Site hosted by Angelfire.com: Build your free website today!

The Darkbringer's Circle of Corruption

Exactly how it still exists is unknown, but at least one circle of dark druids in the worship of Moander has survived to the curret day (any who join this circle must take the Servant of the Fallen [Moander] feat). There are up to eight of them at a time, usually only five or so, and they are all corrupt, and devout to the Lord of Rot and Decay.

Site of Power
Moander may be gone from the Realms, but the totality of its power isn't. This site, held by the Darkbringer's Circle of Corruption, is VERY powerful. To all outward appearances, this site is just a particularly putrid, festering swamp. The druids of the circle keep it disgusting by casting in the bodies of any innocents, clerics, and elves that they can capture. The place is literally piled with the remains of those who have angered the Lord of Decay in the past. In the middle of the refuse and scum-filled lake, technically beneath it, is an alcove. A druid of Moander who wishes to use this place must wade out, into the water, and allow himself to sink into the alcove, like quicksand. If someone tries this who should not, then they will sink and die, adding to the decaying masses. Those who are worthy will arrive in the alcove, soaked and stinking; perfectly attired to the service of Moander. From outside, it looks like just a briny pool, and you cannot see the alcove at all, no matter how you try to look. From inside, though, the water is clear, and doesn't ripple, allowing the moon to shine in, and the stars to be followed. In this pocket is a circle of dolmens. Each of the seven dolmens is made of stone. They are all covered in a layer of putrid fungus and moss, and the stone is cracked and chipped, but, even despite being of Moander's faith, these stones will endure. Each dolmen's capstone has a glowing glyph on it; the symbol, in druidic, of the druid that serves it, which glows a baleful green. The walls are vine-covered and damp, stinking of mold. In the middle of the floor is the druidic symbol for Moander, which glows brightly enough to illuminate the chamber in a pale, sickly green hue. A much smaller glyph, pointing north from the edge of the circle that surrounds Moander's glyph, is the one of the hierophant druid, which also glows, when there is one (rarely). There is the constant sound of dripping water in the cave, and the smell of stagnant water and decay is rife throughout.

Blighted Land: the area that the circle of dolmens stands in is affected by an unhallow spell. It also grants a +3 caster level bonus to druids of the proper alignment (NE).
Site of Circle Power: Though druids rarely need such things, the plans that the circle of the Darkbringer's druids have will require it. Under proper conditions, the site can empower the druids with the strength of circle magic. A druid of the circle must stand under his dolmen, and possess a special item. This item is a dark acorn, hollowed out and filled to the core with corrption. Each contains a small fragment of the vegetation that was the body of Moander in the High Forest. One druid, who must have at least one level of the hierophant prestige class, is required as the circle leader. He must have a crown of thorns on his head, also a remnant of Moander's avatar. If all of the following are in place, then the druids may focus, and circle magic becomes possible. Although the requirements are strict, the benefits can be quite high.
Voice of Moander: though it is rarely used, and Moander even more rarely chooses to reply, any of the druids here can stand in the middle of the glyph of Moander and commune directly with Moander. This should only be done on a night of the new moon.
Mirror of Corruption: This site, while powerful, is not unique (it is unique in Faerun). On night's of the new moon, when the druids are standing under their dolmens, they can shift to the other site of this type. This site exists on the Astral Plane, and was erected on the moss-encased rock that is Moander in the Astral Plane. If they stay longer than the amount of time on Faerun that the moon is in its new phase, then they must reside in the Astral Plane until the next new moon.

Moander

The Darkbringer, The Lord of Rot and Decay

Variant Deity (currently deceased)

Symbol: A face of a monster consuming rotting brush.

Home Plane: None, resides on the Astral Plane

Alignment: Neutral evil

Portfolio: Rot, corruption (none currently).

Worshippers: Corrupted druids

Cleric Alignments: NE

Domains: (none currently)

Favored Weapon: unknown

if any god can have ever been trully destroyed, then Moander has. It was defeated in the High Forest, mere miles before it could consume Myth Drannor. After that, Finder Wyvernspur challenged and destroyed Moander on its home plane, banishing its essence to the Astral Plane. Thankfully, gods cannot be truly destroyed. Even if all of its divine power is gone, Moander's mind is not completely gone.

Moander appears, when it can, as a huge mound of rotting vegetation, filled with broken branches, bits of flesh and bones, and fungi. A number of large tentacles come out of it, and it uses these in combat.

Male unique great wyrm dragon; CR 50; Awesome dragon (all); Divine Rank: 20; HD 65d12+800 (hp 1500); Init +4 (Improved Initative); Spd 60 ft., fly 300 ft. perfect, swim 60 ft.; AC 82 (-16 size, +16 divine, +52 natural, +12deflection; Atk (+76 melee, 2 claws +71 melee, 2 wings +71 melee, tail slap +71 melee; or spell +76 melee touch or +55 ranged touch); Dmg (Bite 4d8+21/19-20, claw 2d8+10, wing 4d6+10, tail slap 4d6+31; or by spell); SA Breath weapons, crush, tail sweep, spells, spell-like abilities, domain powers, salient divine abilities; SQ Divine immunities, cold immunity, DR 45/+4, epic-level benefits, spontaneous casting of divine spells, understand, speak and read all languages and speak directly to all beings within 10 miles, remote communication, godly realm, teleport without error at will, plane shift at will, blindsight 10 miles, scent, darkvision, water breathing, SR 60, divine aura (17 miles, DC 36); SV Fort +64, Ref +66, Will +85; Str 32, Dex 31, Con 50, Int 44, Wis 54, Cha 35. Length: 200 ft.

Skills and Feats: Alchemy +50, Animal Empathy +50, Bluff +75, Concentration +82, Diplomacy +75, Disguise +44, Escape Artist +66, Gather Information +75, Heal +82, Intimidate +75, Intuit Direction +51, Knowledge (arcana) +50, Knowledge (history) +44, Knowledge (local) + 47, Knowledge (nature) +44, Knowledge (religion) +44, Knowledge (the planes) +44, Listen +81, Scry +78, Search +75, Sense Motive +89, Spellcraft +97, Spot +85, Spot +81, Wilderness Lore +51; Alertness, Blind-Fight, Cleave, Combat Casting, Expertise, Flyby Attack, Hover, Improved Critical (bite), Improved Disarm, Improved Initative, Power Attack, Snatch, Wingover.

Special Attacks: Breath Weapons: Io can duplicate any draconic breath weapon. See the information on any of the various draconic breath weapon and change the range to 160 feet long and the damage to 40d10. Once Io uses a breath weapon, she need only wait 1 round before he can breath again, no matter which breath weapon he has used. Crush:. Tail Sweep:. Domain Powers:. Spell-:ike Abilities: Divine Immunities:. Salient Divine Abilities:. Water Breathing:. Possessions:. Cleric Spells/Day: /////////; base DC = + spell level. Sorcerer Spells Known (/////////; base DC = + spell level): 0-; 1st-; 2nd-; 3rd-; 4th-; 5th-; 6th; 7th-; 8th-; 9th-. Spell Immunity (unique divine salient ability): Treva is immune to the effect of any spell or spell-like ability of 6th level and lower, and to the effects of any spell of the school of necromancy of the sphere of death.

Special Qualities:

Wizard Spells per Day: 8/6/6/6/6/6/6/6. Base DC = 17 + spell level.

Possessions:

INSERT NAME

Male greenbound greater mummy Druid 16/Hierophant 2; CR 23; Medium-size undead (augmented human); HD 20d12; hp 488; Init +7; Spd 30 ft; AC 72 (touch 51, flat-footed 63); Atk +77/+68/63 melee (1d8+8+3d6 cold/17-20, +6 Nightbringer) or +22/+17 touch (by spell); SA Slayer Attack Forms; SQ Dragon slayer special abilities, immunities, fuel supply, turning immunity, DR 20/+3, undead qualities; AL LN; SV Fort +22, Ref +21, Will +45; Str 18, Dex 17, Con --, Int 19, Wis 16, Cha 20. Height: 5'6" ft.
Skills and Feats: Alchemy +8, Balance +3, Bluff +2, Concentration +8, Hide +6, Intimidate +9, Knowledge (arcana) +5, Knowledge (history) +7, Knowledge (the planes) +8, Listen +8, Move Silently +7, Search +9, Sense Motive +10, Spellcraft +9, Spot +10, Swim +6, Tumble +3; Ambidexterity, Combat Casting, Far Shot, Improved Critical (longbow), Iron Will, Mind oVer Body, Mounted Combat, Rapid Shot, Spell Penetration;
Bonus Feats: Weapon Proficiency (all but Exotic), Armor Proficiency (all), Shield Proficiency, Scribe Scroll, Maximize Spell, Eschew Materials, Point-Blank Shot, Precise Shot, Mounted Archery;
Vampiric Bonus Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes.

Special Attacks:
Special Qualities: . Hierophant Abilities: ; Termite Swarm

Druid Spells per Day: 8/16/16/14/14. Base DC = 28 + spell level, Caster Level:

Possessions: Masterwork longsword (acts as a +6 dragon bane lonsword in his hands), Dragon Slayer Armor (counts as +5 mithral full plate armor which grants immunity to the element of the dragon most hated, and adds +4 circumstance bonus to Intimidate checks vs. dragons, but results in a -4 circumstance penalty to diplomacy checks with dragons), bulwark of the great dragon (+6 large shield that can create breath weapon 3/day), boots of speed, belt of giant strength, bag of holding III, gloves of storing
His flesh looks like rotted wood, crawling with termites, an this is covered over with equally ragged and rotten bandages. He wears decayed robes over his body, and his green eyes glow out from under his hood. Around his forehead, he wears a crown of thorns, several of which are physically anchored into his flesh. The dried sap/blood that came from these injuries is still visible upon his face.

One of the most powerful servants to survive the death of his god.