Garalax (The Master Schemer)
Lawful Evil Intermediate Power
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Garalax, master of conspiracy, murder and any organized criminal and political endeavors is one of the most feared gods of Kyranath. It is said Garalax is the harbinger of death and herald of doom, the calm before the storm and the itch before gangrene. Garalax has an image portrayed by many as the killer in the night, the creeping doom, the fiend underneath the bed and the silent stalker. The mere mention of his name is enough to cause discomfort in even the most powerful and tested warrior or greatest of leaders. He can bring destruction or the toppling of greatness to all, by a silent and ritualistic death or humiliation and blackmail. Through elaborate plans and intrigue, Garalax can bring the seeming untouchable and most powerful low or raise up the lowest of the low to a position of greatness.
The Conspiracy (The Church of Garalax)
| CLERGY: | Cleric and Specialty Priest (Assassin). |
| CLERGY ALIGN: | LN, N, LE, NE |
Dogma and Beliefs:
Most people associate Garalax with
murder and assassination. This is only because these are the tools he uses
that are the most noticeable and offensive to most. But the influence of
Garalax goes so much deeper and beyond this openly gratuitous means of
manipulation used to gain power for himself and his followers. Garalax
is the grand schemer that has his hands in anything and everything that
can provide a means of power over others. Conspiracy is not only the planning
of murder but also the plans to control or manipulate resources or even
peoples minds and way of looking at others in the world. It is just as
pleasing to Garalax, maybe even more so, to plot for the ultimate humiliation
of someone and their eventual fall from power, as it is to bring about
their death.
Whatever the background or calling
the worshipper may have, they all feel they are part of a greater scheme.
They may only play a small part or may be a major player, but being part
of this greater scheme gives them a feeling of importance, of being part
of something greater. It is believed by all followers of Garalax that no
one should be ignored. Most may wish they were ignored by the greater scheme
of Garalax but those that give him their worship want his notice and want
to be part of something greater, perhaps even an important part. Many wish
to be more powerful while others only want to serve, but all have a need
to be included and to help to bring about their own personal goal that
adds to the greater plan.
Through political
means and the manipulations of those that are in power, Garalax holds the
purse strings and control of armies in his manipulative hands. Though it
is not through straight domination of these powers or even direct order,
the conspiratorial influences he can bring to bear can get him most anything
he needs to achieve his overall plans. Politics isn't as much negotiations
and charisma as it is plotting and contriving a means of dealing with others
and getting what you want from them. In this the followers of Garalax excel.
Most do not even hold the actual power but can pull the strings to those
that do.
Assassination
is one way of achieving the power you need, spying is another, each has
its place and neither supplants the other. It is the grand plan, the manipulation
and control through knowledge, bluff and fear that is the goal. The overall
state of who is in power isn't what is important, only how they got there
and what you have on them to influence them to give you what you need that
matters. The tools of assassination, blackmail, intimidation, wealth and
power are secondary to the actual manipulations and conspiracy that is
being executed.
The followers
of Garalax are not randomly motivated or have any wish to inspire chaos.
Their plans are intricate and long reaching. Many years of rumor
mongering and planted evidence may be used to build a conspiracy against
or for an individual. Culmination of these is rarely the end but only a
step in an even greater plan known by Garalax alone. Though at times it
may seem random, every action and piece of the grand scheme follows an
orderly schedule in the greater conspiracy to control everything that is
Garalax's goal.
In general the
worshippers of Garalax may not strictly follow the laws of society, and
in many cases scoff at them or are actively working against them. What
they follow is their own specific orders or the laws of the Conspiracy.
They are highly disciplined and ritualistic but may be thieves, murderers
and other criminals but in executing these crimes they are methodological
and organized. A murder is not just committed, but it is planed. The place,
time and even manner in which the cuts are made can be extremely exact.
Thefts are never spontaneous but instead motivated by a the plan and for
some greater need. Each will be cased and equipped perfectly; bribes paid
if needed to get people to look the other way, timing down to the second,
exact escape route known and a fence already set up to move the product
to the buyer. A worshipper of Garalax may secretly be a conspirator against
some power or authority, may be completely lawful and never commit a crime
themselves, but they will back those that will do what is needed to execute
what must be done to attain the final goal. For some it isn't what deed
is done but the reasons for which it is needing to be done, that is important.
So they live by their own laws, serving a greater organization and purpose
thatn society.
The Code of Garalax
Garalax is usually seen as a shadowy figure who speaks in a low, deep male voice that seems not to emanate from his body but next to the listener's ear. He usually appears as tall and strongly built, in dark but indiscriminate clothing. He always carries an unsheathed curved knife.
Alters and Idols:
Garalax has no idol but has an alter that is able to have a sacrifice bound to it while it is ritually maimed or cut. This alter is generally of stone but can also be a table made of metal. The blood flow must be able to drain from the alter and collected, kept for later use in making the Empowered Blood.
Major Centers of Worship:
Garalax has a
covert and cultist following, moving their places of worship at a moments
notice. The general population of Kyranath does not believe the worship
of Garalax as useful to society and persecutes the entire Conspiracy without
mercy. For this reason there is no permanently established temples to Garalax
to be found anywhere in Kyranath. Secret back room meetings and hidden
temples may only be found by those that are part of the Conspiray or along
with devout followers of Garalax who ring them. their whereabouts are learned
by word of mouth only and no stranger is ever told.
The lack of many devout and also socially acceptable worshippers
is the main reason that there is no permanent temples to Garalax. Though
in most any leader's life they have need of what Garalax can provide, they
rarely continue their worship of him after they achieve their goals. None
have ever memorialized their worship and praise to him in their time of
need, by building a temple. But the worshippers that give praise and live
by the codes and rituals of Garalax year round do maintain shrines and
places of worship for the devout. These are typically dark crypts, windowless
back rooms, hidden cellars or secret rooms where they practice their dark
worship. They are marked by only an alter usable for sacrifice and a means
to catch the blood that flows from the ritualistic cutting done upon the
one ofered. Not all sacrifices lead to death, but all must include loss
to those wishing to be blessed by the god.
Worshipers:
One would think that only criminals and underworld rogues, murderers and assassins would worship Garalax and for the most part this is true. But there is also those that are hungry for power and will use whatever means to reach their goals that are available to them. So there may be soldiers, merchants, politicians, rulers, headmasters of schools, craftsmen and guild masters or any other person that wants to be at the head or preeminent in his field that worship Garalax. Though never a devout worshipper, even some good people may at times give a prayer to the Conspirator when they are planning a coup or other hostile takeover or maybe just want to have another person with authority over them fall so they can become their replacement. This sort of worshipper never lasts and gives Garalax little power, but even a moments power over a good person is worth more than a lifetime of an evil worshipper who has never actually acted to topple a person in power. In times of war and threats to their security most any ruler will need to give Garalax prayer in order to spy on and hope to not be surprised by their enemies.
The Clergy:
The priesthood of Garalax are masters of ritual, performing bizarre and intricate disciplines involving the maiming and death of their sacrifices. The destruction of a person's power and prestige is as good as that of their body in the eyes of many of the followers of Garalax. The clergy of Garalax bring death in the dark of night to those for which they no further need. They strike after elaborate planning to give power to their god, take down his enemies and put his believers into power.
Church Hierarchy:
"Faith in power. Power in Faith" - Justin Harrowcourt, Baron of Harrowcourt, Lithar (born 722 -)
"I love it when a plan comes together" - Major Eleander Lonagall (3rd Cavalry Div - Lithar)
The clergy of Garalax is not empowered by placement in the temples or as leaders of shrines but by their deeds that have brought about the rise or fall of others. They see more need in encouraging and manipulating the grand scheme than in aggrandizing themselves or leading others. Each knows that with accumulated power only comes more that they can lose and a greater fall when they do and so most maintain an usefulness without achieving great notice.
Collaborators - Brought into the rituals of worship by one in the Conspiracy, these serve in whatever means necessary until such time as they are able to pray for divine favor of Garalax. Their typical duties are protecting and hiding the shrines, guarding prisoners of the Conspiracy and other odd jobs. Once they achieve some training and are accepted in to the church, there is two main types of Collaborator level clergy in the Conspiracy:
Collaborator Priest- Once accepted by Garalax, having received his divine spells through their prayers and able to call for aid from their god (cast 2nd-level spells), the Collaborators become one of the priests of Garalax. It is the priests that work as lower level clergy at the shrines and in any hidden temples of Garalax.
Executioner - Once trained in the ways of killing, able to take a life without feelings of regret and guilt, many of the clergy of Garalax take up residence with a lord or local leader. Many work along side the torturers of Jandor and become the dealers of punishment for these lords and in their jurisdiction. Many maintain or are assigned to the dungeons, gaols or prisons within their lord's holdings. They are not the enforcers of the law but are the executioners of its sentences against the unlawful.The Chosen - This level is only achieved through the defeat of one of Garalax's enemies through aid in their humiliation, bringing low or loss of power or in some cases, their death. The Chosen is the proven agent of Garalax through their experience and achievements as well as putting themselves in a place of possible danger in the name of the church. The Chosen can be found working in any part of the church and at any level of divinely granted power.
Assassin- Those that have actually killed in the name of Garalax as part of a planned conspiracy, one of the Chosen that then dedicates themselves to be the special agent of Garalax may become an Assassin. This priest of Garalax is the elite Chosen, a special agent of the god and his most deadly needs.
Conspirator - A Collaborator Priest that actually plans and executes a conspiracy that achieves gain in power or wealth for the church is raised to this level of power in the hierarchy. It is rare for them to have done this before being able to foresee possible problems that may occur (cast 4th-level spells).
The Master Conspirator- Within each area of infiltration of the church there is one of the Chosen that has gained the greatest prestige and proven ability to lead. Their own power is such that they can return to their hidden base of operations allowing them to be recalled to this focal point at their need (cast 6th-level spells). This person knows all the schemes and plans that are being enacted in their area of influence and has the last say in when and where they should be executed. They also hold the main copy of the Black Book for their region and interpret and decide in what ways it is to be used. They have the ability to call for the life or death of almost anyone under their control or within the bounds of the churches influence in the area.
Ceremonies and Holy Days:
The Ritual of Personal Sacrifice
(Unknown times decided by Garalax.)
The Chosen of
Garalax are occasionally required to make a sacrifice to their dark Lord.
It happens randomly, with unpredictable frequency, though it does seem
more common among those who most frequently call upon their God's services.
The ritual will take ten minutes of undisturbed prayer followed by the
ritualistic giving of the offering to Garalax. (It is suggested that
a DM occasionally roll 1d10, perhaps once every month of real time. A roll
of 1 indicates that Garalax wishes a gift.)
When a sacrifice
is required, the Chosen finds a small message at the end of their prayers.
This message is always written in blackened, dried blood, upon the skin
of some once living thing. It simply lists an object. The object is to
be left in a secret place indicated by the message before midnight, and
it vanishes, never to be returned, but may be given to another worshipper
unknown to the Chosen at need. If the requested object is not provided
to Garalax in that time frame, he sends a servant to claim it, and usually
more as well as punishment for the insolence. This servant is usually extra
planar, vicious, ruthless and cunning. If the Chosen can evade the servant
until dawn, the matter is closed. This rarely ever happens, however.
The sacrifice
can be anything, and is usually either worthless or of value only to the
Chosen. Sometimes the gift can be valuable or even vital.
(It is suggested that the DM roll percentile dice to determine the value of the sacrifice. For an Assassin; a 96-99 means a valuable gift, and 100 means something vital. For the general Chosen; 1% are valuable, and no vital gifts are requested Anything less is a relatively simple sacrifice, though it might be difficult to obtain. Sacrifices are usually required of the Chosen, a relative, a friend or a loved one. Sometimes sacrifices are required of other sources, such as a magistrate, a merchant, a beggar, or an animal. All sacrifices should have dark overtones. Have fun with it, DMs. Some examples are: A drop of your mother's blood. the cloth you used to dry off with this morning, Longspear's -the party's ranger's pet falcon, the first knuckle of your left small finger, the holy symbol of Othor -the town's Anthorite high priest, your wife's unborn child, your best friends magical sword, your own ring of regeneration.)
Examples of simple sacrifices:At times non clergy that worship Garalax may also be called upon to perform a Ritual of Personal Sacrifice. For example: Hurley really needs to pull off this assassination, and he offers a fervent prayer. Luckily, the guard falls asleep while the watchdog has a stuffed up nose. The ecstatic assassin claims his prize, but when he returns to his home, there is an ominous, bone white playing card on his pillow. It is the Duke of Bones, and written in dried blood across the card's bottom is the demand: "One of your thumbs." Garalax coughed up the success that was so fervently prayed for, but this time there happens to be a price tag attached.
A lock of hair.
Fingernail clippings.
A favored weapon or tool or item of jewelry/clothing.
A drop of blood.
An often used item.Examples of valuable sacrifices:
A finger or a toe.
An ear.
A magical weapon or armor or item.
The heart of an easily killed victim.
A pint of blood.
A pet or a familiar.
A rib.
A valuable document.
A valuable item.
A hard to obtain item in someone else's possession.Examples of vital sacrifices:
An eye.
A child.
A heart.
A hand or foot.
A head.
A nearly impossible to obtain item in someone else's possession.
The Ritual of Attrition (Once
per year, date dependent on time you became one of the Chosen.)
Garalax needs
proof that each are still one with the Grand Scheme and a part of the Conspiracy.
At least once each year the Priest is asked to submit to the Ritual of
Attrition. The priest is set before his immediate Collaborators, Conspirators
and other Chosen and judged as to their worthiness. The Chosen must defend
himself through the naming of his deeds that contributed or the lack of
such by another in his sphere of influence that belong to the church. If
he knows of no other or refuses to name another then he is judged purely
on his own merits. At the end he is either deemed worthy of continuance
or is released from the church. The only release is through death and so
he is ritualistically executed. If he and the other he has put forth as
being less useful than himself are deemed equal by the judges, then they
must fight in ritualistic combat. The one that lives is then proven to
be right and accepted as a part of the Conspiracy.
Those that do
not report to perform the Ritual of Attrition on their prescribed day will
have another facing execution hunt them down. If the hunter is able to
return before their next Ritual of Attrition need be performed with the
head of the one that did not report, then they are accepted back into the
Conspiracy. They of course will be hunted by others facing the same thing
during this time so the quicker they can find and bring the other in, the
better. Thus the Ritual of Attrition is a continual affair that effects
most lower level clergy that have not easily proven themselves and causes
those that are not serving the church, once having been accepted, to be
culled from the pack.
This ritual
is no longer needing to be performed once the Chosen has risen to the level
of Conspirator in the church.
Rituals of Murder (Personal)
No murder is
to be random. Any death by the Chosen's hand must serve a purpose and so
they are all executed in a ritual manner. The personal rituals for murder
are left to the Chosen. Each has their own way and delivery of the death
stroke, the speed of it or the lingering and ritualistic way in which it
is done. It is only important that each is seen as having a meaning and
dedicated to the greater scheme. A murder that is executed without purpose
or where the ritual points that the Chosen has developed are not used must
be somehow be appeased. Either the family of the one murdered needs to
be recompensed, the person has to be raised from the dead, one of the enemies
of the victim must then be claimed to balance the matter, or whatever else
may somehow make it right. Until such time as the matter is corrected the
Chosen will not be able to pray for any spells greater than 2nd level.
The Ritual of the Empowering
of Blood (Midnight after a living sacrifice.)
In a secret
gathering where a shrine of Garalax has been dedicated, three priests of
who are able to receive at least two divine spells per day stand over the
alter and perform a ritual of prayer. They pray for the god's blessing
and protection for an entire hour while preparing the blood drained from
the sacrifices that day, at least one gallon of blood must have been collected.
At the end of that time, they each cast a spell, and do so simultaneously:
One casts Purify Food and Drink, the second casts Protection from Evil
and the third casts Cause Fear upon the blood. The blood takes on a blackened
state but is still fresh and liquid and will not later dry. It is poured
into a previously prepared glass vial that can be later used in the
same manner as holy water and for the same effects, yet it will work against
good targets.
Holy symbols,
the curved knives carried by all clergy, are enchanted in the same way.
Each enchantment takes an hour, requires three priests (substituting Sanctuary
for Purify Food and Water), and requires a material component: A bone handled
knife. The knife is soaked in the gallon of blood. Only one such can be
made in this way as the fluid is absorbed into the blade, darkening it
to the color of dried blood.
The tremendous
expenditure of magic and the time involved cause a single dose of the Empowered
Blood or a holy symbol to cost 25 crown to the adventurer. Obviously, any
three priests can create holy water or holy symbols "for free" so long
as they are second level or higher and are priests of Garalax.
Ritual of Rectification (At such
time Garalax recognizes the potential of the Chosen)
At such time
as the Chosen has increased their experiences through practicing their
own part of the greater scheme, they will come to a point where they would
ask of Garalax greater divine favor (be able to pray for higher level spells).
When this happens they must perform the Ritual of Rectification. The Chosen
must go to a shrine of Garalax and there perform a sacrifice involving
blood. The blood can be their own or that of any other living thing. The
blood must be fresh spilt from the sacrifice, though the sacrifice need
not die. The blood is then used to wash the face and hands of the Chosen
and he is to pray for one hour. After this time the Chosen must cast whatever
spells he has already prepared that day (he may prepare spells he knows
he will need but must prepare all his allowed spells for the day) in some
useful way throughout the day while still stained by the blood of the sacrifice.
On the morrow, when the Chosen prays for spells they may then ask for the
higher level spells their experience and favor of the god now makes available
to them. If a shrine is not available or the Chosen does not wish to go
to one, they may find any secret place and do the same ritual but in this
case the sacrifice must die and must have greater intelligence (Intelligence
plus Wisdom greater than 5) than a normal animal.
Priestly Vestments:
The priests of Garalax typically are covered in dark nondescript robes or cloaks. They wear hoods and shadow their faces. The clothing is rarely black as this is too noticeable and costly but rather darker shades of brown, gray or blue and sometimes red. The Chosen generally wear leather armor also died a darker color. Since there is no permanent temples to Garalax there is no temple uniform or standard dress for the clergy, but all will wear a curved knife at their waist which also regularly doubles as their holy symbol.
Affiliated Orders, Societies and Guilds:
Order of Arabotkin- The Order of Arabotkin is the most infamous of all the affiliated orders of assassins devoted to the worship of Garalax. The order are a secretive cult, of which not a single member has ever been caught alive. They are renowned for their ethics in business. Once they take on a contract they cannot be bought off and the commission cannot be canceled unless they have the word brought to them by an Assassin of Garalax by authority of the Conspiracy. They will stop at nothing to keep their word and kill the target they have been contracted to kill.
Nobility -
Many of the lesser and even greater noble houses, barons, dukes and even
kings pay homage to Garalax. This is generally by secretly donating moneys
and resources to the Cosnpiracy's needs or just by overlooking their actions
or at times freeing one of their agents caught in crimes. They also wish
to gain their favor in terms of protection from their services to others
and in obtaining their services to stop their enemies. In most cases this
is a bribe to not use anything they discover about themselves against them
or act in anyway to bring about their downfall. The church makes no guarantees
but will generally ask for more from anyone wishing them to move against
their enemy if the enemy has previously shown good faith with the Csonspiracy.
Church Errata:
Allies
Ajoetis - Seduction and lust are a great means of manipulation over certain people. Garalax realizes that where wealth or power may fail to entice or destroy, a simple act of seduction can undermine a person and allow them to finally be brought down. Ajoetis cares not for the greater scheme only that she has power over others through lust and seduction and thus is this alliance formed.
Diadria *** - In many accounts Diadria is Garalax's mother. He is said to be her herald, the person that brings death to those that Diadria wishes to meet. These two gods may or may not actually be related but they do have a close alliance. Garalax has close ties with the Lady of Death and seems to gain power and worship as much for her as for himself. The two are equally the most feared gods in Kyranath.
Jandor - Garalax has little need for the god of pain but his plans sometimes bring about both physical and emotional pain which Jandor relishes. Their alliance is more an overlapping of need vs want. Garalax sometimes needs to cause pain and distress in order to achieve his end desire while Jandor wants to cause pain and distress only to enforce his rules. Neither really understands the other's ethics behind it, they only know that at times they coincide and so are allied.
Maldread *** - The god of deception is sometimes accounted as the brother of the god of conspiracy. Both the sons of Diadria and Syth who were married in times before knowing, Garalax and Maldread have worked together to increase each others power base for as long. Though tales of godly marriages and actual relationships may be only stories created by foolish imagination, the truth holds that these two gods have worked together for mutual gain and remain closely allied..
Syth - Domination and tyranny use conspiracy as a major factor on their road to power. Garalax and Syth work together a great deal in establishing realms of power that control the peoples of Kyranath. In some tales it is said that Syth is the Father of Garalax through a youthful union between himself and Diadria. Though this may not be actual, there has been a relationship between the two gods that has lasted through the ages.
Foes
Anthor - The enforcer of promises and honor is counter to the needs of betrayal and conspiracy. Anthor is forever interfering with the greater manipulations of society that are so great a part of Garalax's themes.
Mahacto *** - While Mahacto maintains order and upholds law, Garalax does not care for any of societies contracts and binding rules and only follows his own rituals and discipline. These gods are similar in many ways, each seeing order as necessary to completion of task but Garalax manipulated order to gain power while he believes Mahacto is manipulated by order. In many ways these two gods clash over the legalities that society puts upon action. Garalax holds that law is for personal discipline only while Mahacto feels it is a communal thing that needs be agreed upon and enforced by all.
Thr ***- The guardian of resources and society is the direct enemy of Garalax and his conspiracy to control and manipulate it to his own ends. Thr would destroy Garalax if he could but has never been powerful enough to do so. Though Garalax is aware of this, he finds the protection of Thr, which upholds community and keeps people in place acutely helpful in some of his plans. Thus the enmity Garalax has towards Thr is manipulated towards his ends rather than focused on his rival's destruction,
Tyre - The giver of life and growth despises the waste of it that Garalax uses as a means to his ends. Garalax would use whatever is needed to gain his ends, be it murder betrayal, intimidation, blackmail or even wanton but planned destruction. These all threaten and damage life and the freedom to grow as creation would allow and so Tyre is his foe.
*** denotes
a major factor
Appendix 1: Classes of Garalax
All clergy of Garalax receive 'Thardferrian Religion' as a bonus NWP.
Clerics of Garalax
| Requirement: | Intelligence 9, Wisdom 9, Charisma 11 |
| Prime Requisites: | Wisdom |
| Major Spheres: | All, Charm, Combat, Creation, Divination, Guardian, Necromantic, Protection and Summoning. |
| Minor Spheres: | Elemental and Healing. |
| Spell notes: | None. |
Special Abilities:
| Races Allowed: | Any |
| Requirements: | Str 9, Dex 9, Wis 11, Cha 11 |
| Prime Requisites: | Wisdom |
| Alignment: | NE, LE |
| Weapons: | Club, quarterstaff, dart, knife, dagger, short sword,
blowgun, short bow and crossbows.
May also use the Special Maneuver; Sap |
| Armor: | Padded armor, leather, studded leather or any armor that is not encumbering. |
| Magic Items: | As for clerics and thieves. |
| Required proficiencies: | Disguise* and Herbalism. |
| Bonus Proficiencies: | Religion, plus Reading Lips and Reading/Writing - Own language. |
The Assassin can build a shrine to
Garalax at any time during his career, but he does not attract believers
until he reaches 8th level. These followers are normal thieves and warriors,
0-level, ready to work for the greater scheme. The cleric attracts 5 to
50 fighters and 10 to 100 thieves; which arrive over a period of several
weeks. After the initial followers assemble, no new followers trickle in
to fill the ranks of those who have fallen in service. The DM decides the
exact number and types of followers attracted by the cleric. The character
can hire other troops as needed, but these are not as loyal as his followers.
At 10th level, the Assassin may receive
official approval to establish an Order of Assassins. Obviously, the stronghold
must contain all the trappings of a place of worship and must be dedicated
to the service of Garalax and the greater scheme. It must be in a hidden
place but able to hear of the needs of the church and come to their aid.
However, the construction cost of the stronghold is half the normal price,
since the work has official sanction and much of the labor is donated.
The Assassin can hold property and build a stronghold any time before reaching
10th level, but this is done without church sanction and does not receive
the benefits described above.
Assassins typically have the Perception and/or the Thieves Skill Perk.
Special Granted Powers:
Appendix 2: Specialty Priest
Spell List
| 1st level | 2nd level | 3rd level | 4th level |
| Bless | Aid | Continual Darkness* | Cause Serious Wounds* |
| Command | Augury | Dispel Magic | Cloak of Fear |
| Cure Light Wounds | Charm Person/Mammal | Feign Death | Detect Lie |
| Detect Evil | Detect Charm | Glyph of Warding | Divination |
| Detect Magic | Find Traps | Locate Object | Poison |
| Detect Poison | Hold Person | Meld Into Stone | Produce Fire |
| Detect Snares & Pits | Know Alignment | Prayer | Reflecting Pool |
| Invisibility to Animals | Messenger | Remove Curse | Tongues |
| Invisibility to Undead | Obscurement | Snare | Visual Poison |
| Light | Silence, 15' Radius | Speak With Dead | |
| Pass Without Trace | Slow Poison | Spike Growth (Caltrops) | |
| Protection from Evil | Trip | ||
| Purify Food & Drink | Wyvern Watch | ||
| Cause Fear | |||
| Sanctuary | |||
| 5th level | 6th level | 7th level | |
| Commune | Find the Path | Unholy Word* | |
| Cause Critical Wounds* | Harm | Wither* | |
| Magic Font | Speak With Monsters | Succor | |
| Quest (Brainwash) | Stone Tell | ||
| Slay Living | Word of Recall | ||
| Spike Stones | |||
| True Seeing | |||
Visual Poison (Guardian)Appendix 3: Outer Realm of Garalax
Range: Touch Duration: 1 hour per level
Area of Effect: 1 square foot per level Components: S, M
Casting Time: 1 per square foot Saving Throw: Neg.This spell functions only when used with some form of actual poison. The Assassin uses his finger to paint a surface with a shimmering aura that will poison anyone who views it from a close range. The range of the spell's potency depends upon the area painted. For every square foot of coverage, the effects reaches one yard. The surface affected by this spell looks damp or wet and glistens slightly. This can alert potential victims to the danger. If a potential victim successfully passes an Intelligence check, they have noticed something amiss with the area effected before they are near enough to be affected by it. This does not make them immune to the effect of the spell, only aware of the slightly glistening, damp surface. Any with the Find/Remove Traps ability also has half their normal chance to detect and avoid the surface effected.
Beyond the range of effect, viewing the Visual Poison has no effect, neither does actually touching the surface effected. But if any intelligent creature (combined Int and Wis greater than 5) catches even a glimpse of the Visual Poison from within the range, they are affected exactly as if poisoned by the dose used in the casting of the spell. If they fail a saving throw vs. spell, the victim is incapacitated, damaged or effected in whatever way the poison would normally effect its target. The effect seems to first effect the eyes and then the body beginning from the moment they sight the Visual Poison, although if they save, this sensation fades quickly. Saving vs spell negates the poison effects completely even if this is not normal for the dose of poison used.
The spell's potency lasts for 1 hour per level and can effect up to as many targets as the caster's level during that time. Once the number of exposures possible have been triggered, the spell disappears regardless of duration still left. It can be dispelled, triggered multiple times till gone or simply covered or blocked by something that obscures sight of the surface effected. Note that this spell will effect its caster if he is foolish enough to look at the Visual Poison as well as any that has been effected or saved for it previously as long as a charge is left to do so. The caster has one round after finishing the Visual Poison spell, before it will take effect, in which they can get out of the range of its effect or take means to safegaurd against it.
The material component of this spell is a mixed drop of blood and ocular fluid from a person who died from poisoning and one dose of the poison with the effect desired.
Garalax,
like his brother Maldread, has no outer realm of his own. But unlike Maldread,
he infiltrates the realms of the other gods, seeding his devout followers
souls where they best fit in the afterlife and based on their own choices.
Once there they act as sleeper agents until such time as the balance of
power amongst the gods shifts so that Garalax feels he can claim ultimate
power over them all. He maintains a home for himself and certain special
servants in the Court of Bone at the center of Nathalfertium, the realm
of Diadria.
Appendix 4: Book of Garalax
The Black Book
Though
not really holy, each area of influence in the church of Garalax has a
book that holds the key to all codes and messages about all the endeavors
under their control. Typically worded in religious verses and allegorical
stories, it is used to convey the plans and messages to the agents of those
plans for the area. Many smaller versions of these are carried by those
agents and used as a means of encoding messages. Certain passages, numbered
verses and such are used to put together the communications they wish to
convey. These hymnals, proverbs, historical lists, religious myths and
sayings act as code books for the church.
Appendix 5: Special Maneuver Description:
Sap
Sapping someone- I.E.., hitting him over the head
in order to knock him out, is a maneuver you undertake when you wish to
capture an enemy alive (or just incapacitate him without killing him).
To do this, the attacking character
makes a Called Shot at an additional -4 to attack rolls (so it's -8 total,
plus the usual Called Shot penalties of having to announce your maneuver
before initiative and suffering a +1 to initiative).
If the attack hits, the character
rolls ordinary damage for the weapon. He gets a 5% chance of knockout (as
per the Punching and Wrestling rules) for every point of damage he does,
up to a maximum of 40%.
Example: Sir Amstard wants to knock out a noble opponent rather than kill him. He attacks to Sap the opponent. Luckily, even with the -8 to attack rolls, he successfully hits his foe. With his sword, he rolls 6 points of damage. This gives him a (6x5%) 30% chance of an instant knockout. On his percentile dice, he rolls 42; he has failed this time. He'll try again.The damage done by Sap attacks is the same as that done by Punching; in other words, only 25% is normal, or "permanent," damage. The other 75% is temporary, and wears off after a short while.