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Pantheon The most common deities of the Flanaess
are listed below, with those commonly worshiped by adventurers outlined in
detail. Priest characters must choose an
appropriate deity to worship based on their alignment and race. Other character classes are permitted to
worship a deity or not, as they choose. Note:
An asterisk denotes spheres with minor access only. Human Powers: Beory (The Oerth Mother) Boccob (The Uncaring, Archmage
of the Gods) Priests
of Boccob are a sombre lot that take the pursuit of
knowledge and arcana very seriously. They rarely meddle in public or political
affairs, preferring to keep to their own private agendas. However, they
adventure to recover lost magical treasures, tomes of lore, and the like. Alignment: Neutral Spheres: Astral, Charm, Creation*,
Divination, Elemental* (all), Guardian*, Summoning* Req'd Abilites: Int 14 or Weapons: dagger, flail, knife, mace, sling,
staff, staff-sling Armour: any non-metal Raiment: purple robes with gold trim Powers: 1st - cast all
divination spells as if two levels higher; 7th - commune; 10th
- able to use magical items normally usable only by wizards Turn Ability: none Lay Worship: Wizards, sages Celestian (The Far Wanderer) Ehlonna (of the Forests) Priests
of Elhonna are hearty woodsfolk
and seek to uphold their patron's role as Goddess of the Woodlands, protecting
all good people who live and work in the forest. Alignment: any good Spheres: Animal, Charm, Combat*,
Creation*, Elemental* (air, earth, water), Guardian*, Healing, Necromantic*,
Plant, Protection*, Sun, Weather Req'd Abilites: Weapons: dagger, knife, long bow (and
arrows), long sword, spear, staff, staff-sling, sling Armour: leather, padded leather, or elven chain Raiment: pale green robes Powers: 1st - Tracking
proficiency; 5th - move silently as ranger of same level; 7th
- hide in woodland (as per hiding in shadows) as ranger of same level Turn Ability: turn at - 3 levels Lay Worship: Rangers, druids, foresters, elves, gnomes,
half-elves, halflings Erythnul (The Many) Fharlanghn (Dweller on the Horizon) Priests
of Fharlanghn are wanderers at heart, and seek to aid
travellers. They maintain roadside
shrines all across the Flanaess. Alignment: Neutral, Neutral Good Spheres: Combat*, Creation*, Elemental
(air, earth), Healing*, Protection*, Summoning, Weather Req'd Abilites: Weapons: any non-edged weapon (staff 1st) Armour: any non-metal Raiment: brown or green robes, very plain
and ordinary Powers: 1st - all movement
rates increased by 25%; 3rd - all ability checks for jogging/running
made with +3 bonus; 5th - dimension door; 9th - wind walk Turn Ability: none Lay Worship: Bards, adventurers, merchants Heironeous (The Invincible) Priests
of Heironeous fight against evil threatening the
land, and in particular against those devoted to the evil Hextor. They extoll the
virtues of justice, honour and valour. Alignment: Lawful Good Spheres: Combat, Guardian, Healing,
Necromantic, Protection, Summoning*, Sun* Req'd Abilities: Str
16 or Dex 16 or Con 16 Weapons: any (battle axe 1st) Armour: chain or plate only Raiment: dark blue robes with silver trim
(senior priests have more ornate silvering) Powers: 1st - +2 to all
saves versus fear; 4th - cloak of bravery; 6th - immune
to strength-reducing magic (ray of
enfeeblement, etc.); 11th - power
word stun Turn Ability: turn at -2 levels. Hextor (Champion of Evil,
Scourge of Incabulos (God of Evil Sendings) Istus (Lady of Our Fate) Iuz (The Old) Kord (The Brawler) As
followers of the God of Strength, Kord's priests
value strength and athletic prowess. Not
widely worshipped, Kord's faithful are mainly found
amongst the northern barbarian tribes. Alignment: Chaotic Good, Chaotic Neutral Spheres: Astral, Combat, Creation*,
Healing*, Summoning, Weather* Req'd Abilities: Str
16, Con 15 Weapons: any Armour: any metal Raiment: red with white trappings Powers: 1st - +2 to saves
vs. fear; 4th - strength; 7th - +2 to saving
throws versus spells cast by lawful-aligned enemies; 9th - may use
Elemental (earth) spells Turn Ability: none Lay Worship: Fighters, barbarians, rogues, athletes Lendor (Prince of Time and
Tedium) Mayaheine (Demipower
of Protection) Nerull (The Reaper) Obad-Hai (The Shalm) Followers
of the God of nature and the wilderness are friends to all who live in harmony
with the land. Due to their calling,
priests of Obad-Hai rarely get involved in affairs of
civilized society. Alignment: Neutral Spheres: Animal, Charm*, Divination*,
Elemental (all), Healing, Necromantic*, Plant, Summoning*, Sun, Weather Req'd Abilities: Weapons: as druids (staff 1st) Armour: as druids Raiment: simple russet garments Powers: as druids Turn Ability: none Lay Worship: Druids, barbarians, rangers Olidammara (The Laughing Rogue) Priests
of the God of Rogues attempt to bring enjoyment and humour to those they
encounter, either in the cities or wandering the countryside. Priests are often jack-of-all-trades and can
be found anywhere. Alignment: Chaotic Neutral Spheres: Charm, Creation, Divination*,
Healing, Protection Req'd Abilities: Dex 13 or Cha 13 Weapons: as thieves Raiment: robes of green, brown, green and
brown, or green and black Powers: 1st - hide in
shadows as thief, 5%/level; 5th - alter self; 7th - Tasha's hideous uncontrollable laughter; 10th - confusion Turn Ability: none Lay Worship: Rogues, bards, thieves, revellers Pelor (The Shining One) The
priests of Pelor work to aid the poor and the sick,
making them a well-respected order among the common folk. Kind-hearted, the priests of the Sun God
oppose evil wherever they may find it. Alignment: any good Spheres: Charm, Creation, Elemental
(air), Guardian, Healing, Necromantic, Protection, Summoning*, Sun Req'd Abilites: Weapons: flail, mace, morningstar,
staff, staff-sling Armour: leather or chain Raiment: yellow robes, gold-trimmed for
priests of level 7+ Powers: 1st - all healing
spells do at least median healing (5 hp for
cure light wounds, 9 hp for cure
serious wounds, 16 hp for cure
critical wounds, heal cures all
but 1-2 hp); 5th - automatic saves vs. spells that deprive priest of
sight (darkness, blindness, etc.); 9th
- fly Turn Ability: turn at + 1 level. Lay Worship: Rangers, bards, all manner of common folk Pholtus (of the Blinding Light) Procan (God of the Seas) Rao (God of Reason) Ralishaz (the Unlooked For) St. Cuthbert (of the Cudgel) Upholding
the law against evil predominates the duties of St.
Cuthbert's faithful. They take this duty
very seriously, pursuing converts to the cause as
zealously as the evil they seek to destroy. The
faith is divided into three segments: the Chapeaux, who wear crumpled hats and
are zealots who seek converts to the faith; the Stars, who wear a form of the
Power's chest medallion and seek to retain doctrinal purity among the faithful;
and the Billets, the most numerous, who use a cudgel as a holy symbol and serve
as ministers to and protectors of the faithful. Alignment: Lawful Good, Lawful Neutral Spheres: Charm, Combat, Divination,
Healing, Necromantic, Protection Req'd Abilites: Weapons: club (1st), flail, mace, morningstar, staff, staff-sling, sling, warhammer Armour: any (plate mail if affordable) Rainment: crumpled hat (Chapeaux), dark green robes with starburst
(Stars), or brown and russet garments (Billets) Powers: 2nd - friends (Billets only); 3rd -
shillelagh (Chapeaux only); 4th
- ESP (Stars only); 9th - true seeing
Turn Ability: turn at - 4 levels. Lay Worship: Fighters, monks, soldiers Tharizdun (the Dark God) Trithereon (The Summoner) Trithereon is the god of liberty and self-protection,
and his priests work to provide this sort of security to the people of the
land. Alignment: Chaotic
Good Spheres: Astral, Charm*, Combat,
Guardian, Healing, Necromantic*, Protection, Summoning, Sun* Req'd Abilities: Weapons: any (spear 1st, broadsword 2nd) Armour: chain Raiment: blue robes Powers: 3rd - can backstab
with an edged weapon for double damage; 5th - may use monster
summoning spells from the wizard list as if priest spells of the same level; 8th
- animal summoning I Turn Ability: none Lay Worship: Fighters, soldiers Ulaa (Patron of Miners and
Quarrymen) Vecna (the Maimed Lord) Wee Jas (Witch Goddess, Ruby Sorceress, Death's
Guardian) Priests
of Wee Jas preside over funerals, graveyards and impressive libraries of arcane
lore. They are a stern organization but
count many powerful followers among them. Alignment: Lawful Neutral, Lawful Evil Spheres: Astral, Charm, Combat*,
Divination, Elemental (all), Guardian, Healing, Necromantic, Protection,
Summoning, Sun* Req'd Abilities: Int 13 Weapons: as wizards Armour: none Raiment: black (evil) or gray (neutral) robes Powers: 3rd - +1 to saves
versus magic; 6th - may use 1st- and 2nd-level wizard spells from
the Enchantment/Charm and Illusion schools as priest spells of same level; 9th
- may use wizard spells of 1st through 4th level from the schools of
Alteration, Enchantment/Charm, Illusion, and Invocation-Evocation as priest
spells of same level, and may use magical items normally only usable by wizards Turn Ability: command (but only with divine approval) Lay Worship: Wizards (necromancers, sorcerers),
funeral tributes Zagyg (The Mad; demipower of the Occult) Zilchus (God of Honest
Transactions)
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