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Converting nonhuman deities “Complete Divine” style
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<blockquote data-quote="BOZ" data-source="post: 1688930" data-attributes="member: 1241"><p>I know I posted quite a bit above. A lot of it is probably more information than we need – but better to have extra than not enough. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I found a brief blurb on Annam’s realm from the PS Campaign Setting, in the book Sigil and Beyond, p 18:</p><p></p><p>“It’s a laugh to say this realm’s well known, since no sod can ever seem to find it. Most bloods figure it’s really a demiplane somehow attached to the Outlands. By report, it’s the home of the giant deity, Annam. Most tale tellers say it’s a completely barren mountain with a single crystal tower at the top. That’s where Annam sits, surrounded by a thousand-piece orrery of the multiverse that spins in perfect time, all around him. The way they tell it, he’s a lonely, sad god, but that may just be dressing for the sake of the story.”</p><p></p><p>This passage is short, but definitely reinforces the nature of the god as revealed in other sources. If anyone has the small boxed set “The Players’ Primer to the Outlands” could you check to see if Annam is mentioned in there?</p><p></p><p>With that bit out of the way, let’s get back on track. Here is what I have figured out so far for Annam. The reposted description is based on a summary of things I had read about him from the sources posted so far.</p><p></p><p>Annam</p><p>Greater God (Neutral)</p><p>Annam is the all-knowing progenitor of all the giants and their gods. He has a dual nature; on the one hand spending most of his time on learning and meditation, and on the other hand being very brash and lustful. He does not involve himself much in the affairs of the mortal world, and does not often communicate with giants. Annam appears as a white-haired giant of staggering size, wearing a midnight blue robe.</p><p>Portfolio: Giants, magic, knowledge, fertility, philosophy</p><p>Domains: Knowledge, Magic, Plant, Sun</p><p>Cleric Training: </p><p>Quests: </p><p>Prayers: </p><p>Temples: </p><p>Rites: </p><p>Heralds and Allies: </p><p>Relics:</p><p></p><p>The remaining headings are described on pages 107-108 of The Complete Divine (TCD for short), which I will summarize below:</p><p></p><p>Cleric Training: How a deity acquires and teaches new followers</p><p></p><p>Quests: The kind of missions a deity sends its followers on</p><p></p><p>Prayers: A religion’s way of communicating with its deity, with examples</p><p></p><p>Temples: Places of worship, of course</p><p></p><p>Rites: Rituals, ceremonies, etc.</p><p></p><p>Heralds and Allies: Heralds are creatures the deity usually sends to intervene in mortal affairs. Allies are creatures the deity sends in response to the three planar ally spells.</p><p></p><p>Relics: Holy magic items (usually wondrous items) and artifacts tied to a deity’s worship – many examples are given in Chapter 4 of TCD.</p><p></p><p>These headings will be filled in based on information we have and speculations thereon, and will follow the examples already given in TCD.</p><p></p><p>I’ll pull out these passages from MonMyth to illustrate Annam’s relationship with his followers:</p><p></p><p>“And, of course, Annam does not grant omens, save, once in a lifetime, to his priest-kings. Such a priest, on attaining 10th level, may once in his life call for a precognitive vision from Annam after a period of ritual meditation not less than one month in duration. In these visions, the broad course of future history of the priest's race (or community, warband, etc.) is revealed to him.”</p><p></p><p>“Priests of Annam are extremely rare and many game worlds may not have any. They can only be cloud, storm, or stone giants, and they must be truly exceptional, having the blood of ancient/elder giants in them (DM's decision). They are rulers and kings, possessed of and driven to greatness and magical prowess through acquisition of powerful magical items.”</p><p></p><p>That allows me to fill these in a bit:</p><p></p><p>Cleric Training: Giants are not often invited to join the clergy of Annam. All of Annam’s clerics must be truly exceptional cloud, storm, and stone giants that have the blood of kings in their lineage. These rulers and kings are driven to greatness and magical prowess.</p><p>Quests: Annam does not often call upon his followers to engage in quests, though he does expect his priest-kings to call upon him once in a lifetime for a vision. Upon attaining 10th level, such a priest enters a month-long ritual meditation, after which the destiny of the priest’s community is revealed to him in a precognitive vision.</p><p></p><p>Several passages relating to him in Giantcraft fill in some of the gaps; I’ll get to that soon unless one or more of you would care to start on that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="BOZ, post: 1688930, member: 1241"] I know I posted quite a bit above. A lot of it is probably more information than we need – but better to have extra than not enough. ;) I found a brief blurb on Annam’s realm from the PS Campaign Setting, in the book Sigil and Beyond, p 18: “It’s a laugh to say this realm’s well known, since no sod can ever seem to find it. Most bloods figure it’s really a demiplane somehow attached to the Outlands. By report, it’s the home of the giant deity, Annam. Most tale tellers say it’s a completely barren mountain with a single crystal tower at the top. That’s where Annam sits, surrounded by a thousand-piece orrery of the multiverse that spins in perfect time, all around him. The way they tell it, he’s a lonely, sad god, but that may just be dressing for the sake of the story.” This passage is short, but definitely reinforces the nature of the god as revealed in other sources. If anyone has the small boxed set “The Players’ Primer to the Outlands” could you check to see if Annam is mentioned in there? With that bit out of the way, let’s get back on track. Here is what I have figured out so far for Annam. The reposted description is based on a summary of things I had read about him from the sources posted so far. Annam Greater God (Neutral) Annam is the all-knowing progenitor of all the giants and their gods. He has a dual nature; on the one hand spending most of his time on learning and meditation, and on the other hand being very brash and lustful. He does not involve himself much in the affairs of the mortal world, and does not often communicate with giants. Annam appears as a white-haired giant of staggering size, wearing a midnight blue robe. Portfolio: Giants, magic, knowledge, fertility, philosophy Domains: Knowledge, Magic, Plant, Sun Cleric Training: Quests: Prayers: Temples: Rites: Heralds and Allies: Relics: The remaining headings are described on pages 107-108 of The Complete Divine (TCD for short), which I will summarize below: Cleric Training: How a deity acquires and teaches new followers Quests: The kind of missions a deity sends its followers on Prayers: A religion’s way of communicating with its deity, with examples Temples: Places of worship, of course Rites: Rituals, ceremonies, etc. Heralds and Allies: Heralds are creatures the deity usually sends to intervene in mortal affairs. Allies are creatures the deity sends in response to the three planar ally spells. Relics: Holy magic items (usually wondrous items) and artifacts tied to a deity’s worship – many examples are given in Chapter 4 of TCD. These headings will be filled in based on information we have and speculations thereon, and will follow the examples already given in TCD. I’ll pull out these passages from MonMyth to illustrate Annam’s relationship with his followers: “And, of course, Annam does not grant omens, save, once in a lifetime, to his priest-kings. Such a priest, on attaining 10th level, may once in his life call for a precognitive vision from Annam after a period of ritual meditation not less than one month in duration. In these visions, the broad course of future history of the priest's race (or community, warband, etc.) is revealed to him.” “Priests of Annam are extremely rare and many game worlds may not have any. They can only be cloud, storm, or stone giants, and they must be truly exceptional, having the blood of ancient/elder giants in them (DM's decision). They are rulers and kings, possessed of and driven to greatness and magical prowess through acquisition of powerful magical items.” That allows me to fill these in a bit: Cleric Training: Giants are not often invited to join the clergy of Annam. All of Annam’s clerics must be truly exceptional cloud, storm, and stone giants that have the blood of kings in their lineage. These rulers and kings are driven to greatness and magical prowess. Quests: Annam does not often call upon his followers to engage in quests, though he does expect his priest-kings to call upon him once in a lifetime for a vision. Upon attaining 10th level, such a priest enters a month-long ritual meditation, after which the destiny of the priest’s community is revealed to him in a precognitive vision. Several passages relating to him in Giantcraft fill in some of the gaps; I’ll get to that soon unless one or more of you would care to start on that. ;) [/QUOTE]
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