recursal/Fanatic-Fandom huggingface dataset:
Dumathoin

## Dumathoin - Keeper of Secrets under the Mountain

Dumathoin is the Keeper of Secrets Under the Mountain, and he hides the secrets of the earth until deserving and diligent dwarves are ready to be guided to them. He lays veins of iron, copper, gold, silver, and mithral where he feels they will best benefit his followers. He watches over the safety and security of miners of all races and has a special role as the protector of shield dwarves and the creator of the urdunnirin.

**Status:** Intermediate

**Alignment:** TN

**Specialty Priests:** Delvesonns
Armor (Wizard Spell)

* **Level:** 1
* **AoE:** 1 creature
* **Casting Time :** 1 rd.
* **Components:** V, S, M
* **Duration:** Special
* **Range:** Touch
* **Save**: None
* **School:** Conjuration/Summoning
* **Description:** By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (+4AC). The spell has no effect on a person already armored or a creature with Armor Class 14 or better. It is not cumulative with the shield spell, but it is cumulative with Dexterity and, in the case of fighter/mages, with the shield bonus. The armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until successfully dispelled or until the wearer sustains cumulative damage totaling greater than 8 points + 1 per level of the caster. (It is important to note that the armor does not absorb this damage. The armor merely grants an AC of 14; the wearer still suffers full damage from any successful attacks.) Thus, the wearer might suffer 8 points from an attack, then several minutes later sustain an additional 1 point of damage. Unless the spell were cast by a wizard of 2nd level or higher, it would be dispelled at this time. Until it is dispelled, the armor spell grants the wearer full benefits of the Armor Class gained. The material component is a piece of finely cured leather that has been blessed by a priest.
Milil

## Milil - Lord of Song

Milil is depicted in religious art and song as a handsome male human or elf with a charismatic manner and a haunting, melodic voice. He is venerated by human, elf, and half-elf bards, who see him as the One Who Watches While Music is Alive (when they are performing), the Guardian of Singers and Troubadours, and the One True Hand of All-Wise Oghma. Milil is a god of creativity and inspiration, of the whole song more than just the lyrics or the music. He represents the finished thought, the process that takes an idea from conception to completion. As as result, the ethods of Milil teaches to consider the world in terms of a continuing process, a song that begins at birth and is only silenced with the final chord.

**Status:** Lesser

**Alignment:** NG

**Specialty Priests:** Tuneservants
Level Up Trainers

When a character receives enough experience points to level up, it is time for them to seek out an NPC trainer in game.

### Requirements

1. Experience points - the character must have enough experience points to level.
2. Find the Trainer - some trainers are only found during the day, et cetera.
3. Training fee - the character may be required to pay to begin the training period.
4. Other requirements - the character may need to be a certain alignment or race to receive training.
Spiritual Hammer

**Level**: 2

**Components**: V, S, M

**Range**: 10 yds./level

**AoE**: Special

**Save**: None

**Casting** **Time**: 5

**Duration**: 3 rds. + 1 rd./level

By calling upon his deity, the caster of a spiritual hammer spell brings into existence a field of force shaped vaguely like a hammer. As long as the caster concentrates upon the hammer, it strikes at any opponent within its range, as desired. Each round the caster can choose to attack the same target as the previous round or switch to a new target that he can see anywhere within his maximum range. The spiritual hammer's chance to successfully hit is equal to that of the caster, without any Strength bonuses. In addition, it strikes as a magical weapon with a bonus of +1 for every six experience levels (or fraction) of the spellcaster, up to a total of +3 to the attack roll and +3 to the damage roll for a 13th-level caster. The base damage inflicted when it scores a hit is exactly the same as a normal war hammer (1d4+1 points on opponents of man size or smaller, or 1d4 points on larger opponents, plus the magical bonus). The hammer strikes in the same direction as the caster is facing, so if he is behind the target, all bonuses for rear attack are gained along with the loss of any modifications to the target's AC for shield and Dexterity. As soon as the caster ceases concentration, the spiritual hammer spell ends. A dispel magic spell that includes either the caster or the force in its area of effect has a chance to dispel the spiritual hammer. If an attacked creature has magic resistance, the resistance is checked the first time the spiritual hammer strikes. If the hammer is successfully resisted, the spell is lost. If not, the hammer has its normal full effect for the duration of the spell. The material component of this spell is a normal war hammer that the priest must hurl toward opponents while uttering a plea to his deity. The hammer disappears when the spell is cast.
Waukeen

## Waukeen - Merchant's Friend

Waukeen  is a relatively young deity. She appealed to the rising merchant class in the Realms, and her worshipers included shopkeepers, members of trading costers, wealthy merchants, caravan guides, itinerant peddlers, moneychangers, and smugglers. She loves wealth not for the sake of money itself but for the comforts, conveniences, and opportunities it brings her and her followers.

**Status:** Missing

**Alignment:** TN

**Specialty Priests:** Goldeyes
Cure Light Wounds

**Level**: 1

**Components**: V, S

**Range**: Touch

**AoE**: Creature touched

**Save**: None

**Casting Time** : 5

**Duration**: Permanent

When casting this spell and laying his hand upon a creature, the priest causes 1d8 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. The reverse of the spell, cause light wounds, operates in the same manner, inflicting 1d8 points of damage. If a creature is avoiding this touch, an attack roll is needed to determine if the priest's hand strikes the opponent and causes such a wound. Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal--or can be cured--just as any normal injury.
Nobanion

## Nobanion - Lord Firemane

Hunt only when hungry and do not gorge without need. Waste nothing and all shall have plenty. The cycle of life links all living things into one being, and that being is life itself. The law of the jungle is that only the strong survive, but they survive best by being leaders, not tyrants, and by protecting the weak, not bullying them. All creatures have their strengths in their assigned roles and should be encouraged to find their niche. From cooperation between beings of different strengths comes the strength of teamwork and community, the strongest force of all. By demonstrating compassion and tolerance and living within the land, all living creatures may find harmony with nature and one another.

**Status:** Demipower

**Alignment:** LG

**Specialty Priests:** Firemanes
Half-Elf

Half-elves are a mixture of human and elf. They are more slender than humans yet stockier than elves. Though they may or may not have pointed ears, all half-elves have the elf's finely chiseled facial features. It is possible for a half-elf to post either as a fully human or fully elf, but usually such a ruse is soon discovered.

### Characteristics

Half-Elves are not a true race, as such have no national or racial heritage beyond that of the area in which they are raised. A half-elf raised in an Elven Court thinks like an elf, while one from Cormyr for example, thinks as a human. They do not form communities among themselves; rather they can be found living in both elven and human communities. The reactions of humans and elves can range from intrigued fascination to outright bigotry.

### Infravision

A half-elf possesses infravision, which negates penalties from fighting in darkness.

### Physical Features

* Silver Half-Elves tend to be pale with just a touch of blue around the ears and at the chin.
* Gold Half-Elves are bronzed of skin.
* Sylvan Half-Elves are very rare, their bronzed skin is touched with green.

### Class Options

**Note: Of all the demi-human races, half-elves have the greatest range of choices in character class**. They tend to make good druids and rangers.

* Cleric
* Druid
* Fighter
* Ranger
* Wizard
* Thief
* Bard

### Multi-class combinations

**Note: The half-elf must abide by the rules for multi-class characters.**

* Cleric (or druid)/fighter,
* Cleric (or druid)/ fighter/mage
* Cleric (or druid)/ranger
* Cleric (or druid)/mage
* Fighter/mage
* Fighter/thief
* Fighter/mage/thief
* Mage/thief
Hanali Celanil

## Hanali Celanil - The Heart of Gold

Hanali Celanil (HAN-uh-lee SELL-uh-nihl) is the elven goddess of love, romance, and beauty. Her followers also include elven artisans (particularly sculptors), lovers, performers (particularly bards and dancers), and nobles. She is a being of timeless beauty and benign nature, who always forgives minor transgressions and delights in rewarding her followers with the bliss of unexpected love and affection.

**Status:** Intermediate

**Alignment:** CG

**Specialty Priests:** Goldhearts
Hoar

## Hoar - The Doombringer

Hoar charges his clergy to uphold true and fitting justice and to maintain the spirit of the law, not the letter of the law. Fitting recompense will always accrue for one's actions. Violence will meet violence and evil pay back evil, but good will also come to those who do good. One must be careful to walk the line of Hoar's teachings, to seek retribution, but to fall not into pursuing evil acts for evil's sake, for that way is seductive and leads only to one's downfall. Vengeance must be sought for all injustices, and all punishments must fit the crime. Revenge is sweetest when it is sharpened with irony. All attacks must be avenged. Those who do not respond to attacks against their person or that which they hold dear only invite future attacks.

**Status:** Demipower

**Alignment:** N

**Specialty Priests:** Doombringers
Prayer

**Level**: 3

**Components**: V, S, M (Priest Holy Symbol)

**Range**: 0

**AoE**: 60-ft. radius

**Save**: None

**Casting Time**: 6

**Duration**: 1 rd./level

By means of the prayer spell, the priest brings special favor upon himself and his party and causes harm to his enemies. Those in the area at the instant the spell is completed are affected for the duration of the spell. When the spell is completed, all attack and damage rolls and saving throws made by those in the area of effect who are friendly to the priest gain +1 bonuses, while those of the priest's enemies suffer -1 penalties. Once the prayer spell is uttered, the priest can do other things, unlike a chant, which he must continue to make the spell effective. If another priest of the same religious persuasion (not merely the same alignment) is chanting when a prayer is cast, the effects combine to +2 and -2, as long as both are in effect at once. The priest needs a silver holy symbol, prayer beads, or a similar device as the material component of this spell.
Deafening Clang (Priest Spell)

* **Level:** 1
* **AoE:** 1 Metal Object
* **Casting Time:** 4
* **Components:** Verbal, Somatic, Holy Symbol
* **Duration:** 1 round/level
* **Range:** Touch
* **Save**: None
* **School:** Transmutation
* **Sphere**: Combat
* **Description:** The priest empowers a weapon with +1 attack bonus and +3 sonic damage bonus. Additionally, creatures struck with the weapon must roll a successful saving throw vs. spell or be deafened for 2d4 rounds. Creatures affected with deafen have a -1 penalty to surprise rolls unless its other senses are unusually keen(?). Deafened spell casters have a 20% chance to miscast any spell with a verbal component (?). Deafness fades in 2d4 rounds or when cured magically with spells like *cure blindness/deafness* or *restoration*. The attack bonus will not stack with an existing enhancement bonus or with *Holy Avenger* properties.

*From the adnd2e fandom wiki. And the KoN game client.*
Shtoygorod

Shtoygorod is the largest town in the game. Many battles take place in it, and a Russian fuel depot is set up just outside of the town. The Battle of Shtoygorod, a major engagement, happens in the town center.

The main intersection leading into the town.The main street of the town.Two Russian tanks burn just outside Shtoygorod.During the Battle of Shtoygorod, a column of TIGRs advance along the main street while under fire.A Russian convoy is attacked by hidden Ukrainian soldiers.Ukrainian positions fire on a Russian convoy during the Battle of Shtoygorod.A Russian position set ablaze after an airstrike.
Segojan Earthcaller

## Segojan Earthcaller - Earthfriend

Segojan Earthcaller is the gnome god of earth and nature whose primary concern is creatures who dwell within the ground and burrow through the earth. He is a friend to all living animals that move above and below the earth and one who speaks to the very rock itself.

**Status:** Intermediate

**Alignment:** NG

**Specialty Priests:** Earthfriends
Protection From Evil

**Level**: 1

**Components**: V, S, M (Powdered silver and for the reverse Powdered Iron)

**Range**: Touch

**AoE**: 1 creature

**Save**: None

**Casting Time**: 4

**Duration**: 3 rds./level

When this spell is cast, it creates a magical barrier around the recipient at a distance of1 foot. The barrier moves with the recipient and has three major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll, and any saving throws caused by such attacks are made by the protected creature with a +2 bonus. Second, any attempt to exercise mental control over the protected creature (if, for example, it has been charmed by a vampire) or to invade and take over its mind (as by a ghost's magic jar attack) is blocked by this spell. Note that the protection does not prevent a vampire's charm itself, nor end it, but it does prevent the vampire from exercising mental control through the barrier. Likewise, an outside life force is merely kept out, and would not be expelled if in place before the protection was cast. Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creature to recoil if such attacks require touching the protected creature. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature. To complete this spell, the priest uses holy water or burning incense. This spell can be reversed to become protection from good, with the second and third benefits remaining unchanged. The material components for the reverse are a circle of unholy water or smoldering dung.
Encumbrance

Characters are limited in what they can reasonably carry based on their strength score.

There are five stages of encumbrance (AD&D Tournament Encumbrance Rules).

### Encumbrance Effects by Stage

* No encumbrance. The character suffers no penalty to attack, AC, or movement.
* Light encumbrance. The character suffers a penalty to movement only.
* Moderate encumbrance. The character suffers a movement penalty, and -1 to attacks.
* Heavy encumbrance. The character suffers a movement penalty, -2 to attacks, and attackers gain +1 to hit.
* Severe encumbrance. The character suffers a movement penalty, -4 to attacks, and attackers gain+3 to hit.

### Fatigue & Exhaustion Effects

* Fatigue increases the effective stage of encumbrance by 1.
* Exhaustion increases the effective stage of encumbrance by 2.
Shiallia

## Shiallia - Dancer in the Glades

The only true goal of any living thing is to procreate. Nature dictates the shape of the world, for good or ill, so the only concern of the creatures that inhabit it is survival. Death is not to be feared, for it is part of the natural cycle of life, but life, particularly the birth of new life, is to be encouraged and nurtured whenever and wherever possible.

**Status:** Demipower

**Alignment:** NG

**Specialty Priests:** Druids
Labelas Enoreth

## Labelas Enoreth - The Lifegiver

Labelas Enoreth (LAH-bay-lahs EHN-or-eth) is the elven god of longevity and time. The Lifegiver cooperates with Sehanine in overseeing the lifespan of elves and their growth away from and beyond mortal realms. As Lord of the Continuum, Labelas governs the orderly passage of time and guards against those who would alter the path of history.

**Status:** Intermediate

**Alignment:** NG

**Specialty Priests:** Chronologians
Remove Curse

**Level**: 3

**Components**: V, S

**Range**: Touch

**AoE**: Special

**Save**: Special

**Casting Time** : 6

**Duration**: Permanent

Upon casting this spell, the priest is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the remove curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more. A caster of 12th level or more can cure lycanthropy with this spell by casting it on the animal form. The were-creature receives a saving throw vs. spell and, if successful, the spell fails and the priest must gain a level before attempting the remedy on this creature again. The reverse of the spell is not permanent; the bestow curse spell lasts for one turn for every experience level of the priest using the spell. The curse can have one of the following effects (roll percentile dice): 50% of the time it reduces one ability of the victim to 3 (the DM randomly determines which ability); 25% of the time it lowers the victim's attack and saving throw rolls by -4; 25% of the time it makes the victim 50% likely to drop whatever he is holding (or do nothing, in the case of creatures not using tools)--roll each round. It is possible for a priest to devise his own curse, and it should be similar in power to those given here. Consult your DM. The subject of a bestow curse spell must be touched. If the victim is touched, a saving throw is still applicable; if it is successful, the effect is negated. The bestowed curse cannot be dispelled.
Cyric

## Cyric - Prince of Lies

Cyric is a god born of the events of the Time of Troubles. He gained the followers of portfolios of many old evil gods and fights to retain them. Cyric's faith is one of control by any means necessary. Force and deception are used in equal measure to spread his word.

**Status:** Greater

**Alignment:** CE

**Specialty Priests:** Strifeleaders
Hoodwinker

## Hoodwinker

* Maximum AC from armor: 3
* Required Proficiency: Dagger
* Bonus Proficiency: Disguise
* Bonus Proficiency: Set Snares
* Selects limited weapons: True
* Bonus Weapon: Dart
* Bonus Weapon: Light Crossbow
* Bonus Weapon: Throwing Axe
* Bonus Weapon: Whip
* Bonus Weapon: Sling
* Bonus Weapon: Shortsword
* Bonus Weapon: Staff
* Bonus Weapon: Dagger
* Bonus Weapon: Club
* Selects from rogue NWPs
* Receives Ranger hide/move silently
* DEX 15
* INT 15
* WIS 9
* Gnome only
* Single class only
Tempus

## Tempus - Lord of Battles

Tempus is random in his favors, yet his chaotic nature favors all sides equally. Tempus is prayed to most of all on the nights before battles and regularly venerated by all warriors, regardless of their alignment. Tempus sometimes appears at huge battles and important combats - and on rare occasions to individuals who are in a position to case great strife by their actions. Tempus does not win battles-Tempus helps the deserving warrior win battles. War is fair in that it oppresses all sides equally and that in any given battle, a mortal may be slain or become a great leader among his or her compaions. War should not be feared, but seen as a natural force, a human force, that civilization brings by its very existence.

**Status:** Greater

**Alignment:** CN

**Specialty Priests:** Battleguards
Battleguard

## Battleguard

* Bonus Proficiency: Armorer
* Bonus Proficiency: Weaponsmithing
* Bonus Weapon Proficiency: Riding
* Bonus Weapon Proficiency: Blind Fight
* Bonus Weapon Proficiency: Battleaxe
* Select any weapon proficiency: True
* Receives 3/2 attacks per round at level 7
* Receives 2 attacks per round at level 13
* STR 14
* WIS 12
* Receives warrior constitution bonus
* Human only
* Single class only
Enlarge

* **Level**: 1
* **AoE**: 1 creature or object
* **Casting Time** : 1
* **Components**: V, S, M
* **Duration**: 5 rds./level
* **Range**: 5 yds./level
* **Save**: Negate
* **School:** Alteration
* **Description:** This spell causes instant growth of a creature or object, increasing both size and weight. It can be cast only upon a single creature (or a symbiotic or community entity) or upon a single object that does not exceed 10 cubic feet in volume per caster level. The object or creature must be seen to be affected. It grows by up to 10% per level of experience of the wizard, increasing this amount in height, width, and weight. All equipment worn or carried by a creature is **enlarged** by the spell. Unwilling victims are entitled to a saving throw vs. spell. A successful saving throw means the spell fails. If insufficient room is available for the desired growth, the creature or object attains the maximum possible size, bursting weak enclosures in the process, but it is constrained without harm by stronger materials—the spell cannot be used to crush a creature by growth. Magical properties are not increased by this spell—a huge *sword +1* is still only +1, a staff-sized wand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid intake to make its magical effects operate, etc. Weight, mass, and strength are affected, though. Thus, a table blocking a door would be heavier and more effective, a hurled stone would have more mass (and cause more damage), chains would be more massive, doors thicker, a thin line turned to a sizeable, longer rope, and so on. A creature's hit points, Armor Class, and attack rolls do not change, but damage rolls increase proportionately with size.
Moradin

## Moradin - The Soul Forger

Moradin is the creator god of the dwarven race and leader of the Morndinsamman. He is said to have created all dwarves, forging them from metals and gems in the fires that lie at the "heart of the world," and breathing life-the first dwarven souls-into the cooling forms. All dwarves appease Moradin, even if they do not wholeheartedly support him. Lawful good dwarves support and work openly to serve the Soul Forger, even if they also worship another deity. His name is invoked by dwarves involved in smithwork or craftsmanship of any sort, and they give him homage by doing their best work and seeking to emulate his stonework and craftsmanship.

**Status:** Greater

**Alignment:** LG

**Specialty Priests: Sonnlinors**
Create Water (Priest Spell)

* **Level:** 1
* **AoE:** 1 creature
* **Casting Time:** 1 round
* **Components:** Verbal, Somatic Holy Symbol
* **Duration:** Permanent
* **Range:** 30 yds.
* **Save**: None
* **School:** Alteration
* **Sphere**: Elemental (Water)
* **Description:** The priest creates several gallons of water and applies such to the target creature, satisfying thirst.

(From the PHB) When the priest casts *Create Water,* up to 4 gallons of water are generated for every experience level of the caster. For example, a 2nd level priest creates up to 8 gallons of water, while a 3rd level priest up to 12 gallons, and so on. The water is clean and drinkable, akin to rain water. The created water can be dispelled within a round of its creation, otherwise its magic fades leaving normal water that can be used, spilled, evaporated, and so on. For reference purposes, water weighs about 8 and a half pounds per gallon, and a cubic foot of water weighs approximately 64 pounds.
Priest

The priest is a believer and advocate of a god from a particular mythos. More than just a follower, he intercedes and acts on behalf of others, seeking to use his powers to advance the beliefs of his mythos.

### Characteristics

* Ability to cast spells
* strength of arm to defend their beliefs
* Deity granted powers to aid in their calling
* Weapons/Armor/Shield are dependent on deity choice
* Spells are dependent on sphere

### Requirements

* Ability Requirements: Wis 9
* Prime Requisite: Wisdom
* Allowed Races: All

### Abilities

* Turn Undead

To see the various abilities granted by a priest's patron deity, please review our specialty priests here.

Except where noted here, the Priest conforms to the class as presented in the core PHB, here.
Armor (Proficiency)

## Proficiency: Armor

**Description:** The character has trained in wearing a specific type of armor and lowers their encumbrance when wearing that type of armor.

**Type:** Weapon Proficiency

**Group**: All

**Effect:** Equipped armors of the specified type are halved in effective weight. For example, plate mail normally weighing 50 pounds only applies 25 pounds of weight to the wearer.

**Note:** The true weight of equipment still shows in the encumbrance section of the PC Record Sheet, the armor counts as half weight for the purposes of negative effects from encumbrance.
Deathstalker

## Deathstalker

* Maximum AC from armor: 5
* Shield prohibited
* Required Proficiency: Hunting
* Required Proficiency: Dagger
* Bonus Weapon: Spear
* Bonus Weapon: Dagger
* Bonus Weapon: Light Pick
* Bonus Weapon: Heavy Pick
* Bonus Weapon: Rapier
* Bonus Weapon: Trident
* Bonus Weapon: Shortsword
* CON 12
* WIS 14
* Human only
* Single class only
Corellon Larethian

## Corellon Larethian - Creator of the Elves

The leader of the elven pantheon, Corellon Larethian is said to have given birth to the entire elven race. The Creator of the Elves embodies the highest ideals of elvenkind, and he is the patron of most aesthetic endeavors, including art, magic, music, poetry, and warfare. Corellon is a powerful warrior god whose hands protect his creations with the gentleness of a sculptor and the unspeakable power of a master swordswinger.

**Status:** Greater

**Alignment:** CG

**Specialty Priests:** Feywardens
Starting Information

## Starting Information as of 1358 DR

The Time of Troubles has finally ended.

Magic has returned, but in some areas, it has become unstable. Even the formulas for certain spells have changed, leaving spellcasters perplexed everywhere. New gods have risen while old ones have fallen. In the southern land of Tethyr, the followers of Helm are numerous and influential in the region and warn of the dangers of the misuse of arcane magic. The peasants overthrew the Tethyrian nobility eleven years ago. Since then, chaos and lawlessness have ravaged the land. The roads in every direction are teeming with bandits. Strange new cults have arisen following the Godswar, and strange creatures called abominations have emerged. Talk of curses and local folklores ignite overnight. The Village of Brost is close to the Tethir Road, which is the border between the nations of Amn and Tethyr. Nearby baronies insulate the village by providing defense and support against many of the perils facing travelers in the area. The coffers of kindly barons and the careful advice of local druids have kept the village serene until now. Calls for the valiant echo throughout the land.

Welcome to the Lands of Intrigue.
Rock Gnome

Gnomes are a short, friendly race common in most of the Realms. Smaller and less stocky than dwarves, they are thought to be distant relatives. Gnomes seem unbothered by the world, and only rarely become involved with it. They have no written history, preferring to keep records only in the memories of the eldest clan members and the songs of legend. Gnomes value their families first, then whatever other relatives they encounter, then other gnomes, and finally the world, in that order.

### Characteristics

Rock gnomes are the gnomes that most people are familiar with. When someone refers to a "gnome", they are almost certainly refering to a Rock Gnome. Unlike their cousins, Rock Gnomes are found across Faerun and integrate well into the rolling countryside towns found across Tethyr and the Heartlands. Most rock gnomes are friendly and fond of jokes or pranks and find work as technicians, alchemists, and inventors when not found as exceptional Illusionist Wizards.

### Infravision

A gnome possesses infravision, which negates penalties from fighting in darkness.
Silvanus

## Silvanus - Oak Father

The Groves of Faerun were places where the gods of Nature had been worshipped for thousands and thousands of years without interruption. Chauntea, Silvanus, Mielikki and Eldath were the principle powers receiving this dedication, and so they were the only deities sponsoring druidic powers following the Time of Troubles.

**Status:** Greater

**Alignment:** N

**Specialty Priests:** Druids
Yondalla

## Yondalla - The Protector and Provider

Yondalla is the Protector and Provider of halflings and the chief matriarch of the halfling pantheon. She is responsible for the race's creation and for blessing them with peace, comfort, and plenty. As the goddess of protection, Yondalla fends off evil influences and intrusions into the homes and lives of halflings. Her protection is part of the very souls of her creations, for of all the demihuman races, the halflings have most rarely succumbed to evil.

**Status:** Greater

**Alignment:** LG

**Specialty Priests:** Horn Guards
Laduguer

## Laduguer - The Exile

Ladguer is the patron of the duergar, or gray dwarves, a malevolent breed of dwarves who dwell in the dark reaches of the Underdark and who withdrew from the rest of dwarven society long ago along with their god. The Exile is venerated by most gray dwarves as the protector of the race who defends them from the countless other creatures of the Underdark who wish to enslave them and seize their tunnels, mines, and crafts. Duergar craftsmen, particularly those who seek to create magical weapons, pay particular homage to Laduguer.

**Status:** Intermediate

**Alignment:** LE

**Specialty Priests:** Thuldors
Istishia

## Istishia - The Water Lord

Faerun has many powers whose portfolios deal with water. Umberlee governs the oceans and ocean storms, Valkur strives to protect those who travel the waves, and Eldath has dominion over pools, springs and waterfalls. Istishia is more abstract than all of these deities. He represents water, but not any specific formation or body of water. He is a mutable yet dynamic deity who is dispassionate and difficult to pin down. He provides the atmosphere in which life is born, but not life itself.

**Status:** Greater

**Alignment:** TN

**Specialty Priests:** Waterwalkers
Solonor Thelandira

## Solonor Thelandira - The Great Archer

Solonor Thelandira is the elven god of hunting, archery, and survival in wild and harsh places. The Great Archer's prowess with the bow is unmatched by any other power venerated in the Realms. Solonor is concerned with the integrity of nature and the balance between exploitation and agriculture on one hand and fallow, wild terrains on the other.

**Status:** Intermediate

**Alignment:** CG

**Specialty Priests:** Rangers
Auril

## Auril - Frostmaiden

Auril is most powerful in those regions that are affected by deep winters or courch at the edges of the Great Glacier. Auril's clergy are commanded to revere her and sing her praises into any chill breeze or winter wind.

**Status:** Lesser

**Alignment:** NE

**Specialty Priests:** Icepriestesses/Icepriests
Wild Magic

A spellcaster receives no warning of a wild magic area or "wild lands" until a spell is cast.

To determine if Wild Magic Effects are applied, a caster makes a percentile roll at the time of casting the spell.

Spells cast from items tend to be more stable in a Wild Magic zone. Higher level casters are more stable casters, but high level spells are less stable spells.

### Effects of Wild Magic

* The caster casts the spell normally with no additional effects
* The caster casts the spell normally but with additional effects
* The caster fails to cast the spell entirely
* The cast spell is instantly returned to memory, ready to be cast again
* The caster and nearby creatures suffer 2d6 fire or electrical damage
* The caster and nearby creatures benefit from 1d4 healing
* The caster and nearby creatures save vs. a temporary *confusion* effect
Notoriety

Characters have a starting notoriety score based upon their race and class.

Character actions may cause notoriety to be raised or lowered throughout the course of play. Notoriety score can be never be lower than 0.

A character's reaction modifier from Charisma score is added to their notoriety score.

Notoriety is visible on the character record sheet.
Vergadain

## Vergadain - God of Wealth and Luck

Vergadain, the Master Merchant, is the patron of dwarven merchants and most nonevil dwarven thieves. A schemer and a rogue, Vergadain is venerated by dwarves of any neutral alignment engaged in commerce and concerned with wealth.

**Status:** Intermediate

**Alignment:** TN

**Specialty Priests:** Hurndors
Mask

## Mask - Master of All Thieves

Mask was the deity of intrigue along with being the patron of thieves, but his disastrous perusal of the Cyrinishad led to Cyric being able to steal this aspect of his portfolio from him. All that occurs within shadow is in the purview of Mask. Ownership is nine-tenths of what is right, and if a person happens to currently have something, it is his or hers. Previous ownership does not count. Therefore, the day belongs to the quick, the smooth-tongued, and the light-fingered. Stealth and wariness are virtues, as are glibness and the ability to sound smooth-tongued and conciliatory while taking control of a situation or twisting it to your advantage.

**Status:** Lesser

**Alignment:** NE

**Specialty Priests:** Demarch/Demarchesses
Wizard

The wizard group encompasses all spellcasters working in the various fields of magic -both those who specialize in a specific school of magic and those who study a broad range of magical theories. Spending their lives in pursuit of arcane wisdom, wisdoms have little time for physical endeavors.

### Characteristics

* Commands powerful and dangerous energies with a few simple gestures, rare components and mystical words
* A Wizard requires the correct components in order to cast spells
* A Wizard requires a memorized spell slot equal to the level of the spell memorized to cast it
* All spells require a free hand to cast

### Requirements

* Ability Requirements: Int 9
* Prime Requisite: Intelligence
* Allowed Races: Human, Elf & Half-elf
* Alignments: All

### Learning Spells

The wizard's Intelligence dictates which spells he can learn and the number of spells he can memorize at one time. Only those of the highest Intelligence can comprehend the mighty magic of 9th-level spells. A wizards ability to learn spells conforms to the regulations in the core PHB, here.

### Schools of Magic

Spells are divided into nine different categories or schools, according to the types of energy they visualize. Each magic discipline has its own special methods and practices.

The nine schools of magic are as follows:

* Abjuration
* Conjuration
* Divination
* Enchantment
* Illusion
* Evocation
* Necromancy
* Alteration

### Specialization

A wizard who concentrates his efforts in a single school of magic is called a specialist. There are specialists in every type of magic, although some are extremely rare.

* increased chances of learning spells from their chosen schools
* Decreased chances of learning spells from other schools
* Mostly single class individuals as the dedication to a singular school requires all attention and concentration of the character
* Allowed for Dual-Classed Humans

#### Specialization Requirements

For the list of Wizard spells supported on the Knights of Noromath, click here.

Except where noted here, the Wizard conforms to the class as presented in the core PHB, here.
Lurue

## Lurue - The Unicorn

The Unicorn is a symbol of hope, joy, salvation, and protection for the needy, forlorn, and forsaken. Life is to be relished and lived with laughter. Quests are to be taken on a dare and gifts are to be made on a whim . Impossible dreams are to be pursuied for the sheer wonder of the possibility of their completion. Everyone, no matter who unique, is to be praised for their strengths and comforted in their weaknesses. Evil melts quickest in the face of a rapier wit and unshackled joy. Search for the unicorn and in the pursuit find happiness.

**Status:** Demipower

**Alignment:** CG

**Specialty Priests:** Silvermaids
Tyr

## Tyr - The Even Handed

When he is depicted in religious art, Tyr appears as a noble warrior missing his right hand. In recent years, he has been shown blinded as well, a fatality of the wrath of Ao during the Time of Troubles. Tyr's symbol shows his nature: justice through benevolent force and armed vigilance. His faith is popular, as everyone knows exactly what Tyr expects his faithful to do and everyone can trust Tyrrans to be honorable, honest, just, and righteous. Novices of Tyr are charged to: "Reveal the truth, punish the guilty, right the wrong, and be always true and just in your actions." Tyr and his followers are devoted to the cause of justice, to the righting of wrongs and the deliverance of just vengeance.

**Status:** Greater

**Alignment:** LG

**Specialty Priests:** Holy Justices
Gond

## Gond - Wonderbringer

Gond Wonderbring is the god of blacksmiths, woodworkers, inventors, and engineers.The beliefs of the Gondar can be summed up as ""Actions count."" Intentions and thought are one thing, but in the end it is the result - what remains after the sword is forged, the battle is fought -that is the most important.

**Status:** Intermediate

**Alignment:** N

**Specialty Priests:** Gondsmen
Human

## Humans

The most populous and strongest of the major races, humans are considered dominant. Humanity is also one of the most aggressive races, equal to goblins in ferocity and dwarves in their single-minded drive when aroused to battle.

Humans are also more social and tolerant than most other races, accepting the company of elves, dwarves, and the like with noticeably less complaint. Because of their abilities and tendencies, humans have become significant powers within the world and often rule empires that other races (because of racial tendencies) would find difficult to manage.

### Characteristics:

Humanity has no subraces, as all nationalities can interbreed without difficulty, and their children (unlike the elves) may have traits of either or both parents. After time, any removed group of humans has its own identity which changes in a few generations with the introduction of new settlers or invaders. Humankinds' attitudes range from the beatific to the diabolic. Its greatest advantages are its persistence, adaptability, and potential, which raises the question: Will there be any room left for the other races of the Realms?

### Class Options

Humans have only one special ability: They can be of any character class and rise to any level in any class. Other PC races have limited choices in these areas.

* All

### Dual-Classsing

Unlike demihumans, humans have the ability to advance in any class to any level. To qualify for dual-classing the character would starts with a single class, advances to moderate level, and then changes to a second character class and starts over again. The character would retain the benefits and abilities of the first class but never again earns experience for using them. There are some limitations on combining the abilities of the two classes but, as long as minimum ability and alignment requirements are met, there are no restrictions on the possible character class combinations. Only humans can be dual-class characters.

For a good reference on dual-class restrictions, please click here.
Demihuman Priests

Nonhuman priests have specific traditions observed in the AD&D Forgotten Realms universe.

### Dwarven Priests

Dwarven priests usually feel special affinity for their deity from birth. Very often, Dwarven priests can actually see their god act in their minds via visions. There is a particular look in the eyes of a dwarven priest that is readily discernible to another dwarf of the same race, but never to strangers or nondwarves. This is a subtle look of true devotion and not a flashing neon sign proclaiming the priest's level and deity.

Dwarven priests try to hide their class from nondwarves. When they must cast spells, they try to do so from hiding or from a distance. They have generally succeeded in keeping the understanding of their spells or even recognition of their existence secret from most nondwarves in Faerun.

Normally the only multiclass combination permitted to dwarven priests is fighter/cleric, although Abbathor and Veragdain permit cleric/thieves. Clangeddin and Haela permit fighter/specialty priests, but not all powers permit fighter/clerics.

Dwarven priests must earn twice the normal experience points of a priest up to level 10, and then triple the normal experience points of a priest after level 10.

### Elven Priests

Normally no multiclass combinations are permitted to elven priests, although Corellon permits fighter/clerics, Erevan permits cleric/thieves, fighter/cleric/thieves, and specialty priest/thieves, Solonor permits cleric/rangers, and not all powers permit clerics or druids.

Elven priests must earn twice the normal experience points of a priest up to level 12, and then triple the normal experience points of a priest after level 12.

### Gnome Priests

Gnome priests may be clerics and specialty priests. Although gnome specialty priests can never multiclass, all gnome powers allow gnome fighter/clerics, cleric/illusionists, and cleric/thieves as members of their clergies.

Gnome priests must earn twice the normal experience points of a priest up to level 9, and then triple the normal experience points of a priest after level 9.

### Half-elven Priests

Half-elven priests may be clerics, druids, and specialty priests. Generally the only multiclass combinations permitted to half-elven priests are fighter/cleric, fighter/druid, cleric/ranger, cleric/mage, druid/mage, fighter/mage/cleric, and fighter/mage/druid, although not every power allows every multiclass combination. Half-elven druid/rangers are only found in the clergy of the human deity Mielikki.

Half-elven priests must earn twice the normal experience points of a priest up to level 14, and then triple the normal experience points of a priest after level 14.

### Halfling Priests

Halfling priests may be clerics and specialty priests, and Sheela Peryroyl allows druids. Normally no multiclass combinations are permitted to halfling priests, but Arvoreen permits fighter/clerics and fighter/specialty priests and Brandobaris permits cleric/thieves and specialty priest/thieves.

Halfling priests must earn twice the normal experience points of a priest up to level 8, and then triple the normal experience points of a priest after level 8.
Marthammor Duin

## Marthammor Duin - Finder-of-Trails

Marthammor Duin, known on other worlds as Muamman Duathal (Moo-AM-man Doo-AHthuhl), is the protector of dwarves who make their lives in human society in the North, rather than keeping to mountain or deep-delve enclaves. Marthammor is the patron of adventurers and explorers and all those dwarves who travel or live far from the dwarven homelands, allowing them to find routes to escape or to victory in their travels.

**Status:** Lesser

**Alignment:** NG

**Specialty Priests:** Trailblazers
Luckmaiden

## Luckmaiden

* Required Proficiency: Weaponsmithing
* Bonus Proficiency: Tumbling
* Bonus Weapon Proficiency: Blind Fight
* Selects any weapon proficiency: True
* Receives 3/2 attacks per round at level 7
* Receives 2 attacks per round at level 13
* Selects from warrior NWPs
* STR 11
* DEX 10
* WIS 9
* Dwarf female only
* Luckmaiden/fighter or single class
Gaerdal Ironhand

## Gaerdal Ironhand - The Stem

Gaerdal Ironhand is the stalwart defender of the Forgotten Folk, the most martial deity of the gnome pantheon. His serious nature garners him sober respect, instead of the gentle affection that is lavished on the other deities. The Shield of the Golden Hills guards against threats from above and below and teaches gnomes to hold their own in combat with larger and more powerful creatures by using their size and natural abilities to their advantage.

**Status:** Lesser

**Alignment:** LG

**Specialty Priests:** Sternshields
Fastpaw

## Fastpaw

Fastpaws receive the following traits:

* Maximum AC from armor: 3 (studded leather)
* Required Proficiency: Spear
* Required Proficiency: Animal Lore
* Required Proficiency: Set Snares
* Bonus Proficiency: Herbalism
* Bonus Proficiency: Survival
* Selects limited weapons: True
* Bonus Weapon: Handaxe
* Bonus Weapon: Light Crossbow
* Bonus Weapon: Throwing Axe
* Bonus Weapon: Heavy Crossbow
* Bonus Weapon: Sling
* Bonus Weapon: Spear
* Bonus Weapon: Shortbow
* Bonus Weapon: Dagger
* Bonus Weapon: Club
* Selects from rogue NWPs
* CON 10
* WIS 9
* Gnome only
* Single class only
* -4 effective priest level for turning
Resting

A character may rest once every 8 in-game hours.

Resting in the wild or in a basic bed heals a character 1 hit point.

If a character is treated with a bandage by a character with Healing proficiency, they heal an additional hit point during rest.

If a character is treated with a bloodstaunch by a character with Herbalism proficiency, they heal an additional hit point during rest.

If a character is treated by both bandages and bloodstaunch, they heal a total of 3 hit points.
Sharindlar

## Sharindlar - Lady of Life

Sharindlar the Merciful is widely known as the dwarven goddess of healing and mercy. Dwarves wounded in battle are often healed in her name. Sick dwarves, dwarven healers, midwives, physics, and lovers pray to the Lady of Life. However, her aspect kept secret from nondwarves is her most important modern role: her patronage of romantic love, courtship, and fertility.

**Status:** Intermediate

**Alignment:** CG

**Specialty Priests:** Thalornors
Critical Failure

A character that rolls a 1 on an attack roll may be required to make a Dexterity Check to avoid a penalty.

If the character fails to succeed on their Dexterity check, they will suffer one of the following effects.

* Overextended; the character suffers -2 to hit for one round.
* Slip and fall; the character falls down for one round.
* Unequip weapon; the character loses their grip on their current weapon.
* If the weapon in use is a smoke powder weapon, it has a chance to backfire and cause damage.