Iallanis
The Comrades of Iallanis is one of the few 'good' pantheons not represented in Jeyton City, Genx, Malnax.
At the base of the Throne of the King near Warrior lagoon, Grande region, Fogi Island, stands the black stone temple, made from stone found in the Lagoon turned in bricks.
Power Level = Lesser deity
Alignment = Neutral good
Symbol = Garland of flowers
Portfolio = Love, Forgiveness, Beauty, Mercy
Domains = Good, Healing, Strength
Worshipers = Giants
Temple in Grande
The temple is a rectangular temple raised on a high podium, with a clear front and rear with a portico at the top of steps, and a triangular pediment above columns. The sides of the building have much less architectural emphasis, and typically no entrances on the sides. The main room houses the image of the deity Iallanis, to whom this temple is dedicated. A table for food and floral offerings, next to a small altar for incense. Behind the main room is a few rooms used by temple attendants for storage of equipment and foo, to be shared with those who come to worship. The ordinary worshipper enters the main room for special ceremonies, however the public ceremonies are always performed outside the front of the temple where the sacrificial altar was located, on the portico.
Races of giant descent are welcome inside. No other races may step foot inside this temple.
Cleric = a red Oni (no gender), is a massive Troll named Naita Kaonia - is unique Oni, as it is a good creature.
One alone is not finding greatness;
Comrades joining together is crucial
Stand powerful to meet those with whom you can traverse Life
Reach out a hand and be apodictic
Forgive those who ask of it sincerely
Beauty is waiting to beheld
Iallanis is one of the few religions that remain from the Colossal Titan Giants from the Era of Giants and Dragons.
Iallanis (also known as The Tender One) is the giant goddess of love and mercy. She always seeks to reunite the Colossal Titan giant races under a single banner, with the hopes that they could have lived in harmony forever more.
The last of the Giant Kings (King Wolfram) and his Queen (Queen Tanea), along with the Giant Warrior (Gallzar), were followers of Iallanis.
Her holy symbol is a garland of flowers.
Little is known of Iallanis by those not of Giant descent = Oni, Jotrun, Ogrillon (Half-Orges), Blugruim, Brute, Orch, Cyclops, Earth Giants, Snow Giants, Mountain Giants, Hill Giants, Frost Giants, Cloud Giants, Wood Giants, Storm Giants, Ettin, Giantkin, Graug, Half-Giant, Trolls, Half Trolls, and Trollkin.
It is said she became a strong allied to Lendys (the[url:https://www.worldanvil.com/w/esau-lady-dm/a/the-platinum-dragon-organization?preview=true? ] Platinum Dragon), The Wild Mother and Sune.
Iallanis is said to have come to Nuwan's aid.
Iallanis’s Avatar (Ancient Titan)
Iallanis appears as a Colossal Titan Giant with fair-skin, golden blonde hair, soft blue-grey eyes and dazzling graceful movements.
She wears a short green dress from with living flowers grow in ever shifting patterns, and is always bear legged and bare footed. Her laugh is joyful and infectious. She favours spells from the spheres of charm, divination, elemental, plant, and protection, and the schools of abjuration, divination, and enchantment/charm, although she can cast from any school or sphere, save the sphere of combat.
Gargantuan celestial (titan), neutral good
AC = 20 (platinum breastplate)
in battle Platinum breast plate appears - consisting of a Platinum Helmet, Platinum Chainmail and Platinum Greaves; A full set grants a basic 16 defence plus a set bonus of 4 defence, which equals a total of 20 defence)
HP = 199 (12d20 + 72)
Speed = 50 ft
Height = 62 feet tall
Weigh = over 25 tons.
Str = 27 (+8)
Dex = 21 (+5)
Con = 19 (+4)
Int = 16 (+3)
Wis = 21 (+5)
Cha = 24 (+7)
Saving Throws:
Con = 10; Wis = +7, Cha = +9
Skills: Athletics = +14; Intimidation = +9; Perception = +7
Damage Resistances: bludgeoning, piercing, and slashing from non-magical weapons
Senses: darkvision = 120 ft., passive Perception = 17
Languages:Common, Giant, Primordial, Titan, PLUS telepathy 120 ft.
SPECIAL TRAITS
Magic Resistance = The ancient titan has advantage on saving throws against spells and other magical effects.
Innate Spellcasting = The ancient titan’s spellcasting ability is Charisma (spell save DC 17). The ancient titan can innately cast the following spells, requiring no material components:
3/day: MASS STUN CREATURES
Casting time = 1 action
Range = 120 feet
Components = V S
Duration = Concentration, up to 1 minute
All creatures visible within range is constrained by an invisible force. The target must succeed on a Strength saving throw to break through, or be paralyzed for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends on the target.
3/day: REMOVE CURSE
Casting Time: 1 action
Range = Touch
Components = V S
Duration = Instantaneous
At your touch and words, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.
3/day: TREE SHAPE
Casting time = 1 action
Components = V S M
Duration = Concentration, up to 8 hours
For the duration, a creature takes the form of a living tree or shrub, covered in a small amount of flowers, with a small number of limbs. All clothing and gear carried or worn changes with them. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests they are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, they can observe all that transpires around them, just as if in their normal form, and their hit points and save bonuses remain unaffected.
AC = 20, but gain no benefit from shields or other effects that increase AC.
Automatically fail all Dexterity checks and saving throws,
speed = 0 feet.
When concentration is broken or dropped on this spell, they instantly return to their normal form.
3/day: Entanglement+
Casting Time = 1 action
Range = 120 feet
Components = V S M
Duration = Up to 1 minute
Grasping weeds and vines sprout from the ground in a 30-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
1/day: Philter of Love
Iallanis can enchant a amount of liquid to become a Philter of love.
Casting Time = 1 action
Range = 120 feet
Duration = 1 hour
The next time the drinker see a creature within 10 minutes after drinking this philter, you become Charmed by that creature for 1 hour. If the creature is of a species and Gender you are normally attracted to, you regard it as your true love while you are Charmed. This potion's usual rose-hued, effervescent appearance that contains one easy-to-miss bubble shaped like a heart, can only be noticed by Detect Magic, or a Perception of 17 or above.
1/day: Wall Of thorns+
Casting Time = 1 action
Range = 120 feet
Components = V S M
Duration = Up to 10 minutes
You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick.
The wall blocks line of sight. When the wall appears, each creature within its area must make a Dexterity saving throw.
FAIL = a creature takes 8d8 piercing damage,
SUCCESS = 4d8 piercing damage
A creature can move through the wall - slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 10d8 piercing damage on a failed save, or half as much damage on a successful one.
1/day: TOLL the DEAD (level 17)
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous
Pointing at one creature which is visible, within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw, or take 1d12 necrotic damage. If the target is missing any of its hit points, it instead takes 4d12 necrotic damage.
ACTIONS
Eldritch Singularity (Recharge 5-6). The ancient titan opens a momentary rupture in the eldritch source that fuels its words of power. This rupture appears at a spot designated by the titan within 100 feet. Any creature within 60 feet of the spot must make a DC 17 Constitution saving throw.
FAIL = the creature takes 28 (8d6) force damage, falls prone, and is pulled 1d6 x 10 feet toward the eldritch singularity, taking an additional 3 (1d6) bludgeoning damage per 10 feet they were dragged. SAVE = the target takes half as much force damage and is not knocked prone or pulled. The spot where the rupture occurs becomes the centre of a 60-foot-radius anti-magic field until the end of the ancient titan’s next turn. The titan’s spells are not affected by this anti-magic field.
Iallanis wields no weapons in combat, preferring to use magic to restrain and charm foes.
If necessary, she can strike with her open palm, stunning any creature struck for 1d3+2 rounds in addition to normal damage.
She can charm any Humanoid at will in addition to any other actions she takes, and victims save with a −4 penalty, except for giants who save with a −8 penalty.
If she desires, her touch can remove any mortal curse three times per day, and she can enchant a container of liquid to become a Philter of Love once per day. The Tender One can cast entangle and wall of thorns three times per day each.
No normal animal or plant will attack Iallanis, and she can pass through any terrain unhindered, as pass without trace. She is immune to caused wounds (including harm), poisons, disease, blindness, and energy drains. Her movements cannot be restricted by plants (such as the entangle spell) or purely magical means (such as hold, slow, or a wand of parallelization).
OTHER MANIFESTATIONS
Iallanis may manifest her power in a green radiance that envelops a giant or a plant. This radiance grants giants a +2 bonus to Charisma, sanctuary, protection from evil, or the ability to cure light wounds, neutralize poison, cure disease, or remove curse with a touch. If the radiance envelops a plant, it may be affected as if by plant growth, entangle, or wall of thorns; in all cases, the plants will flower profusely and may change to a goodberry bush if the Floral Giant desires. She sends omens in the form of suddenly blossoming flowers, in which messages can be derived. Flowers may form in a circle of any size, granting sanctuary to all who stand within them. She may also cause a line of flowers to bloom sequentially, leading a creature to a specific destination.
The Tender One’s omens and manifestations appear most often to show her favour for friendships, also a loving relationship or marriage, and to lead a giant to their destined love. She may also use her manifestations to protect giants who are in love against familial or tribal wishes.
Ethics
"Kindness is the milk of might; passion is the milk of life."Mercy is to be honoured above all save the gods, love is to be honoured above all save mercy, and inner beauty is to be honoured above all save love. Passion is the milk of life, and kindness is the milk of might. Evil deeds never go unpunished and good deeds never go unrewarded. Any giant who embraces goodness should be welcomed into the fold. All must regain their unity and strive for unity with the forces of good in order to preserve the Giants' culture and civilization in the face of pressures from the smaller races.
Worship
Iallanis is served by aasimar, amber dragons, amber lotus, ashira, asuras, bees, butterflies, dobies, dryads, einheriar, firbolg, hamadryads, hermitic alaghi, hollyphants, hummingbirds, incarnates of charity, hope, and temperance, lillendi, nymphs, swanmays, treants, and woodland animals of all sorts. She demonstrates her favor through pleasant floral scents, the tinkling of wind chimes, rare wild flowers, emeralds, peridots, and fossil flowers encased in amber. She demonstrates her disfavor through the sudden closing of all flower buds in the area, swarms of grasshoppers and locusts, and the loss of one’s voice just as they are proposing marriage.
Priesthood
Novices = Buds.
Full priests = Bloomsisters and Bloombrothers; and collectively are known as Bloomchildren.
In ascending order of rank, the titles used by Iallanan priests are White Lily, Yellow Daffodil, Orange Poppy, Blue Violet, Purple Orchid, and Red Rose.
High-ranking priests have unique individual titles. Specialty priests are known as florani and druids. Florani tend to be associated with specific tribes, while druids wander from place to place and maintain holy sites.
Granted Divine Powers
In addition to the spell listed below, priests of the Tender One can cast the 1st-level priest spell divine romantic interest, detailed in Demihuman Deities in the entry for Hanali Celanil, and the 3rd-level priest spell merciful touch, detailed in Demihuman Deities in the entry for Sharindlar.
1st Level
Flower Field (Pr 1; Alteration, Conjuration/Summoning)
Sphere: Plant
Range: 120 yds.
Components: V, S, M
Duration: Special
Casting Time: 1 rd.
Area of Effect: 10 sq. ft./level
Saving Throw: Special
This spell allows a priest to cause a field of flowers to sprout in a barren field of dirt, regardless of the health of the soil. Normally, such flowers are a mix of typical wildflowers for the region, but as the priest becomes more powerful, different types of flowers can be commanded to grow. In most cases, the flowers are permanent, transforming the soil to be suitable for them to thrive in; such plants are non-magical and can later be harmed in all the ways normal plants can be. Flowers cannot be grown on non-earthen surfaces, such as sand, stone, wood, or the like.
In addition to normal flowers, the casting priest can cause a number of magical flowers to grow and release special pollen or scent for a short time, as they rise in level. The casting priest is always immune to these effects. The pollen or scent clouds can be dispersed if a gust of wind spell, or similarly strong normal or magical winds blow through the area.
At 3rd level, the priest can cause a field of potent red poppies to bloom, releasing potent somnolent pollen into the air within a 20 yard radius of the field. Those creatures inhaling this pollen must make a successful saving throw vs. poison or fall into a deep, comatose slumber. Creatures with 8 Hit Dice or fewer make this save with a −4 penalty, while those with Hit Dice greater than 16 make the save with a +4 bonus. While the sleep itself only lasts 2d4 rounds, the pollen takes 4d10 rounds to disperse; any still in the area when they awaken must make an immediate saving throw as above or fall asleep again. Even those who make their saving throws feel drowsy and become slow to react, suffering −1 penalties to attack rolls, initiative, and surprise rolls. After the pollen disperses, the flowers become normal poppies.
At 6th level, the priest can cause a field of hyperallergenic flowering grasses to grow in the area. Such grasses have small white flowers that release a cloud of nearly invisible pollen within 20 yards of the flower field; those who inhale it are immediately beset by strong symptoms of hay fever, including sneezing, watery and itchy eyes, congestion, and the like. All actions (attacks, proficiency checks, etc.) are taken at a −1 penalty to the rolls, and any attempts at spellcasting require a saving throw vs. poison with a +4 bonus; those that fail have their spell disrupted by a sneezing fit. The pollen disperses and becomes harmless after 4d10 rounds, at which point the grasses become perfectly ordinary and have no further special powers.
At 9th level, the priest can cause a field of small, blue hyacinths to grow in the area. These flowers produce a strong, pleasant scent within a 20 yard radius of the field that induces a state of euphoria in those who fail a saving throw vs. poison with a −4 penalty. While under the effects of the euphoria, all encounter reactions are moved two places closer to friendly, and encounter reactions will never be worse than indifferent. In addition, those affected will not initiate attacks of their own and will engage in combat only to defend themselves. The euphoria lasts as long as a creature stays within the scent cloud, plus 2d4 rounds. The scent cloud itself disperses after 4d10 rounds.
The casting priest can choose what form the spell takes from any of the forms available to her. In addition, at 4th level, the priest can grow a field consisting of one type of normal, native flower rather than a random assortment of native plants, and at 8th level, she can grow specific normal flowers of any variety, and can even create patterns based on the plant variety and color. The magical flowers can never be mixed with other varieties, however.
The material components for this spell are a handful of flower seeds or two flower bulbs, which are tossed into the area in which the flowers will grow.
2nd Level
Charm Person or Giant (Pr 2; Enchantment/Charm)
Sphere: Charm
Range: 120 yds.
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: 1 person or giant
Saving Throw: Neg.
This spell affects any single person, giant, or giant-kin it is cast upon. Thus, unlike the first level wizard spell charm person, this spell can affect humanoids of larger than man-sized that are classified as true giants or giant-kin. This spell has no effect on creatures that are similar to giants, such as trolls or ogres, however.
The individual receives a saving throw vs. spell to avoid the effect, with any adjustment due to Wisdom. If the individual receives damage from the caster’s group in the same round the charm is cast, an additional bonus of +1 per hit point of damage received is added to the victim’s saving throw.
If the spell recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. The spell does not enable the caster to control the charmed individual as if it were an automaton, but any word or action of the caster is viewed in the most favorable way. Thus, a charmed individual would not obey a suicide command, but he might believe the caster if assured that the only chance to save the caster’s life is for the individual to hold back an onrushing red dragon for “just a minute or two.” Note also that the spell does not endow the caster with linguistic capabilities beyond those he normally possesses (i.e., he must speak the victim’s language to communicate his commands).
The duration of the spell is a function of the charmed person’s Intelligence and is tied to the saving throw. The spell can be broken if a successful saving throw is rolled, and this saving throw is checked on a periodic basis, according to the creature’s Intelligence (see the following table). If the caster harms, or attempts to harm, the charmed individual by some overt action, or if a dispel magic spell is successfully cast upon the charmed individual, the charm spell is broken.
If two or more charm effects simultaneously affect a creature, the result is decided by the DM. This could range from one effect being clearly dominant, to the subject being torn by conflicting desires, to new saving throws that could negate both spells.
Note that the subject has full memory of the events that took place while he was charmed.
Intelligence Score Time Between Checks
3 or less 3 months
4–6 2 months
7–9 1 month
10–12 3 weeks
13–14 2 weeks
15–16 1 week
17 3 days
18 2 days
19 or more 1 day
The time between checks is the time period during which the check occurs. When to roll the check during this tune is determined (randomly or by selection) by the DM. The roll is made secretly.
Sleep Pollen (Pr 2; Conjuration/Summoning)
Sphere: Plant
Range: 10 ft.
Components: S, M
Duration: 2d4 rds. + 1 rd./level
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Special
This spell, also called Iallanis’s kiss, allows the casting priest to blow a cloud of somnolent pollen towards a single creature, causing them to fall immediately into a deep slumber. No saving throw is allowed for creatures with 12 or fewer hit dice, while those above receive a save vs. spell, with a −1 penalty per three levels of the caster, to a maximum of −4 at level 12. Non-breathing creatures, and those immune to plant effects, are immune to this spell.
The material component for this spell is a fresh poppy flower.
5th Level
Flower Crown (Pr 5; Conjuration/Summoning, Enchantment/Charm)
Sphere: Plant
Range: 0
Components: V, S, M
Duration: 1 hr./level
Casting Time: 3
Area of Effect: The caster
Saving Throw: Neg.
When a priest casts this spell, a crown of living flowers appears on her head. These flowers are bright and fragrant, pleasing to both eyes and nose. While wearing this crown, the priest has an effective Charisma score two points higher, even above racial maximums. Those who gaze upon the priest must make a saving throw vs. spell; if they succeed, they act normally. However, those who fail their saving throw treat the priest with a great deal of reverence and respect, listening to her words and considering them carefully. This spell cannot cause individuals to act against their alignment or nature, but they will not harm the priest if they do not agree with her statements. Due to the level of respect and reverence they feel for the priest, they may defend her physically against other aggressors if it is in their nature.
The material components for this spell are the priest’s holy symbol and a fresh daisy.
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