Deep Brother, Master of Stone, Lord of Deepearth,
the Deep Gnome
Intermediate Power of Bytopia N
PORTFOLIO: Stone, the deep underground, the Underdark, mining,
the svirfneblin
ALIASES: None
DOMAIN NAME: Dothion/Deephome
SUPERIOR: Garl Glittergold
ALLIES: Clangeddin Silverbeard, Cyrrollalee, Dumathoin,
Eilistraee, Grumbar, Psiloryr, Shevarash, Urogalan, Vergadain, the
gnome pantheon (except Urdlen)
FOES: Blibdoolpoolp, the Blood Queen, Deep Duerra,
Diinkarazan, Diirinka, Great Mother, Gzemnid, Ilsensine, llxendren,
Laogzed, Laduguer, Maanzecorian (dead), Urdlen, the drow pantheon
(except Eilistraee)
SYMBOL: Gold ring with star pattern
WOR. ALIGN.: NG, N
Callarduran Smoothhands (KAAHL-ur-duhr-an SMOOTHhands) is the gnome god of the earth's depths. He oversees the deepest mines and provides protection against the horrors of the Under-dark. The Deep Brother is the patron deity of svirfneblin, also known as deep gnomes, who dwell in the lightless tunnels of Deepearth. Unlike the other demihuman powers whose worshipers reside largely in the Underdark, Callarduran is not an outcast; he voluntarily led the ancestors of the svirfneblin deep underground to encourage diversity among the Forgotten Folk. It was Callarduran who taught the deep gnomes how to summon and befriend earth elementals. A svirfneblin legend tells that his hands are worn smooth from his polishing of a massive stone of controlling earth elementals that he hides at the center of the world, granting deep gnomes their summoning abilities. Ignored by the other gnome subraces, the Deep Brother is venerated primarily by svirfneblin as their patron, with a strong emphasis on his protective aspect and his lordship of the all-encompassing earth and the treasures to be found within. Svirfneblin warriors and illusionists who defend and hide the deep gnomes from their numerous enemies form the core of the Deep Brother's faithful.
Callarduran is closely allied with the other gods of the gnome pantheon, with the exception of Urdlen, despite the geographic division that separates his worshipers from the rest of the gnome race. The Deep Brother encourages his followers to communicate with the other gnome races and faiths. In particular, Callarduran works closely with Segojan Earthcaller, the god of the earth, Flandal Steelskin, the god of mining, and Gaerdal Ironhand, the god of protection, all of whom have portfolios related to that of the Deep Brother but who are more involved with rock gnomes than deep gnomes. As a matter of practicality, Callarduran has forged alliances with other nonevil powers with interests in the Underdark, including Eilistraee, Psilofyr, Shevarash, and Urogalan. The Deep Brother despises drow, charging his people to drive away the Spider Queen's worshipers whenever possible. He is always battling Lolth, Ghaunadaur, and the other evil drow powers. Similarly, Callarduran opposes the gods of other evil creatures of the Underdark, including those powers venerated by aboleths, beholders, duergar, kuo-toa, illithids, ixzan, and troglodytes.
The Deep Brother is by nature solitary and thoughtful. He rarely consorts with others, even other gnome gods. He is a benign, but secretive deity, caring only for his own people and their defense. He frequently dispatches his avatars to defend his followers from dangers of the Underdark. The avatar's arrival is heralded by the sound of its humming, which can be heard through solid rock.
Other Manifestations Callarduran can manifest as a deposit of smoothed stone or a stone-shaped ring, a subtle clue to guide poor svirfneblin to a cache of gems the god has hidden. He is served by dao, earth elementals, galeb duhr, khargra, mineral quasielementals, xorn, and countless other creatures from the Elemental Plane of Earth and the Quasi-elemental Plane of Minerals. He demonstrates his favor through the discovery of rubies, or in truly rare circumstances, star rubies or star gems. The Deep Brother indicates his displeasure by causing the earth to tremble and shake as if a minor, localized earthquake.
The Church
CLERGY: Clerics, specialty priests
CLERGY'S ALIGN:. NG, N
TURN UNDEAD: C; Yes, SP: Yes, at priest level -4
CMND. UNDEAD: C; No, SP: No
All clerics (including fighter/clerics, cleric/illusionists, and cleric/ thieves) and specialty priests of Callarduran receive religion (gnome) as a bonus non-weapon proficiency. Callarduran's church is little known beyond the Underdark cities of the svirfneblin, even among the other gnome subraces. Among the deep gnomes, the Deep Brother's priests are highly regarded for their wise council and steadfast dedication to protecting their kin. The drow are well aware of this cult's zeal in hunting the minions of the Spider Queen, and they return the favor whenever possible. Other evil-aligned Underdark races mark this church as anathema to their people, an opinion that is a positive measure of the priesthood's effectiveness in safeguarding the communities and mines of the svirfneblin.
Temples of the Deep Brother are constructed in natural caverns worn smooth by a centuries-long process of Callarduran's priests rubbing the rough stone with their bare hands. At the center of such subterranean chapels is a stalagmite altar raised from the stone floor by stone shape spells and inlaid with hundreds of tiny rubies. Suggestive of the Deep Brother's giant stone of controlling earth elementals, such solitary menhirs are said to house a great deal of magical power derived from the Elemental Plane of Earth, including the ability to animate itself as a 24-HD earth elemental should the temple ever come under attack.
Novices of Callarduran are known as the Unworked. Full priests of the Deep Brother are known as the Smoothed. In ascending order of rank, the titles used by Callardurian priests are First Facet, Second Facet, Third Facet, Fourth Facet, Fifth Facet, Sixth Facet, Seventh Facet, Eighth facet, and Ruby High-ranking priests have unique individual titles. Specialty priests are known as earthbloods. The clergy of Callarduran includes deep gnomes (97%), rock gnomes (2%), and forest gnomes (1%). Only males are permitted in the priesthood (100%). Callarduran's clergy includes cleric/illusionists (45%), specialty priests (40%), fighter/clerics (8%), clerics (5%), and cleric/thieves (2%).
Dogma: Callarduran led his chosen people into the deepest depths of the earth so that they might discover the joyous beauty of rubies and other gems. Beware the dangers of Deepearth, and guard against evil races who employ any means necessary to seize what is not rightfully theirs, such as the drow. Protect and serve the interests of your community. Preserve and nurture the depths that give you and your people life, cradling you in their dark safety. Celebrate the intricacies of minerals, especially gems, and their many forms, uses, and subtle variations-including their latent magical potentials.
Day-to-Day Activities: Callarduran's priesthood is ever vigilant against the very real threat of drow incursions into the territories of the deep gnomes. Many lead small war bands against the drow in the hopes of exterminating them before they inevitably turn against nearby svirfneblin enclaves. The Deep Brother's priests are teachers of magic, particularly that of the schools of elemental earth and illusion/phantasm, and work within their communities to spread such knowledge among all the deep gnomes.
Holy Days/Important Ceremonies: The followers of Callarduran assemble on Midsummer day and on Midwinter night to venerate the god in sister ceremonies known as (he Festivals of the Ruby and the Star, respectively. The Festival of the Ruby marks Callarduran's hiding of rubies and other gems in the depths of the earth for the deep gnomes to find, a story symbolized in svirfneblin mythology by tales of the Great Red Ruby (the setting sun) sinking into the earth (dipping below the horizon). The Festival of the Star celebrates the continued protection the Deep Brother provides to the descendants of the svirf-neblin who followed him into the Deepearth. The holy day is marked by deep gnomes who assemble on the shore of a subterranean lake or pool to observe an annual event when small patches of a specially bred species of phosphorescent fungi in the cavern roof tight up like stars, creating an illusion of the night sky reflected in the waters below. For deep gnomes this event reaffirms their ancestral ties with the surface world and reassures them that they have not been abandoned in the hostile environment deep beneath the surface of the earth.
Major Centers of Worship: Of the score or more major cities of the deep gnomes, only three are reasonably well known to surface dwellers: Blingdenstone, an ancient city of svirfneblin astride the tunnel route from Menzoberranzan to Mithral Hall, Corundruby, in the depths of the Bloodstone Mines beneath the Galenas, and fallen Mycaern, deep beneath Caer Callidyrr in the Underdark of the Moonshaes. These cities have chieved some measure of renown of late in the Lands of Light as a result of their recent alliances with surface dwellers against the evil races of the Underdark. However, many far larger communities of deep gnomes are hidden in the deepest caverns of the Underdark, far beyond the knowledge of most surface dwellers.
The Vault of the Star Ruby is a great temple-city of Callarduran located at least three miles beneath the floor of the Sea of Fallen Stars, roughly beneath the Pirate Isles on the maps of surface dwellers. Legendary even among other deep gnome communities, this is said to have been among the first settlement of the gnomes who followed Callarduran into the depths of the Underdark. At the heart of the central cavern hovers a gigantic star ruby nearly 10 feet in diameter. Said to be the heart of the Deep Brother, the Star Ruby of Callarduran is the greatest relic of the faith and the source of incredible magical power. For centuries, Callarduran's followers have studied the great gem and hidden the secret of its location from other creatures. With the god's assistance, it is believed that the priests of the Vault have learned how to call forth a veritable army of earth elementals and how to awaken volcanoes anywhere in the world. Such power, if it fell into the wrong hands, would create a disaster of incredible proportions, and so, the svirfneblin have avoided calling on the gem's powers and thus calling attention to its existence.
Affiliated Orders: The Wardens of the Webspinners are a tightly knit order of warriors, warrior/priests, and priests with chapters in most cities of the Forgotten Folk that must regularly battle drow for control of territory. Members of this group are trained in battle tactics designed for use against the followers of the Spider Queen. Many members of this elite company are deep gnome burrow wardens (6th or greater level fighters), hence the name of the order.
Priestly Vestments: The ceremonial garb of Callarduran's priesthood includes simple, slate-gray robes adorned with tiny gems of varying hue (although red is favored). A silver or mithral circlet is worn on the brow and steel sandals on the feet. The holy symbol of the faith is a ruby, with the size of the gem identifying the relative importance of the priest in the church. The highest ranking priests of the faith use star rubies as their holy symbols.
Adventuring Garb; Priests of Callarduran favor leather jacks sewn with rings or scales of mithral over fine chain mail shirts, providing an effective Armor Class of 2. In addition to battle axes, they favor picks, daggers, stun darts as weapons, and crystal caltrops that release a powerful sleep gas when stepped on.
Specialty Priests Earthbloods
REQUIREMENTS: Intelligence 12, Wisdom 12
PRIME REQ.: Intelligence, Wisdom
ALIGNMENT: NG, N
WEAPONS: Any
ARMOR: Leather, studded leather, or chain mail and
shield
MAJOR SPHERES: All, charm, combat, creation, elemental
(earth), guardian, healing, protection, summoning, wards
MINOR SPHERES: Divination, elemental (air, fire,
water), necromantic, travelers
MAGICAL ITEMS: As clerics
REQ. PROFS: Battle axe, stonemasonry
BONUS PROFS: Gem cutting, mining
- • Earthbloods must be deep gnomes or rock gnomes.
- • Earthbloods are not allowed to multiclass.
- • Earthbloods receive a +2 bonus to all saving throws against spell cast by drow spellcasters.
- • Earthbloods can cast strength of stone (as the 1st-level priest spell detailed in the Moradin entry in the "Dwarven Pantheon" chapter) once per day
- • At 3rd level, deep gnome earthbloods can summon an earth elemental (as the natural ability of deep gnomes) once per day with a 25% chance of success. This chance is only 5% for rock gnomes. The type of earth elemental is determined by the following table:
- • At 6th level, this chance increases to 65% for deep gnomes and 15% for rock gnomes.
- • At 5th level, earthbloods can cast meld into stone or stone shape (as the 3rd-level priest spells) once per day.
- • At 5th level, earthbloods can subtract 5% per their level (to a maximum of 50%) from the magic resistance of drow that they cast spells against.
- • At 7th level, earthbloods can cast dig or stoneskin (as the 4th-level wizard spells) once per day.
- • At 10th level, earthbloods can cast lower resistance (as the 5th-level wizard spell) or wall of stone (as the 5th-level wizard spell) once per day.
- • At 13th level, earthbloods can cast move earth (as the 6thlevel wizard spell) or stone tell (as the 6th-level priest spell) once per day.
- • At 15th level, earthbloods can cast animate rock or earthquake (as the 7th-level priest spells) once per day.
Die Roll Elemental
1 24-Hit Dice earth elemental
2-6 6-Hit Dice earth elemental
7-10 12-Hit Dice earth elemental
11-15 8-Hit Dice earth elemental
16-18 Xorn
19-20 Summoning fails
Callardurian Spells
In addition to the spells listed below, priests of the Deep Brother may cast the 1st-level priest spell detect metals and minerals detailed in Powers & Pantheons in the entry for Geb, the Istlevel priest spell strength of stone detailed in the entry for Moradin, and the 3rd-level priest spell depress resistance detailed in the entry for Shevarash.
1st Level
Animate Stalactite (Pr 1; Alteration)
Sphere: Elemental Earth
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: One stalactite
Saving Throw: None
Animate stalactite temporarily awakens a stalactite to act like a piercer (see the MONSTROUS MANUAL tome). A stalactite animated by this spell remains active until it detects prey, at which point it reacts exactly as a living piercer. When it can attack, the animated stalactite drops from the ceiling and attempts to impale prey with its sharp tip. Whether or not the attack succeeds, the animation is dispelled and the stalactite shatters upon impact if it does not successfully pierce a creature.
Animated Stalactite: AC 3; MV 1; HD 1-6; THACO 19 (1-2 HD); 17 (3-4 HD); 15 (5-6 HD); #AT 1; Dmg ld6 per 2HD; SA surprise SZ varies by selection of stalactite size; ML fearless (19-20); Int non (0); AL N.
The attack score of an animated stalactite depends on the size of the stalactite selected and the level of the priest. The size of the stalactite gives a base value of 1 Hit Die if Small-sized, 2 Hit Dice if Man-sized, and 3 Hit Dice if Large-sized or greater. An animated stalactite is treated as +1 Hit Die per every three levels of the priest (round down), to a maximum of +3 Hit Dice. A successful dispel magic deactivates the animated stalactite, returning it to its normal state. The priest can animate and control no more than one stalactite per experience level.
The material component is the priest's holy symbol.
3rd Level
Ruby Axe (Pr 3; Alteration)
Sphere: Combat
Range: Touch
Components: V,S,M
Duration: 5 rounds+1 round/level
Casting Time: 5
Area of Effect: One hand axe or battle axe
Saving Throw: None
Ruby axe causes the caster's axe to glow with a faint red light along its cutting edge. The axe temporarily becomes magical (if it was not already) and gains a +1 bonus to attack and damage rolls. The attack and damage bonus increases by +1 at 8th level, and the damage bonus increases by another +1 at 12th level, to a maximum of +2 to attack rolls and +3 to damage rolls.
These bonuses are cumulative with any magical bonuses the axe may already have. The caster must wield the axe; if it is given to another to wield, all bonuses the spell grants do not apply, though the spell does not end. When the spell duration expires, the axe reverts to its normal state. The material component for this spell is the priest's holy symbol.
4th Level
Stone Form (Pr 4; Alteration)
Sphere: Elemental Earth
Range: Touch
Components: V, S, M
Duration: 3 rounds+1 round/level
Casting Time: 7
Area of Effect: One creature
Saving Throw: None
By means of this spell, the recipient is transformed into living stone, not unlike a stone golem or stone guardian. This spell has no effect if cast upon an unwilling target. As a creature of magical stone, the subject receives an effective Armor Class of 5 or a +1 bonus to current Armor Class, whichever is greater, and immunity to nonmagical attacks (such as acid, normal fire, normal weapons, and so on). However, a being in stone form is affected by all spells that affect stone, including stone shape, transmute rock to mud, etc. Any spell effect or physical blow that transforms or shatters the stone form in any way immediately ends the spell effect and inflicts 4d6 points of damage.
The material components for this spell are the priest's holy symbol and a shard of rock from a once-animate stone (perhaps part of a destroyed stone golem or a rock previously subjected to an animate rock spell).
