From: Psychedelic Goblin To: Wfrp@gojira.monsta.com Subject: WFRP: Sho'sarrah SHO 'SARRAH - The Great Provider Deity of All Living Plants Description: Sho 'sarrah is one of the major deities of the Wood elven pantheon, and is the master of all living plants, from tne slender willow, to the lowly mushroom, to the mighty oak. Sho 'sarrah is a practical deity, as it's realm provides the Wood elves with shelter, food and raw materials. it is the sister/brother of Karnos and patron of elven herbalists. It's appearance varies as it can appear as an elf of either sex and of any height (upto the tallest tree). It always has a trailing mane of grass, leaves and vines, skin of bark and eyes of emerald green. It can also appear as any plant. Alignment: Neutral Symbol: The symbol of Sho 'sarrah is any living plant, but most often a mighty tree. Clerics of Sho 'sarrah favour plain, practical and natural clothes, dyed green and brown.They all carry living wood staves. For ceremonies, many wear 'emerald weave' robes. Area of Worship: All wood elven settlements, forests, woods etc. Temples: Sho 'sarrah has no temples but natural woodland clearings are often used for ceremonies. Friends and Enemies: Sho 'sarrah is well disposed to the other wood elven deities, and to other 'natural' deities and religions such as Taal, Rhya and the Old Faith. Anyone who commits unnecessary destruction of the natural environment is an enemy. This has led to conflict with greedy woodsmen. Holy Days: Sho 'sarrah has 2 holy days. 1 at the onset of spring (a celebration called 'the Awakening'), and 1 at the onset of winter ( a solemn ritual called 'the Slumbering') However, Sho 'sarrah exists throughout the winter as it is also the master of the evergreens. Cult Requirements: Clerics and initiates of Sho 'sarrah must abide by the following strictures: - Never destroy a plant except for food or necessities. - Never take more than is completely necessary - If possible, plant a new plant to replenish a lost/used one. - Protect the forsest from those who would despoil or harm it. - Do not use fire when there is too much risk. Spell Use: clerics and initiates have access to the following spells: Petty: All level 1: Cure Poison(plant only), Heal Plant, Immunity to Poison (plant only), Sleeping Sap, Zone of Hiding(forest only) level 2:Extinguish Fire, Illusionary Woods, Purify, Shape the Fallen Branch, Tanglethorn, Ward Vegetation. level 3: Accelerate Growth (plant only), Animate Tree, Harden the Fallen Branch, Shape the Living Green. level 4: Hedge of Thorns, Harden the Living Green, Teleport(between trees). Skills: Initiates of Sho 'sarrah receive Identify plant instead of Sec. Lang - Classical. Clerics of Sho 'sarrah may choose 1 of the following skills at each level for the normal xp cost: Concealment Rural, Herb Lore, Immunity to Poison (plant only), Orientation, Prepare poison (plant only), scale sheer Surface, Silent Move Rural Trials: Trials set by Sho 'sarrah always involve the protection of the forest. Blessings: No cleric or initiate of Sho 'sarrah is ever attacked by Bloodsedge, and Treemen are favourable disposed to them. skills favoured include those mentioned above. Punishments often prohibit the offender from touching any plant based material (including food) on pain of agony.