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The Eyes of the Gods: 00
by Sierra Dawn and Jason A. Holt
"Yes! Double zero!" Shawn is delighted.
"Why are you so excited?" Carol asks. "That's a
critical failure."
"Is it? I thought it was a critical success."
The psychological effect of seeing "00" on the dice
persuades players that something unusual has just happened. As a HârnMaster GM,
you can play by the book and rule that double zero is just like any other critical
failure, you can yield to the pleas of the hopeful and confused and rule that
double zero is a critical success, or you can succumb to your own inner Demon
Pameshlu and rule that double zero is an unusually nasty critical failure. But
why make any ruling at all when you can let the gods decide?
Under this optional rule, a roll
of "00" means that one of the gods or demigods is watching the character's performance.
Whether this is good or bad depends on how pious the character has been and who
is watching.
To determine which being is watching
the character, first roll a d30 and consult the table below.
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Who is watching? d30
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No.
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Divne Being
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No.
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Divine Being
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No.
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Divine Being
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1
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Character's Deity
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11
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Character's Deity
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21
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Character's Patron
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2
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Alternate Deity
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12
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Alternate Deity
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22
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Character's Patron
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3
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Character's Deity
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13
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Morgath
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23
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Character's Patron
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4
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Peoni
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14
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Character's Deity
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24
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Character's Patron
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5
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Larani
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15
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Siem
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25
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Character's Patron
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6
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Save-K'nor
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16
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Ilvir
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26
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Character's Patron
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7
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Halea
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17
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Character's Deity
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27
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Character's Patron
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8
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Agrik
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18
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Character's Deity
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28
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Character's Patron
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9
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Character's Deity
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19
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Sarajin
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29
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Character's Patron
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10
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Local Spirit
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20
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Character's Patron
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30
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Naveh
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Key
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Character's Deity
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The character is being watched by his or
her own deity or by one of that deity's divine servants. To find out which, consult
the appropriate subtable below.
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Alternate Deity
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The character is of special interest to
another deity. In particular Peoni and Larani frequently take care of each other's
adherents. This also happens to characters who have been converted from another
religion or to those whose behavior seems consistent with a different moral code.
(For example, a Sarajinian who is exceptionally cruel might attract the attention
of one of Agrik's servants.) If none of these apply, treat this result as "Character's
Deity" above.
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Patron
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The character is being watched by his or
her patron. A character's personality is often most in tune with one particular
servant of the deity. A hard-working Peonian would have Maermal as a patron. A
Halean musician would have Dulcia as a patron. A character from a totemist culture
has a totem as a patron.
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Local Spirit
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The character is being watched by a local
Ilsiri. This could be the spirit of an object such as a rock or a tree, the spirit
of the place such as a mountain or stream, or the spirit of a natural force such
as the wind or the waves. In an urban setting, the character might attract the
attention of a paving stone or an open fire.
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The gods rarely have time to witness events personally.
Characters are more likely to attract the attention of divine servants. To find
out which, consult the appropriate subtable below.
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Agrik: d8
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1
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Demon Pameshlu the Insatiable, lord of
frenzy and excess
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2-7
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Any one of the eight V'hir, the demon sons
of Agrik
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8
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Agrik himself
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Halea: d8
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1
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Dulcia, Princess of the Harmonic Cascade
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2
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Elomia, Princess of Enterprise
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3
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Galopea, Princess of the Feast
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4
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Sardura, Princess of Golden Wrath
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5
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Selina, Princess of Abundance
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6
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Tania, Princess of Brief Ecstasy
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7
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Thalia, Princess of Fortune
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8
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Halea herself
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Ilvir: d6
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1
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Chuchlaen Wheelwright, symbol of endless
labor and perfection
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2
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Seafarer Ibenis, symbol of the return of
souls to Ilvir
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3
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Sudelrhynn the Bearer of Loam, symbol of
faithful menial servitude
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4
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Other semi-divine Ivashu
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5
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The totem Snake, symbol of destruction,
creation, and change
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6
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Ilvir himself
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Larani: d6
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1
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Mendiz the winged lion, sometimes in mortal
guise
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2
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Valamin the Frowner, Larani's conscience
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3
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Orthas the Knight-Commander of the Knights
of Tirith
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4
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Other Knight of Tirith
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5
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Larani the Lady of Paladins, epitome of
chivalry and duty
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6
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Larani the Terrible Lady of the Flowing
Red, epitome of just wrath
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Note: If Larani's aspect as the
Terrible Lady of the Flowing Red is inappropriate, roll again.
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Morgath: d6
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1
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Shadow of Bukrai
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2
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Klyss the Necromancer, sometimes in visible
form recruiting souls
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3
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Myvria the Temptress, sometimes in visible
form bargaining for souls
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4
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Amorvrin, perhaps with ethereal powers
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5
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Gulmorvrin, perhaps with ethereal powers
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6
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Morgath himself
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Note: The true nature of Bukrai
is unknown, so the phenomenon here called "Shadow of Bukrai" may be of different
origin than the aura which emanates from some Morgathian entities and artifacts.
Here "Shadow of Bukrai" means that the character is seized by a cold chill, and
something unusually unfortunate happens.
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Naveh: d6
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1
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Dekejis, bringer of mutilation
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2
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Gekrish the Hands of Despair, bringer of
death
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3
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Krasula the Hunter of Sleep, bringer of
horrific nightmares
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4
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Vesha the Mouth of Falsehood, bringer of
lies and deceit
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5
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A Lesser Gytevsha
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6
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Naveh himself
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Peoni: d6
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1
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Belsirasin the Weeper, lord of virtue and
truth
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2
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Maermal Lord of Labor, the diligent ox
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3
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Tirrala Handmaiden of Renewal, the healer
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4
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Yselde the Trothmaker, mistress of honorable
love
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5
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Peonian saint
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6
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Peoni herself
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Sarajin: d20
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1
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Usnarl Lord of Bears, protects the forest
and helpless creatures
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2
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Njehu Lord of Whales, creates storms or
rescues mariners
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3
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Jarlak Carrion Lord, brings mortals (alive)
to Sarajin
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4
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Alaryr, Elkyri of mariners
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5-7
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Bronwyne, Elkyri who dispenses fate
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8-9
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Deanaal, Elkyri of honor, oaths, and young
male warriors
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10
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Easlyn, Elkyri of song and poetry
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11
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Eynwif, Elkyri who guards Meflygur, the
sacred tree of Talagaad
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12
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Freana, Elkyri of music, flowers, and young
lovers
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13
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Gresalyne, Elkyri of female warriors
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14
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Lynraal, Elkyri with short, violent temper
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15
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Maarne, Elkyri of agriculture
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16
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Sendryl, Elkyri of crafts and fertility
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17
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Ylina, Elkyri of knowledge, poetry, and
song
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18-20
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Sarajin himself
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Note: Elkyri often wander the world
in the forms they had in life. They may also appear as ravens.
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Save-K'nor: d10
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1
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Althea the Truthsayer, reveals hidden knowledge
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2
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Argenon the High Riddler, creates and solves
puzzles
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3
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Bronduschithrin the Lord of Lies, creates
fiction and legends
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4
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Deocala the Searcher, seeks knowledge
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5
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Desaria the Searcher, seeks knowledge
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6
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Detasia the Searcher, seeks knowledge
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7
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Thonahexus the Herald of Inor Teth, knows
all mortals by sight
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8
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Yerit the Teacher, gathers non-intellectual
knowledge
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9
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Ilyasha the Teacher, gathers non-intellectual
knowledge
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10
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Save-K'nor himself
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Siem: d8
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1
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Sweldre Prince of Stars, demigod of music,
poetry, and writing
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2
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Sereniel the Judge of Stones, demigod of
craft
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3
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An Asiri, a free air spirit
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4
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An Elmithri, a free water spirit
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5
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An Aulamithri, a free spirit bearing messages,
dreams, or forgetfulness
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6
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Local Spirit, an Ilsiri bound to a place
or object
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7
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A totem carnivore such as Bear, Wolf, Fox,
or Hawk
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8
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A totem herbivore such as Mouse, Deer,
Rabbit, or Sparrow
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Note: It is assumed that Siem has
retreated to the Blessed Realm and does not directly observe or interfere with
the affairs of mortals.
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Examples:
Shawn's character, Bjorgi Feldheim, is enjoying
the village dance. Shawn wants Bjorgi to impress the girl he's dancing with, so
the GM asks Shawn to roll. Shawn rolls double zero. Shawn borrows Carol's d30
and rolls an 18, "Character's Deity." Bjorgi is a devout follower of Sarajin,
so this is the same as if Shawn had rolled a 19, "Sarajin." The GM asks Shawn
to roll a d20. Shawn gets a 4, which indicates that his dancing is being watched
by Alaryr, the Elkyri who watches over mariners. Because Bjorgi is very pious,
Alaryr decides to help him. Bjorgi is struck by the revelation that dancing is
like walking on a ship under sail. He gets two skill development rolls on dancing
and then Shawn can roll again to see if Bjorgi impresses the village maiden.
If Bjorgi were impious, it is possible that Alaryr
would punish him. Perhaps the dancing reminds Bjorgi of being seasick. He suddenly
becomes violently ill, making him the topic of conversation for days to come.
The GM could also rule that Alaryr does nothing
to influence Bjorgi's attempt to impress the village maiden (Shawn rolls again),
but she has been attracted by the dance. She discreetly assumes mortal form and
joins the celebration.
The effects of a double zero need not manifest immediately.
If the dice had indicated that the dance was being viewed by Naveh's servant,
Krasula, Bjorgi might be plagued by nightmares of clumsiness (or the maiden might
be plagued by nightmares of dancing with Bjorgi.)
Interference and the Concordat
Gods are limited in how much they can interfere
with the others' adherents. As the GM, you determine how these limitations apply.
The Concordat prevents Agrik from smiting Bjorgi at the dance, but does it prevent
him from encouraging the maiden to be angry at Bjorgi's clumsiness? If Shawn rolls
double zero when Bjorgi is trying to block an Agrikan's mace, Agrik may have the
power to ensure that the blow does maximum damage. Officially, "00" is a critical
failure, and a character who attracts the attention of one of the evil gods should
not come out of the experience better than he would have if this optional rule
were not being used.
That is why it is best to let the players make these
rolls. Then you can say, "Don't blame me. You're the one who drew the attention
of Dekejis."
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