Showing posts with label Hlín. Show all posts
Showing posts with label Hlín. Show all posts

Wednesday, September 6, 2017

Campaign Design - The Lords of Heaven: Hlín

Hlín (Damara)

Keeper of the Sacred Flame; The Defender of Refuges; Celestial Mistress of Hope, Home, and the Hearth

Alignment: Neutral Good.
Domains: Elysium, Hearth, Home, Hope, Life, Restoration, Solace.
Summon Monster: Hlín's clerics and favored souls can summon celestial and ignan creatures using summon monster spells.
Symbol: A hearth.
Favored Weapon: "The last, best hope" (heavy mace or light mace).

Hlín is the celestial mistress of the hearth who tends the fires of the Great Hall of the Heavens. She is the guardian of homes and the giver of succor to those in need. Though she is not a warrior, when the Lords of Hell swept into the Heavens and overwhelmed Heim's watch, it was Hlín who, in the last desperate hour, barred the doors of the Great Hall to the invaders, holding them off until the Lords of Heaven could rally and drive the infernal forces away.

Hlín is depicted as a small, plain woman who walks with a limp and has hands perpetually covered in ash and soot. She is the patron of wives, of the sure, steady love that comes with time and age. She is, in some ways, the antithesis to the wild and tempestuous Brid. In legend she is often seen as a somewhat taciturn woman but who, when moved to speak, is always a source of sound and compassionate advice. Hlín does not appear in folktales often, but when she does, she is always portrayed as steady, constant, reliable, and loving.

Hlín is a popular celestial, and nearly every home in the Three Worlds has an icon or shrine dedicated to her. Hlín is Wünd's consort, serving as a steady companion to the celestial craftsman. As the kindler of the sacred flame, it is she who lights the fires of the divine forges that her husband labors over. Many smiths pay homage to her hoping their forges will find favor in her eyes and never lose their flame. Hlín offers more than mere physical fire, however, as she is also the bringer of hope, who inspires and ignites the hearts of the faithful.

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Sunday, January 2, 2011

Campaign Design - Clerical Domains: Home

Home Domain (adapted from the Book of the Righteous and the Thieves' World Player's Manual)
Divine Power: Hlín.
Granted Power: Once per day, you may designate a location "home" by lighting and tending a hearth there. The area within a 30 foot radius of the hearth is considered to be hallowed, as the spell, in the following ways: The area is guarded as if by both a circle of protection and a magic circle against evil, all Charisma checks to turn undead gain a +4 sacred bonus, and all Charisma checks to command undead suffer a -4 sacred penalty (spell resistance does not apply to this effect). As soon as the fire is out, the location is no longer considered hallowed. A hearth may be anything from a campfire to a full-sized, stone hearth.

Home Spells
1st: Rope trick
2nd: Hlín's tiny hut
3rd: Hlín's secure shelter
4th: Hlín's secret chest
5th: Hallow
6th: Heroes' feast
7th: Guards and wards
8th: Hlín's magnificent mansion
9th: Extraplanar palace (TWPM), Hlín's sacred hearth (BotR)

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Hlín

Saturday, January 1, 2011

Campaign Design - Clerical Domains: Hope

Hope Domain (adapted from Secrets)
Divine Power: Hlín.
Granted Power: You constantly radiate an aura of hope. Each ally within 30 feet of you gains a morale bonus on all Will saves equal to the level of the highest level divine spell you can cast.

Hope Spells
1st: Bless
2nd: Aid
3rd: Remove curse
4th: Good hope
5th: Break enchantment
6th: Heal
7th: Refuse
8th: Holy aura
9th: Miracle

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Hlín

Campaign Design - Clerical Domains: Life

Life Domain (as modified by Hamunaptra: Egyptian Adventures)
Divine Power: Hlín.
Granted Power: You gain the touch of life. Once per day, you may grant one touched creature (1d6 + 1 per cleric level) temporary hit points for one hour per cleric level.

Additional Granted Power: Once per day, you may reroll any failed Fortitude save that would disrupt the flow of life within you. This includes saves against things like poison, paralysis, or magical spells like finger of death or phantasmal killer, but not effects that deal hit point damage or non-damaging effects. You must accept the result of the reroll, even if it is worse than the original roll.

Life Domain Spells
1st: Hide from undead, locate water (H:EA)
2nd: Lesser restoration
3rd: Plant growth, remove disease
4th: Death ward, restoration
5th: Disrupting weapon
6th: Animate objects, antilife shell
7th: Greater restoration, regenerate
8th: Animate plants, mass cure critical wounds
9th: Mass heal, true resurrection

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Hlín

Campaign Design - Clerical Domains: Elysium

Elysium Domain (from the Spell Compendium)
Divine Power: Hlín.
Requirement: Must be neutral good.
Granted Power: You gain the ability to smite evil with a single melee attack once per day. You add your Charisma bonus to your attack roll and deal 1 extra point of damage per cleric level. This smite attack is treated as good-aligned for the purpose of overcoming damage reduction. At 5th level and every five levels thereafter, you can use this smite attack one additional time per day.

Elysium Domain Spells
1st: Charm person, protection from evil
2nd: Enthrall, planar tolerance (SC)
3rd: Magic circle against evil, mantle of good (SC)
4th: Charm monster, holy smite
5th: Dispel evil, mass cure light wounds
6th: Find the path, mind fog
7th: Control weather, holy word
8th: Holy aura, sunburst
9th: Mass heal, moment of prescience

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Hlín

Campaign Design - Clerical Domains: Hearth

Hearth Domain (from Corwyl: Village of the Wood Elves and Eternal Rome: Roleplaying in the Age of Gods and Emperors)
Divine Power: Hlín.
Granted Power: You can cast hold portal once per day at your cleric caster level.

Hearth Domain Spells
1st: Create food and water
2nd: Refresh (C:VotWE and ER)
3rd: Helping hand
4th: Everlasting hearth (C:VotWE and ER)
5th: Hlín's secure shelter
6th: Heroes' feast
7th: Forbiddance
8th: Antipathy
9th: Hlín's magnificent mansion

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Hlín

Campaign Design - Clerical Domains: Solace

Solace Domain (adapted from Gods and the Thieves' World Player's Manual)
Divine Power: Hlín.
Granted Power: Once per day as a standard action, you can transform a handful of pebbles or stones into enough food or water to sustain a number of Medium-sized creatures equal to your level. You may create whatever simple food you desire. This is a spell-like ability.

Additional Granted Power: Once per day as a standard action, you may touch an ally who is currently cowering, frightened, panicked, shaken, or under the effects of a crushing despair or similar spell. The ally gains another saving throw against the effect and at a bonus equal to your Charisma modifier (if any). If the new save succeeds, the effect ends. This is a spell-like ability.

Solace Spells
1st: Calm animals
2nd: Charm person
3rd: Calm emotions, create food and water
4th: Good hope, restoration
5th: Healing circle
6th: Heroes' feast
7th: Refuge
8th: Mass heal
9th: Miracle

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Hlín

Campaign Design - Clerical Domains: Restoration

Restoration Domain (from the DragonLance Campaign Setting)
Divine Power: Hlín.
Granted Power: You cast healing spells at +1 caster level.

Restoration Domain Spells
1st: Remove fear
2nd: Lesser restoration
3rd: Remove disease
4th: Restoration
5th: Raise dead
6th: Heal
7th: Greater restoration
8th: Resurrection
9th: True resurrection

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Hlín