The Dark Shadou (3.5e Deity)
Class(s): Rogue 15 / Artificer 15 / Spirit Shaman 20
Gender: Male
Race: Humanoid Human
Alignment: Chaotic Neutral
Strength 16 (+3)
Dexterity 22 (+6)
Constitution 18 (+4)
Intelligence 17 (+3)
Wisdom 18 (+4)
Charisma 23 (+6)
Size: Medium Height: 6' 0" Weight: 160 lb Skin: Ashen Gray Eyes: Coal Black Hair: Raven Black, straight and slicked back; Light thin goatee
Total Hit Points: 540 HP
Speed: 30 feet
Armor Class: 18 = 10 +3 [studded] +5 [dexterity in armor]
Touch AC: 15
Flat-footed: 18 [uncanny dodge]
Initiative modifier: +10 = +6 [dexterity] +4 [improved initiative]
Fortitude save: +25 = 6 [base] +15 [epic] +4 [constitution]
Reflex save: +33 = 10 [base] +15 [epic] +6 [dexterity] +2 [lightning reflexes]
Will save: +28 = 9 [base] +15 [epic] +4 [wisdom]
Attack (handheld): +32/+27/+22 = 14 [base] +15 [epic] +3 [strength]
Weapon Finesse: +35/+30/+25 = 14 [base] +15 [epic] +6 [dexterity]
Attack (unarmed): +32/+27/+22 = 14 [base] +15 [epic] +3 [strength]
Attack (missile): +35/+30/+25 = 14 [base] +15 [epic] +6 [dexterity]
Grapple check: +31/+26/+21 = 14 [base] +15 [epic] +3 [strength] -1 [slippery]
Light load: 76 lb. or less
Medium load: 77-153 lb.
Heavy load: 154-230 lb.
Lift over head: 230 lb.
Lift off ground: 460 lb.
Push or drag: 1150 lb.
Languages: Spiritfolk (Swahili & Rashemi), Draconic, and Sylvan.
Punching Dagger [1d4, crit x3, 1 lb., light, piercing or slashing]
Studded armor [light; +3 AC; max dex +5; check penalty -1; 20 lb.]
Feats
Blind-fight
Combat Expertise
Improved Disarm
Improved Feint
Improved Trip
Whirlwind Attack
Combat Reflexes
Dodge
Mobility
Spring Attack
Exotic Weapon Proficiency Weapon:
Improved Counterspell
Improved Initiative
Lightning Reflexes
Improved Evasion [high-level rogue]
Opportunist [high-level rogue]
Spell Penetration
Greater Spell Penetration
Track
Weapon Finesse
Urban Tracking (Unearthed Arcana / Eberron)
Brew Potion
Ghost Scarred
Advantageous Avoidance +1 luck reroll/day
Sly Fortune +1 luck reroll/day
Survivor's Luck +1 luck reroll/day
Unbelievable Luck +2 luck rerolls/day
TRAITS
Dishonest: You are naturally deceitful and insincere with others. You have a talent for lying, but have difficulty convincing others when you do speak truthfully. Benefit You gain a +1 bonus on Bluff checks.
Drawback You take a -2 penalty on Diplomacy checks.
Slippery: You are less adept at grappling and wrestling than others of your size and strength, but you are adept at slipping out of another's hold.
Benefit You gain a +1 bonus on Escape Artist checks to escape a grapple and on grapple checks to escape a grapple or avoid being grappled.
Drawback You take a -1 penalty on all other grapple checks.
Skills
Skill----------Key----------Skill----------Ability----------Ranks
Appraise----------(Int)----------(23)-----(=)-----(+3)----------(+20)
Balance----------(Dex)----------(8)-----(=)-----(+6)----------(+0)----------(+2) [tumble]
Bluff----------(Cha)----------(27)-----(=)-----(+6)----------(+20)----------(+1) [dishonest]
Climb----------(Str)----------(3)-----(=)-----(+3)----------()----------()
Concentration----------(Con)----------(14)-----(=)-----(+4)----------(+10)----------()
Craft_1----------(Int)----------(23)-----(=)-----(+3)----------(+20)----------()
Craft_2----------(Int)----------(23)-----(=)-----(+3)----------(+20)----------()
Craft_3----------(Int)----------(23)-----(=)-----(+3)----------(+20)----------()
Decipher Script----------(Int)----------(13)-----(=)-----(+3)----------(+10)----------()
Diplomacy----------(Cha)----------(18)-----(=)-----(+6)----------(+10)----------(+2)[bluff]----------(+2)[sense motive]----------(-2)[dishonest]
Disable Device----------(Dex)----------(16)-----(=)-----(+6)----------(+10)----------()
Disguise----------(Cha)----------(26)-----(=)-----(+6)----------(+20)----------()
Escape Artist----------(Dex)----------(26)-----(=)-----(+6)----------(+20)----------()
Forgery----------(Int)----------(13)-----(=)-----(+3)----------(+10)----------()
Gather Info.----------(Cha)----------(18)-----(=)-----(+6)----------(+10)----------(+2)[know local]
Handle Animal----------(Cha)----------(16)-----(=)-----(+6)----------(+10)----------()
Heal----------(Wis)----------(5)-----(=)-----(+4)----------(+1)----------()
Hide----------(Dex)----------(26)-----(=)-----(+6)----------(+20)----------()
Intimidate----------(Cha)----------(18)-----(=)-----(+6)----------(+10)----------(+2)[bluff]
Jump----------(Str)----------(5)-----(=)-----(+3)----------()----------(+2)[tumble]
Know. (arcana)----------(Int)----------(23)-----(=)-----(+3)----------(+20)----------()
Know. (history)----------(Int)----------(13)-----(=)-----(+3)----------(+10)----------()
Know. (local)----------(Int)----------(13)-----(=)-----(+3)----------(+10)----------() Int
Know. (nature)----------(Int)----------(25)-----(=)-----(+3)----------(+20)----------(+2)[survival]
Know. (nobility)----------(Int)----------(5.5)-----(=)-----(+3)----------(+2.5)----------()
Know. (religion)----------(Int)----------(8)-----(=)-----(+3)----------(+5)----------()
Know. (planes)----------(Int)----------(23)-----(=)-----(+3)----------(+20)----------()
Listen----------(Wis)----------(14)-----(=)-----(+4)----------(+10)----------()
Move Silently----------(Dex)----------(26)-----(=)-----(+6)----------(+20)----------()
Open Lock----------(Dex)----------(26)-----(=)-----(+6)----------(+20)----------()
Perform_1----------(Cha)----------(6)-----(=)-----(+6)----------()----------()
Perform_2----------(Cha)----------(6)-----(=)-----(+6)----------()----------()
Perform_3----------(Cha)----------(6)-----(=)-----(+6)----------()----------()
Perform_4----------(Cha)----------(6)-----(=)-----(+6)----------()----------()
Perform_5----------(Cha)----------(6)-----(=)-----(+6)----------()----------()
Ride----------(Dex)----------(8)-----(=)-----(+6)----------()----------(+2)[handle animal]
Search----------(Int)----------(13)-----(=)-----(+3)----------(+10)----------()
Sense Motive----------(Wis)----------(24)-----(=)-----(+4)----------(+20)----------()
Sleight of Hand----------(Dex)----------(28)-----(=)-----(+6)----------(+20)----------(+2)[bluff]
Spellcraft----------(Int)----------(25)-----(=)-----(+3)----------(+20)----------(+2)[Knowledge, arcane]
Spot----------(Wis)----------(14)-----(=)-----(+4)----------(+10)----------()
Survival----------(Wis)----------(14)-----(=)-----(+4)----------(+10)----------()
Swim----------(Str)----------(3)-----(=)-----(+3)----------()----------()
Tumble----------(Dex)----------(16)-----(=)-----(+6)----------(+10)----------()
Use Magic Dev.----------(Cha)----------(11)-----(=)-----(+6)----------(+5)----------()
Use Rope----------(Dex)----------(11)-----(=)-----(+6)----------(+5)----------()
- = check penalty for wearing armor
This character has 5 luck rerolls per day.
Apply your +2 [unbelievable luck] bonus to whatever is your current worst saving throw.
Bluff >=5 ranks gives +2 on disguise checks to act in character.
Craft_1 >=5 ranks gives +2 on related appraise checks.
Craft_2 >=5 ranks gives +2 on related appraise checks.
Craft_3 >=5 ranks gives +2 on related appraise checks.
Decipher Script >=5 ranks gives +2 on use magic device checks involving scrolls.
Escape Artist >=5 ranks gives +2 on use rope checks for bindings.
Know Nature >=5 ranks gives +2 on survival checks above ground.
Know Planes >=5 ranks gives +2 on survival checks on other planes.
Search >=5 ranks gives +2 on survival checks while tracking.
Spellcraft >=5 ranks gives +2 on use magic device checks on scrolls.
Use Magic Device >=5 ranks gives +2 on spellcraft checks to decipher scrolls.
Use Rope >=5 ranks gives +2 on climb checks involving ropes.
Use Rope >=5 ranks gives +2 on escape artist checks involving ropes.
Slippery trait: +1 on escape artist checks against being grappled, -1 all other grapple checks.
Spells
Zero-level Spirit Shaman spells: 6 per day
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Flare: Dazzles one creature (–1 penalty on attack rolls).
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 bonus on saving throws.
Virtue: Subject gains 1 temporary hp.
First-level Spirit Shaman spells: 7 (6+1) per day
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Your speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Obscuring Mist: Fog surrounds you.
Pass without Trace: One subject/level leaves no tracks.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.
Speak with Animals: You can communicate with animals.
Summon Nature's Ally I: Calls creature to fight.
Second-level Spirit Shaman spells: 7 (6+1) per day
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Chill Metal: Cold metal damages those who touch it.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Fire TrapM: Opened object deals 1d4 +1/level damage.
Flame Blade: Touch attack deals 1d8 +1/two levels damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Fog Cloud: Fog obscures vision.
Gust of Wind: Blows away or knocks down smaller creatures.
Heat Metal: Make metal so hot it damages those who touch it.
Hold Animal: Paralyzes one animal for 1 round/level.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Reduce Animal: Shrinks one willing animal.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Nature's Ally II: Calls creature to fight.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Tree Shape: You look exactly like a tree for 1 hour/level.
Warp Wood: Bends wood (shaft, handle, door, plank).
Wood Shape: Rearranges wooden objects to suit you.
Third-level Spirit Shaman spells: 7 (6+1) per day
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Contagion: Infects subject with chosen disease.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Daylight: 60-ft. radius of bright light.
Diminish Plants: Reduces size or blights growth of normal plants.
Dominate Animal: Subject animal obeys silent mental commands.
Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
Meld into Stone: You and your gear merge with stone.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth: Grows vegetation, improves crops.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Quench: Extinguishes non-magical fires or one magic item.
Remove Disease: Cures all diseases affecting subject.
Sleet Storm: Hampers vision and movement.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to normal plants and plant creatures.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Stone Shape: Sculpts stone into any shape.
Summon Nature's Ally III: Calls creature to fight.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Fourth-level Spirit Shaman spells: 7 (6+1) per day
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Antiplant Shell: Keeps animated plants at bay.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Command Plants: Sway the actions of one or more plant creatures.
Control Water: Raises or lowers bodies of water.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Dispel Magic: Cancels spells and magical effects.
Flame Strike: Smite foes with Divine fire (1d6/level damage).
Freedom of Movement: Subject moves normally despite impediments.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Reincarnate: Brings dead subject back in a random body.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Rusting Grasp: Your touch corrodes iron and alloys.
ScryingF: Spies on subject from a distance.
Spike Stones: Creatures in area take 1d8 damage, may be slowed.
Summon Nature's Ally IV: Calls creature to fight.
Fifth-level Spirit Shaman spells: 6 per day
Animal Growth: One animal/two levels doubles in size.
Atonement: Removes burden of misdeeds from subject.
AwakenX: Animal or tree gains human intellect.
Baleful Polymorph: Transforms subject into harmless animal.
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Commune with Nature: Learn about terrain for 1 mile/level.
Control Winds: Change wind direction and speed.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to all death spells and negative energy effects.
HallowM: Designates location as holy.
Insect Plague: Locust swarms attack creatures.
StoneskinM: Ignore 10 points of damage per attack.
Summon Nature's Ally V: Calls creature to fight.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Tree Stride: Step from one tree to another far away.
UnhallowM: Designates location as unholy.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Thorns: Thorns damage anyone who tries to pass.
Sixth-level Spirit Shaman spells: 6 per day
Antilife Shell: 10-ft.-radius field hedges out living creatures.
Bear's Endurance, Mass: As bear's endurance, affects one subject/ level.
Bull's Strength, Mass: As bull's strength, affects one subject/level.
Cat's Grace, Mass: As cat's grace, affects one subject/level.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Find the Path: Shows most direct way to a location.
Fire Seeds: Acorns and berries become grenades and bombs.
Ironwood: Magic wood is strong as steel.
Liveoak: Oak becomes treant guardian.
Move Earth: Digs trenches and builds hills.
Owl's Wisdom, Mass: As owl's wisdom, affects one subject/level.
Repel Wood: Pushes away wooden objects.
Spellstaff: Stores one spell in wooden quarterstaff.
Stone Tell: Talk to natural or worked stone.
Summon Nature's Ally VI: Calls creature to fight.
Transport via Plants: Move instantly from one plant to another of the same kind.
Wall of Stone: Creates a stone wall that can be shaped.
Seventh-level Spirit Shaman spells: 6 per day
Animate Plants: One or more plants animate and fight for you.
Changestaff: Your staff becomes a treant on command.
Control Weather: Changes weather in local area.
Creeping Doom: Swarms of centipedes attack at your command.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Fire Storm: Deals 1d6/level fire damage.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Scrying, Greater: As scrying, but faster and longer.
Summon Nature's Ally VII: Calls creature to fight.
Sunbeam: Beam blinds and deals 4d6 damage.
Transmute Metal to Wood: Metal within 40 ft. becomes wood.
True SeeingM: Lets you see all things as they really are.
Wind Walk: You and your allies turn vaporous and travel fast.
Eighth-level Spirit Shaman spells: 6 per day
Animal Shapes: One ally/level polymorphs into chosen animal.
Control Plants: Control actions of one or more plant creatures.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Earthquake: Intense tremor shakes 80-ft.-radius.
Finger of Death: Kills one subject.
Repel Metal or Stone: Pushes away metal and stone.
Reverse Gravity: Objects and creatures fall upward.
Summon Nature's Ally VIII: Calls creature to fight.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Whirlwind: Cyclone deals damage and can pick up creatures.
Word of Recall: Teleports you back to designated place.
Ninth-level Spirit Shaman spells: 5 per day
Antipathy: Object or location affected by spell repels certain creatures.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Elemental Swarm: Summons multiple elementals.
Foresight: “Sixth sense” warns of impending danger.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Shambler: Summons 1d4+2 shambling mounds to fight for you.
ShapechangeF: Transforms you into any creature, and change forms once per round.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Nature's Ally IX: Calls creature to fight.
SympathyM: Object or location attracts certain creatures.
Description
Theme song: "A Conversation With Death" by Khemmis , Big Bad Voodoo Daddy - Save My Soul
The Dark Shadou is a curious being, keeping himself unseen and their acts just as much so. His are the gust of wind that open a door for some kind soul to enter a locked house and the same wind that blows out the warm lantern of a corrupt murderer on a cold winter night. Choosing to remain out of sight with non-direct actions to help or hinder those his influence can reach. Most notably is his protection of Adriatic Island, ensuring that no one without his blessing can find the island by confusing and dissuading them through tricks and mirages. A healing hand or a spreader of plague, there are two sides to a coin and the Dark Shadou is no different. If one chooses to do right and has been dealt a cruel fate then he will pick them up and dust them off as he rewards them what they have truly earned with a smile. But if an individual chooses to do wrong knowingly and indulges in such then a shadow of doubt and fear will be cast upon them, terror and misfortune will follow and pursue them for their wrongdoing intent to either make them repent or suffer for the remainder of their existence while he grins. Brother Midnight is a man who deals in curses and blessings, a reminder that your deeds follow you with each action having an equal reaction. Being formally mortal and having spent ages honing his skills in reading people the Dark Shadou uses this to his advantage to easily blend in among crowds and observe them, always ready to heal or punish.
Abilities
- Can summon a medium-sized Green Tree Python named "Slye" who could create reptilian-based poisons at will for the Dark Shadou to use, while having an extremely curious bite that acts as Zone of Truth, instantly causing targets to become vulnerable to any and all inquiries made by the Dark Shadou for 1d4 days unless cured by the Dark Shadou himself.
- The Dark Shadou's touch causes Hypnotism with a DC 25 Will Save required or otherwise become contracted to the Dark Shadou till the deity's terms are met.
- The Dark Shadou's gaze causes Sleep upon those with weak wills, requiring a DC 25 + Spell Level Will Save otherwise become ensnared for 10 minutes.
- The Dark Shadou can create his own personal Door of Traveling that allows him (as well as those he allows in) to travel back and forth between locations already visited.
- Can summon "Papa Midnight" to his side to act as Guardian over Adriatic Island's affairs and physically act where normally the Dark Shadou can not.
- While carrying a dagger, the Dark Shadou couldn't be struck from behind and no spell of less than 7th level could affect him.
- Can summon the Spirits attached to him who can then unleash misfortune on targets in the forms of Hex Vulnerability, a Ring of Misfortune becomes bound to a target causing them to have a random effect occur once a day, or Curses.
Worshipers
The Dark Shadou is worshiped at the Nemea Temple by humans primarily, embracing their savior on Adriatic Island as the guide to those a product of misfortune while observing the teachings of Voodoo that Brother Midnight imparts to the priesthood who serves underneath him. The Nyanya primarily worship the overdeities of old, but do embrace the Dark Shadou as the inheritor and protector of Adriatic Island, doing what they can to observe his ways and teach the next generation the principles of shamanism through the unique perspective of Brother Midnight’s craft.
Voodoo is an ancient practice of Shamanism where one gleans the most hidden and forgotten secrets from the Spirit World, consorting with these beings to become either a guide, medicine man, witch, or cultist. The Spirit World’s principles stand firm in Voodoo that knowledge is the true source of power and that every information sought for has a price that must be given without hesitation or otherwise be deemed unworthy of the Spirit World’s fruits thus becoming subject to the misfortunes of trickery and bad luck a spirit can bestow as a retort, as spirits do not care for weak wills and ignorance in the slightest.
The principles of magic learned by Sorcerers, Wizards, and Warlocks come nowhere close to the spiritual realization that a “Shadow Man” as the voodoo practitioners are formally called, truly possess as their work is an entire lifetime of being tested by spirits who are as fickle and vague as rhymes on waves in the ocean. Practitioners of Voodoo are self-sustaining, being able to use the secrets gleaned from the Spirit World to cast abilities that range from healing to ailments and hexing curses due to all information gained from the Spirit World acting as a binding contract, linking spirits of interest to the person who can “borrow” their supernatural powers as a rare and mysterious form of magic.
The practitioner’s power is dependent on a few factors:
1) The number of spirits linked to the host, which must remain in balance to effectively have a wide range of abilities and magical talent, otherwise will be limited on the influential reaches of the Spirit World’s gifts in the material planes. This means that a host must have an equal amount of malevolent as well as benevolent spirits, though this is a great risk as the nature of these spirits linked to the host allows them a limited yet risky amount of influence in the material world as well, being able to physically interact with beings and objects. There is also the greater risk that if the host doesn’t maintain a healthy restraint on the spirit’s accessibility and influence, that one of them will gain the ability to possess the host’s own body, forcing them to become a wandering spirit instead.
2) A wise Voodoo practitioner will utilize the powers gained in the linked binding contract with spirits by passing on these abilities into objects, creating powerful relics that the practitioner can manipulate with other items for greater effects. Voodoo Practitioners rely on their ability to reverse and remove the very ailments they bestow, whether this be upon themselves or their allies, as well as, use their understanding of medicine along with black magic to heal, harm, and cause emotional reactions such as love, hatred, joy, and sadness; therefore it is common practice for small handmade dolls to be crafted by Voodoo practitioners who will then imbue them with an intangible spiritual link connecting the spirit's powers to the object itself which in turn allows the doll to become an artifice for rituals that specifically affect living targets. The more relics made by the Voodoo practitioner with a wide range of powers, the greater effects can be unlocked and heightened in power.
3) “There is no victory without sacrifice” is the most fundamental truth and obstacle every Voodoo practitioner must face in their personal conquest for knowledge and dominion over the Spirit World, as spirits can and will demand for any and all forms of sacrificial offerings from a memory, a feeling, to an item or person. Spirits are selfish by nature, and will demand only that which they know deeply affects the practitioner on a spiritual level, so it must be that the Voodoo practitioner realize early on in life that the less emotional attachments they form, the least amount of personal suffering and hardship they’ll have to overcome in the tests put in place by the Spirit World.
Inside the Temple Nemea, there is a polished marble altar at the central point of the main audience chamber high on a ornate platform overlooking the room itself; it is before this altar that the High Priestess speaks to the Dark Shadou on behalf of the people of Adriatic Island, acting as interpreter and guide faithfully which places them as the mediator between the wills of the god and it's people at all times. The process of approaching and appeasing the Dark Shadou is very ritualistic and meticulous, requiring very specific and odd items in various arrangements to be placed on and around the altar. Usually, there is a bleached cow or wolf skull laid upon the altar's central focal point, painted with ancient symbols of nature using crushed berries as paint, with large pure white candles placed on either side that can only be lit during a ritual. On either side of the candles, it is always important that a hanging incense burner be placed with a crushed dry mixture of Acorns, Camellia, Chamomile, Coriander, Daffodil, Fern (Maidenhair), Holly, Hyssop, Lemon Blossom, Rhubarb, and Scarlett Pimpernel to create a special incense for all rituals called "Vodun" which stimulates the Dark Shadou into a calm and aware state, beckoning him with a scent of intoxicatingly soothing fragrance into the Temple Nemea. Unlike the candles, the incense is required to always remain filled and lit, filling the entire temple of Nemea with a vaporous aroma that keeps those working within it clear-minded and loyal to their tasks. It is the responsibility of the High Priestess before consulting with the Dark Shadou to always have a prepared offering set at the base of the altar itself on a table, as no knowledge is free and a gift that reminds the Dark Shadou of humanity's goodness must be presented in a humble and unblemished manner, usually with a preference of having fresh food and drink presented such as a large clay urn filled with the strongest aged wine, a large wooden bowl filled with all the finest fruit, and a plate with smoked meats of every time of game found on Adriatic Island. While seemingly simple, appealing to the Dark Shadou's memories of humanity is the most crucial point in gaining his invitation, otherwise the process will end in silent avoidance, and disfavor will fall upon the clergy for a small period of time.
Around the platform holding the altar is a circular pond of water created to serving as a small botanical garden resembling a swamp filled with half seawater and half fresh water; the bottom is filled with silt, red clay, and rich black soil to grow some of the loveliest and most rare vegetation that can only be found in wetlands such as a singular Black Mangrove tree, Black Mondo grass along the edges, Banana Lilies on the water along with Duckweed and Cattails, Cinnamon ferns, and Blue Marsh Violets. Spanish Moss hangs elegantly from the Black Mangrove with snakes, frogs, and fireflies invited into the small habitat where they are cared for by the Nemea Temple clergy.
Only in the most serious emergencies will the High Priestess be required to make a blood sacrifice to the Dark Shadou, but if such a time occurs, it requires the entire life of a creature as the issue will often require the Dark Shadou to act directly with the mortal realm, something that is not typically allowed in many realms amongst pantheons.
HOLIDAYS
Mange Loa: Mange Loa is the holiday which means "feeding of the Loa (Gods)" which occurs the morning of the first day of the first month in the year and ends after a week of indulgent festivities involving animal offerings in the form of great feasts. This large feast requires days of preparation in advance as livestock specifically bred with the finest vegetation are brought in to be examined and then slaughtered, their meat going through a seasoning process called "Koshering" which removes the blood and allows the clergy to prepare the meat with specific herbs similar to Vodun in order to please both the Dark Shadou and the Spirits affiliated with him. During the days of festivities, the Nyanya and humans offer special drinks called "Koliki" (consisting of dark rum, pineapple, orange, passion fruit, and guava), Lemon and Syrup cakes called "Koya", sugar skull candies called "Kalavara", Pheasant Coucal birds, Junglefowl (chickens) and Ankole-Watusi bulls. Vodouisants, followers of Voodoo, believe the powers of all loa increase at Aum level during these celebrations.
Fet Gede (All Souls Day): Fet Gede is the sacred holiday celebrated on the first and last day of Fall. Vodouisants will go to cemeteries to pray; offering food, drink and flowers symbolizing the wetlands of Brother Midnight's home on Toril; and light candles for the dead. Celebrations and dancing continues at the Nemea Temple for the entire night, and is one of the rare times the Dark Shadou and the guardians of Adriatic Island will convene in the same place at once.
Relationships
The Dark Shadou is on relatively neutral terms with the God of Change Rhadamanthus, as they'll make jabs at each other passive aggressively from time to time, testing each other's humor and boundaries without resorting to rudeness or aggressive tendencies. Both gods being mischievous by nature, are in competition in advancing the interests of their domains discretely, setting plans at odds with each other to see who will prove to being the most cunning and innovative in devious plotting.
The Dark Shadou is on neutral terms with the witch goddess Amaltheia who resides in the pocket world "Fortuna" where she presides over the affairs of Aum's deities with firm and methodical awareness, sending her daughter witches into the World of Aum on her behalf to act as "balances" in the affairs of the many kingdoms growing. Never hostile, Amaltheia and her daughters act only when truly required, never choosing sides to maintain passive rationalism when deities can no longer maintain coexistence or break boundaries.
The Dark Shadou is on extremely aggressive terms with "Darklord Graves" who is the God of Demons, a being of ill-gotten gains, and fervent ally of Mara the Goddess of Death and Discord who is the ruler of the Underworld. The bad blood formulated in the past on Toril lingers in Brother Midnight's heart so that all that can be felt between the two deities is hostility, never allowing for trust or any partnerships to blossom though the Dark Shadou does his best to avoid direct confrontations with Darklord Graves knowing this will inherently attract the attention of Mara to the conflict as well.
Realm
As the "Dark Shadou" Brother Midnight's domain resides overlooking the entire territory of Adriatic Island and it's inhabitants, with 10 miles radius of water surrounding the island being part of this claim. The Nyanya Kingdom of Mali’Teke established an official aedes (Temple to house a deity) called Nemea, which is presided over by the High Priestess Anamaria, the oldest daughter of the Royal Family who acts as an interpreter of the deity's will, guiding the people of Adriatic Island according to instructions. The Dark Shadou commonly takes on the form of a disguised figure that travels around Adriatic Island to interact with the inhabitants, steadying their path and maintaining order discretely.
History
Ages ago there was only running. Running from wild animals. Running from anyone who would take you away for nefarious purposes. Running from the people you stole from to eat. Running to live another day. There was a young boy who ran and ran, no one in sight to care or even bat an eyelash. The child had no family to speak of, sitting curled up against a tree with tears in his eyes. The swamp was surprisingly quiet except for the sounds of the child's sobbing. In the murky water something heard the child's weeping voice, slowly rising up towards them. They were unaware of the looming presence that now towered over them.
Brother Midnight was originally born on the world of Toril, a poor and wretched being with little future and even less options to turn to. Everyday for the scavengers and beggars was a bad day, and there once was boy who stole at every moment, fleeing for another chance at another opportunity because the world had scorned him from the moment of conception. There are creatures that the world of Toril turns a blind eye to, beings from ancient times who have progressed while still maintaining a carnal nature with beaming intelligence behind rows of teeth and slit eyes. In the Swamps of Toril, Brother Midnight, a child with no hope of a better tomorrow, was taken in by the most unlikely beast to show acts of kindness and sympathy; a Crocadilian named Papa Midnight came to the boy, offering him a chance at a new life with skills and a profession to claim as his own.
In time the boy with no name became Brother Midnight, and served as a guide with shamanic ties to the spirit world, while fronting a business called "High Spirits" where one could say Brother Midnight was an "adventurer extraordinaire distributor of misplaced wealth and connoisseur of fine things in life" as the front of the shop sold artisan sweets of all kinds of delectables to give joy back to the poor while behind the counter could be obtained all kinds of odd and rare items both "obtained through troublesome means" and through contacts. Brother Midnight was the middleman between nobility and those less fortunate, a man who brought wealth back to nations falling on hard times by putting value where one would not expect it. While Brother Midnight was a charismatic and endearingly pragmatic dealer of fine wares, even he had his limits as the man wouldn't tolerate violence, abuse of the dead, or the mistreatment of the needy. Where the wealthy would see only pickpockets, strippers, fences and beggars, Brother Midnight brought safe haven to treasure seekers, fashion designers, antiquarians and the huddled masses.
In time as the years of success progressed, an interloper deity from another world took notice of him, seeing the potential he could have as a deity back on it's home world where few deities actually existed, the being felt that Brother Midnight and some of his closest friends could place nicely into it's schemes; thus the Interloper Deity spent time on Toril, learning everything they could about Brother Midnight and his companions, those he could call friends and family who held a place in his heart. The Interloper Deity spent great lengths of time disguising themself, creating a dubious history to fool Brother Midnight's friends while finely weaving webs around their adventures, ready to pull when the time was right. The Interloper Deity during their disguised identity, made friends amongst Brother Midnight and companions' enemies; one enemy in particular caught great interest with the Interloper Deity who went by the name of "Graves". When Brother Midnight and his companions had fought what seemed like an endless quest to end the schemes of many disasters constructed by the Interloper Deity and Graves, the Interloper Deity took Graves away to it's realm where it gave the man divinity from a deity it had killed during the adventures. Biding it's time, the Interloper Deity waited till events had calmed down in Toril, watching eagerly for when the former adventurers let their guard down. When the time had at last come, the Interloper Deity stretched out their hand and snatched onto their plane Brother Midnight along with his friends Lyserg Jekyll and Eramus Hyde.
When Brother Midnight awoke, he was on a tropical island with a kingdom filled with catfolk and humans who neither knew who he was or what to do with him. Their High Priestess and Princess by the name of Anamaria, saw Brother Midnight was suffering from slight amnesia and in his condition, took a kindness on him by bringing the stranger to her palace home where she personally attended to him for many days, treating his condition till strength and memory returned to Brother Midnight. During this time, Brother Midnight learned from Anamaria that for as long as her people have existed, they have been safeguarding humans from the other Kingdoms of Aum, the world in which they lived in was infested with races that Anamaria noted were no longer behaving rationally, but instead relied heavily on bestial instincts which made them aggressive and predatory-like. Anamaria informed Midnight that were it not for her people, the humans long ago would've been enslaved or eaten by the inhabitants of Aum's mainland. That was when the God of Change Rhadamanthus introduced himself to Brother Midnight as he projected his voice aloud from the depths of the sea around the Adriatic Island in which Brother Midnight was upon. Rhadamanthus explained to Brother Midnight that he had sensed there was a new god on the World of Aum, and traced it to Brother Midnight, seeing that he was an Interloper Deity that would bring about changes to the world's realms brought great delight to the titan-sized sea serpent. Rhadamanthus explained that he created all the reptilian races and animals that roamed Aum, but allowed them to do as they please and he constantly monitors Aum, creating new species from time to time to create small changes in ecosystems so that nothing would ever remain constant. Rhadamanthus assumed that since Brother Midnight arrived on the Adriatic Island, that he was now the god of Humans and Catfolk, thus controlling the entire domain in and around the Adriatic Island. Rhadamanthus noted to Brother Midnight in being fine with this, so long as Brother Midnight didn't step outside of his domain to meddle in the territories of other deities.
Dogma
"What is locked - can be opened.
What is hidden - can be found.
What is yours - can be mine."
"The man who learns only what
Others know is as ignorant as if he
Learns nothing. The treasures of knowledge
Are the most rare, and guarded most harshly."
"We chose our profession in defiance of the greed of the monarchy.
We will not live for the sake of taxes to fatten the nobles pockets.
We choose to live the only life available to those who would be truly free. We are thieves."
"For if a man plays the Fool then it's only Fools he'll persuade. But appear to be the Devil, and all men will submit"
- Blackbeard, Assassin's Creed IV: Blackflag
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