Tyre (Giver of Life)
Neutral Greater Power
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Tyre is the goddess of life and fertility. She is concerned about the balance of nature and harmony with all races, plant life and animals. It is said she was the first living thing in the world, an enormous tree that bore the seeds of all other plants. She will do her best to prevent any loss of life or despoiling of nature short of killing if possible, and will nurture life to its greatest potential when able.
The Church of Tyre
| CLERGY: | Cleric, Specialty Priest (Naturalist), Druid and Ranger. |
| CLERGY ALIGN: | NG, LN, N |
Dogma and Beliefs:
Tyre's concerns
and ideals are simple; Worship life, protect it and nurture it. She also
seeks to have people become one with nature, respect its power and beauty
and protect it as well. Living is all part of respecting, worshipping and
preserving life. Having a good outlook and only using what is needed, never
to gain profit but only to live, is important to Tyre. Providing for and
raising a family, protecting them and teaching them respect for the world
is another. Cities and armies are not needed if everyone were only to embrace
nature and live with it. Community is fine and needed to continue healthy
reproduction but the wanton pursuit of power over others and greed for
more material things is what has brought the world to the state it is in;
where brother fights brother and nation wars against nation. Seek a simpler
life where your wants and needs are balanced with what the world has to
offer and freely provides with abundance if treated rightly.
Life is a cycle,
it encompasses birth, life's experience and death. After this one takes
what they have experienced and finds where their rightful place in the
cosmos should be. Death is not to be feared but it is to be put off until
such time as one are ready to find their ultimate destination. Living outside
the natural order of things, putting desires ahead of needs and profit
over sustenance is where strife and threat to life is born. The natural
cycle doesn't need to be broken by these things that complicate life. Accept
a life in balance with what creation has provided and you can live all
your given days readying yourself for the afterlife and your place in the
cosmos. Life is fleeting, a gift to be cherished but not to be abused.
Share with others, live in peace and harmony with each other and nature
and it will all work out as creation would have it.
Agriculture is the means by which
society and the community can provide for continued health and fertility.
It replaces the wild but with other growing things. Tyre doesn't mind the
replacement of one form of life for another as long as all life is respected.
The wilderness and wild forms of life are not more important than life
that lives in and builds cities. All must live in harmony and allow for
nature to provide rather than take without thought. The proper use of agriculture
to coax nature into providing more plants than would normally grow if left
to their wild nature is a perfect harmony between people and nature.
Husbandry of animals is similar and
though the purist worshipper of Tyre would not even eat any meat at all,
the balance between the farmer and the care and raising of animals still
provides for a greater number of beings to live than if the animals were
allowed to live in the wilds. If hundreds of animals may be raised and
some used for food, it is better than a dozen only to survive in the wilds,
most either dying young or being eaten by other animals anyway. But the
preferred animal husbandry is for use in dairies or as providers of fleece
and wool and other providers of a livelihood other than the butchering
of animals.
Physical Manifestations:
Tyre has many
looks but the one that is most often given her is of an immense and ancient
tree bearing many kinds of fruit. When at times she appears in a more humanoid
form, she appears as a mature woman, motherly but still beautiful and in
the peak of health. It is common on the main solstices for a large and
ancient tree that has acted as the alter and religious site of her worship
to become animated and even at times speak with those present.
Alters and Idols:
Only natural settings and formations are used as alters of Tyre. The produce of the field is left here as an offering to the Giver of Life and prayers are made. Her idols are found within nature, a large ancient tree or vine covered rock formation with a spring, etc. No two are the same but they are invariably away from the sight of any artificial structures, and any much used trails or roads.
Major Centers of Worship:
Followers of
Tyre do not congregate in restrictive buildings of stone and wood. Instead,
they prefer the natural surroundings that the female divinity embraces,
a quite wood or a secluded glen. There are however, roaming priests and
priestesses that make it their duty to operate from woods and mountain
ranges. In the Saerhud Forest you may run across High Canonist Aliana T'eweral
(age 288), or if you are in the Rainbow Forest you might meet Canonist
Gerhurd Oponell (age 43). If your travels bring you near the Leserd Wood
and the surrounding areas you may see Canonist Elben Nefferin (age 38),
and if you venture into Durlock's mountains, you can meet Canonist Buurc
Broadback (age 35). Finally it has also been noted that a Tyrian Canonist
of the name Hommel Jishmal (age 26) has recently been sighted in the Trapping
Forest. Almost any dense wood or natural uninhabited area with an abundance
of growing things can hide a shrine to Tyre.
At one time
the center of Tyrian worship was within a temple built into one of the
lunar trees of the Starwood Forest of Norben Island. Since the loss of
those trees and the sinking of the island, the main center has been relocated
to Navelorn, where a temple has long stood in one of the ancient forest
lord Tharqel Trees and is ran by the High Canonist Trimiean D'Selifin (age
474).
Places of worship
are generally wonders of nature, either within natural untouched forest
or overgrown rock formations with lush natural growing vines. They may
be around extremely large and ancient trees, within a grove that forms
a cathedral of branches that allow green light from the sun to shine down
to the earth, possibly an open glade in the deep forest or a dense patch
of growth within a small wood. In most cases no manufactured structures
or anything that may mar the natural setting is ever left in one of these
sacred areas.
It may seem that Tyre would have everyone
living in caves, but this is not true, even in her way of thinking there
is a balance to be struck between complete lack of civilization and the
worst of it. It is expected you will do what is needed to make life comfortable
and safe. This means building a house, making clothing, irrigating fields
to provide food for your self and your family. Farming and anything that
would keep people from having to kill to survive is good in Tyre's eyes.
Though she allows people to take freely of the bounty of the earth, it
is wrong to over sow a field too often and make it barren or to cut a forest
to the ground to make buildings larger than are needed. so certain creature
comforts and civilized behavior and community is good, it is the over production
and wanton destruction for profit that needs actually be fought against.
The followers of Tyre should find a peaceful balance that allows them survival
comfort and growth but without wasting resources.
Worshipers:
All Tyrian
followers hold all life sacred. Many would rather give their own life,
than see another taken. After spending time at a shrine and listening to
the sermons in the woods or other secluded areas, many worshipers give
up city life for one that is closer to nature. Farmers pray to Tyre for
a good harvest and those that keep sheep, goats and cattle for purposes
of wool and dairy products, pray for many offspring for their herds. Many
farmers erect small personal shrines to Tyre. When man and woman unite
in marriage, many of them turn to Tyre in the hopes that she will give
them healthy children. Hunters who use other animals for sustenance to
survive or provide for other's survival will pray for Tyre's permission
and for the spirit of the animal they have killed.
Tyre's followers
do not use the resources of the wilds and nature to make a profit. They
do not work in lumber or fur trapping or any job that takes from the wilds
for gaining greater wealth. They are hunters of only what they need to
survive and keep their families alive. Most are peaceful and seek alternate
ways to live other than through killing. Thus they become farmers, brewers,
sheep, goat and dairy cow herders. Most try to live off the land not profit
from it and would just as likely want to be left alone, having their nearest
neighbor over the next hill and out of sight.
The Clergy:
The church tries to instill in every being the knowledge that life is sacred and a true gift. The church teaches that all things are connected and to attain harmony in the world, all life, no matter what the form, should be protected.
Protection - The Clergy of Tyre protect all things that deal with nature. They will not stop natural fires, but will help to stop those caused by artificial means. They will protect life at all costs but will not stop a natural death after it has lived out a long and good life.
Assistance- The Clergy of Tyre will help local farmers by giving advice as to when to plant and sow their fields. They work with scholars to try to find reasons for poor crops, and means to stop them occurring again.
Church Hierarchy:
"Nature provides and so answers need not be sought elsewhere" – Fintun Hastegarden, Naturalist of Tyre (Date unknown)
The clergy is generally found near or around agricultural areas where the greater part of the worshippers of Tyre are also found. It is rare to find them in larger cities other than on market days and larger celebrations, though some act as midwives and so can be found anywhere that a birth is eminent. The rest are found in the wilds maintaining the shrines of Tyre.
Initiate - All common followers, mostly farmers and those that work in the wilds but have gained some connection to the powers of nature and so able to be divinely gifted with Tyre's spells (0 to 1st-level).
Naturalist- All dedicated priests of Tyre that have put a special study towards plant and animal life and practice the preservation of life, living by their own philosophy towards accepting the bestial nature of the soul and the answers to all being found in nature. It is unheard of for a Naturalist to take a leadership position in the church and so they are effectively removed from the Hierarchy once taking their Naturalist vows.
Nurturer - All those that have devoted their lives to the teachings of Tyre but have still not found a shrine or place to donate their time on a permanent basis. They roam the lands, spreading the ideals of Tyre and helping those that do not understand the ways of nature. Their power level and connection to nature varies greatly though they are rarely of such power as to be asked to stay with a community and permanently guide them (1st to 6th level Clerics).
Druid - All special priests of the Tyrian order dedicated to the natural world and its preservation, but not to the societal needs of the worshippers but more the natural growing and living things in the wilds. Druids join the Tyrian Order of Druids and gain higher and leadership positions therein and so are effectively removed form the church hierarchy. But the Druids are revered and once gaining higher levels in the Order, especially after being given control over their own grove, they are treated much as High Canonists by the worshippers of Tyre.
Canonist - Performs weddings and burials, and locates themselves near shrines to Tyre. These are the leaders of the congregations of Tyre's worshippers and the care of the fellowship in the surrounding community. Most have been asked to remain in one place, maintain a shrine or service a community that worshipe Tyre (7 to 12th-level clerics).
High Canonist- Head of the Tyrian Church (13th-level +). The head of the separate 'Temple' regions, they precide over the larger rituals and coordinate the different Canonists and their shrines to maintain the church integrity and continuity. Once risen to this level of leadership in the church the High Canonist gains a special spell that allows him to communicate to all other High Canonists throughout Kyranath. By this means Tyre keeps all of the worshipers and their care coordinated and balanced throughout the world.
Ceremonies and Holy Days:
Uachs Solstice
This is a time when Tyre sleeps,
and Her warmth leaves the land. The leaves change colors, and the cold
winds begin to blow. Followers celebrate this time of year by painting
the bridge of their nose shades of tan and orange to mark the passing of
the season.
Tetatus Solstice
This is when Tyre wakes from Her
slumber, and Her smile warms the land, making it ready to accept new seeds.
Followers mark this time by painting the bridge of the nose shades of green.
Families gather to plant the fields and many seek out the shrines devoted
to Her.
Harvest Parade
Two weeks before the harvest of
the fields, Tyrian followers gather to hold a parade. This is to give thanks
to Tyre for a bountiful harvest, and to celebrate Her good graces on the
crops. The Followers dress in clothing entirely made from plants, from
the shoes on their feet, to the hats on their heads. The parades are usually
held in only the larger farming towns, but they have been known to be held
in all towns at least once.
The Hunter's Ritual
All life is sacred but it is part
of the natural order that one animal feeds off another. The sentient races
are still but animals and so it is not against the precepts of Tyre to
hunt for subsistence and to provide for clothing and other needs to survive.
But the taking of life even in this way is a sacred thing and so the hunter
must do ritual appeasement to the animals spirit. Before the animal is
butchered and skinned an area is prepared for the resting place of the
remains. A prayer is then said over the remains and nothing that is not
being then needed to be used is buried as an offering to Tyre. Typically
it is a shallow grave that then has seeds of hearty and beneficial flora
planted above it. The plants are usually those that will grow fruit or
other edible tubers and spread to fill the area. In this way the hunter
hopes to seed the area with alternatives to taking of another life for
food.
The Ritual of Ever Living
Through this ritual the living holy symbol of Tyre is
created. In the ritual a minimum of four of Tyre's clergy are needed. They
will take a precise cutting of a newly sprouted branch from the trunk of
a tree and then while praying over it together for an hour, each simultaneously
cast a spell. The spells cast are Bless to bestow Tyre's connecton with
it, Protection from Evil to secure it and its faithful barer from harm,
Sanctuary to preserve and protect it and its faithful barer from outside
attack and create water to give it an everpresent sourse to continue its
life. Thus the holy symbol wil continue to live and represent Tyre.
A greater version of the ritual adds
a fifth priest of greater power who also cast a Plant Growth spell. The
holy symbol thus created will not only remain alive as long as owned by
one of Tyre's faithful but will grow. This allows it to become larger over
time while growing leaves, budding or blooming as is natural for the type
of tree from which it has come at the appropriate time of year. Over a
normal barer's lifetime, the holy symbol will grow in size only as much
as it would in a single growing season (increase in width no more than
a quarter inch or in length by no more than a foot depending on the type
of tree, but it will continue to react as normal through the rest of the
year for as long as it is owned by one of the faithful of Tyre. These greater
holy symbols will cost 100 crown if they can be purchased at all. Only
through the church of Tyre can they be created and only in the hands of
one of her faithful will they continue to live beyond a single season (two
months).
The Ritual of Tyre's Tears
This ritual creates the equivalent
of holy water for the followers of Tyre. It is done in the normal way of
making holy water by most gods but also needs a gallon of tree syrup which
is mixed with the created water at the time of the ritual and mostly destroyed.
This creates the two pound vial of Tyre's Tears. Because of the viscuous
nature of the fluid, it will stick to any it touches and so cause damage
for one extra round. The cost of Tyre's Tears, if it is sold at all, is
40 crown and it can only be created by the church of Tyre.
Priestly Vestments:
The clergy of Tyre typically wear homespun wool, furs and leather clothing. Since they spend much time outside they are typically dressed for weather and have oiled cloaks and hoods or furs to protect them. Most have little to no metal or manufactured items other than those they could have made or had made for them out of what they have taken from nature and the wilds. The typical weapon is a quarterstaff or shepherds crook and they rarely wear anything other than thick furs or hide as armor, though like the rangers that follow Tyre, the cleric can wear any armor at need. The holy symbol of Tyre varies but is always a cutting from a tree that in its making is allowed to continue to live. Other holy symbols are specially made in such a way to even allow them to grow and thus bring leaves, bud or bloom at its appropriate time of year.
Affiliated Orders, Societies and Guilds:
Rangers - The sects of Rangers that follow Tyre's teachings are too vast to name, but three on the Thardferr continent are the Green Knights of the Leserd Forest of Tuth, the Thorn Woodsmen of the Thorn Wood and the Ivy Warders of the Trapping Forest of Lithar. They act as protectors of those that live in the wilds and these areas acting as policing agents against those creatures and races that would threaten life and despoil nature. Most elven rangers are servants of Tyre though the elves are less likely to form actual organizations of these servants and protectors of the wilds.
Druids - The druids of many forests and other natural areas throughout Kyranath follow Tyre. They all belong to the Tyrian Order of Druids more dedicated to nature and life over balance and preservation or natural law but are allied with that of the Ostrian and Corathalian Order of Druids. Their prime concern is with the preservation of life and maintaiing a place, vital and undisturbed, for it to be living.
Church Errata:
Allies
Aqualie, Corathal and Ostran
***-
These two along with Ostran are the other nature gods of Kyranath. Though
Corathal's bent on destruction of the enemies of nature is appalling to
Tyre, these three as well as Ostran have a close connection through their
Order of Druids. The balance of nature, the elements and preservation of
the natural order and its cycles are important to all and they work together
through their druids, clergy and special agents to see that the rest of
the world realizes they are a force with which to be reckoned.
As the provider
of life giving water, Aqualie is one of Tyre's closest allies. The waters
that feed plant and animals alike and allow them to grow and survive is
absolutely necessary to life. Aqualie is sometimes thought of as the daughter
of Tyre and there seems to be a great love shared betwen the two. If not
related they ae at least the closest of friends.
Diadria and Ostran ***- Ostran is sometimes said to be Tyre's parent. Giving birth to her and Diadria at the same time to create the cycle of life and death. He is the binding force between them that allows them to maintain their alliance even though each champions opposite forces in the cosmos and their followers are greatly at odds much of the time. Though they have little contact, it is Tyre that appoints a soul to life and at the same time Diadria appoints a time that it is to leave and be once more free to go on to it's next step and final destination. The theme of life vs. death is an eternal struggle and so these can be great foes but Trye accepts Diadria's part of the natural cycle and so is her ally in it.
Kreaon - Life became possible only after the cosmos was provided for a place to sustain it, though their was thought and spirit before this it took the creative power of Kreaon to coalesce things into a base for which physical and primal life could gestate. Not soon after Ostran brought the forces into balance and Tyre was born. The natural laws of Kreaon protect the natural order of life in Kyranath and so these two gods are allies.
Thr - Life provides for growth and after so much growth people start to congregate for reasons of community and comfort or just for protection. It is thus that Thr gained influence and came to be the Guardian. Tyre knows a balance is needed to maintain the wilderness but also allow people to live and grow and so it is through the alliance with Thr that Tyre deals mostly with larger communities. Where she would have people just get along and is not really able to do a great deal should things get out of hand, through Thr and his more militant duties to protect Tyre has an ally to set things right again.
Foes
Corathal - Both ally and related the wild destroyer is an enemy to all at times. Even though using the natural forces of the world to cause his destruction and aiming it at the communities that would despoil nature, Tyre cannot stay friend to this god when he crosses the line and kills indiscriminately even when in a god cause.
Diadria ***- Through the days a soul is living in Kyranath, the forces of life and death continually pull at it, but both pull it onward, to grow and reach as far as it can until one day it is at its end. Tyre would preserve life for as long as possible to give the soul the greatest amount of time to experience it and so form the needed thoughts to gain their ultimate destination later after life. But Diadria has her plans and those are that each life must end and she is the one to say when that time is. These two sisters are thus eternally allied and at the same time at war with each other over every life.
Fyrre and Terrarie-
Fyrre and Terrarie are the sons of Tyre, as Aqualie and Aerie are her daughters.
While Aqualie and Aerie are both well thought of and there is no enmity
at all between them (and even an ongoing relationship with Aqualie), they
both rarely get involved with her and do their own thing. But Fyrre is
the impetuous son, the toddler that throws temper tantrums and even after
maturing may explode and cause a lot of damage in his carelessness and
neglect. His wanton need to consume all around him and either destroy or
change it is a great threat to Tyre and the balance with nature and protection
of life she wishes to maintain. Luckily he is balanced by her daughter
Aqualie who she has the greatest tie.
Terrarie on
the other hand is more subtly against his mother's will. He wishes to balance
wilderness growth with the growth of civilization and this at times runs
counter to her principles of preservation of life and resources. Though
not a destroyer for the most part, Terrarie consumes a lot of resources
in his building of civilization. He is less an disliked as he does contribute
tot eh welfare of the living but this comes at the expense of some living
over those which Terrarie believes is more important.
Garalax - Where Diadria is the end of the natural cycle and so both enemy and ally, Garalax is just an enemy. He is the great planner that would use death as a tool with no regards to others or even to just spite the gods at times. But it is a larger game he plays and so he uses his disregard for life and ease at taking it to blackmail Tyre at times and coerce her at others. The enmity between these two is not mutual but Tyre has an eternal hatred of Garalax and his games.
Praxin ***- Stories tell of how Praxin was born of the rape of Tyre by Jandor and thus a thing born of wrongness and pain. The monster and mutation he brought forth goes against the natural order and warps life. Though these are still sacred as living things, many become things with no respect for other life and predators that are a cause of imbalance in the wilds. Tyre and her followers are ever at war with these permutations and Praxin and Tyre have become enemies because of it.
Sembral - Though some war is necessary at times, battle is still a great taker of life. Tyre is not a peaceful goddess, the natural order allows for ferocity and even death and killing in order to survive but battle and war brings death to those involved as well as innocents. Sembral's machines of destruction use up the resources and destroy the wilderness even making it barren at times. Tyre may actually be at war herself but it is with the damage and imbalance that Sembral bring to the world.
*** denotes
a major factor
Appendix 1: Classes of Tyre
All clerics of Tyre receive Agriculture and “Thardferrian Religion” and Agriculture as bonus non weapon proficiency.
Clerics of Tyre
| Requirement: | Constitution 9, Wisdom 9, Charisma 9 |
| Prime Requisites: | Wisdom |
| Major Spheres: | All, Animal, Creation, Elemental, Healing, Plant, Protection, Summoning, Sun and Weather. |
| Minor Spheres: | Charm, Creation and Divination. |
| Spell notes: | May not cast reverse spells that would cause damage to
anything living.
May cast these spells even through they are not included in the spheres above: Cure Disease, Commune With Nature, Insect Plague, Reincarnate andResurrection (no reverse) |
Special Abilities:
Specialty
Priests (Naturalist)
| Races Allowed: | Elf, Gnome, Halfling and Human. |
| Requirements: | Con 9, Wis 11, Cha 14 |
| Prime Requisites: | Wisdom |
| Alignment: | NG, N |
| Weapons: | Knife, dagger, spear or hand ax (fire hardened wood, stone, bone tips, etc...). Lasso, club, quarterstaff, short bow and sling, and he maneuvers pin, pull/trip and disarm. |
| Armor: | Padded, soft leather (heavy furs, untreated leather, etc...) and small wooden shields. |
| Magic Items: | As for clerics. |
| Required proficiencies: | Any two of the following: Animal Training, Direction Sense, Fire-Building, Hunting*, Leatherworking, Mountaineering*, Riding-land based, Running*, Set Snares*, Survival*, Tracking** or Weather Sense. |
| Bonus Proficiencies: | Religion, plus Agriculture, Animal Handling and Animal Lore |
Taking the course of the natural to its extreme, the Naturalists have the belief that all phenomena can be explained in terms of natural occurrences and follow natural laws without attributing moral significance to them. Their doctrine holds that all religious truths are derived from nature and natural causes and not from revelation. Conduct or thought prompted by natural desire or instinct is pure and as the gods intended it should be. Any foreign influence or over thinking one's natural tendencies is to pollute the natural progression of the soul to its final state of being, which is one with nature. The greatest event in life is providing for its growth and observing its end. Because of these beliefs, the follwing rules are followed.
Appendix 2: Specialty Priest
Spell List
| 1st level | 2nd level | 3rd level | 4th level |
| Animal Friendship + | Augury | Create Food & Water | Animal Summoning I + |
| Bless | Barkskin + | Cure Blindness or Deafness | Call Woodland Beings + |
| Create Water | Charm Person/Mammal | Cure Disease* | Cure Serious Wounds* |
| Cure Light Wounds* | Goodberry* + | Dispel Magic | Giant Insect + |
| Detect Magic | Hold Person | Hold Animal + | Hold Plant + |
| Detect Poison | Messenger | Plant Growth + | Hullicinatory Forest + |
| Detect Snares & Pits | Obscurement | Protection From Fire | Plant Door + |
| Endure Heat/Endure Cold | Produce Flame | Remove Curse | Protection from Lightning |
| Entangle + | Resist Fire/Resist Cold | Remove Paralysis | Repel Insects + |
| Invisibility to Animals + | Slow Poison | Snare + | Speak With Plants + |
| Locate Animals or Plants + | Snake Charm + | Summon Insects + | Sticks to Snakes |
| Pass Without Trace + | Speak With Animals + | Tree + | Tongues |
| Protection from Evil | Trip + | Water Breathing | |
| Purify Food & Drink* | Warp Wood + | ||
| Sanctuary | Withdraw | ||
| 5th level | 6th level | 7th level | |
| Animal Growth + | Animal Summoning III + | Changestaff + | |
| Animal Summoning II + | Anti-Animal Shell + | Creeping Doom + | |
| Anti-Plant Shell + | Conjure Animal + | Regenerate* | |
| Commune With Nature | Heal* | Reincarnate | |
| Dispel Evil | Liveoak + | Ressurection* | |
| Insect Plague + | Transport Via Plants + | Succor | |
| Pass Plant + | Turn Wood + | Transmute Metal to Wood | |
| Rainbow | Wall of Thorns + | ||
| Transmute Rock to Mud | Weather Summoning |
Appendix 3: Outer Realm of Tyre
The Great Tree
Situated
in the after lands, where all souls go after they are finished with life
is a vast and strange, nearly infinite place where the gods have their
seat of power and have prepared for the coming of those who served them
in life. This is known as he Abyss, an infinite place that separates, the
force of order and chaos at the center of which is the cosmos. Surrounding
the cosmos that holds creation are the homes of the gods known as the Outer
Realms. Only a few landmarks can be readily noticed while traveling the
wastelands and void between each realm. One is the Spire of Aerie in the
city of Tema'Asha and the another is the Great Tree that is the realm and
body of Tyre.
Those that worship
Tyre are welcomed into her very body to live throughout eternity in the
bosom of her motherly care and love. The Great Tree itself is totally alive
and able to grow any plant in any shape needed to provide for the sustenance
and comfort of those living within it. The center of her realm is Tyre
herself, a tree greater in size than is imaginable, growing taller than
mountains and whose branches spread out over an are that any lord would
be proud to claim as his holdings. Under the reach of her branches grows
a vast and dense forest, full of living plants and natural animals. This
is one of the few living areas in this realm beyond the lands of the living.
Tyre welcomes her worshippers inside where they are able to wander the
immense interior of her forest and her body itself and find amusement and
companionship as they please.
Appendix 4: Special Weapons and
Maneuver's of Tyre
Weight
Speed Damage
Weapon Cost
(lb.) Size Type Factor
S-M L Note
Lasso
5 sp 3
L -
10 -
- two-handed only.
Lasso
The lasso, or lariat, is a length of rope with a loop at the end; the wielder
holds the slack in his off-hand, twirls the lasso in his other hand, and
hurls the loop at his target. On a successful hit, the lariat settles over
the target, giving the wielder the chance to dismount him, pull him to
the ground, trip him, etc.
In other words,
when you attack someone with a lasso, you must declare what you're trying
to accomplish with the attack.
If you're trying
to trip him, you're trying to make the loop settle about his legs. This
requires a Called Shot at the legs as per the Hit Locations section of
the Combat Rules chapter.
If you hit,
he must make a Dexterity ability roll, with the usual modifiers for the
Pull/Trip maneuver; if he fails, he falls, and if he succeeds, he's able
to jump out of your loop before it closes.
If you're trying
to pin his arms to his sides, you're trying to make the loop settle about
his torso and arms. This requires a Called Shot at the arms as per the
Hit Locations section of the Combat Rules chapter.
If you hit,
he must make a Strength ability roll, again with the usual modifiers for
Pull/Trip. If he succeeds, he shrugs the loop off before you can pull it
taut. If he fails, you pull the loop taut. Both of his arms are pinned,
as in the Pin maneuver. The target gets to struggle each round, also as
per the Pin maneuver rules. Each additional lasso that hits the target
to pin him gives him a -4 to his Strength ability for purposes of his struggling.
When his Strength reaches 0, he has no chance of escaping.
If you're trying
to dismount a rider, you're trying to make the loop settle about his torso-
and then brace yourself for the impact (when his mount's movement reaches
the end of your rope, both you and he are going to be jarred). This doesn't
require a Called Shot: You must merely hit your target normally.
If you hit,
both you and the unfortunate rider must now make Strength ability rolls.
If he rolls his better than you roll yours, the lasso is torn from your
hands and you take 1d2 damage. If you roll yours better than he rolls his,
you yank him from his saddle and he takes 1d3 from impact with the lasso
and the earth. If you both make your roll by the same amount, then both
results occur; the lasso is yanked from your hands, doing 1d2 to you, and
he's yanked from his horse, taking 1d3. (Incidentally, if you've had time
to tie your rope to an absolutely stationary object, like a boulder, you
don't have to roll against your Strength ability; you win this contest
unless your target rolls a 1, in which case the rope breaks and he can
ride off laughing.)
If you're trying
to lasso a target's head (for example, when you're up in a tree and your
target is an unsuspecting guard walking below), this is a Called Shot to
his Head as per the usual rules.
If, after the
modifiers, you still hit, you can yank for 1d3 damage (plus your Strength
bonus). On subsequent rounds, you can yank for 1 point of damage each (plus
your Strength bonus). But if you're in a position to hoist your target
up in the air (for instance, if you're up on a tree branch, lasso your
victim, and then drop off the branch on the other side, holding onto the
rope to hoist your victim up), you do your victim 1d4 points of strangulation
damage per round (Strength bonus does not apply to this). If he can get
his knife free and cut himself loose, that's good for him; if not, it's
good for you. While strangling, a victim cannot shout or raise the alarm.
If you're trying
to drop your loop around the head of a mounted rider . . . well, it's difficult,
but possible. Make it as a standard Called Shot to the head.
If you hit,
you must again make your Strength ability check. If he wins it, he takes
1d4 damage from the impact of the lasso around his neck going taut- but
the lasso is still yanked from your hand, doing 1d2 to you, and he can
ride off. If you win it, he takes 2d6 damage from the impact, another 1d3
from hitting the ground, and he's dismounted. If you both make it by an
equal amount, he takes 1d4, is dismounted and takes an additional 1d3,
and you take 1d2 from the lasso being yanked out of your hands. (If, in
this example, you've had time to tie the other end of your lasso to an
absolutely stationary object, your target still gets his roll. On a 1,
the rope breaks and he takes 1d4 damage. Otherwise, he's automatically
dismounted and takes 3d6 damage.
Such a maneuver,
hard as it is to set up, could easily break someone's neck, killing him
instantly.)
In the chart
above, the lasso was listed as a large weapon because of the amount of
space it takes to twirl and wield it.
You cannot perform
a Parry or Disarm with the lasso, or use it as a melee weapon for Pin-
only at range.
Lasso requires
its own weapon proficiency, which is not related to any other weapon proficiency.
If it is not,
a PC need only train with someone who has proficiency with the weapon (and
the PC must have a free weapon proficiency slot) in order to learn how
to make and use the lasso.
Maneuvers
Pin
With
the Pin maneuver, you move close to your enemy (right up in his face) and
use a weapon to pin, or trap, his weapon, usually as well as restrict his
movement by pressing it against him so that he can't move.
This is like
a Called Shot, except that you don't have to announce it before initiative
and you don't suffer a +1 to initiative. You do still suffer the -4 attack
penalty.
If you successfully
hit, the victim can't use his pinned weapon until the pin is broken, and
you can't use your pinning weapon until the pin is broken. also if pressed
against something, (a wall, the ground) the target cannot move to get away.
When the pin
is first performed, the victim gets one chance to struggle, using a Strength
roll. However, just because you've got your weapon in place doesn't mean
that you're in control of him yet.
In the same
round that you performed the Pin, roll 1d20. Your opponent will do the
same.
Compare the
number you rolled to your Strength ability score. Whichever one of you
rolled better against his score won the contest.
For purposes
of the a Pin, all 18 scores (01-50, 51-75, etc.) are just 18. However,
in case of a tie, a higher percentile 18 beats a lower percentile 18. (For
instance, an 18/40 beats an 18/30, an 18/00 beats an 18/99, etc.)
Example: Rathnar the Hopebringer tries to pin his enemy.If you pin something and then fail your Strength ability roll, then you've lost: Your enemy eluded the Pin.
He successfully rolls to attack rolls and gets his quarterstaff against his opponent.
Rathnar is Strength 14. His enemy is Strength 15. Both roll 1d20.
Rathnar rolls a 7. He's made his roll by 7. His enemy rolls a 9. He's made his roll by 6.
Rathnar pins his opponent.
Pull/Trip
This
maneuver is designed to knock opponents down.
When using the
Pull/Trip maneuver, the attacker announces his intention when it's his
turn to attack. He describes how he's performing the maneuver to the DM,
who may rule that it's impossible.
If it is possible,
though, the attacker rolls vs. the target's AC as with any normal attack.
The target then
rolls 1d20 against his Dexterity. If he succeeds, he stays on his feet.
If he fails, he falls down. Modifiers to his Dexterity include:
+6 Target Was Not MovingThe Pull/Trip maneuver is best performed on someone who is moving and unaware of you. A target who is standing still (not walking or running) and is aware of his attacker is very hard to knock down.
-3 Target Was Unaware of Attack
Disarm vs. Single-Handed Weapons
With the basic Disarm maneuver, the attacker follows the normal rules for
Called Shots (announcing his intention before initiative and receiving
a +1 modifier to initiative, and then suffering a -4 attack penalty); if
his attack is successful, he will (normally) cause his enemy's weapon to
go flying from his enemy's hand.
Roll 2d6. The
number rolled is the number of feet the weapon flies. Roll 1d6. The number
rolled determines which direction the weapon goes. (This is described in
terms of the attacker's facing. Straight Ahead means straight ahead from
the attacker; Behind means behind the attacker.
1 = Straight AheadThis Disarm can also be used on magic wands, crystal balls, and any other sort of magical apparatus which is held in one hand. If the item is worn (like jewelry), it cannot be Disarmed. (Note: Weapons, when used, cannot be worn like jewelry.)
2 = Ahead, Right
3 = Behind, Right
4 = Straight Behind
5 = Behind, Left
6 = Ahead, Left
Disarm vs. Two-Handed Weapons
Disarm does not work nearly so well against two-handed weapons. If you
perform a Disarm against a wielder of a two-handed weapon (including magical
staves), it merely knocks the weapon out of alignment briefly; the weapon's
wielder automatically loses initiative on the next round. However, two
Disarms made against the wielder in the same round will knock the weapon
free; roll only 1d6 to see how many feet it flies, and 1d6 to see which
direction it goes.
Naturally, the
two Disarm maneuvers don't have to come from the same character. Two characters
can work together to disarm the two-handed wielder; or, one character with
multiple attacks in a round can do the job himself.
If a character
finds his two-handed weapon partially disarmed, and he still has at least
one attack to perform this round, he can elect to forget about his next
attack and may use that attack to recover his weapon instead.
Example: Torreth and Amstard are fighting, Torreth with long sword and shield, Amstard with two-handed sword. Both characters have two attacks per round. Torreth has initiative. He successfully Disarms Amstard, drawing his weapon out of line. Amstard now has his first attack of the round. He can either punch Torreth with his gauntleted fist, in which case his sword will still be out of line, or he can recover from the Disarm. He chooses to recover. He swings the weapon back into line and is ready for the next exchange. He suffers no initiative penalty on the next turn.