Complete Champion - 3.5e

Page 147

Deities and Domains This holy quest is of world-altering import. Most deities— even evil ones—would prefer that the realm of mortals not be destroyed by famine, drought, heat, and flame. Followers of the nature gods are especially determined to see the natural order set right, but any deity wishing to preserve its mortal following has a stake in the outcome. The deities most likely to send their own champions into the fray are those whose areas of interest include the Animal, Fire, Healing, Plant, Protection, and Water domains. Animal: The animals of the world suffer as much as humanoids when the deserts expand and the fertile lands Me—perhaps even more, since they lack access to technological and magical means of survival. Not only should adherents of the Animal domain seek to protect these creatures, but they an also make use of their connection with the beasts to help locate the enemy and the elemental Wellsprings. From the animals, they can find mit where the land first began to die, and what areas the animals avoid for fear of the alien rod deadly creatures that now dwell there. Those who com­ mune with animals also have spies and

so could save this most basic building block of life and the environment. Protection: Followers of protective deities care less about the specifics of what is happening and more about the end result—people are suffering and dying. The threatened individuals and communities must be guarded at all costs. (This attitude does not extend to anyone who might be aiding the fiends and fire elementals in their activities. ) Water: Perhaps the most devoted and militant of all who strive against the spreading deserts are the followers of the water deities. They see a danger not only to the world, but also to the gods themselves, if this primary element of their divine portfolios weakens and fades from the world. For these champions, saving lives and communities is of secondary importance to restoring the elemental Wellsprings and re­ turning the four elements to a state of balance. Some zealous followers might seek retribution in the process, hoping to raise the ele­ ment of water to prominence over the others.

Suggested Rewards

For most char­ acters, saving scouts who can lead the world and them where they g a i n i n g trea­ must go. sure from the Fire: One might potent enemies expect followers of they face consti­ ire to support the tute sufficient spread of their elereward. How­ ever, Obad-Hai, ment, and indeed Ehlonna, and some do. But oth¬ Yondalla have a ers know from holy direct stake in writ or personal ex­ the completion perience that fire out of this mission. of control is to be feared All three gods rather than revered. Thus, they are grateful to have such de­ strive as hard as any to see the If they are not staffed, the beasts of fire will continue to corrupt voted and potent servants on the world put to rights, so that the the elemental wellspring of water with foul sacrifices Material Plane and are willing to power of the flame can once take steps to keep them there. Any characters serving one again be brought under their deities' influence. Clerics of fire of those deities who is slain in the course of a subsequent can force the obedience of elementals, which might prove adventure is immediately subject to a reincarnate spell (PH instrumental in the acquisition of information. 270), without the standard level loss or expensive material Healing: The people who have suffered, and the land itself, component. Each character can benefit from this blessing must be healed. Beasts of fire and fiends of the Lower Planes only once. are anathema to life, so those who revere healing must stop them. Deities that offer the Healing domain do not consider it sufficient that their champions simply halt the destruction; they must find a way to undo it. Once per generation, a continentwide gathering occurs of the Plant: Plants as well as animals die when the desert greatest athletes alive. Officially, this event is a sequence of spreads. Deities of plants and woodlands know that the sporting and athletic contests intended to honor the gods by encroachment of fire endangers not only the plants them­ showing them the greatest specimens the mortal races have selves, but ultimately every creature in the world that relies to offer. Informally, it is a chance for nations to settle minor differences without resorting to war, for various sects and fac­ on any sort of food. Those who revere plants are willing tions to make the public aware of their existence, for churches to sacrifice animals or even people, if they must, if doing

THE PANTHEISTIC TOURNAMENT


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Coliseum of Kord

5min
page 153

Ancient Temple

3min
page 149

Sepulcher of Wee Jas

4min
page 156

Palace of Burning Ice

3min
pages 154-155

Cold Forge of Moradin

2min
page 152

Temple of the First Dawn

10min
pages 157-159

Holy Sites

1min
page 150

The Pantheistic Tournament

3min
page 147

The Ghostly Lair

4min
page 148

Tools

10min
pages 142-144

Clothing

13min
pages 138-141

Squire of Legend

12min
pages 110-112

Special Holy Symbols

9min
pages 133-134

Weapons

3min
page 137

Wooden Blight

2min
page 130

Shadowstriker

8min
pages 108-109

Shadowspy

12min
pages 105-107

Paragnostic Apostle

13min
pages 94-96

Sanctified One

28min
pages 99-104

Paragnostic Initiate

8min
pages 97-98

Ordained Champion

18min
pages 90-93

Mythic Exemplar

18min
pages 86-89

Holt Warden

9min
pages 84-85

Pelor's Shadow Guard

18min
pages 75-79

Forest Reeve

7min
pages 82-83

The Paragnostic Repositories

4min
page 74

The Paragnostic Assembly

9min
pages 72-73

War Domain

3min
page 43

Guardians of the Green

19min
pages 68-71

The Reliquary of Six

2min
page 67

"Water Domain

3min
page 44

Strength Domain

4min
page 40

Trickery Domain

3min
page 42

Earth Domain

2min
page 32

The Dark Churches

5min
page 27

The Shining Light of Pelor

4min
page 22

Destruction Domain

4min
page 31

The Temple of the Twinkling Eye

6min
pages 25-26

The Temple of True Aim

8min
pages 23-24

Scales of Balance

4min
page 21

The Ruby Temple

4min
page 20

The Mighty Arms of Kord

9min
pages 18-19

The Brotherhood of Equals

4min
page 11

Fingers of the Laughing Rogue

4min
page 15

The Fist of Valor

7min
pages 16-17

Fharlanghn's Way

5min
page 14

Introduction

5min
page 4

The Eternal Library

8min
pages 12-13

Assembly of Balance

4min
page 8

The Blessed Bounty of Yondalla

8min
pages 9-10
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