Ruins of Adventure
- Name: Shaundakul
- Allegiance: Gods of Civilization
- Portfolio: Wind, Travel, Exploration, Mining, Trade, Caravans, Portals, New Settlements, Patron of Cormanthor
- Titles: The Rider of the Winds, The Helping Hand
- Symbols: An upright left hand; A windblown cloak
- Worshipper Alignments: LG, LN, LE, NG, TN, NE, CG, CN
Core Doctrine: To boldly go where no one has gone before.
- Seek out the riches of the earth and the sea.
- Seek out new life and new civilizations.
- Journey to distant horizons; let your footsteps fall where none have tread.
- Staying in one place or settlement for longer than a moon.
- Ignoring any request for aid made in Shaundakul’s name.
- Allied Faiths: Corellon, Chauntea, Mielikki, Selune, Tymora, The Mog
- Enemy Faiths: Beshaba
- Pesudonyms: Baervan Wildwanderer (among Gnomes), Geb (in Mulhorand), Gwaeron Windstrom (in the Barbarian Kingdoms), Marthammor Duin (among dwarves)
- Races: Human, Elf, Half-Elf
- Classes: Cleric
- Ability Requirements: Leadership 13, Intuition 11
- Alignments: Non-Evil
- Starting Cash: By class
- Allowed Homelands: Elven Woods or Dales (Any)
- Weapon Slots: By class
- Allowed Weapons: Any Weapons
- Allowed Armor: Chainmail or lighter, Any Shields
- Bonus Weapon Proficiencies: none
- Required Weapon Proficiencies: none
- Non-weapon Slots: By class
- Available Groups: Spiritual, Survival, and Detection
- Bonus Proficiencies: Direction Sense, Fire-Building, Religion, Survival
- Required Proficiencies: none
- Recommended Proficiencies: Hunting, Tracking
- Forbidden Proficiencies: none
- Major: All, Air, Necromantic, Protection, Summoning, Sun, Travelers, Weather
- Minor: Healing, Plant
Overview: Shaundakul is a minor lesser deity who was formerly the god of travel and exploration during Myth Drannor’s heyday. Nowadays, the handful of his clergy that remain minister to traders, explorers, and adventurers who wander the north. The clerics of Shaundakul help the lost and befuddled, but they also painstakingly watch out for looters and those who would desecrate the ruins of Myth Drannor.
Clerics of Shaundakul are expected to provide for themselves by living off the land, hiring themselves out as scouts and caravan guards, or running their own caravans through the Moonsea, North, and beyond. Many serve as Pathfinders for adventuring companies, or as Explorers on their own.
Description: The clerics of Shaundakul wear leather armor and forest-green cloaks, and they wield long swords and short bows. The clerics never initially let on that they are Shaundakul’s clergy. They can pass for “normal” adventurers. However, under their armor, the clerics all wear small wooden holy symbols of Shaundakul: a disembodied left hand with a pointing index finger. This status is revealed only when it is clear that the NPCs either need help or need to be stopped.
Role-Playing: The clerics of Shaundakul know that, just like Myth Drannor itself, Shaundakul is not what he used to be. Yet, they still continue in their vigilance. Most of these clerics have an air of sadness, which gives way to a blazing righteous anger if they discover looters and desecrators within the ruins of Myth Drannor. Clerics of Shaundakul are fond of traveling and exploring the limits of the Elven Court woods.
- Clerics of Shaundakul can turn undead.
- A cleric of Shaundakul’s effective caster level for all priest spells is one higher than his current level.
- A cleric of Shaundakil can never become lost on Abeir-Toril, unless transported to a region through magic (such as through the use of a gate, teleport spell, or astral travel). Once they again determine where they are, they can never get lost until again transported by magic.
- Clerics of Shaundakul must be from the Elven Woods or Dale-lands regions.
- Clerics of Shaundakul also must help out anyone who specifically calls upon Shaundakul for aid, asking no reward and refusing any offer of such.
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