Oerdian (Greyhawk Action)

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Fantasy French with some Finnish-sounding names.

Attributes and Schticks

Body: 4-10
Mind: 4-10
Reflexes: 4-10
Move: 5

Hybrid Race

Inherent

Select one Race other than human. You are a hybrid of human and the selected race. The GM might not allow hybrids with all races, check before making your selection. Someone with this feat is often called a half-X, where the X stands for the selected race.

  • You look like a hybrid between a human and your selected race and might be mistaken for either.
  • You can purchase the racial schticks of the selected race.
  • Note which attribute has the highest racial maximum for the selected race; you get to pick one if there is a tie. Your racial maximum for this attribute becomes 11.

Push to Glory

Trigger Action (Combo)

Use this when you have spent a Fortune point, after you know the result of the die roll. You can spend another Fortune point and add another d6 to the result of that action. This additional die is not open-ended.

Throwback

Inherent

Select one Race Schtick; you learn this schtick. You do not become a halfbreed or otherwise have your looks or physical form changed except as required for the schtick to work.

You cannot take this schtick go learn a schtick you already know a second time, nor can you pick Throwback multiple times.

Description

The ultimate in human pride, the Oerdians are lords among men, strong and confident to a fault. They build strong nations and dominate a wide stretch of the central Flaeness, from Nyrond to the Great Kingdom.

Appearance

Oerdians are tall and muscular, sometimes even hulking, with olive or ruddy complexion matched by brown or reddish hair.

Role

Accepting, Loyal, Warlike, Worldly, Practical. Oerdians lack the strong vices and virtues of other people; a worldly, earthy culture less concerned with high ideals. Good or evil, Oerdians generally look to results rather than ideals.

Politics

Because Oerdians are dominant in such a large part of the Flaeness, human politics are generally the same as Oerdian politics. The conflicts within the Oerdian culture is between good and evil, as exemplified in the conflict between Hieroneous and Hextor. The Oerdians are accepting of differences on the Law - Chaos axis; a community can have both lawful and chaotic members living in harmony.

Integration

Oerdians are accepting of other cultures and their gods, at least when they have the upper hand. The dominant race of the Flaness, the Oerdians are very accepting and open as a culture, which has let them assimilate large groups of Flan and Suel. As a result, there are today few "pure" Oerdians. Oerdian identity is cultural, not racial. But this is now maily in the past; today it is the Oerdians themselves who are being integrated into the expanding Common culture.

The Aerdie is the dominant tribe among Oerdians, and almost all Oerdian nobility is of Aerdie descent; it has come to the point that the Aerdie consider themselves the only true Oerdians, with ordinariy Oerdians seen as commoners, whose race is of no consequence. This has helped spread the Common culture, removing what could otherwise have been a barrier to integration.

Family

Monogamous and Patrilinear. Oerdians have large extended families based on heritage trough the male line. While independent, Oerdian women do not carry the family line and their status is based on ability or marriage, not inheritance. Prostitution, Sex outside the culture and extramartial liaisons are tolerated. Nudity and transvestism is not tolerated.

Power Use

Pragmatic is the word; Oerdians see powers as tools. Most often used to create items for everyday use and to make day-to-day life easier. Magic users tend to focus on combat magic, each adopting a specialty of their own. Clerics, Favored Souls, and Wizards are common and respected. Sorcerers, Psions Monsters

Variants

In the Great Kingdom, deals with devils have created many humans tainted by Flux. These use the Hybrid Race schtick to become hybrid Teuflings, tough they are not truly of elven blood.

Pantheon

Oerdians are a pious people who easily fall for persuasive religions, which can be seen in their large and chaotic pantheon. Still, they are a practical bunch, and the gods they cherish tend to be rather down-to-earth and not concerned with philosophical speculation.

The Oerdian pantheon is obsessed with lineage, but the legends are often contradictory. Most of the gods appear to originally have been humans of divine heritage, and some have references to both human and divine parents at the same time. Oerdians get annoyed when such inconsistencies are pointed out, claiming there is more to descent than ordinary scholarship can represent.

Oerdian Elder Gods

Procan is the father of the pantheon and the first lord of the world. But he is a wild, untamed god and not interested in governance - in many ways he represents the barbarian roots of the Oerdian people. His son Velnius took over his mantle as god of nobility, but was usurped by today's pantheon. None of these ancient deities has a large following today.

Procan

Procan(Greyhawk Action)

Oerth

In the Common pantheon, the various fertility cults have been reduced to one, under the Oerdian name Oerth, tough her worship goes back as much to the Flan goddess Beory. The exact forms of her worship vary widely, and she has a thousand different names.

Beory is the personification of the earth and the supreme mother of the Flan pantheon. All the other flan gods are defined by their relationship to her. She is eternally generous and unable to deny any of her children and lovers, which often leads to tragedy. She is generally identified with Oerth today.

Among Oerdians Oerth is the primal goddess, mother of both the winds gods and the patriarch trio, the wife of Procan. She only figures in some early legends and her name is preserved in tradition, not theology. She has few temples, tough her shadow remains in the cult of the Oerdian Wind Gods.

In Synchretism Oerth is generally recognized as the world goddess, but there is much dispute over what this means. She is the goddess of mothers and the mother of gods. She has been identified with Geshtai the Baklunish goddess of water and life. Beory the Flan mother-goddess. Llerg, the simple but lovable rival of Kord. Dwarves know her as Berronar the patron of safety and marriage, gnomes as Segojan goddess of the earth, halflings as Sheela Peryroyl goddess of agriculture and weather.

Beory (bay-OH-ree) is usually considered a manifestation of the will of Oerth itself. Little concerns her except the actual fate and prosperity of the entire world, and she is a very distant goddess, even from her clerics. Named by the Flan, Beory's name is known throughout the Flanaess. Beory has little time or interest for most other divine beings, even those of similar interests, for her connection to the Oerth consumes most of her attention. Her symbol is either a green disk marked with a circle or a rotund woman figurine.

The Oerth is the wellspring of all life. Whether on the surface, below the waves, or underground, all life is part of the cycle of birth, life, and death, and part of Beory. She inspires every living thing to grow, nurtures them with blessed rain, and calls them to herself when it is time to die. Disasters that cause widespread destruction are agony to her. The actions of individuals are of no consequence unless they threaten the Oerth.

Clerics of Beory are contemplative and spend their time communing with nature. They wander to feel the different sensations of the Oerth, and use their power to relieve the Oerth's pains where it has been wounded. They often associate with druids. When they gather, they defer to the wisest and oldest. As they try to see the greater picture, they tend to be slow to act, but when they do act it is direct and focused on a quick and often violent solution, such as eliminating all combatants on both sides of an overly destructive conflict.

Alignment: Neutral

Weapon: Club

Symbol: Clay ball or disc.

Pathfinder Domains

Animal, Earth, Plant, Water, Weather.

Pathfinder Traits

Pathfinder Obedience

Polish and caress Oerth's holy symbol, contemplating the various ways the goddess nurtures the world. Think of your own mate(s) and sing a hymn to them while you fantasize about mating and procreating with them. Gain a +4 sacred (or profane if you are evil) bonus on Survival and Knowledge (Nature) checks.

Evangelist or Feat

  1. Weather Watcher (Sp) endure elements 3/day, resist energy 2/day, or protection from energy 1/day
  2. Experienced Traveler (Ex) As a free action, you can grant yourself and any allies within 30 feet of you the ability to move through undergrowth at normal speed and without taking damage or suffering any other impairment, as the druid's woodland stride ability. Your allies must remain within 30 feet of you to gain the benefits. The duration is one hour pet Hit Dice you have, you divide the duration in 1-hour intervals among the creatures touched. This period need not be continuous, but must be spent in one-hour increments for each target.
    Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect you and your allies. While using this ability, you also gain a +4 sacred or profane bonus on saving throws against spells and effects that would cause such terrain-based movement impairment, such as the entangle spell. (Your allies do not also gain this bonus.)
  3. Elemental Ally (Sp) Once per day as a standard action, you can cast summon monster VII to summon a greater elemental of a type you choose. You gain telepathic communication with the elemental to a range of 100 feet, and the elemental obeys your commands perfectly.

Exalted

  1. Green Worker (Sp) entangle 3/day, warp wood 2/day, or speak with plants 1/day
  2. Nature Child (Su) You become resistant to acid, cold, electricity, or fire effects. Each day you can have resistance against a different effect. The first time you take acid, cold, electricity, or fire in a day, you gain resistance equal to 5 + your Hit Dice against that energy type.
  3. Nature's Companion (Ex) Your animal companion develops greater combat prowess, mental acumen, and protection against natural elements. First, your animal companion gains a +1 bonus to its Intelligence and Wisdom scores. Second, your animal companion gains a +2 sacred or profane bonus on attack and damage rolls. Third, your animal companion gains a +4 sacred or profane bonus on all saving throws against cold, electricity, and fire spells and effects. If you don’t have an animal companion, you instead gain the ability to use summon nature’s ally VII as a spell-like ability once per day.

Sentinel

  1. Sky Warrior (Sp) shocking grasp 3/day, elemental touchAPG 2/day, or lightning bolt 1/day
  2. Elemental Aura (Su) You can create an elemental aura as a free action. When you first gain this ability, choose acid, cold, electricity, or fire—once you make this selection, it can’t be changed. When you generate the elemental aura, you are surrounded by the element you chose. Anyone striking you with a melee weapon or natural attack takes 2d6 points of damage of the chosen type, plus 1 point for every 2 Hit Dice you possess (maximum 2d6+10). This aura lasts for 1 round for every Hit Die you possess. The rounds in which you manifest your elemental aura don’t need to be consecutive. You can dismiss the aura as a free action.
  3. Mother's Surge (Su) Once per day as a standard action, you can call upon the earth to strike you with a gout of acid that deals no damage to you but instead seems to fill you with boundless energy. You gain 2d10 temporary hit points, and any fatigued or exhausted conditions you are suffering from end. You also gain a +2 bonus to Strength, and your natural attacks and melee weapons deal an extra 1d6 points of acid damage. These effects last for 1 round plus an additional round for every 4 Hit Dice you possess (maximum 6 rounds). You can call upon this acid when you are indoors, underground, or even underwater or flying.

Action Domain

Animal, Earth, Life, Plant, Spiritual.

Celestian

Celestian(Greyhawk Action)

Eruthnul

Eruthnul(Greyhawk Action)

Pholtus

Pholtus(Greyhawk Action)

Oerdian Noble Gods

This is the official church of the nobility and realms of the Aerdy, led by a trio of third-generation patriarchal gods: Hieroneous (Justice), Hextor (Tyrrany), and Trithereon (freedom). These three usurped power from their uncle Velnius who refused to seek fame and build an empire. They are all gods of nobility and of little concern to common folk. Their cults do not coexist well; if one is dominant in an area, the other two tend to be repressed.

Hieroneous

Hieroneous(Greyhawk Action)

Hextor

Hextor(Greyhawk Action)

Trithereon

Trithereon(Greyhawk Action)

Oerdian Wind Gods

Besides the noble gods, there exists a separate hierarchy of peaceful Oerdian gods. Procan is their father but not counted as one of them. These rural gods are worshiped by commoners and play small roles in the affairs of state.

Velnius

Velnius(Greyhawk Action)

Atroa

Atroa(Greyhawk Action)

Sotillion

Sotillion(Greyhawk Action)

Wenta

Wenta(Greyhawk Action)

Telchur

Telchur(Greyhawk Action)

Merikka

Merikka(Greyhawk Action)

Oerdian Lesser Gods

Mostly of fourth or undefined later generation, these gods have practical portfolios and are popular among the common people.

Bleredd

Bleredd(Greyhawk Action)

Delleb

Delleb(Greyhawk Action)

Fharlanghn

Fharlanghn(Greyhawk Action)

Kurell

Kurell(Greyhawk Action)

Lirr

Lirr(Greyhawk Action)

Rudd

Rudd(Greyhawk Action)

Ulaa

Ulaa is the Dwarven mother-goddess, the earth from which Moradin fashioned their race, and the ultimate source of all wealth. She is a very passive goddess, taking no momentous actions in dwarf history, but she sometimes appears to individual dwarfs, providing gifts of riches and fertility.

Ulaa is the most ancient Oerdian mother-wife goddess known by name and worshiped in the present day, the wife of Bleredd and goddess of hills and the riches they contain; metals and gems. She often regarded as an avatar of Oerth.

Ulaa (OO-lah) is the wife of the Oeridian god Bleredd, but is herself of unknown origin. Built like a dwarven woman but with the facial features of a gnome, she is worshiped by both of those races and humans. Her enchanted hammer Skull Ringer was forged on the same anvil as her husband's weapon. Earth elementals serve her, she can pass through stone, and can commune with the Oerth Mother. Her holy symbol is a mountain with a ruby heart; she places rubies in the earth as gifts to those who do her husband's work.

The hills and mountains are sacred and beautiful places, whether on the surface or within tunnels that hole them like veins. Working with stone for any good purpose is a blessed task, but cutting rock out of pure greed or evil intent is an abomination. The greatest gift the earth gives are gemstones, each a tiny part of the earth's power and beauty reflected a thousand times upon itself.

Ulaa's clerics live on or in the mountains, protecting them from those who would enter for the sake of greed or evil. They protect their community, root out dens of evil nonhumans, and teach miners and quarrymen how to spot the best places to work. They act as guides for those passing through their lands, travel to see other stony examples of the earth's beauty, and abhor slavery.

Alignment: Lawful Good

Weapon: Warhammer

Symbol: Mountain with a ruby heart.

Action Domains

Animal, Earth, Life, Metal, Spiritual.

Pathfinder Domains

Earth, Good, Healing (Restoration) Law, Protection (Purity).

Pathfinder Traits

Pathfinder Obedience

Keep with you a 5-pound statuette of a humanoid. Before sleeping, trace the statuette’s surface with your fingers. Close your eyes with your hands resting on the monument and meditate on Ulaa’s teachings until you fall asleep. Gain a +4 sacred bonus on saving throws against effects that cause slowness or magical aging and any effects that damage ability scores.

Boons

  1. Lorefinder (Sp) identify 3/day, locate object 2/day, or glyph of warding 1/day
  2. Arcane Knowledge (Su) Your eyes harden and turn into ruby. You can see as though under the effects of a permanent analyze dweomer spell, though you only use this effect only on objects, not on creatures.
  3. Petrified Guardians (Su) Once per day, you can speak a divine utterance to turn one creature within 60 feet to solid marble as flesh to stone (Fort save negates; DC 10 + 1/2 your HD + your Int modifier). You can then order your petrified victim to guard a clearly defined area or object as long as it remains turned to marble. Anyone who enters the area or touches the object triggers the petrified victim, who attacks as a stone golem with HD equal to the creature’s original HD for 1d4 minutes before reverting back to flesh.

Zilchus

Zilchus(Greyhawk Action)