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Borlamnos

The Deity
The Church
Clerics
Holy Warriors
Prestige Classes

 

Religion

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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