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Creator of the Elves, the Protector, First of the Seldarine, Protector and Preserver of Life, Ruler of All Elves, Coronal of Arvandor
Greater Power of Arborea
CG
PORTFOLIO: Magic and elven magic (especially elven High Magic), music, arts, crafts, war, the elven race (especially gold elves), poets, poetry, bards, warriors
ALIASES: None
DOMAIN NAME: Olympus/Arvandor
SUPERIOR: None
ALLIES: Chauntea, Cyrrollalee, Eilistraee, Emmantiensien, Carl Glittergold, Horus-Re, Lathander, Lurue, Mielikki, Milil, Moradin, Mystra, Oberon, Selune, Shiallia, Skerrit, Silvanus, Sune, Tapann, Titania, Tyr, Ubtao, Yondalla, the Seldarine
FOES: Cyric, Talos, Malar, Moander, the Queen of Air and Darkness, the drow pantheon (except Eilistraee), the ore and goblinkin pantheons
SYMBOL: Crescent moon
WOR. ALIGN.: LG, NG, CG, LN, N, CN
The leader of the elven pantheon, Corellon Larethian (CORE-ehlon Lah-RETH-ee-yen), is said to have given birth to the entire elven race, although sometimes Sehanine (or Angharradh) is given credit as well. Elven lore states that the Fair Folk sprang from drops of blood Corellon shed in epic battles with Gruumsh mingled with Sehanine's (or Angharradh's) tears. The Creator of the Elves embodies the highest ideals of elvenkind, and he is the patron of most aesthetic endeavors, including art, magic, music, poetry, and warfare. He is venerated by all the Fair Folk, except the drow and those who have turned to Lolth, Ghaunadaur, Vhaeraun, and other dark powers. Corellon is especially popular with elf and half-elf mages, musicians, and poets.

As ruler of the Seldarine, Corellon has a strong relationship with almost all the other elven powers, including Eilistraee, his daughter by Araushnee (Lolth), whom he reluctantly banished from Arvandor along with her mother at the Dark Maiden's insistence. Either Sehanine or Angharradh is now said to be Corellon's consort, depending on the subrace of the speaker, and the Protector works closely with the Goddess of Moonlight and the Triune Goddess in their dual aspects. Only Fenmarel Mestarine is somewhat estranged from the Coronal of Arvandor, and the Lone Wolf's differences with Corellon are not all that great. The Creator of the Elves has forged strong alliances with the leaders of the other demihuman pantheons in the face of the seemingly endless waves of human expansion and the ever-present threat of the monstrous populations and their dark powers, as well as with the good- and neutral-aligned powers of the humans. The Protector works closely with Mystra, the Mother of All Magic. Whereas the Lady of Mysteries governs the Weave, Corellon oversees elven magic, particularly elven High Magic, and the intimate connection between the Fair Folk and the mantle of magic that envelops the world. (More information on elven High Magic is found in the Cormanthyr: Empire of the Elves sourcebook.) Corellon's epic battle with Gruumsh One- Eye, leader of the orc pantheon, is legendary, and the pair of pantheistic patriarchs ave never reached a lasting truce in their never-ending battle over territory. Malar's relentless attacks on the Seldarine and the Fair Folk have likewise earned him Corellon's eternal enmity. The rift between Corellon and his former lover Araushnee, now known as Lolth, is still as bitter as the day he banished the Spider Queen to the Abyss and named her tanar'ri. The Protector's rift with his errant son Vhaeraun is nearly as deep, and the Protector has despaired of the Masked Lord ever repenting of his evil ways. In his vigilant defense of elves and their homelands, Corellon has earned the enmity of countless powers whose worshipers seek to seize the forests, magic, or wealth of the Fair Folk.

Corellon is a powerful warrior god whose hands protect his creations with the gentleness of a sculptor and the unspeakable power of a master swordswinger. While other deities may reflect the joy, delights, and accomplishments of the Fair Folk, Corellon stands as an ever-vigilant watcher over them. His life spirit flows from and into the elves and their lands, and while mortal elves daydream and enter the reverie, Corellon never abandons his watchfulness. Only when it is time for the Fair Folk to pass from Faerun to Arvandor does he finally cease watching over each elf and allows Sehanine to take a larger role in caring for them.

Corellon frequently wanders the elven lands and borders in disguise (often in the form of one of the diminutive sylvan race), observing the actions of priests and craftsfolk and defending elven homelands from interlopers. Though his martial might is swift and terrible, the soft-spoken Creator of the Elves is ever humble and always open to learning something new, one of his sources of might. He enjoys discovering new philosophies of thought and new methods of action, even from mortals, and he has a keen interest in other cultures.

Corellon's primary servitors are identical twin spirits, Lashrael and Felarathael. Held by some of the Fair Folk, particularly gold elves, to be demipowers in their own right, Corellon's messengers are solars who resemble tall, shining, androgynous elves clad in gleaming white robes. They are most often seen delivering messages for the Protector in the Realms, and they are also dispatched to defend elves if they are threatened. The two have distinctive personalities, however. Lashrael is given to emotional extremes. When delivering a message, Lashrael speaks with great conviction, and depending upon the message, enormous joy or sorrow. In battle, Lashrael is ferocious, neither asking nor giving quarter. Felarathael, on the other hand, is the very image of rational detachment, treating all situations with logic and calm reason. Felarathael always speaks in a slow, measured, but immensely reassuring voice, and fights with unhurried skill. When Lashrael or Felarathael strike a victim in combat, they may inflict one of the following effects in lieu of damage: victim steeps (no saving throw allowed), victim is randomly teleported 1d10 miles, victim is polymorphed into a woodland animal, or victim suffers from amnesia.

The Church
CLERGY: Clerics, crusaders, specialty priests, wizards
CLERGY'S ALIGN.: LG, NG, CG
TURN UNDEAD: C: Yes, Cru: No, SP: Yes
CMND. UNDEAD: C: No, Cru: No, SP: No
All clerics (including multiclassed half-elven clerics and elven fighter/clerics, a multiclassed combination allowed to elven priests of Corellon), crusaders, and specialty priests of Corellon receive religion (elf) and reading/writing (Espruar) as bonus nonweapon proficiencies.

Corellon is venerated by all the Tel'Quessir who have not turned to dark powers, even those who do not specifically worship him, for the Fair Folk were born of his blood, and they do not forget their debt to the Creator. Likewise, Corellon's role in banishing Lolth and the drow from the surface, thus ending the madness of the Crown Wars, has earned him the eternal, if largely unspoken, gratitude of elves across Faerun. Curiously, the clergy Corellon's church is somewhat removed from elven society, and the Protector's priesthood is less involved in the governance of elven realms , than a N'Tel'Quess might imagine. While the Protector's followers are held in high esteem for their unflagging contribution to the defense of elven realms and the breathtaking beauty of their artistry, in general their place in elven society reflects the guardian and creative aspects of Corellon's nature far more than his position as Coronal of Arvandor and Ruler of All Elves. Some theologians suggest the warriors and wizards who predominate in positions of authority in elven society in a sense comprise the priesthood of Corellon in his leadership aspect, but this view is not widely accepted.

Corellon is venerated in rocky areas of natural beauty, always with a special place for viewing the moon and stars. Temples of the Protector are rare, however, since the elves are individualistic when it comes to his worship. Shrines are more common, but they are little more than clearings with a good view of the sky. His temples are shaped from great natural geological formations, including shallow caves entered from above, natural amphitheaters, and great rock spires. Trees and other plants are woven into such edifices, resulting in great natural cathedrals woven of stone and plants.

Novices of Corellon are known as the Faerna. Full priests of the Protector are known as the Faernsuora. In ascending order of rank, the titles used by Corellite priests are Aegisess (Protector), Adoness (Peacekeeper), Kerynsuoress (Holy Warrior), Ivae'ess (Lightbringer), Avae'ess (Joy-bringer), Syolkiir (Wltdstar), Lateu'suoress (Crescent- Moonblessed), Araegisess (Great Protector), Aradoness (Great Peacekeeper), and Ark-erynsuoress (Great Holy Warrior). High-ranking priests have unique individual titles but are collectively known as the Cormiira (Blessings of Corellon). Specialty priests are known as feywardens.

The clergy of Corellon includes gold elves (33%), moon elves (30%), wild elves (15%), sea elves (10%), half-elves of various ancestries (12%) and even a handful of dark elves.

Corellon's clergy is nearly evenly divided between clerics (38%), including fighter/clerics, specialty priests (30%), crusaders (28%) and a handful of wizards (4%), including mages, specialist wizards, and multiclassed mages. The clergy of Corellon contains a few more males (55%) than females (45%) Dogma: The Tel'Quessir are both wardens and sculptors of magic's end less mysteries. Through Art and Craft, bring forth the beauty that envelops and let the spirit gambol unfettered.

The song of joy and the dance of freedom shall ever soar on the wings of those who dare take flight. Guard against the slow death of stultifying sameness by seeking out new experiences and new ways. Ward against those who seek only to destroy in their inability to create and commune with the natural and mystical world. Be ever vigilant in force of arms and might of magic against any return of the banished darkness, and also be strong in heart against the corruption from within which allowed the Spider Queen to foment the chaos and evil of the Crown Wars.

Day-to-Day Activities : Priests of Corellon are expected to serve actively in the defense and artistic development of elven communities and to work to mediate disputes that arise among the Fair Folk or between the elves and other sylvan deities. In service to the Protector, many Corellite priests serve in the armed forces of their homeland, defending elf-claimed territories from the relentless expansion of other races and training their fellow elves in combat skills and magic. Others work closely with elven artisans and craftsfolk instructing them in the skills they need to create works of wondrous beauty, as well as using their own creative talents in similar pursuits. Finally, members of Corellon's priesthood are often called upon to act as diplomats and arbitrators between the various clergies, the various subraces of elves, the various classes of elven society, and even between elven communities. While few priests of the Coronal of Arvandor actually serve as rulers or councilors, many work behind the scenes to ensure the smooth functioning of government.

Holy Days/Important Ceremonies : Corellon's faithful celebrate a great number of holy days, most of which are tied to astronomical events and occur only once every few years (such as Shieldmeet) or decades. Of particular import, once per lunar month, when the crescent moon softly illuminates the night sky, Corellon's faithful gather in moonlit glades to celebrate the gifts of their deity in a festival known as Lateu'quor, the Forest Communion of the Crescent Moon. Devotees of the Protector offer up their praises through music, song, dance, and the offering up of their most beautiful creations. True works of art are sometimes brought up to Arvandor so as to be appreciated by the spirits of those elves who dwell among the Seldarine, while others are kept within Corellon's shrines and temples so that the Fair Folk of Faerun may wonder at the fruits of Corellon's greatest gift: creativity. On rare occasions such revels spontaneously unleash a glorious magica ceremony whose results are guided only by the Creator of the Elves. Sometimes the landscape is reshaped, and the site is thereafrer considered sacred to the Protector. At other times, the communal magic coalesces into an item-usually a sword, long bow, set of cloak and boots, suit of elven mail, or musical instrument-of unearthly beauty. Such items art-then enchanted by Corellon's seniormost priests and are thereafter considered holy relics of the faith.

Major Centers of Worship: Corellon's Grove, located near the center of the northern half of Evermeet at the heart of the great forest that blankets the Green Isle, is held to be the site closest to Arvandor in all of the Realms. Many Tel'Quessir claim to have seen Corellon Larethian himself, as well as other members of the Seldarine, wandering amidst this oasis of unearthly beauty.

Corellon's Grove is visited by the Fair Folk of Evermeet for 123 solemn ceremonies, private worship, or simple private meditation.

The trees that surround Corellon's Grove magically weave their branches together, preventing entrance to the shrine. Treants sometimes join the guardian trees in watching over the shrine, as do the countless sylvan creatures who roam the Green Isle.

Wrought iron gates entwined with ivy and blooming roses yearround permit passage only to Tel'Quessir who approach wishing to worship Corellon and the Seldarine.

Gleaming white marble walkways flanked by tall columns adorned with ivy and roses, like the entrance gates, lead through the heart of the Grove and connect the numerous shrines found within. Magical fountains are scattered throughout the grove, and their enchanted waters are said to confer one or more effects similar to those of potions of healing, elixirs of health, potions of heroism, potions of invulnerability, potions of extra-healing, and potions of vitality. Within the Grove may be found shrines to Aerdrie Faenya, Hanali Celanil, Labelas Enoreth, Rillifane Rallathil, Sehanine Moonbow, and even the king and queen of faerie, Oberon and Titania. Each shrine contains a white marble statue depicting one of the Seldarine or faerie monarchs, and elves who pray before them are said to sometimes receive magical blessings from the power so depicted.

The Ar-Tel'Quessir who constructed Corellon's Grove chose not to include shrines to the rogue powers of the Seldarinesuch as Erevan Ilesere, Fenmarel Mestarine, Shevarash, or Solonor Thelandira or to aspects of the Seldarine worshiped by the other subraces-such as Angharradh, Bear, Eagle, Raven, or Wolf, but all such powers and aspects of powers are nonetheless venerated in Corellon's Grove by the Fair Folk. Corellon's shrine is the largest by far found within the Grove, a great dome of green marble woven into the forest canopy. The First of the Seldarine and Creator of the Elves is portrayed traditionally as a tall, unnaturally thin, androgynous elven figure with a thin face, high cheekbones, and narrow, slanted eyes. The figure is clad in scale armor and carries a long, slim sword. A delicate coronet graces the brow of the Coronal of Arvandor, and a sense of peace and contentment radiates from the statue itself. Any of the Fair Folk who pray here may receive a special blessing from Corellon, although at most one such favor is granted per year.

Corellon may manifest as discussed above, or he may grant the ability to cast cure light wounds or cure serious wounds once at some future time. Some elves report after praying at the shrine that the Protector gifted them with an item of magic (usually a weapon or article of clothing), while others have found woodland animal companions or mounts such as giant eagles, moonhorses, or pegasi awaiting them as they completed their supplications.

In the aftermath of the destruction of the Grove caused by the rampage of the Elf-Eater in the Year of the Unstrung Harp (1371 DR), Corellon's Grove is rebuilt by all the Fair Folk and expanded and changed considerably. When completed, the reconsecrated Grove contains shrines of all the known powers and distinct aspects of the Seldarine, and its design better represents the diverse architectural styles employed by the various elven subraces.

Affiliated Orders: Corellon is the divine patron of many knightly orders, many of which claim to trace their heritage and membership hack to the Time of Flowers. Such orders are typically composed largely of crusaders, warriors, and wizards (particularly fighter-mages), but their composition has varied widely over the millennia and from culture to culture.

Notable orders in ages past have included the Knights of the Golden Wyrm, the Blade of Sahandrian, the Fey Staghorns, and the Swords of the Seldarine. On Evermeet, the Wings of Yathaghera, the Knights of the Alicorn, the Weavers of Bladesong, and the Vassals of the Reverend Ones are all pledged to support the Protector in the defense of the Green Isle. Few orders have remained on the mainland of Faerun since the Retreat began in the Year of Moonfall (1344 DR), but of those that remain, the Swords of Evereska are the most notable for their unwavering defense of that alpine vale. Outside of elven homelands, the most frequently encountered agents of an elven knightly order belong to the Fellowship of the Forgotten Flower, a loosely structured organization dedicated to the recovery of lost elven relics from long-abandoned elven realms.

Priestly Vestments : Ceremonial vestments for priests of Corellon- often worn in normal situations by choice, although such attire is not required-consist of azure robes made of gossamer and embroidered with silver quarter moons. Silver circlets engraved with the Protector's symbol are worn on the brow. The holy symbol of the faith is a silver or mithral lunate pendant worn on an slender chain hung from the neck.

Adventuring Garb: When adventuring, Corellon's priests generally favor sky blue cloaks, elven chain mail, long swords, and long bows in conscious imitation of their divine patron. Clerics, restricted to bludgeoning weapons, favor clubs, slings, staff slings, and staves, although maces and flails are employed as well. Leather, studded leather armor, or elven chain mail is favored in situations requiring stealth, in addition to elven cloaks and boots, whereas elven chain mail or elven plate mail (or N'Tel'Quess approximations) are favored in situations requiring direct melee combat.

Specialty Priests Feywardens
REQUIREMENTS: Strength 11, Intelligence 11, Wisdom 9
PRIME REQ.: Strength, Intelligence, Wisdom
ALIGNMENT: CG
WEAPONS: Any
ARMOR: Any
MAJOR SPHERES: All, astral, charm, combat, creation, divination, guardian, healing, necromantic, protection, sun, war, wards
MINOR SPHERES: Animal, chaos, summoning, plant, thought
MAGICAL ITEMS: Same as clerics
REQ. PROFS: Long sword, long bow, artistic ability, spellcraft
BONUS PROFS: Musical instrument, singing

• Feywardens must be elves or half-elves. Most feywardens are gold elves or moon elves. They cannot be drow.

• Feywardens are not allowed to multiclass.

• Feywardens may select nonweapon proficiencies from the warrior group without penalty.

• Feywardens gain a +2 bonus to Charisma with respect to elves.

• Feywardens are immune to the paralyzing touch of ghasts as 124 well as ghouls. They gain a +1 bonus to saving throws vs. other forms of paralysis as well, such as the touch of a lich or the various hold spells.

• Feywardens can cast sixth sense (as the 1st-level priest spell) once per day.

• Feywardens gain a +2 bonus to their nonweapon proficiency check when Grafting any item, including weapons and armor, or when inventing a new song or poem. When they are of sufficient level, feywardens gain bonuses adjudicated by the DM when constructing magical items or helping others to do so.

• At 3rd level, feywardens can cast faerie fire (as the 1st-level priest spell) or idea (as the 2nd-level priest spell) once per day.

• At 5th level, feywardens can cast strength (as the 2nd-level wizard spell) or employ a variant of strength that increases Dexterity instead of Strength once per day.

• At 5th level, feywardens gain a +2 bonus to saving throws vs. poison and automatically save against spider venoms.

• At 7th level, feywardens can cast abjure (as the 4th-level priest spell) or minor creation (as the 4th-level wizard spell) once per day.

• At 10th level, feywardens can cast enchanted weapon (as the 4th-level wizard spell) or major creation (as the 5th-level wizard spell) once per day.

• At 10th level, goblinkin (goblinoids) have a -2 penalty to saving throws they roll against the priest spells of feywardens.

• At 13th level, feywardens can cast banishment or prismatic spray (as the 7th-level wizard spells) once per day.

• At 15th level, feywardens can cast holy word or sunray (as the 7th-level priest spells) once per day.

Corellite Spells
1st Level
Augment Artistry
(Pr 1; Alteration)
Sphere: Creation
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: None
This spell combines magic with the act of creation to enhance the artistry of any work created by the recipient of this spell. For every three levels of experience of the priest (round up), the recipient of this spell receives a +1 bonus, to a maximum of +3, to his or her next nonweapon proficiency check against an ability requiring artistic ability. While the effects of this spell last only until the next such nonweapon proficiency check, the results of the augmented artistry are permanent.

In addition to the nonweapon proficiency artistic ability, this spell usually augments a proficiency check for dancing, gem cutting, singing, or any other skill that is traditionally considered an artistic endeavor. This spell does not affect traditional crafts where functionality is emphasized over artistry, including nonweapon proficiencies such as armorer, blacksmithing, leatherworking, seamstress/tailor, weaving, or weaponsmithing, unless the proficiency check is specifically for the esthetic appeal of the finished product. In all cases, the applicability of this enchantment to a particular endeavor is adjudicated by the DM, The material components of this spell are the priest's holy symbol and a scroll bearing a piece of epic poetry (not necessarily the original work).

Sixth Sense
(Pr 1; Abjuration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 1 hour
Casting Time: 1 round
Area of Effect: The Caster
Saving Throw: None
This spell imbues the priest with a sixth sense, alerting him or her of unexpected danger (to himself or herself or an ally) within 10 feet of the caster's current position. Although the exact nature of the threat is never revealed, the priest does realize that something dangerous is about to occur a moment before the event unfolds. While so protected, the priest receives a +3 bonus to all surprise checks, and any ability check made to determine the success of an immediate reaction to a dangerous situation is made with a +3 bonus. For example, if the priest is deftly moving along a high mountain ledge, the magic of this spell might warn of a powerful gust of wind in time for him or her to grab onto an outcropping of rock, also granting a +3 bonus to the Strength check to hold on to the rock spur.

Likewise, if an ally steps out on to a hidden pit trap, the priest would realize the friend's danger in time to make a desperate grab for his or her arm and receive a +3 bonus to the Strength check to hold on. In addition, sixth sense provides a +3 bonus to saving throws made to avoid natural phenomena, such as rockfalls, avalanches, etc.

The material components are the priest's holy symbol and a drop of sweat.

4th Level
Sylvan Creature Form
(Pr 4; Alteration)
Sphere: Animal
Range: 0
Components: V, S, M
Duration: 2 turns/level
Casting Time: 7
Area of Effect: The caster
Saving Throw: None
When this spell is cast, the priest is able to assume the form of any nonevil humaniform sylvan creature, as adjudicated by the DM, from as small as a gorse (3 inches tall) to as large as a voadkyn (9 1/2 feet tall). Other commonly assumed forms include those of an atomie, brownie, dobie, dryad, grig, hamadryad, killmoulis, korred, leprechaun, nixie, nymph, pixie, satyr, sylph, sprite, or sea sprite. It is not possible to assume nonhumaniform guises, such as that of a centaur or unicorn, nor that of an evil sylvan creature, such as a bramble faerie or quickling. Furthermore, the priest also gains the assumed form's physical mode of locomotion and breathing. No system shock roll is required. The spell does not give the new form's other abilities (attack, magic, special movement, etc.), nor does it run the risk of the priest changing personality and mentality.

When the new form is assumed, the caster's equipment, if any, melds into the new form (in particularly challenging campaigns, the DM may allow protective devices, such as a ring of protection, to continue operating effectively). The caster retains all mental abilities, including spell use, assuming the new form allows completion of the proper verbal and somatic components and the material components are available. A caster not used to a new form might be penalized at the DM's option (for example, a -2 penalty to attack rolls) until she or he practices sufficiently to master it.

Thus, a priest changed into a sylph could fly, but his or her magic resistance would be unaffected, and she or he could not summon an air elemental or turn invisible at will. A change to a korred would provide an 18/76 Strength and the ability to hurl boulders but not the ability to laugh or to participate without risk in a korred dance.

Naturally, the strength of the new form is sufficient to enable movement. The priest retains his or her own hit points, attack rolls, and saving throws. Only one form may be assumed by means of this spell, although the priest can revert to normal form at any time, immediately ending the spell. When voluntarily returning to his or her own form and ending the spell, she or he heals 1d12 points of damage. The priest also returns to his or her own form when slain or when the effect is dispelled, but no damage is healed in these cases.

The material component is the priest's holy symbol.

5th Level
Crystallomancy
(Pr 5; Alteration)
Sphere: Divination
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: 1 gemstone
Saving Throw: None
This spell causes a clear or translucent crystalline gemstone to serve as a scrying device. The spell does not function unless the priest is in good standing with Corellon Larethian. The gemstone becomes similar to a crystal ball. For every 1,000 gp value of the gemstone, the priest may scry for 1 round, up to a maximum of 1 hour.

For every three levels of the priest above 7th, it is possible to cast a single divination spell of 4th level or less into the area under observation (thus, one at 10th, two at 13th, three at 16th, etc.). Only detection spells, such as detect magic and detect evil/good, may be so cast, as adjudicated by the DM.

The material components are the priest's holy symbol and the crystalline gemstone, which must be of at least 1,000 gp value.

Neither is consumed in the casting of this spell.

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