Celestian The Far Wanderer Organization in Greyhawk | World Anvil

Celestian The Far Wanderer (seh-LES-tee-an)

Intermediate Powers

(The Far Wanderer), N (NG) intermediate god of Stars, Space, and Wanderers — Stars, Space, Wandering It is said that Celestian and Fharlanghn (q.v.) are brothers who followed similar, but different, paths. While the latter chose the distances of the world, Celestian was drawn to the endless reaches of the stars and the Astral Plane.

The Star Wanderer appears as a tall, lean man of middle years. His skin is of ebony hue and smooth. His eyes are of the same color as his skin. He is quick and absolutely silent in his movements. He speaks but seldom. His garments are of deep black, but somewhere he will have his symbol, seven "stars" — diamond, amethyst, sapphire, emerald, topaz, jacinth, ruby — blazing with the colors of far suns. Celestian has no personal weapon which is always with him. He will typically carry one or more of the following magical weapons:

long bow with 20 arrows

spear, which appears to be but 5 feet in length but extends to 10 feet in length

short sword

battle axe, which he can throw

dagger of some unbreakable metal.

Ofttimes Celestian will go unarmed, for he has, in addition to knowledge of many magical spells, the following powers unique to himself: The ability to create a sheet of dancing, shifting light which encircles himself, or any nearby creatures he desires.

The power to bring down a flaming comet, igniting flammable materials, and emitting poisonous gases.

The power to call down heat lightning, burning victims and causing non-magical metal to fuse.

The power to create meteors, which hurtle straight from his hands.

The power to create the chill and vacuum of space.

The power to blind creatures with the brilliant light of the stars.

The power to cause great, rolling thunderclaps.

Celestian also can cast any known magic spells affecting travel. He can move on the Astral Plane, and can summon astral devas to his aid.

Celestian's habits and disposition usually keep him from close association and involvement with other gods. He has, in fact, but a small following amongst mankind. Those who involve themselves with the cosmos or the sky — scholars, astronomers, astrolog ers, navigators, dreamers — make up the bulk of the Celestian faithful. His priests wander the land, emulating their deity whenever possible by actually traveling the reaches of space.

Celestian (seh-LES-tee-an) is a benign Oeridian god. The brother of Fharlanghn (his only close ally), he chose the distances of the stars and planes rather than Oerth. He appears as a middle-aged man of com pletely black coloration, always wearing his symbol: a piece of jewelry with a shining ruby, jacinth, topaz, emerald, sapphire, amethyst, and diamond. He has few ardent worshipers on Oerth, but counts among his following the many strange beings that live in and above the starry night.

The distant stars are an inspiration to travel, be encouraged to wander far from home, just as the stars do. The stars are eternal and are pleased to be a guide for both legs of a journey. The stars may reveal their secrets if you study them. The clerics are divided into seven orders of ascending knowledge and power, bearing no special titles other than the number of their order; each order's holy symbol differs in which gem is placed at the center.

Most of Celestian's clerics are scholars, astronomers, and planar explorers, with a few sailors. They search the world, sky, and planes for artifacts of the stars, fragments of meteorites, and lore relating to the stars, space, or the planes. Many of his clerics make a pilgrimage to a holy site in the Barrier Peaks. Celestian is a favored deity of good-aligned members of evil nonhuman races; while their eyes, are unable to toler ate daylight, they find acceptance and hope in the light of the stars.

Shrines to Celestian are located in the country, away from city lights, and are built on mountain peaks or hilltops with a clear view of the night sky. Services to Celestian are held outdoors under a starry sky.

Domains Knowledge, Travel, Protection; Weapons shortspear

 

Celestian, the Star Wanderer, is said to be brother to Fharlanghn, the endless wanderer of the Prime Material. Celestian wanders the Astral, Ethereal and Inner planes, especially the Astral. He is depicted as a tall, lean man of middle years, ebony-skinned and dark of eye. His garments are inky black, but somewhere about him he has his symbol of seven "stars" (gems) which blaze with the colors of far suns. He has many unique spells unknown to other Powers (save perhaps Boccob). He affects meteors, comets, and similar heavenly bodies. As a form of Sky God, Celestian has influence over some aspects of light and weather.

His worship is confined to a few sages, savants, and like souls, who often worship him privately or through travel to unknown lands and acquisition of knowledge.

Celestian's Priests

This small priesthood is very studious and meditative, and also somewhat secretive and de tached from everyday life. Acquisition of arcane lore and magical items that aid travel are important goals.

Priests of Celestian wander about emulating their deity, whenever possible, by traveling the depths of space. They tend to be detached, more concerned with the stars than with Oerthly affairs. All Celestian priests study the stars and have a working knowledge of astronomy and naviga- tion. Priests gain special spells as they advance in level:

Each special spell is gained immediately when the cleric reaches the listed experience level. Special spells are cumulative, so that a 16th level cleric has seven special spells per day. Each spell is usable once per day. Casting times are normal, and the cleric casts the spells at his expe- rience level.

These spells are granted like all clerical spells and the clerics don’t have to study for them as a magic-user does.

Requirements: AB Int 15 or Wis 16; AL any good or true Neutral; WP dagger, knife, long bow (and arrows), short sword, spear*, staff; AEx + 10%; AR nonmetal; RA black robe covered with faint star patterns; SP Astral, Creation, Guardian* (minor), Healing*, Necromantic* (minor), Sun, Thought*, Travelers, Weather*; SPL meteors of Celestian; PW priests of Celestian may use the following wizard spells as part of their normal spell lists (not as extra spells) at the listed levels of experience upon attaining those levels: 1) feather fall; 3) jump; 5) levitate; 7) spider climb; 9) fly; 11) dimension door; 16) teleport without error; TU nil; ADD meteors, create water, endure cold/heat, resist cold, resist fire, flame walk, create food and water, quest, chariot of Sustarre, wind walk

  Link to explanation of Priests abbreviations  

Additional Spell

Meteors (Evocation)

Level: 4

Range: 20 yards

Duration: 1 round/level

Components: V, S, M

Casting Time: 5 segs.

Saving Throw: Special

Area of Effect: Special

This spell creates 2-5 (ld4 + 1) stone spheres, each six inches in diameter. They shoot from the caster’s hand, fol- lowing a straight path toward the target or targets the caster selects. The meteors hit their targets unless a save vs. spells is made (dexterity and racial bonuses do not apply), and there is a -2 penalty to the save if the range is 10 yards or less. Each meteor inflicts ld4 +4 points of dam- age if it hits. The caster may release the meteors one at a time or simultaneously, but any not released when the spell duration ends are lost. The material component is Celestian’s circle of stars symbol, and the cleric must be under an oDen skv to cast the spell.

 

Celestian’s Avatar

HD 23; THACO 5; SpA MU 13; MV 18”; AC -5; hp 104; #AT 2; Dmg by weapon +6; MR 45%; SZ M; Str 18 (00)) Int 18, Wis 16, Dex 18, Con 18, Cha 17

Celestian appears as a tall, lean, middle-aged man in black garments. His symbol is an array of seven “stars” (diamond, amethyst, sapphire, emerald, topaz, jacinth, and ruby) blazing with the fires of distant suns. This symbol is always part of his attire, worn as an adornment or worked into the cloth. His smooth skin is ebony, and he has eyes to match. His movements are quick and silent. He speaks but seldom, and then only in a cold, unearthly whisper, which carries well despite its softness.

Once per round, he can use any magical spell involving movement or travel, at the 18th level. Celestian casts these spells in addition to any others he has memorized. Each casting takes one segment no matter what its normal cast- ing time.

Celestian typically carries one or more of the following weapons: a magical long bow +3 with 20 +3 arrows; a spear +4, normally 5 feet long but extending to 10 feet whenever Celestian wills; a short sword +5; a battle axe +4 that he can hurl up to 40 feet; and a dagger +6 made of unbreakable metal.

Celestian also has the following powers, usable at will, once per day:

Aurora-When he uses this power, an immobile, seven foot high hollow cylinder of scintillating light surrounds Celestian or any creature he chooses within a 20-yard range. The cylinder’s radius can be anywhere from one to seven feet, at Celestian’s option. The light lasts up to seven turns-Celestian can dispel it at will.

Celestian and his clerics are immune to the effects of the cylinder, but any other living thing touching or touched by the light suffers 3d8 points of damage (save vs. spells for half). If a creature fails its saving throw it cannot leave the confines of the aurora area. Those trying to enter the field must also make their saving throw to enter the area. The cylinder counteracts the effects of magic resistance.

Comet-This is a flaming missile which can unerringly strike one target within 20 yards. The missile ignites any combustibles it touches. Its poisonous, flaming gases inflict 5d6 points of damage on anything it strikes (save vs. spells for half). The target must be constantly in sight for the spell to work. Even those creatures with fire resistance take the full effect of comet damage. Celestian and his cler- ics are immune to the spell’s effects, however.

Heat Lightning-This spell calls a bolt of lightning down from the sky. The bolt unerringly strikes any single target within 70 feet of the caster, inflicting 5d10 points of dam- age (save vs. spell for half). The target must be constantly in sight for the spell to work. Even those creatures with electrical resistance take the full effect of the lightning damage. Celestian and his clerics are immune to its force.

Meteors-Seven to 16 (ld10 +6) stone spheres, each six inches in diameter, shoot from Celestian’s hand. They can be directed at a single target within 20 yards, or split among several targets. Each meteor inflicts ldlO +4 points of damage (save vs. spells negates, one save per striking meteor). The meteors may be released one at a time or simultaneously, but any not released before two turns have elapsed are lost.

Space Chill-A wave of cold and vacuum, 40 feet wide and 70 feet long, originating from Celestian’s hands, kills all vegetation it touches. Other living things suffer 4d10 points of damage. A save vs. spells reduces total damage by one half.

Star Shine-A blazing white sheet of light streams from Celestian’s eyes, enveloping up to four creatures up to 70 feet away. Targets are blinded for one turn (save vs. spells negates the effect). This blindness can be removed with a cure blindness spell or successful dispel magic.

Thunder-A great, rolling thunderclap sounds directly over Celestian’s head. All creatures within 30 feet that have fewer than 20 hit dice (except Celestian and his cler- ics) are stunned for one round and deafened for ld4+1 rounds, no saving throw. Creatures between 30 feet and 70 feet are simply deafened (save vs. spells negates).

Celestian (or his spell-casting cleric must be under the open sky to use any of these powers. Casting time is instan- taneous. Saves, where applicable, are made at - 3.

There are seven orders of the priesthood of Celestian. Those clerics are divided as follows:

Order LevelRobe ColorGem/Symbol
1st Acolytes/ Adepts light blue ruby
2nd Priests/Curates light gray jacinth
3rd Prefects/Canons violet topaz
4th Lamas/Patriarchs blue-gray emerald
5th High Priests, 9th-10th dark blue sapphire
6th High Priests, llth-lSth deep purple amethyst
7th High Priests, 16th and higher black diamond
  Service and worship are always conducted in the open, during the night, preferably when thesky is clear and many stars are visible.

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