays of the setting sun to bathe the massive
time pieces in colorful hues. Each house of worship has a library of some
sort associated with it, and many such temples house some of the greatest
collections of elven lore assembled in the Realms.

Novices of Labelas are known as Tyros. Full priests of the Lifegiver are
known as Time Sentinels. In ascending order of rank, the titles used by
Labelasan priests are Observer, Recorder, Librarian, Lorist, Scholar,
Historian, Sage, and Philosopher. High-ranking priests have unique
individual titles but are collectively known as the Wizened Specialty
priests are known as chronologians. The clergy of Labelas includes gold
elves (40%), moon elves (30%), wood elves (12%), sea elves (10)%,
half-elves of those ancestries (7%), and a handful of elves and half-elves
of other stock (1%). Labelas's clergy is divided between clerics (77%),
specialty priests (20%), and a handful of mystics (2%) and chronomancers
(1%). (If chronomancers are not permitted in the campaign, then the
percentage of mystics in the clergy should be raised to 3%.) The clergy of
Labelas has many more women (61%) than men (39%).

Dogma: The march of time is inexorable, but the blessings of the Lifegiver
enable the children of Corellon to live long and fruitful lives, unmarked
by the passage of years. Record and preserve the lessons of history, and
draw lessons from that which has unfolded. In the end, the sun always sets
before the next day dawns anew. When you follow Labelas's teachings, time
is on your side.

Day-to-Day Activities: Priests of Labelas are the keepers of elven history
and lore, and they are charged with searching for hidden facts of the past.
They compile and protect such sacred knowledge and record it for the
instruction of future generations. Members of Labelas's clergy are also
philosophers and teachers, responsible for educating the young and
promoting and acquiring knowledge.

Holy Days/Important Ceremonies: The faithful of Labelas do not celebrate
individual holy days, for the passage of time is uniform, independent of
the events that unfold in each regular interval. Instead, the Lifegiver's
followers gather each day in small groves near his temples as the sun sets
to mark the passage of another day, a daily ritual known as the Marking of
Time. They utter prayers to Labelas and recite all that they have learned
in the past day to be recorded by the lorekeepers of Arvandor who serve the
One-Eyed God.

It is considered a great honor if a priest of Labelas attends a birth, as
it is a sign that the child will live a long and fruitful life. Such
visitations always occur at the first sunset after the birth and involve
casting a bless spell on the infant as prayers to Labelas are exclaimed to
the heavens. A priest of the Lifegiver does not perform such a ceremony
unless she or he receives a vision in advance from the god giving such
instructions.

Major Centers of Worship: The ruins of the elven city of Mhnlamniir lay at
the heart of the High Forest, less than two days' travel from the west end
of the Old Road and three days' travel east from the Lost Peaks. At the
height of Eaerlann's civilization, Mhiilamniir was the site of a number of
major temples and seats of power for elven clergies in the North. While
Mhiilamniir's largest building is a now-ruined temple dedicated to Corellon
Larethian, the city's oldest temple has always been the Temple Beyond Time,
a soaring tower shaped like an elongated hourglass consecrated in the name
of the Lifegiver. Labelasan religious texts suggest that the Temple Beyond
Time existed as far back as the early days of Aryvandaar, nearly 25
millennia ago. Mhiilamnnr is no longer safe enough for elven pilgrims to
visit due to the tenancy of a rabidly paranoid green dragon, Choloracndara,
who lairs in Corellon's ruined house of worship and claims the entire
temple city and its environs as her domain. Nonetheless, Labelas's temple
and its inhabitants survive unmolested due in part to the temple's peculiar
relationship with the time stream. The Temple Beyond Time can be seen or
entered for a few moments at widely varying intervals. The only permanent
inhabitants of the Temple Beyond Time are a trio of Siluvanedenn bael-nom,
known collectively as the Timespinners: Susklahava Orbryn, Roan-mara
Neirdre, and Phantyni Evanara. In life, each of the Timespinners was a gold
elven priestess of Labelas, and they have served the Lifegiver for
millennia as historians, sages, and oracles. The faithful of the Lifegiver
interpret the god's omens as to when the Temple Beyond Time can be reached
and then travel to the site in order to consult with the eternal seers who
dwell within. Those petitioners who enter the tower bear the risk that when
they emerge many years may have passed, even though the interval seemed
like little more than a few hours to those within.

The dark, calm waters of Lake Eredruie, a large pond at the headwaters of
the Glaemril in the forests of northwestern Deepingdale, have long been held
to be sacred to Labelas by the Fair Folk. Elves who immerse themselves in
the lake's waters can add 3d20 years to their lifespan, although the magic
or the waters works only once A flask of Lake Eredruie water acts as a
potion of healing on elves and half-elves only, but loses its potency if
mixed with any other liquid or substance. The Teu-Tel'Quessir of the
neighboring village of Velethuil, known to humans as Bnstar, have long
venerated the Lifegiver at the Treespnng of Eredruie, a natural spring that
bubbles forth from a hollow in the upper trunk of a hiexel and runs down
the side of the tree to feed the neighboring Lake Eredruie The Treespnng is
tended by an aged moon elf, Sorsasta Fernsong, rumored to have enchanted
numerous elixirs of health, elixirs of youth, and potions of longevity from
the potent waters.

Affiliated Orders: The Order of the Setting Sun is a fellowship of elf and
half-elf archeologists, bards, historians, lorekeepers, scholars, sages,
and the like who seek to preserve and/or rediscover the relics and
knowledge of elven cultures that have passed into history. The Knights
Paradoxical are an elite order of warriors, wizards, and priests who seek
to preserve the integrity of the time stream and prevent significant
alterations to history by chronomancers and their ilk. Members of this
ancient order may be found guarding legendary time gates and tracking down
copies of time conduit spells (as detailed in the various Arcane Age
products) to keep them out of the hands of those who would meddle with
history either deliberately or through carelessness.

Priestly Vestments: Priests of Labelas wear light gray robes of wispy,
gossamer construction. When a small light source is viewed through the
robes, such vestments shine with the deep reds, purples, and oranges of the
sunset. The holy symbol of the faith is a semicircular gold disk carved to
re-semble the setting sun.

Adventuring Garb: Servants of Labelas eschew heavy armor or sophisticated
weaponry. For most priests of the Lifegiver, simple light gray robes (of
more durable construction than their ceremonial vestments) and a staff
or dagger serve as adequate protection. When available, elven cloaks, elven
boots, and other items that allow the wearer to pass unnoticed are employed
by members of Labelas's clergy.

Specialty Priests (Chronologian)

Requirements:   Intelligence 11, Wisdom 12
Prime req.:     Intelligence, Wisdom
Alignment:      CG
Weapons:        Club, dagger, knife, quarterstaff, sling, staff-sling
Armor:          Leather armor or elven chain mail
Major spheres:  All, animal, astral, charm, divination,
                necromantic, numbers, plant, protection, sun,
                thought, time
Minor spheres:  Healing, weather
Magical items:  Same as clerics
Req. profs:     Reading/writing (Common)
Bonus profs:    Astrology, ancient history (elves)

* Chronologians must be elves or half-elves. While most chronologians are
gold elves or moon elves, elves and half-elves of every subrace are called
to be specialty priests of Labelas's clergy

* Chronologians are not allowed to multiclass.

* Chronologians may select nonweapon proficiencies from the wizard group
without penalty.

* Chronologians receive a +2 bonus to saving throws against spells that
affect their perception of time, including haste, slow, temporal stasis,
and all spells from the sphere of time (or the school of chronomancy, if
such a school is in use), as well as all aging attacks, such as that of a
ghost. If no saving throw is normally allowed, chronologians receive a
saving throw vs. spell anyway, albeit without the above-mentioned bonus.

* Chronologians can cast know time (as the 1st-level priest spell) at will

* Chronologians can cast know age (as the 1st-level priest spell) or
withdraw (as the 2nd-level priest spell) once per day.

* At 3rd level, chronologians can cast choose future (as the 3rd-level
priest spell) or nap (as the 2nd-level priest spell) once per day.

* At 5th level, chronologians can cast haste or slow (as the 3rd-level
wizard spells) once per day. They do not age due to the activation of this
ability

* At 7th level, chronologians can cast age plant or body clock (as the
4th-level priest spells) once per day.

* At 10th level, chronologians can cast age object or time pool (as the
5th-level priest spells) once per day.

* At 10th level, chronologians gain a +1 bonus to their Wisdom score. They
gain an additional +1 bonus at 20th level. This cannot raise their Wisdom
above 25.

* At 13th level, chronologians can cast age creature (as the 6th-level
priest spell) or legend lore (as the 6th-level wizard spell) once per day

* At 13th level, chronologians age at only half the normal rate, whether
naturally or due to a magical effect.

* At 15th level, chronologians can cast temporal stasis or time stop (as
the 9th-level wizard spells) once per day.

Labelasan Spells

2nd Level

Protection from Aging (Pr 2; Abjuration)

Sphere:          Protection, Time
Range:           Touch
Components:      V, S, M
Duration:        3 rounds/level
Casting Time:    5
Area of Effect:  One creature
Saving Throw:    None

While protected by the effects of this spell, the recipient is immune to
unnatural aging and aging attack forms, such as the sight of a ghost. The
spell does not protect against natural aging or willingly accepted aging
affects, such as that inflicted by a haste spell.

The material components of this spell are the priest's holy symbol and a
powdered black sapphire worth at least 50 gp.

3rd Level

Renewed Youth (Pr 3; Alteration) Reversible

Sphere:          Healing, Time
Range:           10 yards
Components:      V, S, M
Duration:        1 round/level
Casting Time:    6
Area of Effect:  One creature
Saving Throw:    Neg.

This spell temporarily restores a middle-aged or older recipient to the
peak of physical health enjoyed in his or her prime. The game effect of
this spell is to temporarily reverse any penalties to ability scores
suffered due to aging, as detailed in Table 12: Aging Effects in the
Player's Handbook. For example, a 250-year-old elf would temporarily
receive a +3 bonus to Strength, a +2 bonus to Dexterity, and a +2 bonus to
Constitution thanks to the effects of this spell but would not suffer a
corresponding penalty to Intelligence or Wisdom. Willing recipients can, of
course, forgo the saving throw. While this spell does not ameliorate any
damage suffered, it might increase the recipient's tolerance for pain. If a
temporary boost in Constitution results in increased hit points (due to a
modified hit point adjustment), those phantom hit points are lost first, as
is the case with the 2nd-level priest spell aid.

The reverse of this spell, weight of years, temporarily ages the target.
The priest must touch the target to affect it. If the caster is 5th-level
or lower, she or he can temporarily impose the physical ability score
penalties of middle age if the target fails a saving throw vs. spell. If
the caster is 6th to 9th, she or he can impose the penalties of old age,
and if 14th level or higher, the caster can impose the penalties of
venerable age. The caster can choose to age the target by fewer categories
than possible for his or her level if desired. The temporary aging
inflicted by weight o/ years cannot force a creature to die of old age, nor
can it make an old creature middle-aged, effectively aiding it. Neither
renewed youth nor weight of years has any effect on dragons or extraplanar
or conjured beings.

The material components are the priest's holy symbol and a freshly cut (or
magically preserved) flower, or for the reverse, the priest's holy symbol
and crushed air-dried flower petals or a shriveled, dried fruit.

5th Level

Speak with Ancient Dead (Pr 5; Necromancy)

Sphere:          Divination
Range:           1
Components:      V, S, M
Duration:        Special
Casting Time:    1 turn
Area of Effect:  1 creature
Saving Throw:    Special

This spell is a more potent version of the 3rd-level priest spell speak
with dead that allows the priest to speak with spirits who have long ago
departed from the mortal world. Except as noted in the table below, this
spell is otherwise identical to the less powerful but more common version
of this spell.

Caster's Level       Max. Length        Time        No. of
of Experience        of Time Dead     Questioned    Questions
    9                   10 years        1 turn          4
  10-14                100 years        2 turns         5
  15-20              1,000 years        3 turns         6
  21-25             10,000 years        1 hour          7
  26+                 Unlimited         1 day           9

7th Level

Temporal Anomaly (Pr 7; Alteration)

Sphere:           Time
Range:            10 yards
Components:       V, S, M
Duration:         2d4 rounds
Casting Time:     1 round
Area of Effect:   Special
Saving Throw:     None

By means of this spell, the priest can create a ripple in the timestream so
that a physical effect occurs without the physical cause occurring. For
example, the priest can cause a dart to appear in an opponent's neck
without actually appearing to throw anything.

During the casting of this spell, the priest enters an alternate timestream
for up to 1 round per level of the caster. During that time interval, the
priest can attempt to carry out any action normally open to him or her, and
other creatures can react accordingly. When the casting is complete, the
priest returns from the alternate time stream, although to observers it
appears as if she or he spent only a single round casting a spell, and the
effects of any action caused in the alternate time stream suddenly become
apparent without obvious cause or any memory of such events by other
participants. Any spells cast, charges employed, or other magical effects
employed in the alternate reality are not used up when the priest returns
to his or her true timestream. For example, a 14th-level priest casts
temporal anomaly. For the next 2d4 rounds, she or he can interact with the
current situation as normal. The caster could try to hit an opponent with
darts, but to do so would require a successful attack roll, and the
opponent could react accordingly. She or he could also bind the wounds of
an ally and cast cure light wounds. When the priest returns to his or her
normal time stream, observers will believe that the caster spent a single
round casting a spell. Upon completion of the spell, however, the foe would
suddenly sport a dart in the neck and the ally would suddenly be bandaged
and cured.

The material components of this spell are the priest's holy symbol and a
powdered ruby worth at least 1,000 gp.

Lashrael
--------

See the entry for Corellon Larethian for details on Lashrael
(LASH-ray-ehl), a servitor of the Protector who is sometimes mistakenly
referred to as a demipower.

Rillifane Rallathil
-------------------

(The Leaflord, the Wild One, the Great Oak,
the Many-Branched, the Many-Limbed, Old Man of the Yuirwood)
Intermediate Power of Arborea, CG

Portfolio;       Woodlands, nature, wild elves, druids
Aliases:         Bear, Eagle, Raven, Wolf, Relkath of the
                 Infinite Branches, Magnar the Bear
Domain name:     Olympus/Arvandor or Seelie Court
Superior:        Corellon Larethian
Allies:          Baervan Wildwanderer, Cyrrollalee, Eilistraee,
                 Eldath, Emmantiensien, Mielikki, Sheela
                 Peryroyl, Silvanus, Skerrit, Oberon, Osiris,
                 Titania, Verenestra, the Seldarine, various
                 Animal Lords
Foes:            Malar, Moander (dead), Talos, the Queen of
                 Air and Darkness, the drow pantheon (except
                 Eilistraee)
Symbol:          Oak tree
Wor. align.:     LG, NG, CG, LN, N, CN

Rillifane Rallathil (RILL-ih-fane RALL-uh-thihl) is protector of the
woodlands and guardian of the harmony of nature. He is often likened by his
priests to a giant ethereal oak tree, so huge that its roots mingle with
the roots of every other plant in the Realms, that stands at the heart of
Arvandor, the High Forest of Olympus. The great tree draws into itself all
the ebb and flow of seasons and lives within the woodlands of the green
elves. At the same time, it defends and sustains those lands against
disease, predation, and assaults of all kinds. The Leaflord is the patron
of the Sy-Tel'Quessil and revered by many voadkyn.

When the Sy-Tel'Quessir settled the Yuirwood, the Seldarine merged with the
ancient gods of the Yuir, transforming them into aspects of the various
powers of the elven pantheon. Both Magnar the Bear and Relkath
of the Infinite Branches, also known as Many-Limbed, Many-Branched, and
the Old Man of the Yuirwood, became aspects of the Leaflord. Relkath
easily merged with and slowly reinvigorated a primitive facet of the
Leaflord's nature that had been slowly overshadowed over the ages by
the increasingly tamed way of life of the Fair Folk, even among the
Sy-Tel'Quessir. As a result of this subtle change of heart, in the
centuries since absorbing Relkath, Rillifane's primordial spirit has
returned to the fore to great effect. Concurrently, the Sy-Tel'Quessir
and Cha'Tel'Quessir (half-elves of the Yuirwood) have rediscovered the
ways of their most primitive ancestors and reforged their tribal
cultures, eschewing the formation of successors to the great green
elven civilizations such as Illefarn, Thearnytaar, Eiellur, and
Syorpiir. In contrast to the obvious impact of the absorption of
Relkath by the Leaflord, Magnar the Bear was almost totally subsumed
after being absorbed, and this aspect of Rillifane is little remembered
even among Cha-Tel'Quessir. The half-elves of the Yuirwood speak only
of Mag-nar's Great Sleep, a centuries-long hibernation from which the
Bear has yet to emerge.

Much like Ubtao, Ulutiu, and Uthgar, Rillifane is served by a host of
great spirits including the primeval Bear (comingled with Magnar the
Bear by the Cha-Tel'Quessir), Eagle, Raven, and Wolf, among others.
These aspects of the Leaflord are recognized only by the Sy-Tel'Quessir
and a few Cha-Tel'Quessir and not by the other elven or half-elven
subraces. Unlike those other powers' worshipers, however, Rillifane's
followers do not venerate any one great spirit exclusively, although
they may have done so in the distant past. Instead, the Leaflord's
faithful call upon one or more spirits associated with their god as
appropriate for the situation at hand.  Rillifane is on good terms with
all the Seldarine, as well as most sylvan and faerie powers. The
Leaflord's primary concern is that all creatures have the opportunity
to act out their roles in nature without abusing them, a concern
Rillifane shares with Corellon Larethian, the great creator and
protector of the Fair Folk. Solonor Thelandira and Rillifane work
together closely to preserve and protect the natural world, but they do
differ fundamentally on the issue of hunting. In the spirit of the
alliance that binds the Great Archer and the Leaflord, Solonor does not
permit his priests and followers to hunt within the woods where
Rillifane's brooding, forbidding presence cautions against this, unless
their need is great. While Rillifane permits hunting for food by hungry
folk, he detests hunting for sport. Rillifane is closely allied with
Emmantiensien the Treant-King and Silvanus the Oak Father. The trio's
conversations are many and seemingly endless to others, as none of the
three is given to hasty thought or expression. Rillifane is always a
respected guest at the Seelie Court, and aside from Emmantiensien, he
is friendliest with Skerrit the Forester and often romantically linked
with Verenestra the Oak Princess.

Rillifane is quiet, reflective, and enduring over eons unchanged. He is
the least flighty of all the Seldarine, the least likely to act on a
whim, and often grave and self-absorbed. The Leaflord rarely sends an
avatar to the Prime, disliking direct action and preferring that his
priests carry out his wishes. Rillifane's avatar appears only when
major destruction of a Tel'Quessir (usually Sy-Tel'Quessir) habitat is
threatened. The appearance of such an avatar is heralded by sudden
gusts of wind shaking leaves from the trees, a sign unmistakable to his
priests.

Rillifane's Avatar (Druid 34, Ranger 33, Bard 23, Mage 18)

Rillifane appears as a green-skinned male elf clad in armor of living
bark, armed with a great greenwood staff or long bow. He makes no sound
as he moves, speaks very rarely, and fires his bow in silence. He
favors spells from the spheres of all, animal, elemental, healing,
plant, sun, weather, thought, and time and from the elemental schools,
although he can cast spells from any sphere or school.

AC -3; MV 15; HP 227; THAC0 -10; #AT 2
Dmg 1d6+15 (quarterstaff +5, +8 STR, +2 spec. bonus in quarterstaff) or
1d6+13 (long bow +5, +8 STR)
MR 50%; SZ M (6 feet tall)
STR 20, DEX 21, CON 22, INT 20, Wis 23, CHA 19
Spells P: 15/14/13/13/11/10/9, W: 5/5/5/5/5/3/3/2/1
Saves PPDM 2, RSW 4, PP 4, BW 4, Sp 5

Special Att/Def: Rillifane wields the Oakstaff, a quarterstaff +5 with
all the powers of a staff of the woodlands, a staff of swarming
insects, and a staff of thunder and lightning. At will, the Leaflord
can cause the Oakstaff to transform into a long bow +5. Any arrow shot
from Rillifane's how can damage any type of being, even those affected
only by weapons of a certain magical bonus. Any creature struck by an
arrow fired from this how by the avatar must make a successful saving
throw vs. spell or die instantly.  Otherwise, flight arrow damage, as
noted above, is sustained. Rillifane usually carries ld3 other
miscellaneous magical items of a kind suitable to his nature as a
woodland or elemental power with him as well (such as a ring of
elemental (earth) command, wand of flame extinguishing, Quaal's feather
token, etc.).

Similar to the 4th-level priest spell call woodland beings, the
Leaflord may summon up to 100 Hit Dice of sylvan or natural woodland
creatures to do his bidding each day. With a wave of his hand, the
avatar can cast each of the following effects three times per day:
charm person or mammal, fire quench, turn wood, wall of thorns, and
warp wood. At will, he may cast tree (oak) or employ transport via
plants in woodlands and speak with plants. The Leaflord's movements in
woodlands are 99% likely to be absolutely silent.

Rillifane cannot be harmed by caused wounds, diseases, poisons, gas
attacks, or energy drains. Rillifane can be struck only by +2 or better
magical weapons.

Other Manifestations

Rillifane manifests infrequently, but when he does it takes the form of
a green or amber nimbus that envelops a creature or tree. Any creature
so enveloped gains the power to cast a single priest spell from the
spheres of animal or plant. Typical powers granted to creatures include
animal friendship, goodberry, locate animal or plant, pass without
trace, speak with animals, speak with plants, or tree, all of which are
cast as if the caster were a 7th-level priest (if she or he is not
already higher). Any tree enveloped by the Leaflord's aura animates as
a treant of maximum hit points. Sometimes such changes are permanent,
and other times the tree reverts to its original form after serving
Rillifane for a period of time.

The Church

CLERGY:           Clerics, druids, mystics
CLERGY'S ALIGN.:  NG, CG, N, CN
TURN UNDEAD:      C: Yes, D: No, Mys: No
CMND. UNDEAD:     C: No, D: No, Mys: No

The Seldarine call on agathinon, asuras, and ancient treants as their pre-
ferred servants, but Rillifane is also served by aasimar, aasimon, alaghi,
amber dragons, atomies, badgers, bariaurs, bears, belabra, bhaergala,
bomhardii beetles, buraq, cantobeles, cath shee, centaurs, cooshee, dryads,
earth eli. mentals, einheriar, eladrins, elven cats, ethyks, faerie dragons,
feystags, too dogs, forest spirits, giant lynxes, giant sundews, grigs,
hamadryads, hol-lyphants, hybsils, jaguars, jungle giants, jungle snakes,
kholiathra, leopards, leprechauns, lythari, mist dragons, mold men, monkey
spiders, moon-horses, nature elementals, norans, sprites, swanmays,
mountain lions, nymphs, oreads, owls, pixies, porcupines, pseudodragons,
quickwood, ratatosk, reverend ones, seelie faeries, silver dogs, singing
trees, skunks, small forest mammals, stag beetles, sunflies, sylphs, talking
owls, thornies, thylacines, tigers, unicorns, vampire moss, warden beasts of
the forests, werebears, wereboars, weretigers, wild boars, wild stags,
wolverines, wolves, and wood giants. He demonstrates his favor through
the discovery of amber, emeralds, microline, the sudden changing of colors
of a single leaf or an entire tree, the budding and rapid growth of a new tree
limb, or the sudden appearance of a forest animal that approaches to be
petted without fear. The Leaflord indicates his displeasure by causing the
leaves of an entire branch to suddenly fall off in front of the offending
individual's feet, creating the sound of twigs repeatedly snapping in a rapid
succession, or causing an object such as an acorn to fall out of the sky and
strike the offending individual on the head.

All clerics (including multiclassed half-elven clerics), mystics, and
specialty priests (including multiclassed half-elven specialty priests)
of Rillifane receive religion (elf) and reading/writing (Espruar) as
bonus nonweapon proficiencies.
Rillifane is venerated by nearly all the Sy-Tel'Quessir, and his
priests serve as the spiritual and moral leaders of most green elven
tribes and communities. The Leaflord's church is greatly admired by the
other subraces of the Fair Folk for its principled stand in favor of
the preeminence of nature, and the faith's priests are widely respected
wherever they travel.  Nevertheless, the uncompromising stance of some
members of Ril-lifane's clergy sometimes leads to conflicts over both
tactics and degree with the leaders of the Ar-Tel'Quessir, the
Teu-Tel'Quessir, and other churches of the Seldarine. Halflings,
particularly tallfellows, gnomes, particularly forest gnomes, centaurs,
and hybsils all pay homage to the Leaflord if they live in or on the
border of elven woodlands. Dwarves rarely come into contact or conflict
with the forest-dwelling followers of Rillifane, and humans tend to
view the Leaflord as simply an even more primitive and wild aspect of
Silvanus the Oak Father.

Rillifane's temples are actually huge oak trees with platforms built
among the branches and vine bridges connecting them to each other and
platforms in adjoining trees. Shrines of the Leaflord, always a grand
oak tree deep within the depths of a forest but too small to serve as a
temple of the Leaflord, are chosen by members of Rillifane's clergy
after receiving a dream or vision directing them to particular tree.
Such shrines are marked by the priest with a carving of a small canary
in the trunk about 2 feet from the ground. With the cutting back of
forests and the subsequent growth of trees selected as shrines, it is
not unheard of for such symbols to be discovered high above the ground
and/or on the edge of a much-shrunken woods. Should a shrine be defiled
in any way, the dedicating druid (or nearest worshiper of Rillifane if
the druid is dead) instantly knows of the action and is expected to do
everything possible to bring about the defiler's death.

Novices of Rillifane are known as Acorns. Full priests of the Leaflord
are known as Oakhearts. In ascending order of rank, the titles used by
Rillifanean priests are Felsul, Silverbark, Laspar, Hiexel, Blueleaf,
Phandar, Duskwood, Shadowtop, and Weirwood. High-ranking priests have
unique individual titles, and druids have titles reflecting their place
in the hierarchy of that branch of the faith as well. Specialty priests
are known as druids (or skinwalkers). The clergy of Rillifane includes
green elves (52%), moon elves (26%), lythari (8%), gold elves (6%),
half-elves of various ancestries (4%), voadkyn (3%), and a handful of
other elven races as well (1%).  Rillifane's clergy is dominated by
specialty priests (75%), including multiclassed half-elven specialty
priests, but includes clerics (20%), including multiclassed half-elven
clerics, and mystics (5%) as well. The clergy of Rillifane contains a
pretty even number of male (51%) and female (49%) members.

Dogma: The Great Oak draws energy from all the living creatures of the
world and nourishes, sustains, and protects them from outside threats.
Live in harmony with the natural world, allowing each living being the
opportunity to serve out its natural purpose in life. As the Leaflord's
countless branches, his faithful are to serve as his mortal agents in
the natural world- Defend the great forests from those who would ravage
their riches, leaving only destruction in their path. Contest both the
quick and the slow death of Rillifane's bounty and hold strong like the
great oaks in the face of those who can see only their own immediate
needs.

Day-to-Day Activities: The church of the Leaflord generally keeps to
itself, extending itself only to help fellow elves and other sylvan
beings. The church hierarchy is organized regionally and divided into
branches, as each type of priest serves a specific role. The druids who
compose the bulk of Rillifane's clergy tend to the health of the
forests and those who dwell within, fiercely contesting any attempt to
further reduce those forests that remain. Many clerics serve as
ambassadors of the faith, working outside the communities of the
Sy-Tel'Quessir to educate other races and even other elven subraces how
to better dwell in harmony with nature. The few mystics found within
the clergy act much as individual druids do, eschewing the formal
organization of the circles. In times of war, however, the leaders of
each region unite the branches of the faith and the Sy-Tel'Quessir
warriors into a single force.

Rillifane's priests are deadly enemies of those who hunt for sport or
those who harm trees maliciously or unnecessarily. In particular, all
priests of Rillifane have a great hatred for the priests of Malar,
since the followers of the Beastlord often make elves the object of
their hunts and their ethos is anathema to those who serve the
Leaflord. Rillifane's priesthood is charged with rooting out and
destroying sentient plants whose nature has been twisted by external
forces into a warped perversion of nature. In particular, they seek to
destroy hangman trees, obliviax, death's head trees, black willows,
serpent vines, and any form of evil treant, including dark trees.

Holy Days/Important Ceremonies: Rillifane's faithful gather twice
yearly at the vernal and autumnal equinoxes to hold fey dances in large
groves of oak trees deep in the heart of great forests. The Budding is
a joyful celebration of new life celebrated through dance and song and
preceded by an extended period of fasting. A ritual hunt of an ancient
and noble hart is undertaken on this day, from which the venison serves
to break the fast of the Leaflord's faithful. This ritual honors
Rillifane's bounty and reminds his followers of the natural cycle of
life that plays out beneath the Leaflord's boughs. The Transformation
marks the arrival of autumn and the vibrant hues that bedeck the
canopies of the Leaflord around this time. The Sy-Tel'Quessir and elves
of other subraces who seek a form of spiritual rebirth or a major
change in their lives gather to celebrate Rillifane's eternal promise
that the trees will bloom again and that life is a process of continual
renewal.

Major Centers of Worship: Moontouch Oak is the name of both a
gargantuan oak tree over 300 feet tall and the temple of the Leaflord
nestled amidst the forest giant's boughs. Located at the heart of the
Tangled Trees region of Cormanthor on the northern hank of the
Elvenflow where Moontouch Creek joins the River Duathamper, the temple
tree is believed to be the largest living oak in Faerun. Some elven
legends claim that the tree is actually the still-living remnants of an
avatar of the Leaflord that led several clans of the Sy-Tel'Quessir
eastward, away from the devastation of the Crown Wars, many centuries
ago. Moontouch Oak has housed approximately two score green elven
druids of the Circle of Emerald Leaves in its branches since the early
days of the Sy-Tel'Quessir settlement of Arcorar, as the Elven Woods
were then known. From -982 DR, with the coming of Venominhandar to the
Emerald Vale, until -206 DR, when the great green wyrm was finally
slain, the druids of Moon-touch Oak were sorely besieged, as were their
kin, but the temple-tree was never abandoned, despite numerous attacks
by the wyrm and its minions. With the death of Venom, as the dragon was
known, the Sy-Tel'Quessir set about reclaiming the woodlands, now known
as the Tangled Vale, under the direction of the druids of Moontouch
Oak. Nine centuries later, when the Army of Darkness ravaged Cormanthyr
and eventually destroyed Myth Drannor, the druids of Moontouch Oak
again stood firm in the face of the nycaloth-led assault, and the
temple tree of Rillifane was never violated.  Nine millennia after the
conclusion of the Crown Wars, Moontouch Oak stands unbowed. The temple
consists of a network of platforms sculpted from the tree's branches
and hollows cultivated in the great oak's trunk, all of which are
linked by bridges of woven vines. Hallucinatory terrain spells and the
thick leaf coverage mask the religious community's very existence from
the outside world, but the influence of the Circle of Emerald Leaves is
felt throughout the Tangled Vale and beyond. The aged green elf who
leads the Circle is Great Druid of the Tangled Vale Katar Oakstaff, who
was a child in the final years of Coronal Eitargrim's reign before Myth
Drannor fell.

Affiliated Orders: While rangers are not included in the church
hierarchy of Rillifane, many such elven warriors do serve in loose
fellowships affiliated with individual druid circles as the militant
arm of the faith.  Each such band of rangers has its own name, but
collectively they are known as the Order of the Oakstaff.

Priestly Vestments: The ceremonial garb of the Leaflord's priests
includes a laurel wreath worn on the head and armor fashioned of tree
bark.  Dark green dyes are rubbed into the armor to show rank within
the church, with the darkest hue reserved for the high priests of the
faith. Tree bark armor provides protection equivalent to leather armor,
but the wearer incurs a -1 penalty for all saving throws against fire.
The holy symbol of the faith is an acorn enclosed in amber.

Adventuring Garb: When adventuring, members of Rillifane's clergy favor
armor and weapons made from natural materials such as wood and animal
parts, including those with magical enhancements.
Specialty Priests (Druids)

REQUIREMENTS:           Wisdom 12, Charisma 15
PRIME REQ.:             Wisdom, Charisma
ALIGNMENT:              N
WEAPONS:                Club, dagger, dart, long bow, scimitar, short
                        bow, sickle, sling, spear, staff
ARMOR:                  Leather, hide, or tree bark armor, wooden shield
MAJOR SPHERES:          All, animal, elemental, healing, plant, sun, weather
MINOR SPHERES:          Divination, thought, time
MAGICAL ITEMS:          Same as druids
REQ. PROFS:             Animal lore
BONUS PROFS:            Herbalism

All ofRillifane's specialty priests are druids. Their abilities and
restrictions, aside from the changes noted above and later in this
section, are summarized in the discussion of elven priests in "Appendix
1: Demihuman Priests" and detailed in full in the Player's Handbook.

* Druids of Rillifane must be elves, half-elves, or wood giants
(voadkyn).  While most of Rillifane's druids are green elves, elves and
half-elves of every subrace are called to be specialty priests
ofRillifane's clergy.

* Elven druids of Rillifane are not allowed to multiclass. Half-elven
druids of Rillifane are allowed to multiclass as fighter/druids,
druid/mages, or fighter/mage/druids, but not as druid/rangers.

* At any time prior to reaching 7th level, green elven druids of
Rillifane, sometimes known as skinwalkers, can seek out a totem animal
in a ritual involving fasting and meditation for ld4 days followed by
ld4 days of following the animal that appears. Once a green elven druid
gains enlightenment and wisdom from the totem animal, she or he can
thereafter shapechange into that animal form (and only that form). At
1st level, she or he can assume the totem animal form once every three
days for 2d6 hours. At 2nd or 3rd level, she or he can assume the totem
animal form once every two days for 2dl0 hours. At 4th, 5th, or 6th
level, she or he can assume the totem animal form once per day for 2d20
hours.  Between 7th and 10th level, she or he can assume the totem
animal form once per day for 3d20 hours. At 11th level and above, a
skin-walker can assume the totem animal form at will for as long as she
or he wishes.  Such transformations receive the same benefits and are
governed by the same restrictions as the shapechange ability of druids
as detailed in the Player's Handbook. This skinwalking ability replaces
the normal ability of a druid of 7th level or greater to shapechange
into any reptile, bird, or mammal form. Once a totem animal is chosen,
it cannot be changed nor can the druid renounce the skinwalking ability
so as to increase the number of forms she or he can assume.

The type of totem animal is determined randomly or selected by the DM.
Examples of totem animals include crows, hawks, cooshee, coyotes,
foxes, otters, raccoons, rabbits, lynxes, mountain lions, cath shee,
and bears, but never wolves. Some myths claim that the lythari were
once green elven druids of Rillifane who had wolves as their totem
animals.  The bond forged between those priests and the spirit of the
wolf was so strong that they became the Ly-Tel'Quessir. It is unclear
why the Sy-Tel'Quessir can no longer receive wolves as totem animals,
but no such union has resulted from a skinwalker ritual in millennia.

Rillifanean Spells

In addition to the spells listed below, priests of the Protector may
cast the Znd-level priest spell banish blight, the 5th-level priest
spell tree healing, and the 7th-level priest spell create treant, all
of which are detailed in the entry for Mielikki in Faiths & Avatars, as
well as the 4th-level priest spell oak-heart, detailed in the entry for
Silvanus in Faiths & Avatars. For over a century, the Leaflord has not
granted the 7th-level spell conjure nature elemental, detailed in the
entry for Chauntea in Faiths & Avatars, for reasons unknown.

1st Level
Sap (Pr 1; Conjuration)

Sphere:            Plant
Range:             10 yards
Components:        V,S,M
Duration:          3 rounds+1 round/level
Casting Time:      4
Area of Effect:    10 foot x 10 foot area
Saving Throw:      Special

A sap spell coats everything within the area of effect in tree sap.
After the spell is cast, any creature entering the area of effect slows
to half its movement rate while in the affected region. Any creature
caught within the area of effect when the spell is cast must make a
successful saving throw vs.  spell or be covered in the sticky
substance. Those who succeed can reach the nearest unaffected surface
by the end of the round, although their movement rate is also reduced
to half normal while within the area of effect. Those who fail their
saving throws have their movement rate reduced to 1 and have their
Dexterity reduced by half. Casting spells, employing magical items
requiring any sort of movement, or launching any sort of physical
attack is impossible while under the effects of this spell. In addition
to any lost bonuses (because of lower Dexterity), the creature incurs a
+2 Armor Class penalty (to a maximum of AC 10). Winged creatures and
those employing magical items such as wings of flying cannot fly while
within the affected area.

A free action spell or ring or similar effect negates the effects of a
sap spell for the affected individual only. Thoroughly dousing an
individual covered in sap with wine also ends the effect.

The material components of this spell are the priest's holy symbol and
a drop of tree sap.

2nd Level Acom Barrage (Pr 2; Enchantment)

Sphere:         Combat, Plant
Range:          10 yards
Components:     V,S,M
Duration:       1 round
Casting Time:   5
Area of Effect: 1 acorn/level
Saving Throw:   None

By means of this spell, the priest can cause a barrage of acorns,
either naturally or magically created, to launch from his or her hand,
from the ground, or from an oak tree within 10 yards. The acorns can
fly up to 40 yards, striking as many targets as the priest wishes (up
to the number of acorns the priest can animate). The priest may direct
the acorns in any combination at any living or nonliving targets that
she or he can see. The priest can animate a maximum of one acorn per
experience level.

Each acorn requires a successful attack roll to hit a target. The
attack roll is made as though the acorns were missile weapons hurled by
the priest with a sling. Range penalties do apply. Dexterity modifiers
apply only if the acorns are held in the hand. The acoms inflict 1d2
points of damage each.

This spell is ineffective under water, and acorns hurled by this target
have no magical ability to follow a moving target beyond the accuracy
of the priest's targeting.

The material components of this spell are the priest's holy symbol and
as many acoms as needed.

4th Level Amber Prison (Pr 4; Conjuration)

Sphere:              Plant
Range:               Touch
Components:          V,S,M
Duration:            Special
Casting Time:        7
Area of Effect:      One creature
Saving Throw:        Neg.

This spell encases the target in a hard, translucent coating of fossil
resin in a yellow, orange, or brownish-yellow hue. However, if the
target makes a successful saving throw vs. spell, this spell dissipates
without effect. A
creature targeted by this spell who is already covered in tree sap,
such as the result of a sap spell, receives a -4 penalty to the saving
throw vs. spell when attempting to avoid the effects of an amber
prison. The caster can choose to have a part of the target remain free
from the amber when the spell is cast. If the priest attempts to leave
a significant part of the subject's anatomy free, such as the head or a
hand, the target receives a +2 bonus to the saving throw to avoid the
effect. (Pinpoint accuracy, such as leaving just a nose or a finger
free, is not possible when using this spell.)

An amber prison takes some time to harden, and during that period it is
possible for the target to break free or be broken free from the
solidifying resin. Every round after the spell is cast, the target can
make an attempt to bend bars/lift gates, success indicating that the
amber prison shatters. The percentage chance of success drops by 1%
every round, to a minimum of 0. Creatures of huge size or larger can
automatically shatter the amber prison in one round. An amber prison is
considered to be AC 0 for purposes of attempting to shatter it with a
weapon. For every 3 points of physical damage inflicted on an amber
prison, the imprisoned target of the spell suffers 1 point of damage,
but his or her chance to bend bars/lift gates increases by 3%. If 30 or
more total points of physical damage are inflicted on an amber prison,
it immediately shatters, freeing the subject trapped within. A shatter
spell causes an amber prison to crumble completely if it fails a saving
throw vs. crushing blow.

If the target's air passages are covered by the amber prison, the
prisoner still receives some air flow through the semipermeable
encasement as it hardens. As such, suffocation occurs much slower than
might be imagined. Every round in which the target is encased, she or
he must roll a successful Constitution check. Every failure indicates
that the target's effective Constitution drops by 1 point. When the
target's effective Constitution score reaches 0, she or he dies from
suffocation. If freed before suffocation occurs, the subject's
Constitution rises to the original value at a rate of 1 point per
round.

When the effects of an amber prison end, no matter how the subject is
freed (even after death), all remaining shards of amber melt into
worthless, nonmagical tree sap.

The material components of this spell are the priest's holy symbol, a
chunk of amber worth at least 100 gp, and a drop of sap.

Sehanine Moonbow
----------------

(Daughter of the Night Skies, Goddess of Moonlight, the Lunar Lady,
Moonlit Mystery, the Mystic Seer, the Luminous Cloud, Lady of Dreams)
Intermediate Power of Arborea, CG

PORTFOLIO:    Mysticism, dreams, death, journeys,
              transcendence, the moon, the stars, the heavens, moon elves
ALIASES:      Angharradh
DOMAIN NAME:  Olympus/Arvandor
SUPERIOR:     Corellon Larethian
ALLIES:       Baravar Cloakshadow, Cyrrollalee, Dumathoin,
              Eilistraee, Kelemvor, Leira (dead), Lurue, Milil,
              Mystra, Oberon, Savras, Segojan Earthcaller,
              Shaundakul, Selune, Titania, Urogalan, the Seldarine
FOES:         Cyric, Gruumsh, Malar, Myrkul (dead), the
              Queen of Air and Darkness,
              Shar, Talos and the Gods of Fury (Auril, Umberlee, and
              Malar), Velsharoon, the drow pantheon (except Eilistraee)
SYMBOL:       Full moon with moonbow  (opaque milky crescent)
WOR. ALIGN.:  LG, NG, CG, LN, N, CN

Whereas Corellon's symbol is the crescent moon, Sehanine Moonbow
(SEH-ha-neen MOON-boe) is the elven goddess of the moon or, more
specifically, the full moon. She governs divinations, omens, and subtle
magics and protects against madness. She watches over the dreams of the
elves, keeping them from harm while in reverie and sending omens to
protect them from future dangers. Sehanine watches over the passage of
elven spirits from the world, and she is protectress of the dead. The
Daughter of the Night Skies is also a guardian and guide to those elves
whose days in the mundane world of mortals are done and who seek to
travel from the lands they know and love to distant refuges such as
Ever-meet. She also watches over such refuges and ensures they are kept
safe from intrusion. Sehanine governs long journeys, both physical and
spiritual, and in elven cultures that proclaim the reality of
reincarnation, Sehanine and Corellon work together to guide the spirit
to its best subsequent incarnation as it works its way toward
perfection. Although Sehanine is venerated by all the Fair Folk
(including half-elves and a handful of gnome illusionists), she is
particularly revered by moon elves, who view her as their protector,
and gold elves, who are the most withdrawn from the world of all the
elven subraces. Tel'Quessir seeking to explore transcendental
mysteries, awaiting passage to Evermeet or Arvandor, or undergoing
physical or spiritual journeys pray to the Goddess of Moonlight, as do
mystics, seers, diviners, and weavers of illusions.

Alternately called the wife and daughter of Corellon, Sehanine is the
mightiest of the female powers in the elven pantheon. Identified with
the mystic power of the moon, Sehanine's tears are said to have mingled
with Corellon's blood and given life to the elven race. The elves do
not forget this. Sehanine is both the primary aspect of Angharradh and
one of the three elven goddesses-the other two being Hanali Celanil
Aerdrie Faenya and Hanali Celanil-who collectively form the Triune
Goddess. This duality tightly binds Sehanine with the two other senior
elven goddesses, and the three collectively serve alongside Corellon in
leading the Seldarine, just as the Goddess of Moonlight is said to do
in other myths. Sehanine has excellent relations with all of the
Seldarine, and it is her kind-heartedness that soothes the anger of
Shevarash in his darkest fury and her welcoming nature that brings
Fenmarel back to Arvandor on occasion. The Luminous Cloud has few
strong relationships outside of the Seldarine, for her otherworldliness
is beyond even most other deities. Sehanine works closely with Selune,
for the two share similar concerns, and the Goddess of Moonlight is a
strong ally of Eilistraee, whom she considers an adopted daughter of
sorts. Sehanine has also forged alliances with some of the other human
and demihuman powers who oversee death, but she has no tolerance for
those who practice in the black arts of necromancy. (Sehanine does
tolerate careful experimentation in white necromancy, and it is said
that she vigilantly oversees the creation of baelnorn as a necessary,
if undesirable, practice.) Sehanine's antipathy for Lolth has existed
since the latter was Araushnee, consort of Corellon and the mastermind
who nearly engineered the death of the Protector and the defeat of the
Seldarine. The Lady of Dreams actively opposes the nefarious schemes of
the Spider Queen and the other drow powers. With the rise of humanity
and its rapacious expansion into traditional elven homelands, Sehanine
has found her energies increasingly occupied by thwarting the
destructive ravages of gods such as Auril, Cyric, Malar, Talos, and
Umberlee.

Sehanine rarely concerns herself directly with events in the Realms,
aside from weaving illusions around secret elven retreats such as
Evermeet, Synnoria, Rucien-Xan, and Myth Dyraalis and guiding elves
coming to those lands. Her power waxes and wanes with the phases of the
moon, growing strongest when the moon is full. As befits the elven
goddess of mysteries, Sehanine is cloaked in secrets and illusions and
rarely speaks her mind directly, preferring to communicate through a
process of dreams, visions, and other mystic experiences. The Goddess
of Moonlight is truly spiritual and ephemeral being who evades any
attempt to define her and whose serenity surrounds her like a mantle of
moondust.
Sehanine's Avatar (Illusionist 34, Diviner 34, Mystic 28, Ranger 20)

Sehanine appears as an elven female who is simultaneously youthful and
ageless, wearing a diaphanous flowing gown formed of semi-solid
gossamer moonbeams. She favors spells from the spheres of all, astral,
charm, divination, guardian, healing, necromantic, protection,
summoning, sun, and travelers and from the schools of alteration,
divination, elemental (air), and illusion/phantasm, although she can
cast spells from any sphere or school.

AC -4; MV 15, Fl 24; HP 186; THAC0 1; #AT 2
Dmg  1d6+3 (quarterstaff+2, +1 STR)
MR  90%; SZ M (5 feet tall)
STR 17, DEX 20, CON 18, INT 22, Wis 24, CHA 22
Spells P: 13/12/12/12/12/11/6, W: 8/8/8/8/8/7/7/7/7
* Saves PPDM  2, RSW 3, PP 4, BW 4, Sp 4

*Numbers assume one extra divination or illusion/phantasm spell per
spell level.

Special Att/Def: Sehanine wields Moonshaft, a quarterstaff +2 with all
the powers of a staff of the moonglow and a staff of night (both
described in the ENCYCLOPEDIA MAGICA, Volume 4 & Index tome), but she
prefers to employ spells, wands, and innate abilities to disable
enemies if forced to fight. Her gown has the powers of a cloak of
displacement, and she carries wands of polymorphing and paralyzation.
Drops of light that fall from Sehanine's gown form tiny pools on the
earth. At most one such drop falls per turn. If swiftly bottled, it
serves the imbiber as a potion of invisibility (one dose).

Sehanine's power as a spellcaster varies with the phase of the moon.
While neither the number of spells she can cast nor her saving throws,
hit points, or her THAC0 change, the spell level at which all spells
and spell-like powers are cast varies from +5 (when the moon is full)
to -5 (when the moon is new or fully eclipsed). Sehanine can cast sleep
three times per day. She can cast false seeing (the reverse of true
seeing) at will at any single creature within 120 feet who fails a
saving throw vs. spell with a -4 penalty. She trails motes of moonlight
as she walks and can send forth a beam of them in any direction she
points. She can communicate through dream spells at will without
entering a trance state. She can create a moonbow or moonbridge, once
per round, at will. All saving throws made against Sehanine's
illusion/phantasm spells are made with a penalty of -2, cumulative with
any other saving throw penalties that might apply to individual spells.
Anyone looking at the Daughter of the Night Sky must make a successful
saving throw vs. spell with a -2 penalty or fall into a deep sleep for
1d4 turns.

Sehanine herself is wholly immune to all illusion/phantasm spells and
mind-affecting or mind-altering spells or abilities, including
psionics, and her infravision extends as far as her normal vision. She
is immune to any spell that causes blindness. Sehanine can be struck
only by +2 or better magical weapons.

Other  Manifestations

Sehanine manifests through dreams and waking visions. She grants boons
only to worshipers who enter an altered state of awareness, whether it
be through meditation, dance, or trance.

The Mystic Seer's most common manifestations grant the recipients the
ability to call on Sehanine's wisdom (as the 7th-level wizard spell
vision), enable them to communicate through dreams to other beings (as
the 5th-level wizard spell dream), or allow them to view truths
otherwise unseen (as the 5th-level priest spell true seeing). Sehanine
sometimes manifests in drugged, drunken, unconscious, or sleeping
beings and causes them to ramble on about random topics in all
languages known (as the 1st-level wizard spell dreamspeak, also known
as Detho's delirium, from Pages from the Mages or the Wizard's Spell
Compendium, Volume I). The foci of such a manifestations need not be
worshipers or even elves, although the Luminous Cloud manifests as such
only if at least one worshiper is present. The Goddess of the Moon
sometimes manifests in enspelled worshipers when they are sleeping or
in a trance state so as to unravel spell effects (as the 6th-level
wizard spell greater spelldream from the Wizard's Spell Compendium,
Volume 2) or to utter cryptic prophecies to those in attendance.

The Seldarine call on agathinon, asuras, and ancient treants as their
preferred servants, but Sehanine is also served by aasimar, aasimon
(particularly lights), azmyths, baelnorn, buraq, cath shee, cooshee,
einheriar, eladrins, electrum dragons, elven cats, feystags, firestars
(known as moondancers I the faithful), firetails, frosts, hollyphants,
incarnates of faith and hope, kholiathra, ki-rin, lythari, mist
dragons, moon dogs, moon-horses, mortal, nic'Epona, pixies, radiance
quasielementals, reverend ones, seelie faeries, silver dogs, silver
dragons, sprites, sunflies, t'uen-rin, and even a tiefling or two. She
demonstrates her favor through the discovery of mithral, moonbar
moonstones, silver, sunstones and the occurrence of a meteor shower c
single fallen star. The Daughter of the Night Skies indicates her
displeasur by causing the moon to appear to wink at the target of her
wrath.

The Church

CLERGY:           Clerics, crusaders, mystics, specialty priests
CLERGY'S ALIGN.:  NG, CG, N, CN
TURN UNDEAD:      C: Yes, Cru: No, Mys: No, SP: Yes
CMND. UNDEAD:     C: No, Cru: No, Mys; No, SP: No

All clerics (including multiclassed half-elven clerics), crusaders,
mystics and specialty priests of Sehanine receive religion (elf) and
reading/writing (Espruar) as bonus nonweapon proficiencies. All priests
of Sehanine ma' pray for and receive the 1st-level wizard spell sleep
as one of their 1st-level spells if they desire. Their casting time for
this spell is 4, not 1. All other aspects of the spell remain the
same.

The church of Sehanine is generally perceived as removed from the daily
concerns and outward expression of everyday life. As such, little is
known of the Lady of Dreams and her clergy members by the N'Tel'Quess
Among elves, Sehanine's faith is closely held and deeply cherished, for
th( Luminous Cloud envelops and binds together all the Tel'Quessir. For
the Fair Folk, Sehanine embodies the joy at the heart of the elven
spirit, and her priests serve as guides to the next world or life that
one may achieve through transcendence.

Sehanine's temples are soaring monuments open only to elves and a few
pious half-elves. Most such temples are constructed of white stone
(often marble) and shaped so as to suggest imminent flight. Symmetry
and circles are highly prized by the faith, reflected in the
architecture of Sehanine's houses of worship. The central chapel is
always perfectly circular and is usually open to the night sky or
covered by a retractable or transparent dome. Great gardens and
hedgerow mazes often encircle the main structure, their formations
imitating the paths of the heavenly bodies in the night sky above. Near
long-standing temples, megaliths form great stone circles for use in
tracking the position of the moon, fixed stars, and wandering stars by
elven astrologers.

Novices of Sehanine are known as the Mooncalled. Full priests of the
Daughter of the Night Skies are known as the Heavenly. In ascending
order of rank, the titles used by Sehanite priests are Stargazer,
Moondancer, Sky Seer, Vision Seeker, Omen Teller, Dream Walker,
Transcendentalist and Reverent Dreamer. High-ranking priests have
unique individual titles. Specialty priests are known as starsingers.
The clergy of Sehanine includes moon elves (54%), gold elves (34%),
wild elves (5%), half-moon elves (4%), half-gold elves (1%), and
half-wild elves (1%), and a handful (1%) of dark elves, sea elves,
winged elves, and half-elves of those ancestries.  Sehanine's clergy
includes specialty priests (40%), mystics (35%), clerics (20%),
including multiclassed half-elven clerics, and crusaders (5%) and the
priesthood is nearly evenly split between females (52%) and males (48%).

Dogma: Life is series of mysteries whose secrets are veiled by the
Luminous Cloud. As the spirit transcends its mortal bounds and new
mysteries are uncovered, a higher form is achieved and the cycle of
life continues. Through contemplation and meditation, communion with
the Lady of Dreams is achieved. Through dreams, visions, and omens
revealed in sleep or the reverie, the Daughter of the Night Sky unveils
the next step along the path and the next destination on the endless
journey of mystic wonder that is life and death and life.  Revere the
mysterious moon, who draws forth tides or being from us all.

Day-to-Day Activities: Sehanine's priests are the seers and mystics of
elven society. They serve as the spiritual counselors to elves and
half-elves who seek to embark on journeys in search of enlightenment so
as to transcend their current state of being. As shepherds and
protectors of the dead, Sehanine's priests organize and administer
funeral rites and guard the remains of the fallen. They seek out and
destroy undead creatures, for Sehanine holds such creatures-with the
notable exceptions of baelnorn and other good-aligned undead beings who
voluntarily prolong their existence in order to serve their kin-to be
blasphemous. As defenders of elven homelands, Sehanine's clergy are
responsible for weaving and maintaining the illusions that guard those
sanctuaries that remain and for divining potential threats to their
continued existence. The prime task of adventuring priests is the
retrieval of lost arcane and magical knowledge, especially if it
pertains to illusions and/or divinations.  Other seek out isolated
elven enclaves, bringing them news of the Retreat and practical
assistance in preparing for such a journey if they so choose.
(Sehanine's priests do not provide any guidance along the journey
itself, as this is done through direct intuitive revelation by the Lady
of Dreams herself.)

Holy Days/Important Ceremonies: Sehanine's faithful celebrate a wide
variety of holy days, all of which are tied to the position of various
heavenly bodies, particularly the phase of the moon and various types
of eclipses. Many of these celebrations occur once per decade, once per
century, or even once per millennium. The most frequent celebrations of
Sehanine's faithful are held monthly beneath the light of the full
moon. Lunar Hallowings, as such holy days are known, are marked with
personal meditation and collective entrance into a communal trance. On
occasion, Sehanine manifests through her assembled worshipers, knitting
together their spirits in a true sharing of minds. Such holy days are
concluded with a joyous freeform dance beneath the most visible
manifestation of the Goddess of Moonlight (the moon) that lasts until
the first rays of dawn. Once per year, Sehanine's faithful gather on
the night of the Feast of the Moon for the Mystic Rites of the Luminous
Cloud.  Similar in many ways to the monthly Lunar Hallowings, the
Mystic Rites of the Luminous Cloud are notable for the visible
manifestation of the Lady of Dreams whereby the assembled worshipers
are enveloped in a mantle of shimmering, silvery light that then rises
up and darts across the heavens. During such mystical flights across
the sky, the sacred mysteries of Sehanine are revealed to the
participants, with each participant learning secrets appropriate to his
current level of spiritual development. The ceremony concludes when the
nimbus of light returns to the earth and the forms of Sehanine's
worshipers coalesce.

When the time comes for an elf to leave the ordinary lands of mortals
and pass on to Arvanaith, it is common for the individual elf to spend
several days in vivid daydreams and waking reverie. Exactly when this
happens is unknown to any elf, even to Sehanine's own priests. It is
usually obvious to other elves when one of the Tel'Quessir is
undergoing this change, but two marker events are definitive indicating
that the Transcendence has begun. First, Sehanine sends the elf a
vision where she or he must go to begin this journey from the world.
Second, within the lens of the elf's eye appears a telltale opaque
milky crescent, the moonbow of Sehanine's honorific name. When the time
comes for an elf great in wisdom and accomplishment to depart, an
accompanying full moon may display the moonbow as an event in nature.
On rare occasions at such a rime, other elves join with the one about
to depart in a shared trance state, sharing memories and knowledge in a
direct telepathic communion known as the Circle of Transcendence. In
some elven cultures this departure is a physical one, that is the elf
walks off alone into the wilderness and his or her body is never found.
In other societies, the elf's spirit departs its material body, leaving
behind a lifeless husk.

In cases of violent or accidental death where the spirit is not utterly
destroyed, Sehanine's priests serve in the stead of the departed spirit
in the ritual of Transcendence. A Ceremony of Recovery involves one or
more days of meditation and mystic communion with the natural and
spiritual worlds. If successful, the priest channels the lost spirit
through his or her own link with Sehanine, enabling the spirit to
transcend to Arvanaith. During such ceremonies, after contacting the
lost spirit, Sehanine's priests display the characteristic moonbow
within the lens of their eyes, but such manifestations of the Lady of
Dreams vanish immediately upon the ritual's conclusion.

Elven funeral rites vary widely from community to community and from
individual to individual, reflecting the nature of the departed spirit.
If the elf has simply answered Sehanine's call, as opposed to death by
accident or violence, death rituals are more often a celebration that
the elf has achieved the joys of Arvanaith than a time of mourning. In
either case, if the body remains, the method of disposal varies as
well. In some communities, the assembled mourners gather with great
pomp to watch the body be interred in the ground, with examples of the
late elf's artistry and passions displayed and speakers expounding on
the merits of the deceased. Other elven societies bury the body
immediately, regarding it as a mere husk from which the life force has
departed. After disposing of the shell, they celebrate the spirit of
the elf who once resided there. Still other elves believe that burning
is the only way to truly rid the spirit of its earthly ties. Not only
does it free the spirit for Arvanaith, it also prevents anyone from
using the body for nefarious purposes.

Elven cultures that bury the bodies of the fallen with great ceremony
leave the most durable archeological evidence of their funeral rites,
and thus the practice of interring the bodies of elven dead in formal
tombs is less widespread than commonly perceived. Of all the elven
subraces resident in Faerun, the remains of gold elves, and to a lesser
extent moon elves, are most commonly interred within burial vaults, but
that practice is by no means universal within those subraces, nor is it
restricted to them alone. Elven tombs are typically hewn from bedrock
and warded by powerful magic. Whereas the Stout Folk typically trust in
mechanical traps to ensure the sanctity of their fallen kin, the Fair
Folk weave protective mantles into the construction of tombs and eschew
false tombs and extended gauntlets of traps. The Luminous Cloud is said
to gather elven tombs to her bosom, and most are cloaked in enduring
illusions designed to obfuscate their location and to mislead grave
robbers who would violate the sanctity of the elves interred within.
Elven tombs are typically subdivided into three chambers, each of which
is of circular or rectangular shape with an arching dome-shaped or
semicylindrical ceiling, respectively. The first such chamber
represents the world from which the elf has departed and is dominated
by carvings of the natural world including plants and animals from
sylvan settings. Commonly a pool of crystalline water, enspelled so as
to prevent evaporation or stagnation, is set in the center of the first
chamber. The second chamber is dominated by a stone bier on which rests
the body of the fallen elf. The Fair Folk rarely place their dead
within a sarcophagus unless the body is badly mauled, as they feel to
do so restricts the freedom of the spirit in Arvanaith. The walls of
the second chamber are adorned with examples of the fallen elf's gifts,
and the ceiling is carved with a depiction of the heavens as they were
at the time of the elf's death. (By analyzing such records, sages are
sometimes able to date the age of a particular elven tomb.) The third
chamber represents Arvanaith, the destination of the elf's spirit. The
walls of the chamber are carved with depictions of the Seldarine (as
the pantheon is perceived in the culture that created the tomb). The
ceiling is carved with a stylized depiction of a crescent moon within a
full moon, symbolizing the combined role of Corellon and Sehanine (or
Angharradh) in overseeing the passage of the spirit to Arvanaith. The
third chamber is otherwise empty, but all who enter are overwhelmed
with a feeling of great peace. This is not a magical effect but a
collective manifestation of the Seldarine. Violent action or thought is
impossible within the third chamber of an elven tomb. Items of magic
and other riches are rarely entombed within an elven tomb when they
could be better used by those elves who have not yet journeyed to
Arvanaith. Nevertheless, ancient elven tombs are sometimes filled with
artifacts of elven artistry, including examples of magical items or
spells developed by the elf interred within the tomb. Sometimes the
elves of a single house are interred within the same crypt. In such
cases the first chamber may be shared by the individual tombs, with the
second and third chamber housing the body of the fallen and
representing the destination of the spirit.

Major Centers of Worship:  While the largest temples of Sehanine are
found on the Green Isle, in the Vale of Evereska, and in the woods of
the Elven Court, the site most sacred to the Lady of Dreams is the
Tears of Aloevan. This is an otherworldly cloud of magic accessed
through a mystical pool of water found in an unearthly sylvan glen at
the heart of Ardeep Forest. Much like the dark elf Qilue Veladorn
serves both Mystra and Eilistraee today, Aloevan was once the Chosen of
both Sehanine and the Lady of Mysteries. The moon elven queen's descent
into madness and her eventual death was a tragic loss for both the Fair
Folk and the other human and demihuman races of the region caused by
her inability to control the silver fire that raged within her. Upon
her death, Aloevan's spirit was unable to pass on to Arvanaith and was
instead enmeshed within a nimbus of silver fire that hovered between
Faerun and Arvandor. To assuage the madness of their queen who had
sacrificed so much, seven priests of Sehanine created a link between
the natural world and the spiritual limbo in which Aloevan's spirit was
trapped.  For centuries, Sehanine's priests have labored to ease the
torment of the mad queen and in the process have recreated the
long-lost court of Ardeep within the pocket dimension formed from the
silver fire Aloevan could no longer control. Aloevan's spirit is now 
capable of manifesting in a form similar to that of a spectral harpist
within the Court of Silver Fire, as the mystic temple is known, but her
laughter and tears are tinged with madness and only the beneficence of
the seven priests enables her to hold on to the vestiges of her sanity.
During times of a solar eclipse, passage between the glen in Ardeep
Forest and the Court of Silver Fire is possible. At such times a priest
of Sehanine may make his or her way to Aloevan's mystical court at
Sehanine's request to replace one of the seven priests who is ready to
pass on to Arvanaith. Although many others have sought entrance to
Aloe-van's court, none have returned to tell the tale, so it is unknown
if any who were not called there by Sehanine have ever succeeded.

Affiliated Orders: The Knights of the Seven Sacred Mysteries are well
known for their service in defense of elven homelands from N'Tel'Quess
invaders as well as their ongoing efforts to retrieve tomes of
long-lost elvish lore and items of elven artistry from the ruins of
fallen realms. The order is composed of elves and a few half-elves,
most of whom are of moon elven or gold elven ancestry, and it includes
many crusaders, as well as a handful of clerics, fighters, and rangers,
in its ranks. The order's entrance requirements are kept secret from
nonmembers, but it is generally known that there are seven tiers in the
order's hierarchy and that it can take a century or more of faithful
service to Sehanine before the next mystery is revealed. Knights of the
First Mystery are the lowest ranking members of the order, while
Knights of the Seventh Mystery are some of the most powerful agents of
Sehanine in the Realms. No half-elf has ever risen higher than the rank
of Knight of the Fourth Mystery, but it is not known if that fact
indicates the difficulty of ascending the order's rarefied ranks and
the small representation of half-elves in the order or if it is a
manifestation of a bias against those who have some degree of
N'Tel'Quess ancestry. The order's preeminent chapter houses are found
in the city of Ruith on Evermeet, the Vale of Evereska, and amidst the
Tangled Trees settlement of the Elven Woods.

The Sentinels of the Moonbow are a small fellowship of rangers pledged
to the service of the Goddess of Moonlight. Sentinels watch over
animals that may hold the reincarnated spirits of elves of ages past
and that may once again assume elven form. These rangers in the service
of Sehanine are also pledged to the tracking and destruction of undead
creatures whose existence is a blight upon the land.

The Veiled Choir is a mysterious sisterhood of elven mystics whose very
existence is obscured by a veil of legend, mystery, and rumor. Sisters
of the Veiled Choir are renowned for their prophetic ability, and their
visions are revealed in an unending chorus of song. Only a handful of
these ancient elven seers are believed to exist, residing in ancient
temples of the Lady of Dreams whose very existence has long been
forgotten by even the Fair Folk. Young elves in search of adventure
often attempt to find the sisterhood's oracular redoubts of which,
curiously, none are located on the Green Isle. On rare occasions a
lucky and persistent elf discovers a Veiled Cantoria, but those who
seek to simply follow in their footsteps always fail in their quest.
The reward for reaching a sanctuary of the Veiled Choir is always the
blessing of the Luminous Cloud and a mysterious prophecy, the
unraveling of which may consume the rest of the recipient s life.

Priestly Vestments: Members of Sehanine's clergy favor silvery-white
diaphanous gowns (for the priestesses) and togas (for the priests). A
silver diadem is worn on the head, oftentimes with a moonstone pendant
dangling above the brow. Simple sandals are worn on the feet, and a
silver lace sash is worn around the waist. The holy symbol of the faith
is a moonbar crystal carved in the shape of a small flat disk
(approximately three inches in diameter), and such devices are often
worn around the neck on a delicate-looking silver or mithral chain.

Adventuring Garb: Priests of the Daughter of the Night Skies favor mail
over leather armor, and most carry round shields whose unadorned,
reflective fronts are polished mirror bright. Such armor is typically
fancifully adorned, emphasizing the grace and bearing of the wearer.
Senior priests are well known for the elaborate suits of elven chain
mail or elven plate mail they favor, although many such suits were lost
with the fall of Myth Drannor.  Sehanine's clergy favor missile
weapons, particularly short and longbows, and staves. Staffs of the
moonlight and rings of shooting stars are particularly prized.

Specialty Priests (Starsinger)

REQUIREMENTS:   Intelligence 9, Wisdom 13
PRIME REQ.:     Intelligence, Wisdom
ALIGNMENT:      CG
WEAPONS:        Bow, javelin, quarterstaff, sickle, sling, staffsling
ARMOR:          Any
MAJOR SPHERES:  All, astral, charm, divination, guardian,
                healing, necromantic, protection, summoning,
                sun, travelers
MINOR SPHERES:  Numbers, thought, wards
MAGICAL ITEMS:  Same as clerics
REQ. PROPS:     Bow, bowyer/fletcher
BONUS PROPS:    Astrology, navigation

* Starsingers must be elves or half-elves. While most starsingers are
  moon elves or gold elves, elves and half-elves of every subrace are
  called to be specialty priests of Sehanine's clergy.

* Starsingers are not allowed to multiclass.

* Starsingers receive a +2 bonus to their saving throws vs. death
  magic. This bonus improves to +4 on the night before, during, and
  after the full moon. It drops to +0 on the night before, during, and
  after the new moon.

* On nights before, during, and after the full moon, opponents' saving
  throws against spells and granted powers employed by starsingers
  suffer a -2 penalty. On the night before, during, and after the new
  moon, this becomes a +2 bonus for the opponent of the starsinger.

* Starsingers may cast wizard spells from either the divination school
  or illusion/phantasm school as defined in the Limited Wizard
  Spellcasting section of "Appendix 1: Demihuman Priests." At 1st
  level, each starsinger must choose one school or the other, and the
  choice of study is irrevocable thereafter.

* Starsingers can cast motes of moonlight (as the 1st-level priest
  spell) or sleep (as the 1st-level wizard spell) once per day.

* At 3rd level, starsingers can cast mirror image (as the 2nd-level
  wizard spell) or infravision (as the 3rd-level wizard spell) once per
  day. If latter effect is cast upon an elf or half-elf who naturally
  possesses infravision, the use of this granted power increases his or
  her infravision to 120 feet.

* At 5th level, starsingers can cast detect spirits or starshine (as
  the 3rd-level priest spells) once per day.

* At 7th level, starsingers can cast commune or moonbeam (as the 5th.
  level priest spells) once per day.

* At 10th level, starsingers can cast dream (as the 5th-level wizard
  spell) or true seeing (as the 5th-level priest spell) once per day.

* At 13th level, starsingers can cast greater spelldream (as the
  4th-level wizard spell detailed the Wizard's Spell Compendium, Volume
  2) or Pres-per's moonbow (as the 5th-level wizard spell detailed in
  Pages from the Mages or the Wizard's Spell Compendium, Volume 3) or
  vision (as the 7th-level wizard spell) once per day.

* At 15th level, starsingers can heal (as the 6th-level priest spell)
  or gate or holy word (as the 7th-level priest spells) once per day.

Sehanite Spells

In addition to the spells listed below, priests of the Lunar Lady may
cast the 2nd-level priest spell Eilistraee's moonfire, detailed in the
entry for Eilistraee, the 3rd-level priest spell moon blade, detailed
in the entry for Selune in Faiths & Avatars, and the 2nd-level priest
spell moon shield, detailed in the entry for The Moonweb, a holy tome
of Selune, in Prayers from the Faithful.

1st Level

Motes of Moonlight (Pr 1; Alteration)

Sphere:         Sun
Range:          0
Components:     V, S
Duration:       1 hour+1 turn/level
Casting Time:   4
Area of Effect: 10 feet/level
Saving Throw:   None

This spell creates a trail of shimmering, silvery lights in the
direction pointed by the caster. The beam of light thus caused is equal
in brightness to a shaft of moonlight, and any priest of Sehanine
standing among the motes of moonlight is treated as if they were bathed
in the light of a full moon. Objects in darkness beyond this beam can
be seen, at best, as vague and shadowy shapes. The spell is targeted at
any fixed point within range of the beam's terminus, 10 feet per level
of the caster, and she or he must have a line of sight or unobstructed
path to that point when the spell is cast. The beam starts at the
caster's holy symbol. Once cast, motes of moonlight hang in place, even
if the target or holy symbol is then moved. The caster can dismiss the
motes on command.

This spell is often used in conjunction with a mocmbridge incantation
in regions where the moon's light does not reach and on nights of the
new moon.

3rd Level

Detect Spirits (Pr 3; Divination)

Sphere:         Divination
Range:          0
Components:     V,S,M
Duration:       10-foot X 60-foot path
Casting Time:   6
Area of Effect: Special
Saving Throw:   None

This divination reveals the presence of disembodied or noncorporeal
spirits of all types, including wraiths, ghosts, spectres, astrally
projecting creatures, characters or monsters employing magic jar or
possession, and animal and nature spirits. Characters or monsters who
are simply invisible, phased, or ethereal do not count as spirits,
since they are physically present in the flesh despite their unusual
status. The caster detects spirits in a path 10 feet wide and 60 feet
long; any spirits of the type described above in the area of effect are
revealed in their preferred form or appearance for all to see. Simply
detecting a spirit does not give the caster any special ability to
communicate with or attack the entity.

The material component for this spell is a small pendant of copper wire
worth at least 20 gp.

4th Level

Moonbow (Pr 4; Alteration)

Sphere:         Sun
Range:          0
Components:     V,S,M
Duration:       1 round/2 levels
Casting Time:   7
Area of Effect: Special
Saving Throw:   None

This spell creates a crystalline bow the size and strength of a long
bow or short bow, as chosen by the caster during the casting. A thin
beam of silvery light serves as the bowstring and, when it is drawn
back causes a shimmering, silver arrow to magically appear in the
proper position.

Only the caster can employ the crystalline bow created by means of this
spell, and it fades into a luminous cloud that dances about for ld4+1
rounds and then vanishes into nothingness if released for any reason.
At most, two shafts from the bow can be fired per round at any target
within range. Each shaft trails a stream of motes of moonlight (as the
1st-level spell of the same name but lasting only ld4+l rounds)
delineating the path of flight. A successful attack roll is required to
hit an opponent with a shaft fired by the moonbow. After any attack,
whether it hits or misses, the arrow fired vanishes in a fashion
similar to the crystalline bow, as described above.

The effects of a successful hit with a moonbow vary depending the type
of the target. If shot into a region of magical darkness, the arrow
negates the effect but otherwise does nothing but trail the
aforementioned motes of moonlight. Against a living creature, a
moonshaft acts as a bolt of energy from the Positive Material Plane,
inflicting 7d4 points of damage. Against undead creatures who draw
their power from the Negative Material Plane and rare natives of that
Inner Plane, a moonshoft inflicts 14d4 points of damage and bathes the
target in silvery faerie fire for ld4+l rounds. (Multiple successful
attacks against a single undead creature do not double the
effectiveness of the faerie fire effect, but instead simply extend the
effect if the additional period ends later than the first.) Against
undead creatures who draw their power from the Positive Material Plane
(such as mutritfties) and rare natives of that Inner Plane, a moonshaft
cures 7d4 points of damage per level, but otherwise has no effect.

The material components of this spell are the priest's holy symbol and
the silken thread of a cobweb coated in dew gathered beneath the light
of the full moon.

Moonbridge (Pr 4; Alteration)

Sphere:         Sun
Range:          120 yards
Components:     V,S,M
Duration:       1 round/level
Casting Time:   7
Area of Effect: Special
Saving Throw:   None

This spell transforms a shaft of moonlight, whether it be naturally
occurring or magically created (such as by a motes of moonlight spell),
into a translucent bridge capable of supporting beings of good
alignment. Beings of neutral alignment can also walk atop a moonbridge
as long as they stay in direct physical contact with the caster (or
form part of a chain, of which at least one member must be in physical
contact with the priest). Evilly aligned beings find moonbridges as
insubstantial as moonlight. In areas bathed in moonlight with no
distinctive shafts of light, the caster can create a moonbridge from
his or her location at the time in any direction, as long as the entire
length of the moonbridge is bathed in moonlight without interruption.

A moonbridge is at most 3 feet wide and at least 20 feet long, although
it can extend as far as 120 yards, according to the caster s desire. It
lasts as long as the spell's duration or until ordered out of existence
by the caster. The angle of inclination and direction of the moonbridge
varies as noted above.

The material components of this spell are the priest's holy symbol and
a vial of holy water that has been bathed in the light of the last full
moon for at least 6 consecutive hours.

Shevarash
---------

(The Black Archer, the Night Hunter, the Arrow Bringer)
Demipower of Arborea and Limbo, CN

PORTFOLIO:       Hatred of the drow, vengeance, military
                 crusades, loss, revenge
ALIASES:         Elikarashae
DOMAIN  NAME:    Olympus/Arvandor and Limbo/Fennimar
SUPERIOR:        Corellon Larethian, Fenmarel Mestarine
ALLIES:          Callarduran Smoothhands, Hoar, Psilofyr, Shar,
                 Shaundakul, the Seldarine
FOES:            Blibdoolpoolp, the Blood Queen (of the
                 aboleth), Deep Duerra, Diinkarazan, Diirinka,
                 Great Mother, Gzemnid, Ilsensine, Ilxendren
                 (of the ixzan, freshwater Underdark relatives of
                 the ixitxachiti), Laduguer, Maanzecorian (dead),
                 the drow pantheon (except Eilistraee)
SYMBOL:          Broken arrow above a tear drop
WOR. ALIGN.:     LG, NG, CG, LN, N, CN

Shevarash (SHEV-uh-rash), who embodies the hatred the Fair Folk hold
for the drow, is the elven god of vengeance and military crusades. He
is venerated by elves and half-elves who have suffered the loss of
loved ones through violence, particularly those who burn with revenge
against the drow, and by those who have sworn to destroy the Spider
Queen and the other evil gods of the dark elves. Some elven theologians
speculate that Shevarash serves to gather in the bitterness and hatred
that has riven the elven race since the Crown Wars, thus keeping the
contagious evil of the Spider Queen from spreading to the elven
population at large.

Nearly 6,000 years ago, circa - 4400 DR, on Midwinter night- the
longest, darkest night of the year-an army of duergar and drow poured
forth from the Underdark and overran both the dwarven realm of Sarphil
on the southern shore of the Moonsea and the Elven Court at the heart
of the great forest of Arcorar. The Dark Court Slaughter claimed the
lives of countless elves and dwarves, including most of the assembled
leaders of the Fair Folk and the Stout Folk who had come to the Elven
Court to reestablish their long-standing alliance. Among the fallen was
the family of the archer-guard Shevarash, once a carefree hunter of the
Elven Court. In an anger-tinged prayer to Corellon, Shevarash vowed to
become the Seldarine's hand against the drow to extract revenge for the
loss of his family. The grief-stricken warrior swore a grim oath
neither to laugh nor smile until the drow goddess Lolth and her foul
followers were destroyed. It was a tall order, but for the remainder of
his life, Shevarash became the deadliest nemesis of the drow, raiding
their underground cities, slaying their priests, and destroying shrines
to their foul gods. Shevarash was finally slain by a horde of myrlochar
(soul spiders) after killing the high priestess Darthiir'eigg
Aleanrahel and six of her consorts, circa - 4070 DR.  Upon his death
and with the assistance of Fenmarel Mestarine, Shevarash the Black
Archer underwent apotheosis to become the Night Hunter and the Arrow
Bringer.

When the Sy-Tel'Quessir settled the Yuirwood, the Seldarine merged with
the ancient gods of the Yuir, transforming them into aspects of the
various powers of the elven pantheon. Of the Seldarine;, Shevarash
absorbed the aspect of Elikarashae, the youngest of the Yuir gods, as
Elikarashae had only recently undergone apotheosis. The Sy-Tel'Quessir
settlers of the Yuirwood incorporated the legends of Elikarashae into
their own myths of Shevarash, and in the folklore of the elves of the
Yuirwood, the god's aspect as Elikarashae became a mighty elven
warrior who bore three great weapons: the spear Shama, which could
speak to elf warriors of pure heart and noble mind; the sling Ukava,
which never missed; and the club Maelat, which could only be wielded in
the defense of the Yuir. Elikarashae was credited with defeating many
of the Yuir's enemies, particularly the mountain trolls and drow, for
which the great warrior had been lifted up to Arvandor and made a god,
or so the myths held.

Shevarash maintains no permanent realm in the Outer Planes, although he
visits both Arvandor and Fennimar frequently. The Black Archer is
closely allied with the Seldarine, particularly the more militant
powers, although none of the elven gods are as consumed with hatred and
vengeance as he is. Although Shevarash considers Fenmarel his superior,
the Lone Wolf and the Black Archer share little in common aside from
their mutual hatred of the drow. Of the rest of the Seldarine,
Shevarash works closely with Corellon and Solonor in particular, but
the other two powers are more concerned with defending elven realms
than bringing the war into the tunnels of the drow, much to the Black
Archer's frustration. As consumed by his hatred of the dark elven
powers now as he was during the night of the Dark Court Slaughter, the
Black Archer now hunts Lolth, Ghaunadaur, Vhaeraun and the other dark
gods of the drow directly, often venturing into the Abyss to do so.
Shevarash has moderated his hatred toward Eilistraee and the
good-aligned drow who worship the Dark Maiden. He does not kill them
out of hand, but he still dislikes them thoroughly. In life, the Black
Archer's extended forays into the Underdark nurtured his antipathy for
the other evil denizens of the Night Below, and as a god he battles
their divine patrons as well. Shevarash's all-consuming crusade is such
that the only long-standing divine allies he has garnered since his
apotheosis are those such as Callarduran Smoothhands and Psilofyr who
share his hatred of the drow and their pantheon of dark gods. As
humanity has begun to venture ever deeper into the Underdark, Shevarash
has begun to work more with human gods such as Shaundakul and Hoar. To
the great distress of the other members of the Seldarine, the Black
Archer's bitterness is such that he has recently begun to find solace
in the soothing embrace of Shar.

Shevarash is taciturn, violent, and consumed by thoughts of bitterness
and revenge. He never displays any emotion aside from anger and a brief
exultation or triumph after each victory. The Black Archer has no
patience for those who do not share his zeal for vengeance, and he has
no interest in moderating his crusade in the interests of peace.  The
Black Archer often dispatches his avatar in anticipation of an attack
by the drow on a relatively undefended elven settlement, or if he
appears too late to prevent a repeat of the slaughter that still haunts
him, Shevarash pursues the dark elves back into the Underdark and hunts
them down until all are dead.

Shevarash's Avatar (Ranger 25, Cleric 18)

Shevarash appears as a tall, muscular green elf clad in elven chain
mail and a shadowy cloak. He favors spells from the spheres of all,
chaos, combat, elemental (earth), guardian, healing, necromantic,
protection, summoning, sun, travelers, and war, although he can cast
spells from any sphere.

AC -3; MV 15; HP 174; THAC0 -4; #AT 2
Dmg 2d4+10 (+13 vs. drow) (broad sword +3/+6 vs. drow, +5 str, +2
    spec. bonus in broad sword) or 1d8+10 (long bow +5, +5 str)
MR 75%; SZ M (6 feet tall)
STR 20, DEX 21, CON 18, INT l8, WIS 19, CHA 20
Spells P: 11/10/10/9/6/4/2
Saves PPDM 3, RSW 5, PP 4, BW 4, Sp 6

Special Att/Def: Shevarash wields two principle weapons. The Black
Archers Black Bow is a long bow +5, and any arrow shot from it acts as
an arrow of slaying drow if it hits. In melee combat, Shevarash wields
Traitorbane, a brood sword +3/+6 vs. drow. In addition to any bonuses
Shevarash normally receives, he also receives a +4 bonus to all melee
or missile damage rolls against drow opponents.

When Shevarash appears as Elikarashe to the Yuir, he wields three
principle weapons: Shama, a spear+3 of chaotic good alignment (Dmg
1d10+13 ([spear+3, +10 str]); Ukava, a sling +1 that is constantly
loaded with bullets+1 and never misses (Dmg 1d4+12 [sling+1 and bullets
+1, +10 str ] ); and Maelat, a club +4 that causes all those who try to
wield it for any reason other than defending Yuir or the Yuirwood 1d20
points of damage during each round they touch or grasp the club (Dmg
1d8 +14 [club +4, +10 str]).

Once per round, at will, Shevarash may cast dispel magic, light, lower
resistance, or nondetection. Faerie fire is ineffective against him,
and he can see perfectly even in absolute darkness (such as that
created by a darkness spell). He can be struck only by +1 or better
magical weapons.

Other Manifestations

Shevarash commonly manifests as a bright white flame that envelops a
being to be aided or weapon to be wielded. In the former case, the
Black Archer's manifestation typically confers the benefits of an
armor, haste, ironguard, protection from normal missiles, or shield
spell. In the latter case, Shevarash's power imbues the weapon with an
additional +1 attack bonus and +2 damage bonus vs. chitines, driders,
drow, myrlochar, and yochlol above any beyond all magical bonuses (if
any) the weapon already possesses (to a maximum attack or damage bonus
of +6).

The Seldarine call on agathinon, asuras, and ancient treants as their
preferred servants, but Shevarash is also served by aasimar, eladrin
(particularly ghaeles), and reverend ones. He demonstrates his favor
through the discovery of webstone engraved with his symbol, spider webs
that have been torn apart, and crushed (normal-sized) spiders. The
Black Archer indicates his displeasure by manifesring as twin red
flames that appear in the darkness like the eyes of a malevolent beast.

The Church

CLERGY:            Crusaders, specialty priests, rangers
CLERGY'S ALIGN.:   CG, CN
TURN UNDEAD:       Cru: No, SP: No, R: No
CMND. UNDEAD:      Cru: No, SP: No, R: No

All crusaders and specialty priests of Shevarash receive religion (elf)
and reading/writing (Espruar) as bonus nonweapon proficiencies.

The cult of Shevarash is little known, even among the Fair Folk, except
in communities where attacks by drow raiders are fairly common.
Although the dedication and passion with which Shevarashan priests
pursue their hated quarry is much appreciated by their kin, few elves
can understand the intense, all-consuming hatred that consumes members
of this faith. To the Fair Folk, the all-consuming hunger for vengeance
exhibited by Shevarashan avengers has more in common with the wars
waged by the N'Tel'Quess than it does with elven sensibilities. As
such, there is a measure of pity among elves for the sad fate of those
who join this cult out of grief, and many elven theologians doubt that
the spirits of those who follow the Black Archer are able to ascend to
Arvanaith when they inexorably fall to the overwhelming spells and
blades of the drow.  Among other surface races, the cult of Shevarash
is almost unknown. In the Underdark, however, the reign of terror waged
against the drow and the other evil-aligned races by the fanatic
warriors of Shevarash is much appreciated by those few good-aligned
races that dwell in the deep tunnels.  Deep-dwelling dwarves, deep
gnomes, and myconids in particular give succor to followers of the
Black Archer and greatly appreciate their tireless crusade.

Temples of Shevarash are located in cave mouths that connect
elf-occupied forests with the deep tunnels of the Underdark and from
which drow raiders have emerged (or might emerge). The Black Archer's
temples are constructed to serve first and foremost as nigh-impregnable
forts blocking access in either direction that can be held by a handful
of defenders. Most are designed to withstand long-term sieges and
include well-stocked armories, storerooms, and cisterns of fresh water.
The walls of Shevarash's houses of worship are typically adorned only
with trophies seized from fallen drow. Shevarash's followers sometimes
construct shrines to their god in the Underdark, but such monuments are
makeshift at best, quickly built in caves that serve as a temporary
base of operations. Fallen warriors of the cult are brought back to the
surface to be interred or, if absolutely necessary, buried in unmarked
cairns in the Underdark so as to hide them from the drow.

Novices of Shevarash are known as the Haunted. Full priests of the
Black Archer are known as Dark Avengers. Shevarashan priests have
unique individual titles, most of which include a litany of the foes
they have slain. Specialty priests are known as dhaeraowathila, an
elvish word that can be loosely translated as drowbane. The clergy of
Shevarash includes green elves (33%), moon elves (32%), gold elves
(29%), and half-elves of those subraces (6%). Shevarash's clergy is
evenly divided between specialty priests (34%), crusaders (33%), and
rangers (33%), and has equal numbers of males (50%) and females (50%).

Dogma: The greatest enemy of the Seldarine is Lolth, who sought the
corruption of Arvandor and the overthrow of the Creator. The greatest
enemy of the Fair Folk is the drow, the debased followers of the Spider
Queen who long ago were enmeshed in her dark web. Redemption and
revenge may be achieved through the utter destruction of the drow and
the dark powers they serve. Only then may the joy of life begin anew.
Hunt fearlessly!

Day-to-Day Activities: The followers of Shevarash are consumed with
their quest to root out and destroy the drow and the sources of power
of their dark gods. As such, since its founding by the lieutenants of
Shevarash after their leader's death and apotheosis, the church of the
Black Archer has been totally focused on its military campaign against
the drow. Individual priests spend their days drilling, designing
tactics for warfare in the Underdark, guarding known entrances to the
Underdark, and participating in hit-and-run raids and major assaults on
drow-held territories in the Underdark. Not a few members of the Black
Archer's clergy join adventuring bands that intend to explore the
Underdark, for the cult of Shevarash is small and additional swords in
the battle against the drow are always welcomed.

Holy Days/Important Ceremonies: Midwinter Night is observed by the cult
of Shevarash in memory of the Dark Court Slaughter. On this holy day,
those who wish to join the ranks of the clergy are inducted into the
faith and vows of unceasing vengeance are shouted into the night. In
honor of their god's original vow, each new priest swears to never
again laugh or smile until the Spider Queen and the other dark gods of
the drow are slain and their followers are destroyed.

Major Centers of Worship: The Vault of Unquenched Vengeance lies
beneath a great jet black oak on the outskirts of the Elven Court in
the great forest of Cormanthor. This natural cavern is located amidst
the roots of the ancient tree and housed the body of Shevarash for a
day before his apotheosis. Since the Black Archer's ascension, the tree
has turned jet black, stopped growing, and never produced any leaves,
yet it is apparently still alive. The faithful of Shevarash have
transformed his temporary burial vault into a fortified redoubt, for
the cave serves as the terminus of the last remaining entrance to the
Underdark, or so it is believed, in the vicinity of the Elven Court.
The temple also serves as the starting point for many crusades against
the drow who still dwell below, and all followers of the Black Archer
aspire to complete a pilgrimage to the temple before their deaths.

Affiliated Orders: The church of Shevarash is essentially a military
cult, and as such, the priesthood is the martial arm of the faith and
there are no affiliated orders outside of the faith. Not every member
of the church's disparate army is a member of the clergy, however.
Individual bands often adopt their own monikers, much as military units
do across the Realms, and based on their successes, achieve varying
degrees of renown.

Priestly Vestments: The ceremonial garb of the faith consists of silver
chain mail, a blood-red half-cloak, and a silver helm with a fixed
half-visor that covers only the upper half of the face. The holy symbol
of the faith is a broken arrowshaft that has been dipped in drow blood
and blessed by a priest of Shevarash.

Adventuring Garb: Priests of Shevarash favor bows and swords, but they
employ a wide variety of weapons in their unceasing quest for
vengeance. For armor, most Dark Avengers favor chain mail (elven chain
mail if available) as a good balance between protection and
maneuverability.  Followers of the Black Archer have no compunction
against seizing the armor and weapons of the drow for their own use.

Specialty Priests (Dhaeraowathila)

REQUIREMENTS:        Strength 11, Dexterity 11, Wisdom 9
PRIME REQ.:          Strength, Dexterity, Wisdom
ALIGNMENT:           CG, CN
WEAPONS:             Any
ARMOR:               Any
MAJOR SPHERES:       All, chaos, combat, elemental (earth),
                     guardian, healing, necromantic, protection,
                     summoning, sun, travelers, war
MINOR SPHERES:       Animal, charm, creation, divination
MAGICAL ITEMS:       Same as clerics
REQ. PROFS:          Bow (any), local history (drow), modern
                     languages (low drow/Undercommon)
BONUS PROPS:         Blind-fighting, tracking, modern languages
                     (drow silent speech)

* Dhaeraowathila must be gold elves, moon elves, green elves, or
  half-elves. Dark elves and half-dark elves are never called to be
  specialty priests of Shevarash's clergy, and aquatic elves are
  effectively barred by their inability to pursue the drow into their
  homelands in the Underdark.

* Dhaeraowathila can multiclass as dhaeraowathila/fighters.

* Dhaeraowathila may select nonweapon proficiencies from the warrior
  group without penalty.

* Dhaeraowathila are immune to spells cast by drow spellcasters from
  the sphere of charm or the school of enchantment/charm.

* Dhaeraowathila are immune to spider venom.

* Dhaeraowathila are considered to have selected drow as their species
  enemy, much like rangers, and as such receive the corresponding
  bonuses and penalties. Whenever a dhaeraowathila encounters a drow,
  she or he gains a +4 bonus to his or her attack rolls. This enmity
  can be concealed only with great difficulty, so the priest suffers a
  -4 penalty on all encounter reactions with drow, even those of
  nonevil alignment. Furthermore, dhaeraowathila actively seek out
  this enemy in combat in preference to all other foes unless someone
  else presents a much greater danger.
* Dhaeraowathila can cast light (as the 1st-level priest spell) or
  spider climb (as the 1st-level wizard spell) a total of twice per day.

* At 3rd-level, dhaeraowathila can cast change self (as the 1st-level
  wizard spell) or misdirection (as the 2nd-level wizard spell) or
  undetectable alignment (as the reverse of the 2nd-level priest spell
  know alignment) once per day.

* At 5th level, dhaeraowathila can cast dispel magic (as the 3rd-level
  priest spell) or obscurement (as the 2nd-level priest spell) once per
  day.

* At 7th level, dhaeraowathila can cast fly (as the 3rd-level wizard
  spell) and feather fall (as the 1st-level wizard spell) once per day
  each.

* At 7th level, dhaeraowathila who are not multiclassed can make three
  melee attacks every two rounds.

* At 10th level, dhaeraowathila can cast free action (as the 4th-level
  priest spell) or lower resistance (as the 5th-level wizard spell)
  once per day.

* At 13th level, dhaeraowathila are immune to the effects of a whip of
  fangs or a wand of viscid globs.

* At 13th level, dhaeraowathila who are not multiclassed can make two
  melee attacks per round.

* At 15th level, dhaeraowathila can create one arrow of slaying keyed
  to kill drow per month that they devote to the task. They can create
  no other types of arrows of slaying.

Shevarashan Spells

2nd Level

Infrainvisible (Pr 2; Alteration)

Sphere:           Sun
Range:            Touch
Components:       V, S, M
Duration:         24 hours maximum
Casting Time:     5
Area of Effect:   Creature touched
Saving Throw:     None

This spell masks the heat signature of the creature touched, causing it
to be undetectable to infravision, although still visible to normal
sight. Of course, the infrainvisibie creature is not magically
silenced, and certain other conditions (including detect invisibility
spells and similar magics) can render the creature detectable. Even
allies cannot see the infrainvisible creature or his or her gear with
infravision unless these allies can normally see invisible things or
they employ magic to do so. Items dropped or put down by the
infrainvisible creature become visible to infravision; items picked up
disappear only if tucked into the clothing or pouches worn by the
creature. Note however that light and very hot heat sources (such as
fire) never become infrainvisible, although a source of light or heat
can become so (thus, in effect creating a light or heat signature with
no visible source).

The spell remains in effect until it is magically broken or dispelled,
until the priest or recipient cancels it, until the recipient attacks
any creature, or until 24 hours have passed. Thus the infrainvisible
being can open doors, talk, eat, climb stairs, etc., hut if she or he
attacks, she or he immediately becomes visible to infravision, although
the infrainvisibility allows him to attack first if the target is
relying solely on infravision and not normal vision. All highly
Intelligent (Intelligence of 13 or more) creatures with 10 or more Hit
Dice or levels of experience have a chance to detect infrainvisible
beings. They roll a saving throw vs. spell; success means they noticed
the infrainvisible being.

The material components of this spell are the priest's holy symbol and
a drop of fire beetle ichor.

3rd Level

Shevarash's Infravision (Pr 3; Alteration)

Sphere:         Sun
Range:          Touch
Components:     V,S,M
Duration:       2 hours+1 hour/level
Casting Time:   1 round
Area of Effect: Creature touched
Saving Throw:   None

By means of this spell, the priest enables the recipient to see in
normal darkness up to 120 feet without light. Note that strong sources
of light (fire, lanterns, torches, etc.) tend to blind this vision, so
the spell's effect does not function efficiently in the presence of
such light sources. Invisible creatures are not detectable by
infravision.

The material components of this spell are the priest's holy symbol and
either a pinch of dried carrot or an agate.

Depress Resistance (Pr 3; Abjuration, Alteration)

Sphere:         Combat
Range:          60 yards
Components:     V,S,M
Duration:       1 turn
Casting Time:   6
Area of Effect: One creature
Saving Throw:   None

Using this spell, a priest can temporarily reduce the magic resistance
of a target creature. The magic resistance of the creature works
against the de-press resistance spell at half its normal value. No
saving throw is allowed.

A creature that does not resist the effects of this spell has its magic
resistance reduced by 10% for 1 turn. Against drow, the base is 50%
plus 2% per level. This spell has no effect on creatures that have no
magic resistance.

The material components of this spell are the priest's holy symbol and
a broken iron rod.

Solonor Thelandira
------------------

(Keen-Eye, the Great Archer, the Forest Hunter)
Intermediate Power of Arborea, CG

PORTFOLIO:      Archery, hunting, wilderness survival
ALIASES:        None
DOMAIN NAME:    Olympus/Arvandor
SUPERIOR:       Corellon Larethian
ALLIES:         Chauntea, Cyrrollalee, Emmantiensien, Eldath,
                Eilistraee, Ferrix, Fionnghuala, Gwaeron Windstrom,
                Oberon, Mielikki, Nobanion, Shaundakul, Silvanus,
                Skerrit, Tirania, the Seldarine, various Animal Lords
FOES:           Bhaal (dead), Gorellik, Grankhul, Grolantor, Malar,
                Moander, the Queen of Air and Darkness, Talos, the drow
                pantheon (except Eilistraee)
SYMBOL:         Silver arrow with green fletching
WOR. ALIGN.:    LG, NG, CG, LN, N, CN

Solonor Thelandira (SOE-lue-nohr Theh-LAN-dih-ruh) is the elven god of
hunting, archery, and survival in wild and harsh places. The Great
Archer's prowess with the bow is unmatched by any other power venerated
in the Realms. Solonor is concerned with the integrity of nature and
the balance between exploitation and agriculture on one hand and
fallow, wild terrains on the other. Like Corellon Larethian and
Fenmarel Mestarine, the Great Archer watches over the boundaries of
elven lands. He instructs the Fair Folk in the art of hiding in and
moving through natural foliage so as not to be detected as well as the
art of archery and hunting. Solonor is primarily revered by elven and
half-elven rangers, hunters, woodsmen, and fighters. In particular,
elven hunters appeal
to him for better catches ot game and elven warriors trapped in hostile
territory call on him for aid. In recent centuries a few humans,
primarily hunters, have joined his faith as well.

Solonor is allied with all the powers who collectively compose the
Seldarine. In particular, the Great Archer works closely with Corellon
Larethian, Fenmarel Mestarine, and Shevarash to defend the borders of
elven homelands.  In many tales, Fenmarel is said to be the brother of
Solonor, and despite the former's estrangement from the Seldarine for
which Solonor holds Lolth responsible, the Lone Wolf and the Great
Archer are still close allies. Solonor has served as Shevarash's mentor
since the green elf's apotheosis, and the two are united in their
hatred of the Spider Queen and her followers, the drow, although the
Great Archer is not as consumed with vengeance as the Night Hunter.
Solonor and Rillifane Rallathil work closely to preserve and protect
the natural world. Although the Great Archer is more tolerant of the
slow growth of civilization than the Leaflord, a philosophical
difference that sometimes spills over into the relations between their
two faiths, they are united in their efforts to preserve the great
forests of the Fair Folk from the relentless expansion of humankind.
Solonor and Eilistraee are true kindred spirits, with some myths
depicting them as half-siblings and other myths suggesting a burgeoning
romantic relationship (much to the dismay of both Shevarash and
Fenmarel). Among the nonelven powers, Solonor is closely allied with
other powers concerned with the natural world, including Mielikki, Lady
of Forests, another goddess with which he has been romantically linked,
Silvanus the Oakfather, Skerrit the Forester, and the various Animals
Lords, particularly those concerned with hunting such as the Cat Lord
and Wolf Lord. Solonor despises powers that favor despoliation over
nature, and actively opposes the efforts of such gods and their
followers. Solonor's greatest foes are Malar and Talos, followed
closely by Lolth and members of the Unseelie Court. The Beastlord's
eternal, unquenchable bloodlust is a vile perversion of every principle
Solonor holds dear. Likewise, the Destroyer's hunger for destruction
works to tear apart the delicate balance the Greater Archer has striven
to forge and maintain. The Queen of Air and Darkness, much like the
Spider Queen, embodies the corruption that can take root even in the
hearts of even those of fey ancestry and against which the Great Archer
stands ever vigilant.

Solonor is always in pursuit of quarry, and he rarely remains in one
location for very long. Unlike many hunters, the Great Archer stalks
prey only out of concern for the overall balance between the species
and to destroy evil-doers, particularly the drow. His serious,
sometimes grim, demeanor reflects the difficulty he faces in forging a
workable compromise between the competing forces of civilization and
wilderness, instinct and knowledge, and savagery and domesticity.
Solonor's word is his bond, and his pledge is never given lightly.
Solonor does not close to do battle with an enemy, but tracks and
pursues instead, firing arrows from a never-empty quiver. The favorite
tactic of this deity, should he anticipate battling a particularly
dangerous foe, is to physically touch that being and then retreat. Once
by himself again, he can then manufacture a special arrow of slaying
designed especially to kill that one opponent, should it strike home.
He then hunts his quarry relentlessly, hoping to bring him down in a
single shot. Many fiends from the Lower Planes have felt the bite of
Solonor's deadly arrows.

Solonor's Avatar (Ranger 34, Druid 29, Bard 19)

Solonor appears as a strong, sinuous male elf clad in a great cloak of
living leaves. He casts spells from the spheres of all, animal, combat,
divination, elemental, healing, plant, sun, travelers, and weather and
favors spells from the schools of alteration, enchantment/charm, and
illusion/phantasm, although he can cast spells from any school.

AC -3; MV  15; HP 228; THAC0 -10; #AT 2 (elven long bow-melee) or 3 (bow)
Dmg  1d6+14 (elven long bow +5, +9 STR) or 1d8+17 (long bow +5 and
     arrow +3, +9 STR)
MR 80%; SZ M  (6 1/2 feet tall)
STR 21, DEX 24, CON 22, INT 20, Wis 20, CHA 19
Spells P: 12/12/11/11/9/9/7, W: 4/4/4/4/4/3/2
Saves PPDM 2, RSW 5, PP 4, BW 4, Sp 6

Special Att/Def: Solonor wields Longshot, an elven long bow +5 (see
below under the Adventuring Garb subsection of The Church section) that
can shoot as tar as the horizon without penalty, and carries the Quiver
0} Endless Arrows, a magical quiver that can supply two arrows +3 of
any type (flight, sheaf, silver, or cold-wrought iron) per round. Twice
per day he can draw forth an arrow of slaying for any type of creature
as desired. If he takes three rounds to enhance the enchantment of a
particular arrow of slaying after physically touching his intended
quarry, Solonor can make it effective against any such individual being
of less than demipower status. The Great Archer wears a necklace of
adaptation and boots of varied tracks. In forest and sylvan settings,
Solonor can use improved invisibility, pass without trace, and move
without making a sound at will.

Keen-Eye cannot be surprised by any creature within 500 yards of his
person, is immune to missiles of any sort, and can bend the flight path
of any arrow shot at him so that it turns back around and targets the
archer who launched it. He can be struck only by +2 or better magical
weapons.

Other Manifestations

Solonor most commonly manifests in one of three ways. Beings are
enveloped in a nimbus of silver-green light that confers upon them the
benefits of a protection from normal missiles spell for the next 7
rounds. Bows engulfed in the same ambient radiance receive a +3 attack
bonus on their next three shots. Arrows in flight engulfed in the
silver-green fire of Solonor may deliver a spell effect such as /aerie
fire, flame arrow, hold monster, shocking grasp, or the like as if cast
by priest of the same level or Hit Dice as the archer. On very rare
occasions, such arrows act as an arrow of slaying for a particular
species or an individual.

The Seldarine call on agathinon, asuras, and ancient treants as their
preferred servants, but Solonor is also served by aasimon,
androsphinxes, azmyths, bariaurs, black bears, brown bears,
bhaerghalas, buraq, cath shee, centaurs, cooshee, dryads, einheriar,
eladrin, elven cats, faerie dragons, firboigs, firestars, firetails,
foo creatures, frosts, great cats, griffons, guardinals, hamadryads,
hollyphants, hybsils, incarnates of courage, kholiathra, korred,
lammasu, lillendi, lythari, moon dogs, moon-horses, oreads, pers,
pixies, reverend ones, seelie faeries, silver dogs, sprites, swanmays,
sunflies, unicorns, wemics, wolves, and wood giants. He demonstrates
his favor through the discovery of bloodstones, obsidian, variscite, or
phandar wood, the tinkling of chime oaks in winter, the splitting of an
arrow embedded in a target by the next arrow, and the discovery of game
in a time of need. Omens granted by the god take the form of natural
phenomena, such as unusual flights of birds or strange behavior by wild
animals. Keen-Eye indicates his displeasure by causing bowstrings to
snap, arrowheads to chip, shatter, or fall off, bows and arrow shafts
to warp, or twigs to snap.

The Church

CLERGY:           Clerics, rangers
CLERGY'S ALIGN.:  NG, CG,  CN
TURN UNDEAD:      C: Yes, R: No
CMND. UNDEAD:     C: No, R: No

All clerics (including multiclassed half-elven clerics and elven
cleric/rangers, a multiclassed combination allowed to elven priests of
Solonor) and rangers of Solonor receive religion (elf) and
reading/writing (Espruar) as bonus nonweapon proficiencies.
Single-classed clerics of Solonor must select a weapon proficiency in
either the long bow or short bow, at twice the regular cost.

While Solonor is well regarded throughout elven society, most of his
worshipers are drawn from those Fair Folk who live outside the great
cities in small forest communities. His worship is particularly
prevalent among green elves and moon elven commoners involved in the
day-to-day realities of living in harmony with nature and preserving
the environment in the face of the destructive impulses of other races.
While some gold elves drawn to the simple appeal of living in direct
harmony with the woods may be found in Solonor's church, for the most
part the Ar-Tel'Quessir and even the haughtiest Teu-Tel'Quessir
nobility romanticize the teachings of the Great Archer while
contemptuously dismissing those who compose the ranks of the Great
Archer's faithful as base and worthy of a small measure of scorn.

Temples of Solonor can be found at the heart of deep forests, only
accessible via carefully hidden and guarded woodland paths. The Great
Archer's houses of worship are a mixture of natural and carefully
sculpted features emphasizing the competing principles that Solonor
tries to balance. Most temples are cultivated in a grove of trees
carefully tended from seedlings to form two or more concentric rings of
forest giants. Each tree is grown so as to form one or more natural
hollows within its trunk at various elevations, and vine rope bridges
are threaded through each tightly packed grove to connect the chambers
in the heart of each tree. At ground level, roots, rocks, earth, plants
are woven into near impregnable defensive fortifications to ensure the
sanctity of the temple perimeter. Earthen chambers are hewn from the
dirt beneath the grove, nestled among the tightly woven root
structures. In the surrounding woods, trees are carefully planted so as
to create narrow, spokelike paths radiating outward from the central
grove. Although not immediately obvious to casual observation, the
plant growth along such paths is cultivated so as to impede movement
but permit the flight of arrows, thus forming natural shooting
galleries in which invaders are easily targeted. Solonor's temples
contain both ceremonial chambers adorned with hunting trophies and
hollows with more practical applications such as crafting and repairing
bows and arrows, the curing of venison and other meats, the tanning of
hides, and the carving of bones to form tools and figurines.

Novices of Solonor are known as Fledglings. Full priests of Keen-Eye
are known as Hawkeyes. In ascending order of rank, the titles used by
Solonoran priests are Fletcher, Bowyer, Archer, Gray Wolf, Snow Tiger,
Grizzly Bear, Blood Hawk, Fire Falcon, and Gold Eagle. High-ranking
priests have unique individual titles. Specialty priests are known as
rangers. The clergy of Solonor includes moon elves (33%), green elves
(28%), gold elves (22%), half-moon elves (8%), half-green elves (3%),
half-gold elves (2%), lythari (3%), and a handful (1%) of elves and
half-elves of other ancestries. Solonor's clergy includes rangers
(36%), cleric/rangers (33%), and clerics (31%), including half-elven
multiclassed clerics other than cleric/rangers. The clergy is almost
equally divided among males (52%) and females (48%).

Dogma: Walk in harmony with nature and oppose the efforts of those who
would disturb her delicate balance. Preserve the wild places from
excessive encroachment, and work with those who would settle the land
to preserve the beauty that first attracted them. Hunt only for
sustenance, culling the old and the weak from the herd so that all
species may prosper. Like an arrow in flight, it is difficult to arrest
the consequences of an action. Choose your targets carefully, for an
ill-considered action can have a long-reaching impact.

Day-to-Day Activities: Solonor's priests serve as scouts and archers in
elven armies, as bowyers, fletchers, and archery instructors in elven
settlements, and as hunters and providers for far-flung rural
communities. Among those Fair Folk who largely eschew the trappings of
civilization, members of Solonor's priesthood preside over initiation
ceremonies into adulthood. Hawkeyes serve the Great Archer by working
to maintain the balance of nature. Solonor's priests are deadly enemies
of those who worship Malar, Talos, or Moander, and they often join
forces with those who serve the Leaflord in order to exterminate
followers of those evil gods whenever they make their presence known.

Holy Days/Important Ceremonies: Solonor's faithful generally eschew
frivolous celebrations, considering them unnecessary distractions to
the tasks at hand. Once per lunar month, under the soft light of the
full moon, the Great Archer's faithful assemble to give thanks for the
skills Solonor has taught and the bounty thus provided. Hunters
sacrifice hunting trophies that cannot otherwise be employed, and
unbroken arrows engraved with the symbol of Solonor are fired into the
sky to poke holes in the firmament and allow the light of Solonor's
teachings to shine forth on his people (these arrows are never fired in
a direction that would cause them to fall where they might hurt
someone, including straight up). Each Shield-meet, known to the Fair
Folk as Cinnaelos'Cor (the Day of Corellon's Peace), the followers of
Solonor assemble to compete in great archery meets. The winners of such
contests are said to receive the Keen-Eye mark of the Great Archer, a
blessing that confers a +1 attack bonus on all attacks made with a bow
until the next Shieldmeet.

Major Centers of Worship: Moondark Hill is located in the Vale of
Evereska-discussed in greater detail in the entry for Hanali Celanil-on
the eastern fringes of the moon elven city at the base of one of the
greatest peaks of the Shaeradim. Eastpeak's shadow cloaks the low knoll
in darkness for much of the night when the moon is full, giving rise to
the hill's name. The Great Archer's faithful gather to worship their
god when the full moon rises above the top of Eastpeak and its light
washes over the hilltop like a wave of silver. Built into the steep
western slope of Moondark Hill is the Hall of the High Hunt, a great
open-air pavilion encircled by a tightly packed colonnade of ancient
shadowtops. A pure mountain spring rises in the heart of the hill and
winds through a series of natural caverns before exiting at the heart
of the Shadowtop Glade. When in residence, Solonor's  clergy dwell in
the caves of Moondark Hill amidst the great hunting trophies of the
faithful. The leader of the priesthood is High Huntsman Pleufan
Trueshot, an ancient moon elf who is said to have hunted in the Far
Horns forest that once covered much of the Backlands. Much to the
dismay of much of the Evereskan moon elven nobility, Pleufan has
invited human and half-elven followers of the Great Archer-most of whom
are Harpers or Heralds-to worship at the Hall of the High Hunt during
the monthly ceremonies whenever they wish. Some haughty Teu-Tel'Quessir
have gone as far as to move their estates to the far side of the valley
in response.

The moon elven village of Ssrenshen, known to humans as Moonrise Hill,
is located in the northern reaches of Deepingdale between Lake Sember
and the Glaemril at the foot of Moonrise Crag in an old, thickly grown
stand of ash, duskwood, and oak trees. Like the elven village of
Velethuil (Bristar) to the southwest, it is the source of many skilled
elven archers in the army of the Dale. The archers of Moonrise Hill are
known for their amazing feats with the bow-such as hitting the eye of a
bird in flight a mile away-and the Fair Folk attribute the prowess at
archery of the village's in-habitants to the blessings of Solonor and
an ancient tradition dating back before the fall of Myth Drannor. In
the Year of Old Crowns (-91 DR), the Moonshadows, a company of rangers,
fighters, fighter/mages, and even a few wizards known for their skill
at archery, were formed to guard the forests of Semberholme and its
environs. While the elven presence in the woods enveloping Lake Sember
is much reduced today, the ancient traditions of the Moonshadows are
continued by the elven archers of Ssrenshen and they continue to patrol
the region. In the center of the village is the petrified stump of an
ancient oak tree nearly 50 feet in diameter whose branches once towered
over both the village and bald-topped crag millennia ago. A great
hollow has been carved out of the heart of the tree, and it serves as
both the chapter-house of the Moonshadows and as a sacred temple of
Solonor. Moonrise Hollow, as the temple and hall is known, consists of
both the hollowed out stump and the earthen cellars dug amidst its
ancient roots. Many of the greatest hunting trophies and tombs of the
greatest archers of Cormanthor may be found in these earthen catacombs,
as can the Greenshaft, a holy relic of the Solonoran faith said to be
the first arrow shot from the bow of the Forest Hunter in the Elven
Woods in a time before the Fair Folk walked beneath the endless forest
canopy.

Affiliated Orders: Solonor's church is affiliated with a large number
of military orders, few of which number more than several score
warriors. The Stag Hunters, the Fellowship of the Fleeting Hart, the
Wolves of Dawn, the Shadowsheafs, the Knights of the Green Bow, the
Keen-eyed Hunters, and the Archer Knights are particularly famous
examples of bands of elven rangers, fighters, and/or priests dedicated
to serving the Great Archer. Many less renowned bands stalk the
shadowed forest paths of Faerun as well, guarding the woodlands, the
Fair Folk, and their allies who dwell within.

Priestly Vestments: The ceremonial garb of Solonor's clergy consists of
suits of silvered chain mail-elven chain mail, if available-with silver
cloaks and leaf green hoods. The holy symbol of the faith is either an
oversized arrowhead at least three inches in length embossed on both
faces with Solonor's symbol, a silver medallion embossed with the head
of a stag, or three feathers attached to a leather disk hung from a
leather cord.

Adventuring Garb: The silver cloaks with green hoods are exchanged
outside of ceremonial occasions for leaf green hooded cloaks and
leather boots (or elven cloaks and boots, if available). Solonor's
followers favor bows of any sort (except crossbows), daggers, knives,
and long swords, spears. Elven bows are particularly prized, as are
magical bows and arrows, bracers of archery, and quivers of Ehlonna
(known as quivers of Mielikki or as quivers of Solonor in the Realms).
Most members of Solonor's priesthood wear leather armor, studded
leather armor, or silenced elven chain mail. (The last is detailed in
the entry for Erevan Ilesere under the heading Adventuring Garb.)

During their years of experience, elves have found that often archers
are attacked without much chance to defend themselves. They have
therefore created the elven bow (either a long bow, short bow, or
composite long or short bow), designed to fire with the same rate and
accuracy of a normal bow of its type, and yet the elves can use it to
fend off attacks until they can defend themselves with a better weapon
or spell. The elven
bow is a beautiful piece of work, carved mostly from wood, highly
decorated and polished, with substantial metal inlays. These inlays
enable the bow to be used as a parrying weapon until the elf can draw a
more suitable weapon. Meanwhile, the elf's bow is not damaged by the
attack and can be used again. If used as an offensive weapon, the elven
bow acts as a club, causing 1d6 points of damage to S- or M-sized
creatures, 1d3 to L-sized or larger creatures. Elven bows weigh 8
pounds and typically cost 150 gp.

Specialty Priests (Rangers)

REQUIREMENTS:          Strength 13, Dexterity 13, Constitution 14,
                       Wisdom  14
PRIME REQ.:            Strength, Dexterity, Wisdom
ALIGNMENT:             NG,  CG
WEAPONS:               Any
ARMOR:                 Any  (penalties to some special abilities accrue
                       if wearing heavier armor than studded leather)
MINOR  SPHERES:        Animal, combat, plant, travelers
MAGICAL  ITEMS:        Same  as rangers
REQ. PROFS:            Long, short, or composite bow (including elven
                       bows); animal lore, set snares, survival
                       (woodland)
BONUS  PROFS:          Bowyer/fletcher, hunting, tracking, weapon
                       specialization in long or short bow

All of Solonor's specialty priests are rangers. Their abilities and
restrictions, aside from the changes noted above and later in this
section, are summarized in the discussion of elven priests in "Appendix
1: Demihuman Priests" and detailed in full in the Player's Handbook.

* Rangers dedicated to Solonor must be elves or half-elves. While most
  rangers in Solonor's service are green elves or moon elves, elves and
  half-elves of every subrace are called to be specialty priests of
  Solonor's clergy.

* Rangers in Solonor's service, whether they are elves or half-elves,
  are allowed to multiclass as cleric/rangers.

* Rangers in Solonor's service may select any available weapon
  specialization or group proficiency in the long, short, or composite
  bow (including elven bows). For example, if the weapon mastery rules
  given in PLAYER'S OPTION: Combat & Tactics are permitted in the
  campaign, Solonor's ranger clergy are permitted to become weapon
  masters in the long, short, or composite bow (including elven bows),
  but not crossbows or other types of bows.

Solonoran Spells

2nd  Level

Keen Eye (Pr 2; Alteration)

Sphere:           Combat
Range:            0
Components:       V,S,M
Duration:         1 round/level (3 shots maximum)
Casting Time:     5
Area of Effect:   The caster
Saving Throw:     None

Also known as bull's eye, this spell assists the recipient in making
called shots with a missile weapon. While gifted with a keen eye, all
called shots are made without the normal -4 attack penalty, and the
recipient does not suffer the normal +1 penalty to initiative. This
spell provides no bonuses to missile attacks that are not called shots
or to attacks of any sort made with melee weapons. Also, it does not
provide a bonus of any sort if the normal penalties assessed for
attempting a called shot are mitigated by other factors.

The material components of this spell are the priest's holy symbol and
a hawk feather.

3rd Level

Archer's Redoubt (Pr 3; Evocation)

Sphere:           Protection
Range:            0
Components:       V,S,M
Duration:         5 rounds/level
Casting Time:     6
Area of Effect:   Special
Saving Throw:     None

When this spell is cast, an invisible barrier, pierced only by a narrow
arrow slit, comes into being and totally encompasses the caster. This
shield provides the equivalent protection of AC 2 against all frontal
attacks and AC 0 against all other attacks. The barrier also adds a +1
bonus to the priest's saving throws.

It is not possible to move an archer's redoubt, and voluntarily exiting
its confines ends the spell effect immediately. However, the placement
of the arrow slit can move as mentally directed by the caster. Although
it is not possible to effectively employ a melee weapon or hurled
weapon while within an archer's redoubt, it is possible to fire a
crossbow or any sort of bow without hindrance.

The material component of this spell is the priest's holy symbol.

Everfull Quiver (Pr 3; Alteration)

Sphere:         Combat
Range:          Touch
Components:     V,S,M
Duration:       1 round/level
Casting Time:   6
Area of Effect: One quiver and two arrows
Saving Throw:   None

This spell enchants a quiver that contains at least two arrows. In
every round thereafter, the caster can withdraw up to two arrows per
round without depleting the total number of arrows found within the
quiver. If more than two arrows are ever withdrawn in 1 round, the
spell effect ends immediately, and only the first two arrows withdrawn
do not deplete the real supply. If anyone aside from the caster
attempts to withdraw an arrow from an endless quiver, the spell effect
ends immediately as well.

The caster can withdraw any type of arrow that was found within the
overfull quiver when the spell was cast. Thus, if the priest casts
endless quiver on a quiver containing one flight arrow, one sheaf
arrow, and one silver arrow, he could then withdraw two silver arrows,
one silver arrow and one flight arrow, etc., per round. No arrow drawn
from an endless quiver while the spell effect lasts is ever magical,
even if the one or more arrows in the endless quiver are magical. An
arrow drawn from an endless quiver fades into nothingness in two
rounds.

The material components of this spell are the priest's holy symbol, a
quiver, and two or more arrows, none of which are consumed in the
casting.

Zandilar
--------

Zandilar (ZAN-dih-lahr) is the only god of the Yuir that was not
absorbed as an aspect of one of the Seldarine. See the entry for
Sharess in the "Faerunian Pantheon (Demipowers)" chapter in Powers &
Pantheons for more information.

