Lonrach Finder of the Way, Scout of the Gods
God of Freedom and Jest
Alignment: Chaotic Good Domains: Chaos, Liberation, Madness, Travel & Trickery Favored Weapon: Dwarven WarAxe, Heavy Crossbow Centers of Worship: Lands of the Linorm Kings Nationality: Dwarf
Mortal during the time of the Dwarves’ Quest for the Sky, Lonrach was an advisor and close friend of King Taargick. He was a most unusual dwarf for the time – merry, full of mischief and trickery – a necessary force to balance the monomaniacal drive of Taargick. Though he was thought of as ‘touched,’ a bit strange, he was also much beloved by the Dwarven people, because of his humor and compassion. In addition to his humor and wisdom, he had great skills as a scout and a finder of paths, and led a special coterie of Dwarven Rangers.
During the Quest for Sky it became known that there was an Orc ambush laid for the Questors. Lonrach volunteered to lead a scouting party to find a way around the ambush, so that the trap could be turned on the Orcs. He and his unit found a way to turn the tables on the Orcs, but they were intercepted on their return trip to the army and Lonrach was captured. His battle prowess and bravery allowed the rest of the scout unit to escape. By the time the main army was notified and able to execute their plan for turning the ambush against the Orcs, Lonrach had been tortured severely and finally put to death when it became plain that he would not speak of the Dwarven plans.
In life, Lonrach was indeed somewhat ‘touched.’ His madness was gentle and compassionate as well as mischievous, and was very much a part of his ‘gift’ for finding paths to freedom. It was tied to his very unorthodox (for a Dwarf) ability to ‘think outside the box,’ to allow his thoughts to roam unstructured and unconstrained by Dwarven tradition, custom and law. This ability to find paths applied to freedom from physical danger, political situations or traps, psychological and moral quandaries – pretty much any situation from which escape was desirable. It was what allowed him to escape (mentally) from the torture of the Orcs and refute their attempts to force him to speak of the Dwarven plans.
Lonrach appears as a tall slender Dwarf, dressed in brigandine and carrying a mithril war axe and heavy crossbow.
The Finder of Paths values his worshipers’ ability to think on their feet, to adapt their plans to the current situation. Also encouraged is the ability to meet danger with humor, and to use humor to diffuse – or cause – tension when necessary.
Lonrach shows his pleasure with a sudden insight into the absurd humor of a tense or dangerous situation, and sometimes through a flash of inspiration regarding a useful action. His displeasure is typically demonstrated by confusion or the inability to find one’s way – even in familiar surroundings.
He has no herald, but Lonrach’s typical companions and servitors are the spirits of his Ranger Coterie from his mortal life.
Lonrach thinks fondly of all of the non-evil deities, and they of him, though they sometimes find his peculiar sense of humor grating. He cannot abide the presence of the evil members of the pantheon, and wages ceaseless war on them.
Priests, Temples and the Church
The vast majority of Lonrach’s worshipers are Dwarves, and in fact he is little known outside the Dwarven race. There are some Gnomish clerics who find his sense of humor and devotion to the art of the prank endearing; it is also possible that the disgruntlement caused when a Dwarf finds a Gnomish cleric of one of their cherished Gods adds some appeal . . .
Lonrach’s priests are primarily Clerics and Rangers. His worship also holds some appeal to the common man, and thus there are many Adepts among his priesthood as well. Priests primarily serve as scouts and covert specialists. They often take on tasks related to the protection of those unable to fend for themselves – typically accomplishing these tasks through cunning and stealth rather than direct confrontation (though they do not shrink from a fight when it’s necessary). Non-adventuring priests – there are not many – typically serve as advisors to important personages.
There is no such thing as a ‘typical’ day for a priest of Lonrach. They make plans but pride themselves on their adaptability. He has no formal churches nor organized hierarchy; worship takes place as time and space are available and the priest ‘on the scene’ is given charge of any particular situation regardless of his power relative to other Lonrach priests present.
Clerics and Rangers of Lonrach may prepare Freedom of Movement as a 3rd level spell, and his Clerics may cast Freedom as a 9th level spell.
Lonrach’s Escape School: Divination Level: Clr 01; Rng 01 Casting Time: 1 Standard Action Components: V, S, F (Holy Symbol) Range: Personal or Touch Target: You or Creature Touched Duration: 1 hr/level (D) Saving Throw: Will (Negates, Harmless) Spell Resistance: No
The target of this spell is touched by a mild form of Lonrach’s madness, granting him an instant’s notice of the effects of his next action. The effect of this prescience is a +2 to the target’s CMD vs. Grapple attacks, as well as a +2 to saving throws vs. any spell or effect that would directly imprison or restrict the character’s body, mind or soul (e.g. Hold Person, Maze, Confusion).
Lonrach’s Path School: Divination Level: Clr 05, Rng 04 Casting Time: 5 Rounds Components: V, S, F (Holy Symbol) Range: Personal or Touch Target: You or Creature Touched Duration: 30 min/level (D) Saving Throw: Will (Negates, Harmless) Spell Resistance: No
The recipient of this spell can find the shortest, most direct physical route to a place of sanctuary, a place where the recipient and his allies will be able to rest in safety for a full 8 hours. The locale can be outdoors or underground, and if no place is available within the recipient’s ability to travel before the spells expiration, the place offering sanctuary for the longest time will be indicated. Lonrach’s Path works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as the subject at the time of casting.
The spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. For example, the spell enables the subject to sense what cavern corridor to take when a choice presents itself. The spell ends when the destination is reached or the duration expires, whichever comes first. This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians) who might take action to oppose the caster as he follows the path revealed by this spell.