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BORLAMNOS, god of Knowledge and
Magic
Twin of Artorius, Borlamnos is the god of the mind, who
delights in knowledge, secrets and magic. He is known as the
Opener and the Preserver.
Associations
Borlamnos is the patron of all who seek or keep or create
knowledge. He is worshipped throughout mortal lands, but is
most revered by gnomes and elves. His worship is far more
common in cities and large towns than in the countryside.
Alignment
Borlamnos is Chaotic Good, though his remote nature means that
he only rarely takes up any of the struggle against the darkness.
Representations
Borlamnos' symbol is an open scroll,
signifying that knowledge is available to all those who would seek
it. Some also represent him with a glowing eye. Among
animals, he is most closely associated with the monkey, wisest of
animals. He is also represented by the raven, a curious and
intelligent animal.
Purpose
Borlamnos seeks to understand the workings
of the universe, the laws of all that are great and small. He
likewise encourages his followers to do the same, seeking the
truth, laying bear the truth and preserving knowledge for those
who follow.
In better times, the god was known for
inspiring those who would create or discover new knowledge.
Now, however, with the civilizations of Vatheria threatened with a
rising tide of barbarism, he is better known as the Preserver,
seeking to keep safe the knowledge acquired by mortals through the
long millennia since the Wrath of the Gods.
Servants
Vacamiel, The Liber Exaltus - This
great celestial comes near in power and majesty to the gods
themselves, but he has served Borlamnos since the beginning.
He is both the great recorder of history, and in some mystical
sense difficult for mortal minds to understand, the instrument of
its recording. He is "The Exalted Book", the
"Book of Life" and the "Great
Historian". He is said to record everything ever
written by mortals. It is for this reason that the priests
of Borlamnos always address their journals to him, rather than to
the god himself.
Eloaster, The Primus - Eloaster was a
great mortal mage elevated during life to immortality by
Borlamnos. He orders the vast laboratories and experiments
of the god, and is responsible for monitoring the progress of some
of the god's favored on the mortal plane. It is to him that
many mages send their invocations before the most difficult of
rituals or experiments.
Kardev, Winged Messenger - The
king of all ravens is the personal messenger of the god, and of
all Borlamnos' servants, the most frequent traveler to Theeurth
(though it has been centuries since he has been seen in
public). This giant black bird is known in folklore and
legend as a wise but capricious spirit, quite capable of being
moody, choosing favorites and generally causing much confusion,
but also bringing words of enlightenment.
THE CHURCH - The Temples of
Borlamnos
Church Description
The Temples of Borlamnos are present in nearly every city and
large town in Vatheria, but seldom seen in the villages, byways
and countryside. Most towns have a small temple which also
serves as a library and gathering-place for sages and
wizards. These temples also serve a useful purpose to the
community at large - they provide the low-cost services of scribes
to a generally illiterate public.
Church Structure
There are four orders within the Temple, two for priests, one
for holy warriors and one for associated arcane spellcasters.
The priesthood is divided up into the Seekers and the Keepers. The Seekers are by far the small order, but make
up nearly all of the adventuring priests of Borlamnos. They are
tasked with uncovering ancient knowledge or new discoveries. The
Keepers run the libraries and scriptoriums of the Temple, and
are tasked with preserving the knowledge and power of the past
against future catastrophe.
Doctrine
Knowledge is Divine - Mortals are born with many innate
gifts, but no knowledge. What lifts them up towards the
divine, both as individuals and as a group, is their acquisition
and discovery of knowledge. He who stands before the throne
of Agaleus having learned nothing shall not be rewarded.
Magic is the Gift of Borlamnos - Magic was given
by the god to mortals, a great puzzle to work out, a bountiful
gift to use. Praise his name in its use.
Holy Days
The followers of Borlamnos are great lovers of history, and so
celebrate many day each year as minor festivals commemorating
great events of the past. Most of these are local affairs,
celebrating such things as the discovery of a new river valley, or
the establishment of a great library.
The Proclamation - Every four years, the great Oracle at
Avydos enters into a holy trance and speaks words of prophecy and
enlightenment. These pronouncements are pored over by sages
and wise men for centuries to come, although occasionally the
meaning of the proclamation is clear. On the holy day of the
Proclamation, Temples of Borlamnos hold solemn ceremonies
throughout Theeurth, often marked by lectures and demonstrations
by the greatest minds of the region.
The Convocation - Also held every four years, two years
apart from the Proclamation, the Convocation is held somewhere in
Vatheria, a different place each time. It is a great
gathering of arcane spellcasters from across the continent, where
knowledge, tales, spells and oaths are exchanged. Tales of
these gatherings include stories of terrible mage-duels, grand
discoveries, and often, much rowdy behavior.
Preferred Weapon
The preferred weapon of the Borlamnian orders is the
quarterstaff.
CLERICS - The Seekers of
Borlamnos
The Order
The Seekers are restless minds. They wander Theeurth
seeking knowledge, seeking answers, seeking lost lore, seeking to
understand the world and to help those around them
understand. They are seen as ascetics and gadflies, never
able to let the unknown rest, or the known remain
unquestioned.
Though the Order is a close-knit fraternity with clear
rankings, the individual Seekers are nonetheless given enormous
latitude in pursuing their own callings, for as the Borlamnians
say, all paths lead to understanding for those with eyes to see
and ears to listen.
Seekers are known by their shaved heads and their shining
silver skullcaps. They are required to keep journals of
their travels, and all the unusual things they found, and to leave
these at a Temple of Borlamnos at least once a year. Many
settle down in later years, compile their memoirs and research
some problem which they pursued in younger days.
Titles
Seekers tend to be informal with titles, and
rarely use more than "Seeker". When one reaches
twelfth level, they must sit for a week of examination by senior
Seekers, who test their knowledge and understanding of whatever
topics they have pursued. Assuming they pass the
examination, they are given the title of "Master" or
"Mistress".
Domains
Seekers of Borlamnos may choose any two of the following
priestly domains: Illusion, Knowledge, Magic, Rune, Spell
The Knowledge and Magic are listed in the Player's
Handbook. The Illusion, Rune and spell domains is taken from
Forgotten Realms Campaign Sourcebook by Wizards
of the Coast:
Illusion
Granted Powers: You can
cast Illusion spells at +1 caster level.
Illusion Domain Spells:
1. Silent
Image
6. Mislead
2. Minor
Image
7. Project Image
3.
Displacement
8. Screen
4. Phantasmal
Killer
9. Weird
5. Persistent Image
Rune
Granted Powers: Free Scribe Scroll Feat.
Rune Domain Spells:
1.
Erase
6. Greater Glyph of Warding
2. Secret
Page
7. Drawmij's Instant Summons
3. Glyph of Warding
8. Symbol
4. Explosive
Runes
9. Teleportation Circle
5. Lesser Planar Binding
Spell
Granted Powers: You get a +2 bonus on
Concentration and Spellcraft
Spell Domain Spells:
1. Mage
Armor
6. Greater Anyspell (FRCS)
2. Silence
7. Limited Wish
3. Anyspell (FRCS)
8. Antimagic Field
4. Rary's Mnemonic Enhancer
9. Mordenkainen's Disjunction
5. Break Enchantment
A brief explanation of the FRCS
spells is given below:
Anyspell -Allows you to read
and prepare any arcane spell of up to 2nd level as an arcane
caster.
Greater Anyspell - As Anyspell, but you can prepare
an arcane spell up to 5th level.
Unique Feat:
CHANNEL THE LIBER
EXALTUS [Divine]
You can contact the Celestial Vacamiel and read what is written in
the Exalted Book.
Prerequisites: Seeker of Borlamnos 3 or Knight of the
Sacred Keys 5.
Benefit: A Seeker may expend a single
Turn Undead attempt in order to contact the Liber
Exaltus and learn some obscure fact. This works in all
ways like a bard's "bardic knowledge" roll
Credit: Scott Nolan
Spells
The divine spells of the Seekers are laid
out on this page.
Alignments
Seekers of Borlamnos may be neutral good, chaotic neutral or
chaotic good.
HOLY WARRIORS* - Knights of
the Sacred Keys
The Order
The Order of the Sacred Keys was founded so
long ago that its origin is lost in myth and legend. Their
own tales tell that the founder was Maravael, a mortal son of
Borlamnos who bore a small cache of precious secrets out of the
fall of Numanthaur. This eldritch lore was kept under lock
and key, guarded by fierce and holy devotees of the god. It
was knowledge for which man was not yet ready, but which the Lord
of Knowledge could not bear to see destroyed. Thirteen great
and powerful keys were made which could unlock the the ancient
lore, and one key was given to each of the thirteen original
guardians, who became the Knights of the Sacred Keys.
Whatever the truth of this legend, the
Knights now exist for two purposes. They seek out, protect
and preserve places of learning and knowledge, and oppose those
who would seize control of forbidden knowledge and secrets by
force. They are highly trained in opposing the power of
arcane spells, and take their duties as symbolic keepers of the
sacred keys very seriously.
Knights of the Sacred Keys take orders
directly from the Keepers or Seekers, and have no command
structure of their own. Most large libraries or universities
have a small cadre of Knights on hand who serve the senior Master
Seeker or Master Preserver.
Titles
At 1st Level, a Knight of the Sacred Keys is
known simply as "Sir" or "Dame". He or
she must have been closely trained by the Temples, a process
taking at least a year and possibly longer. When introduced,
he will be given his full title: "Sir Rarellus, Knight of the
Sacred Keys."
At 10th level or later, a Knight of the
Sacred Keys becomes a "Guardian of the Way". To
become a Guardian of the Way, a Knight must have had a revelation,
a visitation from Kardev which reveals some secret that only the
Knight knows. He must then decide what to do with the
knowledge thus gained.
Races - Any race may choose to
be a Knight of the Sacred Keys, though halflings and dwarves
seldom do.
Hit Die - d10
Class Skills - The Knight of
the Sacred Keys' class skills (and the key ability for each skill)
are: , Concentration (Con), Diplomacy (Cha), Gather Information
(Cha), Handle Animal (Cha), Knowledge (Arcana), Knowledge
(Religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis)
and Spellcraft.
Weapon and Armor - Knights of
the Sacred Keys are proficient with all simple and martial weapons
and with light, medium and heavy armors, and with shields.
| Class
Level |
Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
Spells
Per Level |
| 1 |
2 |
3 |
4 |
| 1st |
+1 |
+2 |
+0 |
+0 |
Impervious
Mind, Sacred Key 1/day |
- |
- |
- |
- |
| 2nd |
+2 |
+3 |
+0 |
+0 |
Spell
Resistance, Clarity |
- |
- |
- |
- |
| 3rd |
+3 |
+3 |
+1 |
+1 |
Aura
of Antimagic, Insight |
- |
- |
- |
- |
| 4th |
+4 |
+4 |
+1 |
+1 |
Turn
Undead |
0 |
- |
- |
- |
| 5th |
+5 |
+4 |
+1 |
+1 |
Sacred Key
2/day,
Liber Exaltus |
0 |
- |
- |
- |
| 6th |
+6/+1 |
+5 |
+2 |
+2 |
Gift
of Borlamnos 1/week |
1 |
- |
- |
- |
| 7th |
+7/+2 |
+5 |
+2 |
+2 |
|
1 |
- |
- |
- |
| 8th |
+8/+3 |
+6 |
+2 |
+2 |
|
1 |
0 |
- |
- |
| 9th |
+9/+4 |
+6 |
+3 |
+3 |
Gift
of Borlamnos 2/week |
1 |
0 |
- |
- |
| 10th |
+10/+5 |
+7 |
+3 |
+3 |
Sacred Key
3/day |
1 |
1 |
- |
- |
| 11th |
+11/+6/+1 |
+7 |
+3 |
+3 |
|
1 |
1 |
0 |
- |
| 12th |
+12/+7+2 |
+8 |
+4 |
+4 |
Gift
of Borlamnos 3/week |
1 |
1 |
1 |
- |
| 13th |
+13/+8/+3 |
+8 |
+4 |
+4 |
|
1 |
1 |
1 |
- |
| 14th |
+14/+9/+4 |
+9 |
+4 |
+4 |
|
2 |
1 |
1 |
0 |
| 15th |
+15/+10/+5 |
+9 |
+5 |
+5 |
Sacred Key
4/day,
Gift of Borlamnos 4/week |
2 |
1 |
1 |
1 |
| 16th |
+16/+11/+6/+1 |
+10 |
+5 |
+5 |
|
2 |
2 |
1 |
1 |
| 17th |
+17/+12/+7+2 |
+10 |
+5 |
+5 |
|
2 |
2 |
2 |
1 |
| 18th |
+18/+13/+8/+3 |
+11 |
+6 |
+6 |
Gift
of Borlamnos 5/week |
3 |
2 |
2 |
1 |
| 19th |
+19/+14/+9/+4 |
+11 |
+6 |
+6 |
|
3 |
3 |
3 |
2 |
| 20th |
+20/+15/+10/+5 |
+12 |
+6 |
+6 |
Sacred Key
5/day |
3 |
3 |
3 |
3 |
Sacred Key - Once per day, the Knight
of the Sacred Keys may call upon one of the arcane secrets of his
order to defeat one magical protection in combat. He may
completely ignore the magical protection of a single arcane
warding spell or arcane magical item for one round, provided that
the effect is one for which the minimum caster level does not
exceed the Knight of the Sacred Keys' current level.
For example, at 1st level, a Knight of the Sacred Keys could
ignore an opponent's mage armor spell for one round, but
not mirror image, because the latter spell has a minimum
caster level of 3.
At 4th level, the Knight of the Sacred Keys
may use his sacred key power to defeat a divine ward or
protection, provided that the minimum caster level of that spell
is at least three levels lower than that of the Knight of the
Sacred Keys.
For example, a 4th level Knight of the
Sacred Keys could ignore an opponent's protection from good
spell, but not resist elements, because the latter spell
has a minimum caster level of 3.
At 5th level and at every five levels beyond
that, the Knight of the Sacred Keys may use Sacred Key one additional time per day, to
a maximum of 5/day at 20th level. Sacred Key is a supernatural
ability.
Impervious Mind - The Knight of the
Sacred Keys is immune to all effects, whether magical or
otherwise, that directly alter his mind. He is immune to
all of the following spells or spell-like effects that yield
thee results (not a complete list): otto's irresistible
dance, insanity, dominate person, feeblemind, mind fog,
confusion, tasha's hideous laughter, hypnotism and daze.
He cannot be driven mad by any natural force short of his god
abandoning him. He cannot lose his memory, have a memory
implanted, or in any other way have the integrity of his mind
assaulted short of a god's will or a wish spell. He
has extraordinary defenses against psionic attacks. He is
not, however, immune to fear, illusion, blindness, charm
or other effects that play on his perceptions or
emotions.
Spell Resistance - During the
Knight's training, he learns every secret and mystery of a
school of magic. At 2nd level, during a three-day holy rite, he then
calls upon Borlamnos for protection against that sort of
magic. Knights so empowered receive an SR equal to10+ their
Knight of the Sacred Keys level against the chosen school;
the SR does not stack with other SRs.
Clarity - With a touch, the Knight of the
Sacred Keys of 2nd level or greater, may cut through anything altering the mental
capacity of another, removing insanity, confusion, charm, loss
of intelligence or wisdom, or other mind-altering effects for
one round per Knight of the
Sacred Keys level. A the end of this time, if the effect
on the touched person is permanent or has remaining duration, it
returns. However, if it is an effect for which a negating
saving throw was possible when it first took hold, the touched
party receives an additional saving throw at the end of clarity's
duration, this time with a bonus equal to the Knight of the
Sacred Keys' Charisma modifier. Clarity may be used
on naturally occurring effects, such as drunkenness,
exhaustion's effect on mental clarity, or natural
insanity. However, the affected party does not receive a
saving throw at the end of clarity's duration, and
instead, reverts to his original state. Clarity
does not aid those affected by alterations to their emotional
states (barbarian rage, fear) or perceptions (illusions,
blindness, deafness).
Aura of Antimagic - Connected as he
is to the divine power of magic, it is very difficult for those
who pervert magic to evil to affect the Knight and his
allies. Whenever the Knight of the Sacred Keys of 3rd
level or higher makes a
saving throw against magic form an explicitly evil source, he
may add his Charisma modifier to his saving throw. All
allies of the Knight within 10 feet receive a +2 sacred bonus on
such saves. This bonus does not affect saving throws
against magical effects from neutral or good sources triggered
by evil forces. For instance, a magic item must be explicitly
evil for the aura to activate against its magic, no matter who
wields it.
Insight - At 3rd level, the Knight of the
Sacred Keys gains a mystical insight into any one thing of his
choice. Essentially, Borlamnos provides him with the keys
to fully understanding that thing - a skill or a weapon.
He may choose one of the following abilities: He may permanently
gain double his Charisma modifier as an insight bonus to a skill
in which he has ranks, he may gain his Charisma modifier in
skill ranks of a skill in which he has no ranks (and may, from
that point on, purchase ranks in that skill as a class skill) - though
he may not exceed the maximum possible skill ranks for a character
of his level; or he may gain a +1 insight bonus to his attack
rolls with anyone weapon.
If he chooses an insight bonus
to a skill, it will increase or decrease if his Charisma
modifier increases or decrease, but if he chooses skill ranks,
they do not change. If he chooses the insight bonus to
attack rolls, the bonus stacks with similar bonuses such as
weapon focus. The Knight of the
Sacred Keys need not pick the nature of the insight when he
first receives this power; often the insight comes in the middle
of an adventure, when it is most fortuitous. Once the
insight is chosen, however, it is permanent and may not be
altered.
Liber Exaltus - At 5th level,
the Knight of the Sacred Keys gains the Channel the Liber
Exaltus feat free:
CHANNEL THE LIBER EXALTUS [Divine]
You can contact the Celestial Vacamiel and read what is written in the Exalted Book.
Prerequisites: Seeker of Borlamnos 3 or Knight of the Sacred Keys 5.
Benefit: A Seeker may expend a single Turn Undead attempt in order to contact the Liber Exaltus and learn some obscure fact. This works in all ways like a bard's "bardic knowledge" roll.
Gifts of Borlamnos
Beginning at 6th level, the Knight of the
Sacred Keys can dispel magic, as per the spell, once per
week as a wizard of two levels less than his class level (ignoring
the fact that a level 1 wizard cannot cast the spell, e.g., his
dispel check will be 1d20+1). He can use this ability one
additional time per week for every three levels thereafter (twice
at 9th, three times at 12th, etc.)
Beginning at 12th level, the Knight of the
Sacred Keys may use dispel magic, as above, or he may
choose to use his Gift of Borlamnos to bestow spell immunity on himself or
his allies, as per the spell. (as from a caster of
his class level). Spell immunity is a
spell-like ability for Knights of the Sacred Keys.
Spells: Beginning at 4th level, the
Knight of the Sacred Keys gains the ability to cast a few arcane
and divine spells, listed here.
Code of Conduct
All Knights of the Sacred Keys are
duty-bound to prevent knowledge from falling into the hands of the
wicked and to oppose the use of magic for evil ends.
Furthermore, they must try to recover lost lore if possible, or
bring the knowledge of its location to the Temples if the attempt
to recover it would likely cost them their lives.
Associates
Knights of the Sacred Keys tend to prefer
the company of the learned and wise, but will travel with any
companions who are not evil. They will actively oppose any
evil users of arcane magic or lore.
Alignments
All Knights of the Sacred Keys must be
Chaotic Good.
PRESTIGE CLASSES
- The Hierophant class (from The Book of
the Righteous) - An arcane caster in the hierarchy of the
Temples of Borlamnos
- Arcane Devotee (from The Forgotten
Realms Campaign Sourcebook) - an arcane caster dedicated
to Borlamnos
* The Holy Warrior Class is derived from The
Book of the Righteous by Green
Ronin Publishing. Details can be found here.
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