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    Voices of the Dead - Part IV: The Rovers of the Barrens
    Posted on Wed, July 09, 2003 by Trickster
    kirt writes "There are probably more dead Rovers than living ones now. That is a source of strength for them, as their ancestor-worshipping shamans use these two new spells: "Summon Spirit Guide" and "Visit Camps of the Dead." Formatted for 2nd and 3rd edition.

    Voices of the Dead - Part IV: The Rovers of the Barrens
    By: kirt
    Used with Permission. Do not repost without obtaining prior permission from the author.

    Part IV
    The Living Greyhawk Gazetteer lists three peoples as practicing ancestor worship: The Wolf Nomads, the Tiger Nomads, and the barbaric people of Ull. In addition, this series of articles will suggest that ancestor worship is common among the Rovers of the Barrens and, for unique historical reasons, the Flan of rural Perrenland. I will present new spells for ancestor worshipping clerics and describes the ancestor-worshipping practices of five lands in the World of Greyhawk.

    The spells presented were chosen to highlight the cultures of their origin, but variations on these spells should be available to clerics in most ancestor worshipping societies. Since spirits (not divinities) provide the spells, they are limited to the 4th level. I know very little about 3E, so any helpful comments would be appreciated.


    Rovers of the Barrens
    The Rovers are a scattered and defeated people, but they are not yet destroyed. While the numbers of living Rovers are small, the Camps of the Dead are full of spirits who wish to help their descendents through these troubled times.

    The Rovers honor all their dead collectively, but individual Rovers pay special tribute to the spirits that were particularly important to them when they were alive. Thus, the Rovers emphasize their personal relationships with the dead, and most worship is focused on the one or two generations most recently dead. For example, a typical Rover warrior would venerate his parents, and if he knew them, his grandparents. He might also honor the uncle who taught him hunting and war craft, or the aunt who helped decorate his war clothes and wedding robes. If he has lost a sworn war-companion, he might honor his fallen comrade, even if they were not related. To all of these people, the Rover might offer prayer, song, and tobacco.

    The Rovers are unmatched among humans in their woodcraft, with even common folk being able to hunt, track, hide, ambush, and forage like the best rangers of other lands. Death may impair their ability to take game, but it only improves their senses. When Rovers need help finding their way, such as when they are lost in a storm or making a midnight raid, they Summon a Spirit Guide from among those of dead who were peerless scouts. Hospitality is a cardinal virtue among the Rovers, and tent guests are greatly honored. The most powerful shamans among the Rovers can solicit invitations to Visit the Camps of the Dead.

    3rd Edition Version
    Summon Spirit Guide (Conjuration/Summoning)
    Level 2 Cleric Spell
    Components: Divine Focus (Holy Symbol)
    Casting Time: 1 round
    Range: 0’
    Effect: Summons one Spirit Guide
    Duration: 6 turns per level
    Saving Throw: None
    Spell Resistance: None

    This spell summons the spirit of a family or clan member to help the cleric in dangerous or uncertain situations. In darkness, the spirit appears as a ghostly figure and generates a Fear effect (see monster description at the end of this series). The spirit cannot be seen in daylight (and does not generate Fear), but may be heard at any time as a whispering voice. Detection of magic or invisibility will render the spirit visible during the day, but it does not produce Fear if so viewed. The spirit is always incorporeal and cannot physically affect or be affected by the environment. It may move, but must remain within 50 yards of its summoner. Within territory that traditionally belonged to the family or clan of the cleric (lands, buildings, vessels, etc.), the spirit guide can lead the caster as if with Find the Path, but applicable to target creatures and objects as well as locations. Outside such well-known holdings, the spirit has no inherent idea of where things are. However, even in unfamiliar places, the spirit can see perfectly in darkness and can see into the ethereal. The spirit can Track as if it had the Skill with 1 rank per three cleric levels of the summoning cleric, with a Wisdom equal to that of the cleric, and with no DC penalty for poor light conditions. It can see secret and concealed items as if it were a dwarf or elf (whichever is better given the situation). The spirit is affected by illusions as if it had a Wisdom score of four better than the cleric’s Wisdom (maximum 25). Since it is intelligent and can communicate everything it sees to the cleric by means of whispers, it is quite useful. It is free-willed, and the caster need not maintain concentration.

    Visit Camps of the Dead (Alteration)
    Level 4 Cleric Spell
    Components: Verbal, Somatic, Foci (Door, Holy Symbol)
    Casting Time: 1 round
    Range: 0’
    Effect: Allows cleric plus 1 person per four levels (round down) to visit the dead
    Duration: 6 turns per level
    Saving Throw: None
    Spell Resistance: None

    This spell allows the priest to create a small, temporary gate to the Land of the Dead, through which he and others designated him may pass (similar to the Plane Shift spell). When casting the spell, the priest selects the specific spirit-relative to visit, and then touches a normal door and calls out his own name, the name of his companions, and their desire for admittance. When the spell is complete, the priest and companions may step through the doorway and enter the house (or tent, lodge, etc.) of the chosen spirit in the Land of the Dead. When the last selected person has stepped through the doorway, it returns to normal. If another sentient, living being is able to move through the doorway before all of those who were named in the spell casting do, she is not transported. However, the magical gate then automatically closes, possibly “stranding” some of the named persons on either side. Those who enter the Land of the Dead may remain in the spirit’s house as his or her guest for the duration of the spell; or they may leave sooner, individually or as a group. They may not leave the spirit’s house to go elsewhere in the Land of the Dead, nor may they move to areas of the house not under the control of the spirit (if it is a large, multi-spirit dwelling). If the priest currently enjoys good relations with the spirit, the guests will be well treated (fed, ministered to, allowed to rest, etc.). However, they must remain well behaved and respectful, particularly if this is their first visit or if the cleric and the spirit do not know each other well. Bringing a gift to the spirit when visiting is always a good idea. Frequent or casual use of this spell will certainly earn the disfavor of the spirit, who will feel imposed upon. The host spirit may “throw out” any or all guests at any time he or she desires simply by wishing it, and will certainly do this if greatly offended. If the host spirit wishes to converse, the priest may have the opportunity to ask questions (DM’s discretion). If the priest or the other guests leave the house voluntarily, they may choose to return to the Land of the Living at either the exact spot they left, or at the place where the spirit’s house stood when the spirit was alive. This spell may thus be useful for long distance travel as well as escape from dangerous circumstances. If “thrown out”, a person ends up in either location as chosen by the host spirit.

    2nd edition version
    Summon Spirit Guide (Conjuration/Summoning)
    Sphere: Summoning, Ancestor
    Range: 0’
    Components: V, S, M (Symbol)
    Duration: 6 turns per level
    Casting Time: 1 round
    Area of Effect: 50 yard radius, centered on caster
    Saving Throw: None

    The spirit can track as if it had the NWP with 1 slot per six priest levels of the caster.

    Visit Dead (Alteration)
    Sphere: Astral, Ancestor
    Range: 20’ radius
    Components: V, S, M (Door, Symbol)
    Duration: 6 turns per level
    Casting Time: 1 round
    Area of Effect: Priest plus 1 person per 4 levels (round down)
    Saving Throw: None

    "
     
    Related Links
    · More about Spells of Oerth
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    Most read story about Spells of Oerth:

    Revised & Expanded Druid Spell List

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