Tenille, She who brings the light, The Triple Goddess, The Maiden/the Mother/the Crone,
Medium Goddess ?
Symbol: Star - half white, half black
Alignment: True Neutral
Portfolio: Magery, bardic magic, wizardry.
Worshipers: Humans and half-elves that favour their human parent. Mages, high bards, wizards - especially those of very strong old Aare, Dawntreader and Wanderer ancestry .
Priests (overview): Tenille's priesthood largely died out during the years Teille was in limbo. Presently, the priesthood is undergoing a resurgence due to the organized efforts of the Sanctuary branch of her priesthood (which kept her worship alive). Priests search out and train not only new priests but also arcane magic users. Priests advance the study of magic.
Background: Tenille is the goddess that brought magic to humans. The magelords' bloodlines, the powers of wizardry, and the magic of the high bards are all her creation. Tenille's power rose with the rise of old Aare on this side of the ocean and the centres of her craft in the homeland of the Dawntreaders and the Wanderers. The domination of these groups and Tenille's/magic's ever increasing power lead to both jealousy and fear amongst the other gods. These feelings were stirred into action by subtle moves by gods of not only humans but elves and monstrous races as well. Liart, aided by other gods, corrupted the magelords into blood magery. The Dawntreaders' homeland and centre of wizardry was utterly destroyed. Likewise, war and other disasters stripped the Wanderers of their homeland and original name and set them on a journey of thousands of years. Liart's influence lead to not only the corruption of the magelords but also the destruction of Old Aare. Tenille lost not only the centers of her worship and magical learning; but the wars to imprison the dark elves cost her the best and the brightest of her worshippers. Tenille ended up sacrificing much of her essence in order to complete the seals on the prison of the dark elves. During this time, Tenille's worship, and much of the practice of wizardry, was almost extinguished except in parts of Prealith. Wizards turned to Myrna, the goddess of knowledge, while high bards turned to Shelta, the goddess of travelers. Liart captured the worship of all active magelords who became blood mages. Then, 500 years ago, the locks were shattered on the dark elves' prison. An unexpected side effect was the re-emergence of Tenille. Over the last 500 years she has slowly gained power as her followers work to bring arcane magic back to its former glories and reclaim Tenille's full portfolios.
Priest Character Information:
Alignment: Tenille has been traditionally true neutral. The Sanctuary branch compels its members to the Sanctuary Code which mandates behaviour incompatible with evil or chaotic neutral alignments. Most priests are presently neutral good.
Minimum Ability Scores: Wisdom 10, Intelligence 13.
Races Allowed: Half elves (favouring human parent) and human (old Aare, Dawntreader, Wanderer bloodlines).
Nonweapon Proficiencies Required: Spellcraft.
Nonweapon Proficiencies Recommended: Reading/Writing, Religion, Ancient Languages.
Weapon Proficiencies Required: None.
Duties of the Priest: Guidance, Marriage. Education. These priests train and educate non-elf arcane magic users. The Sanctuary branch which dominates present worship also has started to regulate the practice of arcane magic and to greatly expand magical knowledge. Missions - priests are sent on missions.
Weapons Permitted: Longbow or shortbow and dagger (Sanctuary); Dagger/dirk, dart, knife, quarterstaff, sling.
Armor Permitted: None.
All together, these constitute Poor combat abilities.
Spheres of Influence: Major Access to All, Charm, Divination, Elemental, Guardian, Healing, Protection, Summoning.
Minor Access to Animal, Combat, Creation, Necromantic, Plant, Sun, Weather. Note: it is believed that Tenille grants access for a very select group of priests to a limited ability to perform bardic/magery/wizard magic.
Powers: Detect Magical Aptitude -Duration - 1 turn. When the detect magical aptitude spell is cast, the priest detects the level of magical aptitude of all living beings in a path 10 feet wide and up to 30 yards long, in the direction he is facing. The intensity of the magical aptitude can be detected (dim, faint, moderate, strong, overwhelming). This perception is a likely combination of the target's magical potential and training e.g. 'dim' is probably untrained and low aptitude while 'overwhelming' is likely high potential and well trained (other factors can mask/distort the perception). If the caster concentrates on the target for 1 minute, he can tell if the potential is for magery, bard magic, or wizardry. The caster can turn, scanning a 60 degree arc per round. A stone wall of one foot or more thickness, solid metal of one inch thickness, or a yard or more of solid wood blocks the spell. A trained spell caster has a 10% chance/level to detect this spell being cast in his direction. The spell requires the use of the priest's holy symbol.
Turn Undead A cleric has the ability to turn, or even destroy, undead monsters. To turn undead, a cleric must declare the attempt as an attack and then make a successful wisdom attribute check. The character must display a holy symbol toward the undead and utter a prayer, chant or other invocation of the character’s deity. Turn undead is considered a special attack and takes one round. Turn undead has a maximum range of 60 feet. Turning undead consists of channelling divine power. The ability to channel divine power is measured by the cleric’s own willpower. Accordingly, charisma, not wisdom, affects the number of undead creatures that are turned with a successful turn undead check. In most cases, the number of undead turned will be 1d12 plus the cleric’s charisma modifier. When a cleric is five or more levels higher than the undead being turned, the undead are instead destroyed.
Additional Language - 1 extra language at 1st, 3rd, 5th, and 7th level.
At 8th level: Shapechanging - 3X/day the priest can change into 1 common animal (chosen by the priest the first time he turns and it cannot be changed after that change).
Followers and Strongholds: The followers are received at 9th level, and consist of three third level priests and six first-level priests of the same order, plus one fifth-level mage who acts as consultant, and one third-level fighter
and seven first-level fighters to act as guards. The priest may take the following on adventures: Three priests (only one of whom may be third-level), one mage, and two fighters of his choice. The priesthood will pay for half of the cost of stronghold construction at 9th level.
Symbol: Star - 1/2 black, 1/2 white .
Notes: Tenille's worship has re-emerged almost completely from a few enclaves in Prealith - especially Sanctuary. This development has brought some subtle changes to the priesthood and worship of Tenille. The priesthood actively seeks out potential arcane users and trains them. They insist on the adoption of the Tenets of Tenille (see below). The religion has become more centered on a neutral good alignment with evil and chaotic neutral arcane users being not accepted (and any who commit evil acts using magic being hunted down). The order also hunts down blood mages and is an unwavering opponent to Liart and his followers (the goal is to strip Liart of all mage followers and have magery returned to Tenille's exclusive domain). The present priesthood is very careful to keep a 'good reputation' among the wider public - conscious of the suspicion of other religious groups who regard magic as too dangerous and powerful. It is rumoured there is a sect of priests that believe there is a 4th aspect to Tenille - but that is considered a heresy.
The Tenets of Tenille - the book of worship and conduct for modern followers of Tenille. Its main beliefs include the following:
- All arcane magic talent is to be fostered. An untrained magic user is a danger to both himself and others.
- Directed and powerful magic is necessary for the preservation of the world and civilization. Powerful enemies, such as the dark elves or worse, can only be stopped with the aid of arcane magic.
- Magic is to be used for the preservation and advancement of human civilization. Arcane magic users who harm or hinder human civilization for their own selfish goals harm the reputation and state of all magic.
- Whenever possible the arcane magic user should strive to improve the reputation of magic. Wizardry was nearly snuffed out due to the fears and ignorance of others. That situation must be avoided at all costs.
- Knowledge of magic - both new and rediscovered is to be actively sought out and shared with the temple.
- All arcane magic users will be ultimately answerable to the Council; the Council will be answerable to the arcane magic users it governs. Arcane magic users may choose not to be involved with the Council. Such a wish will be respected except where it violates the first 4 tenets.