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Thread: Background and Introduction

  1. #1
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    Post Background and Introduction

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    Generations ago, a warlord, his name now lost to the annals of history, founded a basecamp in an ancient abandoned city known as Ryan's Ruins. The basecamp quickly grew to a fortified hold, and garrisons were sent to build up the defenses in the catacombs that sprawled beneath the ruins.

    Nobody is sure what those soldiers found beneath the ruins, but the warlord claimed many valuables from the rubble below, and over the next few years built a great city, which grew at an inexplicable rate.

    Known by many names over the years, mostly archaic references to the names of lost cities of the area, the warlord referred to it simply as the City State of the Invincible Overlord, a title that he took for his own, allowing few to evr know his true name.

    Since then, several Invincible Overlords have worn the mantle of rulership, some as heirs, others as conquerers.

    Visitors to the City State are often appaled at the appearance of the city's streets. Beggars haunt every corner and alley, surrounded by their own filth - and that of others. Orcs, Koblds, Ogres and even some few Trolls wander the streets among the Human, Elf, Dwarf and other citizens. Guards turn a blind eye on shopkeepers who beat, maim, and even kill thieves - and suspected thieves. Slavery is commonplace.

    Behind all this squalor in the streets is a complex and refined legal system that makes the scum in the commons look like the most pious individuals. One questions why anyone with any other options would even consider coming to this vile place.

    And yet, many do just that. Year round, people flock to the City State. Merchants seeking to sell wares that may not be legal to trade in other places. Criminals fleeing persecution. Nobles and holy men hoping to undo the corruption in the government or or the streets.

    And adventurers.

    The City State has placed a bounty on the heads of the Purple Claw Orcs from the nearby Dearthwood, the foul and unnatural beasts that prowl the Troll Fens and Mermist Marshes, the pirates who patrol the Roglaroon, and many others. But this draws in only the most dim-witted or unambitious adventurers. The true riches come from Wraith Overlord.

    The ancient catacombs under the original City State are still there, stretching far deeper than any have ever explored. Any that have returned, that is. These sprawling tunnels were dubbed Wraith Overlord ages ago, and the name stuck. Rumors abound of the riches still waiting to be claimed, and others point out that fewer than half that venture into Wraith Overlord ever return - and they often leave both the valuables they collected, and the ones they took in on their corpses.

    Finding entrance to the tunnels is easier said than done. Somewhere in the city is a tavern which is built over an entrance to the catacombs. For a fee, drunks descend into the darkness to fight the giant rats and lesser beasts that the proprieter lures in, but anything of value has been long stripped from this section of the tunnels, inviting less scrupulous customers to waylay others rather than treasure-seeking in more conventional ways. There may be other, unknown passages down there though - more than once, powerful beasts have been seen, sometimes even venturing up the well to attack the tavern's patrons.

    Other entrances to Wraith Overlord exist, too, but finding their whereabouts is a challenge of its own, and getting in once they're found is not guaranteed to be easy.

  2. #2
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    Invincible Overlord is an adventure set in the City State of the Invincible Overlord. PCs are adventurers coming to the City State for whatever purpose they choose. Players may persue any goals they choose - the adventure will be built around what they choose to do, provided the action stays within the City State and Wraith Overlord. Whenever I manage to pick up a copy, the surrounding Hinterlands setting will be available too.

    Play will be casually paced. I will check in and update 1-3 times per day, with more attention paid on my days off (currently Thursday - Saturday). Most gameplay will be done on the forums, including small-scale combat. Large-scale combat will be postponed until a day when all involved are available, and will be run through Gametable.

    WARNING! The adventure WILL NOT scale to the PCs level. You will get hints that certain areas or goals are outside your abilities - if you choose to ignore these, your fate is in your own hands.
    Last edited by Necrite; Thursday 06-19-2008 at 04:51 AM.

  3. #3
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    Exclamation

    Attention: I am not currently recruiting for this campaign; I still have a bit of setup to do. Once I'm done, invitations will be sent out to a few friends. After I get responses from them, I will begin taking names. I am shooting for a group of 4 to 6, although I may go with a slightly larger group.

    If you are interested in joining, and I haven't opened things up yet, send me a PM, and I'll let you know where things stand.

  4. #4
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    Post Rules

    The game will be run using D&D 3.5 rules. The main reference will be http://www.d20srd.org/

    The Variant Rules section will not be used.

    Races may be selected from the following list:
    • Human, Dwarf, Elf, Gnome, Halfling, Half-elf, Half-Orc (Standard PHB races)
    • Humanoids with no Level Adjustment selected from the Monster Manual will be considered. If approved, they are subject to racial ability score adjustments and abilities determined by me, based on their MM entry.
    Base Classes may be selected from the following list:
    • Barbarian, Bard, Cleric, Druid, Fighter, Monk*, Paladin*, Ranger, Rogue, Sorcerer, Wizard (Standard PHB classes)
    • Samurai**, Shaman, Shugenja, Sohei, Wu Jen (Oriental Adventures)
    • Psion, Psychic Warrior, Soulknife, Wilder
    *Monks and Paladins will not be prohibited from returning to their original class when multiclassing in all cases. If you wish to play a multiclass Monk or Paladin, ask, and I will decide if the combination is allowed.
    **Samurai do not spend GP to enhance their Ancestral Daisho. Instead, they spend 1/25 the listed GP cost in XP for enhancements.
    Prestige Classes may not be selected at the time of character creation, even if you can qualify for them. All prestige classes are subject to my approval. Prestige classes can be selected from the following sources:
    • Dungeon Master's Guide
    • Oriental Adventures
    • Sword and Fist
    • Tome and Blood
    • Defenders of the Faith
    • Masters of the Wild
    • Song and Silence
    Characters will be created at Level 5. Base stats will be rolled it this thread as follows: Roll 4d6, seven times. Drop the low die from each set, then drop the lowest of the seven sets. The remaining six sets will be used to build your character. No rerolls are permitted without my prior approval.

    Characters may have no more than three classes. This may be:
    • Three base classes
    • Two base classes and one prestige class
    • One base class and two prestige classes
    Multiclassing is not required, fewer classes may be taken.

    All characters will have an additional stat: Social Level. This is a measure, ranking from 1-20, of how influential you are in society, most important when dealing with high-ranking nobles, or when involved with the legal system. SL checks are made on 1d20+SL.

    Cleric spellcasting is being changed as follows:
    • Clerics no longer have the ability to spontaneously cast cure or inflict spells.
    • Clerics no longer receive a domain slot for prepared domain spells. Domain spells that do not occur on the standard cleric list cannot be prepared.
    • Clerics may spontaneously cast their domain spells by dropping an equal or higher level prepared spell to cast it. This is the same as the standard cleric ability to Spontaneously Cast, except for the spells used.
    Last edited by Necrite; Friday 06-20-2008 at 10:37 AM.

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    Equipment

    Each character may pick their own equipment using one of the following categories:

    Standard Equipment

    -One +1 weapon
    -One +1 armor or shield or ring of protection +2 or amulet of natural armor +2
    -One ring, wand, or minor wondrous item of 5000gp value or lower
    -10 spell levels (not caster) of potions and/or scrolls (0-level count as 1/2 level)
    -2 masterwork weapons, armors, or tools
    -Any number of standard items (within reason) of no more than 10gp each
    -100gp
    Magic Weapon
    -One +3 Weapon (plusses can be standard plusses or special abilities)
    -One +1 armor or shield
    -8 spell levels of potions and/or scrolls
    -1 masterwork weapon, armor or tool
    -Any number of standard items (within reason) of no more than 10gp each
    -100gp
    Magic Armor
    -One +1 Weapon
    -One +3 armor or shield (plusses can be standard plusses or special abilities)
    -8 levels of potions and/or scrolls
    -1 masterwork weapon, armor or tool
    -Any number of standard items (within reason) of no more than 10gp each
    -100gp
    Limited magic
    -One masterwork weapon made of a special material
    -One masterwork armor or shield made of a special material
    -One masterwork weapon
    -One additional masterwork weapon or 20 masterwork bolts or arrows or 5 masterwork thrown weapons
    -5 levels of potions and/or scrolls
    -2 masterwork armors, shields or tools
    -Any number of standard items (within reason) of no more than 12gp each
    -200gp
    Family Heirloom
    -One +5 weapon or armor (maximum +3 enhancement, the remainder of the bonus must be special abilities), or a weapon, armor or shield from the specific weapon, armor or shield tables or a Ring, Rod, Staff or Wondrous Item with a maximum value of 50,000gp. This item is subject to DM approval, and can be rejected.
    -One masterwork weapon or armor
    -5 levels of potions and/or scrolls
    -100gp worth of standard and special equipment. Unused money is lost
    -50gp
    Last edited by Necrite; Sunday 07-06-2008 at 06:22 PM.

  6. #6
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    I've received replies from the people who are joining, up to two slots remain. If you're interested in joining, send me a PM.

    The game will start once finished characters have been submitted for all players.

  7. #7
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    Deities

    Someone's bound to roll a cleric, a character who worships a god, is interested in the pantheon, or just wants to go to a temple to get healed when they're out of potions. So here's a VERY brief list of the deities in the Wilderlands/Invincible Overlord setting:

    First, there are three classifications of deity: Major, Minor, and Demigods & Godlings. Demigods and Godlings are not widely worshiped, so that section will be extra summarized. If you're interested in any, ask for elaboration in the discussion thread. I'm also going to skip gods who are unlikely to be seen, like Armadad Bog, who is a major god, but his following is almost entirely within the City-State of Viridistan.
    Finally, please note that the Wilderlands setting is host to a plethora of deities, far more than other settings. Sages familiar with the multiverse continue to debate why this realm has an unusually high population of gods, but the end result is this: any god, from any source is worshipped in the Wilderlands. Some may have so few worshipers that you can count them on one hand, but they still are present. Any deity from an alternate source is considered a Godling.

  8. #8
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    Major Deities

    ATHENA, BATTLE GODDESS OF WISDOM
    Alignment: Lawful Good
    Domains:
    War, Good, Law, Knowledge
    Symbol:
    Owl
    Typical Worshippers: Sages, fighters, paladins
    Favored Weapon: Spear
    Athena, Battle Goddess of Wisdom, is Lawful Good. Athena attracts warriors who desire to see justice done in the Wilderlands. The domains she is associated with are Good, Knowledge, Law, and War. Her favored weapons are the spear and shield. Athena has a temple in the town of Bryny which on the Rorystone Road between Thunderhold and City State.
    In Valon, Athena is worshiped as Amala, Warriorgoddess of the Sea. Her domains are War, Good, Law, Water.

    HARMAKHIS, GOD OF DEATH
    Alignment: Chaotic evil
    Domains: Death, Destruction, Evil, Chaos
    Symbol: Skull and scythe
    Typical Worshippers: Fighters, Aristocrats, City State
    Favored Weapon: Flail
    Harmakhis (Har-ma-kiss), God of Death, is Chaotic Evil. Harmakhis’ cult preaches a doctrine of “might makes right” and appeals to many rulers who desire not be shackled by laws or morals. His priests teach that only a person who gives much to Harmakhis in treasure and sacrifices may avoid the gloom of the afterlife. He has a high temple in the City State of the Invincible Overlord and more than a few nobles and senators are worshippers. The religion seeks political power and influence to better spread its evil teachings. It is believed that Harmakhis is an aspect of the Celtic god Donn, worshiped by the Tharbrians.

    MITRA, GOD OF JUSTICE, FIRE AND LAW
    Alignment: Lawful good
    Domains: Fire, Good, Healing, Law, Protection, Sun
    Symbol: Scales of justice
    Typical Worshippers: Paladins, fighters, experts, monks
    Favored Weapon: Longsword
    Mitra (My-tra), god of justice and contracts, is lawful good. His titles are Friend of Man, The All-Seeing, and Lord of Justice. Mitra provides justice for his followers in exchange they must treat each other fairly and hold to their given word. Mitra is widely worshiped throughout the Wilderlands, though mostly in areas where Viridian priests do not hold sway. Sacred Oaths made in his name are sworn in front of holy fires. He is also popular among common folks as his clerics protect them against those who would
    exploit them or prey on them. His symbols are a flame, and the lion. His worship is centered on the town of Modron.

    MYCR, THE UNKNOWN ONE
    Alignment: Lawful good
    Domains: Law, Good, Healing, Protection, Plant
    Symbol: None
    Typical Worshippers: Monks, healers, gardners
    Favored Weapon: Quarterstaff
    Mycr (Mi-ker), The Unknown One, is lawful good. Mycr is one of the most mysterious deities known in the Wilderlands. He has no known avatar, but exhibits great powers even over other gods. His followers (known as Mycretians) teach that he is the one true god and the others are false demons or apparitions. His followers have a very strict moral and ethical code by which they must live. His worship is centered on the five Holy Cities of the Desert Lands. Mycretians are pacifists and will not fight except in defense, and then only with the least force necessary.
    Mycretians are also excellent herbalists, renowned for their skill with and knowledge of many plants and their mystical qualities. Their skill in this regard is often as much in demand as their spirit gifts of healing.

    NEPHTLYS, GODDESS OF WEALTH
    Alignment: Lawful neutral
    Domains: Animal, Law, Luck
    Symbol: Two large horns circling a lunar disk
    Typical Worshippers: Money-changers, thieves, aristocrats
    Favored Weapon: Quarterstaff or dagger
    Nephthlys (Nef-thil-is), Goddess of Wealth, is lawful neutral. She is the goddess of wealth and fate. Merchants sacrifice to her to decrease the risk of their journeys. In the last thousand years her temples have become a focus for banking with merchant being able to make deposits in one temple and withdrawing in a temple in another city. She has temples or shrines in all the major cities of the Wilderlands including Viridstan, and City State.

    ODIN, BATTLE GOD OF KNOWLEDGE
    Alignment: Neutral good
    Domains: Air, Good, Knowledge, Strength, Travel, War
    Symbol: A never-blinking blue eye
    Typical Worshippers: Rulers, nobles, lawyers, fighters, warriors
    Favored Weapon: Spear
    Odin, Battle God of Knowledge, is lawful good. He is also known as Wotan the All-Seer and One-Eye to the Skandiks. He hanged himself off of the world tree and sacrificed one of his eyes to gain the wisdom of Gaea. It is said among the gods that there is no other who knows the will of the world than Odin. Odin is also known as the chooser of the slain picking those worthy warriors who died in battle to join him Valhalla. The Skandik people revere him, and he has major temples in the City State and Tarantis (where he is also known as Woten).

    SET, GOD OF EVIL AND THE NIGHT
    Alignment: Lawful evil
    Domains: Death, Destruction, Darkness, Evil, Knowledge, Law, Trickery
    Symbol: Coiled cobra
    Typical Worshipers: Evil power-seeking humanoids, evil monks, assassins
    Favored Weapons: Cobra staff, Spear of Darkness, poisoned weapons
    Set is a greater god, worshiped on many planes in many forms. He most often appears as a scaled humanoid with the head of a jackal. He is utterly dedicated to the orderly spread of evil and oppression. His symbol is the coiled cobra, though any snake can be used to represent his power. His temples are filled with enormous serpents, always poisonous. His skin is poisonous to the touch.
    Organized groups of assassins are known to be dedicated to his worship. His priests carry staves worked on one end into the head of a cobra. The cobra head is normally tipped with steel fangs coated with poison. His clerics also often carry a stylized black spear, representing the Spear of Darkness he carries. Many of his worshipers tattoo themselves with serpents or cobras.

    THOR, BATTLE GOD OF LIGHTING AND STORMS
    Alignment: Chaotic good
    Domains: War, Strength, Air, Protection, Good
    Symbol: Hammer
    Typical Worshippers: Fighters
    Favored Weapon: Warhammer
    Thor, Battle God of Lightning and Storms, is a major god in the court of Odin and in the hearts of many more popular than the All-Seer. He is known for his many heroic deeds in saving his worshippers from the depredations of monsters and giants. He eagerly rewards any follower who is willing to undertake similar quests. He is revered by the Skandians and has shrines and temples scattered throughout the Wilderlands. Many of his clerics use the Temples of Odin as base in their quests against the monsters of the Wilderlands.

    SEKER, GOD OF LIGHT
    Alignment: Lawful good
    Domains: Sun, Magic, Knowledge, Protection
    Symbol: Hawk-headed mummy or sun-tipped mace
    Typical Worshippers: Women, foes of evil, seekers of knowledge
    Favored Weapon: Halberd and mace
    Seker, God of Light, appears as a strong, virile man. He is a tireless foe of evil. He fights with a halberd or lance and his mace, which disintegrates undead. He also shoots rays of sunlight from his hands. He enjoys having female worshipers and most of his priests are female temple maidens. His temples normally contain large libraries of scrolls and books of philosophy, magic and religion for those who want to seek out truth. The priestesses tend their god when he appears. Otherwise they seek out evil to destroy it. Followers of Seker are known as Sekerites. They often partner with Mycretians to foil the foul plans of Mer Shunnan priests of Armadad Bog.

    THOTH, GOD OF KNOWLEDGE AND LEARNING
    Alignment: Neutral
    Domains: Knowledge, Magic, Protection
    Symbol: Ibis
    Typical Worshippers: Sages, teachers, knowledge-seekers
    Favored Weapon: Quarterstaff
    Thoth (Thawth), God of Knowledge, is Neutral. Thoth’s church has temple and shrines throughout the Wilderlands. His church was instrumental in aiding the Pious in the War of the Pious and Philosophers long ago. Since then he has directed his priest to be active in suppressing dangerous knowledge and promoting the use of magic. Unlike other churches, the church of Thoth supports not only clerics but wizards and sorcerers as well. The center of his worship is Tula, the City of Wizards, but he has important temples in Viridstan and the City State. Followers of Thoth are normally referred to as Gnosophim. They wear simple robes.

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    Minor Deities

    ALINAH, GODDESS OF THE MOON
    Alignment: Lawful neutral
    Domains: Darkness, Magic, Protection, Trickery
    Symbol: A quarter moon
    Typical Worshippers: Brownies, sprites, lycanthropes, and fey creatures
    Favored Weapon: Longsword
    Alinah appears as a tall slender woman with very pale skin. She has 4 arms, 2 of which are only seen when she is in battle. Alinah is goddess of the creatures of the night, and has the ability to find any creature as long as it is night time.
    Alinah is fond of lycanthropes. She shall aid them above all others. She has the power to assume the shape and power of any lycanthrope. Alinah rides a flying chariot pulled by two very old silver dragons. The dragons will always be near to protect Alinah. Alinah is in constant conflict with the sun for dominion of the sky and will send her followers to overthrow temples of sun gods.

    AMALA, WARRIOR GODDESS OF THE SEA
    This is the incarnation of Athena that is worshiped in Valon. See her entry, above. In this incarnation, she is lawful good and her domains are War, Good, Law, Water.
    She appears as a faintly blue-skinned sea maiden with a great shell for a shield and a silver spear and sword decorated with coral.

    ANIU, LORD OF TIME
    Alignment: Neutral
    Domains: Law, Chaos, Knowledge, Time*, Travel
    Symbol: An hourglass
    Typical Worshippers: Wizards, sages, timekeepers
    Favored Weapon: Quarterstaff
    The Lord of Time will manifest himself as a tall, slender man, shrouded in a gray, hooded cloak. Aniu doesn't seem to walk or run, but to vanish and reappear a short distance from his former position. He is very short and direct in his speech with Mortals. Aniu knows the total history of the universe and the possible destinies of every creature therein.
    Aniu has bound himself by several powerful oaths not to directly interfere with time. Only if the balance of Law and Chaos or Good and Evil is severely threatened will he intervene. Aniu carries a shepard's staff known as the Temporal Staff. It has the power of longevity and withering. Aniu has the ability to stop time up to a month in duration but he would have to violate his oaths.

    BEYTNORN, GOD OF TREES
    Alignment: Neutral
    Domains: Knowledge, Plant, Protection, Travel
    Symbol: An oak leaf
    Typical Worshippers: Treants, rangers, druids, woodsmen
    Favored Weapon: Longbow
    Beytnorn, a large Treant with an Intelligence and Wisdom of 34, is Lord of the Forests and protector of the trees. When in battle, his leaves can be shot one at a time to a range of 30 feet for 1d6 points of damage. Fire and cold have no effect on him, but lightning does double damage. His touch can remove disease on any type of plant and the sap that runs down his bark can cure light wounds on elves once per day if eaten.

    BONDORR, GOD OF SWORDS
    Alignment: Neutral
    Domains: Earth, Strength, Protection, War
    Symbol: Two crossed swords
    Typical Worshippers: sword masters, smiths, warriors, fighters, swords-for-hire, Altanians
    Favored Weapon: Scimitar
    Bondorr appears as a powerfully built man with blue skin and long white hair. He fights with a gold scimitar in his left hand that will parry with a 60% chance every weapon attempting to strike him and will break any weapon it parries with. Bondorr can not be injured in any way by a sword, however other weapons will do full damage. The silver scimitar in his right hand is so light that he can make two additional attacks per round with it. Any sword held in his hands becomes a +1 sword permanently.

    BRAZ-KAZON, BATTLE GOD OF SMOKE
    Alignment: Chaotic neutral
    Domains: Chaos, Fire, Trickery, War
    Symbol: Smoking brazier
    Typical Worshippers: Fighters, rogues
    Favored Weapon: Mace and sword
    Braz-Kazon, Battle God of Smoke, is Chaotic Neutral. Braz-Kazon attracts those who revel in battles and live for nothing else but fighting. His avatar is known to appear as a giant berserker. Braz-Kazon is served by clerics who travel with the various mercenary bands around the Wilderlands. The Clerics carry a holy brazier with their battle gear and use it as the focus of ceremonies for Braz-Kazon.

    BUKERA, GOD OF DESERT MOUNTAINS, THE SILENT SCORPION
    Alignment: Lawful neutral
    Domains: Destruction, Earth, Law, Strength
    Symbol: A scorpion
    Typical Worshippers: Desert dwellers and nomads
    Favored Weapon: Warhammer
    Bukera appears as a very large, muscular man with a long beard. He has the ability to shapechange. He can call up a Wind Storm and hurl Fireballs while in the mountains. He carries a Hammer that will cause an earthquake if it strikes the ground and is able to absorb all spells. The leather belt he wears allows him to fly. Bukera frequently takes the form of a scorpion. Glass is sacred to his followers. He can create a dust storm or a mirage once per day.

    CILBORITH, GOD OF THE ELVES
    Alignment: Chaotic good
    Domains: Chaos, Protection, Good, War
    Symbol: Quarter moon
    Typical Worshippers: Elves
    Favored Weapon: Longsword or spear
    Cilborith (Kill-bo-rith), High God of the Elves, is Chaotic Good. Cilborith was one of the first deities to appear and has been with his people since just after the Uttermost War. He is the High God of the Elves and is prayed to in times of conflict to provide inspiration to their leaders. While many elven communities have local deities he is universally worshipped by elves throughout the Wilderlands. His High Temple is located in the Great Forest.

    CORIPTIS, GODDESS OF BATTLE, THE BERSERKER GODDESS
    Alignment: Chaotic neutral
    Domains: Chaos, Strength, War
    Symbol: A longsword entwined with a red hair.
    Typical Worshippers: Fighters, warriors
    Favored Weapon: Longsword
    The goddess of Battle appears as a tall woman dressed in golden chainmail with sword and shield. Her long red hair seems to glow when she is in battle. She is often worshipped as the goddess of berserkers. Mal Kazi, the Sword of Coriptis, is her dancing sword.

    DUNATIS, GOD OF MOUNTAINS
    Alignment: Chaotic neutral
    Domains: Air, Earth, Protection, Travel, Strength
    Symbol: A snow-covered mountain peak
    Typical Worshippers: Dwarves, explorers, mountaineers
    Favored Weapon: Greatclub
    Dunatis appears as a 20-foot tall humanoid with dark hair and skin. He wears +6 plate armor and carries a +6 light steel shield. In battle he forms large boulders from the air and assails his foes with them, dealing 4d10 points of damage with each boulder.

    DYRANTRIL, GOD OF ALCHEMY
    Alignment: Neutral
    Domains: Air, Earth, Fire, Water
    Symbol: Alchemical symbols
    Typical Worshippers: Alchemists, siege mages
    Favored Weapon: Quarterstaff
    Dyrantril, the patron god of alchemists all over the world, will at times lend aid and/or advice to his followers. Otherwise, Dyrantril involves himself little in the affairs of men. This god has the power to transmute Elements from one to another; such as iron to copper or copper to gold. Dyrantril is 5' 1" tall with a dark complexion, fiery blue eyes, and a beard that is shot through with whiskers that appear to be formed of gold, silver, copper, iron and other elements. He is garbed in a brown robe embroidered with the symbols of alchemy and wears a low, wide-brimmed hat.

    GRISMAL, GUARDIAN OF THE UNDERWORLD
    Alignment: Neutral
    Domains: Air, Earth, Fire, Water, Protection
    Symbol: Iron flail
    Typical Worshippers: Gnolls, bestial druids and wizards, protectors and guards of all races
    Favored Weapon: Flail, morningstar
    Grismal, the Guardian of the Underworld, appears as an 8 foot tall, two-headed gnoll with reddish skin the texture of metal and no body hair. He wears a mithril loin cloth. He welds his great flail, mudza. The flail has four balls that are each composed of the essence of one of the four elements, fire, water, earth and air. Grismal is also known as the Door Guard of Death.

    KALE KALA, THE FIRE GOD
    Alignment: Neutral
    Domains: Destruction, Fire, Strength
    Symbol: A roaring flame
    Typical Worshippers: Pyromancers, fire elemental cultists
    Favored Weapon: Club
    Also known as god of the Flaming Mountains, Kale Kala manifests himself as a 30-foot tall fire elemental. He can often be seen mounted on the back of the great Red Dragon, Shashuk. The god is reputedly a child of the sun, but he commands earthly and other worldly fire. In combat, Kala Kala hurls huge balls of molten stone leaving a pool of lava in its wake.

    KAZADARUM, GOD OF DWARVES
    Alignment: Neutral
    Domains: Earth, Strength, War
    Symbol: A purple axe on a golden field
    Typical Worshippers: Dwarves, geomancers
    Favored Weapon: Battleaxe
    Kazadarum stands 5' tall and 3' wide at the shoulders. He has brilliant red hair, beard and eyes. The dwarf god involves himself mainly in the affairs of dwarves but will, at times, help other races. The bejeweled Belt of Kazadarum gives him the power and damage of a storm giant when using his bare hands in battle or for feats of Strength. His shield has the herald of a gold axe on a purple field. Kazadarum's mighty battleaxe, Zule Kar (meaning Demon Slayer), is a gruesome weapon that can be thrown like a warhammer. With one blow, it will slay any demon excepting a Lord or Prince. Kazadarum is worshipped as a battle god by most Dwarf clans, and is often referred to as Rock-Father, Red Slayer and Demon Bane.

    KUVARTMA, GOD OF THE MOON
    Alignment: Lawful evil
    Domains: Evil, Law, Knowledge, Magic
    Symbol: A full moon
    Typical Worshippers: Necromancers
    Favored Weapon: Greatclub
    Kuvartma appears as a giant Ape with huge red bat wings on his back and strikes as a stone giant. He carries with him a shield that changes shape as the moon does. When the moon is full, the shield will be a perfectly round. At night he can cause any being to change allegiance for one hour if he gazes upon them. Kuvartma is worshiped by some nonhuman witches.

    MANANNAN, GOD OF THE SEA
    Alignment: Neutral good
    Domains: Animals, Good, Protection, Water
    Symbol: Manta ray
    Typical Worshippers: Sailors, seafarers, some druids
    Favored Weapon: Longsword
    Manannan, The Sea God, is Neutral Good. Manannan is the lord of the sea and is one of the older deities. His church operates many shrines scattered throughout the coasts of the Wilderlands to aid shipwrecked sailors. His church is also often asked to inspect ships and give the vessel their blessing. Merchants know that a ship carrying the blessing of Manannan is a safe ship to travel with. Manannan is primarily a god of the Tharbrians, though he is widely worshiped in the City State.

    RHIANNON, GODDESS OF WITCHES
    Alignment: Neutral
    Domains: Knowledge, Magic, Protection, Animal
    Symbol: A wand of black wood
    Typical Worshippers: Witches, hedge wizards
    Favored Weapon: Dagger or quarterstaff
    Rhiannon is 5' 2" tall and can appear beautiful or ugly whenever she wishes. She wears a gray cloak and an unusual looking ring on her right hand. It is of platinum, but has been burnt black and has a ruby in the center and two emeralds on either side. Rhiannon is continually looking for the Sacred Wand of Witches. Rhiannon attempts to entrap monsters and make them search for her wand.

    ROSMERTA, GODDESS OF WEALTH
    Alignment: Lawful good
    Domains: Good, Healing, Protection
    Symbol: A stylized pile of coins and gems
    Typical Worshippers: Dwarves
    Favored Weapon: Warhammer
    Rosmerta, the Goddess of Wealth, is lawful good. She is the mother goddess of the dwarves. She taught the dwarves the art of making jewelry and goldsmithing. Every year her priests find the best of dwarven craft and bring praise to its craftsmen. Her favored weapon is the hammer. Dwarves throughout the Wilderlands worship her. Thunderhold has a large temple devoted to her.

    SHANG TA, GOD OF THE SKY
    Alignment: Neutral
    Domains: Air, Good, Knowledge
    Symbol: Lightning bolt on a black field
    Typical Worshippers: Monks
    Favored Weapon: Mace
    Shang Ta, the Sky God, is neutral incarnation of the god Shang Ti. He brings prophecies and wisdom through the shape and order of the clouds. His normal incarnation is lawful good, but it has been a long time since his avatar has manifested and the doctrines of his church have become so ethereal and spiritualized that his followers do whatever they want. Were the god to be re-contacted by use of the fabled Amulet of Amalazar, Shang Ta would restore his worship to its rightful tenets. There is a large temple in Viridstan devoted him.

    THANATOS, GOD OF DEATH
    Alignment: Lawful evil
    Domains: Death, Law, Evil, Travel
    Symbol: A large black book
    Typical Worshippers: Desert dwellers, vortexes
    Favored Weapon: Quarterstaff or scythe
    Thanatos, god of Death, the Dark One, Bringer of Eternal Night, Father of Doom and Keeper of the Damned, appears as a tall, gaunt, handsome (almost beautiful) young man. His eyes, though, are black as deep space. Thanatos is the keeper of the dead and has the ability to speak with any dead being he desires. His quarterstaff, Reaper, is constructed of some shiny, ebony substance.

  10. #10
    Join Date
    Apr 2008
    Location
    Kelowna
    Posts
    111

    Demigods and Godlings

    That's a huge a huge list already, and I've cut out a lot. I'm going to keep this section short - Just the Demigods and Godlings relevant to the City-State region.

    MODRON, DEMI-GODDESS OF THE ESTUARY OF ROGLAROON
    Alignment: Neutral
    Domains: Water, Protection, Healing
    Symbol: Trident
    Typical Worshippers: Rivermen, sailors and fishermen on the Roglaroon, merelves, tritons, merfolk, residents of Modron
    Favored Weapon: Net
    Modron (Maw-drun), goddess of rivers, is neutral. She is can control the waters of rivers and streams. Rivermen and other people who make their living off of rivers pay homage to her. Her avatar is known to dwell in the Estuary of the Roglaroon and the merfolk and tritons that dwell there worship her. The city of Modron is named after her. Widely worshipped as the goddess of rivers, her appearance is often preceded by the sound of a trickling brook and a moist mist. Appearing as a light hearted blonde female in a flowing light blue gown, this goddess enjoys appearing to her followers but seldom speaks and rarely grants prayers for help. In water, she is invisible and able to cause great turbulence, and reverse the current. Using her great strength she can stop even the largest ship. While able to grant fertility to a region, those in her disfavor will suffer an aging of 1d20 years when she hits, in addition to normal damage. Because she cannot leave the water for more than one hour, her temple are normally built with concentric steps leading down to a center, completely submerged.

    PEGANA, GODS OF
    Alignment: Any
    Domains:
    Mana: Death, Evil, War
    Yood: Animal, Earth, Plant
    Sushai
    : Good, Healing, Protection
    Symbol: Golden triangle
    Typical Worshippers: Any
    Favored Weapon: three-flanged or triangular-tipped golden mace

    The Gods of Pegana are foreign gods, unknown in the Wilderlands. Mung, a traveler from afar has set up a Temple of Pegana in the City-State of the Invincible Overlord. Only the members of his church truly know anything of the teachings of Pegana.

    THE TOAD, GOD OF THE MERMIST SWAMP
    Alignment: Lawful evil
    Domains: Animal, Evil, Protection
    Symbol: Toad
    Typical Worshippers: Rogues, fighters
    Favored Weapon: Longsword
    The Toad, God of the Mermist Swamp, is lawful evil. Long ago the Mermist Swamp was a haven for refugees from war. Their need for the protection and the power of their belief gave rise to the The Toad, protector of the swamp. While his religion never expanded beyond the Mermist Swamp, a temple to him was built in City State to placate him and to keep him from interfering with the City. His worship is centered in the communities in and around the Mermist Swamp near City State.

  11. #11
    Join Date
    Apr 2008
    Location
    Kelowna
    Posts
    111

    New Domains

    A few of the deities listed have the Darkness domain, and Aniu has the domain of Time. Those are listed here:

    DARKNESS DOMAIN
    Granted Power: You gain a +6 racial bonus to Hide checks. In areas of darkness, the Hide bonus increases to +10.
    Darkness Domain Spells
    1 Obscuring Mist
    2 Darkness
    3 Deeper Darkness
    4 Enervation
    5 Nightmare
    6 Shadow Walk
    7 Dream
    8 Power word, blind
    9 Power word, kill

    TIME DOMAIN
    Granted Power: Once per day, as an extraordinary ability, you can reroll one roll you just made. You must take the result of the reroll, even if it’s worse than the original roll.
    Time Domain Spells
    1 True Strike
    2 Gentle Repose
    3 Haste
    4 Freedom of Movement
    5 Permanency
    6 Geas/Quest
    7 Ethereal Jaunt
    8 Temporal Stasis
    9 Time Stop

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