[X] Azel

As much as I'm not a fan of this, it does seem like the best choice here, keep your friends close but your enemies closer and all that. Who knows maybe he'll fuck up a social roll and get lynched or something.
 
Of course he's going to accept those restrictions. Why wouldn't he? He loses nothing in the attempt. He's a devoted priest of R'hllor if he's trusted to remain faithful after being sent to the heart of our realm. Even losing his life wouldn't be a great deterrent to such a man.

And once he gets comfortable and established in SD, he'll begin to work against the restrictions. Expecting them to act in good faith would be naive, if I thought you actually believed that to be how this will play out.
The risk is minimal. We have no downtrodden, starving peasants to exploit. No slaves whose only hope is the afterlife. Do you think a few cleric cantrips are going to impress people who are used to their king chewing the scenery and openly consorting with physical gods?

The envoy has no ammo against us. This backwater shithole of a plane has no idea of what a true demagogue can accomplish, let alone how to fight him. This is why we have so much success. Because we use the most productive avenues to subvert the locals and then nail shut the routes we took.

The envoy is a peace offering from Haldon. One we definitely need to take or at the very least not dismiss out of hand. The priest is inconsequential. He will not amount to much and if he becomes troublesome, we deal with him.

The target is Haldon. Subverting him is fixing our Burny problem in Lys and creates a pool of other priests we can deploy to get other congregations in line.
Next month, I want a minor action to talk theology with him.

Besides. Who says we don't already have Reds in our capital that secretly agitate against us for consorting with Demons? You are not protecting us from anything. You close off a path to a solution.
 
Next time we find a aberrant artifact to give Yss, we should empower Glyra with it. Bigger Gremlin, get.

@Duesal what level is the Orphene king at do you recall, or does he keep pace with us? (Need to know when glyra can start poaching fey seriously.)
 
Of course he's going to accept those restrictions. Why wouldn't he? He loses nothing in the attempt. He's a devoted priest of R'hllor if he's trusted to remain faithful after being sent to the heart of our realm. Even losing his life wouldn't be a great deterrent to such a man.

And once he gets comfortable and established in SD, he'll begin to work against the restrictions. Expecting them to act in good faith would be naive, if I thought you actually believed that to be how this will play out.
At the end of the day, he'll be in an area with 3 other established gods preaching something that is completely against public opinion. The influence that he can gain if limited at best. Worst case scenario we deal with the priest in SD and if burny sends an avatar, well where else would we have access to all our PCs and have 3 other gods that can aid us?
 
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Next time we find a aberrant artifact to give Yss, we should empower Glyra with it. Bigger Gremlin, get.

@Duesal what level is the Orphene king at do you recall, or does he keep pace with us? (Need to know when glyra can start poaching fey seriously.)
Svartalfar – d20PFSRD is the base creature, modified by DP to have more casting. Likely to have gained more levels by this point. It should be out of Glyra's range though.
The Orphne King has definitely gained more levels. We fought him on equal footing at ~Level 7 or 8. Fast-forward to today and the Orphne King solo'd the Flayer Demon that murdered Alysande.

Also there's the whole thing about his court growing in power, so he's probably getting strong because of that as well.
 
The risk is minimal. We have no downtrodden, starving peasants to exploit. No slaves whose only hope is the afterlife. Do you think a few cleric cantrips are going to impress people who are used to their king chewing the scenery and openly consorting with physical gods?

The envoy has no ammo against us. This backwater shithole of a plane has no idea of what a true demagogue can accomplish, let alone how to fight him. This is why we have so much success. Because we use the most productive avenues to subvert the locals and then nail shut the routes we took.

The envoy is a peace offering from Haldon. One we definitely need to take or at the very least not dismiss out of hand. The priest is inconsequential. He will not amount to much and if he becomes troublesome, we deal with him.

The target is Haldon. Subverting him is fixing our Burny problem in Lys and creates a pool of other priests we can deploy to get other congregations in line.
Next month, I want a minor action to talk theology with him.

Besides. Who says we don't already have Reds in our capital that secretly agitate against us for consorting with Demons? You are not protecting us from anything. You close off a path to a solution.

I give up. I'm clearly not getting my point across and your solution seems completely useless to me. No, it's worse than that. It seems like something @Artemis1992 would come up with in a deliberate attempt to sow chaos.

It doesn't really matter, as you've got this one wrapped up.

Agree to disagree?
 
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It will be really hilarious if Burny ends up being your boss @Azel, he keeps pulling that trick whenever he gets some actual Divine Ranks.
 
Svartalfar – d20PFSRD is the base creature, modified by DP to have more casting. Likely to have gained more levels by this point. It should be out of Glyra's range though.

The Orphne King has definitely gained more levels. We fought him on equal footing at ~Level 7 or 8. Fast-forward to today and the Orphne King solo'd the Flayer Demon that murdered Alysande.

Also there's the whole thing about his court growing in power, so he's probably getting strong because of that as well.

While he might have leveled to one extent or another, Fey don't level through traditional XP gain in this setting, so we really have no way to judge how far he has come. For all we know, the very act of challenging something like that Demon might have been the catalyst which gave him the strength to defeat it. Fey are weird.
 
@Goldfish , what would you do if you find that a Red Priest arrived uninvited to SD? Just curious about your reasoning.

Monitor his actions and movements, including who he interacted with. And then monitor those people as well.

I'm not opposed to having the Red Priests in SD. That's inevitable, for now. I'm steadfastly against the implied approval and authority it gives this particular Red Priest if we openly invite him to the island.

You keep a poisonous viper at arm's length. You don't willingly stuff it down your pants and start doing jumping jacks.
 
While he might have leveled to one extent or another, Fey don't level through traditional XP gain in this setting, so we really have no way to judge how far he has come. For all we know, the very act of challenging something like that Demon might have been the catalyst which gave him the strength to defeat it. Fey are weird.
Agreed, fey are weird. Yet one more reason I am supremely unenthusiastic about sending Renly to the Feywild, but I'll be damned if he steps foot in it without being equipped and then trained to hell and back. Renly is getting a PC class even if we halfway need to kill him for it.
 
I give up. I'm clearly not getting my point across and your solution seems completely useless to me. No, it's worse than that. It seems like something @Artemis1992 would come up with in a deliberate attempt to sow chaos.

It doesn't really matter, as you've got this one wrapped up.

Agree to disagree?
I just simply cannot fathom what you are worried about. He's a Cleric 1 who is allowed to be in the city, but you act as if I was proposing to invite a Cleric 20 and giving him a letter that allows him to act in our name.
 
Monitor his actions and movements, including who he interacted with. And then monitor those people as well.

I'm not opposed to having the Red Priests in SD. That's inevitable, for now. I'm steadfastly against the implied approval and authority it gives this particular Red Priest if we openly invite him to the island.

You keep a poisonous viper at arm's length. You don't willingly stuff it down your pants and start doing jumping jacks.

We can do exactly that? We are not inviting him to preach inside our keep, we are just not showing opposition to the fact that he can come, as long as he behaves.

They asked if he could come. We say that we are not opposed to that as long as he follows our rules. That doesn't grant him more approval than any random guy who got dumped on SD. Because let's be frank, we have accepted people who have commited crimes against us before, and this guy even asked if we had any problem with him coming.

Which we don't have
 
I just simply cannot fathom what you are worried about. He's a Cleric 1 who is allowed to be in the city, but you act as if I was proposing to invite a Cleric 20 and giving him a letter that allows him to act in our name.

Unless DP told you in a PM that the Cleric is only level one, I don't have any idea where you are getting that number from.

That's beside the point. I'm not concerned with the priest's magic. I'm concerned with him galvanizing Burny's followers into a coherent power block in SD. I'm concerned with him being a point for them to rally around, as an authority figure within their church, and him serving as a test case that justifies the Reds trying to send more priests to the island.

Right now they are scattered within the greater populace of SD. All they need is someone to latch onto, a public figure sent by one of Burny's high priests. Once he's there, he can minister to the flock out in the open, and with that open acceptance, others will come, others will be tempted, and others will convert. Burny is our enemy and he has power to spare. It would be easy for him to divert some of it toward the faithful of SD.
 
Unless DP told you in a PM that the Cleric is only level one, I don't have any idea where you are getting that number from.

That's beside the point. I'm not concerned with the priest's magic. I'm concerned with him galvanizing Burny's followers into a coherent power block in SD. I'm concerned with him being a point for them to rally around, as an authority figure within their church, and him serving as a test case that justifies the Reds trying to send more priests to the island.

Right now they are scattered within the greater populace of SD. All they need is someone to latch onto, a public figure sent by one of Burny's high priests. Once he's there, he can minister to the flock out in the open, and with that open acceptance, others will come, others will be tempted, and others will convert. Burny is our enemy and he has power to spare. It would be easy for him to divert some of it toward the faithful of SD.
Do we even know what the religious makeup of SD is?

Like, I know the Minotaurs primarily worship the Old Gods, and Yss has gotten many adherents, but I can't really think of anything else.

From what I've seen, the adherents of the Merling King have been tritons, and there is likely a Tiamat cult from early on that is laying low or something similar.

We haven't really seen any of the other Gods attempting to build temples or anything, from Rh'llor to the Moonsinger, which is rather odd.
 
Right now they are scattered within the greater populace of SD. All they need is someone to latch onto, a public figure sent by one of Burny's high priests. Once he's there, he can minister to the flock out in the open, and with that open acceptance, others will come, others will be tempted, and others will convert. Burny is our enemy and he has power to spare. It would be easy for him to divert some of it toward the faithful of SD.

Which is incredibly convenient if we need to cull them, don't you think so?

Your fears are only founded if we don't do anything about this situation. If we are proactive, we can have it under control and even use it for our own ends. If Dorne managed to do so with mundane women imagine what we can do with our professional courtesans and magic.
 
If we let the Red priest come to SD we can totally have em do stuff too. Like, stone shape, and low level dungeons.
 
Current Weirwood Heart Trees
Current Weirwood Heart Trees:

The Planar Binding Tree
Date:
Sixth Day of the First Month 292 AC
Location: Dragon's Roost Courtyard, Sorcerer's Deep, The Stepstones
"A gaunt face, impossibly ancient, bone-white wood as pale as the withered flesh seen in dreams of power. Brynden Rivers known as Bloodraven, son of Aegon the Unworthy, the last of the Great Bastards just as he is the last Greenseer, stares out at you with deep shadowed pits for eyes."
CL 20 Hallow Effect
Secondary Effect 1: Dimensional Anchor
Secondary Effect 2: Magic Circle Against Evil
Secondary Effect 3: Death Ward
Special:
Immune to Fire, Black Labyrinth Ward under Old Gods' command
The Healing Tree
Date:
Twenty-Fourth Day of the Ninth Month 292 AC
Location: Harbor District, Sorcerer's Deep, The Stepstones
"A child's face, his eyes gleaming with something of the inquisitive gaze of the silver-furred monkeys of Essaria, his smile a puckish fey amusement, and tufts of wild hair seem almost as horns emerging from his crown."
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special: Immune to Fire
Heart Tree of Peace and Plenty
Date:
Twenty-First Day of the First Month 293 AC
Location: The Gilded Quarter, Lys, Essos
"A woman's face, fine-featured and bejeweled such as one might find from pleasure houses to the halls of the mighty, yet the smile does not lie. It does not hide horror and pain, but simply shows a sly amusement, inviting the viewer to partake. Upon the tree strange ivy blooms and then grows laden with golden berries, blessed to heal and sustain. An air of... peace falls over the godswood."
CL 20 Hallow Effect
Secondary Effect 1: Safe Clearing
Secondary Effect 2: Goodberry
Secondary Effect 3: Remove Disease —> People are healed, and afterwards they are expected to help tend to the godswood for two weeks as payment.
Special Note: Fungus Forge Location, Immune to Fire, 200 ft. tall
Heart Tree of Mantarys
Date:
Thirtieth Day of the First Month 293 AC
Location: The Marketplace, Mantarys, Essos
"The face of a compassionate, wizened man, his features weathered by the passage of years and hardship both, but a warm smile always ready for visitors, as if welcoming them home."
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Exorcism
Special: Immune to Fire
Heart Tree of Tyrosh
Date:
Twenty-Seventh Day of the Second Month 293 AC
Location: Tyrosh, Essos
"A young man of indistinct heritage with mended scars in his face, defiance in his gaze."
CL 20 Hallow Effect
Secondary Effect 1: Heart's Ease
Secondary Effect 2: Magic Circle Against Evil
Secondary Effect 3: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Special: Immune to Fire
Philosopher's Tree
Date:
Third Day of the Third Month 293 AC
Location: Philosopher's Garden, Sorcerer's Deep, The Stepstones
"Deep lines mar the face upon the Heart Tree. A wizened man he seems, the pale wood looking all too fitting for his flowing beard. Yet it is the eyes that are the most arresting, ever shadowed hollows that promise the wisdom of lost ages for any who would dare to linger under their gaze."
CL 20 Hallow Effect
Secondary Effect 1: Discern Lies —>
Any person who tries to speak an intentional lie in the inner sanctum must pass a DC 25 Will-Save or all other persons in attendance know immediately that they were lied to.
Secondary Effect 2: Tongues —> All persons within the inner sanctum can talk with each other as if speaking the same language and perfectly understanding each other.
Secondary Effect 3: Wisdom of the Ages —> By imbibing the water gathering at the tree, a person can try to gleam some knowledge of ages past from the Old Gods and commune with the greatest minds among them. The person must meditate beneath its branches for an hour to gain a bonus to all Knowledge checks and to all Craft of Profession checks used to teach, learn, invent or refine theories and ways of working. This also allows the subject to make these skill-checks untrained. The height bonus can be freely chosen, up to a maximum of +20, but the person must pass a Will-Save with a DC equal to the desired bonus. If the subject fails this check, he does not gain the bonus and becomes Nauseated for an hour, as the insights gleamed from the Old Gods overwhelm him. Every hour after receiving this bonus, the person must pass another Will-Save of the same DC or the effect ends and leaves him Fatigued. The effect also ends if the person leaves the maze, but he must not remain in the inner sanctum.
Special: Immune to Fire
Tree of Crows
Date:
Sixteenth Day of the Third Month 293 AC
Location: Castle Black, The Wall, Westeros
"A grim and weathered man gazes from the bark, his face crowned by what appears to be a cloak made from crow feathers."
CL 20 Hallow Effect
Secondary Effect 1: Positive Energy Aura —>
Constantly heals 2 HP per round for the living and causes 2 HP damage to undead.
Secondary Effect 2: Ancestral Gift —> Gain a magical weapon +1 with one additional effect worth a +1 enchantment, handed to you by the specter of a Black Brother of ages past.
Secondary Effect 3: Summon Ancestral Guardian —> Summons two spectral Black Brothers for a tithe of blood, 10 minutes/level for a total of little over three hours.
Special: Immune to Fire
Tree of the All-Seeing Eye
Date:
Eighteenth Day of the Third Month 293 AC
Location: The Wind House, Braavos, Essos
"A surprisingly youthful face, it's eyes rimmed in blood red sap, gazes at you suspiciously from its place carved into the bone white trunk of this Heart Tree.
CL 20 Hallow Effect
Secondary Effect 1: Gift of the Forest —>
One may pluck a single blessed leaf from the Tree of the All-Seeing Eye as often as once per week. Once removed from the Heart Tree, this leaf remains fresh and supple, but crumbles to dust when seven days have passed. If this leaf is consumed by the individual who picked it, they immediately recover 2d4 Hit Points. Should anyone else consume the leaf, however, they are Nauseated for 2d4 rounds and Sickened for 1d4 hours.
Secondary Effect 2: Cloak of the Stream —> To gain the Cloak of the Stream, one must paint the symbol of the All-Seeing Eye on their forehead using the sap of the Heart Tree, then water its roots with two doses of Holy Water blessed by a Cleric who enjoys the favor of the Old Gods. Upon gaining the Cloak, the symbol painted on one's forehead fades from view, but the sticky blood red sap remains present. Should it be washed away or deliberately marred, the Cloak is prematurely removed. As an alternative to Holy Water, one can instead make a small blood sacrifice, inflicting 3 points of Hit Point damage and 1 point of Strength damage which must be healed naturally. The Cloak created by blood sacrifice lasts for a full week and is not ended should the symbol of the All-Seeing Eye drawn in sap be removed or damaged.
Secondary Effect 3: Aegis of Stone —> To gain the Aegis of Stone, one must meditate before the Tree of the All-Seeing Eye for 24 hours, silently beseeching the Old Gods for protection. During this time, rare and expensive incense worth 50 IM must be burned and the roots of the tree watered with ten doses of Holy Water blessed by a Cleric who enjoys the favor of the Old Gods. Once the Aegis is invoked, it remains dormant until triggered, Dispelled, or one year passes. As an alternative to Holy Water, one can instead make a blood sacrifice, inflicting 5 points of Hit Point damage and 1d4 points of Strength damage, which must be healed naturally. The Aegis invoked by blood sacrifice is bestowed after only ten minutes of meditation and persists indefinitely, until activated or Dispelled.
Special: Immune to Fire
Tree of Dawn
Date:
Twenty-Fourth Day of the Third Month 293 AC
Location: Sorcerer's Deep, The Stepstones
"A kind, laughing face of an indiscriminate gender, adorned with a crown of leaves and wild berries."
CL 20 Hallow Effect
Secondary Effect 1: Plant Growth
Secondary Effect 2: Plant Growth
Secondary Effect 3: Plant Growth
Special:
Immune to Fire, Triple effects for nine times the range, area of effect is a radius of 360 ft.
The Defense Tree
Date:
Twenty-Sixth Day of the Third Month 293 AC
Location: The Harbor District, Sorcerer's Deep, The Stepstones
"The face of a legionnaire of indiscriminate gender, stern and unflinching in their duty to protect and serve."
CL 20 Hallow Effect
Secondary Effect 1: Greater Magic Weapon
Secondary Effect 2: Heart of Earth
Secondary Effect 3: Magic Vestment
Special: Immune to Fire
Healing Tree of Naath
Date:
Twenty-Third Day of the Fourth Month 293 AC
Location: Naath
"The face of a young warrior of clear Naathi descent, his eyes looking towards the sea with a fierce expression of defiance."
CL 20 Hallow Effect
Secondary Effect 1: Heart of the Earth
Secondary Effect 2: Magic Vestment
Secondary Effect 3: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Special: Immune to Fire
The Tree of the Enduring Light
Date:
Twenty-Third Day of the Fourth Month 293 AC
Location: The Harbor, Mantarys, Essos
"The face of a warrior at once scarred and undaunted by battle, but his eyes filled with compassion."
CL 20 Hallow Effect
Secondary Effect 1: Greater Magic Weapon
Secondary Effect 2: Healthful Rest
Secondary Effect 3: Magic Vestment
Special: Immune to Fire
Healing Tree of Westhaven
Date:
First Day of the Sixth Month 293 AC
Location: Westhaven, The Stepstones
"A motherly face, chiding but compassionate, almost as though scolding a child for getting injured."
CL 20 Hallow Effect
Secondary Effect 1: Panacea
—> People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special: Immune to Fire
Defense Tree of Westhaven
Date:
First Day of the Sixth Month 293 AC
Location: Westhaven, The Stepstones
"The face of a Legion officer, demanding discipline and respect with every line of his face."
CL 20 Hallow Effect
Secondary Effect 1: Greater Magic Weapon
Secondary Effect 2: Heart of Earth
Secondary Effect 3: Magic Vestment
Special:
Immune to Fire
Tree of Saltcliff
Date:
First Day of the Sixth Month 293 AC
Location: Saltcliff, The Stepstones
"A young girl looking out over the island with open joy."
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special: Immune to Fire
Tree of Port Sorrow
Date:
First Day of the Sixth Month 293 AC
Location: Port Sorrow, The Stepstones
"A wizened old man, looking over the town with grandfatherly fondness."
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special: Immune to Fire
Tree of Deepcleft
Date:
First Day of the Sixth Month 293 AC
Location: Deepcleft, The Stepstones
"A laughing one-eyed rogue that would look right at home in one of the town's taverns."
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special: Immune to Fire
Tree of He'Nekar
Date:
First Day of the Sixth Month 293 AC
Location: He'Nekar, Essos
"A beautiful young woman of Valyrian heritage, looking to the sea with a smile."
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special: Immune to Fire
Tree of New Lys'os
Date:
Second Day of the Seventh Month 293 AC
Location: New Lys'os, Valyria, Essos
"A woman with classic Valyrian features, her head bowed in sorrow, weeping tears of blood red sap."
CL 20 Hallow Effect
Secondary Effect 1: Heart of Earth
Secondary Effect 2: Greater Magic Weapon
Secondary Effect 3: Life Bubble
Special:
Immune to Fire
Tree of Eastwatch by the Sea
Date:
Sixth Day of the Seventh Month 293 AC
Location: Eastwatch by the Sea, The Wall, Westeros
"A young fresh-faced Black Brother gazes from the bark, looking inexperienced but resolute nonetheless."
CL 20 Hallow Effect
Secondary Effect 1: Positive Energy Aura —> Constantly heals 2 HP per round for the living and causes 2 HP damage to undead.
Secondary Effect 2: Ancestral Gift —> Gain a magical weapon +1 with one additional effect worth a +1 enchantment, handed to you by the specter of a Black Brother of ages past.
Secondary Effect 3: Summon Ancestral Guardian —> Summons two spectral Black Brothers for a tithe of blood, 10 minutes/level for a total of little over three hours.
Special:
Immune to Fire
Tree of the Shadow Tower
Date:
Sixth Day of the Seventh Month 293 AC
Location: The Shadow Tower, The Wall, Westeros
"An old Black Brother worn down by the years stares out, severe and unflinching to the end."
CL 20 Hallow Effect
Secondary Effect 1: Positive Energy Aura —> Constantly heals 2 HP per round for the living and causes 2 HP damage to undead.
Secondary Effect 2: Ancestral Gift —> Gain a magical weapon +1 with one additional effect worth a +1 enchantment, handed to you by the specter of a Black Brother of ages past.
Secondary Effect 3: Summon Ancestral Guardian —> Summons two spectral Black Brothers for a tithe of blood, 10 minutes/level for a total of little over three hours.
Special:
Immune to Fire
Tree of the Dawn Age
Date: Thirty-First Day of the Eighth Month 293 AC
Location: Outskirts of Sorcerer's Deep, Sorcerer's Deep, The Stepstones
"A Child of the Forest as they were in the Days of Dawn, its face one of determination and hope as it looks to the horizon."
CL 20 Hallow Effect
Secondary Effect 1: Magic Circle Against Evil
— All individuals in range receive the benefits of Protection from Evil.
Secondary Effect 2: Sacred Fox's Cunning — Boost to skill and ability checks, boost to all learning.
Secondary Effect 3: Greater Age Resistance — Ignore all Strength, Dexterity, and Constitution penalties gained from middle age, old age, and venerable age.
Secondary Effect 4: Keep Watch — Gain no fatigue but gain the benefit of a full night of rest.
Special Note: Immune to Fire, has a Zomok Guardian, Island-wide Area of Effect, 1000 ft. tall
Tree of Serenity
Date:
Twenty-First Day of the Ninth Month 293 AC
Location: Mantarys, Essos
"An angelic womanly face, a kind and soothing smile tugging at her lips."
CL 20 Hallow Effect
Secondary Effect 1: Plant Growth
Secondary Effect 2: Plant Growth
Secondary Effect 3: Plant Growth

Triple effects for nine times the range, area of effect is a radius of 360 ft.
Special Note: Immune to Fire
Healing Tree of Braavos
Date:
Twenty-Eight Day of the Ninth Month 293 AC
Location: Isle of the Gods, Braavos, Essos
"A sailor's face, looking out to sea with hope and determination, though not without a hint of weariness "
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special Note: Immune to Fire
Tree of Myr
Date:
Tenth Day of the Tenth Month 293 AC
Location: Myr, Essos
"A craftsman's face, exhausted from a day at work, yet satisfied from his labor."
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special Note: Immune to Fire
Tree of Tolos
Date:
Tenth Day of the Tenth Month 293 AC
Location: Tolos, Essos
"The face of a Tolosi slinger, proud of defending his home."
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special Note: Immune to Fire
Tree of Pentos
Date:
Tenth Day of the Tenth Month 293 AC
Location: Pentos, Essos
"A kind, motherly face, welcoming her children home from the harbor."
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special Note: Immune to Fire
Tree of Snake Port
Date:
Tenth Day of the Tenth Month 293 AC
Location: Snake Port, Sothoryos
"A snakelike face, curiously gazing out to the sea."
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special Note: Immune to Fire
Tree of Skane
Date:
Tenth Day of the Tenth Month 293 AC
Location: Skane, The North, Westeros
"A beautiful womanly face looking out protectively over the island."
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special Note: Immune to Fire
Tree of the Basilisk Isles
Date:
Tenth Day of the Tenth Month 293 AC
Location: The Basilisk Isles
"A winking roguish face that wouldn't be out of place in the fleets of the Basilisk Isles."
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special Note: Immune to Fire
Commerce Tree of Braavos
Date:
Tenth Day of the Tenth Month 293 AC
Location: The Marketplace, Braavos, Essos
"A clever merchant's face, her eyes skeptically looking out over the market as if making sure she isn't being scammed."
CL 20 Hallow Effect
Secondary Effect 1: Abadar's Truthtelling
— All who offer a bit of blood to the tree briefly take on an aspect of pure Law and are unable to lie.
Secondary Effect 2: Keep Watch — Gain no fatigue but gain the benefit of a full night of rest.
Secondary Effect 3: Tongues — All those within the borders of the godswood can speak and understand any language.
Special Note: Immune to Fire
Tree of the Opaline Vault
Date: Eleventh Day of the Tenth Month 293 AC
Location: District of the Gods, Opaline Vault, Plane of Earth
"A curious child's face, looking out over the splendor of the Opaline Vault with wonder."
CL 20 Hallow Effect
Secondary Effect 1:
Heart's Ease
Secondary Effect 2: Keep Watch
— Gain no fatigue but gain the benefit of a full night of rest.
Secondary Effect 3: Panacea —> People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Special Note: Immune to Fire
Xorn Defense Tree
Date: Eleventh Day of the Tenth Month 293 AC
Location: Xorn Caverns, Plane of Earth
"The serious face of a Xorn Delver, ready to do anything to defend his tribe."
CL 20 Hallow Effect
Secondary Effect 1: Heart of Earth
Secondary Effect 2: Greater Magic Fang
Secondary Effect 3:
Magic Vestment
Special Note: Immune to Fire
Tree of Gogossos
Date: Seventeenth Day of the Tenth Month 293 AC
Location: Gogossos, Sothoryos
"A face of both human and not, its lines are those of a child of Valyria, fine-boned with hair spun as silken threads, but scales flow upon it, the transmutation worked in neither pain nor fear but serene contemplation."
CL 20 Hallow Effect
Secondary Effect 1: Greater Magic Weapon
Secondary Effect 2: Heart of Earth
Secondary Effect 3: Greater Shapechanger's Gift (limited to Monstrous Physique I only)
Special: Immune to Fire, Flesh Forge Location, reshaped to be suited to tropical rainforest climate
Tree of the Father
Date: Twenty Fifth Day of the Eleventh Month 293 AC
Location: Andalos, Essos
"A lord's face, stern and commanding, having seen many winters but still able to endure many more."
CL 20 Hallow Effect
Secondary Effect 1: Abadar's Truthtelling
Secondary Effect 2: Break Enchantment
Secondary Effect 3:
Tongues
Special: Immune to Fire
Tree of the Mother
Date: Twenty Fifth Day of the Eleventh Month 293 AC
Location: Andalos, Essos
"A noblewoman's face, kind and merciful."
CL 20 Hallow Effect
Secondary Effect 1:
Heart's Ease
Secondary Effect 2: Panacea —> People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 3: Safe Clearing
Special: Immune to Fire
Tree of the Warrior
Date: Twenty Fifth Day of the Eleventh Month 293 AC
Location: Andalos, Essos
"A knight's face, unyielding and dutiful."
CL 20 Hallow Effect
Secondary Effect 1: Greater Magic Weapon
Secondary Effect 2: Heart of Earth
Secondary Effect 3:
Magic Vestment
Special: Immune to Fire
Tree of the Maiden
Date: Twenty Fifth Day of the Eleventh Month 293 AC
Location: Andalos, Essos
"A maiden's face, comely and innocent."
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Positive Energy Aura —> Constantly heals 2 HP per round for the living and causes 2 HP damage to undead.
Secondary Effect 3: Magic Circle Against Evil —> All individuals in range receive the benefits of Protection from Evil.
Special: Immune to Fire
Tree of the Smith
Date: Twenty Fifth Day of the Eleventh Month 293 AC
Location: Andalos, Essos
"A craftsman's face, eyes sparkling with ingenuity."
CL 20 Hallow Effect
Secondary Effect 1:
Crafter's Fortune
Secondary Effect 2: Sacred Fox's Cunning —> Boost to skill and ability checks, boost to all learning.
Secondary Effect 3: Keep Watch —> Gain no fatigue but gain the benefit of a full night of rest.
Special: Immune to Fire
Tree of the Crone
Date:
Twenty Fifth Day of the Eleventh Month 293 AC
Location: Andalos, Essos
"A crone's face, her knowing gaze seeming to pin people in place."
CL 20 Hallow Effect
Secondary Effect 1: Divine Insight
Secondary Effect 2: Owl's Wisdom
Secondary Effect 3:
True Seeing
Special: Immune to Fire
Tree of the Stranger
Date: Twenty Fifth Day of the Eleventh Month 293 AC
Location: Andalos, Essos
"An unassuming face, yet one that feels eerily unfamiliar."
CL 20 Hallow Effect
Secondary Effect 1: Death Ward
Secondary Effect 2:
Exorcism
Secondary Effect 3: Magic Circle Against Evil —> All individuals in range receive the benefits of Protection from Evil.
Special: Immune to Fire
Healing Tree of the Western Disputed Lands
Date: Twentieth Day of the Eleventh Month 293 AC
Location: Western Disputed Lands, The Stepstones
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special: Immune to Fire
Healing Tree of the Southern Disputed Lands
Date: Twentieth Day of the Eleventh Month 293 AC
Location: Southern Disputed Lands, The Stepstones
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special: Immune to Fire
Healing Tree of the Northern Disputed Lands
Date: Twentieth Day of the Eleventh Month 293 AC
Location: Northern Disputed Lands, The Stepstones
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special: Immune to Fire
Healing Tree of the Daughter's March
Date: Twentieth Day of the Eleventh Month 293 AC
Location: Daughter's March, The Stepstones
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special: Immune to Fire
Healing Tree of the Eastern Flatlands
Date: Twentieth Day of the Eleventh Month 293 AC
Location: Eastern Flatlands, The Stepstones
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special: Immune to Fire
Healing Tree of the Western Flatlands
Date: Twentieth Day of the Eleventh Month 293 AC
Location: Western Flatlands, Greater Pentos, Essos
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special: Immune to Fire
Healing Tree of the Velvet Hills
Date: Twentieth Day of the Eleventh Month 293 AC
Location: Velvet Hills, Greater Pentos, Essos
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special: Immune to Fire
Healing Tree of Nonetelos
Date: Twentieth Day of the Eleventh Month 293 AC
Location: Nonetelos, Greater Pentos, Essos
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special: Immune to Fire
Healing Tree of Sweetwater
Date: Twentieth Day of the Eleventh Month 293 AC
Location: Sweetwater, Greater Braavos, Essos
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special: Immune to Fire
Healing Tree of Morrogos
Date: Twentieth Day of the Eleventh Month 293 AC
Location: Morrogos, Greater Braavos, Essos
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special: Immune to Fire
Healing Tree of the Braavosi Coast
Date: Twentieth Day of the Eleventh Month 293 AC
Location: Braavosi Coast, Greater Braavos, Essos
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special: Immune to Fire
Healing Tree of Volantis
Date: Twentieth Day of the Eleventh Month 293 AC
Location: Volantis, Greater Volantis, Essos
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special: Immune to Fire
Healing Tree of Volon Therys
Date: Twentieth Day of the Eleventh Month 293 AC
Location: Volon Therys, Greater Volantis, Essos
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special: Immune to Fire
Healing Tree of the Orange Shore
Date: Twentieth Day of the Eleventh Month 293 AC
Location: Orange Shore, Greater Volantis, Essos
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special: Immune to Fire
Healing Tree of Valysar
Date: Twentieth Day of the Eleventh Month 293 AC
Location: Valysar, Greater Volantis, Essos
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special: Immune to Fire
Healing Tree of the Eastern Disputed Lands
Date: Twentieth Day of the Eleventh Month 293 AC
Location: Eastern Disputed Lands, Greater Volantis, Essos
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special: Immune to Fire
Healing Tree of Selhorys
Date: Twentieth Day of the Eleventh Month 293 AC
Location: Selhorys
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special: Immune to Fire
Healing Tree of Volon Sar
Date: Twentieth Day of the Eleventh Month 293 AC
Location: Volon Sar, Greater Volantis, Essos
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special: Immune to Fire
Healing Tree of the Painted Mountains
Date: Twentieth Day of the Eleventh Month 293 AC
Location: Painted Mountains, Northern Valyria, Essos
CL 20 Hallow Effect
Secondary Effect 1: Panacea —>
People are healed, and afterwards they are expected to help tend to the godswood for a month as payment.
Secondary Effect 2: Heart's Ease
Secondary Effect 3: Modified Healing Warmth Effect —>
(Heal 1d4 points of damage per 12 points of protection sacrificed, 120 minute duration) - To gain use of the spell, a recipient must make a small blood sacrifice to the OG to gain this effect, inflicting upon themselves 1d4 Hit Point damage and 1 point of Strength damage which must be allowed to heal naturally. No one can gain the effect more than once per week, and no individual can be healed by a single casting of Healing Warmth more than once.
Special: Immune to Fire
Philosopher's Tree of Naath
Date: Twenty-First Day of the Eleventh Month 293 AC
Location: Naath
CL 20 Hallow Effect
Secondary Effect 1: Discern Lies —>
Any person who tries to speak an intentional lie in the inner sanctum must pass a DC 25 Will-Save or all other persons in attendance know immediately that they were lied to.
Secondary Effect 2: Tongues —> All persons within the inner sanctum can talk with each other as if speaking the same language and perfectly understanding each other.
Secondary Effect 3: Wisdom of the Ages —> By imbibing the water gathering at the tree, a person can try to gleam some knowledge of ages past from the Old Gods and commune with the greatest minds among them. The person must meditate beneath its branches for an hour to gain a bonus to all Knowledge checks and to all Craft of Profession checks used to teach, learn, invent or refine theories and ways of working. This also allows the subject to make these skill-checks untrained. The height bonus can be freely chosen, up to a maximum of +20, but the person must pass a Will-Save with a DC equal to the desired bonus. If the subject fails this check, he does not gain the bonus and becomes Nauseated for an hour, as the insights gleamed from the Old Gods overwhelm him. Every hour after receiving this bonus, the person must pass another Will-Save of the same DC or the effect ends and leaves him Fatigued. The effect also ends if the person leaves the maze, but he must not remain in the inner sanctum.
Special: Immune to Fire
Philosopher's Tree of Tyrosh
Date: Twenty-First Day of the Eleventh Month 293 AC
Location: Tyrosh, Essos
CL 20 Hallow Effect
Secondary Effect 1: Discern Lies —>
Any person who tries to speak an intentional lie in the inner sanctum must pass a DC 25 Will-Save or all other persons in attendance know immediately that they were lied to.
Secondary Effect 2: Tongues —> All persons within the inner sanctum can talk with each other as if speaking the same language and perfectly understanding each other.
Secondary Effect 3: Wisdom of the Ages —> By imbibing the water gathering at the tree, a person can try to gleam some knowledge of ages past from the Old Gods and commune with the greatest minds among them. The person must meditate beneath its branches for an hour to gain a bonus to all Knowledge checks and to all Craft of Profession checks used to teach, learn, invent or refine theories and ways of working. This also allows the subject to make these skill-checks untrained. The height bonus can be freely chosen, up to a maximum of +20, but the person must pass a Will-Save with a DC equal to the desired bonus. If the subject fails this check, he does not gain the bonus and becomes Nauseated for an hour, as the insights gleamed from the Old Gods overwhelm him. Every hour after receiving this bonus, the person must pass another Will-Save of the same DC or the effect ends and leaves him Fatigued. The effect also ends if the person leaves the maze, but he must not remain in the inner sanctum.
Special: Immune to Fire
Philosopher's Tree of Mantarys
Date: Twenty-First Day of the Eleventh Month 293 AC
Location: Mantarys, Essos
CL 20 Hallow Effect
Secondary Effect 1: Discern Lies —>
Any person who tries to speak an intentional lie in the inner sanctum must pass a DC 25 Will-Save or all other persons in attendance know immediately that they were lied to.
Secondary Effect 2: Tongues —> All persons within the inner sanctum can talk with each other as if speaking the same language and perfectly understanding each other.
Secondary Effect 3: Wisdom of the Ages —> By imbibing the water gathering at the tree, a person can try to gleam some knowledge of ages past from the Old Gods and commune with the greatest minds among them. The person must meditate beneath its branches for an hour to gain a bonus to all Knowledge checks and to all Craft of Profession checks used to teach, learn, invent or refine theories and ways of working. This also allows the subject to make these skill-checks untrained. The height bonus can be freely chosen, up to a maximum of +20, but the person must pass a Will-Save with a DC equal to the desired bonus. If the subject fails this check, he does not gain the bonus and becomes Nauseated for an hour, as the insights gleamed from the Old Gods overwhelm him. Every hour after receiving this bonus, the person must pass another Will-Save of the same DC or the effect ends and leaves him Fatigued. The effect also ends if the person leaves the maze, but he must not remain in the inner sanctum.
Special: Immune to Fire
Philosopher's Tree of Volantis
Date: Twenty-First Day of the Eleventh Month 293 AC
Location: Volantis, Essos
CL 20 Hallow Effect
Secondary Effect 1: Discern Lies —>
Any person who tries to speak an intentional lie in the inner sanctum must pass a DC 25 Will-Save or all other persons in attendance know immediately that they were lied to.
Secondary Effect 2: Tongues —> All persons within the inner sanctum can talk with each other as if speaking the same language and perfectly understanding each other.
Secondary Effect 3: Wisdom of the Ages —> By imbibing the water gathering at the tree, a person can try to gleam some knowledge of ages past from the Old Gods and commune with the greatest minds among them. The person must meditate beneath its branches for an hour to gain a bonus to all Knowledge checks and to all Craft of Profession checks used to teach, learn, invent or refine theories and ways of working. This also allows the subject to make these skill-checks untrained. The height bonus can be freely chosen, up to a maximum of +20, but the person must pass a Will-Save with a DC equal to the desired bonus. If the subject fails this check, he does not gain the bonus and becomes Nauseated for an hour, as the insights gleamed from the Old Gods overwhelm him. Every hour after receiving this bonus, the person must pass another Will-Save of the same DC or the effect ends and leaves him Fatigued. The effect also ends if the person leaves the maze, but he must not remain in the inner sanctum.
Special: Immune to Fire
Philosopher's Tree of Tolos
Date: Twenty-First Day of the Eleventh Month 293 AC
Location: Tolos, Essos
CL 20 Hallow Effect
Secondary Effect 1: Discern Lies —>
Any person who tries to speak an intentional lie in the inner sanctum must pass a DC 25 Will-Save or all other persons in attendance know immediately that they were lied to.
Secondary Effect 2: Tongues —> All persons within the inner sanctum can talk with each other as if speaking the same language and perfectly understanding each other.
Secondary Effect 3: Wisdom of the Ages —> By imbibing the water gathering at the tree, a person can try to gleam some knowledge of ages past from the Old Gods and commune with the greatest minds among them. The person must meditate beneath its branches for an hour to gain a bonus to all Knowledge checks and to all Craft of Profession checks used to teach, learn, invent or refine theories and ways of working. This also allows the subject to make these skill-checks untrained. The height bonus can be freely chosen, up to a maximum of +20, but the person must pass a Will-Save with a DC equal to the desired bonus. If the subject fails this check, he does not gain the bonus and becomes Nauseated for an hour, as the insights gleamed from the Old Gods overwhelm him. Every hour after receiving this bonus, the person must pass another Will-Save of the same DC or the effect ends and leaves him Fatigued. The effect also ends if the person leaves the maze, but he must not remain in the inner sanctum.
Special: Immune to Fire
Tree of the Nightfort
Date: Twenty-Second Day of the Eleventh Month 293 AC
Location: Nightfort, The Wall, Westeros
CL 20 Hallow Effect
Secondary Effect 1: Positive Energy Aura —>
Constantly heals 2 HP per round for the living and causes 2 HP damage to undead.
Secondary Effect 2: Ancestral Gift —> Gain a magical weapon +1 with one additional effect worth a +1 enchantment, handed to you by the specter of a Black Brother of ages past.
Secondary Effect 3: Summon Ancestral Guardian —> Summons two spectral Black Brothers for a tithe of blood, 10 minutes/level for a total of little over three hours.
Special: Immune to Fire
Tree of the Shadow Tower
Date: Twenty-Second Day of the Eleventh Month 293 AC
Location: The Shadow Tower, The Wall, Westeros
CL 20 Hallow Effect
Secondary Effect 1: Positive Energy Aura —>
Constantly heals 2 HP per round for the living and causes 2 HP damage to undead.
Secondary Effect 2: Ancestral Gift —> Gain a magical weapon +1 with one additional effect worth a +1 enchantment, handed to you by the specter of a Black Brother of ages past.
Secondary Effect 3: Summon Ancestral Guardian —> Summons two spectral Black Brothers for a tithe of blood, 10 minutes/level for a total of little over three hours.
Special: Immune to Fire
Tree of Yin/Tree of Harmonious Communication
Date: Eighteenth Day of the Twelfth Month 293 AC
Location: Yin, Yi Ti, Essos (formerly Storm's End, the Stormlands, Westeros)
Carved upon it is a woman with fine almost ethereal features, her long hair caught in in a whirlwind, upon her face a look of love and longing, Elenei. Only an artist's imagining of her of course, the tree is not old enough to hearken back to the Age of Heroes.
CL 20 Hallow Effect
Secondary Effect 1: Tongues
— All those within the borders of the garden can speak and understand any language.
Secondary Effect 2: Enshroud Thoughts — All those within the borders of the garden are warded against effects which pry into or alter their thoughts.
Secondary Effect 3: Cultural Adaptation — All those within the borders of the garden gain a deeper understanding of the culture of those with whom they interact.
Special: Immune to Fire

Trees to be Grown:
Reviving the petrified Heart Tree in Sorcerer's Deep
A grove of weirwoods for the Children of the Forest
Heart Tree for Westhaven
Heart Tree for He'Nekar
Heart Tree for Deepcleft
Heart Tree for Port Sorrow
Heart Tree for Saltcliff
Heart Tree for each of the three castles of the Night's Watch
Heart Tree for Sealord in Braavos (this one being a tree aside from their Silver Eye tree)
Heart Tree for Xorn in Plane of Earth
Heart Tree for Yrael in Mantarys (Dawn Fruit orchard for Archon Therapy)
Heart Tree for Riz'Neth in Sothoryos
Heart Tree for Saan in Basilisk Isles
Heart Tree for Wyla in Sothoryos
Heart Tree for Lady Phassen in Myr
Heart Tree for Relath in Tolos
Heart Tree for Sealord in Pentos
Heart Tree for Opaline Vault in Plane of Earth

Heart Tree for Amrelath in Plane of Fire
Heart Tree for Yrten in Plane of Fire
Heart Tree for the Nightfort
Heart Tree for House Velaryon
Heart Tree for Essaria
Heart Tree for House Brune
Heart Tree for Sunspear
Heart Tree for House Frey of Omber
Heart Tree for Lorath
Heart Tree for Morosh
Heart Tree for Saath
Heart Tree for Mardosh
Heart Tree for Elyria





Planned Giving Tree Effects:
Plan Giving Tree Mk II
1st Effect: Safe Clearing
2nd Effect: A visitor may receive 2d4 small magical fruits, each equivalent to a berry created by the Goodberry spell. The recipient must be willing, as this blessing causes them one point of Strength Damage, or compels them to tend to the Godswood for 24 hours.
3rd Effect: At the foot of the tree there is a small pool of pure water continually renewed via Create Water. This water can be taken freely by anyone, but those who say a short prayer (one minute or longer) to the Old Gods and make a small blood sacrifice can transform a flask of this water into Holy Water via a Bless Water spell (1 HP per flask) or a gallon of wine or mead via a Tears to Wine (minus the skill bonuses) spell (1 HP per gallon) .Creatures that drink the mead or wine created by this spell become sharp-witted and clear-minded, gaining a +10 enhancement bonus on all Intelligence– and Wisdom-based skill checks. A person can never sacrifice more than half their HP to the tree in this manner, and must be fully healed before they can benefit from this effect again.


Potential Useful Effect:
Effect: Rite of Bodily Purity and Rite of Centered Mind - requires 1 hour of prayer to gain one of these effects, the same target can gain both effects by 4 hours of prayer

Ancestral Gift – d20PFSRD
 
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I always wanted a constant pyre overlooking the city,

We already have one. It's called "the Chimney," of Everfire Dale.

With the Lich's magic items!!! :D

And maybe also the Driftwood Crown, Mirror to Molten Sky, and the Star Seeker's Anchor too... :cry:

White Harbor wouldn't be so bad, there's primarily Steven worshipers there. Can't loose if those two fucks start hating each other,

Until someone suddenly had a bright idea... Light through a prism is Seven Colors. The Seven are the seven faces of R'hllor...

As for the latest debate of this thread. I kinda wanna have an Evil god in our collection anyway.

Also @Azel, or was it @Diomedon, I forgot, but one of you suggested a visit to the Weeping Lady's temple after this. Can we invite an envoy for a small temple for them? We talked to her also. Let's get a Good aligned goddess to minister to the downtrodden as counterpoint to R'hllorist proselytizing.

That said, we should get the Moonsinger Goddess in our domain too.

[X] Azel
 
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