EARTH DOMAIN The air passes over and the water through, but the earth endures. Kingdoms and civilizations rise and fall, but the mountain still stands. To wear a mountain down takes eons, yet in time, another will rise to take its place. Like the mountains, you stand tall and strong, drawing your power from the earth beneath your feet. The first creatures of the world were created from the earth. In the D&D pantheon, Moradin the Soul Forger crafted the first races from the living stone around his forge. Deities of earth are patient beings, willing to wait for millennia to see their goals fulfilled. Like those of other elements, they often have a neutral alignment com ponent. They are strong and deliberate and do not make up their minds quickly, but once they have come to a de cision, they are as endlessly stubborn as any stone. They are slow to anger, but once their ire is roused, their retri bution is as fierce and sudden as an earthquake. A church of an earth deity preaches that earth is the preeminent element, and that it is the source of all strength and all life. It carries the water, absorbs the wind, and is unharmed by fire. Such groups teach that the earth was the first creation brought forth from the void that preceded creation, and that it will exist long after the races of humans, elves, and even dwarves have passed from the world. The followers of earth deities also believe that complete peace comes only from emulating the soil and stone. Patience, solidity, and resilience are valued highly in such organizations.
Ki
Affiliation Score Criterion Modifier One-Time Character level +1/2 levels Knowledge (nature) 5 or more ranks +1 Knowledge (religion) 5 or more ranks +1 Has a burrow speed +4 Has a neutral alignment component (if the deity has one) +1 Can cast arcane or divine spells that have the earth descriptor +1 Has visited the Elemental Plane of Earth at least once +2 Lacks a neutral alignment component (if the deity has one) -4
A follower of a deity of destruction shows no mercy to its enemies
Multiple Use Remains within the same 10-sq. -mile area for 1 year +2 Explores a new underground or mountainous area +2 Lives in a mountainous region or underground for at least 1 year +1/year Humiliates or defeats a follower of air +1 Holds a position in battle against odds of two to one or worse +2 Successfully defends an item or structure important to the church +4 Casts a spell that has the air descriptor -1 Knowingly associates with creatures of the air subtype -2 Fails to defend an item or structure important to the church -8