In the teachings of many temples, mountains serve as a beachhead into the mortal realm for a variety of divine beings. Sometimes, the gods
descend from the heavens to survey the world they crafted. At other times, they convene in secret mountaintop locations to forge pacts, treaties, and other agreements. The material plane offers a neutral location for such discus- sions, preventing any deity from gaining an upper hand on his fellows. Other peaks are the reputed homes of gods who prefer to dwell near mortals. From their isolated aeries, these gods can monitor the world without taking an undu- ly active role within it. Mountains that serve this purpose are notorious for attracting crea- tures from across the planes. Their frequent exposure to divine energy also alters the pattern of magic within the area, causing divine magic to work in slightly different ways than normal. Divine mountains are often forbidden to humans and other mortal creatures, as the gods have no desire for spies to watch over their pro- ceedings. Legends tell of heroes and villains who ambushed and defeated minor gods, while other stories depict mortals as meddlers who can sow anger and rivalries amongst divine beings. Mountains with this trait usually fea- ture barbarian tribes who have a long tradition of xenophobia and hatred for outsiders. Perhaps due to divine influence or an ancient pact with the beings who visit and dwell atop the mountains, these folk serve as guards and watchmen. Few explorers can evade their watchful eyes, and many expeditions to the peaks never return.
Divine mountains give you a way to introduce powerful beings into the campaign without pla- nar travel. The characters may have to travel to an isolated area at the top of a great mountain to confer with a divine sage or uncover an arti- fact or an important clue to handle some threat. This trait typically applies to the uppermost reaches of a mountain range. At the lower ele- vations, the gods’ passive influence is too weak to have an effect on the environment.
This trait causes divine magic to experience unexpected fluctuations in its power. In addi- tion, those who follow the gods of the moun- tains gain divine bonuses in all their efforts, while any who oppose them are plagued by misfortune. When using this trait, pick one or more alignments that correspond with the beings found in the mountains and choose ones that oppose them. Alternatively, you can name specific gods and their enemies from your campaign. Characters who fol-
low the mountains’ divine figures gain several bonuses, while their enemies receive penalties. In some cases, all creatures count as enemies. This condition could apply to areas where gods of a variety of alignments gathered. The gods’ wildly divergent natures strain and tear the flow of divine magic, making spells difficult for all casters.
Minor divine mountains represent areas that the
gods infrequently or no longer visit. In the ancient days, this place may have had signifi- cance to the pantheon, but no longer. At the uppermost reaches of these peaks, explorers can find stone tables, thrones, and other adornments crafted for beings that were easily 50 ft. tall. Despite their great age, these artifacts remain in perfect condition. The barbarians and other folk of the mountain might be taller than normal, and many of them have an affinity for clerical and druidic magic. Both of these traits are sure signs that divine blood runs in their veins, a legacy of their connection to the mountain.
Minor Divine Mountains (CR 1/2): Will save
DC 10; 1 hour interval; –1 modifier/interval; +/–1 divine modifier to attacks, checks, saves; Special: Characters who enter this region tread on holy ground. Those who revere the divine spirits that inhabit or visit this mountain gain a bonus, while their enemies suffer a penalty. This modifier does not stack. Once a character gains it, he no longer saves to resist this hazard and retains it until he leaves the mountains. Characters automatically gain the bonus if they qualify for it.
In addition to the divine blessings and curses this trait provides, all divine spells suffer slight alterations due to the ebb and flow of energy in this area. When using a divine spell, a caster opposed to the gods of the mountain must make a Spellcraft check (DC 15) or his spell fizzles, squelched by the inimical energy around him. Allied and neutral casters must also make a check, but their DC is 5. In this case, the sheer volume of energy overwhelms the caster and destroys the spell.
Moderate divine mountains witness infrequent
but recent incursions by divine beings. A mag- ical effect makes these peaks noticeable even from the lowlands. Clouds may eternally obscure its peak, while natural rock formations could resemble the holy symbols or visages of divine beings. Pilgrims stream to the
lower slopes of these peaks, offering up prayers and sacrifices in hopes that the gods will listen. Monasteries, temples and small villages dedi- cated to the gods spring up amongst the peaks, but only the desperate, curious, or mad dare venture farther up the mountain trails. In some cases, religious edicts may prevent believers from seeking the uppermost mountain regions, lest a pilgrim anger the gods and call down curses and maledictions from them.
Moderate Divine Mountains (CR 1): Will
save DC 15; 1 hour interval; –1 modifier/inter- val; +/–1 divine modifier to attacks, checks, saves; Special: As per the minor variation on this trait, with the following changes. The Spellcraft DC to cast a divine spell is 20 for characters who oppose the gods of the moun- tains, 10 for their allies.
Major divine mountains play host to frequent
divine councils or they might serve as perma- nent homes for minor deities. In this case, the divine mountains’ nature is usually concealed from the mortal realm. While the lesser strength version of this trait can produce important holy sites, at this level the gods gen- erally prefer to avoid direct contact with mor- tals. These mountains are typically found far from civilization. In the distant lands that bor- der the edge of the world, the peaks rise high enough into the sky that the gods can easily breach the gap between worlds. In these isolat- ed sites, they can hold their councils and dwell in relative peace. The guardians arrayed at these mountains include demons, devils, or angels, depending on the moral outlook of the gods that dwell in the mountains. The signs that indicate this place’s divine status are many but subtle. Storm clouds may rumble at their peaks, while the peak’s uppermost reaches might be bare of snow, a stark contrast to the white- capped mountains that surround it. The valleys and paths that crisscross the mountains could form the shape of a holy symbol if someone took the time and effort to map them in painstaking detail.
At the mountain’s peak, a traveler might find a fiery plain flowing with lava and infested with demons, a glittering emerald mansion, or a ver- dant forest that is warm and comfortable despite the extreme altitude. The gods can shape these areas as they wish, building realms that suit their needs and reflect their tempera- ments.
CHAPTER FIVE: Mountains
CHAPTER FIVE: Mountains
Major Divine Mountains (CR 3): Will save
DC 25; 1 hour interval; –1 modifier/interval; +/–1 divine modifier to attacks, checks, saves; Special: As per the minor variation on this trait, with the following changes. The Spellcraft DC to cast a divine spell is 25 for characters who oppose the gods of the mountains, 20 for their allies.