Gods of the Snow Elves
Date: Mon, October 14, 2002
Topic: Gods & Followers


Presented are the two gods of the snow elves. Snow elves are a Greyhawk race found primarily in the Crystalmist Mountains. This information is loosely based on two articles that appeared in Dragon magazine in the early 1990's as well as the snow elf character in the RPGA Living Greuhawk campaign.

The gods are updated to 3rd Edition rules, and have been created using Dieties and Demigods and the Epic Level Handbook.

Author: palm


Gods of the Snow Elves

by

palm

Used with Permission. Do not repost without obtaining prior permission from the author.



TARSELLIS MEUNNIDUIN
Lord of the Mountains, Father of Snow Elves
Lesser Deity
Symbol: Snow-capped mountain
Home Plane: Ysgard (Alfheim)
Alignment: Chaotic Neutral
Portfolio: Mountains, rivers, wilderness, hunting, snow elves
Worshippers: Snow elves, foes of drow elves, elven outcasts
Cleric Alignments: CN, CG, N
Domains: Animal, Beastmaster, Celerity, Travel, Water
Favored Weapon: Short spear

Tarsellis Meunniduin appears as a large size snow elf clad in the hides of many different creatures. His eyes are impossibly blue, his skin jet black, and his hair perfectly white. Although he is the patron and protector of snow elves, he watches over all elves that reside in or travel through mountains, as well as elves who dedicate their life to fighting drow.
Tarsellis has a profound hatred of Lolth and drow from an ancient feud. He has distant relations with the rest of the Seldarine, and is a rival of Solonor.

Dogma
Tarsellis concerns himself with the survival of elves in mountainous climates. He teaches his followers live as one with the mountains, and to mercilessly hunt and slay their enemies; giants, dragons, and goblinoids. Drow are the greatest of all enemies, and should be hunted into extinction. Snow elves live as elves were intended. The mountains are their birthright and should be surrendered to none.

Clergy and Temples
Tarsellis has more druids than clerics. Most clerics multi-class as rangers. Tarsellis’ clergy wears the hides of animals, beasts, or dragons that they have hunted and skinned themselves. They live among and guide the many snow elf clans. They help the clans survive harsh winters and maintain a steady food supply. Their magic is used to avoid detection by their many enemies. They organize raids; arrange marriages between clans, and monitor for the presence of drow above the earth.
There are few permanent temples to Tarsellis, most hidden behind great mountain waterfalls, or in secret mountain valleys. Shrines to Tarsellis exist on most of the highest mountain peaks in the Crystalmist range, and in all snow elf communities.

TARSELLIS MEUNNIDUIN
Ranger20/King of the Mountain10/Druid10
Large size Outsider (Chaotic)
Divine Rank: 6
Hit Dice: 20d8 (outsider)+20d10 (Rgr)+10d12 (KoM)+10d8 (Drd)+540 (1,100 hp)
Initiative: Init +16 (+14 dex, +2 domain)
Speed: 90 ft.
Armor Class: 49 (-1 size, +14 dex, +6 deflection, +6 divine, +13 natural)
Attacks: +5 Hunting Icy Burst Returning Shortspear +82/+77/+72/+67/+62/+57/+52/+47/+42/+37/+32/+27 melee, +83 thrown
Damage: 1d8+20/19-20/x3; weapon doubles damage bonus vs. wielder's favored enemy, +1d6 cold damage, on a critical hit deals extra cold damage +2d10, favored enemy bonuses
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities
Special Qualities: Divine immunities, DR 41/+4, fire resistance 26, spell resistance 38, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 6 miles, remote communication, godly realm, teleport without error at will, planeshift at will, favored enemies (elf +6, giant +5, dragon +4, magical beasts +3, elementals +2), +2 Wilderness Lore and Climb when in mountain terrain, endure cold 20, mountain terrain movement, attack mountain creatures +4, mountain terrain camouflage, detect animals or plants, adaptation, freedom of movement, nature sense, animal companion, woodland stride, trackless step, resist nature's lure, wildshape 4/day, wildshape large, venom immunity
Saves: Fort +55, Ref +44, Will +44
Abilities: Str 28, Dex 40, Con 28, Int 22, Wis 30, Cha 22
Skills: Animal Empathy +46, Balance +24, Bluff +46, Climb +69, Concentration +44, Craft (trap-making) +36, Diplomacy +20, Handle Animal +26, Heal +30, Hide +56, Intuit Direction +40, Jump +49, Knowledge (Nature) +36, Knowledge (Religion) +36, Listen +52, Move Silently +64, Perform +36, Scry +26, Search +26, Sense Motive +50, Spellcraft +26, Spot +62, Swim +69, Use Rope +34, Wilderness Lore +70
Feats: Alertness, Animal Defiance, Bane of Enemies*, Blind-Fight, Combat Reflexes, Death of Enemies*, Distant Shot*, Endurance, Epic Weapon Focus (Shortspear)*, Eyes in the Back of your Head, Far Shot, Favored Critical (elf), Great Fortitude, Improved Critical (Shortspear), Improved Favored Enemy*, Improved Swimming, Legendary Climber*, Legendary Tracker*, Point Blank Shot, Precise Shot, Run, Track, Two-Weapon Fighting, Weapon Focus (Shortspear)
*Epic Feats
Snow elf traits: +2 vs. enchantment spells and effects; +2 vs. cold spells and effects; low-light vision; +2 to Craft (trap-making) when involving snow
Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment
Salient Divine Abilities: Divine Ranger, Divine Weapon Focus (Shortspear), Divine Weapon Specialization (Shortspear), Extra Domain x2, Free Move, Icewalking†, Power of Nature
† as per page 198 of Deities and Demigods
Domain Powers: Speak with animals 6 times a day; 6 rounds/day freedom of movement; 6 times a day turn or destroy fire creatures
Spell-like abilities: Tarsellis can use these abilities at will as a 16th level caster. Save DC’s are 22 + spell level. Calm animals, hold animal, dominate animal, repel vermin, commune with nature, antilife shield, animal shapes, creeping doom, shapechange, animal friendship, beastmask, animal trance, bear’s heart, animal growth, summon nature’s ally III, summon nature’s ally IV, blur, cat’s grace, air walk, haste, tree stride, wind walk, mass haste, blink, time stop, expeditious retreat, locate object, fly, dimension door, teleport, find the path, phase door, astral projection, obscuring mist, fog cloud, water breathing, control water, ice storm, cone of cold, acid fog, horrid wilting, elemental swarm.
Druid Spells/Day: 6/7/7/5/5/4; base DC 20 + spell level.
Ranger Spells/Day: 6/6/5/5; base DC 20 + spell level.
Possessions: Tarsellis’ favorite weapon is Mountain Wind, a +5 Hunting Icy Burst Returning shortspear. Mountain Wind is made completely of ice as hard as steel.
Other Divine Powers:
As a lesser deity, Tarsellis may take a 10 on any check. Tarsellis treats a 1 on any attack roll or saving throw not as an automatic failure. He is immortal.
Senses: Tarsellis can see, hear, touch, and smell at a distance of 6 miles. As a standard action, he can perceive anything within six miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 6 hours.
Portfolio Sense: Tarsellis can sense any gathering of five hundred or more elves in mountainous terrain.
Automatic Actions: Tarsellis can use Climb, Hide, Intuit Direction, Listen, Move Silently, or Wilderness Lore as a free action if the DC is 20 or lower. He can perform up to 6 such free actions each round.
Create Magic Items: Tarsellis can create any magic item related to hunting or wilderness survival, as long as the item’s market price does not exceed 30,000 gp.

RELLAVAR DANUVIEN
The Frost Fey King, Warder Against Elements
Demigod
Symbol: A silver spear with a white circle to either side of the shaft
Home Plane: Plane of Faerie
Alignment: Neutral Good
Portfolio: Protection from elements, cold magic, Fey Mysteries
Worshippers: Snow elves, elven wizards (mostly evokers and abjurers), cold fey creatures
Cleric Alignments: NG, CG, N
Domains: Magic, Protection, Water
Favored Weapon: Short spear

Rellavar Danuvien appears weathered snow elf clad in fine leathers with a cloak of white dragon hide. His hair is pure silver, and his skin a deep midnight blue. His eyes appear iridescent as if they are sparkling diamonds. Rellavar guards the elven race against the elements of nature. The elves most in need of this protection are the snow elves and therefore are the majority of his worshippers. Other elves revere him for his mastery of cold magic as well as his knowledge of the Fey Mysteries.
Rellavar is on good terms with the rest of the Seldarine, in particular Erevan Ilesere due to his close association with fey folk.

Dogma
Rellavar concerns himself with protecting elves and their allies against natural elements. Over the millennia this protection has expanded to protection from elementals or creatures with an element sub-type such as dragons, giants, or outsiders. Elemental magic, particularly cold, holds great power and should be researched intently. Fey are the natural allies of all elvenkind, and should be sought out for their good company and wisdom.

Clergy and Temples
Rellavar has many clerics and paladins, as well as many druids and rangers. Many of Rellavar’s clerics multi-class as elemental savants. Rellavar’s clergy wears fine whitened leathers or white dragon hide. They live among and teach their fellow snow elves how to survive the harsh elements of the Crystalmist Mountains. They teach cold magics, and keep company with fey creatures.
There are a few secret temples to Rellavar. His clerics erect them at natural portals to the Inner Planes, such as volcanoes, hot geysers, or glaciers. They are said to be able to draw power from these elemental portals. Shrines to Rellavar exist in most snow elf communities.

RELLAVAR DANUVIEN
Sorcerer20/Elemental Savant20
Medium size Outsider (Cold)
Divine Rank: 3
Hit Dice: 20d8 (outsider) + 20d4 (Sorcerer) + 20d4 (Elemental Savant) + 250 (570 hp)
Initiative: Init +9
Speed: 90 ft.
Armor Class: 47 (+9 dexterity, +12 deflection, +3 divine, +13 natural)
Attacks: +5 Icy Burst Shortspear +53/+46/+43/+36/+33/+26/+23/+17 melee, +55 thrown
Damage: 1d8+11/x3; +1d6 cold damage, on a critical hit deals extra cold damage +2d10
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities
Special Qualities: Divine immunities, DR 38/+4, fire resistance 23, spell resistance 55, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 3 miles, remote communication, godly realm, teleport without error at will, planeshift at will, familiar, elemental focus +7, elemental penetration +6, darkvision (60'), elemental perfection, immunity to cold
Saves: Fort +32, Ref +39, Will +47
Abilities: Str 22, Dex 30, Con 20, Int 26, Wis 24, Cha 36
Skills: Alchemy +28, Bluff +53, Climb +36, Concentration +65, Jump +36, Knowledge (Arcana) +58, Knowledge (Nature) +38, Knowledge (Plane of Air) +28, Knowledge (Plane of Water) +28, Knowledge (Religion) +48, Knowledge (The Planes) +58, Listen +57, Perform +53, Scry +48, Sense Motive +57, Spellcraft +88, Spot +66, Swim +46, Wilderness Lore +30
Feats: Arcane Preparation, Combat Casting, Energy Admixture (cold), Energy Substitution (cold), Enhance Spell*, Epic Spell Focus (Abjuration)*, Epic Spell Focus (Evocation)*, Epic Spellcasting*, Eschew Materials, Greater Spell Focus (Abjuration), Greater Spell Focus (Evocation), Improved Combat Casting*, Improved Spell Capacity*, Maximize Spell, Persistant Spell, Sculpt Spell, Silent Spell, Spell Focus (Abjuration), Spell Focus (Evocation), Spell Penetration, Still Spell
*Epic Feats
Snow elf traits: +2 vs. enchantment spells and effects; +2 vs. cold spells and effects; low-light vision; +2 to Craft (trap-making) when involving snow
Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation
Salient Divine Abilities: Automatic Metamagic (Maximize Spell), Increased Spell Resistance, Instant Counterspell, Power of Nature
Domain Powers: Protective ward 3 times a day, 3 times a day turn or destroy fire creatures
Spell-like abilities: Relevar can use these abilities at will as a 13th level caster. Save DC’s are 26 + spell level. Nystul’s Undetectable aura, identify, dispel magic, imbue with spell ability, spell resistance, antimagic field, spell turning, protection from spells, Mordenkainen’s Disjunction, sanctuary, shield other, protection from elements, spell immunity, repulsion, mindblank, prismatic sphere, obscuring mist, fog cloud, water breathing, control water, ice storm, cone of cold, acid fog, horrid wilting, elemental swarm.
Sorcerer Spells/Day: 10/9/9/9/9/8/8/8/8/2/2/2/2; base DC 23 + spell level.
Possessions: Rellavar’s primary weapon is Winter’s Heart, a +5 Icy Burst Shortspear. It is made completely of mithril and has the powers of a staff of frost.
Other Divine Powers:
As a demigod, Relevar treats a 1 on any attack roll or saving throw not as an automatic failure. He is immortal.
Senses: Rellavar can see, hear, touch, and smell at a distance of 3 miles. As a standard action, he can perceive anything within 3 mile of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 3 hours.
Portfolio Sense: Rellavar can sense a thousand or more elves that are in danger from the elements.
Automatic Actions: Rellavar can use Knowledge (Arcana), Spellcraft, or Wilderness Lore as a free action if the DC is 15 or lower. He can perform up to 3 such free actions each round.
Create Magic Items: Rellavar can create any magic item related to cold magic or survival, as long as the item’s market price does not exceed 4,500 gp.
Familiar: Rellavar can use any fey creature within 3 miles as a familiar.


Snow Elves, Crystalmist Mountains, Third Edition



This article comes from Canonfire!
http://www.canonfire.com/cf/

The URL for this story is:
http://www.canonfire.com/cf//modules.php?name=News&file=article&sid=279