Kavor                                                                             Kavor shares knowledge about good mining prospects with them but has
never been known to appear and lead his people to any sphere in particular.
(Lord of Gravity, the Weight of the World)
                                                                                  Kavor’s Avatar (Fighter 34, Cleric 28, Mage 20)
Intermediate Power of Mechanus, LN
PORTFOLIO:             Gravity, weight, stone, magnetism, density, Gravs          Kavor appears as a large grav with steel-grey hair and stone-grey skin
ALIASES:               Apergy                                                     flecked with mica. His stubby fingers and toes have thick nails that look
DOMAIN NAME:           Mechanus/the Weight of Attraction                          like black iron, and his dense flesh and bones lend him a weight
SUPERIOR:              None                                                       extraordinary for his size, as he weighs well over 600 pounds. He draws
ALLIES:                Celestian, Grumbar, Ptah                                   his spells from all schools and spheres, but only rarely uses those of
FOES:                  The Wise Queen, the beholder pantheon, the                 elemental fire and water and prefers to avoid those spells with flashy
                       illithid pantheon, the neogi pantheon                      effects.
SYMBOL:                A perfect grey metallic sphere
WOR. ALIGN.:           LG, NG, CG, LN, N                                          AC −3; MV 12; HP 128; THAC0 −10; #AT 5/2
                                                                                  Dmg 2d4+17 (maul +5, +10 STR, +2 spec. bonus in maul)
                                                                                  MR 50%; SZ M (5 feet tall)
The reclusive creator and patron of the gravs is Kavor, the Lord of Gravity.      STR 22, DEX 13, CON 23, INT 19, WIS 19, CHA 18
He is a subtle and serious power who focuses on the prosperity of his             Spells P: 12/11/11/10/9/9/6, W: 5/5/5/5/5/4/3/3/2
people while pondering deep philosophies on the nature of the multiverse.         Saves PPDM 2; RSW 5; PP 4; BW 4; Sp 6
He is called the Weight of the World for he stoically takes all problems he
encounters onto his own shoulders.                                                    Special Att/Def: If he chooses to engage in melee, Kavor uses a maul
    The gravish creation myth shares some similarities with dwarven               +5 known as Gravity Drop. Any creature struck by this weapon must make
myths, such that a few scholars of the divine contend that the gravs were         a save vs. paralyzation or be stunned for 1d2 rounds; if this safe is failed,
in fact once dwarves. Gravs vehemently deny this, of course, and for sure         any item struck with the blow (armor for example) must make a saving
the similarities between the races are little more than superficial, but still    throw vs. crushing blow or be destroyed. The Lord of Gravity can use this
the theory persists. In their own telling, the gravs sprang forth from stone      against objects to destroy them as well; an item saving throw vs. crushing
as the Lord of Gravity experimented to see how compact and dense, he              blow determines if they are destroyed.
could form the rocks. In this way the gravs are the children of stone coupled         The Lord of Gravity can reverse gravity at will in addition to any other
with the very essence of gravity, granting themselves a greater kinship with      attacks or spellcasting he performs in a round. He may also cast lessen
rock than any other race they have so far encountered. The mythological           gravity, lighten load, magnetism, and weighty chest 6 times per day each.
tradition of the gravish people is rich with stories about the exploits of        Once per day he can cast earthquake, distance distortion, and spacewarp.
Kavor, who is a great explorer of both the deep earth and the bast reaches            Kavor is immune to weapons of less than +3 enchantment, as well as
of wildspace despite his reclusiveness. All stories involve lone travels and      elemental earth attacks. He is unaffected by changes in gravity or
the problems and creatures the Lord of Gravity must overcome to both              magnetism, and his physical size and weight cannot be altered except by
discover things about himself and the universe as a whole; the stories            the power of another deity. Finally, his physical location cannot be moved
always end with him returning to the gravish homeworld of Greater                 by mortal creatures unless he wishes it, except by physical means or magic
Graviton to teach the nobility the lessons and knowledge he has gained.           that would banish him back to Mechanus.
These stories have a secondary message, entrenching the elite right to
govern with their literally god-given knowledge.
    In his travels, the Lord of Gravity has made few allies, despite helping      Other Manifestations
many races and peoples. This is in large part because he is often portrayed       The Lord of Gravity rarely manifests his power to his followers, favoring
as having done so in secret; some few stories for example involve the             instead omens and dreams that direct them towards particular goals. On
redirection of a comet or asteroid that would have obliterated live on one        rare occasions he alters gravity in ways that harm foes of his grav
planet or another. Kavor is simply not interested in thanks or rewards,           followers, including both extreme gravity or a reverse gravity field. Such
wishing instead to solve problems that he encounters. Some scholars detect        effects never harm the grav. The omens and dreams he sends require
a certain arrogance in this behavior, much to the annoyance of gravish            interpretation but tend to still be simple and straightforward. He favors
priests. By contrast, this solving of problems has put Kavor at odds with a       images that illustrate something to look out for, or configurations of stones
handful of powers who have instigated the problems. The Lord of Gravity           or stars that carry some meaning or symbology relevant to a quest or
holds little enmity towards these powers, but he does actively oppose them        mission a follower is undertaking.
where necessary; he’d much prefer if they just left his people alone and              Kavor is served primarily by grav einheriar, maruts, translators, as well
stopped causing problems that he must resolve.                                    as astereaters, cobalt dragons, denzelians, earth elementals, earth
    Kavor resides in a realm located at the center of a hollow cog in the         fundamentals, earth mephits, galeb duhr, gravislayers, horgar, rogue
remote reaches of Mechanus. Within this ring-shaped gear floats a large           modrons, and sapphire dragons. He displays his favor through the
featureless steel-grey sphere; the gear itself can be traversed normally but      discovery of rare and valuable gems and metals, magnetic metal dust
anyone who leaps or falls into the hollow is inexorably drawn to the sphere       forming unusual patterns and designs, and unusual gravitational
no matter what they do; flight and even teleportation magic fails in the face     fluctuations. His displeasure is displayed through uncomfortable
of Kavor’s pull. Such individuals always land safely and find an entrance         gravitational fluctuations, the creaking of caverns that carry a sound that
to the sphere mere feet away, regardless of where they touched down.              causes goosebumps, and ferrous items suddenly becoming strongly
Within they find seemingly endless corridors and caverns of stone, and the        magnetic.
Lord of Gravity’s throne at the center. Once within his realm, it is
impossible to leave without Kavor’s permission. This is not to say Kavor          The Church
imprisons or enchants those who visit his cog, however; the real reason is
that the pull of the Lord of Gravity is just too great for mundane and            CLERGY:                Clerics, specialty priests, monks
magical means to overcome. Visitors to the Weight of Attraction find the          CLERGY’S ALIGN.:       LN
inhabitants, and the master himself, generous, but Kavor himself is quite         TURN UNDEAD:           C: Yes, SP: No, M: No
aloof and difficult to meet. So long as visitors have caused no harm or           CMND. UNDEAD:          C: No, SP: No, M: No
disruption within his realm, the Lord of Gravity will release them with nary
a question; however, waits of days are common and can extend to months            All priests of Kavor receive religion (grav) as a bonus nonweapon
or even years if Kavor is pondering a weighty issue.                              proficiency.
    The Lord of Gravity is not very active on the Prime Material Plane,               Grav priests are fully integrated within the feudal structure of grav
although it is said he was a more common visitor in the past. He rarely           society. Powerful lords can count multiple temples as vassals among their
visits his followers; instead, his visits tend to be explorative in nature. The   various direct holdings, while minor lords will be served by at least one
grav say he has been to most crystal spheres at least briefly, and they claim     priest who administers to their serfs. The clergy takes a hand in
encouraging work by describing how the Lord of Gravity created the gravs              Affiliated Orders: The Order of the Grave Burden is a far-flung
to mine endlessly because the order of the universe dictates it to be.            monastic order that creates isolated monasteries dedicated to
Extracting the wealth from the stone is just an added benefit, or so they         contemplating esoteric philosophies on the nature of the multiverse. Each
preach. Along with the wizards of grav society, Kavor’s priests are often         monastery is sponsored by a full-fledged and wealthy temple, and is
called upon to be diplomats with outside races, so they often maintain some       nominally subservient to that temple, but they generally act with
contact with other faiths of space. They favor a philosophy of live-and-let-      autonomy. Young acolytes and nobles are often sent to those monasteries
live; those who leave gravs alone will be left alone in turn. As such they        that have long histories for educational purposes; as such these monasteries
are on amicable terms with the faith of Ptah, although they brook no              also often become great repositories of knowledge.
attempts at proselytizing among the Miners. They much prefer the                      Priestly Vestments: Grey robes are worn by priests when conducting
company of followers of Celestian, although they are taciturn when that           services. These robes are made of sturdy leather of the same type used for
group’s curiosity turns towards gravish society and lifestyle. They’ve had        Miner work outfits, and they are covered with pockets for tools and
some dealings with the insectare, and respect that race’s noninterference in      personal items. Rank is shown by beads or polished stone panels set at the
gravish life, although they have yet to encounter any priests of Klikral. By      waist or breast of the robes; the stone used for these beads or panels
contrast, they despise the followers of the beholder, illithid, and neogi         matches the rank title of the individual priest, with high-ranking priests
pantheons as slavers and predators, and their only contacts with the Wise         using gemstones or other valuable materials instead. The holy symbol used
Queen’s k’r’r’r have been hostile.                                                by the priesthood is a perfect sphere of steel or granite, about two and a
    Temples dedicated to Kavor are heavy-walled structures combining              half inches in diameter. This sphere may be worn as an amulet or attached
gothic and brutalist architecture styles. They feature a large stone monolith     to a rod, weapon, or tool.
that acolytes hone their skills on by keeping it aloft constantly, although           Adventuring Garb: Members of the clergy wear garments suitable to
the largest and wealthiest temples may enchant the stone to permanently           their personal and familial wealth status. As most members of the clergy
defy gravity. This monolith always features an iron or steel sphere               come from Elite families, this tends to be clothes of a workman cut, but
embedded in it near the top of the front face. Smaller temples often have         made of expensive materials and brightly colored. Armor is used on
to make do with a priest or acolyte levitating a smaller monolith only            occasion, but rarely better than scale armor. Weapons that have evolved
during ceremonies if they do not have enough acolytes to lift it at all times.    from mining tools are the favored and most common weapons among the
These monoliths also have a sphere embedded in them, while small chapels          grav.
and shrines are similarly designed, on yet an even smaller scale.
    Novices in the service of the Lord of Gravity are known as the Unlifted.      Specialty Priests (Gravitars)
Full priests of Kavor are known as the Unbounded. In ascending order of
rank, titles used by the Kavorite clergy are Pumice, Sandstone, Shale,            REQUIREMENTS:           Constitution 12, Wisdom 12
Slate, Limestone, Marble, Basalt, and Granite. High-ranking priests have          PRIME REQ.:             Constitution, Wisdom
unique individual titles. Specialty priests are known as gravitars. The           ALIGNMENT:              LN
priesthood of the Lord of Gravity is perfectly divided between males (50%)        WEAPONS:                Club, dagger, mace, mattock, maul, military pick,
and females (50%). Specialty priests (64%) dominate the clergy, with the                                  pellet bow, sledge, sling, spade, staff, staff sling,
remainder consisting of clerics (30%) and monks (6%). Only gravs may be                                   warhammer, any mining tool
members of the clergy.                                                            ARMOR:                  Any, no shields
    Dogma: Gravity is the force of attraction and weight; the Lord of             MAJOR SPHERES:          All, creation, divination, elemental, healing, law,
Gravity has granted gravs power over this force as his chosen people. Use                                 numbers, sun, thought, time
the power to more efficiently mine the stones of many worlds, searching           MINOR SPHERES:          Guardian, necromantic, travelers, wards
for the riches they contain. Maintain order in society the same way the           MAGICAL ITEMS:          Same as clerics plus special
Lord of Gravity’s favored stones are ordered in the earth.                        REQ. PROFS:             Planetology (CGR1)
    Day-to-Day Activities: Kavor’s clergy work to maintain the proper             BONUS PROFS:            Zero-gravity combat (CGR1)
social order in their lord’s realm. They teach the people of the proper
hierarchies as established by the Lord of Gravity and ensure that the Miners      •   Gravitars must be gravs.
work hard in their professions. Most members of the clergy are lesser             •   Gravitars are not allowed to multiclass.
scions of Elite families, and many often have social duties due to these          •   Gravitars receive a +4 bonus to saving throws against any spells that
relations. They are also often diplomatic envoys or oversee negotiations              alter their weight, size, or gravity, and are allowed a base saving throw
within gravish society and without. Many priests are well-versed in                   of 20 to avoid any such magic that ordinarily allows no such save. In
searching for mineral-rich uninhabited planets and asteroids as well, and             this latter case, the +4 bonus still applies, as does any other general
as such serve as advisors on such expeditions.                                        modifiers the gravitar may be receiving at the time.
    Important Ceremonies/Holy Days: The Mass of Mass is a major holy              •   Gravitars can cast strength of stone or weighty chest (as the 1st-level
day held at the start of a new year in the gravish calendar, which is the first       priest spell) once per day.
day of spring on Greater Graviton; the seasonal day varies on other colony        •   At 3rd level, gravitars can cast lighten load (as the 2nd-level priest
worlds. All members of a community gather to hear a lengthy and weighty               spell) or soften earth and stone (as the 3rd-level priest spell) once per
sermon on the importance of order within society, typically within the                day.
temple or shrine or in a large public space if the temple interior isn’t large    •   At 5th level, gravitars can cast dig (as the 4th-level wizard spell) or
enough. The sermon starts at noon and ends at sundown, followed by a                  magnetism (as the 4th-level priest spell) once per week each.
sumptuous public feast paid for by the lord of the town or community. No          •   At 7th level, gravitars can cast move earth (as the 6th-level wizard
work is allowed on this day or the day after in celebration of Kavor’s gifts          spell) and passwall (as the 5th-level wizard spell) once per week each.
to the gravish people.                                                            •   At 9th level, gravitars can cast gravity variation (as the 6th-level priest
    Outside of this day, there are a number of holy days held in honor of             spell) or reverse gravity (as the 7th-level wizard spell) once per day.
ancient heroes, Elites, and Miners who proved significant to the local
                                                                                  •   At 12th level, gravitars can cast spacewarp (as the 7th-level priest
community or to their overlords or overlord’s overlords. Local priests
                                                                                      spell) once per week.
either hold a ceremony in their temple or pay short visits to small
gatherings in the community to remind the gravs about who the heroes
were and what they stood for. A typical community has one to two dozen            Kavorite Spells
such honorings in each calendar year, and all members are expected to free        3rd Level
themselves from work for the day.
    Major Centers of Worship: The most significant temples in gravish             Gravity Blast (Pr 3; Alteration)
society are located on their homeworld, but gravs make no pilgrimages to          Sphere:            Numbers
these locations; they are simply the oldest temples located in the densest        Range:             0
population centers.                                                               Components:        V, S, M
                                                                                  Duration:          Instantaneous
Casting Time:        6                                                            Components:         V, S, M
Area of Effect:      5 x 40 ft. wedge, 60-ft. long                                Duration:           1 rd./level
Saving Throw:        Special                                                      Casting Time:       9
                                                                                  Area of Effect:     Cube, 5-ft/level to a side
    By means of this spell, the caster unleashes a wave of fluctuating            Saving Throw:       None
gravity in a fan-shaped area in front of them. All creatures and loose
objects caught in the area are wildly tossed about by the fluctuating gravity.         Where the reverse gravity spell reorients gravity in the opposite
Loose objects of less than 10 pounds are tossed in a random direction using       direction from how it naturally exists, the neutralize gravity spell
the grenade-like missile chart (but they never go in the direction of the         completely eliminates gravity in the area of effect. All creatures within the
caster), traveling 2d10 feet. Heavier objects will topple or shift by a           area or entering it while it persists become unmoored from the ground and
handful of feet, depending on their nature. Creatures are similarly affected;     float in the direction of their original inertia. Creatures with the zero-
a saving throw versus spell is allowed to avoid being knocked prone.              gravity combat proficiency are allowed to make a check to determine if
Failure indicates they’ve been tossed to the ground within a few feet of          they can control their movements in the area of effect, while most other
their original position. A second saving throw is necessary to determine if       creatures are limited to flailing about. Floating movement typically has a
the wildly fluctuating gravity disorients them; a failure indicates that they     rate of 3, although those with considerable inertia may float more rapidly
are unable to do more than stumble about or roughly pick themselves back          at the DM’s option. Any creatures that float out of the area of effect
up for 1d3 rounds. Finally, regardless of the saving throws, all creatures        immediately fall to the ground as gravity reasserts itself, suffering normal
suffer 2d8 points of damage from the mixture of loose objects and having          falling damage. Similarly, all creatures floating when the spell expires
gravity momentarily increase and decrease in rapid succession; no save is         suffer the same fate.
allowed to reduce this damage. Gravs and other creatures with natural                  The material components for this spell are the priest’s holy symbol and
control over gravity are immune to the effects of this spell.                     a piece of pumice and an inflated bladder.
    The material component for this spell is the priest’s holy symbol.
5th Level
Random Gravitation (Pr 5; Alteration)
Sphere:         Numbers
Range:          5 yds./level
Components:     V, S, M
Duration:       1 rd./level
Casting Time:   8
Area of Effect: 30-ft. cube
Saving Throw:   None
    When this spell is cast, gravity begins to randomly fluctuate in an area.
On any given round, the direction of gravity will be in one of six directions,
as determined by a six-sided die roll:
                    Direction
        Roll        of Gravity
         1              Up
         2             Down
         3             North
         4             South
         5              East
         6             West
     At the beginning of each round after the spell is cast, the d6 is rolled
and the chart is consulted; all creatures and loose objects immediately fall
in the direction indicated. If any hard surfaces are located in the direction
of the fall, creatures suffer 1d6 points of damage for every ten feet they
fall; if there is a significant amount of loose debris, stones, or equipment
in the area as well, creatures must roll a saving throw versus wands or
suffer double damage as they strike against these objects. If a creature falls
out of the area of effect in a horizontal direction, total damage is halved,
and they are prone for the remainder of the round. If they fall out of the
area of effect in an upwardly direction, local gravity reasserts itself and
they find themselves floating at the edge of the two directions of gravity;
loose objects can still deal damage at the rate of 1d6 points of damage per
ten feet fallen by the creature. Any flying creatures in the area of effect are
allowed a saving throw versus petrification to reorient themselves; a failure
indicates they were unable to do so and they lose control and fall in the
direction of the localized gravity.
     The material components for this spell are the priest’s holy symbol and
top set within three concentric metal rings that can move about it; such an
object typically costs 100 gp to manufacture.
6th Level
Neutralize Gravity (Pr 6; Alteration)
Sphere:           Numbers
Range:            5 yds./level