The Shattered Realms
Segojan Earthcaller (SEH-goe-jann URTH-cahl-ur) is the gnome god of earth and nature whose primary concern is creatures who dwell within the ground and burrow through the earth. He is a friend to all living animals that move above and below the earth and one who speaks to the very rock itself. Segojan gifted rock gnomes with the ability to communicate with burrowing animals and taught them how to befriend moles, badgers, and other subterranean creatures.
Much like Urogalan of the halfling pantheon, the Lord of the Burrow has assumed oversight of funerary rituals and the dead, for the Forgotten Folk inter their fallen kinfolk in his domain. Segojan was one of the first gods to be worshiped by the gnomes of the Realms, second only to Garl Glittergold. Some scholars of other races have postulated that the Lord of the Burrow has declined in influence and power over the centuries. In truth the emergence of other powers, Baervan Wildwanderer, Callarduran Smoothhands, and Flandal Steelskin, who took over responsibility for aspects of gnome life that Segojan once oversaw, is more an indicator of the maturation of gnome religious beliefs than a suggestion of weakness on the part of the Lord of the Burrow. Segojan is widely worshiped by those who dwell within the earth, particularly rock gnomes, and to a lesser extent, deep gnomes. With the notable exception of Urdlen, Segojan is closely allied with the rest of the gnome pantheon, for his areas of control overlap the portfolios of the other gnome powers. Segojan works closely with Baervan Wildwanderer, the gnome god of forests, travel, and nature, and their shared oversight of the natural world is divided between burrowing animals of the deep earth for Segojan and forest animals and plants for Baervan. Similarly, the Lord of the Burrow is closely allied with Callarduran Smoothhands, and their shared oversight of those who dwell within the earth is divided between creatures of the shallow earth for Segojan and creatures of the deep earth on the Deep Brother’s part. To a lesser extent, the portfolios of Segojan and Flandal Steelskin overlap as well, for the Master of Metal governs mining by the Forgotten Folk, a particular type of burrowing. Both powers work closely together to ensure the safety of gnomes engaged in extensive tunneling beneath the earth. Outside the ranks of the gnome pantheon, Segojan is most closely allied with other gods of nature and the earth, and to a lesser extent, death.
He is an ardent foe of the kobold god Kurtulmak and often battles the various humanoid powers. The ancient enmity between Urdlen and the gnome pantheon unfolds in large part in endless battles between Segojan and the Crawler Below, for of all the gnome gods, Segojan’s area of concern is most directly threatened by Urdlen’s campaign of bloody terror and destruction. Much more than the other members of the gnome pantheon, Segojan and Urdlen are engaged in an ongoing and brutal war of attrition.
Segojan is an earthy and pragmatic deity who always communicates in a direct and straightforward fashion. Although he attempts to defuse and avoid conflicts if possible, he is a fierce opponent if he or his followers are attacked, particularly when he or his followers are threatened in their homes. The Lord of the Burrow is only likely to dispatch an avatar when gnomes who dwell within the earth are threatened, usually in situations when interactions between rock gnomes, deep gnomes, and other races who inhabit the Underdark conflict.
Segojannan Domains: Animal, Cavern, Earth, Gnome, Good
Granted Powers: You can use speak with animals once per day as a spell-like ability.
Add Knowledge (Nature) to your list of cleric class skills.
1. Calm Animals: Calms (2d4 + level) HD of animals.
2. Hold Animal: Paralyzes one animal for 1 round/level.
3. Dominate Animal: Subject animal obeys silent mental commands.
4. Summon Nature’s Ally IV: Calls creature to fight. (Can only summon animals.)
5. Commune with Nature: Learn about terrain for 1 mile/level.
6. Antilife Shell: 10-ft. field hedges out living creatures.
7. Animal Shapes: One ally/level polymorphs into chosen animal.
8. Summon Nature’s Ally VIII: Calls creature to fight. (Can only summon animals.)
9. Shapechange: Transforms you into any creature, and change forms once per round.
Granted Power: You gain the stonecunning ability (PHB p15). If you already have stonecunning, your racial bonus on checks to notice unusual stonework increases to +4.
1. Detect Secret Doors: Reveals hidden doors within 60’.
2. Darkness: 20’ radius of supernatural shadow.
3. Meld into Stone: You and your gear merge with stone.
4. Leomund’s Secure Shelter: Creates sturdy cottage.
5. Passwall: Creates passage through wood or stone wall.
6. Find the Path: Shows most direct way to a location.
7. Move Earth: Digs trenches and build hills.
8. Earthquake: Intense tremor shakes 5’/level radius.
9. Imprisonment: Entombs subject beneath the earth.
Granted Power: Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
1. Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.
2. Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
3. Stone Shape: Sculpts stone into any shape.
4. Spike Stones: Creatures in area take 1d8 damage, may be lowed.
5. Wall of Stone: Creates a stone wall that can be shaped.
6. Stoneskin (M): Ignore 10 points of damage per attack.
7. Earthquake: Intense tremor shakes 80-ft.-radius.
8. Iron Body: Your body becomes living iron.
9. Elemental Swarm: Summons multiple earth elementals. (Cast as an earth spell only.)
Granted Power: You cast illusion spells at +1 caster level.
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.)
Granted Power: You cast good spells at +1 caster level.
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.)