Rillifane/Hanali

This is two Elven deities (or perhaps one with two aspects, depending on who you ask).

Rillifane/Hanali is a god/goddess of romantic love. A member of this sect considers the bond of love between two people to be of up most importance and of a holy state. Almost like Cupid, a member of this religion will try to encourage romance, love, and tenderness between two people. They believe strongly in marriage until death they do part. Although they have no problem with premarital sex, they will abstain from pre love sex themselves (except for certain religious rights). Not wanting to interfere with normal relationships, they will not look down on more typical sexual relationships since these are both natural and frequently evolve into love, but it is generally better, in their opinion, to be in love before you have sexual relations.

Rillifane/Hanali is the most prevalent reason why the metal electrum is considered a sign of love on the planet Orlantia. Though an alloy, there is a form of runic electrum which is important to this deity. This is the reason wedding bands and jewelry exchanged between lovers is, more often than not, made of electrum at first, and then later exchanged for platinum, another holy metal, after 10 years of marriage.

The gods and goddesses of the non-human Elven section contain a write up of Corellon Larethian and merely allude to the other Elven deities; Rillifane Rallathil (god of nature), Labelas Enoreth (god of longevity), and Hanali Celanil (goddess of romantic love).

It is my decision, due to the duplicitous nature of all these Elven deities, that it is difficult to tell if these gods are four individuals or one god with four forms, or something in between. The elves in general either take them as individuals (each having its own religion), or in combinations of 2, 3 or all 4, believing the 2, 3 or 4 gods to be different aspects of a single deity.

It is further my decision that your particular sect is of the opinion that Rillifane Rallathil (god of nature) and Hanali Celanil (goddess of romantic love) is one in the same, exhibiting different characteristics when it suits the deity to do so. You often refer to your deity by either name (depending on what you need) but never both at the same time.

Your particular take on it is both Rillifane like when concerned with more druidical things, and Hanali like when concerned with more romantic aspects. I wonder if the goddess Hanali and the magic land where puff the magic dragon lived are connected in some way. "And frolicked in the autumn mist in a land called Hanali", do you know the song? Well, anyway...

For game purposes, your deity is thus two-fold and perhaps more interesting to play. In any case, due to the nature aspect, and the fact that romantic love can cause great acts of love and good as well as jealously and evil, both these gods (or the one, as the case may be) are NN (neutral-neutral) and very suitable for druids, particularly ones with Elven backgrounds. Though other aspects of these gods, and elves in general, tend to favor the CG alignment. In fact, due to the "social" nature of certain aspects of the sect, the holy fighters are required to be CG (Chaotic Good). But you are a druid and have come into this sect in a more official way after your background write-up.

Most Elven druids and half Elven druids worship some form or combination of these four deities. I do not know if you have the non-human deity section in your book. If not, ask and I will try to answer any questions concerning them.

For now, your deity is a greater god/goddess with Nature/Love as an area of control and with major access to all spheres except the following: Astral, Creation, Divination, and Guardian where (s)he has minor access. Due to the duplicitous nature of your sect, most of your special spells have more than one use.

A druid of this sect must meet the normal druid's stat requirements, will have the normal druid powers, but are not so organized into the human druidical "circles." So all that advancement stuff is not part of their make up. Instead, they would have an Elven medicine bundle. This a holy item that they would work on through their entire life, adding "items" to it and gaining more and more power as it nears completion. This is similar the American Indian medicine bundle if you have that in your book. More on this later. Druids do not like undead, but they have no particular power over them, so they cannot turn undead as a normal cleric can. (The love and reflection of love aspects of this god will, however, give the holy fighter power over undead). Furthermore, they may not employ the animate dead spell since this is an abomination to nature. Also, least I forget to mention it, a druid of this sect would be tied up in the Elven order of druids, and religion, and probably have some inside special knowledge in regards to the "Gardener."

The following are the special spells of this sect; unless noted otherwise, the medicine bundle is required in order to cast these spells, though nothing in it is used up or disappears in the casting.

1st.) The Path of Love. This spell takes one round to cast. At the end of that time, the druid acquires the tracking skill as a ranger and keeps this skill for one hour/level. At the end of the path, if a creature and/or person is found, the creature and/or person make a saving through vs. charm spell. Failing the save, the target is more favorably disposed toward the druid by one place better. If such a target was already favorably disposed, and if the druid is of the proper form to arouse the sexual desires of the target, the target may easily become enamored with the druid, seeking to make love to the druid as well and aid the druid in what ever fashion they can. Unreasonable or harmful requests may break such a spell while giving the opposite disposition to the target for the druid; otherwise, the charm wears off naturally in one day. One odd effect of this spell is that while under the influence of it, conception is somehow prevented.

2nd.) Arrow of Love/Hate. This spell takes 5 segments to cast and will enchant a single arrow which turns invisible; any such enchanted arrow may either be sent to harm the target (+2 to hit/+2 to damage, and only the spell and one arrow may be used in a single round, the arrow shooting at the end of the round), or it may instead cause the target to have a similar effect as the path of love spell (normal to hit, but no damage), except it will alter the disposition of the target in regards to the closest person to the target and not in regards to the druid. The arrow becomes insubstantial and blows away on the ethereal wind after striking or missing the target. If the arrow of hate is used, the target will know the druid shot them and will act accordingly. If the arrow of love is used, the target will have no memory or awareness they were ever under such a spell, and if they did "see" the druid shoot them, they will forget that particular fact, though other on lookers will recall what they have witnessed.

3rd.) Alter sex. Perhaps not highly useful in the conventional sense, this spell mimics the duplicitous nature of the deity's ambiguous sex, making the druid into the male or female form of their current shape (human, or otherwise) as desired for the duration of the spell or until the druid cancels the effect. The duration is one half day per level, or one day per two levels. The druid's appearance is within 2 points of their own on the appearance aspects, or about 1 point in charisma, making the druid slightly more or less attractive than normal, as desired. The form is always the same for the particular race; i.e. if a male human druid changes into a female human, in that guise, "she" will always appear more or less the same so some people may come to recognize "her," though even if they know the druid in his male form, may still have no idea they are one in the same. This is known as the Kuno effect; I don't recall why.

4th.) Speak with Nature. This special spell takes one round to cast and its duration is one question per level or 24 hours, whichever comes first. During the duration the druid may question animals, plants, or the forces of nature herself (himself, itself?). These questions must be in the form that can be answered with a yes or no, but the DM may answer more fully if he or she wishes. There is a 75% chance the target will answer truthfully, if the answer is known, 20% the target will not be helpful, even if it knows, and a 5% change the target will try to mislead the druid. For every level of the druid, 1% is subtract from the 20% and added to the 75%. There is always a 5% chance the target will try to mislead the druid.

5th.) Tree Travel. Once cast, the druid may travel from a particular type of tree to another tree of the same type that the druid already knows about and is familiar with. The druid may take one individual with them on this trip for every three levels or fraction thereof they have obtained; i.e.
themselves and 1 at 1st to 3rd, 2 at 4th to 6th, 3 at 7th to 9th, 4 at 10th to 12th, etc. If the destination tree is no longer there for some reason, the druid and all people with the druid must make save vs. spell or each one failing their save will be stunned and cast adrift onto the ethereal plane. Naturally, druids take a dim view of anyone harming trees. The stun effect last only a turn or so, but the ethereal state is as permanent as a plane shift.

6th.) Enrapture Nymph. This spell's name may be misleading, for it deals with dryads as well as nymphs in addition to their lesser known male counter parts. If within 100 yards/level of the druid, the closest such creature will be revealed to the druid. This spell is so powerful that it fills the Dryad or wood nymph with what can only be described as orgasmic pleasure, virtually enslaving the creature in a powerful spell of sexual AND romantic love for the druid who cast the spell. The spell will only affect creatures of the correct sexual persuasion for the casting druid and not their male/female counter parts if they are also in the area. This spell never wears off, has no save, and takes at least a limited wish to break it once cast. The target will do anything the druid wishes within their power, forever being totally subservient to the druid, even to the point of self-destruction if the druid so desires it. (Naturally, such a destructive desire is considered evil, and a pattern of such actions may cause the druid's deity to seek revenge upon them for the misuse of the granted power). While under such a spell, the target will have no other lover, even forsaking their normal mates if they exist, unless such a mate is already a druid using a similar spell. If that is the case, the older druid makes save vs. spell (actually, it is their spell making the save), and if it fails, the newer druid will take over. Finally, the druid is totally immune to the normal detrimental effects of looking at such a creature, and must be careful while doing so, for an empathetic link is established and the druid virtually feels the same rapture the target feels while they are together. In fact, the druid must make a wisdom roll to willingly leave, and failing that, may not make another such roll for at least an hour.

7th.) The Staff of Love. This spell is cast exactly as the standard spell "Change Staff." In addition to all the other powers given under that spell, the staff of love does much more.

a.) The normal "change staff" tree ent like powers as per spell, PHB page 231.

b.) The druid may rest within the staff after "planting" it. It takes the form of a tree of the type from which the staff was cut, and heals the druid while they rest within the tree, hidden from the world outside. After 24 hours, the druid emerges fully rested, and fully healed, as per heal spell and the tree changes back into a staff.

c.) The druid may touch the staff to any person or creature, and that target must make a save vs. spell or becomes friends or fall in love with the druid. This spell lasts one day/level, but if the target has an intelligence of 13 or higher, they get a saving throw each morning.

d.) Nature's Wedding. The druid may join a couple touching the staff, in matrimony while in a natural grove. Those so joined will enjoy the blessings of true love and happiness, as well as luck, as long as they are together in marriage and while in LOS of each other, more things.
This is mostly accomplished through a permanent empathy granted to the couple for their partner, and a sort of "luck" in times of stress, effectively giving each +1 to all their saving throws while in LOS of each other. Many elves seek out the druid's of this order in order to obtain this cherished blessing, but only the druid will decide who shall enjoy Nature's Wedding.

e.) Font of Love. If the druid places the end of this staff into a still pool or basin of pure water, the water will take on a quality resembling a Philter of love. This will only give the imbiber a general feeling of well being and love of life (which is nice), but if the druid so wishes to bottle this water, it must be quickly boiled down to a volume of perhaps 1.5 pints or three 1/2 pint doses which will act as true philters of love. However, even these philters only have a shelf life of one year.

f.) Love of Combat. If used in this fashion, the staff will become a +3 weapon for one round/level of the druid who made it. The staff may hit creatures which need up to +3 weapons to hit, but the true bonuses come from a frantic, berserker like battle lust/love and engrossment of carnage within the beauty of a natural setting. This function may only be employed while outside and under the sky.

This spell is difficult to prepare (finding a suitable staff alone is a challenge), and when finished, one additional day in prayer is required for each charge placed in the staff, to a maximum of 25 charges. Each of the above functions, a to f, drains one charge. The staff may not be recharged, but a whole new staff must be made if so desired. Once the last charge is used, the staff crumbles into dust and blows away (even in the absence of any natural wind, so it is something to see).

THE MEDICINE BUNDLE

The medicine bundle will act as a +0, +1, +2, or +3 ring of protection, depending on how complete it is at any given time, but it will function only for the cleric or druid who gathers the items and will work for no one else. In order to gain the benefits from a set, an entire set of nine items must be complete. If this is done, the bundle will work as a ring of protection of the appropriate bonus. The medicine bundle has three different sets which each contain 9 special items. Each progressive set will be harder to obtain. A cleric or druid may use this item as normal, but a holy fighter of the same order will receive one less plus bonus, so the best the holy fighter can hope for will be +2. The cleric or druid (in addition to other possible blessings called for) must further bless each item and this will take a minimum of one uninterrupted day of prayer for each item before it may be added to the bundle.

Below is a possible list of the three sets, each of which contains 9 items.

THE MUNDANE

LG 01.) A valuable stone (25 gp or more).

EARTH

NG 02.) A pretty stone (taste will vary).

CG 03.) A bag of seeds (annuals are the best).

WATER

LN 04.) A crystal vial of pure water.

NN 05.) The scales of a fish.

FIRE

CN 06.) A small bag of ashes.

LE 07.) Wood from a tree struck by lightning.

AIR

NE 08.) A hawk's feather (or eagle, or rare bird the DM approves).

CE 09.) A silver bell blessed during a storm (thunder storm, tornado, or hurricane like conditions).

THE SPIRITUAL

LG 01.) A load stone.

NG 02.) A gem (250 gp value or more).

CG 03.) Tree Ent root (Given freely or from a dead Ent).

LN 04.) A crystal vial of holy water blessed on one's High Holy Day.

NN 05.) The Scales of a sea serpent or other 6 Hit Dice (or more) sea creature.

CN 06.) Some of the burnt remains of an intelligent creature who died by fire.

LE 07.) Driftwood from a ship destroyed by lightning.

NE 08.) The feather of a magic creature.

CE 09.) A platinum chime blessed by a cleric of ninth level or higher whose deity has the sky or air as a sphere of control (Zeus, for example).

THE PLANAR

LG 01.) A piece of Earth Elemental you defeat in combat (or your group, as long as you are in the battle).

NG 02.) A gem (5000 gp value or more).

CG 03.) A shard of a broken, magical staff (+2 or better).

LN 04.) A crystal vial of blessed water from the elemental plane of water.

NN 05.) A few scales of a creature form the elemental plane of water.

CN 06.) Phlogistum (essence) from a dead fire elemental.

LE 07.) Anything from the quasi-elemental plane of lightning.

NE 08.) A feather necklace made from the feathers of a magic creature whose alignment is similar to your own (NN in your case Liska).

CE 09.) A mithral tuning fork touched by a deity or touched directly to an item known to have been owned by a deity.

Naturally, appropriate substitutes may be made when you and the DM both agree it is reasonable and suitable. Also, a "higher" item may be used to complete a lower set, but you must still get the lower item eventually or another higher but dissimilar item will have to be procured. For example, you can use the feather of a Pegasus to complete set one rather than using a hawk's feather. However, you must still obtain a hawk's feather so you may use the pegasus feather for set two OR get another magic feather from a magic creature other than a pegasus (for you cannot use the same item or similar item twice).

Direct all questions or comments or ideas to improve this to the DM.

© July of 1999
by
James L.R. Beach
Waterville, MN 56096

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