Gods & stuff

Caabrah, Aust, Rez-Nyagh, Nai, Rorik, Fire, Oak, Stone, Raven, Coyote, Death, Set, Cat, Dolphin, Iron, Bull, Cobra, Thunder, Dragon Kings, Owl, Fox, Beast Cults, Shark, Sparrow.

CAABRAH



The Astral Emperor
Greater Diety
Symbol: Jade Eagle
Home Plane: Celestia
Alignment: Lawful Good
Portfolio: Creation, Social Order, Humans
Worshipers: Non Evil Humans
Cleric Alignments: LG & LN
Domains: Creation, Good & Law
Favored Weapon: Longsword

Caabrah is the giver of life, the vitalizing power of the earth, the supreme judge, forgiver, savior of mankind. His word is law among all human gods and goddesses, and he is the final arbitrator in any dispute among them. He appears as an ethereal, aged man with a bald head and a long white beard.

Dogma
Caabrahs only concerned with human empires, honesty and hard work are the virtues he admires most. Omens come from Caabrah only when an emperor has lost his favor, in such times, an empire is besieged by natural disasters such as plagues, floods, and earthquakes.

Clergy and Temples
Caabrahs high priest is always a human emperor or his highest advisor, his other priests must be nobility. Worshippers who are not nobles are allowed to make offerings to him once a year. A priest’s sole duty consists of administering their empire as efficiently as possible and with the welfare of their empire at heart.

CAABRAH

Cleric 20/Fighter 20
Medium-Size Outsider
Divine Rank: 17
Abilities: Str 30, Dex 30, Con 29, Int 35, Wis 35, Chr 40



AUST



The Sun
Intermediate Diety
Symbol: Gold Sun
Home Plane: Elemental Plane of Fire
Alignment: Chaotic Neutral
Portfolio: Sun, Heat
Worshipers: Any
Cleric Alignments: CN & N
Domains: Chaos, Sun and Strength
Favored Weapon: Whip

Aust flies across the sky bringing warmth and light to the world each day and then retires to his palace in the elemental plane of fire. He appears as a large winged lizardman engulfed in flames wielding a burning whip.

Dogma
Aust is a fickle god and is appeased more than worshipped, he expects his followers to praise him when he is kind and fear him when he is not.

Clergy and Temples
His priests spend the majority of their time trying to appease him. One of the most important duties is greeting him each morning. The surest way for a priest to incur Aust's wrath is to sleep past dawn. Another important ceremony is the Sun Dance held each spring, the priest must spend an entire week dancing. It is during this time that young warriors hoping for Aust’s favor must endure a test of pain to prove their worthiness. Most of his worshippers are reptilian, he also has a fair amount of other races who worship him in deserts and cold areas. Sacrifices to him consists of gold and/or enemies and are burnt at noon on the first day of spring.

AUST

Druid 20/Fighter 20
Large-Size Outsider
Divine Rank: 15
Abilities: Str 50, Dex 25, Con 25, Int 25, Wis 30, Chr 30
Possesions: Fiery Whip of Aust, those struck burst into flame until completely consumed.




REZ-NYAGH



The Green Moon
Intermediate Diety
Symbol: Silver Moon
Home Plane: Celestia
Alignment: Lawful Good
Portfolio: Light, Protection and Women
Worshipers: Any Good Alignment
Cleric Alignments: LG and NG
Domains: Law, Good and Protection
Favored Weapon: Dagger

Rez is Aust's sister, her duty is to light the night, which she fulfills with regular but varying success. Her appearance is constantly changing, though she most often appears as a silver dragon. Hers is the power to light the dark, and to hold at bay the dangerous things which lurk in the night. .

Dogma
Rez is particularly sympathetic to women, and is 10% more likely to answer a plea for help if it comes from a woman. Good omens from Rez generally take the form of the ability to see perfectly in the dark, but she expresses her displeasure only by her absence. Rez rarely punishes individuals who have angered her, she simply severs their spiritual connection with her instead.

Clergy and Temples
Her Preistesses must be females of good alignment. Rez discourages her priestesses from engaging in combat, they are not allowed to wear any form of armor but they may defend themselves with daggers if attacked. She always grants her priestesses the power to create light within a 10’ radius, this light causes 2 points of damage per round to undead. They are expected to keep a light glowing within their house (or camp if traveling) at all times.

REZ-NYAGH

Druid 20/Wizard 20
Large-Size Outsider
Divine Rank: 15
Abilities: Str 25, Dex 30, Con 25, Int 35, Wis 35, Chr 30



NAI



Earth Mother, Mother, Grandmother
Intermediate Diety
Symbol: Uncut Diamond
Home Plane: Beastlands
Alignment: Neutral Good
Portfolio: Life, Nature, Food
Worshipers: Good Elves, Druids, Rangers
Cleric Alignments: NG
Domains: Animal, Earth, Good and Plant
Favored Weapon: Flail

She is the beginning and end of all life, for all mortal beings spring from her bosom upon birth and return to it upon death. She feeds all animals, elves, and plants, and is the provider of the Water of Life. Nai appears as a brown skinned elven woman with long green hair.

Dogma
Nai is a patient and careful deity. She is the most likely of higher elven deities to answer the individual supplications of her worshipers. As a rule, her base chance to respond in any given case is increased by 1% for each level of the beseecher, and by 5% if the beseecher is a priest of her order. Nai prefers to guide her worshipers through a wide range of omens. Almost anything can serve as a sign of her pleasure or displeasure: a white eagle, a black wolf, a burning tree. Often, the meaning of such portents is unclear, and the recipient must enter a deep trance to clarify its meaning. However, when she finds it necessary to discipline a transgressor, Nai’s punishments are severe and unmistakable. In cases of elven offenses, she often sends a flood or earthquake to devastate the wrongdoers. Individual offenders fare little better: being attacked by a black bear or bitten by a snake is considered an unmistakable sign of her enmity.

Clergy and Temples
Nai’s clerics must always be of neutral good alignment. Usually, but not always, her priests are women. Whether male or female, however, her clerics must prove their fruitfulness by being parents, and usually have between 2-4 children living in their home. Losing the ability to bear children is considered a sure sign that an individual has lost Nai’s favor, though this seldom happens to even to the oldest of her clerics. Priestesses worshipping Nai preside over two important ceremonies each year: the Blessing of Spring, when life returns from the bosom of the Grandmother, and the Sacrifices of Fall, when important magic items must be buried in the forests or thrown into raging rivers so that the life will return to the forests in the spring. Clerics worshipping the Earth Mother may use flails to defend themselves or, if necessary, to prevent the desecration of the land. Nai allows her priestesses once they reach the 4th level of experience the ability to summon and command 1- 6 wolves. At the 8th level of experience, she allows them to instantaneously grow one tree per day, up to sixty feet in height, provided they have the proper seed to plant.

NAI

Druid 20/Ranger 20
Medium-Size Outsider
Divine Rank: 15
Abilities: Str 25, Dex 40, Con 25, Int 35, Wis 40, Chr 35


RORIK



Master of the Four Winds
Lesser Diety
Symbol: Platinum Star
Home Plane: Celestia
Alignment: Lawful Good
Portfolio: Wind, Good Dragons
Worshipers: Good Dragons, those seeking protection from Evil Dragons
Cleric Alignments: LG and NG
Domains: Air, Law, Good and Protection
Favored Weapon: Claw

Rorik is the son of Rez-Nyagh and is revered in many locales. He appears as a long sinuous dragon covered in silver-white scales that sparkle and gleam. .

Dogma
Rorik is stern and very disapproving of evil, he brooks no excuses for evil acts. He urges his followers to promote the cause of good, but prefers to let beings fight their own battles when they can.

Clergy and Temples
Rorik has few clerics and even fewer temples, he accepts only good clerics. Clerics of Rorik strive to take constant but subtle action on behalf of good.

RORIK

53 Hit Dice
Colossal Dragon
Divine Rank: 10
Abilities: Str 53, Dex 10, Con 39, Int 35, Wis 36, Chr 35


FIRE



Fire
Intermediate Diety
Symbol: Burning Torch
Home Plane: Elemental Plane of Fire
Alignment: Lawful Evil
Portfolio: Fire, destruction
Worshipers: Any
Cleric Alignments: LE and NE
Domains: Fire, Destruction, Evil
Favored Weapon: Fire

Fire has the ability to destroy anything living. He is also charged with providing warmth and light, but is resentful of this duty and only executes it if constantly fed. Fire’s true form is that of a jet-black human with the head of a hawk, and he is always sheathed in an aura of flames. He has the power to see and hear anything that passes within fifty yards of a fire.
Fire is arrogant, vengeful, and tolerates no affronts to his power or shortcomings among his priests. His omens always involve fire and are never subtle. It is common for him to create a face in a fire and speak directly to his worshipers. He delights in punishing by burning.

Clergy and Temples
The duties of priests worshipping Fire consist primarily of appeasing their arrogant god with regular sacrifices of food and fresh meat. Fire’s priests must always keep a fire burning within their lodge, and are often called upon to perform foul tasks, like murdering those who have offended their god. They are allowed to use any weapon, though Fire grants an extra first level spell to those using only flame-based weapons. Because of their deity’s evil nature, his priests are often banished from the tribe if some fire-based calamity befalls the village.

RAVEN



The Trickster
Lesser Diety
Symbol: Black Feather
Home Plane: Beastlands
Alignment: Chaotic Good
Portfolio: Trickery and deception
Worshipers: Thieves, rangers, travellers, bards
Cleric Alignments: CG and CN
Domains: Chaos, Animal and Trickery
Favored Weapon: Staff

Raven created the world by pulling it up from beneath the waters. He is well known as a trickster who resorts to anything to satisfy his ravenous appetite. Though his true form is that of a large black raven, he can polymorph at will into many different forms, including a fox, jay or even the moon.
Though generally goodhearted, the unpredictable Raven has a narrow range of concerns -and most of them have to do with food. Raven never answers appeals for aid unless an offering of food is made to him. Even then, Raven is unlikely to help unless the appeal is for food, water, or shelter.
Raven’s omens are always delivered by one or more of his namesakes. For instance, if displeased, Raven might send a flock to drop various disgusting items on the offender. When seriously angered, Raven’s punishments are inventive and harsh. As an example, Raven once turned a man who hunted too many ravens into a grasshopper, so that the ravens could hunt him.

Clergy and Temples
Priests are expected to feed any ravens that happen to be nearby, and must converse with these birds constantly. As a result, there are variably 1d20 of these garrulous birds following any priest of Raven.
Priests of Raven are not allowed to wear any armor but can speak with animals(birds only) at will, at third level his priests can cast fly as a spell-like ability once a day per level, as long as they have a black feather.

COYOTE



The Thief
Lesser Diety
Symbol: Coyote Tail
Home Plane: Beastlands
Alignment: Chaotic Neutral
Portfolio: Crafts, thievery
Worshipers: Rogues, bards, merchants
Cleric Alignments: any Chaotic
Domains: Knowledge, Animal, Trickery
Favored Weapon: Dagger

Coyote taught men crafts such as making weapons, pottery, as well as the summoning and controlling of fire. Despite the generous side of his personality, however, Coyote is a cowardly thief who often resorts to trickery.
Coyote can polymorph himself into any natural animal once per day. He can make himself or any object invisible for an indefinite period of time, and can animate any object for up to one week. His true form is that of a giant, silver-furred coyote.
Coyote 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.
Omens from Coyote take the form of strange noises in the night. 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 victim’s enemy.

Clergy and Temples
Coyote’s priests must sacrifice 1 gp per level worth of treasure (or one magic item) a week. Failure to do so results in a loss of spells and powers until the missed sacrifice is made up. They must also help coyotes whenever they encounter an endangered one. Coyotes priests have the sneak attack abilities of a rogue of the same level, they are proficient in the same weapons as rogues and cannot wear any armor.

OAK



Old Man Oak
Lesser Diety
Symbol: Oak Club
Home Plane: Prime Material
Alignment: Lawful Good
Portfolio: Healing, swamps
Worshipers: Healers, elves
Cleric Alignments: any Good
Domains: Healing, Protection, Plant
Favored Weapon: Oak Club

Oak, or Old Man Oak, is the god of healing and medicine. He is the deity who keeps humans healthy and free from disease, or who helps them recover from disease. Oak’s touch cures all diseases, no matter how serious.

Dogma
Oak is dedicated to relieving disease, but no one seems to know exactly why - perhaps because he has never slowed down long enough to explain motivation. All a person need do to receive Oak’s help is be sick and pray for it. Evil beings stand a 1% chance of being visited by him, neutral beings a 10% chance, good beings a 25% chance, his worshipers a 50% chance, and his priests a 75% chance. Persons lucky enough to receive a visit from Oak seldom realize it; they simply begin getting better. Oak is too busy to send omens or portents to his worshipers.

Clergy and Temples
Like Oak, his priests are devoted to curing the sick and spend their time seeing to the needs of the ill. They live in a temple filled with containers of black holy water. Providing the sufferer drinks nothing but this black water, he recovers 1d4 hit points per day and his Constitution is magically prevented from falling below 1 under any circumstances. Only priests of Oak can survive on such a diet for more than a month, however.
Priests of Oak are immune to all forms of disease and at third level can create a vial of black holy water once a day.

DEATH



Grim Reaper
Intermediate Diety
Symbol: Black Helm
Home Plane: Ten Thousand Hells
Alignment: Lawful Neutral
Portfolio: Death
Worshipers: those wishing to avoid her and gothic chicks
Cleric Alignments: any non Evil
Domains: Death, Knowledge, Protection
Favored Weapon: Scythe

Death is the judge of the dead and queen of the Ten Thousand Hells. When a dead man’s soul reaches her in the after-world, Death determines whether the man should be rewarded, reincarnation, or passed on to one of the Ten Thousand Hells for punishment. In her true form, Death resembles a black robed warrior with solid white skin.

Dogma
Death is a dedicated and humorless servant, her primary concern is making sure that the spirits of the dead are processed quickly and efficiently.
Death must personally approve any raise dead, resurrection, or reincarnation spell cast. Any time such a person casts one of these spells, there is a flat 25% chance she will cancel it. Death is not well-known for sending omens or portents.

Clergy and Temples
Priests devoted to Death are required to prepare the dead for cremation, preside over funerals, and offer advice to their followers about how best to worship one’s ancestors. Occasionally, they are called upon to track down a rogue undead spirit. Priests of Death who have reached 5th level can converse with the spirit of another’s ancestor. They may ask the spirit up to 5 questions which are truthfully answered. A person’s ancestral spirits may be contacted only at their request and with their permission.

SET



The Dark One
Intermediate Diety
Symbol: Coiled Cobra
Home Plane: Nine Hells
Alignment: Lawful Evil
Portfolio: Evil, storms, droughts, darkness
Worshipers: assassins, thieves, yuan-ti, drow
Cleric Alignments: any Evil
Domains: Evil, Healing, Death, Protection
Favored Weapon: Poisoned Blade

A cold and calculating god, Set is the jealous personification of evil. He always acts against the interests of mankind and the gods of Seven Sycthes. His followers are a dark and scorned lot who work under of darkness and keep themselves cloaked in treachery and deceit. Although he has the body of a human male, his head is that of an aardvark.
Set guards his power and his secrets carefully. He is always looking for ways to recruit new followers and disrupt the churches of the other gods. Despite his loathsome nature, Set takes good care of his followers and will not willingly betray or abandon his people.

Clergy and Temples
Priests of Set often oversee the activities of thieves, assassins, and other evil beings. It is not uncommon for an order of assassins to be headed by such an individual. They are not permitted to betray members of their order and must always work to promote "the brotherhood of evil."
Priests of Set are forbidden from wearing any type of armor and can sneak attack as a rogue of equal level, at fifth level they are immune to all poisons.

  • Cat (lesser god)
    The patron of pleasure and cats. In her true form, Cat is a lovely woman with the head of a sleek feline. She is always found in the company of a great many cats of numerous varieties and no such animal will ever act against her interests.
    Role-playing Notes: Cat is a goddess who delights in physical pleasures and yet maintains the quiet elegance of a feline. She is soft spoken and patient, but always a cunning dangerous opponent. Her worshipers are the sworn enemies of Jackal and his minions, and will attack them on sight.
    Statistics: AL cg; WAL any chaotic; AoC cats, pleasure seekers; SY cat.

    Duties of the Priesthood
    Priests of Cat are required to keep cats as pets and to sample the physical pleasures of the world whenever they can. As one might imagine, this makes the worship of Cat a popular profession.
    Requirements: AB as per rogue plus Wis of 12; AL any non-evil; WP as rogue; AR as rogue; DOMAINS animal, healing, protection; PW 1) hide in shadows and move silently as ranger of equal level; 5) charm mammal (affects felines only, no save is allowed, and the power is always in operation); 10) shape change (into any 1 form of feline); TU nil.

  • Dolphin (intermediate god)
    She is the goddess of beauty and love. As befits the goddess her position, she is an enthusiastic companion of the male gods. Dolphin can charm any male, either god or mortal, and can generate any strong emotion (such as love, hate, anger, sorrow, etc.) in any intelligent being. Although she can assume any form (all of them beautiful), in her true form she is a woman of astonishing beauty.
    Role-playing Notes: Dolphin is extremely vain. There is a 10% chance she will overhear any unfavorable comparison of her beauty. In such cases, she will avenge herself by making the transgressor fall in love with a statue, turning him into a shell, or having bees sting his eyes. Omens from Dolphin are usually associated with the sea.
    Statistics: AL cg; WAL any; AoC love, beauty; SY dolphin.

    Duties of the Priesthood:
    Every ten days, her priests must release white doves, and every new moon they must throw objects of art and beautiful jewelry into the sea. They must also do what they can to aid anyone who is in trouble because of a forbidden love.
    Requirements: AB standard plus Charisma 16+; AL any non-evil; WP bow and arrow, net, staff; AR a; DOMAINS water, protection, healing; PW 5) charm person (opposite sex only); 10) Charisma increases to 18; 15) arouse feelings of love (as the enamoring effects of a philter of love) in any intelligent being; TU nil.

  • Iron (intermediate god)
    Iron is the god of blacksmithing and the patron of artisans, craftsmen, dwarves and mechanics.
    He makes armor and weapons for the gods. In his true form he looks like a heavily muscled dwarf with a long black beard.
    Role-playing Notes: Iron is generally a benevolent god, though he is stoic. He treats his worshippers well, often making gifts of adamant weapons, shields, and armor to those that serve him especially well. Such objects have a magical +5 bonus. Omens from Iron often appear in the flames of forges.
    Statistics: AL ng; WAL any; AoC blacksmithing, crafts; SY hammer and anvil.

    Duties of the Priesthood:
    Before accepting any person as a priest, Iron sends his avatar to see how the person reacts to a dwarf. If they are kind, they are accepted. Priests of Iron must be proficent at blacksmithing.
    Requirements: AB standard plus Str l5+; AL any non-evil; WP hammer; AR f; DOMAINS war, knowledge, fire, protection, healing, sun; PW 1) +1 per level ability scores when making a blacksmithing check; 5) able to repair magic weapons and armor (proficiency check required); 10) able to create magical weapons or armors with a bonus up to +1 per 3 levels of experience (maximum of +5).

  • Bull (intermediate god)
    Bull is the god of mushrooms, as well as the lord of the stars and plants. Special mushrooms are used to create potions, which provides a powerful juice that causes men to see hallucinations. Individuals drinking at least one potion a week receive two benefits: they are immune to any form of non-magical disease and their Constitution is raised by one point. These effects fade at the end of the 7th day without the potion, but are regained as soon as the individual drinks another helping. In his true form, he looks like a minotaur though he can manifest himself in many different shapes (such as a bull, giant, or bird). He has a less friendly side in that he is also the patron minotaurs.
    Role-playing Notes: Although generally beneficent, Bull is rather vain and proud. He is a great collector of beautiful things, as he believes these items reflect well upon him. When dedicated worshipers drink his potions, there is a 5% chance that the resulting hallucination will contain some helpful communication from Bull himself. Omens from Bull always come in the form of potion-induced illusions.
    Statistics: AL cg; WAL cg; AoC alchemists, fungi, plants, prophesy; SY mushroom.

    Duties of the Priesthood
    Priests of Bull are the cultivators and guardians of magic potions. By law, it is their duty to keep all but the priests, kings, and noble classes from drinking their special potions. For a good cause, however, they have been known to violate this law. Other potions they sell or give away to aid their community. They are forbidden from harming minotaurs.
    Requirements: AB standard; AL cg; WP sickle, spear, axe; AR a; DOMAINS war, animal, knowledge, healing, plant, protection; PW 1) plant growth; 10) find the path; 15) programmed illusion; TU nil

  • Cobra (intermediate god)
    Cobra is power incarnate, a fierce ascetic who repeatedly brings the world to the brink of annihilation by dancing in fire. He is the negative force of the cosmos, destroying whatever he touches in order that it may be reincorporated into unity with the spirit of the cosmos. Anything that Cobra touches is utterly annihilated and can never be reconstructed, raised, or reincarnated. In his true form, Cobra is a snake headed man. He is also patron of snakes, orcs, yuan-ti, war mongers and nagas
    Role-playing Notes: Though determined to destroy all of existence, Cobra does not consider himself evil. He is merely attempting to return everything to unity with the cosmic spirit. He is an impersonal god who seldom answers prayers, but he occasionally sends his avatar to defend one of his temples.
    Statistics: AL ne; WAL ne; AoC destruction; SY cobra head.

    Duties of the Priesthood
    Priests of Cobra are noted for their monthly fire dance. After scouring the countryside in search of sacrifices (which includes everything from furniture to living beings), the priests spend several hours dancing around a huge bonfire. They end the ceremony by throwing everything they have collected into the fire.

    Requirements: AB standard; AL ne; WP any; AR a; DOMAINS war, knowledge, fire, necromantic, sun; PW 1) immune to fire damage; TU control (upon reaching 5th level).

  • Thunder (intermediate god)
    Thunder is the god of thunder and the patron of fletchers. Thunder is fond of eating human flesh, and receives a meal any time a man is slain by an arrow. He can send an 8d10 lightning bolt to attack any being on earth. In his true form Thunder looks like a mile long blue dragon.
    Role-playing Notes: Thunder is a rather petty and jealous god. If not properly venerated, he will unleash a terrible storm on the village so that he frighten the people. As the patron of fletchers, he grants every arrow-maker the power to create 10 arrows of slaying during his lifetime. The Fletcher never knows when he has created such a weapon, but does realize that he has been unusually successful in creating the arrow. Omens from Thunder take the form of dry thunder, arrow shaped clouds, and lightning bolts.
    Statistics: AL ce; WAL any chaotic; AoC thunder, arrow-making, blue dragons; SY black mace with crossed lightning bolts.

    Duties of the Priesthood
    Priests of Thunder must keep their god appeased so that he doesn’t harass their village. Thunder especially likes to see them become mercenaries, or servants of a blue dragon.
    Requirements: AB standard; AL any chaotic; WP spear, lance, polearm, spiked mace; AR a; DOMAINS chaos, war, healing, air & water; PW 1) use THAC0 tables of warriors; TU nil.

  • The Dragon Kings (demigods)
    The Eight Dragon Kings, are the rulers of the seas which surround the world. Each inhabits a magnificent crystal palace beneath the sea under his control. To aid them, each has a cabinet made up of the greatest members of each species of animal in his sea. They also have an army of fish, crabs, and crayfish who serve as watchmen and who police the sea floor.
    Of more importance to the peasants who worship the eight dragon kings, however, are their terrestrial duties. They are responsible for bringing rain to the sections of the earth adjoining their seas, but can only do so on the orders of Eagle himself. The dragon kings also oversee their smaller relations, the chiang lung, who dwell in every river, lake, and waterway.
    In their true form, the dragon kings are huge dragons. They can also take the form of men or women.
    Role-playing Notes: Generally speaking, dragon kings remain aloof from human affairs and do not respond to worship or flattery.

    Statistics: AL varies; WAL any; AoC sea and rain; SY dragon

    Duties of the Priesthood
    Priests of a Dragon King are generally found in fishing villages, where they assist the local fishermen in the rites that placate the Dragon King in return for catching his fish. They must always be excellent swimmers, and are expected to know the schedule of the tides by heart. Those found inland can summon rain instead of the listed power at 15th level.
    Requirements: AB standard; AL any good; WP trident; AR b; DOMAINS animal, knowledge, healing, plant, water; PW 10) breathe underwater; 15) summon and control any one sea creature of 10 HD or less; TU nil.

  • Owl (intermediate god)
    Owl is the god of medicine, sorcery, master of the land, and patron of heroes. He has had a great many adventures, and has always confronted danger bravely and with a certain amount of cunning. He is able to identify and converse with any spirit, and he has the power to cure any living animal of disease or completely heal it of its wounds. As master of the land, Owl can speak with any living animal. The fact that he often uses his powers to heal injured animals has earned him the undying loyalty of all natural creatures. They will do as he commands, even if it means death. In his true form, Owl is a warrior with an owls head and a quiet, gentle manner and a ready smile.
    Role-playing Notes: Owl has a special fondness for heroes of good alignment. When such a hero is in grave danger, there is a 1% chance per level that Owl will send his avatar to aid the hero. He does not take kindly to those that are unnecessarily cruel to animals, and such individuals will find that they heal at only half the normal rate (even when a spell such as cure light wounds or heal is used upon them). Omens from Owl are usually delivered by a talking animal.
    Statistics: AL lg; WAL any good; AoC medicine, sorcery, the land; SY owl

    .Duties of the Priesthood
    Owl’s priests must be great adventurers, and must always be kind to animals. They may not eat meat from domestic animals, only those hunted and whose spirit was thanked afterwards.
    Requirements: AB standard, but must also meet requirements for wizards; AL any good; WP staff, club, mace, sword; AR c; DOMAINS good, animal, knowledge, healing, plant; PW 5) charm animal; 12) cast wizard spells from one school of player’s choice; TU turn.

  • Fox (intermediate god)
    The patron of smiths who forge swords, and harvests. He watches over the sowing and reaping of crops, as well as the preservation of the crop after it has been harvested. He can control the flow of waters, the growth of plants, and all insects. He can also turn water into beer, or wine. In his true form, Fox looks like a man with a foxs head. Sometimes, however, his worshipers mistake his messengers for the god himself and worship foxes as the harvest god.
    Role-playing Notes: Fox is generally a beneficent deity who does his best to help the people feed themselves. However, if his efforts go unappreciated, he has been known to neglect his duties. When peasants or farmers are threatened, he often sends one or more avatars to harass their oppressors. Omens from Fox are usually delivered by a fox.
    Statistics: AL ng; WAL any; AoC rice; SY rice plant.

    Duties of the Priesthood
    Priests of Fox preside over the ceremonies involved in planting and harvesting and forging swords. They are expected to do their fair share of work in the fields and to act as defenders of peasants and foxes and pass on the secret of sword smithing to only those of good.
    Requirements: AB standard; AL any good; WP sickle, spear, sling, sword; AR a; DOMAINS animal, knowledge, earth, healing, plant; PW 1) move silently (as a ranger of equal level); 4) hide in shadows (as a ranger of equal level); 8) find/remove traps (5% per level); 12) open locks (5% per level); 16) detect noise (5% per level); 20) climb walls (5% per level); TU nil.

  • Beast Cults
    Every type of beast has a group of thirteen protectors. These thirteen are perfect versions of that type.
    Cults of humans who worship these perfect creatures have sprung up all over. The cult leaders can often summon one or two of the thirteen in order to aid the cult. Cult members often have control of the more normal members of the species. For example, a priest of the Cult of the Cat would be able to command cats of all types. These commands would never have a cat act beyond its usual nature so that a cat would not attack a troll, though the cat could be made to attack normal prey or bite through ropes.
    Every type of beast has its own type of protectors. For example, there is a different group of thirteen for every feline on the planet. The same goes for every type of dog, reptile, fish, or bird. Single members of these groups of thirteen can be found roaming the planet doing good deed for their subjects. Each of these animals is highly intelligent and able to converse through telepathy. When a member of the thirteen is killed for any reason, they are instantly replaced with a more normal member of the breed that takes a year to grow in intelligence.

  • Shark (intermediate god)
    Shark is one of the gods of the ocean and personification of its strength for good or ill. He lives in a great castle on the bottom of the ocean. In his true form, he is a giant shark 100 yards long.
    Role-playing Notes: The only predictable thing about Shark is that if ship captains don’t offer a valuable sacrifice to him when beginning a voyage, they are almost certain to feel his wrath. When he decides to sink a ship, he often sends his avatar to smash it to bits. Other times, he simply destroys it with a terrible storm. He looks with favor upon raiders and pirates. If such men make the proper sacrifices to him, Shark is 10% likely to aid them with favorable winds, or to conceal their approach with a storm or fog.
    Statistics: AL ce; WAL any; AoC sea; SY shark.

    Duties of the Priesthood
    To be a priest of Shark, a man must be a ship captain. Such men are fighters who worship Shark and have been granted a few clerical powers on the side. (They are not considered dual- or multi-class; they are simply fighters with extraordinary powers.)
    Requirements: AB fighter; AL any; WP any; AR b; DOMAINS water, knowledge, protection, strength; PW 1) use spells as a priest; 10) breathe water; TU nil.

  • Sparrow (intermediate god)
    Sparrow is the god of poetry and song. With his song, he has the power to make plants grow and bloom, and to charm any animal into doing his will. In his human form, Sparrow resembles an old, white-bearded man with a sparkle in his eye.
    Role-playing Notes: Whenever people sing or recite poetry, they are worshipping Sparrow. Since this is a favorite pastime in almost every village, Sparrow never lacks worshipers. He is a special friend to bards, often revealing to them the location of secret treasures. Most often, this revelation occurs as a sudden insight while the bard is singing before a large crowd. If the bard interrupts his song, however, he immediately forgets the location of the treasure.
    Statistics: AL ng; WAL any; AoC poetry, music; SY harp.

    Duties of the Priesthood
    Most often, the village storyteller is a priest of Sparrow. It is his duty to preserve knowledge of the gods and the past, passing it from generation to generation through heroic ballads and poems. It is permissible for a human worshiper of Sparrow to advance as a multi-class priest/bard.
    Requirements: AB must meet both priest and bard requirements; AL any non-evil; WP club, bow and arrow; AR a; DOMAINS trickery, knowledge, healing, protection; PW 3) faultless memory (can recall anything heard); 12) dominate (as domination spell) with song; TU nil.

  • Fossgrim
    Fossgrim resemble normal men, save that they live in waterfalls and are never found more than a mile away from the one which they inhabit. They mate with women who come to bathe in the pools near their waterfall, and have been known to abduct innocent maidens when no willing partner comes to their pool.
    If the offspring of a Fossgrim and a woman is female, the child is human in all respects, save that she can breathe water. If the child is male, he appears normal for 5d10 years, and is then overcome by an uncontrollable urge to find a waterfall of his own. Any being touching a Fossgrim can breathe water until contact is broken. Fossgrim are 100% magic resistant in splashing water; otherwise, they save as normal monsters. In splashing water, they regenerate 5 hp per round and, when fighting, they cannot miss anyone standing in water.

  • The First Red Dragon
    He was the son of a dwarf king. He killed his father for the king’s treasure, then ran off and hid so he wouldn’t have to share it with his brother. Because of how he had acquired the treasure, he received no joy from it. After decades of brooding, he eventually turned into a red dragon - save that he had no wings and could not fly, and lacked the ability to cast most spells.
    He has one weak spot in his scaley armor: an area over his heart that is only AC 2. Unfortunately for the many heroes who have tried to kill him and recover his treasure, the wyrm is aware of this weakness. He usually keeps the bald spot turned to the ground, where it is difficult to discover and even more difficult to hit. He breathes fire for 12d10+6 (save versus breathe weapon for half damage). He is immune to fire and can cast affect normal fires and pyrotechnics (both 3x/day), heat metal once per day.

    Enhance (Alteration)
    Eighth Level Wizard

    Range: Touch
    Components: V, S, M
    Duration: Permanent
    Casting Time: 1 Hour
    Area of Effect: One person
    Saving Throw: None

    Although many high-level wizards know the enhance spell, it is one they rarely use. It is powerful, dangerous, and exhausting, so it is employed only in the most dire circumstances, or as a reward for deeds truly worthy of heroic status.
    By means of an enhance spell, the wizard can permanently increase one Attribute score of his choice. The caster can never cast this spell upon himself, and casting it upon another character is so fatiguing that he must rest in bed for a full week (or lose one point of Strength permanently).
    On those rare occasions when a wizard does cast this spell, he names the Attribute score he is modifying (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). He rolls 1d4 and adds the indicated number of points to the desired attribute. The target gains all of the appropriate bonuses and special abilities associated with his new attribute score.
    Following the casting of this spell, however, the wizard loses a number of Constitution points equal to one greater than the number of points he bestowed upon his subject. Thus, if a wizard uses this spell to increase a hero’s Strength by 3 points, the wizard himself loses 4 Constitution points. This loss is permanent.
    No attribute may ever be increased above 22 by this spell. If the target’s Strength attribute is modified to 18 and he happens to be a warrior, the target rolls percentile dice normally to determine exceptional strength.
    Any time this spell is cast, there is a basic 30% chance that it will backfire. This chance is modified by -1% for each level of the caster. A 16th level wizard, for example, would stand only a 14% chance of backfire (30-16 = 14). When the spell backfires, the wizard loses 1d4 points in the Attribute score he named.
    The material component of the enhance spell depends upon the attribute score that is being modified:
    Strength The horn of a black bull
    Wisdom Two wing feathers from an owl
    Intelligence The tusks of a boar
    Dexterity The whiskers of a cat
    Constitution The claws of a bear
    Charisma A lock of hair from a woman with a Charisma of 16 or more

    Spirit Animal Form (Alteration)
    Third Level Priest

    Sphere: Animal
    Range: Touch
    Components: V, S
    Duration: 1d10 days
    Casting Time: 1 hour
    Area of Effect: 1 person
    Saving Throw: None

    This spell is most commonly used on warriors and rangers in the pursuit of some heroic deed. Spirit animal form can be cast upon the self or another willing person. After entering a trance which lasts at least one hour, the receiver changes into a typical member of his spirit animal’s species. For all intents and purposes, he becomes that animal, receiving all of its normal attributes and abilities, save that he retains his own intellect. He uses the spirit animal’s combat tables, but uses the saving throw tables appropriate to his human form. Everything he was wearing or carrying becomes part of the animal form, and is still with him when he returns to normal. The spell lasts 1d10 days, and neither the caster nor the receiver has any control over when it will expire.
    This spell may not be used to assume the form of supernatural or supernaturally large animals, such as unicorns. If such an attempt is made, the receiver assumes the form of a similar type of creature - in the case of unicorns, for example, a horse.

    Favor (Invocation/Evocation)
    Fifth Level Priest

    Sphere: Protection
    Range: Touch
    Components: V, S
    Duration: 1 week per level of caster
    Casting Time: 1 hour
    Area of Effect: one individual
    Saving Throw: none

    By casting a favor spell, the priest is asking his deity to watch over the target (which may be himself). Usually, the favor spell is cast upon a great hero, such as Odysseus or Jason, lust before he undertakes a magnificent deed.
    The effectiveness of the spell depends upon how the priest’s god views the glory of the deed to be undertaken. Usually, as the god’s favor is somewhat arbitrary, this is determined by rolling 1d6. For the duration of the spell, the target’s saving throws are modified (in the positive direction) by the result. In cases of especially glorious undertakings, the DM may assign a saving throw modifier that he feels is appropriate.
    In addition, the target is blessed by a pledge of one godly intervention. In practical terms, this means that, during the duration of the spell, the player character may reroll any single die roll that affects him personally. The player character may ask the god to honor his pledge of intervention only once, even if the second roll was unsuccessful.
    The gods will never grant more than one favor spell to a single group of adventurers or a single adventurer, and usually insist that the spell be cast upon the group’s leader. If a second favor spell is attempted, both it and the first are lost.

    Sacred Bundle
    A sacred bundle is a collection of 5-10 totemic items placed together in a pouch for the purpose of imbuing magical protection on the wearer. To create a sacred bundle, a warrior: enters a trance (usually with his medicine man’s help) and contacts his guardian spirit. He then asks for the spirit’s help in creating this magical talisman. After carefully considering the warrior’s personality and nature, the spirit selects 4-9 (1d6 +3) items which the warrior must collect. Usually, several of these items will be difficult or dangerous to procure, such as a bear’s claw, a giant snake’s rattle, or a feather from the nest of an eagle.
    After he has collected these items, the warrior goes to his tribe’s medicine man and asks for his help in mystically binding the materials together. The medicine man then asks the warrior to gather one last rare item. Almost always, the medicine man chooses an item which he needs in performing his shamanistic duties, and when the warrior procures it, takes part of the item for his own use.
    Once all the items are assembled, the medicine man performs a ceremony binding them into a sacred bundle, and from that point forward the warrior wears the bundle at all: times. The sacred bundle bestows the following benefits upon the owner: + 2 on all saving throws, the warrior is only surprised on a natural roll of 1, his unarmored AC becomes 18, and he subtracts one point from each die of damage when he is hit by an enemy’s weapons.
    If the sacred bundle is ever removed from the warrior’s body, all of its benefits permanently vanish, and he can never get another. A sacred bundle never benefits anybody but the warrior who made it.

    Worlds of the Dragon Gates


    Seven Scythes

    The World Dragon