Paths, Schools, & Planes
The three pantheons — Order, Free-Will, Balance — are intersected by the three paths indicating the moralistic divisions — the pathes of Goodliness, Blindness, and Vileness. Within these spheres, are the Inner Planes and alignment-based Schools;
The Three Paths
The Nine Schools
The Nine Schools cover the nine alignments used in the game setting; Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, True Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil. The de facto ruler of each of the Schools are the nine principal gods, described later in this chapter.
The Outer Planes
This includes all the divine planes described hereafter, as well as the Prime Material plane. At the very heart of the Inner Planes lie both the Prime Material plane and the plane of Purgatory. Here, it is believed that the Prime Material plane is impaled upon the Tower of Xao and that the fate of the Prime Material plane is forever linked with that of the Tower, and of Purgatory.
The Inner Planes
Those who spend extended periods of time in Gladsheim find themselves loosing all desire of leaving the peaceful halls of Bright Home. Evil and lawful creatures upon the plane are twice as likely as all other alignments to loose themselves to the desire to remain.
Within Gladsheim, all manner of construction materials are in evidence, but predominantly, the building is of intricately carved dark woods. Much of the wood is still living, having been painstakingly grown to become a part of Bright Home itself.
Gladsheim lies upon the Paths of Goodness and Blindness, touching upon both the planes of Acheron, Gehenna, and Olympus.
Sunlight and moonshine never comes to the plane of Limbo, but the stars overhead are said to be incalculable, and star-shine provides minimal light to see by in the eternal night of the plane.
Bradox Bhakri maintains an enormous palace constructed from a nearly translucent black stone, native only to the plane of Limbo. The Dark Needles of Bhakri, as it is called, is in a constant state of change, as great shards are broken off, and replaced.
Limbo lies at the intersection of all three Paths of Goodliness, Vileness, and Blindness where it touches upon the plane of Tartarus.
But the notable characteristic of Purgatory, is the diminishing power of magical spells and items as one travels nearer the center of the plane. Even godly powers weaken with proximity to the plane's core.
At the very center of Purgatory lies the Spire of Xao; reputedly, the absolute center of Everything. Within the Spire, it is reported that all magic — even the magic of the three creators; Tau, Jakkohb, and Yyyd'emsk — are utterly neutralized. Due to this, it is further said that the only means of actually slaying a god, demigod, or other divine being, is to kill them within the Spire itself. Artifacts placed within the Spire loose all their powers, but if removed, the item's powers will be restored. Other magical items brought into the Spire are drained of all magic, utterly. See the table below for additional effects;
Impeded spell levels will suffer a 50% chance of failure, irrespective of any other benefits the caster may possess.
Power of spell levels indicates, even if cast successfully, that Distance, Duration, and Area of Effect of a given casting will be halved (01-70), normal (71-90), or doubled (91-00). Permanent spells that are halved, fail to have any effect.
Destroyed spell levels render the spells completely powerless, irregardless of the caster's level.
Powers of the three creators — Tau, Jakkohb, and Yyyd'emsk — are negated only if the god actually enters into the Spire.
The plane of Purgatory lays within the absolute center of the inner planes, touching upon all of them. As well, Purgatory touches upon all three Paths; Goodliness, Vileness, and Blindness.
The Outer Planes
The Astral Plane; the spaces between the inner planes is referred to as the Astral Plane. This space between the planes contains all the heavenly bodies. Travel through the Astral Plane is required in order to reach the Ethereal Plane (see below) and the Outer Planes of existence.
The Verméan Pantheons
The Verméan pantheon divides its power- and worshipper-base primarily along alignment divisions. Therefore, there are nine gods; lawful good, neutral good, chaotic good, lawful neutral, true neutral, chaotic neutral, lawful evil, neutral evil, and chaotic evil. In addition, each alignment-driven pantheon is populated by demigods with more philosophical- and racial-specific beliefs. Further, each of these belief systems also has many dozens of lesser divine beings and eternal heroes (not all of whom will be mentioned in this discussion).
The gods do not divide themselves along lines of good vs. evil (though this is certainly strong moralistically). The main bond between the gods is driven by perceptions of Law (order), Balance (neutrality), and Chaos (free-will). Therefore, the gods of law (good, neutral, and evil) are principally grouped vs. the gods of chaos (good, neutral, evil) and the gods of balance (good, true or absolute, evil).
Each of the nine principal gods maintains a palace or similar stronghold on the continent (very well hidden, of course). Each god is required by their divine providence to spend 30 days of each decade abiding on the continent (not necessarily consecutively). When not present on this plane, the god will be residing on their native plane(s) of existence.
Some character classes will be given advantages in combat when fighting with the preferred weapon of their deity (refer to the following table). Further, clerics and other classes may be allowed weapon choices not ordinarily available to their class, depending on the deity's preferred weapon type. Note that not all deities grant such combat benefits. Only the nine principal deities are covered here. Individual GM's may expand the chart to include deities specific to their game.
Deity Favored Weapon Types
1 Classes listed in parentheses do not gain combat bonuses listed.
The Divine Orary
Deep under the surface of the mortal lands lies a hidden sanctuary. It is a vast underground complex, tended by powerful priests representing each of the nine principal gods. The purpose of this stronghold — known variously as; Varal Voltar (law), Krychdu'um (chaos), Gul'vaed (balance), Klaron (good), Vra'pyra (evil), and more commonly as the Deep Citadel, the Well of Gods, and the Hidden Palace — is to house and protect a mystical device called the Divine Orary; a great machine used by the high priests to monitor the designs of the gods themselves.
The machine is comprised of 3 arcois spheres — each, fully 50 feet in diameter, and contained within a reputedly impregnable crystal sphere. These three spheres represent the three creators; Tau, Jakkohb, and Yyd'emsk.
Attached to each of these sphere, are three additional spheres (nine in total, each being 20 feet in diameter), representing each of the nine principal gods. These rotate around each of their respective greater spheres upon platinum tracks.
Circling each of the nine smaller spheres is a cloudy ring of varying densities. The clouds themselves representing the numbers of followers of the individual deities. Therefore, the cloudy rings grow and diminish, fluctuating with time.
The citadel is contained within a vast underground city, known as Mist Sarmmirra. The city is reported to cover a thousand square miles in a huge cavern complex, with great pillars of stone, many miles in diameter, and uncounted fathoms tall that support the ceilings. Tales of the city report of many fantastical machines that transport the denizens across the underground landscape, flying contraptions, speaking devices to communicate across broad distances, complex boxes that contain moving and speaking pictures, and more.
Further, the underground complex even has periods of day and night. This is achieved by a huge glowing orb that gives off light and warmth as it circumnavigates the cavern upon a golden track. This results in a daytime period of 10 hours, and a nighttime period of 14 hours.
The truth of these wild tales is not known, for no artifact has ever been known to be brought back to the surface.
Each of the nine principal gods holds a holy talisman. The talisman always appears in the form of each deity's respective holy symbols, but the talisman will be kept on its person in different ways. A god must always be in possession of its talisman, or will be rendered mortal, and will enter the body of one of its faithful until such a time as the talisman is recovered. Destruction of the talisman or the death of the deity while in mortal form will throw the three pantheons into turmoil, threatening the destruction of all creation. Therefore, while warring between the gods will threaten individual talismans, the individual gods, even of the evil pantheons, will never willingly threaten the destruction of one of the nine talismans.
Each of the nine principal gods described hereafter have their holy symbols depicted in both physical form, and runic form.
The Pantheon of Law
The Gods of Law dictate that all living beings must abide by specific laws of divine origin. They see the heavens and the earth following an ordered and predictable path as determined by the gods and their pantheons of demigods. And to deviate from this path is to challenge the order of the universe itself. They demand obedience from their followers, and perfection from their clerics. They hold little tolerance for anything less than an absolutely devout and pious life. Tolerance with differing points of view is not frequently offered willing. Followers within the three pantheons of law will be the most likely to preach the tenants of their beliefs to others.
Tau, and the Pantheon of Law
The greater-divine being of Tau governs all creatures who follow the lawful calling. It's clerics are never encountered upon mortal lands, and only rarely upon other planes of existence. The consort of Tau is Beatrice, and from her it is said that all paladins inherit the nature of their Charisma and piety. From Beatrice were born The Triplets; Avitori, Caelis, and Archiopterus. Only these three greater-deities will ever have direct contact with the being named Tau.
god of lawful good beings, and patron of paladins and lawful good fighters
Avitori is the god of lawful good beings, and the patron of paladins and lawful good fighters. His symbol is a sword crossed by a lightning bolt within a circle. Arcois is preferred for his holy symbol, though platinum is an acceptable alternative. Silver is acceptable only among the poorest of his followers. Wooden holy symbols might be used only where a complex purification ceremony has placed upon the object, requiring the use of a bless spell, immersing the symbol in holy water for several days, and wrapping the sword and lightning bolt images in silver wire.
Avitori takes the form of a human male in the prime of his life. Perhaps 40 years old, brown curling hair, tanned and muscular, about 9 feet tall, and of handsome features. He always appears wearing his shimmering platinum plate mail armor. He wields a +15 two-handed sword of Divine Smiting (which he swings with but a single arm); a massive two-handed weapon made entirely of arcois. The sword gives off a shinning white light and the clear ringing of a bell whenever it strikes. When it strikes, it inflicts 3-60 hit points of damage. Further, any intelligent (low and higher) non-lawful good aligned creature struck by the sword has a 40% chance of undergoing an immediate alignment change to lawful good. Chaotic evil creatures so transformed will also have an 80% probability of going insane from the shock of viewing their life from the opposing view point. In the other arm he holds +15 shield of light which can cause blindness from the extreme radiance (save vs. spell at -10).
Avitori can employ any clerical spell at will at the 20th level of experience.
It is not known where Avitori makes his home upon the mortal world. However, the courts of Bodibeve claim his abode exists somewhere beneath that great ordered kingdom.
The weapon of choice of Avitori is the two-handed sword. Followers of Avitori who are fighters (including paladins, but excluding rangers, and Lyrist Veterans) who take the two-handed sword as a proficiency gain +1 "to hit" and +1 damage when using the weapon in combat due to their knowledge of the weapon. Clerics of Avitori (including the Lorist Priest) are allowed the use the two-handed sword in combat, but do not gain the bonuses in combat as do fighters.
The Court of Avitori
Avitori also calls the demihuman lawful gods and goddesses under his rule. Therefore, Verda'an (god of dwarves and patron of miners), Durl Bomboff (god of gnomes and patron of jewelers), Jessamine (goddess of halflings and patron of summer) are all found in service to Avitori. While these demihuman races may pay homage to their respective deity, they yet hold Avitori in even higher regard. The demihuman gods do not serve Avitori as does his Legion of Purity, but they do stand at his side within his heavenly court.
Legion of Purity
Avitori is frequently accompanied by his Legion of Purity; 12 paladins who have served him in life, and now serve him in death. Each of the paladins has an extraordinary history to themselves
Each paladin of the Legion has attained the 20th level as mortals, and died serving Avitori in some self-sacrificing way. Each member of the Legion is capable of casting clerical spells and turning undead creatures just as a 15th level paladin. Each is also immune to sleep, petrifaction, and charm-based spells, and are similarly immune to poison. Each has 18's in all six attributes, and 80 HP. Similarly, they can be struck only by enchanted weapons. If 'killed,' they are sent back to Avitori shapeless, and must wait for a period of time not less than 50 years before returning. Each of the 12 members of the Legion are armored in a platinum +5 plate mail armor (-2 AC), and wields a +4 Divine Avenger two-handed sword with which they can strike twice per round. Each also rides a paladin's warhorse (40 HP, speed 24") which do not tire, even over long distances. Besides having their own sphere of influence within the court of Avitori, each paladin commands his own forces. The members of the Legion are;
Any paladin which strays from the paladins' teachings, or for some reason switches alignments, can expect a visit from one of the Legion of Purity. The fallen paladin will be given a divine quest, ostensibly assigned by Avitori himself, in order to redeem themselves. Should they fail in this quest, or refuse the quest, the fallen paladin will be stripped of all power attained, accumulated wealth will be taken, magic items and powers negated, and set naked upon a desolate mountain top or in the middle of a scorching desert.
Avitori's talisman is embedded in the ricasso (crossguard) of his great sword. It appears there as an acrois disc.
goddess of lawful neutral beings, and patron of scribes
Goddess of lawful neutral beings, and patron of scribes. Caelis' holy symbol is that of small bar with two stones at either end. Any material will suffice, though granite is preferred for the Stones of Balance at either end of the bar.
Caelis appears as a human female. Often looking travel-worn, she prefers to appear to her mortal worshipers in the form of a wandering minstrel. In fact, she often is seen with an enchanted lyre she uses to communicate to her subjects with. Her clothes are generally of greens and browns, frayed as though through great travel. Her boots, which accentuate her shapely legs, are of the softest leather. The only physical attribute that would mark Caelis as anything other than an attractive young human female, are her two great wings of purest white with black markings at the outer-most tips. The wings span fullly 30' when fully opened, and she can use them to fly at great speed and maneuverability.
Her weapon of choice in combat is a +15 quarter staff, which strikes for 4d10 hit points damage each time it hits. Also, if the victim is chaotically aligned, there is a 50% chance that they will be imprisoned (as the 9th level magic-user spell).
Caelis can employ any cleric spell at 15th level of experience, and any illusionist spell at will at the 12th level of experience.
It is said that she makes her mortal home in a vast underground complex, constructed of seven concentric circles. At the center of the circles lies Caelis' chamber. This complex is said to exist upon the uppermost elevations of the Galan Heights where her windows open to the Four Winds.
To Caelis and her followers, the only important matter concern is adherence to law. There is no distinction between good and evil; law and chaos are their only concern.
Caelis' symbolic weapon is a quarter staff. Cleric and magic-user followers of the 'Winged Lady' gain a +1 "to hit" bonus with such weapons, due to their familiarity with the weapon's combat tactics. Furthermore, fighter followers of the 'Winged Lady' gain a +1 "to hit" and damage bonuses with such weapons, due to their familiarity with the weapon's combat tactics. These bonuses do not extended to druids, illusionists, paladins, rangers, Lorists, Lyrists, and Sonneteers
The Court of Caelis
The Court of the 'Winged Lady' holds no specific demihuman patrons, as her influence presides over all those who follow the tenants of lawful neutrality. However, Caelis does maintain a large retinue of scribes (monks) that spend their afterlife recording the great deeds of her followers. There are 222 such monks. Each had achieved at least the 13th level of experience, though none had achieved the 17th level of experience (those individuals have a special place in Caelis' court).
The 220 monks reside in Acheron, and there they record the great history and doings of the folk and followers of Caelis. Collectively, this group is named the School of Seasons, and there exists 55 monks within each of the four schools; Winter, Spring, Summer, and Autumn.
It is written in the Caelian Rites that,
Caelian scholars take this as an indication that it shall come to pass that one day, Caelis herself will die (possibly in combat), and that one among the School of Seasons will arise to take her place (likely, a Master of Spring). Others argue that the passage is so vague, that it may refer to a time of a great plague during which many doves throughout the continent fell victim, and very nearly destroyed the species. After 10 years of such plague, the avians began to recover...in a season of spring.
Though not introduced into the Caelian court for the purposes of combat, the School of Seasons is nonetheless a formidable force of arms where battle between gods occurs. When encountered outside her lair, it is 65% likely that Caelis will be accompanied by 4-48 of the School of Seasons.
Each School maintains a huge citadel within the layers of Acheron. The School of Winter resides on a peaceful snow covered prairie on the nighttime layer of Avlantvalamar. Also on this layer is the School of Autumn, which is located in a forever dusk, on the border shared by both the nighttime and daytime layers.
The School of Summer is located upon a vast expanse of tall grass, forever blessed by a warm noontime sun on the layer of Klaron. Also on Klaron is the School of Spring which is locked in an eternal sunrise, where the layers of Klaron and Avlantvalamar meet.
Each monk of the School of Seasons will have full hit points possible for their level. Any monk of the School slain in battle will return to the plane upon which the School exists, and must remain there for a period not less than 220 years, 55 days, and 25 minutes. Further, each monk is able to summon (up to) 25 Master monks to their side once per day. The summoned monks will each have the maximum possible hit points allowed for their level of experience. Once summoned, the monk(s) will remain until slain, or until their task is completed. The summoning monk may not summon additional monks to her side until the previously summoned monks have been released from summons. Such summoned monks are used to as guardians of Caelian interests.
Caelis' talisman is hung about the goddess' neck upon an arcois chain. The chain is protected by magics to prevent breaking, but a lobster-claw clasp holds the chain together. The clasp is rumored to be locked and trapped.
goddess of lawful evil beings, and patroness of assassins
Goddess of lawful evil beings, and patron of assassins. Her holy symbol is that of a black trident. Blackened steel or iron are generally preferred, though gold suffices as second best.
This goddess' presence may surprise some people. Most often we associate such powerful evil to a man-like creature. Archiopterus however, appears to mortals as an attractive elven female. Her clothes tend to be filmy and flimsy. If not for her skin of crimson red, her body which glows from an inner flame when angered, and two tiny hornlike protrusions from her forehead, she would have many a male begging for her favors (any many still do).
Her weapon of choice in combat is a great trident of black metal. If she makes a successful hit (at +15), the flesh of her target immediately falls into corruption (saving throw at -5 vs. death magic), the victim sustains 4-48 hit points damage. Also, there is a 35% that any creature hit by the weapon will be gated to the first plane of hell, where they are set naked and weaponless. Legend states that this weapon was once a gift from the head of her clerics ages past. In return for the gift, it is said, Archiopterus granted the minion eternal life as a pit fiend.
Archiopterus can employ any clerical or magic user spell at will at the 18th level of experience.
The evil counter part to Avitori, Archiopterus appreciates nothing save absolute obedience by her followers. Free thought and free will are not known to this goddess. Her demands must be met with the utmost precision, else a demise like nothing any of the other gods could conceive of would be handed out.
It is said that she makes her mortal home in a citadel on the slopes of Khizha Peak. From here, she wages constant war with Zineblix, god of Chaotic Evil, across Blood Pass.
Clerics of Archiopterus are allowed the use of a trident as a weapon proficiency. Clerics who choose this weapon gain a +1 "to hit". Fighters who choose the trident as a primary weapon gain a +1 "to hit" and damage bonus do to their familiarity with handling the weapon. These bonuses do not extend to lorist priests, and lyrist veterans.
The Court of Archiopterus
All devils, save Asmodeus (Arch-Devil, Over Lord of all the Dukes of Hell), recognize her supreme power over all lawful evil-kind. Asmodeus himself refuses to recognize her power, and is constantly at odds with Archiopterus. The two continually wage war for control of the lawful evil pantheon. The frost giant patron, Saugaig continually plies for Archiopterus' favors. Thinking that if he can bed the goddess, he can set himself up as king of all lawful evil beings. Krigadz; the patron of goblins and hobgoblins, and Shadhrat; patron of orc-kind, act as generals in Archiopterus' army.
Archiopterus is always accompanied by her personal body guard of devils; six Pit Fiends. Each of these greater devils has its own unique name, and their talismans are held by Archiopterus in her citadel. Should a talisman be acquired, and the devil summoned, the fiend can be commanded for nine hours or kept at bay. The employment of these talismans requires great care and caution. Human sacrifice is required of creatures using such a talisman. Merely looking at these talismans is dangerous. If not properly protected by spells or a magic circle, study of a charm gives a 10% chance of summoning the specific Fiend to whom the talisman belongs. Speaking the name on the talisman will always call forth the named devil.
Each of these Fiends may summon once per day up to 2,000 of any of the lesser devil-kind to their aid. The names of the Fiends are Beleu, Zyeben, Cenekubu, Sogaz, Qeluk, and Raa. These are always of the strongest of their kind, and have full hit points allowed to their monster type. Each of these bodyguards continually vies for supremacy over the other five, though they are unquestioningly loyal to Archiopterus, Herself.
Archiopterus' talisman is an earring that she wears in her left ear. The talisman is made of obsidian, and studded with many jewels of unsurpassed value.
The Pantheon of Balance
The gods of Balance believe that absolute absence of premature judgement must be exercised, and that only the presence of the goodness, evilness, or lack of either is important. All events are viewed in shades of gray, avoiding any absolute judgements when possible.
The Blind King, and the Pantheon of Balance
The greater-divine being of Yyd'emsk (also known as the Blind King) governs all creatures who follow the calling of balance. His clerics are never encountered upon mortal lands, and only rarely upon other planes of existence. Only three greater-deities—Sol, Id, and Entioch—will ever have direct contact with Yyd'emsk.
goddess of neutral good beings, and patronness of avians
Goddess of neutral good beings, and patroness of avians. Her holy symbol is that of an eagle in flight within a circle. Crystal is preferred, though silver is also acceptable.
In combat, Sol can attack in her eagle form with a claw/claw/bite. When not in eagle form, Sol attacks with a +15 long sword which inflicts 4-40 hit points of damage. The weapon is also enchanted with dancing and sharpness properties.
Sol can employ any illusionist spell at 16th level of experience. Clerics serving Sol must spend four days of each calendar year fasting at the top of a mountain peak, observing an eagle's nest, and seeking guidance and inspiration from the spirit of the bird. She despises the sprawl exhibited by the larger cities, and even encourages her followers to dismantle the machinations of the city-states like the Imperium Vallis and Merthyr. To these ends, her clerics often assemble small terrorist groups on the nights of the winter and summer solstice. But though destruction of industry is encouraged, injury or attack upon innocents is never tolerated. Followers of Sol who do inflict injury upon an innocent by-stander will be dealt with harshly. The followers see these as legitimate practices of their faith.
Sol appears much like an 8' tall human female, covered head to toe in brown and golden feathers. Her feet resemble the talons of an eagle, which blend into human legs at mid-thigh. Sol can shape change into the form of a giant eagle at will. Her abode on this plane is a large aerie constructed high atop a rocky crag on Copper Angel Mountain in the Southern Continent.
Fighters who choose this weapon gain a +1 "to hit" and a +1 to damage. Clerics of Sol are allowed the use of a long sword, short swords, and scimitars as one of their weapon proficiency, but gain no combat bonus.
The Court of Sol
Sol maintains the largest following of goodly creatures under her wings. This is due to the fact that all non-fantastic avians also pay homage to the Feathered One. In addition to her armies which are commanded by Yydish devas, and her council which is presided over by Sol's first advisor–Lilubré–who is also her consort.
Due to the affections of Lilubré harbored by Caelis, and that goddess' attempts to lure the avian advisor from Sol's service, followers of Sol would be likely to view all followers of Caelis with no small amount of suspicion.
Flights of the Solerian Angels
The Flights of the Solerian Angels are Sol's armies, and defenders of avian-kind. There are 12 Flights, and each is commanded by an Yydish deva. Each Flight is made up of 100 Yydish devas. Each deva commander has an individual name.
Sol's talisman is a single black feather which she wears over her right ear. There the token is secured by a golden earring which bears magical protections to prevent releasing the clasp.
god of absolute neutral beings, and patron of elementals
God of absolute neutrality, and patron of elementals. Id's holy symbol is that of a silver square, tilted on one corner, like a diamond. Ornate versions of this holy symbol will place colored gems within the square; but they will always be semi-precious stones, more prized for their color, then their actual monetary worth.
Id's physical appearance takes form in many guises, therefore, it is difficult to describe exactly Id's physical presence. Determining Id's gender relationship is also often in question, spurring many heated debates among Its following. Id can appear as almost any biological life form, including animal-, plant-, and element-based forms. However, It cannot take the form of extra-planar or divine beings, undead, or inanimate objects. Therefore, Id can choose to appear as anything from a gnat to a huge ancient red dragon. However, the life form it replicates must be a living form (i.e., while Id can appear as a tree, it cannot appear as a log or a wooden chair, for it is no longer alive. Similarly, Id can take the form the of a stone elemental, but cannot take the form of an inanimate rock.).
Id appreciates only the exercise of absolute free-will, and makes no distinction between good and evil; chaos and law; they are one and the same.
Id wields no weapon, but is able to employ a form of psychic crush attack which inflicts 4d12 points of damage (save at -10—successful save inflicts one half damage).
Id can employ any druid spell at will at the 14th level of experience. Druids serving Id are required each year to spend at least 1 week in an underground cavern fasting, and smoking weeds which induce hallucinogenic visions, ostensibly sent to the druid by Id itself.
Id's abode is a vast cavern, said to house a enormous underground sea. However, the deity is seldom within the cavern complex, as it prefers wandering the surface world at random.
Priests and druids of Id gain no advantage through the use of any specific weapon type. However, druids, due to their dedicated servitude to Id are blessed with enhanced skills. Upon attaining 7th level, Idian druids utilizing their shape changing ability will heal 100% of any lost hit points. Further, the druid is not limited to assuming a specific form to just once. They may in fact assume the same form up to their daily maximum of shape changing.
The Court of Id
The court of Id comprised of Id's chief advisor — an ancient stone giant of enormous size, called Inth Granitebone — and a council of elementals called the Dith Xemen.
Id's talisman shifts position on its presence, depending on the deity's current form. It is a large red ruby, and has been enchanted by a permanent invisibility spell. However, its location can be revealed by a simple fairie fire spell.
god of neutral evil beings, and patron of the undead
God of neutral evil beings, and patron of the undead; also known as the Lich King. His holy symbol is a fist holding a lightning bolt. Typically, the hand is of blackened stone, while the lightning bolt is of gold.
Back in the depths of time, Entioch was an ultra-powerful wizard; likely, the strongest spell caster ever to have existed upon the mortal planes. But in the centuries leading up to the First Dragon War, Entioch was even then ancient by mortal reckoning. And, seeking to extend his life and his power, Entioch sought the magics and enchantments that would ultimately alter his life so that he would become a lich. But even the powers that this transformation would bring to him were not enough for Entioch. In the long years of his undead state, he continued his researches into the arcane arts to make himself immortal. Eventually, he would become himself the god of the unquiet dead.
When in combat, Entioch prefers to use spell casting attacks against his enemies. But when physical combat is unavoidable, the Lich King wields a Quarter Staff of Corruption. In addition to its 4d10 hit points of damage that it inflicts upon a successful strike, the staff will also cast a disintegration spell against his enemy (saving throws made at -5 success).
Viewing the Lich King's face also harbors great evil dangers, as the mere sight is enough to cause the viewer to go permanently insane (saving throw made at -10). A successful save avoids the insanity dangers, but the victim still will run as fast as possible and as far as possible out of fear for a duration 2d12 turns. Use of mirrors does not avoid the effects of this attack. Victims with a Constitution less than 17 will go into a catatonic state, will not revive until such time as a remove fear spell can be cast upon them. Once free of the catatonic state, the victim will yet be subject to the insanity and/or fear affects of having viewed Entioch's horrid visage.
Entioch can employ any magic-user spell at will at the 20th level of experience.
His followers make his mortal abode on the remote island of Alcidice. Legend says that Entioch's citadel rises from a the depths of an ancient now extinct volcano. Surrounded by forest of thickest vegetation, the mere sight of the structure is said to elicit fear and horror on any who view it. No reports of the interior of the citadel have ever been read by mortal man. Even the evil undead are said to fear entering within the Lich King's lair.
Clerics and magic-users who serve Entioch may wield the god's preferred weapon — the quarter staff — and gain a +1 "to hit" due to their god's blessing upon the weapon.
The Court of Entioch
Entioch maintains a court of equally horrid undead patrons. This group of nine creatures are very nearly as deadly, dangerous, and horrific as the Lich King himself. Each led a mortal life as a powerful king, and controlled their lands through brutal leadership;
Entioch's talisman appears within the hood of the god's robes. But retrieving the Lich King's talisman provides additional dangers as the hood will necessarily reveal the god's features, which pose dangers of themselves (see above).
The Pantheon of Chaos
The gods of Chaos believe that while some law is required to maintain order, each creature much decide for his or herself what actions are necessary to sustain their faith.
Jakkohb, and the Pantheon of Chaos
The greater-divine being of Jakkohb governs all creatures who follow the chaotic calling. His clerics are never encountered upon mortal lands, and only rarely upon other planes of existence. Only the three greater-deities — Orvvite, Bolc, and Zineblix — will ever have direct contact with Jakkohb.
goddess of chaotic good beings, and patroness of good-aligned bards
God of chaotic good beings, patron of good-aligned bards. Her symbol is a small staff, capped at both ends. Clerics of Orvvite will use only wooden holy symbols. The caps are sometimes decorated according the traditions of individual temples.
Orvvite can employ any clerical spell at 15th level of experience, any druid spell at 10th level of experience, and any magic-user spell at 10th level of experience.
Orvvite appears as a half-elf female of comely appearance. Neither is she strikingly beautiful, nor is she atrociously homely. She wishes her followers to worship her for what she represents, not for how she appears. She is tall for a half-elf female, but not unnaturally so. She prefers to wear leather breeches and vest with green shirts and sashes. Orvvite does not wield a weapon of any kind. But rather depends solely upon her magic if threatened. The only object she keeps with her is a staff which she uses to summon her court to her at need, but is otherwise considered a 'normal' quarter staff.
Her clerics make Orvvite's mortal abode in an enormous oak tree, located somewhere deep within the dense forests of the Northern Territories.
Female clerics and female bards of all stripes serving Orvvite do not gain combative bonuses, but when using a quarter staff in combat, they may use the staff to parry an opponent's attack, thus increasing their armor class rating. This defensive manuever does not prevent the character from returning attack, thus combining attack and defensive postures simultaneously. The defensive movements effectively improves the armor class rating by 1 for every 4 levels of experience versus a single opponent This defensive posturing may not be utilized against missile weapons of any type.
The Court of Orvvite
The court of Orvvite is comprised of a ranger, a magic user, an illusionist, a fighter, a cleric, and a bard (though they may be of any race or sex, as long as they are strictly chaotic good). Each of these is selected from the faithful among her followers once each century. To qualify to be among the chosen to serve Orvvite, the candidate must be blessed by the head of the Orvvitian priesthood, called the Menge. Only the Menge may allow candidates to ascend to serve Orvvite. It is, in fact, believed that the spirit of Orvvite dwells within the body of the Menge for the year preceeding this selection, in order to determine for herself the worthiness of those seeking Elevation. The candidates need not be of any specific level, though typically only the higher levels may be able to complete the tests and missions which are bestowed upon them. For one year prior to Elevation, the Six Candidates (as they will come to be called), wander the continent doing the will of their patroness (which will vary from court to court, depending on the current need of the goddess). If any of The Six fail to complete their mission, the entire group is refused Elevation, and the previous court retains their posts until the time of the next choosing. This forces The Six to work together for success. The Court of Orvvite serves on the continent to do Her will, and to communicate with the leaders of the Church of Orvvite. Though, because they continually wander the lands, their exact whereabouts are never certain. After being Elevated, the stats of each candidate will always be as follows;
Their personal stats will always be 18 in their primary scores, and 16 in the secondary scores (irregardless of what their scores were in life). All have the skills and spell use appropriate to their level.
Members of the court will retain their mortal names, and all memories of their mortal life. They may make themselves known to members of their family just once, upon the day of their Elevation. Members of the court will always shine with a brilliant radiance (marking them for their true nature). When angered, this light, which ordinarily would shine white with streaks of blue, becomes yellow streaked with red.
Despite their dwelling in the mortal lands, the members of the court are, in fact, immortal. If by chance one is slain in combat (which should not be an easy task), they will be restored by the grace of Orvvite to their position. After completing their "term," the members of the court are elevated to the plane of Orvvite, and there are blessed to spend eternity in her domain there.
Eith Saran serves as Orvvite's consort, and is frequently found at her side. Elves of all variety worship the elven god as king of gods, though his standing with Orvvite is clearly that of partner, and not dominance. Ithashu, god of the centaurs is also within Orvvite's retinue, and is the patron of horses within Orvvite's court.
Orvvite's talisman takes the form of a small wooden stick which the goddess uses to secure her hair into a ponytail. The shaft itself is struck through a piece of leather.
god of chaotic neutral beings, and patron of woodland creatures
God of chaotic neutral beings, and patron of woodland creatures. His holy symbol is that of a stag's rack. An actual shed horn (never from a stag killed in hunt) is required of a druid of Bolc. A non-druid may use whatever material they desire (though most prefer the actual bone of the rack).
Bolc can employ any druid spell at 20th level of experience.
Bolc has the appearance of a 9'6" man with the head of a stag. His arms are thick and muscular. His feet are cloven hooves. He wields only a club in combat. The club is magically endowed such that any successful hit (which is at +10) will turn the victim into a woodland creature (random). Only the will of Bolc can change the victim back. It is rumored that he makes his domain in the forests of the densely wooded areas on the northeastern-most fringes of the Northern Territories.
The great druid is the only known mortal known to have direct contact with the elusive Bolc. This, though, is an unconfirmed legend as the great druid never reveals the substance of any communication with the Horned-One.
Bolc attacks by charging his victim with his great rack of antlers, which hits at +8, and inflicts 3d20 hit points damage. An unadjusted "to hit" score of 20 indicates that Bolc has impaled his opponent on the rack, and will then lift the creature from the ground and shake his head for an additional 2d8 hit points damage per round that the victim remains impaled on the horns. Bold may also attack with a great staff of white oak which hits as a +15 club, and does 4d12 hit points of damage when it hits.
Druids who serve Bolc gain a +1 "to hit" and a +1 to damage when in melee combat with a club due to the god's blessings upon the weapon. Thrown clubs benefit from a +2 "to hit" probability, but do not inflict any additional damage. This benefit does not extend to multi-classed, or multiple classed druid combinations, including standard bards, or lorist ovates.
The Court of Bolc
Bolc is always accompanied by his Company of the Hunt; 12 druids who have served him self-sacrificingly in life, and now serve him in death. Each of these druids have served as the great druid in Usherwood. Upon their death, Bolc elevated them to abide with him, and accompany him on his excursions on Vermé. Each time a new great druid is brought to serve with Bolc, the eldest serving member of his company is then elevated to abide in Nirvana.
Each druid has the skills and powers of a 14th level druid, has 90 hit points, A.C. -3. Each is also armed with a +5 club.
It is rumored that only once in the past has a great druid been denied ascension into Bolc's company. The details behind the issue are clouded, as the druids refuse to comment on the tragedy. But it is rumored that the great druid in question had committed some mortal sin against the teachings of the druids just before his death. It is further rumored that at his denial to ascension, this great druid became enraged and promised some great demise to any who followed the teachings of Bolc.
Bolc's talisman appears on a great leather belt that the horned god wears at all times. The belt contains no less than 5 buckles that must be released before the talisman can be freed.
god of chaotic evil beings, and patron of corruption
God of chaotic evil beings, and patron of corruption. His holy symbol is a hardened fist-sized ball of tar or volcanic magma (gathered from the slopes of the Arse of Gehenna serves best).
Zineblix can employ any magic-user spell at 20th level of experience at will.
If ever there was a physical manifestation of evil and corruption on the material plane of man, it is in the form of this god. He appears to mortal-kind as a festering mass of bubbling fetid formless flesh. His continually reforming body never maintains the same shape for more than a few fleeting moments. But his true character can never be confused with anything but what he is. And, if not for this, the odor emanated from his tissues would overwhelm even the highest of constitutions (save vs. poison at -10, or be overwhelmed and faint). His followers believe he makes his mortal abode within the volcano in the Arse of Gehenna.
Zineblix wields no weapon, as he has no appendage with which to grasp one. If not attacking by magic, he will "throw" balls of his mucousy-mass at his opponent. If striking for a successful hit (at +15) the gelatinous mass will consume the victim in 5 rounds. A saving throw at -5 can be attempted, but until such a time as a resurrect spell is cast on the individual, they will have to save each round thereafter. Once consumed, the formless flesh that once was the victim, will creep to Zineblix and rejoin with the god's mass.
Clerics dedicated to Zineblix may — and are encouraged to — use poisoned daggers, though bladed weapons longer than 24" are prohibited. The poisons allowed by the Zinitte priests may be acquired only from Temples dedicated to the chaotic evil god (as it must undergo a ritual similar to the preparation of the sect's unholy water). Cost of the poison is high — 100 g.p. for a single application—and is only distributed to Zinitte clerics, who hold the stuff as sacred. Saving throws against the potent poison are made at -2.
The Court of Zineblix
He is always accompanied by 6 Type VI demons. Each of these was at one time of mortal kind, who were then seduced by the Faceless Lord, and turned to his service. They despise him, and are mindlessly obedient to him at the same time. They would take any opportunity to usurp his power. Each demon may summon 100 lemures at will.
All demon princes are highly jealous of Zineblix's power, and wage a continual battle against his will. Zineblix maintains a tenuous hold over them by continually pitting the Princes against one-another. Legend says that Lloth, spider queen of the rumoured race Drow (if they truly exist), also wages her own mysterious war against Zineblix. Prophecy says that Lloth plots and schemes against Zineblix' power. And that if she should succeed in overthrowing Zineblix, would cast the land into 10,000 years of darkness. The other chaotic evil gods serve Zineblix through fear and greed.
Zineblix's talisman is near impossible to discern, as it shifts position on the corruption god's ever-changing form. It can be distinguished as a slightly purple formless blob amid all his shifting fleshy masses.
There exists on the fringes of all large cities, a group of pious humans who believe that a single entity is behind the creation of Everything. And that all that transpires under moon and sun, does so at his desire. Such folk, are known as the monotheists.
Monotheists place all their faith into the notion that the entirety of their lives has been pre-ordained by this great nameless, and all-powerful being from the moment of their birth. Further, monotheists see it as their duty for the remainder of their time on Vermé, to convert the pagan; that is, anybody, who does not subscribe to their way of believing. At times, this has led to bloody battles, and deadly persecutions upon both sides.
The monotheist character is limited to being fighter, monk, thief, and assassin. This is due in part to the fact that monotheists see all forms of magic as dark and deadly, practiced only by those in league with the anti-gods; nameless, faceless beings that seek at all times to usurp the power and authority of their god away from Him. Further, they will seek to destroy any item dedicated to magic, or to any of the many gods.
Although monotheists may be races other than human, these are extraordinarily rare, and generally, live on the fringes of the monotheist society themselves. Mixed into the company of others who believe in the many gods, and those who believe in no gods, the monotheist will almost certainly seek to convert or condemn.
Monotheists must be lawful in alignment, though they may be good, neutral, or evil.
Within each society, are those individuals dedicated to the notion, that there are no gods. That no intelligent being is behind the creation of Everything, and that humans (being at the top of the evolutionary ladder) hold a special place in the cosmos. These folk, are known as the heretics.
Heretics place all their faith into no higher authority. They believe in no God whatsoever, and place all of their 'faith' into the physical sciences; '...if I can see it, touch it, feel it, then I believe it...'
The heretical character may be any character class, except cleric, druid, bard (First Edition), Lorist Priest, and Lorist Ovate. Proof of the existence of gods and god-like beings, is generally passed off as the achievements of very powerful magic users and illusionists, or else rationalized as the natural occurrence of random and unpredictable events. The heretical spell-caster may not employ any spell that involves the summoning of extra-planar beings, or extra-planar travel (although, astral travel is permitted). Further, they may well seek to destroy any items devoted to clerical and druidic magic.
Heretics may only be human. Mixed into the company of any believers of any divine beings, the heretic will seek to undermine the believer's faith.
The Roles and Spheres of Influence of the Deities
Characters may choose any of the gods, demi-gods, or divine beings named in the following chart as their divine patron(ess). The player should note that the selection of some deities may impact — positively or negatively — the abilities of the character. Note the following points when referring to the Known Deities Table:
The Known Deities
Rulers of the Inner Planes
For the purposes of this outline, we have used Gary Gygax's Cosmos Builder, by Richard T. Balsley, published by Troll Lord Games as our basis. For more in-depth discussion of some of the concepts presented here, the author recommends that publication.
For the purposes of this outline, we have used Wikipedia.com, as a source for discussion for the basis of the various inner planes. Note the differences presented here though, as some descriptions and properties have been altered to better suite the campaign setting.
Descriptions of the Nine Hells, its rulers and denizens are paraphrased from Dragon Magazine, issues 75 and 76 (July/August 1983), by Ed Greenwood. Refer to those texts for additional information.
GM's may insert their own gods and divine beings into each pantheon as best suits their gaming needs.
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