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Coronal of Arvandor, Creator of the Elves, First of the Seldarine, Preserver of Life, The Protector, Ruler of All Elves

Holy Symbol: Originally a crescent moon prior to fall of Aer Arnad, now a silver star

Corellon desires to protect and preserve the Elven race, return to his people their lost artistic heritage, and to thwart the schemes of the Drow and the Orcs. This also means guarding against the corruption within that resulted in the creation of the Drow. Corellon advises his faithful to guard against stagnation as well, continually seeking out new experiences. They seek to bring out beauty through art, craft, and magic. Corellon is surprisingly humble, for a regent of his stature.

 

(You need to abide by these as clergy, not as a worshiper)

  • Bard, Cleric, Druid, Paladin, Fighter, Ranger, or Witch

  • Elf (including Avariel, High, Sylvan, but not Drow)

  • You may never lie in any instance where you are making  a formal pact

  • You may never fraternize with Drow, Duergar, Goblinoids, or Orcs

  • You must not harm an innocent

  • You must not use torture or cause any unnecessary injury

  • Non Cleric/Paladin Initiation: You must save an Elf or fey from certain death.

(You need to abide by these as clergy, not as a worshiper)

  • Level 3 Spell: Darkness

    • Corellon does not abide the refuge of Shar, the Duergar, or the Drow

  • Level 5 Spell: Contagion

    • Corellon does not abide the spreading of impure diseases

  • Level 9 spell: Plague

    • As above, Corellon does not abide the spreading of disease, especially on such a large scale

(If you wish to become clergy of this god, take three of these as your vows—if you violate them you lose any moves, spells, and any other benefits granted by this god until you atone.)

  • Noblesse Oblige (Forbidden: Petty insults, stinginess, actions which would cause suffering among lower classes)

  • Sanctity (Forbidden: violating or destroying elements of beautiful or pure nature, or natural features, such as trees, waters, flowers)

  • Obedience (Forbidden: Disobeying a member of higher social standing than yourself)

  • Honor and Glory (Forbidden: allowing anyone important or influential that you meet not to know your name, deeds, or face, )

Corellon or more fully Corellon Larethian, whose titles included Creator of the Elves and the Protector, is the patron god of all Elves. He , governs those things held in the highest esteem among Elves, such as magic, music, arts, crafts, poetry, and elegant warfare. He approves of those who kill Orcs and followers of Lolth, blesses those who aid others, and becomes angered at those who defiled the dead, or flee from their foes.

Home Plane

Arvandor

Portfolio

Elves, Elven craft, Fey magic, Elven songs

Favored Weapon

Sahandrian (longsword)

Myths

  • Corellon's Regrets

Corellon created the Elven race from Fey exiles and became their god. When he did this, other lesser deities joined him to watch over the Elves. When Humankind emerged sometime after, Corellon accidentally discovered a portent divined by his sister Sehanine, which said that Humankind would supplant Elves and rule Orben. He feared Humans then, and devoted his efforts to protecting the Elves from their warlike behaviors. The Humans grew into Orben's first empire, and conquered many lands, while Corellon pursued a peaceful path of defense.

 

His defensive posture ended with a legendary battle where an army of Human warriors of great renown landed at the Elven city of Welann and attacked it. The gods of Elves and Men descended to Orben to fight, each for their own race, and over many weeks nearly leveled the city. Fearing to destroy their own people by extending the combat, the gods of Elves retreated, on the condition that the Human gods would as well, and both divine parties agreed to a truce, to which all mortal parties also agreed. However the Human mortals with the covert aid of Gargauth had laid a trap within the laws of the truce itself, and a number of gifts which each side offered to the other. In their covert designs they tricked one of the Elven gods named Lolth into accepting a magic item and then leaving it inside the city of Welann. In truth it was a gate, and by this portal Humans were able to assault the city unawares from within. They slaughtered its inhabitants utterly, plundered what was left, and razed the remainder. The Human empire had finally earned victory over Welann after a fashion, but they also earned Corellon's Wrath. The god Lolth, however, was greatly ashamed of her role in the destruction of Welann and none could console her in her grief over her own unwitting betrayal, save Corellon.

 

Corellon himself sent to Orben one of his celestial servants, an Avariel named Tarin Arnad. By Arnad's might the Elves were unified, and nearly 1000 years after the massacre of Welann, he repayed Humankind tenfold and toppled their empire, before establishing his own. Corellon wished not to mete upon the Humans what they had rendered to Elves and so preserved much of their art and culture, and in recompense for subsuming them under the rule of his own people, encouraged the many myths and personalities of the Human empire to be absorbed and perpetuated by Aer Arnad, though no longer ascribed to Human masters.

 

Corellon at this time had become lover to Lolth and in consorting with her bore a daughter named Eilistraee. Lolth had in time grown to forgive herself, but also to blame Mankind, and as Corellon's wrath became less, hers became more inflamed. Their daughter, however, bore more of the sympathies of her father, and Lolth caught Eilistraee consorting with a mortal Man. She cast out their daughter, trapping her in the stars, and upon discovering this Corellon banished Lolth from his sight. Lolth drew Eilistraee back from the stars and to her side, compelling her daughter to act as her own servant.

 

Tarin Arnad ruled during these events, and he was just and fair and treated all races equally (though slightly less equally than Elves), but Lolth crept onto Orben and designed to infect the line of his descendants with her lingering malice. The glorious empire of Aer Arnad, so named after its first ruler, was plagued by a succession of increasingly evil emperors, until Derelan and his Queen-Mother Urgath, herself descended directly from Lolth, by betrayal and murder assumed command of the empire.

 

Upon witnessing the cruelty of Aer Arnad in those days, Corellon repented his many mistakes and abandoned the Elven people for a time. In his absence the other lesser Elven deities cast out Lolth once and for all before establishing their own hierarchy over various aspects of Elven life. Within this hierarchy most of their eyes turned to politics, and away from the other threats of Orben, until Aer Arnad was left vulnerable to the Dragonswar and nearly destroyed by it.

Corellon returned when Aer Arnad fell, having made peace with his conscience, and hoping to shepherd the Elves gracefully into decline, preserving what he could of their art and culture. After first fearing Lathander and his quickly-spreading religion, he has largely allied with the God of Life, primarily for Lathander's portfolio of hope, which Corellon wishes for remaining Elves to share in.

  • Origin of Fey magic

Corellon brought Fey magic to the world. Mortals who please him gain access to powers that otherwise take years of study to master.

  • Corruption

Elves arose from the tears Corellon wept from sorrow, beauty, and mirth the days before Lolth's fall, when he lived in perfect harmony with her and her sister Sehanine. Lolth's corruption influenced the evil Queen mother Urgath and resulted in the creation of the Drow.

  • Omens

Corellon sometimes uses stars to send an omen, especially the azure star. Falling stars suggest Corellon offers support. A falling star moving across the crescent moon indicates displeasure.

History

Corellon's church is one of the oldest continuous faiths in Orben, although its history has always been fraught. When it originated it was a highly rigid, nearly monastic order, but with the rise of Aer Arnad became more and more disbursed and varied, tending to the far-flung corners of the expanding Elven territory. The fall of Aer Arnad severed the binds between nearly every every temple of Corellon as the empire fractured, and in the intervening millennium the debris of those tremors have resulted in a highly disorganized, decentralized church in which few hands know what the other does, and distaste toward Elves has prevented any real chance of a resurgence.

Relationship with other gods and churches

Corellon is the lord of the non-Evil Elven lesser deities, which are collectively known as the Seldarine ("fellowship of brothers and sisters of the wood"). The Seldarine respect and honor him, and he has peaceful contact with the leaders of the Dwarf, Gnome, Halfling, and Human deities, as well as good and neutral nature deities. Corellon counts Lolth (once his consort) and Vhaeraun (his son) as his enemies, for he had to banish them from the Seldarine when they began experimenting on Humans to create their own races. The only exception is his daughter Eilistraee, whom he cleared of all charges after she repented from joining her mother, Lolth. His other enemies include beings such as Bane, Cyric, Malar, and the deities of the Orcs and other Goblinoids.

Associated lesser deities

  • Aerdrie Faenya, goddess of air, weather

  • Calistria, goddess of lust, vengeance

  • Deep Sashelas, god of the sea elves, oceans, creation, knowledge

  • Erevan Ilesere, god of mischief, change, rogues

  • Fenmarel Mestarine, god of outcasts, wild elves, isolation

  • Hanali Celanil, goddess of love, romance, beauty

  • Labelas Enoreth, god of time, longevity, history

  • Rillifane Rallathil, god of nature

  • Sehanine Moonbow, goddess of dreams, mysticism, death, journeys

  • Shevarash, god of crusades, loss

  • Solonor Thelandira, god of archery, hunting

Among Corellon's worshipers are Elves, as well as a few bards. Many of his worshipers have abandoned him in favor of nature deities or Lathander.

Corellon's church now emphasizes his protective and artisan aspects over his role as ruler of the Elves. They watch over the borders of remaining Elven lands and guard them from Orcs and other Darklings, help preserve ancient Elven settlements and artifacts, and create beautiful items for use within the community and trade without. Clerics of Corellon used to hold high positions of power during the peak of Aer Arnad, but now It is rare to find one of his clerics in a position of leadership, although they often act as intermediaries in disputes among the Elven races and assist the remainder of Aer Arnad to assure smooth functioning.

Hierarchy

With rare exception, Corellon’s priests pursue their devotions in the way they believe best, with minimal interference from any church hierarchy or structure.

 

Vestments

Corellon's clerics wear silver circlets and gossamer robes of the brightest azure. They often wear blue cloaks.

 

Rites and Duties

Corellon Larethian's rituals are integrated with the major events of Elven life, such as births, coming of age rites, weddings, and funerals. Prayers to Corellon, which are always in Elvish, begin "Hei-Corellon shar-shelevu," ("Corellon, by your grace grant—"). Before battle, worshipers of Corellon recite a prayer called the Litany of Arrows.

Prayer times for his clerics are at night, preferably when the moon is highest in the sky. They have many holy days, although most are tied to astronomical events and only occur every few years. One monthly ceremony is Lateuquor, the Forest Communion of the Crescent Moon, which takes place in the first quarter waxing and involves music, song, dance, and offerings of beautiful items.

Once per month, when the moon is at its quarter phase, followers of Corellon gather in moonlit glades for a ceremony known as Lateu'quor, the Forest Communion of the Crescent Moon. There, they praise their Creator through song and dance and offerings of beautiful art. The art is not destroyed; but rather used to decorate Corellon's temples and other Elven buildings. Sometimes the very landscape of a glade is reshaped into a work of art.

Once per year the holiday of Agelong is celebrated. Elves hunt for Orcs to slay in memory of Corellon's battle against the god of the Orcs, Gruumsh. Most of Corellon's other holy days are tied to celestial events and occur only once every few years or decades.

Clerics of Corellon enjoy a wide degree of freedom in pursuing their god’s interests. Most of his priests find they are called to a specific task or area of work. Some clerics dedicate their lives to preserving or encouraging things of beauty – gardens, temples, museums, palaces, or homes. Other clerics strive to fight the followers of Lolth, their existence devoted to defeating the Drow and protecting other creatures from her depredations. A number of Corellon’s clerics work to protect or promote the lives and beliefs of fey creatures, including Gnomes, and not just Elves.

Affiliated Orders

The Fellowship of the Forgotten Flower is a loosely structured organization made of Elven knights dedicated to the recovery of lost Elven relics from long-abandoned Elven realms. Members must be Elven warriors or Elven paladins.

 

The Seekers of the Misty Isle are an elite order of elves dedicated to finding the Misty Isle where a great temple of Corellon was once built, which is said to have been pulled off and floated away from one of the fingers of modern-day Beleri when Aer Arnad fell.

In large elven cities such as Meirmithon in Aedar Arnad, temples to Corellon Larethian may be alabaster wonders with soaring spires. In smaller communities, they may be built among the branches of a large tree. Most temples are happy to lend aid to traveling Elves and any other race that plans to do harm to the Drow.

For Cleric/Wizards

When you gain a level from 2–5, you may choose a single Domain. A full list of domain spells and moves is under Choosing a God in Advanced Play Guides.

When you gain a level from 6–10, you may choose a second Domain.

If you choose the primary domain for your god, you also get the Primary Domain Move of that domain and take +1 to cast spells from the domain.

Clerics/Wizards

If you are a Cleric or Wizard (and your god permits your class), choose from the following domains. You add all spells of the chosen domain to your spell list, up to level 7 (once you meet the mana requirements) or up to level 9 (if it's the primary domain and once you meet the mana requirements).

Primary Domain

Elves (Gain this domain's level 1-7 spells, this Primary Domain Move, and this level 9 spell)

Primary Domain Move

300v10,000

So long as you are outnumbered by 2 to 1 or more, you never run out of arrows for your own bow.

Level 9 Spell

Find the Path | Level 9

You travel in the direction of a single person, place, or object you know the location of. You cannot be attacked or harmed until you reach your target. The spell ends when you reach your target, if you make any other move, or if you dismiss it.
 

Secondary Domains

Air (Gain this domain's level 1-7 spells)

Love (Gain this domain's level 1-7 spells)

Luck (Gain this domain's level 1-7 spells)

Moon (Gain this domain's level 1-7 spells)

Peace (Gain this domain's level 1-7 spells)

War (Gain this domain's level 1-7 spells)

Wilds (Gain this domain's level 1-7 spells)

For Non-Cleric/Wizards

When you gain a level from 2–5, you may choose a single Domain. A full list of domain spells and moves is under Choosing a God in Advanced Play Guides.

When you gain a level from 6–10, you may choose a second Domain.

If you choose the primary domain for your god, you also get the Primary Domain Move of that domain and take +1 to cast spells from the domain.

Non-Cleric/Wizards

If you are not a Cleric or Wizard, you gain access to all spells of your chosen domain up to level 3 and can cast them using the Cast a Spell Cleric move (you do not however gain any spells from the Cleric spell list). You can also gain a secondary domain move from that domain, in addition to the domain spells.

Primary Domain

Elves (Gain this domain's level 1 and 3 spells, this Primary Domain Move, and a Secondary Domain Move)

Primary Domain Move:

300v10,000

So long as you are outnumbered by 2 to 1 or more, you never run out of arrows for your own bow.

Secondary Domain Moves (choose 1):

Friend of the Forest

You can speak to trees. That doesn't necessarily meanthey'll have anything interesting to say—but you can speak to them.

 

Ride Hard, Don’t Look Back

While among trees or on a mount, take +1 to Run Away!

Secondary Domains

Air (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

Flighty

When you break a promise, take +1 forward.

Love (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

The Flower and Glory of Horseflesh

Choose an animal of courage, sobriety, and chastity; this becomes your mount. While mounted on this animal, take +1 to CHA and -1 to CON on all Defy Danger rolls.

Luck (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

Double Your Luck

Once per encounter, you can re-use the result of one of your rolls on your following roll

Moon (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

Goodnight Room

When you set a vigil over an area no larger than 20 meters wide, you are alerted instantly by anyone entering, even if they’re disguised or invisible. This vigil ends if you make any standard or interrupt moves.

Peace (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

A Good, Clean Fight

You gain the Monk move Fistmaster General. If you already have Fistmaster General you may take another Monk move instead. When you are the storyteller for the Last Gasp taken by a Standard race, you must always render them unconscious (not dead), unless they are undead. If you ever kill someone not listed above or wield a weapon other than your fists in battle you lose this move permanently.

War (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

Chigorin Counterattack

You gain a cunning animal as your mount. While mounted on this animal and in combat, as a Standard Move you can communicate your thoughts to one other ally within sight of you, using  a number of words equal to your level. An ally who acts upon your order or suggestion takes +1 forward; they can only gain this bonus once per encounter.

Wilds(Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

Don’t Be Hasty

If you wait one round before acting upon a source of danger, take +1 to Defy Danger.

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