Northlandish
Tokiwa-Dai
Land of Five Cities
Southlandish
Demi-human
Titans |
Blithe
(Intermediate God, NE)
Description:
General Aspect:
God of Disease and Death: The Rotten One is lord of putrefaction, poison, plague, and the death associated with
these things. Included among these is unsoundness of mind. Among Blithe's courtiers are Anthraxus the Oinodaemon
and the Slaad Lord Ssendam.
Worshippers:
Physicians, necromancers, sociopaths, the chronically ill.
Holy Items:
Holy symbol: a lambda figure (an upside-down 'V') fashioned of whole bones bound with sinew. Human bones and sinew,
especially with some flesh still attached, are preferred. Holy water: a blessed mixture of blood, sweat, and urine
collected from an afflicted person.
Holy Areas:
Graveyards, garbage dumps, hospitals.
Restrictions:
Alignment:
Monks: any Evil, Chaotic Neutral, or True Neutral.
Worshippers: any Neutral or Evil.
Racial Requirements:
Humans. Not even humanoids are perverse enough to worship Blithe.
Ability Requirements:
Wisdom: 11
Constitution: 15
Intelligence: 9
Preferred Weapons (in order of preference):
Dagger, knife, staff, club, sling, blowgun, dart, garrote.
Armor:
Leather or Padded only. No shields or helmets.
Clothing and Appearance:
No fine clothing. Heads and faces must be clean-shaven.
Miscellaneous Restrictions:
Blithean monks must take a vow of poverty. They are allowed to own only what they can carry on their own person,
cannot perform services for pay, and cannot sell or barter merchandise. They may not own jewelry or fine clothing
(including enchanted items of these sorts), and may never have more than one gold piece worth of currency. Most
Blithean monks survive by begging (see Non-Weapon Proficiencies, below). Although Blithean monks are permitted
to ride (but not own) horses or other animals, few such animals will voluntarily allow themselves to be ridden
by the monk (since they tend to smell of filth and disease).
Magical Items:
Monks of Blithe can use any magical items normally available to priests.
Non-weapon Proficiencies:
Required: Begging (q.v. Thief's Handbook). Preferred: Healing, Herbalism.
Spheres:
Major:
All
Chaos
Healing
Necromantic
Protection
Minor:
Animal
Plant
Travelers
Granted Powers:
Catch the Scent of Death
Range: 1 yd./level
Duration: Constant
Preparation Time: Constant
Area of Effect: all creatures or objects in range
Saving Throw: None
Minimum Level: 1 (Special)
Frequency of Use: Constant
This granted power enables a Blithean monk to detect
the odor of disease on a creature. Beginning at 2nd level, the monk can detect the odor of an internal parasitic
infection. At 4th level, monks can smell natural poisons, even those with no normally detectable odor. At 6th level,
the monk can also detect the subtle scent of insanity. An 8th level monk can detect plant diseases and parasites.
At 10th level, a Blithean monk can smell synthetic poisons (this does not include magical poisons).
Recognition that the subject is diseased or poisoned is automatic. Diagnosis of the specific disease and knowledge
of antidotes or cures requires normal use of the Healing and/or Herbalism non-weapon proficiencies. Insanity is
unidentifiable except by observation of symptoms; identification of animal diseases requires the Animal Handling
non-weapon proficiency; identification of plant diseases requires the Survival non-weapon proficiency in the appropriate
terrain. Identifying which creature or object is poisoned or diseased requires only a small amount of sniffing
around on the part of the monk, depending on the environment.
Note that the monk can even detect poisons which are in their natural state. This means that a monk can tell if
a snake, frog, or even a patch of plants or bush of berries are poisonous simply by catching its odor. Optional
rule: The DM may rule that the monk has a 10% chance per level to determine the general type of the disease (q.v.
1st ed. DMG
p. 14), parasite (q.v. 1st ed. DMG p. 14), or poison (plant, fungus, venomous [as a snake],
excreted [as a frog], extracted [as a blowfish], insect, or synthetic). Note that identifying the type of poison
does not reveal the effects of the poison, unless the monk knows this by other means.
Expel Parasite
Range: Touch
Duration: Permanent
Preparation Time: 1 round
Area of Effect: 1 creature
Saving Throw: Negates (Spell)
Minimum Level: 2 (Special)
Frequency of Use: 1/week/level
A Blithean monk using this power can force any physical
parasite to leave the host body by the quickest means possible. Tapeworms, hookworms, and other intestinal parasites
will generally exit through the anus; flesh-boring parasites, such as rot grubs, will tunnel out of the body (usually
inflicting damage as they go); ear seekers will retreat through the ear which they entered; throat leeches will
drop off and exit through the mouth; external skin parasites (ticks, leeches, scabies, etc.) will simply drop off
the host. Eggs laid in a host and non-motile parasites such as heartworm will simply die or never hatch. This power
only affects mental or extra-dimensional parasites (such as trillochs and thought eaters) if the monk is 10th level
or higher. Monks can use this power on themselves, but usually only do so if the parasite is fatal and the monk
does not yet have the Suffer Gratefully power (see below).
Suffer Gratefully
Range: Priest
Duration: Permanent
Preparation Time: Constant
Area of Effect: Priest
Saving Throw: Special
Minimum Level: 3
Frequency of Use: Constant
With this granted power, the Blithean monk can withstand
the fatal effects of any disease or parasite. The monk still catches the disease, suffers its non-fatal effects
(including pain, gangrene, weakness, sores, tumors, and the adverse but non-fatal effects of parasites), and is
able to transmit the disease, but will not die from it. His or her affected vital organs will continue to function
at the minimum level for his or her survival. Note that this means that non-vital organs, from salivary glands
and tear ducts to entire limbs, can cease to function entirely, while the monk may lose one entire lung or kidney,
since the other can still function adequately for survival.
For the power to perform properly, the monk must succeed in a saving throw versus poison. If the save fails, the
disease affects the monk normally. However, the monk never knows for certain the outcome of the save (unless he/she
dies from the disease). For every successful save against a disease that would otherwise have caused the monk's
death, the character's Constitution score is reduced by one point permanently.
The best information in game terms on diseases is available in the first-edition DMG, pp. 13-15. Acute, terminal (fatal) diseases which are prevented
from killing the monk by this power are reduced to severe effect, but become chronic instead. Normally terminal
chronic diseases continue to affect the monk indefinitely at the severe level until cured by normal or magical
means. Monks of Blithe, however, rarely seek healing of diseases, considering them a gift from their god. Magical
diseases such as a mummy's rotting touch are affected by this power. Elder monks of Blithe invariably host a variety
of illnesses and parasites, usually giving them the appearance of walking, rotting corpses.
Contagion
Range: Touch
Duration: 1 round/level
Preparation Time: 3 seg.
Area of Effect: Any creatures touched
Saving Throw: Negates (Poison)
Minimum Level: 5 (Special)
Frequency of Use: 1/week/level
This power enables a Blithean monk to transmit any
disease with which he currently is afflicted to another individual simply by touching them, even if the disease
is normally only transmitted by exchange of fluids or other means. The monk can affect as many creatures as he
touches (or as touch him) in the duration of the effect. The disease, once caught, lasts as long as if it were
naturally transmitted. Contact must be flesh to flesh; even clothing or fur will prevent transmission via this
spell. The victim is allowed a saving throw versus poison to avoid catching the disease. At 9th level, this power
applies to parasites as well as diseases. Note that when combined with Suffer
Gratefully granted power (see below) and
a retained disease such as the mummy's rotting touch, this power can be very effective indeed.
Venom
Range: 6 inches/level
Duration: Special
Preparation Time: 1 round
Area of Effect: One creature
Saving Throw: Special (Poison)
Minimum Level: 6
Frequency of Use: 1/week/level
Using the Venom power, the Blithean monk can concentrate the disease and
toxins usually rampant in his or her body into the saliva in his or her mouth. There it becomes a caustic venom.
The monk can apply this venom to another in a few ways.
The most difficult is to spit the venom into the victim's eyes. Monks train long hours at this, and most are quite
accomplished, requiring only a normal attack roll to succeed. Shields and dexterity bonuses apply, and helms with
visors give an effective armor class of 5. If the monk's attack is successful, the victim must save versus poison
or be permanently blinded until a Cure Blindness is cast upon him or her. Even if the save is successful,
the character is blinded for 1d6 turns. In either case, the victim suffers severe pain for 1d6 turns (a separate
roll), until the eyes are washed out with clean water, or until a Neutralize
Poison is cast upon him or her. Unless the
monk player specifies which eye is being attacked, the DM should roll 1d8: 1-3 Left eye, 4-6 Right eye, 7-8 Both
eyes. If the monk player declares an attack on both eyes, a -2 penalty to the attack roll should be applied.
The monk can also choose merely to spit on the exposed flesh of the victim, which (depending on how much flesh
is exposed) may be easier or more difficult than attacking the eyes. In this case, the spit is as effective as
a mild contact poison (2nd ed. DMG Class K poison), causing a burning sensation and leaving
a rash.
The monk can attempt to introduce the venom into the victim's bloodstream either by spitting on an open wound,
slobbering on or licking an open wound, or by creating a wound by biting the victim or applying the venom to an
edged or pointed weapon. In most cases, the victim will actively defend him or herself against a drooling, putrid-looking
beggar coming at him or her with mouth agape, so an attack roll is required. Insinuated thus, the venom has the
effectiveness of a Class B poison (2nd ed. DMG).
Finally, the monk can cause the victim to ingest the venom, either by spitting into the victim's open mouth (-4
attack roll) or, more commonly, spitting into his or her food (after it has been cooked: high temperatures instantly
destroy the effectiveness of the venom). In either case, if the victim fails a save versus poison, he or she is
subject to the effects of the Induce Malaise granted power, below. A successful save means the victim
only feels the fever effects and mild nausea (no effects except loss of appetite). If the monk accidentally swallows
his own venom (or is forced to do so), he suffers the same effects.
Note that carrion-eaters and creatures usually resistant to disease or poison are generally immune to this power
unless applied to the eyes. Creatures with fur, scales, feathers, or exceptionally tough, thick skin (such as pachyderms)
are immune to the effects on exposed skin.
The venom loses effectiveness in 1d6 turns if exposed to air, or in 1d6 hours if kept in an airtight container;
however, Blithean monks are forbidden to sell or even give this divine venom to lay perople, and would rather swallow
it than do so. Allowing a vial of the venom to fall into the hands of a lay person by accident requires an Atonement.
Intentionally giving or selling the venom to a lay person is grounds for a quest.
Induce Malaise
Range: Touch
Duration: 1 turn/level
Preparation Time: 4 seg.
Area of Effect: 1 creature
Saving Throw: Negates (Poison)
Minimum Level: 8
Frequency of Use: 1/day/level
A Blithean Master who uses this power and touches
another creature instantly instills a profound sensation of illness in the victim. The Malaise
has several effects, listed below, which develop in one-minute phases. All effects are cumulative and continue
to the end of the power duration. Note that although the character is not infected with an actual disease, the
effects on his or her body are real, induced by the malfunctioning of its own physiology.
Round 1: Fever: Victim feels flushed and hot. No physical effects, but he or she is tempted to take off as much
clothing as possible (note that this is not mandatory, and the character will not do so if he or she would normally,
under the circumstances, be psychologically uncomfortable doing so).
Round 2: Dizziness: The world around the character seems to spin, and closing his or her eyes only makes it worse.
The victim suffers -1 to attack rolls, Dexterity temporarily reduced by 2 points.
Round 3: Chills: The victim is racked with uncontrollable shivering (alternating with fever). Strength temporarily
reduced by 2 points.
Round 4: Nausea: The victim feels extremely queasy. He or she must succeed a Constitution check or spend the next
2 rounds gagging and vomiting. Recheck every round until the roll fails or the spell duration ends; even after
succumbing, subsequent checks must be made every turn, and if failed, the character spends one round in dry heaves.
Round 5: Severe Headache: The victim finds it difficult to concentrate: Wisdom and Intelligence are temporarily
reduced by 1 point each.
Round 6: Lethargy: The victim feels extremely tired, weak, and generally unable to function unless absolutely necessary.
This has no effect on the success of anything attempted, but makes the character less likely to attempt something.
Turning Undead:
Monks of Blithe may turn or command undead as normal for evil priests.
Ethos:
The glorification of Blithe, the Rotten
One, Lord of Worms, Master of Corruption, is maintained by a cultic sect of ascetics known as the Blithean monks.
These men and women, usually fanatical in their devotion, feel it is their duty to spread the influence of Blithe
like a plague. Many monks and their followers claim that the dawn of the age of Blithe is nearly come, and it will
be marked by a great pandemic sweeping the land, decimating the population of the world. Various prophecies are
offered detailing the onset of this disease and its symptoms.
The cult of Blithe celebrates the role of disease and decay in the cycle of life. Illness and infirmity is seen
as a natural process, without which the world would be unbalanced. Because of the disturbance in balance caused
by the many supernatural healing forces in the world, it is up to the worshippers of Blithe to re-equilibrate the
environment. Naturally, not everyone can understand this complex concept, and most people are only out for their
own individual gain, so the Blithean monks are looked upon with distaste.
In fact, due to the gruesomeness of their worship and intents, Blithean monks are generally despised by others.
The onset of plagues and epidemics are frequently blamed on the arrival of a Blithean monk, and this has been known
to trigger witch-hunts in small villages and cities alike. Blithean monks are also often accused (not always falsely)
with poisoning wells and grain stores.
Because of this persecution, Blithean monks usually work incognito, posing as beggars. They do not wear any outward
sign of their faith (though captured monks, when they are not put to death, are frequently branded somewhere visible,
such as on the face), and their vestments are regular beggars' rags. For this reason, normal beggars, especially
those afflicted with chronic illnesses (which is most of them), are unrelentingly hostile towards Blithean monks
- it is usually the beggars who suffer most in the prosecution of witch-hunts.
Worship of Blithe does not take place in any ritualized or formal manner. Monks spend a few hours daily in prayer
and meditation. The only sacrifice demanded by Blithe is the dissemination of his word and his power.
Incidentally, it is believed that Kyuss (creator of the Sons of Kyuss, FF p. 83) was an elder monk of Blithe.
Hierarchical Organization:
The Blithean monks work in a closely
knit network of groups and individuals. To decrease the risk of discovery, the monks usually work in groups of
no more than six, though exceptions to this have been recorded. Higher level monks sometimes attract a body of
lay followers, and even sometimes attend to infirm gentlefolk and nobility, called in the belief that they may
have some alleviating power. The monks of Blithe maintain close and detailed communication with one another, and
because almost all of them travel constantly, news spreads like plague among them. Indeed, evil rulers sometimes
attempt to hire Blithean monks as spies, informants, or saboteurs, but because of their vow of poverty, they never
follow through. If it serves their purposes, though, they may provide critical information to the right parties
free of charge. However, the identities of Blithean monks must never be revealed to the unenlightened, for fear
of persecution. Infiltrators and informants are punished with a slow, grisly death.
There is no formal policy-making body over the worshippers of Blithe, but the wisdom of the elder monks is respected
and transmitted among them. Due to the need for secrecy, the monks keep no written records, but have a strong oral
tradition. Respect for elders is an important value of the Blithean monks, especially since few survive to old
age or great experience. Gradation of the monks is approximately thus: 1st-2nd level = Neophyte; 3rd-7th level
= Brother; 8th-11th level = Master; 12th level and higher = Elder. Monks of Blithe use the Druid table for experience
level progression.
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