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- :INTRO
-
- Because I am using the original GREYHAWK maps and background
- information, I have decided to use some of the information originally
- presented in the old back issues of THE DRAGON for that world base,
- including some of the concepts of the religions and deities of that
- realm. They are being modified to work with the new rule system I am
- using.
-
- Omitted from the descriptions are those abilities shared by ALL deities
- in the system, as follows:
-
- Comprehend ALL spoken languages and Can speak them.
- Detect Alignments of All beings within LOS
- Able to Send Any and all Followers & Clerics on a QUEST
- Able to READ any written Language
- Immunity to ALL Diseases
- Immunity to Aging
- Able to Detect Spoken Lies at All Times Present
- Able to Find Any Follower and Teleport To Them at Will
- Able to BLESS Any Follower (Blessings add 25% to all Skill and
- saving success chances will in effect).
- Able to SUMMON any follower to them at Will.
- Able to SEND a Message to any follower at will (by various means)
- Able to Become Invisible at will
- Able to Shapechange into various forms (see Descriptions)
- Able to SEND a Vision to any Being(s) they wish, in the form of
- a 3-D projected image thru which they can see, speak, hear
- and use their other powers above.
-
- :Boccob
-
- HTK : 354
- INTUITION : 125
- SYMBOL : Eye in a Pentagram
- PLANE : Ethereal
- REALM : Magic, Foresight, Foreknowledge
- ALIGNMENT : Unprincipled
- Casting % : 500%
-
- Boccob, called the uncaring, is the Lord of all Magics and Archmage
- of the Deities. Whether or not any worship or serve him seems of no
- importance to him. Naturally, he is entreated for omens by seers and
- diviners. Likewise those seeking new magics are prone to ask his aide.
- Sages revere him.
- Boccob rarely leaves his own hall, preferring to send his servant,
- the mad archmage Zagyg* in his stead. Boccob is always arrayed in
- garments of purple upon which shimmering runes of gold move and change.
- He has many amulets and protective devices. It is said that in his
- palace there is at least one of every magic item (except for artifacts
- and relics) ever devised by magic-users. The favorite weapon of Boccob
- is his staff of the archmage, combining a staff of the magi with a wand
- of conjuration.
- All planes and times are open to Boccob. Boccob neither seeks nor
- avoids confrontations; he desires knowledge above all. He can only be
- hit by a +5 or better weapon. He has vision of double normal range into
- all spectrums. He can regenerate 1d10 points of damage per round. No
- spells of mental control or possession will affect him.
- The worshippers of Boccob are spread thru6 the Flanaess; his
- clerics wear purple robes with gold trim. Services to honor Boccob
- involve complex rituals, incense, recital of formula and readings from
- special works of knowledge.
- ALL clergy of Boccob MUST learn at least one Guild of Magic. They
- cannot wear any armour, beyond leather, as this restricts movement too
- much. A cleric of Boccob can hang TWICE their normal allotment of spells,
- because of their special training and disciplines.
- Additionally they can perform a ritual of Augury. This ritual costs
- but 3 Energy points, but takes a half hour to perform. They may, thru
- this, ask 10 questions of their god that may be answered with a one-word
- answer.
-
- :Celestian
-
- Also known as 'The Wanderer'.
-
- HTK : 242
- INTUITION : 90
- SYMBOL : Black Circle with Seven Stars
- PLANE : Astral
- REALM : Stars, Space, Wandering
- ALIGNMENT : Scrupulous
-
- It is said that Celestian and Fharlanghn* are brothers who followed
- similar but different paths. WHile the latter chose the distances of the
- world, Celestian was drawn to the endless reaches of the stars and the
- Astral Plane.
- The Far Wanderer appears as a tall, lean man of middle years. His skin
- is ebony hue and smooth. His eyes are of the same color as his skin. He
- is quick and absolutely silent in his movement. He speaks but seldom.
- His garments are deep black, but somewhere he will always wear his
- symbol: seven "stars" (diamond, amethyst, sapphire, emerald, topaz,
- jacinth, ruby) blazing with the colors of far suns.
- Celestian has no personal weapon which is always with him. He will
- often go unarmed, for he is a powerful mage (150% Purple & Orange
- Guilds) and has some innate abilities as well. When armed he often
- carries a Long Bow or dagger of power.
- Celestian can travel astrally at will, and he can gate in astral
- devas under the starry sky.
- His habits and disposition usually keep him from close association
- and involvement with other gods. He has but a small following among
- humans (and half-humans). Those who involve themselves with the cosmos
- or the sky - scholars, astronomers, astrologers, navigators, make up the
- bulk of the Celestian faithful. His priests wander the land without
- building temples or shrines, emulating their deity whenever possible.
- There are seven orders of the priesthood of Celestian, each wears a
- different colored robe and MUST be trained in at least one of the two
- magic realms he controls.
- Mage Priests of Celestian receive 1 Magic Energy Point for each hour
- spent sleeping outside under the stars, drawing from the realms beyond
- which are that of their divinity.
-
- :Ehlonna
-
- Ehlonna Of The Forests
-
- HTK : 180
- INTUITION : 75
- SYMBOL : Unicorn Horn
- PLANE : Oerth
- REALM : Forests, Meadows, Animals, Flowers, Fertility
- ALIGNMENT : Scrupulous
-
- Ehlonna of the Forests is said to be the patroness of all folk -
- elven, human or otherwise - who dwell in woodlands and love such
- surroundings. SHe is likewise the deity of those who hunt, fish, and
- otherwise gain their livelihood from the forests. She is thus worshipped
- by rangers, foresters, trappers, hunters, woodcutters etc. More females
- then males serve Ehlonna.
- It is possible for Ehlonna to take either of two forms, a human or
- elven female. in human form, Ehlonna will have either chestnut or black
- hair, while in elven form her tresses will be pale golden or coppery
- gold. Her eyes are either startling blue or violet, and her complexion
- is most clear and fair. Her garments range from those of a huntsman or
- ranger to those of an Elven princess.
- Ehlonna has adamantine bracers which give her protection (armour
- Absorption 30) and a bonus +20% to all saving throws. She has a long
- bow which always causes its arrows to strike its target, even at its
- maximum range. She has arrows of slaying for many creatures found in her
- woodlands. Her quiver holds 40 arrows, the balance of which are +3 to
- damage. SHe has a long sword which is a +6 defender and a +4 dagger.
- Ehlonna fights with both of these blades, often defending with the sword
- and striking twice with the dagger.
- In human form, EHlonna has special powers over horses; in elven form
- she can command unicorns. Her high-pitched whistle can call either
- creature from as far away as a league. Either sort will serve as a mount
- for her willingly.
- She has the attributes and powers typical of a deity of Oerth.
- Ehlonna is personally served by a planatar.
- Brownies, elves, gnomes, and halflings are attuned to this deity. If
- Ehlonna requests service it is 90% likely that members of such races
- will aid her in any manner she asks. She often travels among these
- folks.
- Clerics of Ehlonna are required to study GREEN Magic, they wear pale
- green robes when in ritual. The worship of Ehlonna is centered in the
- area from the Wild Coast to Ulek fiefs, from the Kron Hills to the sea.
- Her temples are always in sylvian settings, although small shrines are
- occasionally located in villages. Services of worship involve wooden and
- horn vessels, various herbs and the playing of pipes and flutes.
- For mechanics Ehlonna is considered to be a Green Mage of 210% skill
- and to be at skills 120% with her weapons.
- Her clerics, when encountering a unicorn, receive a +35% reaction
- modifier. Because of this many choose to remain virginal in hope of
- becoming unicorn riders.
-
- :Fharlanghn
-
- Dweller on the Horizon
-
- HTK : 262
- INTUITION : 80
- SYMBOL : Disc with curved line across it
- PLANE : Oerth
- REALM : Horizons, Distances, Roads, Travel
- ALIGNMENT : Unprincipled
-
- As Celestian wanders the star roads, his elder brother Fharlanghn
- roams the four corners of the world. He is, in fact, regarded as the god
- of travel and distance. Fharlanghn sometimes enters the Elemental Plane
- of Earth, but seldom enters the Plane of Air and Shuns those of Fire and
- Water.
- Fharlanghn, Dweller on the Horizon, appears to be a middle-aged
- man,with brown, leathery skin, creased by many wrinkles. His bright
- green eyes belie his seeming age. Fharlanghn 's movements seem slow and
- measured, but he actually moves as if he wore boots of striding and
- springing.
- Fharlanghn will converse readily, although he is not loquacious. He
- favors clothing of plain stuff such as leather and unbleached linen. His
- symbol is a wooden disc, with a curving line representing the horizon
- across its upper part. It is said that the deity himself wears such a
- symbol, known as the Oerth Disc. This symbol is made of many sort of
- wood, inlaid with jade and turquoise, with a bright golden sun set into
- it.
- The Oerth Disc will depict any area of the surface of the world.
- Fharlanghn simply looks upon the Disc, concentrates and the miniature
- image of the land desired appears in a 1/12,000 reproduction. It is
- then possible to teleport to any locale so pictured. The Oerth Disc will
- also act as a spellcasting tool for Fharlanghn.
- Fharlanghn has Magical SKills (Green, Red and Orange at 90% ability)
- knowing ALL the current spells for these guilds.
- Fharlanghn speaks ALL languages fluently and appears to be most
- attentive to those on roads or paths or in long tunnels. He usually
- bears an iron-shod walking staff, and has the power to inflict a curse
- which causes travel to take twice as long as it should for a month at a
- time, without resistance or save. He can only be harmed by magical
- weapons and spells, and has a 40% INTUITION defensively.
- The priesthood of this god is of two sorts, urban and pastoral. The
- former wear brown robes and generally are found in small chapels in
- communities. Pastoral clerics wear green robes and minister by traveling
- the highways and byways, occasionally stopping at shrines. Worshippers
- of Fharlanghn are most active in the Central and Southwest regions of
- the Flanaess, and are often merchants, adventurers and the like.
- A Priest or Priestess of Fharlanghn can perform a ritual each day at
- sunset (if outdoors or in a chapel to him) that, if they are mages,
- gains them 1d10 Energy Points.
-
- :Istus
- HTK : 377
- INTUITION : 100
- SYMBOL : Golden Spindle with Three Strands
- PLANE : ???
- REALM : Fate, Destiny, Predestination, Future
- ALIGNMENT : Principled
-
- Istus is the Colorless and All-Colored, Lady of Our Fate, is honored
- and feared as the controller of foreordination. While she has relatively
- few devotees, many persons will call upon Istus in time of want or need.
- She may or may not heed this call; no one knows. Because Fate is often
- so cruel or unkind, only very cynical or unfeeling persons tend towards
- service towards Istus as clergy.
- Clergy of Istus wear gray robes and black ones on occasion, often
- with web patterned designs. Most (80%) are female and all are celibate.
- ALL are gifted with the power of prophecy, but it is not under their
- direct control, it comes when Istus wishes so.
-
- :Kord
-
- The Brawler
-
- HTK : 330
- INTUITION : 75
- SYMBOL : White Gauntlets & Blue Boots
- PLANE : ???
- REALM : Warriors, berserkers & Barbarians
- ALIGNMENT : UnPrincipled
-
- Kord is a colossus of muscle with a long red beard and red hair. He
- wears a simple girdle of dragons hide, boots of blue dragon hide and
- gauntlets of white dragon hide. He is not diminished by the loss of
- these items, but to a mortal they instill (in order): Giant Strength
- (+20 Hardiness for feats of strength ONLY), Speed (Always goes first on
- a round), and Protection (acts as armour ABS 10, with no wearing out
- factor). He will sometimes lend them to followers in a battle.
- Kord bears the sword Kelmar, an electrified +10 greatsword (kelmar 's
- skill with it is at 250%). It can also detect enemies within a 60'
- radius of the bearer. It is specially designed as a bane weapon against
- Dragons - on a natural 01-05 to hit against dragons of any kind (Dragon,
- dragon turtle, wyvern, chimera, dragonnes, pseudo dragons) it acts as a
- vorpal blade and will sever the limb or neck it strikes entirely.
- Kelmar can polymorph himself into a Titan at will for 1 hour daily.
- He is the son of the gods Phaulkon and Syrul, but they hold no sway over
- him - only Lendor has power enough to control him if he goes beserk.
- Beserk blood rage occurs whenever Kord takes half his hit points or
- more in damage. In this state he will kill anything he can, friend or
- foe, that is within a 60' radius of him. He gains +9 to all damage done
- by him when in this state.
- Kord is quite the fool for a pretty face, favoring elven and human
- women but persuaded by almost any female of beauty. He has many
- offspring, some known and some unknown.
- The clergy of Kord dress in bright red, white and blue vestments, but
- none may duplicate Kords exact garments. Only his sons and daughters who
- join the clergy may wear dragonhide.
- Kord 's clergy must show bravery in battle and leadership qualities at
- all times to keep on his good side. To foster this fulfillment of role,
- the clergy of Kord are immune to ALL magical FEAR attacks.
- Kord is worshipped more than any other Suel deity. Thriving churches
- dedicated to him can be found in the Barbarian States, Northern Ulek,
- ALmor, The Great Kingdom, Hepmonaland, and on Lendore Isle. Small
- isolated churches may be found among peasants over the entire route of
- the original Suloise migration.
- A Cleric of Kord When injured in combat to 1/2 their hardiness or
- less will emulate their deity in a blood frenzy. When in Blood Frenzy
- they add +3 to all damage they do, and attack everyone within a 60'
- radius. Note that a Cleric of Kord will refuse to use a bow of any kind,
- considering them dishonorable and cowardly.
-
- :Olidammara
-
- HTK : 199
- INTUITION : 65
- SYMBOL : A Laughing Mask
- PLANE : Prime Material
- REALM : Music, Revelry, Roguery, Wine, Spirits
- Tricks & Jokes
- ALIGNMENT : Unprincipled
-
- Olidammara, the laughing rogue, minstrel and miscreant, is the
- favorite deity of many thieves. Worshippers include bards, jesters,
- vagabonds, beggars, and common folk. He wanders the Prime Material Plane
- in many guises, stealing from the rich, the haughty or the destructive.
- Olidammara gives wealth to those without means - often distributing his
- pilfered gains thru high revels. His favorite haunts are city slums or
- their exact opposite, rural glens and woodlands. Although he always
- appears young, Olidammara will sometimes disguise himself as a tinker 6r
- peddler, sometimes as a foppish wastrel and frequently as a fledgling
- sell-sword. He can alter his appearance to suit the situation at hand -
- short or tall, slender or muscular, plain or handsome. His actual
- appearance is said to be as follows : medium height, slender build,
- chestnut hair and beard worn rakishly, complexion with an olive tint,
- merry eyes of sparkling emerald, much given to laughter and petty
- tricks. Olidammara wears green and gold as his favorite colors.
- Although he wears only a leather vest and high leather buskins,
- Olidammara has excellent protection due to the enchantments on these
- garments and a special +6 protection ring he possesses. He can only be
- struck by weapons +2 or better.
- Olidammara also possess a musical instrument4ment of great power. The
- device, the Kanteel of the ELdest, i usable only by bards of the
- highest skill and by certain other deities. It has numerous magical
- powers. He also owns a mask which allows him to change his appearance
- for as long or as often as he wishes. It is not discernible when it is
- worn.
- Olidammara has often fought against Zagyg* and has foiled him on many
- an occasion and even once robbed the mad mages treasury.
- There are few chapels dedicated to Olidammara. They are always
- located in large towns or cities. Shrines are not uncommon in urban
- centers and rural areas. There are supposedly two hostels located in the
- central Flanaess area - one in the Wild Coast, another in the Kron Hills
- region. Clerics of Olidammara are not uncommon either.
- Clerics of this deity are not often to dress in clerical robes,
- preferring 'normal' street clothes of brown, green, black and blue hues.
- Services often include much singing, chanting, feasting and libations
- of fermented berry beverage.
- A Cleric of Olidammara should be trained in 'theifly' skills like
- pocket picking, climbing, lockpicking, stealth and the like. They MUST
- train in at least one musical instrument. They CANNOT train in Ebony
- magic.
- A cleric who is a mage can gain magical energy thru performing
- musical pieces. As such, they receive 1d10 Energy points from playing
- for an hour plus 1 point per person observing/listening to the
- performance.
- Additionally, any cleric of Olidammara regenerates wounds (including
- lost limbs etc) at a rate of 1 HTK per Hour of rest, so they heal MUCH
- faster then an ordinary person (who heals about 1 point a night).
-
- :Osprem
-
- HTK : 120
- INTUITION : 30 (85 defensive in water)
- SYMBOL : A Sperm Whale or 3 barracuda
- PLANE : Elemental Plane of Water
- REALM : Water and Water Voyages
- ALIGNMENT : Scrupulous
-
- Osprem appears as a beautiful woman dressed in flowing gowns that
- resemble blue-green seaweed. She wears no armour other than a ring of
- protection that confers upon her +40% in water. This ring also allows her
- to regenerate in water 1 hit point per round. She is usually armed with
- a trident that is +3 to hit and damage which she is skilled with at
- 110%.
-
- She never carries any spell that is based on fire, but may have
- spells of Silver, Red, Orange, Green or Blue magic at hand. She also has
- the power to walk on water, can stop any disturbance in the water or
- land under water; thus she may quell an underwater earthquake or still a
- storm on the sea.
-
- She may also create a storm on the sea, or an ice storm on land if
- within a mile of a large body of water.
-
- Clergy of Osprem wear vestments of blue, decorated with pictures or
- embroidery of ships, dolphins, whales or barracudas. They cannot train
- in Yellow Magic.
-
- Her clergy should train in navigation and sailing (though it is NOT
- mandatory or given). They gain +25% to reactions of Water elementals;
- and when immersed in water regenerate 1 HTK per round from such a ritual
- 'bathing'.
-
- :Phaulkon
-
-
- HTK : 265
- INTUITION : 65
- SYMBOL : An outline of a winged man
- PLANE : Elemental Plane of Air
- REALM : The Open Air and Flight
- ALIGNMENT : Scrupulous
-
- Phaulkon appears a s a powerful, usually bare-chested man. He is clean
- shaven and his his hair is short and always tousled. he wears a simple
- girdle that gives him the power of flight with the speed and
- maneuverability of a dijinni.
- Phaulkon fights with a longbow and dagger only. He can fire 2 arrows
- in a round, and the bow is +5 to damage. Once an arrow is used in combat
- it becomes a normal arrow afterwards. His skill with the bow is 220%.
- His dagger is +3 and can only be used by him (in anothers hand it is
- a -3 cursed blade).
- Phaulkon is immune to any attack from a feathered creature, including
- griffons, cockatrices and pegasi. He can speak with any bird or flying
- creature that uses wings for flight, including demons and devils.
- He can shape change into any giant bird at will, as well as the form
- of an elf or a sprite. He can summon a dijinni once a day; and can summon
- giant eagles or rocs nearby to do his will of they are nearby.
- His clergy often wear headdress of feathers in services and rituals
- one feather per rank of the caster within the temple hierarchy. They also
- always wear white in ceremonies. During everyday activities they wear
- various shades of blue.
- His clergy may study any guild of magic, with the exceptions of
- Purple, ebony and yellow.
- They are granted the ability to speak with birds unlimitedly (it does
- NOT mean they can control them!). They can also, from a feather, create
- a magical weapon for themselves. This feather will act as a dart in
- their hands (but in no others) that does 1d10+6 damage on hitting
- target. They must take it as a separate PROW based skill, FeatherDart to
- fight with.
-
- :Pholtus
-
- of The Blinding Light
-
- HTK : 286
- INTUITION : 85
- SYMBOL : The Silvery Sun
- PLANE : ???
- REALM : Light, Resolution, Law, Order, Sun,
- Inflexibility
- ALIGNMENT : Principled
-
- It is said the regularity of sunrise and sunset, the cycles of the moon,
- are as fixed as the resolve of Pholtus to show all creatures the One
- True Way, a strict path which allows no deviation but gives absolute
- assurance of rightness. Some followers of the Blinding Light actually
- claim it is their deity, Phoitus, who ordered the ridged progression of
- the sun and moon and maintains them in his regimen. Such claims are not
- regarded as doctrine.
- Pholtus appears as a tall and slender man, pale of complexion, with
- flowing white hair and bright blue eyes from which the fire of devotion
- to the cause shines forth. He always wear a gown of white, silky
- material and a cassock trimmed with suns and moons embroidered in gold
- and silver. In his hand is an ivory staff shod in silver, topped by a
- disc of electrum that represents the silvery Sun.
- Pholtus' staff, The Staff of the Silvery Sun, strikes as a +6 weapon,
- Its major powers however are in its magic. The staff can shoot forth
- various forms of lights as if it were a wand of illumination. The top
- can cause or cure blindness by touch.
- The Ethereal plane and The Material Plane (Oerth) are open to Pholtus
- to travel. He can gate in from 1-4 devas to do his bidding as needed.
- Following their deity the clerics of Pholtus continually seek to
- reveal the Light to unbelievers. They will brook no argument, of course,
- and resisters will be shown the way of the Blinding Light. They wear
- white and silver vestments with gold insignia showing their rank of
- training within the temple (there are 3 ranks, with 1st being highest).
- The priesthood of Pholtus is at its most active in Urban districts.
- Consecrated buildings are white. Typical services feature many burning
- candles and long sermons on the Principled life. The anthem of the
- worshippers is "O Blinding Light."
- Priests of Pholtus are expected to train as Red or Yellow Mages, and
- have a hatred for Ebony Mages and Undead things that exceeds all else
- in their training. They consider their Principles to be ONLY applied
- when dealing with their own - they would attack and kill an unarmed foe
- if that foe was an Ebony mage or undead creature without a second
- thought, and do not consider the 'Blinding' of a foe or dissenter as
- being anything but the law. They do not work in groups with anyone
- except the Principled aligned and make few friends outside their
- beliefs. They believe they MUST convert others to their beliefs.
- Priests of Pholtus must perform a daily ritual at the noon (Zenith)
- hour of the sun for an hour, in servitude to their God, daily. At this
- ritual they receive 1d10 Energy Points. Failure to perform the ritual
- costs them 1d10 Energy Points. A Priest of Pholtus will NEVER commit
- ritual murder nor are they trained to draw magical energy from a sexual
- union (and they do not believe in sexual union outside of marriage).
- They must also Tiff 10% of their income to the Church to support its
- upkeep. Non-Priest worshipers are considered 3rd Rank Priests-to-be, but
- have no training in magery etc.
-
- :Pyremius
-
- HTK : 170
- INTUITION : 55
- SYMBOL : The Face of A Yagnodaemon
- PLANE : Fire
- REALM : Fire, Poison and Murder
- ALIGNMENT : Diabolic
-
- Pyremius appears as a grotesque man who facially resembles a
- jermlaine. He has many human worshippers as well as worshippers among
- the jermlaine, firenewts and grimlocks. He can Mass charm these
- non-humans at will and has an effect APP with them of 31.
- He wears special bracers of defense made of brass that give him
- ABSORPTION 50 (magical, do not wear). Pyremius will not remove his
- bracers voluntarily except to loan them to a follower on rare occasion.
- Anyone else who puts them on will see their hands wither and fall off
- (along with the bracers). There is no saving throw with this effect and
- regeneration will not restore the lost appendages.
- Pyremius bears a sword named 'The Red Light' that can be borne by no
- one else. It is a +5 two handed sword to hit and damage (plus his
- strength add, which at Hardiness 30 is considerable). The sword casts a
- red light out to a radius of 20' that will outline invisible objects
- but does no damage.
- The other weapon he caries is a cat of nine tails whip which does
- normal damage for that weapon (but WILL hit creatures that can only be
- harmed by magic). The whipes principle value is its poison, which
- affects ANY mortal (even those immune to poison ordinarily) from which
- they must save vs Hardiness or instantly die when hit.
- He can identify any poison by taste and neutralize it in another
- at will.
- His one significant weakness is cold based attacks, which cause him
- double normal damage. He cannot benefit from A resist cold or similar
- spell. He is skilled in martial arts and is immune to all poison, disease
- and fire based attacks.
- Pyremius can cast ANY Yellow Guild Mage spell.
-
- Pyremius is on excellent terms with the denizens of the Dungeon
- dimensions and netherworlds and particularly with most demons of those
- planes. He can summon, with a 55% chance of success, 4 yagnodaemons to
- carry out his bidding. He can exercise this power once per hour when on
- the material planes.
- Pyremius and Syrul have collaborated on many endeavors on Oerth,
- most of them to do with the Scarlet Brotherhood, since both are
- worshiped by members of that group, and thus their emergence as a real
- power on Oerth. Any opponent engaged against the group may find
- themselves intervened by these deities directly or indirectly.
-
- Clerics devoted to the service of Pyremius wear red vestments
- decorated with flame shaped swatches of orange and yellow. Viewed from a
- distance this makes them appear to be bathed in fire.
- They receive +20% to all saves vs fire based attacks and -20% on all
- saves vs cold based attacks. If mages they cannot cast cold based
- spells, no matter their guild training. When casting any FIRE based
- Yellow spell they cast it at one additional RANK over their normal rank
- training.
- Secret temples to Pyremius can be found in many large cities
- throughout the Flanaess. He even has worshippers among the barbarians,
- in the Amedio jungle and in Hepmonaland (though these are few).
-
- :Trithereon
-
- The Summoner
-
- HTK : 163
- INTUITION : 80
- SYMBOL : Rune Of Pursuit
- PLANE : Ethereal
- REALM : Individuality, Self-Protection, Liberty,
- Retribution
- ALIGNMENT : Scrupulous
-
- Trithereon, "The Summoner", is the deity of individuality and the
- right of self-protection. His symbol, the rune of pursuit, indicates
- many things, including the need to strive for liberty and to seek to
- bring to an end to those who are bent on abridging life or freedom.
- When upon Oerth, Trithereon appears as a tall, well-built young man
- with red-gold hair and gray eyes. He is typically clad in pale blue or
- violent garb, with a shirt of golden chainmail often visible. He
- carries, a broad-bladed spear, a broadsword and a scepter in his br6ad
- girdle of gold studded leather.
- The spear is called Krelestro ("The Harbinger of Doom"). It is a +7
- weapon which can be hurled and will return in the same round. The sword
- is called Freedom's Tongue. It is a +6 weapon which causes fear in a 15'
- radius to all opponents of its wielder unless saved against. The scepter
- is the Baton of Retribution. It can locate any enemy, no matter where.
- Merely possessing the Baton allows the possessor to travel to any place on
- any plane of existance not protected by some magic to prevent such
- entrance.
- Trithereon is also able to gate in one of each type of deva once
- daily. He will only do so to combat great 'evil', of course.
- Priests and Priestesses of Trithereon wear dar2 blue or purple robes
- in ritual, trimmed with silver or gold. During special ceremonies they
- wear cassocks of golden red emblazoned with the rune of pursuit. They
- may employ any type of weapon carried by Trithereon himself. Usually
- they are trained as Orange or Purple Mages.
- A priest of Trithereon may choose to cast the "Spell Of Retribution"
- this is a special spell (Costs 20 Energy points, takes 1/2 hour ritual
- to cast) where they cast it within a magic circle and it temporarily
- calls to the caster the Baton of Retribution to seek a specified foe,
- and it will then transport all within the magic circle to a short
- distance from said foe and then returns to Trithereon. The spell MUST
- be used against a true foe - misuse of it will cause the priest to be
- fallen from the ranks of the god.
- Trithereon Himself is considered an Orange mage of 200% capability.
-
- :Zagyg
-
- HTK : 121
- INTUITION : 100
- SYMBOL : Rune Of Madness
- PLANE : Prime Material
- REALM : Humor, Occult Studies, Unpredictability
- ALIGNMENT : Anarchist
-
- Zagyg the Mad Arch-mage and punster is the sole known servant of
- Boccob*, for the latter recognizes no others except on special
- occasions. Zagyg is mad only in that none but his master can fathom his
- reasoning and sense of humor; few, if any, hold him as their deity.
- Zagyg will appear in nearly any guise when upon the Prime Material
- Plane. His actual appearance is said to be unremarkable in a wizardly
- sort of way. Likewise his garb is varied to suit the situation, usually
- dark blue and silver in color.
- Being able to employ weapons and devices common to all, Zagyg is
- likely to appear with a vorpal blade in one hand and a wand of wonder in
- the other (NOTE that harmful effects of items employed by this being
- tend to affect him not but his opponents instead, thus if he put on a
- ring of weakness all others in a 10' radius would be affected instead).
- He has been known to strike with a padded club. SOmehow despite his
- seeming madness Zagyg survives, caries out his assignments and moves on.
- Zagyg can likewise travel all planes and is the bane of many. He
- serves Boccob most carefully but apparently because eof his own will and
- desire to retain enlightened neutrality and uncertain humor everywhere.
- He can only be hit by +2 weapons or better.
-
- It is said that one who chooses to serve this demi-god should be
- prepared to follow him into madness. In the only known cases of such
- devotion, the god had bestowed upon such a cleric a wand of wonder with
- an infinite battery of charges....
-
-