Ye Gods!

Mythmere

First Post
One of the Galtic gods of the Continent of Rowan (see http://mythmere.tripod.com/index.html for more on the campaign and other resources).

Dagnos
Short Description: God of drinking, strength and belching
Symbols: Cup
Code: Be strong, drink deep, belch mightily.
Culture of Prominence: Galtic and Teut (both Barbarian and High Teuton)
Alignment: CG
Domains: Strength, Chaos, Stamina.
Typical Worshippers: Dagnos has a broad appeal, though his male followers (oddly enough) tend to outnumber female ones.

Great Dagnos is known and worshipped across the Western half of the Rowan continent. He is a refreshingly simple god with a refreshingly simple ethos: “Be strong, drink deep, belch mightily.” This creed has been carried by the faithful into many a roadside tavern, and the cry is heard over many a tankard of ale. The only other tenet of the faith of Dagnos is the hatred of bullies and tyrants. And closing time. The benefit of such a minimalist dogma is that it can be memorized by clerics and worshippers whose necks are larger than their heads. People whose necks are larger than their heads need divine guidance more than most. Dagnos provides that guidance. Be strong. Drink deep. Belch mightily.

Stamina (New Domain)

Granted power: Shake off blow. After any one physical attack damages you, you may reduce the damage from the blow by two points per cleric level. You must declare that you are shaking off the blow immediately after receiving the damage. Falling damage may be shaken off. This ability may be used once per day.

1 Endure elements
2 Endurance
3 Protection from Elements
4 Freedom of Movement
5 Break Enchantment
6 Heroes’ Feast
7 Regenerate
8 Iron Body
9 Unstoppable Fortitude

Unstoppable Fortitude
Transmutation
Level: Clr9
Components: V, S, M
Range: Personal
Target: You
Duration: 1 minute/level
This spell hardens the caster’s body and imbues him or her with great toughness. The character gains +1 natural armor bonus to AC and damage reduction 50/+3. The character is immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect the character's physiology or respiration. The character takes only half damage from acid and fire of all kinds.
The character gains a +4 enhancement bonus to the character's Strength score.
 

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Annorn
Short Description: God of the dead
Symbols: the tower
Patronage: Sadness and surcease, attractiveness.
Code: oppose undead, prevent death, find happiness and beauty in life.
Alignment: NG
Domains: Charisma, Luck, Travel, Healing
Typical Worshippers: the grief-stricken, bards, guardians.

Annorn is known as the Keeper of Souls, for he is the god who protects the souls of lesser Galtic individuals, keeping them ready until their next rebirth. Such Galtic souls stay in the villages in the forests of the gods, and do not see the gods, who inhabit the castles and highland towns, together with their chosen companions, the heroes and other greater Galtic souls who have died and now hunt with the gods. Annorn, of course, is not responsible for such souls as these -- he is a god of the common folk, and he wanders from village to village in Godland with his knights, arbitrating disputes and breaking up fights in taverns, and he intercedes with the gods when necessary.

Offerings to him are made at the temples of the White Goddess, usually placed in a leather coracle in the temple, which represents the boat in which Galtic souls are ferried to Godland by Annorn’s Ferryman, who is never named, and who makes even Annorn a bit nervous. Offerings to Annorn are usually used to endow healers (it is well known that Annorn dislikes to work too hard, so the fewer dead, the better), or to pay for funeral rites for the poor. Annorn is also well known to appreciate when young maidens dance for him in stone circles, or around a dolmen, and the less clothing, the better, as far as Annorn is concerned. Annorn is a bachelor god, and a prodigious wencher in Godland (and elsewhere, if he can trick Brelady into guarding all of his souls for a while, but Brelady is usually too smart for him).

Annorn has luxuriant long brownish-blond hair, and wears leather armor with exquisitely worked iron bracers upon his wrists. His trousers are of a complex tartan which is said to draw the eyes of any virgin, and he got them when the great troll of the sea blinked first in a staring contest (Annorn’s eyes are the eyes of the perfect guardian -- he never blinks). Annorn is known for his wisdom in resolving squabbles among the mortal souls of the villagers, and it is impossible to trick him, but he is also known for his penchant for complicated schemes, generally prurient in object, which go disastrously awry. Despite all of his flaws (vanity, for example), the Galtic peasantry would never choose to replace him as their god of death, even if lots of the gods could probably do a better job, because Annorn has flair, charisma, and the common touch.

Clerics of Annorn are usually militant, wandering clerics who seek to put undead spirits to rest, kill evil necromancers, meet lots of young, admiring ladies, and see to it that as few people as possible actually die and add to Annorn’s administrative duties. They are especially gifted at raise dead and resurrection spells, and are almost never of the nobility. They do meet, on occasion, when the omens so indicate, to think deep thoughts. All of them, and Annorn as well, apparently, consider these meetings to be a chore. The meetings therefore often coincide with forest bacchanales in honor of Thryciss.

Charisma Domain
Granted Power: +1 morale bonus to all saving throws against enchantments and charms.
Domain Spells:
1 Charm person
2 Enthrall
3 Emotion
4 Modify Memory
5 Mark of Justice
6 Geas/Quest
7 Insanity
8 Holy Aura
9 Power Word Kill.
 

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Thanks!

Thank you for the kind words. Many more deities will follow. Tell me (and any others who read the thread, please respond also), is it better to include the details of the religion (ie, passwords, cultural information, details of dogma) or are these posts as much information as is really useful?
http://mythmere.tripod.com/index.html
 

I think the more information a DM has the better it is. Festivals special phrases and such only serve to make the world more real to everytone involved and it makes easier for the players to rp in character. Thats just my opinion though, so if ya want to post more detailed info :) go for it.
 

Ye Gods

Brelady
Short Description: Goddess of Safekeeping and Order
Symbols: Intricate iron key on a ring
Patronage: Stockpiling, scolding, defending, putting in order
Code: Guard the benefits of civilization, prevent famine and theft, organize things.
Alignment: LG
Domains: Law, Plenty, Healing, Knowledge.
Typical Worshippers: Guardians, merchants, managers.

Brelady is a popular goddess with the mercantile classes, for she is the goddess of making and keeping money, inventory, order and stability. Brelady is worshipped in Teutonic regions (as a minor goddess in barbarian Teutonic myth, and as an important goddess in High Teutonic myth) as well. Brelady is a petite goddess with red hair and green eyes who wears a blue dress with a great belt of keys around her hips. She is, according to virtually all of the myths, a goddess with a quick wit and a sharp tongue, never outdone in business, often rescuing other gods from their domestic and financial mistakes. Brelady’s clerics wear blue as a badge of their priesthood. The holy symbol of the goddess is an intricate iron key on a ring. The current High Priestess of Brelady in the Galtic regions is Mariah Cointrader, a cleric of fourteenth level. Mariah administers the other priests and priestesses of the religion from the Stronghold of Keys, a fortress within the walls of the city of Yrdeep.
 
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Magog
Short Description: God of Luck
Symbols: green plait of hair bound into a circle and secured by silver wire.
Favored Weapon: Anything other than a spear or harpoon
Code: None.
Alignment: CN
Culture of Prominence: Galtic
Domains: Luck, Chaos
Typical Worshippers: Rogues, gamblers, anyone needing luck

Magog began life as a whale, not a god. He was harpooned by sailors some time in the dim past. While they were drawing him to their coracle, the coracle was hit by lightning, and one of the sailors was killed. The chieftain of the tribe (who happened to be in the coracle) called upon Annorn to save the sailor, and Annorn, ever willing to avoid the work involved in keeping the souls of the dead, sent down a bolt of white light from Godland to reincarnate the sailor’s spirit. Just as the bolt of white light came down, however, a swelling wave caused the bolt to strike the whale rather than the sailor. The whale was reincarnated as a large man, Magog Once-a-Whale, and the sailor died. A very confused Magog Once-a-Whale wandered the world while Annorn pondered and puzzled how to balance the accounts of the dead, a matter involving considerable and difficult mathematical calculations. At long last, Annorn became frustrated and simply threw a heavy rock at Magog, but missed his aim completely. The rock struck a whale that had been about to eat a sailor, killing the whale and rescuing the sailor. As it happened, this coincidence caused the accounts of the dead to balance again with no further work on Annorn’s part.

After a series of similar events, Magog found himself in Godland as a god himself, having become immortal by winning the bracelet of Neverdeath in a game of chance, from a traveling sword-swallower ignorant of the nature of the bracelet (whose career ended shortly thereafter).

Magog has a blunt head and rounded teeth, like a whale, a thatch of dark green hair, and his eyes are rather far apart. He has an unnatural fear of squid, and he is by far the most timid and shy of the gods of godland. He is a source of tremendous annoyance to Annorn, whose intricately planned amorous machinations frequently misfire in such a way as to leave the fair lady swooning for a confused and completely innocent Magog.

Magog’s priests are few and far between, and they generally choose to let the priestesses of the White Goddess accept sacrifices to Magog. It is common that each year, most of the priests of Magog find themselves in the same village, quite by chance. They call this time of the year Magog’s Finding, and have a party.

The symbol of Magog is a green plait of hair bound into a circle and secured by silver wire.
 

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