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Lord of the jungle Deeps, Disentangler

Lesser Power of the Beastlands CG

PORTFOLIO: The wild dwarven race, jungle survival, hunting
ALIASES: None
DOMAIN NAME: Krigala/The Forbidden Plateau
SUPERIOR: Moradin
ALLIES: Baervan Wildwanderer, Cyrrollalee, Jazirian, the Morndinsamman (except Abbathor, Deep Duerra, and Laduguer), Nobanion, Ubtao, various Animal Lords
FOES: Deep Duerra, Eshowdow, Laduguer, Sseth, Urdlen, the goblin pantheon
SYMBOL: Two crossed, metal gauntlets of silvery-blue, luminous metal, ending in claws and covered with lapped scales
WOR. ALIGN.: Any

Thard Harr (THARD HAHRR) is the protector of wild dwarves (also known as jungle dwarves), aiding them against intruders and marauding beasts. The Lord of the Jungle Deeps is revered only by dur Authalar (the People) as the wild dwarves of the jungles of Faerun refer to themselves. Some hunters of other races and alignments operating in jungle areas look to the Disentangler for guidance as well, but they have little to do with the mainstream of Thard's faith or with wild dwarven society.

The Lord of the Jungle Deeps maintains friendly, but distant, relations with most of the other members of the Morndinsamman, but he is far removed from the concerns of dwarven life, at least as expressed by the gold and shield dwarf cultures of Faerun. Sharindlar and Dumathoin are probably the only dwarven powers to interact with Thard on a regular basis, the former for her interest in the rampant fertility of the jungle and the latter for his oversight of the albino shield dwarves of Chult who come into occasional contact with their wild kinfolk. Thard has forged alliances and developed hatreds for many of the other powers whose worshipers dwell or have dwelt in the jungles of southern Faerun. Notable allies include Jazirian, lord of the couatl, and Ubtao, Father of the Dinosaurs, Founder of Mezro, and god of the Tabaxi. The Disentangler's most notable foes include Eshowdow the Shadow Giant, Ubtao's antithesis and lord of the Eshowe (jungle humans), Sseth the Great Snake, god of the yuan-ti, and Kuro (Khurgorbaeyag), the most widely worshiped god of the Batiri (jungle goblins). Finally, although they are not true powers in their own right, Thard has forged close relationships with many of the Animal Lords who also dwell in the Beastlands.

Thard seldom speaks, but he has been known to purr, growl, snarl, and roar like a great cat. He is given to great swings of emotion and grand gestures. The Disentangler has no tolerance for pretentious behavior, civilization, or social constraints of any sort. He seldom appears in the Realms, preferring to roam the Beastlands, aiding his worshipers by manifestations instead. The Lord of the Jungle Deeps lives on the Forbidden Plateau, where Ubtao has his secondary realm, but he also loves to wander the three layers of the Beastlands, constantly stalking the beasts that dwell there and frolicking with them, running as one of them rather than preying upon them.

Other Manifestations

Thard's manifestations involve low, continuous thudding and snarling sounds that apparently emanate from the empowered beings. The sounds are unstoppable and have no special effect. Empowered beings begin to glow with a crawling, pulsing nimbus of cherry-red light, and they are imbued with power from the god for up to 1 turn.

Thard empowers only one being at a time, either a wild dwarf or a jungle beast. A beast simply uses its natural attacks and abilities to fight for the jungle dwarves to the death. It is rendered immune to natural or magical entanglement, including snares, any form of charm or mental influences, including illusions. It becomes fearless, attacking despite fire, spells, or opponents of large size or demonstrated ferocity. An empowered dwarf gains a temporary bonus of four levels (affecting THAC0, all saving throws, and hit points). Temporary hit points gained in this way are lost with the withdrawal of Thard's power, but any damage suffered by an empowered dwarf is taken first from these. Empowered dwarves also gain claws of Thard Harr.

Thard often manifests in one dwarf after another in the same conflict, so that intruders may face one empowered dwarf for a turn, another for the next turn, and so on. The god never aids the same dwarf for more than 6 turns in a day, but he may grant aid in separate visits (either actual, or in manifestations), to this limit, if danger persists.

Thard is served by alligators, asuras, baku, bats, boalisks, buraq, crocodiles, dinosaurs (children of Ubtao), dryads, earth and water elementals, einheriar, elephants, emerald dragons, giant beetles, grippli, hollyphants, insect swarms, jaculi, jaguars, leomarhs, leopards, mist dragons, normal and giant animals, spitting snakes, strangleweed, sunflies, tigers, treants, triflower fronds, and warden beasts. He demonstrates his favor through the discovery of calantra wood carvings, diamonds, emeralds, gold, green spinels, metal weapons, and zaiantar wood rods. The Lord of the Jungle Deeps indicates his displeasure by causing the recipient of his wrath to become tangled in a vine and trip, by shattering precious gems with the roar of some great beast hidden by the surrounding jungle, or by causing metal to rust, wood to rot, and leather to rapidly decay.

The Church

CLERGY: Clerics, specialty priests
CLERGY'S ALIGN.: NG, CG, N, CN
TURN UNDEAD: C: Yes, SP: No
CMND. UNDEAD: C: No, SP: No

All clerics and specialty priests of Thard receive religion (dwarven) and reading/writing (Dethek runes) as bonus nonweapon proficiencies. Clerics of Thard Harr can use any weapons, not just bludgeoning (wholly Type B) weapons. Clerics of Thard Harr cannot turn undead before 7th level, but they always strike at +2 on all attack and damage rolls against undead creatures. At 7th level and above, clerics can turn undead as other clerics do, but as a cleric of four levels less than their current level. These modifications apply only to the cleric class. The church of Thard Harr ceased following the dwarven traditions about clergy and gender long ago, so the numbers of females in the formerly male-exclusive priesthood are relatively large.

Like the Tabaxi and Ubtao, the wild dwarves of the Jungles of Chult and the Mhair Jungles are nearly monotheistic in outlook, and the worship of the Lord of the Jungle Deeps is so firmly embedded in their culture it is nearly impossible, regardless of alignment, for them to conceive of any alternative faith. Outside of the human and demihuman cultures of the Chultan peninsula, however, Thard and his followers are little more than legend, even among the gold dwarves of the South. Ancient dwarven tradition holds that Thard was once revered as a dwarven god of nature by the other dwarven subraces, but High Shanatar, the last dwarven culture to revere him as such, has long since fallen.

Temples of Thard rarely incorporate artificial structures like buildings or dwarf-carved caves. The Disentangler is worshiped in isolated sanctuaries of incredible natural beauty rich in animal and plant life. Soaring cliffs, great waterfalls, vast gorges, hot springs, natural caverns, and volcanic mud flats deep in the heart of the jungles of the Chultan peninsula are common places for Thard's worshipers to gather. Like the great druid groves of the North, such sites are strong in faith magic and can often ser e as a source for mystic rituals of great power. Usually up to a dozen priests of the Lord of the Jungle Deeps watch over such holy sites, and they can call on the beasts of the surrounding jungle as well as nearby tribes of wild dwarves to defend these sanctuaries.

Priests of the Lord of the Jungle Deeps are known as shamans (although they are not actually members of that class) and eschew the use of a formal hierarchy of titles. High Old Ones are collectively known as the Lords/Ladies of the Jungle. Each priest receives a personal title in a dream on the night the individual is initiated into the clergy. Such titles typically include the name of a great beast of the jungle over which the priest is then believed to have a small amount of supernatural control. Specialty priests are known as vuddor, a dwarvish word that can be loosely translated as those of the jungle. The clergy of Thard consists primarily of jungle dwarves (99%), plus a small handful of gold, gray, and shield dwarves (1%). Most of the Disentangler's priests are male (60%), but in recent centuries increasing numbers of females (40%) have been admitted to the priesthood as well. Thard's clergy is nearly evenly divided between specialty priests (53%) and clerics (47%).

Dogma: The jungle is the fullest expression of the earth, the wind, the sun, and the rains. Live in harmony with nature under the wise and benevolent protection of the Lord of the Jungle Deeps. Outsiders seek to pillage and destroy, and their unnatural ways bring misery. Like the great tigers of the jungle, be strong and wary of beasts, whether they walk on two legs or four. Seek to understand that which you do not, but be wary of bringing unknown gifts into your lair. Be one with nature-live neither against it nor apart from it. Honor the ways of your people, but assume not that Thard's way is the only way-just the best way for his children.

Day-to-Day Activities : Priests of Thard represent the Lord of the Jungle Deeps, protecting dur Authalar with powers given to them by the god and leading them on prosperous hunts and careful explorations. They are the leaders and generals of, and speakers for, their people. The responsibility for eliminating persistent intruders (unless dwarven) into wild dwarven territory falls to the Disentangler's priests, and they are expected to lead such attacks as fearlessly and diligently as Thard himself. If a foe is too strong, a priest tries to mentally call Thard himself to the scene, and the Lord of the Jungle Deeps often responds by either sending a manifestation, or in very rare situations, by dispatching an avatar to deal with the threat directly. Thard's wisdom teaches that one can best defeat an nemy that one knows well. Seasoned wild dwarves try to capture at least one intruder alive for questioning, before sacrificial use. If sparing the intruder seems likely to bring possible future benefits to the dwarves, they do so. Jungle dwarves are interested in trademetal, glass objects, and tools-in return for pelts, meat, or even live beasts. They conduct trade so long as they can conduct it on territory of their choosing, to set up traps and ambushes to guard against treachery under the direction of priests of Thard.

Holy Days/Important Ceremonies: Ceremonies venerating the Lord of the Jungle Deeps are held on nights of the full and new mon. On such occasions, several hunting bands come together under the direction of one or more priests of Thard. The drums and chants of the wild dwarves then echo throughout the jungle, striking terror in the hearts of intelligent beings and beasts alike. Whenever the moon is full, and often when the moon is new, blood sacrifices of beasts and/or intruders are offered up to the Lord of the Jungle Deeps. Although they are not cannibals and do not usually eat intelligent beings, the assembled wild dwarves then often eat the still-warm sacrifice, regardless of its species.

Major Centers of Worship: Morandin Vertesplendar-rorn, the Emerald Crater, is located high above the Jungles of Chult in the truncated cone of a shattered volcano left by the eruption of what was once the northwesternmost of the Peaks of Flame centuries ago. The crater is now totally overgrown by the jungle and rife with such animal and plant life as is little seen in the rest of Chultan peninsula, let alone Faerun. The Emerald Crater has long been a place of pilgrimage for the wild dwarves of the surrounding jungles. Thard is said to have appeared here on more than one occasion, so great is the beauty of the region. However, there is little physical evidence that the wild dwarves visit the mountain valley on a regular basis, for their stories teach that it is a crime to hunt or otherwise despoil the riotous life that dwells within. However, interlopers find themselves quickly confronted and driven off by elite bands of wild dwarves if they even approach, let alone enter, the Emerald Crater.

One reason Morndin Vertesplendarrorn has its preeminent position among the wild dwarven culture (the dur Authalar tend to abandon such locales after a generation or two), is the presence of Esmerandanna, an emerald great wyrm who has dwelt within the volcanic crater since its violent creation in the Year of the Quivering Mountains (77 DR). The Resplendent Queen, as the sage dragon is known, has long been fascinated by the customs and history of the wild dwarves of the surrounding region. Over the centuries, her paranoia that the roving bands of wild dwarves who venerate the Lord of the Jungle Deeps wish to steal her treasure has slowly subsided. In fact, the great wyrm has forged a bond of friendship with the disparate priests of the Thardite faith and agreed to guard their most sacred runestones. As a result, the wild dwarves of Chult return to the Emerald Crater to venerate their god and to record and store their most sacred carvings. The draconic guardian who resides therein has become firmly woven into the mythology of the wild dwarves as the Daul (daughter) of Thard.

Affiliated Orders: The Thardite faith has no formal military orders. However, on rare occasions, Thard's clergy collectively determine that it is in the best interest of dur Authalar to go to war. At such times, the best warriors of the widely scattered hunting bands come together to form the Pack. The Pack includes bloods (warriors of 2nd through 4th level), war leaders (warriors of 5th through 7th level), and priests of demonstrable fighting skill. Once assembled, not unlike the barbarian and ore hordes of the North, the Pack is a nearly unstoppable Juggernaut that drives beasts and beings, great and small, from its path. Once the Pack's objective is achieved-the destruction of a yuan-ti enclave or a Batiri village, for example-the Pack quickly disperses and its surviving participants return to their small hunting bands.

Priestly Vestments: Priests of Thard bear the god's crossedgauntlets sign as a tattoo, usually on one shoulder or on the scalp, overgrown by their hair. Priests of Thard never cut their beards (even the females), but instead braid them into ropes that they tie around their waists or shoulders. If an enemy or beast cuts a priest's beard, there is no penalty; if it is done by the priest himself or herself, it is a sign that she or he is turning away from Thard's service and can no longer expect aid from the god. The skull of a large jungle beast, such as a rhinoceros, great cat, or giant crocodile is worn as a helm. For ceremonial purposes, the pelts or skins of jungle monsters are worn as robes. The holy symbol of the faith is the tattoo of the Disentangler's symbol each priest bears. When a ritual would normally require a priest to present his holy symbol, it is sufficient for a priest of Thard to simply cross his forearms at the wrists several inches in front of his chest.

Adventuring Garb: Like other wild dwarves, the Disentangler's priests rarely don clothing, with the exception of their beast helms, as their long, woven hair serves as adequate garb. They cover their bodies with tattoos and grease. The grease serves to keep off insects and makes them hard to hold (AC 8). When going to war, priests of the Disentangler plaster their hair and bodies with mud that, when combined with the grease they normally coat their bodies in, forms a crude but effective armor (AC 7). Thard's priests favor metal weapons and tools, if available, but otherwise they employ their fists, clubs, and the claws of Thard Harr (see below).

Specialty Priests Vuddor

REQUIREMENTS: Dexterity 9, Wisdom 9
PRIME REQ.: Dexterity, Wisdom
ALIGNMENT: NO, CO
WEAPONS: Any
ARMOR: Grease, caked mud, and beast helm
MAJOR SPHERES: All, animal, combat, elemental, guardian, healing, plant, protection, weather
MINOR SPHERES: Chaos, charm, creation, divination, necromantic, sun, travelers
MAGICAL ITEMS: Same as clerics
REQ. PROFS: Herbalism
BONUS PROFS: Animal lore, survival (jungle)

  • While most vuddor (the plural form of vuddar) are jungle dwarves, dwarves of any subrace can become specialty priests of Thard.
  • Vuddor are not allowed to multiclass.
  • Vuddor can cast entangle, invisibility to animals, or pass without trace (as the 1st-level priest spells) once per day.
  • At 3rd level, vuddor can cast barkskin, goodberry, or snake charm, (as the 2nd-level priest spells) once per day.
  • At 5th level, vuddor can cast hold animal, snare, or summon insects (as the 3rd-level priest spells) once per day.
  • At 7th level, vuddor can cast call woodland beings or repel insects (as the 4th-level priest spells) once per day.
  • At 7th level, vuddor can cast detect snares and pits (as the 2nd-level priest spell) at will.
  • At 10th level, vuddor can cast commune with nature or animal summoning II (as the 5th-level priest spells) once per day.
  • At 13th level, vuddor can cast wall of thorns or anti-animal shell or animal summoning III (as the 6th-level priest spells) once per day.
  • At 15th level, vuddor can cast creeping doom or changestaff (as the 7th-level priest spells) once per day.

Thardite Spells

1st Level

Claws of Thard Harr (Pr 1; Alteration)
Sphere: Combat
Range: Touch
Components: V,S,M
Duration: 3 rounds+1 round/level
Casting Time: 4
Area of Effect: Dwarf touched
Saving Throw: None

This spell transforms the hands of a willing recipient into rending talons known as the claws of Thard Harr. Each talon inflicts 1d4+2 points of damage on a successful attack and up to two attacks are possible per round (one with each claw). It is not possible to wield a weapon while under the effects of this spell. The material component is the priest's holy symbol. A preserved talon of a wild beast that the caster has personally slain is also required, but is not consumed by the spell.

2nd Level

Disentangle (Pr 2; Alteration)
Sphere: Protection
Range: 80 yards
Components: V
Duration: 1 round/level
Casting Time: 5
Area of Effect: One creature
Saving Throw: None

This spell enables the recipient to escape any rope, web, plant, jaws, glues (of monsters or plants), or wrestling hold, as long as the binding is caused by a physical effect. Disentangle does not enable the recipient to alter shape, so it is not possible to squeeze through a far-too-small opening whose distance is firmly fixed, such as wooden stocks or metal shackles or the bars of a cage, nor does it aid a creature that has been swallowed.

This spell is effective against both magical and nonmagical restraints. Disentangle allows immediate escape from effects such as bind, entangle, Evard's black tentacles, or a rope of entanglement, but it has no effect on effects such as a hold person spell or a ghoul's paralyzation ability.

3rd Level

Lesser Guardian Hammer (Pr 3; Alteration)
Sphere: Guardian
Range: Touch (of area to be guarded)
Components: V,S,M
Duration: Instantaneous, when triggered
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

A lesser guardian hammer is an invisible, hammer-shaped field of force that appears when a guarded door, lock, threshold, or area is disturbed (even years after the spell was cast). When activated, it flies through the air to strike the nearest living thing (if more than one target is available, determine the one struck randomly). A guardian hammer strikes only once, but it does not miss. When striking, it appears momentarily as a glowing, translucent hammer, and then fades away into nothingness. Its unavoidable strike inflicts 2d12 points of damage. In addition, the creature struck must make a successful saving throw vs. petrification or be knocked down.

A lesser guardian hammer can be destroyed before activation by a successful dispel magic cast on the guarded area or by totally destroying the guarded area without entering it (for example, by disintegration). Once activated, a lesser guardian hammer bypasses magical and physical barriers; it cannot be destroyed, reflected, or diverted by any means.

The material components for this spell are a drop of sweat or spittle or a tear from the caster, a hair from any creature, and a pebble.