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The Lone Wolf
Lesser Power of Limbo
CN
PORTFOLIO: Feral elves, outcasts, scapegoats, isolation and isolationists
ALIASES: None
DOMAIN NAME: Limbo/Fennimar
SUPERIOR: Corellon Larethian
ALLIES: Eilistraee, Gwaeron Windstrom, the Seidarine, various Animal Lords
FOES: The drow pantheon (except Eilistraee)
SYMBOL: Pair of elven eyes in the darkness
WOR.ALIGN.: LG, NG, CG, LN, N, CN
Fenmarel Mestarine (FEHN-muh-rehl MESS-tuh-reen) is the eternal outsider, the solitary god who holds himself aloof from his fellows. He is venerated by outcasts from elven society, many of whom have withdrawn voluntarily in response to perceived slights, as well as by elves who have been isolated from the main body of their race and who live in wild, relatively uncivilized rural groups. Although he does not actively seek the worship of mortals, Fenmarel serves as the teacher and protector of those who turn to him, one who is silent and subtle, instructing his people in survival, spying, camouflage, deception, and secrecy.

Fenmarel dislikes the company of other powers, and he avoids relationships of any sort-whether they be alliances or mutual enmities- whenever possible- The Lone Wolf is even somewhat of an outcast among the Seldarine, his nominal allies, although he supports them in their endless war with the Spider Queen and her followers. He has removed himself to Limbo voluntarily, although he has a home in Arvandor when he so chooses.

Fenmarel was once Lolth's lover, one of the first to be seduced by her power and promises, but he turned away from her before completely slipping over to the dark side, for which she has never forgiven him. Neither has Fenmarel forgiven Lolth for her breach of faith with the elven race, and thus he hates drow.

The Lone Wolf gets along well enough with Solonor Thelandira (said to be his brother) and Shevarash, both of whom join him in actively combating the plots of the Spider Queen and defending the Fair Folk against her depredations. However, Fenmarel's relations with Corellon Larethian are somewhat strained by his perception that the Protector still somehow holds the younger god at fault for succumbing to Lolth's entreaties long ago. Only the kindhearted-ness of Sehanine Moonbow draws the Lone Wolf back to Arvandor on rare occasions.

Fenmarel is eternally sullen and serious, a perfect counterbalance to fun-loving Erevan Ilesere. He has no interest in communicating with members of other pantheons or N'Tel'Quess unless absolutely necessary, and when he does speak he is usually bitter and cynical. Although he tries to avoid commitments of any sort, the Lone Wolf always abides by his word, no matter how reluctantly it is given. Fenmarel frequently dispatches his avatar to patrol the elven borders in disappearing woodlands, jungles, and similar environments, not unlike Corellon in more sizable homelands.

The Church
CLERGY: Specialty priests
CLERGY’s ALIGN: CN
TURN UNDEAD: SP No
CMND UNDEAD: SP No
All specialty priests of Fenmarel receive religion (elf) and reading/ writing (Espruar) as bonus nonweapon proficiencies.

The church of Fenmarel is regarded with a great deal of suspicion and hostility in most elven societies, for many of his followers in such areas are considered to be little better than outlaws, even if their exile is voluntary. Only in isolated tribes that actively venerate the Lone Wolf (usually to the exclusion of all other deities) are his faithful accorded respect for the practical lessons of survival that they teach. Among other races, Fenmarel and his followers are either un- known or spoken of as primitive followers of a savage god, both of whom are better left undisturbed.

The followers of the Lone Wolf can be loosely divined into two camps, neither of which constructs temples to the god. Elven outcasts, who either remove themselves or are forcibly banished from elven society, are loners by nature who rarely even seek out other members of their faith, let alone join with them in formal worship Similarly, isolated, primitive tribes of elves are unlikely to construct edifices of any sort, let alone a temple However both types of worshiper construct personal shrines to the god, the location of which is always kept secret, even from fellow worshipers. The composition of such shrines varies widely from individual to individual and from tribe to tribe,but most shrines of Fenmarel include some common elements. Typically located in a hidden hollow or niche of some sort, shrines often contain bones, teeth, or claws representing the savagery of the world as well as sticks and leaves representing the environment in which both protection and sustenance may be found. Exiles often include a personal token symbolizing the reasons for their separation from elven society.

Novices of Fenmarel are known as the Lost. Full priests of the Lone Wolf are known as the Unbowed. Fenmarel's priests create their own individual titles or forgo them altogether. Specialty priests, known as lone wolves, are comprised of green elves (53%), moon elves (22%), half elves (10%), lythan (8%), gold elves (6%), and a handful of elves of other ancestries (1%).

Fenmarel's clergy includes only specialty priests (100%). The clergy of Fenmarel has a slightly higher number of male members (56%) than female members (44%).

Dogma: The world is a harsh and unforgiving place, with uncompromising demands on those who would forge their own path. Rely not on others for protection, for betrayal comes easily, but on you own skills and those taught to you by the Lone Wolf: the skills of camouflage, deception and secrecy. Follow the way of the Lone Wolf, for his is the path of self-sufficiency.

Fear not hard work, for the fruits of your labor prove your worth to yourself.

Day-to-Day Activities : For the most part, members of Fenmarel's clergy are found only among hands of feral elves in the wilderness. Outcasts from elven society who make their way among other cultures are typically lay followers and not priests. Members of Fenmarel's clergy instruct their fellows in the skills first taught by the god, including how to spy, survive on their own, engage in deceptions and guerilla tactics, and use poisons to take down enemies with subtlety, but otherwise they have few formal responsibilities aside from ensuring their personal survival.

Holy Days/Important Ceremonies : The church of Fenmarel does not celebrate widely recognized holy days. Instead, each individual or band venerates the Lone Wolf in personal worship services of their own devising. Many outcasts mark the day of their personal banishment with private contemplation, while tribes of feral elves mark anniversaries of important events in the group's oral history, many of which are correlated with astronomical events easily noted by the naked eye.

Major Centers of Worship: The Misty Vale is a largely unexplored, thickly overgrown, stiflingly hot jungle tucked between the Dun Hills, the Cliffs of Talar, and the Bandit Wastes, due east of Lapaliiya and the Shining Sea. In the courts of the High Suihk of Ormpur and the Overking of Lapaliiya, records dating back to the founding of both realms speak of a race of feral elves dwelling in the steaming forest who hunt down and kill any intruders into their ancient homeland. To the other races of the region, these legendary denizens of the Misty Vale are known as the grugach. This term's on-gin has been variously ascribed to an archaic elvish term meaning feral ones, a green elven clan name, and a word coined by a traveler from another world who saw similarities between the tales told in Lapaliiya and the most reclusive wild elves of his own land. In truth, the Fair Folk of the Misty Vale are simply a primitive and highly xenophobic clan of green elves, albeit with a significant amount of moon elven and dark elven blood, who have been isolated from the outside world for centuries. The term grugach is indeed a misnomer dating back to the visit of a sorcerer from a world known as Oerth, but the name has stuck in the popular imagination of the region.

The Misty Vale has been continuously occupied by the Fair Folk since the Second Crown War was fought approximately 13,000 years ago. First, the moon elven realm of Orishaar (located in the forests that now make up the Duskwood and the plains of the Shaar) fell swiftly to the brutal surprise attack of the dark elves of Ilythiir. Then the green elven realms of Syorpiir, Eiellur, and Theamytaar (located in the woodlands that stretched from what is today the Thomwood to the Chondalwood) fell in the five centuries that followed. The fall of Eiellur was aided in part by traitorous green elves who thought their appeasement actions could help restore the peace. After each defeat at the hands of the dark elves, the surviving populace was enslaved by the Ilythiiri. In most cases, the enslaved moon elves and green elves were absorbed into the general population by the genetically dominant dark elves within a generation or two. The betrayers of Eiellur were rewarded by the Ilythiiri with an untamed, tangled tract of jungle on a plateau overlooking the River Talar. While few survived the horrors that had been previously unleashed in the woodlands by dark elven sorcerers and still lurked therein, a small band, reduced to a barbaric way of life, managed to survive with the protection of Fenmarel and took to calling themselves the Or- Tel'Quessir or people of the woods. Over time their feral descendants were joined by escaped moon elven and green elven slaves fleeing conscription and life on the Ilythiiri slave farms, and the population grew. Although the Ilythiiri would have undoubtedly hunted the Misty Vale tribe to extinction eventually, the Descent of the Drow spared the Or-Tel'Quessir from that horrific fate.

Of all the Seldarine, the Fair Folk of the Misty Vale venerate only Fenmarel, for they turned away from the rest of the elven pantheon millennia ago out of feelings of both personal guilt and abandonment by their gods. Tales of the Lone Wolf's own betrayal by the Spider Queen have been incorporated into the ancient tales of betrayal at the hands of the hated Ilythiiri that still dominate the oral tradition of the Or-Tel'Quessir. Some myths claim that Fenmarel personally led the tribe out of bondage. Other legends claim the Lone Wolf dwelt alone among the beasts of the Misty Vale until the Or-Tel'Quessir arrived and that for many years he taught them the skills of camouflage, deception, and secrecy they would need to survive. While the feral Or-Tel'Quessir have built no temples to their god, Fenmarel's shrines are found wherever the jungle is thickest and most tangled. In turn, the Lone Wolf acts through the fearsome predators of the forest, descended from the castoffs of unholy experiments of Ilythiiri sorcerers, causing them to hunt down intruders but ignore the Fair Folk who dwell among them.

Affiliated Orders: The Fenmaren church has no affiliated knightly orders for obvious reasons. Among the Or-Tel'Quessir, every able-bodied adult of the tribe fights for the Lone Wolf.

Thus, in a sense the entire tribe acts as the militant arm of the faith.

Priestly Vestments: The ceremonial garb of Fenmaren priests in primitive bands deep in the wilderness consists of bodies plastered in mud and covered with leaves and sticks.

Among more civilized groups, Fenmaren priests garb themselves in hide armor adorned with bones, teeth, and crude drawings of wild beasts. The holy symbol of the faith is a talon or fang of a wild beast slain without any assistance by the priest who bears it.

Adventuring Garb: When adventuring, priests of Fenmarel prefer weapons and armor constructed through the use of skills taught by their god, although they employ the best armor and weapons available if need be.

Specialty Priests Lone Wolves
REQUIREMENTS: Constitution 11, Wisdom 9
PRIMEREQ.: Constitution, Wisdom
ALIGNMENT: CN
WEAPONS: Blow gun, club, dagger, dart, hand axe, knife, quarterstaff, short bow, sling, spear, staff-sling
ARMOR: Hide armor, leather armor, wooden shield
MAJOR SPHERES: All, animal, chaos, combat, creation, healing, plant, protection, summoning, travelers
MINOR SPHERES: Divination, elemental, sun, weather
MAGICAL ITEMS: Same as clerics
REQ. PROFS: Herbalism, hunting
BONUS PROFS: Animal lore, survival (pick one type)
• Lone wolves must be elves or half-elves. While most tone wolves are green elves or half-elves of Sy-Tel'Quessir ancestry, elves and half-elves of every subrace are called to be specialty priests of Fenmarel's clergy.

• Lone wolves are not allowed to multiclass.

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

• Lone wolves can cast entangle or pass without trace (as the 1st-level priest spells) once per day.

• At 3rd level, lone wolves can cast blur (as the 2nd-level wizard spell) or obscurement (as the 2nd-level priest spells) once per day.

• At 3rd level, lone wolves can cast barkskin (as the 2nd- level priest spell) once per day.

• At 5th level, lone wolves can cast spike growth or tree (as the 3rd-level priest spells) once per day.

• At 7th level, lone wolves can cast hallucinatory forest or plant door (as the 4th-level priest spells) or charm monster (as the 4th-level wizard spell) once per day.

• At 10th level, lone wolves can cast commune with nature (as the 5th-level priest spell) once per day.

• At 13th level, lone wolves can cast wall of thorns (as the 6thlevel priest spell) once per day.

• At 15th level, lone wolves can cast transport via plants or creeping doom (as the 7th-level priest spells) or acid storm (as the 7th-level wizard spell) once per day.

Fenmarel Spells
1st Level
Beast Tattoo
(Pr1; Enchantment)
Sphere: All
Range: 0
Components: V, S, M
Duration: 1 hour/level
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
This spell augments any one ability score that corresponds to a creature tattooed on the caster's body. The affected ability must relate to an attribute the creature supposedly represents.

For example, cats are often associated with agility, foxes with cunning, etc. The exact characteristic that corresponds with a given species may vary from culture to culture, however.

In game terms, this spell augments one ability score (the one most closely associated with the animal depicted) by 1 point, up to a maximum of 19. Thus, if bears are associated with strength in the caster's culture, she or he can use a bear tattoo to increase his or her Strength by 1 point (or 10% for characters with exceptional Strength).

The material component of this spell is the priest's holy symbol.

A tattoo on the caster's skin is also required to cast the spell.

3rd Level
Find Sustenance
(Pr 3; Divination)
Sphere: Divination
Range: 0
Components: V, S
Duration: 1 day
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
By means of this spell, the caster can find food and water as if she or he has the survival proficiency. After the spell is cast, the priest develops a sixth sense as to where to look for food and water; this lasts until sufficient food is found. For every level of experience above 4th, the priest can find sufficient sustenance for one human or demihuman for one day. Thus a 7th-level priest could find sufficient food and water for three people.

While food and water found by means of this spell may vary widely in taste, nutritional value, and safety, continued use of this spell allows the priest to locate a sufficiently diverse assortment of food to support life. Thus, it results in a fairly healthy and balanced diet without excessive risk of disease. Find sustenance fails if there is absolutely no food or water to be found, a scenario that almost never occurs if the priest has unrestricted access to the natural world.

4th Level
Solitude
(Pr 4; Enchantment)
Sphere: Wards
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: 10 foot/level radius
Saving Throw: Special
By means of this spell, the caster significantly reduces the possibility that she or he might be disturbed by other sentient beings (defined as beings of low intelligence or greater). As long as the priest remains within a fixed radius of the point where the spell is cast, there is a reduced chance that anyone will intrude purely through happenstance. Should a chance encounter be indicated, the caster can make a saving throw vs.

spell to avoid it.

The radius of solitude, beyond which the priest cannot pass without ending the spell, is 10 feet per level of the caster. If the priest moves beyond the perimeter set when the spell is cast, the spell ends immediately, and the normal probability of random encounters resumes (although there is no implication that an encounter will necessarily happen immediately thereafter).

This spell also ends whenever the priest's presence is discovered by a sentient being or when another sentient being enters the radius of the spell effect, whether she or he is aware of the presence of the caster or not. Obviously, this spell has no effect if cast in the presence of other sentient beings.

For example, if the priest casts this spell in the middle of a forest, far away from any settlement or road, there is little chance of a random encounter disturbing his or her solitude. Still, someone specifically following clues to the priest's location (whether or not the tracker is aware of exactly whom she or he is seeking) would be totally unaffected by this spell. If, however, the priest cast this spell within visual range of a road or other location with regular traffic, while the spell would ensure that no one would simply stumble across the caster as they traveled through the woods, it would provide no isolation from discovery by those who use the thorough-fare as a matter of course. Of course, the DM always has the option of inserting necessary encounters, despite this spell.

The material component of this spell is a handful of earth sprinkled along the perimeter of the region of enforced solitude.

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