Koriel
Game background | |
---|---|
Home plane | Wanders |
Power level | Intermediate |
Alignment | Lawful Good |
Portfolio | Learning, protection, vigilance against evil |
Design details |
In many campaign settings for the Dungeons & Dragons role-playing game, Koriel is the ki-rin deity of learning, protection, and vigilance against evil. His symbol is the horn and eyes of a ki-rin.
Publication history
Koriel was introduced in the book Monster Mythology (1992), which included details about his priesthood.[1] His role in the cosmology of the Planescape campaign setting was described in the book On Hallowed Ground (1996).[2]
Description
Koriel appears as a ki-rin of great size, with gold and silver fur and a rainbow-hued mane. He flies faster than any other being in existence. He is powerful and stern, but also restless and curious, eager to discover new knowledge on the various worlds and planes. Koriel is also a god of fate, said to have much of the knowledge of Istus. He rarely acts on any one world, and will rarely act without consulting with other deities, but when he feels compelled to do so, history can be changed by his actions. When he must fight, he is ruthless and uncompromising.
Relationships
Koriel is associated, in various myths, with a god of creation or sky-father type who uses him as a mount. Some myths say that he will be the steed of Annam on the final day of creation. Pelor is also portrayed with a ki-rin mount, though Pelor's steed is commonly named Star Thought in Pelorian traditions.
Koriel is said to be the father of the winged unicorn god Eachthighern; in some tales, Erevan Ilesere is said to be Eachthighern's mother, the elven god having changed into a female equine as part of some prank.
Koriel is also on good terms with Syranita, but speaks with few other deities of the skies.
Realm
Koriel is a wandering god with no fixed realm of his own. He flies throughout the Outer Planes, staying alert against encroachment by the forces of evil.
Worshippers
Koriel is worshipped by ki-rin and many lammasu. He has no shamans or priests, as the innate magical powers of his creations are enough to protect them. He will sometimes commune with individual ki-rin if the need is great.
References
- ↑ Sargent, Carl. Monster Mythology (TSR, 1992)
- ↑ McComb, Colin. On Hallowed Ground (TSR, 1996)
Additional reading
- Holian, Gary, Erik Mona, Sean K Reynolds, and Frederick Weining. Living Greyhawk Gazetteer. Renton, WA: Wizards of the Coast, 2000.
- Sargent, Carl. From the Ashes. Lake Geneva, WI: TSR, 1992.