Dieties Flan

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    The

    Pantheon

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    AAAALLITURLLITURLLITURLLITUR (Lesser God)(AH-lih-toor)

    Conscience of the Gods

    ALALALAL LG (LN); WALWALWALWAL LG, LN; SoCSoCSoCSoC Ethics, Propriety; SYSYSYSY A pair of clasped hands (silver); ANANANAN Cock; CRCRCRCR Brown,

    black, red; HDHDHDHD 4th of each month, 4 Needfest; PoWPoWPoWPoW Temple; CLCLCLCL Clerics (Paladins); PNPNPNPN Seven Heavens.

    Allitur is an old Flan god, representing the need to maintain traditions, laws, and ethical behavior between tribes and

    generations of people. Often considered the younger brother of Rao, he maintains close ties with his entire pantheon

    and often acts as a liaison to other pantheons because of his gift of divine diplomacy; it is this interaction that has

    gained him some awareness beyond the Flan people in this century. He rides an untiring horse named Keph;

    his symbol is a pair of clasped hands.

    Allitur is good-hearted and morally sound. He often takes the form of a wizened old man and appears even older

    than his parents, Pelor and Beory. In this form, he has a typical Flan complexion with a wreath of silver hair upon

    his head and a nose that curves like the beak of a cock. Indeed, it is said that he occasionally takes the form of a

    cock when among the peoples of Oerth. Those hearing a cock crow must search their consciences, for surely Allitur

    is watching them. If they continue their wrongful acts, the cock will crow again. Finally, any who have heard thecock crow thrice while still engaged in some wrongful act will gain the eternal enmity of Allitur.

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    AAAALLITURLLITURLLITURLLITUR (Lesser God)(AH-lih-toor)

    Conscience of the Gods

    ALALALAL LG (LN); WALWALWALWAL LG, LN; SoCSoCSoCSoC Ethics, Propriety; SYSYSYSY A pair of clasped hands (silver); ANANANAN Cock; CRCRCRCR Brown,

    black, red; HDHDHDHD 4th of each month, 4 Needfest; PoWPoWPoWPoW Temple; CLCLCLCL Clerics (Paladins); PNPNPNPN Seven Heavens.

    Allitur is an old Flan god, representing the need to maintain traditions, laws, and ethical behavior between tribes and

    generations of people. Often considered the younger brother of Rao, he maintains close ties with his entire pantheon

    and often acts as a liaison to other pantheons because of his gift of divine diplomacy; it is this interaction that has

    gained him some awareness beyond the Flan people in this century. He rides an untiring horse named Keph;

    his symbol is a pair of clasped hands.

    Allitur is good-hearted and morally sound. He often takes the form of a wizened old man and appears even older

    than his parents, Pelor and Beory. In this form, he has a typical Flan complexion with a wreath of silver hair upon

    his head and a nose that curves like the beak of a cock. Indeed, it is said that he occasionally takes the form of a

    cock when among the peoples of Oerth. Those hearing a cock crow must search their consciences, for surely Allitur

    is watching them. If they continue their wrongful acts, the cock will crow again. Finally, any who have heard thecock crow thrice while still engaged in some wrongful act will gain the eternal enmity of Allitur.

    Alliturs ClericsAlliturs ClericsAlliturs ClericsAlliturs Clerics

    SexSexSexSex M, F; ABABABAB Wis 13, Cha 13; ALALALAL LG, LN; AExAExAExAEx None; WPNWPNWPNWPN Standard; ARARARAR Standard; RARARARA Dark brown or black robe

    with red chapeau; PWPWPWPW Standard; TUTUTUTU Turn at 4 levels.

    Allitur insists on the performance of traditional rituals, and most Flan customs about home and family can be traced to

    his teachings. He also introduced the concept of laws and punishment to the Flannae, and his name is invoked

    at trials, diplomatic meetings, and other official s ituations where fairness is expected from a bargaining partner.

    Alliturs clerics arbitrate disputes, carry messages between tribes and nations, act as legal advisers or judges

    when needed, scribe laws and other documents for the common folk, and travel to teach the proper traditions to

    children and heathens. They also have a martial aspect because of their role as enactors of punishmentsfor criminals, violators of taboos, and oath breakers. Alliturs worshipers are expected to comply with clerics when

    they serve this function. These roles carry them far into hostile lands where their beliefs come into conflict with

    heretics and the uncivilized.

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    Allitur's Cleric Spells

    Number 3rd level 4th level

    1 ANIMATE DEAD CLOAK OF BRAVERY

    2 CONTINUAL LIGHT Cloak of Fear

    3 CREATE FOOD & WATER CURE SERIOUS WOUNDS

    4 CURE BLINDNESS DETECT LIE

    5 CURE DISEASE Undetectable Lie

    6 DEATH'S DOOR DIVINATION

    7 DISPEL MAGIC EXORCISE

    8 FEIGN DEATH IMBUE WITH SPELL ABILITY

    9 FLAME WALK NEUTRALIZE POISON

    10 GLYPH OF WARDING PROTECTION FROM EVIL 10' RADIUS

    11 LOCATE OBJECT SPELL IMMUNITY

    12 Obscure Object TONGUES

    13 MAGICAL VESTMENT Babble14 MELD INTO STONE

    15 NEGATIVE PLANE PROTECTION

    16 PRAYER

    17 REMOVE CURSE

    18 Bestow Curse

    19 REMOVE PARALYSIS

    20 Cause Paralysis

    21 SPEAK WITH DEAD

    22 WATER WALK

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    Allitur's Cleric Spells

    Number 6th level

    1 BLADE BARRIER

    2 FIND THE PATH

    3 Lose the Path

    4 FORBIDDANCE

    5 HEAL

    6 SPEAK WITH MONSTERS

    7 STONE TELL

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    BBBBEORYEORYEORYEORY (Greater Goddess)(bay-OH-ree)

    Oerth Mother

    ALALALAL N; WALWALWALWAL Any; SoCSoCSoCSoC Oerth, Nature, Rain; SYSYSYSY Green disk marked with a circle (wooden); ANANANAN None;

    CRCRCRCR Green, brown, gray; HDHDHDHD 14th of each month, festival Godsdays; PoWPoWPoWPoW Sacred grove; CLCLCLCL Druids (Bards);

    PNPNPNPN Prime Material.

    Beory commonly takes the form of a rotund, middle-aged, motherly woman with brown hair and weathered skin,

    and she is sometimes depicted as such. More often, though, the deity of nature, rain, and the very Oerth itself is seen

    as a process rather than a being by learned folk, and she is considered very distant by common folk. The worldly

    doings of humans, demi-humans, and their kindred are of almost no concern to Beory. Only events that affect the

    integrity of Oerth as an entity concern her. Beory has very few clergy members; those who exist are druids.

    In the Amedio Jungle, the ancient Olman worshiped Beory in a serpent-skirted aspect; there she was known

    as Coatlicue (koh-ah-TLEE-koo).

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    BBBBEORYEORYEORYEORY (Greater Goddess)(bay-OH-ree)

    Oerth Mother

    ALALALAL N; WALWALWALWAL Any; SoCSoCSoCSoC Oerth, Nature, Rain; SYSYSYSY Green disk marked with a circle (wooden); ANANANAN None;

    CRCRCRCR Green, brown, gray; HDHDHDHD 14th of each month, festival Godsdays; PoWPoWPoWPoW Sacred grove; CLCLCLCL Druids (Bards);

    PNPNPNPN Prime Material.

    Beory commonly takes the form of a rotund, middle-aged, motherly woman with brown hair and weathered skin,

    and she is sometimes depicted as such. More often, though, the deity of nature, rain, and the very Oerth itself is seen

    as a process rather than a being by learned folk, and she is considered very distant by common folk. The worldly

    doings of humans, demi-humans, and their kindred are of almost no concern to Beory. Only events that affect the

    integrity of Oerth as an entity concern her. Beory has very few clergy members; those who exist are druids.

    In the Amedio Jungle, the ancient Olman worshiped Beory in a serpent-skirted aspect; there she was known

    as Coatlicue (koh-ah-TLEE-koo).

    Beorys DruidsBeorys DruidsBeorys DruidsBeorys DruidsSexSexSexSex M, F (most); ABABABAB Wis 16; ALALALAL N; AExAExAExAEx None; WPNWPNWPNWPN Standard; ARARARAR Leather; RARARARA Plain green, brown, or gray robe;

    PWPWPWPW Standard; TUTUTUTU Nil.

    Druids of Beory are contemplative communicants with nature, using their skills to avoid any change of the

    natural balance. They are conservative, cautious folk, loath to take incisive actions. Many are solitary, and the order

    has little organization. Druids treat each other as superiors based on wisdom and years, not because of formal titles

    or higher experience levels. The clergy of Beory are well disposed to those of Ehlonna and Ulaa.

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    Beory's Druid Spells

    Number 3rd level 4th level 5th level

    1 CALL LIGHTNING ANIMAL SUMMONING I ANIMAL

    2 CLOUDBURST CONTROL TEMPERATURE 10' RADIUS Shrink A

    3 HOLD ANIMAL CURE SERIOUS WOUNDS ANIMAL

    4 KNOW ALIGNMENT HALLUCINATORY FOREST ANTI-PL

    5 NEUTRALIZE POISON Vanish Forest COMMU

    6 PLANT GROWTH HOLD PLANT CONTRO

    7 PROTECTION FROM FIRE PLANT DOOR MOONB

    8 PYROTECHNICS PRODUCE FIRE PASS PL

    9 SNARE Quench Fire SPIKE S

    10 SPIKE GROWTH PROTECTION FROM LIGHTNING STICKS

    11 STARSHINE REPEL INSECTS Snakes t

    12 STONE SHAPE SPEAK WITH PLANTS TRANSM

    13 SUMMON INSECTS Transmu14 TREE WALL O

    15 WATER BREATHING

    16 Air Breathing

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    Beory's Druid Spells

    Number 6th level 7th level

    1 ANIMAL SUMMONING III ANIMATE ROCK

    2 ANTI-ANIMAL SHELL CHANGESTAFF

    3 CONJURE FIRE ELEMENTAL CHARIOT OF SUSTARRE

    4 Dismiss Fire Elemental CONFUSION

    5 CURE CRITICAL WOUNDS CONJURE EARTH ELEMENTAL

    6 FIRE SEEDS Dismiss Earth Elemental

    7 LIVEOAK CONTROL WEATHER

    8 TRANSMUTE WATER TO DUST CREEPING DOOM

    9 Transmute Dust to Water FINGER OF DEATH

    10 TRANSPORT VIA PLANTS FIRE STORM

    11 TURN WOOD Fire Quench

    12 WALL OF THORNS REINCARNATE

    13 WEATHER SUMMONING SUNRAY14 TRANSMUTE METAL TO WOOD

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    BBBBEREIEREIEREIEREI (Lesser Goddess)(BAYR-ay)

    Hearth Mother

    ALALALAL NG; WALWALWALWAL LG, NG, CG; SoCSoCSoCSoC Home, Family, Agriculture; SYSYSYSY Sheaf of wheat stalks (silver); ANANANAN None; CRCRCRCR Brown;

    HDHDHDHD Godsday; PoWPoWPoWPoW Rural chapel; CLCLCLCL Clerics; PNPNPNPN Elysium.

    The daughter of Beory by Pelor, Berei is the life-giving soil and the strong stone that is the foundation of a

    safe home. She is shown as a strong-backed woman of brown skin and kind demeanor, and her holy symbol is

    a sheaf of wheat stalks. As the goddess of home and family, she blesses weddings, gives fertility, protects the

    household and its members, guides the hands of those who till the soil, and teaches ways to care for the land.

    Beory is the only deity that concerns her.

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    BBBBEREIEREIEREIEREI (Lesser Goddess)(BAYR-ay)

    Hearth Mother

    ALALALAL NG; WALWALWALWAL LG, NG, CG; SoCSoCSoCSoC Home, Family, Agriculture; SYSYSYSY Sheaf of wheat stalks (silver); ANANANAN None; CRCRCRCR Brown;

    HDHDHDHD Godsday; PoWPoWPoWPoW Rural chapel; CLCLCLCL Clerics; PNPNPNPN Elysium.

    The daughter of Beory by Pelor, Berei is the life-giving soil and the strong stone that is the foundation of a

    safe home. She is shown as a strong-backed woman of brown skin and kind demeanor, and her holy symbol is

    a sheaf of wheat stalks. As the goddess of home and family, she blesses weddings, gives fertility, protects the

    household and its members, guides the hands of those who till the soil, and teaches ways to care for the land.

    Beory is the only deity that concerns her.

    Bereis ClericsBereis ClericsBereis ClericsBereis Clerics

    SexSexSexSex M, F (most); ABABABAB Wis 11, Con 12; ALALALAL NG; AExAExAExAEx None; WPNWPNWPNWPN Flail, hand axe, scythe (treat as hook fauchard),

    sickle (treat as dagger); ARARARAR Nonmetal; RARARARA Brown robe; PWPWPWPW 3)3)3)3) identify plants as druid, 5)5)5)5) create food & water,10)10)10)10)plant growth; TUTUTUTU Turn.

    Clerics of Berei tend to stay close to their families, serve as spiritual guides and protectors, advise farmers on crops,

    and restore barren land. Some of her clerics choose to wander, planting seeds, looking for exotic crops, and carrying

    news between communities. They often adopt their traveling companions as family members and consider these

    bonds as sacred as those of blood relatives.

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    Berei's Cleric Spells

    Number 3rd level 4th level 5th level

    1 CLOUDBURST CURE SERIOUS WOUNDS ATONEM

    2 CONTINUAL LIGHT DETECT LIE COMMU

    3 CREATE FOOD & WATER Undetectable Lie CURE C

    4 DEATH'S DOOR DIVINATION GOLEM

    5 DISPEL MAGIC EXORCISE MAGIC F

    6 FLAME WALK GIANT INSECT RAINBO

    7 LOCATE OBJECT Shrink Insect TRUE SE

    8 Obscure Object NEUTRALIZE POISON False See

    9 MAGICAL VESTMENT SPEAK WITH PLANTS

    10 MELD INTO STONE SPIKE GROWTH

    11 NEGATIVE PLANE PROTECTION Snakes to Sticks

    12 REMOVE CURSE TONGUES

    13 Bestow Curse Babble14 REMOVE PARALYSIS

    15 Cause Paralysis

    16 SPEAK WITH DEAD

    17 WATER WALK

    Number 6th level

    1 ANIMATE OBJECT

    2 BLADE BARRIER

    3 FIND THE PATH

    4 Lose the Path

    5 HEAL

    6 HEROES' FEAST

    7 SPEAK WITH MONSTERS

    8 STONE TELL

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    IIIIUZUZUZUZ (Demigod)(ee-OOZ)

    the Old, Lord of Evil

    ALALALAL CE (NE); WALWALWALWAL LE, NE, CE; SoCSoCSoCSoC Oppression, Deceit, Wickedness, Pain; SYSYSYSY Grinning human skull (iron);

    ANANANAN None; CRCRCRCR Rusty black; HDHDHDHD Godsday; PoWPoWPoWPoW Old, filthy, dark place; CLCLCLCL Clerics, Shamans, Witch Doctors;

    PNPNPNPN Prime Material.

    Iuz the Old is the patron of wickedness. He rules a portion of the Flanaess named after him, holding court in his

    capital city of Dorakaa where he plots the conquest and dominion of the entire Oerth. Iuz wickedness and treachery

    are infamous throughout the Flanaess, and few creatures living outside his domain even speak his name, let alone

    adore him. There is great personal enmity between Iuz and St. Cuthbert. Ceremonies venerating Iuz include

    foul-smelling incense or burning dung and the banging of great drums, gongs, or bells. Blood sacrifices are often part

    of rituals. Altars are usually of bone and include many skulls. Services to Iuz are held in ancient, filthy,

    and dark places.

    Whether Iuz is a human who has become demonic through the centuries, or whether he is a cambion

    (Orcus offspring, some suggest), no mortal knows. He has been known to appear as an ogre-sized fat man withdemonic features, reddish skin, pointed ears, and long steely fingers, or as a wrinkled old man scarcely five feet tall.

    Either or both might be Iuz true form.

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    IIIIUZUZUZUZ (Demigod)(ee-OOZ)

    the Old, Lord of Evil

    ALALALAL CE (NE); WALWALWALWAL LE, NE, CE; SoCSoCSoCSoC Oppression, Deceit, Wickedness, Pain; SYSYSYSY Grinning human skull (iron);

    ANANANAN None; CRCRCRCR Rusty black; HDHDHDHD Godsday; PoWPoWPoWPoW Old, filthy, dark place; CLCLCLCL Clerics, Shamans, Witch Doctors;

    PNPNPNPN Prime Material.

    Iuz the Old is the patron of wickedness. He rules a portion of the Flanaess named after him, holding court in his

    capital city of Dorakaa where he plots the conquest and dominion of the entire Oerth. Iuz wickedness and treachery

    are infamous throughout the Flanaess, and few creatures living outside his domain even speak his name, let alone

    adore him. There is great personal enmity between Iuz and St. Cuthbert. Ceremonies venerating Iuz include

    foul-smelling incense or burning dung and the banging of great drums, gongs, or bells. Blood sacrifices are often part

    of rituals. Altars are usually of bone and include many skulls. Services to Iuz are held in ancient, filthy,

    and dark places.

    Whether Iuz is a human who has become demonic through the centuries, or whether he is a cambion

    (Orcus offspring, some suggest), no mortal knows. He has been known to appear as an ogre-sized fat man withdemonic features, reddish skin, pointed ears, and long steely fingers, or as a wrinkled old man scarcely five feet tall.

    Either or both might be Iuz true form.

    Iuz ClericsIuz ClericsIuz ClericsIuz Clerics

    SexSexSexSex M, F; ABABABAB Standard; ALALALAL CE; AExAExAExAEx None; WPNWPNWPNWPN Club, flail, garrote, mace (1st), sling, staff; ARARARAR Standard;

    RARARARA Rusty black or bloodstained white robe; PWPWPWPW 3)3)3)3) change self; TUTUTUTU Command.

    Clerics of Iuz are as cold-blooded and malevolent as their deity. They dress in rusty black (their masters

    favorite color) or white streaked with rust-red bloodstains. All clerics of Iuz are dedicated trophy hunters,

    taking souvenirs from defeated foes. A clerics status is partially determined by the number of trophies in

    his collection particularly skulls. Clergy of Iuz are feared by all and opposed by all other evil priesthoods. Clerics of

    Iuz may substitute the druidic spell heat metal (or chill metal), as well as the magic-user spells confusionand/or feeblemind, for clerical spells of the same levels.

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    IIIIUZUZUZUZ (Demigod)(ee-OOZ)

    the Old, Lord of Evil

    ALALALAL CE (NE); WALWALWALWAL LE, NE, CE; SoCSoCSoCSoC Oppression, Deceit, Wickedness, Pain; SYSYSYSY Grinning human skull (iron);

    ANANANAN None; CRCRCRCR Rusty black; HDHDHDHD Godsday; PoWPoWPoWPoW Old, filthy, dark place; CLCLCLCL Clerics, Shamans, Witch Doctors;

    PNPNPNPN Prime Material.

    Iuz the Old is the patron of wickedness. He rules a portion of the Flanaess named after him, holding court in his

    capital city of Dorakaa where he plots the conquest and dominion of the entire Oerth. Iuz wickedness and treachery

    are infamous throughout the Flanaess, and few creatures living outside his domain even speak his name, let alone

    adore him. There is great personal enmity between Iuz and St. Cuthbert. Ceremonies venerating Iuz include

    foul-smelling incense or burning dung and the banging of great drums, gongs, or bells. Blood sacrifices are often part

    of rituals. Altars are usually of bone and include many skulls. Services to Iuz are held in ancient, filthy,

    and dark places.

    Whether Iuz is a human who has become demonic through the centuries, or whether he is a cambion

    (Orcus offspring, some suggest), no mortal knows. He has been known to appear as an ogre-sized fat man withdemonic features, reddish skin, pointed ears, and long steely fingers, or as a wrinkled old man scarcely five feet tall.

    Either or both might be Iuz true form.

    Iuz ShamansIuz ShamansIuz ShamansIuz Shamans

    SexSexSexSex M, F; ABABABAB Standard; ALALALAL CE; AExAExAExAEx None; WPNWPNWPNWPN Club, flail, garrote, mace (1st), sling, staff; ARARARAR Standard;

    RARARARA Rusty black or bloodstained white robe; PWPWPWPW 3)3)3)3) change self; TUTUTUTU Nil.

    Shamans of Iuz are as cold-blooded and malevolent as their deity. They dress in rusty black (their masters

    favorite color) or white streaked with rust-red bloodstains. All shamans of Iuz are dedicated trophy hunters,

    taking souvenirs from defeated foes. A shamans status is partially determined by the number of trophies in

    his collection particularly skulls. Clergy of Iuz are feared by all and opposed by all other evil priesthoods.

    Shamans of Iuz may substitute the druidic spell heat metal(or chill metal) for a clerical spell of the same level.

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    IIIIUZUZUZUZ (Demigod)(ee-OOZ)

    the Old, Lord of Evil

    ALALALAL CE (NE); WALWALWALWAL LE, NE, CE; SoCSoCSoCSoC Oppression, Deceit, Wickedness, Pain; SYSYSYSY Grinning human skull (iron);

    ANANANAN None; CRCRCRCR Rusty black; HDHDHDHD Godsday; PoWPoWPoWPoW Old, filthy, dark place; CLCLCLCL Clerics, Shamans, Witch Doctors;

    PNPNPNPN Prime Material.

    Iuz the Old is the patron of wickedness. He rules a portion of the Flanaess named after him, holding court in his

    capital city of Dorakaa where he plots the conquest and dominion of the entire Oerth. Iuz wickedness and treachery

    are infamous throughout the Flanaess, and few creatures living outside his domain even speak his name, let alone

    adore him. There is great personal enmity between Iuz and St. Cuthbert. Ceremonies venerating Iuz include

    foul-smelling incense or burning dung and the banging of great drums, gongs, or bells. Blood sacrifices are often part

    of rituals. Altars are usually of bone and include many skulls. Services to Iuz are held in ancient, filthy,

    and dark places.

    Whether Iuz is a human who has become demonic through the centuries, or whether he is a cambion

    (Orcus offspring, some suggest), no mortal knows. He has been known to appear as an ogre-sized fat man withdemonic features, reddish skin, pointed ears, and long steely fingers, or as a wrinkled old man scarcely five feet tall.

    Either or both might be Iuz true form.

    Iuz Witch DoctorsIuz Witch DoctorsIuz Witch DoctorsIuz Witch Doctors

    SexSexSexSex M; ABABABAB Standard; ALALALAL CE; AExAExAExAEx None; WPNWPNWPNWPN Sling, staff; ARARARAR None; RARARARA Rusty black or bloodstained white robe;

    PWPWPWPW 3)3)3)3) change self; TUTUTUTU Nil.

    Witch doctors of Iuz are as cold-blooded and malevolent as their deity. They dress in rusty black (their masters

    favorite color) or white streaked with rust-red bloodstains. All witch doctors of Iuz are dedicated trophy hunters,

    taking souvenirs from defeated foes. A witch doctors status is partially determined by the number of trophies in

    his collection particularly skulls. Clergy of Iuz are feared by all and opposed by all other evil priesthoods.

    Witch doctors of Iuz may substitute the druidic spell heat metal(or chill metal) for a clerical spell of the same level.

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    SpittleSpittleSpittleSpittle (Alteration)

    Level: 1 Components: SRange: 1 Casting Time: 1 segmentDuration: d4+1 rounds Saving Throw: Neg.

    Area of Effect: One creature

    This spell allows the cleric to generate disgustingspittle that can paralyze any creature it touches. The clericmust make a to hit roll, and all targets are considered tobe at short range. Any creature struck must save vs. spell

    or lose the use of the area struck:

    d8 rolld8 rolld8 rolld8 roll Area StruckArea StruckArea StruckArea Struck EffectEffectEffectEffect

    1 Head Unconscious24 Body Paralyzed

    5 Weapon Arm No attacks6 Non-weapon Arm No shield bonus

    78 Leg Lose defensive dexteritybonuses; movementreduced 50%

    All effects last 1d4+1 rounds. The DM might chooseto alter the hit location chart to account for target facing ornon-humanoid body type.

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    Iuz' Cleric Spells

    Number 3rd level 4th level 5th level

    1 ANIMATE DEAD ABJURE ATONEM

    2 Continual Darkness Implore CURE C

    3 CURE BLINDNESS CONFUSION Cause C

    4 Cause Blindness CURE SERIOUS WOUNDS Dispel G

    5 CURE DISEASE Cause Serious Wounds FEEBLE

    6 Cause Disease DETECT LIE FLAME

    7 DEATH'S DOOR EXORCISE GOLEM

    8 DISPEL MAGIC NEUTRALIZE POISON INSECT

    9 FEIGN DEATH Poison TRUE SE

    10 GLYPH OF WARDING TONGUES False See

    11 LOCATE OBJECT

    12 Obscure Object

    13 NEGATIVE PLANE PROTECTION14 PRAYER

    15 Bestow Curse

    16 SPEAK WITH DEAD

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    Iuz' Shaman & Witch Doctor Spells

    Number 3rd level

    1 CURE BLINDNESS

    2 Cause Blindness

    3 CURE DISEASE

    4 Cause Disease

    5 DISPEL MAGIC

    6 LOCATE OBJECT

    7 Obscure Object

    8 PRAYER

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    KKKKYUSSYUSSYUSSYUSS (Hero-Deity)(kee-OOS)

    The Bone Master

    ALALALAL NE; WALWALWALWAL LE, NE, CE; SoCSoCSoCSoC Creation and Mastery of Undead; SYSYSYSY Skull with worms in its orifices (iron);

    ANANANAN Worm; CRCRCRCR Green; HDHDHDHD 4 Richfest; PoWPoWPoWPoW Crypt; CLCLCLCL Clerics; PNPNPNPN Prime Material.

    Few have not heard of the dreaded sons of Kyuss terrible zombies that spawn their kind through sickly green

    worms that corrupt the living. Few know that the creator of these foul creatures, Kyuss himself, has an active cult in

    the Flanaess. Sponsored to godhood by Nerull, Kyuss was a Flan priest in the ancient Empire of Sulm, which now

    lies buried in the Bright Desert. Escaping from there shortly before its destruction, he fled to the Wormcrawl Fissure

    near the Riftcanyon and underwent apotheosis. He appears as a skeletally gaunt man with hands of bone and eye

    sockets filled with crawling worms. He is manic and communicates only with his clerics, Nerull, and undead beings.

    He carries a worm-riddled club that turns whatever it strikes into some form of undead. His symbol is a skull with

    worms in its eyes and jaws.

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    KKKKYUSSYUSSYUSSYUSS (Hero-Deity)(kee-OOS)

    The Bone Master

    ALALALAL NE; WALWALWALWAL LE, NE, CE; SoCSoCSoCSoC Creation and Mastery of Undead; SYSYSYSY Skull with worms in its orifices (iron);

    ANANANAN Worm; CRCRCRCR Green; HDHDHDHD 4 Richfest; PoWPoWPoWPoW Crypt; CLCLCLCL Clerics; PNPNPNPN Prime Material.

    Few have not heard of the dreaded sons of Kyuss terrible zombies that spawn their kind through sickly green

    worms that corrupt the living. Few know that the creator of these foul creatures, Kyuss himself, has an active cult in

    the Flanaess. Sponsored to godhood by Nerull, Kyuss was a Flan priest in the ancient Empire of Sulm, which now

    lies buried in the Bright Desert. Escaping from there shortly before its destruction, he fled to the Wormcrawl Fissure

    near the Riftcanyon and underwent apotheosis. He appears as a skeletally gaunt man with hands of bone and eye

    sockets filled with crawling worms. He is manic and communicates only with his clerics, Nerull, and undead beings.

    He carries a worm-riddled club that turns whatever it strikes into some form of undead. His symbol is a skull with

    worms in its eyes and jaws.

    KKKKyuss Clericsyuss Clericsyuss Clericsyuss ClericsSexSexSexSex M, F; ABABABAB Standard; ALALALAL NE, CE; AExAExAExAEx None; WPNWPNWPNWPN Standard; ARARARAR Standard; RARARARA Black robe, skull mask;

    PWPWPWPW 12)12)12)12) create son of Kyuss (requires 1 month & 10,000 gp); TUTUTUTU Command.

    Clerics of this cult raid graveyards to create undead just for the sake of doing so. They sometimes sell their creations

    to magic-users or other clerics but often let them run wild in the streets of cities. Powerful clerics attempt to create

    new kinds of undead, and most seek lichdom rather than face true death. Kyuss clerics adventure to acquire more

    undead followers and money to create more undead, to discover new or forgotten types of undead, and to discover

    forgotten holy sites of their patron (such as certain ruins in the Amedio Jungle, where Kyuss once traveled).

    As a hero-deity, Kyuss grants spells of up to level 4 only. His clerics have no spell ability at 1st level and thereafter

    cast one less spell of each level group than other clerics.

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    Kyuss' Cleric Spells

    Number 3rd level 4th level

    1 ANIMATE DEAD ABJURE

    2 CONTINUAL LIGHT Implore

    3 Continual Darkness CLOAK OF BRAVERY

    4 DEATH'S DOOR Cloak of Fear

    5 DISPEL MAGIC EXORCISE

    6 FEIGN DEATH IMBUE WITH SPELL ABILITY

    7 LOCATE OBJECT NEUTRALIZE POISON

    8 Obscure Object Poison

    9 MAGICAL VESTMENT

    10 NEGATIVE PLANE PROTECTION

    11 PRAYER

    12 REMOVE CURSE

    13 Bestow Curse14 REMOVE PARALYSIS

    15 Cause Paralysis

    16 SPEAK WITH DEAD

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    NNNNERULLERULLERULLERULL(Greater God)(NE-ruhl)

    The Reaper, Foe of All Good, Hater of Life, Bringer of Darkness, King of All Gloom, Reaper of Flesh

    ALALALAL NE; WALWALWALWAL LE, NE, CE; SoCSoCSoCSoC Death, Darkness, Underworld, Covert Activity; SYSYSYSY Skull and scythe (iron); ANANANAN None;

    CRCRCRCR Rust-red; HDHDHDHD Godsday; PoWPoWPoWPoW Temple; CLCLCLCL Clerics, Shamans, Witch Doctors; PNPNPNPN Tarterus.

    Nerull, the patron of covert activity, is known as The Reaper, Foe of All Good, Hater of Life, Bringer of Darkness,

    King of All Gloom, and Reaper of Flesh. He is the deity of all who embrace evil for enjoyment or gain. Many evil

    humans and some humanoids pay homage to Nerull. In wicked lands, such as the Great Kingdom, temples of Nerull

    operate openly. In other places, the rites of Nerull are conducted in subterranean shrines and sacred vaults.

    The worship of Nerull is done in full darkness, with a litany glorifying death and suffering. Blood sacrifices

    are common. Altars are made of rust-colored stone; service pieces are copper and malachite.

    Nerull appears as a skeletal figure with dull, rust-red skin. His skull-like head has locks of dark green, ropey hair.

    His eyes are lambent green, suggesting verdigris; his talons and teeth are the same hue. He wears a black cowl and

    carries the Life Cutter, a red-veined sablewood staff. He appears on the Prime Material Plane only during darkness.

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    NNNNERULLERULLERULLERULL(Greater God)(NE-ruhl)

    The Reaper, Foe of All Good, Hater of Life, Bringer of Darkness, King of All Gloom, Reaper of Flesh

    ALALALAL NE; WALWALWALWAL LE, NE, CE; SoCSoCSoCSoC Death, Darkness, Underworld, Covert Activity; SYSYSYSY Skull and scythe (iron); ANANANAN None;

    CRCRCRCR Rust-red; HDHDHDHD Godsday; PoWPoWPoWPoW Temple; CLCLCLCL Clerics, Shamans, Witch Doctors; PNPNPNPN Tarterus.

    Nerull, the patron of covert activity, is known as The Reaper, Foe of All Good, Hater of Life, Bringer of Darkness,

    King of All Gloom, and Reaper of Flesh. He is the deity of all who embrace evil for enjoyment or gain. Many evil

    humans and some humanoids pay homage to Nerull. In wicked lands, such as the Great Kingdom, temples of Nerull

    operate openly. In other places, the rites of Nerull are conducted in subterranean shrines and sacred vaults.

    The worship of Nerull is done in full darkness, with a litany glorifying death and suffering. Blood sacrifices

    are common. Altars are made of rust-colored stone; service pieces are copper and malachite.

    Nerull appears as a skeletal figure with dull, rust-red skin. His skull-like head has locks of dark green, ropey hair.

    His eyes are lambent green, suggesting verdigris; his talons and teeth are the same hue. He wears a black cowl and

    carries the Life Cutter, a red-veined sablewood staff. He appears on the Prime Material Plane only during darkness.

    Nerulls ClericsNerulls ClericsNerulls ClericsNerulls Clerics

    SexSexSexSex M, F; ABABABAB Standard; ALALALAL LE, NE, CE; AExAExAExAEx 5%; WPNWPNWPNWPN Staff (1st), plus specials; ARARARAR Standard; RARARARA Rust-red or

    blackish-rust robe; PWPWPWPW 1)1)1)1) surprised 1 in 6, proficient with sickle (treat as dagger), 5)5)5)5) proficient with scythe (treat as

    hook fauchard); TUTUTUTU Command.

    Clerics of Nerull dress in rust-red or black garments. All carry the skull and scythe either openly or cleverly hidden

    somewhere on their persons. All of Nerulls clerics are trained to be alert and are surprised only on a roll of 1.

    Nerulls clerics never share secrets or confide in anyone. They may substitute the druidic spellspass without trace

    and/or obscurementfor clerical spells of the same level.

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    NNNNERULLERULLERULLERULL(Greater God)(NE-ruhl)

    The Reaper, Foe of All Good, Hater of Life, Bringer of Darkness, King of All Gloom, Reaper of Flesh

    ALALALAL NE; WALWALWALWAL LE, NE, CE; SoCSoCSoCSoC Death, Darkness, Underworld, Covert Activity; SYSYSYSY Skull and scythe (iron); ANANANAN None;

    CRCRCRCR Rust-red; HDHDHDHD Godsday; PoWPoWPoWPoW Temple; CLCLCLCL Clerics, Shamans, Witch Doctors; PNPNPNPN Tarterus.

    Nerull, the patron of covert activity, is known as The Reaper, Foe of All Good, Hater of Life, Bringer of Darkness,

    King of All Gloom, and Reaper of Flesh. He is the deity of all who embrace evil for enjoyment or gain. Many evil

    humans and some humanoids pay homage to Nerull. In wicked lands, such as the Great Kingdom, temples of Nerull

    operate openly. In other places, the rites of Nerull are conducted in subterranean shrines and sacred vaults.

    The worship of Nerull is done in full darkness, with a litany glorifying death and suffering. Blood sacrifices

    are common. Altars are made of rust-colored stone; service pieces are copper and malachite.

    Nerull appears as a skeletal figure with dull, rust-red skin. His skull-like head has locks of dark green, ropey hair.

    His eyes are lambent green, suggesting verdigris; his talons and teeth are the same hue. He wears a black cowl and

    carries the Life Cutter, a red-veined sablewood staff. He appears on the Prime Material Plane only during darkness.

    Nerulls ShamansNerulls ShamansNerulls ShamansNerulls Shamans

    SexSexSexSex M, F; ABABABAB Standard; ALALALAL LE, NE, CE; AExAExAExAEx None; WPNWPNWPNWPN Staff (1st), plus specials; ARARARAR Standard; RARARARA Rust-red or

    blackish-rust robe; PWPWPWPW 1)1)1)1) surprised 1 in 6, proficient with sickle (treat as dagger), 5)5)5)5) proficient with scythe (treat as

    hook fauchard); TUTUTUTU Nil.

    Shamans of Nerull dress in rust-red or black garments. All carry the skull and scythe either openly or cleverly hidden

    somewhere on their persons. All of Nerulls shamans are trained to be alert and are surprised only on a roll of 1.

    Nerulls shamans never share secrets or confide in anyone.

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    NNNNERULLERULLERULLERULL(Greater God)(NE-ruhl)

    The Reaper, Foe of All Good, Hater of Life, Bringer of Darkness, King of All Gloom, Reaper of Flesh

    ALALALAL NE; WALWALWALWAL LE, NE, CE; SoCSoCSoCSoC Death, Darkness, Underworld, Covert Activity; SYSYSYSY Skull and scythe (iron); ANANANAN None;

    CRCRCRCR Rust-red; HDHDHDHD Godsday; PoWPoWPoWPoW Temple; CLCLCLCL Clerics, Shamans, Witch Doctors; PNPNPNPN Tarterus.

    Nerull, the patron of covert activity, is known as The Reaper, Foe of All Good, Hater of Life, Bringer of Darkness,

    King of All Gloom, and Reaper of Flesh. He is the deity of all who embrace evil for enjoyment or gain. Many evil

    humans and some humanoids pay homage to Nerull. In wicked lands, such as the Great Kingdom, temples of Nerull

    operate openly. In other places, the rites of Nerull are conducted in subterranean shrines and sacred vaults.

    The worship of Nerull is done in full darkness, with a litany glorifying death and suffering. Blood sacrifices

    are common. Altars are made of rust-colored stone; service pieces are copper and malachite.

    Nerull appears as a skeletal figure with dull, rust-red skin. His skull-like head has locks of dark green, ropey hair.

    His eyes are lambent green, suggesting verdigris; his talons and teeth are the same hue. He wears a black cowl and

    carries the Life Cutter, a red-veined sablewood staff. He appears on the Prime Material Plane only during darkness.

    Nerulls Witch DoctorsNerulls Witch DoctorsNerulls Witch DoctorsNerulls Witch Doctors

    SexSexSexSex M; ABABABAB Standard; ALALALAL LE, NE, CE; AExAExAExAEx None; WPNWPNWPNWPN Staff (1st), plus special; ARARARAR None; RARARARA Rust-red or

    blackish-rust robe; PWPWPWPW 1)1)1)1) surprised 1 in 6, proficient with sickle (treat as dagger); TUTUTUTU Nil.

    Witch doctors of Nerull dress in rust-red or black garments. All carry the skull and scythe either openly or cleverly

    hidden somewhere on their persons. All of Nerulls witch doctors are trained to be alert and are surprised only on a

    roll of 1. Nerulls witch doctors never share secrets or confide in anyone.

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    Ebony TendrilsEbony TendrilsEbony TendrilsEbony Tendrils (Conjuration/Summoning)

    Level: 5 Components: V, S, MRange: 1 Casting Time: 5 segmentsDuration: 5 rounds Saving Throw: Neg.

    Area of Effect: Special

    This spell summons a lump of blackness five feet indiameter with four 10-foot arms radiating from it,90 degrees apart. Touching the central lump causes deathunless a save vs. death magic is made. The arms attack

    with the same chance to hit as the cleric casting the spell,inflicting d10+2 hit points of corrosive andconstriction damage. Creatures struck have one chance tobreak free, which is the same as the chance to opena door. (If the chance to open doors is unknown,assume that creatures smaller than man-sized escape on aroll of 1 on 1d6, man-sized creatures on a roll of 1 or 2on 1d6, and creatures larger than man-sized on a 1, 2,

    or 3 on 1d6.)The round after scoring a hit, an arm retracts into the

    central lump, where the victim in its grasp must save vs.death magic. Thereafter, the victim is held fast andcontinues to suffer corrosion and constriction damage,but continued contact with the lump does not causeadditional saves vs. death magic. Broken arms retract intothe central lump without making further attacks.

    Arms holding dead creatures continue to hold them untilthe spell duration expires. The material componentsfor this spell are Nerulls unholy symbol (the skulland scythe) and a small, rusty, iron ball.

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    Nerull's Cleric Spells

    Number 3rd level 4th level 5

    1 ANIMATE DEAD CURE SERIOUS WOUNDS A

    2 Continual Darkness Cause Serious Wounds A

    3 CURE BLINDNESS EXORCISE C

    4 Cause Blindness NEUTRALIZE POISON C

    5 CURE DISEASE Poison E

    6 Cause Disease F

    7 DEATH'S DOOR G

    8 DISPEL MAGIC I

    9 FEIGN DEATH P

    10 GLYPH OF WARDING Q

    11 LOCATE OBJECT R

    12 Obscure Object S

    13 MELD INTO STONE14 NEGATIVE PLANE PROTECTION

    15 PRAYER

    16 SPEAK WITH DEAD

    Number 6th level 7th level

    1 AERIAL SERVANT ASTRAL SPELL

    2 BLADE BARRIER HENLEY'S DIGIT OF DISRUPTION

    3 HEAL Unholy Word

    4 Harm Wither

    5 PART WATER RESTORATION

    6 WORD OF RECALL Energy Drain

    7 Destruction

    8 SUCCOR

    9 Help

    10 SYMBOL

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    Nerull's Shaman & Witch Doctor Spells

    Number 3rd level 4th level

    1 CURE BLINDNESS EXORCISE

    2 Cause Blindness NEUTRALIZE POISON

    3 CURE DISEASE Poison

    4 Cause Disease

    5 DISPEL MAGIC

    6 LOCATE OBJECT

    7 Obscure Object

    8 PRAYER

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    OOOOBADBADBADBAD----HAIHAIHAIHAI (Lesser God)(oh-bahd-HI)

    The Shalm

    ALALALAL N; WALWALWALWAL N; SoCSoCSoCSoC Nature, Wildland, Freedom, Hunting, Wild Beasts; SYSYSYSY Oak leaf and acorn; ANANANAN Satyr, centaur;

    CRCRCRCR Russet; HDHDHDHD Godsday; PoWPoWPoWPoW Rustic chapel of rough timber; CLCLCLCL Clerics, Druids, Shamans (Bards);

    PNPNPNPN Prime Material.

    Obad-hai, The Shalm, is an archaic deity of nature and wildland, one of the most ancient known, having been

    worshiped by the Flan prior to the arrival of invading Aerdi. Obad-hai can appear in human form as a lean,

    weathered man of indeterminate but considerable age. He usually is clad in brown or russet, carrying a

    hornwood staff, looking as if he were a pilgrim, hermit, or merely a rustic. At other times, he will appear as a

    dwur, noniz, or hobniz. The Shalm also is able to take the form and characteristics of woodland creatures. He can

    assume any form instantaneously. It is not uncommon for the Shalm to roam about in the guise of any of the

    following creatures:

    centaur badger giant otter

    leprechaun brown bear giant owlpixie boar giant pike

    satyr giant eagle giant porcupine

    sprite giant goat giant stag

    treant giant lynx wolf

    Obad-hais weapon is the Shalmstaff. When it is discarded by Obad-hai, it instantaneously flies to the nearest

    hornwood tree, where it remains until summoned by Obad-hai. This staff also allows its bearer to walk tirelessly

    without food or water for as long as desired. Animals will never harm the bearer. Vegetation will part to allow

    easy passage.

    The Shalm loves nature and wilderness. He is a patron of druids and a friend to those who dwell in harmony with

    their natural surroundings. Because of Obad-hais particular neutrality, a rivalry and antipathy exists between this

    deity and Ehlonna of the Forests. Thus, the majority of the Shalms followers are male; those of Ehlonna, female.

    Churches or chapels of Obad-hai are always in rustic settings and made of rough timber. Services are brief and notparticularly ritualized. Living flowers, earth, water, and fire are typical service adornments.

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    OOOOBADBADBADBAD----HAIHAIHAIHAI (Lesser God)(oh-bahd-HI)

    The Shalm

    ALALALAL N; WALWALWALWAL N; SoCSoCSoCSoC Nature, Wildland, Freedom, Hunting, Wild Beasts; SYSYSYSY Oak leaf and acorn; ANANANAN Satyr, centaur;

    CRCRCRCR Russet; HDHDHDHD Godsday; PoWPoWPoWPoW Rustic chapel of rough timber; CLCLCLCL Clerics, Druids, Shamans (Bards);

    PNPNPNPN Prime Material.

    Obad-hai, The Shalm, is an archaic deity of nature and wildland, one of the most ancient known, having been

    worshiped by the Flan prior to the arrival of invading Aerdi. Obad-hai can appear in human form as a lean,

    weathered man of indeterminate but considerable age. He usually is clad in brown or russet, carrying a

    hornwood staff, looking as if he were a pilgrim, hermit, or merely a rustic. At other times, he will appear as a

    dwur, noniz, or hobniz. The Shalm also is able to take the form and characteristics of woodland creatures. He can

    assume any form instantaneously. It is not uncommon for the Shalm to roam about in the guise of any of the

    following creatures:

    centaur badger giant otter

    leprechaun brown bear giant owlpixie boar giant pike

    satyr giant eagle giant porcupine

    sprite giant goat giant stag

    treant giant lynx wolf

    Obad-hais weapon is the Shalmstaff. When it is discarded by Obad-hai, it instantaneously flies to the nearest

    hornwood tree, where it remains until summoned by Obad-hai. This staff also allows its bearer to walk tirelessly

    without food or water for as long as desired. Animals will never harm the bearer. Vegetation will part to allow

    easy passage.

    The Shalm loves nature and wilderness. He is a patron of druids and a friend to those who dwell in harmony with

    their natural surroundings. Because of Obad-hais particular neutrality, a rivalry and antipathy exists between this

    deity and Ehlonna of the Forests. Thus, the majority of the Shalms followers are male; those of Ehlonna, female.

    Churches or chapels of Obad-hai are always in rustic settings and made of rough timber. Services are brief and notparticularly ritualized. Living flowers, earth, water, and fire are typical service adornments.

    ObadObadObadObad----hais Clericshais Clericshais Clericshais Clerics

    SexSexSexSex M (most), F; ABABABAB Standard; ALALALAL N; AExAExAExAEx 5%; WPNWPNWPNWPN Any clerical or druidic (staff 1st); ARARARAR Standard;

    RARARARA Simple russet garments; PWPWPWPW 3)3)3)3) substitute 1 1st-level druidic spell for a clerical spell, 6)6)6)6) substitute 1 2nd-level

    druidic spell for a clerical spell, 9)9)9)9) substitute 1 3rd-level druidic spell for a clerical spell, 12)12)12)12) shape change

    as druid, 1/day; TUTUTUTU Turn.

    Priests who follow Obad-hai are usually druids. A few others are of the normal sort, although they wander as pilgrims

    in most cases. Such clerics wear russet garments and carry staves. They may use druidic as well as clerical weapons.

    The priesthood is non-hierarchical, treating one another as equals, irrespective of level. Age is a basis for deference

    among them.

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    OOOOBADBADBADBAD----HAIHAIHAIHAI (Lesser God)(oh-bahd-HI)

    The Shalm

    ALALALAL N; WALWALWALWAL N; SoCSoCSoCSoC Nature, Wildland, Freedom, Hunting, Wild Beasts; SYSYSYSY Oak leaf and acorn; ANANANAN Satyr, centaur;

    CRCRCRCR Russet; HDHDHDHD Godsday; PoWPoWPoWPoW Rustic chapel of rough timber; CLCLCLCL Clerics, Druids, Shamans (Bards);

    PNPNPNPN Prime Material.

    Obad-hai, The Shalm, is an archaic deity of nature and wildland, one of the most ancient known, having been

    worshiped by the Flan prior to the arrival of invading Aerdi. Obad-hai can appear in human form as a lean,

    weathered man of indeterminate but considerable age. He usually is clad in brown or russet, carrying a

    hornwood staff, looking as if he were a pilgrim, hermit, or merely a rustic. At other times, he will appear as a

    dwur, noniz, or hobniz. The Shalm also is able to take the form and characteristics of woodland creatures. He can

    assume any form instantaneously. It is not uncommon for the Shalm to roam about in the guise of any of the

    following creatures:

    centaur badger giant otter

    leprechaun brown bear giant owlpixie boar giant pike

    satyr giant eagle giant porcupine

    sprite giant goat giant stag

    treant giant lynx wolf

    Obad-hais weapon is the Shalmstaff. When it is discarded by Obad-hai, it instantaneously flies to the nearest

    hornwood tree, where it remains until summoned by Obad-hai. This staff also allows its bearer to walk tirelessly

    without food or water for as long as desired. Animals will never harm the bearer. Vegetation will part to allow

    easy passage.

    The Shalm loves nature and wilderness. He is a patron of druids and a friend to those who dwell in harmony with

    their natural surroundings. Because of Obad-hais particular neutrality, a rivalry and antipathy exists between this

    deity and Ehlonna of the Forests. Thus, the majority of the Shalms followers are male; those of Ehlonna, female.

    Churches or chapels of Obad-hai are always in rustic settings and made of rough timber. Services are brief and notparticularly ritualized. Living flowers, earth, water, and fire are typical service adornments.

    ObadObadObadObad----hais Druidshais Druidshais Druidshais Druids

    SexSexSexSex M (most), F; ABABABAB Standard; ALALALAL N; AExAExAExAEx 5%; WPNWPNWPNWPN Any clerical or druidic (staff 1st); ARARARAR Standard;

    RARARARA Simple russet garments; PWPWPWPW 3)3)3)3) substitute 1 1st-level clerical spell for a druidic spell, 6)6)6)6) substitute 1 2nd-level

    clerical spell for a druidic spell, 9)9)9)9) substitute 1 3rd-level clerical spell for a druidic spell; TUTUTUTU Nil.

    Druids who follow Obad-hai wear russet garments and carry staves. They may use clerical as well as

    druidic weapons. The priesthood is non-hierarchical, treating one another as equals, irrespective of level. Age is a

    basis for deference among them.

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    OOOOBADBADBADBAD----HAIHAIHAIHAI (Lesser God)(oh-bahd-HI)

    The Shalm

    ALALALAL N; WALWALWALWAL N; SoCSoCSoCSoC Nature, Wildland, Freedom, Hunting, Wild Beasts; SYSYSYSY Oak leaf and acorn; ANANANAN Satyr, centaur;

    CRCRCRCR Russet; HDHDHDHD Godsday; PoWPoWPoWPoW Rustic chapel of rough timber; CLCLCLCL Clerics, Druids, Shamans (Bards);

    PNPNPNPN Prime Material.

    Obad-hai, The Shalm, is an archaic deity of nature and wildland, one of the most ancient known, having been

    worshiped by the Flan prior to the arrival of invading Aerdi. Obad-hai can appear in human form as a lean,

    weathered man of indeterminate but considerable age. He usually is clad in brown or russet, carrying a

    hornwood staff, looking as if he were a pilgrim, hermit, or merely a rustic. At other times, he will appear as a

    dwur, noniz, or hobniz. The Shalm also is able to take the form and characteristics of woodland creatures. He can

    assume any form instantaneously. It is not uncommon for the Shalm to roam about in the guise of any of the

    following creatures:

    centaur badger giant otter

    leprechaun brown bear giant owlpixie boar giant pike

    satyr giant eagle giant porcupine

    sprite giant goat giant stag

    treant giant lynx wolf

    Obad-hais weapon is the Shalmstaff. When it is discarded by Obad-hai, it instantaneously flies to the nearest

    hornwood tree, where it remains until summoned by Obad-hai. This staff also allows its bearer to walk tirelessly

    without food or water for as long as desired. Animals will never harm the bearer. Vegetation will part to allow

    easy passage.

    The Shalm loves nature and wilderness. He is a patron of druids and a friend to those who dwell in harmony with

    their natural surroundings. Because of Obad-hais particular neutrality, a rivalry and antipathy exists between this

    deity and Ehlonna of the Forests. Thus, the majority of the Shalms followers are male; those of Ehlonna, female.

    Churches or chapels of Obad-hai are always in rustic settings and made of rough timber. Services are brief and notparticularly ritualized. Living flowers, earth, water, and fire are typical service adornments.

    ObadObadObadObad----hais Shamanshais Shamanshais Shamanshais Shamans

    SexSexSexSex M; ABABABAB Standard; ALALALAL N; AExAExAExAEx None; WPNWPNWPNWPN Any clerical or druidic (staff 1st); ARARARAR Standard; RARARARA Simple

    russet garments; PWPWPWPW 3)3)3)3) substitute 1 1st-level druidic spell for a clerical spell; TUTUTUTU Nil.

    Shamans who follow Obad-hai wander as pilgrims in most cases. Such priests wear russet garments and carry staves.

    They may use druidic as well as clerical weapons. The priesthood is non-hierarchical, treating one another as equals,

    irrespective of level. Age is a basis for deference among them.

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    Obad-hai's Cleric Spells

    Number 3rd level 4th level 5th level

    1 ANIMATE DEAD CURE SERIOUS WOUNDS AIR WAL

    2 CLOUDBURST EXORCISE ATONEM

    3 CONTINUAL LIGHT GIANT INSECT CURE C

    4 CURE BLINDNESS Shrink Insect RAINBO

    5 CURE DISEASE LOWER WATER SPIKE S

    6 DEATH'S DOOR Raise Water

    7 FEIGN DEATH NEUTRALIZE POISON

    8 FLAME WALK SPEAK WITH PLANTS

    9 LOCATE OBJECT SPIKE GROWTH

    10 Obscure Object Snakes to Sticks

    11 MELD INTO STONE

    12 NEGATIVE PLANE PROTECTION

    13 SPEAK WITH DEAD14 WATER WALK

    Number 6th level

    1 HEAL

    2 PART WATER

    3 STONE TELL

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    Obad-hai's Druid Spells

    Number 3rd level 4th level 5th level

    1 CALL LIGHTNING ANIMAL SUMMONING I ANIMAL

    2 CLOUDBURST CONTROL TEMPERATURE 10' RADIUS Shrink A

    3 CURE DISEASE CURE SERIOUS WOUNDS ANIMAL

    4 HOLD ANIMAL HALLUCINATORY FOREST ANTI-PL

    5 KNOW ALIGNMENT Vanish Forest COMMU

    6 NEUTRALIZE POISON HOLD PLANT CONTRO

    7 PLANT GROWTH PLANT DOOR MOONB

    8 PROTECTION FROM FIRE PRODUCE FIRE PASS PL

    9 PYROTECHNICS Quench Fire SPIKE S

    10 SNARE PROTECTION FROM LIGHTNING STICKS

    11 SPIKE GROWTH REPEL INSECTS Snakes t

    12 STARSHINE SPEAK WITH PLANTS TRANSM

    13 STONE SHAPE Transmu14 SUMMON INSECTS WALL O

    15 TREE

    16 WATER BREATHING

    17 Air Breathing

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    Obad-hai's Druid Spells

    Number 6th level

    1 ANIMAL SUMMONING III

    2 ANTI-ANIMAL SHELL

    3 CONJURE FIRE ELEMENTAL

    4 Dismiss Fire Elemental

    5 CURE CRITICAL WOUNDS

    6 FIRE SEEDS

    7 LIVEOAK

    8 TRANSMUTE WATER TO DUST

    9 Transmute Dust to Water

    10 TRANSPORT VIA PLANTS

    11 TURN WOOD

    12 WALL OF THORNS

    13 WEATHER SUMMONING

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    PPPPELORELORELORELOR (Greater God)(PAY-lawr)

    The Sun Father, The Shining One

    ALALALAL NG; WALWALWALWAL LG, NG, CG; SoCSoCSoCSoC Sun, Strength, Light, Healing; SYSYSYSY Sun (gold); ANANANAN Eagle; CRCRCRCR Yellow;

    HDHDHDHD Godsday, festivals; PoWPoWPoWPoW Temple; CLCLCLCL Clerics (Paladins); PNPNPNPN Elysium.

    Pelor is the great sun god, regarded as the creator of much of what is good a god of strength, light,

    and healing. Pelor flies on a great ki-rin, summons flights of eagles, and casts down dark evils with bolts of

    brilliant sunlight. Pelors aspect is that of a peaceful, gentle god concerned for the suffering. As strengthener

    and healer, Pelor brings vitality to those beset by Evil.

    Temples to Pelor are tall structures that feature large windows, often with decorative stained glass. They tend to be

    tall, airy, and blindingly white. They are usually placed so the sun shines into most of their rooms throughout the day.

    They often feature open, sunny courtyards as well. They are kept scrupulously clean, and many of them have wings

    that house hospitals. They are a good source of healing magic and often easy to find because Pelor-worship is so

    prevalent in civilized lands.

    Services to Pelor involve hymn singing, communal prayer, and the dispensing of alms to the needy (and the collection

    of same from the well-to-do). As befits a sun god, Pelors major festivals take place on solstices and equinoxes,

    and many weddings and rites of passage take place on the cusp of a new season. The Blessing of the

    Sun-Kissed Field is a common rite requested by farmers.

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    PPPPELORELORELORELOR (Greater God)(PAY-lawr)

    The Sun Father, The Shining One

    ALALALAL NG; WALWALWALWAL LG, NG, CG; SoCSoCSoCSoC Sun, Strength, Light, Healing; SYSYSYSY Sun (gold); ANANANAN Eagle; CRCRCRCR Yellow;

    HDHDHDHD Godsday, festivals; PoWPoWPoWPoW Temple; CLCLCLCL Clerics (Paladins); PNPNPNPN Elysium.

    Pelor is the great sun god, regarded as the creator of much of what is good a god of strength, light,

    and healing. Pelor flies on a great ki-rin, summons flights of eagles, and casts down dark evils with bolts of

    brilliant sunlight. Pelors aspect is that of a peaceful, gentle god concerned for the suffering. As strengthener

    and healer, Pelor brings vitality to those beset by Evil.

    Temples to Pelor are tall structures that feature large windows, often with decorative stained glass. They tend to be

    tall, airy, and blindingly white. They are usually placed so the sun shines into most of their rooms throughout the day.

    They often feature open, sunny courtyards as well. They are kept scrupulously clean, and many of them have wings

    that house hospitals. They are a good source of healing magic and often easy to find because Pelor-worship is so

    prevalent in civilized lands.

    Services to Pelor involve hymn singing, communal prayer, and the dispensing of alms to the needy (and the collection

    of same from the well-to-do). As befits a sun god, Pelors major festivals take place on solstices and equinoxes,

    and many weddings and rites of passage take place on the cusp of a new season. The Blessing of the

    Sun-Kissed Field is a common rite requested by farmers.

    Pelors PaladinsPelors PaladinsPelors PaladinsPelors Paladins

    Pelorian paladins use the title Crusaders. The paladins consider most laws helpful, but realize that laws alone do

    not remove suffering from the world and that laws sometimes can be abused to become a symptom of the problem

    rather than a cure. As a whole, they favor no weapons over others, but individuals often focus on mastering the

    sword or mace over the course of their lives. The greatest among them wield legendary sunblades or

    maces of disruption. Paladins of Pelor are sworn foes of the undead and turn undead as clerics of equal level.

    Most paladins of Pelor adorn themselves in plate or chain armor and carry weapons appropriate to their needs.

    Pelorians favor light-colored tunics (especially sky blues, pale greens, or grays) when dressed informally. All paladins

    of Pelor wear an inky black cloak, emblazoned with the Sun Gods gold orb holy symbol, on formal occasions or

    when engaging in a planned battle with the forces of darkness (such as a war). When so garbed, the Pelorians blend

    into the darkness, looking like floating suns charging into battle.

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    PPPPELORELORELORELOR (Greater God)(PAY-lawr)

    The Sun Father, The Shining One

    ALALALAL NG; WALWALWALWAL LG, NG, CG; SoCSoCSoCSoC Sun, Strength, Light, Healing; SYSYSYSY Sun (gold); ANANANAN Eagle; CRCRCRCR Yellow;

    HDHDHDHD Godsday, festivals; PoWPoWPoWPoW Temple; CLCLCLCL Clerics (Paladins); PNPNPNPN Elysium.

    Pelor is the great sun god, regarded as the creator of much of what is good a god of strength, light,

    and healing. Pelor flies on a great ki-rin, summons flights of eagles, and casts down dark evils with bolts of

    brilliant sunlight. Pelors aspect is that of a peaceful, gentle god concerned for the suffering. As strengthener

    and healer, Pelor brings vitality to those beset by Evil.

    Temples to Pelor are tall structures that feature large windows, often with decorative stained glass. They tend to be

    tall, airy, and blindingly white. They are usually placed so the sun shines into most of their rooms throughout the day.

    They often feature open, sunny courtyards as well. They are kept scrupulously clean, and many of them have wings

    that house hospitals. They are a good source of healing magic and often easy to find because Pelor-worship is so

    prevalent in civilized lands.

    Services to Pelor involve hymn singing, communal prayer, and the dispensing of alms to the needy (and the collection

    of same from the well-to-do). As befits a sun god, Pelors major festivals take place on solstices and equinoxes,

    and many weddings and rites of passage take place on the cusp of a new season. The Blessing of the

    Sun-Kissed Field is a common rite requested by farmers.

    Pelors ClericsPelors ClericsPelors ClericsPelors Clerics

    SexSexSexSex M, F; ABABABAB Standard; ALALALAL LG, NG, CG; AExAExAExAEx None; WPNWPNWPNWPN Flail, mace, morning star, staff, staff-sling; ARARARAR Leather

    or chain; RARARARA Yellow robe, gold-trimmed for clerics of level 7+; PWPWPWPW 1)1)1)1) all healing spells do at least median healing

    (5 hp for cure light wounds, 9 hp for cure serious wounds, 16 hp for cure critical wounds, healcures all but 12 hp),

    5)5)5)5) automatic saves vs. spells that deprive cleric of sight (darkness, blindness, etc.), 9)9)9)9) fly; TUTUTUTU Turn at +1 level.

    Pelors clerics work for the poor and sick, bringing healing, food, and aid to them. They are quiet, kindly people forthe most part, but with some steel as protection. They are primarily nurturers and protectors, but when the time

    comes to bear arms, they are not afraid to do so. Because Pelors clerics spend a lot of time tending to the sick,

    blessing crops, and providing for the basic spiritual needs of their communities, they attract a number of earnest,

    forthright youths who want to make the world a better place. While not unduly harsh, training among the followers

    of Pelor is rigorous enough to send many well-meaning youths back to their farms and cobbler shops.

    Clerics of Pelor are free to explore far lands in an effort to drive off harmful beings and spread their gods gift to all

    who need it. More so than adherents of any other faith, the followers of Pelor often find themselves striving against

    the undead. They also undertake healing whenever they can whether that healing is physical or spiritual.

    Quests that break up a cabal of necromancers, broker a peace accord between rival warlords, or destroy an ancient

    lich-queen are good examples of missions for the glory of Pelor.

    Clerical level titles are standard through the 8th level. Clerics of level 9+ use the title High Patriarch/Matriarch,

    rather than High Priest(ess), as found in some other religions. Pelors clerics have warm relations with those of Rao.

    Clerics of Pelor and Mayaheine are on excellent terms; the latter defer to the former, just as Mayaheine serves Pelor.

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    Pelor's Cleric Spells

    Number 3rd level 4th level

    1 ANIMATE DEAD CLOAK OF BRAVERY

    2 CONTINUAL LIGHT Cloak of Fear

    3 CREATE FOOD & WATER CURE SERIOUS WOUNDS

    4 CURE BLINDNESS EXORCISE

    5 CURE DISEASE IMBUE WITH SPELL ABILITY

    6 DEATH'S DOOR NEUTRALIZE POISON

    7 DISPEL MAGIC PROTECTION FROM EVIL 10' RADIUS

    8 FEIGN DEATH SPELL IMMUNITY

    9 GLYPH OF WARDING

    10 MELD INTO STONE

    11 NEGATIVE PLANE PROTECTION

    12 REMOVE CURSE

    13 Bestow Curse14 REMOVE PARALYSIS

    15 Cause Paralysis

    Number 6th level 7th level

    1 ANIMATE OBJECT EXACTION

    2 BLADE BARRIER REGENERATE

    3 FORBIDDANCE RESTORATION

    4 HEAL RESURRECTION

    5 HEROES' FEAST SYMBOL

    6 WIND WALK

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    RRRRAOAOAOAO (Greater God)(RAH-oh)

    The Mediator, The Calm God

    ALALALAL LG; WALWALWALWAL LG, NG, LN; SoCSoCSoCSoC Peace, Reason, Serenity; SYSYSYSY White heart (wooden, iron, or silver); ANANANAN None;

    CRCRCRCR White; HDHDHDHD Godsday; PoWPoWPoWPoW Temple; CLCLCLCL Clerics (Paladins); PNPNPNPN Seven Heavens.

    Rao is the serene, detached god of reason, intellect, and peace. The god does not act on the Prime Material Plane

    directly, but he is known to have created several powerful magical artifacts which are highly potent against Evil

    (notably the Crook of Rao), possibly with the aid of Boccob. Rao is always depicted as a dark-skinned, white-haired

    old man with bright, dark brown eyes and long, slender hands; he is smiling and serene. Raos faith is one that does

    not appeal much to common folk; he has always had more followers among rulers, diplomats, sages, scholars,

    and philosophers. Clearly, his church is not exactly overpopulated. Those who seek to find powerful magic to aid

    the cause of Good make him valuable offerings and meditate on Raos sacred texts. Services to Rao involve

    discussions of theology and group meditations.

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    RRRRAOAOAOAO (Greater God)(RAH-oh)

    The Mediator, The Calm God

    ALALALAL LG; WALWALWALWAL LG, NG, LN; SoCSoCSoCSoC Peace, Reason, Serenity; SYSYSYSY White heart (wooden, iron, or silver); ANANANAN None;

    CRCRCRCR White; HDHDHDHD Godsday; PoWPoWPoWPoW Temple; CLCLCLCL Clerics (Paladins); PNPNPNPN Seven Heavens.

    Rao is the serene, detached god of reason, intellect, and peace. The god does not act on the Prime Material Plane

    directly, but he is known to have created several powerful magical artifacts which are highly potent against Evil

    (notably the Crook of Rao), possibly with the aid of Boccob. Rao is always depicted as a dark-skinned, white-haired

    old man with bright, dark brown eyes and long, slender hands; he is smiling and serene. Raos faith is one that does

    not appeal much to common folk; he has always had more followers among rulers, diplomats, sages, scholars,

    and philosophers. Clearly, his church is not exactly overpopulated. Those who seek to find powerful magic to aid

    the cause of Good make him valuable offerings and meditate on Raos sacred texts. Services to Rao involve

    discussions of theology and group meditations.

    Raos PaladinsRaos PaladinsRaos PaladinsRaos Paladins

    Although few in number, Raoan paladins are exceedingly formidable individuals chosen for both their martial abilities

    and their keen wisdom and intellect. Paladins of Rao (known as Envoys or Heralds) study everything they can about

    their opponents, learning their every vice and weakness. They are excellent negotiators and interlocutors, but if

    pressed they make extremely nuanced tacticians and field masters. Holy warriors of all faiths have the highest,

    if sometimes grudging, respect for paladins of Rao.

    Paladins of Rao typically go lightly armored and often minimally armed, unless expecting the worst.

    Serene, patrician figures, most possess spotless manners and erudition. They favor chain mail and light,

    one-handed weapons such as maces and short swords (which may be selected as a paladins weapon of choice at

    3rd level). They rarely wear helms and almost never carry shields. Paladins of Rao typically wear gray or blue-gray

    tunics trimmed in white or gold and sometimes don a cowl. Raos symbol is embroidered over their chests.

    Raos paladins have friendly relations with followers of St. Cuthbert.

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    RRRRAOAOAOAO (Greater God)(RAH-oh)

    The Mediator, The Calm God

    ALALALAL LG; WALWALWALWAL LG, NG, LN; SoCSoCSoCSoC Peace, Reason, Serenity; SYSYSYSY White heart (wooden, iron, or silver); ANANANAN None;

    CRCRCRCR White; HDHDHDHD Godsday; PoWPoWPoWPoW Temple; CLCLCLCL Clerics (Paladins); PNPNPNPN Seven Heavens.

    Rao is the serene, detached god of reason, intellect, and peace. The god does not act on the Prime Material Plane

    directly, but he is known to have created several powerful magical artifacts which are highly potent against Evil

    (notably the Crook of Rao), possibly with the aid of Boccob. Rao is always depicted as a dark-skinned, white-haired

    old man with bright, dark brown eyes and long, slender hands; he is smiling and serene. Raos faith is one that does

    not appeal much to common folk; he has always had more followers among rulers, diplomats, sages, scholars,

    and philosophers. Clearly, his church is not exactly overpopulated. Those who seek to find powerful magic to aid

    the cause of Good make him valuable offerings and meditate on Raos sacred texts. Services to Rao involve

    discussions of theology and group meditations.

    Raos ClericsRaos ClericsRaos ClericsRaos ClericsSexSexSexSex M (most), F; ABABABAB Wis 16, Cha 13; ALALALAL LG; AExAExAExAEx None; WPNWPNWPNWPN Flail, mace, morning star, staff, staff-sling;

    ARARARAR Magical chain; RARARARA White robe; PWPWPWPW 1)1)1)1) friends, 4)4)4)4) +2 saves vs. mental attacks, 7)7)7)7) emotion (see below),

    9)9)9)9) true seeing; TUTUTUTU Turn at 4 levels.

    Raos clerics are mediators and negotiators wise and quiet people. Most are male. The priesthood is

    very studious, but one motto is, There is time to think, and more rarely to act; but in that time, action is wisdom.

    (These clerics are not wholly pacifistic!) Raos clerics have warm relations with those of Zilchus. There is some

    chiding between them, for Raos clerics say that Zilchus clerics are too materialistic; Zilchus clerics say that Raos

    followers are too idealistic. Nevertheless, there is a genuine liking by each for the other.

    Clerical level titles are standard, but there do exist some regional variations. For instance, Raoans in Veluna use no

    title higher than Canon(ess), while those in Greyhawk and its environs prefer Patriarch/Matriarch. It is quite possible

    for a 9th-level High Priest in one land to be outranked by a 16th-level Canon in another!

    Upon attaining the 7th level, a cleric of Rao may cast one emotionspell per day (as the 4th-level illusionist spell).

    The emotionprojected is calm, which causes all creatures in the area of effect to feel peaceful and serene and show

    no aggression or fear unless attacked first. Creatures of at least lowintelligence are entitled to a saving throw to avoid

    the spells effect. Those who fail (and those ofanimalor semi-intelligence) suffer a 2 saving throw penalty against

    any subsequent charmspell cast upon them while the cleric continues to maintain the emotion.

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    Rao's Cleric Spells

    Number 3rd level 4th level 5th lev

    1 ANIMATE DEAD CLOAK OF BRAVERY ATON

    2 CURE BLINDNESS Cloak of Fear COMM

    3 CURE DISEASE CURE SERIOUS WOUNDS CURE

    4 DEATH'S DOOR DETECT LIE GOLE

    5 DISPEL MAGIC Undetectable Lie MAGI

    6 FEIGN DEATH DIVINATION PLAN

    7 GLYPH OF WARDING EXORCISE QUES

    8 LOCATE OBJECT IMBUE WITH SPELL ABILITY TRUE

    9 Obscure Object NEUTRALIZE POISON False

    10 MAGICAL VESTMENT TONGUES

    11 NEGATIVE PLANE PROTECTION Babble

    12 REMOVE CURSE

    13 Bestow Curse14 REMOVE PARALYSIS

    15 Cause Paralysis

    16 SPEAK WITH DEAD

    Number 6th level 7th level

    1 BLADE BARRIER ASTRAL SPELL

    2 FIND THE PATH CONTROL WEATHER

    3 Lose the Path EXACTION

    4 HEAL SYMBOL

    5 SPEAK WITH MONSTERS

    6 STONE TELL

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    RRRRED FOXED FOXED FOXED FOX (Lesser God)(RED fahks)

    ALALALAL CG; WALWALWALWAL Any; SoCSoCSoCSoC Arts, Crafts, Knowledge; SYSYSYSY Bushy, drooping tail (wooden); ANANANAN Fox; CRCRCRCR Red-brown;

    HDHDHDHD None; PoWPoWPoWPoW Fireside; CLCLCLCL Clerics; PNPNPNPN Prime Material.

    Red Fox is the most clever and cunning of animal spirits. He is credited with teaching men crafts such as making

    weapons and pottery as well as the summoning and controlling of fire. Despite the generous side of his

    personality, however, Red Fox is a cowardly thief who often resorts to trickery. Red Fox can polymorphhimself into

    any natural animal. He can make himself or any object invisible for an indefinite period and can animate any object

    for up to one week. His true form is that of a giant, red-furred fox.

    Red Fox is greedy and conniving. During his frequent attempts to swindle a fellow god, he often assigns difficult jobs

    to his worshipers, promising great rewards if they succeed. Most often, he forgets to keep such promises. He is

    not above bullying a mortal to get what he wants. Typically, he will only punish his clerics for failing at an assigned

    task or daring to cheat him. Such punishments take the form of a cruel trick, such as stealing a cherished possession

    and giving it to the victims enemy.

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    RRRRED FOXED FOXED FOXED FOX (Lesser God)(RED fahks)

    ALALALAL CG; WALWALWALWAL Any; SoCSoCSoCSoC Arts, Crafts, Knowledge; SYSYSYSY Bushy, drooping tail (wooden); ANANANAN Fox; CRCRCRCR Red-brown;

    HDHDHDHD None; PoWPoWPoWPoW Fireside; CLCLCLCL Clerics; PNPNPNPN Prime Material.

    Red Fox is the most clever and cunning of animal spirits. He is credited with teaching men crafts such as making

    weapons and pottery as well as the summoning and controlling of fire. Despite the generous side of his

    personality, however, Red Fox is a cowardly thief who often resorts to trickery. Red Fox canpolymorphhimself into

    any natural animal. He can make himself or any object invisiblefor an indefinite period and can animateany object

    for up to one week. His true form is that of a giant, red-furred fox.

    Red Fox is greedy and conniving. During his frequent attempts to swindle a fellow god, he often assigns difficult jobs

    to his worshipers, promising great rewards if they succeed. Most often, he forgets to keep such promises. He is

    not above bullying a mortal to get what he wants. Typically, he will only punish his clerics for failing at an assigned

    task or daring to cheat him. Such punishments take the form of a cruel trick, such as stealing a cherished possession

    and giving it to the victims enemy.

    Red Foxs ClericsRed Foxs ClericsRed Foxs ClericsRed Foxs Clerics

    SexSexSexSex M, F; ABABABAB Dex 9; ALALALAL CG, CN; AExAExAExAEx None; WPNWPNWPNWPN Club, knife, hand axe, short bow, spear; ARARARAR Leather; RARARARA Any,

    feather in hair; PWPWPWPW 1)1)1)1) function as thief of equal level, 10th level maximum; TUTUTUTU Nil.

    Red Foxs clerics must meet all of the normal requirements for clerics, save that they must have a Dexterity of at

    least 9. They must defend foxes whenever they encounter an endangered one. To lure young worshipers to him,

    Red Fox grants all of his clerics the abilities of a thief of similar level to a maximum of 10th level. Clerics of Red

    Fox may substitute the druidic spells barkskin, heat (or chill) metal, and/or hold animal for clerical spells of the

    same level.

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    Red Fox's Cleric Spells

    Number 3rd level 4th level

    1 ANIMATE DEAD CURE SERIOUS WOUNDS

    2 CLOUDBURST Cause Serious Wounds

    3 CONTINUAL LIGHT EXORCISE

    4 Continual Darkness GIANT INSECT

    5 CURE BLINDNESS Shrink Insect

    6 Cause Blindness LOWER WATER

    7 CURE DISEASE Raise Water

    8 Cause Disease NEUTRALIZE POISON

    9 DEATH'S DOOR PROTECTION FROM EVIL 10' RADIUS

    10 DISPEL MAGIC SPEAK WITH PLANTS

    11 FEIGN DEATH SPELL IMMUNITY

    12 FLAME WALK SPIKE GROWTH

    13 HOLD ANIMAL Snakes to Sticks14 LOCATE OBJECT

    15 Obscure Object

    16 MAGICAL VESTMENT

    17 MELD INTO STONE

    18 NEGATIVE PLANE PROTECTION

    19 PRAYER

    20 REMOVE CURSE

    21 Bestow Curse

    22 REMOVE PARALYSIS

    23 Cause Paralysis

    24 SPEAK WITH DEAD

    25 WATER WALK

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    Red Fox's Cleric Spells

    Number 6th level

    1 FORBIDDANCE

    2 HEAL

    3 Harm

    4 PART WATER

    5 STONE TELL

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    VVVVECNAECNAECNAECNA (Demigod)(VEK-nah)

    The Whispered One, Maimed Lord, Master of Secrets

    ALALALAL LE; WALWALWALWAL LE, NE, CE; SoCSoCSoCSoC Secrets, Magic; SYSYSYSY Upraised left palm with an eye in the center (iron); ANANANAN None;

    CRCRCRCR Black, red; HDHDHDHD Growfest, Brewfest; PoWPoWPoWPoW Hidden shrine; CLCLCLCL Clerics; PNPNPNPN Quasi-elemental Ash.

    Relatively new to the ranks of deities, Vecna is seldom recognized as a demigod by any but his worshipers.

    Known as the Whispered One, Maimed Lord, Master of Secrets, Vecna has a small but increasingly active cult in

    the lands of the Flanaess. Vecna is a patron god of black secrets, especially those magical in nature.

    Still, for the majority of mortals, Vecna is identified as an arch-lich, although he transcended this paltry honorific

    ages ago. Although other gods might find the lack of recognition displeasing, the condition has suited Vecnas needs

    and matches his secretive nature. He enjoys the position of outsider among the great deities of the Outer Planes.

    Their attentions are diverted elsewhere and he is allowed to continue his plans and schemes undisturbed.

    Formerly a lich, Vecna has retained the horrid appearance of these monsters. His body is mummified with patches of

    dry rot showing through the tatters he wears for clothing. His left arm ends in a crumbling stump. Vecnas face iscovered by a silken scarf, veiling his features underneath.

    Vecna prefers to act indirectly in the affairs of men, guiding and steering his followers to goals only he understands.

    Nursed on treachery and deceit, the Whispered One has no compassion for mortals, even his own worshipers.

    Those who follow him must commit themselves to being utter pawns in his schemes. Followers who serve him well

    are rewarded with knowledge, usually damning secrets others would prefer stayed hidden. Those who anger Vecna

    often find themselves betrayed and blackmailed, their darkest sins suddenly known to those who can hurt them most.

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    VVVVECNAECNAECNAECNA (Demigod)(VEK-nah)

    The Whispered One, Maimed Lord, Master of Secrets

    ALALALAL LE; WALWALWALWAL LE, NE, CE; SoCSoCSoCSoC Secrets, Magic; SYSYSYSY Upraised left palm with an eye in the center (iron); ANANANAN None;

    CRCRCRCR Black, red; HDHDHDHD Growfest, Brewfest; PoWPoWPoWPoW Hidden shrine; CLCLCLCL Clerics; PNPNPNPN Quasi-elemental Ash.

    Relatively new to the ranks of deities, Vecna is seldom recognized as a demigod by any but his worshipers.

    Known as the Whispered One, Maimed Lord, Master of Secrets, Vecna has a small but increasingly active cult in

    the lands of the Flanaess. Vecna is a patron god of black secrets, especially those magical in nature.

    Still, for the majority of mortals, Vecna is identified as an arch-lich, although he transcended this paltry honorific

    ages ago. Although other gods might find the lack of recognition displeasing, the condition has suited Vecnas needs

    and matches his secretive nature. He enjoys the position of outsider among the great deities of the Outer Planes.

    Their attentions are diverted elsewhere and he is allowed to continue his plans and schemes undisturbed.

    Formerly a lich, Vecna has retained the horrid appearance of these monsters. His body is mummified with patches of

    dry rot showing through the tatters he wears for clothing. His left arm ends in a crumbling stump. Vecnas face iscovered by a silken scarf, veiling his features underneath.

    Vecna prefers to act indirectly in the affairs of men, guiding and steering his followers to goals only he understands.

    Nursed on treachery and deceit, the Whispered One has no compassion for mortals, even his own worshipers.

    Those who follow him must commit themselves to being utter pawns in his schemes. Followers who serve him well

    are rewarded with knowledge, usually damning secrets others would prefer stayed hidden. Those who anger Vecna

    often find themselves betrayed and blackmailed, their darkest sins suddenly known to those who can hurt them most.

    Vecnas ClericsVecnas ClericsVecnas ClericsVecnas Clerics

    SexSexSexSex M, F; ABABABAB Int 9; ALALALAL LE; AExAExAExAEx None; WPNWPNWPNWPN Dagger, dart, mace, staff; ARARARAR Standard; RARARARA Robe (varies by rank);

    PWPWPWPW 5)5)5)5) legend loreas bard at 4 levels; TUTUTUTU Command.

    Clerics of Vecna are rare, primarily due to the stringent requirements needed to qualify they must be dual- or

    multi-classed magic-users. However, the clerics have a large degree of freedom in their activities. Their most

    important duty is to recover the Eye and the Hand of Vecna, so these can be returned to their god. Beyond this,

    the clerics are expected to collect and study strange magical items, destroy or weaken any threat to Vecna,

    and restore his empire for the day when he returns. Twice yearly, they must sacrifice large quantities of magical

    items to Vecna. Clerics of Vecna may substitute the druidic spells heat metaland/or repel insectsfor clerical spells of

    the same level.

    Her Most Enigmatic Excellency, Sublime Mistress of the Whispered One, the Heart of Vecna is the high priestess of

    the cult. Through her, the commands of the Whispered One are transmitted to the faithful. The Heart always wears

    a blood-red robe with no decorations on it. After the Heart come the Thoughts of Vecna. The Thoughts of Vecna

    lead the Organs, the name for congregations of worshipers. Since the cult is small, there is seldom more than one

    Organ to a city or area. The Thoughts wear robes emblazoned with a pattern of lightning bolts, signifying the

    devastating power of thought.

    The lesser clerics of a given Organ are known as the Memories of Vecna, for it is through them that the day-to-day

    existence of the cult is assured. Thus, they guarantee that his name will never be forgotten. The number of

    Memories under a Thought depends on the size and importance of that Organ. However, there is only one lesser

    cleric of 5th level or greater in a given Organ. The Memories wear robes decorated with abstract designs.

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    Vecna's Cleric Spells

    Number 3rd level 4th level 5t

    1 ANIMATE DEAD ABJURE A

    2 CURE BLINDNESS Implore AN

    3 Cause Blindness CLOAK OF BRAVERY AT

    4 CURE DISEASE Cloak of Fear CO

    5 Cause Disease DETECT LIE D

    6 DEATH'S DOOR Undetectable Lie FL

    7 DISPEL MAGIC DIVINATION IN

    8 FEIGN DEATH EXORCISE M

    9 FLAME WALK IMBUE WITH SPELL ABILITY Q

    10 LOCATE OBJECT LOWER WATER RA

    11 Obscure Object Raise Water Sl

    12 MAGICAL VESTMENT Protection From Good 10' Radius SP

    13 MELD INTO STONE REPEL INSECTS TR14 NEGATIVE PLANE PROTECTION SPELL IMMUNITY Fa

    15 PRAYER TONGUES

    16 REMOVE CURSE Babble

    17 Bestow Curse

    18 REMOVE PARALYSIS

    19 Cause Paralysis

    20 SPEAK WITH DEAD

    21 WATER WALK

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    ZZZZODALODALODALODAL(Lesser God)(ZOH-dal)

    The Gray Son, The Gentle Hand

    ALALALAL NG; WALWALWALWAL LG, NG, CG; SoCSoCSoCSoC Mercy, Hope, Benevolence; SYSYSYSY Hand partly wrapped in gray cloth (iron);

    ANANANAN Butterfly; CRCRCRCR Gray; HDHDHDHD None; PoWPoWPoWPoW Temple (hospital); CLCLCLCL Clerics; PNPNPNPN Elysium.

    Zodal is a servant of Rao. He espouses kindness and compassion in situations of anger and vengeance, and he

    defuses negative emotions of those around him. Depicted as a man in simple gray robes with large, careworn hands,

    he considers even the most hateful and destructive gods his friends, for he believes that with enough effort on his part

    they might change their ways. He continues his ministrations despite the evil and pain in the world, believing that his

    efforts will eventually make change happen. His symbol is a mans hand partially wrapped in a gray cloth. Temples

    to Zodal are hospitals for the sick and homes for the poor. They are always humble structures.

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    ZZZZODALODALODALODAL(Lesser God)(ZOH-dal)

    The Gray Son, The Gentle Hand

    ALALALAL NG; WALWALWALWAL LG, NG, CG; SoCSoCSoCSoC Mercy, Hope, Benevolence; SYSYSYSY Hand partly wrapped in gray cloth (iron);

    ANANANAN Butterfly; CRCRCRCR Gray; HDHDHDHD None; PoWPoWPoWPoW Temple (hospital); CLCLCLCL Clerics; PNPNPNPN Elysium.

    Zodal is a servant of Rao. He espouses kindness and compassion in situations of anger and vengeance, and he

    defuses negative emotions of those around him. Depicted as a man in simple gray robes with large, careworn hands,

    he considers even the most hateful and destructive gods his friends, for he believes that with enough effort on his part

    they might change their ways. He continues his ministrations despite the evil and pain in the world, believing that his

    efforts will eventually make change happen. His symbol is a mans hand partially wrapped in a gray cloth. Temples

    to Zodal are hospitals for the sick and homes for the poor. They are always humble structures.

    Zodals ClericsZodals ClericsZodals ClericsZodals Clerics

    SexSexSexSex M, F; ABABABAB Cha 13; ALALALAL NG; AExAExAExAEx None; WPNWPNWPNWPN Lasso, sap, staff; ARARARAR None; RARARARA Gray sackcloth; PW 1)PW 1)PW 1)PW 1) Open handattacks as monk (no chance to kill), protected by permanent sanctuaryspell, 5)5)5)5) hold person; TUTUTUTU Turn.

    Zodals clerics spend their lives in simple circumstances, using their knowledge and abilities by helping people in need

    and alleviating pain. They are drawn to warfare, to minister to the wounded and convince evildoers to change

    their ways. They adventure to bring attention to their cause, to discover artifacts of Good (like the Crook of Rao),

    and to destroy items that promote woe. Good deeds and silent prayer are the only worship these clerics perform.

    They will never retain wealth, keeping only sufficient treasures to support themselves in a modest manner,

    pay henchmen and hirelings, and construct or maintain a temple/hospital.

    Clerics of Zodal may not start a fight and may only use weapons (or martial arts) defensively. If any such cleric ever

    strikes the first blow, he or she is immediately stripped of all clerical abilities and must seek atonement. Clerics of

    Zodal are taught to incapacitate their opponents with a minimal amount of pain. Zodal does not allow the taking

    of any life unless every other option has been exhausted, or if the clerics life or the lives of innocents are in

    immediate danger. If an enemy asks for mercy, it must be given.

    At the same time, these clerics have worked out ways to deal with anyone abusing their kindness. These involve

    anything from imprisonment (with hours of daily lectures on kindness and mercy) to the use of questspells. The

    questspells are never meant to put someone in harms way. Examples ofquestsmay be to legally raise a certain

    amount of money for the poor, to bring food for the hungry, or in rare cases with hardheaded or cruel people to

    treat everyone encountered with respect and kindness.

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    Zodal's Cleric Spells

    Number 3rd level 4th level

    1 ANIMATE DEAD ABJURE

    2 CONTINUAL LIGHT Implore

    3 CREATE FOOD & WATER CLOAK OF BRAVERY

    4 CURE BLINDNESS Cloak of Fear

    5 Cause Blindness CURE SERIOUS WOU