Sorry this is a bit late but I have been off the last couple of days with gastric flu. YUK!!!!! Here is your copy of the GNP. It should end with my sig file, if it doesn't then it has probably been cut by a gateway. If this does happen, mail me and say where in the text it ended and I will send you the rest. ------------------------------------------------------------------------------- THE GREAT NET PANTHEON. 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 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 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 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 Seasons The Seasons seduction Terra Shades Da'har Su'revar Sky Elondar 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 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 Orin, Lord of Light from: The Grim Reaper 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 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 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 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. The following deities are all from the pantheon of Ristonofer 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 Forgotten Realms From Tim Larson 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 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) 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) 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) 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) 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) 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 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 and Mylok Stormhand From: LGLUMKA 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 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? -------------------------------------------------------------------------------