Making Piety Matter – Eldath, the Green Goddess (EL-dæth)

This will now be the eighth god I have completed on the series I am currently writing. Title is very much a work in progress, so if you have any additional ideas or critiques, you are more than welcome to toss me a comment below!

The book is about adding piety scores (Perks for worshipping and following your god’s dogma and what they believe in) to the Forgotten Realms deities. I have always loved the idea of worshipping s god have actual rewards and consequences rather than just existing as an afterthought. This is an attempt at fixing that.

I have posted the PDF’s at the very bottom of the page if you wanted to download them. After the Piety Scores I have created artwork that shows What would their temple look like? What does the god’s avatar look like?What would a priest and/or adventurer look like as a follower? Etc.

Piety Scores for Eldath

Eldath is the goddess of Druidic groves, and anywhere there is peace, stillness, and calm. Her clergy are often asked to help create groves for Druids and sanctify them. She is an oft-forgotten god, for most Faerûnians think of Mielikki, Silvanus, or Chauntea concerning nature before they think of her. It doesn’t help that she is a pacifist, refusing to take any hostile actions even when threatened.

She seems shy, but behind her silent complexion lies an unexpressed resolve and cleverness. When challenged, she yields before them seemingly overpowered but is instead fooling them, further and further into her trap where her enemies will become surrounded, out of their element, and their reinforcements have been successfully converted to her side.

When it comes to appearing as her avatar, Eldath prefers not to appear in her original form very often; she seems almost shy. When she does appear, it is usually to wounded beings who have found their way into one of her sacred places or to her worshipers. Eldath takes the form of a tall, thin, yet graceful and beautiful translucent female human, nereid, or aquatic elf; she can be seen through at all times. Her feet are bare, her hair looks like spun glass or flowing ice and is colorless like water, and her eyes are deep green. Eldath’s green silken garments flow clingily around her, yet the sight of her soothes lustful thoughts rather than arousing them. She radiates stillness and peace.

Eldath’s Influence

In a world where war, violence, and hatred are ripe, Eldath is a bastion of peace and enlightenment. However, it is not surprising that it has not caught on in popularity. You rarely hear of a pacifist adventurer going out into the world. 

Eldath is the Mother Guardian of Groves, often revered by Druids. She is most commonly known for her pacifist-like mindset, healing those who are ill of mind and body, stillness and calm of the individual, and being close to the land. 

Eldath’s Goals

Eldath’s aspirations are profoundly ambitious, especially in a world that appears consumed by relentless conflict and turmoil. Her primary mission centers on the pursuit of peace and tranquility, seeking to cultivate a serene existence for all beings. She envisions a realm where harmony prevails over discord, and the clamor of battle is replaced by the gentle whispers of nature. Eldath works tirelessly to inspire others to embrace understanding and compassion, nurturing a collective desire for calm in the midst of chaos. Through her efforts, she aims to transform the hearts and minds of those around her, guiding them toward a shared commitment to tranquility and a more peaceful future.

Divine Relationships

Eldath serves Silvanus, who she sees as a father figure, however finds him to be intimidating compared to her quiet demeanor. Mielikki and Eldath are are as close as sisters since the Time of Troubles. 

She does not have any enemies but opposes everything that Tempus stands for. He, in turn, respects her convictions of peace but generally just ignores her. 

Worshipping Eldath

The philosophy of Eldath is quite complex. It teaches that peace can only come from within oneself and cannot be taught or or imposed. It just be reached through deep though and meditation. Those faithful to Eldath should seek stillness and thereby find peace. They are to plant trees, green-leaved things, and tend such things when they need it, wherever they may be. 

Followers are instructed to nurture and aid, not restrict and punish. They may defend but never punish. Wanton violence is strictly forbidden; however, using violence to defend oneself and those who are innocent to keep the peace is acceptable. 

Followers of Eldath should always aid, nurture, and respect nature and those who seek to protect it. Whenever possible, Eldathyns will assist and support displaced forest dwellers and those who work to defend nature’s many biomes, especially ponds, marshes, and streamside woods everywhere. 

Day-to-day Activities

Priests usually spend their lives tending to unspoiled places to help them grow and flourish. Even when the harsh realities of life befall unspoiled places, you will often see Eldathyns renew and regrow what they can. 

If there is one thing that Eldath hates, it’s indiscriminate and greedy woodcutters, those who use fire as a weapon, avaricious millers, and careless beings who foul rivers and waters. The clergy of Eldath works hard to combat such disgusting behaviors, albeit in a more passive-aggressive manner rather than open confrontation, which they avoid. 

Another activity of Eldathyns is cataloging and general observations of plants and animals to maintain the balance of regional ecosystems. 

Traveling priests or adventurers often raise funds by selling herbal medicines, gardening, potion making, or any skills or magics pertaining to water or nature. Very few travelers seek refuge in larger cities as the hustle and bustle often conflict with the peace and stillness they attempt to live by. 

Eldath’s Champions

Although these suggestions may give you an idea of who to play or what class to use, these are merely
suggestions and you should play anything that you believe would be more fun!

Alignment: Any, but more than likely to be Good

Suggested classes: Any Class

Suggested cleric domains: Life, Nature, Peace, Twilight

Suggested backgrounds: Acolyte, Folk Hero, Sage, Hermit, Farmer, Guide, Merchant

Eldath’s Favor

Favor table:

  1. I have made it my goal to promote the ideal of peace and stillness of mind and Eldath has noticed my commitment. 
  2. A sacred grove that my family has been tending dutifully for generations was destroyed by wanton violence. Perhaps Eldsth has chosen me to fix what has been wronged?
  3. The world has gone to chaos andnos in desperate need of peace. I have been chosen by Eldath herself to help remedy that situation.
  4. My family has always supported travelers and adventurers with herbal remedies that we’ve cultivated from the forest. I want to keep helping those who want to make the world a more peaceful place.
  5. I was once bandit without a care for anything let alone peace, but then found my self face down in the lake nearly dead and drowning. Eldath saves me from death and I’ve devoted myself to the pursuit of peace.
  6. You have no idea why she chose you and you wish she hadn’t as you feel unprepared for a life beyond what you know. 

Devotion to Eldath

Ideals table as alternatives to those suggested for your background.

Devotion table:

  1. Faith. I trust that Eldath will guide my actions. I have faith that if I work hard, things will go well. (Lawful)
  2. Greater Good. We lay down our lives in the defense of others. (Good)
  3. Redemption. There’s a spark of good in everyone. (Good)
  4. Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
  5. Generosity. My knowledge should be shared so others can use them to benefit the world. (Good)
  6. Knowledge. The path to power and self-improvement is through knowledge. (Neutral)

Earning and Losing Piety

You increase your piety score to Eldath when you expand the god’s influence in the world in a concrete way through acts such as these:

Increase your piety score:

  1. Protecting a forest from loggers. 
  2. Teaching others how to swim or how to care for plant life.
  3. Taking a defensive or pacifistic approach to dangerous situations.
  4. Giving support, aid, or shelter to any forest dwellers and those who live near or help support a forested ecosystem.

Decrease your score:

  1. Cutting down or destroying a forested area, tree, or poisoning a body of water.
  2. Taking the life of another unless absolutely necessary.
  3. The wanton killing of a natural creature.
  4. Failing to meditate in order to achieve peace and stillness of mind.

Peacemen/Peacewomen

Piety 3+ Eldath Trait

The Green Goddess herself has noticed your commitment to the pursuit of peace and passion for the woodlands that surround her sacred groves and has bequeathed several boons to help you in your travels. 

The champion of Eldath may choose one (1) Enchantment or Transmutation spell of their choice that is level one (1) or a cantrip from any class. The Champion will also be able to add the Druidcraft spell, the Sleep spell, and the Alarm spell to the adventurer’s repertoire. 

You may use this trait, requiring no physical components, a number of times equal to your Wisdom Modifier (minimum of once). You regain all expended uses when you finish a long rest.

Freewalker

Piety 10+ Eldath Trait

Your continued efforts towards the ideals of Eldath have once again captured Eldath’s attention, and several boons will be rewarded to her champion to further help them on their quest. 

Several new spells will be added to the champions tool kit: 

The spell Shillelagh, the Flame Shield spell, and the Mold Touch spell. You may use this trait, requiring no physical components, a number of times equal to your Wisdom Modifier (minimum of once). You regain all expended uses when you finish a long rest.

Flame Shield

3rd level Transmutation

Casting Time: :: 1 action
Range: :: Self/Touch
Components: :: V, S, M (A piece of phosphorus, a drop of mercury, and a cobweb)
Duration: :: 3 rounds(increases by 1 additional round per higher level casted. e.g. 5 rounds if casted at 5th level)

This spell creates a pulsating, 6-foot-high shield of darkness at the end of the caster’s hand. The shield is weightless and intangible. Missiles, other weapons, and solid objects, including parts of the caster’s body, can pass through it without impediment. The shield remains attached to one of the caster’s hands (chosen during the casting) unless the caster touches another creature’s hand and passes on control of the shield to another willing creature.

The shield works against both magical and non-magical flame. Its touch extinguishes normal torches, flaming oil, and candles instantly. Larger fires are diminished. Any flame related magical spells are completely nullified when directly touched by the Flame Shield. However, any flame related spell that is 3rd level or higher will destroy the shield early. Any area-of-effect fire spells such as Fireball that explodes outside of the Flame Shield does only half damage to the wearer rather than completely nullifiying the damage. A flame blade coming into contact with a flame shield is harmlessly destroyed. A flame shield fully cancels out a flame strike if held directly in the path of the flame strike (over the shield-bearer’s head); this destroys the flame shield instantly. If the flame shield is not held in such a fashion, the shield-bearer takes half damage as for a fireball.

Flame-related illusions, hypnotic patterns, and the like have no effect on any being viewing them through a flame shield. A magical, flaming sword striking through a flame shield encounters no resistance and inflicts normal weapon damage but no flame damage. Any part of such a blade that has passed through the shield remains free of flames while any part of the blade is in contact with the shield; thus a flaming sword striking through a flame shield cannot ignite a scroll or other flammable object by touch.

Mold Touch

3rd level Transmutation

Casting Time: 1 Action

Range: Touch

Components: V, S, M (Mistletoe, holly, or oak leaves)

Duration: 6 rounds 

Saving Throw: Constitution Saving Throw dealing half damage on a successful save. The target rolls an additional saving throw after each round. 

This spell empowers the caster to transmute its material components into brown mold spores without suffering personal harm. The first creature touched by the caster within six rounds of the casting is infected by brown mold. A successful spell attack roll is required to touch an opponent in combat or one who is unaware or immobilized. If the caster cannot touch any creature, the mold spores vanish at the end of six rounds.

The mold spores created by this spell cannot live on a plant or inorganic material. All the spores are transferred to the first creature touched by the caster. Thus, the caster can infect only one creature per spell. In the event of an accident, this could well be a friend or ally. A Mold Touch spell inflicts 6d6 points of damage upon the target creature, and half that if the victim makes a successful saving throw vs. spell. The dice decreases after each round, for example: 6d6 damage in the first round, 5d6 damage on the second round, 4d6 on the third round, and so on until the sixth round dealing 1d6 damage from which the spell ends. 

Brown mold spreads from the contact point rapidly, growing by absorbing body heat. In the process, it chills the victim. Brown mold created by this spell is of limited duration, and a victim cannot infect other creatures even if intending to do so. Magical cold harms mold created by this spell and can dispell the mold, ending the damage effect early, but also affects the creature on which the mold is growing potentially taking full damage if the spell requires it. 

Senior Freewalker

Piety 25+ Eldath Trait

Your pious devotion to the dogma of Eldath has impressed her, and therefore should be rewarded.

She has rewarded you with three additional spells: Water Walk, Water Breathing, and the Water of Eldath spell. You may use these traits, requiring no physical components (with the exception of the Water of Eldath Spell), a number of times equal to your Wisdom Modifier (minimum of once). You regain all expended uses when you finish a long rest.

Water of Eldath

5th level Alteration

Casting Time: 1 minute

Range: Touch

Components: V, S, M (three drops of water blessed by Eldath which is either blessed by one of her personal servants in her name, or consecrated to her by an Exalted of Eldath. One drop is placed into each flask.)

Duration: Permanent

This spell fills three potion flasks with water of Eldath. An entire flask of water of Eldath poured onto something or someone kills mold and musk creeper spores (including monstrous sorts) and rot grubs; purifies water of dangerous pollutants, diseases, and oils, including all things that give the water an unpleasant taste and odor; removes any non-magical poison or venom. If an entire flask is drunk, it instantly confers the following effects on the drinker as needed: It cures disease; cures mummy rot; cures lycanthropy; removes curses; and closes all wounds, including wounds made by enchanted weapons that cannot normally be made to close, effectively binding the wounds and preventing further damage due to blood loss.

Exalted Freewalker

Piety 50+ Eldath Trait

You can increase your INT, WIS, or CHA score by +2 even if you have a score of 20 in that ability, making it 22.

Eldath’s Description

In religious art, Eldath is often depicted as a dark-haired woman dressed in shimmering green or as a dryad or wild elf with blue and green hair. Her singing is heard in every babbling brook and waterfall.
Eldath as an elf
Eldath as a dryad

Eldath’s Other Manifestations

Eldath appears most frequently as a whispering wind that brings a message and revives plants that it touches to the blooming height of health or a green glowing aura that has all the healing powers of the goddess, can speak aloud and in the minds of those within 120 feet, and can telekinese nonliving items within its confines.
Eldath also acts or shows her favor through the ap- pearance or actions of bears, raccoons, brownies, dryads, sylphs, nereids, feystags, sprites, stags, talking owls, unicorns, and other woodland creatures, common meadow and woodland flowers such as daisies, water plants such as water lilies and lotuses, and aquamarines, clear quartz, blue topazes, sap- phires, and other stones in watery hues.

Eldath’s Divine Realm

Eldath’s divine realm was called True Grove. In the Great Wheel cosmology, it was located in Eronia, in the second layer of Elysium.

The True Grove was said to be a burbling spring that was surrounded by a ring of tall oak trees.

Eldath’s Domain

Quiet places, springs, pools, stillness, peace, waterfalls, druid groves

Eldath’s Temple

The most revered center of Eldathyn worship is Duskwood Dell in Amn, east of Eshpurta. There the waters of the River Rimril, a tributary of the Esmel River, plunge down the western cliffs of Eldath’s Mount
The western cliffs of Eldath’s Mount in the Troll Mountains
Green Goddess Falls in a descent of over 400 feet and thence through a series of pools and lesser falls (called the Steps) out into Arundath
Arundath, the Quiet Forest (known most commonly as the Snakewood for the serpentine denizens the Eldathyn use to scare away intruders).
Many forest paths in woods dwelt in by Eldathyn cross streams by means of log bridges bearing tiny huts with holes or trap doors in their floors, permitting modest clergy to immerse themselves for prayer or bathing. These are the most favored meditation spots for Eldathyn.

Eldath’s Clergy

Priests of Eldath dress simply in green and blue robes decorated with water-colored (blue, green, translucent, and opalescent) semiprecious gems and embroidery in water patterns. Specialty priests don a series of sheer robes, each in different shades of blue and green. The sleeves and hems of the garments are artfully cut to look ragged like tossing waves or water ripples. All clergy wear Eldath’s symbol as a holy symbol; the sky-blue disk is fashioned of painted wood and fresh fern fronds are planted or affixed over the painted ones on the symbol whenever possible.

Eldath’s Adventurers

Eldathyn priests dress practically in the field, though some like to accent their dress with blue and green and allow the sleeves and hems of their garments to become ragged to simulate frothing water. Most wear leaf-green robes with moss-green accents, gray sashes, and brown overcloaks.

Piety Score for Eldath PDF’s

Leave a comment