Saturday, October 8, 2022

Gods of Caan: The Bladed Huntress

Queen Bedroom Fantasy Panther; Pixabay user, Victoria_rt

Anath - the Bladed Huntress, Mistress of the Quest

Themes and Domain

Anath is a war goddess - the lady of the hunt, and a protector of the young. Her clergy and paladins are mixed among their ranks: while not overwhelmingly female, bearing a much greater proportion of the feminine persuasion than among the other Caanish gods.

  • War
  • Love and Loyalty
  • Hunting and Searching
  • Adventure and Exploration
  • Sister to Astarte, the Soldier-Mother
  • Foe and Slayer to Mot, the Snapping Turtle
  • Favor to Bows and Blades
  • Embodied by Lions and Flowers

Sacraments and Taboos

Along the Ash Coast and all along of Caan, the gods require sacraments and sacrifice in order to earn their favor - Anath is no different! Behaviors and prescribed (and proscribed), the tenants of which must be obeyed, or the goddess will not grant her favor. For this purpose:

  • A Sacrament is a behavior that a Cleric of Anath must perform - rites, rituals, or lifestyles.
  • Conversely, a Taboo is a behavior that a Cleric of Anath must never perform.

If a Cleric fails to keep a Sacrament or Taboo, the Cleric stunts itself on the turning table and in spell-casting ability. Thus, for a Cleric of 5th level - when in combat with a group of opponents: most leather-clad and brandishing cheap weapons, but one opponent is in metal armor, giving orders to the others: showing signs of leadership: if the Cleric does not challenge the apparent sergeant, she will have failed in the 4th level Sacrament: thus, until the opportunity to atone presents itself, will cast spells and turn undead as though she was level 2. Hit dice, to-hit, and other factors are not affected.

Level Sacrament Taboo
1 Tithe, 6%; prayers at noon
Charity may be given; but not received
2
Ritual bath - each solstice and equinox - the most important of which, the solstice in the winter
Heavy armor may not be worn
4
Seek single combat with enemy champions and leaders
Procreation - no children of your own
6
Protect (and spare) children
May not wash while on campaign
7
Eat only what you kill or forage
Retreat - return with your shield or on it!

Meteor Shower, Etienne Leopold Trouvelot; and He Stopped to Drink, Charles Livingston Bull

The sacred number of Anath is 6. 

Her constellation is The Stag.

Blessings of Anath

All Clerics of Anath are permitted to use swords, bows, knives, and similar weapons: purpose built for the hunt or for battle. 

Clerics of Anath do not use axes, scythes, spears, or other "conscript weapons" - though they may continue to use blunt weapons, as normal.

In addition, Clerics of Anath which adhere to the Sacraments and Taboos of Anath listed above gain additional blessings based on experience level - the effects of which are described below:

Level Blessing
1      Mark of the Huntress
If using a Bow - not a Crossbow - the Cleric benefits from +1 to the attack roll.
2
     Long Stride
If wearing no armor or Light armor - the Cleric increases its movement speed by 3" (or 30').
4
     Lion Shape
Once every 6 days, the Cleric may shift form into that of a lion. The effect lasts up to 6 turns. When in this form, the Cleric may not cast spells nor communicate normally, but fights as a beast of equivalent HD to its level.
6
     Blessing of Blades
When fighting with two hands on a sword, the sword qualifies as Magic, +0.
At level 12, this increases to Magic, +1.
At level 18, this increases to Magic, +2.
7
     Skin of Bronze
All physical attacks made against the Cleric suffer a -2 penalty.

Miracles of Anath

In addition to the normal spells available to a Cleric, Anath is willing to grant additional miracles outside the normal purview of the divine domain. Any Cleric of Anath capable of casting a spell of the provided level may take one of the following spells as though it was part of the Cleric list.

Level Miracle
1
     Shield of Anath
Missile attacks made against the Cleric must, for the duration of the spell, roll 3d6 in lieu of 2d6 on their to-hit roll, keeping the low result. If using the Alternative Combat System, roll attacks at disadvantage.
Duration: 5 rounds / Cleric level
2
     Animal Friend
If a target animal (note, not a magical beast) fails a saving throw, the animal thereafter considers the Cleric to be its friend. The animal may be taught tricks - 1 for every 4 points of the Cleric's Intelligence - requiring 1 week of training each.
If the animal is left alone for 3 days or more, it returns to nature - the effect ending. A maximum number of HD may be affected at one time equal to half that of the Cleric.
3
     Great Strength
The Strength score of the spell's target is increased by 1d6 (or, if a servant of Order and Law, 1d8).
Duration: 1 hour / Cleric level
4
     Hold Animal
As Hold Person, except it may target animals and magical beasts.
5
     Speak with Monsters
For 1 turn, the Cleric may communicate clearly and flawlessly with any monster capable of communication.
6
     Resurrect
As Raise Dead, but the duration of time for how long the target may have been dead is measured in years rather than days.
May be reversed - in which case the target is destroyed and turns to dust.
After casting the spell, the Cleric must meditate for six days (twelve days, if the spell was reversed) in order to return to a state of connection to the material world. Prior to this meditation, the Cleric may not engage in any strenuous activity.

Jordan Valley; David Roberts

 

Open license or public domain artwork retrieved from Pixabay and OldBookIllustrations.com and adapted for use. Attribution in alt text.

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