The Midget's Deity-A-Week Thread!

Wow! KM are you a god yourself:) ? A lot of these gods I have been trying to do what you are doign with them, but I am lazy. I am glad you are doing this, you are doing a much better job than I could be.

I just started running "Underdark: Night Below" with some of my player's and I wanted more information on the gods mentioned in the module. It happens to be the first three you posted were the ones I was looking for. I am so glad I joined the EN World community. It has allowed me to get a bunch of ideas and information with little effort. Thanks a million KM for all the great work. Keep it up and keep em coming.

You just need to do one god. Pictured below:
 

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Has anyone given any thought to detailing any of KM’s PrCs?

:cool: KM :cool:, the One, the Only, the Creator of Gods!!! Keep up the great work!
 

KM's PrCs

Well, now that you mention this let me throw a small bone.
You will note in Maglubiyet's description a line about a PrC that rides worgs.
I have sent to the Netbook of Classes a similar class about goblinoids and orcs that rides wolves, worgs and their ilk. This PrC is called Goblin Wolf Rider.

Now about the other PrCs, i think i might try to create at least some of them, after I get a bit more free time, and after I can gather them all.
 

Indeed, the Netbook of Classes does have a wolf-rider class that is apt.

And any attempt at fully statting out those PrC's would be useful...I'll probably never get around to it unless one of my PC's plays a particularly dedicated preist or something. ;) So go wild. :)

And now, for the next one...that long-awaited Giant God...
 

ANNAM
The Prime


Alignment: Neutral
Worshipers: Giants, Cultists
Domains: Knowledge, Magic, Plant, Sun
Favored Weapon: Unarmed Strike
Home Plane/Domain: Outlands/The Great Empty
Pantheon: Giant
Divine Rank: 19 (Greater)
Classes: Fighter, Wizard, Sorcerer
Portfolio: Creation, Knowledge, Fertility, Giants
Salient Abilities: (24) Alter Reality, Alter Size, Arcane Mastery, Avatar, Call Creatures (giants), Clearsight, Create Object, Create Greater Object, Divine Battle Mastery, Divine Blessing (Strength), Divine Blessing (Charisma), Divine Creation, Divine Recall, Divine Spellcasting, Divine Splendor, Divine Storm, Extra Domain (Plant), Increased Damage Reduction[x2], Increased Spell Resistance[x3], See Magic, Spontaneous Wizard Spells.
Special Possessions: Creator's Hand, a glove that allows the bearer to use unarmed strikes as defending
Alternate Domains: Charm, Creation, Nobility
Symbol: Two hands, wrists together, with fingers pointing downward.

DESCRIPTION
From Defenders of the Faith: "He is both an all-knowing god of learning, philosophy, and deep meditation, and at the same time, a lustful, brash deity of fertility." When Annam manifests, it is as a sixty-foot tall giant with white hair, wearing a robe of midnight blue, unarmed.

DOGMA
The balance between the carnal and the cerebral must be found. An excess of either is unhealthy, at least without an excess of the other. One must contemplate great mysteries and unlock secrets, but also dally with pleasures of the flesh. Only in this way can one live a truly successful life dedicated to Annam, the generator and conceptualizer of all.

CLERGY AND TEMPLES
Though they are on the rise, the clergy dedicated to Annam still remains rare and special. They tend to dress in shades of blue and white, and hold positions of leadership and prominence among those communities that accept their beliefs, as those who worship Annam find the duality of carnal and physical bliss and mental and cerebral persuits to be the ideal quality in a leader. There was a time when only those with the blood of the primordial giants were allowed to be priests of Annam, but that has changed in recent years as those with the blood die off without heirs. Though Annam is still surprisingly stingy with who he will grant magic, he is more accepting now of those who do not meet that requirement, even to the point of accepting a few humanoid cultists.
Temples to Annam are often in the form of towers attatched to the palaces of kings and emperors. In addition to the private altar, the tower often has a mock-up of celestial bodies and planar geography that is suspended from the cielings and walls, representative of the entire multiverse, which Annam created.

RITES AND RITUALS
Those faithful to Annam find a strange congruence with the unlocking of a philosophical truth, and the birth of a child. Often, researching a new spell will be compared to making love, and the a new spell is 'born' rather than made. Celestial events are heralded as signs from Annam -- comets, eclipses, or simply a meteor shower can be signs of his satisfaction or disatisfaction almost equally. Visions are perhaps the most cherished of Annam's gifts, and many clerics will go through complex rites of self-deprivation and exposure and special plants simply to experience a vision of Annam.
On a grand level, certainly the naming of a giantish king is dedicated to Annam, who must be pleased with the actions of the ruler lest the entire community fall into disrepair.

MYTHOGRAPHY
The most unusual aspect of Annam is his 'withdrawl.' Most of those who worship gods wish to nearly overstate the fact that the god is around and watching and constantly on the alert for transgressors. Annam is more passive, a distant deity who lairs mostly alone in his realm contemplating things. Recently, this has slightly changed, as Annam has begun seeking a suitable wife, an equal in the mutliverse that he supposedly created. Should he find a suitable bride, it would not be unlikely that the giantish races would enter a time of unprescedented celebration and joy. On the other hand, if his search turns of fruitless (as it has before), the giants will likely enter a time of mourning and sadness that has also been unparalleled. As a creator god, the failure of Annam to find a suitable woman in the entire mutliverse is a tragedy, though it does allow him to periodically engage in relations with many and sundry creatures, to bear the prolific giant kind.
His hesitance in the material plane may be accredited to his disgust with what it has become, as well. His creation has turned against him, by and large, to extremes of dangerous hedonism, or extremes of too-cerebral thought. Degenerate giant deities abound, and more giant-kin fall every day to the worship of abhorrent abyssal lords. Annam has grown weary with his own creation -- which is responsible for the motif of the leader, the preist of Annam, to show the world the true way, and make sure they obey.

LEGENDS
In addition to the original creation myth of the giants (which varies considerably from one to the other), and the subsequent leaving of Annam (which also isn't entirely consistent), Annam has many tales of his various sexual exploits, always seeking the propper bride, never able to find her, but often giving birth to new giantish races in the process. Annam still wishes to not watch over and not be responsible for much that happens, and thus after his retreat the legends about him end. However, they are replaced by legends about the priests of Annam, great leaders and excellent warriors all, who should be leading the communities to the True Way, and thus leading the entire world.

ETC
PrC's
· Giant King: A focused warrior and priest with the powers of contemplation and leadership and verility that are uncomprable.
· Brideseeker: One who specializes in finding a proper and suitable bride for Annam by searching the world for goddesses of equal power who may share his interests.
Plot Hooks
· The Grand Wedding: A wife has been found for Annam! A creator-goddess identified with the moon and beasts has been found in an isolated land, who is contemplative and still verile. The Giants are preparing for the great ceremony, but there exists doubt. Annam has cold feet, and the goddess is remarkably secretive, speaking mostly through her weasely proxy. Perhaps the PC's can help assauge the potentially tense situation? And what about when the wife turns out to be a truly wicked goddess bent on destroying Annam? Can the PC's help save the giants both from destruction of body, and destruction of heart?
· The Incompetent King: A ruler in the name of Annam is defiling that name, among a community of giants. Hedonistic and violent, the ruler persues none of his scholarly mandates, and laughs it up with his many concubines and libations as his community falls into disrepair and violence itself. Perhaps the PC's can bring some instruction to the ruler? Or just bash him 'till he's too dead to rule?
 
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Very cool, KM. I'm tempted to use this in my campaign, even. Where there are no standard giants.

BTW, did you realize this thread's over a year old?
Demiurge out.
 

Yeesh...a year, and I'm nowhere near 52 entries....heh.

Well, I'm still continuing to update....at least until some publisher with a special agreement with Wizards tells me to write things for their book that you can buy instead. ;)

Now, another deity time! :)
 

LADUGUER
The Taskmaster


Alignment: Lawful Evil
Worshipers: Duergar, Crafters
Domains: Earth, Evil, Law, War
Favored Weapon: Warhammer
Home Plane/Domain: Sheol/The Forge
Pantheon: Dwarf
Divine Rank: 12 (Intermediate)
Classes: Expert, Fighter, Wizard
Portfolio: Crafts, Labor, Magic Weapons
Salient Abilities: (15) Alter Size, Area Divine Shield, Create Object, Create Greater Object, Divine Blessing (Int), Divine Earth Mastery, Divine Shield, Divine Skill Focus (Craft (Weapons), Craft (Armor)), Divine Spellcasting, Divine Weapon Mastery, Extra Domain (Earth), Master Crafter, See Magic.
Special Possessions: The Artificer, an unholy hammer that grants a +20 bonus to any Craft checks made with it.
Alternate Domains: Artifice, Protection, Community, Magic
Symbol: A shield bearing a shattered crossbow bolt

DESCRIPTION
From Defenders of the Faith: "He is the patron of crafts -- particularly the creation of magical weapons -- as well as protection, magic, and his gray dwarf race"
Laduguer is a tall, gaunt duergar with gray-brown skin, bald, and with a continual scowl on his face. He is a gray dwarf in all respects, and so can occasionally appear larger, or even disappear all together (with his racial spell-like abilities). He is often heavily armored, with only his smith's hammer as his weapon.

DOGMA
Work hard, or else. Toil. Slave for your craft, and sacrifice all to it. If you surrender your desires and your impulses to something greater than yourself, greatness can be achieved. Protect the greatness you carve for yourself, and do not tolerate those who will not share your burden. Your arduous work will pay off, and that alone is the goal of true worship and true perfection.

CLERGY AND TEMPLES
Defenders of their cities and preservers of the status quo, clerics of Laduguer who are duergar themselves maintain a strict order and hierarchy within their cities, and hone their crafts at least as much as they demand others hone their own. They tend to dress in grays or browns, and are often quite well-equipped when they take up arms against invaders, or simply tresspassers.
The temples to Laduguer are simple, effecient affairs that are basically community forges, where the people of the city go to toil day after day. Great, looming, frowning images of Laduguer are the only decoration, giving the place an appearance of being watched over by a disapproving master. The priests never slack the pace of forging weapons, armors, and more utilitarian goods, unless it is to enforce their pace on others who come to 'show their holiness' by working there.
Occasionally, worship of Laduguer will be taken up by a dwarf in a more traditional community, or even by another race. Any who desire expertise in crafts are potentially swayed by the Taskmaster to worship him as their most efficient goal. Laduguer is one of the few evil deities tolerated in more neutral communities, as they are rarely violent, warlike, sadistic, or cruel, except to their own worshipers.

RITES AND RITUALS
Those who worship Laduguer show their dedication with the gear and equipment they wear and take care of. Mending a nicked sword, or repairing dented armor is a sacred act for those who hold the Taskmaster sacred, as is the process of mining. A special reverence is held for metals of all types, and Adamantium is considered a test from the god, to test one's dedication to the craft. Of course, making a weapon or a shuit of armor is also considered a sacred event, and it is a holy item when finished, as long as it is of sufficient quality.

MYTHOGRAPHY
Laduguer combines many interesting deific traits in one heartless package. First, there is the phenomena of a subrace-god, a deity who has taken a special liking to a particular culture of a particular race, and has seperated from the larger whole. Laduguer is often considered to have shorn with the dwarven patheon at about the same time Diirinka did, though the two have never been allies. Still, the marked bent of cruelty and wickedness of these two dark dwarven deities makes them reviled by the dwarven majority. In addition, these two gods practice magic very well, which gives a motive for the dwarves to distrust and resist the force to this day. Dwarves who do persue magical paths are thus often forced into the worship of Laduguer or Diirinka (if they don't forsake their race altogether in favor of a more 'human' deity), often leading them to paths of wickedness and evil themselves, even if they weren't as such to begin with. This gives dwarves a very reliable mythological motive for mistrusting and loathing the force of arcane magic that exists...their number that practice it often turn to very wicked persuits.
Another point in which Laduguer is intriguing would be how the dwarves recieved their reputation as great craftsmen. Certainly, much of it had to do with the mountain and hill dwarves fighting the various savage races of the underground, and the way in which a constant war of that nature breeds progressively better weapons and defenses faster than peace ever could. However, several stories tell of absolutely gorgeous and inherently magical crafts that the more common dwarves often can't (or won't) accomplish. Though many attribute the tales of magic and crafts to the gnomes (who, to the ignorant or easily confused, could easily be mistaken for jovial dwarves), the duergar are also a likely source for these myths, especially the ones that speak of deep, dark designs in deep, dark caverns (where even the svirfineblin fear to tread), and of dwarves whose prices are often outrageous, and occasionally deadly.

LEGENDS
Other than the ancient (and occasionally forgotten) dwarven legends reaching back to the period of the splintering races, Laduguer appears in precious few legends. This can probably be mostly attributed to the deity's (and the race's) standoffish nature. Due to their isolation and desire to stay that way (violently, if need be), any newer legends would have to filter out of their own dour, usually silent mouths. The few stories we have tell of amazing feats of engineering and production that amount to little less than a industrial revolution, far below the surface, sponsored and kept by the magical lore of these gray dwarves. Assembly lines, magical energies, and explosive power threaten to change the face of underdark warfare, and soon.

ETC
PrC's
· Master Crafter: An expert who can imbue their crafts with magical and mystical energy
· Explosives Expert: A manufacturer and user of mystical explosives, from the mage-bomb to the spell-cannon.
Alternate Rules
· Magical Craftsmanship: A Craft check of 30 or higher can apply a magical effect to what you have crafted. You can apply a 500 gp magical effect for each point your Craft check exceeds 30. For particularly difficult crafts (those that require a Craft check to get right), add +20 to the original DC to get the DC required to craft a magical item. Only creatures with the proper feats (Craft Magic Arms and Armors, Forge Ring, etc.) can craft magical equipment. In this way, a craftsman need not have a spell to imbue an item with magic.
Plot Hooks
· The Bomb: The experiements of the gray dwarves in magical weapons has reached it's final and hideous confirmation -- a single explosive with enough mystical energy inside to utterly obliterate a city. At least these fairly peaceful people have no need or desire to use it...though perhaps the drow who've gotten wind of the weapon do...
· Evil Destroying Evil: The duergar and the derro have never been on particularly friendly terms, though they share much in common. Unfortunately for the PC's, neither race likes other races that much, either. To thwart the growing threat of a derro savant, the PC's must seek out the duergar who can forge the instrument of his destruction...but convincing the gray dwarf to agree to forge the weapon is an excersize in diplomacy, intimidation, and, ultimately, desperation...
 

Nice thread. I especially like the Plot Hooks section at the end of each description. A question, though. Based on the description of Damh, I would think he would be CN with CE tendencies, or simply CN. Certainly not CG. Is that alignment simply the standard alignment given for him in the sources you used?
 

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