Garl Glittergold

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Garl Glittergold (GARL GLIHT-ter’gold) is the Watchful Protector of the Forgotten Folk and the leader of the gnomish pantheon. With the notable exception of Urdlen, Garl insists the gnomish gods cooperate in all endeavors, and he shares with them his responsibilities and concerns; thus mining and smithing are also overseen by Flandal Steelskin, and so on. Garl’s boon companion is Arumdina the Justifier, a great intelligent two-headed battle axe, commonly referred to as female, who serves him as both weapon and friend. The sight of the gleaming weapon that cleaves through stone as easily as through air and slices through metal armor as if it did not exist has probably encouraged more than one victim of one of Garl’s jokes to laugh it off with good humor rather than get too mad.

The Joker is often found in the company of other powers of other pantheons of similar perspective, including Brandobaris, Erevan Ilesere, Tyche, and Vergadain. The various powers worshiped by humanoids and creatures of the Under-dark are often the target of Garl’s jests, and he usually leaves them helpless helpless and humbled, a victim of self-inflicted folly. As a result, despite his ever-optimistic hope that they might learn a lesson about overweening pride and pomposity, the Joker has garnered many enemies from among their ranks, particularly among the kobold pantheon.

Notable among the Joker’s exploits are how, according to legend, Garl collapsed the cave-system hall of Kurtulmak. The circumstances of this are debated, but most gnomish tales say that Kurtulmak had ambushed and bound Garl, while Garl only pretended to be bound securely in order to play his prank. According to another version of the myth, the Sparkling Wit snuck into Kurtulmak’s throne room and created a structural defect in the ceiling. Kurtulmak was entertaining the arch-devil Asmodeus when the roof came down on them both. The archdevil, believing this had been an assassination attempt, suspended Kurtulmak over an active volcano by his tail for a week.

Another story tells of how Garl dressed up as a deer to lure Maglubiyet, the god of the goblins, out into the open before trapping him with an illusion and leaving him trussed up like a turkey.

Garl is a gentle and approachable power, one who values quick thinking and a clear head more than almost anything. He rarely stays in one location for very long. Though physical prowess and spiritual might are important, nothing is more crucial than keeping it all in perspective. Garl watches over cooperation among gnomes at all times; he may send omens, even an avatar, to resolve strife and serious disputes. Garl prefers trickery, illusion, and wiles to direct physical confrontation, although if forced to fight he is hardly weak. The leader of the gnome pantheon often steals evil weapons and magic intended for malefic ends from their owners and then disposes of them. The Joker is also a mischievous trickster, said to have the largest collection of jokes in the multiverse, and he has always got one appropriate to the situation. The Joker usually carries plenty of props for his illusions and practical jokes as he never knows when they might come in handy. There is another side to Garl than that of the witty adventurer who collapsed the kobold god’s cavern. The Watchful Protector is ever alert to threats to the Forgotten Folk and watches directly over their affairs. If such threats cannot be forestalled, Garl will defend his people as needed and appropriate. Although his military prowess is almost always used defensively, when Garl’s people are physically threatened, the god is a grim and determined war leader who out-thinks as well as out-fights his opponents.

Garland Domains: Artifice, Community, Creation, Gnome, Good, Protection, Trickery

Artifice Domain
Granted Power: Gain +4 competence bonus on Craft checks.
You cast conjuration (creation) spells at +1 caster level. (Those with access to both the Artifice and Creation domains cast conjuration (creation) spells at +3 caster levels.)

Artifice Domain Spells
1. Animate Rope: Makes a rope move at your command.
2. Wood Shape: Rearranges wooden objects to suit you.
3. Stone Shape: Sculpts stone into any shape.
4. Minor Creation: Creates one cloth or wood object.
5. Fabricate: Transforms raw materials into finished items.
6. Major Creation: As minor creation, plus stone and metal.
7. Hardening (M): Increases hardness of target by 1 per 2 levels.
8. True Creation (XP): Creates permanent non-magical object.
9. Prismatic sphere: As prismatic wall, but surrounds on all sides.

Community Domain Spells
1. Bless: Allies gain +1 on attack rolls and saves against fear.
2. Status: Monitors condition, position of allies.
3. Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
4. Tongues: Speak any language.
5. Rary’s Telepathic Bond: Link lets allies communicate.
6. Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
7. Refuge (M): Alters item to transport its possessor to you.
8. Mordenkainen’s Magnificent Mansion (F): Door leads to extradimensional mansion.
9. Heal, Mass: As heal, but with several subjects.

Creation Domain
Granted Power: Cast conjuration (creation) spells at +2 caster level. (Those with access to both the Artifice and Creation domains cast conjuration (creation) spells at +3 caster level.)

Creation Domain Spells
1. Create Water: Creates 2 gallons/level of pure water.
2. Minor Image: As silent image, plus some sound.
3. Create Food and Water: Feeds three humans (or one horse)/level.
4. Minor Creation: Creates one cloth or wood object.
5. Major Creation: As minor creation, plus stone and metal.
6. Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
7. Permanent Image: Includes sight, sound, and smell.
8. True Creation: Create any nonmagical object.
9. Genesis (XP): Create your own demiplane.

Gnome Domain
Granted Power: You cast illusion spells at +1 caster level.

Gnome Domain Spells
1. Silent Image: Creates minor illusion of your design.
2. Blur:Attacks miss subject 20% of the time.
3. Minor Image: As silent image, plus some sound.
4. Minor Creation: Creates one cloth or wood object.
5. Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
6. Animate Objects: Objects attack your foes.
7. Screen: Illusion hides area from vision, scrying.
8. Otto’s Irresistible Dance: Forces subject to dance.
9. Summon Nature’s Ally IX: Summons creature to fight. (Earth elementals or animals only.)

Good Domain
Granted Power: You cast good spells at +1 caster level.

Good Domain Spells
1. Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2. Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
3. Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
4. Holy Smite: Damages and blinds evil creatures.
5. Dispel Evil: +4 bonus against attacks by evil creatures.
6. Blade Barrier: Wall of blades deals 1d6/level damage.
7. Holy Word (F): Kills, paralyzes, slows, or deafens nongood subjects.
8. Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
9. Summon Monster IX: Calls extraplanar creature to fight for you. (Cast as a good spell only.)

Protection Domain
Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

Protection Domain Spells
1. Sanctuary: Opponents can’t attack you, and you can’t attack.
2. Shield Other (F): You take half of subject’s damage.
3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4. Spell Immunity: Subject is immune to one spell per four levels.
5. Spell Resistance: Subject gains SR 12 + level.
6. Antimagic Field: Negates magic within 10 ft.
7. Repulsion: Creatures can’t approach you.
8. Mind Blank: Subject is immune to mental/emotional magic and scrying.
9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Trickery Domain
Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.

Trickery Domain Spells
1. Disguise Self: Disguise own appearance.
2. Invisibility: Subject invisible 1 min./level or until it attacks.
3. Nondetection (M): Hides subject from divination, scrying.
4. Confusion: Subjects behave oddly for 1 round/level.
5. False Vision (M): Fools scrying with an illusion.
6. Mislead: Turns you invisible and creates illusory double.
7. Screen: Illusion hides area from vision, scrying.
8. Polymorph Any Object: Changes any subject into anything else.
9. Time Stop: You act freely for 1d4+1 rounds.

Garl Glittergold

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