Drow thieves in need must be aided (even if female) - healed, bailed
out of jail, or forcibly rescued. Drow males oppressed or under attack
by drow females must be physically aided, in any circumstances.
Cruelties against drow males must be avenged.
Requirements: Attribute Scores: standard (drow males only); Alignment:
Chaotic Evil; Weapons allowed to Clergy: Any; Armor Restriction: may
not wear any armor; Special Powers granted to priesthood: pass without
trace, gained at level three, once a day per every level gained
thereafter; animate dead, gained at level six, once/day; locate object,
gained at level nine, once/day; Command undead.
Aims, Credo, and Ethos: The drow must forcibly claim a realm and
rightful place on the surface world, and this must be a society of
equality between the sexes. The existing drow matriarchies must be
smashed, the warring practices of twisted Lolth done away with, so that
the drow are a united people, not a squabbling gaggle of rival Houses,
clans, and aims.
Rituals: Priests of Vhaeraun utter prayers to the Masked God of Night
whenever they accomplish something to further his aims. Offerings of the
wealth and weapons of those they vanquish (enemies of the drow, or
regalia of female drow priestesses) are to be melted in black,
bowl-shaped altars. Priests of the god must be self-reliant; the only
summoning ritual or spell they are allowed to employ is to summon
Vhaeraun himself. If Vhaeraun’s avatar comes, and offering of a magical
item must be rendered - or one will be taken. If no offering is present,
the summoner will find himself on a quest to gain one, to be left on the
altar with a prayer for forgiveness. Vhaeraun’s avatar has been known to
persuade thieves that make off with magic intended for him.
Customs, Rules, & Taboos: Rituals to summon Vhaeraun must be made in
darkness, by night. The most important attacks, negociations, and other
activities of the clergy must also occur at night.
Contact and marriage with other elfen races is encouraged. “Half-drow”
usually breed true back into the drow race. Vhaeraun sees this practice
inexorably raising drow numbers in surface lands.
Every priest must work to establish some sort of permanent drow
settlement on the surface world, and either support that settlement’s
needs personally, or (preferably) make is slef-supporting.
Equipment, Garb, & Offerings: No priest must of Vhaeraun can wear armor,
and dark garb is preferred. The god’s holy symbol is a black mask, which
can of course be worn and used like any mask. Poison use, manufacture,
and experimentation is encouraged. Especially effective spells, poisons,
and tactics devised by a priest are to be shared with the god - and
thence, all clergy. Offerings of magic and wealth are to be made
regularly. The more, and the more value, the more the god is pleased,
though he favours daily diligence more than rare, huge “hauls”.
Specialty Magic: Priests of the god have devised many spells, but these
pass into general use (if not combat-oriented, they can even be sold to
humans and other wizards, as a sign of friendship, and to enrich the
priesthood). The most important spell yet developed by the priesthood of
Vhaeraun follows: it allows them to construct magical items normally
beyond the powers of priests.
This spell enables the caster to stael the soul or spirit of a
recently-slain character to empower magic. The caster’s holy symbol must
be touched to the corpse, within 1 turn per level of the caster. The
spells calls the life-force of the dead character back into the holy
symbol. It will escape again, by itself, if the holy symbol is not
touched to another obkect within 4 turns.
The object to receive the life-force must be touched by the holy symbol
as a secret word is spoken. The transfer takes 1 round to occur. If
transfer is interrupted, the life-force “snaps” back into the holy
symbol, cut the transfer can be attempted again.
Once transferred, the life-force empowers an item to function magically
for 1 month or 10 charges per level/hit dice (in life) of the dead
character. Remember, this spell uses a trapped soul for an “engine” to
power a previously-enchanted magical item. It cannot be used to turn a
plain item into a magical one, i.e., one cannot use this spell to turn a
sword into a holy avenger + 5.
The character cannot be contacted, raised (or otherwise called back to
living existence) unless the object empowered by the stolen life force
is identified, seized, and held by the being doing the raising. The
enchanted object will betray the fact that it holds the essence of a
particular being to any magical scrutiny - i.e., a detect magic will not
only show a magical aura, but reveal the ghostly image of the stolen
soul trapped within the item.
The material component of this spell (not consumed in casting) are the
priest’s holy symbol and the corpse. A suitable enchanted item must also
be prepared, but need not be present at the casting of the soultheft. "