Elanar (The Trickster)

Chaotic Good Intermediate Power

 
 
PPI: Chance
SPI: Fortune, Trickery, Mischief
Areas: Gambling, Luck, Opportunity, Thieves
Aliases: Lady Luck, Fate
Allies: Aerie, Ajoetis, Aqualie, Aranthis, Maldread
Foes: Diadria, Kreaon, Mahacto, Syth
Symbol: A silver hook.
Holy Book: None
Outer Realm: Fortuna Alastrium
Wor Alignment:  Any

Elanar, called the Trickster, is the god of chance. She creates the potential for change within the structure of creation and offers what opportunities there are in any situation to be taken or ignored. By ever pushing the limits of probability, but without actually wanting to destroy it, Elanar causes others to realize the possibilities. The complexity of Elanar is difficult for most to understand, so many see her as a prankster, impish and mischievous. But it is not only to play a joke that Elanar continues to perform the twists and turns of fate upon the beings of Kyranath, it is the choices they make that cause the ups and downs of life. Though the promotion of good or evil is never the goal, her pranks can cause both or neither to happen. Her uncaring manner and whimsical way of playing with peoples lives are intended to bring variety and the possibilities for new roads, new opportunities or a change in fortune or misfortune to occur.

The Church of Fate (The Church of Elanar)
 
CLERGY:  Cleric and Specialty Priest (Trickster).
CLERGY ALIGN:  NG, CG, N, CN, NE

Dogma and Beliefs:

    Elanar's very nature is chance, and yet she gives her chances to those that can perceive them hidden in trickery and mischief. Her trickery is not based upon deception, it's based upon luck and random probability. Much like setting a snare to see who it will capture, rather than setting a snare to catch a certain prey, Elanar's trickery is based upon mischievousness not ill will. Elanar acts in this way to open the possibilities to whoever may find them and not for the purpose of pure randomness.
    When actively attempting to trick others either for fun, profit or other purposes there is a modicum of danger. Anyone that is dealing with trickery, chance and possibilities would have to do so with care for their own person. They would know that sometimes this can put them in danger and so should take some precautions. For most of Elanar's followers, random acts of prankster behavior are often curtailed over the elaborate trick well thought out and executed. Though the advantageous and unplanned type still happen as the follower of Elanar is never one to pass up an opportunity.
    To Elanar, life is more than a two sided coin. A two sided coin implies a limit to the options before you, but to Elanar life is an unending web of possibilities and chances to explore. Elanar gives little thought to good or to evil, for in time both shall grace the fates of all. An act is not perceived for the good or evil it will reap, but rather for the pleasure it brings the doer and the opportunities for more chance to enter the situation. An act may harm or it may heal, but that is not what matters to Elanar. Rather, it's the act itself, the risk, the probability, the desire and the chance that something grand may happen that drives that act for the Trickster's amusement. In a sense, Elanar is one of the most complex of the gods of Kyranath, for Elanar doesn't bother to espouse a doctrine of morals or the right path to live. Rather, Elanar is the goddess of missed chances, seized opportunities, ill luck, and good fortune. A deity of the moment with every choice, a decisions that guides the future. No other god is so free willed or without some set goal. Elanar's main goal is to present for the choosing as many goals as possible for as many beings as she can, including herself. And so the ways of Elanar are impossible to know as they change form moment to moment.
    A secondary goal of the god is to have all see the opportunities set before them. To see an opportunity for betterment and allow it to be missed is one of the greatest sins one can make in the eyes of Elanar. It is important to her that the world not see something that could be done and not try to do it. The ramifications of doing a thing is unimportant, it is in the trying that places Elanar as a power in creation. Followers of the god can see this in two ways; they can go out and seek to do what ever they can to better themselves, acting on whatever stimulus they find for good or for bad, or they can work towards a goal that would take them down the road less traveled as explorers or inventors and the follower of dreams. In either case the feelings of those around them should make no difference and they should follow their own personal ideals and the choices they make to the end.
    Elanar is one of the three deities influencing thievery in Kyranath. Aerie predominates the freedom of action which many thieves pursue, the chaotic aspect in contrast to law. Maldread dominates the deceptive nature of thievery along with greed and want, whilst Elanar dominates the fate or fortunes of thieves. Many of the coffers and donation baskets of Elanar's temples are filled by the ill gotten gains of thieves. Elanar does not promote this, she does not teach that stealing is evil nor that to do as you please is good, she only provides opportunities for stealing and lets the thief decide.
    Elanar is the personification of chance, walking a path that at times only the bold can manage, or at other times only the meek might tread. At times Elanar's path traverses the logical and at other times, only a madman can make sense of Elanar's motives. The path is Elanar's alone and she wills it that each find their own path to follow. One cannot say that Elanar follows a heart's choice, so much as Elanar floats upon the tides of chance. Elanar's actions befriend some, alienate others and still the path is walked without concern. Each must create their own path, their own direction and take responsibility for their own decisions. Elanar espouses this and brings luck to those who follow this path.  Such a path is often difficult for many, but any can choose to walk it. At times, the choices may overwhelm some and leave them stranded in an unfavorable existence, whilst others push on ahead. There are no requirements of those who would follow this path, only that they dare to take a chance, tempt the odds and follow the risk. The path is to never fear taking a chance, squander not lose an opportunity and live a life of your own choosing.

Physical Manifestations:

    Elanar is normally seen as a female of lithe proportions, rather boyish. She has a round face with open, welcoming features and is almost always smiling. Typically she wears a loose fitting, hooded cloak of gray or green. Her feet are clad in high laced travelers boots, her legs by gray hose the rest of her by a loosely fitting, gray tunic. She is said to walk with a spring to her step and a look of amusement, without a care in the world. Dwarves and some humans see Elanar as a male figure, wearing leather armor, still mostly cloaked and in gray, but appearing more like a stranger you might meet on the road, offering a random opportunity or some bobble for sale, or a person in town who wants to play a game.

Alters and Idols:

    The idols of Elanar is typically of a nondescript cloaked figure of roughly gnomish proportions. But this varies depending on the larger population of the community. Some show it more human and others more halfling or dwarven but it is in most cases a woman with one outstretched arm reaching out form under the cloak, the hand holds a pouch or coin. In some cases found in Dwarven and some Human shrines, it is not easily determined if it is a male or female. What looks like it could be breasts under the cloak may only be hidden armor. The hips may be weapons or other things worn at the waist. The idol is purposefully androgens or in the case of the dwarven just indistinguishable.
    The alter of Elanar is a bin, basket, crate or other receptacle that people can donate what they wish to the church. In some of the greater temples it is an ornate and finely carved, stone receptacle about four feet square and two feet deep but there does not seem to be any regular or ritually endorsed dimensions enforced.

Major Centers of Worship:

    Elanar is worshiped widely everywhere in Kyranath especially by the gnomes of Thardferr, Ruch is an exception, where chance is not well received and the goblins and orcs prefer to make their own destinies. The major temples are in the large trade towns of Fairingtown Branch and Windtown. Smaller Temples are found in Coopersville Forge, Heartville, Becksville and Jaquay. Shrines can be found in almost any town or village and many are in taverns that have a high traffic in gambling and rogues. The only temple in Ruch of any size are in Rattletown Branch and Danville Branch where they are frequented by travelers and maintained by halflings. There few shrines to be found to Elanar in Ruch, those that are will be kept by her halfling worshippers. This is mainly because both the goblins and orcs do not have a regular economy based on money and trade and so there is little chance for profit and opportunities of this sort which is the main support for the church.
    The Church of Fate recognizes the individuality of all its followers and so has no set practices or rituals, it only provides a place for them to come and seek spiritual help and intervention or to aid them in their personal goals. The fate of the followers, their fortunes and futures are felt to be in their own hands. The church is only their to protect their right to attempt whatever goals they choose to attempt and aid them in the path they choose. This causes the temples and shrines of Elanar to be more a mishmash of buildings. It can act as a gambling house or brothel as well as inn and simple craft hall able to aid in whatever way may be needed, though specializing in none. The temples tend to be changing or in the process of being rebuilt or renovated most of the time in order to accomplish what the community they serve may need.

Worshipers:

     The followers of Elanar see the great diversity in their god and each follows their own path in life with the blessing of Elanar upon them. Elanar makes no rules and allows her followers to go where fate, chance, and their own will, decrees. The church recognizes the individuality of all followers, and they appreciate it, believing that when they take a chance the church will be there to back them up if they need it.
    Elanar's followers are generally good-natured, though they tend towards hijinks and prankishness. They rarely turn down an opportunity to turn a profit, especially when a wager is involved. There is a darker side though that believes that opportunity is for the taking and chances can be narrowed by their taking control of a situation. These are the robbers and thugs that take what they want and believe it is how the god intended. Their strength and stealth giving them power over others and the ability to control their own destinies by taking advantage of others.

The Clergy:

      The priesthood of Elanar is as varied as the god herself. They only have one thing in common, they must be willing to change and take chances. They preach the need for taking chances, not loosing opportunity and living a life of your own choosing, but following the whims of chance and helping others to see these opportunities for themselves.

Church Hierarchy:

      "Life is one's greatest chance at fortune." – Hershaw Depple, Game Master (422 NA to 591 NA)

     The Church of Fate is rather loosely lead by those with more understanding of probabilities and chance than others. The temples are ran more like a business and generally supports itself through gaming, contests and selling of favors as well as some donations. The Gamesman and Gameswomen are only left in power for as long as they can bring in a profit and fortune to the majority of those that worship at the temple.

The Fortunate - Those that worship Elanar and are servants of her faith are considered to be slightly luckier than most. These Fortunate few are given divine understanding and gain the ability to cast spells. They can just as likely be settled and established as part of the community or transient moving from shrine to shrine, gaming house to gaming house. Many travel spreading the beliefs and ideals of Elanar where ever they go, but just as many are reclusive, tending only to their own fortunes or the fortunes of those that may influence them.

Tricksters - Dedicated to the worthiness of adding chance through mischief to the world, in order to open the minds of others to possibility, these fortunate and gifted priests wander Kyranath seeking to show others the opportunities that are everywhere to be taken. The Tricksters serve by spreading random chance and good or bad fortune for as many others as they can. It is their duty to Elanar to take up each new coarse that is laid before them and do their best to get others to go along and find their own fate along the way.

Gamesman/Gameswoman - Once one of the Fortunate has gained a greater understanding of chance and missed few opportunities for advancement, they are given more responsibility. These priests are normally of the power to imbue others with some granted ability given to them to increase their chances in some endeavor (cast 4th-level spells). The Gamesman runs the shrines and temples doing what they can for the worshippers in their community to see that they have ample opportunity to seek their fortune and provide the chance to better themselves and others they care for.

Games Master/Mistress - The singular head of the Church of Fate, typically found at the largest temple in a region, is the Games Master. It is his duty to see that everyone under his influence has the chance to do what they want to do, while providing for the church community. It is within his power to restore that which was lost through misfortune and even return someone to life to give them a chance to achieve that which they had first failed (cast 7th-level spells). Because this person has to be relatively stationary or dealing with the burdens of operating the church throughout Kyranath, The Games Master is never a Trickster.

Ceremonies and Holy Days:

The Thieves' Moon (Nights when there is no moon, or one moon eclipses the other.)
It is said that when things go missing that Elanar is to blame. As such, when all three moons are new at the same time, it is considered an Elanarian holy day. Those days preceding these nights are spent enjoying games and tournaments. Usually some kind of fair is held as well.  Smaller versions of these happen in some of the more devout areas (many places in Alderd) when a  moon is eclipsed by one of the others or only one moon is new. The evenings of said holy days are spent praising Elanar with pranks, tricks, feats of prestidigitation and sleight of hand. Massive bonfires are lit and there is much song and revelry.

Priestly Vestments:

     Elanar's Priests have no set mode of dress or uniform. They generally wear leather armor when needed but mostly only wear what everyday clothing they own. It is not uncommon for them to wear a hooded cloak or other clothing of gray. Elanar's holy symbol is a large silver fishing hook. It can be worn hanging around the neck on a cord or used to close a cloak.

Affiliated Orders, Societies and Guilds:

Thieves' Guilds - Though the church itself does not run or even authorize or condone them, many thieves guilds pay homage and are loosely affiliated with the Elanarian religion. It is not uncommon for the shrines and temples to be provided for by these guilds and in return they lend them what aid they can through their divine magics.
 

Church Errata:

Allies

Aerie ***- Elanar holds the ability to change sacred. Though it is not purely the freedom of choice, as the one side of the coin is as likely to turn up as is the other. Both Aerie and Elanar do not force order upon their worshippers, one preaching freedom to do what you want the other freedom of choice, the distinction between the two is almost trivial. The chance to try and be or do whatever an individual wants and defending a person's right to do it binds these two goddesses together.

Ajoetis - Elanar and Ajoetis share a sense of the dark playfulness that can cause both pleasure and the ruin of others. There is a sort of silent agreement between these to goddesses that says it is all right to play with peoples emotions, to bring someone to the heights of worldly pleasure only to see them once again fall and have to start over again. Ajoetis may take more pleasure in seeing the fall and Elanar in the continual flip flop of fortune, but they both deal with the changes in emotional states brought on by physical pleasures and material gain.

Aqualie - Like the deep waters of the sea, Elanar is sometimes unfathomable and mysterious. Aqualie though chaotic and unpredictable still holds to certain rules as does Elanar, both are a bit contradictory. Though they are in control of their own destinies, they both follow the probabilities and act in some ways as is expected. Also as Aqualie may be a harsh mistress she also provides livelihood for many a person. In these ways the two are similar and so are allied. It is also thought that union between Ostran and Aqualie brought forth Elanar and so Aqualie is sometimes considered her mother.

Aranthis - Thought to be the son of Elanar and Telk, Aranthis is surely a strong ally of Elanar. Both provide for what makes life worth living, a sense of wonder and hopes and aspirations for something better. The arts and performance and the magics of illusion are all, if you think about it, a way of tricking others. They may want to be tricked, given a few minutes of escape from the real world, but it is still only a trick. Many of the most pleasing works of art are created by pure chance but Aranthis has used chance and trickery to create art. These two are very close in their appreciation of what can come of unlikely combinations.

Maldread ***- Though manipulative and controlling and so not following Elanar's thoughts of taking things as they come, Maldread is still an  ally as these two deities most influence those that make a living on taking what is not theirs. Elanar deals mainly with the fortunes of such while Maldread deals with the necessary deceit that many must use.

Foes

Diadria ***- Death is the ultimate lack of random chance. Diadria sets each persons time and does not like it when something changes this. Still chance can bring death to those whose time it is not. You would think this would make Diadria happy but it does not. She wants to be the one to decide when a person dies. Elanar does not play with peoples lives or control when they are to be born or die, she just sets things in motion that can bring random chance of one or the other. It is the other gods that take control and try and make things happen as they desire. Elanar sees death as the loss of any further opportunities and so fights against Diadria's plans as often as she can.

Kreaon - The Creator does not like chance. His world runs as he planned it and without a need for luck to see it continue as it always has. The physical laws that Kreaon set in place at the dawn of time are still holding true and no matter how much Elanar has tried, she just can't seem to change the probabilities that would keep the sun from rising or the moons to give off light. The best she can do is play with the chance of rain and other natural things that are not completely under Kreaon's control.

Mahacto - Law and order are contrary to the ability of chance to change a mind or cause a person to act erratically or without reason. Mahacto would have it so that no one could act contrary to the law. This closes off the minds of people and kills many chances for improvement as well as protects the status quo and keeps things form getting worse. Chance is stifled when law takes over.

Syth ***- The ultimate controller, Syth is not a friend of Elanar and random chance. He must plan out the course of every persons destiny and it is always one in which they somehow serve him. Elanar has battled against Syth from time immemorial. Tyranny and domination do not allow an abundance of opportunity, it kills hope and destroys the strength that allows people to take chances. Thus these two are bitter enemies.

*** denotes a major factor
 

Appendix 1: Classes of Elanar

    The clergy of Elanar receive Thardferrian Religion and Gaming as a free NWP.

Clerics of Elanar
 
Requirement: Dexterity 9, Wisdom 9 
Prime Requisites: Wisdom 
Major Spheres: All, Charm, Creation, Divination, Healing and Summoning
Minor Spheres: Combat, Elemental, Guardian and Protection. 
Spell notes: None 

Special Restrictions:

Special Abilities: Specialty Priests (Trickster)
 
Races Allowed: Any
Requirements: Dex: 14, Wis: 12, Chr: 11
Prime Requisites: Dexterity and Wisdom
Alignment: CG, CN
Weapons: Type B only weapons, dart, knife, dagger, blowgun and sling.
Armor: Padded, leather or studded leather with no shield.
Magic Items: As for clerics and thieves.
Required proficiencies: Any two Rogue Proficiencies*
Bonus Proficiencies: Religion, plus Gaming.
* These proficiencies may be gained without any crossover penalty.

    The Trickster will never gain church supported or authorized permission to build a stronghold. They may at any time build one for their own personal use but at no time will they gain any followers beyond what their own personal achievements, experience and charisma may allow.

Special Granted Powers:


Appendix 2a: Specialty Priest Spell List
 
1st level 2nd level 3rd level 4th level
Animal Friendship Aid Call Lightning Cloak of Bravery
Bless Augury Create Food & Water Detect Lie
Command Charm Person/Mammal Cure Blindness or Deafness Divination
Create Water Find Traps Dispel Magic Free Action
Cure Light Wounds Fire Trap Feign Death Hallucinatory Forest
Detect Evil Heat Metal Flame Walk Imbue with Spell Ability
Detect Magic Hold Person Glyph of Warding Neutralize Poison
Detect Poison Messenger Meld Into Stone Plant Door
Detect Snares & Pits Obscurement Pyrotechnics Produce Fire
Entangle Produce Flame Curse Protection from Evil, 10' r.
Faerie Fire Resist Fire/Resist Cold Snare Speak With Plants
Invisibility to Animals Silence, 15' Radius Speak With Dead Spell Immunity
Light Slow Poison Starshine Sticks to Snakes
Locate Animals or Plants Snake Charm Stone Shape Tongues
Mischief Speak With Animals Summon Insects
Pass Without Trace Trip Water Breathing
Protection from Evil Warp Wood
Purify Food & Drink Withdraw
Remove Fear
Sanctuary
5th level 6th level 7th level
Air Walk Animate Object Animate Rock 
Animal Growth  Anti-Animal Shell Changestaff
Anti-Plant Shell Find the Path Confusion
Atonement Heal Control Weather 
Commune Heroes' Feast Reincarnate (Second Chance)
Commune With Nature Transmute Water to Dust Restoration
Dispel Evil Turn Wood Transmute Metal to Wood
Insect Plague Weather Summoning
Quest Word of Recall
Rainbow
Transmute Rock to Mud 
    Italicized spells are reversible.
    (Spell name) is an alternate name for the spell.

Mischief  (Abjuration, Alteration, Elemental)
Level:  1
Range: 10 ft.                    Components: V, S
Duration: 1 hr./level         Casting Time: 1
Area of Effect: Special     Saving Throw: None

Mischief is a minor spell studied by initiates of Elanar as part of their devotions. The Mischief spell is a practice method for the initiate, teaching him how to manipulate minor amounts of probability and alter random chance. Once cast, the Mischief spell enables the caster to create minor magical effects for the duration of the spell. However, these effects are so minor that they have severe limitations. They are completely unable to cause a loss of hit points, cannot affect the concentration of spellcasters, and can only create small, obviously magical materials. Furthermore, materials created by the Mischief are extremely fragile and cannot be used as tools of any sort. Lastly, mischief  lacks the power to duplicate any other spell effects for more than a single second of instant duration.

Whatever manifestation the mischief may take, it remains in effect only as long as the Trickster concentrates. Tricksters typically use Mischief to impress common folk, amuse children, as an aid in their pranks to brighten dreary lives. Common tricks with Mischief include mysterious foot falls around a corner, tinkling of ethereal music, making clothing look stained, glowing balls that float over the caster's hand, puffs of wind to extinguish a nearby candle, making offensive aromas or sounds, adding unwanted flavors to food and little whirlwinds to blow papers out of a person's reach.


Appendix 3: Outer Realm of Elanar

Fortuna Alastrium

     After a life of missed opportunities, ups and downs, great achievements, gain and loss of profit, success and failure, Elanar feels that it is time for a rest and a final chance to enjoy the game. Fortuna Alastrium is a place where her devout may do so. The worries of life, the wants and needs that had influenced the choices the follower has made are finally forgotten in the afterlife. Everything that you had ever, now or will ever desire are provided for you, all you need do is find them. Every wish, hope goal and dream that you had fashioned in life is somewhere placed in the vastness of Fortuna Alastrium. Elanar knows that nothing gained without some contest, a small amount of chance at loss or greater gain is worth having and so Fortuna Alastrium provides for an afterlife of games where the rewards are those things you most wanted in life but were never able to attain. At any time you may rest on your laurels and relax with your winnings and build what you will of your little area of the realm, or you can continue to seek out more of your dreams and enter contests, trade with others for their fortunes and continue to game for as long as you like. The sky is truly the limit, and yet it isn't because your dreams can propel you beyond the sky.