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ILION,
goddess of Freedom and Inspiration
Often called "Fey Ilion", the daughter of Thandor and
Shorral, (Wind and Fire) is wild, inquisitive and always
restless. She is the goddess of inspiration, madness,
genius, prophecy and fortune.
Associations
Ilion is the patron of madmen, outsiders, poets, thieves and
fools. She is well regarded by many cultures, particularly elves
and gnomes. Her regard among human cultures depends largely
upon the structure of the culture itself; she is most honored
among young and vibrant cultures, while regarded with suspicion by
those which are old and established.
Alignment
Ilion is Chaotic Neutral.
Representations
Ilion is depicted with a thousand faces and
guises. Even within the same Wellspring (temple), she may be
depicted in different forms. A popular representation among
the Successor States depicts her as a dark-haired woman with six
arms, each bearing the symbol of an important aspect of
life. In the east, she is often shown as a tall, perfect
blonde woman dressed only in the winds and fire of her
heritage. South of the Valesian Sea, she often has the head
of a cat.
Among animals, Ilion is most closely
associated with the cat, and it is for this reason that many
sorcerers have cats for familiars, believing that they bring
inspiration from Lady Luck.
Symbols for Ilion are as varied and infinite
as her depictions. Her priests often change the symbols they
bear without apparent rhyme or reason. Common symbols
include a coin bearing the likeness of a smiling woman, a blazing
spiral, and a sundered lock. The symbol most commonly used
by others (such as the Great Church) to represent Ilion is an open
eye in a triangle.
Purpose
Ilion's sole purpose is to amuse
herself. She lives for new experiences, and encourages
mortals to be daring, different and bold. She has little
patience for long-term planning and so has no long-term
goals. Her attention flits from one interesting event to
another, and she shows very little interest in the ordinary.
She frequently chooses favorites and
inspires them to achieve great things, or grants them unlikely
insights into the workings of fate. But her attention rarely
stays with one individual for long, even as mortals calculate time
- she simply hasn't the patience.
Of all the gods, Ilion has the least regard
for the importance of the Ban, and breaks it whenever the whim
strikes her. However, since it is rare that her sojourns on
the mortal plane have any lasting impact, and because there is
little enough they could do about it, the other gods largely turn
a blind eye to these ventures.
During her times on Theeurth, Ilion has
taken mortal lovers over the years, just for the change of
pace. Many believe that it is from her that the powers of
sorcery have been blended into the blood of mortals. The
Borlamnians scoff at this idea.
Servants
The number and kind of Ilion's
servants is ever changing, as her interest in them waxes and
wanes. Yet among their number are some who are well known.
Vangerlin The Fool - This extraordinary
being has confused and confounded mortal scholars who try to
classify him. Arguments abound as to whether he is an
ascended mortal or a member of the Celestial Host. He is the
archetypal jester, entertaining the gods with merry pranks and
elaborate jokes, all the while seeming to be possessed of a
preternatural wisdom and insight that is often revealed only long
after the fact. He serves as Ilion's messenger and
agent.
Camar The Redeemed - This jackal-headed celestial is also
known as She Who Dwells on the Threshold. She was once an
Infernal, one of the evil host of Malbor. But during the
Second War she was confronted by Ilion, who recklessly and alone
had infiltrated far into the pits of Azhran. Impressed by
the mad courage of the goddess, Camar threw in with the Celestials
and revealed the hiding places of Caravok and Evaless. After
the war she repented of her sins and sued for clemency at the feet
of Agaleus. She was permitted to rejoin the ranks of the
Celestial Host after an age of service to Ilion, but she found the
chaotic nature of the fey goddess to her liking, and has remained
ever since. She is the patroness of reformed thieves and the
condemned.
Oromadh, the Whisperer - This winged messenger is the
one who whispers weighty oracles in the ears of prophets and
madmen. Ever faithful, he carries the ineffable
pronouncements of his mistress and the prayers of her
faithful. When an oracle is difficult to understand, it is
commonly said that Oromadh is in his cups.
THE CHURCH - The
Wellsprings of Ilion
Church Description
The Wellsprings of Ilion exist to spread the
words of their goddess, believing that to bring hope into hopeless
places, change into static orders and freedom to the oppressed is
the highest good. The wild, loud and often scandalous
celebrations for which these places are known make them enormously
popular among the common people, and something of an embarrassment
to those in charge. Often, Wellsprings are not allowed
within certain cities or parts of cities. Nonetheless, the
sight of a wandering Speaker is common throughout the length and
breadth of Vatheria.
Church Structure
There is no central structure to the church. Each
Wellspring determines its own leaders and structure. Some
are led by a charismatic Speaker, others by an Oracle or even by a
layman whom others consider influential and up to the job.
Each individual worshiper is left to interpret the sayings of
Ilion for himself.
Doctrine
The doctrine of the Wellsprings is founded
on the many, varied and sometimes irreconcilable sayings,
aphorisms and parables of the goddess and her many oracles.
Below are some of the best known.
"Is your heart new?"
The folk of Ilion seek ever to take on new projects, new
experiences, new ideas. Nothing wastes a life more, they
say, than to think in only one way, to experience only what you
experienced yesterday. Invention, creation and
innovation are the greatest goals of the Ilionites.
"Time fears nothing, not even the
gods." All things pass away, and he who becomes
attached to things as they are will inevitably suffer. Only
by embracing change will you find happiness. Also, do not
delay until tomorrow that which you can enjoy today.
"What is your will?" Ilionites place a great deal of value on individual expressions of
will. No law is just, they say, if imposed from
without. Each mortal must listen to his own heart, and act
accordingly. The followers of Ilion believe strongly that
for a law to be just, it must be one agreed to by the
people. This, of course, does not endear them to kings and
emperors, to say nothing of the worshipers of Agaleus. In
the extreme, some worshipers are even anarchists, opposed to all
forms of law and government.
Holy Days
There are no standard holy days for the followers of
Ilion. They may or may not attend those of other
religions. They may proclaim a sacred day of reflection (or
work, or revelry) at almost any time, as seems fit to
them.
Preferred Weapon
There is no preferred weapon of the Ilionites. Each that
needs a weapon chooses one that seems right to him or her.
CLERICS - The
Speakers of Ilion
The Order
The Speakers of Ilion are as varied and
changing as the goddess they revere. Most do not serve in
one position for long, even if they are life-long Speakers.
It is not uncommon to see a Speaker preaching in the fields, or
along the highways as they move from town to town, from Wellspring
to hamlet, from cottage to cavern to noble court.
The common image of a Speaker is a disheveled
man in a robe of rags, full of speech half wise and half
mad. In truth, very few meet this popular stereotype, but
most are eccentric in some way, and each is intent both on new
experiences and on spreading the word of his mistress.
Titles
Speakers spurn the use of titles, though
some give themselves grandiose titles ("Supreme Commander of
the Ancient Order", or "Prognosticant of the Sixteenth
Undulation") as a joke.
Domains
A Speaker of Ilion may choose any two of the following clerical
domains: Freedom, Inspiration, Luck and Oracle.
The Luck domain below is distinct from the
one in the Player's Handbook. The Luck and Freedom
domains are the creation of Scott Nolan and are designated as Open
Game Content. The Inspiration and Oracle domains are taken
(somewhat modified) from The Book of the Righteous by Green
Ronin Publishing.
Freedom Domain
Granted Powers:
Once per day, you can dispel
any one magical, supernatural or psionic effect which inhibits
or restrains the mind or body of another, such as hold
person, charm person, orforcecage (but not one such
as wall of stone, if merely impedes travel in one
direction, or flesh to stone). This is effected by
a caster level check, exactly as described in the description of
the dispel magic spell.
Freedom Domain
Spells:
1. Change
Self
6. Word of Recall
2. Remove Paralysis
7. Sequester
3. Nondetection
8. Greater Spell Immunity
4. Freedom of Movement
9. Freedom
5. Break Enchantment
Inspiration Domain
Granted Powers:
Once per day, you can inspire
courage, exactly as the bard ability (see p. 28 of the Player's
Handbook). Perform is a class skill.
Inspiration Domain
Spells:
1.
Message
6. Insight***
2. Burst of Energy
7. Insanity
3. Afflatus*
8. Avatar
4. Quick Learn**
9. Greater Afflatus*
5. Sending
* = Spells from The Book of the
Righteous, by Green
Ronin Publishing.
** =Spell from Relics and
Rituals II, by Sword
and Sorcery Publishing.
*** = Unique Spell. See
Below.
Luck Domain
Granted Powers:
Free Favored Destiny
feat (See Path of Shadow, by Fantasy
Flight Games.)
Luck Domain
Spells:
1. Ilion's Touch***
6. Trust in the Gods**
2.
Aid
7. Spell Turning
3. Protection from Elements
8. Holy Aura
4. Ironheart*
9. Miracle
5. Break Enchantment
** =Spell from Relics and
Rituals, by Sword and
Sorcery Publishing.
** =Spell from Relics and Rituals II, by Sword
and Sorcery Publishing.
*** = Ilion's Touch renamed from Tanil's Touch
from Relics and Rituals
Oracle Domain
Granted Powers:
Free "Divination"
feat.
Oracle Domain
Spells:
1. Pattern of Sibyllic
Fate*
6. Legend Lore
2. Augury
7. Vision
3. Divination
8. Discern Location
4. Scrying
9. Foresight
5. Commune
* = Spell from The Book of
Hallowed Might, by Malhavoc
Press.
INSIGHT
Divination
Level: Inspiration 6
Components: V, S
Casting Time: standard action
Range: Self
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The spell opens up the cleric's mind to a realm of unseen
possibilities, the raw stuff of inspiration, where madness lives
side by side with the mundane, and folly goes hand in hand with
wisdom. If the cleric can open his mind and hear the muse,
he may catch a momentary flash of insight into some situation
that currently vexes him. Or he may hear nothing but mad
or random babblings.
The DM secretly rolls a Wisdom check with a DC
of 30, minus the caster's level. If the roll fails, the
cleric receives only random or misleading gibberish. If
the roll succeeds, the DM reveals some hidden fact, useful
suggestion or interesting detail about the cleric's current
situation or dilemma.
Spells
The spells of the Speakers may be found here.
Alignments
Speakers of Ilion may be Chaotic Good, Chaotic Neutral, or
Chaotic Evil.
Those who are Chaotic Good strive most for the happiness and
freedom of the Mortal Races, seeking to free the minds and bodies
of the oppressed from all forms of arbitrary impediments.
These are the sort most often found holding services and serving
communities at the Wellsprings.
Those Speakers who are Chaotic Neutral care little for the
travails of the ordinary man, and instead wander from place to
place, opposing order and seeking to undermine established
governments, churches and social orders.
Evil Speakers believe that there is no taboo which must not be
broken, and that in fact, by violating the very strictures of the
established churches, they best reflect the will of their
goddess. Wild orgies, unspeakable crimes, unions with demons
- all are thought to best express the wild, unfettered nature of
the goddess. These Speakers are abhorred by the main
branches of the church.
HOLY WARRIORS* - The
Adori Brotherhood
The Order
The Adori brothers and sisters, known as the
Adoris or the Ecstatics, are those who feel the joyful freedom of
Ilion in their very beings. Known for their colorful rituals
and whirling dances, these philosopher-warrior can attain and
maintain a state of euphoric joy in which they feel that they are
touched by the soul of the goddess.
The Adori see themselves as the conduit
between their goddess and the oppressed. They travel the world,
championing those with no power and bringing low the mighty who
would oppress others with their own tyrannical rule.
With their colorful dress and often comic
demeanor, the Adori are often underestimated. They are
brash, bold, and sometimes mocking, but capable of great feats of
compassion, subtle observation and heroism.
Titles
As with other orders among the worshipers of Ilion, ranks have
little meaning to the Adori. However, even they recognize
those in whom the power and joyful abandon of the goddess runs
most true. These (Adoris of 12th level and higher),
they honor with the title "Great Brother" or "Great
Sister".
Races - Any race may choose to
be a member of the Adori Brotherhood.
Hit Die - d10
Class Skills - The Adori's
class skills (and the key ability for each skill) are: ,
Concentration (Con), Craft (Int), Disguise (Cha), Diplomacy
(Cha), Gather Information (Cha), Handle
Animal (Cha), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex).
Weapon and Armor - Adori 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 |
Untameable
Heart, Overthrow Tyrant 1/day |
- |
- |
- |
- |
| 2nd |
+2 |
+3 |
+0 |
+0 |
Slip
Bonds, Clarity |
- |
- |
- |
- |
| 3rd |
+3 |
+3 |
+1 |
+1 |
Slippery
Mind, Insight |
- |
- |
- |
- |
| 4th |
+4 |
+4 |
+1 |
+1 |
Turn
Undead |
0 |
- |
- |
- |
| 5th |
+5 |
+4 |
+1 |
+1 |
Overthrow Tyrant
2/day,
Special Mount |
0 |
- |
- |
- |
| 6th |
+6/+1 |
+5 |
+2 |
+2 |
Gift
of Ilion 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 Ilion 2/week |
1 |
0 |
- |
- |
| 10th |
+10/+5 |
+7 |
+3 |
+3 |
Overthrow Tyrant
3/day |
1 |
1 |
- |
- |
| 11th |
+11/+6/+1 |
+7 |
+3 |
+3 |
|
1 |
1 |
0 |
- |
| 12th |
+12/+7+2 |
+8 |
+4 |
+4 |
Gift
of Ilion 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 |
Overthrow Tyrant
4/day,
Gift of Ilion 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 Ilion 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 |
Overthrow Tyrant
5/day |
3 |
3 |
3 |
3 |
Untamable Heart - The Adori is
immune to any magical effort to alter his emotional state
against his will. This includes charm, fear,
suggestion, emotion, and calm emotions, but it
extends to any other spell or magical effect in which the caster
seeks to change the Adori's feelings (for instance, a succubus'
seduction powers). The Adori may submit to these effects
if he likes, such as emotion(hope). Further, he is
very practiced at keeping himself under control emotionally, and
receives a bonus to his Willpower saving throws equal to his
Charisma modifier against natural emotional effects (like
natural fear of enormous creatures). The simple rule to
follow: He is immune to spell-like and supernatural emotion
effects, but receives a bonus against extraordinary emotional
effects.
Overthrow Tyranny - The Adori can, once per day, call upon his goddess'
will to smite tyrants for one round. When fighting a
member of the forces of tyranny (slavers, corrupt guards,
soldiers from a totalitarian empire, etc.) the Overthrow Tyranny
power allows the Adori to add his Charisma modifier to all
attack rolls and his Adori Brotherhood level to all damage rolls
during the round. This ability only works against a tyrant
or tyrannical forces the Adori is attempting to overthrow and,
as such, may only be used against those who are somehow
oppressing members of the divine races descended from
Shorral. Activating this ability is a free action.
Slip Bonds - The Adori cannot be
contained by normal means; the power of Ilion makes him free
from any but the most extreme restraint. He gains Escape
Artist as a class skill, receiving a number of ranks equal to
his Charisma modifier (although it may not exceed the maximum
ranks for a character of his level). Whenever making an
Escape Artist skill check, he may add his Charisma modifier to
the roll as a sacred bonus. Also, whenever he is
imprisoned or intentionally locked into some sort of
confinement, he may use his Escape Artist skill to open the lock
as though it were the Open Lock skill. He retains the
Charisma modifier bonus on these rolls. Allies observing
him when opening such locks not that he is in a trance while do;
he can't replicate the skill unless he is actually being held
against his will.
Clarity - With a touch, the
Adori 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 Adori Brotherhood 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 Adori's 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).
Slippery Mind - The Adori 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 these 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 goddess 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.
Insight - At 3rd level, the Adori Brother or
Sister gains a mystical insight into any one thing of his
choice. Essentially, Ilion 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 any one 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 Adori 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.
Gifts of Ilion
Beginning at 6th level, the Adori can fill those around
him with hope, as the spell (emotion (hope)), as per the
spell, with a caster level equal to his class level. He can
use this ability twice per
week at 9th level). Emotion
(hope) is a spell-like ability for the Adori.
Beginning at 12th level, the Adori may use emotion
(hope), as above, or he may choose to use his Gift of Ilion to
cast freedom of movement as per the spell. He can use
either ability more often as he advances in levels (four per week
at 15th level and five times per week at 18th level). Freedom
of movement is a spell-like ability for an Adori.
Spells
Beginning at 4th level, the Adori gains the ability to
cast a few divine spells, listed here.
Mount
At 5th level, a member of the Adori Brotherhood may call to his
side an animal companion, usually a celestial cat (usually one
native to the region wherein the Adori lives), who watches over
him on the road. The animal companion gains all the bonuses
a holy warrior's mount receives.
Code of Conduct
In keeping with the teachings of Ilion, the Adori have no
one code of conduct; the very concept is anathema to them.
However, like the Speakers, they are guided by the words and
spirit of the goddess, and generally adhere to most of the
following, most of the time:
- Free those oppressed by others.
- Befriend those oppressed by their own
beliefs.
- Help those too full of themselves to see
the humor in their own actions.
- Live life to its fullest, and spare no
opportunity to enjoy it.
- Question all that is said by those in
authority.
Associates
The Adori like best those of a chaotic nature. Rogues,
barbarians and bards are their most constant companions. He
generally associates with those who enjoy the simple pleasures of
life, and who place little value on the letter of the law.
Alignments
All members of the Adori Brotherhood are Chaotic Good.
PRESTIGE CLASSES
None Yet.
* 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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