The Moot
Gods Aldo Gardner Rolondo
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Gardner Harvester
Moot God of Harvests, Gardens, and Farmers
Dear Claudius:
I hope the weather is as nice where you are as it is in Ostland this
time of year. The worst of the heat is over and the rainy season has
started. Personally, this is my favorite time of year. I find nothing
more enjoyable than sitting down to a good text while rain pitters on
the thatch.
I hoped you enjoyed the translation on Rolondo that I sent you. Frauline
Zehenkraus has proved a most formidable ally in my attempts to wrest
more information from these sorry texts. Furthermore, she cooks a fine
bloodsausage pie. Morr's Stars! My mother would not recognize me, I look
positively like a burgher now! My stomach is far cry from my starving
student days in Nuln. I so wish you could visit Bugeldorf. I have spoken
of you often with my generous and kind employer, who you may recall is
the Baronet Von Mossbacher, a man of great honor and of no little
consequence hereabouts. I have not mentioned before his three darling
children, for whom I am responsible to educate. Lovely children, I
assure you, without a speck of remorse or responsibility among them.
Now I wander to far a-field! As I said, with the help of Frauline
Zehenkraus, I have been able to decipher another section of the
Puddlefoot Manuscripts. They describe, in fascinating detail, the Cult
of Gardner Harvester.
Description
Gardner Harvester is the god of halfling farmers and all halflings
who work the soil or profit directly from its fruits, including vintners
and brewers. Quiet and introspective in the spring, he becomes raucous
and extroverted during the harvests when the bounty of the fields is
gathered, the beer is mashed, and the wine grapes are stomped in great
vats by happy halfling children. His relation to the other Esmeraldan
deities is unclear, for his followers claim he is the oldest among them.
He is both aloof and subordinate, regal king of nature and salt of the
earth, and halfling religious scholars find no end in the pleasure of
debating this god's personality and position within the pantheon over a
good pipe and a stout mug of ale. Gardner is always depicted as a
chubby, always cheerful halfling dressed in the simple clothes of a
halfling farmer. He carries a flail or thresher in his right hand. Atop
his head, he wears a wreath of golden-green hops. Between his smiling
lips, a huge, curved smoking pipe dangles down. Sometimes, as a sort of
halfling joke, he has a cucumber in his pocket.
Area of Worship
Gardner is worshipped within the Moot. Large halfling
settlements outside the Moot which have not completely adopted the ways
of the Big Folk will still revere him.
Temples
Any farmed field, orchard, or vineyard is a temple to Gardner.
Most halfling fields have scarecrows dedicated to Gardner in them.
Halfling orchards and vineyards will always have one tree or vine
considered the Gardner Tree, usually the first and oldest tree in the
orchard. Gardner Trees are the hearts of halfling orchards and among the
most sacred of halfling places.
Friends and Enemies
Gardner is an fine terms with the other Moot Gods.
He is friendly to the Dwarven God of Brewing, having taught the dwarves
the secret of beermaking for which they owe Gardner an eternal debt. He
is on excellent terms with the elven Liadriel, since they both share a
love of wine and song. Among the human gods, he is closest to Rhya and
followers of the Old Faith, whom he treats with distant respect. He is
neutral to all other gods, except any god of War, Violence, or Murder
and the Lords of Chaos, all of whom represent nothing but destruction
and death to Gardner. He holds all such gods in contempt.
Holy Days
There are two major festivals dedicated to Gardner: Planting
Week and Harvest Week. Planting Week occurs in the spring when all
halflings in the village come out to help sow and seed the farmer's
fields. It is a time of quiet singing and thoughtful work as prayers are
given up to Gardner for a bountiful harvest. Harvest Week occurs during
the last week of Summer when the village once again returns to the
fields to harvest Gardner's Bounty. Totally unlike somber Planting Week,
Harvest Week is a boisterous time of shouting, drinking, grape stomping,
eating, rough-housing, and dancing. Each day the halflings descend on
the farms, orchards and vineyards, singing happy, rousing songs at the
top of the voices while pulling, plucking, and cutting the harvest.
Children to small to do heavy work at given the playful chores of
stomping grapes or threshing wheat. When the sun sets, the Priestesses
of Esmeralda bring forth that day's cooking efforts for the villagers to
indulge in until late at night. On the last night of the Harvest
Festival, the ribald Cucumber Comedies are held after the children have
been safely put to bed.
Alignment
Gardner Harvester is neutral.
Symbol
Gardner's symbol is a bunch of hops above a horizontal bundle of
wheat.
Cult Requirements
The Cult of Gardner is open to all adult halflings.
Strictures
All Initiates and Clerics of Gardner must abide by the
following restrictions:
- Never allow a field, orchard or vineyard
to go to untended.
- Never allow a garden to grow wild and
unchecked.
- Never allow the fruits of the harvest to
go to waste.
- Always spill a drop of beer or wine on
the ground before you drink to honor the god from whence it came.
Spell Use
Clerics of Gardner may use all Petty Magic and all
Elementalist spells. In addition, the Cult provides the following
spells:
| Spell Level:
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Petty
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| Magic Points:
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1
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| Range:
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Touch
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| Duration:
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Permanent
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| Ingredients:
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None
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The caster may instantly ripen a single unripe fruit or vegetable. He
may also restore an overripe fruit or vegetable to its ripe state. This
spell cannot reverse the effects of spoilage, however.
| Spell Level:
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Petty
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| Magic Points:
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1
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| Range:
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3 yard radius
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| Duration:
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1 week per level
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| Ingredients:
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A sprinkling of vinegar
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This spell allows the caster to remove weeds and small pests from his
garden. The caster sprinkles the pests or weeds with a dash of vinegar
while invoking Gardner's name, instantly and precisely shriveling
undesirable weeds or driving off the pest. Each casting protects a radius of 3 yards for
1 week/level.
| Spell Level:
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Petty
|
| Magic Points:
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1
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| Range:
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3 yard radius
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| Duration:
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1 minute per level
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| Ingredients:
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Pipeweed to smoke
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This spell allows the caster to generate complex and artistic shapes
with blown pipesmoke. The caster can make a WP test per blow (+10 Art)
to achieve the desired shape. During Harvest Festivals, the Clerics of
Gardner hold contests to see who can blow the most artistic
smoke-shapes.
| Spell Level:
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1
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| Magic Points:
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1 or more
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| Range:
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1 acre
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| Duration:
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1 or more weeks
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| Ingredients:
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A crow feather
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This spell allows the caster to bless a scarecrow so that it Causes Fear in the small birds and
animals which threaten the farmer's fields. The spell lasts 1 week for
every magic point the caster expends on the blessing. The scarecrow will
protect a 1 acre field from any non-sentient animal under 10' tall that
tries to eat or destroy the crops, such has crows and fieldmice.
Unfortunately, it has no effect on insects (see Summon
Spiders
).
| Spell Level:
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1
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| Magic Points:
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10
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| Range:
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1 acre
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| Duration:
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1 hour
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| Ingredients:
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A hoe or tiller
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This spell allows the caster to till, by hand and by himself, 1 acre
of land per hour. The caster can turn 1 acre of fallow field or
pasture into tilled, arable farmland ready for planting. The hoe or tiller used for
the casting is not consumed by the spell.
| Spell Level:
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1
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| Magic Points:
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4
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| Range:
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Touch (1 gallon)
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| Duration:
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Instant
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| Ingredients:
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A drop of brandy
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This spell allows the caster to fortify 1 gallon of beer or wine, making
it twice as strong as normal.
| Spell Level:
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2
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| Magic Points:
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6
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| Range:
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1 acre
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| Duration:
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1D6 minutes
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| Ingredients:
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A spider web
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This spell allows the caster to summon an Swarm of Harmless Spiders
under the caster's control. The spiders appear over 1D6 minutes. The
spiders will obey the caster's instructions for 1D6 minutes after they
have all arrived, which is enough time to instruct the spiders to enter
a field and protect it from insects and other small vermin. The spiders
are always beneficial to the farmer and non-poisonous to humanoids.
Although the priest could order them to attack a person, the spiders are
too slow to prove much of a threat and too small to cause any damage.
However, they are also too numerous to kill efficiently (although any
attack which does 1 W to a 6 square yard area will kill most of them).
Furthermore, these little beasties can terrify creatures with
arachnophobia and make a general nuisance of themselves (-10 to all
tests for the duration of the spell). After the spell wears off, the
spiders do not vanish, but continue on their normal spidery ways, uncontrolled by
the caster.
| Spell Level:
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3
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| Magic Points:
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10 per hour
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| Range:
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Touche
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| Duration:
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1 or more hours
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| Ingredients:
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A drop of the caster's blood
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In times of great need, the clerics of
Gardner can call upon the god to physically protect a field from
harm. The god manifests himself in the field's scarecrow. The caster
must prick his finger and wipe the blood on the scarecrow as he
invokes Gardner. The scarecrow will immediately animate and obey the
cleric's commands.
| 3
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50
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30
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3
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7
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21
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40
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2
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10
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69
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69
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69
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69
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69
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The scarecrow Causes Fear in creatures under 10' tall. The scarecrow is Immune to
Fear and cannot be forced to leave combat. The scarecrow may Dodge
Blow once a round. It does not bleed or feel pain and can only be
"killed" by completely destroying it, usually by burning it.
The scarecrow is extremely Flammable. If the controlling cleric is killed or incapcitated, the
scarecrow becomes Subject to Stupidity. It's power is limited to
the confines of the field it was
originally blessed to protect (see Bless Scarecrow).
Every minute it spends beyond its field, the scarecrow
takes 1W (no T, criticals result in Instant Death rolls). When the
spell duration is over, the scarecrow returns to its field by the
most direct route, ignoring any attacks made upon it.
Skills
Initiates and Clerics of Gardner may gain one of the following
skills while an Initiate and one at each level:
Animal Care, Brewing
(may be taken twice), Concealment - Rural, Dance, Dowsing, Herb
Lore, Identify Plant, Silent Move Rural, Sing,
Specialist Weapon - Flail.
Trials
Trials set by Gardner might involve finding and
restore a farm that has been abandoned, finding a rare variety of
cucumber, developing a hardier strain of peas, inventing a new style
of beer, or making a special blend of wine.
Blessings
Skills favored by Gardner are Brewing, Dancing, Herb Lore, Sing, and
Identify Plant. The god favors Fel, S, and T tests.
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