Babylonian Gods
Adapted from Deities and Demigods and Legends and Lore by Tojo.  If you have any questions, contributions or hate mail, please e-mail me at: Tojo@Tokyo.com

In situations where little is known of a certain god, I have combined them with more well known deities whose traditions are related or may have been influenced by the older deity.  In addition, bits have been added, where logical, to fit D&D campaigns.  The main thing was to have a reasonable complete cosmology without including too many of the 70 or so Babylonian gods we are aware of.

**= Indicates a domain from the Forgotten Realms Campaign Setting.  All of the gods here still have a decent number of domains even if the FRCS is not used.

Nabu
Nabu is a god of knowledge and fire, and the great teacher of the human race. Once, fire was the province of Baal, but Nabu stole the force of fire so that warmth and light should benefit men, not merely burn or frighten them. 
Nabu is one of the most clever and astute of the gods. He is credited with teaching men crafts such as making weapons, pottery, as well as the summoning and controlling of fire. In many sources, it is said he sculpted the first humans out of clay given him by Ninmah, and his elder sister Ishtar gave them with apotion wrought of an elder god’s.  Because of this generous side of his personality, however, Nabu stole fire for men, offending Baal.  The vengeful Baal chained Nabu to a rock in the mountains, where an eagle feeds on his liver every night.  
However, when the clever Nabu saw that Baal disliked the labor of riding the chariot of the sun each day, he volunteered to undertake the task for him. During the day, Baal releases him to guide the sun across the sky, but each night Baal confines Nabu once more.  To insure that the crafty god does not stray from his course and escape, Baal sets the Wolf of Dagon on Nabu’s trail, forcing Nabu to drive the sun-chariot swiftly across the sky and return to the mountains beyond the horizon.  On those occasions when the Wolf slips his bonds, Baal drives the chariot himself, resulting in long, unbearably hot days. Thankfully, the Wolf of Dagon is always caught swiftly by Marduk or another god.
Nabu’s true form is that of a Titan, armed with a smoldering bastard sword.
Role-playing Notes:  Nabu sends his avatar to the world of men frequently to visit with human leaders. He can look unfavorably upon a particular village and cause the sun to stand still or never come up for some period of time. With such powers, he can easily bring otherwise powerful chieftains in line with his thinking.
Omens from Nabu take the form of solar eclipses or the sound of chains rattling in the night. Typically, he will only punish his clerics for working against their own communities. Such punishments take the form of a cruel trick, such as stealing a cherished possession and giving it to the victim’s enemy.

Nabu’s Avatar
Nabu’s avatar appears as a strong young man with curled black hair and a shining robe.
   Special Abilities:  On any natural attack roll of 20, the avatar’s victim must roll a Fortitude save or die.  If there is firelight, he can also focus that light for one round, inflicting 3d10 damage provided he hits his mark with a ranged touch attack. His bastard sword can be made to flame for a total of 5 rounds per day (which need not be cumulative), doing an additional 2d10 fire damage.

Duties of the Priesthood
Nabu is Neutral Good.  The duties of priests worshipping Nabu consist primarily of sustaining their god with regular sacrifices of food and fresh meat. Nabu’s priests must always keep a fire burning within their home, and are often called upon to perform important tasks.
Domains:  Good, Fate**, Fire, Knowledge, Sun, Trickery, Crafts**,
Favored Weapon: Bastard sword or longsword

Tammuz
Tammuz is the god of farmers, shepherds, death, and rivers.  He is known as the Lord of Nature and the Judge of the Dead.  He and his followers are most concerned with the preparation and burial of the dead, as well as presiding over the gathering of the harvest. His followers act as the land’s judges and are well known for their fairness and impartiality.  His worshippers are known to favor the light and heavy flail.
Tammuz has a dual nature. While he is often worshipped as a god of rivers, which give life, he is also the protector of the dead. Tammuz is the god who taught the gnomes the arts of civilization and he is very fond of that race. If any gnomish community that maintains a temple to Tammuz is attacked, there is a 25% chance that Tammuz will send his avatar to lead the battle against the invaders.  Once, Tammuz was an earthly king, and ruled the Land of the Rivers: other lands know him as Adonis, Dumuzi, or Osiris.
Tammuz and Baal are bitter enemies, for the latter once tricked him into holding a great feast to commemorate the passing of his wife, Ishtar, into the Underworld.  When Ishtar secretly arose from the Underworld, she saw the feast and believed Tammuz was not saddened by her death.  Thus, she withdrew her magical protections from Tammuz, allowing him to die and take her place in the Underworld.  Baal took the opportunity to attack and kill Tammuz himself, taking over his domain and chopping the god into 13 pieces.  
Stricken with remorse, Ishtar found all but one of the pieces and mummified them.  In so doing, she gave Tammuz eternal life, making him a god of the dead.  However, Tammuz is confined to the Land of the Dead for half the year.  From the Spring Equinox to the Autumnal Equinox, Tammuz is with Ishtar, and the world is warmed by their love.  From the Autumnal Equinox to the Spring Equinox, Tammuz is in the Underworld, and the world is cold.
Role-playing Notes:  Tammuz is a wise god who rules the land of the dead. He is very alert to the needs and desires of his followers and always has their best interests at heart.

Tammuz’ Avatar
When Tammuz sends his avatar into the world of men, it takes either the form of a great gnomish warrior, a man with greenish skin, or a mummy. He can call upon any sphere and can cast all arcane spells from the school of necromancy as if they were divine spells.
Special Abilities:  Tammuz’ avatar wields his royal flail in combat. This flail +3 has the same powers as a mace of disruption. He has damage reduction 30/+3 and SR:25 against all necromancy spells. He can command or destroy any undead creature he encounters at will.

Duties of the Priesthood
Tammuz is Lawful Good.  Priests of Tammuz must honor the dead and the places in which they rest. No priest of Tammuz can ever take part in or condone the looting or violation of a grave, the removal of treasure from a fallen body (either friend or foe), or any similar action. Sacrilege of this type results in an instant loss of all powers and abilities. Priests who die while in such disgrace will become mummies (or some other form of undead, at the DM’s discretion).
Domains: Good, Law, Death, Plant, Water, Gnome**, Fate**
Favored Weapon: Light flail or heavy flail

Enkil
Enkil is the god of travelers, merchants, thieves, gamblers, athletes, and the Ocean. He also serves the gods as a messenger and an arbitrator of disputes. He executed his first robbery when he was only one day old, stealing a herd of cattle from Marduk.  Next he stole from Nabu, and it is said Nabu created the first woman to keep this trickster busy.  In his true form, Enkil is a handsome elf who carries a white bow entwined with serpents. He can move from place to place almost instantaneously.
This god, sometimes called the Trickster, bids his followers to respect nature and the waters, to hunt only at need, and to defend the forests from those who would despoil them.  He and his followers are consummate archers and are capable of pulling off shots of amazing and astounding accuracy and skill.  Also, because Enkil is the keeper of the tablets of destiny and the secret names of all things, his worshippers often gain great power in arcane magic by paying heed to his wisdom.
Enkil despises Lilith, for she was once to be his wife but rejected him to rule her own kingdom in the darkness.  Since then she and her worshippers have been the sworn enemies of Enkil’s clerics and his favorite people, the elves.  Lonely for companionship, Enkil often falls in love with a mortal woman—either human, elven, or half-elven—and woos her.  Most women are flattered by the god’s attentions and become his lover, but a few are sworn to chastity or are wives to other men.  In these cases, Enkil is not above using trickery—even changing shape—to be with his chosen lover.
Enkil has two homes: one beneath the ocean waves, and one in the clouds.  In both, he is served by his most beloved servants and by gleaming silver dragons.  In other realms, he is known as Ea, Enki, 
Role-playing Notes:  Although an accomplished thief almost from the moment of his birth, Enkil’s other aspects take precedence. He has a keen sense of fairness that other gods often call upon in order to resolve disputes, and willingly uses his great speed to serve as a messenger to the gods (though he sends an avatar when dealing with humans or others in the mortal realm). Omens from Enkil include an unusually good or bad run of luck or a sudden gust of wind as he or his avatar rushes past.
Symbol: Ram's head

Enkil’ Avatar
Enkil’s avatar appears as a handsome elven youth carrying a white bow or staff. He can call upon any school of magic for his spells.
  Special Abilities:  If Enkil’ avatar has a chance to speak before a combat, anyone wishing to attack him must save versus spells. Failure indicates the fast-talking avatar has talked them out of attacking him (treat this as a charm spell).

Duties of the Priesthood:
Enkil is Chaotic Good.  All of Enkil clerics must keep physically fit and be able to run and swim long distances.  They often serve as professional arbiters, since it is well known that Enkil often sends his avatar to punish any cleric he catches taking any form of bribe (15% chance per occurrence).  Many of Enkil’s clerics multiclass as rogues or wizards.
Domains: Chaos, Elf**, Good, Ocean**, Spell**, Travel, and Trickery
Favored Weapon: Shortbow or longbow.

Baal
Baal’s name means simply “ruler,” and the domination of all is Baal’s sole desire. To this end, he has the ability to control the rays of the sun, bringing them into focus to destroy or blocking them off to freeze when he wishes.  With Nabu, he is one of two sun gods, and the one representing the sun’s destructive aspects.
A cold and calculating god, Baal is the jealous personification of tyranny. He always acts against the interests of mankind as a whole while aiding those select few who worship him.  His followers are a clever lot who work under cover of darkness and keep themselves cloaked in wealth and deceit.  Many yuan-ti worship Baal, and it is said he first bred them from serpents and men to subvert human institutions.
Once, Baal was the god of fire, but the secret of fire was stolen from him by Nabu to give to mortals.  In response, Baal wounded Nabu with his spear and chained him to a rock to be tortured.  Baal only lets Nabu free to drive the sun-chariot for him, a duty Baal finds tiresome.  On days when Baal guides the sun across the sky, the land is parched, the heat burns, and the daylight hours are lengthened.
Baal’s birth was horrific by any measure, for he tore himself free from his mother’s womb and sprang upon the world as a foul and hideous thing. He is the master of many forms, often combining the body of a yuan-ti male with that of a jackal or becoming a tentacled abomination.  He has many names as well, including Sutekh, Chemosh, Set, and many names as city-patron gods, including Baal-Hammon (patron of Carthage) and Kutha-lu (god of the city of Kutha), though this last title is shared at times with Nergal or other, more ancient deities.
Many of Baal’s greatest temples are hidden in deep jungles, and jungle peoples often worship him so that he will not wilt their moist forest with too much heat.
Baal’s supreme act of evil was murdering the god Tammuz.  This has also earned him the eternal enmity of Tammuz’s wife, Ishtar.  By means of killing Tammuz, however, Baal was able gain some influence over the land of the dead, and thus is served by many undead.  Also, Baal’s demonic servant Nergal was able to usurp the important position of tormenter of the unrighteous dead from the goddess who once held it, giving Baal’s cult power over many undead.
Usurping Tammuz also made Baal ruler of heaven and earth, but he lost these titles to Marduk when the latter slew Typhon the Tiamat-Spawn.  Marduk has retained Baal as his general and advisor, but the betrayer god secretly plots against his master.
Role-playing Notes:  Baal guards his power and his secrets carefully. He is always looking for ways to recruit new followers and disrupt the churches of the other gods, who he sees as inferiors. Despite his loathsome nature, Baal takes good care of his followers and will not willingly betray or abandon his people.
Symbol: A jackal’s head wearing the sun as a crown

Baal’s Avatar
Baal’s avatar generally assumes the form of  a man (or yuan-ti) with a jackal’s head. He can call upon any school for his spells save Illusion and Enchantment.
Special Abilities:  When Baal’s avatar attacks, he does so with his spells and his powerful bite. Anyone bitten by him must make a Fortitude save (DC:27) or be instantly slain. In addition, the avatar’s skin is coated in poison so that those who touch him are subject to a similar effect (Fortitude save DC:19 or die). At will, Baal’s avatar can cause one who meets his gaze (Will save DC:22) to instantly turn lawful evil. When this happens, they are also charmed by the avatar.  Baal’s avatar has damage reduction 30/+3.

Duties of the Priesthood
Baal is Lawful Evil.  Priests of Baal often oversee the activities of thieves, assassins, and other evil beings. It is not uncommon for an order of assassins to be headed by such an individual. They are not permitted to betray members of their order and must always work to promote “the brotherhood of evil.”
Sacrifices to Baal are often molechs, or sacrifices of children.  On any day a child is sacrificed to Baal, he rewards the priest with a 24-hour enhancement bonus of +2 to Wisdom.
Domains: Law, Evil, Sun, Domination**, Hatred**, Scalykind**, and Undeath**
Favored Weapon: Spear (any type).

Ishtar
Ishtar is the goddess of love, the moon, and magic.  She is very vengeful, and often called the goddess of fury.  She often visits her beloved husband Tammuz in the underworld, and has learned to control the undead. Ishtar is the defender of children and the provider of abundance in food, riches, and other desirable things. She also wanders the night with a pack of hell-hounds, which she sets on those foolish enough to travel at night. Those who cast spells often draw upon her power, as the moon is a powerful source of arcane magic. 
In her true form, Ishtar is a ravishing woman, but she can appear in the form of any living creature she wishes.  Her other names include Astarte, Ashenath, Isis, and Hecate.
Role-playing Notes:  Ishtar is an independent and strong-willed goddess. Any being doing injury to the child of one of her worshippers stands a 10% chance of drawing her notice, in which case she will send her avatar to exact an appropriate vengeance. She hates slavery, and slaves often receive her protection as well.  On autumn and winter nights, she sometimes appears in avatar form to lonely shepherds, who remind her of the  beloved Tammuz who is lost to her for half the year.  She has even been known to protect shepherd’s flocks on more than one occasion. Omens from Ishtar generally come in the form of some magical communication, and are accompanied by the eerie sound of baying dogs.
Symbol: setting moon

Ishtar’s Avatar
Ishtar’s avatar is a beautiful, dark-haired woman, appearing as any race.  She is always accompanied by at least one hell-hound of maximum hit points and abilities. She can draw upon any school of magic for her spells.  At night, she can cast any two spells she wishes per round, but this ability is reduced to only one spell per round during the day.
Special Abilities:  Any being hit by Ishtar’s dagger must make a Will save or fall into a trance and be controlled by the avatar as if they were undead. The avatar is permitted to take 20, as if rolling a Skill check, on any roll to control or rebuke undead.

Duties of the Priesthood:
Ishtar is Chaotic Neutral.  She has clerics, but many of those who use arcane magic (i.e., wizards, illusionists, bards, etc.) worship her as well. Clerics are expected to sacrifice honey and black ewes to her on nights of the full moon. Failure results in a total loss of divine nagic until the proper sacrifice is made on the next night of a full moon.  At higher levels, clerics also have many standard magical abilities that make them very powerful evokers of arcane magic. Her priests often take part in group rituals to stir up magic involved in other ceremonies. However, all priests must perform an entire week of prayer in solitude every year — those who did not achieve enough experience to gain a level in that year must start over at first level after the month is through.
Domains:  Chaos, Fire, Magic, Moon**, Retribution**, Spell**, Undead**
Favored Weapon: Kama (any) or sickle

Lilith
Lilith is a force of evil, chaos, and death. She often chooses to manifest her powers through the actions of malicious spiders. She has created an offshoot of the tarantula that is both smarter and stronger than its ancestral cousin. It should be noted that, while she prefers to employ the Spiders of Lilith, she is perfectly capable of using any carnivorous spider to do her will in the world. The drow elves have always been her favorite because she has the most worshippers in this race.
It is said that Lilith was the first elf, or the second (dependent on the tale), created by Nabu or another god to be the wife of Enkil.  She refused, and turned against her intended husband, and for that the gods cursed her to wander in the night and darkness.  At the feet of Ishtar, she learned dark magic, and many say she has reinforced this power with other pacts with fouler forces.
Lilith’s cult has been banned in most lawful cities because of its evil teachings and ways. This has only caused the movement to go underground and to other cities. There are several large caches of diamonds and jewels hidden in abandoned manors by her spiders. The high priestess of the cult knows of these locations and will use these riches to support the cult and make it grow.  She is also called Lilitu and Artu.
   Her followers care only for intrigue and death. Her worshipers are schooled in various fighting styles, and each employs many sneaky tricks and maneuvers.  
   It has been prophesied that one day Lillith will find a mate who suits her, and will become the mother of a legion of demons.
Role-playing Notes: Lilith desires submission above all else. In past centuries her evil spiders have been used to kill enemies of the cult. Her special tarantulas can tell false gems from true ones and are perfect thieves as well. Lilith can supply large numbers of these spiders to each of her clerics, thus making them rich.
Symbol: Spider

Lilith’s Avatar
Lilith’s avatar appears as an aged drow elven crone, a female drider, or as an impossibly beautiful young drow huntress. In the latter form, she allows men to pursue her, but always kills them eventually if the keep up the chase; Lilith’s virginity is sacred to her.  In every form, she has a high, sharp voice. 
Special Abilities: Every avatar of Lilith can summon 2-20 of her special tarantulas (see Spiders of Lilith) which all have poison coated claws.

Duties of the Priesthood
Lillith is Chaotic Evil.  Clerics of Lilith are almost all women, and male priests are looked down (especially among the drow).  They must spread the word of Lillith and dominate all males in their environment.  Male priests must show deference to women,and often take on the female tendency to treat men as servants.
Domains: Chaos, Death, Evil, Magic, Trickery, Darkness**, Drow**, Spider** 
Favored Weapon: Mace (any type).

Marduk (Ashur)
Marduk is the god of justice, courage, and law.  He watches over battles with as much interest as his rival and opponent, Dagon. He is also the godly law enforcer, using his great prowess to uphold order.
The god of the skies and the mountains, and ruler of the high places from which the gods look down on men, Marduk earned a position of leadership over the other gods by killing and dismembering the terrible Typhon, whose body became the Land of the Rivers, named for the fertile rivers which sprang from Typhon’s blood.  Thus, all those who dwell in the Land of the Rivers must grant this lawgiver at least grudging respect, save the worshippers of Tiamat, who was Typhon’s mother and lover.  Tiamat was wounded terribly in the same battle in which Typhon was dismembered, and the wound drove her deep within the earth, where she was forced to lair.  For this act, Marduk was awarded lordship of both the gods of the heavens and the mortals of the Land of Rivers, though he was fair enough to retain the previous ruler, Baal, as his general and second in command.
Marduk’s parentage is uncertain, though most are certain that his father was the mighty Anu, a now-lost elder god of the heavens.  However, many tales also name Ishtar as Marduk’s mother, though only a few tales pair Ishtar with Anu.  In any case, Marduk is known to be staunchly allied to Ishtar and her beloved, Tammuz, having aided them against the machinations of Baal.
Marduk has only one hand, for he lost the other in the service of his fellow gods. The mighty Dagon, in his wolf form, was savaging the heavens, and the gods were unable to stop him until Marduk’s dwarves forged a golden leash capable of holding the beast. Enkil bet the wolf that he could not break the leash. The suspicious Dagon—cunning even in the form of a wolf—would not agree to the contest unless one of the gods put a hand in his mouth to guarantee his release if the leash could not be broken. The fearless Marduk complied without hesitation, and lost his hand when the wolf realized he was trapped.
Marduk has the power to see invisible objects and to recognize any thief within his sight. Because of his dedication to law and justice, Marduk is worshipped by many dwarves.  In his true form, he is a bearded, fierce-looking dwarven warrior missing one hand or a magnificent human astride a magnificent horse.  He carries the copper blade that was used to cut heaven from earth at the beginning of time.
After the Assyrian Empire ascends to power, Marduk is known as Ashur, the patron-god of the city of the same name.  His other names include Horus and Ellil.
Role-playing Notes: Marduk is the patron of courageous warriors. There is a 10% chance that he will grant an extra level to any hero of good alignment who risks his life by fighting a giant without help. He sometimes sends his avatar to punish extraordinary crimes, such as the murder of a king or the theft of a kingdom’s most precious treasure. Criminals surviving such an encounter need never fear retribution from Marduk again, however, for he admires courage and skill even more than he does the law.
Symbol: Copper blade

Marduk’s Avatar
Marduk’s avatar takes the form of a burly warrior dwarf who is missing one hand.
Special Abilities: Marduk’s avatar carries a keen Dwarven war-eaxe +3 that also allows him to cast invisibility purge, detect evil, and detect chaos at will.  He also carries a copper blade, but this is always kept sheathed in the land of mortals.

Duties of the Priesthood
Marduk is Lawful Good.  Marduk’s clerics usually serve as a kingdom’s law enforcement officers. They are often multiclass paladin/clerics, and paladins worshipping Marduk may multiclass freely as clerics.
Domains: Good, Law, Air, War, Retribution**, Metal**, Dwarf**
Favored Weapon: Longsword or Dwarven war-axe

Dagon
This ancient entity-- god of war, winter, thunder, and strength-- loves battle and bold deeds. Dagon is sometimes called the god of dooms because he brings trouble to anyone who doesn’t live up to his strict codes of honor and action. These codes and the interest of the god apply to all facets of the hard life of the northern barbarians. Dagon is just as interested in the building of a safe and sturdy house as he is in the sharpness of a warrior’s axe.
Dagon’s favorite activity is to take the form of a giant wolf and rage about the mortal world, causing carnage until a mortal warrior is brave enough to give his life to defeat him.  This wolf-form is so strong that he can easily break any chain placed around his neck. Dagon’s wolf-form wandered the heavens free for many years before the dwarves finally forged a leash he could not break. Forged from the roots of a mountain, the noise of a moving cat, and the breath of a fish, this golden leash is no thicker than a strand of silk, yet it is completely unbreakable.  Dagon was tricked into this bondage by the god Marduk, and to this day there is great hatred between these two gods.
His wolf form bound, Dagon must manifest in other forms, and often comes in the form of a great warrior to lead an outnumbered army or punish a cowardly nation.  Dagon is only free to enjoy his wolf form during the day, when his captor, Baal, releases the Dagon-wolf to chase the god Nabu as he races the sun-chariot across the sky, and Dagon has been promised to free the wolf forever if he ever catches Nabu and devours him. 
Baal, charged by Marduk with watching the Dagon-wolf, chains him back up at the end of every day.  Every now and then, however, Dagon escapes at day’s end and travels to the Land of Rivers in pursuit of prey. Men often know when this has happened, for it is a time of terrible omens when the avatars of Marduk and other gods walk the land in search of the terrible beast.  
Dagon favors acts of war and battle and lends support in the form of strength of arm and courage of heart to warriors who follow his faith. He spends most of his time trying to cause new battles to test the courage of his followers, many of whom are orcs and other barbarian tribesmen, especially those who dwell in cold climes.
Originally, the tribes who brought Dagon’s worship down from the mountainous lands of the north knew him as the war-god Perun.  In other lands, he is worshipped is Anhur or Ramman.
Role-playing Notes: This god exists to make sure all tribal peoples do things properly. This proper order of things has been established by Dagon and passed down to his clerics and priestesses. When this order is not followed Dagon is quick to hurl curses down on the offenders. These curses are slight at first, but will eventually cause death to the offender unless they mend their ways.
   Dagon is direct, uncomplicated, strong, loud, and has a tremendous appetite for drink and food.  As the personification of the savage side of war, he is fond of strife, anger, and unrestrained bloodletting.  Omens from Dagon are usually associated with the weather, especially thunder, lightning, and storms.  Followers are to their commanders as long as there is the prospect for regular and bloody battle. 
   Symbol: Criss-crossed claw marks.

Dagon’s Avatar (dire wolf)
He always comes to the world as a human barbarian, a menacing orc or a huge dire wolf whose fur is stained with blood.
Special Abilities: Dagon has damage reduction 40/+2.

Duties of the Priesthood
Dagon is Chaotic Neutral.  Clerics of Dagon must be brave, strong, honest, and fearless. They may never back down from a challenge unless it is made simply to force them into certain death.  Clerics of Dagon cannot increase in level unless they have fought an unending war against the enemies of Dagon and the land. They must also serve as examples of perfect action and thought.  Dagon does not tolerate failure and will indicate his displeasure with a cleric by simply striking him dead.
The great quest all priests of Dagon yearn for is to slay a white dragon, or to take one as a mount.  Their god favors those who master these great beasts above all others.
Domains: Chaos, Strength, War, Air, Storm**, Orc**
Favored Weapon: Axe (any) or warhammer

Ninmah
Ninmah is the goddess of plenty, queen of the woods, mother of the earth and mistress of the fey.  She is also called the womb goddess, and midwife of the gods. Ninmah is also the patroness of young girls, and the mistress of beasts and all wild things.  Her favorite worshippers are halflings, who appreciate comfort and good cheer.
Unlike the other gods, she dwells in the world of mortals, in the deep forests, surrounded by a band of fey and hardy nymphs. She has complete control over any non-magical animal while it is in a forest she inhabits. In her true form, Ninmah is a beautiful human or halfling woman, but she can change her own shape and that of others at will. She also has complete control over the local weather. 
Ninmah’s other names include Rhea and Cybele, and her titles include the Green Sister and the Watchful Mother.  She and her worshipers are concerned with balancing the wild and the cultivated.  They preserve nature ’s beauty and wild, untamed lands while also promoting the bounty of tended, cultivated areas so that the halfling race can be fed and prosper.  She and her followers also sponsor feasts and parties, as well as encouraging romance and general revelry.
Occasionally, Ninmah takes a mortal lover, and sometimes falls so deeply in love that she whisks the hapless mortal to her distant realm, whether he asks for this honor or not.  If a child issues from such a union, the child is sent back to his or her people to become a hero for them.
Role-playing Notes:  Generally, Ninmah is a benevolent goddess. However, if her worshippers ignore their duties, she does not hesitate to destroy their crops and send famine upon them.
Symbol:  Fairy ring

Ninmah’s Avatar
Ninmah’s avatar is usually a beautiful, buxom human or halfling woman, though she sometimes takes the form of a female horse. Ninmah’s avatar can pass without trace and use wild shape as 10th level druid.
Special Abilities:  Ninmah’s avatar has Damage Reduction 60/+1. In five rounds, a tree sprouts from any wound made by her spear. Two rounds after it sprouts, the tree becomes so large that the victim must lie on the ground until the roots are torn from his body (doing an additional 1d10 damage).

Duties of the Priesthood:
Clerics devoted to Ninmah must spend a year in the woods, being initiated into her rituals. After that, they must return to their home village every December to help with the ceremonies surrounding the Winter Solstice, and every year in June to help with the Summer Solstice. Though it might be permissible to miss the Winter Solstice for a good reason, any cleric missing the Summer Solstice loses his clerical benefits until he attends the next Solstice the following year.
Domains:  Earth, Luck, Plant, Trickery, Animal**, Charm**, Halfling**
Favored Weapon: Sickle or scythe

Tiamat
   Tiamat is the goddess of birth, destruction, dragons, earth and greed.  She is known as the Scaled Mother, Dragon Queen, the Chromatic Dragon, and the Dark Lady.  She appears as a huge five-headed dragon, possessing one head for each of the main types of chromatic evil dragon.  She commands her worshipers to follow her commands unhesitatingly and to accumulate power and treasure in her name and for her use in her plot to overthrow the “upstart” gods and return her to rule.
Tiamat is a strange and terrible goddess nearly as ancient as the world itself.  She is also considered the mother and patron of the lizardfolk.  She is the embodiment of energy, both creative and destructive. In that she is a creator of life, she is similar to the mother goddesses of many cultures. But she also eats her own young at times, and destroys the life that she creates, and is almost unique in this aspect of her being. Tiamat radiates a peculiar charm (as spell) over dragons, and is beloved as the beautiful, horrible, life-giving, life-taking mother. 
Of more importance to the lizardfolk, however, are her terrestrial duties. She is responsible for bringing rain to the desert. The Scaled Mother also oversees her children, the chromatic dragons of the world, though most have turned away from her.  The loyal blue dragons, however, still see to her and protect her worshippers.
Tiamat was not always evil, but has been consumed by insanity, hatred and loss.  She especially hates the gods Marduk and Baal.  Marduk slew her son and lover, Typhon, and Baal’s plotting caused it all to happen.  In fact, Tiamat was once also known as Ereshkigal, queen of the underworld, but Baal usurped a portion of her power, and his machinations accidentally accidentally resulted in Tammuz ruling the Land of the Dead.  Now, driven by the terrible wounds inflicted on her by Marduk, Tiamat lairs deep in the earth.  Even her status as goddess of the earth has been claimed by Ninmah, though she bears this goddess no ill-will—indeed, some tales calle Ninmah Tiamat’s daughter.
In her true form, the Scaled Mother is a huge, five-headed chromatic dragon. She can also take the form of a woman or even five separate women.
Role-playing Notes: Tiamat delights in both killing and creation, for both are expressions of the essential energy she embodies. She is equally likely (5%) to send her avatar to aid a woman in childbirth or a lizardfolk murderer in danger of being caught. Omens from Tiamat often come in the forms of terrible visions or blissful dreams.

Tiamat’s Avatar
   As she has no avatars, Tiamat must appear herself when she wants something done.  She comes in the form of the all-powerful five-headed Chromatic Dragon.
Special Abilities:  3rd Edition Statistics for Tiamat were featured in Dragon Magazine.

Duties of the Priesthood
Tiamat’s clerics co-operate with many druids who also serve her. Usually, but not always, her clerics are women. Whether male or female, however, her clerics must prove their fruitfulness by being parents, and usually have between 4-8 children living in their home. Losing the ability to bear children is considered a sure sign that an individual has lost Tiamat’s favor, though this seldom happens to even to the oldest of her clerics.
Priestesses worshipping Tiamat preside over two important ceremonies each year: the Blessing of Spring, when life arises from the bosom of the desert, and the Sacrifices of Fall, when important magic items must be buried in the fields or thrown into raging rivers so that the life will return to the land in the spring.
Clerics worshipping the Scaled Mother will fight with anything available, even their teeth and nails, to defend their families or, if necessary, to prevent the desecration of the land. 
Domain Details:  Evil, Chaos, Destruction, Earth, Family**, Renewal**, Scalykind** Favored Weapon: Heavy pick or natural weapons.