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-
- THE GREAT NET PANTHEON
- =========================
-
- Version 2 18/3/93
-
- Introduction.
-
- I first started to compile this work in June 1992. At the time I was
- beginning to put together a new gaming world for my own use. I had written
- some new deities for this world called Ogygia, but was beginning to run short
- of inspiritation. Thus, I asked for help from the contributors to the ADND-L
- (ADND-L@UTARLVM1.UTA.EDU) and Forgotten Realms (FR@CCWF.CC.UTEXAS.EDU) lists.
- I decided that it would be a good idea to share these new Gods, Goddesses,
- and Demi-Gods with other list members, and so the Great Net Pantheon came
- into being.
- It has taken almost six months to reach this stage and yet it is still not
- complete; in fact it will never be complete as long as the creativity and the
- imagination of other list members continues to create new deities.
- I hope you enjoy this work, and that it proves uselful and inspirational to
- you.
- I will be trying to improve and expand this work in subsequent versions, so
- if you have any comments, advice, corrections (especially spelling), or
- contributions, then please send them to me at the following address:
-
- ZA9ZA03@UK.AC.MMU.CS.SA
- or ZA9ZA03@UK.AC.MANCHESTER-METROPOLITAN-UNIVERSITY.COMPUTING-SERVICES.SYSA
-
- Steven R. Hamby. 13/12/92
-
-
- About the Great Net Pantheon.
-
- I have formed this work is into two major parts and an appendix.
- The first part deals with the new Gods that people have created for use
- within their games of ADND. Though grouped by author, they will be cross
- referenced by spheres of control to make choice of deity simple and quick.
- This section also includes the re-writes of some of the Demons and Devils of
- the first edition Monster Manual as deities. I did this for those who would
- like to see these beings "reborn" in the second edition game.
- In many cases it will not state a power level for a particular deity as I
- believe it us to the individual GM to decide how strong he/she would be in
- their world. For instance, in a mainly agricultural society Frethenti would
- be classed as a Greater Deity, whilst in a war-like society he would only be
- classed as a Lesser Deity.
- The second part will consist of existing deities that people have re-written
- or updated for use in their campaigns. These are again grouped by author, but
- are not cross referenced as there are in some cases two re-writes of the same
- deity.
- Finally, the appendix contains a light-hearted list of Gods who have strange
- worshippers and followers. This is included for those who wish to try to
- put some humour into their campaigns; though I'm not guarenteeing that these
- will work.
-
- Contributors to the Great Net Pantheon
- ======================================
-
- Brian Baker brianj@morekypr.bitnet
- Frenzick the Wild
-
- Del Hart hart6686@edu.plattsburgh.cc.splava
- Vofos
-
- "Ristonofer" menery@galt.osd.mil
- or menery@mil.osd.gn7cg.anthem
- His whole pantheon of deities
-
- Petri J. Kokko pkokko@fi.hut.vipunen
- The Seasons
-
- Ethan Roe roeeb@morekypr.bitnet
- Gilveus, Pimpliel, Terra, Treaton
-
- "Grabbit" mblank@utvvm.bitnet
- Garjarvan
-
- Tim Larson tel002@acad.drake.edu
- Re-written FR, Greek, and Norse deities
-
- "Grim Reaper" scythe@u.washington.edu
- Orin
-
- Reid Bluebaugh c2mxblu@fr.towson.edu
- Re-written Moradin
-
- Beth Gaynor bgaynor@csi.compuserve.com
- Re-written Lathander, Oghma, Mystra, Sune, and Tempus
-
- Daniel Waisley lglumka@oak.grove.iup.edu
- The Screwy Gods
-
- "Mylok Stormhand" tschadl1@ithaca.bitnet
- The Screwy Gods
-
- "Adelheyde" mfassben@ucs.indiana.edu
- The new Cthulhu mythos
-
- "Joe" phy_shaffer@exodus.valpo.edu
- Neodig Beowulf
-
- Darrin E. Meade may be contacted via phy_shaffer@exodus.valpo.edu
- Zattaze
-
-
- THE NEW DEITIES.
- ================
-
- Adventurers Lukane
- Agriculture S'yl
- Air Elondar
- Animals Bhon, Geryon
- Art Deneir
- Bards Garjarvan, Rushlyn, Tilvaretu
- Beserkers Frenzick
- Birds Elondar
- Chaos Geryon, Zattaze
- Crops Frethenti
- Darkness Da,har Su'revar
- Dead, the Eregul
- Death Eregul, Ulbreg
- Despair Dispater
- Destruction Tabrahil
- Disease Aphyx
- Drow Pimpliel
- Duty Ibrahil
- Dwarves Albrecht, Tobrig, Ulbreg
- Elves Elondar, Tilvaretu
- Evil Asmodeus
- Exploration Albrecht
- Farming S'yl
- Fate Lyganver
- Fields Frethenti
- Forestry Orion
- Forests Brogine
- Gamblers Lukane
- Harmony Lisori
- Harvests Frethenti
- Healing Lor, Manitaga, Treaton
- Hunting Orion
- Justice Ibrahil
- Knowledge Nethlar, Vofos
- Land, the S'yl
- Lies Baalzebul
- Life Flor, Treaton
- Light Orin
- Love Lisori
- Loyalty Ibrahil
- Luck Lyganver
- Luck, good Lukane
- Mages Kaeal
- Magic Albrecht, Kaeal
- Martyrs Manitaga
- Metalwork Tobrig
- Mining Tobrig
- Mind, the Neodig beowulf
- Mischeif Azril
- Music Rushlyn, Tilvaretu
- Musicians Rushlyn
- Nature Brogine, Treaton
- Night Da'har Su'revar
- Obedience Ibrahil
- Pain Gilveus
- Peace Lisori
- Pestilence Aphyx
- Poetry Rushlyn
- Prophecy Othmus
- Psionics Neodig Beowulf
- Seasons The Seasons
- Seduction Terra
- Shades Da'har Su'revar
- Sky Elondar
- Spells Zattaze
- Storms Tabrahil
- Strength Cyr
- Symbols Deneir
- Temptation Terra
- Theives Da'har Su'revar, Pimpliel
- Torture Gilveus
- Travellers Garjarvan
- Trickery Azril
- Undead Orcus
- War Creegus, Hubris, Ulbreg
- Wanderers Vofos
- Water kir
- Weather Elondar, Tengri
- Writings Deneir
-
-
- Albrecht, Dwarven God of Magic
-
- name : Albrecht
- title : Dwarven god of magic and exploration
- armour class : -3
- hit points : 154
- attacks : 2
- damage/attack : 1d10 +5 + str. bonus
- move : 12
- size : M (4')
- magic resist. : 75%
- alignment : NG
- worshippers : unknown
- symbol : 8 pointed silver star
- plane : unknown
- fighter : 15
- priest : -
- mage : 22
- rogue : 11
- str. : 23
- int. : 25
- wis. : 20
- dex. : 21
- con : 24
- cha. : 22 (25)
-
- Albrecht (in my world) was the original God of the Dwarves, responsible for
- the creation of the race and the definition of their ethics. He was also the
- God of dwarven magic, which was totally different from that of the magic of the
- Elves (which later races such as humans learnt to call their own). Dwarven
- magic dealt with two principles, those of contagion and sympathy. Simply stated
- these laws are:
- Contagion - once together, always together.
- Sympathy - like objects will always react in a like manner.
- Albrecht was also inflicted with wanderlust and loved to explore the known
- worlds and planes of existance. He was also responsible for the discovery of
- new planes of existance and it was whilst exploring a new world that he found
- a gateway through to a new world. Albrecht entered this new world and was never
- seen again, though it is still beleived that he will return one day.
- After the loss of Albrecht Dwarven magic went into decline, until in this age
- it is completely unknown.
- Albrecht was described as a tall but thin dwarf with silver hair and grey
- eyes. His favourite weapon was an adamantite and silver club which was
- equivalent to a +5 defender.
- Rumours of appearances of Albrecht have been reported many times since his
- disappearance, but none have been proved. It is said by some that he is still
- around but has been profoundly changed by his experiences and is now reclusive,
- only appearing in times of great need.
-
- Asmodeus the Devil Lord
-
- name : Asmodeus
- title : the Devil Lord, God of evil
- armour class : -7
- hit points : 199
- attacks : 2
- damage/attack : 4-16 +4 + str bonus + special
- move : 12" / 24"
- size : M (6'6")
- magic resist. : 90%
- alignment : Lawful evil
- worshippers : Any evil
- symbol : Ruby rod
- plane : Nine hells
- fighter : 20
- priest : 15
- mage : -
- rogue : -
- str. : 24
- int. : 20
- wis. : 23
- dex. : 21
- con : 24
- cha. : 19
-
- Asmodeus is the leader of the Gods of Evil, a group of evil deities who are
- constantly trying to take dominion over all the planes of existence.
- Currently they hold dominion only upon the Nine Hells.
- Asmodeus appears as a very handsome and charming human male of indeterminate
- age. He is always sporting the latest fashions for the time and place he
- appears in. Only at the fruition or the failure of his plans will his true
- evil be seen.
- Asmodeus can always see those who are invisible and exudes an aura of fear
- that causes those of less than 8 hit dice to either flee or pay homage to
- him, those of or above 8 hit dice must save versus death magic or react
- similarly. The range of this fear is 25' radius. Once per day he can cast one
- each of the symbol spells, unholy word, raise dead, and wish.
- Asmodeus uses a rod of purest ruby as his attack weapon, which acts as a +4
- staff and inflicts 4d4 damage. Those struck by the rod must save versus
- death magic or suffer the effects of a cause serious wounds spell. The rod
- may also upon command release a cone of frost, a jet of acid, or a bolt of
- lightning as if it were the breath weapon of a 12 hit dice dragon of the
- appropriate species.
- Priests of Asmodeus may wear any armour and shield but can only use staffs
- and pole arms as weapons, they can however specialise in them as fighters
- can. Priests of Asmodeus can cast detect invisibility and fear three times
- per day each, and cause serious wounds once per day.
- Spheres allowed to priests of Asmodeus are:-
- Major - all, charm, healing (reversed), divination, combat.
- Minor - necromantic, protection, animal, sun (reversed).
-
- Baalzebul, Lord of Lies
-
- name : Baalzebul
- title : God of lies
- armour class : -5
- hit points : 166
- attacks : 3 (fist/fist/bite)
- damage/attack : 3d8 + str bonus/3d8 + str bonus/2d12 + poison
- move : 9" / 24"
- size : L (12')
- magic resist. : 85%
- alignment : Lawful evil
- worshippers : Rogues and any evil
- symbol : Black fly
- plane : Nine hells
- fighter : 10
- priest : -
- mage : 12
- rogue : 17
- str. : 22
- int. : 23
- wis. : 17
- dex. : 25
- con : 20
- cha. : 13
-
- Baalzebul appears as a giant sized human, however his head has the horns of
- a bull and the eyes of a fly, and his neck is segmented like the body of a
- maggot. His mouth is filled with razor sharp teeth and his fingers end in
- 8 inch talons. He is a master at the art of subterfuge and his schemes are
- invariably complex and filled with plans within plans.
- Though disgusting to look to look upon he is able to charm those who come
- into contact with him by the lies he tells and the power of his voice, which
- is rich and melodic. Those who speak with him must make a save versus
- paralisation or become charmed as if the persons intelligence was half its
- current level.
- Baalzebul is a very sadistic and cruel God who delights in making others
- suffer, even his own priests. It is said that Baalzebul never kills his
- enemies but holds them on either the fifth or sixth level of the Nine Hells
- where he constantly tortures them but never allows them to die.
- The bite of Baalzebul infects his victims with an extremely strong poison.
- Those bitten must save versus poison (at -3) or die; those that save, though,
- suffer 3d10 points of damage and must make a second save at the same penalty
- or enter a hallucination filled coma-like state for 3d4 turns.
- Baalzebul can cast the following spells once per day:-
- Charm monster, false seeing, geas, mass charm, unholy word, symbol of pain,
- and symbol of insanity.
- Priests of Baalzebul may wear any armour, shield, or weapon allowable for a
- normal cleric. They may, however, also use a dagger with which they can
- backstab their enemies as if they were a thief of the same level, poison is
- also usable upon this weapon. Priests of Baalzebul have the ability to cast
- charm person as if they were a magic user, and may cast one such spell per
- day for every 5 levels of experience.
- Spheres allowed for priests of Baalzebul:-
- Major - All, Charm, Combat, Protection, Animal (insect spells and creeping
- doom only).
- Minor - Divination, Sun (reversed), Necromantic, Healing.
-
- Brogine, Lord of Forests
-
- name : Brogine
- title : God of nature, lord of forests
- armour class : -5
- hit points : 135
- attacks : 3
- damage/attack : d8 +4 + str bonus
- move : 18
- size : M (6' 6")
- magic resist. : 45%
- alignment : CG (N tendencies)
- worshippers : Druids, rangers
- symbol : Treant
- plane : Gladsheim
- fighter : 15
- priest : 14
- mage : -
- rogue : -
- str. : 24
- int. : 19
- wis. : 23
- dex. : 22
- con : 24
- cha. : 23
-
- Brogine is a woodland diety that usually takes the form of a large treant,
- though on occasion He has taken the form of Satyrs and Centaurs. In treant
- form he is a 15 hit dice treant with clerical spell abilities.
- He never takes humanoid form but will aid any creature that respects the
- woodlands and forests that he protects.
- Brogine can also cast entangle 3 times per day and always moves as if under
- a pass without trace spell.When not in treant form Brogine attacks with a +4
- club that does d8 damage and with which he gets 3 attacks per round.
- Brogine has a great fear of fire and will do anything to prevent the spread
- of fire in his forests. For this reason druids of Brogine may not use any
- spell that involves the use of fire, either cast, from scroll, or from magic
- item. However, druids of Brogine receive a 50% bonus to either duration or
- effect for any spell that protects against heat or flame.
- Brogine's druids also may use the spell Animate Tree which is similar in
- effect to animate rock except that the duration is 1 turn/level and it
- effects 1 tree per three levels of the cleric. It is still a 7th level spell.
- Brogine has only Druids, rangers,and other woodsmen as His worshippers;
- though it is rumoured that some wood elves have taken to worshipping Brogine
- rather than their own Gods of the woods. Druids of Brogine are subject to the
- arms and armour restrictions of the 1st ed. ADND druid.
-
- Spheres allowed:-
- Major - all, divination, healing, plant, protection, summoning, weather.
- Minor - animal, combat, creation, guardian, necromantic, sun
-
- Creegus, hound of Battle
-
- name : Creegus
- title : Hound of Battle, God of War
- spheres : Combat
- armour class : -8
- hit points : 250
- attacks : 3
- damage/attack : As weapon + str bonus + 2
- move : 15
- size : M ( 6'7" )
- magic resist. : 40%
- alignment : CN (with good tendencies)
- worshippers : Warriors
- symbol : Full faced helm in shape of hounds head
- plane : Gladsheim
- fighter : 20th level fighter
- priest : -
- mage : -
- rogue : -
- str. : 25
- int. : 16
- wis. : 19
- dex. : 23
- con : 24
- cha. : 21
-
- Creegus appears as a large powerful human clad in pure silver full plate
- with a full faced helm in the form of a hounds head. If he pushes the visor
- back (no other may, if they ever get the chance to try) his face is revealed
- as that typical of any veteran mercenary warrior, scarred and worn looking,
- and in Creegus' case sporting a drooping grey moustache reminiscent
- of a hounds whiskers.
- Creegus may use any weapon and uses it as if specialised with that weapon,
- though his favoured weapon is a two-handed sword. Creegus can install a wild
- beserker-rage in any fighter he chooses (no save) except paladins and Rangers.
- This rage last for 20 rounds and though Creegus can cast it at will, it will
- only work on one person at a time. Once a day Creegus may summon the War-pack.
- This is a horde of huge hounds that look similar to a Great Dane.
- These are:- 5+3 hd, ac 0, Thac0 14, Mv 15, 2 attacks, d8 damage/attack. Their
- jaws lock on a natural 20 and do an automatic 2d8 damage each following round
- until the hound or the victim is dead, or ordered to release by Creegus. There
- are usually 10-60 (10d6) hounds in the pack (but the number may be adjusted by
- the DM to suit his/her needs).
- Though Chaotic Neutral creegus does have good tendencies and in a good versus
- evil battle will favour the good side.
- Priests of Creegus may wear any armour and use the fighter Thac0 tables. They
- may also choose one edged weapon and specialise in it. They have no access to
- the healing sphere and may not pick the healing and herbalism proficiencies.
- Spheres allowable to priests of Creegus
- Major - All, Combat, Animal, War, Summoning.
- Minor - Necromantic, Protection, Divination, Guardian.
-
- Da'har Su'revar
-
- name : Da'har Su'revar
- title : God of darkness, shades, and night.
- armour class : -4
- hit points : 98
- attacks : 4
- damage/attack : d6+2 +3 + str bonus
- move : 18
- size : M (5'10")
- magic resist. : 75%
- alignment : CN (G-E tendencies)
- worshippers : thieves and CN
- symbol : Black flame
- plane : Limbo
- fighter : 7th level ranger
- priest : 13
- mage : -
- rogue : 19
- str. : 22
- int. : 17
- wis. : 24
- dex. : 25
- con : 22
- cha. : 15
-
- Da'har is virtually never seen, either in avatar or God form, prefering to
- blend into shadows or crowds and is therefore a prime choice for thieves.
- On the rare occasions that an avatar of da'har is seen it appears as an
- average human male, slightly stooped and thin, with brown hair and mismatched
- eyes; the left green and the right brown. He usually wears leather armour and
- fights with two magical flenches (a broad bladed short sword that does
- d6+2/d8+1 damage) of +3 enchantment.
- It is rumoured that Da'har started in life as a normal human but attained
- Godhood during his career as an adventurer.
- Da'har's thieving skills are 99% in all things except move silently, hide in
- shadows, and hear noise. Move silently and hide in shadows are both 100%,
- whilst hear noise is 80%.
- Priests of Da'har can wear the armour allowable to any normal cleric but
- when using leather armour they are able to operate as a thief of the same
- level (see 2nd ed DMG page 23 for average skills/level table) with repect to
- hide in shadows, move silently, hear noise, and climb walls. They can also
- use those weapons available to any normal cleric plus the short sword and the
- flenche.
- The spheres allowable to these priests are:-
- Major : all, charm, divination, necromantic, summoning, sun (reversed).
- Minor : animal, elemental, guardian, protection.
-
- Elondar, Elven Goddess of the Sky.
-
- name : Elondar
- title : Godess of air, weather, sky, and birds
- armour class : -2
- hit points : 87
- attacks : 2
- damage/attack : d6 +2 + str bonus
- move : 24 (48)
- size : M (5' 4")
- magic resist. : 70%
- alignment : CG
- worshippers : Elves
- symbol : Dove
- plane : Happy hunting grounds
- fighter : -
- priest : 15
- mage : 10
- rogue : 5
- str. : 20
- int. : 24
- wis. : 25
- dex. : 21
- con : 19
- cha. : 23
-
- Elondar is the Elven deity that has precedence over the area above the lands.
- She appears in one of two forms - either as a female white dove or as a female
- elf. Her elven form has pale ivory skin, white hair, blue eyes, and large
- dove-like wings upon her back; she only ever wears white and is spotless at all
- times. Elondar uses an ivory staff as a weapon.
- Though Goddess of weather she has no power over its destructive elements e.g.
- storms and hurricanes; these are under the influence of a stronger God.
- However, it is Elondar who brings the good weather that usually follows such
- destructive forces.
- Priests of elondar can not wear armour, though they can use all shields.
- Weapons are restricted to those normally allowed clerics, except they may
- choose either the short bow or short sword (not both) at the expense of two
- weapon slots. At 6th level a priest of Elondar may assume an avian form once
- per day, which lasts for one hour per level; though they may not choose the
- form of any bird larger than an albatross and it must be a bird of natural
- origins. At 9th level priests of Elondar can predict the weather for the next
- three days with 100% accuracy, and for the following six days with an accuracy
- of 75%.
- Spheres allowable for priests of Elondar:-
- Major - All, Animal, Astral, Summoning, Sun, Weather.
- Minor - Healing, Guardian, Divination, Combat, Plant.
- Only elves and half-elves may be priests of Elondar
-
- Frenzick the Wild
- From: Brian baker <Brianj@morekypr.bitnet>
-
- name : Frenzick
- title : the Wild, God of Beserkers
- armour class : -2
- hit points : 152
- attacks : 4
- damage\attack : 2-20 +6 + str bonus
- move : 15
- size : M (6'3")
- magic resist. : 25%
- alignment : Chaotic neutral
- worshippers : Warriors/beserkers
- symbol : Red whirlwind
- plane : Limbo
- fighter : 20
- priest : -
- mage : -
- rogue : -
- str. : 18/00
- int. : 14
- wis. : 17
- dex. : 17
- con. : 18
- cha. : 7
-
- GREAT AXE (2-20) +4 (Allows him twice the normal attacks)(sp +1,+2)
- Chain +4
- Horn of Summoning (This horn allows him to summon anywhere from 20 to 200
- beserkers to join in a battle. The beserekers carrive within three rounds.
- The sound carries for about 1 mile and any beseker within this area cannot
- resist the call of frenzick)
-
- Frenzick the Wild is from my own world. He is the patron of Beserkers and
- his priests are more warriors than healers. The method of worship is only
- while in battle. He is typically viewed as a large man who is bare chested
- with long red hair and a mid chest length beard of the same colour. In battle
- he weilds a great axe which causes 2-20 pts.
-
- Frenzick is said to have been raised in the wild country by the master of
- the hunt (Deities and Demi-gods). He is said to have the savagrey of a wolf,
- the strength of the bear.
-
- Those beserkers who die in battle while shouting his name join him to fight
- in his realm.
-
- Priests of Frenzick may use any type of armour and any type of weapon though
- many prefer to fight without armour when in a beserk frenzy and will use long
- swords and/or axes to fight with. They may also use two weapons as a ranger
- would and use the warrior tables for Thac0 and saving throws.
- Spheres allowed to priests of Frenzick are :-
- Major - combat, all, war, guardian, elemental (air only).
- Minor - necromantic, protection, healing, sun, creation.
-
- Frethenti, God of Fields
-
- name : Frethenti
- title : God of fields, crops, and harvests
- armour class : -3
- hit points : 107
- attacks : 2
- damage/attack : 2d8 +4 + str bonus
- move : 12
- size : M (5' 11")
- magic resist. : 72%
- alignment : LN (G tendencies)
- worshippers : Farmers
- symbol : Scythe
- plane : Nirvana
- fighter : 12
- priest : 13
- mage : 16
- rogue : -
- str. : 20
- int. : 25
- wis. : 23
- dex. : 20
- con : 23
- cha. : 22
-
- Frethenti is the Lord of fields, crops, and the harvest. He appears as a
- ruddy faced, heavily built human typical of any common farmer. He always
- carries a scythe and this is His preferred weapon in combat. It is a +4
- defender with a blade of silver and a haft of ebony.
- Frethenti is not only the Lord of fields, he is the lord of the creatures
- that inhabit the fields and will protect them at times of danger i.e. harvest
- time and ploughing.
- It is rumoured that at harvest-time Frethenti's avatar will appear, to help
- any of his worshippers who have difficulty in bringing in the harvest. His
- scythe and his strength allow him to work at more than four times a normal
- human's speed and without rest or food.
- Frethenti's scythe is always sharp and totally silent in both combat and
- harvesting, and will never break no matter what it hits. It is rumoured that
- his avatar once came to help an old farmer bring in his crop during a storm,
- and that during his harvesting of the corn cut clean through an obscured rock,
- about the size of a medium shield, without even noticing.
-
- Priests of Frethenti are only allowed to use any non-metallic armour and
- wooden shields. They can use the following weapons - bill, flails, scythe,
- sickle, fork, and staff.
-
- Spheres allowed are:-
- Major - all, creation, divination, plant, wards, elemental (water only),
- summoning (but can only use wall of thorns, weather summoning, and
- creeping doom).
- Minor - animal, healing, protection, sun, weather.
-
- Garjarvan, Watcher of the Way
- From Grabbit Wileucan (MBLANK@UTVVM.BITNET or S206@UTCMUSIC.BITNET)
-
- name : Garjarvan
- title : Watcher of the Way
- armour class : -5
- hit points : 132
- attacks : 2/round
- damage/attack : 3-30/3-30 + special
- move : unlimited
- size : Man-sized
- magic resist. : 30% (60% when on any road or trail of any kind)
- alignment : Neutral-Good
- worshippers : Travelers and bards (because of their wanderings)
- symbol : a crossroads
- plane : Prime Material
- fighter : 15
- priest : 25
- mage : 20
- rogue : 25
- str. : 20
- int. : 23
- wis. : 23
- dex. : 20
- con : 19
- cha. : 24
-
- Description: Garjarvan appears as either a gnarled old man, a wandering young
- warrior or a beautiful maiden who has lost her way. He will most often use
- his warrior form to fight with if he has to fight. When he attacks he can
- either cause someone to become lost everytime they go anywhere until an
- attonement is cast by one of his clerics or he can cause a person to be
- transported anywhere within the prime material plane. Sometimes he does both.
- When he is not walking to where he is going he rides a pegasus which can
- travel anywhere in any plane at will.
- Garjarvan's temples are a welcome sight to any traveller. They will give a
- free night's stay and a hot meal to any traveller who asks. It is customary,
- however, to give the temple a donation if the traveller can afford it.
-
- And now the paladins:
-
- Champions of Garjarvan
-
- Ability requirements and all restrictions (with alignment altered to NG) are
- the same.
-
- Spell spheres:
- Major: Travelers (Tome of Magic), Weather, Elemental
- Minor: Protection, Healing
-
- Granted powers:
- +2 on all saves
- Generate Circle of Power with (NG) Holy sword (see PHB)
- Immune to Disease
- Protection from Evil, 10' radius
- Can walk any where there is earth (mud, dust, sand) as if it is a smooth road
- Lay on Hands 1/day
- Cure disease 1/week/level
- Will never trip or slip due to natural forces (ice, oil) and gains a +2 vs.
- spells which cause these effects.
- Call warsteed at 9th level (5% chance for it to be a pegasus)
-
- Duties:
- Protect travelers who cannot protect themselves.
- Prevent the destruction or blocking of a road of any kind
- Aid those in need of aid
- Prevent war if at all possible (threatens travellers everywhere)
- End wars quickly if they cant be prevented
-
- Thes paladins usually wind up working with the priests of peace until war
- breaks out, then they can put a priest of the war god to shame.
-
- If you have any comments please let me know.
-
-
- Gilveus, the Golden Warrior
- From Ethan Roe (ROEEB%MOREKYPR.BITNET)
-
- name: Gilveus
- title: The Golden Warrior,God of Pain & Torture
- sphere:Combat
- armour class:-3
- hit points: 203
- attacks: 2
- Damage/attacks: As weapon +5 or 1-6 +5
- str. bonus +5
- move:12
- size: M(6'2")
- magic resistance: 50%
- alignment:CE
- worshippers: very few for he is a servant of the God Pimpliel
- Symbol: A large Black Dragon
- fighter:20 th lvl.
- str:18/81
- int:15
- wis:20
- dex:18
- con:21
- cha:19
-
- Gilveus appears as a human, large, clad in the blackest, darkest plate
- armor you can imagine. The face mask is gold colored and is in the shape
- of a devil. His eyes glow a bright red. Gilveus has the ability to see any
- invisible objects and people.
- He has an arsenal of weapons (all of which are at least +1 and of fine quality)
- and can weild them as if specialized in each.
- Gilveus had a sword fashioned by his master for his use, it is
- called Backlash. Backlash is a sword of wounding +4, with the bonus of
- electrical damage on Gilveus' command. The sword fully charged has 20 charges,
- but he can only use up to 4 charges at a time. One charge does 1-6 electrical
- damage. Backlash regains one charge every 6 hrs.
- Once per day Gilveus can power word blind/stun/kill. He can also produce
- flame, wall of fire, detect evil/good, detect magic, and charm person or
- monster once per day.
- Gilveus is a very young God and when he first journeyed to Mafisto's
- land he was nearly destroyed. Gilveus was rescued by Pimpliel who immediatly
- commanded him to serve as his general.
- Gilveus commands a troop of 100 of Pimpliels Golden Warriors.
- If Gilveus should ever raise his face mask any one seeing his face must
- save vs. parolysis or turn to stone.
- Gilveus is immune to all fire based attacks. He can't be hit by less than a
- plus 2 weapon. Holy water causes 1-6 points of damage to him unless he saves
- vs. poison, then it has no effect.
-
- Lyganver the Fickle
-
- name : Lyganver
- title : the Fickle, Goddess of luck and fate
- armour class : -4
- hit points : 120
- attacks : 2
- damage/attack : 1d10 +5 + str bonus
- move : 18
- size : M (5'8")
- magic resist. : 75%
- alignment : N
- worshippers : any
- symbol : imbalanced scales
- plane : concordant opposition
- fighter : 10
- priest : 12
- mage : 12
- rogue : 18
- str. : 20
- int. : 22
- wis. : 21
- dex. : 25
- con : 19
- cha. : 24
-
- Lyganver is the Goddess of luck and fate, though she tends to be unreliable
- hence she is often referred to as Lyganver the Fickle.
- She appears extremely rarely, but when she does appear it is always as a
- young female of either human or half-elven aspect. Her favoured weapon is a
- large staff (6') made from pure mithril silver, which inflicts 1d10 damage plus
- appropriate bonuses. Her theiving abilities are 95% in each.
- Priests of Lyganver may alter an attack or save roll by 1 once per day for
- every four levels, though it is random in effect (01-50 = +1, 51-00 = -1).
- This can be cummulative by level, but can not be carried over to the next day if
- not used e.g. either +/- 2 once per day or +/1 twice per day at 5th level.
- They may wear any armour upto and including chain mail and any shield. Weapons
- are restricted to those normally allowed a cleric.
- Any item associated with chance or luck always works at twice its normal value
- (irrespective of plus or minus) when used by priests of Lyganver.
- Spells cast by priests of Lyganver will not always work, the chance of them
- failing is 25% minus 1% per level. However, spells cast at priests of lyganver
- have a 10% plus 2% per level chance of not affecting them. It is for these
- reasons that she is refered to as the Fickle.
- Spheres allowed to priests of Lyganver are:-
- Major - All, Divination, Protection, Numbers, Summoning, Healing.
- Minor - Combat, Necromantic, Sun, Weather, Creation.
-
- Manitaga - the child god
-
- name : Manitaga
- title : the Child God , God of Martyrs
- spheres : Healing
- armour class : 0
- hit points : 120
- attacks : 1
- damage/attack : d4 + str bonus
- move : 24
- size : M (4' 9")
- magic resist. : 70%
- alignment : NG
- worshippers : Martyrs and healers
- symbol : Hand holding bottle
- plane : elysium
- fighter : -
- priest : 20th level priest
- mage : -
- rogue : -
- str. : 20
- int. : 23
- wis. : 25
- dex. : 21
- con : 21
- cha. : 24
-
- Manitaga was born to humble parents in a small but strategically important
- border castle. From an early age he was able to cure people at will (equal to
- a cure light wounds spell) and became reveared as a healer through-out the
- surrounding area.
- Manitaga was born during a time of civil war. This was a dangerous time with
- the whole country in chaos and armies of both sides roaming the countryside
- fighting and conscripting the serf classes. One day a rebel army approached
- the castle where Manitaga lived demanding food and warriors to support their
- cause.
- However, the Lord of the castle was loyal to the High King and would not
- grant his aid. the rebel army attacked the castle and bloody battle raged
- within and around the castle walls for over ten days. Eventually the rebel
- army was defeated and fled into the countryside to regroup.
- Manitaga was asked by the Lord to heal the defenders of the castle so that
- they would be strong if the rebels returned. Manitaga, however, healed the
- rebel wounded as well as the defenders and unknowingly healed the rebel
- commander who fled after his army.
- Several weeks later the rebel commander returned with a force twice the size
- of his original force and again attacked the castle. This time the battle
- raged for nearly a month before the rebels were again forced to withdraw.
- During the battle all three of the Lord's sons were killed and the Lord fell
- into a mood of black hatred. The army of the Lord was decimated, only a
- twentieth of its original size remained alive, and nearly three fifths of the
- common people of the castle had been killed by the fires and siege equipment
- that had virtually destroyed the castle.
- When it was discovered that Manitaga had healed the rebels as well as the
- defenders the Lord ordered him tried for treason. The Jury found him guilty
- and bound him over to the Lord for sentence. Still in his black mood of grief
- and hatred the Lord ordered Manitaga to be hung, drawn and quartered for his
- crimes.
- Manitaga's parents fled to the High King to plead for their son's life and
- begged the High King to intercede on their behalf. The High King agreed to do
- so and they returned to the castle.
- However, they were too late. The Law stated that a condemned man had seven
- days in which to appeal for clemency before execution was carried out.
- The Lord had broken the Law and ordered Manitaga killed the morning after
- he'd sentenced him to death.
- The High King pronounced the Lord an exile and stripped him of all lands and
- title. The High King then ordered a memorial to be built in the memory of
- Manitaga and his remains were removed from the unconsecrated ground in which
- they'd been buried and re-intered beneath the memorial in the castle burial
- grounds.
- Over the years this memorial became a shrine to those in need of healing or
- in fear of persecution and in less than a century manitaga came to be
- reveared as a God.
-
- Manitaga is not an aggressive God and has few combat abilities. His avatar
- fights as a priest of 20th level but uses no weapons. He can charm person
- and charm monster at will with a -4 to the victims saving throws and elven
- resistance is reduced to 45% for elves and 15% for half-elves. He will only
- use this ability to stop his victims attacking someone or to prevent attacks
- upon himself, he will never use those charmed to attack some other creature.
- He can only be harmed by magical weapons that are greater than +3 and is able
- to heal himself at will. He can cast cure light wounds at will on other
- people but recipients may not receive more than 3 in 24 hours. Manitaga is
- able to cast cure serious wounds 3/day, cure critical wounds 2/day, and heal
- 1/day on other people but may only be blessed with one of these spells once
- per day.
- He can also teleport without error upon himself or another 3/day cast at
- 20th level magic use.
- Manitaga and his avatar appear as a nine year old boy of any humanoid race.
-
- Priests of Manitaga may wear no armour but may use those weapons and shields
- usable by a normal priest. If using a staff then they use it as if
- specialised in that weapon as a fighter. However, they must only kill when
- there is no better alternative. They can not use spells from the combat
- sphere or any other spells in an offensive manner. Nor can they refuse
- healing to those that ask for it except if they are evil or harbour evil
- intent to another. They gain a bonus of +2 to their cure light wounds spells,
- +3 to their cure serious wounds, and +5 to their cure critical wounds spells.
- Necessary non-weapon profs are healing and herbalism, though they are treated
- as being doubly proficient in both. They also gain +1 to saving throws versus
- any offensive magic, and +4 to the reverse of any healing spells.
- Spheres allowable are:-
- Major - Healing, All, Necromantic, Protection, Charm.
- Minor - Divination, Sun, Guardian, Creation
-
- Neodig Beowulf, Demi-God of the Mind
- From: PHY_SHAFFER@EDU.VALPO.EXODUS
-
- Neodig started as a humble mage in the City of Bast. He rose
- quickly in levels with the famous adventuring company, The Claws
- of Bast. When that legendary group retired, Neodig soon chaffed
- under the position of Magus in the court of Norom. He continued
- to adventure across many spheres, eventually wandering to
- Kara-Tur. There he was impressed by the discipline shown in the
- common people, and most specifically with the martial arts,
- finding them to be a great compliment to his psionic abilities.
- After many great adventures, including the making of the Staff of
- Neodig and the procuring of the Skeleton of the Arena, Isis
- allowed Neodig to become a demigod.
-
- Role Playing Notes: Neodig is an adventursome spirit, who is very
- concerned with the mental well being of his followers. As such
- any great crisis that causes much mental pain may warrant a visit
- from Diggy's avatar. Also Neodig is always giving his Clerics new
- materials to heighten their mental prowess. More than one high
- priest of Neodig has a copy of Plato's Republic, or Aristotle's
- Metaphysics.
-
- Stats:Alignment: Neutral Good
-
- Worshipers Alignment: Any Non-Evil
-
- Area of Control: Psionics, The Mind
-
- Symbol: Y
-
- Priesthood:
-
- Alignment: Any Non-Chaotic Non-Evil
-
- Ability Score Requirements:
- Con: 11
- Int: 12
- Wis: 15
-
- Prime Requisites: Con, Wis
-
- Races: Human, Halfling, Dwarf, Gnome, Elf, Half-Elf
-
- All Clerics of Neodig are multiclass clerics/psionicists similar
- to the cleric/mages of Isis.
-
- Weapons Allowed: Martial arts abilities only
-
- Weapon Proficiencies Earned: 4 at 1st level, 1 at 4th, 5th, 8th,
- 10th, 12th, 15th,and 16th levels, and 2 at 20th level
-
- Armor Allowed: Padded, Leather, Studded Leather, Hide
- Sheild: No
- These constitute Poor combat abilities as per the priests
- handbook page 22.
-
- Spheres
-
- Major Access:Thought, Divination, Healing, Necromancy, All,
- Numbers, Travelers
-
- Minor Access: Time, Creation, Charm, Protection, Wards, Law
-
- Powers:
-
- 1st) Detect and analyze any mental illness, disorder, or problem
- 3rd) Meditate as a Shukenja
- 5th) Soothing Word 3/day
- 10th) Immunity to mind affecting spells as if they had a 25
- intelligence and wisdom.
-
- Non Weapon proficiencies
-
- Required: Counselling, Education, Reading/Writing
- Recommended: Artistic Ability, Religion, Spellcraft
-
- Duties
-
- Devotion: One Turn in prayer and meditation every day before
- meditating for spells
-
- Guidance: To serve as counselors and educators in the community
-
- Marriage: Yes
-
- Missions: If priests are of the adventuring type, and have access
- to a spelljamming vessel, then they should not pass up the chance
- to spread the faith across the Spheres. Diggy understands if They
- have commitments that tie them to the planet they are on. ALSO:
- If any priest finds his way to Athas and starts a following
- there, BUKU brownie points for him.
-
- General duties
-
- Non-Adventuring: Serve as counselors and educators in the
- community, Strive to stamp out mental problems and prejudice,
- Perfect mind and body through psionics and martial arts.
-
- Adventuring: While fulfilling the above requirements in a mobile
- status, they must also spread the faith, and get cash for the
- priesthood.
-
- Restrictions:
-
- No Weapons other than Martial arts abilities
- No Armor beyond hide
- No Shields
- No alcohol, drugs, or other mind altering shit
-
- Hit Dice: 1d6
-
- Neodig's Avatar
-
- When Neodig became an demigod, he made his material body into his
- avatar. The avatar is usually traveling the spheres in a ship the
- size of a small asteroid, powered by a psijamming helm. It looks
- quite like the Deathstar, however Diggy does not take kindly to
- people calling him 'Darth'.
-
- Mage 20 Psionicist 20
-
- Str: 15
- Dex: 18
- Con: 25
- Int: 25
- Wis: 25
- Chr: 18
-
- MV: 12' fl 48' Sz: 6' Mr: 70% mortal magic 40% demigod 10%
- higher
- AC:-5 HD:20
- Hp: 160
- Att: Martial arts styles
- Thaco:1
- Psionics: ALL Sciences, Devotions, Attacks, and Defences
- PSPs: 3000
-
- Neodig regains psps at eight times the normal rate because of his
- natural ability, meditate, and a white powder philosophers
- stone. Neodig only fails his power checks at a 20 no matter what.
- Even then it simply fails, no other effects occur.
-
- Special attacks/defences
-
- Knows all the martial arts in Oriental adventures
- Sage abilities in all fields
- Show thoughts of any contacted creature upon any surface
- Legend Lore 100%
- Gaze: 3/day
- Sleep
- Charm
- Hold
- Confusion
- Emotion
- Feeblemind
- Saving throws at -3
-
- Ability to make a gate to any place I wish. Gate up to 30 foot
- wide.
- Nothing can be taken from my Avatar with out his permission
- Regenerate 1 per round + 1 per turn
- Take 1/2 from blunt weapons, bones unbreakable.
-
-
- Martial Arts Styles
-
- Neodig has developed his own martial arts style which allows him
- to use his claws. It grants him full claw damage (3d6/2d10) plus
- three attacks per round. When not using his claws the damage is
- 1d12. This style grants him all the special maneuvers on the
- chart on page 103 of Oriental Adventures.
-
-
- Magic Items: Circlet of Rapid Regeneration, Folding Door
- containing 40 Boccob's Blessed Books, and a Desk of Studying, The
- Staff of Neodig, and the Skeleton of the Arena.
- The Staff of Neodig
-
- The Staff of Neodig is an artifact created by Neodig with the
- help of Isis. It took 10 years and 10 million gold pieces. The
- staff can be used by any good mage with a 18 Int and 15 Wis. With
- every use the possesser's alignment will shift closer to neutral
- good. The staff adds 4 to all spell saving throws and 2 to all
- others. It can be used as a +3 weapon. The staff will supply all
- spell components to the user as long as it is fed fifty thousand
- gold pieces of gems each month. A combination vision globe and a
- telepathic, clairaudiant crystal ball is mounted on the top. All
- spell like powers are performed at the casters level, but cannot
- be used if normally not allowed to the caster ( i.e.
- disintergration, a 6th level spell, can only be used when the
- possesser reaches 12th level).
-
- The following powers have unlimited usage.
- Detect Magic
- Light
- Enlarge
- Protection vs. Evil
- Hold Portal
- Spell Transfer
-
- The following powers can be used 3 times per day.
- Cone of Cold
- Wall of Ice
- Continual Light
- Web
- Darkness 5' Rad
- Dispel Magic
- Fireball
- Ice Storm
- Invisibility
- Knock
- Levitation
- Lightning Bolt
- Magic Missile
- Passwall
- Pyrotechnics
- Ray of Enfeeblement
- Wall of Force
-
- The following Powers can be used twice per day
- Conjure Elemental
- Globe of Invulnerability
- Paralyzation; cone 4" long 2" at base
- Plane Shift
- Telekinesis
- Teleport without Error
-
- Disintergration and Sheild of Force can be used but once per day
-
- Skeleton of the Arena
-
- The skeleton takes the place of the user's skeleton. Made of the
- hardest strongest metal in the Multaverse, it makes the owners
- bones unbreakable, and he will only take 1/2 damage from crushing
- blows. Three claws extend from the top of each hand that do
- 3-18/2-20 and will hit up to +3 monsters, and has all the powers
- of a +1 sword of sharpness. Because of the magical properties of
- the skeleton mages can memorize twice as many spells and all
- spell effects are doubled.
-
-
- UFP Tub
- Neodig's personal spelljamming ship is shaped like a tub. The
- indestructible metal was created by Shallot, the spelljamming
- powers magicked by Zattaze, and It was given intelligence by
- Neodig.
- The Sr of the tub is equal to the users level. The ship has a
- tonnage of 1/2, but has an unlimited air supply. It can carry 4
- mansized creatures comfortably with plenty of head and legroom.
- It comes stock with six wands mounted on it (2 fire, lightning
- front, left and right each; 2 cold back, left and right each)
- with push button activation. It also comes with an automatic
- Disintergration field around it, to stop those nasty mages from
- throwing up wall spells in front of you when you're moving 340
- mph. The Tub has wonderful handling with a manuverability class
- of A. The Tub also has the ability to open a portal through any
- crystal sphere, and make a duplicate of itself above itself,
- sealing the two together creating a capsule. Our Main feature on
- this model is its intelligence. The Tub has an intelligence and
- wisdom of 18, and a con of 25. It can perform any psionic power
- at the 20th level of ability, and has 200 psps. It's alignment is
- Neutral Good, and it is fiercely loyal to Neodig. The Tub moves
- silently and can become invisible at will. Neodig and the Tub are
- mindlinked constantly( no you cannot attack Neodig through the
- tub with psionics, it doesn't work that way). The Tub is an
- artifact.
-
- Orin, Lord of Light
- from: The Grim Reaper <scythe@EDU.WASHINGTON.U>
-
- name : Orin
- title : the Dawn Bringer, the Lord of Light
- armour class : -5
- hit points : 150
- attacks : 1/round
- damage/attack : 1-10 + special
- move : unlimited in sunlight (can teleport anywhere sun shines)
- size : Man-sized
- magic resist. : 60% (99% when in sunlight, 40% in darkness)
- alignment : Neutral-Good
- worshippers : Everyone venerates Orin as the sun god. Especially
- those who slay undead.
- symbol : a rising sun
- plane : Elysium
- fighter : 12
- priest : 25
- mage : 25
- rogue : 20
- str. : 20
- int. : 24
- wis. : 25
- dex. : 21
- con : 20
- cha. : 25
-
- Orin's avatar almost always appears as a tall man in shimmering gold robes.
- He has been known to appear as animals, usually birds (especially eagles).
- Animal forms will be physically perfect and often have golden eyes.
- When his avatar strikes someone with the staff that he always carries when in
- human form, the person is permanently blinded by an intense burst of light.
- This blindness can only be removed by a priest of a good diety of at least
- 9th level. Any weapon striking the avatar of less than +2 enchantment is
- absorbed by the gold robes. The avatar can cast spells relating to light at
- will, in addition to other actions during the round.
-
- Temples:
- Temples of Orin are usually refuges for the wounded. However,
- there are also temples as guardians nearby to strong sources of evil,
- especially undead.
-
- And now the paladins:
-
- Champions of Orin
-
- Ability requirements and all restrictions (with alignment altered to NG) are
- the same.
-
- Spell spheres:
- Major: Travelers (Tome of Magic), Weather, Elemental
- Minor: Protection, Healing
-
- Granted powers:
- +2 on all saves
- Generate Circle of Power with (NG) Holy sword (see PHB)
- (The Holy sword for paladins of Orin is a long sword of +1 to +5 enchantment
- It dispels magic as a holy sword, can generate a sphere of light as a
- sunblade, and dispels magical darkness 50% of the time if thrust into it.)
- Immune to Disease
- Protection from Evil, 10' radius
- Detect Undead at will
- Detect Evil as a basic paladin
- Lay on Hands 1/day
- Cure disease 1/week/level
- Turn undead as a priest 2 levels lower.
- Call warsteed at 10th level (5% chance for it to be a pegasus)
-
- Duties:
- Destroy all types of undead
- Aid those in need of aid
- Heal those who require it
- Bring the power of light into the dark world
- Spread knowledge and culture (enlightenment)
-
- Pimpliel
- From Ethan Roe (ROEEB@morekypr.bitnet)
-
- name: Pimpliel
- title: Lord
- AC: -4, -6, -8 (depending on the form taken)
- HP: 308
- Att: Human form: 2 Demon form: 4or 2 Dragon Form: As Dragon age 12
- : 1-4 1 tail: 1-4 + poison As Dragon
- weapon 1 bite: 1-6, or with weapon
- Move: 12, fl 24 Demon form, fl 30 dragon form
- size: 6', 12', as largest black Dragon
- Magic resistance:60%
- Alignment: C/N
- Worshippers: Thieves and Drow
- Plane: His plane is a small pocket that can be moved about by Pimpliel's
- will. It exist outside of another's plane. Pimpliel is good at
- hiding himself and his plane.
-
- Fighter: 32
- Priest:-
- Mage: 15
- Rogue: 20
-
- str: 23
- Int: 21
- Wis: 19
- Dex: 20
- Con: 20
- Cha: 22
- Com: 10 (in human form)
-
- Pimpliel owns a large castle which sits in a pocket of space. The castle
- actually sits in darkness. It is guarded by Pimpliel's Golden Warriors.
- HD: 10
- Damage: by weapon( weapon +1)
- Pimpliel's Golden warriors are almost neutral in alignment. They are stupidly
- brave, and follow orders very well. Gilveus is his supreme general. Also
- Black Dragons will guard him.
- Pimpliel's favorite weapon is a military fork +5, it also acts as a
- sword of wounding. Pimpliel's favorite favorite thing to do is bring people
- into his service, especially other gods or important/famous people.
- Besides Gilveus, Pimpliel has another servant, her name is Terra, Goddess of
- Temptation. She is chained to his throne, the chain is unbreakable.
-
- Terra, Queen of seduction
- from Ethan Roe <roeeb@morekypr.bitnet>
-
- title: Goddess of tempatation
- AC: -4
- HP: 78
- Att: 2(punch or kick)
- damage: 1-8
- Move: 15
- size: M(5'7")
- Magic resistance: 50%
- Alignment: L/E
- Worshippers: very few
- Symbol: a large Black Dragon
- Plane: Pimpliel's
-
- Fighter: 20
- Priest:-
- Mage:-
- rougue:-
-
- str:20
- Int:17
- Wis:14
- Dex:22
- Con:18
- Cha:24
- Com:25
-
- Terra has the Death kiss. Save vs. Poison -4 or die. Terra can use
- these spell like abilities as if 20th level Magic user.
- Charm person, Charm monster, Detect magic, Dispel magic, fly, Know align,
- Polymorph self, Produce Flame, Read languages, Read magic, Teleportation,
- Wall of Fire, Fireball, Fulfill another's Wish.
- Special Abilities: Infravision, Trueseeing, and she can give any one
- being 5% Magic resistance If they already have magic resistance of
- higher than 5% it has no effect.
- She can use a gate ability to summon 2-5 Golden Warriors. Terra
- never uses weapons.
-
- The Seasons
- From: Petri J Kokko <pkokko@fi.hut.vipunen>
-
- Our world has only five gods, namely Winter, Spring, Summer,
- Harvest, and Autumn. As you would guess, there are five seasons
- in the year (named after the gods), and each season is the Time of
- Power of one god. (The names are translations from my language,
- Finnish, as I did not want them to have any strange sounding
- names, but if someone would like to have the original names they
- are (in order): Talvi, Kevat, Kesa, Sato, Syksy)
-
- Winter, the Weeper of the Weak, Strengthgiver, is the god of those
- who believe in might, that with might and power you can bring good
- into the world, that you should compete, grow in strength, and
- eliminate the weaknesses so that the world would grow stronger.
-
- Spring, the Fortune of Lonely Men, Newgiver, is the god of those
- who believe in individual rights, that everyone has his chance to
- get happy with his life, and that no rule is fair, if it suppresses
- the individual, even if it is for the good of the whole. The rights
- of one surpasses the rights of a community.
-
- Summer, the Peace of Souls, Friendmaker, is the god of those who
- believe in helping each other, in compromising with their goals, so that
- no one is left out.
-
- Harvest, the Caretaker of Communities, Orderbringer, is the god
- of those who believe, that teamwork is the key, that a group can achieve
- better than the sum of individuals, that the members of a community
- should work towards the good of their group, and that in so doing they
- are also enchancing their own welfare.
-
- Autumn, the Closer of the Circle, Harmony, is the god of those who
- believe in a balance, that no god is better than another, that no one
- has the right to destroy completely anything, be it a god, religion,
- race, or species. With as many species and viewpoints as possible, the
- world is rich.
-
- The alignments of these gods is a bit difficult, for I define
- them in another way than the ADD-guides (It was sent to the list last
- spring, if I remember correctly, and it was that post with stated every
- alignment in a positive way). Anyway, the alignments are:
- Winter - evil
- Spring - chaotic
- Summer - good
- Harvest - lawful
- Autumn - neutral
-
- The spheres of the gods (and the spells they can give), varies
- with the culture in which they are revered (There are currently two cultures,
- flavored among the Europe of the Middle Ages, and the feudal Japan,
- and they have different spheres for the gods). However the gods
- should be "independent of each other", and so each should have
- different spheres (except the general sphere), an equal amount of
- them, and with a maximum capacity (to the 7th level). Commonly
- Winter has combat, Spring has weather, Summer has healing, Harvest has
- protection, and Autumn has the flora&fauna -spheres.
-
- The priesthood of Winter has an organization much like the
- military, but the organizations are only local, i.e. they
- have no far reaching organization like the priests of Harvest.
- However, they do not commonly fight each other (only as a
- side-effect of other wars). Winter is the religion of choice
- of soldiers, and in times of war, almost everyone seeks strength
- and support from him. At other times people still seek Winter`s
- help for hunting, or even for raiding (common among barbarians).
-
- The priesthood of Spring, has no organized structure, and it
- really does not need it. Individual priests travel across the
- lands, encouraging people to trust themselves, and to try for
- a better life (much like the "american dream"). Spring is the
- god of choice of thieves, adventurers, soldiers of fortune,
- and generally those with an individual mind. Common people
- turn on Spring when they have problems concerning love, chance
- and similar matters.
-
- The priesthood of Summer is organized like the travelling beggar-
- priests. They have orders of rank among them, but they tend to
- work alone, because they are not great in number. People turn to
- the priests of Summer for healing and support. Summer is mostly
- the god of the poor.
-
- The priesthood of Harvest is the most organized, and it is the
- most powerful religion in most civilized countries. It is organized
- much like the catholic religion of the Middle Ages, with its
- churches, cathedrals, and monasteries. Only Harvest has paladins
- among his followers. Common people turn to Harvest in big decisions,
- for it is he, who gives the community food, and protection. It is
- also the religion of choice of the nobles, for he gives them the
- right to rule.
-
- The priesthood of Autumn are like the druids, wandering in wilderness,
- and keeping the balance. Common people call on Autumn very seldom, but
- revere him deeply, because it is believed that without Autumn
- Time stops and the year cannot begin anew. The ceremony of Autumn
- is held when the leaves fall from the trees. The people will light
- several big fires, and join to hear tales and songs of travelling
- bards.
-
- The priests are not limited with their choices of armor or weapons,
- BUT they must act like they teach. Most commonly priests of Winter
- have weapons and armour of war. Priests of Spring use only light
- armor and usually just one weapon (but they use it well, VERY well).
- Priests of Summer are happy with their staves and robes. Priests of
- Harvest have been seen with almost any armor and weapon, but one
- particular temple or church uses only one type of weapon and armor.
- Priests of Autumn won`t need armor nor weapons, for they have the
- support of Nature.
-
- The abilities of the gods aren`t that necessary, for these gods
- won`t have a physical form, and as such cannot be harmed by physical
- or normal magical means (the only time that comes to mind would be a
- battle similar to that of Raistlin and Takhisis in the Dragonlance
- Legends, a RARE thing, that would most likely destroy the world).
- Nevertheless, I won`t object if someone created them, after all
- "whose campaign, his rules", as the saying goes.
-
- Tilvaretu, Elven Goddess of Music
-
- name : Tilvaretu
- title : Goddess of music and bards
- armour class : -3
- hit points : 92
- attacks : 2
- damage/attack : by weapon +3 + str bonus
- move : 15
- size : M (5' 2")
- magic resist. : 60%
- alignment : NG
- worshippers : Elves, bards, musicians, etc.
- symbol : Golden flute
- plane : Elysium
- fighter : 12
- priest : 15
- mage : 9
- rogue : 12
- str. : 21
- int. : 22
- wis. : 25
- dex. : 24
- con : 20
- cha. : 25
-
- Tilvaretu, the Elven Goddess of music, appears in many guises; though always
- as a female elf. She is revered not only by elves but by bards and musicians
- of many other races. Tilvaretu is said to have provided the inspiration for
- many of the songs of the elves, and has been reported to "speak" to composers
- of any race who are in need of inspiration.
- Priests of tilvaretu must take the Singing and Musical instrument non-weapon
- proficiencies at first level (singing = 1 slot dex -1, Instrument = 1 slot
- dex -1). However, they get one of the following as a bonus every 3rd level,
- starting from 2nd level.
- Etiquette (1 slot cha 0)
- Dancing (1 slot dex 0)
- Ancient history (1 slot int -1)
- Priests of Tilvaretu are limited to studded leather armour, but can use any
- shield and those weapons allowed a bard. They must also have a minimum stat of
- 14 in both dexterity and charisma.
- To advance in the hierarchy of their church (i.e. go up a level) priests of
- Tilvaretu must write a either a song, a piece of music, or a tale of their
- adventures.
- Spheres allowed to priests of Tilvaretu are:-
- Major - All, Charm, Summoning, Sun, Healing.
- Minor - Combat, Guardian, Numbers, War.
- Plus any spell with music or song in the title (priest or mage spells) and
- Legend lore as a bard of the same level.
-
- Tobrig, God of Dwarves
-
- name : Tobrig
- title : God of dwarves, mining, and metalwork
- armour class : -5
- hit points : 127
- attacks : 4
- damage/attack : 3d4 +3 +str bonus
- move : 9
- size : M (4' 7")
- magic resist. : 25%
- alignment : NG
- worshippers : Dwarves (esp. miners and smiths)
- symbol : Double headed war hammer
- plane : Elysium
- fighter : 16
- priest : 9
- mage : -
- rogue : -
- str. : 25
- int. : 19
- wis. : 23
- dex. : 20
- con : 24
- cha. : 20 (23)
-
- Leader of the dwarven pantheon, Tobrig is the true essence of all that is
- considered dwarvish. Short and broad, strong and gruff, He wears both red
- beard and hair long full bodied. He is war-like and quick to anger,
- though He is just and fair in His dealings.
- In battle He wears magical plate armour and fights with a double headed
- (one at each end of the haft) war hammer that is a +5 weapon. The hammer is
- called Knee-capper and is similar in effect to a vorpal sword except that it
- breaks the knee caps of large or greater size creatures rather than severing
- heads.
- Tobrig was not always the leader of the pantheon, being merely the God of
- mining and metalwork. His father Albrecht was the first leader, but
- disappeared leaving the eldest of His two sons in his position. It is
- rumoured that Albrecht crossed reality to an obscure universe to found a new
- race of dwarves but died there in some unknown skirmish.
- As the God of metalwork He will sometimes instill a particular dwarven smith
- with the ability to create a weapon or suit of armour with such skill that it
- can be ensorcelled to aid its wielder/wearer in combat. The God himself will
- instill the work with the amount of magic He feels is suitable.
- Priests of Tobrig can wear any armour and use any type of shield but are
- limited to blunt weapons only, like normal clerics.
-
- They may cast spells from the following spheres:-
- Major : all, elemental (fire and earth), creation, combat, protection.
- Minor : healing, divination, sun, elemental (air and water).
-
- Priests of Tobrig can also cast detect precious metals and locate object
- 1/day each at any level and cast them as if they were 9th level. They may
- also choose the weaponsmith or armourer proficiency at no extra cost.
-
- Treaton, the Life Giver
- From Ethan Roe (ROEEB@morekypr)
-
- name: Treaton
- title: God of the living
- Sphere: Healing and Nature
- Armour Class: -10
- Hit points: 364
- Att. 1/round
- Damage/attack: 2-24 or by weapon +14
- Move:30
- size:124' tall
- magic resistance: 40%
- Align: L/N
- Worshippers: Elves, woodland beings.
- Symbol: A Golden Acorn and a Tree behind it.
-
- Magic user:20th level
- Priest:32 level
- Fighter: 14th level
- rougue:-
-
- str:25
- int:23
- wis:25
- dex:16
- con:20
- cha:24
- com: He's a tree.
-
- Treaton is a Treant. He can appear as any form he chooses. His spells
- consist mostly of healing or nature. Treaton can cause one tree to become
- a treant one a week. Treaton usually doesn't have weapons but when he does
- carry one it is a giant sized mace +4 of Disruption.
- Treaton will appear hostile or grumpy at any time but he is kind
- and will not attack an unarmed or unthreatening opponent. He will demand
- respect from everyone. Anyone harming the forest, the animals, or something
- like that is in for a terrible beating, perhaps to the death, but usually
- not. If Treaton were ever killed or completely destroyed then nature would
- be messed up severely for a long time until nature healed itself. For
- instance the seasons would not change. Or maybe they would change but too
- quickly. Animals would take on alignments rather than just neutral this
- does not effect familiars.
-
- Ulbreg, Dwarven God of War and Death
-
- name : Ulbreg
- title : Dwarven God of War and Death
- armour class : -7
- hit points : 152
- attacks : 4
- damage/attack : 2d8 +4 +str bonus
- move : 6
- size : M (4' 5")
- magic resist. : 20%
- alignment : CG
- worshippers : Dwarven warriors
- symbol : Skull
- plane : Olympus
- fighter : 20
- priest : 12
- mage : -
- rogue : -
- str. : 25
- int. : 17
- wis. : 19
- dex. : 20
- con : 25
- cha. : 17 (19)
-
- Ulbreg is the Dwarven God of War and Death. It is he who calls Dwarves to
- battle and decides who shall live and who shall die.
- He appears as a large dwarf with only a short beard, his face is never seen
- as he always wears a skull-faced horned helm. His pure mithril plate armour is
- covered by a full length maroon cloak, and he wields a large two-handed mace.
- This mace is a +4 mace of speed, that gives +4 to initiative, one extra attack
- per round, and does 2d8 damage per strike.
- Priests of Ulbreg can use any armour and shield, but are limited to those
- weapons normally allowed a cleric. However, they use fighter tables for their
- Thac0 and may specialise in the mace as a fighter. If a magical staff mace is
- ever used by a priest of Ulbreg it will also gain the benefit of +2 to their
- initiative and one extra attack every other round.
- Spheres allowable for Ulbreg's priests are:-
- Major - All, Combat, War, Healing, Necromantic (but not raise dead, resurrect,
- reincarnate, unless reversed)
- Minor - Protection, Guardian, Divination, Summoning.
-
- Vofos, God of Wanderers and Knowledge
- From: DEL HART <HART6686@edu.plattsburgh.cc.splava>
-
- name : Vofos
- title : God of wanderers and knowledge
- spheres : travel , divination
- armour class : 0
- hit points : 100
- attacks : 1
- damage/attack : d6 + str bonus or as staff carried
- move : 15
- size : 5' 7"
- magic resist. : 80%
- alignment : Neutral Good
- worshippers : travellers , sages
- symbol : maze
- plane : astral plane
- fighter : none
- priest : 7th lvl priest
- mage : 18th lvl mage
- rogue : none
- str. : 19
- int. : 25
- wis. : 23
- dex. : 20
- con : 20
- cha. : 24
-
- One of our more favorite quasi-god is VOFOS. VOFOS is a wanderer
- always in search of more knowledge and experiences. He is rumored to have
- a gigantic complex on the astral plane which consists of a maze so large
- as to contain micro ecosystems of the creatures which he's found
- "interesting".
- Near the center is his palace which supposedly covers a square mile.
- VOFOS spends his time animating several different mortal forms which he's
- created from scratch exploring different worlds/planes. No one is sure
- how many forms he animates and experts put this number between less than a
- dozen to about a hundred. He does maintain his major part of his mind and
- power in his true form on the astral plane where he is either in his
- palace meditating, maintaining the different ecosystems or "walking" through
- the astral just exploring.
- Most of his mortal forms are characterized by a simple person that
- carries a walking staff (usually of some kind of magical nature) and travels
- from place to place. It is not unknown for him to join an adventuring group
- but in general he dislikes violence and killing in specific.
-
- From: PHY_SHAFFER@EDU.VALPO.EXODUS
-
- ZATTAZE
-
- DEMI-GOD OF SPELLS AND CHAOS
-
- Zattaze was born a child with magic already in him and part of
- his environment, his parents being a Priestess of Bast and an
- Arch-mage in the city of Greyhawk on the planet Oerth. The time
- period this took place in is so long ago that even the greater
- gods have trouble remembering. All that could be said about
- Zattaze's age is that he is very ancient. His parents perished
- with his mother's church and his small school of apprentices
- fighting an onslought brought about by the mage that resided in
- the Valley of the Mage. Zattaze was taken under wing by a friend
- of his father's by the name of Warr. Warr was a powerful lord in
- need of a magus of the court. So he took Zattaze in and paid for
- his training in the best schools of magic. Upon reaching the
- higher levels of magic, Zattaze then created many wonderful and
- powerful magic items for Warr, when combined with his fighting
- skill, made Warr one of the most powerful men on Oerth. Zattaze
- then took the notion to become a cleric of Thoth, rising to great
- levels with his strong faith and combination of intelligence and
- wisdom. By this time, Warr ruled a large part of Oerth, none
- daring to overthrow him and his powerful mage/cleric. Warr
- became inflicted with Melencholy of Might, an insanity to which
- there is no cure. Melencholy of Might is when someone becomes so
- powerful there is nothing left to do, so in a fit of boredom,
- Warr took his life leaving everything to Zattaze. Zattaze, not
- being one for rulership, let the lands he owned find their own
- way. He kept the castle and money and then decided to travel to
- the Orient, where he learned the secrets of the Shukenja, and
- through prayer with Thoth, learned the ways of the Shukenja. He
- had thus became acquainted with every spell-casting occupation
- there was. He traveled far and wide learning new spells and
- making very powerful magic items. He then went to Valley of the
- Mage to take over and bring revenge to his parents. He decimated
- the puny mage living there and sold his soul to Pazuzues (which
- was to become a regular thing he did to people he dispised). His
- love for cats and direct communication with Thoth brought about
- the attention of Bast, who fell deeply in love with the powerful
- mage. They had a fling for a few centuries in which Zattaze
- created Scout in her name. She eventually left him, afflicting
- him with a kind of chaotic nature. Not evil nor good, just
- supremely chaotic. This coupled with the affliction Melencholy
- of Might he soon acquired drove him to bring about large chaotic
- events which upset balance and brought about the attention of the
- Gods. Instead of destroying him, Thoth asked that he be ascended
- into the position of demi-god status, where he could work his
- chaos in order to maintain balance, but also he could be
- supervised when needed. They all agreed, accept Set, who was
- overruled. Upon his ascention, Zattaze was granted his own
- sphere of control, and special powers granted only to him.
-
- ROLEPLAYING NOTES:
- Zattaze loves chaos, he thrives on events that make people get
- very confused as to what happens next. He is very egotistical,
- narsisisctic, cocky, and self-centered. He hardly ever obeys
- rules, thinking he has the right to do anything. He does not
- believe in good or evil, just different degress of intense chaos.
- He still has a love for felines and magic. Zattaze loves to
- intervene in mortal affairs. Much to the dismay of the Gods and
- mortals. He doesn't always help the mortals he intervenes for,
- rather, just stirs up alot of trouble and then leaves.
- He will send his avatar on these occaisions: the harming of a
- feline, 40%, the creation of a useful spell 40% (not essentially
- useful to him because he could just wish for things, but useful
- in the realms of normal magic). Upon the creation of a new
- spell, If the priest offers it to Zattaze as a gift, there is a
- 75% chance that Zattaze will share one of his peronal spells with
- the priest (the spell will be of equal level). However, if it is
- a useless spell, the mage may find himself with a minor, irrating
- curse. If a cleric prays for his intervention (10%), this
- ususally ends up causing the cleric a great deal of chaos and
- death is usually more worthwhile.
-
- Zattaze has these objects:
-
- Sphere of Annihalation
- Rod of Cancellation
- Orb of Wishes
- Orb of Permanency
- Orb of Spells (Int: 20, Wis: 19, Ego: 63. 20th level caster, can
- cast every spell Zattaze can).
- Orb of Sight and Sound: Int: 23, Wis 23, Ego 66. 20th level
- caster, can cast every spell Zattaze can). This item has the
- scrying abilitys of a crystal ball, with the ability to cast spells
- through it. Its reach is the known dimension including planes and
- some pocket dimensions in the known dimensions.
-
- Mirror of Worlds:
- This 5' x 5' circular, upright mirror acts just like the Orb of
- sight and sound except that it is also extra-dimensional in its
- viewing. Ie. Krynn, Greyhawk, Forgotten Realms, Marvel World,
- pocket dimensions) etc. It can cast the number of gate spells
- equal to the level of the caster/wk. However,
- the Mirror is not intelligent.
-
- Ring:
- Doubles the power of all spells, area of effect, damage, range,
- etc.
- Spell Turning
- Lower Resistance
-
- Staff:
- Doubles the power of all spells.
- Any spell that requires touch have a range of at least 1'/lvl.
-
- Circlet:
- Doubles the power of all spells.
- All non-detection spells
- All protection spells
- Psionic barricade
-
- Bracers:
- Doubles the power of all spells
- Ability to cast 3 spells/rd.
- All spells have a curse that raises the the character's saving
- throw 3 points.
-
-
- AoC: Spells and Chaos Align: Chaotic Pr.Align: Any
- Chaotic
-
- Plane: Limbo Symbol: Open Book
-
- Wo.Align: Any Chaotic Races: Any Non/Weap/Prof: Normal
-
- Granted: None
-
- Reccomended: Spell craft and Concealed Somatics
-
- Duties/Devotions: Normal prayer, spreading the faith. Acquire
- spells.
-
- Marriage: No
-
- Mission: Learn magic, teach magic, cause chaos
-
- Vigilance: Lawfullness, stupitidy
-
- Rights of priesthood:
- Church Trial: Yes
- Coronation: No
- Tithes: Donations
- Excommunication: Only for traitorous acts
- Rule: Yes
-
- Restrictions:
- Armor: None
- Shield: None
- Celibacy: Are you insane?
- Chastity: Never
- Clothing: Egyptian style, either shaved head or hair below
- center back (no in-between), and holy symbol on necklace
- or on staff.
-
- Ability Scores:
- Int: 16
- Wis: 16
-
- Prime Requisites:
- Int
- Wis
-
- Spheres: (See Below)
-
-
- POWERS OF PRIESTHOOD
- 1. Major access to all spheres of control.
- 2. Ability to cast any spell the priest encounters.
- Including M+User, Wu-Jen, and Shukenja.
- 3. Can cast any spell (if level permits) off of a scroll.
- 4. Always allowed a saving throw versus spells.
- 5. Priests can do spell research just like mages, but if the
- new spell is successful, they have to offer it to Zattaze before he
- will give them the power to cast it.
-
- RESTRICTIONS OF PRIESTHOOD
- 1. No armor
- 2. Only allowed two weapons (including weapon prof) of dagger
- and staff.
- 4. 1d4 for hit points
- 5. Attacks as a wizard
-
- Note: Clerics of Zattaze can teach a mage any mage spells they
- have in their prayer books (Excluding spells that are not fitted
- to the mages class) because they have to inscribe their prayer
- books much like a wizard.
-
-
- SCOUT
-
- AVATAR OF ZATTAZE
-
-
- Scout was created when Bast and Zattaze happened upon a hunter
- who had just shot a white jaguar. Well, upon seeing this Bast
- unleashed her full fury and killed the hunter. Then Zattaze
- captured his soul and gave it to Pazuzues as a present. Zattaze
- then healed the Jaguar and realized she was going to deliver
- kittens. So Zattaze and Bast kept this creature for a pet. The
- Jaguar had 5 white kittens. Zattaze released 4 kittens along
- with their mother, and in a vow of love made the statement if
- anyone finds these kittens or their mother and show them nothing
- but respect and kindness, they may ask me for one favor within my
- power. If, however, they harm these animals, my wrath will be
- quick and prolonged. The other kitten Zattaze kept and used all
- of his powers to mutate the cat into a half-man, half-cat Jaguar
- (looks like a werecat). The cat had amazing intelligence and
- Zattaze took the newly made life as an apprentice. Scout learned
- quickly and became a very powerful mage\cleric. They had many
- adventures together and became very close, best friends. So when
- Thoth told Zattaze the good news about being ascended into the
- ranks of the Gods, Zattaze made Scout his avatar so in a way,
- they could still adventure together.
-
- ROLE PLAYING NOTES:
- Scout is the type who is happy to be alive (or created being the
- correct word). But he does not like cruelty to animals, and he
- does not like being challenged. He is cocky, but not as much as
- Zattaze (his personal joke being Zattaze is the Demi-god of Chaos
- and Cockiness).
- He is slightly chaotic, but doesn't go into cruelty chaos like
- Zattaze. He loves to learn and to teach, he can be very gentle
- and fun loving depending upon the situation. He can also be very
- deadly.
-
-
- SCOUT'S ABILITIES
- MAGE: 20 CLERIC: 20*
-
- STR: 25 DEX: 25 CON: 21 INT: 23 WIS: 24 CHR: 19
-
- MV: 36' SZ: 6' HD: 20 HP: 140
-
- AC: -6 MR: 40%
- Algn: Chaotic Good
-
- ATT: As Cat
-
- Scout can choose to be full human, half-man & half-cat (the cat
- being of his choosing from cheetah to sabre tooth and all
- inbetween), and full cat (any cat he chooses). When in half
- form, he uses the attack tables as the cat he choose for that day
- plus strength.
-
- Scout can also phase, this is not magical but a natural ability,
- it is the ability to have the molecules pass through any solid,
- liquid, or gas. Scout can be affected by certain magic in this
- state, but cannot be physically hurt. He cannot cast in this
- state, he cannot attack in this state. When performing this
- ability, it is the only thing he can do.
-
- Scout is allowed a saving throw versus all magical spells and
- spell like effects.
-
- Scout can detect and see etheral, astral, and invisible creatures
- with his white eyes, which the slits are red.
-
- Cat's Cradle
-
- Scout has the natural ability to triple his size and speed. This
- gives him triple attacks he can make in one round. (Mixing this
- with the avatar ability to triple size you then have a X9
- modifier).
-
- *These include the Druid, Shukenja, and Wu-Jen spells and
- abilities.
-
-
- Scout's Magic Items *
-
-
- Circlet of the Cat:
- Mind Blank is permanently up.
- Allows 75% MR to spells and spell like powers.
- Spell absorption up to 50 spell levels which he can then weave
- into his own spells.
- Anti-control (stops effects of any mind control)
- Prayer: which gives friends +6 to save vs. spell and spell like
- effects, and gives enemies a -6 to save vs. spell and spell
- like effects.
- Feedback: See Spell on Zattaze
- Anti-scry: Allows no detection from any scrying magical or
- psionics
-
-
- Bracers of Feline Grace
- Allows the ability to cast three spells in one round.
- Triples damage, other spell abilities, range, duration, and area
- of effect of all spells.
- Has the In-Hand spell Zattaze created.
- AC: 0
- Fly: 278'
- Teleport without error
-
-
- Scout's Ankh
- Heal
- Regeneration 5hp/rd
- Ressurection 2x/day
- Cure disease
- Restoration
-
-
- Ring of Kittens
- Anti-port
- Stop port
- Gate
- Transfer (transfers spells that require touch into a green ray
- that only misses if user misses his save).
- +3 to all saving throws.
- Shield of Force
-
- Can call these items from Zattaze once per day:
- Orb of Sight and Sound
- Orb of Annhiliation
- Dimensional Mirror
- Satan's Sword : +4 Vorpal, Sv. vs. Void, Sv. vs. Trap the Soul,
- Sv. vs. Imprisonment.
-
-
- * Scout's Items were made with the help of Zattaze, Thoth,
- Isis, and Neodig. These items can only be taken away if enough
- dispel magic spells are cast to dispel: an anti-dispel magic,
- wish, ancient bless, stay, stay port, and an anti-in-hand spells,
- if all these prove successful, Scout would still get the benefit
- of a saving-throw. They cannot be yanked physically from him
- unless the wish, stay, and ancient bless spells are removed.
- Scout can send any one, or all at the same time back to at a mere
- thought, no matter where he or the items may be.
-
- The following deities are all from the pantheon of
- Ristonofer <menery@mil.osd.gn7cg.anthem>
-
- PANTHEISTIC DEITIES AND THEIR PLAYER CHARACTER PRIESTS
-
- THE PANTHEISTIC VIEW
-
- All Pantheists recognize the existence of all the gods in the
- Pantheon. The gods of Good, Evil, Law, Chaos and Neutrality all have
- their functions. Certainly, Humanity cannot begin to understand all the
- reasons gods do things, but at the very least is vaguely aware of the
- general spheres of influence of the individual gods. The general World
- View of Pantheists is that there is too much in the world to be controlled
- and tended for one entity, no matter how powerful, to handle. they believe
- in Greater, Intermediate and Lesser Powers, for there are greater,
- intermediate and lesser forces in the world.
- It can be assumed that there is general cooperation among
- denominations (Pantheism is the Religion) that have similar goals. For
- example, followers of Deneir and Nethlar have much common ground on
- which to stand. Florians and those that venerate Aphyx, god of Disease,
- on the other hand, would make strange bedfellows. There is not in
- recorded history a religious war between Pantheistic denominations.
-
- THE DEITIES
-
- AZRIL
- Lesser Power
- Portfolio: Mischief, Trickery
- Alignment: Chaotic Evil
-
- Azril is called upon by those who wish his aid to nefarious ends. He
- is popular among assassins, bandits and the like. There are no Priests of
- Azril. Some say he is just another aspect of Lukane. Azril is said to
- "visit" those who have bad luck.
-
- APHYX
- Intermediate Power
- Portfolio: Disease and Pestilence
- Alignment: Chaotic Evil
- Ability Requirements: Wis 9, Con 12, Cha less than 10.
- NWP Required: None
- Weapons Allowed: Whip, scourge, staff, any clawing-type weapon
- Armor Allowed: None
- Major Spheres: All, Creation (in reverse only), Divination, Healing
- (reverse only), Necromantic, Summoning
- Minor Spheres: Sun (reverse only), Combat
- Granted Powers: Summon 2-12 rats (75%) or giant rats (25%) once per
- day. 5th Level: Cause Fear once per day for every two levels above 3rd.
- 7th Level: Cause Disease 1/day; and additional once per day every other
- level.
- Turn Undead: Turn and Command
- Limitations: May not use spells to heal in any circumstance, including
- self.
- Priests of Aphyx gather for dark and terrible purposes. It is rumored
- that they are behind the Plague of 3A62. They wear grayish, tattered
- robes with deep cowls that are always pulled up. They will pull back the
- cowls to use the Cause Fear power, revealing their horrible visages.
- Physical self-deprecation is common among Priests of Aphyx. Many also
- keep rats and giants rats as pets and servants. Player Characters may
- not be Priests of Aphyx.
-
- BHON, Beast Father
- Intermediate Power
- Portfolio: Animals
- Alignment: Chaotic Good (Neutral)
- Ability Requirements: Str 11, Wis 12, Con 12, Cha 12
- NWP Required: Animal Handling (bonus) and Riding, Land-based
- (bonus), Endurance.
- Weapons Allowed: Long/short bow, net, lasso, staff, club, dart, dagger,
- knife
- Armor: Up to studded leather
- Major Spheres: All, Animal, Creation, Guardian, Healing, Plant,
- Protection
- Minor Spheres: Combat, Divination, Sun, Travelers
- Granted Powers: May Heal one animal per day per level. At 3rd Level:
- May cast Animal Summoning I once per day. At 6th Level: Develop
- followers, as per the Ranger class, but only animals. The DM has a table.
- At 9th Level: May cast one additional Animal Summoning of any kind per
- day. This is cumulative with the 4th level power.
- Turn Undead: No
- Limitations: May only kill game animals for food for himself or those not
- able to hunt.
- Priests of Bhon are called Beastmasters, and have no religious
- organization. Their primary duty is protection of animals of all kinds,
- especially in the wild. They are against the domestication of animals as
- pets, but understand the need for domestication of food animals (cattle,
- etc.). Beastmasters will sometimes travel with adventuring parties, and
- almost never with other Beastmasters. Rangers and druids may also
- venerate Bhon; a PC may be a multi classed warrior/priest of Bhon.
-
- CYR (Mountain Lifter)
- Lesser Power
- Portfolio: Strength and Might
- Alignment: Any
- Ability Requirements: Wis 9, Str 15, Con 13
- NWP Required: Endurance
- Weapons Allowed: Battle Axe, club, mace, maul, morning star, 2-
- handed sword, war hammer, and any other weapon that requires strength
- to wield.
- Armor: All
- Major Spheres: All, Combat, Healing, Necromantic (in respect to poison
- only)
- Minor Spheres: Elemental, War, choice of either Law or Chaos, based
- on alignment.
- Granted Powers: At 5th level: Immunity to paralysis. At 7th Level:
- Immunity to undead life-draining touch. At 9th-Level: Immunity to the
- spells Chill Touch, Energy Drain, Enervation, Ray of Enfeeblement and
- Vampiric Touch. Priests of Cyr may roll for exceptional strength, and are
- allowed fighter's constitution bonuses.
- Turn Undead: No
- Limitations: May not gather material wealth of any kind. A Cyrite may
- have clothing, armor, no more than 3 weapons (may be proficient in more
- than he owns), a mount (never a pack animal) and a small amount of
- survival gear (blankets, etc).
- Regardless of alignment, Cyrites tend to be loud and aggressive, and
- either brave or foolish (some say they go hand-in-hand). They love to go
- on adventures where they will be able to display their personal strength
- and the abilities of their god. They love competition, and will always take
- some small token of a victory. They will quickly disassociate themselves
- from cowards, and will certainly not heal them, though how harsh a judge
- they are is left up to the individual character. While there are shrines to
- Cyr, there is no religious hierarchy.
-
- DENEIR (Lord of Glyphs and Images)
- Intermediate Power
- Portfolio: Written Language, Symbols, Graphic Art
- Alignment: Neutral or Lawful Good
- Ability Requirements: Wis 14, Int 14
- NWP Required: Read/Write (bonus); Artistic Ability (bonus-at 50%);
- Ancient Language (written);
- Weapons Allowed: One-handed bludgeoning
- Armor: To banded, no shield
- Major Spheres: All, Astral, Creation, Divination, Guardian, Healing,
- Protection, Summoning
- Minor Spheres: Combat, Sun, Wards
- Granted Powers: Gain +4 to saving throws against harmful affects of
- books, scrolls, runes, and other magical writing, including effects of books
- handled by the wrong class. Where there is no save, a normal saving
- throw is allowed. Basic Identification of Runes: The Priest needs to make
- two intelligence checks. The first will allow them to identify the types of
- person who left the rune, (Ranger, Ugoth, Merchant), the second will allow
- them to determine the general meaning (warning, good food, ambush). At
- 7th Level: Gain basic understanding of Caerwyth. The Priest gains the
- proficiency at a level equal to Intelligence, and will gain an additional 5%
- per level thereafter. This understanding will not enable them to cast
- Wizard spells, but it may enable them to read tomes, inscriptions, etc.,
- and know the capabilities of those who inscribed it.
- Turn Undead: No
- Whereas Priests of Nethlar are interested in the knowledge itself,
- Deneirians are interested in the forms in which knowledge is recorded.
- Obviously, the two have a close working relationship. Deneirians may find
- dusty old tomes, and instead of paying attention to the content of the
- book, delight in the strange, heretofore undiscovered language in which it
- was written. Deneirian Priests also love art, and all have at least a small
- amount of training in drawing, sketching and painting. Deneirian shrines
- are unlikely to store books or scrolls. Annually, on 15 January, Priests
- celebrate the Deneirian Runefest; on this day, they add another tattoo to
- their collection, as a symbol of both their faith to the deity and ascension
- of their station. A new 1st-level spell is available for this.
-
- EREGUL (The Dark)
- Intermediate Power
- Portfolio: Death, the Dead
- Alignment: Lawful Evil
- Ability Requirements: Wis 9, Con 15
- NWP Required: None
- Weapons Allowed: Scythe, sickle
- Armor: None
- Major Spheres: All, Astral, Divination, Healing (reverse), Necromantic,
- Time
- Minor Spheres: Protection, Sun (reverse)
- Granted Powers: At 3rd Level: Double the effectiveness of any spell
- concerning the dead (i.e.-Animate Dead) including range, duration and
- numbers affected. At 5th Level: Immunity to the affects of life-draining
- force (undead, etc.). At 9th Level: Triple the effectiveness of any spell
- concerning the dead. At 12th Level: Quadruple effectiveness of any spell
- concerning the dead. At 19th Level: Finger of Death, once per day. May
- drain all the life energy from a victim (saving throw vs. Death Magic at -1 for
- every two levels the victim is below the caster to negate) and transfer it to
- himself. He will temporarily gain those levels, and function effectively at
- that level for the next 12 hours.
- Turn Undead: Turn normally, but command as Priest two levels higher
- Limitations: Tribute. Must deliver one human/demi-human sacrifice per
- day or lose spell capabilities until one is delivered.
- Priests of Eregul dress in all black at all times. They avoid the sun
- as much as possible to develop pallid skin, even going to the extent of
- using paints and dyes to make themselves as pale as they possibly can.
- They have the single-minded purpose of providing their master's realm with
- as many souls as is possible. They are particularly fond of "assisting" the
- injured and dying on their way.
-
- FLOR(Lady Mercy)
- Intermediate Power
- Portfolio: Healing, Life
- Alignment: Any good
- Ability Requirements: Wis 10, Int 10, Con 12
- NWP Required: Healing (bonus), Herbalism (bonus), Read/Write and
- Religion
- Weapons Allowed: Lasso, Net, Staff (for Defense only)
- Armor: None
- Major Spheres: All, Creation, Divination, Healing, Necromantic,
- Protection, Summoning, Wards, Time, Travelers
- Minor Spheres: Charm, Guardian, Plant, Sun
- Granted Powers: +2 to save vs. all poisons and diseases. Lay on
- Hands for 2pts/level once per day; Soothing Word at will; At 3rd Level:
- Analysis and Identification (Int check required) of diseases and poisons.
- Starting at 3rd level, and for every 3 levels thereafter, the Florian adds +1
- to healing spells (i.e.-Cure Light Wounds heals 1d8+1, etc.). There is no
- upward limit to this. Gains +2 to hit for defensive maneuvers with staff,
- such as parry, pull/trip, etc.
- Turn Undead: Yes
- Limitations: May not take sentient life. If a Florian ever knowingly takes
- a human or demi-human life, he will utterly and irrevocably lose all powers
- as a Florian. If he is party to the taking of a life, his powers will remain,
- but he will lose 3 hit points a day until he finds his own (but acceptable)
- method of atonement. During this time, his spells and powers will not
- work on himself. Florian Priests receive 6-sided hit dice.
- The Florians are the Bringers of Mercy to the sick and infirm. They
- will use any means at their disposal to help anyone. They will not "save"
- their spells for their friends, but use them as needed. If they have the
- ability to heal someone, they will, even if that person is an enemy. They
- may, of course, choose to prioritize those to be healed as they see fit.
- Their responsibilities as healers extend only to humans, demi-humans and
- humanoids, unless the individual chooses otherwise.
- Florians are prone to traveling about the countryside, helping
- whomever they can whenever they can.
-
- HUBRIS (Lord of Battles)
- Greater Power
- Portfolio: War
- Alignment: Lawful Neutral
- Ability Requirements: Wis 9, Str 13
- NWP Required: Blind-fighting, endurance
- Weapons Allowed: Battle axe, bows, dagger, knife, lance, maul, mace,
- polearms, spear, swords, warhammer. Specialization in one is required.
- Armor: All
- Major Spheres: Combat, War, Law
- Minor Spheres: Necromantic, Protection, Healing
- Granted Powers: At 3rd Level: Incite Berserker Rage, up to 3 times as
- many people as Priest has level. This gives followers (and only Warriors)
- +2 to hit and twice as many attacks per round, for two rounds per level of
- the Priest. The Priest must select beforehand how many rounds the rage
- will last, but it must be at least three. He cannot control it afterward. The
- incited will stay conscious up to and including -5 hit points. At -6,
- however, they will die. If an incited Warrior is between 0 and -5 when the
- rage wears off, he will die if not immediately tended to (the following round
- at the latest). If the rage is in effect after all enemies are slain, then the
- incited will attack any living thing, including their friends, each other, and
- the Priest until the rage wears off. Berserkers suffer -2 to their Armor
- Class while enraged.
- Hubrians, called Warbringers, exist to promote and participate in
- battle. They are conquerors, and will lead by power and force, crushing
- the bodies and spirits of the weak. They do not revel in death and
- destruction, for they know that the vanquished will better serve them in
- their armies than in graves. A popular Hubrian saying is "Better served as
- a slave with a sword than an enemy with a grave."
- Hubrians respect authority a great deal, but leader must be
- worthwhile. They will never follow a weak leader. An adventuring Hubrian
- Priest will always lead a party unless there is someone he recognizes as
- competent authority. Otherwise, he will leave a party he cannot lead.
-
- IBRAHIL (The True)
- Intermediate Power
- Portfolio: Duty, Loyalty, Obedience, Justice
- Alignment: Lawful Good
- Ability Requirements: Wis 15, Con 12
- NWP Required: None
- Weapons Allowed: Any two-handed
- Armor: Any, no shield
- Major Spheres: All, Combat, Creation, Divination, Guardian, Protection,
- Law
- Minor Spheres: Healing, Necromantic
- Granted Powers: Complete Immunity to Charm spells and spell-like
- effects. At 3rd Level: Use Command once per week. At 5th Level: Gain
- +2 to saving throws against harmful effects of undead. If there is normally
- no save, one with no bonuses is allowed. At 9th Level: Ultimate Wisdom.
- Once per week, may use this ability to make the wisest choice in a
- dilemma. This option will not necessarily bring boon, for there are
- sometimes no-win situations. To use this ability, the Priest must spend an
- entire turn praying for guidance. At 10th Level: Gain followers, as both a
- Priest and Warrior, combining the two.
- Turn Undead: Yes
- Limitations: Priests of Ibrahil may not break their word. If they do, they
- will immediately and irrevocably lose all their abilities as a Priest. If they
- compromise their word, they must seek an Atonement from another,
- higher-ranking Priest of Ibrahil, who will most likely send them on some
- quest for penance.
- Priests of Ibrahil are not prone to quick decisions, unless the
- obviously right one presents itself immediately. Truth is exceedingly
- important to them, as mentioned above. They tend to make poor leaders,
- for they are unwilling to make the compromises that some leaders tend to.
- Their organization is much stronger than most of the other Pantheistic
- orders; they sponsor several select organizations that have been known to
- foster adventuring.
-
- KAEAL (Of the Weave)
- Intermediate Power
- Portfolio: Magic, magic-users
- Alignment: Any, predominantly chaotic
- Ability Requirements: Wis 12, Int 13
- NWP Required: Spellcraft (bonus), Read/write, Ancient Language
- Weapons Allowed: Dagger, staff, knife
- Armor: None
- Major Spheres: All, Astral, Divination, Elemental, Healing, Summoning,
- Thought, Numbers, Wards
- Minor Spheres: Animal, Guardian, Necromantic, Plant, Protection, Sun,
- Weather
- Granted Powers: Voice of Command twice per day. At 3rd Level: Gain
- Infravision (doubles for demi-humans); At 5th Level: May substitute Wizard
- spells from a single school (chosen by the Priest before reaching 5th level)
- for normal Priest spells. The Priest must have these spells in a spell book
- and know them, but need not memorize them to be able to cast.
- Effectively, those Wizard spells become Priest spells. At 8th Level:
- Shapechange. By the time he is 5th level, the Priest of Kaeal should have
- chosen a Heartbeast, an animal with which he has an affinity and or
- appreciation (approval of DM is required, though it should come out in
- roleplaying). At 8th level, he may shapechange into that animal at will. He
- cannot cast spells in that form. 10th Level: Ability to change into giant
- form of the Heartbeast.
- Limitations: Priests of Kaeal receive 4-sided hit dice.
- There are many names for Priests of Kaeal, not all of them
- complimentary. The most popular is Weavemasters or Grammarians.
- There are two schools of thought among Weavemasters. Some worship
- the deity, while others venerate the spirit of the Weave, thought to be the
- force from which the power of magic is drawn. There is little structure to
- the religion, and it's followers are few. A Kaealian shrine is likely to be
- anywhere, though, as Priests tend to set up holy places on whims rather
- than with forethought. Most Priests of Kaeal are multi-classed
- Wizard/Priests (who may be specialists), an option which is open to
- Humans.
-
- KIR (Spirit of the Fury)
- Greater Power
- Portfolio: All bodies of water
- Alignment: Chaotic Neutral
- Ability Requirements: Wis 9, Con 12
- NWP Required: Navigation (bonus)
- Weapons Allowed: Trident, net, harpoon
- Armor: None
- Major Spheres: (With respect to water life/creatures only) All, Animal,
- Elemental, Plant, Protection, Summoning, Travelers,Weather
- Minor Spheres: Creation, Divination
- Granted Powers: Make all saves vs. water-based spells and spell-like
- effects at +4. Gain one additional spell per spell-level allowed per day that
- must come from the Elemental Water sphere. At 3rd Level: Secure
- Aquatic Familiar. The Priest is empowered with the ability to Summon a
- familiar from a body of water with which he is familiar with a 100% chance
- of success. The exact familiar will vary based on the specific body of
- water. The Priest will effectively function as a Priest one level higher when
- in or within 100 yards of the body of water from which is familiar has been
- summoned. Note that the familiar may not be removed from the water and
- transported around. If the Priest is more than 100 yards away from his
- body of water, then he will function at one level lower. At 9th Level: Call
- Storm. On a body of water the size of a large lake or greater, the Priest
- may call a storm into existence. The storm will obscure vision and make
- movement on the body of water impossible. It will capsize a rowboat or
- smaller, has a 50% chance of capsizing a boat up to 40 feet long, and a
- 5% chance of capsizing a larger vessel. The DM should adjudicate
- instances of people and things being pitched overboard as he sees fit. At
- 13th level: Ability to survive on the Elemental Plane of water for 1 hour,
- and an additional hour for every level over 13th. This ability is not conferred
- to associates.
- Turn Undead: Only those connected with the water (Lacedon, Sea
- Zombies, etc)
- Priests of Kir will make every effort to keep themselves within reach of
- a body of water. It is from water that they draw their power, which makes
- them particularly powerful in a water-based campaign. Away from water,
- the powers of the Priest wane. In a desert environment they are totally
- ineffective. Priests of Kir are called Waterlords, and refer to themselves as
- Servants of the Sea.
-
- LISORI
- Greater Power
- Portfolio: Love, Peace, Harmony
- Alignment: Any good
- Ability Requirements: Wis 11, Cha 15
- NWP Required: Etiquette (bonus)
- Weapons Allowed: None
- Armor: None
- Major Spheres: All, Charm, Creation, Healing, Divination, Protection,
- Guardian, Sun, Wards, Travelers
- Minor Spheres: Necromantic
- Granted Powers: Soothing Word at will. At 3rd Level:
- Charm/Fascination once per day. Opponent's saving throws suffer a -1
- penalty for every three levels of the Priest. At 5th Level: Aura of
- Protection, 10' Radius. Receives +1 to natural Armor Class, and an
- additional +1 for every two levels above 5th (no limit). In addition, should a
- hostile creature attempt to penetrate the radius, they must make a saving
- throw vs. paralyzation or be held fast for 5-20 rounds. The Priest may
- allow anyone or anything inside the radius at will. At 7th Level: Immunity
- to Charm spells. At 9th Level: Gains the knowledge of the brewing of
- potions similar to the Philter of Love. Must still have the facilities for
- brewing the potion. At 11th Level: Aura of Peace. Once per week may
- cause all hostile activities within their field of vision to come to a cease for
- one hour per level of the Priest.
- Turn Undead: Yes.
- Limitations: May not, under any circumstance, attack another sentient
- being with the purpose of doing harm. This includes weapons and spells.
- Should a Lisorian do so, they will automatically and irrevocably lose all
- powers as a Priest of Lisori. There are no exceptions. Peacebringers
- receive 4-sided hit dice.
- The major focus of the religion is Peace, and Love is more a sidelight.
- The Priests go on many pilgrimages promoting their ideals, and wandering
- Lisorians, also called Venutians, are a common sight in the Kingdoms.
- They make wonderful arbiters, and more than one high-ranking Lisorian
- has used his ability to prevent the onset of war. Due to the limitations
- placed upon them, Priests of Lisori do not make particularly good
- adventurers, and do not fit well with adventuring parties, whose lives are
- often violent. Lisorians will avoid Hubrians and Cyrites at all cost, but will
- not antagonize them in any way. For all the peace, love and harmony that
- they bring into the world, Venutians are detested by many, probably out of
- jealousy for the internal peace they themselves do not have. Hubrians
- especially will take great measures to destroy anything of Lisorian make,
- including Priests.
-
- LUKANE (Lady Luck)
- Lesser Power
- Portfolio: Good Luck, adventurers, gamblers
- Alignment: Chaotic Neutral or Chaotic Good
- Ability Requirements: Wis 14, Dex 13
- NWP Required: Gaming (bonus)
- Weapons Allowed: Any allowed to Rogue
- Armor: To studded Leather
- Major Spheres: All, Charm, Creation, Divination, Sun, Chaos, Numbers,
- Time
- Minor Spheres: Combat, Protection
- Granted Powers: Once per day may influence a single die roll in their
- favor. This can be one of their own, an ally or an opponent. The change is
- can be one (plus or minus) per three levels of the Priest.
- Turn Undead: No
- There are few Priests of Lukane in the Kingdoms, though she is
- venerated by many, and many live by her graces. It is unclear why she
- smiles on some and not on others. This is probably due to her fickle and
- chaotic nature.
-
- NETHLAR
- Intermediate Power
- Portfolio: Knowledge
- Alignment: True Neutral or Lawful Neutral
- Ability Requirements: Wis 14, Int 12
- NWP Required: Read/Write (bonus), Local History (bonus), Ancient
- History, Skuldavian
- Weapons Proficiency Required: Wrestling. Priests of Nethlar are +2 to
- hit when using wrestling maneuvers and suffer no penalties when wearing
- armor.
- Weapons allowed: One-handed bludgeoning
- Armor: Up to Banded, no shields.
- Major Spheres: All, Astral, Divination, Protection, Summoning, Thought,
- Time, Numbers
- Minor Spheres: Combat, Healing, Guardian, Sun
- Granted Powers: At 3rd Level: Cast Identify once per day when within
- shrine or temple to Nethlar or when within the radius of Protection from
- Evil. At 10th Level: May cast Legend Lore once per week when within
- shrine or temple to Nethlar.
- Limitations: Priests of Nethlar receive 6-sided hit dice.
- Priests of Nethlar, called Lore Bringers, are great collectors and
- storers of Knowledge. They are adept at storytelling (but not necessarily
- entertainment) and will freely share most of the less arcane knowledge that
- they have gained. Their duties include serving for 3 weeks a year at any
- shrine to temple as a Scribe (this includes adventuring Priests), and is
- done as a gesture of faith and an act of penance for any sins they may
- have committed in the past year. Before becoming a Priest of Nethlar, an
- individual must spend one year as a Temple Scribe in order to show his
- dedication to the faith and be in an environment of learning.
- Temples to Nethlar are called Libraries, and are decorated as such,
- with fewer religious trappings than other temples. Written materials are
- not collected at shrines.
-
- ORION
- Lesser Power
- Portfolio: Forestry, Hunting
- Alignment: Chaotic or Neutral Good
- Ability Requirements: Wis 10, Dex 12
- NWP Requirements: Set Snares (bonus)
- Weapons Allowed: Short bow, long bow, net, lasso, spear, javelin
- Armor: To Studded Leather
- Major Spheres: All, Animal,Elemental, Plant, Sun, Travelers
- Minor Spheres: Guardian, Healing, Protection, Weather
- Granted Powers: When hunting for food, gain +1 to hit for every three
- levels of the Priest. May be bow specialists if desired. At 3rd Level: Call
- Woodland Being once per week. At 5th Level: Move Silently through
- woods or forests. If Priest chooses, he may move in the forest without his
- footfalls making a sound. This extends only to himself; he may not imbue
- associates with this ability. At 7th Level: Pass Without a Trace at will in
- the forest.
- Turn Undead: No
- Priests of Orion, called simply Huntsmen, are caretakers and
- protectors of forested lands. They do their best to keep encroaching
- civilization from destroying their idyllic sylvan lands. They hunt only for
- food and survival, but venerate the Spirit of the Hunt. They have no
- religious hierarchy, the spirit being passed down from one Priest to an
- apprentice of his own choosing. The Priest rarely invokes the name of
- Orion, instead calling on the spirit of the forest. Warriors and rangers may
- be multi-classed as Priests of Orion.
-
- OTHMUS (Star Eyes)
- Intermediate Power
- Portfolio: Prophecy
- Alignment: Neutral
- Ability Requirements: Wis 13, Int 13
- NWP Requirements: Astrology (bonus)
- Weapons Allowed: Dagger
- Armor: None
- Major Spheres: All, Astral, Charm, Divination, Summoning, Thought,
- Time, Numbers
- Minor Spheres: Guardian, Protection, Sun
- Granted Powers: True Sight. Once per week for every two levels of the
- Priest, he may invoke the power of the True Sight, and reveal (to himself)
- all that is false in a radius of 25 yards. This includes illusions, secret
- doors, hidden and concealed traps, people and objects. Hidden refers to
- items that have been deliberately placed to avoid being found. It would not,
- for example, reveal the contents of a chest, but it would show that the
- chest had a false bottom. At 5th Level: Insight. This allows the Priest to
- cast the equivalent of the Wizard spell ESP, once per day. At 6th Level
- (and beyond): For every level hereafter, the Priest gains an additional 5%
- to the possibility of making a correct prophecy, to a maximum of 99%.
- This is for any Divination the Priest makes at any time.
- Turn Undead: No
- Limitations: Priests of Othmus receive 4-sided hit dice
- Priests of Othmus are called Oracles in most of the Kingdoms, but
- referred to as Stargazers on the island of Kiron. Rarely will they be seen
- in an adventuring situation, preferring to stay in the relative safety of cities
- and the courts of kings.
-
- RUSHLYN
- Intermediate Power
- Portfolio: Music, Musicians, Bards, Poetry
- Alignment: Neutral or Chaotic Good
- Ability Requirements: Wis 9, Dex 13, Cha 15
- NWP Requirements: Musical Ability (bonus)
- Weapons Allowed: Staff, sling
- Armor: None
- Major Spheres: All, Charm, Creation, Healing, Protection, Sun
- Minor Spheres: Combat, Divination, Guardian
- Granted Powers: Allowed three musical instruments for every Musical
- Ability slot. Soothing Word at will. +4 to saves vs. all
- Charm spells. At 3rd Level: Charm /Fascination 3 times per day. At 9th
- Level: Song of Suggestion (as Wizard spell Suggestion) once per day.
- Turn Undead: No
- Limitations: Priests of Rushlyn receive 6-sided hit dice
- Priests of Rushlyn are few and far between in the Kingdoms. Many
- venerate his spirit and dedicate their lives to music, but few feel the calling
- to raise it to the point of religion. There is no organized church, and few
- shrines to this deity.
-
- S'YL (Earth Father)
- Greater Power
- Portfolio: Agriculture, Farming, the Land
- Alignment: Neutral
- Ability Requirements: Wis 9, Con 14
- NWP Requirements: Agriculture (bonus)
- Weapons Allowed: Scythe, sickle, flail, hammer
- Armor: None
- Major Spheres: All, Animal, Combat, Creation, Elemental, Plant, Sun,
- Weather, Time
- Minor Spheres: Divination, Protection
- Turn Undead: No
- Granted Powers: Priests of S'yl receive 10-sided hit dice and are allowed
- Warrior's constitution bonuses. They gain +1 to their saving throws vs.
- poison for every 3 1/2 points of constitution (similar to dwarves). At 4th
- Level: Gain the ability to construct a Scarecrow (see Monstrous
- Compendium).
- Priests of S'yl are leaders in rural communities. They see to the
- protection of farmers and their crops. They use their powers in an effort to
- assure good harvests and continuation of the land. Particularly blessed
- S'ylarites will have abundant crops for years on end. They do not make
- particularly good adventurers.
-
- TABRAHIL (The Destroyer)
- Intermediate Power
- Portfolio: Destruction, Storms
- Alignment: Chaotic Evil
- Ability Requirements: Wis 9, Str 14
- NWP Required: Weather Sense (bonus)
- Weapons Allowed: Heavy bludgeoning (mace, maul, etc.)
- Armor: To Field Plate
- Major Spheres: All, Astral, Combat, Elemental, Summoning, Sun,
- Weather, Chaos
- Minor Spheres: None
- Granted Powers: Double strength and effectiveness of all Weather spells
- involving destruction. At 7th Level: Call Storm. Once per week, the Priest
- can call down a storm that lasts for a turn per level of the Priest. The
- storm (type determined by the Priest) obscures all vision beyond 10 feet
- and reduces an creature's effective movement rate to 1. The storm takes a
- full turn to call and cannot be called off.
- Turn Undead: No
- Limitations: Must use powers to destroy things. Spells will not be
- effective in an effort to create something.
- Tabrahilian Priests, known as Hands of Doom, exist solely to be
- incarnations of their god. They will attempt to lay waste to whatever they
- can, having little regard for life, human or otherwise. They seek power by
- destroying what others have. They are rarely subtle. In the Kingdoms, it
- is considered back luck to have one cross your path. Wherever there has
- been some great natural or manufactured disaster, the Hands are likely to
- be skulking about.
-
- TENGRI
- Intermediate Power
- Portfolio: Weather
- Alignment: Chaotic Neutral
- Ability Requirements: Wis 11, Con 13
- NWP Required: Weather Sense, 2 levels (both bonus)
- Weapons Allowed: Heavy bludgeoning (maul, mace, etc.) and net
- Armor: None
- Major Spheres: All, Astral, Combat, Elemental, Summoning, Sun,
- Weather
- Minor Spheres: Charm, Healing
- Granted Powers: Add 10% per level to effectiveness of all Weather
- spells. Gain +4 to saving throws vs. spells and spell-like effects that
- duplicate weather or come from weather creatures. At 7th Level: Call
- Storm. (see Tabrahil). At 9th Level: Once per week, Conjure Air
- Elemental. This Elemental will be 16 hit dice and under the control of the
- Priest. The chance of the Elemental breaking free is 15% minus half the
- Priest's Level, to a minimum of 1%. At 11th Level: Wind Walk once per
- week.
- Turn Undead: No
- Priests of Tengri are know as Wind Walkers in the Kingdoms. They
- tend to dress in blue and yellow flowing robes that always seem to catch
- the breeze in a way to billow most impressively. Tengrish Priests are
- normally very arrogant and self-important, but are not necessarily selfish.
-
- VARIOUS RE-WRITTEN DEITIES AND PANTHEONS
- ========================================
-
- The Cthulhu mythos.
- From: MFASSBEN@edu.indiana.ucs
-
- Well, this is the first post of a series, in which I will send out my
- renditions of the Cthulhu Mythos for 2nd Edition AD&D. For those of you using
- 1st Edition, I'd recommend adapting these rather than simply using the 1st
- printing DDG descriptions, as these are closer to the descriptions in the
- original stories (where applicable), or the spirit of these stories (where
- not).
- Please bear in mind that, with the exception of the shoggoth (to appear
- later), none of these have been playtested. Comments are welcome.
- Adelheyde
- --------------------------------------------------------------------------------
-
- BACKGROUND
-
- The divinities of the Cthulhu Mythos, or the Yog-Sothoth Cycle of Myth
- as it has been more appropriately termed, are native to a semi-insular complex
- of planes adjacent to the Material Planes. Within this complex are a
- Parallel Material Plane, a shadow plane coterminous with the Parallel Material
- and a large adjacent plane known as the Dreamlands, which serves as both an
- Afterworld for the Material Plane, and a home to an indigenous population as
- well. Transport from this complex to the Material Planes, or vice versa,
- is accomplished through the shadow plane and either the astral or ethereal
- planes, to which the shadow plane is also adjacent.
- Within this complex of planes, an extended clan of deities have ruled
- since time immemorial. Their great power may in fact be attributable to their
- monopoly over an entire set of planes. Aeons ago, however, war broke out
- within this clan over an ethical dispute related to the permission or
- proscription of Black Magic. The advocates of Black Magic, henceforth
- known as the Great Old Ones, were narrowly defeated by its opponents, known
- as the Elder Gods. Defeat held an awful price for the Great Old Ones: all of
- the divinities in this complex of planes have among their available avatars
- one Primary Avatar, which is the only avatar that may operate within their
- Parallel Material Plane, and which cannot leave their home complex. With
- their defeat in this great War, the Primary Avatars of the Great Old Ones
- were imprisoned by the Elder Gods under the power of the greatest magic that
- they could devise, the Elder Sign. As long as the Elder Sign is efficacious,
- it is sovereign in controlling the Great Old Ones and their supernatural
- minions; however, as the warring factions were so nearly equal in power, even
- this greatest of magicks has only temporary effectiveness. One day, when the
- stars are right, the Elder Sign will lose all power over the Great Old Ones,
- and they will once again be free to do as they please within their domains.
- The relative isolation of their home complex of planes yields a
- similar effect on their abilities on the other Material Planes. With one
- exception, Nyarlathotep, an avatar of one of the Great Old Ones cannot enter
- any crystal sphere in which his worship has not been established. For this
- reason, in their quest for power in order to prepare for their return at home,
- the Great Old Ones have attempted to spread their worship into other Material
- Planes, so that they may be capable of action there, as well. It is most
- likely under such circumstances that an AD&D party will encounter the Great
- Old Ones and their minions.
- -------------------------------------------------------------------------------
-
- AZATHOTH (The Daemon Sultan, the Blind Idiot God) (greater god)
-
- Azathoth is nominally the head of the pantheon known as the Great Old
- Ones; since the Great War against the Elder Gods, however, Azathoth has been
- robbed of his mind, and therefore does nothing save exist and writhe mindlessly
- to the tune of daemon flautists.
- Azathoth is utterly amorphous, and resides in his own massive court,
- which is perhaps arbitrarily referred to as the Center of the Universe. There
- he is surrounded by other equally blind, idiotic and amorphous dancers/
- musicians, and his every need (rare as such things might be) is served by
- Nyarlathotep.
- Role-playing Notes: None whatsoever. Azathoth cannot be role-played
- in the traditional sense; not, at least, to any degree of satisfaction.
- Statistics: AL cn; WAL any insane, or any worshipper of the Great Old
- Ones; AoC essence of the Universe; SY Seven-pointed star
-
- Azathoth's Avatar
- Azathoth's Avatars appear only when summoned, and hence initially fill
- only the area of the summoning. If angered, however (which is no difficult
- deed), Azathoth grows as it attacks, giving it a 50 yard reach at the end
- of the first round, and doubling its reach every subsequent round, until
- Azathoth loses track of what it is doing and leaves.
- Str 25 Dex 20 Con 25
- Int -- Wis -- Cha -7
- MV None Sz var MR 75%
- AC -2 HD 37.5 HP 300
- #AT 1-6 THAC0 - Dmg as below
-
- Special Att/Def: Anyone viewing Azathoth must save vs. spells at -6
- or go permanently insane. Azathoth can attack with from 1 to 6 pseudopods,
- with his THAC0 varying according to the number attacking, as follows: 1=-10,
- 2=0, 3=2, 4=5, 5=10, 6=12. Damage is devastating, however, at 1-100 hp. It
- is also highly corrosive, weakening any structural material, destroying any
- wood, stone a yard or less thick, or metal a foot or less thick. The range
- of the pseudopods also determines the radius of blasted earth. If the avatar
- is slain, it is in fact returned to Azathoth at his court.
-
- Duties of the Priesthood
- The priests of Azathoth are utterly mad. Azathoth does not know about
- them, nor does he grant them spells. Of course, they could care less.
- Requirements: AB standard, plus insanity; AL cn or ce; WP any; AR a;
- SP none; PW nil; TU nil.
- -------------------------------------------------------------------------------
-
- YOG-SOTHOTH (The All in One) (greater god)
-
- Yog-Sothoth is effectively the regent of the Great Old Ones, as he
- is the most powerful member of the group with a mind to speak of. Yog-Sothoth
- holds sway over all of space-time; in the home planes of the Mythos,
- Yog-Sothoth is both outside of, and coterminous with, all of space and all of
- time, while in all other planes, he has access to all times and space.
- Depending upon the aspect that he wishes to emphasize, he can
- appear alternately as a slimy amorphous mass covered with tentacles, or as a
- mass of glowing orbs. At will, he can gate any subject or worshipper of the
- Mythos, or any supplicant, from any one time and/or place to another.
- Role-playing Notes: Yog-Sothoth is amoral by human standards. He is
- never malicious regarding most petty mortals, as they are so many ants in his
- eyes. In his form as the Umr at'Tawil, he can even be moderately benevolent.
- Rare and powerful are they who could attract the especial attention of
- Yog-Sothoth, or any other Great Old One, for good or ill.
- Statistics: AL ce; WAL any evil, or cn; AoC time, space; SY Y rune (or
- equivalent)
-
- Yog-Sothoth's Avatar (fighter 20, wizard 20, psionicist 20)
- Yog Sothoth's Avatars appear as he can, and their attack modes vary
- accordingly. In the home set of planes, or in any plane where he does not
- have an established following, he can only send his avatar into the Prime
- Material if it is gated in by mortal spellcasters. Often, he will arrange
- for a gate in order to beget progeny (viz. the Whateley twins) upon one or
- more of the locals, for use as catspaws.
- Str 25 Dex 20 Con 25
- Int 25 Wis 23 Cha -7
- MV 18" SZ 50'd MR 50%
- AC -2 HD 20 HP 160
- #AT var THACO 1 Dmg as below
-
- Special Att/Def: In its tentacled form, it can attack 12 times per
- round, causing 1d8+14 damage per hit. In its globular form, it has two
- available attack forms: it can strike one character with one of its corrosive
- globes, causing loss of 1d6 Con, or shoot a silver bolt, causing death (save
- vs. death or die) or destruction (non-magical items ruined) to everything in
- a 5-foot radius of the target point. All who see him must save vs. death or
- go insane for a number of months equal to the character's intelligence.
-
- Duties of the Priesthood
- The priests of Yog-Sothoth are multi-classed priest-mages, and are
- particularly interested in divinations, gates, summonings, and time.
- Sacrifices are performed regularly, usually in the form of sentient life.
- Making it possible for Yog-Sothoth to enter, and to expand his power, are the
- chief goals.
- Requirements: AB standard, plus 12 Int; AL ce; WP any; AR none; SP
- all, astral, combat*, divination, necromantic, numbers*, summoning, time,
- weather*; PW nil; TU nil.
- -------------------------------------------------------------------------------
-
- NYARLATHOTEP (The Crawling Chaos) (greater god)
-
- Nyarlathotep completes the unholy triad with Azathoth and Yog-Sothoth,
- and is the Messenger of the Great Old Ones. Nyarlathotep is the only Great Old
- One free to move his Avatars at will among the home planes of the Mythos, as he
- was exempted from the bondage of the Elder Sign. Nyarlathotep moves at will
- among the Great Old Ones and any other races; he can even enter planes and
- crystal spheres where the Great Old Ones are unrepresented without difficulty.
- He cannot, however, personally summon aid from his own Mythos in such places;
- he can only seek support elsewhere, or dupe others to bring in aid.
- Nyarlathotep can take a myriad forms, traditionally referred to as
- 1,000 but more likely infinite in number. Most common are his humanoid form
- (a tall hairless man with jet-black skin), an amorphous form quite similar
- to Azathoth and Yog-Sothoth, and an as-yet unidentifiable form completely
- encased in darkness, which is linked to magical crystals of trapezohedral
- shape.
- Role-playing Notes: Nyarlathotep has the most subtlety and panache of
- his kind when dealing with mortal races. He holds them in the same contempt
- that the others do, but often conceals this, even deigning to be seen as
- human himself. He bears messages from, and rallies support for, the Great
- Old Ones. Given his choice, he would sooner inspire madness than simply
- slay mortals that irritate him.
- Statistics: AL ce; WAL any evil, or cn; AoC communication with and
- among the Great Old Ones; SY Faceless Sphinx, cat o' nine tails, black-garbed
- pharaoh, or shining trapezohedron.
-
- Nyarlathotep's Avatar (fighter 15, wizard 20, psionicist 20, cleric 15,
- thief 15)
- Nyarlathotep's Avatars can appear in any of the forms that he can take
- himself. Statistics must be determined for each individual form; these
- given here apply to his humanoid form, the one that mortals are most likely
- to see, gods willing. While he will appear odd, it will not be egregiously
- so, for most individuals in fantasy worlds have seen far stranger individuals
- as a matter of course. The Black Man will be little more than a curiosity
- until he chooses to reveal his true nature.
- Str 19 Dex 20 Con 20
- Int 25 Wis 25 Cha 19
- MV 15" SZ M MR 50%
- AC 2 HD 20 HP 160
- #AT 1or2 THAC0 1 Dmg as weapon
-
- Special Att/Def: His very presence acts as a charm upon humans,
- humanoids and non-magical animals (+4 to save if good, -4 if evil). Those
- that fail do his bidding, or else act utterly chaotically. No non-sentient
- creature can harm him, even if charmed. He will usually be armed with the
- most technologically-advanced weapon available in the given plane and time,
- but rarely if ever engages in combat. Nyarlathotep knows all spells of his
- Mythos, and all standard spells as well. His preferred mode of attack is
- to summon assistance, however. Once per round, he can summon any one Mythos
- monster, if the plane and crystal sphere recognize the Mythos; if not, he
- has a 75% chance of gating in one Fiend from the Lower Planes, modified by
- the power of the Fiend summoned (+5% for least, +0% for lesser, -15% for
- greater tanar'ri, -25% for true tanar'ri or greater baatezu or yugoloths).
- Again, such a gate can be opened once per round. If the Avatar is brought
- to 0 or fewer hp, it will collapse, and reform as one of the other available
- forms. It is generally advisable to escape from Nyarlathotep, if the
- appropriate protective magicks are unknown.
-
- Duties of the Priesthood
- Nyarlathotep has no priesthood, as he is never worshipped independently
- of the rest of the Mythos. Rather, he is the common thread that binds all
- of the Great Old Ones together in their exile, and is therefore worshipped by
- all who revere the Great Old Ones.
- -------------------------------------------------------------------------------
-
- Here is the second installment of my rendition of the Cthulhu Mythos,
- in this case presenting Cthulhu himself, his followers (the Deep Ones), and
- their rivals for the control of Terra before R'lyeh sank beneath the waves.
- Enjoy!
- Adelheyde
- -------------------------------------------------------------------------------
- CTHULHU (The Great) (Intermediate God)
-
- Cthulhu is one of the key members of the pantheon known as the
- Great Old Ones, and as such is worshipped under a number of names, most of
- which in some way resemble Cthulhu: Tulu, Chac and Tlaloc are three obvious
- examples. Cthulhu is often referred to as the high priest of the gods, a
- designation that reflects not merely his power, but also his status and degree
- of leadership in their pantheon. He enjoys a special affinity with water, and
- since the imprisonment of his primary avatar, he is also strongly associated
- with sleep and dreams. He is consequently a very important power in the
- Dreamlands, in the region known as the Belly of Ammit.
- Cthulhu's primary avatar flew to Terra from the depths of space, and
- ruled over a significant empire until the Great War. After the narrow defeat
- of the Great Old Ones, Cthulhu's avatar was imprisoned in his capital city
- of R'lyeh, wherein he sleeps until the end of the Elder Sign and its power.
- Cthulhu is worshipped as a god of the sea, sleep and dreams, and chief patron
- of the Deep Ones.
- Cthulhu's physical form is somewhat malleable: he can alter any aspect
- or detail to suit his purposes; he will always be recognizable, however, as
- a vaguely anthropoid creature with a cephalopoidal head, and a pair of wings
- on his back.
- Role-playing Notes: Cthulhu is amoral by human standards. He is not
- truly malicious regarding petty mortals, as they are so many ants in his eyes.
- Rare and powerful are they who could attract the especial attention of Cthulhu,
- or any other Great Old One, for good or ill.
- Statistics: AL ce; WAL any evil, or cn; AoC sea, sleep, dreams (usually
- nightmares); SY Image of Cthulhu.
-
- Cthulhu's Avatar (fighter 20, wizard 20, psionicist 20)
- Cthulhu's Avatars appear as he does, with the same warping powers.
-
- Str 25 Dex 20 Con 25
- Int 25 Wis 23 Cha -7
- MV 18/36 SZ 100' MR 60%
- AC 2 HD 20 HP 160
- #AT var THAC0 1 Dmg as below
-
- Special Att/Def: They can scoop up 1d3 opponents in their claws and
- crush for 22d6 hp damage; if the head is close enough, up to four opponents
- can be attacked by tentacles as well, crushing for 11d6. They are immune to
- the effects of water, cold, and vacuum, and can summon 10-100 Deep Ones, if
- any are in the vicinity. They can only be hit by +2 or better weapons,
- regenerate 10hp of damage per round, and if "slain", they explode in a noxious
- gas, and reform in 1d10+10 minutes. Of course, this is rarely necessary; all
- who see him must save vs. death or go insane for a number of months equal
- to the character's intelligence.
-
- Duties of the Priesthood
- The priests of Cthulhu are determined to bring about the return (or
- advent) of their god to their given world. Offerings in the form of sentient
- sacrifice are performed regularly, with the intent of using the attendant
- magical power to help bring about this goal, if possible, as well as doing him
- the highest honor.
- Requirements: AB standard; AL ce; WP any; AR none; SP all, combat,
- divination*, elemental (water only), necromantic, summoning*, weather; PW nil;
- TU nil.
- -------------------------------------------------------------------------------
- DEEP ONE
-
- CLIMATE/TERRAIN: sea, coast
- FREQUENCY: very rare
- ORGANIZATION: tribal/city
- ACTIVITY CYCLE: any
- DIET: omnivore
- INTELLIGENCE: very (mean)
- TREASURE: Z
- ALIGNMENT: chaotic evil
-
- NO. APPEARING: 1-100
- ARMOR CLASS: 3
- MOVEMENT: 12"//24"
- HIT DICE: 4
- THACO: 17
- NO. OF ATTACKS: 2 or 1
- DAMAGE/ATTACK: 1-4/1-4 or weapon
- SPECIAL ATTACKS: nil
- SPECIAL DEFENSES: nil
- MAGIC RESISTANCE: nil
- SIZE: M(6')
-
- Appearance: The Deep Ones appear as anthropoid amphibians, with fishlike heads.
- They have both infravision and normal sight.
-
- Combat: In battle, they can attack with their claws, or use weapons. Due to
- their great strength (18), they cause +2 to damage.
-
- Habitat/Society: Deep Ones live in large undersea cities, often near populated
- shores. While they are evil, they are not particularly aggressive, being more
- inclined to seek the worship of their neighbors than their destruction. They
- are the servants of Cthulhu and his lieutenants Dagon and Hydra, and the
- furtherance of their goals are the primary interests of the Deep Ones. To that
- end, they seek to expand their influence and numbers by accepting human
- worship and expanding their own numbers.
-
- Ecology: Deep Ones are immortal, as long as they are not slain by violence.
- They are capable of breeding with humans (and possibly certain demi-human or
- humanoid races), in such a way that the child is born human in appearance, but
- grows progressively batrachian in appearance and/or manner. Between the ages
- of 21 and 40 (1d20+20), the hybrid will undergo a transformation: within a
- few months, he will develop into a full Deep One. Typically, he will then
- take to the sea and live with his nonhuman ancestors (often stretching back
- many generations).
-
- Variants: Deep Ones are a standard humanoid race, indeed more intelligent than
- most humans. In consequence, many individuals will have character classes,
- with unlimited advancement as fighters and clerics (of Cthulhu), although they
- are limited to the 16th level of advancement as mages. Some physiological
- aspect of the Deep Ones' brains prevent them from retaining spells of ninth
- level, a source of considerable frustration to them. However, given both
- their origins and the influx of new genetic material due to their mode of
- reproduction, the chances of mutants capable of casting ninth level spells
- are high.
-
- For more information, see "The Shadow Over Innsmouth" and "The Thing on the
- Doorstep" by H.P. Lovecraft.
- -------------------------------------------------------------------------------
- ELDER THING
-
- CLIMATE/TERRAIN: sea, land, space
- FREQUENCY: very rare
- ORGANIZATION: city
- ACTIVITY CYCLE: any
- DIET: ?
- INTELLIGENCE: high (mean)
- TREASURE: A
- ALIGNMENT: lawful neutral
-
- NO. APPEARING: 1-8
- ARMOR CLASS: 6
- MOVEMENT: 18"/12"
- HIT DICE: 8
- THAC0: 13
- NO. OF ATTACKS: 3
- DAMAGE/ATTACK: 1-6 x3
- SPECIAL ATTACKS: nil
- SPECIAL DEFENSES: immune to heat and cold
- MAGIC RESISTANCE: nil
- SIZE: L(9')
-
- Appearance: Elder Things appear as barrel-shaped creatures with starfish heads
- and bases, and membranous wings radiating from their bodies.
-
- Combat: In combat, they can attack with three of their tentacles, although they
- would prefer to send in their slaves or use more advanced weaponry.
-
- Habitat/Society: Elder Things live in quite organized cities, both on planetary
- surfaces and underwater. They are quite advanced scientifically, especially
- in the biological (particularly genetic) sciences, and all share a deep
- scientific curiosity. They created the shoggoths, and are capable of
- significant biological research leading to the creation of an astounding
- variety of creatures. It is believed that they started the process of
- evolution on the planet Terra in the home planes of the Mythos. They will
- typically use, if possible and necessary, the most advanced weapons available;
- usually these will be more advanced than those of their opponents.
-
- Ecology: Elder Things are capable of flying through space with a Ship's
- Rating of 4. They have no need of air for breathing.
-
- Variants: Some colonies of Elder Things that have long been on the ground
- without occasional forays into space have atrophied wings, robbing them at
- least partially of their spelljamming powers.
-
- For further information, see "At the Mountains of Madness" by H.P. Lovecraft.
- -------------------------------------------------------------------------------
- SHOGGOTH
-
- CLIMATE/TERRAIN: any
- FREQUENCY: very rare
- ORGANIZATION: nil
- ACTIVITY CYCLE: any
- DIET: ?
- INTELLIGENCE: low to average
- TREASURE: C
- ALIGNMENT: chaotic evil
-
- NO. APPEARING: 1-4
- ARMOR CLASS: 1
- MOVEMENT: 9"
- HIT DICE: 20
- THAC0: 1
- NO. OF ATTACKS: 2
- DAMAGE/ATTACK: 3-30/3-30
- SPECIAL ATTACKS: nil
- SPECIAL DEFENSES: immune to weakness, paralysis, charm
- MAGIC RESISTANCE: 30%
- SIZE: L (15'+ diameter)
-
- Appearance: The Shoggoth appears as a huge, bubbling amoeba. If desired, they
- can create a vast array of tools from their bodies.
-
- Combat: In combat, they grasp with their pseudopods and both crush and pull
- at the same time (decapitation is the signature of a shoggoth attack). Fire
- and electricity cause only 1/2 damage to a shoggoth. Physical weapons cause
- only 1 hp damage per hit, and the shoggoth regenerates 2 hp per round until
- slain.
-
- Habitat/Society: Shoggoths were created as slaves by the Terran Elder Things,
- but in time they rebelled against their Masters and took to their own devices.
- Many live in former Elder Thing cities, while others now serve the Great Old
- Ones.
-
- Variants: Shoggoths vary considerably; some may be larger or smaller, others
- stronger, while others more intelligent.
-
- For more information, see "At the Mountains of Madness" by H.P. Lovecraft.
- -------------------------------------------------------------------------------
- GREAT RACE OF YITH
-
- CLIMATE/TERRAIN: land, space
- FREQUENCY: very rare
- ORGANIZATION: city
- ACTIVITY CYCLE: any
- DIET: liquids
- INTELLIGENCE: high (mean)
- TREASURE: nil
- ALIGNMENT: lawful neutral
-
- NO. APPEARING: 1-10
- ARMOR CLASS: 5
- MOVEMENT: 15"
- HIT DICE: 8
- THAC0: 13
- NO. OF ATTACKS: 2 or 1
- DAMAGE/ATTACK: 1-8 x2 or weapon
- SPECIAL ATTACKS: lightning gun
- SPECIAL DEFENSES: immune to magical control
- MAGIC RESISTANCE: nil
- SIZE: L(10')
-
- Appearance: The Great Race currently inhabits forms that resemble broad-based
- cones with four tentacles sprouting from the top. Two tentacles end in claws,
- while one ends in trumpet-like ears and the fourth ends in a globe sporting
- three eyes and several small tentacles.
-
- Combat: In combat, they can attack with their two claws (as above), but they
- prefer to use their lightning guns: short range 100 y; 32 charges/pack, one
- round to reload; any number of charges can be used per shot, but each charge
- beyond 4 has a 5% cumulative chance of burning out the gun; each charge
- causes 1d10 points of damage due to electricity, save vs. wand for half.
-
- Habitat/Society: The Great Race is quite civilized, living in highly advanced
- cities. They are quite adept at psionics, and the average Great Race member
- has the power of an 8th level psionicist. They practice time travel, or more
- properly mental projection through time. They are also voracious consumers
- of knowledge, and have built up vast libraries.
-
- Ecology: The Great Race (in their current forms) feed only on liquids, and
- reproduce only rarely.
-
- For more information, see "The Shadow Out of Time" by H.P. Lovecraft.
-
- -------------------------------------------------------------------------------
- From: MFASSBEN@EDU.INDIANA.UCS
-
- Greetings,
- Following this message is the third and final installment of my AD&D
- adaptation of H.P. Lovecraft's Cthulhu Mythos. I would like to thank everyone
- who sent me private messages about the previous installments; as I have not
- had access to ADND-L over the past three weeks, I will have to check the
- archives to see if there were any responses posted to the net.
- Thematically, this is the catch-all section. It includes Hastur
- and Shub-Nigurrath, who are in a sense "wedded", the Fungi from Yuggoth who
- worship Shub-Niggurath and the Byakhee who appear to be servants of Hastur;
- Cthugha and his servitors, the Fire Vampires; and Ithaqua, the Wendigo or the
- Walker on the Wind.
- Adelheyde
- -------------------------------------------------------------------------------
- SHUB-NIGGURATH (The Black Goat of the Woods with a Thousand Young) (greater
- goddess)
-
- Shub-Niggurath represents the essence of fertility among the Great
- Old Ones, which pantheon is already quite fecund as it is; she is also strongly
- associated with the forces of the element of earth. While she is not the
- equal of Azathoth or Yog-Sothoth in the grand scheme of things, she is by far
- the most widely worshipped of the Great Old Ones, and one or more of her masks
- are revered in nearly every culture of Terra in the home material plane of the
- Mythos. It is this broad popularity that gives her her status as a greater
- goddess. She is most often identified as female, but as the veritable essence
- of procreation, she can also be male or hermaphroditic. She can and does
- reproduce in all three modes; most famous, however, is her mating-partnership
- (often anthropomorphized as a "marriage") with Hastur.
- Shub-Niggurath is almost never seen in her natural form, which
- doubtless involves a number of tentacles and a considerable amount of
- primordial slime.
- Role-playing Notes: Of all the Great Old Ones, Shub-Niggurath is the
- most benign in her attitudes toward mortals. While her motives in this are
- not certain, it is likely that she actively courts worship in this fashion,
- thereby enhancing her own power to advance the goals of the Great Old Ones.
- Statistics: AL ce; WAL any; AoC fertility; SY black goat
-
- Shub-Niggurath's Avatar (wizard 20, priest 20, psionicist 20)
- Shub-Niggurath's Avatars almost never appear in her natural form,
- preferring one of her masks, whichever is most appropriate to the viewer.
- For example, an audience comprised of those from a Hindu culture would be
- faced with an avatar indistinguishable from one of Kali, while Celts would
- see a man bearing the antlers of a stag on his head, and would be known
- as Cernunnos; her witches, for that matter, would likely see a humanoid
- creature with the head of a black goat, referred to by some as "Baphomet",
- which is also the name given to her symbol, especially if her head is
- depicted in frontal view, circumscribed by an inverted pentagram. (This is
- the idol the Templars were accused of worshipping.) The powers of her
- Avatar will vary according to form; where appropriate (as in the case of
- her Cernunnos-form), substitute druid for priest.
- Str 24 Dex 19 Con 25
- Int 25 Wis 20 Cha -4 or 25
- MV var SZ 100'd MR 55%
- AC 4 HD 20 HP 160
- #AT var THAC0 1 Dmg as per form
-
- Duties of the Priesthood
- There are many different kinds of priest serving Shub-Niggurath, and
- these will differ from each other according to the priests' cultures and
- the masks that they worship. A priest of Shub-Niggurath as Ishtar would be
- indistinguishable from a real priest of Ishtar; the same rule applies whether
- the mask is of Cybele, Chalchihuitlicue, Hecate, Kali or Cernunnos. Naturally,
- the real divinities that resemble her masks will resent her intrusion in
- planes where THEY hold sway. In a more pastoral environment, priests of
- Shub-Niggurath may be druids; whether they are neutral or chaotic evil
- will depend upon the level of revelation, while all other particulars
- remain standard. Under active persecution, her worshippers may be witches
- instead; in some cases, her priests worship her in her true nature, as the
- Great Old One Shub-Niggurath. It is this comparatively rare group that is
- described below.
- Requirements: AB standard; AL ce; WP any; AR none; SP all, animal,
- charm, combat*, creation, elemental earth, healing, plant, weather*; PW nil;
- TU nil.
- ------------------------------------------------------------------------------
- HASTUR (He Who Must Not Be Named) (intermediate god)
-
- Hastur is the half-brother of Cthulhu and mate of Shub-Niggurath.
- Like them, he enjoys a special affinity with one of the elements, in his case
- air. He is also in some way associated with flight through space, and is thus
- more widely recognized in Wildspace than on the ground.
- Hastur's natural form is rarely seen, but it is believed to be
- bloated and scaly, and somewhat fluid. Like his half-brother, he also has
- octopoidal and reptilian elements in his appearance.
- Role-playing Notes: Hastur is even more aloof regarding mortal affairs
- than most of his kin.
- Statistics: AL ce; WAL any evil or cn; AoC air, space; SY image of
- Hastur.
-
- Hastur's Avatar (fighter 20, wizard 20, psionicist 20)
- Hastur's Avatars usually appear as massive creatures, rather reptilian
- in face and form, with tentacles covering much of his body. This last aspect
- appears to be a familial trait.
- Str 25 Dex 21 Con 23
- Int 22 Wis 23 Cha -4
- MV 36/36 SZ 600' MR 50%
- AC -2 HD 20 HP 160
- #AT 2 THAC0 1 Dmg 20-200 each
-
- Special att/def: Hastur's avatars regenerate 5 hp/round, and can
- summon 2-20 byakhee. Creatures that fly naturally cannot attack Hastur.
-
- Duties of the Priesthood
- The priests of Hastur are little different from most priests of the
- Great Old Ones, in that they shower adoration upon an entity that could care
- less about such things, save for the enhanced power such worship brings; their
- only expectation is to work for the freedom of the Great Old Ones (in the
- home planes) or their introduction into other planes. They are rather common
- in Wildspace, though held as abominations by most other cults.
- Requirements: AB standard; AL ce; WP a; AR a; SP all, combat,
- elemental air, weather; PW nil; TU nil.
- -------------------------------------------------------------------------------
- THE FUNGI FROM YUGGOTH
-
- CLIMATE/TERRAIN: land, space
- FREQUENCY: very rare
- ORGANIZATION: enclave
- ACTIVITY CYCLE: any
- DIET: ?(they DO live on Yuggoth...)
- INTELLIGENCE: average (mean)
- TREASURE: nil
- ALIGNMENT: chaotic evil
-
- NO. APPEARING: 2-12
- ARMOR CLASS: 4
- MOVEMENT: 15"/30"
- HIT DICE: 5
- NO. OF ATTACKS: 2
- DAMAGE/ATTACK: 1-8
- SPECIAL ATTACKS: grapple and drop
- SPECIAL DEFENSES: immune to cold, dark and vacuum
- MAGIC RESISTANCE: nil
- SIZE: L(8')
-
- Appearance: The Fungi from Yuggoth resemble lobsters with wings. They can
- fly through space with a Ship's Rating of 2. When they speak, they do so with
- a buzzing, droning voice.
-
- Combat: All impaling-type weapons cause only the minimum possible damage when
- they hit. If they hit a single target with both of their claws, they can
- grapple and take flight (make a strength check at half-strength to break
- free). It will then drop the opponent from a devastating height.
-
- Habitat/Society: The Fungi come originally from Yuggoth, but often set up
- enclaves on other worlds. They are remarkable surgeons, capable of removing
- the brain from the body and keeping it alive and active indefinitely. They
- worship Shub-Niggurath and Nyarlathotep in particular.
-
- Ecology: Very little is known about their ecology. It seems that they would
- need very little of anything to survive, as the come originally from
- Yuggoth (i.e., Pluto, which was surmised by some scientists but not in the
- least bit verified in Lovecraft's day).
- ------------------------------------------------------------------------------
- BYAKHEE
-
- CLIMATE/TERRAIN: space, ground
- FREQUENCY: very rare
- ORGANIZATION: none
- ACTIVITY CYCLE: any
- DIET: blood
- INTELLIGENCE: average
- TREASURE: none
- ALIGNMENT: chaotic evil
-
- NO. APPEARING: 1-4
- ARMOR CLASS: 5
- MOVEMENT: 6"/24" (A) or Sr5
- HIT DICE: 10
- THAC0: 11
- NO. OF ATTACKS: 2 or 1 special
- SPECIAL ATTACKS: bite with blood drain
- SPECIAL DEFENSES: nil
- MAGIC RESISTANCE: 20%
- SIZE: L (20')
-
- Appearance: The byakhee look much like a fiend or a gargoyle, but with a
- largely decayed appearance and avian and insectoid influences. They stand
- bipedally, but prefer to move by flight.
-
- Combat: In battle, they can opt for two claw attacks, or a vicious bite causing
- 1d10 damage; in the latter event, it will remain attached to the victim and
- drain 1d6 Constitution from him each round (including the first) until the
- victim has died of blood loss or the byakhee is killed or driven off. It
- will not attack another opponent until it is finished feeding. Lost Con will
- return with rest (1 day per point lost). It can teleport without error at
- will. 25% of Byakhee have an intelligence between 14 and 18, and these will
- have spell-like powers as well; normally, such spells are those associated
- with Hastur.
-
- Habitat/Society: Byakhee are often used as mounts as well as guards. This
- reduces their Maneuverability Class to C. They can fly through space as well
- as atmosphere, with a Ship's Rating of 5, and they are immune to the effects
- of vacuum or fouled air.
-
- Ecology: Byakhee are an alien race whose ecological niche remains a mystery.
- -------------------------------------------------------------------------------
- CTHUGHA (intermediate god)
- Cthugha is one of the more remote members of the pantheon,
- as his Primary Avatar is imprisoned near the star Fomalhaut.
- Accordingly, his cult is far more common in Wildspace than
- on the ground.
- Cthugha always appears as an amorphous mass of fire
- with flaming tentacles.
- Role-playing Notes: Cthugha has no real interest in working with
- mortals, or any non-fire creatures.
- Statistics: AL ce; WAL any evil or cn; AoC fire; SY flame
-
- Cthugha's Avatar (fighter 20, wizard 20, psionicist 20)
- Cthugha's Avatars almost universally appear in his natural form. When
- they appear, they are accompanied by Fire Vampires, as follows: outside of
- the home planes, 1-20; within the home planes, 1d100x10! These Fire Vampires
- will begin to ignite individual objects, while Cthugha will hover overhead
- and blast the entire area.
- Str 25 Dex 25 Con 25
- Int 18 Wis 18 Cha -1
- MV 36" SZ 40y r MR 50%
- AC -6 HD 20 HP 160
- #AT 2 THAC0 1 Dmg 3-30 each
-
- Special att/def: Only weapons of +3 or greater enchantment can even
- hit Cthugha's avatar; all others melt before contact. Even such strong
- weapons must make a save vs. breath weapon or be destroyed. The heat of
- his body does 5d10 hp of damage (save vs. breath for half) to all within
- 100 yards. It is immune to all heat and cold effects (the cold is dissipated
- before it reaches him). It can cast any fire spell (wizard or clerical) at
- the 30th level of ability, any two per round, and in the same round it can
- also lash out with two of its tentacles, for 3-30 hp of damage each. Those
- who see Cthugha must save vs. death magic at +2 or go insane for 2d4 weeks.
-
- Duties of the Priesthood
- The priests of Cthugha are usually pyromaniacs, and are usually
- spaceborne. On the ground they have a negligible cult.
- Requirements: AB standard; AL ce; WP any; AR e; SP all, combat,
- elemental fire (including all mage spells of elemental fire through 7th level),
- summoning; PW 5) immune to the effects of normal fire; 10) take no damage
- from fire attacks; 15) take no damage from any fire source, even a star,
- for up to 3 weeks; 20) can live indefinitely upon a fire body or the elemental
- plane of fire -- no damage ever from any fire source; TU nil.
- ------------------------------------------------------------------------------
- FIRE VAMPIRE
-
- CLIMATE/TERRAIN: space
- FREQUENCY: very rare
- ORGANIZATION: n/a
- DIET: n/a
- INTELLIGENCE: average
- TREASURE: nil
- ALIGNMENT: chaotic evil
-
- NO. APPEARING: 1-4
- ARMOR CLASS: -2
- MOVEMENT: 24"
- HIT DICE: 3
- THAC0: 17
- NO. OF ATTACKS: 1
- DAMAGE/ATTACK: 2-20
- SPECIAL ATTACKS: nil
- SPECIAL DEFENSES: immune to material weapons
- MAGIC RESISTANCE: nil
- SIZE: S
-
- Appearance: Fire Vampires look like tiny stars, and are similar to fire
- elementals.
-
- Combat: In combat, they attack by touching objects and causing them to catch
- fire. Damage is 2-20 points per hit, or half that if a save vs. breath weapon
- is made. They take damage from water, however, at 1 hp/ half-gallon.
-
- Habitat/Society: Fire Vampires live in fire bodies, and are believed to have
- originated near Fomalhaut.
-
- Ecology: Fire Vampires have no place in the ecology at large.
- -------------------------------------------------------------------------------
- ITHAQUA (lesser god)
-
- Ithaqua, also known as the Wendigo and the Walker on the Wind,
- is particularly recognized in cold wastelands, as he is associated with the
- freezing winds, snowstorms and other destructive forces of weather in such
- regions. Ithaqua typically appears as a huge cloud of fog or snow in a vaguely
- humanoid shape, with blazing red eyes. When passing overhead, it gives the
- optical illusion of two bright stars close together visible through a storm.
- Role-playing notes: Ithaqua considers cold wastelands to be his
- special province, and if one of his avatars has taken up residence in such
- a realm, he will wander it aimlessly, preying upon travellers if he so chooses,
- and accepting human sacrifices from local inhabitants.
- Statistics: AL ce; WAL any evil or cn; AoC cold storms, wastelands,
- etc.; SY two burning eyes in a human-shaped cloud of snow.
-
- Ithaqua's Avatar (fighter 15, wizard 15, priest 15)
- Ithaqua's Avatars almost universally appear in his natural form. He
- often stalks his wastelands, picking up human sacrifices and waylaying
- travellers; his victims are often discovered weeks or months later, frozen
- solid, and missing significant portions of their bodies.
- Str 21 Dex 18 Con 20
- Int 18 Wis 18 Cha -1
- MV 24 SZ 20' MR 30%
- AC 2 HD 15 HP120
- #AT 2 THAC0 5 Dmg 4-40 each
-
- Special att/def: His most potent weapon is his ability of controlling
- weather, usable at will, with triple range and effects. If he is within 36
- yards of his victim, he can pick him up and carry him away, or drop him from
- 1d10x10 feet (standard d6 damage per 10 feet fallen); if the victim resists,
- he must make a successful strength check, in which case Ithaqua must make a
- successful attack roll to pick him up. He may also attack with his claws.
- If he hits, grasping can follow automatically. Viewing Ithaqua requires that
- one save vs. death magic or go mad; after every three months, another save
- may be attempted to regain sanity. Should that same character ever see
- Ithaqua again, however, the madness returns automatically, and even hearing
- his howl in the wind requires a save at -3 to avoid recurrence.
-
- Duties of the Priesthood
- Ithaqua has no regular priesthood, as most of his worship is of a
- preventative nature. He does, however, have a few unscrupulous shamans in
- his service.
- Requirements: AB standard; AL ce; WP any; AR b; SP all, combat,
- elemental air, summoning, weather; PW nil; TU nil.
- ------------------------------------------------------------------------------
-
- Dawn is approaching fast, and I must close my post. As I wrote,
- however, and most particularly while I wrote about Ithaqua, I was very aware
- of the high winds that are still circulating outside. Now, in retrospect,
- particularly in light of the great storm that struck this weekend, I wonder
- why it is that I waited so long to send out this final installment. I have
- heard this referred to as the storm of the century on several occasions, and
- I must indeed wonder.
- At any rate, a final caveat must be offered to DM's using the
- priesthood of Cthugha: do not inform the players in too much detail of the
- abilities available to them, as many players will clamour to take the role.
- Immunity to fire and wizard fire spells must surely be attractive in particular
- to those powergamers out there who see the sole aim of a campaign as the
- acquisition of power for their characters. The best solution to this problem
- is to bear in mind that in a Lovecraftian milieu, atmosphere and then plot
- come first. True, the character might have considerable power -- but then,
- give him assignments designed to bring the worship of Cthugha and of the other
- Great Old Ones into some other Plane of existence or Crystal Sphere. Force
- him to work with some of the monsters, or even an Avatar, of the Mythos.
- Sooner or later, the character will be irretrievably mad. Furthermore, there
- will be nowhere where a priest of Cthugha will not be hunted; remember, even
- in the home planes of the Mythos, the Great Old Ones are not yet free, and
- they still have enemies. Similar warnings apply to the other priesthoods,
- should players seek to play them. And finally, if the players should still
- wish to play them, then by all means let them, at least if you have no
- objection to running a campaign dominated by the Mythos, as it surely would
- be if one or more of the PC's followed its gods!
- Good day, and enjoy the ghastliness that can spice up your campaigns!
- Adelheyde
-
- FORGOTTEN REALMS
- From Tim Larson <tel002@acad.drake.edu>
-
- Here they are! The Forgotten Realms priesthoods re-done in the style of the
- CPH! Compatibility ratio 98% and up! Get them while they're hot!
-
- NOTE: Greather deities (GD) can grant all levels of spells, and Quest spells
- Intermediates (ID) can grant all levels, and Quest spells with
- permission of the highest god in the pantheon
- Lessers (LD) can grant up to 6th level spells, inclusive
- Demi's (DG) can grant up to 5th level spells, inclusive
-
- FORGOTTEN REALMS Adventures
-
-
- AURIL (Frostmaiden) (LD)
-
- AoC: cold
- Req: CON 13, WIS 12, NE
- Wpn: type B, ice axe (hand axe)
- Amr: chain, and shield
- MA: All, Animal, Divination, Elemental (wae), Necromantic, Protection,
- Weather
- ma: Combat, Creation, Guardian, Healing
- MI: as cleric
- GP: 1) immune to natural cold and +3 to save vs. cold-based attacks (no
- damage if save, half if failed) 8) ice storm once/week 13) summon
- ice para-elemental as the conjure fire elemental spell once/week for
- every level over 12
-
-
- AZUTH (The High One) (LD)
-
- AoC: mages, energy
- Req: WIS 14, INT 13, LN
- Wpn: type B
- Amr: none
- MA: All, Astral, Charm, Combat, Creation, Elemental, Healing, Protection,
- Summoning
- ma: Divination, Guardian, Necromantic, Numbers, Sun, Weather
- MI: as cleric and mage
- GP: 1) can cast wizard spells as a mage half his level but they come from
- his priestly spell allowance--from one school only, spellcraft NWP as
- a bonus
-
-
- BESHABA (Maid of Misfortune) (ID)
-
- AoC: mischief, bad luck, accidents
- Req: WIS 10, CE
- Wpn: type B
- Amr: plate, and shield
- MA: All, Chaos, Charm, Protection
- ma: Summoning, Divination, Numbers
- MI: as cleric
- GP: 1) once/day can lower another's save or attack roll by one
-
-
- CHAUNTEA (Great Mother) (GD)
-
- AoC: agriculture
- Req: WIS 12, CHA 15, NG or TN
- Wpn: as druid
- Amr: as druid
- MA: All, Animal, Elemental, Healing, Plant, Weather
- ma: Divination
- MI: as druid
- GP: as druid
-
-
- CYRIC (The Dark Sun) (GD)
-
- AoC: death, murder, the dead, strife, tyranny, lies
- Req: WIS 13, INT 13, NE
- Wpn: type B, long sword
- Amr: any
- MA: All, Charm, Necromantic, Sun (rev)
- ma: Divination, Elemental, Healing
- MI: as cleric
- GP: 1) command undead at +2 levels, immune to fear and other emotion-
- controlling spells, can convert NPC followers of Bhaal and Myrkul and
- Bane if they fail a save vs. spell (with a +5 if he was a priest, +2
- if he was higher level, -2 is he was lower level) 5) summon aerial
- servant (as the spell) once/day
-
-
- DENEIR (Lord of Glyphs and Images) (LD)
-
- AoC: literature, art
- Req: WIS 15, INT 15, NG
- Wpn: one-handed type B
- Amr: banded
- MA: All, Astral, Creation, Divination, Protection, Summoning
- ma: Animal, Elemental, Guardian, Healing, Plant
- MI: as cleric
- GP: 1) turn undead, +4 to save vs. damage and malicious effects from
- books or scrolls or any magical writing (if no save is usually
- allowed he gets one anyway with no bonus), can speak any language
- Deneir can speak, can try to identify wards or runes (first INT check
- determines what kind of person left it, second INT check determines
- general nature of the mark)
-
-
- ELDATH (Goddess of Singing Waters) (LD)
-
- AoC: peace, pools, springs, druidic groves
- Req: CHA 13, WIS 14, TN
- Wpn: staves, clubs, stones, slings, staff slings (with restrictions)
- Amr: none
- MA: All, Astral, Charm, Divination, Elemental (w), Healing, Plant,
- Protection, Sun
- ma: Animal, Creation, Necromantic, Wards, Weather
- MI: as cleric, but none that harm others
- GP: 1) can use any E/C spell regardless of sphere or level (must be of
- sufficient level to cast), remove fear once/day, can parry attacks
- (subtracting his STR bonus+1d6 points from opponent's attack roll, at
- 10th level it becomes STR bonus+1d10 points) 3) sleep once/day/3
- levels 5) silence 15' radius once/day (one more per day for every
- additional 3 levels) 10) breathe water automatically 15) sanctuary
- spell in effect on him at all times
- pen: cannot fight except in defense of himself and comrades--cannot
- initiate attacks, charges or ambushes
-
-
- GOND (Wonderbringer) (ID)
-
- AoC: artifice, craft, construction
- Req: WIS 14, INT 14, DEX 14, TN (can be a gnome, also)
- Wpn: type B, firearms
- Amr: plate
- MA: All, Divination, Elemental, Protection
- ma: Guardian, Healing, Thought
- MI: as cleric, and magical r/s/w
- GP: 1) +2 using these proficiencies: armorer; artistic ability; black-
- smithing; carpentry; engineering; pottery; weaponsmithing, open locks
- as a thief half his level (on average ability table, DMG)
-
-
- HELM (He of the Unsleeping Eyes) (ID)
-
- AoC: guardians, protection
- Req: STR 14, WIS 13, LN
- Wpn: type B
- Amr: full plate, shields
- MA: All, Guardian, Protection, Wards
- ma: Divination, Healing, Thought
- MI: as cleric, and crystal balls
- GP: 1) +2 to his surprise roll if alone or +1 with others, glyph of
- warding (only one day/level, of any spell of level he can cast but
- doesn't have to be from a sphere he can cast), turn undead
-
-
- ILMATER (The Crying God) (ID)
-
- AoC: endurance, suffering
- Req: CON 14, WIS 12, LG
- Wpn: type B, scourge
- Amr: none
- MA: All, Charm, Creation, Guardian, Healing, Necromantic, Protection,
- Wards
- ma: Elemental, Law, Summoning, Sun, Weather
- MI: as cleric
- GP: 1) +4 to saves involving endurance or resisting pain and +2 to CON
- checks for similar situations, endurance NWP as a bonus, can go
- without food and water for a number of weeks equal to his level (but
- has -1 to hit and damage for every 3 weeks without), can remove fear
- and negate baneful emotion-based spells on up to two people/day 12)
- during extreme torture/suffering the character can be possessed by a
- servant of Ilmater on request of the character (for the duration he
- endures the pain but takes no damage, he cannot move, and dispel
- magic drives the servant out)
-
-
- LATHANDER (Morninglord) (GD)
-
- AoC: spring, dawn, birth, renewal
- Req: CHA 12, WIS 14, NG
- Wpn: type B
- Amr: plate, shields
- MA: All, Creation, Elemental, Sun
- ma: Guardian, Healing, Protection
- MI: as cleric
- GP: 1) turn undead (at +4 levels if the undead is affected by sunlight),
- +2 when using these proficiencies: appraising; artistic ability;
- juggling; musical instrument; pottery 3) faerie fire once/day
-
-
- LEIRA (Lady of the Mists) (LD)
-
- AoC: deception, illusion
- Req: WIS 14, INT 12, DEX 11, CN
- Wpn: type B
- Amr: any (but cannot cast their spells or use spell-like powers in armor)
- MA: All, Astral, Chaos, Charm, Divination, Thought
- ma: Creation, Healing, Summoning
- MI: as cleric, and those relating to illusion
- GP: 1) can use illusion/phantasm scrolls w/o read magic 5) misdirection
- twice/day/5 levels 13) mislead once/day
- pen: cannot use true seeing or any device that uses true seeing or they go
- insane (the can use the reverse, though)
- note: they wear a silvered face mask that reflects gaze attacks and grants
- them a +3 to their saves vs. gaze attacks, Leirans lie extensively
-
-
- LLIIRA (Our Lady of Joy) (LD)
-
- AoC: joy, happiness, dance, festivals
- Req: CHA 13, WIS 13, CG
- Wpn: lasso, net, type B in extreme circumstances
- Amr: any
- MA: All, Charm, Creation, Healing, Sun, Thought, Wards
- ma: Divination, Guardian, Plant, Protection
- MI: as cleric
- GP: 1) turn undead, dancing NWP as a bonus, soothing word once/day (20'
- radius, 50%+2%/level of removing fear or other harmful emotion-
- affecting magic), +2 to hit when wrestling or using other nonlethal
- combat
- pen: all special abilities are revoked if he uses a weapon that causes
- actual damage (must meditate for a full day to regain them)
-
-
- LOVIATAR (Maiden of Pain) (LD)
-
- AoC: pain, hurt, torture
- Req: CON 15, WIS 15, LE
- Wpn: type B, whip, scourge
- Amr: scale, shields
- MA: All, Charm, Healing, Law, Necromantic, Sun
- ma: Animal, Divination, Guardian, Summoning, Weather
- MI: as cleric
- GP: 1) pain touch once/day/3 levels (-4 to hit and -2 to DEX checks, for
- number of rounds equal to his level)
- note: they wear a special scale mail that is only AC 6, occasionally those
- who have done well in advancing her cause will be given a white wand
- that absorbs 1d10 spell levels when it disintegrates (only the one it
- was given to can use it)
-
-
- MALAR (The Beastlord) (LD)
-
- AoC: hunters, beasts, blood
- Req: STR 13, WIS 12, CE
- Wpn: type B, claws of Malar, no missile weapons
- Amr: any
- MA: All, Animal, Combat, Summoning
- ma: Healing, Elemental, War
- MI: as cleric
- GP: 1) hunting NWP as a bonus (with a +2 bonus) 3) can identify plants
- and animals and pure water with 98% accuracy 7) immune to charms of
- woodland creatures (like druids)
- note: claws of Malar are 1 lb each, size S, type S, speed 2, damage 1d6/1d4
- and there is no penalty for fighting with one on each hand--non-
- believers who use them will be hunted down
-
-
- MASK (Lord of Shadows) (ID)
-
- AoC: thieves, intrigue
- Req: WIS 14, DEX 14, NE
- Wpn: type B, knife
- Amr: leather, studded leather, and padded only
- MA: All, Astral, Charm, Divination, Guardian, Protection, Necromantic,
- Sun (rev)
- ma: Combat, Healing, Thought, Travelers
- MI: as cleric and thief
- GP: 1) have the 8 thief abilities (as thief, 20 discretionary points/
- level), can use and understand thieves' cant
-
-
- MIELIKKI (Lady of the Forest) (ID)
-
- AoC: forests, rangers, dryads
- Req: STR 13, DEX 13, CON 14, WIS 14, NG
- Wpn: any
- Amr: studded leather
- MA: na
- ma: na
- MI: see below
- GP: see below
- note: Mielikki's priests are rangers
-
-
- MILIL (Lord of All Songs) (LD)
-
- AoC: poetry, song
- Req: WIS 14, INT 13, CHA 14, NG
- Wpn: type B
- Amr: any
- MA: All, Charm, Divination, Thought
- ma: Animal, Guardian, Healing, Summoning
- MI: as cleric
- GP: 1) turn undead, singing OR musical instrument NWP as a bonus, can
- enthrall (as the spell) an audience with song (except those with
- higher WIS or level/HD) 10) song of suggestion (as spell) once/day
-
-
- MYSTRA (Midnight, The Lady of Mysteries) (GD)
-
- AoC: magic
- Req: WIS 12, INT 14, NG
- Wpn: type B
- Amr: any
- MA: All, Elemental, Necromantic, Summoning
- ma: Astral, Charm, Creation, Healing, Wards
- MI: as cleric and mage (except magic scrolls)
- GP: 1) +2 to save vs. magic, unaffected by magic-dead or wild magic areas
- detect magic once/day, spellcraft NWP as a bonus, turn undead
- note: Mystra is goddess of magic, while Azuth is god of spellcasters
-
-
- OGHMA (The Binder) (GD)
-
- AoC: knowledge, bards
- Req: WIS 14, INT 12, TN
- Wpn: type B
- Amr: banded
- MA: All, Astral, Charm, Divination, Protection, Thought
- ma: Elemental, Guardian, Healing, Summoning, Time
- MI: as cleric
- GP: 1) +2 to hit while wrestling and suffer no penalties for wearing
- armor while wrestling, turn undead (at +4 levels vs. outer planar
- creatures)
- 3) identify once/day when in an Oghman shrine or in a protection from
- evil spell 10) legend lore once/week when in an Oghman shrine
-
-
- SELUNE (Our Lady of Silver) (ID)
-
- AoC: moon, stars, navigation
- Req: WIS 14, CON 12, CG
- Wpn: type B, prefer the 'moon's hand' (smooth-head mace that has a +1 to
- hit and damage in a priest of Selune's hands)
- Amr: any
- MA: All, Divination, Sun, Time
- ma: Animal, Elemental (wa), Healing, Travelers
- MI: as cleric
- GP: 1) turn undead, 30' infravision, navigation NWP as a bonus, if
- infected by a CG lycanthrope they can control it as a natural
- lycanthrope
-
-
- SHAR (Mistress of the Night) (GD)
-
- AoC: dark, night, loss
- Req: STR 14, WIS 12, NE
- Wpn: type B
- Amr: chain, shields
- MA: All, Charm, Divination, Necromantic, Sun, Time
- ma: Astral, Animal, Elemental, Guardian, Protection
- MI: as cleric
- GP: 1) command undead, darkness once/day (plus once/day for every
- additional two levels), +1 to hit and damage and saves in darkness,
- -1 to hit and damage and saves in full moonlight 5) continual
- darkness once/day/5 levels 7) forget once/day
-
-
- SILVANUS (Oak Father) (GD)
-
- AoC: nature, druids
- Req: WIS 12, CHA 15, TN
- Wpn: as druid
- Amr: as druid
- MA: All, Animal, Elemental, Healing, Plant, Weather
- ma: Divination
- MI: as druid
- GP: as druid
-
-
- SUNE (Firehair) (GD)
-
- AoC: beauty, love, passion
- Req: WIS 12, CHA 16, CG (elves and half-elves may also be priests of Sune)
- Wpn: type B, darts
- Amr: any
- MA: All, Charm, Healing, Necromantic, Protection, Thought, Wards
- ma: Creation, Divination, Guardian, Sun
- MI: as cleric
- GP: 1) turn undead, can attempt to charm (as spell) a member of opposite
- sex once/day (but if it fails must meditate in a holy place before
- can use it again) and the subject has a -1 to save for every point
- of CHA the priest has over 16
- pen: if CHA ever drops below 16 they are cast out of the faith
- note: those who have done a great service for Sune may be given a draught
- of Evergold which raises CHA by 2d4 for one day (to any others but
- priests of Sune it is poisonous), intense rivalry with Hanali Celanil
-
-
- TALONA (Lady of Poison) (LD)
-
- AoC: disease, poison
- Req: WIS 14, CON 14, CHA 12 or less (mandatory, will be reduced by tattoos
- by others in the priesthood), CE
- Wpn: type B, cermonial poison dagger
- Amr: any
- MA: All, Astral, Combat, Divination, Healing (rev), Necromantic (rev)
- ma: Charm
- MI: as cleric
- GP: 1) +4 to save vs. poison, normal save vs. potions that don't allow
- saves 3) can identify pure poison by smell 5) identify poison in
- drinks by a single drop (no effect) 7) identify poison in food by
- a single bite (no effect) 10) cause disease by touch once/day
-
-
- TALOS (The Destroyer) (GD)
-
- AoC: storms, destruction
- Req: STR 13, WIS 14, CE
- Wpn: type B, javelin
- Amr: any
- MA: All, Combat, Elemental (wea), Sun, Weather
- ma: Necromantic, Summoning
- MI: as cleric, magic javelins
- GP: 1) may turn or command undead 7) lightning bolt once/day plus
- once/day for every additional 3 levels (not useable if wearing armor)
- 10) control weather once/day (cannot improve weather conditions)
-
-
- TEMPUS (Lord of Battles) (GD)
-
- AoC: war
- Req: STR 14, WIS 12, CN
- Wpn: type B, spiked glove, and any ONE weapon of the priest's choice
- Amr: any
- MA: All, Chaos, Combat, Healing, War
- ma: Elemental (fe), Necromantic, Protection
- MI: as cleric, plus magical versions of their chosen weapon
- GP: 1) can incite berserker rage in themselves and a number of others
- equal to their level for a full turn and if he runs out of enemies he
- must attack the closest living thing or suffer five points of damage
- per round until it wears off (+2 to hit, damage, and saves), their
- special weapon is consecrated to be +1 to hit and damage (if it is
- destroyed then they may consecrate another which takes a week at a
- temple), can tell if a weapon is magical by handling it and can
- determine it's exact plusses if it is the same type as their special
- weapon, have the following NWP as bonuses: armorer; blind-fighting;
- charioteering; and weaponsmithing
- pen: cannot have missile weapon unless they can be used in melee as well
- note: spiked glove is 10 gp, size S, type P, speed 2, damage 1d4/1d4
-
-
- TORM (The True) (LD)
-
- AoC: duty, loyalty, obedience
- Req: WIS 14, CON 12, LG
- Wpn: type B
- Amr: any
- MA: All, Combat, Divination, Law
- ma: Guardian, Healing, Protection
- MI: as cleric
- GP: 1) can turn undead or command them to perform tasks (such as guarding
- a passage), his henchmen regard him as if he has an 18 CHA, duration
- of divination and protection spells are doubled, command once/day
-
-
- TYMORA (Lady Luck) (ID)
-
- AoC: adventurers, skill, good fortune
- Req: WIS 15, DEX 14, CG, (halflings can be priests of Tymora)
- Wpn: type B
- Amr: any
- MA: All, Charm, Divination, Numbers
- ma: Creation, Healing, Protection, Travelers
- MI: as cleric
- GP: 1) can modify one dice roll (declared before it is rolled) by 1 (d20)
- or 5%
-
-
- TYR (The Even-Handed) (GD)
-
- AoC: justice
- Req: WIS 9, LG
- Wpn: type B
- Amr: any
- MA: All, Combat, Creation, Healing
- ma: Divination, Necromantic, Protection
- MI: as cleric
- GP: as cleric
-
-
- UMBERLEE (The Bitch Queen) (ID)
-
- AoC: oceans, waves, sea winds
- Req: WIS 13, CON 15, CE
- Wpn: type B, trident, harpoon
- Amr: leather, shields
- MA: All, Animal (aquatic and marine animals only), Chaos, Creation,
- Elemental (wa), Summoning (aquatic and marine animals only)
- ma: Charm, Combat, Plant, Protection, War
- MI: as cleric
- GP: 1) command aquatic undead, swimming NWP as a bonus 5) breathe water
- automatically 10) move through water as though they had a ring of
- free action, control weather once/day if by a large body of water (a
- lake is not good enough) 12) summon and control 1d4 sharks which
- arrive in 1d6 rounds (sharks must live in that area to be summoned)
-
-
- WAUKEEN (Merchant's Friend) (ID)
-
- AoC: trade, money, wealth
- Req: WIS 14, INT 12, CHA 12, TN
- Wpn: type B
- Amr: any
- MA: All, Divination, Numbers, Wards
- ma: Charm, Guardian, Healing, Necromantic
- MI: as cleric
- GP: 1) can command and turn undead, appraising and gem cutting NWP as
- bonuses, can discern true metal from false
- note: Waukeen was apparently destroyed in the Time of Troubles, as so his
- priests cannot receive 3rd or greater level spells
-
-
- GRUMBAR (Boss of Earth) (DG, elemental cult deity)
-
- AoC: earth
- Req: ?
- Wpn: type B
- Amr: chain, shields
- MA: All, Elemental (e)
- ma: two of the following: Divination, Combat, Protection, Time, Weather
- MI: ?
- GP: 5) can summon an earth elemental once/day for one hour (which is
- under the priest's control) and then it fades
- note: they receive one 1st level follower of the same cult for every level
- beyond 5th
-
-
- KOSSUTH (Tyrant Among Fire) (DG, elemental cult deity)
-
- (as Grumbar, but fire aspects)
-
-
- AKADI (Queen of Air) (DG, elemental cult deity)
-
- (as Grumbar, but air aspects)
-
-
- ISTISHIA (Water Lord) (DG, elemental cult deity)
-
- (as Grumbar, but water aspects)
-
-
- BEAST CULTS (DG, beast cult deity)
-
- AoC: the animal they represent
- Req: WIS 9
- Wpn: any two
- Amr: none
- MA: All, Animal
- ma: one of the following: Charm, Combat, Plant, Weather
- MI: as cleric
- GP: 1) one of the following: summon a number of creatures of the
- worshipped type (2d6 size S, 1d6 size M, 1d2 size L, 1 size H) which
- arrive in 1d3 turns once/day, OR transform into the type of beast he
- worships once/week for 3d6 turns
- note: can choose to worship a monster as well (non-natural animal) but the
- granted power is not useable until 10th level
- note: they receive one 1st level follower of the same cult for every level
- beyond 5th
-
-
- BANE (The Black Lord) (GD)
-
- AoC: strife, hatred, tyranny
- Req: WIS 10, STR 12, LE
- Wpn: non-missile type B, javelins
- Amr: any
- MA: All, Combat, Law, Necromantic
- ma: Healing, Sun (rev), Thought
- MI: as cleric
- GP: 1) unaffected by fear magic 5) aura of fear with a 10' radius/level
- (those who fail to save run [70%] or attack the source of the fear)
- once/day
-
-
- BHAAL (Lord of Murder) (ID)
-
- AoC: death
- Req: WIS 14, CON 12, LE
- Wpn: type B, type P
- Amr: chain
- MA: All, Astral, Healing (rev), Necromantic (rev), Summoning
- ma: Charm, Creation, Combat, Divination, War
- MI: as cleric
- GP: 1) turn or command undead 5) summon aerial servant once/day
- 10) plane skipping (priest and one person for every 2 levels over 10th
- travel to Bhaal's area of Gehenna and then back to the Prime Material
- at their destination, 10' in Gehenna is worth a mile on the Prime
- Material, it takes the priest a full turn to prepare for the jump in
- either direction, the travel is 100% reliable but he is not protected
- while in Gehenna)
-
-
- MYRKUL (Lord of Bones) (GD)
-
- AoC: the dead, decay, corruption, dusk
- Req: WIS 14, INT 14, STR 14, NE
- Wpn: type B
- Amr: any
- MA: All, Guardian, Healing, Necromantic (rev)
- ma: Astral, Elemental, Time
- MI: as cleric
- GP: 1) command undead (can command triple the normal number of skeletons
- and zombies), immune to disease and parasites debilitating game
- effects (he can still die from something, but it won't affect him
- until then), +1 to save vs. death, feign death once/day 10) can
- summon a minor death once/week for 10 rounds (always initiative 1,
- THAC0 0, unaffected by cold, fire, electricity, sleep, E/C, AC -4,
- HD na, hp 33, #AT 1, damage 2d8, MV 12) 15) can call up a Hand of
- Myrkul (his hands flame for 6 rounds, if he touches someone and they
- fail to save vs. death they crumble to dust but if they save the
- priest must do the same (no bonuses) or suffer the same fate, if they
- both save he can try to use the power again up to the 6 round time
- limit--this power is only useable once in his lifetime)
-
- GREEK PRIESTHOODS
- From Tim Larson <tel002@acad.drake.edu>
-
- GAEA (GD)-----
- AoC: fertility, health, prophecy
- Req: WIS 12, CHA 15, TN
- Wpn: club, sickle, quarterstaff, 'agricultural' weapons
- Amr: nonmetal
- MA: All, Animal, Elemental, Healing, Plant, Weather
- ma: Divination
- MI: as cleric
- GP: 1) turn undead 5) cure disease 15) divination
- note: use druid exp table
-
- URANUS (GD)-----
- AoC: sky
- Req: STR 13, WIS 9, non-good
- Wpn: any
- Amr: any
- MA: All, Astral, Combat, Elemental (a)
- ma: Divination, Healing, Protection
- MI: as cleric
- GP: 1) turn undead 10) cast spells without any components
- note: this is a secret cult, the priests pose as fighters
-
- CRONUS (GD)-----
- AoC: sinister ambition
- Req: WIS 9, non-good
- Wpn: sickle
- Amr: any
- MA: (Cronus cannot grant spells)
- ma: (Cronus cannot grant spells)
- MI: as cleric
- GP: nil
-
- RHEA (GD)-----
- AoC: fertility, life
- Req: WIS 9, non-evil
- Wpn: type B
- Amr: any
- MA: All, Animal, Healing, Plant, Protection
- ma: Charm, Creation
- MI: as cleric
- GP: 1) turn undead 8) summon rain on 2 mile radius
-
- ZEUS (GD)-----
- AoC: heavens, law
- Req: STR 14, WIS 9
- Wpn: spear
- Amr: any
- MA: All, Elemental (af), Protection, Weather
- ma: Animal, Combat, Divination, Elemental (ew), Healing
- MI: as cleric
- GP: 1) lightning bolt (1d4/level) 15) polymorph self
-
- HERA (GD)-----
- AoC: marriage
- Req: WIS 9, non-LG
- Wpn: club, cudgel, staff
- Amr: any
- MA: All, Charm, Divination, Healing, Protection
- ma: Combat
- MI: as cleric
- GP: 5) detect lie 12) clairvoyance centered on any acquantance
-
- APHRODITE (ID)-----
- AoC: love, beauty
- Req: WIS 9, CHA 16, non-evil
- Wpn: bow, net, staff
- Amr: any
- MA: All, Charm, Guardian, Healing
- ma: Creation, Protection, Thought, Wards
- MI: as cleric
- GP: 5) charm person (opposite sex only) 10) CHA increased to 18
- 15) arouse feelings of love as a philter of love on any intelligent
- being
- note: must release white doves every 10 days, throw art objects into the
- sea every new moon
-
- ARES (ID)-----
- AoC: war, killing, strife
- Req: STR 9, WIS 9, non-good
- Wpn: any
- Amr: any
- MA: All, Combat, War, Weather
- ma: Chaos, Elemental
- MI: as cleric
- GP: 12) raise dead
- note: must multi-class with fighter (this is an exception to the rule that
- humans cannot multi-class)
-
- ARTEMIS (ID)-----
- AoC: hunting, wild beasts, childbirth
- Req: WIS 12, CHA 15, female, TN
- Wpn: club, sickle, dart, spear, dagger, scimitar, sling, staff, bows
- Amr: nonmetal
- MA: All, Animal, Elemental, Healing, Plant, Weather
- ma: Combat, Divination
- MI: as cleric
- GP: 7) ignore range penalties to archery up to 500 yards 14) complete
- control of animals within 1000 yards
- note: must remain chaste and avoid men
-
- ATHENA (ID)-----
- AoC: wisdom, crafts, war
- Req: WIS 9, LG
- Wpn: spear, swords
- Amr: any
- MA: All, Combat, Divination, Protection, Thought
- ma: Charm, Healing, War
- MI: as cleric
- GP: 5) regenerate 1 hp/turn 15) commune with Athena once/week (one
- question)
- note: must remain chaste
-
- DEMETER (ID)-----
- AoC: agriculture
- Req: WIS 9, non-evil
- Wpn: sickle, club, flail
- Amr: nonmetal
- MA: All, Animal, Elemental, Healing, Plant, Time, Weather
- ma: Divination, Sun, Wards
- MI: as cleric
- GP: 1) plant growth 5) turn undead at -2 levels 10) control weather
- 20) create a potion of longevity for the priest's use only
- note: must return to Eleusis every February to help in the Lesser Mysteries
- (may miss if there is a good reason), must return every fifth year in
- September for the Greater Mysteries or lose all powers until they
- attend the next one (in five years)
-
- DIONYSUS (ID)-----
- AoC: mirth, madness
- Req: WIS 9, non-LG
- Wpn: staff, whip, net, may use poison
- Amr: any
- MA: All, Chaos, Charm, Healing, Plant
- ma: Creation, Weather
- MI: as cleric
- GP: 1) neutralize poison 10) CON is raised to 18
- note: must take the brewing NWP at 1st level
-
- HEPHAESTUS (ID)-----
- AoC: smithing, crafts
- Req: STR 15, WIS 9, non-evil
- Wpn: hammer
- Amr: any made by a priest of Hephaestus
- MA: All, Combat, Creation, Elemental, Guardian, Healing
- ma: Divination, Sun, War, Weather
- MI: as cleric
- GP: 1) +1/level bonus to blacksmithing checks 5) can repair magical
- weapons and armor on successful proficiency check 10) can craft
- magical weapons and armor with a bonus of +1/3 levels (max of +5)
- note: must be kind to those with deformities, must take the blacksmithing
- NWP at 1st level
-
- HERMES (ID)-----
- AoC: travel, trade, thievery, gambling, running
- Req: CON 15, WIS 15, non-evil
- Wpn: type B
- Amr: none
- MA: All, Chaos, Charm, Numbers, Protection, Travelers
- ma: Divination, Guardian, Healing, Wards, Weather
- MI: as cleric
- GP: 1) -1 bonus to AC/level up to 10th 5) detect lie (no save)
- 10) always move as if hasted (movement and initiative bonuses only)
- note: must take running NWP at 1st level (costs 1 slot), if they take
- bribe there is a 15% chance Hermes notices and takes offense
-
- APOLLO (ID)-----
- AoC: light, prophecy, music, healing
- Req: WIS 9, any good
- Wpn: staff, net, bow
- Amr: nonmetal
- MA: All, Divination, Healing, Sun, Thought
- ma: Animal, Charm, Elemental, Necromantic, Plant, Time
- MI: as cleric
- GP: 1) turn undead 5) cure disease 10) heal
-
- POSEIDON (ID)-----
- AoC: water, earthquakes, creation
- Req: WIS 9, non-good
- Wpn: trident
- Amr: non-metal
- MA: All, Animal, Creation, Elemental (w), Healing, Weather
- ma: Chaos, Divination, Elemental (ea), Plant
- MI: as cleric
- GP: 5) water freedom (as ring of swimming, water breathing) 10) control
- winds (direction only) for up to 8 hours 15) earthquake
- note: must sacrifice a bull to the sea once a month
-
- HADES (ID)-----
- AoC: death, wealth
- Req: WIS 9, any evil
- Wpn: any
- Amr: any
- MA: All, Elemental (e), Necromantic, Wards
- ma: Charm, Healing, Summoning
- MI: as cleric
- GP: 1) turn undead 3) see in darkness 5) darkness 10' radius 10) death
- touch (save or die) 15) raise dead 20) regenerate 5 hp/round
- note: they charge for raising dead
-
- HECATE (ID)-----
- AoC: magic, moon, abundance
- (Hecate has no priesthood)
-
- Priesthood of HEBE-----
- AoC: youth
- req: CON 12, WIS 12, must be under 25% of maximum base age when entering
- the priesthood
- MA : All, Animal, Charm, Healing (normal only), Necromantic (normal only),
- Plant, Protection, Time
- ma : Divination, Sun, Wards
- GP : 1) immune to aging attacks and powers 5) turn undead as a cleric
- 4 levels lower with a +5 bonus to turn ghosts 10) can restore 1d4
- years of youth onto a person, a person cannot benefit from this more
- than once in their lifetime 15) does not suffer negative ability
- modifiers due to aging
- wpn: bludgeoning, mancatcher, net
- amr: leather, and shields
- note: Hebe is a lesser goddess, and therefore can only grant up to level
- 6 spells
-
- Priesthood of IRIS-----
- AoC: rainbow
- req: WIS 12
- MA : All, Creation, Divination, Elemental (a,w), Sun, Weather
- ma : Healing, Numbers, Plant, Protection, Thought, Wards
- GP : 1) 60' infravision (double range to those that already have it), turn
- undead as a cleric one level higher 6) _rainbow_ once/day
- 10) _rainbow_ twice/day, not cumulative with previous power (does not
- need to be in sight of a rainbow or have a component to use these
- powers)
- wpn: bows, crossbows, net, sabre, scimitar, sling (curved weapons)
- amr: none
- pen: uses d6 hit dice
- note: Iris is a lesser goddess, and can only grant up to level 6 spells
-
- Priesthood of HYPNOS-----
- AoC: sleep
- req: INT 11, WIS 11, must be partially neutral
- MA : All, Astral, Charm, Divination, Healing, Thought, Time
- ma : Animal, Elemental (a,w,e), Necromantic, Protection
- GP : 1) immune to _sleep_ and _nightmare_, _sleep_ once/day 3) turn undead
- as a cleric two levels lower
- wpn: bows, dagger/dirk, dart, knife, stiletto, rapier, short sword, club, sap
- amr: nonmetal only
- note: Hypnos is a lesser god, and can only grant up to level 6 spells
-
- Priesthood of THANATOS-----
- AoC: death
- req: WIS 9, celibacy, non-good
- MA : All, Astral, Charm, Divination, Necromantic, Protection (or Healing,
- reversed only, where applicable)
- ma : Chaos, Guardian, Sun, Time, Weather
- GP : 1) _fear_ twice/day, command undead as an evil cleric (need not be evil)
- wpn: battle axe, dagger/dirk, knife, lasso, scythe, sickle, stiletto,
- khopesh, short sword
- amr: none
- note: Thanatos is a lesser god, and can only grant up to level 6 spells, he
- is the god of death as opposed to the god of the underworld (Hades)
-
- Priesthood of ANTEROS-----
- AoC: opposition to love
- req: WIS 10, CHA 12 or lower, non-good
- MA : All, Charm, Healing, Protection, Thought
- ma : Animal, Divination, Sun (reversed only, where applicable), Weather
- (reversed only, where applicable)
- GP : 1) immune to wizard spells of the Charm school, _emotion_ (hate) once/
- day 3) incite berserker rage, turn undead as a cleric two levels
- lower
- wpn: any
- amr: shields only
- note: Anteros is a lesser goddess, and can only grant up to level 6 spells
-
- Priesthood of ENYO-----
- AoC: war
- req: STR 13, WIS 9, non-lawful
- MA : All, Combat, Healing, War
- ma : Chaos, Necromantic, Protection
- GP : 1) can specialize in one weapon, incite berserker rage 5) _fear_
- twice/day
- wpn: battle axe, bows, dagger/dirk, knife, lance, maces, maul, polearms,
- spear, swords, warhammer
- amr: any, and shields
- note: Enyo is a lesser goddess, and can only grant up to level 6 spells
-
- Priesthood of ERIS-----
- AoC: discord
- req: WIS 9, CHA 12 or less, non-lawful
- MA : All, Chaos, Combat, Necromantic (reversed only where applicable)
- ma : Animal, Healing (reversed only where applicable), War, Weather
- GP : 2) _confusion_ once/day 7) _chaos_ once/day 9) _fear_ twice/day
- wpn: blowgun, bows, crossbows, dagger/dirk, javelin, knife, lasso, net,
- quarterstaff, spear, stiletto, sword (bastard, long, rapier, sabre,
- short)
- amr: any, no shields
- note: Eris is a lesser goddess, and can only grant up to level 6 spells
-
- Priesthood of PHOBOS-----
- AoC: fear
- req: 9 STR, 9 CON, 9 WIS, must be partially neutral
- MA : All, Chaos, Combat, Necromantic
- ma : Charm, Healing, Protection
- GP : 1) immune to all fear-causing spells and powers, _fear_ 4/day, can
- specialize in one weapon
- wpn: battle axe, bows, lance, mace, spear, stiletto, swords, warhammer
- amr: any and shields
- note: Phobos is a lesser god, and can only grant up to level 6 spells
-
- Priesthood of AURORA-----
- AoC: dawn, morning
- req: WIS 10, CHA 13, good alignment
- MA : All, Astral, Charm, Divination, Elemental (a,f), Healing, Summoning,
- Sun
- ma : Animal, Creation, Necromantic, Plant, Protection, Time, Weather
- GP : 1) _suggestion_ thrice/day in non-combat situations, immune to level
- drains from undead, turn undead as cleric 10) _chariot of sustarre_
- once/day
- wpn: bows
- amr: none, no shields
- pen: only get d6 hit dice
- note: Aurora is a lesser goddess, and can only grant up to level 6 spells
-
- Priesthood of MORPHEUS-----
- AoC: dreams
- req: WIS 14
- MA : All, Charm, Divination, Guardian, Healing, Protection, Thought, Wards
- ma : Astral, Chaos, Necromantic, Numbers, Sun (reversed only, where
- applicable), Time, Travelers
- GP : 1) immune to _nightmare_ and _sleep_ 2) _nap_ once/day 3) _dream_
- once/day 4) dream interpretation---if a dream has significant
- meaning a successful WIS check (with bonuses/penalties at DM
- discretion) means he has translated the dream correctly 8) turn
- undead as a cleric seven levels lower
- wpn: sap, net, lasso, club
- amr: shields only
- note: Morpheus is a lesser god, and can only grant up to level 6 spells
-
- CHAOS (LD)-----
- AoC: chaos, creation
- Req: WIS 12, INT 12, any chaotic
- Wpn: bows, crossbows, polearms, firearms (any that are not 'simple', must
- have some complexity)
- Amr: any
- MA: All, Astral, Chaos, Creation
- ma: Elemental, Numbers, Time
- MI: as cleric
- GP: 1) can cast wild magic as a mage half his level (these spells come
- from his normal priest spell allowance)
- note: Chaos is ultimately the creator of everything, but he is a god in
- decline
-
- HYPERION (LD)-----
- AoC: sun, moon, dawn, light
- Req: INT 12, WIS 12
- Wpn: any missile or hurled
- Amr: metal, and shields
- MA: All, Divination, Plant, Sun
- ma: Charm, Healing, Elemental (af), Necromantic, Protection
- MI: as cleric
- GP: 6) starshine 10) moonbeam 14) sunray
- note: Hyperion is the old god of the sun before Apollo, he is in decline
-
- MNEMOSYNE (LD)-----
- AoC: memory
- Req: 16 INT, 9 WIS
- Wpn: dagger/dirk, knife, staff, sling, staff sling
- Amr: nonmetal
- MA: All, Astral, Charm, Divination, Law, Numbers, Thought, Time
- ma: Creation, Necromantic, Plant, Protection
- MI: as cleric
- GP: 1) have total recall 5) immune any spell that erases memory or
- knowledge, _forget_ once/day 7) immune to psionics that erase memory
- or knowledge
-
- OCEANUS (LD)-----
- AoC: ocean
- Req: WIS 9
- Wpn: bill, club, harpoon, javelin, net, spear, cutlass, short sword, trident
- Amr: shields only
- MA: All, Animal, Divination, Elemental (w), Weather
- ma: Chaos, Charm, Combat, Plant, Protection, War
- MI: as cleric
- GP: 3) water walk (double duration)
- note: he is the old god of the ocean before Poseidon, he is in decline
-
- THEMIS (LD)-----
- AoC: justice
- Req: WIS 15, any lawful
- Wpn: hammer, spear
- Amr: any
- MA: All, Guardian, Healing, Law, Thought
- ma: Protection, Time
- MI: as cleric
- GP: 1) detect lie 3) _command_ 5) _silence 15' radius_
-
- HESTIA (ID)-----
- AoC: home, hearth
- Req: WIS 14, non-evil
- Wpn: type B, type P
- amr: leather, padded, shields
- MA: All, Creation, Guardian, Healing, Protection, Wards
- ma: Animal, Divination, Plant
- MI: as cleric
- GP: 1) turn undead, +2 to hit and saves when defending a home
-
- EROS (LD)-----
- AoC: love
- Req: WIS 10, CHA 14, non-evil
- Wpn: bows, lasso, net
- Amr: none
- MA: All, Animal, Charm, Healing, Necromantic, Protection, Summoning, Thought
- ma: Creation, Divination, Guardian, Plant, Sun, Weather
- MI: as cleric
- GP: 1) _suggestion_, soothing word 2) incite berserker rage, turn undead
- 3) _emotion_ (friendship, happiness, or hope)
- pen: d4 hit dice
-
- PAN (LD)-----
- AoC: music, parties, shepherds
- Req: DEX 9, WIS 9, CHA 13
- Wpn: any
- Amr: leather, padded, studded leather
- MA: All, Animal, Chaos, Charm, Summoning
- ma: Astral, Divination, Healing, Plant, Protection
- MI: as cleric
- GP: 2) _fear_ once/day/2 levels 3) turn undead at -2 levels
- note: musical instrument (panpipes) NWP as a bonus
-
- NORSE PRIESTHOODS
-
- ODIN (GD)-----
- AoC: war, wisdom, poetry, knowledge
- Req: STR 9, WIS 9
- Wpn: any
- Amr: any
- MA: All, Combat, Divination, Protection, War
- ma: Animal, Elemental, Thought
- MI: as cleric
- GP: 1) turn undead, +1 hp/level 10) THAC0 as fighter
- note: must be a chieftain to be a priest of Odin, must not shirk from battle
-
- FRIGGA (ID)-----
- AoC: sky, domestic life
- Req: WIS 9, any lawful
- Wpn: dagger, club
- Amr: any
- MA: All, Charm, Creation, Divination, Plant, Sun, Weather
- ma: Animal, Guardian, Law, Wards
- MI: as cleric
- GP: 1) detect lie 10) summon storm (1d6 damage to all exposed people and
- structures, 1 turn/level)
- note: must be a married woman (if husband takes a second wife the priestess
- must divorce him)
-
- THOR (ID)-----
- AoC: thunder, weather, sky, crops
- Req: STR 16, WIS 9, non-evil
- Wpn: hammer
- Amr: any
- MA: All, Combat, Elemental (aew), Protection, Sun, Weather
- ma: Charm, Plant
- MI: as cleric
- GP: 1) turn undead 5) summon rain on 1 acre 12) lightning strike for
- 1d4/level
- note: 2%/level he will send an avatar to a priest in dire need
-
- SIF (ID)-----
- AoC: excellence
- Req: WIS 9, any good
- Wpn: any
- Amr: any
- MA: All, Combat, Elemental, Protection
- ma: Divination, Summoning, Thought
- MI: as cleric
- GP: 5) raise one ability score of player's choice by one point for one
- day (renewable each day, or they can switch to a different stat)
- 10) advance directly to 11th level
- note: must try to excel in all things
-
- AEGIR (ID)-----
- AoC: sea
- Req: STR 9, WIS 9, ship captain
- Wpn: any
- Amr: nonmetal
- MA: All, Weather
- ma: Divination, Guardian
- MI: as fighter
- GP: 10) can breathe water
- note: they are actually fighters that get spells as a priest (d10 hit dice)
-
- BALDUR (ID)-----
- AoC: beauty, charisma
- Req: WIS 9, CHA 16, non-evil
- Wpn: any
- Amr: any
- MA: All, Charm, Divination, Protection
- ma: Creation, Summoning
- MI: as cleric
- GP: 5) CHA raised to 18 12) members of opposite sex that look upon the
- priest mus save vs spell or be charmed (as spell)
-
- BRAGI (ID)-----
- AoC: poetry, music
- Req: 12 DEX, 13 INT, 9 WIS, 15 CHA, non-evil
- Wpn: club, bows
- Amr: any
- MA: All, Charm, Divination, Healing, Protection, Thought
- ma: Astral, Creation, Numbers, Sun
- MI: as cleric
- GP: 3) can recall anything ever heard 12) dominate (as spell) by song
- note: humans can advance as multi-class priest/bards
-
- FORSETI (ID)-----
- AoC: justice
- Req: WIS 16, LG
- Wpn: swords
- Amr: any
- MA: All, Charm, Combat, Divination, Law, Protection
- ma: Guardian, Healing, Numbers
- MI: as cleric
- GP: 1) turn undead 5) detect lie (no save) 12) ask one question/week of
- Forseti
-
- FREY (ID)-----
- AoC: sunshine, rain, fertility, horses
- Req: WIS 9, any good
- Wpn: swords, club
- Amr: any
- MA: All, Animal, Charm, Protection, Sun, Weather
- ma: Divination, Healing
- MI: as cleric
- GP: 1) turn undead 5) charm horses 10) dispel rain or call rain over one
- acre/level
- note: must keep the peace
-
- FREYA (ID)-----
- AoC: love, passion, human fertility
- Req: WIS 9, CHA 15, female, any chaotic
- Wpn: dagger/dirk
- Amr: none
- MA: All, Animal, Charm, Creation, Divination, Healing, Thought, Time
- ma: Astral, Chaos, Elemental (aw), Necromantic, Time
- MI: as cleric
- GP: 3) polymorph self into horse 6) predict the future of any individual
- with 10%/level accuracy (max 95%) 9) create a philter of love each
- time they advance
-
- HEIMDALL (ID)-----
- AoC: light, guardianship
- Req: STR 9, WIS 9, any lawful
- Wpn: swords, spear
- Amr: any
- MA: All, Guardian, Protection, Sun
- ma: Combat, Divination, Wards
- MI: as cleric
- GP: 1) turn undead 5) see up to 100 yards night or day in any weather
- 10) hear any sound within 500 yards
- note: must never allow someone to pass a post under their guard without
- their master's permission
-
- HEL (ID)-----
- AoC: death, disease
- Req: WIS 9, female
- Wpn: swords, poison darts
- Amr: magical only
- MA: All, Astral, Charm, Divination, Healing, Necromantic
- ma: Combat, Creation, Sun (rev), Time, War
- MI: as cleric
- GP: 1) turn undead (command undead if evil) 5) immune to disease and
- poison 10) speak with any person dead for < 10 years 15) half damage
- from physical attacks
-
- IDUN (ID)-----
- AoC: youth, spring
- Req: WIS 9, female, any good
- Wpn: staff, sling
- Amr: none
- MA: All, Animal, Charm, Healing, Necromantic, Plant, Time, Weather
- ma: Divination, Elemental, Protection
- MI: as cleric
- GP: 1) turn undead, never physically age past 18 2) natural AC of 5
-
- LOKI (ID)-----
- AoC: mischief, strife
- Req: WIS 9, non-lawful
- Wpn: any
- Amr: any
- MA: All, Chaos, Charm, Plant
- ma: Creation, Divination, Summoning
- MI: as cleric
- GP: 5) mass suggestion 12) shape change
- note: no real duties except carry out those instructions demanded by Loki
- himself, if the priest prays for personal gain there is a 1% chance/
- level an avatar will appear to help (no more than 3 times in his life)
-
- TYR (ID)-----
- AoC: swordsmanship, courage, law
- Req: STR 9, WIS 9, LG
- Wpn: swords
- Amr: non-magical
- MA: All, Combat, Law, Protection
- ma: Divination, Guardian, Healing
- MI: as cleric
- GP: 1) hold person 10) detect lie (always active) 15) detect invisible
- (always active)
-
- THRYM (LD)-----
- AoC: cold, ice
- (his priests are frost giant shamans and witch doctors)
-
- SURTR (LD)-----
- AoC: fire giants
- (his priests are fire giant shamans and witch doctors)
-
- VALKYRIES (LD)-----
- AoC: fallen heroes
- Req: STR 9, WIS 9, CHA 14, female, non-good
- Wpn: any
- Amr: any metal
- MA: Combat, Healing (do NOT get All)
- ma: Charm
- MI: as fighter
- GP: 1) turn undead
- note: they are actually fighters with some minor spell ability (get d10 hit
- dice, THAC0 and saves as fighter)
-
- Some more Forgotten Realms deities
- Sender: bgaynor@com.compuserve.csi
-
- Lathander (Morninglord) <Beth Gaynor>
-
- Greater Power, NG
-
- Portfolio: Spring, dawn, birth, renewal
- Requirements: WIS 14, CHA 12
- Weapons allowed: Non-edged
- Armor allowed: Non-metal
-
- Major spheres: All, Astral, Creation, Healing, Sun
- Minor spheres: Animal, Plant, Weather
-
- Clerical powers:
- Turn undead (if affected by sunlight) at +4 levels
- At third level, can cast Light once/day
- Highly opposed to undead - will never flee a place with undead
- still undestroyed
- Always an early (dawn) riser
- At -1 to hits and saves at night (unless illumination is bright as day)
- or in darkness.
- Shuns underground locations
-
- Societal notes:
- Followers of Lathander have great faith in the future; they constantly
- cite the fact that dawn will always come again, as it has countless times
- in the past. Their temples usually lock up tight at night, but they are
- always among the first to emerge in the morning, with clerics singing
- the praises of the new day and the sun's return.
-
- The spring celebrations held by the temples of Lathander throughout
- Faerun are very popular parties lasting from dawn to dusk for two weeks.
- The festivals feature unabashed revelry and free (or very cheap) food
- and drink, paid for by the proceeds to the temple in the previous year.
-
- Lathander followers are extremely violent against undead, seeing them
- as horrible aberrations of the day. To a lesser extent, they are
- also repulsed by nocturnal creatures in general, and are never found
- in taverns or other familiar night haunting places. See the clerical
- and paladin special abilities vs. undead.
-
- Midwifes in particular are usually followers of Lathander, and expectant
- or hopeful mothers are always welcomed in Lathander temples as the
- blessed of the god. Lathander is also popular among farmers and other
- workers of the earth, and even pregnant animals are welcome in the temple
- to be blessed in the hopes of a prosperous birth. Many merchants and
- businessmen also make offerings to Lathander to receive blessings on
- a new prospect, alliance, or venture.
-
- copyright Beth Gaynor, 1992. Not for publication.
-
- Mystra (Midnight, The Lady of Mysteries) <Beth Gaynor>
-
- Greater Power, NG
-
- Portfolio: Magic
- Requirements: WIS12, INT 14
- Weapons allowed: Same as MUsers
- Armor allowed: Same as MUsers
-
- Major spheres: All, Astral, Elemental, Summoning, Protection
- Minor spheres: Charm, Creation, Necromancy, Sun
-
- Clerical powers:
- +4 on all saves vs. magic
- Clerics can cast Detect Magic once/day
- Read Magic available at any time
- Automatic Spellcraft proficiency
- Cannot turn undead
-
- Societal notes:
- Mystra is the patron goddess of many magicians and other users of spellcraft.
- Alchemists, weaponsmiths, and scribes in particular are frequent visitors to
- Mystran temples. The temples themselves tend to consist mostly of great
- laboratories and libraries for the study of spellcraft. After a number of
- temples were partially or completely destroyed by wayward experiments, temples
- began to be located near the outer edges of their cities, with tight security,
- usually enforced by Mystran paladins, restricting access to experimental areas.
-
- The perimeter locations suit Mystran clerics just fine, as the temples usually
- have little to do with the town in general. The temples' service to the city
- usually comes in the form of advisors to the town leaders. Mystran temples are
- also popular places for the education of young would-be magicians (usually
- children of nobles with influence in the temple or exceptionally promising
- prodigies), and many wanna-bes tend to flock around the temple and blantantly
- display Mystran symbols in hopes of being mistaken for a real mage.
-
- copyright Beth Gaynor, 1992. Not for publication.
-
- Oghma (The Binder) <Beth Gaynor>
-
- Greater Power, N
-
- Portfolio: Knowledge, bards
- Requirements: WIS14, INT 12
- Weapons allowed: As bards
- Armor allowed: As bards
-
- Major spheres: All, Astral, Divination, Summoning
- Minor spheres: Charm, Combat
-
- Clerical powers:
- Cast MU Divination spells at -1 level
- +2 vs. mind-altering spells
- Free local history NWP
-
- Societal notes:
- The knowledge of Oghma tends to be interrelated with people, as
- opposed to the scientific knowledge of mages and the like. Oghma is
- seen as the keeper of history and local knowledge. Temples specialize
- in the history of their area, usually including extensive maps of
- the region, family bloodlines and birth/death records, and ownership
- and business information. Temple priests are called Loremasters.
- Temples to Oghma usually contain huge libraries of local history,
- legend and lore, and maps. Most will have a large common area for
- anyone who wishes to study (sprinkled liberlly with donation boxes),
- and small rooms only open to the "faithful." (Of course, how
- "faithful" is determined will vary from city to city.)
- Oghma is the patron diety of bards and inventors. Oghma is also
- frequently worshipped by town councilmen and other city leaders. Most
- city halls have an altar to Oghma.
- Oghma clerics rarely leave their area. They don't tend to leave
- their home city unless specific knowledge is to be gained by it.
- The temples keep in touch mostly through extensive letter writing,
- filling each other in on the events of note in their area. The Oghman
- temples are a huge network of information that is often used to
- find missing people or items.
- Most scribes are trained in Oghman temples.
-
- copyright 1992, Beth Gaynor. Not for publication.
-
- Sune (Firehair) <Beth Gaynor>
-
- Greater Power, CG
-
- Portfolio: Beauty, love, passion
- Requirements: WIS 9, CHR 16
- Weapons allowed: Any one-handed, usually ones that don't require sweaty effort
- or bulk down the body. Daggers, darts, bows, and thin swords (rapiers) are
- preferred,
- Armor allowed: Leather, hide, or partial metal only.
-
- Major spheres: All, Charm, Healing
- Minor spheres: Guardian, Protection
-
- Clerical powers:
- Charm (as Wizard spell) once/day
- Does not dwell or (usually) adventure outside of civilized areas
- Turn undead normally
- Free Etiquette proficiency - Checks are +2
-
- Societal notes:
- Temples to Sune are amazing sights, constructed of the finest materials and
- filled with ornate finery. The interiors are lit by hundreds of candles and
- stocked with magnificent works of art and craftsmanship. Every item in the
- temple is ornate. Many nobles worship Sune in pursuit of the finer things in
- life.
- Sune temples tend to be connected with the town brothels, and some clerics even
- serve in them, although 9 out of 10 brothels will claim to be populated only by
- clerics of the Firehaired one. Rumor has it that Sune clerics learn spells that
- are only used in the bedroom, but if this is true, no one seems willing to
- speak officially about it.
- Sune is also the patron goddess of artists in their pursuit of beauty and
- passion. Many craftsmen, too, give offerings to Sune for their work.
- A common expression of true love in the Realms is to go to a temple of Sune,
- light a candle from the altar, enter one of the common rooms (some of the larger
- temples even have rooms solely for this purpose), and proclaim the name of your
- true love aloud. Clerics are sure to scurry off to find the object of your
- desire and inform them of your proclamation with great excitement. Such
- proclamations are considered to be eternal and binding, and "called in the
- temple of Sune" is often the basis for Bards' stories. Weddings are also
- commonly held in Sune temples or officiated or attended by Sune clerics,
- especially among nobles.
- Most temples also include counseling rooms for confessions, relationship help,
- and advice to the lovelorn. Don't expect what you say in a temple of Sune to
- remain private, though.
-
- copyright 1992, Beth Gaynor. Not for publication.
-
- Tempus (Lord of Battles) <Beth Gaynor>
-
- Greater Power, CN
-
- Portfolio: War
- Requirements: STR 13, WIS 10
- Weapons allowed: All
- Armor allowed: All (Plate mail preferred)
-
- Major spheres: All, Combat, Protection, Healing
- Minor spheres: Guardian, Necromantic
-
- Clerical powers:
- Turn undead as normal
- +2 vs all saves in combat
- Receives 1 weapon specialization
- No bonuses or spells ever gained if not in battle
-
- Societal notes:
- Temples to Tempus are small fortresses, usually in strategic locations
- for the defense of their home city. They include large parade grounds
- and training areas. Regiments frequently demonstrate their abilities
- in the fields to gain the approval of Tempus. Temples are used as
- training grounds for generals, militia, and sometimes as quarters
- for armies in times of emergency.
- Courtmartials for cowardice are always held in Tempus temples. Since
- Tempus hates to lose a soldier but also loathes cowardice, the
- accused is sure to receive a fair trial. Followers of Tempus have
- a special hatred of assassins, and will kill any assassin they find
- on sight.
- Part of the temples of Tempus are quarters for grizzled old war
- veterans, usually covered with battle scars to attest to their
- service. The veterans receive inexpensive housing and board and
- care in return for their advice, stories, battle experience, and
- help in the temple. The temple staff always consist of these
- veterans.
-
- copyright 1992, Beth Gaynor. Not for publication.
-
- MORADIN (THE SOUL FORGER)
- From: Reid Bluebaugh <C2MXBLU@EDU.TOWSON.FRE>
-
- Greater god, LG - King of the Dwarven Gods
-
- Moradin is the head of a fairly large pantheon of
- dwarven deities. It is said that Moradin created the race of
- dwarves from iron and mithral, forging them in the fires at
- the center of Oerth. The dwarves' souls entered their bodies
- when Moradin blew on his creations to cool them.
- Moradin appears as a immense dwarf of old age and great
- power. His beard is long and gray. His skin is tan and
- leathery from his fiery forges.
- Moradin is son to Ulaa, goddess of hills and mountains;
- and Bleredd, blacksmith of the gods. His younger brother is
- Fortubo, god of stones and minerals.
- Moradin's symbol and weapon, created by Bleredd, is a
- huge glowing hammer. It has the following powers:
- * +5 weapon, strikes for 4-40 points of damage
- * Moradin can throw the weapon 200 yards.
- * Will return to Moradin's hand upon command.
- * A 25 strength is needed to wield it.
- * Upon command, Moradin can cause the hammer to
- glow with a blinding light. All viewers must
- making a save vs spells at -5 or be blinded.
- Moradin wears magic armor and carries a magic shield that was
- created by Bleredd. This armor gives him an armor class of
- -9.
- Shrines and temples are found wherever dwarves live. The
- great temples are located deep in mountains of extensive
- dwarven communities. The center of a shrine or temple of
- Moradin is always the great ever-burning hearth and forge.
- Sacrifices be they of common or precious metal, are melted
- down at the forge and reformed into shapes usable by the
- clergy of Moradin.
- Clerics wear dark grey apparel under their chain mail. A
- shield is optional to the cleric. Each cleric weilds a
- hammer. The hammer is always with him and pefectly
- manitained.
- Moradin's major sphere of influence is Necromantic. His
- minor sphere of influence is Healing.
-
- The Screwy Gods
- ===============
- From Daniel Waisley <LGLUMKA%BITNET.IUP@EDU.UTA.UTARLVM1>
- and Mylok Stormhand <TSCHADL1@ITHACA.BITNET>
-
- From: LGLUMKA <LGLUMKA%bitnet.IUP@EDU.UTA.UTARLVM1>
-
- About a week ago someone wrote something to the extent
-
- why don't paladins worship a god name Bob the god of nice guys
- who don't get dates
-
- Well i decided to come up with more gods for the BOB pantheon
-
- Gilbert - GOD of continually depressed nice guys
-
- Wilbur - God of nice guys that are so happy-go-lucky that you want
- to kill them
-
- Chuck - God of nice guys who never understand what you're implying
-
- Fred - God of nice guys with no common sense
-
- Steve - god of nice guys who are poor students because they spend
- to much time playing games and reading and writing mail
-
- Duke - God of nice guys who finish last because they let the other
- people win
-
- now for the girls
-
- Sara - GODDESS of delightfully wicked females who are actually
- not evil, and the guys think they are nice
- note NO BLONDS!!!!
- also this group has a large contingent of male hanger-ons
-
- Susan - Goddess of Blonds with no brains
- She also has many many male hanger-ons
-
- Wilma - Goddess of nice non blond girls who aren't teases
- this group doesn't have many hanger-ons
- Wilma also seems to either loose girls because the
- fact that they go bleach blond ( and follow susan) or
- they decide that they don't like this nice girl image
- and they want to have more fun ( and go to sara)
- She also has a tendency to loose male members to
- the delightfully fun Sara followers
- or the the delightfully not-all-thier susan followers
- (please note that sara does gain some of the bleach blonds
- who let their hair go back to normal and also blonds on
- A.I.)
-
- ( ps no offense against (flame proof suit) this is just
- meant to be a light hearted attempt at a little humour)
-
- coming soon the gods that didn't make it far
-
- From: LGLUMKA <LGLUMKA%bitnet.IUP@EDU.UTA.UTARLVM1>
-
- some more gods to lighten up your day/night
- and to weigh down your quota
-
- Ralf - God of dumb weakling fighters with delusions of grandeur
-
- Mortimer - God of Insanely curious, clumsy alchemists
-
- Phaedra - God of Schizophrenic Clerics
- They all changed personallities at one time to clerics
- of another god and phaedra was no more
-
- Jack - God of Humaniods who are REALLY nice guys
- a bunch of dumb adventures found their 3rd annual convention
- and indesciminately killed them all, they really didn't
- put up much of a fight since that wouldn't have been nice
-
- Rob - God of pacifist berserkers
- ( he lasted all of 10 minutes after creation)
-
- Mark - God of Assasins with bad foot odor
-
- Dick - God of Bards who don't know when to stop singing
- (entering a dragons lairs, hiding away from the city guard,
- when the rest of the party tells him to)
- dick died because all his worshippers were deceased
-
- Chris - God of low level mages who always wanted to be fighters, but
- their parents sent them magic school, so they enter melees
- with a dagger
-
- Scott - God of Rangers who are their own racial enemy
-
- Dan - God of really nice innocent guys who try to infiltrate
- evil demon worshipping secret societies
-
- Jim - God of Minotaur con artists who specialise in using disgueses
-
- Erik - God of Giants who try to be really sneaky theifs
-
- From: TSCHADL1@ITHACA.BITNET
-
- What about GUS, the god of high level fighters that keep rolling ones?
-
- or DUCKY, the god of human bards who sleep with beautiful Elven
- girls not knowing that they're really princesses, and consequently
- have an enntire Kingdom of Elves hunting their parties?
-
- or LOU, the god of Fighters who thought 'Party' meant beer
- and chips?
-
- or COP, the god of Paladins who like jelly doughnnuts?
-
- or ROWANDA, the goddess of women who don't take crap from
- NOBODY?
-
- or KEROSENE, the god of low level, pyromaniac magic users who
- love the burning hands spell?
-
- or SCA, the god of fighters who use foam swords and padded
- armor?
-
- and where's MICKEY the god of overly-pacifistic, money-hungry,
- falsetto singinng bards with big ears and rodent fettishes?
-
-