Yondalla (Greyhawk Action)

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Yondalla is the ancestral mother of the halflings, a goddess of safe homes, travel, trade, and diplomacy. She teaches that violence is a fool’s last resort and that it is better to try and talk with a clear escape route than to stand fast and fight. She is revered by halflings, merchants, travelers, and river-folk. Her wisdom includes this:

  • Talk to everyone and listen more than you talk.
  • Avoid lies and outright cheating, but ply on the expectations of your listeners. Treat a wise listener with respect.
  • Always have one foot in the burrow—or other means of escape.

Yondalla is only known among halflings, and until the advent of Synchretism was considered a minor power. The synchretists found her to be the main trade god, a portfolio that only recently has become important. Trade has low esteem among the elder races—she is only known to the dwarves, and to them he is Vengadain, god of suspicion, trickery, and trade. The Flan know him as Alliuir the god of propriety, while the Baklunish know him as Mouqol. She gladly helps others to learn her wisdom, and has exarchs in all the human pantheons. Zilchus is the Oerdian god of prestige, money, and influence, Fharlanghn the Oerdian god of travel and roads. Osprem is the Suel goddes of the sea and sea voyages.

The deity of halflings, Yondalla (yon-dah-lah), appears as a strong female halfling, with a proud bearing. She dresses in green, yellow, and brown, and always carries a shield. Yondalla is the creator and protector of the halfling race.

Yondalla espouses harmony within the halfling race and stalwart defense against its enemies. She urges her people to work with others but to remain true to their halfling heritage. Most halflings heed this advice, which allows them to form close-knit enclaves where halflings are welcomed, even when they have settled in areas where other creatures predominate. Yondalla also teaches that opportunities are there to be seized, which leads most halflings to be both adaptable and somewhat opportunistic. Yondalla brooks no evil among halflings, but she does not despise any halfling. Rather, she seeks to guide halflings who have lost their way back to their homes and friends. This attitude is taken up by her followers to such a degree that a halfling who wants to pursue a less than lawful career is on the run from other halflings and their well-meaning redemption efforts.

Clerics of Yondalla are concerned with all areas of halfling life, except for thievery. (Thievery arises among halflings, the clerics say, from a too-liberal interpretation of Yondalla’s advice about seizing opportunities.) Yondalla’s clerics officiate at weddings and funerals, bless crops and new ventures, and lay plans for community defense. Temples dedicated to Yondalla are often set amid bountiful rose gardens (which conveniently doubles as living fortifications) or farm fields. They always contain storehouses stuffed with food and other necessities, They also contain hidden armories and fortified sections where local halflings can safely ride out natural disasters or enemy attack.

Alignment: Neutral Good

Weapon: Shortsword

Symbol: Rose.

Action Domains

Light, Mind, Order, Spiritual, Water.

Pathfinder Domains

Charm, Community (Family), Protection, Travel (trade), Trickery.

Pathfinder Traits

Pathfinder Obedience

Spend time meditating among roses you have planted yourself, so you can inhale their sacred scent while offering prayers to Yondalla . If no such roses are available, you can instead brew tea from various herbs and rose petals and share the tea with close friends or neighbors. During times of war or conflict, though, you must instead spend time sparring, preferably with friends or neighbors with whom you plan to fight alongside during the conflicts to come. Gain a +2 sacred bonus on all saving throws against charm and compulsion effects, and a +2 sacred bonus on all rolls made to dispel or remove such effects from others.

Evangelist or Feat

  1. Voice of the Everbloom (Sp) liberating command.. 3/day, protection from evil (communal) 2/day, or chain of perditon (rose stems instead of chains) 1/day
  2. Inspiring Presence (Su) Your mere presence bolsters and emboldens allies to fight harder. All creatures within 30 feet of you whom you count as allies gain a +1 sacred bonus on attack rolls, saving throws, and weapon damage rolls as long as you are conscious.
  3. Liberating Resolve (Su) You are automatically aware of any creature within 10 feet of you that is currently under the effects of a charm, compulsion, or possession effect. Three times per day as a swift action, you can inspire such a creature to throw off the influence, granting that creature a new saving throw to immediately end the effect. The creature gains a sacred bonus on this saving throw equal to your Charisma bonus (minimum +1). This bonus is doubled if you include a physical touch as part of your invocation to rise up against the effect. In either case, this is a language-dependent effect.

Exalted

  1. Sacred Partisan (Sp) divine favor 3/day, spiritual weapon 2/day, or magic vestment 1/day
  2. Burrow Escape (Sp) Once per day as an immediate action, you can teleport as per dimension door, but only when you are in an area no wider than your space, and you can only arrive in an area of similar width.
  3. Wall of Roses (Sp) Once per day, you can cast wall of thorns. The wall consists of a dense tangle of roses through which you and other worshipers of Yondalla can pass through with ease. The wall of roses heals damage inflicted to itself at a rate of 5 hit points per round, is immune to fire damage, and all piercing damage it inflicts bypasses damage reduction as if it were a magic, cold iron, silver, and good weapon. Evil creatures damaged by a wall of roses’ thorns automatically become sickened for the next minute (this is a poison effect).

Sentinel

  1. Neighborhood Guardian (Sp) protection from evil 3/day, shield other 2/day, or magic circle against evil 1/day
  2. Stoic Guardian (Ex) You are immune to fear and charm effects, and gain a +4 bonus on all saving throws against compulsion effects.
  3. Martyrdom (Su) As an immediate action once per day, whenever a single creature within 300 feet of you is slain by an effect or outright damage, you can redirect that effect or damage onto yourself. You gain no additional saving throw to reduce this effect. If the effect kills you, you are restored to life in 1d4 rounds as per resurrection, but once this resurrection effect occurs, you lose the ability to use martyrdom for 1 year.