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Religion

Welcome To Diskworld World of Terra Spells and Psionics Monsters Treasure Religion The Rules

Churches and the Godlings

   There are many religions on Diskworld as people who worship gods not native to Terra also exist here. Those who follow the other, or "True", gods use the rules of priesthood for their religion. It is important to note that the Godlings get their powers and even the right to grant their priest spells from the True Gods, so if the link is severed for some reason both of their priests are affected. Priest of the True Gods also get their spells from the Godling who represents that deity, so if something happens to the Godling they are still affected.

   Tao and his Black Circle are mostly worshipped in secret cults, though the church to Steph in Seaport and Sis'Thiz in Kasstoria are the exception. These priests are to be used more as NPCs and are not really suitable for PCs.

   One of the Dark Gods managed to hide away a fraction of his powers in a tomb. He was unable to act but Malovent did live through the Godswar. He was freed by a powerful wizard only recently and has few priests. As he builds his power and priesthood Malovent also searches for the missing Godsblind.

   Lastly there is the One. Not really given a name those who worship him call him the one, true god, and so the nickname the One was given to him. Most priests of other religions believe him to not exist and so label his clerics as a cult, not a true religion, after all he doesnt dwell on the Outer Planes. The is the God of the catholics and Christians of my world and whether or not he exists the clerics still get their powers. As to where he is....ask around, everyone has an opinion.

Religion in a Nutshell

The gods of Terra all have one thing in common, they all started off as mortals. It was decided that the gods would not stay to protect Terra, but instead they would give god-like powers to a few mortals who would represent them. The Ten, together, have the ability to petition the gods to make someone a “Godling”. Tao has been granted the same power, though he seems reluctant to use it. All Godlings have the same, basic powers:

All Godlings have 90% MR vs. magic cast be non-Godlings, 50% MR from other Godlings, 30% MR from gods, and 10% MR from their own patrons.

All Godlings can Shapechange at will, as many times as they like, for as long as they want.

No Godling can make avatars. They have physical bodies, although they can polymorph into gaseous or liquid form as desired.

Godlings are immune to +4 and lower enchanted weapons.

Godlings can cast any priest or wizard spell under 4th lvl, as often as they want. They can cast up to 6th lvl wizard spells and 5th lvl priest spells, from any sphere or school 5/day. They can cast higher level spells 1/day. They can cast lvl 10 wizard spells and lvl 8-10 priest spells 1/week.

 

The Ten:

Good: Goddess of Honor, AOC: Honor, Duty, & Guardians, LG human female priestess of Torm

Evil: God of Vengeance, AOC: Revenge, Rulership, & Creation, LE human male fighter

Love: Goddess of the Heart, AOC: Beauty, Love, & Marriage, CG elven female priestess of Hanali Celanil

Hate: God of Battle, AOC: War, Combat, & Courage, LN centaur male gladiator

Life: God of Mortality, AOC: Healing, Spring, & Birth, CG elven male thief

Death: Goddess of the Afterlife, AOC: Death, Autumn, & Change, TN human, female priestess of Arawn

Light: Goddess of Knowledge: AOC: Sun, Learning, & Truth, NG human female mage

Dark: God of Stars, AOC: Night, Darkness, & Secrets, NE human male mage

Fire: God of the Forge, AOC: Fire, Summer, & Craftsman, LG dwarven male fighter

Ice: Goddess of Winter, AOC: Winter, Dreams, & Surface drow, NE drow female priestess of Auril

 

The Midlings:

Aenja: Goddess of the Wind, AOC: Air, Wind, & Avians, CG avariel female air elementalist

Brashi: God of the Wild, AOC: Nature, Wilderness, & Beasts, TN half-elven male druid

Cole: God of Shadows, AOC: Thieves, Assassins, NE male shade

Diana: Goddess of Peace, AOC: Unity, Community, & Peace, NG human female fighter

Felwaer: God of the Sea, AOC: Seas, Water, & Sea Creatures, LG triton male paladin

Florin: Goddess of the Green, AOC: Plants, Agriculture, & Growing, NG human female farmer

Giddeon: God of Sorcerers, AOC: Magic & Invention, LN human male mage

Heira: Goddess of the Hearth, AOC: Home & Family, NG halfling female housewife

Internol: God of the Barbarians, AOC: Strength, Power, & Giants, TN fire giant male fighter

Lady Krathe: Goddess of Wealth, AOC: Money, Trade, & Royalty, LN human female merchant

Raeni: Goddess of Luck, AOC: Luck & Mischief, NG kender female thief

Sargonoss: God of Thought, OAC: Neutral Dragons, Thought, & Psionicist, TN diamond dragon sage

Seeker: God of Second Chances, AOC: Redemption, Wisdom, & Forgiveness, NG human male fighter/thief

Silverwind: God of Agelessness, AOC: Longevity, Time, & Dragons, LG silver dragon warrior

Tak: God of Bards, AOC: Music, Art, & Travelers, CG half-elven male bard

Terra: Goddess of the Mountains, AOC: Earth & Underground races, NG gnome female earth elementalist

Trob: God of Sailors: AOC: Sailors & Weather, CN minotaur male fighter (pirate)

 

The Black Circle:

Arachnis: God of the Dark, AOC: Spiders & Evil subterranean races, CE albino drider male fighter

Crae: Goddess of Pestilence, AOC: Disease & Poison, CE human female thief

Dago: God of Strife, AOC: Murder, & Tyranny, LE human male fighter

Mortiss: God of Undeath, AOC: Undead & Pain, CE drider male inquisitor

Sis’Thizz: God of Serpents, AOC: Snakes & Swamps, NE lizard man male fighter

Steph: Goddess of Deceit, AOC: Lies, Lust, & Betrayal, CN human female bard

Tao: God of Chaos, AOC: Chaos & Destruction, CE tanar’ri

Tithinae: Goddess of Pain, AOC: Evil Dragons & Negative Emotions, NE prism dragon priestess

Xillis: God of Dark Water, AOC: Evil sea creatures, NE sahuagin male fighter

Other Gods:

The One: Creator god, AOC: Everything and Nothing, TN Power

Malovent: Destruction Dark God, AOC: Chaos, Evil, Destruction, CE Immortal of Entropy

Godlings and Priests

Aenja

Aenja Felliania was an avariel who showed an interest in magic at an early age. She was enrolled in a magic school, and exceeded in air elementalism. By the time she reached her mid-teens (85 elf years), she had learned all her teacher could teach her. She went to learn from a silver dragon, and was apprenticed to him when the Godswar struck. When it was over, and she had learned of the Cylcone in the center of Terra, she volunteered to go inspect it. No one knows what she found there, but when she returned she was a Godling.

Aenja is fun loving and carefree, temperamental and fickle. She gets along with Love, who shares a friendly rivalry with her for Life’s affections. She works closely with Trob to regulate the weather patterns of Terra. She has a crystal palace in the Cyclone and usually appears as a beautiful, young avariel in a flowing, gossamer gown. Regardless of the form she takes, it will always have wings.

CG female avariel, 26th lvl air elementalist. HP: 192, AC: -3.

WAL: Any, AOC: Air, Sky, Wind, & Avians, Symbol: 4 Winds. Church: The main palace of Aenja’s worship is in the flying city of Cloudscape. It is built of wind, crystal, smoke and solid clouds. Smaller churches can be found in Seaport, Mt. Koroman, Haven, Fern Valley, Port City and Wu Shen. All her churches are built in the highest places around.

Patrons: Aerdrie Faenya, Akadi, Celestian, Elondar, Frigga, Gilgeam, Leza, Nut, Olurun, Shina-Tsu-Hiko, Syranita, Uranus, & Vayu.

Priests: Wind Followers

Require: Wis 9, Dex 13, Non-E Bonus: Weather Sense

Equip: No Armor, Any Missile weapon, Staff-Sling Turn: Yes

Major: Air, All, Animal, Thought, & Weather.

Minor: Astral, Divination, Guardian, Healing, Numbers, Protection, & Sun.

Priests follow the wind currents, claiming they tell them where to go. They built small temples and shrines in the highest places. Most have bird companions and there is a 30% chance of starting a character with some form of bird of prey, and if the roll is between 1 and 10, they can choose a timian falcon. Clothing worn is always very light, as is equipment carried. Items decorated with feathers, given freely as gifts, are highly prized.

At Lvl 1: Can Speak with Animals at will, but only with avians. Is also immune to air based spells.

At Lvl 3: Can Levitate for 3 tns, 3 times/day.

At Lvl 5: Can Fly for 3 hrs, 3/day.

At Lvl 10: Can summon a 12 HD Air Elemental, 1/day. This becomes a 16 HD Greater Air Elemental at lvl 15.

At Lvl 15: Can Create Whirlwind, 1/day. This large cyclone rips apart size T creatures, unless they make a ST vs Death Magic, in which case they lose ½ total hp. Size S and M are hurled 1d10 yds for 1d6/yd (ST vs Spell for ½). Size L are halted where they are and cannot move further against the wind. Size G and H are unaffected, but all creatures, regardless of size take 1d4/rd from flying debris, including the caster. The cyclone lasts 1 rd/lvl and moves up to 5 yd/rd in a random direction. Caster cannot control it, but it can be dispelled with Dispel magic or Calm Wind. The caster can have it appear up to 10 yds away, and it covers a 5 yd area, but the debris field goes out another 10 feet beyond that.

 

Brashi

Brashinal Devlin was a druid who defended his grove against the armies of the dark gods. Occasionally, he would use his grove as a hiding place for those who opposed the dark gods. One such group was Max’s small rebellion, who fled there after Fire’s forge was destroyed by Max’s own army. When the world was flattened, his grove was destroyed. Brashi led the people in voicing their outrage over the carelessness of the true gods. When the Ten was formed, Life offered him a bigger grove.

Brashi is still a druid at heart. He rarely involves himself in other’s affairs, mortal or god, unless there is an upset to the balance. He has no churches, and prefers to wander Terra in some animal form. When he must appear as a man, he usually takes the form of a green skinned half elven man, with grass for hair and bark for armor.

TN half-elven male, 29th lvl druid, HP: 286, AC: -5.

WAL: Any N, AOC: Nature, Animals, & Plants, Symbol: Clawed cudgel, Church: There are no permanent churches dedicated to Brashi. The druids sometimes build shrines to pray at, out of whatever materials are at hand, in places not traveled by others. These places can act as summoning points to contact Brashi himself, but only by a druid of Brashi.

Patrons: Andar, Artemis, Baervan Wildwanderer, Bhon, Brogine, Chislev, The Consort, Ehlonna, Erik, Fenmarel, Mestarine, Gwaeron Windstrom, Hiatea, Keen, Khonvum, Metzli, Neserie, Obad-Hai, Orion, Rillifane Rallathil, Sheela Peryroyl, Shiallia, Silvanus, Solonar Thelandira, Tanil, & Thard Harr.

Priests: Druids (see PHB)

Druids of Brashi are common to druids of other worlds. Each area has a druid protector, sometimes,

though rarely, more than one is the area is large, such as the Darkwood. These areas follow a hierarchy, with a 14th lvl druid as the leader. There is a 15th lvl druid who is leader of one specific type of terrain that the 15th lvls answer to, and a 16th lvl hierophant druid who oversees the entirely world. This druids identity is only known to a handful of high level druids and rangers.

 

Cole

Cole is a recent addition to the Godlings, having stolen the position of patron of theives from the former Black Circle member, Ferret. Little is known about him and he prefers it that way. He is strongly tied to Giddeon and the two of them are frequently seen in each other’s company, when they are seen at all.

Cole appears as an elf of average build and height wrapped in black clothes. Those unfortunate enough to get near him but lucky enough to have survived say that his clothes and pitch black skin shift and move, as if made of shadows themselves. His voice always comes out as a whisper but can easily be heard by those he wishes to hear him.

NE elven male, 23rd lvl thief/wizard, Hp: 204, AC: -6

WAL: Any, AOC: Thieves, Shadows, & Assassins, Symbol: Black mask, Church: Deepwind with minor churches in Jade Keep, Seaport, Madera, Sanctuary, and Kasstoria. Churches are always built in places of darkness and are made of opaque, black stone.

Patrons: Abbathor, Azril, Belsameth, Chaeraun, Coyote, Eloele, Gaurak, Hiddukel, Malus Temulentia, Mask, Oeridian, Olidammara, Quorlinn, Raxivort, Shargaas, Squerrik, Sung Chang, Task, Tomora, Urdlan, & Votishal.

Priests: Shadelings

Require: Wis 9, Dex 13, Non-G, Non-L Bonus: +5% to any 1 thieving ability

Equip: Easy to conceal weapons, Leather & studded leather armor Turn: No

Major: All, Charm, Protection, Moon, & Travelers.

Minor: Air, Animal, Chaos, Guardian, Necromancy, Wards, & Water.

The priests of Ferret were quick to convert to their new Godling, as their job remained the same anyway. Each is a dual classed priest/thief and a great many of the higher ranked are priest/assassins. Usually they wear normal clothing, sometimes even festive and bright colors to hide their true nature. When in their secret meetings they always wear black masks. No Shadeling ever wears shiny black material, it is always opaque. Those traveling with parties usually reveal themselves to the party early on as they must be wearing their mask to cast spells.

At Lvl 1: All Shadelings are given 90’ infravision. Those who already have infravision add another 50% to their range.

At Lvl 3: Darkness 15’ Radius 5/day.

At Lvl 5: Shadow Wall 3/day.

At Lvl 10: Shadow Walk at will.

At Lvl 15: Becomes a Shade as per the monster manual. This cannot be turned off at will and the priest suffers full penalties in direct sunlight.

Dark

Velwin Tensummers was a Diviner who served in the dark wars for many years. He viewed the endless battles and countless deaths as a waste of time and lives. Finally he grew fed up with it and fled to the mountains near Holt’s Shire, where he became a hermit. He associated with no one, not even the halflings, his only contact was his magical scrying, which he did to try and find ways to end the wars and defeat the dark gods. It was during one of these scryings that he learned of Max’s rebellion. Velwin knew, as well as Max, that he can run for only so long. But Velwin knew of another way, a retired captain of one of the rare flying ships that were capable of leaving the planet. Velwin used his magic to draw Max to Madera and then went ahead of him and set it up.

Dark is a moody, silent person. When he does speak, his voice is a whisper. He still prefers his own company and only joins the other Ten when a meeting is called. He usually appears as a man in black-purple robes with black gloves. His skin and hair are black, but no one knows this as his face is covered in a perpetual shadow under the hood of his cloak, even in the brightest light. He is immune to the affects of Light based attacks.

TN human male, 28th lvl Diviner, HP:196, AC: -4.

WAL: Any, AOC: Night, Darkness, & Shadows, Symbol: Black Hand with 3 moons, white full on top, blue half on left, and green crescent on right, Church: The churches of Dark are always made of dark materials, or materials magically colored dark. They are always located away from other buildings and streetlamps, usually outside the city, and in places where they can see the stars. The main church is in Deepwind, where the stars always shine overhead.

Patrons: Baravar Cloakshadow, Brandobaris, Chaoso, Da’har Su’revar, Drendari, Moon, Ratri, Selune, Sehanine Moonbow, Shar, & Tezcatlipoca.

Priests: Night Watchers

Require: Wis 13 Bonus: Astronomy

Equip: All equipment is dark in color, can use any B weapon, sickles and shurikens

Turn: Yes

Major: All, Astral, Guardian, Moon, & Time.

Minor: Air, Chaos, Divination, Healing, Law, Necromancy, & Thought.

Night Watchers, or Watchers, are notoriously bleak people. They tend handle people and situations as swiftly as possible so they can return to lives of quiet contemplation. Watchers are all sworn to lives of chastity, sobriety, and silence. They lack any sense of humor and shun the company of others. This and their persistent pessimistic attitudes makes them the least popular priests.

At lvl 1, they gain the benefit of Blind-Fighting. Watchers of races that normally do not have infravision are given it.

At lvl 3, they can cast Darkness 15’ radius, 3/day.

At lvl 5, they can see through dark spells. This counts as a black on black affect, so details usually can’t be seen, nor words read.

At lvl 10, they can Summon Shadows, 1/day.

At lvl 15, they gain the ability to Shadowwalk. Up to 5/day, they can use any shadow as a Dimension Door, except they can only step out of another shadow. If there is no second shadow to exit from, the Watcher emerges from the entrance shadow on the next round, on his initiative if in combat. He cannot cast spells with invoking this ability, and cannot cast spells through the shadows, though he may attack an enemy within weapons range of the exit shadow with a +2 init and to hit.

 

Death

Jaenis Topril was the youngest daughter in a family that had a long history of serving the dark gods. She served the dark god of death and joined the armies more out of tradition than out of respect. Her impeccable service record gave her a choice of commands, and she chose Maximillian Kreiger’s command since he had a reputation for being honorable and unstoppable. Jaenis and Max became good friends, and eventually confided in each other about their hatred of the dark gods and the senseless wars. Jaenis’ abilities to cast spell, despite her enmity for her own god, proved to Max that the dark gods weren’t omnipotent as they claimed.When the Ten were formed, Jaenis took on the awesome responsibility of directing the souls of the dead to their final resting place in the Outer Planes. Death can and does destroy undead with but a touch, and is immune to undead attacks, but she, like her priests, chooses to not bother with skeletons, zombies, and other mindless undead. She usually takes the form of a woman in gray robes, a grinning skull under her hood and skeletal hands. She is immune to instant death and aging spells.

TN human female, 28th lvl priest, HP: 302, AC: -5.

WAL: Any, AOC: Death & Autumn, Symbol: Black hand with skull. Church: Nearly every community has a priest of Death, if not a temple. The main temple is located in Gitan, a nation obsessed with the afterlife. But since Gitan does not allow outsiders, most do not know of its existence. For those outside of Gitan, the main church is located in Horliche. Some of the higher ups in the Horliche church are believed to be secret cult members of Mortiss.

Patrons: Arawn, The Death Lord, Dumathoin, Eregul, Gauna, Gyron, Hades, Hel, Jergal, Kali, Kelemvor, Kryiov, Mictlantecuhtli, Nephthys, Null, Osiris, Sukkil, Thal’Kal, Thanatos, Urogalan, The Valkyries, Wee Jas, Ten-Wang-Teh, Trissh, & Yurtrus.

Priests: Mourners

Require: Wis 14 and Con 13, any Neutral Bonus: Necrology

Equip: Any B weapon, Scythes, any Armor Turn: Yes

Major: All, Astral, Combat, Necromancy, & Travelers.

Minor: Earth, Fire, Guardian, Healing, Summoning, Time, & Water.

Good aligned Mourners may not cast “evil” necromantic spells. Mourners oversee death rites and rituals. Any Bless spells cast by a Mourner on a body that has been dead no more than 1 day/lvl, will allow the spirit to travel to the Outer Planes. This will disperse non-corporeal undead and protect the body from being returned as any undead other than a skeleton or zombie. Mourners have no problem creating and using non-sentient undead, and many of the Gitanian priests decide to become mummies and continue their service after death, but no Mourner is ever granted the ability to create thinking undead. Their duty to their goddess lies in their understanding that a thinking undead means it has a soul, and the soul must be released. Their healing spells have only a 50% chance of spell failure. If this roll fails, they will no help or hinder the victim’s health any further for the rest of that day, though another priest, paladin or someone with the Healing NWP can try.

At lvl 1, the Mourner gains 1 Bless/lvl every day, which can only be used on dead bodies as described above.

At lvl 3, the Mourner can Speak with Dead, 3/day.

At lvl 5, the Mourner can use his turning ability twice in any encounter.

At lvl 10, they can Enchant Weapon, 1/day, to make it do +2 to hit and damage versus undead. It takes 3 rds and lasts for 7.

At lvl 15, the Mourner gains Funeral Dirge. This song attack grants a +2 to hit, damage, and morale checks of allies, including undead minions and charmed creatures under allied control, and grants a -2 to hit, damage, and morale checks of enemies. Unallied undead of 4HD or greater can ST vs Spell or be destroyed. Those under 4HD get no ST. This ability lasts for 5 rds after the Mourner stops singing and can be used 1/day. The Mourner must have the Singing NWP and it can be countered by a bard.

 

Diana

Diana Marshall lived in a world of high technology and no magic. She was a student who had gone a camping trip with her cousin, Stephanie. When the Godswar hit, the ripples caused by it ran through the multiverse and caused minor changes everywhere it touched. On Diana’s world, it opened a temporary gate and sucked the two girls in. They ended up in the ruined tunnels of the Underdark. They became separated, and somehow Diana survived for 3 days with only a glowing orb she found.

A small band of goblins had taken refuge in a ruined city. The tunnel that led from the city to the surface had collapsed, trapping a small band of well armed human merchants, a small group of warlike hobgoblins, and the small, fearful goblins together. The building the goblins were in was some kind of temple, they believed, because of a statue of a woman holding a globe over her head. They believed she was responsible for them being alive, even though almost everyone else in the Underdark had perished. They were praying to her for a way to escape the humans and hobgoblins and return safely to the surface, when Diana showed up, holding the glowing orb over her head. The goblins, assuming she had come to answer their prayers, beseeched her to help them. Diana took pity on the poor wretched creatures and went to the human merchants and struck a deal. Together, the goblins led the hobgoblins on various wild goose chases, while goblin diggers and the merchants dug a way out to the surface. When the Ten heard about this, Good offered Diana the Godlinghood of Peace. The goblins were surprised she wasn’t already a goddess.

Diana still dresses in the blue denim of her home world, and uses the same slang. Most of her priests are pacifists, though she is not. She just doesn’t believe in excess violence and needless killing. The glowing orb has become a permanent fixture that floats above her like a halo. She can turn in on and off (making it invisible) at will.

NG human female, 12th lvl fighter, HP: 243, AC: -3.

WAL: Any G, WOC: Peace, Unity, & Cooperation, Symbol: woman holding a glowing globe over her head. Church: The largest church to Diana is in Hope, though smaller churches can also be found in Arionos, Durklon, Oakdon, Sanctuary, Wu Shen, Ista, and Seaport. No fighting is possible inside the churches. Weapons cannot be drawn and any attack made physically automatically misses. Most of the monks of Terra get their spells from Diana.

Patrons: Bright Nydra, Cyrrollalee, Eilistraee, Haku, Har’tok Sightedeye, Helm, Kelsar, Kuan Yen, Lisori, Nanlin, Rao, Shichifukujin, Summer, Surminaire, & U‘llek Yot.

Priests: Peacekeepers

Require: Wis 13, Int 9, Chr 14, Must be Good. Bonus: 2 NWP’s free for any language

Equip: Any B weapon, any armor. Turn: Yes

Major: All, Charm, Guardian, Healing, and Protection.

Minor: Creation, Divination, Law, Summoning, Thought, Travelers, & Wards.

While Peacekeepers are allowed to fight, should they ever kill they lose 100 XP. Their usual tactic is to bring a foe down to 0 hp or less, then bind them and use healing spells to revive. Peacekeepers with the Pacifist kit get an additional +10% XP bonus.

At lvl 1, can Know Alignment, 3/day.

At lvl 3, can Hold Person 1/day for every odd level.

At lvl 5, Peacekeepers get the bard ability to influence reactions. This can only be used to move the reaction in the friendly direction, and cannot be turned off. Peacekeepers do not need any kind of musical instrument or artistic NWP to do this.

At lvl 10, they gain a Calm Field, which covers a radius of 1 yd/lvl and allows all enemies to suffer a -2 to attack rolls and STs and all allies, including the Peacekeeper, gain a +2 to ST and -2 to AC. This can be used as often as they want and has no ST to resist.

At lvl 15, they get an Eye For an Eye aura, which causes damage done to them, regardless of intent, to rebound onto the responsible person. The Peacekeeper still takes the damage as well, and the victim will not take damage if he is not in the Terrasphere.

 

Evil

Maximillian Kreiger was the most renown general in the armies of the dark gods. He was powerful, charismatic, and led from in front of his men, rather than hiding behind them. He was tough and unrelenting, but he had earned the respect of his troops. However, he had a dangerous secret, one he only shared with his priestess, Jaenis. He believed the dark gods were not as all powerful as they wanted everyone to be. He hated the endless killings and pointless battles they were forced to endure for the amusements of the dark gods, and felt there had to be a better way to live. One day his army had captured a heretic named Jolanna. She worshipped the old gods, an act which was forbidden. She was sentenced to death. The night of her execution, Max interrogated her, staying long in the night listening to her tell of the true gods. In the morning, Max, Jaenis and Jolanna had fled in their pursuit of the gods.

Evil runs the Ten with Good. He took the name, hoping to control the evil running across Terra. He made a tragic mistake in making a young hero named Tao a Godling. Now it is his goal to remove Tao and all his priests from the face of Terra. Evil appears usually as a large, muscular man in shiny, black armor. He is a natural leader and tactician and prefers to lead by example.

LE human male, 35th lvl Fighter, HP: 384, AC: -9

WAL: Any, AOC: Creation, Revenge, & Leadership, Symbol: Black Hand with Dagger. Church: The head church of Evil is located in Upper Thren, which also acts as a training compound for the Dark Paladins. Other churches also exist in Sanctuary, Horliche, Stonekeep, Seaport, Oakdon, Shen Lung, Ryer, Geran, Mylon, and Kasstoria.

Patrons: Chaos, Hedrada, Hoar, Izanagi, Kahin, Lei Kung, Mannus, Moradin, Obtala, Odin, Ometeotl, Pholtus, Shang-Ti, Shevaresh, Tvashtri, Ubtao, Yama, & Zeus.

Priests: Dark Order

Require: Wis 14, Chr 9, LN or LE Bonus: Law

Equip: Any P or B weapon, Any Armor Turn: Befriend

Major: All, Combat, Guardian, Law, & Protection.

Minor: Charm, Fire, Healing, Necromancy, Summoning, Sun, & War.

The Dark Order believes in honor and justice over kindness and mercy. They are well known as fair and honorable, as well as harsh and uncaring. They never make friends, as even their friends cannot be above the law, though they do make acquaintances. They are especially careful to make sure they never overstep the law. They view the world as black and white, and monitor Good’s priests and paladins for an overabundance of “soft justice”. Like their god, they are always looking for Tao’s minions.

At lvl 1, Protection from Good. This is on all the time.

At lvl 3, Know Alignment, 3/day.

At lvl 5, +1 to hit and damage versus good. This does not allow them to hit creatures immune to normal weapons.

At lvl 10, their Protection from Good goes out to 10’, protecting even good aligned companions. Can also Dispel Good, 3/day.

At lvl 15, he gains the ability to Command Priests. This ability has the same restrictions as Charm Person, but without the STs. It only works on priests of Hate, Death, Dark, Ice, or any midling, regardless of race.

 

Felwaer

Felwaer was a triton general who managed to defy the dark gods, even before the Godswar. Rather than fight the sea elves, he rebelled against his own commanders and built a small army of like minded mermen, sea elves, and tritons who worked to thwart the dark gods. None of the rulers of the undersea nations took him seriously, viewing his small army as an insignificant nuisance. But he never lost a battle, and his men were utterly loyal to him. He focused mainly on defending aquatic villages against the sahuagin king, Xillis, and trying, unsuccessfully, to settle disputes between the tritons and the mermen. When the Godswar hit, the rulers of the three undersea nations wanted to unite, but couldn’t get around their petty differences and arguing to organize. The armies of each of the nations defected as one and joined Felwaer, who led them victoriously against the dark armies.

Felwaer wants nothing more than to live in peace beneath the waves, but Xillis continues to be a problem since Tao made him a Godling too. Still, in becoming the Godling of the sea, he has fulfilled his dream. The elves, tritons, and merfolk have united, living in harmony. He takes the appearance of a blue skinned triton with elven features, though usually he prefers to swim around as a leviathan.

CG male triton, 27th lvl fighter, HP: 378, AC: -6.

WAL: Non-E, AOC: Sea & Water, Symbol: Trident coming from water, Church: Above water, the largest church to Felwaer is in Seaport, but just off shore in Fathis is the main church. Almost all coastal towns have a church to Felwaer, Shen Lung, Ista, Arionos, Angel Beach, & Ryer, though every undersea town does. Churches are made of crystal and stone, colored blue. Underwater, they are also made with magically hardened water.

Patrons: Aegir, Brigantia, Deep Sashelus, Eadro, Eldath, Habbakuk, Istishia, Kir, Manannan mac Lir, Nohalla, Oceanus, Olukun, O-Wata-Tsu-Mi, Poseidon, Procan.

Priests: Fathomer

Require: Wis 9, Con 12, Non-E Bonus: Swimming, Aquatic Survival

Equip: Only gear that work underwater. Turn: Yes

Major: All, Animal, Plant, Time, & Water.

Minor: Chaos, Combat, Creation, Guardian, Protection, Summoning, & Weather.

Surface priests of Felwaer serve in coastal communities. They build churches half in and half out of the water, fresh or sea. They work closely with priests of Trob. Underwater Fathomers are on constant vigil against the sahuagin, reavers, were-sharks and other followers of Xillis. Clothing and armor are always lightweight and silver, blue or pale green in color, usually shiny like fish scales. All equipment must be waterproof, so they never use weapons made of iron or lead.

At lvl 1, Water or Air Breathing. This is always in effect.

At lvl 3, Airy Water, 3/day.

At lvl 5, Part Water, 1/day.

At lvl 10, Can summon a 12 HD Water Elemental, 1/day. This becomes a 16 HD Greater Water Elemental at lvl 15.

At lvl 15, Can use any body of water to act as a water weird. This is not a true water weird and the Fathomer must maintain concentration to control, but if left alone it will slip back into the water until caster is ready again. It can be up to 1 cu’x 1 cu’x 1 cu’/lvl. It lasts for 1 rd/ lvl and can be done 3/day. It is virtually invisible underwater but can only be cast on unpolluted, fresh or sea water than the Fathomer can see.

 

Fire

Garnal Goldfist waged war against the elves under the dark gods’ commands for over two hundred years before he grew weary of the endless killings. He left the dwarven empire and joined with the human armies. Like most dwarves in the human armies, he was relegated to weapon and armor making, which was just fine. Garnal was sick of death anyway. He served in the Black Company, under General Thathus until Thathus met his end on the battlefield and command went to Maximillian Krieger. In Krieger, Garnal saw a man worthy of honor and respect and served him loyally. When Garnal finally retired and opened up his own blacksmith shop, Max and him still kept in touch. When max, Jolanna and Jaenis fled the dark army, it was to Garnal that Max led them. Unfortunately, Max’s army learned of his treachery sooner than he had realized and followed them to the smithy. The four managed to escape, but the shop was destroyed.

Fire has never blamed Max. In fact, he feels that his retirement wouldn’t have lasted anyway. There was only one way to retire from the dark wars, six feet under. Fire is the grandfather of the Godlings. He is protective and at times surly, usually grumpy and dour, but always ready with a kind word and a pat on the back. He usually takes the appearance of a dwarven man with a fiery beard and hair and orange chain mail.

LG dwarven male, 38th lvl fighter, hp:412, AC: -7.

WAL: Any, AOC: Fire, Summer, Crafts, & Dwarves, Symbol: Flames with halo, Church: Churches for Fire are large buildings set up for crafts. From metal working to sewing, stone carving to wood carving. Unlike the artsy, holiday feel of Tak’s temples, Fire’s temples are places of industry. They usually border on the market districts where their goods can be sold. The main church is in Kraga, but since non-mountain dwarves are not allowed there, most go to the church in Stonekeep. Other churches can be found in Arionos, Durklon, Geran, Seaport, and Shen Lung. In Ista, the church is an open air place so large it serves as the market district.

Patrons: Agni, Ama-Tsu-Mara, Bumba, Callurg, Excitarus, Flandal Steelskin, Goibhnu, Gond, Hephaestus, Ho Masubi, Kossuth, Laduguir, Persana, Reorx, & Sif.

Priests: Crafters

Require: Wis 12 Bonus: Any 1 craft related NWP.

Equip: Any weapon or armor Turn: Yes

Major: All, Creation, Fire, Sun & Travelers

Minor: Charm, Combat, Divination, Earth, Healing, Protection, & War.

Crafters spend most their time building things, selling what they have built, watching over caravans, or teaching others their crafts. They are impatient with lazy people and have a firm belief that everyone must do something in life.

At lvl 1, Crafters are immune to all forms of heat and non-magical fire and get a +3 ST vs magical fires. Even if the save is made they only take ½ damage.

At lvl 3, They can Enchant Weapon, 1/day. This ability gives the weapon a +3/+3 for 1d10 rds. It does not work on magical weapons.

At lvl 5, They become immune to magical fire and can Fiery Weapon 1/day, which makes any weapon, magical or not, act as a Flame Tongue.

At Lvl 10: Can summon a 12 HD Air Elemental, 1/day. This becomes a 16 HD Greater Air Elemental at lvl 15.

At lvl 15, Gains Fiery Aura, 1/day. This surrounds the Crafter in flames. Those in 10 feet take 1d6/rd unless they make a ST, meaning they move away. If they do not move away, they get no ST. Those struck by the Crafter, or those that strike the Crafter, takes 2d6 pts of fire damage. This lasts for 1 rd/lvl.

 

Florin

Florin Mayweather was never a fighter. She and her husband ran a farm in a large realm known as Haspon. Her husband and sons were taken for the war, and died on the battlefield. She remarried, and that husband died when the war came to their town before he could give her another child. She promised herself she would never go through that kind of heartbreak again. She never remarried after that, and ran her small farm alone. But she did, from time to time, hide refugees from the dark wars in her home. One such group was Maximillian’s little rebellion. When they returned with the true gods and were offered Godlinghood, they remembered Florin’s generosity.

Florin has kept her green thumb. She loves planting things and watching that which she plants grow. She usually lives in a small, quaint cottage on the lush planet of Dwollen and takes the form of a short, motherly human, though when she travels to Terra she is either in animal form or that of a treant.

NG, human female, 0-lvl farmer, HP: 112, AC: 3.

WAL: Any, AOC: Plants & Agriculture, Symbol: Wheat or Rice stalk, Church: The main church of Florin is in Durklon, though almost every community has a small shrine to her to ensure good crops. The entire planet of Dwollen is under her control, and everyone there reveres her. She is also worshipped quietly by treants, moldmen, vegepygmies and other intelligent plant life.

Patrons: Brigaith, Centeotl, Chauntea, Demeter, Earth (Am. Indian), Frethenti, The Goddess, Hadavog, Inari, Liu, Skama, S‘yl, Treaton, & Vinumus.

Priests: Growers

Require: Wis 12 Bonus: Herbalism

Equip: Nonmetal weapons and armor Turn: Yes

Major: All, Creation, Earth, Plant, & Weather.

Minor: Air, Guardians, Healing, Protection, Sun, Time, & Water.

Growers are usually community priests and rarely travel. Some become druids, staying in secluded glades and overseeing the production of nature’s beauty. These druids do not use the material here, this is for the village oriented priests. A few Growers travel between villages, almost always avoiding cities unless they have to, and help people with their farming.

At lvl 1, Growers can Locate Plants and can identify plants by sight. They have a 5%/lvl chance of brewing Cure Poison potions.

At lvl 3, they can Speak with Plants, 3/day.

At lvl 5, their skin takes on a rough, brownish color. They gain a permanent Barkskin that can be used with light armor.

At lvl 10, they can Root. This causes them to not need sleep and not get hungry, as long as they can stand barefoot in one place for an hour. This must be done in clean soil and in the sunlight and only needs to be done for an hour.

At lvl 15, they can Command Tree 1/day. This spell will allow the Grower to control and animate any plant life in a 20 yard radius. The plants will obey the Grower for 1 rd/lvl before they return to their places. Trees have an Ac of 3 and 20 hp/10 feet in height and do 2d6 hit each hit of a branch. Bushes and other low shrubs have an AC of 5 and have 5 hp/sq. yard and do 1d6 with whip-like branches, and grasses and other ground dwelling plants have 1 hp each, an AC of 4 due t size and speed, and attack in swarms of 10-100, doing 1 pt each. Mosses and fungus are also affected.

 

Giddeon

Know one knows much about Giddeon. There is no record of him before the Godswar, and even the Godlings do not know who he is. He appears before the Ten when summoned and vanishes when his task is over. What is known is that shortly after the Ten were formed, the question of a Godling of magic was brought up. Good and Evil both left the room and returned shortly with Giddeon.

Giddeon is a humorless, cynical man. He cares nothing for the problems of others and has little pity for anyone. On the other hand, he doesn’t wish anyone malice either. He does not associate with other Godlings or mortals. He appears, he does his job, then he vanishes. Only Good and Evil know how to contact him. He usually takes the appearance of a weathered, old human man in dark blue robes and holding a white, crystal staff. His long white hair and beard are always unkempt and his clothes are always wrinkled.

LN, Human male, 38th lvl Mage, HP: 216, AC: -9.

WAL: Any, AOC: Magic & Invention, Symbol: Open book, Church: The main church of Giddeon is, naturally, in the made city of Chabot. But since few people, except for the wizards who live, work, and learn there, ever go to Chabot, most people go to the church in Farilus in Lower Thren. This church is mostly corrupt, being run by the government of Thren and its Wizard-King, Varragne. Other churches can be found in Arionos, Angel Beach, Durklon, Mylon, Wu Shen, Seaport, Ista, Sanctuary, Horliche, and Ryer.

Patrons: Albrecht, Annam, Avani, Azuth, Baravar Cloakshadow, Corellon Larethian, Gilean, Hecate, Kaeal, Kereska, Laduguir, Lao Tzu, Math Mathonwy, Mystra, Nuitari, Othmus, Ruornil, Solinari, Surijayto, Tibur, Vim, & Woden.

Priests: Mageborn

Require: Wis 13, Int 15 Bonus: Spellcraft

Equip: Same as wizards Turn: No

Major: All, Astral, Divination, Protection, & Thought.

Minor: Charm, Combat, Creation, Necromancy, Numbers, Summoning, & Wards

Mageborn must first start as wizards and must reach lvl 5 before joining the order. Once they become priests, they cannot use their mage spells until they reach level 5 as a priest, though they still have to use the equipment as a mage. Once they become a 5/5 mage/priest they are considered the Mageborn. They are scholars, but unlike the teachers of Light, they prefer to keep their knowledge to themselves. They travel the multiverse, studying and collecting magical knowledge, which they bring to Chabot, the only place they share their knowledge, and usually only with other Mageborn.

At lvl 1, they can use wizard proficiencies without penalty.

At lvl 5, they can use their priest spell slots to cast wizard spells. These must be spells they have, though they need not be memorized.

At lvl 7, can Detect and Read Magic at will.

At lvl 9, Can Identify 3/day and Enchant an Item, 1/day.

At lvl 12, any time a dice roll is needed for a spell, the Mageborn can decide, instead of roll, the amount given. This works for healing, fireballs, etc. It only works on spells the Mageborn cast .

At lvl 15, The Mageborn loses the need of Verbal and Somatic components, casting his spells by will of though alone. Those spells which require a material component still require a somatic, but not a verbal. All spells cast have a casting time of the absolute minimum needed and if the casting time is a modifier to initiative, the caster can subtract 2, but cannot go below 1.

 

Good

Jolanna Newcastle was brought up in a family that came from a long line of worshipers of the Realm god of Justice, Torm. Though the dark gods prevented them from gaining spell casting abilities or special attributes normally associated to priests of Torm, the Newcastles never gave up hope. The practiced in secret, since worship of anyone other than the dark gods was strictly forbidden. Jolanna though was born with a deviant nature, and though she shared her parents faith, she did not believe in hiding it. She believed the reason the gods couldn’t get through was because people on Terra did not openly renounce the dark gods and give the true gods their credit. Against her parents wishes, she fled from home and went on a countrywide gospel, shouting and urging people to throw down the oppressive yolk of the dark gods. Most ignored her, many fled in terror. And eventually she was captured and taken to the most feared general in he dark gods armies, Maximillian Krieger. Luckily for Jolanna, Max was ready to leave the battlefield and help her find the true gods.

Good rules over the Godlings along side Evil. She tempers his heavy handed justice with kindness. She gets involved in mortal affairs more than some of the other Godlings and has even taken a mortal husband and made him one of her chosen. She is fair, honest, and calm and never makes a judgment without seeing both sides of an issue. She usually appears as a human woman with glowing, white hair, white eyes and wearing a flowing white gown.

LG, Human female, 25th lvl priest, HP: 302, AC: -7.

WAL: Any non-E, AOC: Justice, Honor, & Duty, Symbol: Dagger with a halo, Church: The main church is located in Arionos, where the paladins of that nation go to train and worship. Smaller churches have been set up in Durkon, Angel Beach, Ista, Oakdon, Stonekeep And Wu Shen. Anyone of evil alignment who is not religiously inclined, cannot enter any of the churches.

Patrons: Aarth, Amaunator, Corean, Ezra, Forseti, Haelyn, Hajama, Hakiyah, Heimdall, Heironeous, Ibrahil, Izanami, Kiri-Jolith, Lendys, Paladine, St. Cuthbert, Talbog, Themis, Tir, Torm, Tyr, Valencia, & the Valkyries.

Priests: Judges

Require: Wis 15, Any Good Bonus: Law

Equip: Any armor, blunt weapons Turn: Yes

Major: All, Combat, Healing, Law, & Protection.

Minor: Astral, Divination, Fire, Guardian, Travelers, War & Wards.

Judges can be found everywhere, usually sticking their noses into things that shouldn’t concern them. They settle disputes and monitor the influences of Evil’s Dark Order. They also hunt down members of the Black Circle. They wear white and silver armor and clothes. They tend to follow the same guidelines as Paladins, but this is more out of choice than anything else, for they do not suffer the same penalties for breaking them.

At lvl 1, Protection from Evil. This is on all the time.

At lvl 3, Detect Lie, 3/day.

At lvl 5, +1 to hit and damage versus evil. This does not allow them to hit creatures immune to normal weapons.

At lvl 10, their Protection from Evil goes out to 10’, protecting even evil aligned companions. Can also Dispel Evil, 3/day.

At lvl 15, They can Retributive Strike. This white beam of light makes those who are hit by it to feel every pain, every hurt they have ever caused out of anger, jealousy, or hatred. It lasts only one round and does no actual damage, but the pain is so intense that the person cannot act, think or speak. They must make a System Shock, or die. If made, they must make a ST vs Spell -4 or have their alignment slip one notch towards good.

 

Hate

Captain Jargos Vainwright had served as a Spelljamming captain in the dark wars for over thirty years before retiring to take up his favorite past times, drinking and gambling. Though he held onto his ship, he lost everything else due to his habit. He was desperate for money and trying to outrun some debts to some seriously irate gentlemen when an old friend of his, Velwin Tensummers, came to him begging for help. Velwin, a hermetic wizard who had defected from the dark wars, told him of a general named Max who was leading some people to Madera to escape the dark gods and find the true gods. Jargos cared little, having no need for either the dark gods or the true gods, but Velwin paid him richly and Jargos agreed to take the would be heroes away from Terra.

When the Ten were formed, Jargos was given the mantle of Hate more for lack of anything else to do with him, but he never took the job seriously and it was due to him that Dago became so powerful. He never lost his bad habits and one night, drunk and loud, he claimed he could defeat anyone in battle, for he was the god of war. He could even defeat Anhur, one of his own patrons. Anhur took considerable displeasure in this and sent one of hate’s own priests, a centaur named Obin Fleethoof to prove him wrong.

Obin is a very serious minded and stoic person. He finds little humorous and guides those he watches over to the social and economic advancements that come with war. His main concern is Dago, who would like to return to the dark gods ways of senseless fighting. He usually appears as a large, powerful centaur with green hair and eyes.

LN Centaur male, 35th lvl fighter/priest, HP: 404, AC: -10.

WAL: Any, AOC: War, Courage & Combat, Symbol: Black hand with 2 swords crossed, Churches: The major church of Hate lies in the war obsessed country of Upper Thren. Smaller fortress type churches are usually located near the Lower Thren border where the priests can get up close to the conflict. Other small churches can be found wherever there is conflict, Madera, Mylon, Stonekeep, Geran, Ryer, Durklon, and Hatchito.

Patrons: Anhur, Ares, Avoreen, Assuran, Belenik, Clangeddin Silverbeard, Creegus, Enyo, Grolantor, Hachiman, Haela Brightaxe, Hextor, Hubris, Huitzilopochtli, Kuan-Ti, Morrigan, Ouruk, Parias, the Red God, the Red Knight, Tethrin Veralde, Ulbreg, & Vataqatal.

Priests: Warlords

Require: 9 Wis, 13 Str, 13 Con, non Good Bonus: Ancient History (military)

Equip: Any weapon and armor Turn: Befriend

Major: All, Combat, Healing, Protection, & War.

Minor: Chaos, Divination, Earth, Fire, Summoning, Travelers, & Wards.

Warlords, like Good’s priests, like to settle arguments, but their idea of settling arguments is to give each party a knife and let them fight it out. They usually are made up of tough, no-nonsense types who were once bullies. They love pushing people around and starting fights for the fun of it, but at the same time, Warlords are not keen on senseless killing (senseless fighting is ok). They actively hunt Dago’s murderous priests and do have a code of honor, of sorts. They do not believe in fighting when there is no challenge and live for extremes.

At lvl 1, they gain a +1/+1 whenever using any weapon they are proficient with and they can use ½ of their starting NWP slots gained from Intelligence as WP. They can use the warrior proficiencies without penalty.

At lvl 3, they gain another +1/+1 t their proficient weapons.

At lvl 5, they become proficient in all weapons, even ones they have never seen.

At lvl 10, they gain another +1/+1 to combat, and can hit creatures requiring a +2 to hit, even when not using a magic weapon.

At lvl 15, they gain another +2/+2 and can hit creatures requiring a +5 to hit, even without a magic weapon.

 

Heira

Heira Dewgarden was a halfling woman who, like most halflings, took pride and enjoyment in her quaint, small home. Her husband was killed in the Godswar, as were her sons and daughters. She remarried, had another son, and both were killed fighting for the dark gods. Then one night, one of the human, dark armies came to her village. They took over the peaceful, halfling town, eating most of their food and destroying homes and property before they traveled on. Heira’s house was one of the worst, as several member of the evil army had, in a drunken stupor, made a bet to see who can knock down the entire wall. Heira had enough. She started her own little war, gathering halflings, gnomes and other small folk who had ost loved ones or homes or both because of the Godswar. This small army, at one time laughed at by the dark armies, became a serious thorn in their side. Heira and her guerrilla fighters ruined every plan that the armies in her area had. Even Maximillian Krieger could not find her to stop her, not until after he fled the dark armies on his quest to find the true gods, then she found him.

Now that the Godswar is over, Heira has returned to the peaceful life. She enjoys spending time in her small home with Florin, the Godling of agriculture, on the planet of Dwollen. Though a great many view her as a great warrior, she never saw herself as that, and still doesn’t. She usually takes the form of a halfling woman in a green dress with a white apron.

NG halfling female, 8th lvl fighter/thief, HP: 244, AC: -4.

WAL: Any, AOC: Home, Family, & Halflings, Symbol: Hearth, Church: The main church is a small building in Holt’s Shire. Other churches can be found in Arionos, Oakdon, Durklon, Geran, Stonekeep, Ista, Wu Shen, Kasstoria, and Mylon. All churches are set as houses, with comfort being the prime theme. Almost every house in Terra has a small shrine set up in the main room for Heira.

Patrons: Berronar Trusesilver, Gorm Gulthyn, Harvest, Hera, Helm, Hestia, & Skerrit.

Priests: Home Searchers

Require: Wis 9, Any Good Bonus: Cooking

Equip: Up to st. leather, any size S or M blunt Turn: Yes

Major: All, Guardian, Healing, Protection, & Wards

Minor: Animal, Charm, Divination, Earth, Plant, Sun & Weather

Home Searchers do not usually travel. They are community priests who take care of the needs of a town. Those that do travel are usually out looking for towns that need a priest or leading others in an attempt to establish a new town. With the destruction of Terra, there is plenty of room for new towns. They usually wear homespun clothes and are required to learn the Club WP, since their weapons are usually whatever is at hand when they need it.

At lvl 1, Home Searchers gain a Protection spell that acts as a Protection from evil, but works against anyone of any alignment who intends them harm. Attacks that are accidental or aimed because “it’s just my job” are not included.

At lvl 3, they can Detect Enemy. This ability is always on.

At lvl 5, they can Minor Globe of Invulnerability, 3/day.

At lvl 10, they can Create Sanctuary 1/day, which acts as a Mordenkainen’s Magnificent Mansion.

At lvl 15, they can Cancel Hostility 1/day. This spell causes all in 10’+1’/lvl to lose all will to fight. They get a ST vs Spell at -5. If the ST is made they attack at -4 to hit and have a +4 to their AC. Those who do not fight can still talk and walk as normal, but lose any interest in hurting anyone. This immediately bring those berserked or under some kind of control out of it, so long as that control is to harm another.

 

Ice

Yaelena Kiri’Talnilja was a priestess of Lolth, and the youngest daughter of the third house in Menzoberranzan on the world of Toril. When she learned of a plot between the second and fourth houses, no one would believe her. Single handedly, she not only unraveled the plot, but did so in such a fashion to destroy the fourth house and knock the second house down. Her family raised to the second house and she had earned the admiration of her Goddess.When Max and his party reached the Outer Planes, they went to the elves of Arborea first. But the elves did not want to help them. A spy of Lolth’s informed his dark queen what was happening and Lolth, ever the schemer, realized that this set the drow up for a foothold in the new world of Terra. Hanali Celanil sent one of her proxies along with Max to guide him to Mt Olympus where the greek gods hopefully would help them. Zeus agreed, sending out word to other gods to help. Lolth had been waiting for that moment, and not only offered the help of the drow pantheon, but also gave Max one of her priest, Yaelena, to help him. Yaelena was under the impression she was there to assist max and free the people of Terra, including the drow.

When the Godswar was over, Lolth was thrilled when the Ten were formed, and Yaelena was offered the position as the Godling of winter. Not only did she have a foot in, she had a representative in the ruling council of Terra’s gods. But Lolth’s plans were for Ice to take command from Evil and Good and the drow would rule all of Terra. Ice refused, stating that Evil and Good were fair, just leaders and that she wanted to show everyone that the drow were not the demons people thought them to be. Lolth grew furious, but the gods of winter backed Ice, and Lolth was turned back.

Ice is still a cold, calculating schemer, though she now uses it for the benefit of Terra and the Ten. It took a while for Life and Love to trust her, but now they trust her completely. Although the drow goddess Eilistraee is not her patron, the two communicate often about the future of drow. Ice usually appears as a beautiful, young drow female in light blue and white robes embroidered with a giant white spider. Her hair is blue-white, like her eyes and an aura of cold surrounds her.

LE female drow, 26th lvl priestess, HP: 286, AC: -5.

WAL: Any, AoC: Winter, Dreams, & Secrets, Symbol, Black Hand with Snowflake, Church: The main church of Ice is located in the frozen city of Ryer. Other churches exists in Avery and the northern fiefs of Wu Shen. There is also a church set up for her in Deepwind, where the drow agree with her philosophy on dealing with the surface world. Her church in Soth Tsaren has been destroyed and Arachnis’ church has been built on it.

Patrons: Auril, Hred, Hypnos, Ithaqua, Kreisha, Kryiov, Lilith, Morpheus, Rellavar Danuvien, Tarsellis Meunnidun, Telchur, & Ulutiu.

Priests: Icelord/Ice Maiden

Require: Wis 13, Con 11 Bonus: Survival, Arctic

Equip: Hide armor or elven chain, any edged weapon Turn: Befriend

Major: Air, All, Combat, Water, & Weather.

Minor: Animal, Chaos, Charm, Necromancy, Protection, Summoning, Thought.

Icelords and Ice Maidens live in colder climates, and in the darkest, dankest places underground. They tend to enjoy gloomy, overcast days and try to avoid sunlight, even non-drow. They work in cold weather communities helping to repair and prepare for the damage caused by winter storms. Most Icelords and Ice Maidens are also avid storytellers, since stories are the best way to pass the long winter nights.

At lvl 1, they gain 5%/lvl legend lore, same as Bards. They are also immune to non-magical cold and take -1/dice of damage from magical cold and a +2 to ST.

At lvl 3, Control Temperature, 3/day. They can only cause the temperature to get colder.

At lvl 5, they are immune to even magical cold.

At Lvl 10: Can summon a 12 HD Ice Para-Elemental, 1/day.

At lvl 15, They gain a Chilling Aura1/day. This surrounds the priest in a freezing nimbus. Those in 10 feet take 1d6/rd unless they make a ST, meaning they move away. If they do not move away, they get no ST. Those struck by the priest, or those that strike the priest, take 2d6 pts of cold damage. This lasts for 1 rd/lvl.

 

Internol

In the earliest days of the dark wars, the dark gods brought forth the most powerful beings they could find to fight for them, dragons and giants. The wars between these two were so devastating to the land that dragon slayers and giant killers were used to drive them away. The hatred was deep, and still is today, though the two races try to avoid each other in an attempt to keep the peace. Internol came from a long line of fire giants that were dragon killers. Unlike most of his dimwitted brethren, Internol realized that the dark wars were pointless excuses for the dark gods’ pleasure. He beseeched the elders to hear him, but they were too caught up in the war. When the Godswar hit, he called the elders fools and informed giants everywhere, of every type, that the only way to defeat the dark gods were if they united and helped the other races, including the dragons. He left for the dragon lands, not really expecting anyone to follow him and was more surprised than anyone to learn that over half of the combined giant armies walked with him. Luckily, the dragons felt the same way or the Godswar might have been lost. Internol is, like most giants, intensely proud of his heritage. His hard work at uniting the giant races nearly fell apart once the Godswar was over. Memories among the immortal races run deep, and the giants weren’t ready to forgive and forget the dragons. Internol is, for the moment, satisfied that the giants and dragons have called a truce, and at the same time angered by the giants’ unwillingness to even get along with each other.

He usually takes the appearance of whatever giant race he is confronting, but when not confronting anyone, he takes on the appearance of a stone skinned giant with white hair, red beard and green eyes.

CN fire giant male, 36th lvl warrior, HP: 488, AC: -8.

WAL: Any, AOC: Strength, Physical Power, & Barbarians, Symbol: Silhouette of a muscled man, Church: Internol has a large church to him in the city of Sveldheim, but mostly he is worshipped by those who use shrines instead of churches. He works with Brashi in granting spells to the shamans, most especially of the Horde and Wastelanders.

Patrons: Aresia, Cyr, Frenzick, Issek of the Jug, Kadum, Kord, Mannus, Thunor, Uthgar, & Winter.

Priests: Shamans (from the Barbarian’s Handbook) and Runecasters (from Giantcraft).

Shamans of Internol do not follow any dress codes, since most of them do not even realize they get their spells from him. While Brashi controls the nature spirits, Internol controls the spirits of the ancestors. Runecasters do know who they worship, but they cast their spells a different way.

 

Lady Krathe

Lady Prospera Krathe was the only daughter born to Lord Malcolm Krathe and Lady Qwenith Krathe, two of the wealthiest merchants in the now destroyed city of Mecha, which was once the trading capital second only to Madera. She grew up opulent and wanting for nothing, but unlike the other young ladies in the court, she had little care for learning the social arts, and concentrated her skills and intelligence on learning the political ins and outs of the merchant world. She had conceived of the “merchant standard” for money, long before the Godswar, but no one would listen to her. When her father and mother died by an assassin’s blade, the business went to her brother, Lord Jacques Krathe. The lord had a huge gambling problem and lost the family fortune in a few short years. He eventually killed himself, leaving his sister with a mountain of debts. Her only choice was to marry a wealthy colleague of her father’s, who agreed to take care of her brother’s debts if she married him. Determined not to let the family name be dragged through the mud, she reluctantly agreed. Within three years Lord Grophin Fredero’s empire tripled, all due to his young wife’s ideas, which he took all the credit for. In the world of merchants, wealth is as short lived as life, and Lord Fredero met with an unfortunate poisoning accident. As the soul heir to the Fredero empire, Lady Krathe changed the merchant company’s name and the Krathe trading company was back in action. It was a short lived victory though, for the Godswar destroyed much of the Krathe empire. When the flattening was over, and the Terrans looked on with fear and anger, Lady Krathe dusted herself off and started rebuilding her company again. Her innovative ideas and iron determination earned her a spot in the new pantheon.

Lady Krathe still runs her family business, under the guise of her “niece”, Lady Rebekka Fredero-Krathe. In this form, she is a young, blond woman of remarkable beauty, with a cold stare and a shrewd business sense. When in the Citadel or on Godling business, she takes the form of a regal, older woman dressed in silks and ruffles. In either form she is cool, calculating, and always seeing the big picture.

LN human female, 14th lvl thief, HP: 206, AC: -3.

WAL: Any, AOC: Wealth, Commerce, & Royalty, Symbol: Coin with Lady Krathe’s face on it, Churches. There are four churches, which make up the main church of Lady Krathe. Seaport, Port City, Fathis, and Deepwind. Each church, though separated, considers itself one corner of one church. These four churches handle trade, minting, and the fluctuating economy of Terra. Other churches can be found in Ista, Arionos, Ryer, Mylon, Kraga, Stonekeep, Madera, Kasstoria, Holt’s Shire, Shen Lung, and Rylaris.

Patrons: Astilabor, Goldeye, Horus-Re, Jauhar, Nobanion, Shinare, Siamoprhe, Ulus, & Zilchus.

Priests: Mercant

Require: Wis 14, Chr 13, any Lawful Bonus: Heraldry

Equip: up to studded leather, any blunt Turn: No

Major: All, Charm, Creation, Earth, & Numbers.

Minor: Divination, Guardian, Healing, Law, Protection, Thought, & Travelers.

Mercants are, perhaps, one of the easiest to find priests, aside from Life’s Healers. They are found in trading centers, marketplaces, castles, and traveling with caravans. They are serious minded individuals who have a tendency to reduce everything down to mathematical equations. They dress in whatever is comfortable and when traveling, travel light.

At lvl 1, can Detect Money. They can do this 3/day, and it allows them to know how much money a person is carrying on them. It also allows them to detect any money that was not minted in one of the Mercant’s churches, and false money such as that from a Fool’s Gold spell.

At lvl 3, can Fool’s Gold 1/day. This ability is only to be used as a means of vengeance or as a lesson.

At lvl 5, can Calculated Defense, allowing the Mercant to spend 2 rds watching an opponent and be able to get a -2 AC and init and a +2 to hit against it. He cannot engage in anything that would disrupt his studying, such as fighting or casting spells or even holding a conversation. This lasts until the Mercant switches opponents, and can be used against the same opponent anytime until they change in level.

At Lvl 10, can Calculated Offense, which allows the Mercant the ability to gain a +2 to damage against an opponent. He must follow the same guidelines as Calculated Defense.

At lvl 15, they can do a Money Storm. This spell causes 10 coins +1 coin/lvl over 10 to swirl around the target. These coins are from the Mercant’s own pocket. Each round the coins attack, rolling a to hit +2,and ignoring the opponents armor bonus. Every 5 coins (rounded up) rolls a separate to hit, and each coin does 1 point of damage. These coins cannot be attacked with weapons since they are so small and lasts for1 rd/3 lvls. Once the Storm is over, they return back to the Mercant’s money pouch.

 

Life

Vastor Treetop grew up in the sprawling city of Waterdeep. As an elf in a human city, he never quite fit in. He learned the thieving arts and rose quickly through the ranks of his guild, but his fun loving nature and lackadaisical attitude kept him from ever climbing too far in the ranks. His adventures took him into wildspace and eventually the city known as the Rock of Bral. While there, he managed to get into quite bit of trouble. He served for a long time with Jon Hereshald until Jon retired, then settled down to run a small time smuggling operation. His business attracted the wrong enemies and he soon found himself between pirates and the law. He was desperate for a way out, when he met Max. Max was on the run from an army of evil mercenaries and needed a way to get off of Bral and back to somewhere where he could get in touch with the gods. Vastor agreed to help, on one condition: take him with him.

Life takes very little seriously and is always quick with a retort. His glib tongue and brashness has led most to think he is an uncaring oaf, but the truth is he cares deeply for his friends and is simply in love with life itself. He enjoys every moment to its fullest. He usually appear as a thin, elven man with blue leather armor and blue hair.

CG elven male, 24th lvl thief, HP: 246, AC: -5.

WAL: Any non-evil, AOC: Healing, Birth, Elves, & Spring, Symbol: 2 serpents twined around a golden rod and topped with a halo, Church: The main church of Life is located in Fern Valley, at the base of the first Wyrmwood tree. Another large church exists in Arionos. There are also churches in Durklon, Sanctuary, Ista, Stonekeep, Oakdon, Seaport, and Avery. All churches serve as hospitals for the sick.

Fighting is not allowed in the churches. Like the churches to Diana, weapons cannot be drawn and physical attacks do no damage.

Patrons: Alemaya, Angharradh, Apollo, Atroa, Beleghir, Diancecht, Eostre, Finder Wyvernspur, Flor, Gaea, Great Spirit, Hebe, Hertha, Idun, Ilala, Ixtlilton, Lathander, Lorrona, Luthic, Mishakal, Naralis Analur, Nerthus, Nyame, O-Kuni-Nushi, Palitra, Pelor, Rhea, Savitri, Spring, Vecors (Keepers), & Yondalla.

Priests: Healers

Require: Wis 9, Int 9 Bonus: Healing

Equip: Any armor, any blunt Turn: Yes

Major: All, Charm, Creation, Guardian, & Healing.

Minor: Divination, Protection, Thought, Time, Travelers, Water & Wards.

Healers are on of the most popular priests to join. Healers are found in nearly every community, needed in every combat, and welcomed by everyone. Their very status allows them access to places many don’t go. Most Healers travel, tending to the needy. They rarely kill, only in self defense and even then they do not gain any experience for it. They follow an oath which forces them to help those in need, even if they are their enemy. A great many Healers become pacifist because of this. They tend to wear robes over armor, but it is not a recommendation. All the clothes and armor they wear must be white with blue, silver, or red trim.

At lvl 1, They gain the paladin ability to Lay on Hands and immunity to Disease.

At lvl 3, they can cast all healing spells at maximum ability.

At lvl 5, They can Spread Healing, as often as needed.

At lvl 10, they can Raise Dead 1/day. This changes to Resurrection at lvl 15.

At lvl 15, they gain Healing Touch. By merely placing a bare hand on any target or any target who touches even just the clothes the Healer is wearing with a bare part of their body, the Healer can cure them of 1 pt/lvl and any ailments, from blindness to disease. This does not regenerate lost limbs or grant the healing of things that were wrong at birth. This touch, when used on undead will release the soul of the undead unless it makes a ST vs Spell. This turns the undead body into ash.

 

Light

Jon Hereshald was a retired spelljamming captain who lived in the asteroid city of Bral. He had never been to Terra, knew nothing of the Godswar, and was content to relax and teach his daughter, Elise, about wizardry. That peace was shattered one day when an old contact of his, Vastor Treetop, came to his door and sold him that there was some people who needed a ship and were being hunted. Jon was reluctant, but between Vastor and Elise, he finally agreed to one last adventure. He took Max and his army and fled the

spaceport, but in the process, Jon died. Elise vowed to help Max and with her and Velwin’s powers, they fled to the world of Toril and destroyed the last of the dark armies’ ships. Elise, because of Jon’s travels knew a man named Elminster who could help them find the true gods.

Light is always curious and always searching for answers. She believes everything has a logical purpose, and the key to understanding the multiverse is in unlocking those secrets. She usually appears as a woman wearing a long, yellow robe. Her hands and face continually emit a bright light, amking any who look at her ST vs Spell or be blinded. Even those who make the save cannot look directly at her face. Those who are immune to blindness see nothing more than two brilliant points of lights for eyes on a face of pure light.

NG human female, 16th lvl wizard, HP: 172, AC: -6.

WAL: Any L, AOC: Sun, Truth, & Learning, Symbol: Sun with halo, Churches: the churches of Light are always built in open areas with skylights so the sun can shine down. They usually serve as town libraries and are always colored in bright stone. The main church is located in Haven, where scholars from all over Terra go to learn and share knowledge. Other churches exists in nearly every town in Terra.

Patrons: Amaterasu, Araleth, Aurora, Belenus, Chunk Kuel, Delusha, Deneir, Hyperion, Letheranil, Luxuriate, Morning Star, Nethlar, Orin, Otis, Ra, Soma, Sun, Tron, Ushas, & Vofos.

Priests: Lanterns

Require: Wis 10, Int 12, LN or LG Bonus: Read/Write

Equip: up to studded leather, any blunt Turn: Yes

Major: All, Divination, Law, Sun & Thought.

Minor: Air, Astral, Fire, Healing, Numbers, Protection, & Travelers.

Lanterns travel the world, gathering knowledge and returning it to either Haven, or to one of the other churches of Light, which send it to Haven. they hunt for written knowledge if possible, and if not, they will write down verbal knowledge. They can never tell a lie, though they need not relay the entire truth. They wear bright colored clothes and travel light.

At lvl 1, they can Detect Lie. This is on at all times and even works on things they read.

At lvl 3, they can Continual Light as often as they need.

At lvl 5, they can See Truth, which acts as a True Sight spell, but is on all the time.

At lvl 10, They can emit a beam of light that does 3d12 to undead. Intelligent undead must ST vs Spell for ½ damage.

At lvl 15, they gain the ability to See Time. This ability allows them to take 1 round examining a situation, be it combat or climbing a wall. Then they make an Intelligence check. If made, they get +2 or +10% to all dice rolls associated with that situation. This does not make the impossible possible.

 

Love

Aeshini Pa’Alippitali was what the planars call a Proxie. She was a servant of one of the Gods who lived in the realm of her goddess., the elven god of Beauty, Hanali Celanil. She was one of the most loyal and trusting of Hanali’s proxies, but she lacked ambition. She was happy to serve, never wanting to become anything more, despite Hanali’s attempts. When Max and his army came to the elven pantheon begging for help against the dark gods, the leader of the elves, Correlon, denied them, saying the matter was not an elven problem. Max tried to point out that there were elves suffering and dying on Terra too, but Correlon said the elves would survive if they just followed the elven way of life. Angered, Max turned and left. But there was two people who heard Max’s pleas. One was a spy for the dark elven goddess Lolth, the other was Hanali. She sent Aeshini on an important task. If the elves would not help, then maybe the human pantheon led by Zeus, who also shared the same realm as the elves, would. Aeshini was to guide them to Mount Olympus and assist Max in whatever say she could. when the Ten were to be formed, Hanali saw the chance to repay Aeshini for all her loyal service and still hold onto her friend.

Love is the most flirtatious of the Godlings. She enjoys playing games of intrigue and has a deep crush on Life, who is totally oblivious in his quest for humor. She usually takes the appearance of an incredibly beautiful, young elven girl in a pink toga with soft pink hair.

CG elven female, 26th lvl priest, HP: 272, AC: -3.

WAL: Any, AOC: Beauty, Romance, & Marriage, Symbol: Heart and halo, Church: The main church of Love is located in the peaceful country of Oakdon. Every community has at least one priest and a small shrine. The churches are usually colorfully, and tastefully decorated, with anything that is pleasing to the senses. A curious note which catches people unaware is that clothes are not permitted inside the churches.

Patrons: Aphrodite, Asase Ye, Baldur, Branchala, Chalchihuitlicue, Chih-Nii, Eros, Freya, Hanali Celanil, Iallanis, Laerme, Sharindlar, Selan, Sune, Trishina, Vyldalla, Xochipilli, & Yshlia.

Priests: Matchmaker

Require: Wis 9, Com 15, Chr 13 Bonus: Musical Instrument

Equip: No armor, blunt weapons of size S or M Turn: Yes

Major: All, Charm, Fire, Healing, & Divination.

Minor: Animal, Chaos, Creation, Protection, Numbers, Thought, Time, & Wards.

Matchmakers are exactly what their name sounds like. Some people consider them nosy busy bodies, but most understand their “make love not war” attitude. Having marriages and weddings performed by matchmakers is considered good luck. Matchmakers themselves either seldom marry, or marry several times. They enjoy the thrill of romance more than they do the actual responsibility of marriage. They usually dress in as little clothes as possible, and even those are styled to accentuate their bodies.

At lvl 1, they can Augury just by touching someone. Usually they do this just to find out information on the person’s love life, but that’s not the only information they can receive.

At lvl 3, opponents get a -2 to their St vs Charm.

At lvl 5, they can Dire Charm 3/day.

At lvl 10, opponents get no ST against Charm attempts, the Matchmaker must simply roll a Charisma check.

At lvl 15, they can Charm Blessing, which allows anyone they touch a ST vs Spell -4, or become totally infatuated with another person. This can result in true love or simply idolism, in the case of same sex. The target of the affection may not be under the spell, and those affected may become heart broken. Since hurting one’s soul is against the tenants of Love’s teachings, Matchmakers try to avoid this. Those under the spell get -2 to AC, or a +2 or +10% to any dice roll when they attempt to protect or impress their target. Heart broken though receive +2 to Ac and a -2 or -10% to all dice rolls. Heart broken victims can be brought out of it at will of the Matchmaker, but when doing so they immediately know what has happened to them and why.

 

Raeni

Raeni Winefeather was one of the most successful kenders in the dark wars. As a soldier she was tireless, as an officer she was victorious, but most historians will agree it is not her battle skill that made her famous, it was her luck. Tales of her adventures are many, each one not about her glorious victories, but her incredible luck. She once fell off a cliff while wrestling with a draconian adversary. She fell five feet, bruising her hip, and landing on a ledge. The draconian fell 75 feet to smash on the rocks below. In another battle there was a huge thunderstorm. She was cut off and surrounded by six draconians. Lightning struck a tree nearby, causing it to fall on the entire group. Four of the draconians were crushed, but Raeni was standing in a gap in the branches. As the other two started their attack, another bolt of lightning struck one, killing him instantly. When the Godswar hit, Raeni and her kender army leapt into the fray, and when the flattening happened, a mountain range rose before her, destroying the enemy forces before she could land a blow. Of her army, one kender suffered a scratch on the cheek from flying rocks.

Now that the dark gods are gone, Raeni, like many of the kender, have lost their love of battle and have forgotten their hatred of the draconians. Raeni has never viewed herself as a hero, and as a Godling, she now has time for her favorite past time, practical jokes. She usually appears as a female kender in bright colored clothes with a glowing, blue hoopak.

NG kender female, 28th lvl fighter/16th lvl thief, HP: 268, AC: -6.

WAL: Any, AOC: Luck & Mischief, Symbol: Four-leaf clover, Church: Raeni’s main church is located in Sanctuary close to the casino, for those who need it. Being a cousin of the halflings, Holt’s Shire has also built a shrine to her. Other churches can be found in Arionos, Seaport, Stonekeep, Mylon, and Ista. However, the churches have no uniform appearance, and the one in Arionos was built by kenders, so its more of a funhouse.

Patrons: Beshaba, Cagn, Erevan Ilesere, Eshu, Garl Glittergold, Hlal, Lukane, Lunus, Lyganver, Najm, Nebellun, Rudd, Sera, Thunder, Tymora, & Vergadain.

Priests: Jinxkin

Require: Wis 9, Chr 12 Bonus: Appraisal

Equip: Up to st. leather armor, any blunt weapon Turn: Yes

Major: All, Chaos, Charm, Numbers, & Travelers.

Minor: Combat, Divination, Fire, Guardian, Healing, Protection, & Weather.

Jinxkin as notorious for their pranks. They find great delight in everything they see. Non-kender Jinxkin get a +5 to their ST vs Fear. They wear bright colored clothes and enjoy parties and music. Jinxkins are erratic, as no two ever have a similar method of casting spells or praying. They can usually be found in places of large concentrations of people and loud music.

At lvl 1, they get a +5 %/lvl to any Pick Pocket rolls. Those who do not have a pick pocket roll get 5 %/lvl.

At lvl 3, they get a +1 to all dice rolls, representing their incredible luck.

At lvl 5, they can Charm Person or Mammal 3/day, or Sleep 3/day. They can only use these 3/day together, so they can use 2 charms and 1 sleep, or 2 sleeps and 1 charm, or 3 of one.

At lvl 10, they become immune to all types of Fear. Kender Jinxkin get a Brave Aura, which gives all allies in 20’ the same immunity to Fear as themselves.

At lvl 15, They get a Luck Aura. This allows them to make 1 dice/round at a +5 luck roll. Allies in 20’ get +1 to all dice rolls.

 

Sargonoss

Sargonoss was an Amethyst Great Wyrm before the Godswar. He was thought to be the oldest and wisest of all Dragons, having reached 2645 years in age by the time the Godswar struck. He had retired from the Dark Wars and was acting as sage for many different types of dragons, even the Great Reds. It was to him that Silverwind went to discover what could be done to defeat the hated Dark Gods, and it was he who sent him to Internol and the giants to aid them. During the Godswar, he waited patiently, guiding Silverwind on the best places to strike and place his dragons. After he returned to his peaceful, contemplative existence. When Tao created a dragon Godling for the evil chromatics, Silverwind went to him and asked him to help him fight her. Sargonoss refused, saying that he would instead, with the Ten’s permission, become a Godling himself to watch over the Neutral gem dragons.

Sargonoss resides on the Terran moon of Ovelar, living in his crystal castle, though he makes mental journeys to Terra when needed. He seems to be a statue, made entirely of clear, flawless glass. He has not moved in 800 years, even when Silverwind came and asked him to become the Godling of neutral dragons. He communicates telepathically and can reach any mind anywhere in Terrasphere.

TN amethyst dragon, HP:835, AC: -18.

WAL: Any N, AOC: Neutral Dragons & Thought, Symbol: Human head, Church: The main church of Sargonoss is in the capital city of Oakdon, where the priest take advantage of the peaceful solitude of the tranquil country to contemplate their place in the multi-verse. He also has churches in Haven, Lower Thren, Chabot, and Wu Shen.

Patrons: Delleb, Lunitari, Lurue, Majere, Meriauar, Mnemosyne, Neodig Beowulf, Norothor, & Syksy.

Priests: Thinkers

Require: Wis 16, LN, CN, TN Bonus: Psychology

Equip: Any armor, blunt weapons Turn: No

Major: All, Astral, Divination, Protection, & Thought.

Minor: Air, Chaos, Creation, Guardian, Healing, Law, & Wards.

Thinkers are philosophers. In fact, those “philosopher” priests who claim to get their spells based on faith of their beliefs alone and not through a god, actually get their spells from Sargonoss, though he won’t admit that, especially in front of them. Many psionicists give thanks to Sargonoss for the gift of psionics, which he never created but he does control. It is said that a child delivered by one of his Thinkers has a +5% chance of having a wild talent.

At lvl 1: Gain a wild psionic talent of their choice.

At lvl 3: Gain +1 Wis and Int.

At lvl 5: Can Read Minds, as often as they wish. Opponents who suspect are allowed a ST.

At lvl 10: Gains another +1 Wis and Int.

At lvl 15: Can Possess Mind, ST vs Spell -2 or victim becomes a puppet. Victim can make a new ST when asked to do something against their nature, at +2. The Thinker can also use his Read Mind ability to delve into the character’s subconscious and make the victim move, act, and talk like normal.

 

Seeker

Seeker was one of the favorite “toys” of the dark gods. No one, not even Seeker, knows what he did to annoy them so much. They killed him many times, in many fashions, warped his body and his mind. He was their puppet, pawn, and prisoner. But no matter what they did to him, they couldn’t break his spirit. Time after time, he thwarted their plans, destroyed their view of a perfect Terra, and helped countless people escape their wrath When Max and the others escaped, the dark gods turned their attention on Max, and Seeker made his move. Seeing an opportunity to be rid of the dark gods once and for all, Seeker escaped his confines and started throwing out clues and leads to the dark armies, providing them with wild goose chases and giving Max and his group time to escape. The dark gods ripped Seeker apart painfully, and then resurrected him to tortured him right up to the time Max returned with the true gods. For his selfless bravery Max made Seeker a Godling.

Seeker appears to spend most of his time moping. He avoids others, because he enjoys solitude, something that was denied him in his millenniums with the dark gods. He is bothered by the fact that he cannot remember where he came from, and that the dark gods took his identity away from him. Lately, he has come into some knowledge that might have shed light on it, but something in the knowledge triggered something and he flew into a blind rage and destroyed the ancient library. Those who know of Seeker would not believe him capable of such violence. Usually, Seeker appears as a deformed, mangled man that looks like he was combined of other races, like a mongrelman, and then twisted. But to those who show him compassion, he takes on the form of a tall, angelic man with wide, feathered wings.

LG mongrelman male, 30th lvl fighter/12th = lvl mage, HP: 263, AC: -4.

WAL: Any Non-evil, AOC: Redemption, Wisdom, & Forgiveness, Symbol: Scales, one black and white, Church: The main church of Seeker is in Angel Beach, where the residents living under the volcano Whitecap feel they have been given a second chance. Other churches can be found in places where the poor and desperate refuse to give up hope, Sanctuary, Seaport, Stonekeep, & Geran. The churches are never very big, or flashy.

Patrons: Athena, Autumn, Brihispati, the Crying God, Deep Duerra, Denier, Hathor, Helios, Ilmater, Istus, Kor, Lis, Lu Hsing, Madriel, Manitaga, Mavera, Mog, Quetzalcoatl, the Rat God, Tamara, the Ten Thousand Gods, Trithereon, & Zivilyn.

Priests: Forgiven

Require: Wis 14, must have been evil once Bonus: Survival (any 1 terrain)

Equip: Any armor, and blunt Turn: Yes

Major: All, Divination, Protection, Thought, & Time.

Minor: Air, Astral, Charm, Combat, Healing, Law, & Travelers.

The Forgiven must have been evil once and have changed their lifestyle. They are usually made up of criminals who feel they can never right the wrongs they have committed, but want to make up for as much as possible. Although they can fight and kill without penalty, the Forgiven usually try to find another way. They seek to find others who are suffering and help them repair their lives. They do not expect thanks and care little for the appraisals of others, for what they do, they do to try and save their souls. They do not dress in fancy clothes, preferring to draw as little attention to themselves as possible. Many set up certain restrictions on themselves, such as a vow of chastity, poverty, or sobriety that represents some form of their former life they wish to escape. Although this is not required, those that do are looked upon by Seeker with great favor and are given a bonus spell/spell level.

At lvl 1, they can Know Alignment, just by looking at someone.

At lvl 3, they can Dispel Evil, 3/day.

At lvl 5, they have an Empathy ability that can be cast as needed.

At lvl 10, they can Switch alignment. This ability is done with a touch and the target gets to make a ST vs Spell, or change his alignment to that of the Forgiven for 1 rd/lvl.

At lvl 15, They gain Forgiveness. This ability must be used on a willing individual. What it does is allows the person to see the life they could have lived, had they chose another path. Although the Forgiven cannot see what the person sees, the person is allowed to change his alignment to any alignment he wants. This also repairs damaged caused by paladins who slipped up and lost their abilities.

 

Silverwind

In the long history of the dark wars, there are hundreds of stories of those that fought, those that lived, and those that died. But in the beginning, when the dark gods first started their insane games, there were the immortal races, the first two to be kidnapped, brought to Terra, and forced to kill each other: the dragons and the giants. Their battles changed the landscape of Terra and united warring nations long enough to drive the immortals away. Each race had its own continent where it exorcised its rule. The dragon nation was vast, filled with humanoid vassals and kingdoms dedicated to the great wyrms. Seven generations of dragon have lived, fought, and died on Terra. Silverwind came from one of the ancient dragon kings. He continually defied the dragon council, saying the dark wars were a futile waste of time, but his motions fell on ears closed by the dark gods. When the Godswar struck, Silverwind was the first to organize the dragons against their masters. Together with a giant known as Internol, they built an army of the most powerful dragons and giants and united against the dark gods.

Silverwind still yearns for peace, but old hatreds die hard, especially in creatures as old as the giants and dragons. He is very patient, often people mistake his quietness for inattention. He tries to view every silver dragon of great wyrm age, or a old human man who is a priest of himself.

LG male silver dragon, HP: 476, AC: -14.

WAL: Any, AOC: Time, Longevity, & Dragons, Symbol: Hourglass, Church: The main church of Silverwind is a vast complex that takes up its own island in the Dragon Islands. Here dragon-priest and their vassals gather to study and pray. Outside of the Dragon Islands, churches can be found in Fern Valley and Arionos. Unknown to most of the people of Terra, Neethami has the largest church to Silverwind outside of the Dragon Islands.

Patrons: K’ung Fu-Tzu, Labelas Enoreth, Lendor, Savras, Setesh, Shou Hsing, Surya, Tsuki-Yomi, Yog-Sothoth, Zebulon, & Zorquan.

Priests: Timekeepers

Require: Wis 12, Int 12, Non-Chaotic Bonus: Ancient History

Equip: Any armor, Any blunt weapon Turn: Yes

Major: All, Astral, Divination, Thought, & Time.

Minor: Air, Combat, Earth, Healing, Law, Numbers, & Protection.

Timekeepers are historians and record keepers. They constantly keep track of what goes on around them. They travel Terra searching for lost records and ancient texts. Most Timekeepers take this stuff to Haven, where they keep a large library. They have no uniform appearance, dressing as they feel comfortable. Dragon Timekeepers do not gain any bonus age, elves can live twice as long as they normally can, and all others can live 5 times their normal age.

At lvl 1, they gain the bardic ability of Legend Lore, 5%/lvl.

At lvl 3, they can Know History, 3/day.

At lvl 5, they become immune to aging attacks.

At lvl 10, they gain the ability of Sixth Sense. By touching someone, they can learn of their past. If touching an object and concentrating, they can make an intelligence check at -4 to learn something about the last person who touched it.

At lvl 15, They can Time Travel. This ability allows them to go forward, or backward in time up to 2 yrs/lvl. It can be used once every 24 hrs, so wherever the Timekeeper ends up, he is stuck there for 1 of his days. He can bring 1 other person/3 lvls with him.

 

Tak

Takirin Jassrun grew up on the road. He was part of a traveling acting troupe that would travel Terra during the dark wars and try to bring cheer to the masses. His parents were actors, and it was in his blood. He loved the stages, the scenery, the make-up and the costumes. When it came time, he was put in charge of the whole troupe, to which the other performers couldn’t be happier. However, the troupe had ulterior motives that only they knew about. They used their show and connections to smuggle people from under the dark gods’ noses. One such group of people were Max and his party. He sheltered the outlaws, hiding them in plain open with costumes and make-up. When the Ten were formed, Life invited him to join the pantheon. Although it hurt him to give up the acting life, he decided that protecting all the arts was worth doing right and he couldn’t think of a better man for the job.

Tak dresses in brightly colored garb, designed for flare and attraction. he is flamboyant and a bit of a braggart. He enjoys games, music, and showing off for the ladies. He and Life are almost always together, causing some sort of mischief with Raeni or flirting with females.

CG human male, 27th lvl bard, HP: 258, AC: -4.

WAL: Any Neutral, AOC: Arts, Bards, & Travelers, Symbol: Tambourine, Church: The largest church of Tak is found north of Angel Beach in the bardic college. He doesn’t have any other churches as most of his priests never stay in one place too long.

Patrons: Bala, Bragi, Dionysus, Ebrietas, Fharlanghn, Fu Hsing, Garjarvan, Hermes, Ing, Isnuk, Liira, Lugh, Marthammor Duin, Melira Tairalen, Milil, Muamman Duathal, Oghma, Orunmilla, Pan, Ptah, Puchan, Rushlyn, Shaundakul, Tavel, Tilvaretu, & Xochiquetzal.

Priests: Skall

Require: Wis 9, Chr 14, Dex 12, NG, CN, or CG Bonus: Musical Instrument, Juggling, or Acting.

Equip: As bard. Turn: No

Major: All, Chaos, Charm, Divination, & Travelers.

Minor: Animal, Fire, Guardian, Healing, Protection, Summoning, & Weather.

Skalls are priestly versions of bards. They are entertainers who travel not to spread the word of their god, but just to make people happy. They wear bright, colorful clothing and a cheerful disposition. They always look for the most entertaining way of doing things, even if it is more difficult.

At lvl 1, They gain the bard ability to influence reactions, rally, and legend lore, but not the spell ability or the counter song. They can use rogue proficiencies without penalty.

At lvl 3, can gain a cantrip like ability that causes fire, smoke, water or anything else that is not magical, can be seen, and can be malleable to take different forms. He must tell a story or sing a story while doing this. All those viewing are held as if under a Fascination spell. Combat or anything distracting will end the Fascination. They can do this as many times/day as the want.

At lvl 5, can Hypnotic Pattern, 3/day.

At lvl 10, they gain the bard abilities of counter song. They can also Cause Emotion 3/day.

At lvl 15, Song of Rejuvenation. As long as they play an instrument or sing, the Skall can erase the symptoms of fatigue and heal 1d4 pts of damage/rd. This does not restore lost limbs or levels. It can be done 3/day, but once started, it lasts until the Skall stops singing. This ability can be countered by Bard song.

 

Terra

Glorien Stonebiter was captured at a young age from her home and forced to serve the dark gods. She was born with an amazing ability to shape stone, earth, sand or metal into any desire she wanted. This ability made her a valuable asset to the dark army. She was used to make their weapons, until Seeker freed her just before the Godswar. With his help, she managed to twist the dark gods’ weapons, making them useless for the fight against the gods. When the Godswar was over, Dark asked her to be a Godling.

Glorien took the name Terra from her followers, who started relating her directly to the planet. She likes the name and uses it proudly. She is infuriatingly slow to talk, preferring to keep to herself. She never makes snap decisions , and is said to have the patience of the mountains. She usually takes the form of a rock gnome female, with dark, stony skin and hair that shimmers like gems.

NG female gnome, 23rd lvl earth elementalist, HP: 186, AC:-5.

WAL: Any N, AOC: Earth & Subterranean Races, Symbol: Mountain on a Disk, Church: The main church of Terra is located in the gnome city of Jade Keep, though there are churches in Kraga, Deepwind, Vor Korrett, and a small church in Soth Tsaren, which is used for the slaves of the drow. Above ground, there are churches in Sanctuary and Stonekeep. All churches are made from natural stone, shaped magically to fit together.

Patrons: Ala, Callarduran Smoothhands, Denev, Geb, Grumbar, Ibrandul, Kalar-Haran, Nai No Kami, Segojan Earthcaller, Tobrig, & Ulaa.

Priests: Earthers

Require: Wis 9, Con 12, NG, LN, or TN Bonus: Mining

Equip: Only metal armor and weapons (prefer picks) Turn: No

Major: All, Combat, Creation, Earth, & Summoning.

Minor: Divination, Guardian, Healing, Plant, Protection, Time, & Wards.

Earthers usually serve with miners. They enjoy getting dirty and digging around in the ground. They usually are overly sensible and logical. When they are required to think hard about something, they tend to take their time. This coupled with their slow talk and gait make most people judge them as stupid. Those people are wrong, they just don’t see the hurry to do anything.

At lvl 1, Stone Shape 5/day. They also are immune to earth based spells.

At lvl 3, Warp Metal 3/day.

At lvl 5, Passwall, 3/day.

At Lvl 10: Can summon a 12 HD Earth Elemental, 1/day. This becomes a 16 HD Greater Earth Elemental at lvl 15.

At Lvl 15: Earthquake. This causes all those except Earthers, Earth elementalists, priests of Earth gods, or earth type creatures such as dwarves and stone golems, to make a dex check every round or fall prone. Those prone must make a Dex check-3 to get back up. Those who do manage to stay on their feet suffer a -3 or -30% to all dice rolls. The earthquake causes spell caster’s to fizzle spells, though it has no affect on psionics. It can be done 2/day and last for 1 rd/lvl. It can also open a hole in the ground. The Earther can control where and how big. Anyone over the area must ST vs Paralyzation or fall in, taking 10d6 points of damage. Once at the bottom, they are unaffected by the Earthquake any further, but if the do not find a way out before the duration expires, the hole closes, killing them instantly.

 

Trob

Trob grew up on the sea. The minotaurs he came from were from a world where their kind were more accustomed to the sea than underground mazes. He became a cabin boy, and worked hard to become the captain of his own boat. He served the dark gods loyally until he got his own boat, then he refused to have anything to do with the dark wars. When the gods returned, he immediately rallied the minotaurs and pirates he knew and turned on the dark masters. His love of the sea and desire to sail, along with is courage, strength, and leadership skills earned him a place in the pantheon.

Trob is a huge, dark skinned, dark haired minotaur. He stands 8 and a half feet without the horns, which add another 8 inches, and weighs close to 400 lbs of pure muscle. Despite his size and strength, he is a jovial, light hearted person who loves telling and hearing stories and drinking to excess. When not near the sea, he seems edgy and easily angered.

CN male minotaur, 32nd lvl fighter, HP: 464, AC: -4.

WAL: Any, AOC; Sea, Sailors, & Weather, Symbol: Bull’s head over water, Church: The largest church is on the floating island of Trinity, where Trob himself secretly works as a deck hand. There are also churches set up near every coastal town, Avery, Mylon, Seaport, Arionos, Durklon, Ryer, Ista,

Sanctuary, Kasstoria, & Shen Lung.

Patrons: Cuiracean, Daghdha, Frey, Iris, Isis, Kura Okami, Raiden, Shango, So, Susanoo, Tefnut, Tengri, Thor, Tlaloc, Valkur, & Wind.

Priests: Coursir

Require: Wis 9, Dex 11 Bonus: Seamanship & Rope Use

Equip: Up to st. leather, pirate weapons Turn: Yes

Major: Air, All, Animal, Water, & Weather.

Minor: Combat, Divination, Healing, Plant, Protection, Sun, & Travelers.

Coursirs are hardy, buccaneer types who love the sea. They are uncomfortable on land, and tend to fight better when on the water, getting a +1 to Dex checks and to hits. They tend to sick crews and help the captain by preparing and forecasting the weather. It is considered a bad omen by the superstitious sailors to leave port without a Coursir on board. They tend to dress like everyone else.

At lvl 1, they can Predict Weather 1/day.

At lvl 3, they can Breath Water.

At lvl 5, they can Speak with Aquatic Animals.

At lvl 10, they can Control Weather, 1/day.

At lvl 15, they can Summon weather. This can be a Storm or just wind to push the sail, etc. The affects never lasts more than 2 rds/lvl and it can be done 1/day.

 

The One

On the distant island of Saxony, there exists a religion unlike the others. Saxons follow a single deity, they simply call “the One”. According to their beliefs, their god made the other gods as well as the Outer and Inner Planes. He is depicted in some of their ancient texts as a man of monumental dimensions, sitting on a throne dressed in white robes, whose face is hidden behind a blinding light. Their one true god is responsible for the creation of all life, matter, energy, and power. He is neither man nor woman, human nor any other race, but all and none. Most of their references to Him consisted of these opposites. He is both Good and Evil, and neither, though they claim all evil stems from a fallen servant of His. The faction of the One is divided among two types of people, the Catholics and the Christians.The Catholics dwell mostly in the larger cities of Saxony, and make up the bulk of the religion. The ruler of the Holy Church is Pope Leopold III. The Catholics are devoutly rigid in their studies, following the same order of rules and laws passed down long ago. They believe that their Pope is a direct representative of the One, and through his teachings and influence can they be saved from the eternal damnation that makes up the backbone of their fears.

The Christians come from the lower class of Saxony, though the religion is spreading. They have no one leader of their church, instead being broken into smaller churches spread throughout the smaller communities. They believe that the One created an avatar of himself, which the Catholics also agree on, but, according to their holy scriptures people cannot be forgiven for their sins except through the One himself, through the avatar, Christianus. They hold fast to the belief that the Pope Leopold is a blasphemer for claiming to be in direct communication with the One, instead of following the teachings of the great prophet Chistianus.

Both sides agree on some minor points, that the One created Christianus to be a messenger and teacher. He performed many miracles before being crucified for his teachings, and that through his death, that people of all races everywhere were spared.

Specialty Priests of the One are normal Clerics as described in the Player’s Handbook.

The Black Circle and Malovent

Arachnis

One of the more recent Godlings, Arachnis’ origins are shrouded in mystery. The Illithid claim he was created by them as an experiment. The drow claim he was a human who angered Lolth. The bugbears claim he is an agent of Gruumsh, sent to lead them to glory. What is known is that he came onto the Terran scene by killing the former underdark Godling, Ambrin. Exactly how he did that is also speculation.

Arachnis is cool, calculating, and shrewd. Every word he says is stated with hidden meanings and innuendos. He is not above outright lying, but prefers to tell colorful versions of the truth. He carefully considers every word and action and is completely self serving. His lair is a underground labyrinth in the mountains near Gregor. He usually takes the form of a milky white drider, with white hair and black eyes and a black hourglass on his back.

CE male drider, 24th lvl Mage. HP: 180, AC: -5

WAL: Any E, AOC: Spiders & the evil races of the underdark. Symbol: White spider with black hourglass, Church: The main church of Arachnis is a huge, spider shaped palace in Soth-Tsaren, where images of Lolth and Arachnis are worshipped and offered sacrifices to. There is also a church in Deepwind, as well as small shrines built in all the lairs of the denizens of the underdark. It is rumored a hidden cult exists in Kraga and Sanctuary.

Patrons: Ananse, Baghtru, Bargrivyek, Earth (Nehwon), Gaknulak, Gorrelik, Grankhul, Gruumsh, Hruggek, Ilneval, & Lolth.

Priests: Hiders

Require: Wis 9, Str 9, Any E Bonus: Survival, Subterranean

Equip: Up to st. leather, and any type P weapon Turn: Befriend

Major: All, Animal, Combat, Earth, & Necromancy.

Minor: Chaos, Fire, Moon, Protection, Summoning, Thought, & War.

Hiders get their name from Ambrin, who sent his priests out to cause as much chaos as they could among the underground cities. They would always hide behind the leaders, secretly whispering lies into their ears, but never getting directly involved. Now that Arachnis is in charge, they act more openly. They rarely travel outside their cities, and almost never venture outside the underdark. Drow Hiders can retain their abilities and equipment even in sunlight for 1 day/lvl.

At Lvl 1: Can Speak with Animals at will, but only with insects and arachnids.

At Lvl 3: Can Summon Spiders, 2/day. Are also immune to animal poisons.

At Lvl 5: Can Spider Climb at will, as well as move through and even along webs.

At Lvl 10, Can Polymorph into a Giant Spider or a Drider for 1 hr/day (total, they can polymorph as often as they wish). The hour is for both forms, so he can spend up to 30 minutes in both, or an hour in one, or however they wish to do it. The Hider gains the natural, non-magical abilities, attacks, and defenses (such as poison).

At Lvl 15: Can gain the magical abilities of their chosen form, as well as magic resistance.

 

Crae

Craeshinia grew up in an orphanage in Thren. She was never a pretty child, and her sullen attitude and lack of humor separated her even further from other children. The more people shunned her, the more withdrawn she became. She ran from the orphanage to Madera, where she took up the thieving arts until she met a woman who agreed to teach her about poisons and diseases. Who this was and why she agreed to teach her is unknown. When the Godswar struck, Crae reveled in the chaos and death that followed. Priests were having a hard time keeping disease at bay, since there was more dead that alive. Crae prayed that her family who had abandoned her and all the children who made fun of her were among the dead. Tao heard her prayer and answered it.

Crae is an angry, spiteful person with no compassion, pity, or remorse. She views everyone with contempt and judges people without trying to get to hear their side. She usually appears as a leprous, old crone in filthy, lice covered rags. All her forms, regardless of which one she chooses, always appears to be rotting of some disease. She has a large labyrinth located somewhere in the underdark, where those who have wronged her, real or imagined, are tortured for all eternity.

CE human female, 21st lvl thief, HP: 228, AC: -5.

WAL: Any E, AOC: Disease, Pestilence, Suffering, & Torture, Symbol: Rat, Church: There are no churches constructed to Crae. No one would allow one in their city walls. But there are hidden cults in Kraga, Stonekeep, Seaport, Madera, Sanctuary, Thren, Kasstoria, Mylon, Wu Shen, Port City, Deepwind, and Ista. There is a cult in Horliche as well, though they aren’t very secretive about it.

Patrons: Aphyx, The Dark God, Fiournial, Gilveus, Incabulos, Moander, Morgion, Pes’ilk, The Pestilence God, Ramenos, Talona & Vangal.

Priests: Rotters

Require: Wis 9, Con 13, Chr no higher than 8, Com no higher than 8, NE or CE Bonus: Brewing

Equip: Up to st. leather, type B, blowguns, daggers, darts Turn: Befriend

Major: All, Chaos, Earth, Plant, & Necromancy.

Minor: Animal, Charm, Combat, Summoning, Time, War, & Water.

Rotters make themselves ugly on purpose. Most have a disease or two on them, though they never seem bothered by it. Just being around a Rotter causes a 1%/hr (cumulative) to catch some form of disease. Any contact with equipment of a Rotter causes a 1%/day of ownership of catching a disease. This can be prevented with a Disinfect orison and cured with a Cure Disease. Items removed from the Rotter lose this affect after 25 rolls.

Rotters spread death and disease wherever they go. They great delight in long, slow suffering and the cries of those in pain. They poison livestock, contaminate water supplies, and, if possible, raise ghouls to terrorize a community. They wear ragged, filthy robes, even over armor and easily pass as harmless beggars.

At Lvl 1: Immune to all diseases. This does not mean the disease slides off them, rather they are unaffected by the diseases they carry.

At Lvl 3: Cause Disease by touch as an Anti-Paladin, 1/day.

At Lvl 5: Can Stinking Cloud 1/day. The Rotter is immune to the affects of their own cloud.

At Lvl 10: Can Animate Dead, but only as 1 ghoul/2 lvls or1 ghast/3 lvls. This can be done 1/day and Ghouls will obey the Rotter, but whenever something, like food, would affect their mission, they must make a ST vs Spell or be freed of the Rotter’s control Ghouls obey very simple commands, but ghast created are always free.

At Lvl 15: Can use Aura of Putrefaction, which causes plants to wither, food to spoil, and those around the Rotter to make Con checks/rd or the person will get feverish and show all the symptoms of influenza.

This affect lasts for 1 day/3 lvl of the Rotter, but only after the Rotter has left the area.

 

Dago

Diego del Vasconcillas was the oldest son of a wealthy, Maderan merchant. He had little patience for the social graces needed the life of a merchant and instead focused his energy on becoming a warrior. He left home when he was 15 to join with a mercenary group. His decision caused the family business to be handed down to his mother when his father died. His mother, an overly cautious woman, brought about the collapse of the Vasconcillas fortune and killed herself. Diego cared less. The dark army he was in slaughtered all in their path and was among the first to turn on their masters when the Godswar came. Diego’s commander was killed during the Godswar, and it was Diego’s skill and leadership that brought his men out alive through both the war and the flattening. When the Ten was formed, Hate made Dago a Godling of War, but Dago soon proved he did not care as much for the sociological and tactical benefits of war, so much as the deaths and chaos. The Ten stripped him of his powers. Angry and bent on the destruction of the Ten, he came across Tao.

Dago is ruthless, relentless, and straight forward. He does not mind lying if needed, but he does not believe in playing games. He is not honorable, but does prefer to openly confront a challenge than think of a way around it. He has no problem taking advantage of the foolish or the gullible. His usual form is that of a powerful, hispanic human male in shiny black armor carrying a black sword.

CE human male, 18th lvl fighter, HP: 326, AC: -7.

WAL: Any E, AOC: Strife, murder, & Tyranny, Symbol: Broken Dagger, Church: Dago is highly popular among the sacrifice minded priests of the Amazonia jungle and is worshipped in both of the Threns and Madera, all countries with scores to settle. His largest church is a fortress in Madera.

Patrons: Amatsu-Mikaboshi, Asmodeus, Azura, Cain, Chardun, Cthugha, Cyric, Erythnul, Khaine, Kurtulmak, The Killing Goddess, Malubiyet, Morrigan, Nerull, Nomog-Gaeya, Pnagdig, Selvetarm, Sklarnherra, & Vaprak.

Priests: Blades

Require: Wis 9, Str 15, LE Bonus: NWP of a warrior

Equip: Any armor or weapon Turn: No

Major: All, Chaos, Combat, Necromancy, & War.

Minor: Charm, Fire, Guardian, Law, Protection, Travelers, & Weather.

Blades are egotistical and ruthless. They have very short tempers, starting fights, even with friends, over the slightest remarks. They journey to places and plant the seeds of rebellion, then gain the ruler’s trust by informing them of the rebellion, then turning around and help the rebels fight back. They always enjoy playing both sides against each other, even if it is two friends arguing in a bar. They lie if needed, but prefer to be direct, usually brutally so. They all wear black, all the time, but even their armor has colored trim, and the color marks the rank of the Blade.

At Lvl 1: Can Charm Person 1/day. If the ST is made, that person cannot be charmed by that Blade until the Blade reaches a new level. They can use the warrior proficiencies without penalty.

At Lvl 3: Can Know Motivation, 3/day.

At Lvl 5: Can influence reactions as a bard, but can only move the reactions one step in the hostile direction. With a successful Charisma check, they can move that hostility onto a person, but if failed, the crowd sees through him and turn on the Blade.

At Lvl 10: Can use Aura of Hostility, which causes all those in 25 feet to over-react to every statement and joke. It does not create such a rage that one would kill a friend, unless that person would anyway, but it does cause fights and brawls to break out. Those with a Wisdom of 13 or better can ST vs Spell, modified for Wisdom bonus, every round while in the area to avoid the affects. It can be countered by a bard as if it was a musical attack. If a ST is failed, it is not rolled again until after the Blade has left the area. Blades, priests of any Chaos deity, and Tao’s Destroyers are immune to this aura and Blades can turn it on and off at will.

At Lvl 15: Can use the Aura of Hostility to 25 yards, and only those with a 16 or higher in wisdom can make a ST.

 

Mortiss

Mortissillin Gwe’Verrini was an information gatherer for the first house of Deepwind in the drow armies. His was an important position in the times of the dark wars. Prisoners of the first house were brought to him for information to be extracted. Mortissillin loved the cries of pain, the smell of fear, and the wild look of terror in his victim’s eyes. At the final moment, he would watch in rapt fascination as the light of the person’s soul faded. But when the war was over, Mortissillin’s importance was diminished. The drow of Deepwind opened trade with the surface world, the war was over. But Mortissillin was addicted to the pain and started going to other sources for his pleasure. He was caught disfiguring one of the daughters of the third house and subject to the Rule of Lolth. He was turned into a drider, and banished to the bowels of the underdark. As he wandered the dark tunnels, he came upon others of his kind, but the driders, still without Arachnis to guide them, were wary of everyone, even their own kind. They attacked Mortissillin, and killed him. As they left the body, Mortissillin’s hatred and anger was so great that his soul was not allowed to leave. He became an inquisitor and slaughtered the drider who had attacked him. The hatred attracted Tao, who recruited him for his Black Circle.

Mortiss hates everyone. He resents the drow most of all, for turning their backs on him and making him into what he is. He carries that hate around with him, killing and raising undead to swell Tao’s army. He usually appears either as a giant spider, or a half-drow half spider, but in all forms he is gaunt and rotting.

CE male drider, inquisitor, HP: 244, AC: -3.

WAL: Any E, AOC: Undeath, Symbol: Skull, Church: Mortiss has no churches. His priests form secretive cults in Sanctuary, Horliche, Gregor, Ryer, Kasstoria, Rylaris, and Ista. Each churches is led by a different type of undead from the Zombie Lord in Sanctuary to the Vampire Council in Horliche and the Rakshasa Ghul Lords in Ista.

Patron: Balvorga, Chemosh, Drolnez, Gog, Kiaransalee, the King of Ghouls, Myrkul, Nyarlathotep, Orcus, Tharizdun, Ubtao, Vergadain, & Yeenoghu.

Priests: The Plague

Require: Must be undead, and must not be drow Bonus: Necrology

Equip: Any Turn: Befriend

Major: All, Chaos, Earth, Necromancy, & Summoning.

Minor: Astral, Combat, Creation, Divination, Fire, Water, & Wards.

The Plague are given two things to do, create more undead and destroy the priests of the other Godlings and gods. The delight in destruction and pain and fear. They hate everything, even other undead. They treat others as servants and enjoy pushing people around. To become a priest, you have to be undead. PC’s use the Requiem rules for making undead. The more powerful undead are given jobs of authority, regardless of whether or not they deserve them.

At lvl 1, Can Detect Undead within 50’. This is a radius affect and is on all the time.

At lvl 3, any priest who attempts to turn does so with a -2 penalty.

At lvl 5, can Animate Dead 1/day, as in the spell.

At lvl 10, they can Detect Undead up to 100 foot radius, they can opt to Improved Animate Dead 1/day instead of the Animate Dead ability, and turning attempts are made at a -4 penalty.

At Lvl 15, they can Raise Army. This must be done in a large area with many corpses, such as a battlefield or a cemetery. This raises 1 corpse/lvl as a zombie under the Plague’s command.

 

Sis’Thizz

Sis’Thiz was a yuan-ti shaman of a tribe that had outlived most of the other tribes of yuan-ti in his homeland. The secret to their success was that they were smart enough not to attack those they knew they could not win against. To most yuan-ti, this is a sign of cowardice. When the Godswar struck, Sis-Thizz immediately judged the outcome and saw that there was no way the dark gods could succeed against the true gods. While the rest of the yuan-ti sided with the dark gods, his led those who would follow him against them. When the Godswar was over, he expected to be made into a Godling for his wisdom in joining with the humans, but in his arrogance, he never saw that there were hundreds others of many “evil” races that did the same thing. He grew angry at being ignored, and lashed out. The normally

cautious shaman went on a killing spree, killing his own yuan-ti, humans, and anyone else. Luckily Tao got to him before anyone else did.

Now that he got his precious Godling-hood that he yearned for, Sis-Thizz is not happy. He is at the whims of his patrons, must oversee his followers, and protect the serpent races, all of which is more work than he counted on. His constantly plots ways to usurp Tao, but sees the Ten as a bigger threat. He usually takes the form of a large yuan-ti, but with four arms, or a giant cobra.

CE male yuan-ti, 16th lvl shaman, HP: 236, AC: -3.

WAL: Any E, AOC: Serpents & Swamps, Symbol: Cobra, Church: The main, and only known, church of Sis’Thizz is in the lizard man town of Kasstoria. The yuan-ti shaman also get their spells from him, but they do not build churches.

Patrons: Mormo, Sebek, Semuanya, Sess’Innek, Snake, Sseth, Sstasa, & Vaerae.

Priests: Snakemen

Require: Wis 9, Dex 12, any E. Bonus: Survival, Swamp

Equip: up to scale armor, Any type P weapon Turn: Befriend

Major: All, Animal, Combat, Plant, & Water.

Minor: Chaos, Charm, Divination, Necromancy, Protection, Summoning, & Weather.

Snakemen can be of any race, though those outside of Kasstoria and the jungles and swamps where the

shaman live form secret cults. Snakemen enjoy ruining plans of other Godlings and anyone in authority. They view law as a waste of time and hold contempt for anything that resembles charity. Unless the government is corrupt, then they back it completely and try to promote its goals. They wear cloaks and clothes that resemble snakeskin when in meetings.

At lvl 1, They are immune to poisons of all types.

At lvl 3, they can Speak with serpents 3/day and can Find Familiar to receive a snake familiar. They cannot have more than 1 familiar at a time, but they do not suffer the same bond as a real familiar.

At lvl 5, they can Summon 3d6 giant, poisonous snakes to come to his aid. The snakes are under his control, and remain for 1 rd/lvl. This does not work in an area with no snakes and can be done 1/day.

At lvl 10, they can polymorph into a giant cobra, 3 times larger than in the monster manual. This can be done 3/day and lasts until the Snakeman wills himself back into humanoid form.

At lvl 15, they can polymorph into any snake or reptilian form, such as a lizard man or yuan-ti. They get a poisonous bite in every form (type F). They cannot change into dragons. This can be done as often as they wish. They also become cold blooded. In the cold they slow down and come under the affects of a Sleep spell, but can survive any amount of heat (not fire, just heat).

 

Steph

Stephanie Jones was not born on Terra. She is from a world of high technology and no magic. During the Godswar, the multiverse was altered on many levels, and the ripples that radiated across the prime affected many worlds, including Steph’s. She was on a camping trip with her cousin, Diana, when a portal appeared between Terra and their world. Both girls fell in and ended up underground. They became separated.

Steph managed to find a group of dwarves who agreed to help her find a way out. She thought briefly about telling them about Diana, but she didn’t much like her cousin anyway. The dwarves taught her a few things about where she was in the time they were traveling. One of the dwarves was a thief and taught her a few basic skills. When they had emerged, she was ready to face Terra.

She went on many adventures, but when she learned her cousin had achieved Godling-hood, Steph grew incredibly jealous. She went on a quest to gain more power, and hopefully become a Godling herself. She traveled to the Outer Planes, home of the gods, to learn more about a practice of stealing a god’s power. She was hoping it would work the same with Godlings and allow her to steal her cousin’s power. She instead fell in with a group of planewalkers who ran afoul of the Egyptian God, Set. Set slaughtered each one methodically, but when he face Steph, he found someone as evil as him. He asked her, “What do you want?”. “Power” came her reply. And so Set introduced her to Tao.

Unlike her cousin, Steph has adapted well to Terra. She finds great delight in mental anguish and playing people against each other. For entertainment, she will manipulate best friends until one of the kills the other one. She usually appears as a strikingly beautiful human girl dressed in silks, most of which

revel more than they cover.

NE human female, 13th lvl thief, HP: 202, AC: -2.

WAL: Any non-G, AOC: Lies, Deceit, & Jealousy, Symbol: Female eyes, Church: The hedonistic lifestyle that Steph promotes matches the same attitude that the corrupt Mylon, It is there that her largest church is located. Another large church is in Seaport. Others exists in Ista, Kasstoria, and Madera. Her churches are little more than orgy temples. Usually they are decorated like something else, so those entering them think they are somewhere else, such as a bathhouse, brothel, etc.

Patrons: Baalzebul, Leira, Loki, Loviatar, Morine, Oranan, Raven, Sharess, Shub-Niggurath, Sihne, Sishtil, Terra, & Tlazteotl.

Priests: Houri

Require: Wis 9, Chr 13, Com 15 Bonus: Musical Instrument

Equip: No armor, blunt weapons of size S or M Turn: Befriend

Major: All, Animal, Chaos, Charm, Healing, & Protection.

Minor: Combat, Guardians, Necromancy, Summoning, Thought, Travelers, & Wards.

Houri use seduction and manipulation to get what they want. They tell lies all the time, even to other Houri. In fact, if they are ever caught in a lie, they lose spell abilities for 1 day. While the obvious answer would be to not lie, the Houri enjoy the game and only tell the truth when they are expected to lie. They dress casually, though prefer nothing or next to no clothing. This changes when they pretend to be another priest, which they do for traveling.

At lvl 1, they can Charm Person 3/day.

At lvl 3, they are immune to magical Charms.

At lvl 5, they can Dire Charm 1/day.

At lvl 10, they can Suggestion 1/day.

At lvl 15 they get Kiss of Madness. This ability must be used by kissing the victim. The victim gets a ST-4 and even affects elves, Houri, and other creatures normally immune to charms. Those that fail their ST are totally enraptured by the Houri. They will do anything, even die, to please the Houri, Most Houris only ask this as a last resort since a slave is more useful. Those under the affects are essentially puppets of the Houri. This lasts as per the Charm Person spell, with a new ST-4 at the end of each duration.

 

Tao

Long before the dark gods took over Terra, there was a wizard who lived on Krynn. There he was a powerful black robed wizard, a practitioner of the dark arts. So vile were his experiments, that even his evil brethren tied him to four horses going opposite directions. His soul traveled to the Abyss where he became a larvae. He lived for millennia, building his way up, until he became a Balor. It was at this time, that he realized how stupid the Blood War was. After fighting so hard to achieve power, he would be damned (literally) if he was going to allow himself to die over a futile war. He began searching for a way out of the pit of the Abyss, when he heard about the gods returning to Terra. Although Terra was hidden from godsight, being a demon let him find it easily. He fled to Terra under the guise of a young, human warrior. He became a legend quickly, and just in time for the appearance of Max and the true gods. When the Godswar was over, Hate offered to make him a Godling of combat. Tao accepted. Once he had the power, he fled the Ten, nearly destroying them in the process. He struck a deal with an unknown god, and was granted the power to make his own Godlings.

Tao is twisted and evil. He delights in utter chaos and destruction. Unknown to the others of his Black Circle and even his own priests, his ultimate goal is the destruction of Terra and everyone and everything on it. He can make his own Godlings alone, unlike the Ten which need the cooperation of all ten, but he is afraid of too many Godlings ganging up on him and taking his power, so he is careful about who he chooses. His appearance is different to everyone who looks at him. Should they blink or look away and look back, his form will appear different again. Seven people in front of him will see seven different images at the same time, but all of them are hideous, malformed and thoroughly evil. He rules the Black Circle out of threats and power.

CE Balor Tanar’Ri, HP: 356, AC: -12.

WAL: NE or CE, AOC: Chaos, Destruction, & Ill-Fortune, Symbol: Half shadowed, demonic face, Church: Tao has no churches as nearly every priest of the other Godlings would burn it down and kill his priests. Instead, there are cults in every city, including Arionos, dedicated to destroying law and peace.

Patrons: Azathoth, Bhaal, Cronus, Enkili, Eris, Fire, Gadraka, Garagos, Gargauth, Garyx, Gods of Trouble, Hastur, Iyachtu Xvim, Iuz, Juiblex, Khurgorbaeyag, Lugribossk, Malar, Pimpliel, Ralishaz, Sargonnas, Siva, Tabrahil, Talos, Tyaa, Tyhme, Vecors (Insane), & Zattaze.

Priests: Destroyers

Require: Wis 9, CE Bonus: Disguise

Equip: Any armor, Any weapon Turn: Befriend

Major: All, Chaos, Combat, Necromancy & Summoning.

Minor: Astral, Earth, Fire, Protection, Sun, War, & Wards.

Destroyers seek the destruction of the Godlings and the misery of the people. Suffering and pain are like music to them. Death and despair are their meat and bread. They bully others, especially other priests of the Black Circle. They usually dress as normal people, donning black robes with red trim for their twisted ceremonies.

At lvl 1, Confusion, 3/day.

At lvl 3, Protection from Good and Evil, to 10’ radius. This is continuous.

At lvl 5, Chaos, 1/day.

At lvl 10, Misfortune Aura. This causes those around them, except for allies, to roll all dice at -2 or -10%. This is a continuous affect.

At lvl 15, Mass Chaos. This ability causes all those except other Destroyers, to ST vs Spell -3 or suffer pain and confusion. All dice rolls are at -4 or -50%, any spells and psionics fail. Magical Items fail when used, being treated as if they were dispelled until removed form the area or the Chaos ends. Those who make their STs can still cast spells as a wild mage, use psionics, and make dice rolls at -2 or -25%. This lasts for 1 rd/lvl. Anyone entering the area are affected, but those outside are not. Spell affects that were in place before the Mass Chaos are not affected, nor are cursed items or artifacts.

 

Tithinae

Tithinae was a blue dragon priestess of one of the dark gods, who served her deity for over 600 years. As dragons go, that isn’t very old, and what she lacked in age, Tithinae made up in sheer cruelty. She killed more giants and destroyed more lives than many of the dragon generals during her reign. When the Godswar came, she was decidedly against siding with the true gods against the dark masters, until she discovered the power Tiamat could give her. Her rival and supposed “partner” in the fight was Silverwind. She cursed him and called him a coward when he flew away from the battle, called him a fool and a traitor when he returned leading a dragon and giant army, and a charlatan when he ascended to Godling. Bitter with spite and jealousy, she pretended to accept the new position as the youngest dragon on the Council located on the Dragon Islands, when inside she was seething in fury. She did her best to undermine her fellow dragon rulers. When her treachery was discovered she was sentenced to death, but her anger had already attracted Tao.

Tithinae resides on the moon of Branna in a subterranean citadel made of the bones of dragons and giants, her symbol of the folly of unity. She use to love to inflict pain on creatures, but even better is the smell, the look of fear. Her fear aura reaches 1000’, almost half a mile. Either it is always on or she never turns it off. Anyone entering her aura must ST at -5 every round to avoid it. Even those who make it are still trembling and make attack rolls at -4. She has such admiration for Tiamat, she has taken the form of a dragon with 3 heads, instead of 5. She changes the colors of the heads to match any of the chromatic dragons, but must keep the heads she chose at the beginning of the day for 24 hrs. The rest of her body continually shifts colors, growing faster the angrier she gets.

NE female dragon priestess, HP: 287, AC: -10.

WAL: Any E, AOC: Evil Dragons, Hatred, & Fear, Symbol: 3 dragon heads in a circle (colors change, depending on priest preference), Church: Although Tithinae has no official churches, she does have hidden cults on the Dragon Islands, Sanctuary, the Battanoks, and Seaport. The draconians of Langheim openly worship her, even if she is a dragon, they feel she is just as betrayed by them as they were.

Patrons: Anteros, Bane, Eshowdow, Ghaunadar, Karontor, Nuitari, Phobos, Set, Takhisis, The Elder Elemental God, & Tiamat.

Priests: Fear Mongers

Require: Wis 9, Con 13 Bonus: Psychology

Equip: Any Armor, Blunt & small edged weapons Turn: Befriend

Major: All, Charm, Combat, Necromancy, & Thought.

Minor: Air, Chaos, Earth, Fire, Protection, Summoning, & Water.

Fear Mongers spread fear and distrust everywhere they go. They sow the seeds for rebellion and turn loved ones on each other. They search and kill Peacekeepers, Matchmakers, and Timekeepers alike. They usually dress in somber colors, and carry their holy symbols under their clothes.

At lvl 1, Immunity to all forms of fear.

At lvl 3, Fear Aura, as the wizard spell, 15’ radius, must be activated to use, but can be used as many times/day as wanted.

At lvl 5, Phantasmal Killer, 1/day.

At lvl 10, Nightmare Aura. ST vs Spell or victim touched falls into a magical sleep. They will suffer terrible nightmares for 1d6 rds then wake up. Every night after, for 1 night/lvl of the Monger, they will suffer another nightmare, resulting in the loss of healing, memorization, and -1 to all attributes, which return 1/night of regular sleep. This can only be removed with Remove Curse, with the spell specifically intended for the nightmares. If any attribute drops to 0, the victim doesn’t wake up until he can sleep, but it wont drop any more.

At lvl 15, Nightmare Aura, but the victim dies if any point drops to 0 and the victim must make a ST vs Death Magic during the initial attack or die. Furthermore, every night after a nightmare, the victim also loses 1d10 hp (to a min of their max at level 1) and -1 to THAC0.

 

 

Xillis

Xillis was one of the most powerful generals in the sahuagin army. Single handedly he was responsible for the destruction of over 30 undersea races, and is the reason why the Aquar dwarves are so scarce. His only obstacle was the triton general Felwaer. Despite his best attempts, Xillis could not defeat him. Worse still, Triton had a knack for arriving in time to destroy all of Xillis’ plans. When the Godswar came, Xillis sided with the dark gods. He was defeated by Felwaer once again when the triton trapped him in an underwater cave and sealed the entrance. By the time Xillis emerged, the Godswar was over and the dark gods had been defeated. Worse still, he learned that Felwaer had become a Godling. Angry, Xillis lashed out at everyone, even other sahuagins. In a fit of rage, he nearly wiped out his own race. Luckily for the sahuagin, Tao interfered.

Xillis hates everyone and everything, even his priests. He seems to be on a rampage of destruction. He fears no one and nothing, challenging anyone he comes across. His hatred is so blinding, there is little hope for him to every change. Whatever form he takes always has four arms.

CE sahuagin male, 28th lvl fighter, HP: 386, AC: -6.

WAL: NE or CE, AOC: Evil Sea Races, Symbol: claw coming up from waves, Churches: Xillis’ only church is in the sahuagin capital of Yurkturg. It is reported that reavers, kuo toa, morkoth and other evil aquatic races also have temples to Xillis, but this is unconfirmed.

Patrons: Cthulhu, Panzuriel, Stromaus, & Umberlee.

Priests: Dark Divers

Require: Wis 9, CE Bonus: Swimming, Aquatic Survival

Equip: Only gear that work underwater. Turn: Befriend

Major: All, Animal, Chaos, Necromancy, & Water.

Minor: Air, Combat, Plant, Protection, Travelers, Wards, & Weather.

Dark Divers hate everything and everybody. They hold others in their community in contempt. Surface Divers wreak havoc in secret with boats and docks, while those underwater work to destroy the peace that binds the three undersea kingdoms of Senshaol, Deshaol, and Fathis.

At lvl 1, Water or Air Breathing. This is always in effect.

At lvl 3, Churn Water, 3/day.

At lvl 5, Corrupt Water. This turns any fresh or sea water source into type F poison. It affects 1 cu’/lvl. If the source is larger than this, the poison lasts two round, otherwise it remains for 1 round/lvl. Anyone in the water must St vs Poison every round. This goes into the skin, so holding your breath sill not help. It can be used 1/day.

At lvl 10, Can summon a 12 HD Water Elemental, 1/day. This becomes a 16 HD Greater Water Elemental at lvl 15.

At lvl 15, Transmute Water to Acid, 1/day. It affects 1 cu’/lvl. If the source is larger than this, the acid lasts two round, otherwise it remains for 1 round/lvl. Those inside it take 2d4 pts/round while in the water and 1d4/rd for 6 rounds after they leave. The acid leaves permanent scars that can only be healed by Regeneration or Remove Scar. It lasts for 1 rd/lvl.

 

Malovent

Malovent is the only remaining Dark God. His origins are a mystery. Some believe that the secret to Malovent’s destruction lies in his background. No known history is written of him or any of the other Dark Gods, though this may be because the True Gods erased it. Malovent, seeing the coming of the True Gods, split his essence up, and as such was the only one of the Dark Gods who did not participate in the Godswar. His “avatar” was destroyed, while his essence and power rested in a small temple. Without his avatar, he was powerless to reform, falling into a coma like slumber, until he was awakened by an evil wizard.

Malovent is extremely vain, and weak. Without followers, he must expend what power he has in keeping his presence secret from the Godlings. His few priests are sworn to secrecy and must not even reveal who they are. Therefore, his priests must be multi-classed. The wizard who awakened him is his high priest and strives to spread the Chaos of his god until the day when Malovent can take back the crystal sphere the True Gods took from him.

CE Immortal of Entropy, HP: ?, AC: 0

WAL: CE, AOC: Death, Destruction, Disease, Murder, & Chaos, Churches: Malovent has no churches. Cults meet in secret, never in the same place twice. Individual cells rarely know of anyone outside their cell, though the high priest can recognize any priest or follower on sight.

Priests: There is no name given to the priests of Malovent.

Require: CE, Wis 9, Chr 13 Bonus: Disguise

Equip: Only what is usable by their other class Turn: Befriend

Major: All, Chaos, Combat, Necromancy, & Summoning.

Minor: Earth, Fire, Moon, & Protection.

The priest sow deception and chaos wherever they go, but they rarely seem like the bad guys. Instead they usually try to