Ruins of Adventure
- Name: Unknown
- Allegiance: Gods of the Wild
- Portfolio: Felines, Sloth, Hedonism, Pride, Luxury, Abjurations, Mythals
- Titles: Elf-Bane, The First Cat, The Cat Lord, The Lion King, Lord of the Mythallar, The Watcher Over Mythals, Maharajadhiraja of the Rakshasa, He of the Nine Lives, The Father Nefarious
- Symbols: Greyclaws; A cat silhouette; Three rings, one black, two gold; An pillow with gold tassels
- Worshiper Alignments: NG, TN, NE, CG, CN, CE
Core Doctrine: I do what I like.
- Seek leisure and luxury.
- Let nothing bar your path.
- Suffer not an elf to live.
- Consorting with elves.
- Allied Faiths: Liira, Mystra, Shaundakul, Sune
- Enemy Faiths: Beshaba, Corellon, Malar
- Pseudonyms: Mythrien (historic)
- Races: Any except elves and half-elves
- Base Class: Cleric
- Ability Requirements: Willpower 16, Reason 13, Balance 12, Appearance 11
- Alignments: Non-Lawful
- Starting Cash: By class
- Weapon Slots: By class
- Allowed Weapons: Staves, Chains, Drusus, or Greyclaws
- Allows Armor: Light Leather only, plus any Shields.
- Bonus Weapon Proficiencies: none
- Required Weapon Proficiencies: Greyclaws
- Non-weapon Slots: By class
- Available Groups: Spiritual, Social, and Sorcerous
- Bonus Proficiencies: Animal Handling, Display Weapon Prowess, Escape, Spellcraft
- Required Proficiencies: none
- Recommended Proficiencies: Ancient History, Animal Lore, Appraising, Begging, Chaos Shaping, Crowd Working, Dark Sense, Dramatist, Epicure, Feign Sleep, Jumping, Pest Control, Planes Lore, Thaumaturgy, Veterinary Healing.
- Forbidden Proficiencies: none
- Major: All, Animal, Charm, Chaos, Combat, Guardian, Wards, Weather
- Minor: Divination, Protection
Overview: The Mog is a being of primal chaos, ancient and truly petty. The Mog was the first feline brought into existence when the multiverse began (or before if he is to be believed). Mog is, first and foremost, the lord of all feline entities, from the smallest kitten to the greatest maharajah of the rakshasa. While humans worship Sharess as a goddess of domesticated cats, even that powerful being bows before Mog in this respect.
In addition to his role as lord of cats, Mog also holds sway over magical abjurations and wardings. It was Mog who, prior to being imprisoned by them, taught the elves how to weave the mighty Mythals that guard their ancient cities. He is also worshiped by those that esteem cat-like traits: pride, a libertine spirit, and a desire for luxury and leisure.
To Mog’s thinking, all beings exist to worship him and his offspring, and as such he accepts worshipers of all races, genders, nationalities, and mindsets. Except elves of course. According to rumor, the elves of Myth Drannor once held Mog captive for several centuries, and, if the rumors are to be believed, the fall and destruction of the great city were orchestrated by the Cat Lord for the express purpose of regaining his freedom and revenge.
Description: Priests of Mog are free to dress however they choose, but usually favor practical traveling clothes of fine make and bright colors. They abhor armor, both as a sign of weakness and as a hindrance to their movement, and will wear only the lightest of leather when such protections become necessary. Their weapons are selected more for their ability to perform flashy displays than for their actual effectiveness in combat.
Priests of Mog always wear leather gauntlets equipped with curved, claw-like blades on the knuckles or palms, reminiscent of a cat’s claws. These greyclaws (as they are commonly known) serve as the priest’s holy symbol and also as an effective weapon should actual combat be called for.
Role-Playing: Priests of Mog generally strive to mimic the behaviors of their master and his offspring. They are notoriously vain and lazy, and love to be praised and pampered. High-level priests of Mog will almost always be accompanied by a favored bard, handsomely paid to follow them and heap praise upon them for the most mundane feats, and many will not be found without a full harem and coterie of servants to wait on them.
Despite their love of luxury, priests of Mog are also tend towards overwhelming wanderlust. They often travel, allowing nothing, neither fear, nor bonds, nor barriers to stop them from going where they will. Sadly, the priests’ combined wanderlust and laziness means that Mog’s lay worshippers are often left wanting.
- Priests of Mog are able to speak with any feline creature (as the speak with animals spell), at will. This includes all mundane felines, as well as cat-like magical creature such as tressym, rakshasas, and lammasu.
- A priest of Mog’s spells are unaffected by Dead Magic zones, Wild Magic zones, or the inhibitory effects of Mythals. Spells that temporarily duplicate such effects (such as anti-magic shell or wildzone) affect the priest and his spells normally.
- Priests of Mog are utterly fearless. They are immune to magical fear effects and never need check morale.
- Starting at 5th level, a priest of Mog acts as if continually under the effects of Free Action (as the 4th-level priest spell).
- A priest of Mog of at least 8th level, who has established a place of worship, will attract a body of skilled followers to aid him in his work. These include 1 5th-level Abjurer, 1 5th-level Bard, 2 3rd-level Priests of Mog, 2 3rd-level Abjurers, 4 1st-level Thieves and 4 1st-level Fighters (as guards). These are in addition to the standard followers gained by all Clerics. When traveling away from the temple (which is likely often), the priest of Mog may take at most 5 of these special followers (in any combination of levels or classes) along, leaving the others to maintain the temple in his absence
If the priest later builds a temple or stronghold, he can also attract followers in the manner of a typical Cleric.
- Priests of Mog cannot turn or control undead.
- Because of Mog’s involvement in the downfall of Myth Drannor, elves tend to be deeply distrustful of priests of Mog, and thanks to the elves imprisonment of their lord, the feeling is mutual. All NPC reactions when dealing with elves are automatically one step more hostile.
Return to Petty Gods.