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Blessed Ladies of Law “Truth, Strength, and Mercy” Written by Julie Ann Dawson

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Page 1: Bastion-Blessed Ladies of Law

Blessed Ladies of Law�

“Truth, Strength, and Mercy”�

Written by Julie Ann Dawson�

Page 2: Bastion-Blessed Ladies of Law

Blessed Ladies of Law�Three Open Game Content Deities for use in Your�

d20-style Campaigns�

Written by Julie Ann Dawson�Edited by Julie Hedge�

“Upon my sword I swear. Upon my honor I swear. Upon my heart I swear. I shall uphold the laws of our�land, under the Graces of the Blessed Ladies of Law. I shall act with truth, strength, and mercy to insure my�

people live safe and free. Never shall I falter in my duties, nor cower from evil, nor be overcome by corruption.�By the Blessed Ladies, I swear, and place my life in their hands.”�

Traditional Pledge taken by those entering into civil service�

Contents:�

Blessed Ladies of Law� 3-5�

New Domains� 5�

New Spells� 5-7�

New Weapons� 7�

Open Game License� 8�

Page 3: Bastion-Blessed Ladies of Law

About this product� Blessed Ladies of Law� presents three new com-�pletely open game content deities of law that can be�dropped into virtually any d20-style campaign setting.�This trinity of goddesses often simultaneously find them-�selves on the same side, while being at odds with each other.�All three believe that laws are meant for the betterment of�society, and that people are better off following the law.�Also, all three believe those impacted by those who break the�law should be protected and have a right to seek amends�from those that wronged them. However, it is in how they�handle wrongdoing that they differ. Calana, goddess of�Justice, seeks to insure fairness in trial but also uphold the�punishments administered by the courts. Dalana, goddess of�Vengeance, tracks down those who have avoided punish-�ment or who, in her opinion, were not punished enough.�Finally, Elana, goddess of Mercy, seeks to rehabilitate�wrongdoers so that they can become productive members of�society.� Use these goddesses singularly or as a group, de-�pending on your campaigns needs.�

The Blessed Ladies of Law� Known collectively as the Blessed Ladies of Law,�these goddesses focus their energies on upholding the law�and protecting innocents from those that break the law. In�many lands, when a person accepts a position involved with�creating or enforcing the law, they take a pledge that in-�cludes am invocation to the three goddesses to always act�with “truth, strength, and mercy.” While all who enter civil�service in law enforcement pledge to serve all three deities,�most favor one over the other, depending upon their position�and environment.� A guard in a small town may more often follow the�path of Elana, seeking to help troublemakers see the error of�their ways. After all, he probably grew up with these people,�or is friend’s with a troubled youth’s father, and thus be-�lieves they are basically good people who have fallen on�hard times.� A police officer in a large city with a powerful crime�syndicate, on the other hand, might invoke Dalana to avenge�the many innocent people who have been harmed by the�syndicate’s crimes.� A judge or lawyer, on the other hand, may seek�Calana’s counsel, hoping to insure that all sides are heard�equally and that punishment is fair and just.�

Calana, Goddess of Justice�Intermediate Deity�Align: LN�Domains (law, knowledge,�justice�)�Portfolio: Justice, Upholding the Law�Symbol: Golden Scales of Justice�Favored Weapon: Truth Bringer (longsword)�

Description:� Calana is the goddess of Justice. Those who break�the law are entitled to a fair trial, but must make amends for�their actions. Those who seek to circumvent the laws or�avoid accepting their punishment are her enemies. Calana�also supports those who seek to overturn unfair laws that do�not benefit society as a whole. Then ends, however, does�not justify the means, and those who seek her favor must�insure they are following a just path to overturn unjust laws.� Followers of Calana often serve as advisors to the�courts and lawgivers, offering advice and guidance to insure�laws are fair and are being carried out evenly. Even in�countries ruled by evil leaders, lawmakers tend to take the�advice of Calana’s followers into account to at least main-�tain the appearance of fairness. They often serve as diplo-�mats as well, entering into treaty negotiations as a neutral�third party to insure fairness.� Calana’s followers will always attempt to bring a�guilty party to justice, but if the situation does not allow for�the person to be taken alive they have no qualms about�taking a life. Many of Calana’s followers become paladins,�and her paladins may be Lawful Neutral alignment instead�of Lawful Good. Also, a paladin of Calana can freely�multi-class as a cleric and still seeks to gain paladin levels�afterwards. Such cleric/paladins use their total divine levels,�not just their cleric or paladin levels to determine their�ability to turn undead.�

Calana’s Church:� Calana’s temples tend to be large, imposing build-�ings made of marble with an octagon-shaped atrium in the�center. They also often double as a law library, and priests�and attorneys alike are found at all hours of the day search-�ing through the massive collections of books and scrolls.� Each temple is autonomous, though information�and resources flow freely between individual temples. Each�temple has five to ten priests, who vote as a council on�matters impacting the local church. Depending on the size�of the church, there can be as many as 20 acolytes in service�to the temple. When an open becomes available at another�temple, or when it is time to build a new temple in a different�city, acolytes who have proven themselves worthy are pro-�moted to the full priesthood. Not all acolytes aspire to the�full priesthood, however, as many chose to become judges�or diplomats later in life.� Calana’s followers pray for spells at noon.�

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Dalana, Goddess of Vengeance�Intermediate Deity�Align: LE�Domains (law, strength, destruction)�Portfolio: Punishment of Lawbreakers, Revenge�Symbol: Burning Scales of Justice�Favored Weapon: Righteous Wrath (heavy mace)�

Description:� Dalana is the goddess of Vengeance. While she is�technically classified as LE, she considers herself and her�followers above such notions as alignment. To her, those�who have been harmed through the wrongdoing of others�have both a right and obligation to seek revenge against their�assailants. There is no justification in Dalana’s mind to ever�deliberately do harm to another person, and those that do�deserve to suffer.� Followers of Dalana are viewed as vigilantes, ex-�tracting revenge when the laws of an area seem inadequate.�Indeed, her followers would apply capital punishment to a far�wider range of crimes than most societies are comfortable�accepting. Their extreme view often puts them at odds with�both good aligned and evil aligned leaders, but gives them a�folk hero status among commoners. Dalana’s followers will�go to great lengths to extract revenge on a wrongdoer, from�employing assassins to organizing lynch mobs. Forgiveness�is not a word in the vocabulary of Dalana’s followers.�

Dalana’s followers practice corporal mortification,�for they believe that while they have a duty to seek ven-�geance against those who deserve it, they themselves are also�subject to punishment for bring harm to others. They engage�in daily self-floggings, cutting of the flesh, and similar acts�to atone for the pain they bring to those they extract ven-�geance from.� Dalana’s followers have no qualms about taking a�life, if they believe it is warranted. And they almost always�consider it warranted.� Dalana’s followers often multi-class as rogues, using�the rogue skills to infiltrate the strongholds of those they seek�to bring their wrath upon. It is not uncommon to find clerics�who have also taken the Assassin prestige class.�

Dalana’s Church:� Dalana’s temples tend to be small, nondescript af-�fairs with small windows. They are often built just outside�of town, or near cemeteries or other rarely traveled places.�The better for them to practice and plan in secret.� Each temple is autonomous, and follows a strict�hierarchy. The high priest, called the Grand Master or Grand�Matron, oversees a small council (called a Skul) of three to�five inquisitors. Each inquisitor is responsible for 2 to three�priests. Many priests eventually become bounty hunters,�tracking down wrongdoers for profit while donating up to�half of the bounty to the church.� Dalana’s followers pray for spells at midnight.�

Elana, Goddess of Mercy�Intermediate Deity�Align: LG�Domains (law, good,�mercy�)�Portfolio: Justice tempered with mercy, redemption, second-�chances�Holy Symbol: A dove�Favored Weapon: n/a�

Description:� Elana is the goddess of Mercy. While she recognizes�that those who break the law must face the consequences of�their actions, she believes that blind punishment without the�opportunity to learn from the mistake is counter-productive�to society. The execution of a murderer is, in her mind, a�failure on the part of society to adequately provide opportu-�nity for repentance. Even the worse offender should be�afforded every opportunity to repent, so that he may live as�an example for others.� The Church of Elana teaches that without offering�the chance to repent, society in fact encourages lawlessness.�A person who knows they will be executed for their crimes,�regardless of the remorse they feel afterwards, has no reason�to confess and in fact will be forced to commit more crimes�to avoid capture. A person who sincerely repents for their�crime should be forgiven and afforded an opportunity to�make amends and rejoin the greater society.� It is this belief that often puts Elana’s followers at�odds with both Calana and Dalana’s followers. While�Calana’s followers will bring a criminal to justice, which�may include a death penalty or a life sentence, Elana’s�followers consider such sentences a black mark on society�because the criminal will never have a chance to be a produc-�tive member again. And Dalana’s policy of “and eye for an�eye”, in Elana’s opinion, will leave the whole world blind.� Elana’s followers will try at all times to avoid taking�a sentient life, even at the risk of their own. If forced to take�a life, the cleric believes she has failed somehow, in will seek�atonement with her superiors. Even if it is determined that�she had no other choice, Elana’s followers will still enter a�period of prayer and fasting to cleanse themselves of the�perceived failure.�

Elana’s followers rarely multi-class, but when they�do it is normally as a wizard. They tend to specialize in en-�chantments in order to better persuade others to see things�their way. Those heavily involved in hiding and protecting�repentant wrongdoers may specialize in illusions.�

Elana’s Church:�Elana’s Temples are generally built near or attached�

to Calana’s. Those attached to Calana’s temple will be made�of marble, but have large windows and archways decorated�with pale blue curtains bearing Elana’s Holy Symbol. Those�that stand alone are often white brick or stone, and have small�gardens filled with blue flowers.�

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Each temple is autonomous, and generally has no�more than three or four priests that work together as equals.�Unbeknownst to most, each temple actually has underground�passages into the sewers or leading to hidden escape tunnels,�and these tunnels connect with those of devotees who help to�form a covert escape route for those who need it. Many�devotees are often reformed criminals themselves, who now�put their skills of forgery to use crafting false identification�papers or release papers, or use their shady connections to�help a fugitive get some quick coin or clothes.� Elana’s followers pray for spells in the morning.�

New Domains�Justice Domain�:� Spells of the Justice Domain help clerics determine�the best way to bring about justice, to track down wrongdo-�ers and make them accept responsibility for their actions.�Most clerics who chose this domain also chose the Knowl-�edge Domain, as the powers compliment each other.� Granted Power�: You receive the feats Investigator�and Track as bonus feats.�1�st�: Augury�2�nd�: Geas, Lesser�3�rd�: Locate Creature�4�th�: Scrying�5�th�: Mark of Justice�6�th�: Geas, Quest�7�th�:�Fugitive Mark�8�th�: Binding�9�th�: Foresight�

Mercy Domain�:� Spells of the Mercy Domain seek to either alleviate�conditions that may lead people to commit wrongs, or to�keep their attention in order to convince them to seek atone-�ment for their wrongs. Clerics with this domain often use the�Sequester� spell to hide repentant wrongdoers from those�seeking revenge against them until the situation can be safely�dealt with.� Granted Power�: Clerics receive a +4 divine bonus�to diplomacy checks. When casting a spell for the purpose�of protecting or attempting to persuade wrongdoers, treat�caster level as two higher for determining all variable effects�tied to level (duration, targets, etc). A cleric who attempts to�use this ability in situations where, if the spell is successful,�the target is placed in immediate danger (for example, cast-�ing�Hold Person� on a target about to be struck by a sword)�loses all divine powers and must seek atonement from the�church before regaining her abilities.�

1�st�: Remove Fear�

2�nd�: Remove Curse�3�rd�: Charm Person�4�th�: Break Enchantment�5�th�: Atonement�6�th�: Symbol of Persuasion�7�th�: Sequester�8�th�: Sympathy�9�th�: Freedom�

New Spells�Detect Criminal Intent�Divination�Level�: Clr 3, Pal 4�Components�: V,S�Casting Time:� 1 standard action�Range:� 60 ft.�Area:� Cone-shaped emanation�Duration:� Concentration, up to 10 min./ level (D)�Saving Throw:� Yes (see below)�Spell Resistance:� Yes�

You can detect when others have criminal intent. The�amount of information revealed depends on how long you�study a particular area or subject. Unlike�detect evil�, the spell�does not take into account alignments, as even neutral and�good individuals can contemplate criminal acts. The spell,�however, does use a similar mechanic to�detect evil�.�1st Round:�Presence or absence of criminal intent (no save).�2nd Round:�Number of individuals with criminal intent (no�save).�3rd Round:�The relative gravity of each potential crime (no�save). A person on their way to commit a murder will radiate�much stronger than a petty thief looking to pick a pocket.�4�th� Round:� Identify potential criminals. You can narrow�down and focus the spell to identify a specific individual.�The target is entitled to a Will Save to avoid being identified.�If the save fails, you can pinpoint the specific person.� The spell does not allow the caster to know the exact�nature of the crime, or the potential victims. Only the�relative gravity of the intent can be determined. It also does�not provide a time frame in which the crime will be commit-�ted. Minor infractions (such as the pick pocket) will only be�noticed by the�

spell if the intent in immediate (the thief is looking for a�purse to snatch as soon as possible). Grave threats, such as�a potential murder, may be planned for several days in the�future and will register with the spell.� The spell only determines willful, planned criminal�actions. Someone who may get into a drunken brawl at the�local tavern after having too many drinks does not have the�intent to get into a fight, and therefore does not register with�the spell.� Use of the spell does not give the caster the right to�attack or otherwise confront a potential criminal. But the�

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caster may, of course, decide to follow the person in order to�avert whatever he is planning.�

Fugitive Mark�Necromancy�Level:� Clr 8, Justice 7�Components:� V, S, DF�Casting Time:� 10 minutes�Range:� Touch�Target:� Creature touched�Duration:� Permanent; see text�Saving Throw:� none, or Will negates (see below)�Spell Resistance:� Yes�This spell is often used to either insure that if a criminal�escapes they can be recaptured, or to make it easier to�capture one that already has. The spell can be cast in two�ways. In the first manner, you trace the mark on the subject.�Upon the subject’s escape, you state the command word, and�the mark appears as a tattoo on the forehead of the subject.�In the event you are casting the spell after the subject has�already escaped, you must possess an item of the subject’s to�perform the spell. The mark is then traced onto the item�instead. When the spell is cast in this manner, the subject�received a Will Save to negate the effect.� All attempts made to locate a subject bearing this�mark gain a +6 divine bonus. These include survival checks�to track the fugitive, gather information checks regarding the�fugitive’s whereabouts, etc. Will saves made by the target to�avoid�scrying� suffer a –6 penalty.� A�fugitive mark�cannot be dispelled, but it can be�removed with a�break enchantment�,�limited wish�,�miracle�,�rebirth�, or�wish�spell. These restrictions apply regardless of�whether the mark has activated.�

Karmic Backlash�Necromancy�Level:�Clr 6�Components:�V, S, DF�

Casting Time:�1 standard action�Range:�10 ft/level�Target:�One Creature�Duration�: 1 day/caster level�Saving Throw�: None, but see below�Spell Resistance:� Yes�

A more powerful variant of the�bestow curse� spell. This�spell subjects the target to a karmic assault for bad behavior.�There is no save against the initial spell itself. The caster�must be able to see the target to cast the spell. While the�spell is in effect, whenever the subject engages in an activity�that does harm to innocent people (physical or emotional),�they must make a Will Save or suffer as if under the effects�of a�bestow curse�. The Will Save negates the effect of the�bestow curse�, but the�karmic backlash� remains in effect.�Each subsequent act that triggers the spell during its duration�adds +1 to the Will Save DC.�

A�remove curse� will only lift the effects of the�current�bestow curse�, not the�karmic backlash�. A�break�enchantment, limited wish, wish�, or�miracle� spell will remove�the�karmic backlash� entirely.�

Rebirth�Transmutation [good]�Level:� Clr 7�Components:� V, S, DF�Casting Time:� 10 minutes�Range:� touch�Duration:� permanent�Saving Throw:� Will Negates (harmless)�Spell Resistance:� Yes (harmless)�

This spell gives a repentant wrongdoer the opportunity at a�new life, when society will not give him one. Upon the�conclusion of this spell, the target is transformed into a new�form similar to his current form based on his genetic make-�up. A half-orc, for example could chose to become either�another half-orc, a human, or a full orc. A drow could chose�to become a different type of elf. A creature cannot become�something that is not already in its lineage (no gnomes�becoming orcs, for example). This spell automatically fails�if used on evil-aligned targets.� During the transformation, all mental attributes re-�main unchanged, but physical attributes change to reflect the�new form (if a different race has been selected). For exam-�ple, the half-orc that chooses a human form would lose its +2�racial strength bonus, but it's intelligence and charisma�scores would remain unchanged. Otherwise, the target loses�all racial bonuses from the old race and gains any racial�bonuses from the new form. Skills, feats, and abilities based�on class levels remain unchanged.� Once complete, the target is a completely new per-�son. Scrying attempts to locate him based on his old identity�fail. Even an existing fugitive mark is dispelled.� So long as the target remains on the straight and�narrow, the effects are permanent. However, if the person�ever reverts back to their previous ways, the effects slowly�begin to fade, until eventually the target returns to his origi-�nal form in 2d4 days. A single bad act is not enough to cause�this to occur. And even two or three minor wayward acts can�be removed with an�atonement�. However, if the targets�alignment ever actually changes to evil, the effects begin to�fade.� The spell only works on humanoids, and has no�effect on native outsiders, undead, shapechangers, and simi-�lar creatures that can have a humanoid appearance.�

Retribution�Abjuration�Level:� Clr 7�Components:� V, S�Casting Time:� 1 standard action�Range:� One melee weapon�

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Duration:� 1 rd/caster level or a total of 8 hp damage/caster�level, whichever occurs first�Saving Throw:� Will negates (harmless, object)�Spell Resistance:� Yes (harmless, object)�

This spell charges a weapon with divine energy. Once�charged, the weapon channels damage done to the wielder�and unleashes it back at the attacker. In any round the�wielder takes damage from an opponent, he can use his next�attack against that opponent to unleash a retributive strike. If�the attack roll is successful, not only does the opponent take�the normal weapon damage, but suffers an additional amount�of damage equal to half the damage the opponent did on his�last attack.� Only one retributive strike can be made per round,�and the strike can only be against a target that had just done�damage to the wielder. Damage does not have to come from�a melee attack. It does not matter if the damage comes from�a sword, a mage's fireball, or a dragon's breath weapon. If the�wielder is in a position to make a melee strike against the�opponent on his next attack, he can use the ability.� The spell ends once the weapon has inflicted an�amount of damage equal to 8 hp per caster level or the spell�duration ends, whichever occurs first.�

New Weapons�

Mace of Wrath:�This�+3 cold iron heavy mace� functions like�a normal mace until picked up by someone of lawful align-�ment. To someone of lawful alignment, the mace allows the�wielder to inflict extra damage against criminals. Against�such targets, the weapon functions as a�bane� weapon, grant-�ing an additional +2 bonus and dealing an additional 2d6�damage.� For purposes of game mechanics, a “criminal” is�defined as an individual who has willfully broken the law and�would do so again if given the opportunity. A person who�spent his youth as a bandit but later joined the priesthood of�a good aligned deity would not be affected, nor would some-�one who accidentally violated a law. However the weapon�would be equally effective against a pirate raiding merchant�vessels or a freedom fighter trying to overthrow an evil ruler.�The wielder can also cast the following spells once per day,�using their character level as the caster level:�doom, bull’s�strength, protection from chaos, detect criminal intent.� Moderate transmutation�;�CL 13th; Craft Magic Arms�and Armor,�bulls’ strength�,�detect criminal intent, doom,�protection from chaos, summon monster I;�Price 55,112 gp;�Cost 27556 gp + 1920 XP.�

Mother’s Mercy:�This�+4 merciful light mace� allows the�wielder to covert damage already done to an opponent to�non-lethal, insuring that an opponent attacked from multiple�sources does not die from her wounds. Once per round, on a�successful strike, the weapon will convert 1d6 points of�damage that had been done to the target into non-lethal.�When the amount of non-lethal damage equals the target’s�current hit points, the target falls unconscious. The special�ability of the mace does not function against constructs,�undead, and other creatures that are not susceptible to uncon-�sciousness. CL 7�th�, Craft Magic Arms and Armor,�cure light�wounds, shield other�; Price 54,200 gp; Cost 27,100 gp +�2,000 xp.�

Truth Bringer�: named after the favored weapon of the�goddess of Justice, this�+2 cold iron longsword�becomes a�+5 holy cold iron longsword�in the hands of a paladin. Like�the Holy Avenger, this weapon provides spell resistance of 5�+ the paladin’s level to the wielder and anyone adjacent to�her. It also grants the wielder a +6 divine bonus to sense�motive checks, as well as to spot checks to see through�disguises and forgery checks to detect forgeries. Once per�day, the wielder can activate either�true seeing� or�zone of�truth� as a standard action. The effect is equivalent to the spell�as if an 18th level caster cast it. Strong abjuration�;�CL 18th;�Craft Magic Arms and Armor,�holy aura, true seeing, zone of�truth,�creator must be lawful good or lawful neutral align-�ment; Price 120,630 gp; Cost 60,630 gp + 4,800 XP.�

Page 8: Bastion-Blessed Ladies of Law

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14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.�15 COPYRIGHT NOTICE�Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.�System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David�Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.�Blessed Ladies of Law copyright 2006, Bards and Sages�The whole of this document is released as open game content as explained in this license, except such text as appears under the�Description and Church�sections of each�deity entry.�