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Friday, November 25, 2016

Åne: Lesser Goddess, LN, The Forgiving One, The Fishing Swan, The Swanmay of the Bow, The Feather in the Wind



Åne (The Forgiving One,  The Fishing Swan, The Swanmay of the Bow, The Feather in the Wind)
Lesser Goddess Stewardess of Swanmays, LN
Portfolio:  Swanmays, Nature untouched, All aspect of alignments, hunting, gathering, fishing, electricity, weather, wind, life, water, growth
Aliases:  None
Domain Name:  Stewardessess of The Swanmays
Superior:  The Seelie Court, Summa and Thoasa
Allies:  The Swanmay Stewardessess, The Seelie Court, the Seldarine, the Gnome Pantheon
Foes:  Any destroyer of nature
Symbol:  The Spotted Swan
Wor. Align.:  LG, NG, CG, LN, N, CN, NE, LE, CE (every)

Åne is an extremely meddelsome and active lesser Goddess, as one of the stewardessess of the Swanmays her magic is put to use to and promote nature as a force of balance, protection, and as your stewardship. Åne is all forgiving, all she ask is that you stop destroying nature and instead care for it. Hunt her game, eat her fish, gather fruits and berries but always do this in reverence and with balance, give back for all you take. To be evil is just as bad as being good if nature is caught in the crossfire.

Åne’s Avatar (Druid 40)
Åne appears as a tall, beautiful, yong human woman with salt and pepper hair and a set of Blue-green eyes. She wears natural materials, like fur, mixed with leaves, twigs and carries either a fishing rod, gathering basket or a large hunting bow. Åne can also appear as a giant swan engulfed in a sea of lightning bolts and wind whipped waters.
AC −10; MV 15 or 6, Fl 38 (MC: C); HP 253; THAC0 −3; #AT 3* or 2
Dmg 1d8 + 4 (longsword +4)  / 1d4 + 3(dagger +3)
MR 30%; SZ M (5 feet)
Str 15, Dex 20, Con 16, Int 18, Wis 16, Cha 18
Spells P: 11/11/8/8/6/4/2
Saves PPDM 2; RSW 5; PP 4; BW 4; Sp 6
*Includes two attacks with her primary weapon and one attack with her off-hand weapon.
Special Att/Def: In her right hand, Åne wields Everflight, a longbow +4 that can cause a arrow to never miss its target, only Åne can by choise instead let a arrow shot by Everflight to never hit but swirl around following its target to remind them they are at her mark. In her left hand, she typically wields a fire dagger +3 At will, Åne can transform into a giant swan. She is never surprised, and no faerie creature or or avian will attack her. She is immune to all paralyzation, polymorph, and petrification attacks, as well as poison, disease, caused wounds, and death magic. She can only be struck by magical weapons in human form, and +3 or better magical weapons in swan form. 

The Church Swanmays of Åne LG, NG, CG, LN, N, CN, NE, LE, CE any Swanmay,

Dogma: Swanmay nature itself in all its form, natural growth, wildlife, fishing, hunting and gathering, weather, wind, lighting.

Day-to-Day Activities: Swanmays of Åne generally spend their time in nature. They maintain contact with other swanmays, gathering regularly to exchange news and information, and they time their patrols so they meet up with another swanmay at specific times and places. When a swanmay fails to show up, searches are quickly organized to find the individual and discover the reason for her absence. To protect all under their care. Proper rite of reincarnation. Like their Goddess all Swanmays of Åne are to be forgiving of all, and to remind them that nature comes first.
Important Ceremonies/Holy Days: The Day of Tokening, each Swanmay will always celebrate the day of becomming, no other holidays or ceremonies are required.
Major Centers of Worship: Any place of natural beauty.
Priestly Vestments: Those follow Åne usually wear practical clothing for their environment, favoring leathers or robes of simple natural fibres, as well as comfortable boots, nothing flashy. They keep their hair clean in whatever style they prefer. Black and White feathers also feature prominently, usually in the form of a garland, skullcap, or a pauldron or epaulet like garment. Some prefer a feathered shawl or dress instead. The holy symbol used by the faith is the swanmay’s feather token which is a spotted swan feather attached to a hemp thread.
Adventuring Garb: Swanmays dress practically when in the field and in similar manner to their more formal garb, but with a greater emphasis on colors that blend in with the environment. They favor garments that allow ease of movement, and only rarely wear heavy armor.

Specialty Priests Swanmaidens of Åne (Druids, Cleric, Priests)
Requirements:          Wisdom 12, Intelligence 11, Charisma 15
Prime Req.:                Wisdom, Charisma
Alignment:                LG, NG, CG, LN, N, CN, NE, LE, CE any Swanmay
Weapons:                  Any weapon touched by nature: Club, sickle, spear, dagger, knife, scimitar, staff
Armor:                      any touched by nature
Major Spheres:         All, light, wards, weather, protection, growth, animal, plant, water, earth
Minor Spheres:         Divination, travelers, animal, charm, fire, air
Magical Items:         As druid, anything touched by fire
Req. Profs:                Survival (woodland), swimming
Bonus Profs:             Modern language (pick two from: brownie, dryad, elvish, korred, pegasus, pixie, satyr, sprite, sylph, treant, unicorn), weather sense
Some of Priss's specialty priests are druids. Their abilities and restrictions, aside from changes noted above and below, are detailed in full in the Player’s Handbook.
  • Swanmays of Åne must be swanmay humans.
  • At 3rd level, Swanmays of Åne can cast Create Clouds (as the 3rd level priest spell) once per day. They gain an additional casting of this spell for every three levels gained above 3rd (so twice at 6th level, three times at 9th, etc.).
  • At 10th level, a Swanmay of Åne can craft a new feather token for another swanmay. This crafting takes a full month, during which the swanmay must pray and chant over the object. Generally, this process requires a small amount of scorched blood from the individual the token is made for, and the individual must gather ingredients for the device. Each token is made for a specific individual and cannot be used by another, and the swanmay may not make one for themself. 

The Stewardesses of The Swanmay Pantheon contain only female Goddesses, the supreme Goddess is Summa, Goddess of Magic, followed by equal in Strenght Goddess of Fertility, Toetha. The intermediate Goddess Priss, The Black Swan, is the Goddess of Death, while the lesser goddess of Fire, Vistess, and the lesser goddess of Nature Åne all have very important parts in this nature oriented pantheon. Finally there are three demigoddesses, the demigoddess of War, Bybah, the demigoddess of the Sun, Custi, and the demigoddess of Agriculture, Kori.

Friday, October 21, 2016

Kori, Demigoddess of Agriculture, The Withered Swan, Lady Autumn, LE



Kori (Demigoddess of Agriculture, The Withered Swan, Lady Autumn)
Demigoddess Stewardess of Swanmays, LE
Portfolio:  Swanmays, Old Age, Autumn, Poison, Riches, Hard labor, Slavery, Time, Disease
Aliases:  None
Domain Name:  Stewardessess of The Swanmays
Superior:  The Seelie Court, Priss
Allies:  The Swanmay Stewardessess, The Seelie Court, Priss, the Orc and Goblinoid Pantheons
Foes:  the Seldarine, the Gnome Pantheon
Symbol: Withered Black Grayish feather
Wor. Align.:  LE, NE, CE, LN, N, CN

Priss is an extremely meddlesome and active intermediate Goddess, as one of the stewardessess of the Swanmays her magic is put to use to promote death, winter, evil, dark magic and despair. Reminding all swanmays that life is short and that The Black Swan lurk at any corner ready to reap them into her world. Priss's agenda is to help her closest Allie the demigoddess Kori become a lesser Goddess. Priss is delighted by murder and will assist anyone in pushing death as a untimely reward at a price, especially if this could cause a Swanmay sister to falter into the path of evil.

Kori’s Avatar (Druid 30, Cleric 20)
Kori appears as a tall, withered, wrinkled, very old human woman with gray hair and deep penetrating eyes. She wears black robes with embodiments of white, silver and black swans. Kori can also appear as a giant very old black swan with much of its feathers turned gray and a blood red beak if she so chooses.
AC −10; MV 15 or 6, Fl 38 (MC: C); HP 253; THAC0 −3; #AT 3* or 2
Dmg 1d4 + 2 (Dagger +2)  / 1d4 + 2 (dagger +2)
MR 30%; SZ M (5 feet)
Str 15, Dex 20, Con 16, Int 18, Wis 16, Cha 18
Spells P: 11/11/8/8/6/4/2
Saves PPDM 2; RSW 5; PP 4; BW 4; Sp 6
*Includes two attacks with her primary weapon and one attack with her off-hand weapon.
Special Att/Def: In her right hand, Kori wields a poisonous dagger +2 In her left hand, she wields a poisonous dagger +2 At will, Kori can transform into a giant acient aged black swan with a blood red beak. She is never surprised, and no faerie creature or or avian will attack her. She is immune to all paralyzation, polymorph, and petrification attacks, as well as poison, disease, caused wounds, and death magic. She can only be struck by magical weapons in human form, and +2 or better magical weapons in swan form. 

The Church Swanmays of Kori LE, NE, CE, LN, N, CN any Swanmay, black swans

Dogma: Swanmay, time, old age, slavery, autumn, hard work, riches, debauchery, regrowth, agriculture, glorification of Kori. The weak shall feed the Strong.

Day-to-Day Activities: Swanmays of Kori generally spend their time ensuring the weak feed the strong. They maintain contact with other swanmays, and slaveholders gathering regularly to exchange news and information. When a slave fails to show up, searches are quickly organized to find the individual and discover the reason for her absence, and slay those responsible even for just causing a delay. Swanmays of Kori regularly coherse with Death Druids, Earth Druids, Water druids, Winter Druids and Druids of the Natural Order. Their most important day to day task is to provide Kori with what is needed at The Death Fields of Kori, this include all dead, everything putrefied, leftovers and ashes that can be used as fertilizer. Rule of 1/3, 10% of all crops are to let grow untouched in the field, 10% of all crops are to be set aside for the next growth cycle, 10% of all crops are given as tribute to the Swanmay Clergy of Kori. Old age is the ultimate reward and the oldest living Swanmay of Kori is always the mother superior of the order. The Mother superior oversee all tasks, ceremonies and rule supreme in issues of the agricultural sphere.
Important Ceremonies/Holy Days: The Day of Tokening, each Swanmay will always celebrate the day of becoming, prepare the dead to become one with the Fields of Kori. The Grand Autumn Fest at the final day of Autumn, and also at the first day of spring the Mother superior of Kori oversee and initiate and complete the cycle of agriculture.
Major Centers of Worship: The Death Fields of Kori, joint with the Swanmays of Kori.
Priestly Vestments: Those that follow Kori usually wear practical clothing for their environment, favoring leathers or robes in black, as well as comfortable boots. They keep their hair clean in whatever style they prefer. Black feathers also feature prominently, usually in the form of a garland, skullcap, or a pauldron or epaulet like garment. Some prefer a feathered shawl or dress instead. The holy symbol used by the faith is the swanmay’s feather token which an extremely old swans feather attached to a withered old iron chain
Adventuring Garb: Swanmays dress practically when in the field and in similar manner to their more formal garb, but with a greater emphasis on colors that blend in with the environment. They favor garments that allow ease of movement, and only rarely wear heavy armor.

Specialty Priests Swanmaidens of Kori (Druids, Cleric, Priests, Necromancers)
Requirements:          Wisdom 12, Intelligence 11, Charisma 15
Prime Req.:                Wisdom, Charisma
Alignment:                LE, NE, CE, LN, N, CN any Swanmay
Weapons:                   Grown weapons: Club, sickle, dart, spear, dagger, knife, scimitar, sling, staff
Armor:                       Padded, leather, or hide and wooden, bone, shell or other nonmetallic shield
Major Spheres:         All, elemental earth, numbers, animal, weather, time, plant, poison, wealth
Minor Spheres:         Divination, travelers, animal, death, necromancy
Magical Items:         As druid, anything grown
Req. Profs:                Survival (woodland), swimming
can rebuke and control undead +1 higher than normal for the cleric table.
Bonus Profs:             Modern language (pick two from: brownie, dryad, elvish, korred, pegasus, pixie, satyr, sprite, sylph, treant, unicorn), weather sense
Some of Kori's specialty priests are druids. Their abilities and restrictions, aside from changes noted above and below, are detailed in full in the Player’s Handbook.
  • Swanmays of Kori must be swanmay humans.
  • At 3rd level, Swanmays of Kori can cast (re) Purify food and Drink three times per day. They gain an additional casting of this spell for every levels gained above 3rd (so six at 6th level, nine times at 9th, etc.).
  • At 10th level, a Swanmay of Kori can craft a new feather token for another swanmay. This crafting takes a full month, during which the swanmay must pray and chant over the object. Generally, this process requires a small amount of blood from the individual the token is made for, and the individual must gather ingredients for the device. Each token is made for a specific individual and cannot be used by another, and the swanmay may not make one for themself. 
  • At 11th level, a Swanmay of Kori may create permanent plant based servants under their command. This is not an evil act so any Druid can do this without losing their druidic status. Only one such construct may be under her control at a time, the construct has the same Monster HD as levels of the Swanmay of Kori.
  • Mother superior regardless of her level gain a daily quest spell (one spell at least one level above her normal spell level) The quest spell is usually life or death oriented, but can be anything Kori choose to grant her oldest living serving swanmay as her daily gift. If the spell is not used, it is replaced the next day by the new daily quest spell.

The Stewardesses of The Swanmay Pantheon contain only female Goddesses, the supreme Goddess is Summa, Goddess of Magic, followed by equal in Strenght Goddess of Fertility, Toetha. The intermediate Goddess Priss, The Black Swan, is the Goddess of Death, while the lesser goddess of Fire, Vistess, and the lesser goddess of Nature Åne all have very important parts in this nature oriented pantheon. Finally there are three demigoddesses, the demigoddess of War, Bybah, the demigoddess of the Sun, Custi, and the demigoddess of Agriculture, Kori.

Priss, The Intermediate Swanmay Stewardess Goddess of Death, The Black Swan, The Swansong, Black Lady of the Frozen Lake CE

Photo of Black Swan, photographer Little Bentley Hall at Essex 2014

Priss (Lady Death, The Black Swan, The Lady of The Frozen Lake)
Intermediate Goddess Stewardess of Swanmays, CE
Portfolio:  Swanmays, Dark Magic, Evil, Winter, Cold, Transformation, Death, Revenge, Bloodfeud,
Aliases:  None
Domain Name:  Stewardessess of The Swanmays
Superior:  The Seelie Court
Allies:  The Swanmay Stewardessess, The Seelie Court, Kori, the Orc and Goblinoid Pantheons
Foes:  the Seldarine, the Gnome Pantheon
Symbol:  Black feather
Wor. Align.:  LE, NE, CE, LN, N

Priss is an extremely meddelsome and active intermediate Goddess, as one of the stewardessess of the Swanmays her magic is put to use to promote death, winter, evil, dark magic and dispear. Reminding all swanmays that life is short and that The Black Swan lurk at any corner ready to reap them into her world. Priss's agenda is to help her closest allie the demigoddess Kori become a lesser Goddess. Priss is delighted by murder and will assist anyone in pushing death as a untimely reward at a price, especially if this could cause a Swanmay sister to falter into the path of evil.

Priss’s Avatar (Necromancer 35, Druid 30, Mage 25)
Priss appears as a tall, slender, human woman with pitch black hair and sorrow filled eyes. She wears black robes with embrodiments of white, silver and black swans. Priss can also appear as a giant black swan if she so chooses.
AC −10; MV 15 or 6, Fl 38 (MC: C); HP 253; THAC0 −3; #AT 3* or 2
Dmg 1d8 + 5 (longsword +5)  / 1d4 + 4 (dagger +4)
MR 30%; SZ M (5 feet)
Str 15, Dex 20, Con 16, Int 18, Wis 16, Cha 18
Spells P: 11/11/8/8/6/4/2
Saves PPDM 2; RSW 5; PP 4; BW 4; Sp 6
*Includes two attacks with her primary weapon and one attack with her off-hand weapon.
Special Att/Def: In her right hand, Priss wields Deathblade, a longsword +5 that can cause death instantly once per day. In her left hand, she typically wields a poisonous dagger +4 At will, Priss can transform into a giant swan. She is never surprised, and no faerie creature or or avian will attack her. She is immune to all paralyzation, polymorph, and petrification attacks, as well as poison, disease, caused wounds, and death magic. She can only be struck by magical weapons in human form, and +4 or better magical weapons in swan form. 

The Church Swanmays of Priss LE, NE, CE, LN, N, any Swanmay, black swans

Dogma: Swanmay necromancy. Lead the Black Swanmays, winter, death, loss of loved ones.

Day-to-Day Activities: Swanmays of Priss generally spend their time ensuring death comes quickly and at any time. They maintain contact with other swanmays, gathering regularly to exchange news and information, and they time their patrols so they meet up with another swanmay at specific times and places. When a swanmay fails to show up, searches are quickly organized to find the individual and discover the reason for her absence, and slay those responsible even for just causing a delay. Swanmays of Priss regularly coherse with Death Druids, Water druids, Winter Druids and Druids of the Natural Order. Their role is also to provide Swanmays of Kori with what they need for their crops.
Important Ceremonies/Holy Days: The Day of Tokening, each Swanmay will always celebrate the day of becomming, no other holidays or ceremonies are required but Swanmays of Priss are encouraged to kill the wounded and proprepare the dead to become one with the Fields of Kori.
Major Centers of Worship: The Death Fields of Kori, joint with the Swanmays of Kori.
Priestly Vestments: Those follow Priss usually wear practical clothing for their environment, favoring leathers or robes in black, as well as comfortable boots. They keep their hair clean in whatever style they prefer. Black feathers also feature prominently, usually in the form of a garland, skullcap, or a pauldron or epaulet like garment. Some prefer a feathered shawl or dress instead. The holy symbol used by the faith is the swanmay’s feather token which is a pure black swan feather attached to a black obsidian chain.
Adventuring Garb: Swanmays dress practically when in the field and in similar manner to their more formal garb, but with a greater emphasis on colors that blend in with the environment. They favor garments that allow ease of movement, and only rarely wear heavy armor.

Specialty Priests Swanmaidens of Priss (Druids, Cleric, Priests, Necromancers)
Requirements:          Wisdom 12, Intelligence 11, Charisma 15
Prime Req.:                Wisdom, Charisma
Alignment:                LE, NE, CE, LN, N, any Swanmay
Weapons:                   Bone weapons: Club, sickle, dart, spear, dagger, knife, scimitar, sling, staff
Armor:                       Padded, leather, or hide and wooden, bone, shell or other nonmetallic shield
Major Spheres:         All, elemental water, death, necromancy, wards, weather, time
Minor Spheres:         Divination, travelers, animal
Magical Items:         As druid, anything bone based
Req. Profs:                Survival (woodland), swimming
can rebuke and control undead +1 higher than normal for the cleric table.
Bonus Profs:             Modern language (pick two from: brownie, dryad, elvish, korred, pegasus, pixie, satyr, sprite, sylph, treant, unicorn), weather sense
Some of Priss's specialty priests are druids. Their abilities and restrictions, aside from changes noted above and below, are detailed in full in the Player’s Handbook.
  • Swanmays of Priss must be swanmay humans.
  • At 3rd level, Swanmays of Priss can cast Decay (as the 2nd-level wizard spell) once per day. They gain an additional casting of this spell for every three levels gained above 3rd (so twice at 6th level, three times at 9th, etc.).
  • At 10th level, a Swanmay of Priss can craft a new feather token for another swanmay. This crafting takes a full month, during which the swanmay must pray and chant over the object. Generally, this process requires a small amount of blood from the individual the token is made for, and the individual must gather ingredients for the device. Each token is made for a specific individual and cannot be used by another, and the swanmay may not make one for themself. 
  • At 11th level, a Swanmay of Priss may create permanent Undead servants under their command.This is an evil act so no Neutral Druid can do this without losing their druidic status, though they will after this be specialy Necromancer Druids of Priss, and outcasts from the normal druidic order.
The Stewardesses of The Swanmay Pantheon contain only female Goddesses, the supreme Goddess is Summa, Goddess of Magic, followed by equal in Strenght Goddess of Fertility, Toetha. The intermediate Goddess Priss, The Black Swan, is the Goddess of Death, while the lesser goddess of Fire, Vistess, and the lesser goddess of Nature Åne all have very important parts in this nature oriented pantheon. Finally there are three demigoddesses, the demigoddess of War, Bybah, the demigoddess of the Sun, Custi, and the demigoddess of Agriculture, Kori.

Vistess, Lesser Goddess of Fire, The Burning Swan, Maiden of The Light, CG



Vistess (Maiden of The Light, The Burning Swan)
Lesser Goddess Stewardess of Swanmays, CG
Portfolio:  Swanmays, Fire, Wildfire, Fertile Ash, Warmth, Fire technology, Light, Fire as a tool,
Aliases:  None
Domain Name:  Stewardessess of The Swanmays
Superior:  The Seelie Court, Summa and Thoasa
Allies:  The Swanmay Stewardessess, The Seelie Court, the Seldarine, the Gnome Pantheon
Foes:  Any evil fire dieties
Symbol:  Burning Swan
Wor. Align.:  LG, NG, CG, LN, N, CN

Vistess is an extremely meddelsome and active lesser Goddess, as one of the stewardessess of the Swanmays her magic is put to use to promote fire as a force of good, bringer of new ideas, light, warmth, protection. Vistess is a champion of good and is not afraid of scorching down those she find missuse fire as a tool of evil.

Vistess’s Avatar (Elementalist fire 25, Druid 20)
Vistess appears as a tall, beautiful, yong human woman with wavy strong red hair and a set of black but firey eyes. She wears red gown with embrodiments of white swanmays. Vistess can also appear as a giant swan engulfed in a sea of flames if she so chooses.
AC −10; MV 15 or 6, Fl 38 (MC: C); HP 253; THAC0 −3; #AT 3* or 2
Dmg 1d8 + 4 (longsword +4)  / 1d4 + 3(dagger +3)
MR 30%; SZ M (5 feet)
Str 15, Dex 20, Con 16, Int 18, Wis 16, Cha 18
Spells P: 11/11/8/8/6/4/2
Saves PPDM 2; RSW 5; PP 4; BW 4; Sp 6
*Includes two attacks with her primary weapon and one attack with her off-hand weapon.
Special Att/Def: In her right hand, Vistess wields Flameblade, a longsword +4 that can cause a flame that does never extingush instantly once per day, only Vistess can by choise put this fire out. In her left hand, she typically wields a fire dagger +3 At will, Vistess can transform into a giant swan. She is never surprised, and no faerie creature or or avian will attack her. She is immune to all paralyzation, polymorph, and petrification attacks, as well as poison, disease, caused wounds, and death magic. She can only be struck by magical weapons in human form, and +3 or better magical weapons in swan form. 

The Church Swanmays of Vistess LG, NG, CG, LN, N, CN any Swanmay,

Dogma: Swanmay use of fire for good. protection, growth after fire, promote safe wildfire in nature.

Day-to-Day Activities: Swanmays of Vistess generally spend their time tending fires and lighting the night with the living flame. Crafting of candles out of different waxes. They maintain contact with other swanmays, gathering regularly to exchange news and information, and they time their patrols so they meet up with another swanmay at specific times and places. When a swanmay fails to show up, searches are quickly organized to find the individual and discover the reason for her absence. To protect all under their care. Proper burial by fire, and bringing of the ashes to bring new growth.
Important Ceremonies/Holy Days: The Day of Tokening, each Swanmay will always celebrate the day of becomming, no other holidays or ceremonies are required.
Major Centers of Worship: The everburning Swantree.
Priestly Vestments: Those follow Vistess usually wear practical clothing for their environment, favoring leathers or robes in red, as well as comfortable boots. They keep their hair clean in whatever style they prefer. Black or White feathers also feature prominently, usually in the form of a garland, skullcap, or a pauldron or epaulet like garment. Some prefer a feathered shawl or dress instead. The holy symbol used by the faith is the swanmay’s feather token which is a sot blackened swan feather attached to a gold chain. A lit candle is also part of the priestly vestments of a Vistess priestess.
Adventuring Garb: Swanmays dress practically when in the field and in similar manner to their more formal garb, but with a greater emphasis on colors that blend in with the environment. They favor garments that allow ease of movement, and only rarely wear heavy armor.

Specialty Priests Swanmaidens of Vistess 
(Druids, Clerics, Priests, Fire Elementalists, Candlemancers)
Requirements:          Wisdom 12, Intelligence 11, Charisma 15
Prime Req.:                Wisdom, Charisma
Alignment:                LG, NG, CG, LN, CN, any Swanmay
Weapons:                   Any weapon touched by fire: Club, sickle, spear, dagger, knife, scimitar, staff
Armor:                      any touched by fire
Major Spheres:         All, elemental fire, light, wards, weather, protection, growth
Minor Spheres:         Divination, travelers, animal, charm
Magical Items:         As druid, anything touched by fire
Req. Profs:                Survival (woodland), swimming
Bonus Profs:             Modern language (pick two from: brownie, dryad, elvish, korred, pegasus, pixie, satyr, sprite, sylph, treant, unicorn), weather sense
Some of Priss's specialty priests are druids. Their abilities and restrictions, aside from changes noted above and below, are detailed in full in the Player’s Handbook.
  • Swanmays of Vistess must be swanmay humans. 
  • At 2nd level, Swanmays of Vistess also become adept in the crafting of candles which can be used as a focus or if druid, be used to make candle brew magic.
  • At 3rd level, Swanmays of Vistess can either cast Control Flame or Unburn once per day. They gain an additional casting of this spell for every three levels gained above 3rd (so twice at 6th level, three times at 9th, etc.).
  • At 10th level, a Swanmay of Vistess can craft a new feather token for another swanmay. This crafting takes a full month, during which the swanmay must pray and chant over the object. Generally, this process requires a small amount of scorched blood from the individual the token is made for, and the individual must gather ingredients for the device. Each token is made for a specific individual and cannot be used by another, and the swanmay may not make one for themself. 
The Stewardesses of The Swanmay Pantheon contain only female Goddesses, the Supreme Goddess is Summa, Goddess of Magic, followed by equal in Strenght Goddess of Fertility, Toetha. The intermediate Goddess Priss, The Black Swan, is the Goddess of Death, while the lesser goddess of Fire, Vistess, and the lesser goddess of Nature Åne all have very important parts in this nature oriented pantheon. Finally there are three demigoddesses, the demigoddess of War, Bybah, the demigoddess of the Sun, Custi, and the demigoddess of Agriculture, Kori.

Tuesday, October 18, 2016

Summa (The Swanmaiden Lady of Magic, Magi of Swans, the Madam of Swans) Greater Goddess Stewardess of Swanmays, CG

Photo of the Mute Swan (Cygnus olor) in in Raizgiai, Siauliai, Lithuania. 2007 Photographer Mindaugas Urbonas

Summa (The Swanmaiden Lady of Magic, Magi of Swans, the Madam of Swans)
Greater Goddess Stewardess of Swanmays, CG
Portfolio:  Swanmays, Magic, transformation
Aliases:  Fionnghuala
Domain Name:  Stewardessess of The Swanmays
Superior:  The Seelie Court
Allies:  The Swanmay Stewardessess, The Seelie Court, the Seldarine, the Gnome Pantheon
Foes:  Priss, Kori, the Orc and Goblinoid Pantheons
Symbol:  Glowing feather
Wor. Align.:  LG, NG, CG, LN, N

Summa is an extremely meddelsome and active greater Goddess, as one of the stewardessess of the Swanmays her magic is put to use with the assistance of the equal in strenght greater Goddess of fertility Thoasa, she creates the magical tokens used by all swanmays, starting even before birth of the future human swanmays to know which ones in their young adulthood would be joining the Sisterhood of the Swans. 

Summa’s Avatar (Mage 35, Enchanter 30, Druid 25)
Summa appears as a tall, slender, human woman with vibrant red hair and brilliant green eyes. She wears near-weightless gossamer armor of fairy design and has white, feathered patches on her shoulders and on the crown of her head. Summa can also appear as a giant glowing swan if she so chooses.
AC −10; MV 15 or 6, Fl 38 (MC: C); HP 253; THAC0 −3; #AT 3* or 2
Dmg 1d8 + 5 (longsword +5)  / 1d4 + 4 (dagger +4)
MR 30%; SZ M (5 feet)
Str 15, Dex 20, Con 16, Int 18, Wis 16, Cha 18
Spells P: 11/11/8/8/6/4/2
Saves PPDM 2; RSW 5; PP 4; BW 4; Sp 6
*Includes two attacks with her primary weapon and one attack with her off-hand weapon.
Special Att/Def: In her right hand, Summa wields Ealalann (Swanblade), a longsword +5 that can heal her once per day. The sword was a gift from Oberon, and the bright, gleaming silver hilt is shaped like a swan in flight. In her left hand, she typically wields a dagger +4 that was a gift of Titania. At will, Summa can transform into a giant swan. She is never surprised, and no faerie creature or or avian will attack her. She is immune to all paralyzation, polymorph, and petrification attacks, as well as poison, disease, caused wounds, and death magic. She can only be struck by magical weapons in human form, and +5 or better magical weapons in swan form. 

The Church Swanmays of Summa LG, NG, CG, LN, N, any Swanmay

Dogma: Swanmay magic. Lead the Swanmays, Support, love, and care for your swan-sisters, and treat them all as equals. Walk the forest paths, and watch for signs of evil intent.

Day-to-Day Activities: Swanmays of Summa generally spend their time protecting the deep sylvan forests inhabited by the Seelie faeries and other allied creatures. They patrol the borders of the deep forests, and are frequently the first to detect the movements of evil humanoids and monsters who would threaten faerie communities. They maintain contact with other swanmays, gathering regularly to exchange news and information, and they time their patrols so they meet up with another swanmay at specific times and places. When a swanmay fails to show up, searches are quickly organized to find the individual and discover the reason for her absence, which is all too often a monster or evil humanoid incursion. Swanmays also assist any good beings who are in distress or danger, and have frequent contact with druids and rangers of all faiths.
Important Ceremonies/Holy Days: The Day of Tokening, each Swanmay will always celebrate the day of becomming, no other holidays or ceremonies are required but Swanmays of Summa are encouraged to spend time with the wounded and properly mourn the dead, and she instructs them to assist affected faerie communities in any way they require.
Major Centers of Worship: None.
Priestly Vestments: Those follow Summa usually wear practical clothing for their environment, favoring leathers or robes in brown or green, as well as comfortable boots. They keep their hair clean in whatever style they prefer. White feathers also feature prominently, usually in the form of a garland, skullcap, or a pauldron or epaulet like garment. Some prefer a feathered shawl or dress instead. The holy symbol used by the faith is either the swanmay’s feather token or a pure white swan feather attached to a silver chain. the swanmay’s holy symbol is their feather token used to change shape into a swan.
Adventuring Garb: Swanmays dress practically when in the field and in similar manner to their more formal garb, but with a greater emphasis on colors that blend in with the environment. They favor garments that allow ease of movement, and only rarely wear heavy armor.

Specialty Priests Swanmaidens of Summa (Druids, Cleric, Priests)
Requirements:          Wisdom 12, Intelligence 11, Charisma 15
Prime Req.:                Wisdom, Charisma
Alignment:                LG, NG, CG, LN, N, any Swanmay
Weapons:                   Club, sickle, dart, spear, dagger, knife, scimitar, sling, staff
Armor:                       Padded, leather, or hide and wooden, bone, shell or other nonmetallic shield
Major Spheres:         All, animal, elemental, healing, plant, sun, time, wards, weather
Minor Spheres:         Divination, travelers
Magical Items:         As druid
Req. Profs:                Survival (woodland), swimming
Bonus Profs:             Modern language (pick two from: brownie, dryad, elvish, korred, pegasus, pixie, satyr, sprite, sylph, treant, unicorn), weather sense
Some of Summa's specialty priests are druids. Their abilities and restrictions, aside from changes noted above and below, are detailed in full in the Player’s Handbook.
  • Swanmays of Summa must be swanmay humans.
  • At 3rd level, Swanmays of Summa can cast whispering wind (as the 2nd-level wizard spell) once per day. They gain an additional casting of this spell for every three levels gained above 3rd (so twice at 6th level, three times at 9th, etc.).
  • At 10th level, a Swanmays of Summa can craft a new feather token for another swanmay. This crafting takes a full month, during which the swanmay must pray and chant over the object. Generally, this process requires a small amount of blood from the individual the token is made for, and the individual must gather ingredients for the device. Each token is made for a specific individual and cannot be used by another, and the swanmay may not make one for themself.
The Stewardesses of The Swanmay Pantheon contain only female Goddesses, the supreme Goddess is Summa, Goddess of Magic, followed by equal in Strenght Goddess of Fertility, Thoasa. The intermediate Goddess Priss, The Black Swan, is the Goddess of Death, while the lesser goddess of Fire, Vistess, and the lesser goddess of Nature Åne all have very important parts in this nature oriented pantheon. Finally there are three demigoddesses, the demigoddess of War, Bybah, the demigoddess of the Sun, Custi, and the demigoddess of Agriculture, Kori.

Bybah, Demigoddess of Justified War, The Lady of Rules, The Silver Swanmaiden, LN


Bybah (The Silver Swanmaiden, The Lady of Rules, The Battlemaiden of Justified War)
Lesser Goddess Stewardess of Swanmays, LN
Portfolio:  Swanmays, Justice, Laws, War, Protection, Guardianship, Healing, Metal, Weapons
Aliases:  None
Domain Name:  Stewardessess of The Swanmays
Superior:  The Seelie Court, Summa and Thoasa
Allies:  The Swanmay Stewardessess, The Seelie Court, the Seldarine, the Gnome Pantheon
Foes:  Any war mongering god or goddess
Symbol:A silver swan
Wor. Align.:  LG, NG, LN, N, LE

Bybah is an extremely meddelsome and active lesser Goddess, as one of the stewardessess of the Swanmays her magic is put to use to promote law, order, justified war, protection and weapons as the means to prevent loss of life, she will also directly heal those injured in battle or any civilians injured as part of battle, she hate unjustified war and will reward those that take up arms to fight injustice.

Bybah’s Avatar (Warrior 35, Druid 20)
Bybah appears as a tall, beautiful, yong human woman with wavy strong silvery hair and a set of steel blue piercing eyes. She always wear armor with white swans and swanmays. Bybah can also appear as a giant silvery swan if she so chooses.
AC −10; MV 15 or 6, Fl 38 (MC: C); HP 253; THAC0 −3; #AT 3* or 2
Dmg 1d8 + 4 (longsword +4)  / 1d4 + 3(dagger +3)
MR 30%; SZ M (5 feet)
Str 15, Dex 20, Con 16, Int 18, Wis 16, Cha 18
Spells P: 11/11/8/8/6/4/2
Saves PPDM 2; RSW 5; PP 4; BW 4; Sp 6
*Includes two attacks with her primary weapon and one attack with her off-hand weapon.
Special Att/Def: In her right hand, Bybah wields Twintongue, a longsword +4 that can force absolute truth once per day. In her left hand, she typically wields a Justice dagger +3 At will, Bybah can transform into a giant silvery swan. She is never surprised, and no faerie creature or or avian will attack her. She is immune to all paralyzation, polymorph, and petrification attacks, as well as poison, disease, caused wounds, and death magic. She can only be struck by magical weapons in human form, and +3 or better magical weapons in swan form.

The Church Swanmays of Bybah LG, NG, LN, N, LE any Swanmay,

Dogma: Swanmay, protection, justice, law, war, defence, healing of wounded.

Day-to-Day Activities: Swanmays of Bybah generally spend their time working as judges and arbitors to prevent conflict, they also are the protectors of all Swanmays. When a swanmay fails to show up, searches are quickly organized to find the individual and discover the reason for her absence. Only in cases of a justfied cause will a swanmay of Bybah go to war.
Important Ceremonies/Holy Days: The Day of Tokening, each Swanmay will always celebrate the day of becomming, no other holidays or ceremonies are required.
Major Centers of Worship: The Silverswan Temple of the Sword.


Priestly Vestments: Those follow Bybah usually are dressed up for war, favoring metal or leathers armor as well as comfortable boots. They keep their hair clean in whatever style they prefer. Black or White feathers also feature prominently, usually in the form of a garland, skullcap, or a pauldron or epaulet like garment. The holy symbol used by the faith is the swanmay’s feather token which is metal swan feather attached to a silver chain.
Adventuring Garb: Swanmays dress practically when in the field but prepared for war. They favor garments that allow ease of movement, and only sometimes wear heavy armor.

Specialty Priests Swanmaidens of Bybah (Druids, Cleric, Priests, Lawful warriors)
Requirements:          Wisdom 12, Strength 12, Charisma 15
Prime Req.:                Wisdom, Strenght Charisma
Alignment:                LG, NG, LN, LE, N any Swanmay
Weapons:                  Any weapon
Armor:                      Any armor
Major Spheres:         All, healing, war, wards, battle, protection, guardian, travelers, divination
Minor Spheres:         Numbers, travelers, animal, charm, light
Magical Items:         As druid, any metal
Req. Profs:                Survival (woodland), swimming
Bonus Profs:             Modern language (pick two from: brownie, dryad, elvish, korred, pegasus, pixie, satyr, sprite, sylph, treant, unicorn), weather sense
Some of Bybah's specialty priests are druids. Their abilities and restrictions, aside from changes noted above and below, are detailed in full in the Player’s Handbook.
  • Swanmays of Bybah must be swanmay humans.
  • At 3rd level, Swanmays of Bybah can cast Swirling Blades(as the 2nd-level wizard spell) once per day. They gain an additional casting of this spell for every three levels gained above 3rd (so twice at 6th level, three times at 9th, etc.).
  • At 10th level, a Swanmay of Bybah can craft a new feather token for another swanmay. This crafting takes a full month, during which the swanmay must pray and chant over the object. Generally, this process requires a small amount of scorched blood from the individual the token is made for, and the individual must gather ingredients for the device. Each token is made for a specific individual and cannot be used by another, and the swanmay may not make one for themself.



The Stewardesses of The Swanmay Pantheon contain only female Goddesses, the supreme Goddess is Summa, Goddess of Magic, followed by equal in Strength Goddess of Fertility, Toetha. The intermediate Goddess Priss, The Black Swan, is the Goddess of Death, while the lesser goddess of Fire, Vistess, and the lesser goddess of Nature Åne all have very important parts in this nature oriented pantheon. Finally there are three demigoddesses, the demigoddess of War, Bybah, the demigoddess of the Sun, Custi, and the demigoddess of Agriculture, Kori.

Tuesday, May 24, 2016

The Grand Coinduchy of Daerienhe

The Three Islands of The Grand Coinduchy of Daerienhe
Tradefleet of 100 Daerienheian Galleons each able to carry 500 tons of goods, average 130 crew on each boat.

Gahwree
The Island of Gahwree is the main island for growing of hemp and livestock of sheep to produce the much needed hemp and cloth to used at the main island of the Coinduchy, it is also rich in fish and other produce among them wild swamp berries, it has a minor timber industry enough to support its own use in the copper mines, barrelmaking for the fine vintages, and in the ironmongery. Druids also have a strong base on this island known for assisting in the agriculture, while producing highly priced soap, made posible by good supplies of local alchemicals. and even a blooming Glazier guild making fine china, colored glass and windows, much used on the boats in the main island of the Coinduchy. Gahwree is also a whaling hub processing whale meat and oils.

6562 copper
6375 Hemp, hemp oil, wool and cloth
5812 wine and other drinks
5375 oil tar, peat and swamp berries
5062 whale products, whale oil, ambergris
4500 alchemical raw materials
4125 manure and animal produce fish based
3375 clay, glass and pottery
3000 soap volatile scents and agriculture (druidic)
2062 produce of raw energy, water, wind, sun
1874 timber and forestry
1687 iron

Wiesh
a druidic island within The Grand Coindutchy, Coinduke Weolbalm have decided to let the druids have their own selfgovernance of this island, in return of much needed timber, fibers, clay and pottery for the rest of his realm. The extremely rich mineral wealth has so far been a closely guarded secret of the Druids, the druids have a story from before the islands were granted status as ownership of the coindukes, and were forced to give up the other two islands of the archipelago, but with their most sacred groves on the island of Wiesh, they chose to focus on keeping this and so far have struck a most sufficient balance and have even been able to still enforce great influense over the policies on how the Coinduchy operates their wealth of Nature and resourses.

6000 clay and pottery druids know the purity of the water is dependent on preventing buildup of the silt clay which is why they richly dig this up and transport.
5250 timber and forestry developed but under strict druidic control
2437 produce of raw energy, water, wind, sun druidic controlled
1500 soap volatile scents and druidic agriculture
1125 wool and plant fibers as collected by druids
750 water of purest quality druidic ruled
375 coconuts and copra 

Banned resources
6000 platinum mining banned by druids
6000 copper mining banned by druids
4556 silver mining banned by druids
4500 other metals mining banned by druids
1500 iron mining, banned by druids

Goelen
Goelen is the main island of the Grand Coinduchy of Daerienhe, located here is the Coinduke's Palace, all of the Shipwreight industry, tradeyards, industry of the fabrics and so much more.

Exports
13499 gold from trade within other nations
8250 silver from trade within other nations
7450 water, wine and other drinks
5625 platinum from trade within other nations
5625 wood pitch from wood scraps
5437 copper from trade within other nations
5250 soap volatile scents and agriculture (druidic)
4500 clay, glass and pottery
4348 wool and cloth for sailweaving
3375 manure and animal produce mainly fish and pearls
2187 produce of raw energy, water, wind, sun
375 gems from trade within other nations
375 woolwax

Imports
-16750 iron industry mainly for the shipping industry
-11250 timber used in Shipwreight industry, import abroad +all the islands can provide.
-375 peat and coal

Important tradeports nearby the Grand Coinduchy of Daerienhe

City of Natherio
minor industry, wine, animal produce
important industry, druidic agriculture and scents
major industry, clay glass, and pottery, iron and other metals
heavy industry, timber, agriculture (non-animal) platinum mining

6325 timber and forestry
6025 soap volatile scents and agriculture (druidic)
5250 wine and other drinks
5062 platinum
4875 produce of raw energy, water, wind, sun
3187 iron
2812 copper
2764 non-animal-fiber and cloth
2625 clay, glass and pottery
2625 silver
1125 other metals
375 manure and animal produce

Natherio was built around their still largest industry of rare timbers, located within a forest more land is still cleared for farmland a large consumer of timber are the iron and other metal mines of Natherio which is their second most important industry, Natherio also have a blossoming pottery industry using the local clay from the banks of the river Weclen, the river also provide rich metals among them gold.

Arch rival to city of Natherio, the city of Saazime
minor industry agriculture
lesser industry druidic agriculture, silver, animal produce
major industry wine, pottery,
heavy industry iron

Saazime is built on the strength of iron and steel, made from the rich iron mines of Saazime, the mines also provide a lesser industry based on silver. Pottery made using the clay of Weclen is the second most important industry followed by wine, located downstream from Natherio the riverbanks of Weclen are not rich in metals , and most of the timber they need are provided by boat shipped there from Natherio. Saazime have long been in dispute with Natherio on the seat of power for the land, and there are a group of nobels that believe Saazime should take matter into their own hands and use the strong forged saazimen steel to bring it to its rightful place as capitol city of the region. 

Saazime is known for;
  • supreme quality steel and ironware, especially weapons of all kinds.
  • excelent pottery high artistic quality, the quality of saazimen fired is said to improve the taste of any vintage placed within. (+1 to wine quality) 
  • exelent wines using the local grown saazimen berries, the berries only grow on iron rich soil and it is said to bring strenght of courage and ironmind in battle. Saazimen wine stored in saazimen pottery taste especially superb (+3)
8500 manure and animal produce (butter)
7312 iron
5812 timber and forestry
4312 produce of raw energy, water, wind, sun
3197 clay, glass and pottery
3000 peat and swamp berries
2812 wool and cloth
2375 wine and other drinks rare drinks very valuable
1125 chemical raw material
1125 copper

Important Imports
barrels, ropes, sailcloth, paper/books, candles, beeswax

Kahanate city of Kifhay

7000 produce of raw energy, water, wind, sun
6374 chemical raw material
5625 silk cloth
5625 coal
5250 Porcelain
5250 iron ore
4500 teas agriculture
4100 timber and forestry
2812 Platinum
2812 manure and animal produce
2812 other metals mercury
2625 other metals tin
2625 pig iron
2250 Honey, beeswax and beehives
2250 wine and other drinks
1312 bamboo rope
1312 wool
1213 silver
1171 wool cloth
937 other metals lead
937 other metals
750 copper
375 Kifhaii Steel

To the South East The Riverdelta Town of Wehui Eyus
Transit materials brought down from the high mountains by the river Forwiee

6566 river silt clay and pottery
6421 copper
5812 rice oil
5337 produce of raw riverwater power,
5062 river water
2812 rice
2625 rice wine
1312 rice vinegar
375 river gold

from The Swheshi Highlands (Added cost for resale x 1.5)
5250 Flaxseed oil  
4312 linen cloth
2250 Sulphur (Vulcano)
375 Black salt (Vulcano)
937 iron

Import of pitch, tar, terpentine, timber, furniture, wool, silk, spices, metals (tin, lead, silver, platinum)