GNOME PANTHEON
==============

The Forgotten Folk of the Realms worship a pantheon or deities known
collectively as the Lords of the Golden Hills. They are so named for
the region of Bytopia where most dwell. The powers included in the
pantheon varies from gnome clan to clan (and even more so from world to
world), but those presented hereafter are venerated or at least
acknowledged in most gnome settlements in the Realms.  Urdlen, the
Crawler Below, dwells in the Abyss, but he has tunneled into Bytopia on
more than one occasion only to be driven back each time.

While Garl Glittergold is clearly acknowledged as the leader of the
gnome pantheon, he has never banished any god from that pantheon, even
Urdlen, despite relentless attacks by the Evil One against its fellow
powers and the Forgotten Folk. The Lords of the Golden Hills include
Baervan Wildwanderer the Masked Leaf, Baravar Cloakshadow the Sly One,
Callarduran Smoothhands the Deep Brother, Flandal Steelskin the Master
of Metal, Gaerdal Ironhand the Shield of the Golden Hills, Garl
Glittergold the Watchful Protector, Nebelun the Meddler, Segojan
Earthcaller the Lord of the Burrow, and-by nature of the threat he
embodies-Urdlen. As noted later in this chapter, Nebelun is a special
case. Although the Meddler is a deity and is venerated as such on other
worlds, in the Realms, Gond the Wonderbringer has assumed Nebelun's
aspect and is venerated by the Forgotten Folk in his stead. It remains
to be seen whether or not the followers of Nebelun will eventually
separate from the church of the Wonderbringer. This seems unlikely for
the foreseeable future given Gond's widely heralded appearance in the
form of a gnome on the shores of Lantan during the Time of Troubles. As
such, Gond/Nebelun is currently counted as a member of both the gnome
pantheon and the human Faerunian pantheon.

Several of the Lords of the Golden Hills have a boon companion that
accompanies them wherever they may go. Some examples include Arumdina,
the sentient battle axe of Garl Glittergold, Chiktikka Fastpaws, an
intelligent giant raccoon who accompanies Baervan Wildwanderer
everywhere, and the intelligent stone golem that accompanies Segojan
Earthcaller. Other gnome deities typically travel together or in the
company of a nongnome deity of a related portfolio. Mythic tales almost
always involve the gnome hero being accompanied by one faithful
companion or receiving significant aid from a deity (often in the form
of hints and riddles) presented by well-disposed creatures as the
adventure unfolds. This reflects the value the Forgotten Folk place on
companionship and sharing with trusted fellows, whether they are gnomes
or of other races.

The gnome deities, it is said, were born as gems or veins of rich ore
in the heart of the world. The gentle erosion of underground waters
eventually released them. Some members of the pantheon are still
associated in myth with the gems or metal from which myth says they
were birthed- Baervan with emeralds, Callarduran with rubies, Flandal
with the magical ore, arandur, Garl with gold, and Segojan with
diamonds. Other deities have lost this association. Little in the way
of familial relations has ever been ascribed to the Lords of the Golden
Hills, although some legends refer to gods of the pantheon as brothers.
Some myths claim that there were once female gnome deities, by their
fate, assuming they ever existed, has long been forgotten. Members of
the all-male pantheon have nothing to say on the matter except to
betray a hint of ancient sadness. Notwithstanding, it is an ancient
tradition of the Forgotten Folk that when a young gnome wishes to leave
the close bonds of his or her community, even for a short period of
time, that she or he avoid engendering a feeling of rejection in family
and friends by attributing his or her wanderlust to a divine vision to
search for the missing sister gods.  The Lords of the Golden Hills are
actively involved in the lives of the Forgotten Folk. Compared to the
gods of other pantheons, they frequently dispatch avatars to intercede
on behalf of their worshipers.  However, instead of appearing to their
worshipers on a regular basis, the gnome gods typically dispatch
avatars only to undertake adventures that will indirectly benefit the
Forgotten Folk. A subtle but important aspect of such exploits, as
chronicled by gnome legends, is that they encourage small groups of
worshipers to settle new lands that they might not otherwise explore.
While the Forgotten Folk are not in decline like the dwarves and the
elves, their numbers are no longer increasing significantly. The
out-of-the-way, relatively untrammeled corners of the Realms that
gnomes prefer to inhabit have become less and less remote as the years
unfold. This has lead to increased competition for living space with
both allies and foes.

While some nongnome sages claim that Forgotten Folk are the creation of
Netherese arcanists seeking to create a race of perfect servants, more
cautious scholars note the existence of gnome artifacts dating back
long before the appearance of the Forgotten Folk during the Silver Age
of Netheril. Gnome folklore holds that the first gnomes were born from
gems discovered by Garl and
Arumdina in a fashion similar to that ascribed to the gods. The
Watchful Protector discovered a sealed cavern whose walls and ceiling
were studded with countless gems embedded in veins of valuable ore.
When Garl polished the gems and breathed on them, the jewels opened
like a blossom to release the first gnomes. Before leading them into
the world, Garl bequeathed laughter and a spirit of mischievousness to
the newly born race by telling them a joke. Those who were born of
diamonds chose to dwell beneath the land and became the rock gnomes,
those born of emeralds chose to dwell amidst the great trees and became
the forest gnomes, and those born of rubies wandered deep into the
heart of the earth and became the deep gnomes (or svirfneblin).

One is struck, in the study of gnome theology, by the relationship
between the Forgotten Folk, particularly their heroes, and the Lords of
the Golden Hills. In general, gnomes are not a tremendously devout
folk, yet they have a rich oral tradition that shows the tales of gods
blending with those of mortal heroes. The gods embody the sense of
mischievous fun and enduring community that characterizes gnome
society, coupled with a strong sense of wanderlust and desire for
adventure that is less common among the Forgotten Folk. The
relationship between the gods, the people, and the gems and ores with
which they work is tightly intertwined.

It is unknown where or when the Forgotten Folk first appeared in the
Realms, for gnomes have little in the way of recorded history. Since
the Forgotten Folk are rarely referred to in other races' historical
texts, there is a dearth of information concerning the emergence and
migration of the gnomes across Faerun. What is known is that a large
population of the Forgotten Folk were enslaved by the wizards of
Netheril several millennia ago, until the Fair Folk of Illefarn and
Eaerlann began to assist small groups to escape their Netherese
masters. The elves hid the gnomes in the frontier garrisons they had
built to defend their forests. They taught them the art of weaving
illusions, so they could hide from those who might try to recapture
them. A wave of escapes inspired a series of revolts, and after several
ill-fated attempts to magically bind gnome artisans to their will, the
Netherese arcanists freed their gnome slaves in -2387 DR. The great
dispersion of rock and forest gnomes that followed scattered scores of
gnome communities throughout the quiet backwaters of the Realms,
predominantly to the south and east of what is now Anauroch. Although
they were not part of the main wave of emigration, those gnomes who
dwell in the Backlands and Sunset Vale of the Western Heartlands -
particularly forest gnomes who dwell in the Forgotten Forest, a small
remnant of the Far Horns forest, and rock gnomes who dwell in and
around the Trielta Hills-have preserved a large stock of stories that
tell of their flight from the mad Netherese arcanists and the resulting
trials they endured while forging their own communities. Of particular
note, it was in these communities that the first spriggans appeared, a
legacy of Netherese magical tinkering.

The diversity of the gnome pantheon reflects in part the differences
between the gnome subraces. But the interlocking aspects of the various
gods' portfolios and the same powers' close cooperation reflects the
close ties the various gnome subraces retain. While Segojan is
predominantly identified with rock gnomes, Baervan is identified with
forest gnomes, and Callarduran is identified with deep gnomes, each is
venerated in communities of all three subraces, as are the other gods
that constitute the rest of the pantheon. (See "Appendix 1: Demihuman
Priests" for more about forest gnomes.) While duergar and derro share a
mutual enmity with surface dwarves and drow are implacable foes of the
surface elves, deep gnomes entered the Underdark voluntarily, and they
maintain good relations with their surface kin. The only evil branch of
gnomes in Faerun are spriggans, but while Urdlen has adopted them in
part, they are more of a nuisance than a major threat, and their
numbers are limited.

General Gnome Priest Abilities: The general abilities and restrictions
of gnome priests (including spriggans), aside from the specific changes
noted later in this section for each gnome faith, are summarized in the
discussion of gnome priests in "Appendix 1: Demihuman Priests."


Baervan Wildwanderer
--------------------

(The Masked Leaf; the Forest Gnome, Father of Fish and Fungus)
Intermediate Power of Bytopia, NG

PORTFOLIO:      Forests, travel, nature, forest gnomes
ALIASES:        None
DOMAIN NAME:    Dothion/the Golden Hills (Whisperleaf)
SUPERIOR:       Garl Glittergold
ALLIES:         Brandobaris, Clangeddin Silverbeard, Cyrrollalee,
                Damh, Emmantiensien, Fionnghuala, Gwaeron
                Windstrom, Marthammor Duin, Mielikki, Nathair
                Sgiathach, Rillifane Rallathil, Shaundakul, Sheela
                Peryroyl, Shiallia, Silvanus, Skerrit, Tapann, Thard
                Harr, Verenestra, various Animal Lords, the gnome
                pantheon (except Urdlen)
FOES:           Abbathor, Gaknulak, Kuraulyek, Kurtulmak, Laogzed,
                Malar, Urdlen, the goblinkin pantheon (orc, goblin,
                hobgoblin, bugbear, kobold, urd deities, among others)
SYMBOL:         Raccoon's face
WOR. ALIGN.:    LG, NG, CG, LN, N, CN

Baervan Wildwanderer (BAY-ur-van WILD-WAN-der-er) is the god of
forest-dwelling gnomes and their communities, travel, and the outdoors.
Hi loves oak trees and all forest animals and is . guardian of the
wild.  Baervan gifted forest gnomes with the ability to communicate
with forest animals, and taught them to how to hide in and move through
wooded environments without being detected. The Masked Leaf is the
patron god of forest gnomes, but he is well loved by all of the gnome
subraces. He is even revered by the svirfneblin as the Father of Fish
and Fungus. Baervan is worshiped by those who love the woodlands, as
well as many wanderers, thieves, fighter/thieves, and fighters,
particularly those who prefer living in the outdoors rather than in a
city all the time.

Baervan's friend and constant companion in his escapades is a giant
raccoon named Chiktikka Fastpaws, who is highly intelligent but prone
to act before he thinks. Many stories are told of the adventures that
this duo has shared, often started by Chiktikka's humorous ability to
get into trouble by borrowing something valuable, such as a minor
artifact.  Baervan is closely allied with the other gods of the gnome
pantheon, with the notable exception of Urdlen. He works closely with
Segojan Earthcaller, for both gods are concerned with the natural
world.

Traditionally, their portfolios are divided between caring for forest
animals and plants for Baervan, and burrowing animals for Segojan.
Baervan sometimes accompanies Garl, or even Baravar, on their
mischievous escapades, and the trio's shared interest in mischief
embodies and encourages this aspect of the gnome psyche. Baervan's
carefree nature and penchant for jests strains the patience of Gaerdal
Iron-hand, albeit not to the extent that the pranks of Baravar
Cloakshadow do. Baervan is closely allied with many of the sylvan
powers of the Seelie Court. His passion for oak trees has led to his
endless, if so far fruitless, pursuit of Verenestra's affections. The
Masked Leaf is a frequent participant in the councils of Emmantiensien,
Rillifane Rallathil, and Silvanus, though he rarely has the patience to
sit through an entire discussion with these slow-speaking woodland
giants. Baervan has few foes aside from Urdlen, although the Beastlord
has earned his ire for hunting forest gnomes under the Masked Leaf's
protection.

Baervan is gentle, good-natured, and mischievous. His penchant for
good-natured pranks rivals Garl Glittergold. Except for Chiktikka's
company, he tends to keep to himself. Though Baervan sometimes plays
jokes on others, it is hard not to like him. The Masked Leaf's tricks
are often designed to serve some purpose, unlike the mischief typical
of Forgotten Folk. If Baervan wants to send someone a message, he does
so in the form of a joke. Baervan dispatches avatars to help repair
severe damage to nature, though sometimes just to create mischief.

Baervan's Avatar (Thief 33, Druid 30, Ranger 25, Illusionist 25)

Baervan frequently appears as a middle-aged male forest gnome with
nut-brown skin and dull gray hair. He wears clothes of wood-brown hues.
His raccoon friend always accompanies him. He favors spells from the
spheres of all, animal, charm, elemental (earth, water), healing,
plant, summoning, sun, travelers, and weather and from the school of
illusion/phantasm, though he can cast spells from any sphere or school
except the wizard schools of abjura-tion, invocation/evocation, and
necromancy.

AC -A; MV 15; HP 207; THACO -4; #AT 5/2
Dmg ld8+12 (spear +3, +7 STR, +2 spec. bonus in spear)
MR 60%; SZM (4 feet tall)
STR 19, DEX 23, CON 20, INT 21, Wis 22, CHA 19
Spells P: 12/12/12/12/11/9/8, W: 6/6/6/6/6/6/6/6/5*
Saves PPDM2, RSWl**, PP4, BW4, Spl**

*Numbers assume one extra illusion/phantasm spell per spell level.
**Includes gnome +5 CON save bonus to a minimum of 1.

Special Att/Def: Baervan wields Whisperleaf, a spear +3 whose shaft was
cut (with the tree's permission) from an ancient oak tree of the same
name found in Bytopia near the Masked Leaf's home. (Baervan is
specialized in the use o( spears, but he is considered merely
proficient in all other melee and missile weapons.) If this spear is
destroyed, Baervan may make another from the wood of the tree
Whisperleaf in a single day. Only Baervan may safely approach this
tree; it attacks all others (treat as a treant of maximum size and hit
points). Whisperleaf regenerates all wood loss within an hour.

In battle Baervan may animate any ordinary tree as a treant of 12 Hit
Dice by touching it with his special spear. The animation lasts for 5d4
turns. Animated trees obey all of Baervan's orders and no one else's
for the duration of their animation. Baervan may do this as often as he
likes, animating one tree per round.

The Masked Leaf can pass without trace, speak with animals, or speak
with plants at will. Once per round, he may cast animal summoning III,
call woodland beings, entangle, locate animals or plants, plant growth,
transport via plants, or warp wood. He can be struck only by +2 or
better magical weapons.

Baervan is always accompanied by an avatar of Chiktikka Fastpaws.

Chiktikka Fastpaws (Giant Racoon): AC 5; MV 15; HD 12; hp
96; THACO 9; #AT 3; Dmg 2d6 (claw)/2d6 (claw)/2dl0 (bite);
SD thieving skills; SZ S (3 1/2 long); ML fearless (19-20); Int high (14);
AL NG; XP 9,000.

Thieving Skills: Chiktikka can pick pockets, hide in shadows, and
movesilently as a master thief (99% chance of success in each).

Other Manifestations

The Masked Leaf may manifest as an amber radiance to settle over a
worshiper or any type of plant. This manifestation can confer upon a
favored worshiper the benefits of a spell such as 'barkskin', locate
plants and animals, pass without trace, plant door, speak with plants,
or tree or coalesce into a handful of goodberries. Baervan s
manifestation can animate a tree as a treant for up to seven rounds,
create a spike growth effect, or act as combined entangle and plant
growth spells.

The Church

CLERGY:            Clerics, specialty priests
CLERGY'S ALIGN.:   LG, NG, CG
TURN UNDEAD:       C: Yes, SP: Yes, at priest level -4
CMND. UNDEAD:      C: No, SP: No

Baervan is served by forest animals of all types (particularly raccoons
and giant raccoons), amber dragons, dryads, earth elementals, faerie
dragons, feystags, hamadryads, hybsils, leprechauns, nature elementals,
singing trees, sprites, swanmays, treants, wild stags, and wood giants.
He demonstrates his favor by permitting his faithful to discover
acorns, pieces of amber, emeralds, oak leaves or the sudden growth of
plants on a welltrodden trail where such would seem out of place. The
Masked Leaf indicates his displeasure by causing a tree branch to
gently strike the target of his disaffection or by causing small
animals to behave oddly (like pelting a gnome with acorns).

All clerics of Baervan (including fighter/clerics, cleric/illusionists,
and cleric/thieves) and specialty priests receive religion (gnome) as a
bonus nonweapon proficiency.

The church of the Masked Leaf is well regarded among most gnome
communities, particularly forest gnomes, for Baervan and his followers
are a likable bunch. Baervan's penchant for getting into trouble has
long been a source of amusement and pride for the Forgotten Folk, and
they generally embrace his mischievous nature as portrayed in the
behavior of his clergy.  Among other races, the church of Baervan is
little known save among other elven and sylvan deities. The Fair Folk,
particularly the Sy-Tel'Ques-sir, view the cult of the forest gnomes
with great affection, as they do the followers of the Seelie Court.

Baervan's worshipers assemble in forest clearings to venerate their
god, preferably sylvan glades ringed by a circle of ancient oaks,
although such arboreal menhirs are not required. Long-standing shrines
of the Masked Leaf are transformed into woodland chapels with the
circle of broad trunks growing closer together and the canopy of
intertwined limbs and leaves forming a natural roof.

Novices of Baervan are known as Acorns. Full priests of the Masked Leaf
are known as Wildwanderers. In ascending order of rank, the titles used
by Baervanian priests are Chipmunk, Squirrel, Opossum, Hedgehog,
Marten, Red Fox, Lynx, and Wolf. High-ranking priests have unique
individual titles. Specialty priests are known as fastpaws. The clergy
of Baervan includes forest gnomes (65%), rock gnomes (33%), and deep
gnomes (2%). His priesthood is split almost evenly between males (55%)
and females (45%). Baervan's clergy includes specialty priests (45%),
cleric/thieves (35%), clerics (12%), cleric/illusionists (6%), and
fighter/clerics (2%).

Dogma: The great forests of the outdoors await those Forgotten Folk
daring enough to venture forth from their burrows. Wander the great
woodlands in search of excitement and sylvan sites of incredible
beauty.  Befriend and protect the creatures of the forest. Care for and
nurture the woodlands where you live. Be ever curious, and follow life
wherever it may lead. Defend your community and yourself against the
incursions of goblinkin and other brutish races.

Day-to-Day Activities: Members of Baervan's priesthood are found mostly
in aboveground gnome communities in the great forests of the Realms.
Individual priests often wander far afield, typically accompanied by a
raccoon (or giant raccoon) companion. All members of the Masked Leaf's
clergy are concerned with the protection of nature (and the gnomes who
dwell in harmony with it). They are actively involved in driving off
evil creatures, particularly spriggans.

Holy Days/Important Ceremonies: Baervan's priests gather monthly in
sylvan glens under the light of the full moon to dance, hurl acorns at
each other, and sacrifice magical trinkets or other treasures to the
god. If a follower has been unable to acquire any magical gift to offer
to Baervan over the course of the last three tendays, a knickknack of
some value temporarily enchanted by means of some minor magic (often a
light spell) is commonly offered up to Baervan.

Major Centers of Worship: The Forgotten Forest is a mature wood filled
with huge oak, walnut, and shadowtop trees. Nestled between the
Greypeak Mountains, the Lonely Moor, and the Marsh of Chelimber, few
travelers have even circumnavigated the edges of this mysterious and
over grown forest. The woods are known primarily as the home of Fuorn,
the legendary treant king of the Forgotten Forest spoken of in the few
bard tales that discuss this land. A large and thriving nation of
forest gnomes is hidden beneath the forest canopy, reveling in the
arboreal isolation of their sylvan home. Only the Fair Folk of the Vale
of Evereska and the Greycloak Hills are welcomed as visitors, and it is
through these frequent guests that this greatest concentration of
followers of Baervan in the Realms conduct limited trade with the
outside world.

At the heart of the Forgotten Forest, near Fuorn's favorite place,
stands a circle of twelve great chime oaks (transplanted centuries ago
from the eastern starwood of the great forest of Cormanthor) whose
trunks have grown so close together that only a Small-sized creature
can pass between them. Oaksong Tower, so named for the melodies of the
chime oaks and the towerlike natural cathedral formed by the ring of
trees, is the central chapel for a community of 100 or more priests of
the Masked Leaf who dwell in the surrounding forest. Baervan's
followers work closely with their kin throughout the forest as well as
the great treant-priests of Emmantiensien to nurture and protect the
forest and defend its borders against interlopers from
the surrounding dangerous regions. While leadership roles in the temple
are shared by the senior priests of the faith, the current high priest
is Briar Farwalker, a venerable forest gnome who recently returned from
a decades-long trip to the Chondalwood.

Affiliated Orders: The Wild Wayfarers are a loosely organized band of
rogues, priests, and cleric/thieves found in both city and sylvan
settings.  Members of this fellowship share a love of travel, new
experiences, adventure, and good times. Many serve their communities as
far-ranging scouts who keep tabs on emerging threats in the region,
while others bend their talents to a life of adventuring. Their
experiences with the world at large encountered during their travels
serve both to entertain and enlighten their home communities of the
Forgotten Folk.

Priestly Vestments: The clerical garb of Baervan's priests includes a
green cap (always worn at a jaunty angle), and wood brown clothing
(leather armor will do in a pinch). The holy symbol of the faith is an
oversized acorn, carefully tended so it achieves triple the normal
dimensions before is it ritually harvested by asking the tree that bore
it for its use in Baervan's name.

Adventuring Garb: When adventuring, members of Baervan's priesthood
favor woodland armor, such as leather armor and wooden shields, and
weapons of the forest, such as clubs, slings, spears, and staves.

Specialty Priests (Fastpaws)

REQUIREMENTS:          Constitution 10, Wisdom 9
PRIME REQ.:            Constitution, Wisdom
ALIGNMENT:             NG, CG
WEAPONS:               Club, crossbow, dagger, hand/throwing axe, knife,
                       sling, spear, short bow
ARMOR:                 Padded, leather, or hide or any other nonmetallic
                       armor; no shield
MAJOR SPHERES:         All, animal, charm, elemental (earth, water),
                       healing, plant, sun, travelers, weather
MINOR SPHERES:         Combat, divination, necromantic
MAGICAL ITEMS:         As clerics
REQ. PROFS:            Spear, animal lore, set snares
BONUS PROFS:           Herbalism, survival (forest)

* Fastpaws must be gnomes. Most fastpaws are forest gnomes, but gnomes
  of every subrace except spriggans can be fastpaws.

* Fastpaws are not allowed to multiclass.

* Fastpaws may select nonweapon proficiencies from the rogue group
  without penalty.

* Fastpaws understand and use thieves' cant.

* Fastpaws have limited thieving skills as defined in the Limited
  Thieving Skills section of "Appendix 1: Demihuman Priests."

* Fastpaws cannot become entangled.

* Fastpaws can cast find familiar (as the 1st-level wizard spell) once
  per year. If the spellcasting is successful, the type of familiar
  acquired is always a raccoon (80%) or giant raccoon (20%), with all
  the attendant benefits and restrictions normally associated with the
  spell. Such creatures receive an extra +1 hp per Hit Die.

* Fastpaws can cast 'locate animals or plants' or pass without trace
  (as the 1st-level priest spells) once per day. (Forest gnomes can
  pass without trace at will in woodland settings.)

* At 3rd level, fastpaws can cast barkskin, but with a -2 bonus to
  Armor Class and a +2 bonus to saving throws, or warp wood (as the
  2nd-level priest spells) once per day.

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

* At 7th level, fastpaws can cast call woodland beings or plant door
  (as the 4th-level priest spells) once per day.

* At 10th level, fastpaws can cast speak with plants (as the 4th-level
  priest spell) once per day.

* At 10th level, fastpaws can cast commune with nature or pass plant
  (as the 5th-level priest spells) once per day.

* At 13th level, fastpaws can cast animal summoning III or speak with
  monsters (as the 6th-level priest spells) once per day.

* At 15th level, fastpaws can cast changestaff (as the 7th-level priest
  spell) or transport via plants (as the 6th-level priest spell) once
  per day.

Baervanian Spells

2nd Level

Arboreal Scamper (Pr 2; Alteration)

Sphere:           Plant
Range:            Touch
Components:       V,S,M
Duration:         1 hour/level
Casting Time:     5
Area of Effect:   Creature or creatures touched
Saving Throw:     None

An arboreal scamper spell enables the recipient to climb about or hang
from trees as easily as a squirrel. The affected creature must be no
larger than man-sized (7 feet tall) and have bare hands and feet in
order to climb in this manner at MV 6 (3 if encumbered). While under
the effects of this spell, the creature, barring outside interference,
will not fall from a tree.  Arboreal scamper does permit jumping up to
10 feet to a neighboring limb, although a successful Dexterity check is
required to accomplish the feat.  Even falling is not necessarily
disastrous as the creature can easily grab any tree limb contacted.

The caster can divide the base duration between multiple creatures, to
a minimum of one-half hour per creature. Thus a 3rd-level caster can
confer this ability to two creatures for 1 1/2 hours. The recipient can
end the spell effect with :i word.

Material components for this spell are the priest's holy symbol and an
acom purloined from a squirrel's secret stash.

Whisperleaf (Pr 2; Alteration)

Sphere:             Plant
Range:              Touch
Components:         V,S,M
Duration:           4 rounds+2 rounds/level
Casting Time:       5
Area of Effect:     1 oak branch
Saving Throw:       None

This spell transforms the still-living and still-attached branch of an
oak tree into a stout magical wooden spear that the priest can easily
remove from the tree and use in combat. A spear created by this spell
gains a +1 bonus to attack and damage rolls. This bonus increases by +1
at 5th and again at 10th level, to a maximum of +3. The caster must
wield the spear. When the spell terminates, the branch reverts to its
original form, but it cannot be rejoined to the tree. The material
component of this spell is the priest's holy symbol.

4th Level

Tree Nap (Pr 4; Illusion/Phantasm, Necromancy)

Sphere:           Plant
Range:            0
Components:       V,M
Duration:         Special
Casting Time:     1 round
Area of Effect:   The caster
Saving Throw:     None

By means of this spell, the caster can draw on the healing power of a
living tree while cloaked in an illusionary guise resembling part of
the tree. This spell must be cast after the caster places himself in
contact with the chosen tree in a position she or he can maintain for
an extended period of time.  As long as the caster does not move (aside
from small shifts in position) or break contact with the chosen tree,
she or he is cloaked by a simple illusion resembling a natural part of
the tree. For example, a priest who sits on the ground and leans
against the base of the tree might appear to be an exposed root.
However, any method that can discern illusions or reveal hidden
creatures reveals the caster's position immediately, although that will
not automatically end the spell effect.

A caster who gets a full night's sleep (8 hours) while the spell is in
effect can tap into the life force of the tree. A night's sleep under
the effect of tree nap is equal to complete bed rest and naturally
heals 3 points of damage for the day. If the tree is an oak, the
healing potential is doubled to 6 points. If the oak is the home of a
dryad or hamadryad, the healing is doubled again to 12 points for a
single night's sleep. The material components are the caster's holy
symbol and a drop of tree sap.

Baravar Cloakshadow
-------------------

(The Sly One, Master of Illusion, Lord in Disguise,
Bane of Goblinkin)
Lesser Power of Bytopia, NG

PORTFOLIO:         Illusions, deceptions, traps, wardings
ALIASES:           None
DOMAIN NAME:       Dothion/the Golden Hills (the Hidden Knoll)
SUPERIOR:          Garl Glittergold
ALLIES:            Azuth, Brandobaris, Clangeddin Silverbeard,
                   Erevan Ilesere, Leira (dead), Mystra, Sehanine
                   Moonbow, Tymora, Vergadain, the gnome
                   pantheon (except Urdlen)
FOES:              Abbathor, Cyric, Kuraulyek, Kurtulmak, Mask,
                   Urdlen, the goblinkin pantheons
SYMBOL:            Cloak and dagger
WOR. ALIGN.:       LG, NG, CG, LN, N, CN

Baravar Cloakshadow (BARE-uh-vahr CLOKE-sha-doh) is a sly, sneaky
protector of the Forgotten Folk. His defenses and protective strategies
are rooted in deceit-illusions, traps, ambushes, and the like-and his
jests and tricks may cause their victims some pain (emotional if not
physical).  In addition to teaching the arts of disguise, stealth, and
spying to the gnomes, the Sly One creates traps and illusions of
incredible depth and cunning, a skill he has passed on to gnomes
throughout the Realms. As the patron of illusions, Baravar is the
preeminent gnome god of magic.  The Sly One oversees the magical arts
of gnome magical craftsfolk as well. All those who survive by their
wits venerate Baravar, particularly those who must often combat
kobolds, goblins, and other humanoids.  Most gnome wizards venerate the
Sly One as well, though they do not necessarily participate in their
god's ongoing war with the goblinkin powers.

Baravar is closely allied with the other gods of the gnome pantheon,
and despite Baravar's somewhat mean-spirited nature, the Sly One
follows Garl's lead in emphasizing trickery over strength. Baravar
works closely with Segojan Earthcaller, as the Lord of the Burrow once
included illusions in his portfolio, and Callarduran Smoothhands, for
many deep gnomes are well versed in the art of magical deception. While
the Baravar and Gaerdal Ironhand share similar concerns, Baravar's
deceits do not sit well with the Shield of the Golden Hills and Gaerdal
sometimes chooses to foil the Sly One's plans. Baravar has a genuine
dislike for deities of many goblinkin races, particularly the powers of
the goblin and kobold pantheons, and unlike the other gnome gods, he is
none too restrained about expressing his view. Baravar and Leira were
once closely allied, and the apparent death of the Leira at the hands
of Cyric has earned him Baravar's eternal vengeance.

Baravar is a crafty, vengeful power who specializes in deceptions. He
is unforgiving of any who threaten his charges, and he feels no
compunctions about acting against those who have earned his enmity.
Although he shares Carl's love of a good practical joke, Baravar's
jests and tricks may cause no small discomfort to the victims. He is
also a thief and enjoys using illusions to confuse creatures before
robbing them.  Baravar most often steals out of sheer boredom. The Sly
One dispatches avatars to defend gnomes oppressed by humanoids; he
often sends one to harass goblinkin from a distance even before they
threaten gnomes: "Do unto them before they have a chance to do unto
you" is a philosophy he often acts upon.

Baravar's Avatar (Illusionist 30, Thief 29, Cleric 18)

Baravar appears as a dark-haired, beady-eyed, very alert and vigilant
young gnome. He is always dressed in dark clothes. He favors spells
from the spheres of all, astral, charm, creation, divination, guardian,
healing, protection, sun, thought, travelers, and wards and from the
school of illusion/phantasm, although he can cast spells from any
sphere and any school except necromancy, invocation/evocation, or
abjuration.


AC-2 (-4 with 'Shadowcloak'); MV 12; HP 145: THACO 6; #ATl
Dmg ld4+5 (dagger +4, +1 Str)
MR 70%; SZ M (4 feet tall)
STR 17, DEX 21, CON 17, INT 23, Wis 18, CHA 16
Spells P: 10/10/9/9/6/4/2, W: 8/8/8/8/8/8/8/7/7 *
Saves PPDM 4, RSW 1**, PP 5, BW 7, Sp 1**

*Numbers assume one extra illusion/phantasm spell per spell level.
**Includes gnome +4 CON save bonus to a minimum of 1.

Special Att/Def: Baravar wields Nightmare, a dagger +4 that drips a
paralyzing venom. Targets struck by this dagger must make a successful
saving throw vs. paralyzation to avoid being immobilized, as by a hold
monster spell, for ld4 turns. While paralyzed, a victim suffers from
the effects of a nightmare (the reverse of the 5th-level wizard spell
dream) and the beneficial effects of the previous night's sleep are
canceled. Any points of damage healed through resting from the previous
night's sleep are lost in addition to the damage caused by the
nightmare, and, upon emerging from the nightmare, the victim feels as
if she or he had missed an entire night's sleep. Although memorized
spells are not lost, replacement spells cannot be gained until the
victim has a full night's sleep.

In addition to casting two spells a round if he makes no physical
attacks, he has the ability to cast any illusion/phantasm spell. He can
use this ability to continue to cast an illusion/phantasm spell once a
round even after he runs of his normal number of spells (given above).
The Sly One wears the 'Shooowcloak', a unique magical item with all the
benefits of a cloak of displacement and a robe of blending. He can
become invisible or use dimension door or rope trick at will. He can
also create at will ld4+2 mirror images as shadowy duplicates within a
60-foot radius of his current position. He can be struck only by +1 or
better magical weapons. He is immune to the effects of any
illusion/phantasm spell that he does not wish to be affected by,
including those created by deities of equal to or lesser power than
himself.

Other Manifestations

Baravar commonly manifests through the form of widely varying
illusions. Such manifestations often serve to hide a favored worshiper
from enemies or mislead those who seek to do harm to a particular
follower. Sometimes the Sly One communicates to his faithful via
illusions, depicting scenes of what may come to pass or speaking
through sounds that seem to emanate from stone statues, babbling
creeks, giant boulders, or ancient trees.

The Church

CLERGY:           Clerics, specialty priests, illusionists
CLERGY'S ALIGN.:  NG, CG, N
TURN UNDEAD:      C: Yes, SP: No, Ill: No
CMND. UNDEAD:     C: No, SP: No, Ill: No

Baravar is served by a variety of creatures, including blink dogs,
brownies, change cats, dopplegangers, ethyks, faerie dragons,
leprechauns, pixies, sprites, and thylacines. He demonstrates his favor
through the discovery of aventurine, jade, scapras, star diopside, and
zarbrina. The Sly One indicates his displeasure by causing illusions to
nicker and fade, destroying their effectiveness.

All clerics (including fighter/clerics, cleric/illusionists, and
cleric/thieves) and specialty priests of Baravar receive religion
(gnome) and reading/writing (Ruathiek) as bonus nonweapon
proficiencies.

The church of Baravar is highly regarded for its efforts on behalf of
the Forgotten Folk in the ongoing battles between goblins, kobolds, and
gnomes over he same tunnels and caves, even if the more cultured gnomes
find the priesthood's methods somewhat brutish. Baravar's faithful are
deservedly admired for their skill in manipulating the Weave and
Grafting illusions of incredible realism. But their penchant for
deception has earned them a measure of distrust among most gnomes, even
those who seek to emulate the trickery of Garl Glittergold. Baravar's
faithful maintain a low profile around humans and other demihuman
races, and they are often viewed as little more than a priestly variant
of the gnome illusionists. Dwarves in particular exhibit a degree of
distaste for the priesthood of the Sly One, for Baravar's faithful
embody nearly everything the Stout Folk dislike about gnomes.

Temples of Baravar always appear to be anything but a house of worship.
Cloaked in the guise of another business, the Sly One's priests
assemble in secret chapels behind hidden doors guarded by an elaborate
array of tricks, traps, and illusions. The interiors of Baravar's
churches are cloaked in a mosaic of shifting illusions and omnipresent
shadows that befuddle and mislead intruders.

Novices of Baravar are known as the Cloaked. Full priests of the Sly
One are known as the Illusory. Baravarian priests employ a wide variety
of titles, seemingly changing them to suits their purposes in any given
situation. It is not clear that any true hierarchy of titles actually
exists. Specialty priests are known as hoodwinkers. The clergy of
Baravar includes rock gnomes (60%), deep gnomes (30%), and forest
gnomes (10%). Males comprise a slight majority of his priesthood (60%).
Baravar's clergy includes specialty priests (40%), cleric/illusionists
(30%), illusionists (12%), cleric/thieves (10%), fighter/clerics (5%),
and clerics (3%).

Dogma: The world is a dangerous place, and the only sure defense is to
cloak oneself in shadows under a web of deception. Strive to master the
art of illusion and the game of deceit for therein lies security.
Protect yourself and other gnomes. Do not completely trust anyone who
has not proven himself or herself. Hope for the best, but prepare for
the worst in life and in others' behavior. If folk do you or yours ill,
do not fear showing them the error of their ways through making them
the butts of a few pointed jokes.  Desperate times call for desperate
measures, and in time of battle or war, use the craft of illusion and
camoflage to make sure that the right side wins- yours. Do not flout
laws openly, but do what is best for those in your care whether or not
that course of action is the one approved of by those in authority.
Finally, devote yourself to your art and those you love with equal
fervor, for one must have a reason to live beyond mere survival.

Day-to-Day Activities: Baravar's priesthood is deeply involved in
refining the art of illusions. A sizable number of the clergy are
adventurers, charged with finding new spells and magical items that
allow the creation and control of effects from the school of
illusion/phantasm. Other priests work as researchers, ever-refining
their magical craft. Priests of Baravar are generally sneaky, smart
gnomes, and they serve their communities as spies and investigative
agents and by teaching skill such as disguise, camouflage, hiding, and
the like.

Holy Days/Important Ceremonies: The clergy of Baravar venerates the Sly
One in a monthly ritual known as the Cloaking. Although such rituals
are always observed on the night of the new moon, the exact location
and nature of the ceremony varies every time. The Cloaking is often
held in public places, and it is considered a point of honor by the
participants that such assemblies are never detected as such by
outsiders. This practice has led to a common joke among the Forgotten
Folk that any unexplained gathering of two or more gnomes must be
"another meeting of the Illusory." Baravar's priests make offerings to
their god by creating illusions of items they have seen or heard or
otherwise sensed. The greater the realism of such deceptions, the more
the god is pleased.

Major Centers of Worship: The Hill of Tombs, a prominent knoll at the
southern extent of the Earthfast Mountains of western Impiltur, has
long served as the burial ground of Impiltur's monarchs and
war-captains.  If the tales are to believed, this is an ancient
tradition begun by the longlost realms that preceded the kingdom
founded by Imphras I, War-Captain of Lyrabar. Unbeknownst to the human
inhabitants of this young land, a secret temple of Baravar is located
in the hill's heart. The Vault of Seven Mysteries houses a small
community of priests and illusionists who gather beneath the tombs of
the dead to develop their craft in utter secrecy. The only clue to
their presence is the inordinate number of reported hauntings in the
vicinity of the hill, coupled with a comparable lack of sightings of
the undead. The folk of Impiltur ascribe the reports of numerous
spirits guarding the Hill of Tombs to the dutiful service of pious
lords whose souls linger after death to safeguard the populace of
Impiltur in times of danger.  In truth, the gravesite is overrun with
gnome pranksters who nevertheless serve much the same function.

Myth Dyraalis, a mythal-cloaked town of elves and gnomes in the Forest
of Mir, has served as a safe haven for the Fair Folk and Forgotten Folk
who have dwelt therein since the settlement's inception in the Year of
Clutching Dusk (-375 DR). The elven and gnome clergies of Sehanine
Moonbow and Baravar claim that the two demihuman powers of illusion
keep the "Phantom City of Drollus," as it is mistakenly called, a
secret, locked away from the rest of the world. Many worshipers of the
Moonlit Mystery and the Sly One may be found within the borders of Myth
Dyraalis. They gather to worship both powers at the Twin Spires of
Mystery, a temple jointly administered by the clergies of Baravar and
Sehanine.

Affiliated Orders: The Knights of the Shadowy Cloak is a mysterious
organization with cells in most gnome communities where Baravar is
venerated. Members of this order include specialty priests,
illusionists, cleric/illusionists, fighter/illusionists, and
illusionist/thieves. The Knights work alone and in small groups. Their
guiding principles hold that goblins, kobolds, and other humanoid races
are an ever-present threat to the safety of the Forgotten Folk, and
that, as a rule, members of these races cannot be redeemed. As such,
the order is dedicated to driving away or exterminating humanoid tribes
that might someday threaten neighboring communities of gnomes. Their
methods are chosen not to draw attention or incite retaliatory attacks
against those they are trying to defend. Many members of this order are
members of multiracial bands of adventurers, for it is considered more
effective to direct the militant talents of nongnomes against the
enemies of the Forgotten Folk.

Priestly Vestments: The ceremonial garb of priests of Baravar consists
of a hooded black cloak, a gray cloth mask, and an ornate silver dagger
with a wavy blade. The holy symbol of the faith is a tarnished
miniature of the silver dagger.

Adventuring Garb: Baravar's priests favor the garb of rogues, including
leather armor, light weapons, and a concealing dark gray or black
cloak.

Specialty Priests (Hoodwinkers)

REQUIREMENTS:       Dexterity 15, Intelligence 15, Wisdom 9
PRIME REQ.:         Dexterity, Wisdom
ALIGNMENT:          NG
WEAPONS:            Club, dagger, dart, hand crossbow, knife, lasso,
                    short bow, short sword, sling, staff, staff-sling
ARMOR:              Leather armor, studded leather armor, or elven
                    chain mail
MAJOR SPHERES:      All, chaos, charm, creation, guardian, healing,
                    protection, thought, wards
MINOR SPHERES:      Combat, divination, sun, travelers
MAGICAL ITEMS:      As clerics or thieves
REQ. PROPS:         Dagger
BONUS PROFS:        Disguise, set snares

* Hoodwinkers must be gnomes. While most hoodwinkers are rock
  gnomes, gnomes of every subrace except spriggans are called to be
  specialty priests of Baravar's clergy.

* Hoodwinkers are not allowed to multiclass.

* Hoodwinkers may select nonweapon proficiencies from the rogue group
  without penalty.

* Hoodwinkers may cast wizard spells from the illusion/phantasm school
  as defined in the Limited Wizard Spellcasting section of "Appendix 1:
  Demihuman Priests."

* Hoodwinkers may hide in shadows as a ranger of the same level, with
  any appropriate racial, Dexterity, and armor modifiers and thieving
  skill modifiers.

* Hoodwinkers can cast audible glamer or phantasmal  force (as the 1st-
  level wizard spells) once per day.

* At 3rd level, hoodwinkers can cast mirror image or rope trick (as the
  2nd-level wizard spells) once per day.

* At 3rd level, hoodwinkers receive a +2 bonus to saving throws vs.
  illusion/phantasm spells.

* At 5th level, hoodwinkers can cast improved phantasmal force or
  invisibility (as the 2nd-level wizard spells) once per day.

* At 7th level, hoodwinkers can cast dimension door (as the 4th-level
  wizard spell) or suggestion (as the 3rd-level wizard spell) once per
  day.

* At 10th level, hoodwinkers can cast phantasmal killer (as the
  4th-level wizard spell) or 'spectral force' (as the 3rd-level wizard
  spell) once per day.

* At 13th level, hoodwinkers can cast 'mislead' (as the 6th-level
  wizard spell) once per day.

* At 15th level, hoodwinkers can cast prismatic spray (as the 7th-level
  wizard spell) twice per tenday.

Baravarian Spells

1st Level

Mistake (Pr 1; Illusion/Phantasm)

Sphere:           Protection
Range:            0
Components:       V,S,M
Duration:         3 rounds+2 rounds/level
Casting Time:     4
Area of Effect:   The caster
Saving Throw:     Special

This spell creates a false impression in the minds of those interacting
with the caster. When mistake is cast, the priest is not altered in any
way, nor is she or he cloaked with any visible illusion. Instead, any
sentient being that interacts with the subject must make a successful
saving throw vs. spell in order to perceive the subject as she or he
truly is. If the saving throw is failed, the creature encountering the
caster mistakes him or her for someone else, the exact identity will be
one that is least likely to provoke an encounter or cause difficulty
for the caster. When viewed by multiple creatures simultaneously, the
magic of this spell might create a different impression in each
creature's mind or cause the subject of the spell to appear the same to
the entire group, again depending on which is least likely to provoke
an encounter. Viewers receive any magical defense adjustment modifier
they are entitled to for high or low Wisdom scores.  Creatures with an
Intelligence of semi-intelligent or less (INT 4 or less) or
supra-genius or better (INT 19 or more) or a Wisdom score of 18 or
better are not affected by this spell. Creatures who rely primarily on
scent to identify friend or foe are not fooled by this spell either.

This spell does not ensure the caster is not detected or detained, it
simply enhances the probability that she or he is not. Viewers who
plainly see the caster before or while she or he casts mistake are not
fooled by the spell. This effect is not permanent, and if the attention
of someone influenced by this spell is drawn back to the encounter
after the spell expires, she or he will recognize that she or he has
been duped, though his or her general Intelligence and Wisdom
determines to what degree she or he is able to figure out what they
really saw. Viewers with high Intelligence and Wisdom scores will
remember more of the truth than those with lower scores; those with low
scores (7 or less) may simply think that there was something odd.

For example: A priest casts this spell upon himself in order to rescue
some prisoners. When she or he passes a bugbear guard, it might
perceive the priest to be a goblin child who passes this post each day
to get water from a nearby stream. If the priest continues past goblin
warriors, they might perceive him or her as a subchief who does not
like to be disturbed.  When the priest reaches the prisoners, they
would perceive him or her as a cloaked ally trying to free them while
not raising an alarm.

Material components for this spell are the priest's holy symbol and a
small piece of thin, translucent material.

2nd Level

Gull (Pr 2; Enchantment/Charm)

Sphere:            Charm
Range:             30 yards
Components:        V,M
Duration:          1 round+1 round/level
Casting Time:      5
Area of Effect:    One creature
Saving Throw:      Neg.

When this spell is cast, the priest's words become very persuasive to
the target of this spell who becomes gullible if she or he fails a
saving rhrow vs. spell. If the saving throw succeeds, this spell
dissipates without effect.  Targets apply their magical defense
modifier (a function of their Wisdom score) to this saving throw. A
target failing his or her saving throw is temporarily convinced of any
one plausible excuse or fact that other information does not blatantly
counter.

For example: If a priest attempts to 'gull' a guard outside a private
club, assuming that the priest is dressed appropriately, she or he
might be able to convince the guard that she or he is a member of the
club but has forgotten the password. However, the priest would have no
luck convincing the guard that she or he is a particular member of the
club if the guard has already seen that member enter just moments
before, nor would the caster have any luck convincing the guard if only
humans are permitted to join the club and the priest is obviously a
gnome.

The material components are the priest's holy symbol and a pinch of sugar.

5th Level

Mantle of Baravar (Pr 5; Abjuration)

Sphere:             Charm
Range:              Touch
Components:         V,S,M
Duration:           1 hour/level
Casting Time:       8
Area of Effect:     One or more creatures
Saving Throw:       None

This spell confers a special magic resistance against illusion/phantasm
spells. This magic resistance functions in a similar manner as standard
magic resistance, but only against illusion/phantasm spells. Those
protected !' magic resistance per caster level, in addition to saving
throws normally allowed.  The priest can divide the duration evenly
among several creatures, to a minimum duration of one-half hour each.
Thus, a lOth-level priest can protect one creature for 10 hours, two
creatures for 5 hours, three creatures for 3 hours and 20 minutes, and
so on. A successful dispel magic spell ends the effect prematurely.

The material component for this spell is the caster's holy symbol.

Callarduran Smoothhands
-----------------------

(Deep Brother, Master of Stone, Lord of Deepearth, the Deep Gnome)
Intermediate Power of Bytopia, N

PORTFOLIO:          Stone, the deep underground, the Underdark,
                    mining, the svirfneblin
ALIASES:            None
DOMAIN NAME:        Dothion/Deephome
SUPERIOR:           Garl Glittergold
ALLIES:             Clangeddin Silverbeard, Cyrrollalee,
                    Dumathoin, Eilistraee, Grumbar, Psiloryr,
                    Shevarash, Urogalan, Vergadain, the gnome
                    pantheon (except Urdlen)
FOES:               Blibdoolpoolp, the Blood Queen, Deep
                    Duerra, Diinkarazan, Diirinka, Great Mother,
                    Gzemnid, Ilsensine, llxendren, Laogzed,
                    Laduguer, Maanzecorian (dead), Urdlen, the
                    drow pantheon (except Eilistraee)
SYMBOL:             Gold ring with star pattern
WOR. ALIGN.:        NG, N

Callarduran Smoothhands (KAAHL-ur-duhr-an SMOOTH-hands) is the gnome
god of the earth's depths. He oversees the deepest mines and provides
protection against the horrors of the Under-dark. The Deep Brother is
the patron deity of svirfneblin, also known as deep gnomes, who dwell
in the lightless tunnels of Deepearth. Unlike the other demihuman
powers whose worshipers reside largely in the Underdark, Callarduran is
not an outcast; he voluntarily led the ancestors of the svirfneblin
deep underground to encourage diversity among the Forgotten Folk. It
was Callarduran who taught the deep gnomes how to summon and befriend
earth elementals. A svirfneblin legend tells that his hands are worn
smooth from his polishing of a massive stone of controlling earth
elementals that he hides at the center of the world, granting deep
gnomes their summoning abilities. Ignored by the other gnome subraces,
the Deep Brother is venerated primarily by svirfneblin as their patron,
with a strong emphasis on his protective aspect and his lordship of the
all-encompassing earth and the treasures to be found within.
Svirfneblin warriors and illusionists who defend and hide the deep
gnomes from their numerous enemies form the core of the Deep Brother's
faithful.

Gnome Power's: Callarduran Smoothhands

Callarduran is closely allied with the other gods of the gnome
pantheon, with the exception of Urdlen, despite the geographic division
that separates his worshipers from the rest of the gnome race. The Deep
Brother encourages his followers to communicate with the other gnome
races and faiths. In particular, Callarduran works closely with Segojan
Earthcaller, the god of the earth, Flandal Steelskin, the god of
mining, and Gaerdal Ironhand, the god of protection, all of whom have
portfolios related to that of the Deep Brother but who are more
involved with rock gnomes than deep gnomes. As a matter of
practicality, Callarduran has forged alliances with other nonevil
powers with interests in the Underdark, including Eilistraee, Psilofyr,
Shevarash, and Urogalan. The Deep Brother despises drow, charging his
people to drive away the Spider Queen's worshipers whenever possible.
He is always battling Lolth, Ghaunadaur, and the other evil drow
powers. Similarly, Callarduran opposes the gods of other evil creatures
of the Underdark, including those powers venerated by aboleths,
beholders, duergar, kuo-toa, illithids, ixzan, and troglodytes.

The Deep Brother is by nature solitary and thoughtful. He rarely
consorts with others, even other gnome gods. He is a benign, but
secretive deity, caring only for his own people and their defense. He
frequently dispatches his avatars to defend his followers from dangers
of the Underdark.  The avatar's arrival is heralded by the sound of its
humming, which can be heard through solid rock.

Callarduran's Avatar (Earth Elementalist 33, Illusionist 33, Fighter 30,
Cleric 23, Thief 20)

He appears as a handsome, brown-skinned svirfneblin wearing chain mail
and a gold ring with a star pattern. He favors spells from the spheres
of all, charm, combat, creation, elemental (earth), guardian, healing,
protection, summoning, and wards and from the schools of abjuration,
alteration, elemental (earth), and illusion/phantasm, though he can
cast spells from any sphere or school.

AC -5; MV 12, Br 6; HP 209; THACO -9; #AT 5/2
Dmg ld8+9 (battle axe +3, +4 STR, +2 spec. bonus in battle axe)
MR 70%; SZ M (4 1/2 feet tall)
STR 18/76, DEX 21, CON 19, INT 23, Wis 19, CHA 22
Spells P: 12/11/11/10/9/7/3, W:8/8/8/8/8/8/8/8/8*
Saves PPDM 2, RSW 1**, PP 4, BW 4, Sp 1**

*Numbers assume one extra elemental earth or illusion/phantasm spell
per spell level.
**Includes gnome +5 CON save bonus to a minimum of 1.

Special Att/Def: Callarduran wields Spiderbane, a battle axe +3 that
can slay drow and spiders outright (no saving throw allowed) on an
attack roll of 17 or greater. Once per round, the Deep Brother can
summon any creature from the Plane of Earth, typically a xorn with
maximum hit points or a 24-HD earth elemental. Callarduran can
determine the safety and composition of rock within 300 yards of his
position at will. Once per round he can cast animate rock, earthquake,
meld into stone, move earth, passwall, spike stones, stone shape, stone
tell, transmute rock to mud (or its reverse), wall of iron, or wall of
stone at will.  He wears a suit of chain mail +3. If he presses his
ring against stone, he can form a star gem, a unique type of jewel
worth at least 5,000 gp. He can be struck only by +2 or better magical
weapons.

Other Manifestations

Callarduran can manifest as a deposit of smoothed stone or a
stone-shaped ring, a subtle clue to guide poor svirfneblin to a cache
of gems the god has hidden. He is served by dao, earth elementals,
galeb duhr, khargra, mineral quasielementals, xorn, and countless other
creatures from the Elemental Plane of Earth and the Quasi-elemental
Plane of Minerals. He demonstrates his favor through the discovery of
rubies, or in truly rare circumstances, star rubies or star gems. The
Deep Brother indicates his displeasure by causing the earth to tremble
and shake as if a minor, localized earthquake.

The Church

CLERGY:            Clerics, specialty priests
CLERGY'S ALIGN.:   NG, N
TURN UNDEAD:       C; Yes, SP: Yes, at priest level -4
CMND. UNDEAD:      C; No, SP: No

All clerics (including fighter/clerics, cleric/illusionists, and
cleric/thieves) and specialty priests of Callarduran receive religion
(gnome) as a bonus non-weapon proficiency.

Callarduran's church is little known beyond the Underdark cities of the
svirfneblin, even among the other gnome subraces. Among the deep
gnomes, the Deep Brother's priests are highly regarded for their wise
council and steadfast dedication to protecting their kin. The drow are
well aware of this cult's zeal in hunting the minions of the Spider
Queen, and they return the favor whenever possible. Other evil-aligned
Underdark races mark this church as anathema to their people, an
opinion that is a positive measure of the priesthood's effectiveness in
safeguarding the communities and mines of the svirfneblin.

Temples of the Deep Brother are constructed in natural caverns worn
smooth by a centuries-long process of Callarduran's priests rubbing the
rough stone with their bare hands. At the center of such subterranean
chapels is a stalagmite altar raised from the stone floor by stone
shape spells and inlaid with hundreds of tiny rubies. Suggestive of the
Deep Brother's giant stone of controlling earth elementals, such
solitary menhirs are said to house a great deal of magical power
derived from the Elemental Plane of Earth, including the ability to
animate itself as a 24-HD earth elemental should the temple ever come
under attack.

Novices of Callarduran are known as the Unworked. Full priests of the
Deep Brother are known as the Smoothed. In ascending order of rank, the
titles used by Callardurian priests are First Facet, Second Facet,
Third Facet, Fourth Facet, Fifth Facet, Sixth Facet, Seventh Facet,
Eighth facet, and Ruby High-ranking priests have unique individual
titles. Specialty priests are known as earthbloods. The clergy of
Callarduran includes deep gnomes (97%), rock gnomes (2%), and forest
gnomes (1%). Only males are permitted in the priesthood (100%).
Callarduran's clergy includes cleric/illusionists (45%), specialty
priests (40%), fighter/clerics (8%), clerics (5%), and cleric/thieves
(2%).

Dogma: Callarduran led his chosen people into the deepest depths of the
earth so that they might discover the joyous beauty of rubies and other
gems. Beware the dangers of Deepearth, and guard against evil races who
employ any means necessary to seize what is not rightfully theirs, such
as the drow. Protect and serve the interests of your community.
Preserve and nurture the depths that give you and your people life,
cradling you in their dark safety. Celebrate the intricacies of
minerals, especially gems, and their many forms, uses, and subtle
variations-including their latent magical potentials.

Day-to-Day Activities: Callarduran's priesthood is ever vigilant
against the very real threat of drow incursions into the territories of
the deep gnomes. Many lead small war bands against the drow in the
hopes of exterminating them before they inevitably turn against nearby
svirfneblin enclaves. The Deep Brother's priests are teachers of magic,
particularly that of the schools of elemental earth and
illusion/phantasm, and work within their communities to spread such
knowledge among all the deep gnomes.

Holy Days/Important Ceremonies: The followers of Callarduran assemble
on Midsummer day and on Midwinter night to venerate the god in sister
ceremonies known as (he Festivals of the Ruby and the Star,
respectively. The Festival of the Ruby marks Callarduran's hiding of
rubies and other gems in the depths of the earth for the deep gnomes to
find, a story symbolized in svirfneblin mythology by tales of the Great
Red Ruby (the setting sun) sinking into the earth (dipping below the
horizon). The Festival of the Star celebrates the continued protection
the Deep Brother provides to the descendants of the svirf-neblin who
followed him into the Deepearth. The holy day is marked by deep gnomes
who assemble on the shore of a subterranean lake or pool to observe an
annual event when small patches of a specially bred species of
phosphorescent fungi in the cavern roof tight up like stars, creating
an illusion of the night sky reflected in the waters below. For deep
gnomes this event reaffirms their ancestral ties with the surface world
and reassures them that they have not been abandoned in the hostile
environment deep beneath the surface of the earth.

Major Centers of Worship: Of the score or more major cities of the deep
gnomes, only three are reasonably well known to surface dwellers:
Blingdenstone, an ancient city of svirfneblin astride the tunnel route
from Menzoberranzan to Mithral Hall, Corundruby, in the depths of the
Bloodstone Mines beneath the Galenas, and fallen Mycaern, deep beneath
Caer Callidyrr in the Underdark of the Moonshaes. These cities have
achieved some measure of renown of late in the Lands of Light as a
result of their recent alliances with surface dwellers against the evil
races of the Underdark. However, many far larger communities of deep
gnomes are hidden in the deepest caverns of the Underdark, far beyond
the knowledge of most surface dwellers.

The Vault of the Star Ruby is a great temple-city of Callarduran
located at least three miles beneath the floor of the Sea of Fallen
Stars, roughly beneath the Pirate Isles on the maps of surface
dwellers. Legendary even among other deep gnome communities, this is
said to have been among the first settlement of the gnomes who followed
Callarduran into the depths of the Underdark. At the heart of the
central cavern hovers a gigantic star ruby nearly 10 feet in diameter.
Said to be the heart of the Deep Brother, the Star Ruby of Callarduran
is the greatest relic of the faith and the source of incredible magical
power. For centuries, Callarduran's followers have studied the great
gem and hidden the secret of its location from other creatures. With
the god's assistance, it is believed that the priests of the Vault have
learned how to call forth a veritable army of earth elementals and how
to awaken volcanoes anywhere in the world. Such power, if it fell into
the wrong hands, would create a disaster of incredible proportions, and
so, the svirfneblin have avoided calling on the gem's powers and thus
calling attention to its existence.

Affiliated Orders: The Wardens of the Webspinners are a tightly knit
order of warriors, warrior/priests, and priests with chapters in most
cities of the Forgotten Folk that must regularly battle drow for
control of territory. Members of this group are trained in battle
tactics designed for use against the followers of the Spider Queen.
Many members of this elite company are deep gnome burrow wardens (6th
or greater level fighters), hence the name of the order.

Priestly Vestments: The ceremonial garb of Callarduran's priesthood
includes simple, slate-gray robes adorned with tiny gems of varying hue
(although red is favored). A silver or mithral circlet is worn on the
brow and steel sandals on the feet. The holy symbol of the faith is a
ruby, with the size of the gem identifying the relative importance of
the priest in the church. The highest ranking priests of the faith use
star rubies as their holy symbols.

Adventuring Garb; Priests of Callarduran favor leather jacks sewn with
rings or scales of mithral over fine chain mail shirts, providing an
effective Armor Class of 2. In addition to battle axes, they favor
picks, daggers, stun darts as weapons, and crystal caltrops that
release a powerful sleep gas when stepped on.

Specialty Priests (Earthbloods)

REQUIREMENTS:      Intelligence 12, Wisdom 12
PRIME REQ.:        Intelligence, Wisdom
ALIGNMENT:         NG, N
WEAPONS:           Any
ARMOR:             Leather, studded leather, or chain mail and shield
MAJOR SPHERES:     All, charm, combat, creation, elemental (earth),
                   guardian, healing, protection, summoning,    wards
MINOR SPHERES:     Divination, elemental (air, fire, water),
                   necromantic, travelers
MAGICAL ITEMS:     As clerics
REQ. PROFS:        Battle axe, stonemasonry
BONUS PROFS:       Gem cutting, mining

* Earthbloods must be deep gnomes or rock gnomes.

* Earthbloods are not allowed to multiclass.

* Earthbloods receive a +2 bonus to all saving throws against spells
  cast by drow spetlcasters.

* Earthbloods can cast strength of stone (as the 1st-level priest spell
  detailed in the Moradin entry in the "Dwarven Pantheon" chapter)
  once per day

* At 3rd level, deep gnome earthbloods can summon an earth elemental
  (as the natural ability of deep gnomes) once per day with a 25%
  chance of success. This chance is only 5% for rock gnomes. The type
  of earth elemental is determined by the following table:

Die Roll   Elemental

   1       24-Hit Dice earth elemental
  2-6      16-Hit Dice earth elemental
  7-10     12-Hit Dice earth elemental
 11-15     8-Hit Dice earth elemental
 16-18     Xorn
 19-20     Summoning fails

* At 6th level, this chance increases to 65% for deep gnomes and 15%
  for rock gnomes.

* At 5th level, earthbloods can cast meld into stone or stone shape (as
  the 3rd-level priest spells) once per day.

* At 5th level, earthbloods can subtract 5% per their level (to a
  maximum of 50%) from the magic resistance of drow that they cast
  spells against.

* At 7th level, earthbloods can cast dig or stoneskin (as the 4th-level
  wizard spells) once per day.

* At 10th level, earthbloods can cast lower resistance (as the
  5th-level wizard spell) or wall of stone (as the 5th-level wizard
  spell) once per day.

* At 13th level, earthbloods can cast move earth (as the 6th-level
  wizard spell) or stone tell (as the 6th-level priest spell) once per
  day.

* At 15th level, earthbloods can cast animate rock or earthquake (as
  the 7th-level priest spells) once per day.

Callardurian Spells

In addition to the spells listed below, priests of the Deep Brother may
cast the 1st-level priest spell detect metals and minerals detailed in
Powers & Pantheons in the entry for Geb, the Ist-level priest spell
strength of stone detailed in the entry for Moradin, and the 3rd-level
priest spell depress resistance detailed in the entry for Shevarash.

1st Level

Animate Stalactite (Pr 1; Alteration)

Sphere:            Elemental Earth
Range:             Touch
Components:        V, S, M
Duration:          Special
Casting Time:      1 round
Area of Effect:    One stalactite
Saving Throw:      None

Animate stalactite temporarily awakens a stalactite to act like a
piercer (see the MONSTROUS MANUAL tome). A stalactite animated by this
spell remains active until it detects prey, at which point it reacts
exactly as a living piercer. When it can attack, the animated
stalactite drops from the ceiling and
attempts to impale prey with its sharp tip. Whether or not the attack
succeeds, the animation is dispelled and the stalactite shatters upon
impact if it does not successfully pierce a creature.

The attack score of an animated stalactite depends on the size of the
stalactite selected and the level of the priest. The size of the
stalactite gives a base value of 1 Hit Die if Small-sized, 2 Hit Dice
if Man-sized, and 3 Hit Dice if Large-sized or greater. An animated
stalactite is treated as +1 Hit Die per every three levels of the
priest (round down), to a maximum of +3 Hit Dice. A successful dispel
magic deactivates the animated stalactite, returning it to its normal
state. The priest can animate and control no more than one stalactite
per experience level.

The material component is the priest's holy symbol.

3rd Level

Ruby Axe (Pr 3; Alteration)

Sphere:           Combat
Range:            Touch
Components:       V,S,M
Duration:         5 rounds+1 round/level
Casting Time:     5
Area of Effect:   One hand axe or battle axe
Saving Throw:     None

Animated Stalactite: AC 3; MV 1; HD 1-6; THACO 19 (1-2 HD);
17 (3-4 HD); 15 (5-6 HD); #AT 1; Dmg ld6 per 2HD; SA surprise;
SZ varies by selection of stalactite size; ML fearless (19-20);
Int non (0); AL N.

Ruby axe causes the caster's axe to glow with a faint red light along
its cutting edge. The axe temporarily becomes magical (if it was not
already) and gains a +1 bonus to attack and damage rolls. The attack
and damage bonus increases by +1 at 8th level, and the damage bonus
increases by another +1 at 12th level, to a maximum of +2 to attack
rolls and +3 to damage rolls.

These bonuses are cumulative with any magical bonuses the axe may
already have. The caster must wield the axe; if it is given to another
to wield, all bonuses the spell grants do not apply, though the spell
does not end.  When the spell duration expires, the axe reverts to its
normal state. The material component for this spell is the priest's
holy symbol.

4th Level

Stone Form (Pr 4; Alteration)

Sphere:           Elemental Earth
Range:            Touch
Components:       V, S, M
Duration:         3 rounds+1 round/level
Casting Time:     7
Area of Effect:   One creature
Saving Throw:     None

By means of this spell, the recipient is transformed into living stone,
not unlike a stone golem or stone guardian. This spell has no effect if
cast upon an unwilling target. As a creature of magical stone, the
subject receives an effective Armor Class of 5 or a +1 bonus to current
Armor Class, whichever is greater, and immunity to nonmagical attacks
(such as acid, normal fire, normal weapons, and so on). However, a
being in stone form is affected by all spells that affect stone,
including stone shape, transmute rock to mud, etc. Any spell effect or
physical blow that transforms or shatters the stone form in any way
immediately ends the spell effect and inflicts 4d6 points of damage.

The material components for this spell are the priest's holy symbol and
a shard of rock from a once-animate stone (perhaps part of a destroyed
stone golem or a rock previously subjected to an animate rock spell).

Flandal Steelskin
-----------------

(Master of Metal, Lord of Smiths, the Armorer, the Weaponsmith. the Great
Steelsmith, the Pyromancer)
Intermediate Power of Bytopia, NG

PORTFOLIO:          Mining, physical fitness, smithing, metalworking,
                    weaponsmithing, armoring
ALIASES:            None
DOMAIN NAME:        Dothion/the Golden Hills (the Mithral Forge)
SUPERIOR:           Garl Glittergold
ALLIES:             Clangeddin Silverbeard, Cyrrollalee, Dumathoin,
                    Geb, Grumbar, Kossuth, Moradin, Urogalan,
                    Vergadain, the gnome pantheon (except Urdlen)
FOES:               Abbathor, Gaknulak, Kuraulyek, Kurtulmak,
                    Urdlen, the goblinkin pantheons
SYMBOL:             Flaming hammer
WOR. ALIGN.:        LG, NG, CG, LN, N, CN

Flandal Steelskin (FLAN-dahl STEEL-skin) is a master of mining and one
of the finest and strongest smiths in creation. The Forgotten Folk hold
that he helped create the craft of metalworking along with several of
the dwarven powers. In particular, Flandal devised an alloy first
employed by gnomes known as telstang, and he was the first to discover
the properties of arandur, a legendary metal once known only to the
Forgotten Folk.  Flandal is physically the strongest of the gnome gods,
and his prodigious nose gives him an uncanny ability to sniff out veins
of metal that thread the earth. The Master of Metal is the patron of
gnome miners, artisans, crafts' men, and all smiths-not just
blacksmiths, but goldsmiths, silversmiths, and all other workers of
metal. They venerate Flandal in the hope of gaining a fraction of his
skill. A large number of gnome warriors venerate Flandal the Armorer as
well, for his skills help ensure their continued survival.

Flandal has excellent relations with the other gnome powers, with the
notable exception of Urdlen. It was Flandal who helped forge and
enchant Arumdina, Garl Glittergold's battle axe, and the Master of
Metal is a trusted advisor to the head of the gnome pantheon. Flandal
is friendly toward Segojan Earthcaller, for both oversee the safety of
gnome miners. Similarly, Flandal and Nebelun (Gond) share a strong bond
as fellow craftsmen, though the Master of Metal despairs that the
Meddler will ever get his projects to actually work. Flandal is also
closely allied with many of the good aligned deities of the dwarven
pantheon, and he shares a particularly strong bond with Moradin the
Soul Forger. Like all gnome powers, Flandal opposes the various
humanoid powers, particularly the kobold pantheon. The role the Master
of Metal takes in combating them is indirect, for his primary focus is
to pass on secrets for forging armor and weapons to the Forgotten Folk,
so that they may defend themselves.

Flandal is a true master craftsmen. He is ever-demanding of his own
work and strives tirelessly to increase his skill. He is also a patient
tutor; only lazy and indifferent craftsfolk draw his ire. The Master of
Metal is often found traveling with one or two of the other gnome
powers in search of new ores and veins of metal to use in his forges.
When Flandal is not traveling, he can be found in his workshop,
planning or making a new magical weapon. He is no stranger to battle,
trusting in the creations of his forges to see him to victory. Although
Flandal's war hammer Rhondang is capable of conversing with all
fire-using creatures, its language proficiencies in no way means that
Flandal is friendly toward those beings.  Still, this god is prone to
talk first in preference to combat. On rare occasions, Flandal
dispatches an avatar to instruct gnomes in some very tricky smithing
process or to guide them to hidden veins of ores. He may also send an
avatar to deal with any disputes between gnomes and firedwelling
creatures.

Flandal's Avatar

(Fighter 33, Cleric 33, Earth Elementalist 30, Fire Elementalist 30)

Flandal often appears as a balding, slightly aging, huge-nosed gnome
with skin the color of blue mithral and eyes that appear as flaming
coals.  His hair and beard are brilliant blue-silver, and he wears a
leather apron over (or in lieu of
beard are brilliant blue-silver, and he wears a leather apron over (or
in lieu of) his other clothing. He favors spells from the spheres of
all, combat, creation, divination, elemental (earth, fire), guardian,
protection, sun, and time and from the schools of divination and
elemental earth and fire, although he can cast spells from any sphere
or school.

AC -6; MV 12; HP 223; THAC0 -10; #AT 5/2
Dmg 1d4+20 (war hammer +5, +12 STR, +2 spec. bonus in war hammer)
MR 70%; SZM (4 feet tall)
STR 24, DEX 19, CON 21, INT 18, Wis 18, CHA 16
Spells P: 12/12/11/11/9/9/9, W: 9/9/9/9/9/9/9/8/8*
Saves PPDM 2, RSW 1**, PP 4, BW 4, Sp 1**

*Numbers assume one extra elemental earth and elemental fire spell
per spell level.
**Includes gnome +6 CON save bonus to a minimum of 1.

Special Att/Def: Flandal wields Rhondang, a war hammer +5 of goldplated
mithral with an axe back. Rhondang inflicts double damage against
cold-using and cold-dwelling creatures, can hurl a 6d6 fireball once
per round in addition to its normal attacks, can flame like a flame
tongue at will, and speaks the languages of all fire-using creatures
(chimerae, fire elemen-tals, red dragons, etc.).

Once per round, Flandal can cast heat metal, ironguard, or
'pyrotechnics' at will. Once per day, Flandal can summon 2d4 16-HD fire
elementals. These elementals are quite friendly to him and serve
without question for up to 1 hour before returning to the Elemental
Plane of Fire.  The Master of Metal wears an apron of fire resistance
that reduces to half all damage suffered from heat and fire. He can be
struck only by +2 or better magical weapons.

Other Manifestations

Flandal may manifest as flares of fire in a forge or hearth or jets of
flame dancing about a bare floor or earth. Such naming manifestations
can erupt into a fireball, flame strike, or pyrotechnics effect or
serve as a pyromantic scrying device.

The Church

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

Flandal is served by earth elementals, fire elementals, helmed horrors,
iron golems, khargra, living steel, metal masters, mineral
quasielementals, rust monsters,  steel dragons, xavers, and xoms. He
demonstrates his favor through the discovery of precious metals of any
sort (particularly arandur and telstang), beljurils, fire agates, fire
opals, flamedance, and mellochrysos. The Master of Metal indicates his
displeasure by causing small tremors in the earth and by causing metals
to crack or shatter as they cool or are struck by a hammer.

All clerics (including fighter/clerics, cleric/illusionists, and
cleric/thieves) and specialty priests of Flandal receive religion
(gnome) as a bonus nonweapon proficiency.

The church of Flandal is highly regarded by most gnomes, for its
priests are typically master smiths, a very respected occupation in the
societies of the Forgotten Folk. They are known to share the secrets of
their crafts with gnome artisans and craftsfolk without prejudice. The
Stout Folk also hold the Master of Metal in high regard, and Flandal's
followers are considered on the average to be the equal of dwarven
smiths, a high compliment from the proud children of Moradin, and the
followers of Flandal Steelskin are seen to embody nearly everything
dwarves like about the gnome character.  Humans, elves, and half-elves
respect the workmanship of the Forgotten Folk, but their work lacks the
mystique that enfolds dwarven smithcraft, and as a result, Handal's
faith is less widely known than that of Moradin.

Temples of Flandal are typically subterranean forges that serve the
faithful as both houses of worship and working smithies. Most temples
are built atop the mines from which the ore for the priesthood's smithy
is brought to be smelted.

Novices of Flandal are known as the Unworked. Full priests of the
Master of Metal are known as the Tempered. In ascending order of rank,
the titles used by Flandalian priests are Tinsmith, Bronzesmith,
Brasssmith, Coppersmith, Silversmith, Electrumsmith, Goldsmith,
Plarinumsmith, and Steelsmith. High-ranking priests have unique
individual titles. Specialty priests are known as pyrosmiths. The
clergy of Flandal includes rock gnomes (65%), deep gnomes (25%), and
forest gnomes (10%). Males make up the majority of his priesthood
(88%). Flandal's clergy includes specialty priests (55%),
fighter/clerics (35%), clerics (7%), cleric/illusionists (2%), and
cleric/thieves (1%).

Dogma: The treasures of life were buried within the earth's embrace at
Segojan's hand, and only hard labor, dedication, and great
craftsmanship, as taught by the Master of Metal, can reveal their
hidden beauties and wonders. Dig mines, extract ores, and forge suits
of armor, weapons, and other items of metal. Strive to refine known
techniques of metalworking, invent new processes for tempering and
refining it, and discover new alloys and test their potentials.
Finally, stay physically fit to enable you to pursue the rigors of the
forge and mine with your whole heart.

Day-to-Day Activities: Members of Flandal's priesthood are in veterate
miners and smiths. They continuously hone their skills in underground
environments, seeking an intuitive understanding of the earth and
stone. Many serve as teachers, instructing other gnomes in the art of
detecting veins of ore, unsafe environments, and the presence of
hostile creatures. Priests of the Master of Metal oversee the safety of
gnome miners and inspect the output of gnome smithies. Nearly all
members of the clergy are considered master smiths when working with
one or more types of metal, and they produce fantastic weapons and
suits of armor whose quality rivals that of priests of Moradin.
Flandal's priests are expected to undergo regular strength and stamina
training, a practice that keeps them physically fit for mining,
smithing, or battle, as needed.

Holy Days/Important Ceremonies: Members of Flandal's priesthood
assemble annually on Midsummers Day in great moots to celebrate the
holy day known as the High Forge. The faithful gather in the morning to
make offerings of forged metal weapons to the god and offer praises to
him through rhythmic, percussive hammer hymns culminating at midday
with a brief period of utter silence. In the afternoon and evening, the
participants exchange ideas and new techniques and exhibit the finest
of their wares, and by evening the gathering is overwhelmed by
merchants seeking to acquire new trade goods.

Major Centers of Worship: In the Cold Lands north of the Moonsea, a
small mountain range runs east-west along the northern edge of the
Border Forest, dividing the Tortured Land from the Ride. On the
southern flanks of the White Peaks, as the snow-capped range is known
locally, lies the small town of Whitehom. Like Ilinvur to the south and
west, Whitehom is an outpost of Melvaunt and Thentia where the ore
brought from nearby mines is crudely smelted before shipment to the
cities to the south. Although individual gnome and dwarven miners are a
regular, if infrequent, presence in Whitehom, the humans who make up
the majority of the town's population believe they are simply a handful
of isolated miners who eke out a living by trading ore for food and
equipment.  Unbeknownst to the merchants of the Moonsea, the White
Peaks are home to a large city of gnomes (as well as a few dwarves)
named Forham.  Forham was founded over five centuries ago by an order
of Flandalian priests after their leader, a gnome priest known only as
the Arandhammer, discovered a
massive vein of arandur in the heart of an ancient volcano. Begun as a
temple-foundry consecrated to the Master of Metal, the Vitreous Forge
has since grown into a city of over 10,000 gnomes and nearly 500
dwarves.  Forham is ruled by the Hammers of Flandal, a ruling council
composed of senior miners, master smiths, and the Arandhammer (the
seventh high priest of Flandal to hold that title). Arandur from the
city's mines is smelted and forged into iron-plated trade bars and then
sold to allied merchant concerns in Whitehom by gnomes and dwarves
pretending to be miners from isolated iron mines in the surrounding
mountains. When Forham's trade bars reach Melvaunt or Thentia, they are
repurchased discreetly by traders in the employ of gnome-owned trading
companies and shipped to communities of the Forgotten Folk throughout
the southern Realms. By this means, the followers of Flandal are able
to ship great quantities of this legendary metal across the Realms from
mines right under the nose of the Zhentarim. When the occasional
caravan carrying the trade bars of Forham is lost, an elite company of
gnome warriors and priests is dispatched to recover the lost trade bars
before anyone discovers their arandur cores. A fact that would greatly
alarm the human miners of Whitehom, if they only knew, is the presence
of a young red dragon and an adult blue dragon in the catacombs of
Forham. Raised from birth by the temple's clergy, both wyrms have
reached a mutually beneficial agreement with the city's smiths in which
they lend their breath weapons during the smelting of arandur in
exchange for a significant tithe of the profits.

Affiliated Orders: The Fellowship of Steel is an order of fighters,
clerics, fighter/clerics, and specialty priests that defend the mines
of the Forgotten Folk. Members of this order serve their god by
guarding miners and clearing regions of tunnels which gnomes are
planning to mine of any dangerous creatures.

Priestly Vestments: The ceremonial garb of Flandal's priests is a steel
helm and a suit of metal armor, typically chain mail or plate mail.
Senior priests tint their metallic vestments the red-orange hue of the
forge. The holy symbol of the faith is a miniature steel hammer
engraved with a flame.  Adventuring Garb: Priests ofFlandal favor the
most durable metal armor available when adventuring, trusting their
safety to the quality of workmanship and strength of materials. They
only employ weapons made at least in part of metal, and solid metal
weapons are always preferred.

Specialty Priests (Pyrosmiths)

REQUIREMENTS:      Strength 12, Constitution 12, Wisdom 9
PRIME REQ.:        Strength, Constitution, Wisdom
ALIGNMENT:         NG
WEAPONS:           Any metal-bladed or metal-headed weapon
ARMOR:             Any metal armor
MAJOR SPHERES:     All, combat, creation, divination, elemental
                   (earth, fire), guardian, protection, sun, time
MINOR SPHERES:     Elemental (air, water), healing, war
MAGICAL ITEMS:     As clerics
REQ. PROFS:        War hammer; armorer or weaponsmithing
BONUS PROFS:       Blacksmithing, endurance, mining

* Pyrosmiths must be gnomes. Most pyrosmiths are rock gnomes, but
  gnomes of every subrace except spriggans can be pyrosmiths.

* Pyrosmiths are not allowed to multiclass.

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

* Pyrosmiths receive Constitution hit point adjustments to their Hit
  Dice as if they were warriors.

* Pyrosmiths can cast wizard spells from the elemental school of fire
  as defined in the Limited Wizard Spellcasting section of "Appendix 1:
  Demihuman Priests."

* Pyrosmiths can cast resist fire (as the 2nd-level priest spell) twice
  per day.

* At 3rd level, pyrosmiths can cast heat metal (as the 2nd-level priest
  spell) once per day.

* At 5th level, pyrosmiths can cast protection from fire (as the
  3rd-level priest spell) once per day.

* At 5th level, pyrosmiths gain a +1 bonus to their Strength or
  Constitution ability scores. They gain an additional +1 to either of
  these at 10th level and at 20th level. Neither score can exceed 25 in
  this way.

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

* At 10th level, pyrosmiths can cast major creation (as the 5th-level
  wizard spell) once per day.

* At 13th level, pyrosmiths can cast fireball (as the 3rd-level wizard
  spell) or Malec-Keth's flame fist (as the 7th-level wizard spell)
  once per day.

Flandalian Spells

1st Level

Steelskin(Pr 1; Alteration)

Sphere:           Protection
Range:            Touch
Components:       V,S,M
Duration:         3 rounds+1 round/level
Casting Time:     4
Area of Effect:   One creature
Saving Throw:     None

In addition to the spells listed below, priests of the Master of Metal
may cast the Ist-level priest spell detect metals and minerals,
detailed in 'Powers & Pantheons' in the entry for Geb. In addition,
members of Flandal's clergy have developed fire-based variants of many
clerical divination spells, a subspecialty of divination known as
pyromancy. Typically, the medium of divination in such variants is
replaced by fire. For example, the Flandalian variant of magic font
involves a flickering flame, not a basin of holy water.

By means of this spell, the caster transforms the hide of a creature
into an alloy of flesh and steel. The added protection of the spell is
sufficient to give a +1 bonus to Armor Class for every three levels of
the priest (round up), to a maximum bonus of +5. However, the
'steelskin' reduces the recipient's Dexterity to two thirds normal
(rounded down) with a corresponding adjustment to Dexterity related
abilities.

The material components for this spell are the priest's holy symbol and
a forged steel rod.

3rd Level

Metal Shape (Pr 3; Alteration)

Sphere:           Elemental Earth
Range:            Touch
Components:       V,S,M
Duration:         Instantaneous
Casting Time:     1 round
Area of Effect:   9 cubic feet+1 cubic foot/level
Saving Throw:     None

By means of this spell, the caster forms an existing piece of
nonmagical metal into any shape that suits his or her purposes. For
example, she or he can make a metal weapon, a special trapdoor, or a
crude idol. While metal coffers can be formed, metal doors made, and so
forth, the fineness of detail is not great. If the shaping has moving
parts, there is a 30% chance they do not work. If the shaping has a
sharp edge, there is only a 30% chance it is sharp enough to cut.
However, if this spell is employed on metal prior to it being worked by
a smith, it reduces the time and expense to create the final product by
50% or more, as adjudicated by the DM.  The material component for this
spell is lead that must be worked with a hammer into roughly the
desired shape of the metal object.

4th Level

Shades of Rhondang (Pr 4; Evocation)

Sphere:           Elemental Fire
Range:            Touch
Components:       V,M
Duration:         1 round/level
Casting Time:     7
Area of Effect:   Caster's hammer
Saving Throw:     None

This spell gains its name by allowing the caster to temporarily
duplicate certain powers of Flandal's magical hammer, Rhondang.
When the spell is cast, the caster's hammer bursts into flames, taking
on the magical characteristics of a flame tongue sword. Thus, while the
spell lasts, the hammer is regarded as a +1 weapon, +2 vs. regenerating
creatures, +3 vs. cold-using, flammable, and avian creatures, and +4
vs. the
undead. It produces light equal to a torch and can ignite flammable
objects upon contact.

Shades of Rhondang functions only if used on a nonmagical hammer. If
cast on a magical hammer or any other type of weapon, the spell
automatically fails. Furthermore, the hammer to be affected must be
owned and used by the caster and cannot be passed to another creature.
Attempting to cast the spell on someone else's hammer or seeking to
pass the hammer to another creature immediately negates the spell.

Shades of Rhondang ends if subjected to a successful dispel magic or
similar effect, if the caster is slain, rendered unconscious, or
releases his or her grip on the hammer's handle. Since the caster must
retain a hold of the hammer to prevent the spell from ending, she or he
cannot cast spells that require somatic components nor perform any
actions that require the use of both hands.

The material components for this spell are the caster's holy symbol and
the hammer to be affected, neither of which are consumed by the spell.

Gaerdal Ironhand
----------------

(The Stern, Shield of the Golden Hills)
Lesser Power of Bytopia, LG

PORTFOLIO:          Vigilance, combat, martial defense
ALIASES:            None
DOMAIN NAME:        Dothion/the Golden Hills (Stronghaven)
SUPERIOR:           Garl Glittergold
ALLIES:             Arvoreen, Clangeddin Silverbeard, Cyrrollalee,
                    Gorm Gulthyn, Helm, Torm, the gnome
                    pantheon (except Urdlen)
FOES:               Abbathor, Gaknulak, Kuraulyek, Kurtulmak,
                    Urdlen, the goblinkin pantheons
SYMBOL:             Iron band
WOR. ALIGN.:        LG, NG, CG, LN, N, CN

Gaerdal Ironhand (GAIR-dahl EYE-urn-hand) is the stalwart defender of
the Forgotten Folk, the most martial deity of the gnome pantheon. His
serious nature garners him sober respect, instead of the gentle
affection that is lavished on the other deities. The Shield of the
Golden Hills guards against threats from above and below and teaches
gnomes to hold their own in combat with larger and more powerful
creatures by using their size and natural abilities to their advantage.
Gaerdal has a small but devout following among gnome warriors and those
responsible for defending gnome communities against outside threats,
and he has earned the respect of the Forgotten Folk in general.

Gaerdal has generally good relations with the rest of the gnome
pantheon, with the notable exception of Urdlen, but his stem nature
keeps him somewhat aloof from the mischievous antics of the other gods
of the Forgotten Folk. In particular, the Shield of the Golden Hills is
somewhat hostile toward Baravar, disliking deceitfulness, and to a
lesser extent Baervan, disliking foolish pranks and other jests, and he
may work to thwart their plans if he learns of them. In times of danger
for the Forgotten Folk, however, Gaerdal cooperates with all the gnome
gods, except the Crawler Below. Among other pantheons, Gaerdal is
closest in temperament with the gods of the dwarven pantheon,
particularly Gorm Gulthyn and Clangeddin Silverbeard. Gaerdal works
well with Helm and Torm of the human Faerun-ian pantheon. The Shield of
the Golden Hills is ever vigilant in guarding against Urdlen's
insidious attacks, and he battles the gods of the kobold and goblin
pantheons regularly.

Gaerdal Ironhand is the most dwarflike deity of the gnome pantheon,
rarely smiling, and he is the only gnome god who could be considered
stern. Gaerdal takes his duties as the protector of gnome burrows very
seriously, at the cost of sacrificing a playful spirit. The Shield of
the Golden Hills has no use for tricks, jokes, or deceits, and he
remains unsmiling at gnome tales and pranks (save those of Garl
himself). The other gnome deities say he chuckles in private, but this
is uncertain.  Gaerdal often sends an avatar to assist gnomes preparing
for battle.

Gaerdal's Avatar (Fighter 30, Cleric 27)

Gaerdal most frequently appears as a stem, strong gnome in the prime of
life clad in chain mail. He has thick, sleek brown hair and brown eyes.
He favors spells from the spheres of all, combat, guardian, law,
protection, war, an wards, although he can cast spells from any sphere.

AC -4; MV 12; HP 204; THAC0 -9; #AT 5/2
Dmg 1d4+16 (war hammer +4, +9 STR, +2 spec. bonus in war hammer)
MR 55%; SZ M (4 feet tall)
STR 21, DEX 18, CON 21, INT 17, Wis 18, CHA 19
Spells P: 12/12/11/11/9/9/5
Saves PPDM 2, RSW 1*, PP 4, BW 4, Sp I*

* Includes gnome + 5 CON save bonus to a minimum of 1.

Special Att/Def: Gaerdal wields Hammersong, a war hammer +4 that, when
it strikes a hard surface, utters a loud clanging sound equal in effect
to a deafening clang (see "Gaerdalian Spells"). The Shield of the
Golden Hills can create a wall of iron or wall of stone at will, once
per round.  Three times per day he can create a wave of telekinesis
with a sweep of his hand.

He wears chain mail +3 and carries a shield +1. He can be struck only
by +1 or better magical weapons.

Other Manifestations

The Shield of the Golden Hills may manifest as an aura of shimmering
silver and gold light that envelops a living creature and then
withdraws into his or her body. The effects of Gaerdal's manifestation
are three-fold: the recipient receives the benefits of blessed
watchfulness, iron vigil, and protection from evil spell.

Gaerdal is served by earth and fire elementals, galeb duhr, guardiaii
nagas, helmed horrors, incarnates of courage and faith, maruts,
noctrals, per, sapphire dragons, silver dragons, and spectators. He
demonstrates his favor through the discovery of alestones,
alexandrites, amaratha (also known as shieldstone), camelian,
hypersthene, peridot, sapphires, star rose quartz, star sapphires, and
topazes. The Shield of the Golden Hills indicates his displeasure
through slightly exaggerated and rather bombastic omens, underground
rumblings, a statuette cracking very loudly, rocks detonating, and the
like.

The Church

CLERGY:           Clerics, specialty priests
CLERGY'S ALIGN.:  LG, NG, LN
TURN UNDEAD:      C: Yes, SP: Yes, at priest level -2
CMND. UNDEAD:     C: No, SP: No

All clerics (including fighter/clerics, cleric/illusionists, and
cleric/thieves) and specialty priests of Gaerdal receive religion
(gnome) as a bonus nonweapon proficiency.

Gaerdal's stern nature is faithfully matched by his priests, and as
such, while his faith is well respected among the Forgotten Folk, it is
not greatly loved. The faithful of the Shield of the Golden Hills have
more in common with the Stout Folk than their own kin, and Gaerdal's
church is well respected by those dwarves who venerate Gorm Gulthyn.
Although the existence of this cult is not widely known among other
races, it is well regarded by those halfling followers of Arvoreen and
human followers of Torm and Helm who have learned of their gnome
analogs.

Temples of Gaerdal are fortified subterranean strongholds formed from
worked caves that serve as both houses of worship and defensive
fortifications. Small statues of the god are erected at the center of
such shrines, symbolizing Gaerdal's unflagging vigilance, but otherwise
each temple is relatively austere, adorned only with the shields of the
fallen.

Novices of Gaerdal are known as the Eyes of Shield. Full priests of the
Shield of the Golden Hills are known as the Vigilant Host. In ascending
order of rank, the titles used by Gaerdalian priests are Stern Watcher,
Stem Observer, Stern Guard, Stern Sentinel, Stern Sentry, Stern
Guardian, Stern Defender, and Stern Protector. High-ranking priests
have unique individual titles. Specialty priests are known as
sternshields. The clergy of Gaerdal includes rock gnomes (75%), forest
gnomes (15%), and deep gnomes (10%). Males make up the majority of his
priesthood (85%). Gaerdal's clergy includes specialty priests (60%),
fighter/clerics (24%), clerics (13%), cleric/illusionists (2%), and
cleric/thieves (1%).

Dogma: The best defense is unswerving vigilance. Gaerdal charges his
followers to serve him with absolute dedication and devotion. Defend
and protect communities of the Forgotten Folk against all invaders,
both obvious and hidden. Never cease to hone the skills of battle and
war, and use times of peace to pass such talents on to gnomes at large
so that they can eventually preserve peace for all the Forgotten Folk
forever by presenting a defense that none dare challenge. Be fair to
those in your charge, and ask of them nothing that you would not do
yourself-including laying down your life for your friends, relatives,
and brothers and sisters of battle. Follow orders given you to preserve
the efficient function of the chain of command, but do not be blind to
the consequences of your actions or the implications of a command. You
have a right to question once any order that seems to run counter to
the common good or the ideals of our society, for in doing so you may
unmask a spy, a traitor, or an invader cloaked by magic.

Day-to-Day Activities: Gaerdal's priests are as close to being a
warrior caste as one could find among gnomes. Their numbers are fairly
small.  They are much less given to levity than most gnomes and may
often be administrators, judges, and the like. Their role as protectors
is of major importance to both their religious teachings and the safety
of the communities where they dwell. Although temples of the Shield of
the Golden Hills are rare, Gaerdal's priests usually erect small
statues of Gaerdal at major entrances to gnome settlements to remind
other gnomes of their daily duties. The closest most members of
Gaerdal's clergy get to actively seeking enjoyment is their perennial
and self-assumed task of making life difficult for the followers of
Baravar, and to a lesser extent, Baervan and Garl.

Holy Days/Important Ceremonies: The followers of Gaerdal refer to
tenday periods as Tenhammers, a name referring to the marking of the
passage of each day by striking a great hammer against a metal shield,
for such is the typical length of service for guard duty for members of
this faith. The tenth day of every ten Tenhammers is a holy day of the
faith, known to gnomes everywhere as the Great Clang and on such days
the cult of Gaerdal assembles to pay homage to the god through battle
hymns and rhythmic chants.

Major Centers of Worship: The Rathgaunt Hills, located due east of Lake
Lhespen and the Shaar, midway between the cities of Shaarmid and
Sebben, are a dangerous and unforgiving region for surface dwellers,
for many predators who hunt on the plains of the Shaar and Eastern
Shaar, including perytons, wyverns, and manticores, dwell amidst these
rocky crags.  A scattered community of rock gnomes, well skilled in the
art of camouflage, dwell in shallow burrows throughout the range of
hills working small, scattered veins of gold and silver.

The ever-present need to defend the burrows of the Forgotten Folk,
coupled with the need for armed caravans to bring their wares to
Shaarmid and the Great Rift for trade, has given unusual prominence to
the cult of Gaerdal. At the heart of Sevenstones Hill, a prominent tor
whose rounded peak overlooks the northern branch of the Traders' Way to
the east, lies the Shield of the Rathgaunt Hills, a fortified abbey of
200 warriors and priests whose vigorous efforts keep the range
relatively safe for its gnome inhabitants. The temple's high priest and
de facto leader of the scattered gnome enclaves is Shield General
Martak Ironwall. The most notable aspect of Martak's term as Shield
General has been the amicable resolution of many long-standing points
of friction between the Forgotten Folk of the Rathgaunt Hills and the
Stout Folk of the Great Rift, a development that recently led to a
treaty of mutual defense between the two races and regions.  Affiliated
Orders: The Shields of the Golden Hills are a strictly organized
militant order with semiautonomous chapters in most large gnome
communities. Strictly divided into four individual branches according
to skill, this group includes specialty priests, fighters,
fighter/clerics, and cler- ics. The Shields are charged with defending
the Forgotten Folk against attackers as well as serving as both the
champions and officers of any larger force raised by the gnomes in time
of need.

Priestly Vestments: The ceremonial vestments of Gaerdal's clergy
include a suit of chain mail, an open-faced helm, and a shield
emblazoned with the god's device. The faith's holy symbol is an iron or
steel band worn on the right forearm.

Adventuring Garb: The strictly functional ceremonial garb of priests of
Gaerdal serves them well in dangerous situations. Nevertheless, members
of the clergy acquire the best armor that they can afford, and most
senior priests commission a suit of gnome-sized plate mail at some
point in their lives.

Specialty Priests (Sternshields)

REQUIREMENTS:         Strength 13, Wisdom 9
PRIME REQ.:           Strength, Wisdom
ALIGNMENT:            LG, LN
WEAPONS:              Any
ARMOR:                Any
MAJOR SPHERES:        All, combat, divination, guardian, healing, law,
                      protection, summoning, war, wards
MINOR SPHERES:        Elemental (earth), necromantic
MAGICAL ITEMS:        As clerics
REQ. PROFS:           War hammer, blind-fighting
BONUS PROFS:          Alertness, endurance

* Sternshields must be gnomes. While most sternshields are rock gnomes,
  gnomes of every subrace except spriggans are called to be specialty
  priests of Gaerdal's clergy.

* Sternshields are not allowed to multiclass.

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

* Sternshields receive Constitution hit point adjustments to their Hit
  Dice as if they were warriors.

* Sternshields can cast blessed watchfulness (as the 1st-level priest
  spell detailed in the Gorm Gulthyn entry in the "Dwarven Pantheon"
  chapter) or strength (as the 2nd-level wizard spell) once per day.

* At 3rd level, sternshields can cast iron vigil (as the 2nd-level
  priest spell detailed in the Gorm Gulthyn entry in the "Dwarven
  Pantheon" chapter) or spiritual hammer (as the 2nd-level priest
  spell) once per day.

* At 5th level, sternshields can cast glyph of warding or protection
  from evil, 10'radius (as the 3rd-level priest spells) once per day.

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

* At 7th level, sternshields can make three melee attacks every two
  rounds.

* At 10th level, sternshields can cast cloak of bravery (as the
  4th-level priest spell) or defensive harmony (as the 4th-level priest
  spell) once per day.

* At 13th level, sternshields can cast 'clairaudience' (as the
  3rd-level wizard spell) or 'minor globe of invulnerability' (as the
  4th-level wizard spell) once per day.

* At 13th level, sternshields can make two melee attacks per round.

* At 15th level, sternshields can cast blade barrier (as the 6th-level
  priest spell) or symbol (as the 7th-level priest spell) once per day.

Gaerdalian Spells

In addition to the spells listed below, priests of the Shield of the
Golden Hills may cast the Ist-level priest spell blessed watchfulness
and the 2nd-level priest spells 'alert allies' and 'iron vigil'
detailed in the entry for Gorm Gulthyn.

1st Level

Deafening Clang (Pr 1; Enchantment)

Sphere:           Combat
Range:            Touch
Components:       V, S, M
Duration:         Special
Casting Time:     4
Area of Effect:   One metal item
Saving Throw:     None

This spell is only effective when cast upon a metal item. Once cast,
the object enchanted by this spell rings with a deafening clang if
struck against a hard surface and a command word is spoken. The item
can create no more than one such effect per round. The spell expires
once three deafening clangs have been sounded or once 10 rounds have
passed from the time of casting.

All creatures (except the wielder) within 10 feet of the point of
contact when a deafening clang is sounded must make a successful saving
throw vs. spell or be deafened for 2d4 rounds. An affected creature has
a -1 penalty to its surprise rolls unless its other senses are
unusually keen.  Deafened spell-casters have a 20% chance to miscast
any spell with a verbal component. The deafness fades in 2d4 rounds or
can be cured magically (by cure blindness or deafness, for example).

The material components for this spell are the priest's holy symbol and
a small round metal gong.

3rd Level

Nature's Eyes (Pr 3; Divination)

Sphere:         Animal, Divination
Range:          0
Components:     V,S,M
Duration:       1 hour+1 hour/3 levels
Casting Time:   1 round
Area of Effect: 30-foot radius/level
Saving Throw:   None

This spell attunes the priest to the natural world and links the
caster, at will, to I the senses of the creatures of animal
intelligence or less in the area of effect. If there are too few living
creatures in the area of effect (such as in true deserts, underground
complexes, and areas haunted by the undead), then this spell ' confers
no real benefit. If, however, the surrounding region teems with animal
life, the caster is instantly aware of intruders in the area of effect
and their ap proximate positions provided that living creatures can
detect them. Although the priest cannot be surprised while employing
nature's eyes, no information other than the approximate position of
intruders can be determined by this spell. The spell lasts 1 hour, plus
1 hour per three levels of the caster (rounded down).

The material components for this spell are the priest's holy symbol and
a pair of acorns held in the caster's fists.


4th Level

Wave of Telekinesis (Pr 4; Alteration)

Sphere:         Combat
Range:          0
Components:     V,S
Duration:       Instantaneous
Casting Time:   7
Area of Effect: 60 arc, 10 yards/level
Saving Throw:   Neg.

By means of this spell, the caster moves one or more objects within a
60 arc and within 10 yards per level with a single short, violent
thrust in a generally uniform direction. Affected objects weighing 25
pounds per level or less are hurled directly away from the caster at
high speed to a distance of up to 10 feet per caster level (175-pound
or lighter objects are thrown to up to 70 feet for a 7th-level caster).
Creatures within the weight capacity of the spell are hurled only if
they fail a saving throw vs. spell.  Damage caused to hurled creatures
is decided by the DM but cannot exceed 1 point of damage per caster
level. Those able to employ as simple a countermeasure as an enlarge
spell, for example (making the body weight exceed the maximum spell
limit), can easily ?thwart this spell. The various Bigby's hand spells
also counter this spell.

Garl Glittergold
----------------

(The Joker, the Watchful Protector the Priceless Gem,
the Sparkling Wit)
Greater Power of Bytopia, LG

PORTFOLIO:        Protection, humor, trickery, gem cutting,
                  finesmithing and lapidary, the gnome race
ALIASES:          None
DOMAIN NAME:      Dothion/the Golden Hills (Glitterhome)
SUPERIOR:         None
ALLIES:           Brandobaris, Clangeddin Silverbeard, Corellon
                  Larethian, Cyrrollalee, Dumathoin, Erevan Ilesere,
                  Gorm Gulthyn, Grumbar, Moradin, Tymora, Vergadain,
                  Yondalla, the gnome pantheon (except Urdlen)
FOES:             Abbathor, Gaknulak, Kuraulyek, Kurtulmak, Urdlen,
                  the goblinkin pantheons
SYMBOL:           Gold nugget
HCOR.  ALIGN.     LG, NG, CG, LN, N, CN

Garl Glittergold (GARL GLIHT-ter'gold) is the Watchful Protector of the
Forgotten PoHcand the leader of the gnome pantheon. He is said to have
discovered the first gnomes while exploring a new cavern and then told
them a joke before leading them into the world. All gnomes who embrace
the communal life of the Forgotten Folk venerate the Joker, even if
they also worship another deity. His name is invoked by gnomes involved
in smithcraft (particularly those who work with gold) and gem cutting.
Gnomes who wish to play a prank or tell a joke invoke his name, as do
those who seek to protect and strengthen gnome communities.

Garl is on excellent terms with the rest of the gnome pantheon, with
the notable exception of Urdlen. He insists they cooperate in all
endeavors, and he shares with them his responsibilities and concerns,
thus mining and smithing are also overseen by Flandal Steelskin,
illusion is also the province of Baravar Cloakshadow, protection and
combat are responsibilities shared with Gaerdal Ironhand, and so on.
Garl's boon companion is Arumdina the justifier, a great intelligent
two-headed battle axe, commonly referred to as female, who serves him
as both weapon and friend. The sight of the gleaming weapon that
cleaves through stone as easily as through air and slices through metal
armor as if it did not exist has probably encouraged more than one
victim of one of Garl's jokes to laugh it off with good humor rather
than get too mad.

The Joker is often found in the company of other powers of other
pantheons of similar perspective, including Brandobaris, Erevan
Ilesere, Tymora, and Vergadain. The various powers worshiped by
humanoids and creatures of the Under-dark are often the target of
Garl's jests, and he usually leaves them helpless and humbled, a victim
of self-inflicted folly. As a result, despite his ever-optimistic hope
that they might learn a lesson about overweening pride and pomposity,
the Joker has garnered many enemies from among their ranks,
particularly among the kobold pantheon. Notable among the Joker's
exploits are the story of how he pretended to be caught by Kurtulmak
before escaping as he collapsed the kobold god's cavern on top of
Kurtulmak, and the story of how Garl dressed up as a deer to lure
Grankhul, the bugbear hunter god, out into the open before trapping him
with an illusion and leaving him trussed up like a turkey.

Garl is a gentle and approachable power, one who values quick thinking
and a clear head more than almost anything. He rarely stays in one
location for very long. Though physical prowess and spiritual might are
important, nothing is more crucial than keeping it all in perspective.
Garl watches over cooperation among gnomes at all times; he may send
omens, even an avatar, to resolve strife and serious disputes. Garl
prefers trickery, illusion, and wiles to direct physical confrontation,
although if forced to fight he is hardly weak. The leader of the gnome
pantheon often steals evil weapons and magic intended for malefic ends
from their owners and then disposes of them. The Joker is also a
mischievous trickster, said to have the largest collection of jokes in
the multiverse, and he has always got one appropriate to the situation.
The Joker usually carries plenty of props for his illusions and
practical jokes as he never knows when they might come in handy. There
is another side to Garl than that of the witty adventurer who collapsed
the kobold god's cavern. The Watchful Protector is ever alert to
threats to the Forgotten Folk and watches directly over their affairs.
If such threats cannot be forestalled, Garl will defend his people as
needed and appropriate. Although his military prowess is almost always
used defensively, when Garl's people are physically threatened, the god
is a grim and determined war leader who out-thinks as well as
out-fights his opponents.

Garl's Avatar (Thief 37, Illusionist 34, Cleric 32, Fighter 30)

Garl often appears as a handsome golden-skinned gnome with gemstones of
ever-changing hue for eyes. He is well dressed, usually with a flowing
cloak of silk, and always with a significant quantity of gold about his
person. He favors spells from the spheres of all, animal, charm,
combat, creation, divination, elemental (earth), guardian, healing,
law, necromantic, plant, protection, sun, travelers, and wards and from
the school of illusion/phantasm, although he can cast spells from any
sphere or any school except the wizard schools of necromancy or
invocation/evocation.
AC -5; MV 15; HP 220; THAC0 -9; #AT 5/2
Dmg 1d8+15 {vorpal battle axe +5, +8 STR, +2 spec. bonus in battle axe)
MR  80%; SZ M (4 feet tall)
STR 20, DEX 24, CON 19, INT 25, WIS 20, CHA 23
Spells P: 13/13/12/10/9/9/8, W: 9/9/9/9/9/8/8/8/8*
Saves PPDM 2, RSW 1**, PP 4, BW 4, Sp 1**

*Numbers assume one extra illusion/phantasm spell per spell level.
**Includes gnome +5 CON save bonus to a minimum or 1.

Special Att/Def: Garl wields Arumdina (or rather an avatar of his
companion weapon), an intelligent mithral battle axe +5 that cuts
earth, stone, and metal as easily as it does enemies, either passing
through them as if they were air or cleaving them in twain. Once per
day, Arumdina can heal Gad's avatar completely. Garl always carries a
pouch with 3d4 applications of dust of illusion and a bag of beans.
Within a portable hole, Garl carries many props for his practical
joking and trickery, including several wands of wonder. In his portable
hole, he also carries a variety of gems of all types, shapes and values
(a seemingly endless supply.)

Garl is immune to all illusion/phantasm spells. He can cast mirror
image, glitterdust, gembomb (see below), improved invisibility, taunt,
and Tasha's uncontrollable hideous laughter once per round at will.
Targets roll saving throws against Tasha's uncontrollable hideous
laughter with a -4 penalty. He can be struck only by +3 or better
magical weapons.

Other Manifestations

Garl commonly manifests as an enchanted mouth similar a magic mouth
spell. Such manifestations may speak, cast spells (even those that
would normally require somatic or material components), or most
frequently, tell a joke or a tale. The Joker sometimes manifests as a
cloud of glittering, golden particles. Such manifestations may hover in
place, equal to a glitter-dust spell, or coalesce on a bladed weapon,
equal to an edge of Arumdina spell. Either effect lasts 7 rounds.

Garl is served by aurumvorae, badgers, chipmunks, golden hamsters,
moles, raccoons, shrews, ground squirrels, weasels, and a handful of
sentient magical weapons. He demonstrates his favor through the
discovery of exquisitely carved gemstones of all sorts or by a ghostly
chuckle in response to some particularly humorous jest. Omens take the
form of gentle proddings through trickery, mischievously
telekinetically moved objects bobbing about, or some illusion that
makes a gnome appear momentarily foolish. The Joker indicates his
displeasure by spoiling some achievement, causing some prized object to
break, shattering a gemstone, etc.

The Church

CLERGY:           Clerics, specialty priests
CLERGY'S ALIGN.:  LG.NG
TURN UNDEAD:      C: Yes, SP: Yes, at priest level -2
CMND. UNDEAD:     C: No, SP: No

All clerics (including fighter/clerics, cleric/illusionists, and
cleric/thieves) and specialty priests of Garl receive religion (gnome)
as a bonus non-weapon proficiency.

The church of Garl is highly regarded throughout gnome society for its
role in bringing the community together, and the Joker's priests often
serve as both the spiritual and temporal leaders of their communities.
In the conscious emulation of the overlapping interests of the god
and the other members of the pantheon, the church of Garl works closely
with most other gnome churches, engendering a great deal of good will.
A significant minority of the church clergy seeks to emulate the
adventures of Garl, and it is this subgroup that is primarily visible
to members of other races. As such, the other human and demihuman races
commonly regard the Joker's faithful as a loosely organized, ebullient,
and friendly bunch, forever getting involved in shenanigans of one sort
or the other and inveterate practical jokers. The mischievous exploits
of both god and clergy are told and retold around the hearths of gnomes
throughout the Realms.

Temples of the Joker are typically located in worked caves just below
the surface at the heart of gnome communities. The central sanctuary is
usually circular with a domed ceiling divided into four quadrants by
great soaring arches. Each arch is carved with depictions of gnomes
from all walks of life engaged in all of life's activities, a recurring
theme in the church of Garl suggesting the contribution of each
individual member of the community to the collective prosperity. The
walls and ceilings of such temples are typically plated with gold leaf
or studded with brightly polished gold nuggets that gleam in the light
of flickering torches. Concentric circles of stone pews, split into
four quadrants by narrow aisles that run beneath the arches, face
inward to the central, slightly raised dais. The church of Garl
encourages the use of the Joker's temples for more than just worship
services, for this advances the interests of the god. Entertainers of
all types, particularly joke tellers and illusionists, hold many
concerts and shows in the round that are open to all members of the
community.

Novices of Garl are known as the Uncut. Full priests of the Joker are
known as Jewels. In ascending order of rank, the titles used by Garlian
priests are Amethyst, Topaz, Opal, Jacinth, Diamond, Emerald, Ruby, and
Sapphire. High-ranking priests have unique individual titles, but high
female priests are known collectively as Star Rubies whereas high male
priests are known as Star Sapphires, although neither gender-based
group is considered senior to the other. Specialty priests are known as
glitterbrights. The clergy of Garl includes rock gnomes (73%), forest
gnomes (25%), and deep gnomes (2%).  His priesthood is split roughly
evenly between female and male gnomes (48%/52%, respectively). Garl's
clergy includes specialty priests (40%), cleric/illusionists (19%),
cleric/thieves (17%), fighter/clerics (15%), and clerics (9%).

Dogma: While life may sometimes be hard, it is important to keep a
sense of humor and always welcome opportunities for laughter and
delight. Communities are forged through the cooperation and communal
spirit of a group of individuals who work and play together. The
strength of a community is the cooperation that binds individuals into
more than the sum of their contributions. A great prank can help to
lighten hard times and make good ones shine- Those who are in authority
should never take themselves too seriously, or they lose touch with
those they direct and care for. Teach and preserve the tales and
traditions of the Forgotten Folk, so that they are never forgotten
among their own kind. Do not fear change or the unorthodox, for therein
lies the future. Finally, in all things, do what works.

Day-to-Day Activities: Garl's priests serve their communities as
craftsmen, educators, entertainers, mediators, and protectors. Even
those who wander in search of adventure serve this function, for their
exploits are incorporated into the oral tradition of the Forgotten Folk
and related for generations thereafter. In their teaching of the young,
members of the Joker's clergy combine a very earthy practicality with a
streak of humor that keeps their young charges entertained and their
interest and subsequent learning heightened. Many also work as smiths
(particularly goldsmiths), miners, and gem cutters, and they are
expected to contribute to the best of their ability, regardless of
their seniority. The priesthood maintains a careful vigilance to
protect against hostile races, especially kobolds, and watches over the
welfare of the Forgotten Folk. The priesthood must maintain a good
archive of jokes, jests, and tales, and priests are expected to be able
raconteurs capable of enthralling an audience through a combination of
all three.

Holy Days/Important Ceremonies:  The church of Garl holds monthly
worship services on the 13th day of each month-an auspicious day in
gnome folklore. Known as the Communion of Laughter, the Forgotten Folk
venerate the head of the gnome pantheon through a variety of activities
that last the entire day.  Although the order varies from temple to
temple, the Joker's rituals include a period of prayer and quiet
contemplation, dancing atop the central dais, the sharing of communal
meals, storytelling to the accompaniment of visual displays of magic,
and joke telling contests that last late into the night. Individuals
are expected to offer a bit of gold (or other precious metals, if gold
is not available) to the god, even if it is just a handful of gold
dust. The moneys so collected are used by the temple for the collective
benefit of the community.

Major Centers of Worship: At the headwaters of the northwestemmost
tributary of the River Murghol, on the eastern slopes of the Sunrise
Mountains, midway between the Lake of Mists and the ruins of Delhumide,
lies the Hidden Kingdom of Songfarla. Although it is commonly known
throughout the region that a few isolated communities of rock gnomes
survive in the shadow of Thay, learning of the existence of an entire
kingdom of the Forgotten Folk so close to the borders of the land of
the Red Wizards would shock even the Zulkir of Divination. The Hidden
Kingdom is largely self-sufficient, although it does trade with its
neighbors in ways designed to continue
its anonymity and preserve its sanctity and security. The inhabitants
of Songfarla have a few representatives in the city of Almorel who
trade the Hidden Kingdom's wares with traders traversing the Golden
Way, in the city of Murghyr who trade with merchants on the River
Rauthenflow, and in the city of Duirtanal who trade with merchants
embarking on the Silk Road. Gnome goods are brought into all three
cities in small quantities in the wagons of gnome merchants pretending
to be itinerant peddlers and are then sold by a handful of gnome
merchant families who have dwelt in each city for centuries. The secret
of Songfarla's existence has thus been kept secret, even from the
fanciful tavern-tales of bards that inspire adventurers.

At the heart of Songfarla is the Gilded Nugget, so named for the giant
chunk of gilded granite or iron pyrite (tales vary) with which the
lands of the Hidden Kingdom were purchased centuries ago. This vast
cavern at the heart of a great vein of gold studded with gems (an
unexplained natural phenomenon) and a web of innumerable
illusion-cloaked passages connecting the burrows of the Hidden Kingdom,
this great amphitheater serves as a center of worship, government,
commerce, and the arts for the entire community. Under the able
leadership of an aged rock gnome known only as the Laughing Mime, the
clergy of the Joker knit this disparate kingdom together in common
purpose and harmony.

Although it is hardly the preeminent temple of the leader of the gnome
pantheon, the Temple of Wisdom, called the Shrine of the Short by some
humans, is one of the few gnome temples that regularly admits human
supplicants, having even won a few converts among them, and it is thus
the most widely known temple of Garl outside the insular communities of
the Forgotten Folk. The Temple of Wisdom, run by the quiet, observant
Gellana Mirrorshade, is located in the Friendly Arm, a waystop for
caravans passing along the Coast Way between Beregost and Baldur's
Gate. Gellana and her husband, Bentley Mirrorshade, run an inn also
called the Friendly Arm as a safe, secure place for travelers. Located
within the secure walls of the holdfast, the Temple of Wisdom is a low
building whose interior walls are studded with gems and gold nuggets
and which is guarded by many illusions.

Affiliated Orders: The Companions of Arumdina are a military order of
Garlian fighters, clerics, fighter/clerics, and specialty priests with
strong links to the church of Gaerdal Ironhand. Dedicated to the
defense of gnome communities across the face of Faerun, members of this
order are unusually stern by the standards of the church. Justifiers,
as members of this order are sometimes known (not to be confused with
the ranger kit of the same name), are skilled in defensive military
tactics, particularly in the rolling hills and deep forests where most
gnome communities may be found. Individual members often double as
marshals, although their duties in this regard are usually light given
the general law-abiding character of gnome society. Members of this
order are commonly called in to combat ankhegs, bulettes, and other
burrowing monsters that pose a threat to gnome settlements and they
specialize in tactics to combat such beasts.

The Glittering Jesters are a loosely affiliated band of individuals who
seek to relate and/or imitate their god's most outrageous exploits.
Many travel from community to community, acting as performers and
pranksters to the delight of common folk at the expense of the
pretentious and highbrow. An elite minority of Jesters become
adventurers in the hopes that their exploits will make their way into
the oral tradition of the Forgotten Folk, to be told and retold for
generations thereafter. Participation in events worthy of relating as a
tale is considered to be an offering to the god. In the gnome oral
tradition, the better the tale, the more likely it is to be attributed
to a great, legendary hero of the gnomes or even to one of the gnome
gods themselves. To the members of this group there can be no greater
measure of their deeds than to have a tale relating their actions
eventually attributed to Garl himself. It is the quality of the tale a
deed inspires, not the accuracy of the tale or even the deed itself, by
which their offerings are judged.

Priestly Vestments: The ceremonial garb of Garl's priests includes a
gold-plated war helm, a golden belt, and if possible, a suit of
gold-plated chain mail or plate mail. The holy symbol of the faith is a
brightly colored gold nugget worth at least 10 gp.

Adventuring Garb: Garl's clergy employ a wide variety of weapons,
including battle axes, crossbows, darts, flails, hand axes, maces,
short bows, short swords, slings, spears, picks, and war hammers.
Although those who wish to exercise their rogue or illusionist skills
often prefer lighter armor or none whatsoever, most priests of the
Joker favor the heaviest defensive mail available.

Specialty Priests (Glitterbrights)

REQUIREMENTS:   Dexterity 11, Intelligence 11, Wisdom 9
PRIME REQ.:     Dexterity, Intelligence, Wisdom
ALIGNMENT:      LG, NG
WEAPONS:        Any
ARMOR:          Any
MAJOR SPHERES:  All, astral, animal, charm, combat, creation, elemental
                (earth), guardian, healing, necromantic, protection, wards
MINOR SPHERES:  Divination, sun, travelers
MAGICAL ITEMS:  As clerics
REQ. PROFS:     Battle axe, gem cutting
BONUS PROFS:    Appraising, blacksmithing

* Glitterbrights must be gnomes. While most glitterbrights are rock
gnomes or forest gnomes, gnomes of every subrace except spriggans can
be glitterbrights.

* Glitterbrights are not allowed to multiclass.

* Glitterbrights have limited thieving skills as defined in the Limited
Thieving Skills section of "Appendix 1: Demihuman Priests."

* Glitterbrights may cast wizard spells from the illusion/phantasm
school as defined in the Limited Wizard Spellcasting section of
"Appendix 1: Demi-human Priests."

* Glitterbrights can cast taunt (as the 1st-level wizard spell) or
messenger (as the 2nd-level priest spell) or ventriloquism (as the
1st-level wizard spell) once per day.

* At 3rd level, glitterbrights can cast fool's gold or glitterdust (as
the 2nd-level priest spell) once per day.

* At 5th level, glitterbrights can cast phantasmal force (as the
1st-level wizard spell) or Tasha's uncontrollable hideous laughter (as
the 2nd-level wizard spell) once per day.

* At 7th level, glitterbrights can cast improved invisibility (as the
4th-level wizard spell) or mirror image (as the 2nd-level wizard spell)
once per day.

* At 7th level, glitterbrights gain a +2 bonus to all saving throws vs.
illusion/phantasm spells.

* At 10th level, glitterbrights can cast animal summoning I (as the
4th-level priest spell) or mirror image (as the 2nd-level wizard spell)
once per day.

* At 13th level, glitterbrights gain the ability to function in all
ways as if they were wearing a cloak of displacement.

* At 15th level, glitterbrights can cast gate (as the 7th-level priest
spell) once per tenday.

Garlian Spells

3rd Level

Gembomb (Pr 3; Enchantment/Charm)

Sphere:         Combat
Range:          Touch
Components:     V,S,M
Duration;       1 turn
Casting Time:   6
Area of Effect: 1 gem/5 levels
Saving Throw:   1/2

This spell converts up to 1 gem per five levels into a grenade-like
missile that can be lobbed by the caster only at an enemy target. The
casting priest must hold the gems in his or her hand when the spell is
cast. Gems enchanted by gembomb can only be thrown by hand (Ranges:
10/20/30). If the attack fails to hit, consult the Scatter Diagram for
Grenade-like Missiles in the "Missile Weapons in Combat" section of the
"Combat" chapter of the DUNGEON MASTER'S Guide for where the gem lands.

A gembomb explodes in a rainbow-colored shower of magical energy when
it is thrown to impact any hard surface. It will not explode if dropped
or held temporarily in a pouch. On a direct hit, a gembomb inflicts 1d6
points of damage per 50-gp value of the gem, to a maximum of 3d6 points
of damage. Gembombs have a 10-foot-diameter area of effect and inflict
incidental damage of 1d3 points of damage per 50-gp value of the gem to
a maximum of 3d3 points of damage to all creatures within the area of
the explosion who are not struck by the bomb. Those who suffer damage
from a gembomb and succeed with a saving throw vs. spell suffer only
half damage.

One gem can be thrown per round. A caster cannot have more than one
gembomb spell active at one time. Gems that have not been thrown when
the spell expires disappear; all gems that explode are destroyed.  The
material component is one or more gems worth at least 50 gp.

5th Level

Conjure Aurumvorax (Pr 5; Conjuration/Summoning)

Sphere:           Animal, Summoning
Range:            30 yards
Components:       V,S,M
Duration:         2 rounds/level
Casting Time:     8
Area of Effect:   Special
Saving Throw:     None

The conjure aurumvorax spell enables the priest to magically create an
aurumvorax to attack his or her opponents. The conjured creature
remains for 2 rounds for each level of the conjuring priest, or until
slain. It understands and obeys the caster's verbal commands. A
conjured golden gorger will unfailingly attack the priest's opponents,
but it will resist being used for any purpose other than combat and
consuming gold. If a conjured aurumvorax is directed to act otherwise,
it becomes difficult to control and may refuse any action or attack the
caster, depending on the situation. A conjured aurumvorax disappears
when slain or when the spell expires.

The material components for this spell are the priest's holy symbol and
a solid gold figurine of an aurumvorax worth at least 100 gp. The
latter is consumed in the casting.

Aurumvorax: AC 0; MV 9, Br 3; HD 12; THAC0 9; #AT 1;
Dmg 2d4 (bite); SA jaw lock and rake;
SD half damage from blunt weapons, immune to normal fire,
   half damage  from magical fire, immune to poison and gasses;
SZ S (3'long); ML fearless (19-20); Int animal (1);AL N; XP 9,000.

Jaw Lock and Rake: When an aurumvorax successfully bites, it locks its
jaws and hangs on, inflicting an addition 8 points of damage per round
until either it or its enemy is dead. Only death causes it to let go.
While hanging on with its jaws, it automatically rakes its victim with
2d4 paws each round after the first; each paw that hits inflicts 2d4
points of additional damage.

Edge of Arumdina (Pr 5; Enchantment)

Sphere:          Combat
Range:           Touch
Components:      V,S
Duration:        1 round/2 levels (round down)
Casting Time:    8
Area of Effect:  One axe, dagger, knife, or sword
Saving Throw:    Neg.

This spell enchants an axe, dagger, knife, or sword with the magical
sharpness of Garl's boon companion, Arumdina. Any weapon enchanted by
means of this spell can pass through earth, stone, or metal as though
it did not exist. This is not to say the effects of this spell enable a
weapon to cleave earth, stone, or metal. Rather, such materials are
simply treated as air as far as the enchanted weapon-in its entirety,
not just the edge-is concerned. While this enchantment confers no
additional damage bonus to targets struck by such an enchanted weapon,
metal armor of any sort, stone walls, and such provide no protection
against a weapon enchanted with the edge of Arumdina, although magical
item bonuses, if any, are unaffected. The Armor Class of all opponents
clad in such armor or behind cover is adjusted accordingly. This spell
does not give this enchanted weapon the ability to harm creatures that
can only be wounded by magical weapons if the weapon does not already
possess a magical bonus equal to the creatures special defense. For
example, creatures only hit by +1 or better magical weapons could not
be struck by a weapon enchanted with edge of Arumdina unless they were
+1 or better magical weapons.

Nebelun
-------

Nebelun (NEHB-eh-luhn) the Meddler is the name by which the Forgotten
Folk of the Realms refer to Gond the Wonderbringer, although a new,
small but emerging cult believes that Nebelun and Gond are separate
gods. See the entry for Gond in the "Faerunian Pantheon" chapter in
Faiths & Avatars. In truth, Gond is a distinct entity unrelated to the
lesser god Nebelun venerated by gnomes of other worlds, but that gnome
power is not active in the Realms. Gond has assumed his aspect within
the crystal sphere of Realm-space.

Perhaps Nebelun's most famous devotee is the former hermit Nadul
Da-Roni who lives in the wilds outside of High Horn. This peculiar
gnome has, over the past decade, become quite famous through the
marketing of his mechanical contraptions and inventions in Aurora's
Whole Realms Catalog. As a result, he unwittingly developed a small
following that became a community of gnome inventors, all dedicated to
Nebelun.

Nebelunan Spells

3rd Level

Analyze Contraption (Pr 3; Divination)

Sphere:          Divination
Range:           Touch
Components:      V, S, M
Duration:        Instantaneous
Casting Time:    6
Area of Effect:  One contraption
Saving Throw:    None

This spell enables the caster to determine the intended purpose of
unfamiliar mechanical devices. The priest touches the object in
question and receives a mental picture depicting what the object is
supposed to do. Note that what a contraption is supposed to do is not
necessarily the same as what the contraption will do; contraptions are
notorious for reacting in unexpected ways. Note also that while this
spell tells the caster how a device works, it does not tell the caster
how to operate the device.

In addition to the complex devices sometimes associated with gnomes,
this spell can also be used to analyze contraptions like mechanical
traps and locks, and clockwork monsters and devices like the apparatus
of Kwalish (both magical and not), and even unique artifacts.

The material component for this spell is the caster's holy symbol.

Segojan Earthcaller
-------------------

(Earthfriend, the Rock Gnome, Lord of the Burrow, Digger of Dens,
the Badger, the Wolverine)
Intermediate Power of Bytopia, NG

PORTFOLIO:          Earth, nature, the dead, rock gnomes
ALIASES:            None
DOMAIN NAME:        Dothion/the Golden Hills (the Gemstone Burrow)
SUPERIOR:           Garl Glittergold
ALLIES:             Clangeddin Silverbeard, Cyrrollalee, Dumathoin,
                    Oeb, Grumbar, Kelemvor, Psilofyr, Sehanine
                    Moonbow, Sheela Peryroyl, Urogalan, various
                    Animal Lords, the gnome pantheon (except Urdlen)
FOES:               Abbathor, Cyric, Gaknulak, Kuraulyek,
                    Kurtulmak, Laogzed, Myrkul (dead), Urdlen,
                    Zuggtmoy
SYMBOL:             Glowing gemstone
WOR. ALIGN.:        LG,NG,CG,LN,N,CN

Segojan Earthcaller (SEH-goe-jann URTH-cahl-ur) is the gnome god of
earth and nature whose primary concern is creatures who dwell within
the ground and burrow through the earth. He is a friend to all living
animals that move above and below the earth and one who speaks to the
very rock itself. Segojan gifted rock gnomes with the ability to
comrnunicate with burrowing animals and taught them how to befriend
moles, badgers, and other subterranean creatures. Much like Urogalan of
the halfling pantheon, the Lord of the Burrow has assumed oversight of
funerary rituals and the dead, for the Forgotten Folk inter their
fallen kinfolk in his domain.  Segojan was one of the first gods to be
worshiped by the gnomes of the Realms, second only to Garl Glittergold.
Some scholars of other races have postulated that the Lord of the
Burrow has declined in influence and power over the centuries. In truth
the emergence of other powers-Baervan Wildwanderer, Bar avar
Cloakshadow, Callarduran Smoothhands, and Flandal Steel-skin-who took
over responsibility for aspects of gnome life that Segojan once oversaw
is more an indicator of the maturation of gnome religious beliefs than
a suggestion of weakness on the part of the Lord of the Burrow. Segojan
is widely worshiped by those who dwell within the earth, particularly
rock gnomes, and to a lesser extent, deep gnomes. The Lord of the
Burrow is revered by gnome miners, jewelers, illusionists, and
artificers, but most members of these professions venerate Flandal
Steelskin, Garl Glitter-gold, or Baravar Cloakshadow, respectively.
With the notable exception of Urdlen, Segojan is closely allied with
the rest of the gnome pantheon, for his areas of control overlap the
portfolios of the other gnome  powers. Segojan works closely with
Baervan Wildwanderer, the gnome god of forests, travel, and nature, and
their shared oversight of the natural world is divided between
burrowing animals of the deep earth for Segojan and forest animals and
plants for Baervan. Similarly, the Lord of the Burrow is closely allied
with Callarduran Smoothhands, and their shared oversight of those who
dwell within the earth is divided between creatures of the shallow
earth for Segojan and creatures of the deep earth on the Deep Brother's
part. To a lesser extent, the portfolios of Segojan and Flandal
Steelskin overlap as well, for (he Master of Metal governs mining by
the Forgotten Folk, a particular type of burrowing. Both powers work
closely together to ensure the safety of gnomes engaged in extensive
tunneling beneath the earth. In addition to his oversight of earth and
nature, Segojan was once venerated as a gnome god of magic as well. The
growth of Baravar Cloakshadow's cult in the Realms and the predominance
of specialists in the school of illusion/phantasm among gnome
spellcasters-gnome artificers being a rare exception-has led to the Sly
One being revered as the sole gnome god of magic by the Forgotten Folk.
Segojan is no longer seen as having influence in this aspect of gnome
life. Nevertheless, Segojan and Baravar work closely together
overseeing the development of gnome wizardry.  Outside the ranks of the
gnome pantheon, Segojan is most closely allied with other gods of
nature and the earth, and to a lesser extent, death.

He has a particularly close relationship with many of the Animal Lords
of the Beastlands. He is an ardent foe of the kobold gods and often
battles the various humanoid powers. The ancient enmity between Urdlen
and the gnome pantheon unfolds in large part in endless battles between
Segojan and the Crawler Below, for of all the gnome gods, Segojan's
area of concern is most directly threatened by Urdlen's campaign of
bloody terror and destruction. Much more than the other members of the
gnome pantheon, Segojan and Urdlen are engaged in an ongoing and brutal
war of attrition.

Segojan is an earthy and pragmatic deity who always communicates in a
direct and straightforward fashion. Although he attempts to defuse and
avoid conflicts if possible, he is a fierce opponent if he or his
followers are attacked, particularly when he or his followers are
threatened in their homes. The Lord of the Burrow is only likely to
dispatch an avatar when gnomes who dwell within the earth are
threatened, usually in situations when interactions between rock
gnomes, deep gnomes, and other races who inhabit the Underdark
conflict.

Segojan's Avatar

(Earth Elementalist 34, Druid 34, Illusionist 24, Bard 20, Fighter 18)

Segojan often appears as a gray-skinned gnome who wears armor made of
grass and roots. He favors spells from the spheres of all, animal,
elemental (earth), and plant and from the schools of alteration,
elemental (earth), and illusion/phantasm, although he can cast spells
from any sphere or school.

AC-3; MV 12, Br 12; HP 230; THAC0 -2;#AT5/2
Dmg 1d8+15 (rod of smiting +3, +7 STR, +2 spec. bonus in rod)
MR 70%; SZ M (4 1/2 feet tall)
STR 19, DEX 15, CON 20, INT 22, Wis 22, CHA 16
Spells P: 14/14/13/13/11/9/9, W: 9/9/9/9/9/8/8/8/8*
Saves PPDM 2, RSW 1**, PP 4,  BW 4, Sp l**

*Numbers assume one extra earth elemental or illusion/phantasm spell
per spell level.
**Includes gnome +5 CON save bonus to a minimum of 1.

Special Att/Def: Segojan wields Earthcaller, a crystalline quartz rod
of smiting with two unique powers, each usable once per day. When
pressed against a mass of rock of sufficient size (at least 3,000
pounds) Earthcaller can call forth a stone golem of average
intelligence from the stone. The golem serves the god for an entire
day. When struck sharply against a floor, wall, or ceiling, Earthcaller
can generate the effects of an earthquake spell if Segojan so desires.
It has an apparently limitless supply of charges when wielded by him.

Segojan burrows easily through earth, clay, and even stone. Once per
day he can summon 2d4 16-HD earth elementals who serve him without
question for up to one hour before returning to the Elemental Plane of
Earth. The Lord of the Burrow is immune to acid, petrification attacks,
and all spells from the school of illusion/phantasm. He can be struck
only by +2 or better magical weapons.

Other Manifestations

In keeping with his penchant for plain-speaking, Segojan rarely sends
omens to members of his clergy, preferring to either dispatch an avatar
or manifest in the form of a magic mouth spell that speaks directly to
one or more of his followers.

When discretion is required, the Lord or Burrows dispatches a small
burrowing animal to communicate in a fashion similar to that of a
messenger spell.

Sometimes Segojan manifests as a newly constructed tunnel. In most
cases, such tunnels move with the intended traveler, collapsing behind
him and opening before him as he moves through the earth. In other
cases such tunnels are permanent and can be traversed in either
direction as desired. In rare situations, when a follower is besieged
by a potentially deadly opponent, the Lord of Burrows has been known to
manifest as an earthen pit that suddenly appears directly beneath the
opponent, enabling the gnome to flee.

The Church

CLERGY:            Clerics, specialty priests
CLERGY'S ALIGN.:   LG, NG, CG
TURN UNDEAD:       C: Yes, SP: Yes, at priest level -4
CMND. UNDEAD:      C: No, SP: No

Segojan is served by aurumvorae, badgers, earth elementals, galeb duhr,
groundhogs, moles, raccoons, shrews, stone golems, stone guardians,
weasels, wolverines, and voles. He demonstrates his favor through the
discovery of small tunnels dug by burrowing animals, the discovery of
gems of any sort (but diamonds are especially favored) in the soft
earth or other types of ground where they do not occur naturally, and
by gentle zephyrs that blow through tunnels opened by gnomes bringing
fresh air and the god's good will. The Lord of Burrows indicates his
displeasure by causing tremors in the earth that lead to localized
cave-ins and by causing gems to change to water and soak into the
earth.

All clerics (including fighter/clerics, cleric/illusionists, and
cleric/thieves) and specialty priests of Segojan receive religion
(gnome) as a bonus nonweapon proficiency.

The church of Segojan holds a prominent position in most rock gnome
communities for the god is the patron of this subrace and his priests
are involved in nearly every important aspect of gnome society.
Although the clergy of Callarduran Smoothhands and Baervan Wildwanderer
occupy more prominent positions in deep gnome and forest gnome
communities, respectively, Segojan's church serves an important
secondary function and works closely with the other clergies. In
particular, forest gnome priests of Segojan emphasize their god's
oversight of the natural world, while deep gnome priests of the Lord of
Burrows emphasize their god's interest in the earth.

Segojan's temples are always constructed underground in a series of
linked caverns connected by twisting passages. Such houses of worship
share the traits of both a museum and a zoo. The creations of
generations of gnome artisans adorn nearly every surface and include
metal sculptures, sparkling jewels, elaborate illusions and others.
Running wild amidst the displays of gnome craftsmanship are hundreds of
small animals, ranging in size from tiny shrews to giant badgers.

Novices of Segojan are known as the Unearthed. Full priests of the Lord
of Burrows are known as Earthcallers. In ascending order of rank, the
titles used by Segojian priests are Shrew, Mole, Vole, Ermine,
Groundhog, Wolverine, Badger, and Aurumvorax. High-ranking priests have
unique individual titles. Specialty priests are known as earthfriends.
The clergy of Segojan includes rock gnomes (80%), deep gnomes (18%),
and forest gnomes (2%). Females make up the majority of his priesthood
(70%).  Segojan's clergy includes specialty priests (50%), clerics
(30%), fighter/clerics (10%), cleric/illusionists (9%), and
clerics/thieves (1%).  Dogma: The earth is the heart and soul of the
Forgotten Folk. From its nurturing embrace spring forth the children of
Garl; on its surface and amidst its tunnels and caves they dwell in
life, and beneath its silent shroud they rest in death. Many are the
treasures, both living and mineral, that Segojan has hidden beneath the
earth's surface; preserve and protect the natural world that lies
beneath the roots of those who dwell on the surface.  Dig burrows,
tunnel, and explore, for Segojan welcomes all gnomes into his domain.
Beware the evil that ensnares those blinded by avarice and the
destructive impulses from the Crawler Below. The Lord of Burrows shall
protect those who dwell in his demesne and live in harmony with his
teachings.

Day-to-Day Activities: Members of Segojan's clergy work closely with
the priesthoods of other gnome gods. In conjunction with the clergy of
Baervan Wildwanderer, they work to preserve and protect the natural
world, particularly the diverse ecology found beneath the surface. In
conjunction with the clergy of Flandal Steelskin, Segojan's faithful
supervise mining operations and oversee the safety and protection of
gnome miners. In conjunction with the followers of Callarduran
Smoothhands, they work to forge ties between gnomes who dwell on or
directly beneath the surface and the deep gnomes of the Underdark.
Segojan's priests go further than others in actively seeking to protect
boundaries between the various races of the Underdark whose tunnel' and
cavern homes lie deeper underground than gnomes usually explore. Rock
gnome priests, who form the core of Segojan's clergy, often serve as
emissaries to deep kinfolk on behalf of surface communities of gnomes,
and many seek to establish and maintain trading between the two
subraces. In accordance with their god's supervision of the dead, the
priests of the Lord of Burrows preside over most funerary rituals for
the Forgotten Folk, interring the mortal forms of gnomes in his domain.

Holy Days/Important Ceremonies: Segojan is venerated at quarterly holy
days that mark the first day of each new season. His faithful gather in
plainly adorned earthen dens and offer up gemstones, both worked and
unworked, in honor of the treasures of the earth that the Lord of
Burrows provides. Such treasures are then placed in small holes dug by
badgers before covering them with dirt. Segojan is said to command
small burrowing animals to move the jewels elsewhere for gnomes to
discover anew. Those corrupted by the taint of Urdlen have occasionally
returned to the burrows where Segojan is worshiped in hopes of stealing
the offerings. Despite timely excavation, none of the buried offerings
have been found where they were buried.

The Earthen Embrace is a relatively widespread funerary ritual observed
in most gnome communities, particularly among rock gnomes. Gnome
customs regarding the interment of the dead are believed to date back
to the enslavement of the Forgotten Folk by the Netherese before their
emancipation in the latter half of Netheril's Silver Age in 1472 NY. In
gnome communities, the bodies of the fallen are rarely placed in any
form of coffin or sarcophagus (except for some communities of forest
gnomes who employ wood coffins). Instead gnome corpses are slathered
with a thick coating of specially prepared mud by priests of Segojan.
This coating dries and hardens over a period of three days until it
achieves the consistency and strength of stone. During the three days
it takes to prepare an earthen mummy, gnome illusionists work small
magics into the hardening earthen shell to replicate the image of the
deceased as she or he appeared in life. After preparation, an earthen
mummy is adorned with lifelike illusions and then carried on a carpet
of furs of small burrowing animals to the central gathering spot of the
community, or in larger settlements to the temple with which the
deceased was most closely associated. Friends and relatives, a group
that often encompasses the entire community, then gather around the
body to recount favored stories of the deceased and to tell tales of
his or her life. Finally, the body is blessed by the assembled clergy
and borne off by the priests of Segojan to its final resting place in
an earthen burial niche.

Burial practices vary slightly from community to community, but
generally changes to the basic ritual are performed only for gnomes who
have received some measure of renown and thus entered into the rich
oral tradition of gnome folklore. A fairly common practice in such
cases is the placement of small gemstones and other treasures in the
coating of mud before it hardens. This practice has resulted in grave
robbers (including avaricious followers of Urdlen) plundering gnome
burial sites in search of hidden treasures and the desecration and
destruction of mummies thus unearthed. As a result, gnome burial sites
are unmarked so as not to betray their location to nongnomes. They are
often located deep beneath the surface at the end of narrow winding
tunnels that are then completely collapsed. Other prominent gnomes are
recognized by permanent illusions that persist long beyond the
three-day mourning period that may actually move about as the gnome did
in life. In the rarest of ceremonies, gnomes of great renown are
honored by wrapping their earthen shell in the hide of an aurumvorax.

Major Centers of Worship: The fortified village of Hardbuckler sits
astride the Dusk Road, midway between the cities of Hill's Edge and
Triel.  Inhabited largely by gnomes, the village sits at the heart of
an incipient realm of the Forgotten Folk whose small communities may be
found in the neighboring Trielta Hills, Northdark Wood, and Reaching
Woods.  Hardbuckler's major industry is the provision of secure storage
facilities, and innumerable caverns have been tunneled beneath the
village's streets to house the valuables of several score merchants and
adventuring bands.  Deep below the storage caverns lies a hidden temple
of Segojan called the Den of the Great Badger. It is said to have been
the site of a great struggle during the Time of Troubles between the
avatars of the Lord of Burrows and the Crawler Below. The temple stood
inviolate thanks to the heroic defense mounted by its resident priests
and warriors
from the surrounding region in the face of the disorganized assault
mounted by the ragtag army of followers of Urdlen. Nicknamed the
Impregnable Den ever since, Segojan's preeminent house of worship has
been greatly expanded in the decade since it was nearly overrun. Seven
primary hollows (caverns hewn from the surrounding earth) are linked to
each other and the storage caverns above by a labyrinth of tunnels,
most of which are barely wide enough for an unarmored gnome to pass
with difficulty. Countless burrowing animals make their way through the
gnome-carved tunnels as well as their own smaller passageways.
Illusions and simple traps are everywhere, placed to hinder invaders
but not those who dwell in the Segojan's warm embrace. In addition to
the temple's resident priesthood, a large community of gnome scholars,
sorcerers, and artisans, as well as their extended families, dwell
amidst Segojan's hallowed halls. They seek to preserve the cultural
heritage of the Forgotten Folk and to develop new modes of cultural
expression. A group of tinkerers continues to experiment with the rich
trove of Netherese artifacts stored within the temple, a legacy of
their emancipated ancestors who took their fair share of magical
trinkets in payment for generations of labor without recompense. This
bustling hive is presided over by Heart of the Wolverine, Finn
Hollowward, whose regal demeanor and extensive contacts among the gnome
communities above has led to legends of a gnome king among visitors to
Hardbuckler.

Affiliated Orders; The Watchers Below are a loosely structured order of
gnome fighters, fighter/clerics, clerics, and specialty priests found
in most rock gnome communities, as well as among the svirfneblin. The
members form semiautonomous chapters that are affiliated with one or
more gnome communities. These groups govern themselves with fairly flat
hierarchies. The primary aim of the Watchers Below is to guard gnome
homelands against the ever-present threat of Urdlen and depraved
Forgotten Folk who follow the Crawler Below. In addition, members of
this fellowship defend the subterranean borders of gnome communities
against the numerous evil races of the Underdark who seek to extend
their reach into gnome-held territories through conquest and raids.

Priestly Vestments: The ceremonial vestments of Segojan's priesthood
include a fur cap and a suit of leather armor of gray or dark brown
hue. The Lord of Burrows insists that no pan of any animal that must be
hunted for sustenance go to waste, and the use of animal furs and skins
in the vestments of the church is a way of abiding by this teaching.
The holy symbol of the faith is a large and skillfully cut gem into
which a light or continual light spell has been cast. The power of the
god changes this incantation causing the jewel to glow from within for
as long as it serves as a holy symbol of one of Segojan's priests.

Adventuring Garb: In times of potential danger, priests of Segojan are
permitted to use any armor or weapon that is a product of the earth. As
this command is interpreted by the church to include any item made of
wood, metal, or stone, priests ofSegojan are essentially unlimited in
their choice of armor and weapons (although clerics must still abide by
the restriction to use only blunt, bludgeoning weapons). At other
times, members of the clergy favor leather armor and usually carry a
stone or metal rod as a weapon (treat as a club that inflicts ld6+l
points of damage), even within the sanctity of their own burrow.

Specialty Priests (Earth-friends)

REQUIREMENTS:           Constitution 12, Wisdom 9
PRIME REQ.:             Constitution, Wisdom
ALIGNMENT:              LG, NG
WEAPONS:                Any
ARMOR:                  Any
MAJOR SPHERES:          All, animal, creation, elemental (earth),
                        guardian, healing, plant, protection, summoning
MINOR SPHERES:          Divination, elemental (air, water), sun, travelers,
                        wards
MAGICAL ITEMS:          As clerics
REQ. PROFS:             Blind-fighting
BONUS PROFS:            Animal lore, mining, stonemasonry

* Earthfriends must be gnomes. While most earthfriends are rock gnomes
  or deep gnomes, gnomes of every subrace except spriggans can be earth-
  friends.

* Earthfriends are not allowed to multiclass.

* Earthfriends can cast animal friendship (as the 1st-level priest
  spell) or meld into stone (as the 3rd-level priest spell) once per
  day.

* At 3rd level, earthfriends can cast Maximilian's earthen grasp (as
  the 2nd-level wizard spell) or messenger (as the 2nd-li-'vel priest
  spell) once per day.

* At 5th level, earthfriends can cast animal summoning I (as the
  4th'level priest spell) or stone shape (as the 3rd-level priest
  spell) once per day.

* At 7th level, earthfriends can cast animal summoning II (as the
  5th-level priest spell) or conjure earth elemental (as the 7th-level
  priest spell, but an 8-HD earth elemental is conjured) once per day.

* At 7th level, earthfriends can shapechange into the form of any
  burrowing animal (normal or giant-sized) in a fashion similar to that
  of a druid with the abilities and restrictions thereof.

* At 10th level, earthfriends can cast animal summoning III or stone
  tell (as the 6th-level priest spells) once per day.

* At 13th level, earthfriends can summon an 8-HD earth elemental to do
  their bidding for up to 1 hour three times per tenday. The elemental
  never turns on its summoner.

* At 15th level, earthfriends can cast sink (as the 8th-level wizard
  spell) once per tenday.

Segojian Spells

1st Level

Segojan's Armor (Pr 1; Abjuration, Enchantment/Charm)

Sphere:            Plant
Range:             Touch
Components:        V, S, M
Duration:          1 day
Casting Time:      1 round
Area of Effect:    Creates one suit of armor
Saving Throw:      None

Prior to casting this spell, the priest gathers an armload of grass and
roots and places the material in a pile. Next, an ounce of powdered
iron is sprinkled over the collected foliage, and the spell is cast. As
the incantation is uttered, the roots and grass weave themselves into a
suit of armor tailored specifically to fit a specific individual of
man-size or smaller.  Others cannot wear it.

Once donned, Segojan's armor provides protection equal to scale mail
(AC 6). Although it does not possess any magical plusses (+1, etc.), it
does radiate magic. Because of its composition, it is nearly weightless
and has an encumbrance value equal to normal clothing. It completely
negates magic missile and similar spells, preventing them from damaging
the wearer. Segojan's armor is regarded as actual armor, so magical
items like bracers of defense and spells like armor cannot be used with
it. When the spell expires, the armor immediately unravels into its
component parts. A successful dispel magic or similar effect can end
the spell immediately.

The material components are the caster's holy symbol and an ounce of
iron powder.

2nd Level

Burrow (Pr 2; Alteration)

Sphere:            Elemental Earth
Range:             0
Components:        V,S,M
Duration:          1 turn +1 round/level
Casting Time:      5
Area of Effect:    Special
Saving Throw:      None

When this spell is cast, the priest's fingernails lengthen and become
as hard as stone. For the duration of the spell, the caster can use
these claws to burrow through earth, sand, clay, and gravel (but not
solid rock), excavating with enough speed to provide MV Br 3, much like
a badger or other burrowing mammal.

In addition, the caster can use the claws as weapons. The priest can
attack with both claws, each successful attack inflicting ld4+l points
of damage, plus any Strength damage adjustment.

The spell ends early if subjected to a successful dispel magic, if the
caster dies, or by the caster's silent command.

The material components for this spell include the caster's holy
symbol, a tuft of fur from a burrowing mammal, and a tiny replica of a
shovel.

7th Level

Call Stone Guardian (Pr 7; Conjuration)

Sphere:           Elemental Earth
Range:            Touch
Components:       V,S,M
Duration:         1 turn/level
Casting Time:     1 round
Area of Effect:   3,000 lbs. of stone
Saving Throw:     None

This powerful spell enables a priest to temporarily form a stone
guardian from a solid block of stone of sufficient volume (3,000 Ibs.
minimum) with all the abilities and restrictions of a creature of this
type. The guardian called forth is nonintelligent and can only follow
simple commands issued by the priest involving direct actions with
simple conditional modifiers.

The material components for this spell are the priest's holy symbol and
a specially Crafted rod of pure quartz that requires at least 10 days
to shape at the cost of at least 1,000 gp. The priest must hold the rod
to control the stone guardian and its premature shattering ends the
spell. At the conclusion of the spell, the rod shatters into worthless
shards.

Stone Guardian: AC 2; MV 9; HD 4+4; THACO 15; #AT 2;
Dmg 1d8+1 (punch)/1d8+1 (punch); SD one-quarter damage from edged
weapons; one-half damage from all cold, fire, or electrical attacks;
immune to normal missiles; SW can be instantly destroyed by stone to
flesh, trasmute rock to mud, stone shape, or dig; SZ M to L (6'-8' tall);
ML fearless (20); Int non (0); AL N; XP 420.

Urdlen
------

(The Crawler Below, the Evil One)
Intermediate Power of the Abyss, CE

PORTFOLIO:        Greed, bloodlust, blood, evil, hatred,
                  uncontrolled impulse, spriggans
ALIASES:          None
DOMAIN NAME:      399th level of the Abyss/the Worm Realm
SUPERIOR:         None
ALLIES:           Zuggtmoy
FOES:             Gaknulak, Grumbar, Kuraulyek, Kurtulmak, the
                  dwarven pantheon, the gnome pantheon, the
                  halfling pantheon, Psilofyr
SYMBOL:           White mole
WOR. ALIGN.:      LE, NE, CE

Urdlen (URD-len), a neuter and sexless being, is the epitome of the
evil impulse that rules some gnomes and is feared by the rest. A
mindless force of malicious evil and destruction, Urdlen serves as a
warning for every gnome to beware the taint of greed that lies within
the gnomish delight in gems and jewelry. It is telling that gnomes have
no myths of how this evil arose, but that they simply fear Urdlen's
vicious, life-hating evil and bloodlust. Just as the Crawler Below can
burrow into the earth of the Abyss, so it hopes evil will burrow into
the hearts and souls of gnomes everywhere. Urdlen thrives on trickery
that harms the innocent and the good. It is commonly venerated by evil
thieves and fighters, although gnomes from all walks of life have
succumbed to its evil taint.  Spriggans are said to be the twisted
offspring of gnomes who succumbed to Urdlen's taint early in the
history of the Forgotten Folk, and they honor their god and patron by
perpetuating its reign of terror.

Urdlen's place in the gnome pantheon is oddly unquestioned, though the
god is greatly feared and secretly reviled by nearly all the Forgotten
Folk.  Urdlen hates all the other gods of the gnomes with a passion,
and they in turn war against it. Further, the Crawler Below has
garnered the enmity of dwarven and halfling powers as well. Urdlen
contests with Flandal Steelskin, Garl Glittergold, Segojan Earthcaller,
Callarduran Smoothhands, and Urogalan, for those gnomes and halflings
under their protection are most often the target of Urdlen's attacks.
Although it may be more of a rivalry, the Crawler Below and Zuggtmoy,
the Demoness Lady of Fungi, are supposed to have an understanding of
some sorts, an alliance that allows isolated followers of the Crawler
Below to eke out a living on the wild fungi and lichens of the
Underdark.

The Crawler Below crushes all life without regard. It wants to spoil or
destroy everything. Urdlen is a half-mad, blindly destructive impulse;
the blindness of its chosen avatar form is very tellingly symbolic. No
one can predict where it will strike or what its plans are to further
the cause of evil among the Forgotten Folk. The nature of its plans to
bring evil into the hearts of gnomes is not understood even by the
other gnome deities. It is said that Urdlen lusts for precious metals,
jewels, and the blood of any human, humanoid, or demihuman.

Urdlen's Avatar (Fighter 33, Thief 30, Illusionist 28, Mage 28, Cleric 18)

Urdlen most often appears as a huge, dead-white furless mole with claws of
steel. It favors destructive and damaging spells from any sphere or school.

AC-4; MV 12, Br 12; HP 235; THACO-10;#AT 2
Dmg 4d6 x2 (claw)
MR 70%; SZ L (8 /2 feet long)
STR 23, DEX 19, CON 24, INT 18, Wis 15, CHA 1
Spells P: 10/9/8/8/6/4/2, W: 7/7/7/7/7/7/7/7/7*
Saves PPDM 2, RSW 1**, PP 4, BW 4, Sp I"

*Numbers assume one extra illusion/phantasm spell per spell level.
**Includes gnome +6 CON save bonus to a minimum of 1.

Special Att/Def: Urdlen can attack twice per round. If both of its
claws strike the same target in a single round, the effect is similar
to that of a sword of wounding: These wounds cannot be healed by
regeneration or any magic short of a wish, and each strike bleeds for
an additional 1 point of damage per round for the next 10 rounds or
until bandaged. The scent of blood-which is always spilled when an
opponent is wounded-drives Urdlen into a frenzy, during which time it
always attacks a bleeding target and gains a +2 attack and damage bonus
and a -2 penalty to its Armor Class.  Urdlen can infect gnomes with the
weremole (see below) form of lycanthropy at will, but it does not seem
to do so with any rhyme or reason; there is a 15% random chance any
gnome struck by his avatar is infected.  The Crawler Below is immune to
acid and paralyzation attacks. Although it is totally blind, its other
senses can detect the presence of any living or undead creature within
300 yards. It can breathe a 'stinking cloud' centered around its head
with a 60-foot radius three times per day, and it is protected by a
permanent blur spell. Also, it can be struck only by +2 or better
magical weapons.

Other Manifestations

Urdlen almost never uses manifestations, preferring to ignore its
followers and appear in avatar form. On occasion the Crawler Below has
manifested in a worshiper as the effects of a blur spell. However, if
the worshiper is slain anyway, Urdlen dines on the gnome's soul in the
Abyss. Even more rarely, it is sometimes known to manifest as an
earthquake spell, and tremors in the earth are commonly attributed by
the Forgotten Folk to Urdlen's destructive impulse.

Urdlen is served by ankhegs, brain moles, bulettes, crysmals, dao,
earth elementals, earth elemental vermin (crawlers), earth grues
(chaggrins), earth mephits, earth weirds, garmorm, giant white moles,
gnome vampires, imps, incarnates of covetousness, envy, gluttony, lust,
and sloth, khargra, larvae, metal masters, white moles, nightshades,
osquips, purple worms, spriggans, thoqqua, tieflings, vargouilles,
werebadgers, weremoles, will o' deeps, and yeth hounds. The Crawler
Below largely ignores its followers, but it occasionally gives cryptic
omens in the form of blood bubbling from the earth, claw marks in rock,
foul odors of blood or sulfur, and sudden severe nosebleeds (inflicting
ld2 points of damage) suffered by its faithful worshipers.

Lycanthrope, Weremole: AC 3; MV 6, Br 3; HD 4; THAC0 17;
#AT 3 or 1; Dmg 1d3 (claw)/1d3 (claw)/1d6 (bite) or by weapon;
SA command burrowing creatures, summon a host of burrowing creatures;
SD hit only by silver or +1 or better magical weapon, standard gnome
racial abilities; SW effective blindness vs. flying opponents; SZ S (3'
long); ML very steady (13-14); Int very (11-12); AL CE; XP 650.

Notes: Only gnomes are believed to be susceptible to this form of
lycan-thropy. Weremoles can assume their original form or the form of a
large, blind, furless, dead-white mole with massive claws. Although
blind in giant mole form, while underground weremoles can sense any
creature within 90 feet as effectively as a gnome can see in full
daylight. While on the surface weremoles can sense any creature
touching the ground within 50 feet. Weremoles first appeared during the
Time of Troubles in rural gnome communities that were attacked by the
avatar of Urdlen.

SA-Weremoles can speak with any burrowing animal up to the size of an
osquip and once per day can command them via a natural ability akin to
suggestion. Once per day, a weremole can raise a host of burrowing
creatures through a power similar to the 2nd-level wizard spell 'summon
swarm'.

SD-Weremoles have all of the standard gnome detection abilities,
resistance to magic, and combat bonuses vs. humanoids and giants.

The Church

CLERGY:            Clerics, specialty priests
CLERGY'S ALIGN.:   LE, NE, CE
TURN UNDEAD:       C: No, SP: No
CMND. UNDEAD:      C: Yes, SP: Yes, at priest level -2

SW-In giant mole form, weremoles are effectively blind to airborne
opponents, suffering the standard -4 attack penalty for blindness.

All clerics (including fighter/clerics, cleric/illusionists, and
cleric/thieves) and specialty priests of Urdlen receive religion
(gnome) as a bonus nonweapon proficiency. Clerics of Urdlen are allowed
to use and become proficient in claws of Urdlen (see below), a type of
slashing weapon.  Those who follow Urdlen are despised and feared by
the Forgotten Folk. Its cult is a particular threat to rock gnomes and
deep gnomes, but even forest gnomes suffer from its followers'
depredations. Spriggans both venerate and fear the Crawler Below, and
most are members of its cult.  Urdlen's cult is opposed by good-aligned
dwarves, gnomes, and halflings, and tales of the god's hunger for blood
and destruction are a growing part of the mythology of the Small Folk.
Other surface races have little knowledge of this obscure cult,
typically merging tales of the god's rampages into stories of a wide
range of horrors from below. Subterranean races are more likely to have
been assaulted by Urdlen's avatar or that of its followers, and as
such, its cult is a more credible threat.

Temples of the Crawler Below are few and far between, for rarely do its
followers set aside their proclivities for destruction long enough to
build a house of worship. Those few temples that do exist are typically
little more than blood-spattered shrines, always located underground in
lightless natural caverns dominated by a crude stone altar stained with
the lifeblood of countless sacrifices.

Novices of Urdlen are known as the Unblooded. Full priests of the
Crawler Below are known as Deep Crawlers. Individual priests have their
own unique titles. Specialty priests are known as bloodstalkers. The
clergy of Urdlen includes rock gnomes (60%), deep gnomes (18%), forest
gnomes (12%), and Spriggans (10%). Males make up the majority of its
priesthood (70%). Urdlen's clergy includes specialty priests (60%),
cleric/thieves (15%), clerics (12%), fighter/clerics (10%), and cleric/
illusionists (3%).

Dogma: Succumb to bloodlust. Seize power-directly. Hate, covet, crush,
despoil, and kill. Revel and exult in orgies of death and destruction.
That which is living or created by life must be murdered or destroyed
because that is the ultimate end of all and to deny it is to deny the
truth of all existence. The strong survive and the weak are their
cattle. Do what Urdlen wants first; second, do whatever you want. Give
in to every evil impulse, for what use is there in covering over the
truth of your nature?  Propitiate the Crawler Below with sacrifice so
that it does not come for you. Existence is a cosmic joke before death,
the truth behind it all, comes at Urdlen's claws. Sharing the cruel
ironies and harsh humor of existence with others is only kind, for it
helps to toughen them for what is coming in the end.

Day-to-Day Activities: From their subterranean warrens, Urdlen's
priests wage an unending war on communities of the Forgotten Folk,
particularly the clergies of the other gnome gods. When not hunting
other creatures, members of the priesthood work to steal, deface, or
destroy objects of value, particularly gems and works of art. They
share their lord's love for evil and deadly pranks directed against all
creatures, including gnomes.

Holy Days/Important Ceremonies: In a regular ritual known as the
Feeding, Urdlen's priests appease their god by spilling the blood of
their prey on the ground and burying it. Jewels and valuable metal
goods are also sacrificed to him by ruining, breaking, tarnishing, or
melting them and then burying them. On Midwinter night, followers of
the Crawler Below gather in subterranean caverns to offer blood
sacrifices to the god to appease its wrath. If Urdlen is displeased by
the volume of blood or the value of the despoiled goods offered on the
Night of Blood, it may appear and slay all the assembled worshipers in
an orgy of unbridled destruction.  Major Centers of Worship: All manner
of beasts wander the Bandit Wastes north of Halruaa, including a pack
of blood-crazed gnome weremoles with priest abilities led by a gnome
vampire priest known only as the Blood-Curdling Scream. The Blood
Screamers, as the greatly feared hand is known, hunt all manner of
living creatures from the Shaar to the Nathaghal, as the mountain range
that forms the North Wall of Halruaa is known. The band is a recurring
foe of Forgotten Folk who dwell in the mountain valley of northeastern
Halruaa known as the Nath, as well as the well-entrenched communities
of gnomes in the Rathgaunt Hills, located due east of Lake Lhespen on
the road between Shaarmid and Scbben. If the Blood Screamers have
constructed a temple to their god or even a warren in which to retreat,
its existence has survived undetected for decades, despite the efforts
of brave gnome adventurers seeking to end the reign of terror.

Affiliated Orders: Aside from small family groups of Spriggans,
Urdlen's followers are too chaotic and consumed with bloodlust to
organize into long-lasting bands, let alone militant orders. At most
they gather together in small groups to maximize their opportunity for
destruction, but such band-rarely stay together for more than a few
raids.

Priestly Vestments: During depraved ceremonies, priests of the Crawler
Below wear blood-stained white cloaks made from the pelts of animals
such as polar bears, winter wolves, and the like. The holy symbol of
the faith is a blood-soaked skull, although most of Urdlen's priests
keep a bloodfed white mole as both a pet and a symbol of their god.

Adventuring Garb: Members of Urdlen's clergy employ the best armor and
weapons available. Specialty priests of Urdlen prefer edged weapons to
maximize the amount of blood shed, and all priests favor weapons that
inflict a great deal of pain on their victims. Some members of the
priesthood employ magical steel claws similar to that employed by the
cult of the Beastlord (see Faiths & Avatars). Claws of Urdlen are metal
gauntlets with a row of large, curved knives affixed atop the knuckles.
A priest must allocate a weapon proficiency to use them. A priest
trained in their use can strike once per round with each hand without
disadvantage.  Claws of Urdlen weigh 4 pounds total (2 pounds each),
have a speed factor of 6, are size S, and inflict ld6+2 points of
piercing and slashing (Type P/S) damage to size S or M targets or ld6
points of damage to size L or larger targets. In addition, due to their
enchantment, it is possible to burrow through soft earth once a day
with a Movement Rate of 1 for as many rounds as the priest has points
of Strength or Constitution (pick the minimum) using the claws of
Urdlen as crude tools.

Specialty Priests (Bloodstalkers)

REQUIREMENTS:      Strength 11, Wisdom 9
PRIME REQ.:        Strength, Wisdom
ALIGNMENT:         CE
WEAPONS:           Any slashing and piercing (Type S and/or Type P) weapons
ARMOR:             Any
MAJOR SPHERES:     All, animal, chaos, combat, elemental (earth),
                   healing, protection, sun (reversed only), war
MINOR SPHERES:     Divination, elemental (fire), necromantic, summoning
MAGICAL ITEMS:     As clerics
REQ. PROFS:        None
BONUS PROFS:       Blind-fighting

* Bloodstalkers must be gnomes. While most bloodstalkers are rock
  gnomes, gnomes of every subrace including Spriggans can be
  bloodstalkers.

* Bloodstalkers are not allowed to multiclass.

* When casting a reversed form of a healing sphere spell that causes
  damage in hit points, bloodstalkers gain a bonus to the damage they
  inflict. This is equal to +1 point per point of their Wisdom ability
  score equal to or above a Wisdom of 14 (Wisdom score of 15 give a +2
  bonus, etc.). If they cast a reversed form of healing spell that does
  not inflict damage in points, the saving throw of their target, if
  the spell has one, is made at a -2 penalty.

* Bloodstalkers can cast cause Light wounds (as the reverse of the
  1st-level priest spell cure light wounds) or stinking cloud (as the
  2nd-level wizard spell) once per day.

* At 3rd level, bloodstalkers can cast blindness or blur (as the
  2nd-level wizard spells) once per day.

* At 5th level, bloodstalkers can cast cloak of fear (as the reverse of
  the 4th-level priest spell cloak of bravery) or soften earth and
  stone (as the 2nd-level priest spell) once per day.

* At 7th level, bloodstalkers can cast contusion or dig (as the
  4th-level wizard spells) or passwall (as the 5th-level wizard spell)
  once per day.

* At 10th level, bloodstalkers can cast conjure earth elemental or
  creeping doom (as the 7th-level priest spells) once per tenday.

* At 13th level, bloodstalkers can cast slay living (as reverse of the
  the 5th-level priest spell raise dead) once per day.

* At 13th level, bloodstalkers can cast wither or destruction (as the
  7th-level priest spells) three times per tenday.

Urdlenian Spells

In addition to the spells listed below, priests ot the Crawler Below
may cast the 2nd-level priest spell burrow detailed in the entry for
Segojan Earth-caller.

2nd Level

Soften Earth and Stone (Pr 2; Alteration)

Sphere:         Elemental Earth
Range:          10 yards/level
Components:     V,S,M
Duration:       Permanent
Casting Time:   5
Area of Effect: 10-foot square/level
Saving Throw:   None

When this spell is cast, all natural, undressed earth or stone in the
area of effect is softened. Wet earth becomes thick mud; dry earth
becomes loose sand or dirt; and stone becomes soft clay, easily molded
or chopped. The caster affects a 10-foot square area per caster level
to a depth of 1 to 4 feet, depending on the toughness or resilience of
the ground at that spot (DM option). Magical or enchanted stone cannot
be affected by this spell.

Creatures attempting to move through an area softened into mud are
reduced to a move of 10 feet per round. Any creatures caught within the
mud when the spell takes effect must make a saving throw vs.
paralyzation or lose the ability to move, attack, or cast spells for
ld2 rounds as they flounder about in the muck. Loose dirt is not as
troublesome as mud, and creatures are only reduced to half their normal
movement rates, with no chance of being incapacitated for a round or
two. However, it is impossible to run, sprint, or charge over either
surface.

Stone softened into clay does not hinder movement, but it does allow
characters to cut, shape, or excavate areas they may not have been able
to affect.

Natural vertical surfaces such as cliff faces or cavern ceilings can be
affected by soften earth and stone. Usually, this causes a moderate
collapse or landslide as the loosened material peels away from the face
or roof and falls. A moderate amount of structural damage can be
inflicted to manmade structures by softening the ground beneath a wall
or tower, causing it to settle. However, most well-built structures are
only damaged by this spell, not destroyed.

The material component is a bit of slip (wet clay) from the wheel of a
master potter.

4th Level

Summon Earth Grue (Pr 4; Conjuration/Summoning)

Sphere:          Elemental Earth, Summoning
Range:           10 yards
Components:      V,S
Duration:        3 rounds/level
Casting Time:    1 round
Area of Effect:  Special
Saving Throw:    None

The spell opens a gate to the Elemental Plane of Earth, summoning an
earth grue, also known as a chaggrin or soil beast, to the spellcaster.
The caster need not fear that the summoned grue will turn on him or
her. Neither concentration on the activities of the grue nor protection
from it is necessary.

The summoned grue helps the caster in whatever manner possible:
attacking the caster's foes, tunneling in the general direction
desired, and so on. It remains for a maximum of 3 rounds per level of
the caster or until it is slain or sent back by a dispel magic spell or
similar magic.

The material components for this spell are the priest's holy symbol and
unworked raw metals worth at least 50 gp. The latter is offered as a
bribe to the creature during the casting and is handed over to the
creature before it will enter the Prime Material Plane.

Grue, Earth: AC 4; MV 12, Br 3; HD 5+5; THACO 15; #AT 2;
Dmg 1d4+2 (claw)/1d4+2 (claw); SA quills, clinging claws, hide in
stone; SD hit only by +1 or better weapon, spell immunity; SZ M (3'
long); ML average (8-10); Int average (8-10); AL NE; XP 1,400.

Notes: Earth grues summoned by this spell to the Prime Material Plane
can assume the shape of a large mole, a yellowish hedgehog with a
skull-like head, or a humanoid of lumpy, wet clay with an asymmetrical,
vicious face and small, feral eyes. Although only 3 feet long, earth
grues weigh 140-200 lbs.

SA-In any form, after a successful hit, an earth grue can dig its
razor-sharp foreclaws into its victims and inflict ld4+2 points of
damage, and in subsequent rounds it inflicts ld6+6 points of damage per
round. (The victim must succeed at a Strength check to dislodge an
earth grue.) In hedgehog form, unprotected flesh in contact with an
earth grue's quills suffers ld4 points of damage per round. Earth grues
in humanoid form can merge with natural soil or a stone surface and be
only faintly perceptible to careful observation as a damp, dark
outline.  They can then emerge suddenly to surprise opponents (-5
penalty to surprise rolls).

SD-Earth grues are immune to earth-based and earth-affecting spells
such as earthquake, passwall, transmute rock to mud, stone to flesh,
and the like. Their mere presence dispels such magic within a 40-foot
radius even if it had been permanent. Magical items are not affected.

6th Level

Curse of the Everbleeding Wounds (Pr 6; Necromancy)

Sphere:           Necromantic
Range:            Touch
Components:       V,S,M
Duration:         1 turn
Casting Time:     9
Area of Effect:   Creature touched
Saving Throw:     Neg.

This spell inflicts a curse upon a victim similar to the effects of a
sword of wounding. If the touched creature fails a saving throw vs.
spell, all wounds suffered during the next full turn cannot be
regenerated or cured by any sort of potion, spell or other magic short
of remove curse, limited wish, or wish.  They must heal naturally. The
target suffers 1 point of damage each round after a wound is inflicted
until the wound is bandaged or the spell expires.  Multiple wounds are
cumulative. A periapt of wound closure may provide complete immunity to
the spell, as may other spells or items that prevent ongoing bleeding.

A round of tending to a particular wound with no other actions taken or
enemy interference is sufficient to bandage an everbleeding wound and
halt ongoing damage from that wound. Those with the healing nonweapon
proficiency who succeed at a proficiency check can bandage a second
wound in the same round.

The spell requires the priest's holy symbol and a small knife or
sharpedged item that is used to nick the creature for 1 point of damage
as the priest's hand comes into physical contact with the creature.

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