Diancastra, the Wanton Wanderer

Diancastra is one of the youngest members of the Ordning, and still has the wanderlust of youth. Born to Annam and a mortal mother, she had the same drive to claim her birthright as Hiatea, and in the process established a colorful heroic career. She values the pleasures in life, be they of the body or the mind.

Diancastra (PDF Version)
(The Wanton Wanderer, Pleasureseeker, Annam’s Unruly Daughter)
Demipower of the Planes, CG
Portfolio:  Trickery, pleasure, wit, impudence, knowledge, discovery, exploration
Aliases:  None
Domain Name:  None/Wanders
Superior:  Annam
Allies:  Deep Sashelas, Erevan Illesere, Freya, Garl Glittergold, Hiatea, Hlal, Iallanis, Lliira, Nebelun, Olidammara, Sharess, Stronmaus, Thrym, Vergadain, Zagyg, the Seelie Court
Foes:  Abbathor, Blibdoolpoolp, Grolantor, Karontor, Mask, Memnor
Symbol:  Sea-green streak
Wor. Align.:  Any

Diancastra (die-ann-CASS-trah) is Annam’s Unruly Daughter, a trickster goddess who delights in the joy of discovery and the pleasures of the mind and body. She is a free spirit who never likes to stay in one place, and is always curious about what lies beyond the next hill. She is especially favored by rebellious youths and wanderers, and those with a thirst for knowledge, as well as those who take joy in the various pleasures life has to offer.

Diancastra was born to a mortal mother, said to be a storm giant or a cloud giant, but always knew of her divine parentage. She had the same drive to claim her heritage as Hiatea, but chose to do so through wit and wile rather than heroic feats. When she presented her claim to Annam, citing her sister as precedent, the All-Father said he would only grant her request if she could circle the world (which world varies with the locality of the telling) in under an hour, knowing full well she had not the speed to do so. With an impish grin, she took an illuminated atlas of worlds from Stronmaus’s library, tore out the appropriate page to the great shock of her siblings, and drew a circle around it. Drawing a chuckle from Annam himself (and great guffaws from Stronmaus) for this literal but unexpected response, the Great Creator elevated her on the spot. Some tale-tellers connect these events with Annam’s withdrawal, saying only further displays of her wit and humor can lift the All-Father’s despair, but in her impudence, she is keeping him waiting.

While Diancastra is brave (almost foolishly so), she prepares well and makes use of careful disguises. Few beings would dare steal anything from under the nose of Blibdoolpoolp, but Diancastra did, disguising herself as a kuo-toa and carefully watching the guards for her opportunity. Once inside the palace she used magic and illusions to distract and befuddle those she encountered before finally making off with a prized black pearl necklace and earning the eternal enmity of the Sea Mother. Impudent to the point of arrogance, she cannot help but taunt stupid, prideful foes, ensnaring them in a web of illusions when their anger gets the best of them. In just such a way, she led a powerful wizardly servitor of Surtr’s on a merry chase through illusions while her magical owl stole his spellbooks. These she in turn traded to a powerful illusionist for spellbooks more to her taste, throwing a night to remember into the bargain. Diancastra’s love of worldly pleasures play an important role in many of the stories told of her, and by happy coincidence they often further her own fortunes. She participated in a famous drinking contest at the Seelie Court, besting even Damh and Squelachie, and in return received bardic training and considerable admiration from the fey powers. She is wont to lavish her favors on males who reward her with secrets and knowledge, rare magic, or skills she lacks. It is said she gained the mark on her shoulder when Deep Sashelas, who granted her the gift of water breathing, touched her with one exhausted hand as she left his watery bower in Elavandor. Due to such aspects in her tales, she has increasingly been called upon by giantish couples who wish their unions to be blessed with children, although it is said doing so often leads to a naughty, impudent child.

Diancastra is close with the other goodly members of the Ordning, particularly Stronmaus, who greatly enjoys her witty repartee and musical talents. She is favored by Thrym for her tales and love of good mead, although Diancastra spends time with him primarily to ensure his plots towards Freya, whom she is close to, come to naught. Completely unknown to Thrym, it was she who revealed his plot to win Freya from the Aesir by disguising himself as a great builder. She is also close with Hiatea and Iallanis, but her sisters get exasperated at her refusal to settle in Jotunheim and take up the mantle of a respectable deity. Diancastra has little to do with Grolantor, Karontor, or Memnor, although she enjoys fouling their plans when she can. Diancastra considers any deity who takes pleasure in life, values humor, or values knowledge as an ally, and she spends considerable time visiting with the likes of Garl Glittergold, Erevan Ilesere, Sharess, and Zagyg. It is said she and Vergadain have a long running challenge over who can trick the other the most, and for now they appear to be evenly matched. Diancastra currently has few outright enemies, although she dislikes those who hoard and hide knowledge, as well as those who enjoy inflicting pain. One deity who has earned her anger in recent years, however, is Mask, the Faerûnian god of thievery, for he is attempting to usurp her position amongst the humans of Hartsvale.

Diancastra is a very active young goddess, and continues the adventures she began before her ascension. She enjoys the challenge of solving the riddles of sphinxes, eliciting laughs from the most solemn sages with her puns and loquacity, and braving trap-laden labyrinths filled with puzzles and ciphers. She is drawn to opportunities to learn more of illusion magic, acquire rare bardic magical items, and uncover ancient secrets and lore. Should such opportunities be offered by attractive males, so much the better.

Diancastra’s Avatar (16-HD Giant, Ranger 22, Illusionist 21, Bard 20, Cleric 16)
Diancastra appears in a variety of shapes and sizes, mimicking many different races, from a slender elf maiden four feet in height to a 25-foot tall storm giantess. Regardless of form, however, she can be recognized by a sea-green streak of skin along her left shoulderblade and her green-flecked amber eyes. Her clothing is typical for her form, always comfortable, and often festive in nature, although never garish. She favors spells from the schools of illusion/phantasm, enchantment/charm and elemental water, as well as the spheres of chaos, charm, elemental water, thought, and travelers, although she can cast spells from all schools and spheres.

AC −3; MV 15, Sw 15; HP 200; THAC0 −1; #AT 2 or 1
Dmg 2d6+12 (short sword of quickness +1, +11 Str) or 2d8+4 (light crossbow of speed +2) or 2d4+15 (dagger +4 luck blade, +11 Str)
MR 10%; SZ M (4 feet high) to G (25 feet high)
Str 23, Dex 19, Con 18, Int 22, Wis 16, Cha 21
Spells P: 9/9/7/6/4/3/1, W: 6/6/6/6/6/5/5/5/3*
Saves PPDM 3; RSW 3; PP 4; BW 4; Sp 4
* Numbers assume one extra illusion/phantasm spell per spell level.

Special Att/Def: Diancastra typically wields the Quicksword, a shortsword of quickness +1 that causes normal damage to any creature or object regardless of protections or properties that normally prevent such injury (stoneskin, immunity to +1 magical weapons, incorporeality, etc.). In all other ways it functions as a normal shortsword of quickness with a +1 bonus. The Quicksword is an intelligent weapon and communicates via telepathy, but chooses to only converse with Diancastra. She also carries Harrier, a light crossbow of speed +2 built by Nebelun. In addition to its normal abilities, any creature struck must save versus spell or dimension door 240 yards away in a random direction, including up or down. While creatures cannot appear within solid objects, they can appear in mid-air. Finally she has Endeavour, a dagger +4 luck blade that she keeps sheathed in her right boot. It grants a +2 (or +10%) bonus to all saving throws, skill checks, and other rolls of chance. Unlike other luck blades, it has no wishes.

Diancastra’s gaze can charm person or giant up to six times per day, to a range of 240 feet; males save versus this gaze at a −6 penalty. Creatures with an Intelligence score of 3 or greater who look directly into her eyes are affected by a rainbow pattern and are subject to a telepathic suggestion if she so desires. She is immune to fear, confusion, and charm effects, and can water walk at will. She can move and breathe underwater freely. Her skin is enchanted with stoneskin at the 20th level of ability, which renews itself one turn after being dispelled.

Diancastra carries a serpentine owl named Glaury. Unlike normal serpentine owls, Glaury has no limit on usage, and in both normal owl and giant owl forms, he has double the maximum hit points and an AC bonus of +2. He has an Intelligence score of 12, and communicates with Diancastra via telepathy. She also carries a bag of holding of the largest size, within which are a variety of tools, weapons, and magical items, including a broom of flying. Finally, around her neck she wears a string of black pearls known as Blibdoolpoolp’s necklace, a unique magical artifact that she stole from the patron of the kuo-toa. Each week, Diancastra can generate 2d4 random pearls from the Dungeon Master’s Guide or the Encyclopedia Magica (barring cursed, unique, or types useless to her); most of the time pearls of power are created. She can have no more than 8 of these magical pearls on the necklace at any one time, and they cannot be removed. The magic of each pearl lasts for 20+1d20 days.

Other Manifestations
Diancastra manifests infrequently; she prefers to witness (and participate in) events firsthand by dispatching her avatar. She will often be disguised in such a way that her followers don’t realize their patron has appeared in their midst. She does not punish followers who do not recognize her for that is the whole point of a disguise; those astute enough to realize it was (or is) her will hear her impudent laugh and be blessed in a minor way. Most often, she grants the ability to water walk, the ability to charm person or giant once per day, or the ability to alter self once per day with the same limitations as for her specialty priests. Such blessings are typically accompanied by a minor cosmetic change on the follower such as eye color changes to green or amber or a sea green streak on the skin or in the hair. Both the power and the cosmetic change fade after one week at most. On rare occasions, she may grant such abilities to a follower in danger, or she might cloak them in an illusion that will disguise them from foes. In these cases, the effects last as long as they are needed to escape harm.

Diancastra is served by aasimar, aasimon, asuras, atomies, bacchae, bariaurs, beguilers, brass dragons, small cats of all sorts, copper dragons, crystal dragons, electrum dragons, faerie dragons, ferrets, foo dogs, foo lions, grigs, hollyphants, leprechauns, lillendi, mercury dragons, nixies, pixies, pseudodragons, racoons, space owls, sprites, sea sprites, sunflies, and weredragons. She expresses her favor through the discovery of amber, cat’s eye (cymophane chrysoberyl), emeralds, green alexandrite, light colored jade, peridot, tiger eye agate, well-preserved ancient texts, as well as the appearance of sea green butterflies. She expresses her displeasure through the discovery of ruined and illegible texts, sudden onset of a hangover, queasiness, motion sickness, sensitivity to sound, and temporary blindness.

The Church
Clergy:                      Clerics, specialty priests, illusionists, thieves, bards
Clergy’s Align.:      NG, CG, N, CN
Turn Undead:           C: Yes, SP: Yes, at priest level −2, Ill: No, T: No, B: No
Cmnd. Undead:         C: No, SP: No, Ill: No, T: No, B: No

All clerics and specialty priests of Diancastra receive religion (giantish) and reading/writing (giantish) as a bonus nonweapon proficiency.

As an energetic and vibrant goddess, Diancastra appeals most to the rebellious or frivolous youths amongst the Jotunbrud, especially to those from settled firbolg and storm giant societies. Her followers are seen as troublemakers and carousers, who constantly stir up society for pleasure and enjoyment, although they are not considered malicious. Her priests and followers are also appreciated for the stories and excitement they bring when travelling, but they are also seen as bad influences on local giantish young. They are eager for new experiences and knowledge, and rumors of such can draw them to even the most remote of giant tribes. They have a great love of literary and historical writing, as well as poetry, and they make a point of stopping at any place of learning they find, after a visit to the local tavern or festhall. They are most welcomed by the clergies of Stronmaus, Hiatea, and Thrym, although only the priests of Karontor are hostile towards them. The priesthood of Memnor holds the followers of Diancastra in deep contempt, although they mask it well, using subtle comments about their negative influence on youths to make them unwelcome in some cloud giant communities. The Wanton Wanderer’s followers are also often made welcome in communities of elves, humans, and halflings that are very familiar with her priesthood.

Temples dedicated to Diancastra are rare as her faith is still quite young, and many priests, even into old age, do not settle down. The few that exist tend to be grand buildings with bright paint and decorations, and more often than not double as a tavern, festhall, gaming hall, library, or some combination of those establishments. While most such buildings in a giantish community aren’t likely to actually be a temple as well, few do not at least have a shrine dedicated to the Pleasureseeker in some part of the building.

Novices of Diancastra are known as the Sheltered. Full priests of Annam’s Unruly Daughter are known as the Seekers of Pleasure. No formal hierarchy exists amongst most of the clergy, with most treating each other as equals. Only those who are settled in established temples have a hierarchy and ranking, with each temple creating its own system of titles and rules for advancement. Specialty priests are called delectants. The clergy of Diancastra includes firbolgs (35%), storm giants (25%), cloud giants (18%), voadkyn (16%), fog giants (4%), frost giants (3%), and other races (9%), including humans, demihumans, and other giant breeds. A majority of Diancastra’s clergy is female (68%) and includes specialty priests (45%), clerics (30%), bards (10%), illusionists (7%), rangers (4%), and thieves (4%).

Dogma: Seek always the pleasures of life; neglecting neither the pleasures of the body nor the pleasures of the mind. Beware overindulging in either, for doing so atrophies the other. Seek to experience new things, see new places, and learn new things, and share such experiences with others. Liberate trapped or hoarded knowledge or experiences, freeing them for all the world to know. Those who keep such things from the world are fools, and should be made to be seen as the fools they are.

Day-to-Day Activities: Most of Diancastra’s clergy are wanderers, traveling from place to place specifically to experience things unknown to them. They take great joy in pleasures of the flesh, food and drink, song and dance, and games of all sorts, but are also avid readers and collectors of lost knowledge. The rumor of a hidden cache of books or scrolls or covetous wizards holding lost or secret spells can easily send them off in an attempt to liberate such items. They are extremely outgoing, and love to share knowledge and experiences with those they meet. The Diancastran clergy often carries news and messages from giant tribe to giant tribe, although they are never entrusted with sealed messages. The idea of secret or hoarded knowledge is abhorrent to them, and they take great joy from stealing or tricking it away from those who hold it and sharing it with the world, especially if they can make the owner appear as a fool. While they are rarely focused enough to gain sage-like expertise in any field, they often tend to know a little bit about everything, especially where rumors are involved, and many are very well read. Many professional escorts who revere the Wanton Wanderer are known to be able to stimulate the minds of their patrons just as deeply as their bodies.

Important Ceremonies/Holy Days: Diancastra’s priesthood observes no formal holy days. However, they see many events as a cause of celebration. In particular, they celebrate births, as everything that child experiences and learns will be new to them. When they can, they visit children whose births they attended as they grow, eager to hear about their lives, taking great joy in hearing the enthusiasm in their voices. They also celebrate the formal passage of a child into adulthood for similar reasons, as independence opens whole new realms of experiences and access to knowledge for the individual in question. All such celebrations vary wildly, based on the whims of the clergymembers and the tribe.

Major Centers of Worship: The most well-known temple so far constructed in Diancastra’s honor is the House of Seeking, located in The Lady’s Ward of Sigil. Favored by the Sensates, this sprawling temple contains an elegant festhall as well as a reasonably sized and ever growing library of disparate lore, catering to the pleasures of both the mind and body.

The giant kingdom of Symnammos on the ring world of Nivil is one of the few places with a well-established priesthood of the Wanton Wanderer. Her temples can be found in every city, although none are particularly large. The nature of her temples vary based on the prevailing population of the city; for example, storm giant temples tend to be libraries, while frost giant temples tend to be taverns. The head temple, located in the capital of the kingdom, houses the largest library in the kingdom outside of the king’s own, and is open to all residents of the land, although the removal of books from the premises is forbidden. In addition, the temple sponsors at least two taverns and a festhall within the city.

Affiliated Orders: The nature of Diancastra’s dogma does not lend itself particularly well to martial or monastic orders. However, her clergy sometimes informally leads guilds of professional escorts, thieves, bards, and scriveners within large or urbanized giantish settlements, or more rarely, non-giantish societies.

Priestly Vestments: When holding ceremonies, the clergy of the Wanton Wanderer wear clothing that couples comfort and beauty, typically of silk or soft leather. No particular style is favored, with individuals always choosing what suits them best; while not always of the current fashion, such clothing is rarely considered unfashionable. Heavy jewelry is avoided by the clergy, preferring light items that accentuate their appearance without appearing gaudy. Bright and cheery colors are favored, chosen to complement an accent or sash of sea green that symbolizes their faith. Hair styles are always worn for comfort, with women often wearing their hair long and free. Revealing and sensuous garments are especially favored by those clergymembers who operate within taverns and festhalls. The holy symbol of the clergy varies, but always contains a component of bluish-green; priests are expected to create or find their own holy symbols. Sashes, cloth amulets, and necklaces with emeralds or aquamarines are common.

Adventuring Garb: When adventuring, Diancastra’s clergy prefer comfortable clothes of soft leather or suede, often forgoing armor entirely if the weather makes wearing such especially uncomfortable. They only do so when they feel that travel is relatively safe; if worried about bandits or monsters, prudence takes precedence over comfort. When not travelling, they are fond of fashionable clothing and jewelry that accentuates the best part of their bodies; silks and other exotic materials are common if they can afford them.

Specialty Priests (Delectants)
Requirements:          Intelligence 10, Wisdom 10, Charisma 12
Prime Req.:                Intelligence, Wisdom
Alignment:                CG, CN
Weapons:                   Any
Armor:                       Any up to chain mail, no shield
Major Spheres:         All, chaos, charm, elemental air, elemental water, healing, sun, thought, travelers
Minor Spheres:         Combat, divination, summoning
Magical Items:         Same as clerics or thieves
Req. Profs:                Cooking, dancing, gaming, musical instrument, singing (pick one)
Bonus Profs:             Disguise, reading/writing (choose any two languages common to their homeland)

  • Delectants can be of almost any giant race, although most are storm giants, cloud giants, firbolgs, or voadkyn. Rarely, humans, demihumans, and some humanoids (mostly sylvan races) are drawn to her service.
  • Delectants are allowed to multiclass as delectant/thieves if allowable by race.
  • Delectants may select nonweapon proficiencies from the rogue group without penalty.
  • Delectants may cast wizard spells from the school of illusion/phantasm. Spells are memorized as if they were one level higher (so a 1st-level wizard spell occupies a 2nd-level slot), and they cannot cast spells above 6th level. No more than three-fourths of their available spells per spell level may wizard spells.
  • Once per day, delectants can cast alter self (as the 2nd-level wizard spell). Contrary to the spell description, they cannot fly or breathe underwater, although they may still take a form that has wings or gills; such features are essentially decoration. The form they take is generally recognizable to those who know them well as themselves, just as a different race, providing the races have similar forms and features (i.e., firbolgs, storm giants, elves, humans, but not aarakocra, locathah, or illithids).
  • At 2nd level, delectants can cast audible glamer or phantasmal force (as the 1st-level wizard spells) once per day.
  • At 4th level, delectants can cast enlarge or reduce (as the 1st-level wizard spell and its reverse) on themselves once per day.
  • At 6th level, delectants can cast invisibility (as the 2nd-level wizard spell) or water breathing (as the 3rd-level priest spell) once per day.
  • At 8th level, delectants can cast rainbow pattern (as the 4th-level wizard spell) or free action (as the 4th-level priest spell) once per day.
  • At 10th level, delectants can cast charm person or giant (as the 2nd-level priest spell) once per day.
  • At 15th level, delectants can cast shape change (as the 9th-level wizard spell) once per week.

Diancastran Spells
In addition to the spell listed below, priests of the Wanton Wanderer can cast the 1st-level priest spell excessive indulgence, detailed in Powers & Pantheons in the entry for Sharess, and the 2nd-level priest spells charm person or giant, detailed in the entry for Iallanis, and bliss, detailed in Faiths & Avatars in the entry for Lliira.

2nd Level
Intoxicated Visage (Pr 2; Enchantment/Charm, Illusion/Phantasm)
Sphere:                    Charm
Range:                     0
Components:           V, S, M
Duration:                 1 turn + 1 rd./level
Casting Time:          5
Area of Effect:         The caster
Saving Throw:        Special

With this spell, a priest can alter their appearance so they seem drunk, befuddled, or otherwise harmlessly confused to those who encounter them. When they walk, their gait may appear unsteady or aimless, while those hearing them speak perceive the words as being slurred or nonsensical. The priest is able to choose what form this altered appearance takes at the time of casting, but it cannot be altered later without another casting of this spell.

Intelligent creatures who encounter the priest while under the effects of this spell must make a saving throw vs. spell at a −2 penalty or dismiss the priest as a harmless individual beneath their notice. Those who successfully save do not actually see through the illusion, but instead treat the priest as they would if they encountered an actual drunk or befuddled person. If the priest takes any actions that would be out of character for their appearance, such as engaging in combat or casting spells, the dismissive effect is broken and allows an immediate chance to disbelieve for anyone witnessing the actions

The material component for this spell is the priest’s holy symbol.

4th Level
Wantonness (Pr 4; Enchantment/Charm)
Sphere:                    Charm
Range:                     5 yds./level
Components:           V, S, M
Duration:                 1 hr./level
Casting Time:          7
Area of Effect:         1 creature
Saving Throw:        Neg.

With this spell, a priest of Diancastra removes the inhibitions one individual has towards engaging in pleasurable activities. Laughter, drinking or eating to excess, usage of stimulating substances, dancing, amorous activities, and the like are the most commonly unleashed pleasures. Individuals affected by this spell will never commit violence, however, even if they find such pleasurable. If the target of this spell has a specifically repressed inhibition (a priest with a vow against laughter, a character from a society that holds alcohol as taboo, etc.), that inhibition is lifted and the character willingly indulges in the activity; otherwise the character indulges in a random pleasurable activity suitable for the location. A saving throw vs. spell is allowed to avoid the effects of this spell. In cases where the inhibition is particularly strong, such as for people from societies with strict legal punishments for such activities or religious vows, a bonus of up to +4 may be applied to the save, at the DM’s option.

The material components for this spell are the priest’s holy symbol and a thimbleful of any alcoholic beverage.

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