The World of Teréth End - Religions - Teréth End Gods

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"The messenger before you has the 12,000 Aur I promised for the coffers of your Temple.  As always, it was a pleasure visiting Taldàna.  I hope to return for a longer period my next visit north.  Your hospitality was as always, memorable. I cannot wait for the next opporunity to extend this good will between our temples."

- Old Taládan letter to a High Priest of Amra from a High Priest of Kandlan

Woad

Lifegiver, Old Man of the (Forest, Mountains, Rivers, ...)

Spheres of Influence: Nature
Alignment: N
Symbol: Wreath; dipped in blood when there is a "call-to-arms"
Divine Focus: Any precious plant or stone
Center of Worship: The Knerl, Tor'n Evàlshat
Color: Any natural color
Animal: Vulture
Appearance:  Any anthopomorphic representation of a natural object (i.e. boulder, tree, etc.)
Church: Cult of Woad
Clergy: The Ancient Order of the Lifegiver, Stonewatchers of the Knerl
Raiment: Natural colored cloths or animal furs, somtimes adorned with bone and sinew, feathered, and/or precious stone accessories; except for stitching and very basic construction all items are crudely fashioned
Sacrifice & Frequency: All animals and plants that are killed for food are first ritually offered in prayer to the Lifegiver before being consumed; poachers and defilers of nature are ritually sacrificed and eaten as well
Advancement: Progression within the ranks of the Cult of Woad is determined by one's level of communion with the nature around them, there are numerous tests and rituals to determine a priests ranking
Friends/Allies: Druids, Rangers
Foes/Enemies: Most non-Woad worshippers
Sayings:  "He who provides takes more swiftly away."

Believed to be an elder god, spirit, or vital force, Woad is rarely portrayed in human form. He is often depicted as a tree or animal, and is worshipped exclusively by druids. It is believed that Woad has appeared to men on several occasions, leaving his incarnation behind upon leaving. Druids create shrines and circles at these locations, where the god's passing is marked with the boulder, tree, or some other natural formation which Woad inhabited during his stay.

The Divine Aspects

Unlike the gods of the Dekàlan Pantheon, Woad does not support a host of servile aspects.  The worship of Woad is separate from the worship of Nathal for instance, though the cults are amicable toward one another.

The Priesthood

Spells of the Faithful

GURPS Spells:  The Davra Orkid available to Woadish spellcasters is:  Animal (F3), Body (F1), Communication (F1), Divination (F1), Elemental Air (F3), Elemental Earth (F3), Elemental Fire (F3), Elemental Water (F3), Enchantment (F1), Manipulation (F1), Meta (F1), Movement (F2), Plants (F3) and Wards (F2).

Age Plant F1
(Woad-Or Cantra/Regular)
Forcibly matures a plant, fungus, mold, or lichen to a degree determined by the druid.  Plants aged in this manner lose their ability to seed and gain no "rings" during the growth spurt.

Animal Charm F1
(Woad-Baras/Area)
Allows a druid to befriend a wild animal.  "Charmed" animals will not endanger themselves at the request of the caster, but may choose to defend the caster as would a loyal pet, if the druid has a history of treating the animal well.

Animal Tracks F1
(Woad-Baras/Muut/Regular)
Replaces the subjects footprints with that of a local animal of the druid's choice.

Circle of Breezes F1
(Woad-Nol/Area)
Druid summons local winds to circle in an area, churning up light debris.  The spells effects are to obscure an area (50% concealment) and to snuff out small fires from candles, lanterns, pipes, and torches.

Daggerroot F1
(Woad-Or Cantra/Area)
Allows the caster to grab a section of root or branch and use it as a dagger.  The dagger ignores all organic armors (i.e. bone, leather, hide...), treating them as AC 10 (modified by magical bonuses).  Natural armors of non-magical creatures are similarly bypassed.

Entangle F1
(Woad-Or Cantra/Area)
Animates flora to bind and restrain non-plant entities within the area.

Eyes of the Night F1
(Woad-Visictis/Regular)
Grants the druid Night Vision but causes retinal reflection.

Find Plants F1
(Woad-Or Cantra/Orycul/Regular)
Provides a means for a druid to find a specific type of plant within an area.  The woadish name for the plant must be known for the spell to work.

Foggy Wall F1
(Woad-Marus/Nol/Area)
Summons available water from the ground to provide obscurement in a limited area.  Summoned fog offers 75% concealment (3 hex vision).  If fog exists in the area before the spell is cast, the density increases to 90% (1 hex vision).

Gentle Healing F1
(Woad-Or Hàlam/Regular)
Allows caster to heal 1d4 hit points at 1 hit point every minute (6 rounds).  The d4 is rolled at casting and one point is applied at the end of each increment.  This spell is sufficient to stop bleeding, but does not restore wounded persons to "0".

Guardian Beast F2
(Woad-Baras/Regular)
Imbues a faithful animal with enhanced qualities for the spell's duration.

Guiding Wind F1
(Woad-Nol/Regular)
This spell guides a thrown or fired (does not affect gunpowder projectiles) missile to its intended target with greater accuracy.

Heaven Strike F2
(Woad-Nol/Ceremony-Regular)
Diverts natural lightning strikes toward a specific locale.

Hibernate F1
(Woad-Or Hàlam/Regular)
Allows the spell's recipient to sleep restfully for one night and heal at double the normal rate.

Plant Charm F2
(Woad-Or Cantra/Area)
Forthcoming...

Shape Wood F2
(Woad-Or Cantra/Regular)
Allows the druid to alter the shape of a piece of wood, or subtly alter wood's shape from a distance.

Sound Stealer F2
(Woad-Nol/Solorum/Area)
Creates a vortex of silent wind in an area that absorbs all non-magical sound.

Spirit Bind F1
(Woad-Element/Regular)
Binds an elemental spirit to the druid; supplementing the druid's spell point pool.

Spirit Call F1
(Woad-Element/Regular)
Summons an elemental spirit to the druid from the immediate vicinity.  If none are nearby, none will respond.

Spirit Calm F2
(Woad-Element/Regular)
Nature spirits are volatile entities; chaotic by the standards of civilized minds.  This spell allows the druid to quell excitement and passions among spirits in an area around the caster.  In areas where the druid may wish to commune with resident spirits it is sometimes necessary to temporarily tame them to a level with which they can be interacted with.  Spirit Calm may also be used as +2 reaction modifier for dealing with faerie-kind.

Spirit Command F2
(Woad-Element/Regular)
Requests an elemental spirit to engage in combat on behalf of the caster.

Spirit Request F1
(Woad-Element/Regular)
Requests some service from an elemental spirit.  The request cannot include combat.

Steps of Air F1
(Woad-Nol/Alemen/Regular)
Creates temporary and invisible steps in the air.  Navigating the steps is tricky, even for the caster.  DX ability checks are required to negotiate every 5 steps (1 hex) unless the climber has the skill Tightrope Walking.  Keen Touch Sense grants a +2 to each check.  Movement up the stairs is 1 hex per phase.

Sustenance F1
(Woad-Forad/Incathura/Or Hàlam/Regular)
Allows caster to imbue a handful of natural foods with the property to nutritionally sustain a Human for one day.  In addition to sustenance, each morsel grants 1 hit point of healing.  Benefit may only be gained from one morsel per hour.

Voice Steal F1
(Woad-Nol/Regular)
Snatches the voice from a subject for the spell's duration.  Furthermore, the spell carries the spoken words to the caster, delivering them as a whisper.  Others trying to listen to the speaker will see her speak, but hear nothing except a faint breeze.

Wind Charm F2
(Woad-Nol/Regular)
Allows the caster to redirect an existing breeze or wind in a large area.  If, as a result of Wind Charm, the caster is downwind from a creature attempting a PER-smell check, the check is at -6.

Wind Ward F1
(Woad-Nol/Regular)
Summons a sheath of wind to surround the caster for the purpose of deflect missile attacks.  Light missiles (arrows, sling bullets, etc.) passing through the ward are at -4 to hit, while heavy missiles (javelins, spears, war darts) are at -2.

Winter Cloak F1
(Woad-Forbid/Regular)
Envelopes the subject of the spell in a cacoon of warmth.  The spell protects versus naturally low weather temperatures.  The spell further subtracts 1 point of damage from each die of a cold-based attack.

Wooden Skin F2
(Woad-Baras/Or Cantra/Visictis)
Makes the subjects skin and muscle wooden.  This effect reduces damage taken by the subject by 2 from each attack but slows the subject by 1/4 movement, and degrades DX by -2 for the duration of the spell.

Words of the Woodland F1
(Woad-Baras/Orycul/Regular)
Allows caster to converse with natural woodland animals.  Animal speech is limited by their IQ.  Most animal "speech" is limited to basic nouns and verbs.  Only the most intelligent species may construct coherent sentences.

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Dekàlan Gods

There are ten major gods traditionally worshipped by Dekàlans.

Amra (beauty, love)
Draun (death)
Iráen (law, order)
Irul (athletics, war)
Kandlan (agriculture, time)
Path (knowledge)
Roth (crafts, work)
Sudul (dreams, prophecy)
Zalan (luck, trickery)
Zyrr (darkness, magic)

Other gods have emerged in the same lands since the fall of Dekàlas.  While some are new, some ancient deities have experienced a resurgence of faith.

Eiron (law, duty)
Malaz (seas)
Nathal (air, winds)
Orander (honor, war)
Woad (balance, nature)

Details

Spellcasting clerics of Woad have access to the following domains

Air
Animal
Beastmaster (DF)
Earth
Fire
Magic
Moon (FR)
Plant
Renewal (FR)
Water

 

Ref. PHB (Player's Handbook), DF (Defenders of the Faith), FR (Forgotten Realms Campaign Setting), © Wizards of the Coast