Eldath (EL-dath) Goddess of Singing Waters
General Information: N
Portfolio: Peace, Pools, Springs, Creeks & Rivers
Realm: Major Spheres: All, Astral, Charm, Divination, Elemental
(water-aspected spells only), Healing, Protection, Sun
Minor Spheres: Animal, Plant
{ Special: Priests of Eldath may use any priests spells of
{the Enchantment/Charm type, regardless of sphere.}
Worshipers: Elves
Symbols:
Colors:
Holy Days:
Sacrifices:
Description: Eldath apears as a beautiful woman dressed in translucent greens. She is
also known as the Daughter of Silvanus.
Eldath has reputed among her powers all enchantment/charm type spells, including,
Sympathy, Empathy, Sleep, and Silence 15' Radius. Allied with and servant to
Silvanus, Eldath is the supreme pacifist. She guards all druids' groves and when
she is present in any grove, that place becomes a sanctuary where no blows land
and no one feels angry. The elven war-hero Telva is said to have camped in such
a grove and never taken up arms again afterward.
Is the Silverwood related to Eldath?
Is is a creation of Eldath?
Is it Eldath?
Clerical Information:
Clericy Name:
Main Temple Location:
Clericy Description: The special abilities of these priests come at a cost, the
followers of Eldath cannot fight, except to defend himself and those with
them. They may not initiate attacks, charges, or ambushes. They are pacifists.
Given the limitations and the goals of the priests of Eldath, it shouldn't
be surprising that there are not very many of them in the Realms. All
clerics of Eldath are considered Druids. These holy travelers are called
'Peacemen' and 'Peacewomen'.
Priests of this diety wear no armor, but instead don a series of sheer
robes, each in different shades of blue and green. The sleeves and hems
of the garments are ragged.
Requirements: Charisma 13, Wisdom 14
Weapons Allowed: Staves, clubs, stones, slings, and staff slings only, and then
only within great restrictions (see Clericy Desciption)
Armor Allowed: None
Magical Items Allowed: Same as clerics, but priests of Eldath will not use items
or those effects of items which inflict harm upon others.
Clerical Extras:
At 1st level, the priest may cast a Remove Fear spell once per day. This
ability will affect even magical fear affects. And does not count agianst
the daily spell points.
At 3rd level, they gain the ability to cast a Sleep spell each day. For
each 3 additional levels above this the priest can cast an additional spell.
At 5th level, gains the ability to cast a Silence, 15' Radius spell, and
gains an additional one for each 3 levels after.
At 10th level, are able to breathe water automatically.
At 15th level, a Sanctuary spell is in effect at all times on the priest.
Anyone seeking to attack the druid must save vs spells or totally ignore
this character.
In combat the clerics of Eldath may parry attacks, subtracting their
Strength bonus plus one point for each two character levels (round up),
ie a 5th level priest with a strength of 17 subtracts 4 (1 for strength,
3 from level). If the druid choses to strike out, they are unable to do
this again for the remainder of the combat.
Clerical Limitations:
Use die 6 for hit points.
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