Corathal (The Angry Ravager)

 Neutral Evil Intermediate Power

 
 
PPI: Vengeance 
SPI: Anger/Fury, Natural Disaster, Storms
Areas: Berserkers, Lightning and Thunder, Revenge
Aliases: The Rager, The Storm God
Allies: Aqualie, Kreaon, Ostran and Tyre
Foes: Anthor, Telk, Terrarie.
Symbol: Three lightning bolts striking an upward facing open palm
or a crystal orb cracked by a lightning bolt.
Holy Book: The Storm's Fury
Outer Realm: Keriogar, the Hunting Grounds
Wor Alignment: LN, N, CN, NE, CE

Corathal is the angriest of all the gods. He rains his vengeance down upon Kyranath, in the form of storms and natural disasters, without mercy. He is seen as the storm incarnate, a raging engine of fury that seeks to restore the world to its pristine nature before the coming of civilization. The Rager wears away at the landscape of the world trying vainly to rebuild it in his own image, one of primal instincts and the natural law of survival of the fittest. But his actions are not only to bring destruction but to avenge the desecration of nature and allow for a chance of renewal and further growth. The devastation of Corathal seems brought on at random but there is an essential part of nature that allows him to move to such actions.

The Path of the Storm (The Church of Corathal)
 
CLERGY:  Cleric, Specialty Priest (Avenger), Druid and Ranger.
CLERGY ALIGN:  LN, CN, N, NE, CE

Dogma and Beliefs:

    Corathal as the epitome of druidic revenge. Some druids orient their preservation of nature in a way that sees society as an intrusion and blight to be removed before the world ban be balanced. Society throws the balance off... the natural order is 'Survival of the Fittest' and civilization unnaturally gives protection to those that should have been weaned out of existence long ago. Society is totally based upon  allowing the survival of everyone, regardless of their unworthiness to survive. Society uses 'The strong protect the weak, so that all may prevail' as their credo and that concept throws balance, as Corathal perceives it, off kilter. Corathal's concern with society causes him to interfere with it whenever possible, forcing it to cope and survive or parish. This is done in order to promote balance. Society is unbalanced, and the stronger it gets, the more unbalancing the world becomes.
    If Corathal cannot destroy civilization, and there is many gods against him and preserving it, then he will cause the wields to become more ferocious and dangerous in order to counter it. Corathal aids in the increase of predators and stronger wildlife to keep the boundaries of society in check. His fury towards the continual encroachment of civilization on the wilds causes the natural fauna of the wilderness to become more canny and shrewd, able to increasingly become a threat to the growth of society and check it before it destroys the balance completely.
    The priesthood of Corathal believes in devoting their lives to the storm, the natural fury of nature as a means of vengeance on its destruction by the growth of civilization. This is typically expressed by the destruction of civilization plans for growth and the sabotage of permanent structures that allow it. The clergy wander the face of Kyranath worshiping wild nature, never staying in one place for long, trying to find the eternal storm and wreak devastation on the growth of civilization where ever they find it. Often they seek out the sites of ruins of natural disaster in order to worship the greatness of Corathal's wrath.
    Corathal teaches that only through he culling of the weak may the balance and so all life survive. Destruction is not for its own sake but to make way for the strong, open the way for renewal, challenge creation and force it to improve itself in order to survive. These precepts carry to the individual. One must continually challenge one self in order to make oneself stronger and worthy to survive. Testing oneself through seeking danger and promoting oneself over others in order to prove one's worth is part of the creed of Corathal. Personal power and self worth, that can be proven through conflict, increases the wild and primal nature within the individual and so increases the balance between wild nature and civilization.
    To continue to prove a worthiness to live, the individual must always show they are a force with which others must contend. An insult to this instinctual need, a threat to this worthiness, is a cause for righteous vengeance. Any act which belittles the individual and may show them unfit to survive, must be answered in kind. To strike at a person, his family, his property or even his ideals is to threaten his place in the pecking order and must be answered. Vengeance is a means of culling out the weak and to answer threats to the supremacy of the individual in their own piece of the world. To promote survival and interaction between equals, by a means that any can understand, attacks against the individual should be answered in kind. No wrongful deed should go unanswerd; so one life taken will cause one in payment, the loss of a limb demands that another be lost to promote balance, destruction of one item needs replacement through the destruction of another or compensation. Vengeance needs to be taken though more modern thought allows for payment or loss of equal but different kind may be granted. Though in all cases blood must be answered with blood, though anything else is negotiable.
    The followers of the Path of the Strom believe that the world will be renewed after civilization has fallen to natural disasters sent by Corathal. This is known as the Final Cataclysm and it will be the final vengeance against all the insults and destructoi wrought on nature by the growth of civilization. At that time all things will be made right again, balanced and put once more at a atarting point where the strong will be able to rise up and take control. Nature will force everyone to return to their primal state to survive and only the strong will be able to do this. The Path of the Storm prepares the individual to be one of these strong and so one of the new rulers of the post Cataclysmic world.

The Code of Nature

Physical Manifestations:

    Corathal is manifest in the thunder head, the lighting strike and the primal energy of the storm. No one has ever described any other manifestation of the god in any other form.

Alters and Idols:

    Corathal has no idols as his worship is only done at the time of a raging storm and so the god is thought to be present himself at such times in the thunderheads and lightning. Alters are typically natural rock formations or made from the debris left in the ruins of some structure destroyed through natural disaster.

Major Centers of Worship:

    The priesthood of Corathal does not believe in erecting complex structures to their god or adding to the scar that civilization has made on nature. Instead they wander Kyranath worshiping their god in the middle of raging storms and at the sites of ruined cities or artificial structures, left in the wake of natural disaster. Their temples are the simplest of structures made only by the piling of rocks and leaning of fallen trees and logs or are found in caves close to the surface of Kyranath and open to the storm. Some are found in ancient ruins, overgrown and nearly hidden by the return of nature. Such is the largest known temple of Corathal found in Thardferr, the Temple of the Shattered Dome. This is where the current Hand of Vengeance, Nindi Alraison, the leader of the Path of the Storm is located. Because of their distancing from and even hatred of civilization, there is no temples or even shrines to Corathal within any city, though shrines may be found not far away in the encroaching wilderness or old ruins outside the city perimeter.

Worshipers:

     Many of that followers of the Path of the Storm are individuals seeking revenge for acts that have been taken against them. Some come to Corathal and challenge his rage, in order to seek vengeance. Others have great rage themselves and seek to add it to the Final Cataclysm that will free people of the burden of society. Compassion is considered the greatest weakness and those who worship Corathal must not show compassion or let any offense go without punishment. In the end Corathal promises nothing to his followers and worshipers but a final vengeance against all that has offended them and a return to their primal nature. Another promise given and usually kept is that those who worship Corathal will ride the storm of rage and fury before they die.
    Because many people may feel offended by many things and in this want revenge, Corathal can find worshippers in all social strata and gains worshipers at times, temporarily. But even this gives him power and through it strength. All those seeking vengeance are his worshippers at lest until they find it. Also there is those that bring strength tot he god through their efforts to seek thrills and always test themselves. Trying to be the best and strongest, to be at the top of their game and one of the few that leads in their field is following the precepts of Corathal. Even if not a worshipper of the god, those that practice this way of life grant him some power and in return he may grant them favor in allowing them to achieve their goals. But the price is always a release of rage at those that threaten them or take away their power, later.
    Corathal is widely worshiped among the nomadic and barbaric goblin and orc tribes of Ruch, and many clans are devoted followers. The barbarian tribes rumored to inhabit the far northern plains of the continent are also said to be devout worshiped of the Storm God. It has been said that many of the survivors of the destruction wrought by the comet that hit the continent of Syth believe that they are already living in this post Cataclysmic world and Corathal is one of the major gods of the survivors there.

The Clergy:

      These clergy of Corathal seek to commune with the god's rage and physical presence in the storm. Some clergy are trill seekers finding the challenge of Corathal’s worship to great to resist, others are drawn to Corathal by a great injustice they suffered or believe they suffered from another god, political group, or through war. Many seek to correct the imbalances of the world brought on by other's specific acts and a few seem to be hand picked by Corathal, given visions and dreams of the grandeur of true nature in its primal stat and then seek vengeance against its desecrater.

Church Hierarchy:

      "Embrace the storm, it rages and after it passes that which survives is stronger and finds new growth.”  – Hindi Alraison, Title (692 NA to -)

     The truth is that the only hierarchy the clergy of Corathal adhere to is this; the most powerful and dangerous of those with divine favor, is the leader. When a priest prepares to move up in the ranks of the church he must kill his predecessor, in the battle Corathal “decides” the worth of the combatants and chooses who lives to serve him. The one most fit to lead will survive to take his place of leadership.

Children of the Storm- Any follower of the Path of the Storm and a worshipper of Corathal who gains any divine magic is a Son or Daughter of the Storm. They call themselves brother and sister. These Children can be of any level. They typically do not stay in one place very long and travel the wilderness of Kyranath, protecting nature and seeking places of civilization in order to enact vengeance on society for its offenses to nature.

Druid - The brother/sister that finds a greater connection with the purity of nature may become part of the Druidic Order of Corathal.

Avenger- Some of the brothers/sisters have a different calling, not to serve nature but to serve vengeance and fury. These gain certain powers to aid them in their god's cause.

Heir of the Storm - When one of the brothers has gained the power to control some aspects of the storm (cast 3rd-level spells) they may claim control of one of the shrines of Corathal. If they have caused it into being through their actions, thus creating a place to make a shrine, then they take control and begin to lead the church that grows around it. But if they wish to control one already with an Heir, then they must challenge that current leader's fitness to be the guardian of the shrine. In rare occasions the priest will step down, in others the followers will rise up against him if he truly is unfit and the new priest considered a better leader, but in most cases the two priests enter combat with the winner taking all.  The survivor becomes an Heir to the Storm and the new keeper of the shrine.

Stormcaller - At times an Heir of the Storm becomes great in power, able to summon the storm (cast 6th-level spells). These are able to make of some place a temple and become one of the leaders of the church, not just a keeper of a shrine. As with the Heir of the Storm, they must either find, create, or take one of the temples to become the leader. Those that do become Stormcallers are typically the most powerful members of the church that anyone will encounter. Only leaders of temples may be Stormcallers regardless of power. To take the place of the Stormcaller of a temple through challenge is considered to be chosen for the assignment by Corathal himself. Should one be awarded this great honor and then leave the temple, abandoning their god given assignment, they will be hunted down by the church and killed.
    Upon being chosen to become a Stormcaller, they gain the ability to know spells as if he were two levels higher (instead of the normal spell progression) and also can cast up to four additional spell levels, either as a single spell or as several spells whose levels total to four (I.E. one 4th-level spell, one 3rd-level spell and one 1st-level, two 2nd-level spells, one 2nd-level spell and two 1st-level spells or four 1st-level spells).

The Hand of Vengeance - Of all the Stormcallers only one may be the most powerful, able to actually control weather (cast 7th-level spells), defeat any challengers to the office and so be leader of the entire Path of the Storm. This is only achieved by taking the place of the former leader known as the Hand of Vengeance. It is the Hand of Vengeance's duty to keep the entire church in line with the goals of Corathal and not let them wander too far apart or act against each other so much as to be countering themselves instead of the offenses to nature in the world. The current Hand of Vengeance is the human Hindi Alraison, who is located in the Temple of the Shattered Dome, found in the Down Hills in Ruch, on the continent of Thardferr. The office of the Hand of Vengeance can never be abandoned, only through death is the Stormcaller released. But unlike the Stormcaller the Hand of Vengeance does not need to remain in one place and is free to travel as they wish.
    The Hand of Vengeance is chosen by Corathal and must adhere to all of his rules and natural laws. For this devotion they are rewarded above other priests of like power. If at some time the Hand of Vengeance is dies, or is killed and it is not through a challenge to his office by another Stormcaller, all those Stormcallers that think they are fit for the office must meet in one place at the same time and do combat. They will fight each other one at a time until only one survives. These contenders are allowed to rest and prepare for only one day between each fight.
    Upon attaining the office of the Hand of Vengeance, the former Stormcaller will gain the ability to cast up to seven additional spell levels, either as a single spell or as several spells whose levels total to seven (I.E. one 7th-level spell, seven 1st-level spells, two 2nd-level spells and one 3rd-level spell, etc.).

Ceremonies and Holy Days:

The Feral Dance (Special)
Followers of Corathal which live in society will go out into the wilds and set up a small circle with tables, wagons and carts. Bon fires are built and food, song, and dance are shared with all. Strong ale or wine is introduced throughout the night and as the dance progresses, the followers become more and more nude and begin to wander off as couples into the woods. At times fights will break out over insults or choice of partner. This is to celebrate and get in touch with the natural instincts that reside in all beings, and take one more step closer to Corathal.

The Raging (Tetatus Solstice)
This is when Tyre wakes from her slumber, and her smile warms the land, making it ready to accept new seeds. During this time the Path of the Storm seeks to cleanse the land of the blight on nature that is cities. They may start fires, poison the city water supply or curse the fields that support it. This is a time of renewal when the followers of Corathal attempt to make room for new growth over the old stain of civilization.

Razing (Special)
In this ceremony or sacrifice the priest of Corathal destroys an object of great craft or value in the presence of its creator. Most often and most favored is Telk’s minions and crafts. The Razing may take on the proportions of destroying a workshop or forge of the craftsman and in some more fanatical factions of the children of the offender as well.

Gift to the Storm (Special)
This is considered a normal and accepted sacrifice. During a great storm the priests will select a living animal, most often a lamb, calf, or fawn. Then after a prayer of request, thanksgiving, or atonement, the priest flings the offering off a cliff into the storm. Some factions will sacrifice the baby of some offending family.

Vendetta (Special)
Members of the church of Corathal can bring proof of a great misdeed or an offense against nature forward and if found to be worthy of revenge, the priests of Corathal can call for a vendetta. The ritual used to call such a vendetta is performed at a temple of Corathal only and must be in the presence of those that were wronged. Also a token of the target-- the blood, hair, or something worn close to the body of the person-- must be on hand. The Priests will pray for the guidance and punishment to be delivered on the target and state the reasons for it. The sacrifice of an animal that has been fed the token of the target ia made to Corathal. If Corathal finds the need for vengeance against the target then the vendetta is validated and all who follow the Path of the Storm will attempt to bring the target to his righteous punishment. Most vendettas end in the death of the target but some only bring them to the authorities for their crimes, force restitution or other actions be made to wipe the vendetta off the books. All Avengers have the ability to see the mark of vendetta on the targets accepted by the Path of the Storm. This is an invisible mark on the forehead of the individual, showing the depth of vengeance being sought out for them, that only an Avenger can see.

Harnessing of the Storm (Special)
Holy symbols of Corathal are more difficult to create than many other of the god's symbols. They are created in much the same was as any other only with the addition of the material of the symbol needing to been struck by lightning. This can be easy if the priests creating the symbol is able to obtain a naturally struck item or tree to then make into a symbol. But if this is not done, then a priest must be found that can then cast the call lightning spell to put the final charge into the holy symbol. This is done through the ritual of the Harnessing of the Storm. The fashioning of holy symbols is first completed and the other priests stand ready to cast the bless and protection form good or evil spell. Each yet blessed holy symbol is connected by a silver wire to a tree or a long copper rod stuck in to the ground. The priest all cast their spells simultaneously and the call lightning is able to charge one holy symbol per 1d8 damage the lightning bolt would normally cause. The lightning passes through the copper rod, is siphoned into the holy symbols and then safely into the ground. because of the extra measures needed to create such symbols, the cost of a holy symbols of Corathal is 50 crown instead of the normal 25. The holy symbol of Corathal has the ability to give white light in a ten foot radius at will in the hands of a worshipper of Corathal. The lightning within it will crackle and bee seen to strike through the crystal while it does this.
    Holy Lightning is similarly made. Purify food and water is replaced by the call lightning spell and on use instead of splashing water the target receives an electrical charge. One charge of bottled lightning is created for each other priest's casting of bless to a maximum of one per each 2d8 of damage done by the call lightning spell. Again the cost is 75 crown per holy lightning dose but instead of the normal d6, a d8 is rolled for damage. Holy lightning in all ways acts as holy water once created except for the increased damage and it is effected by any natural defenses against lightning. On throwing the holy lightning, the vial breaks on impact and an electrical discharges is released over an area of a 10 foot radius. Any within the area of effect will take 1d8 of electrical damage. A direct hit will do 2d8 of electrical damage on the first round and 1d8 on the next.

Priestly Vestments:

     There is no standard uniform worn by the clergy of Corathal. The only similarity in their clothing which is almost always made from what can be gained and worked in the wild. Thus they tend to wear hides, furs, homespun and woven cloth with naturally found dye colors. Armor is leather, hide and some interesting scale and splint varieties. One identifying mark of the church is the use of colored ribbons either braided in the hair, tied around an arm or hanging from a belt. There is always three different colors, one yellow  representing lightning, though the other two may vary depending on the ideals of the church the priest may follow. Typical colors are dark blue representing the storm, red for wildfire or fury, black for thunderheads, green for renewal and dark green for wilderness.
    The holy symbol of most clergy is a lightning bolt made of some conductive material or carved from a tree that was struck and killed by lightning. A very few higher level clergy have an actual naturally formed crystal that has been created with a lightning bolt that continually forms and strikes within it. This item is created through a certain ritual that only a few are ale to conduct.

Affiliated Orders, Societies and Guilds:

Factions - There are a number of factions in the Priesthood that have conflict with each other and seek to dominate the church. At times their leaders will casue challenge of others in order to destroy a sect in their area.

Priests of Cataclysm- This branch of the clergy believes that the natural order of things, the great cycle and the god Corathal himself will bring about retribution for the imbalance of civilization on creation through a Final Cataclysm. They maintain that all should keep away from civilization and make their life one of peace with nature and in the wilderness, ready to become the wrold's leaders after the Cataclysm comes. Colors: yellow, black and dark green.

Priests of Fury - This faction teaches to act on the righteous fury that the destruction of nature wrought by society brings to any caring individual. Not only do they separate themselves form civilization but they also strike out against it whenever they are shown the outrageous actions against nature that they perpetrate. Colors: yellow, dark blue and red.

Priests of the Storm - The storm faction acts at random times but only to eradicate that which is offensive to nature. They only want to eradicate the offense and leave the area able to return to nature and once again grow and be healthy. This church plans its actions more but acts when least expected against the intrusion of civilization to the wilds. Colors: yellow, dark blue and black.

Priests of Vengeance- Rather than randomly act or only leave it to nature to bring about payment, this faction is the closest to civilization and only acts to bring about righteous vengeance down upon those that have brought offense against it. Living within and close to civilization, they only become noticed or active when some large offense is enacted by society and then move to seek revenge. Colors: yellow, red and green.

The Druidic Order of Corathal- Part of the greater Druidic order of Kyranath is found in the Order of Corathal. This Order holds that society and especially the growth of civilization is a burden on nature and an offense to creation. The Order was created to check this growth and pay civilization back for its offenses. The Druidic Order of Corathal also includes many Avengers, though they are not completely brought into the Order and so gain none of the benefits of being a Druid. Though the Order of Corathal maintains contact with the Orders of Tyre and Ostran and fall under the greater Hierarchy of the druids, they are a more fanatical group and tend not to stay in league with them for long.

Church Errata:

Allies

Aqualie - Many think Aqualie the mother of Corathal and in their relationship to seasons and storms in creations, this may be true. Aqualie is the bringer of the seasons and so is the one that allows Corathal to have his chance to balance the world at different times of the year. Aqualie may be a bit more controlling than Corathal would like but he still has great respect for her and these two gods get along very well.

Kreaon - The Creator understands Corathal. It is within his creation that Corathal works his greatest balances and disasters. Kreaon knows the need for such devastation and though not happy with the more avenging side of the Storm God, Kreaon normally sits back and only watches rather than interferes. This is to Corathal’s liking and so he sees Kreaon as wise and friendly to his goals.

Ostran and Tyre ***- Corathal has an organizational tie to these two gods through the druids. They are also the other two nature gods most concerned with balance and the strength of nature over all else.  Though their ways are too passive or protective for Corathal, who would use a more militaristic means to force nature back to dominance, these two gods are still close allies to Corathal even if they do butt into his business more than he would like at times.

Foes

Anthor - Anthor is the enforcer of society's laws. These laws protect civilization and marginalize nature to a great degree. Anthor's followers mainly live in cities and great estates carved out of the world, taking away the area that belonged to nature and they enforce their holdings by law, tradition and under a banner of honor. Corathal sees this honor as only pretense to take control and then hold what is not theirs and would topple all nobility and authority that protects such thinking.

Telk - The inventor continues to interfere with nature, making his devises to allow society and civilization to be more and more easy to maintain. More than any other, Telk's followers are a cause for nature being less important and science and technology making it less needed to renew the world and provide for the living. Many of Corathal's clergy move to interfere with any of Telk's followers works, sometimes burning their workshops and at other times just killing them outright.

Terrarie ***- The foundation of civilization, the keeper of traditions and provider of the material used to build cities and mar the surface of the world is the god Terrarie. Corathal would see all the great creations of Terrarie's worshippers destroyed until there is no two blocks sitting one upon the other. Though Terrarie is the earth and a part of nature, he provides ntohign towards life or the ability to sruvive and so Croathal believes tTerrarie and his works should be destroyed and become the inanimate thing it should be.

*** denotes a major factor
 

Appendix 1: Classes of Corathal

    Clergy of God's Name receive 'Thardferrian Religion' as well as Survival as bonus NWP.

Clerics of Corathal
 
Requirement: Strength 9, Wisdom 9 
Prime Requisites: Wisdom 
Major Spheres: All, Animal, Combat, Elemental, Guardian, Plant, Protection, Summoning, and Weather. 
Minor Spheres: Divination and Healing.
Spell notes: None 

Special Abilities:


Specialty Priests (Avenger)
 
Races Allowed: Any
Requirements: Str 12, Con 14, Wis 9
Prime Requisites: Constitution and Wisdom
Alignment: LN, N, CN
Weapons: Any one and any that can be created in the wild. 
(Natural or free forged metal, wood, shell, glass, stone, etc...)
Armor: Any that can be created in the wild. 
(Leather hide, scale, splint, some natural or free forged metal)
Magic Items: As for clerics and fighters.
Required Proficiencies: Hunting* and two of the following: Endurance*, Fire-Building, Leatherworking, Mountaineering*, Running*, Set Snares*, Weather Sense or Weaving.
Bonus Proficiencies:  Religion, plus Survival and one of the following: Fire-Building, Leatherworking, Weather  Sense or Weaving.
* These proficiencies may be gained without any crossover penalty.

    The Avenger has two aspects and  may fluctuate between them within their lifetime. But for the most part they dedicate themselves to one of these onlyas their primary calling. These aspects are based on their perception of how Corathal would have them serve his ideals and is linked mainly to their alignment.
    The Lawful Neutral Avenger sees Corathal's management of the world as a part of nature's law and counter to the other influences that attack it. Their actions are ruled by a need to bring vengeance for these offenses. Nothing they do is random but is exactly codified as the perfect counter to the offense. An eye for an eye, a tooth for a tooth, a building for a copse of trees, etc...
    The Chaotic Neutral Avenger counters society and civilization with random acts of destruction and revenge. The exact measure of the offense is not important only that any offense to nature be avenged and paid for at some time in order to keep balance. These are more apt to light a fire in a barn of a farmer, not caring of the damage or loss of life it may cause, as payment for having tilled the land for too many years.
    Part of the strangeness of the Avenger and what makes them seem so dangerous and off putting is their ability to shift from one of these aspects to the other. Between each extreme they will be True Neutral and attempt to maintain a balance through an exacting code of causing random acts of vengeance. In this state they will be the most normal and act in ways that seem more reasonable and less fanatic. This shifting of alignment is allowed freely without any normal cost as long as it is done only once per level. Also they must shift from CN to N and then to LN or visa versa in order to have no difficulty. Changing from CN to N and then back to CN would incur normal costs for changing alignment.

Special Disabilities:

Special Granted Powers:


Appendix 2a: Specialty Priest Spell List
 
1st level 2nd level 3rd level 4th level
Animal Friendship Barkskin Call Lightning Control Temperature, 10' r.
Bless Charm Person/Mammal Create Food & Water Giant Insect
Create Water Goodberry Dispel Magic Hold Plant
Cure Light Wounds Messenger Hold Animal Plant Door
Detect Snares & Pits Obscurement Plant Growth Produce Fire*
Endure Heat/Endure Cold Resist Fire/Resist Cold Snare Protection from Lightning
Entangle Slow Poison Spike Growth Speak With Plants
Locate Animals or Plants Speak With Animals Summon Insects Sticks to Snakes*
Pass Without Trace Trip Tree
Shillelagh Warp Wood*
5th level 6th level 7th level
Animal Growth  Animal Summoning III  Control Weather 
Animal Summoning II Anti-Animal Shell Creeping Doom
Anti-Plant Shell Conjure Animals  Earthquake
Commune With Nature Transmute Water to Dust Transmute Metal to Wood
Control Winds Weather Summoning
Insect Plague
Transmute Rock to Mud   
    Italicized spells are reversible.
    * denotes a spell that is normally reversible but is not reversible by the SP.
 

Appendix 3: Outer Realm of Corathal

Keriogar, the Hunting Grounds

     Within the large wilderness areas of the Abyss created by the nature gods and where the outer realms appear most like the living world, Corathal has carved out an area where his followers live as animals, free of the concerns of society, living off the land and each other. His follower's souls embrace their most instinctual levels and take on the form of the animal they were most connected to and like in life. The worshippers of Corathal then live in the innocence and purity of their primal selves for eternity. The Hunting Grounds as a realm where the soul is able to run free and survive as the animals had before the taint of morals, good and evil and the wars of thinking beings brought the unbalanced and corrupted state to the living world. In the afterlife the worshippers of Corathal are promised the means to forget their struggles with morality and live innocent and wild as animals. But like animals all is not paradise. The souls that reach Keriogar must live by their instincts and the laws of nature. Thus there is predator and prey, herbivore and carnivore and a fight for dominance amongst your own kind and for mating privileges, etc... And though any death allows the soul to be reborn and perhaps even in a more powerful manifest body than before in Keriogar, this cycle of struggle survival life and death continues. At times the souls tire of this and wander out of Keriogar and into Vallenwood or tHe forests of Tyre. Here, unless Corathal comes for them, Hunting them down and returning them to his realm, they may achieve a chance to reincarnate and once more enter the world to try and achieve a better afterlife.
 

Appendix 4: Book of Corathal

The Storm's Fury

     The Storm's Fury preaches the power and strength of Lord Corathal and lists every possible offense to him that results in his fury. From the way elves breath to the color of goblin's skin, it states the price of offenses, compensations and revenge needed to balance wrong actions against the individual or family and what those worng actions may be. Lists of offenses against nature and the compensatory and mandatory actions needed to correct these offenses are found within this book. Copies are always exactly the same, as no variation is allowed based on language or culture. Nature sees them all as equal and needing to be contained and balanced. Where a language does not allow for perfect translation the druidic language is used and only druids may read from the book. Other languages known to allow for perfect translation are Elvish, Ancient Sythian, Gnomish and  the Common Tongue.