Deities & Demigods of Kattegat

Synthalus
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Synthalus
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Deities & Demigods of Kattegat

#1 Post by Synthalus »

NORSE GODS (NORTHMAN)

ODIN "ALL FATHER" (supreme ruler of the gods)
Greater god
ARMOR CLASS: -6
MOVE: 15"
HIT POINTS: 400
NO. OF ATTACKS: 2
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +3 or better
weapon to hit; also see below
MAGIC RESISTANCE: 85%
SIZE: M (6'A1)
ALIGNMENT: Neutral good
WORSHIPER'S ALIGN: Good and
neutral beings
SYMBOL: Watching blue eye
PLANE: Gladsheim (Valhalla)
CLERIC/DRUID: 30th level cleric
(Special)/14th level druid
FIGHTER: 18th level ranger
MAGIC-USER/ILLUSIONIST: 30th level
magic-user
THIEF/ASSASSIN: Nil
MONK/BARD: 15th level bard
PSIONIC ABILITY: /
S: 25 ( + 7, +14) 1:25 W: 25 D: 25 XV C:25 CH:25
While Odin is supreme among the gods, he has limitations that are dictated
by those that worship him. He cannot raise the dead, and healing
anyone forces him to sleep for 1-10 days. On the other hand, he has great
power in the form of personal attributes. His telepathy has a range of 300
miles, he shape changes at will, and he inspires berserker rages in all
beings he chooses within 30 yards of his person. Allies within 20 yards of
him gain 4 levels of fighting ability for a number of turns equal to the
original number of levels each of the individual beings had. If Odin becomes
angry, he can paralyze any non-divine creature he transfixes with
his gaze (one being per round, save vs. paralysis at-4 applicable). Odin's spear is colled Gungnir; it is a +5 weapon, and in battle it points at the strongest member of any enemy force (for Odin's personal attention). Furthermore, all adversaries within 20 yards when Odin holds it aloft are
stricken with fear (as the fear symbol). Those who Odin allows to touch
Gungnir (usually in battle) will be blessed with a double effect prayer for
the duration of the battle (but this takes one hit point away from the god
per touch). All enemies that dare touch Gungnir fare much worse:
touchers of a different alignment from Odin will be polymorphed into normal
ants (no save); beings of the same alignment will suffer loss of 50% of
their original hit points. (NOTE: This works only when Odin is not fighting
with this weapon.) Odin's Bow is a +3 composite recurved bow and it can fire a total of 10
+ 3 arrows per melee round Odin's Rune Wand is golden and etched with Norse Runes of Power on its
surface. It is an artifact and as such cannot be detected by magical detection
spells of any type. Every time this wand is used, the particular Rune
that represents the power called upon will shine. The wand's powers are:

1.) as a rod of rulership
2.) summons l-4elementalsof the All Father's choice once per week
3.) stores 12 spells of Odin's choice
4.) drains 6 energy levels and 100 hit points everytime it is grabbed by
any other being in the universe
5.) causes instantaneous death to any mortal touching it

Odin wears a +5 corselet of mail and a +5 helm in battle.
His ring Draupnir is an item of great power. It produces a non-magical twin
to itself worth 30,000 gold pieces every night, if Odin desires. Odin often
gives these away to his faithful servants, the Einheriar, or those that please
him greatly. Odin has a pair of ravens, a pair of wolves, and a magical horse that will
be dealt with later in this section. His halls and lodgings are numerous. Among them are Valhalla (Odin's
council hall and the hall of many of the other gods), Gladshelf, and his
palace Valaskialf, where Hlidskialf, his magical "all-seeing throne" is
located (treat as unlimited duration crystal ball with clairaudience).
He occasionally walks among men in the guise of an old man riding a
mangy horse. This is to find out how his cult is doing on earth.
His curing power is rarely used, and never on non-gods. It forces him to go
into a temporary coma from which nothing can wake him. During these
times, great mischief is often done by Loki and others, making Odin very
reluctant to perform such healings.
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BALDER (god of beauty, "charisma")
Greater god
ARMOR CLASS: -4
MOVE: 18"
HIT POINTS: 388
NO. OF ATTACKS: 3/2
DAMAGE/ATTACK: 3-30 (+ 10)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 75%
SIZE: M (61)
ALIGNMENT: Neutral good
WORSHIPER'S ALIGN: Neutral good
SYMBOL: Gem-encrusted silver
chalice
PLANE: Gladsheim
CLERIC/DRUID: 12th level in each
FIGHTER: 10th level ranger
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: Nil
MONK/BARD: 20th level bard
PSIONIC ABILITY: VI
S:22( + 4, +10) 1:24 W:24 D:24 C:25 CH:25
This god is able to grant 2 points of charisma to any being he wishes (once
in their life). Those mortal females that look upon this god must save or become
immediately "enchanted" with his beauty. Those enchanted must
roll another magical saving throw; if they fail, they will follow his faith
with slavish devotion for the rest of their lives. The god may ask those
females with 15 or greater charismas to serve him personally in his holdings
on a 1% chance. He cannot be harmed by any weapon without mistletoe
in it. He lives in Gladsheim in his hall of Breidablik. He fights with a + 3 two-handed sword which does 3-30 points of damage. No female of any species can attack him, even if controlled by someone
else.
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BRAGI (god of poetry, eloquence, and song)
Lesser god
ARMOR CLASS: -4
MOVE: 18"
HIT POINTS: 370
NO. OF ATTACKS: 3/2
DAMAGE/ATTACK: 2-20 (+11)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 75% (when
singing, totally immune)
SIZE: M (6')
ALIGNMENT: Neutral good
WORSHIPER'S ALIGN: Neutral good
and all bard types
SYMBOL: Harp
PLANE: Elysium
CLERIC/DRUID: 10th level in each
FIGHTER: 7th level ranger
MAGIC-USER/ILLUSIONIST: 15th level
illusionist
THIEF/ASSASSIN: Nil
MONK/BARD: 23rd level bard
PSIONIC ABILITY: V
S:23( + 5, +11) \:24 W: 24 D: 25 C: 25 CH: 24
All beings with violence on their minds that come within 30 yards of Bragi
while he is singing will be overcome by the god's song or verse (no save).
Beings so affected will lose all of their former intentions and join this god
for song and revelry until he is satisfied that they have learned their
lesson, whereupon he will set them free. Bragi cannot have violence on
his mind at this time either and this power will not stop the enemies of the
gods from fighting after the song is over. This power will work for up to 5
hours at a time with any given creature.
Any human hearing his Harp of Calm will cease fighting or quarreling for 7
days (unless attacked in that time). This harp has all the powers of all
magical bard instruments plus the ability to stop any creature from attacking
for a short period of time, plus the ability to uncharm anything.
There is a 5% chance that every bard of this religion, at the time of their
first performance in front of a crowd of more than 50 beings, will be
granted a "great legend" by the god, in the form of knowledge of the
nearest lost treasure in the area.
The god strikes with a + 2 sword for 2-20 points of damage.
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AEGIR (god of storms and the sea)
Lesser god
ARMOR CLASS: - 5
MOVE: 42"
HIT POINTS: 387
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 4-40 (+11)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 50%
SIZE: M (T)
ALIGNMENT: Chaotic neutral
WORSHIPER'S ALIGN: Chaotic
neutral
SYMBOL: Rough ocean waves
PLANE: Gladsheim
CLERIC/DRUID: 15th level cleric
FIGHTER: 15th level ranger
MAGIC-USER/ILLUSIONIST: 10th level
in each
THIEF/ASSASSIN: Nil
MONK/BARD: 5th level bard
PSIONIC ABILITY: V
S:23(+5, +11) 1:23 W: 18 D: 23 C: 24 CH: 9
Aegir is neither Aesir nor Vanir, and is actually related to the Giants.
This god usually appears as a human with a long gray beard, and delights
in overturning ships and dragging them down to his realm under the water
if they have not sacrificed to him. He uses a club in the shape of a maiden
which does 4-40 points per strike. All those that meet him in battle under
the water are slowed (no saving throw). When in the sea, the god is 60
feet tall, and in this form will fight any of the Aesir and the Vanir who dare
to enter his realm without his permission. He has a great castle underwater
where he lives with Ran, his wife.
Aegir will calm storms as often as create them, especially if it will aid
those who are his friends. He is friendly and sociable with the Aesir, but
they keep a close watch on Aegir because of his unpredictable nature.
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FREYA (goddess of love and fertility)
Greater goddess
ARMOR CLASS: -3
MOVE: ! 8 " / 4 8 "
HIT POINTS: 339
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: + 3 or better
weapon to hit, also see below
MAGIC RESISTANCE: 80%
SIZE: M (6')
ALIGNMENT: Neutral good
WORSHIPER'S ALIGN: Neutral good
and all lovers
SYMBOL: Falcon
PLANE: Gladsheim
CLERIC/DRUID: 15th level cleric/10th
level druid
FIGHTER: 7th level ranger
MAGIC-USER/ILLUSIONIST: 15th level
illusionist
THIEF/ASSASSIN: Nil
MONK/BARD: 12th level bard
PSIONIC ABILITY: VI
S:24( + 6, +12; 1:24 W: 24 D: 24 C: 25 CH: 20
Freya commands all fire spells as a 30th level spell caster, and is able to
remove any curse with a touch of her hand. She often travels in falcon
guise, but she can shape change into any bird form. When traveling in
human form, she rides in a chariot pulled by 2 gigantic cats (AC 5, HD 5, hp
30, D 1-8/1-8/1-12) which moves at a rate of 18".
Freya uses a + 3 frost brand in battle. No avian or fire attack can hurt her.
Freya possesses the necklace Brisingamen, a piece of jewelry of fantastic
value (1 million gold pieces) that glows when a lie is told in its presence.
She also has a cloak of falcon feathers that allows her to fly in falcon form
at 48". This goddess is the leader of the Valkyries, and sometimes accompanies
them to choose the slain at the greatest battles.
Freya is actually a Vanir, and the twin sister of Frey.
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FRIGGA (goddess of the atmosphere) "Wife of Odin'
Greater goddess
ARMOR CLASS: -4
MOVE: 15"
HIT POINTS: 366
NO. OF ATTACKS: As per shape
DAMAGE/ATTACK: As per shape
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +3 or better
weapon to hit, also as per shape
MAGIC RESISTANCE: 75%
SIZE: M (6f)
ALIGNMENT: Lawful neutral
WORSHIPER'S ALIGN: Lawful neutral
SYMBOL: Large cat
PLANE: Gladsheim
CLERIC/DRUID: !5th level cleric
FIGHTER: 7th level ranger
MAGIC-USER/ILLUSIONIST: 18th level
magic-user
THIEF/ASSASSIN: Nil
MONK/BARD: 10th level bard
PSIONIC ABILITY: 1/
S:20( + 3,+8j 1:23 W: 20 D: 24 C:25 CH:25
Frigga is able to control all forms of weather and is able to view any area
that has a breeze blowing through it. She has a magical necklace of black
opals that will charm anyone or anything she wishes within sight of it
(magic saving throw applicable). The charmed being will then be able to
do nothing but flatter the goddess.
There is a 1% chance (once a month) that the goddess will personally
deliver one worshiper who calls out her name from mortal danger.
In battle, the goddess shape changes into creatures and fights with their
powers. She starts out with dragon forms and goes to avian forms towards
the end of any given battle.
Her handmaidens are Valkyries; the names of some of them are Fulla,
Vara, Lofn, Vor, Gna, Eira, Hlin, Syn, Vjofn, and Snotra.
In her role as Odin's wife, she is often worshiped by housewives and those
seeking marriage. She spins flax into gold for Odin's clothes.
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IDUN (goddess of spring and eternal youth)
Lesser goddess
ARMOR CLASS: - 3
MOVE: I2"/18"
HIT POINTS: 329
NO. OF ATTACKS: 3/2
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: + 2 or better
weapon to hit
MAGIC RESISTANCE: 25%
SIZE: M (6'j
ALIGNMENT: Chaotic good
WORSHIPER'S ALIGN: Chaotic good
and all farmers
SYMBOL: Apples in a wicker chest
PLANE: Gladsheim
CLERIC/DRUID: 15th level cleric/14th
level druid
FIGHTER: 7th level ranger
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: Nil
MONK/BARD: 13th level bard
PSIONIC ABILITY: V
S:20( + 3 , + 8 j 1:22 W: 23 D: 24 C:24 CH: 24
This goddess protects the "Apples of Youth" which the gods eat to remain
immortal. These apples are able to return 10 years of youth and restore up
to 50 lost hit points per bite. These apples are carried in a 1 foot by 1 foot
wicker chest which always appears full of apples but can hold any amount
of them put in it. Idun is the wife of Bragi.
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MAGNI (god of strength;
Lesser god
ARMOR CLASS: -4
MOVE: 18"
HIT POINTS: 325
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 8-80
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: +2 or better
(edged) weapon to hit
MAGIC RESISTANCE: 70%
SIZE: M (T)
ALIGNMENT: Chaotic good
WORSHIPER'S ALIGN: Chaotic good
SYMBOL: Mountain
PLANE: Gladsheim
CLERIC/DRUID: Nil
FIGHTER: 15th level fighter
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: Nil
MONK/BARD: 5th level bard
PSIONIC ABILITY: VI
S: 25 (special) 1:20 W: 20 D: 24 C: 25 CH: 22
Thor's son, this god transcends the normal definition of strength in the
AMD sense, in that his was supposed to be almost limitless.
He can bend anything he can grip, put his fist through anything, lift nearly
anything (judge's option), even things that are supposed to be un-liftable
like his father's hammer. Any material object thrown at him, he can catch
and throw back at the caster (hitting 90% of the time), and with his +3
hammer he does 8-80 points of damage per strike.
This god is so tough and hardy that blunt weapons of any type cannot harm
him.
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MODI (god of courage and berserk rage)
Lesser god
ARMOR CLASS: -4
MOVE: 2 1 "
HIT POINTS: 379
NO. OF ATTACKS: 2 (or 4)
DAMAGE/ATTACK: 25 or 50
SPECIAL ATTACKS: Vorpal blade
SPECIAL DEFENSES: +2 or better
weapon to hit
MAGIC RESISTANCE: 95%
SIZE: M (7')
ALIGNMENT: Chaotic good
WORSHIPER'S ALIGN: Chaotic good
SYMBOL: Sword and hammer
crossed
PLANE: Gladsheim
CLERIC/DRUID: Nil
FIGHTER: (5th level fighter
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: Nil
MONK/BARD: 9th level bard
PSIONIC ABILITY: IV
S: 24 ( + 6 , + }2) 1:23 W: 22 D: 24 C: 25 CH: 25
Using a vorpal blade that strikes for 25 points of damage per hit (plus its
decapitating power), Thor's son Modi is always in the forefront of any
battle, and his presence inspires his followers with such Courage that they
do an extra 4 points of damage per hit (affecting all those in a 90 yard
radius). He is immune to all forms of magical control or illusions. In battle,
the god is able to "know" when the best time comes to retreat and regroup
his forces for best effect.
After the god has sustained more than half of his hit points in damage, he
will go into a berserker rage which allows him to double all his powers in
combat, so that he hits 4 times per round for 50 points per hit.
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SIF (goddess of excellence and skill in battle)
Lesser goddess
ARMOR CLASS: -4
MOVE: 18"
HIT POINTS: 349
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 3-30 (+11)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Immune to
magical control, +2 or better
weapon to bit
MAGIC RESISTANCE: 80%
SIZE: M (6')
ALIGNMENT: Chaotic good
WORSHIPER'S ALIGN: Chaotic good
SYMBOL: Sword upraised
PLANE: Gladsheim
CLERIC/DRUID: 12fh level druid
FIGHTER: 12th level ranger
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: Nil
MONK/BARD: 12th level in each
PSIONIC ABILITY: VI
S:23( + 5, +11) 1:24 W: 22 D:25 C:25 CH:25
Thor's wife Sif has beautiful golden hair (a gift from the dwarves) and is
dressed in white and silver most of the time. She uses a +3 sword in battle
which does 3-30 points of damage (plus her strength bonus).
She is the patron of young warriors, and there is a 1% chance that a 1st
level fighter devoted to her may receive a bless spell if he or she prays to
Sif before a battle.
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THOR (god of thunder)
Greater god
ARMOR CLASS: -4
MOVE: 18"
HIT POINTS: 399
NO. OF ATTACKS: 2 (3)
DAMAGE/ATTACK: 10-100 (+16;
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +3 or better
weapon to hit; and see below
MAGIC RESISTANCE: 80%
SIZE: M (T)
ALIGNMENT: Chaotic good
WORSHIPER'S ALIGN: All
alignments, especially warriors,
beings needing certain weather,
or ones wanting fair play
SYMBOL: Hammer
PLANE: Gladsheim
CLERIC/DRUID: 10th level druid
FIGHTER: 20th level fighter
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: Nil
MONK/BARD: 3rd level bard
PSIONIC ABILITY: VI
S: 25 (Special: +7, +16) I: 20 W: 20 D: 25 C: 25 CH: 24
Thor appears as a large red-haired and red-bearded man dressed in black
and yellow +3 chainmail. He rides through the sky on his golden chariot,
which is pulled by his two magical goats, Tanngrisner and Tanngjost. Thor
is a particular friend to mankind among the Norse gods, and will often
alert his worshipers to incursions of evil. The god often fights on Gladsheim
against giant types, and his name is enough to make giants check
morale. When within 90 yards of him, the servants and allies of Thor gain a
benefit of +2 on all dice throws.
Thor's normal strength is 25, but he has a magical girdle and a magical
glove which enable him to exceed even this limit. Meginjarder, his girdle,
gives him the strength to wield his mighty hammer (described below), and
enable him to break any barrier or object. His magical glove, Jam Grieper,
gives him the ability to strike three times per melee round and to handle
his hammer even while red-hot.
Mjolnir, Thor's +5 magic hammer, has the following abilities:
It does 10-100 points of damage.
It can be thrown up to 200 yards, and it never misses when thrown. It
returns to Thor's hand automatically. (If Thor throws Mjolnir, that is his
only attack in that round.)
It can cast lightning bolts at any target within sight, up to a total of 100
dice of lightning bolts per day. This base 100 dice can be broken up into
lightning bolts of any size Thor desires, i.e., 25 4 dice bolts, or 10 3 dice
bolts and 1 70 dice bolt, etc.
It is so heavy that only beings with a strength of 25 can even lift it, and
it requires more than a 25 strength to wield it as a weapon.
When Thor throws Mjolnir, it trails a lightning bolt behind it, and when
it hits, there is a large clap of thunder which affects all beings within
30' as a power word, stun (save vs. magic negates).
If any other being uses a lightning spell within 200" of Thor, it will automatically
turn and strike the caster, whether the Thunderer wills it or not.
All of Thor's clerics rely on hammers for their weapons.
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TYR (god of war and law)
Greater god
ARMOR CLASS: - 5
MOVE: 18"
HIT POINTS: 380
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-20 ( + 12)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: +3 or better
weapon to hit, and see below
MAGIC RESISTANCE: 25%
SIZE: M
ALIGNMENT: Lawful good
WORSHIPER'S ALIGN: All warriors
SYMBOL: Sword
PLANE: Gladsheim
CLERIC/DRUID: 13th level druid
FIGHTER: 25th level paladin
MAGIC-USER/ILLUSIONIST: 10th level
illusionist
THIEF/ASSASSIN: 15th level thief
MONK/BARD: 10th level in each
PSIONIC ABILITY: I
S: 24 ( + 6 , + 1 2 ; 1:20 W: 20 D: 25 C: 25 CH: 24
Tyr appears as a powerful-looking bearded man who has lost his right
hand. It was the losing of this hand that firmly established Tyr as the god of
law and trust. When the dwarves finally forged a cord that could bind the
Fenris Wolf, the great monster would only consent to having the cord put
upon it if one of the Aesir would place his hand in the Wolf's mouth. Tyr,
knowing what was planned, placed his right hand in Fenris' mouth without
hesitation. When Fenris found that he was bound, he bit off Tyr's hand, but
he could not escape. By honoring this contract, Tyr became the god of law.
In his aspect of war god, Tyr watches over the Valkyries and makes sure
that only the most valiant mortal warriors are taken to Odin at Valhalla.
Tyr wields a + 3 sword in his left hand that does 2-20 points of damage on
a hit. He automatically senses the presence of any thief who comes within
100" of him, and he can see invisible objects.
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ULLER (god of hunting, archery and winter)
Lesser god
ARMOR CLASS: -3
MOVE: 24"
HIT POINTS: 390
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-20 (+11)
SPECIAL ATTACKS: longbow
SPECIAL DEFENSES: + 2 or better
weapon to hit; immune to fire,
cold, lightning and elementals
MAGIC RESISTANCE: 50%
SIZE: M (T)
ALIGNMENT: Chaotic neutral
WORSHIPER'S ALIGN: Chaotic
neutral
SYMBOL: longbow
PLANE: Gladsheim
CLERIC/DRUID: ?3fh level druid
FIGHTER: J8fh level ranger
MAGIC-USER/ILLUSIONIST: 72th level
illusionist
THIEF/ASSASSIN: 12fh level assassin
MONK/BARD: 12th level bard
PSIONIC ABILITY: /
S: 23 (+5, + J i ; 1:24 W: 24 D: 25 C: 25 CH: 25
Uller was once a great god, but his power has waned with the ascension of
Odin. As the greatest hunter of the Aesir, Uller spends a great deal of time
in the wilderness areas of Asgard, and is thus immune to the effects of the
elements. He cannot be harmed by fire, cold, lightning, or any of the
various elementals. Though Uller is in many ways an outsider, the other Aesir have a high
regard for his capabilities, and he has been known to temporarily rule in
Odin's place when Odin was elsewhere. Uller is the patron of archers, and a mighty bowman. He uses a + 5 long bow; he can shoot it at any target that he can see, with no range penalties,
and he never misses targets less than 200" away. He also wields a + 4
two-handed sword that strikes for 2-20 points of damage (plus strength
bonus). Uller is also the god of winter, and sometimes gives aid to those less able
to survive it than he.

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SUMMERIAN GODS (SOUTHMAN)


NIN-HURSAG (goddess of the earth)
lesser goddess
ARMOR CLASS: -2
MOVE: 9"/12"
HIT POINTS: 355
NO. OF ATTACKS: 3/2
DAMAGE/ATTACK: 2-20
SPECIAL ATTACKS: Gravity control,
withering
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 50%
SIZE: M (6')
ALIGNMENT: Neutral
WORSHIPER'S ALIGN: Neutral
SYMBOL: Blue-white diamond
PLANE: Elysium
CLERIC/DRUID: 13th level druid
FIGHTER: I Ith level fighter
MAGIC-USER/ILLUSIONIST: 30th level
magic-user
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: Nil
This deity always appears as a dark-skinned female. She is mistress of gravity and magnetism and has complete control over these forces. She can give the gift of flight to those she especially favors. She also has the power to wither those she hates. This withering takes the form of a special
9th level spell that works like three charges from a staff of withering. It requires
the same components as a wish spell.
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UTU (sun god)
Greater god
ARMOR CLASS: -2
MOVE: Infinite
HIT POINTS: 377
NO. OF ATTACKS: 3/2
DAMAGE/ATTACK: 50 points
SPECIAL ATTACKS: Light rays, polymorphing
SPECIAL DEFENSES: Heat aura,
regeneration
MAGIC RESISTANCE: 90%
SIZE: M (6')
ALIGNMENT: Chaotic good
WORSHIPER'S ALIGN: Chaotic good
SYMBOL: Radiant sun disc
PLANE: Nirvana
CLERIC/DRUID: 15th level cleric/Utu
level druid
FIGHTER: 13th level ranger
MAGIC-USER/ILLUSIONIST: 15th level
in each
THIEF/ASSASSIN: Nil
MONK/BARD: 5th level bard
PSIONIC ABILITY: VI
S:24( + 6,+12J 1:20 W:22 D:22 C:24 CH:25
W:23 D:23 C: 23 CH: 23
This deity always appears as a dark-skinned female. She is mistress of
This deity, always in human form, is constantly bathed in a dazzling 10'
radius yellow glow. The glow causes all enemies to suffer a -2 on all
strikes at the god, and all undead wither to dust at a touch of his glow. He
can cast two light rays per round at anything in sight, each of which does
20 points of damage when they hit (save vs. spells for half damage). He
regenerates all lost hit points when touched by heat of any degree above
100" F, and he is able to polymorph living matter into dirt, with a -3 on the
being's saving throw.
In battle, the god throws bits of the sun he has pulled away. These sun-bits
can be thrown up to 2 miles away from the god, and they strike for 50
points of heat damage when they hit. His aura also causes anything striking
his body to melt unless the thing is indestructible.
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NANNA-SIN (moon god;
Lesser god
ARMOR CLASS: -2
MOVE: 12V24"
HIT POINTS: 339
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 30 points
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 75%
SIZE: M (6')
ALIGNMENT: Chaotic good
WORSHIPER'S ALIGN: Chaotic good
SYMBOL: Jet black axe over the
moon
PLANE: Elysium
CLERIC/DRUID: 13th level in each
FIGHTER: 76th level fighter
MAGIC-USER/ILLUSIONIST: !5fh level
in each
THIEF/ASSASSIN: Nil
MONK/BARD: 15th level bard
PSIONIC ABILITY: Nil
S: 25 ( + 7, + 14) 1:24 W: 25 D: 19 C: 23 CH:25
This human-appearing god is always bathed in a blue glow that acts as a
rod of beguiling to all who come within 10 feet of it. At will, Nanna-Sin can
negate any of the following: heat, cold, electricity, light, and darkness.
He uses a +3 jet black axe in battle which strikes for 30 points of damage
per hit; it also acts as a sword of sharpness.
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ENLIL (air & war god "ruler of the pantheon"
Greater god
ARMOR CLASS: - 2
MOVE: J2V36"
HIT POINTS: 400
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 50 points
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 50%
SIZE: M (6' 1/2")
ALIGNMENT: Neutral good
WORSHIPER'S ALIGN: All good
alignments
SYMBOL: Pickaxe
PLANE: Elysium
CLERIC/DRUID: 20th level clerk
FIGHTER: 19th level ranger
MAGIC-USER/ILLUSIONIST: 15th level;
magic-user
THIEF/ASSASSIN: Nil L
MONK/BARD: 12th level bard
PSIONIC ABILITY: Nil
S:25( + 7,+U) 14 :25 W: 25 D: 23 C: 25 CH:24
Enlil always appears as a tall man with a heavy dark beard and curly hair.
At will, the god can shape change, and can ESP at any distance. Enlil can
raise electrical storms, and from them direct lightning bolts at targets up to
a mile distant, doing 40 points of damage per strike (save vs. spells for half
damage). Unlike the other deities of this pantheon, Enlil has the power to
raise the dead. Enlil takes no damage from lightning or electrical attacks.
In battle, the god wears a war helm that is not affected by anything. When
Enlil is wearing it, he feels no shock or harm from objects hitting the helm.
In any given melee, when attacked by only one weapon, that weapon is
forced to hit the helm (no saving throw). In other words, if Enlil were fighting
Thor, who uses Mjolnir, the hammer would be forced to hit the helm
every time, no matter what Thor wanted, and Enlil would feel nothing. If
attacked by two or more weapons, Enlil chooses which shall strike his
helm. The god wields a stone axe in battle that does 50 points of damage
per strike, but no damage if it hits metal. (Enlil's percentage chance of not
hitting metal (if in combat with a metallically-armored opponent) is equal
to the base armor class of the opponent times ten. For example, Enlil
would have only a 30% chance of striking an unarmored portion of a
person in plate mail, if he "hits".) Enlil's axe does disenchant any magic
item that it comes in contact with (no save). It cannot be broken, will teleport
to the god's hand if taken more than 100 feet from the body of the
god, and has a 25% chance of negating any spell tossed at the god before
the spell reaches him. (In addition, Enlil has 50% magic resistance, and a
saving throw, if applicable.)
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ENKI (god of the rivers & oceans,
)
Greater god
ARMOR CLASS: -2
MOVE: 12V24"
HIT POINTS: 388
NO. OF ATTACKS: 3/2
DAMAGE/ATTACK: 35 points
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 50%
SIZE: M {6')
ALIGNMENT: Lawful neutral
WORSHIPER'S ALIGN: Lawful neutral
SYMBOL: Ibex (mountain goat)
PLANE: Nirvana
CLERIC/DRUID: 20th level cleric
FIGHTER: I3th level paladin
MAGIC-USER/ILLUSIONIST: 13th level
in each
THIEF/ASSASSIN: Nil
MONK/BARD: 10th level bard
PSIONIC ABILITY: Nil
S:23( + 5, + J j ; 1:25 W: 24 D: 23 C: 25 CH:23
This god is always green in color in any of his human manifestations. At
will, he shape changes. Enki is aware of and can summon any being that
has died in the water to do his bidding. (One being of any species can be
summoned per day. The summoned being instantly appears and does the
bidding of the god; that particular being cannot be summoned ever
again.) Enki moves like a blink dog, and is immune to all forms of heat. He
can only teleport to areas where there is water in quantities of more than
50 gallons.
The god is known for his great hatred of demons, and he will slay any
person in his presence that has ever dealt with these monsters in a friendly
manner. In battle, he fights the strongest enemy facing his group first. He
uses a small jade green mace that has several powers: it strikes for 35
points of damage on a successful hit; it is ethereal when not held by the
god; it negates any spell below the 6th level cast at the god; and it will
never cause harm to a lawful neutral being it strikes. His armor, helm, and
shield are made out of water, and automatically absorb the first two hits
made against the god in any given melee round.
Enki is also the patron of jewelers, goldsmiths, and stonecutters. Naturally,
because of Enki's interest in this area, only the finest jewels, gold items,
and carvings can be given to the god's temples in homage.
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INANNA (war goddess/goddess of love)
Greater goddess
ARMOR CLASS: -2
MOVE: 12"/24"
HIT POINTS: 39?
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 25 points
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 66%
SIZE: M (67
ALIGNMENT: Lawful evil
WORSHIPER'S ALIGN: Warriors and
lovers
SYMBOL: A shepherd's staff
PLANE: Nine He//s
CLERIC/DRUID: 10th level in each
FIGHTER: 20th level ranger
MAGIC-USER/ILLUSIONIST: 12th level
in each
THIEF/ASSASSIN: 15th level thief
MONK/BARD: 10th level bard
PSIONIC ABILITY: 1/
S:20( + 3, +8; 1:21 W: 19 D:25 C: 24 CH: 25
This goddess usually appears in the form of a beautiful woman, and will
on rare occasions pick exceptionally brave warriors in battle and aid them.
This aid takes the form of that warrior never being hit, always making his
or her saving throw, and never missing an attempted hit. This lasts for the
duration of the melee.
At will, the goddess can shape change, animate statutes of herself in her
temples, and can summon from the dead any being she has killed in a past
battle to aid any given side (only on a one time basis per being).
She uses a small double bladed brass axe in battle that has the following
abilities: it strikes for 25 points of damage per hit, causes any armor it
strikes to turn to dust (no saving throw), and the user is never surprised.
Her breast plates negate any damage caused by heat, cold, fang, or claw
to her body.
The goddess is a fickle being and requires the sacrificing of the best in
magical or high quality weapons on her altars.
In battle, she drives a chariot pulled by seven lions to which she has given
the gift of flight (MV 30"). They are otherwise normal beasts which are
under her complete control.
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Kl (goddess of nature)
Greater goddess
ARMOR CLASS: -2
MOVE: 15"/36"//36"
HIT POINTS: 380
NO. OF ATTACKS: 0
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 90%
SIZE: M (5')
ALIGNMENT: Neutral
WORSHIPER'S ALIGN: Neutral
SYMBOL: Iris
PLANE: Prime Material Plane
CLERIC/DRUID: 30th level cleric/14th
level druid
FIGHTER: 10th level paladin
MAGIC-USER/ILLUSIONIST: 20th level
in each
THIEF/ASSASSIN: Nil
MONK/BARD: 20th level bard
PSIONIC ABILITY: /
S:25 1:23 W:25 D: 23 C:25 CH:25
Ki appears as an elfin woman of great beauty. The goddess cannot be
touched by anything material cast through the air at her. At will, she can
shape change (into non-monster forms only). She can give the "luck of the
gods" to those she favors. This luck takes the form of the recipient always
making his or her saving throw and only suffering half damage from any
attack; this lasts for a 24 hour period.
Any non-monster animal of any species is hers to summon instantly, in any
number up to 100. No species can be summoned more than once per
week. Thus, she can summon 100 tigers, 100 lions, 100 condors, etc., in any
given week and they will instantly come to her call. She can only summon
one type of creature at a time. She also has the power to instantly know
where any given thing is on the surface of the earth.
When forced to do combat, she will take only half damage from any attack
and will always make her saving throw on all things.
Ki's clerics are druids; her Great Druid may receive communications directly
from the goddess.


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CELTIC GODS (PICTS)



DAGDA (dozen king)
Greater god
ARMOR CLASS: -4
MOVE: 12"
HIT POINTS: 400
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 5-50 (+14)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 80%
SIZE: M (6')
ALIGNMENT: Neutral
WORSHIPER'S ALIGN: All types of
neutral beings
SYMBOL: Bubbling cauldron
PLANE: Concordant Opposition
CLERIC/DRUID: 15th level cleric/14th
level druid
FIGHTER: 18th level fighter
MAGIC-USER/ILLUSIONIST: 15th level
in each
THIEF/ASSASSIN: Nil
MONK/BARD: 20th level bard
PSIONIC ABILITY: //
S: 25 ( + 7, +14) 1:25 W: 25 D: 23 C: 25 CH: 25
This god is the ruler of a very loose pantheon of gods. His two primary attributes
are the ability to separate himself into 12 distinct and powerful
entities. All 12 are fully aware and mobile, but 11 are ethereal in nature
and roam the earth with unlimited range, constantly supplying information
to Dagda. These beings have all the qualities of the original, but they must
stay in the ethereal state at all times.
His other attributes include unlimited use of shape change, telepathy, and
legend lore. He is very fond of walking the earth in the form of a shabbily
dressed man with a large club.
Dagda has the strength to break anything in his two hands. He uses his club
in all battles and while it does 5-50 when striking plus his strength bonus of
14 points, it is also magical in that when the large end touches a being it
acts as a death spell. The small end is able to raise the dead, no matter
how long ago the being died. Only a portion of the body is needed.
He can summon forth a cauldron that enables him to brew any non-magical
liquid or food, and he sings with a sentient harp that talks in the
common tongue and can control weather.
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ARAWN (god of the dead) "The Dark One"
Greater god
ARMOR CLASS: -4
MOVE: J5"
HIT POINTS: 325
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-20 (+11)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 75%
SIZE: M(7')
ALIGNMENT: Lawful evil
WORSHIPER'S ALIGN: All beings
worshiping death
SYMBOL: A black star on a gray background
PLANE: The Prime Material Plane
CLERIC/DRUID: 20th level cleric/14th
level druid
FIGHTER: 17th level ranger
MAGIC-USER/ILLUSIONIST: See
below
THIEF/ASSASSIN: Nil
MONK/BARD: 15th level bard
PSIONIC ABILITY: VI
S:23( + 5,+ll) V.24 W: 23 D: 25 C: 24 CH: 20
Arawn appears as a normal man and lives upon an island in the sea that
only the dead can find. His main attribute is the ability to flash 2 death
spells from his eyes at any time, striking independent targets if he chooses.
He is able to use any spell of up to the third level as a 20th level magic user.
The god will appear if someone restores to life a person he wants to
stay in his domain (a 2% chance of this per level of the dead person, if he
or she worshiped one of the Celtic gods), and he will either fight for the
dead person or offer a substitute from the vast ranks of the dead (there is a
25% chance of this offer being made). He is immune to any magical or
clerical spell causing direct damage to the body.
He fights with a +3 club that strikes for 2-20 points of damage plus his
strength bonus of 11 points. Any being touching him with a magical
weapon dies (saving throw applicable).
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GOIBHNIE (blacksmith of the gods)
Lesser god
ARMOR CLASS: -4
MOVE: 9"
HIT POINTS: 329
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 3-30 (+14)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Immunity
physical weapons
MAGIC RESISTANCE: 75%
SIZE: M (6')
ALIGNMENT: Neutral
WORSHIPER'S ALIGN: Neutrals and
workers of metal
SYMBOL: Giant mallet over sword
PLANE: Concordant Opposition
CLERIC/DRUID: 14th level druid
FIGHTER: 18th level fighter
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: Nil
MONK/BARD: 15th level bard
PSIONIC ABILITY: VI
S: 25 ( + 7, +14) 1:24 W: 23 D: 20 C: 25 CH: 19
This god appears as a hugely proportioned man. His main attribute is the
ability to make weapons and amulets of great power for the gods and the
very few mortals he favors. The weapons he makes never miss their target
and the amulets have the power to nullify any one specific spell. If Goibhnie's
weapons are used to attempt an impossible hit (like a sword strike
from 200 yards away), the weapon will hit, but will then shatter and bring
on the wielder the instant wrath of the god in the form of a thunder bolt
(doing 50 points of damage, no saving throw).
It is impossible to wear more than one of Goibhnie's amulets at a time,
and if this is attempted, the amulets will shatter. Effects of the spell which
an amulet is designed to protect against will never appear, or (in the case
of something solid, such as a wall of iron) will turn to dust. An amulet can
protect up to 500 persons and anything they carry, if their hands are linked
in series.
Goibhnie's + 4 spear does 3-30 points of damage plus his strength bonus
of 14 points. The god has made himself immune to any damage done by
physical weaponry of any type.
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MANANNAN MAC LIR (god of the sea)
Greater god
ARMOR CLASS: - 2
MOVE: 12"//48"
HIT POINTS: 389
NO. OF ATTACKS: 2
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Summon sea
creatures
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 75%
SIZE: M(6')
ALIGNMENT: Chaotic neutral
WORSHIPER'S ALIGN: Beings using
the sea
SYMBOL: A wave of white water on
a green background
PLANE: Concordant Opposition
CLERIC/DRUID: 25th level cleric
FIGHTER: 16th level fighter
MAGIC-USER/ILLUSIONIST: See
below
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: VI
S:24( + 6, + J2J 1:24 W: 23 D:21 C: 24 CH:22
This god appears as a large red-bearded man. He commonly goes into
battle wearing + 5 armor of sea shells. He uses a trident that absorbs
moisture from the bodies that it hits (draining Vi of the total amount of the
victim's original hit points). When fighting his enemies, the fire giants, he
uses a sword called Retaliator, that kills every time it hits (magic saving
throw applicable), and does 3-30 points of damage (plus strength bonus)
even if the save is made.
His main attribute is the power to call on any non-godlike creature of the
sea to fight for him at any time and in numbers up to 50. These creatures
must, however, get to the battle under their own power. He is immune to
any type of magical device attack while in salt water.
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MORRIGAN (goddess of war)
Lesser goddess
ARMOR CLASS: -4
MOVE: Variable (see below)
HIT POINTS 388
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 3-36 (+ 14)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 50%
SIZE: M (6'j
ALIGNMENT: Neutral
WORSHIPER'S ALIGN: All beings
living by war
SYMBOL: 2 crossed spears
PLANE: Concordant Opposition
CLERIC/DRUID: 10th level druid
FIGHTER: 20th level ranger
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: J5th level assassin
MONK/BARD: 10th level bard
PSIONIC ABILITY: VI
S: 25 ( + 7,+14) 1:22 W: 19 D: 25 C:24 CH:21or-I
This goddess appears as a well-proportioned woman with a hideous face.
She has the power to deprive all who face her of their courage (as the fear
spell). She can fight invisibly, see clearly over 15 miles, and travel on land
at any speed she wishes when chasing a foe. It is said that she will strike
dead (5% chance) any one of her worshipers who runs away from a battle
she is watching (there is a 10% chance she is watching any given battle).
She uses 2 spears, one with a red head and one with a yellow head, that
strike for 3-36 points each and never miss. She is immune to any attack by
a magic-using being not of godlike power while she is in battle.
Morrigan's servants include four demi-goddesses of war, Fen, Neman,
Badb, and Macha, who are identical to her in all regards save hit points
(they each have 200).
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NUADA (god of war) "god of the Silver Hand'
Greater god
ARMOR CLASS: -4
MOVE: 15"
HIT POINTS: 390
NO. OF ATTACKS: 3
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Immune to
charm-type spells
MAGIC RESISTANCE: 10%
SIZE: M (6'j
ALIGNMENT: Neutral
WORSHIPER'S ALIGN: Warriors
SYMBOL: A silver hand on a black
background
PLANE: Concordant Opposition
CLERIC/DRUID: 10th level druid
FIGHTER: 20th level ranger
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: 12th level assassin
MONK/BARD: 10th level bard
PSIONIC ABILITY: VI
S: 25 ( + 7, +14) 1:22 W: 19 D: 25 C: 25 CH: 24
This god appears as a man with an artificial silver hand. He has the ability
to give any weapon he holds a +3 bonus to hit and double the weapon's
normal damaging power. When in battle, he detaches his hand of silver,
and it will enter battle with a weapon as a dancing sword, hitting for 6-36
points of damage. He commonly uses a +4 suit of studded leather armor
and a +5 sword that has the power to fend off any 3 weapons used
against its master, no matter how powerful the weapons, and still attack
without difficulty. The god is immune to any type of magical control spell.
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OGHMA (god of knowledge) "The Binder, Patron of all
Bards"
Greater god
ARMOR CLASS: -o
MOVE: 12"
HIT POINTS: 310
NO. OF ATTACKS: 2
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 85%
SIZE: M(6')
ALIGNMENT: Neutral
WORSHIPER'S ALIGN: Neutral
SYMBOL: An unfurled scroll
PLANE: Concordant Opposition
CLERIC/DRUID: I5th level in each
FIGHTER: 15th level fighter
MAGIC-USER/ILLUSIONIST: J8th level
in each
THIEF/ASSASSIN: Nil
MONK/BARD: 20th level bard
PSIONIC ABILITY: IV
S: 25 ( + 7, + 14)* 1:25 W: 25 D: 22 C: 20 CH: 23
Oghma looks like an aged, white-haired man. He is the best wrestler of all
the gods and considered their champion when fights with giants occur. He
is also patron of things creative and beautiful in man and woman alike.
His love of song, story, and poetry causes him to often visit the earth in
human shape and travel from hold to hold seeking especially gifted
people. There is a 1% chance that he is listening to an original composition
when it is sung, and there is a 5% chance that if a song or tale was spread
by others he would hear it and reward the creator with great wealth in the
form of gold "strangely" given by the lord of the particular hold that the
person was visiting and performing at.
His two main powers are the ability to answer any question after a short
period of study (the more difficult the question, the longer it takes) and the
fact that he knows the secret name of any non-godlike creature. In Celtic
mythology, everything has a name it gives to the world, and another
secret name that links it to its soul. If any being knows the secret name, he
or she can control the creature or being or simply make them die (save vs.
death applicable).
In battle he wears +4 chainmail and demands that all his enemies wrestle
(grapple) with him. If they win, he leaves the battle. If he wins, they are
forced to leave the battle. His strength is such that when facing any being,
he will have equal to that being's strength plus his own.
Oghma is known as The Binder for his ability to successfully force demons
and devils into a special prison of his making where they stay imprisoned
until he wishes to bring them out.
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SILVANUS (god of the forests and nature)
Greater god
ARMOR CLASS: - 4
MOVE: J8"(48"fhroughforesfs;
HIT POINTS: 333
NO. OF ATTACKS: 3/2
DAMAGE/ATTACK: 5-50 (+14)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Wolfhound (see
below)
MAGIC RESISTANCE: 30%
SIZE: M (T)
ALIGNMENT: Neutral
WORSHIPER'S ALIGN: Dwellers of the
forest
SYMBOL: A summer oak tree
PLANE: Concordant Opposition
CLERIC/DRUID: 14th level in each
FIGHTER: 13th level fighter
MAGIC-USER/ILLUSIONIST: 19th level
illusionist
THIEF/ASSASSIN: Nil
MONK/BARD: !5fh level bard
PSIONIC ABILITY: VI
S: 25 ( + 7, +14) 1:24 W: 25 D: 24 C: 25 CH: 23
Silvanus looks like a man with very long legs. He can control any number
of animals and creatures of the forest with the sound of his voice. He has
the power to make plants grow and/or shrink at any rate he wills. He
wears armor made of leaves that act like + 5 plate mail and his mallet is
constantly with him. This + 5 wooden weapon strikes for 5-50 points in his
hands. A giant wolfhound fights at his side (AC 3, HD 10, hp 100, #AT 1, D 2-
20; regenerates 5 hit points per melee round). It is so fast that no matter
how many beings strike at his master, the dog will take the damage. It cannot
block spells.
Silvanus is worshiped by druids and their followers, and he is a protector of
the places of the druids: their groves, their villages and colleges, and their
paths through the woods. There is a 1% chance that he will appear whenever
harm is done to a high level druid or his or her grove.

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BABYLONIAN GODS (ATLANTEANS)


ANU (god of the sky) "Chief of all the Babylonian Deities'
Greater god
ARMOR CLASS: -4
MOVE: 12"
HIT POINTS: 400
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-20 ( + 7)
SPECIAL ATTACKS: Command power
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 80%
SIZE: M (6W)
ALIGNMENT: Lawful neutral
WORSHIPER'S ALIGN: All alignments
SYMBOL: Gold sun partially blocked
by a gray cloud
PLANE: Nirvana
CLERIC/DRUID: 20th level cleric
FIGHTER: 18th level fighter
MAGIC-USER/ILLUSIONIST: See
below
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: VI
S: 19( + 3, + 7) 1:25 W:25 0:25 C: 25 CH:25
This god appears as a man. A strong breeze constantly blows in the direction
of his gaze. Beings casting things at this god must make a saving throw
against disintegration at—4 for both the being and the thing cast. His voice
is the voice of all leaders, and any being must make a saving throw versus
magic at -4 to resist his commands. He can summon any dragon type
(except for the king and queen and any other types of dragon royalty) to
fight for him once a week, per dragon type.
He uses a brass mace in battle that strikes for 2-20 points of damage plus
his bonus of 7 points.
Anu is said to have created the heavens and the earth. All of the other
Babylonian gods bow to his authority.
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GIRRU (god of fire)
Lesser god
ARMOR CLASS: -2
MOVE: 18"
HIT POINTS: 280
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-8 (+ J2J / 2-20
(+12)
SPECIAL ATTACKS: Poison, stunning
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 50%
SIZE: M (6')
ALIGNMENT: Lawful good
WORSHIPER'S ALIGN: lawful good
and neutral good
SYMBOL: Fire-enwrapped axe
PLANE: Seven Heavens
CLERIC/DRUID: Nil
FIGHTER: 16fh level fighter
MAGIC-USER/ILLUSIONIST: See
below
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: Nil
S: 24 ( + 6, +12j 1:20 W: 14 D: 18 C:23 CH: 18
Girru usually manifests himself as a man. He hates all things evil and will
destroy such whenever he comes in contact with them. The god casts all
fire spells as a 40th level magic-user, and is himself totally unaffected by
fire. He can shape change and teleport (though only to places with flame
in the area). All those that come within 10 feet of him will suffer 10 points
of damage per melee round from heat (no saving throw). He fights with a
mace that does 1-8 plus 12 points for his strength, plus a poisoned barb
breaks off the mace and is embedded in the victim with each hit (save vs.
poison at -4). His +3 axe hits for 2-20, plus his strength bonus, plus the
target must save vs. petrif ication or be stunned for 2-8 rounds. Any weapon
that touches the god's body will disintegrate, no saving throw applicable.
This happens after the damage has been done by the weapon.

ISHTAR (goddess of love and war)
Greater goddess
ARMOR CLASS: -4
MOVE: 12"
HIT POINTS: 250
NO. OF ATTACKS: 2
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Suggestion
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 75%
SIZE: M (6')
ALIGNMENT: Neutral
WORSHIPER'S ALIGN: All alignments
SYMBOL: Female hand grasping a
blue crystal rod
PLANE: Elysium
CLERIC/DRUID: )5fh level cleric
FIGHTER: 20th level ranger
MAGIC-USER/ILLUSIONIST: 25th level
magic-user
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: Nil
S:25( + 7, + 14) 1:22 W: 12 D:25 C: 23 CH:25
Ishtar never appears to her worshipers in any form other than that of a
beautiful woman. She has the strength of a titan, the ability to shape
change at will, and she uses her voice as a constant suggestion spell. She
wears the headdress of love and war. When she is interested in a male,
the headdress forces him to become passionately in love with the wearer
(no saving throw applicable), but she must really be interested in that
male. When fighting an enemy, this headdress gives the wearer the same
powers her enemy(s) has. Ishtar drives a flying chariot, pulled by 7
enchanted lions. The lions have 50 hit points each, an armor class of-2, 11
hit dice each, attack for 1-8/1-8, and cannot be controlled by any being
(using magic or otherwise) except for the goddess herself. The chariot
travels at a speed of 21", and when in the chariot, no metal can touch the
goddess.
She is able to cast 2 spells per melee round, and when facing beings that
are not affected by magic, she strikes with a blue crystal rod that is able to
transform any spell level into direct energy times ten, e.g. she is able to
strike for 90 points of damage when expending a ninth level spell through
the rod and 10 points when using a first level spell through the rod. She is
limited to the number and level of spells she can cast as a 15th level
cleric/25th level magic-user.
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MARDUK (god of the city, wind, thunder, storms, & rain)
Greater god
ARMOR CLASS: ?
MOVE: Infinite
HIT POINTS: 350
NO. OF ATTACKS: 2
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +3 or better
weapon to hit
MAGIC RESISTANCE: 50%
SIZE: L (9')
ALIGNMENT: Lawful neutral
WORSHIPER'S ALIGN: Lawful neutral
SYMBOL: Silvery net
PLANE: Arcadia
CLERIC/DRUID: Nil
FIGHTER: 19rh level fighter
MAGIC-USER/ILLUSIONIST: 16th level
magic-user
THIEF/ASSASSIN: Nil
MONK/BARD: !5fh level bard
PSIONIC ABILITY: Nil
S: 24 ( + 6, +J2J 1:23 W: 24 D:20 C:24 CH:23
This god is one of the few nonhuman-appearing beings in this pantheon.
He is always shown with four eyes, four ears, flames shooting from his
mouth when he speaks, and a reddish tinge to his skin. He occasionally assumes
the leadership of the Babylonian gods when Anu is preoccupied.
This god can borrow any single ability from any one other deity in the pantheon
(no saving throw applicable) and use it as he sees fit. This ability is
effective on anything within sight of the god and can be given back at any
time from any distance. In battle, he uses a net made out of the four winds
that, when striking, binds the target until Marduk releases the net. The
strands cannot be broken, but the god must remain within 50 feet of the
net at all times for it to function. The god may create any type of weather
condition in an instant and summon 20 dice lightning bolts from the sky at
any time. Marduk is called "the justice bringer" and "lord of pure incantations". His
battles with Tiamat are legendary.
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RAMMAN (god of storms and thunder)
Lesser god
ARMOR CLASS: -4
MOVE: 12'748"
HIT POINTS: 325
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 30 points
SPECIAL ATTACKS: Lightning
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 50% + spec/a/
(see below)
SIZE: M (T)
ALIGNMENT: Neutral
WORSHIPER'S ALIGN: All neutrals +
special (see below)
SYMBOL: lighting bolt through a
storm cloud
PLANE: Concordant Opposition
CLERIC/DRUID: Nil
FIGHTER: 17th level fighter
MAGIC-USER/ILLUSIONIST: 15th level
in each
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: Nil
S:22( + 4,+10) 1:20 W: 16 D:21 C: 24 CH: 16
This god appears on the earth in human form, with a massive build and a
rather homely face. When anything hits him, sparks will fly doing 30 points
of damage to anything within 3" of his body (no saving throw applicable).
His lightning bolts are cast two per round, and do 30 points of damage
each. Spells must be of the fifth level or greater to affect him. His +4 ring
mail is made out of cloud vapor, and his mallet, ten feet long, is often
thrown, doing 30 points of damage every time it hits. It returns by itself to
Ramman's hand. This weapon is usually only used against creatures that
resist his lightning strikes.
His neutral worshipers always perform their services at night, but there are
many other beings who wish rain that are not of his alignment, and they
usually sacrifice expensive liquids to the god to bring on rain for their
crops or just to bring cooler weather.

NERGAL (god of the underworld)
Lesser god
ARMOR CLASS: 1
MOVE: 12V12"
HIT POINTS: 300
NO. OF ATTACKS: 2
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Uses a spec/a/
shield
MAGIC RESISTANCE: See below
SIZE: M (61)
ALIGNMENT: Neutral evil
WORSHIPER'S ALIGN: Evil alignments
SYMBOL: Dark-skinned man holding
a jet black shield
PLANE: Hades
CLERIC/DRUID: 25th level cleric
FIGHTER: 12th level fighter
MAGIC-USER/ILLUSIONIST: 20th level
magic-user
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: Nil
S:19( + 3,+7) 1:20 W: 20 D: 79 C:23 CH:24
This deity rules overall things that are dead and never uses any form but a
human one. His favorite tactic is to revive the 5 most powerful dead
enemies of his foe or foes and have them fight for him. When he goes into
personal combat, he uses a night-black shield that is both a weapon and a
means of defense. The shield has a bonus of +5; when in use, no being
can attack the god from behind. It also casts a death spell aura (saving
throw applicable) in a 30 foot radius around the god, and no spell of less
than the eighth level can affect the user of the shield.
His worshipers (those that wish success in evil deeds) sacrifice good creatures
on his altar of black basalt, or dedicate the proceeds of evil actions to
the church in a type of promised sacrifice.
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"that is not dead which can eternal lie and with strange aeons death may die"

-H.P. Lovecraft

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