Lore of the Gods - Final preview today


log in or register to remove this ad



It's looking really good, and I agree that the art is superb!

I think a more productive route to take than X worshipful population = Y divine ranks would simply be to implement concrete rewards (e.g. xp, bonus spell slots, improvements to channeling, etc.) for the clerics
that perform a significant, PUBLIC, act of devotion or conversion for their faith. I don't think open worship can be the only source of a god's power (witness Hecate, who requires her devout to hide the existence of her cult!), and I think that the laws governing divine power should really be beyond mortal ken. Forgotten Realms had the right idea here, in postulating an overdeity that was ultimately responsible for assigning power to the other deities.

I do agree wholeheartedly that there should be something in the book that makes clerics feel very different. The path of the devout and acts of devotion idea is a very good one, that should be expanded on. If cleric PCs see concrete rewards for acting in the interest of their deity, it would be a very good thing.

Ben
 

And now a Mesopotamian deity

Here's today sneak peek from the chapter on Mesopotamian deities.

Lilith
Lesser Deity
The Hand of Ishtar, Anu’s Demon Daughter, the Whore, Killer of Children
Divine Ranks: 6
Symbol: An owl
Alignment: Chaotic Evil
Portfolio: Desert, lust, manipulation, murder, night, nightmares, seduction
Domain: Desert, Night, Trickery
True Form: A succubus demon
Perceived Form: same as true form
Avatar Form: Any human form, usually female.
Other Manifestations: A 20HD swarm of assorted desert vermin.
Allies: Lilu (Spouse), demons
Foes: Any of the Mesopotamian gods
Sacred Items: Baby’s blood, owl feathers
Sacred Animals: Owls
Sacred Plants: Valerian root
Sacred Minerals: Crushed quartz, gold
Divine Artifacts: Rod and Rings of the Night, Wings of the Desert

Mythology: Lilith is the demonic offspring of Anu and the sister of Ishtar. Her name was Lamashtu in Sumer and Lilitu in Babylonia, but is better known as Lilith as defined in Kabbalistic mysticism. In all traditions however, she is a demoness of the night who dwelled in the desolate wastelands, and unlike other demons in Mesopotamian mythology that served the gods as instruments of vengeance and wrath, practiced evil for its own sake and for her agendas. Lilith was greatly feared for her tendency to invade the peaceful sleep of innocent children, preferably infants, and kill them without an external sign of injury. She would also engage in intercourse with sleeping men to steal their virility, and her spouse, Lilu, who was very possibly an aspect of Lilith herself, did the same to slumbering women to sire tiefling offspring. These nocturnal violations coupled with her anathematic intentions to murder babies left Lilith a very unpopular deity, to say the least.
Many amulets and talismans were created and invocations composed, by the Mesopotamians to ward themselves from this depraved demoness. Despite this, an odd relationship existed between Lilith and her sister, Ishtar, who was by far the most loved and worshiped goddess. Ishtar, in her fertility role, was seen as the protector of mothers and their newborn children against threats posed by Lilith. Impotent men and women who feared pregnancy also invoked Ishtar, so that they might be guarded against Lilith’s nighttime visits. Some sects held that Lilith served as the protector of Ishtar’s temple prostitutes, however this only further tarnished her reputation, leading mortals to think of her as a hedonistic slut who safeguarded the purveyors of fornication.

Main Tenets of Faith: The demoness is the power of the night, the power of seduction, and revels the weakness of mortal lust. Those who appease her favor are revealed the power of stealth, enigma, and trickery, however she is fickle, and manipulative and sees her clergy as pawns and playthings, using and discarding them at her whims.

Location of Faith: Lilith is not worshipped publicly, and her cults perform her rituals in seemingly random locations.

Sects: Lilith’s faithful are disseminated into small sects that compete for her attention. They war upon themselves as much as they do against humanity.

Responsibilities of the Clergy: Lilith is revered by those seeking personal power and advantage, therefore she has no formal clergy. There only responsibility is the appeasement of the demoness and those who follow Lilith revere no other gods.

Rights of the Clergy: Clerics of Lilith are afforded no rights in society. In most cities her worship is forbidden with the punishment for worship ranging from exile to execution.

Restrictions of the Clergy: Lilith frowns on acts of kindness or those who break from her faith. She is not passive in these matters and retributively sends demons to slay those who she feels have dishonored her. Atonement spells have no redeeming affect, for clerics that lose her favor.

Rituals: Lilith’s craves constant sacrifice and turns on those followers who do not make a constant effort to please her. Her favorite sacrifices include smothered or poisoned infants and slaughtered goats. She also promulgates feral activities such as blood drinking and general lasciviousness. Due to the bloodiness of sacrificial rituals, they are often performed naked, both in emulation of the demoness and to avoid the incriminating evidence of bloody clothing. Lilith’s clerics pray for their spells at midnight.

Vestments: Lilith worship is decisively covert, therefore here followers wear no standard garbs. Occasionally, her followers might wear and owl feather, though one can be indicted for such public displays.

Lilith’s Path of The DevoutDevout Classes: Adept, aristocrat, assassin, expert (merchant), fighter, rogue, sorcerer, warrior, wizard
Devout Alignments: CE, CN, NE
Favored Weapons: Dagger
Devout Oath: In addition to drinking blood weekly, the devout of Lilith must taste the blood of an infant once per month.
Devout Benefits: Devoted followers of Lilith gain the use of chill touch - 3/week. The spell’s caster level is equal to the devoted followers Charisma bonus (minimum 1); all saves Charisma based.

Avatar of Lilith
Medium Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
10HD Succubus/10th Level Rogue/10th Level Shadowdancer
Divine Ranks: 3
Hit Dice: 10d8+30 plus 10d6+30 plus 10d8+30 (310 hp)
Initiative: +12 (+8 Dex, +4 Improved Initiative)
Speed: 60 ft., fly 100 ft. (good) (12 squares)
AC: 43 (+8 Dex, +9 natural armor, + 8 deflection, +8 bracers of armor), flat-footed 31, touch 18
Base Attack/Grapple: +27/ +34
Attack: Claw +35 melee (1d8+4)
Full Attack: 2 claws +35 melee (1d8+4)
Space/Reach: 5ft./5ft.
Special Attacks: Artifact powers, energy drain, spell-like abilities, sneak attack 5d6, summon demon.
Special Qualities: Avatar immunities, blindsight 120-ft., damage reduction 10/cold iron or good, damage reduction 23/-, darkvision 240-ft., defensive roll, divine senses (1.5-mile-radius), evasion, greater teleport (at will; caster level 20th), hide in plain sight, immunity to electricity and poison, immortality, improved evasion, improved uncanny dodge, opportunist, outsider traits, planeshift (at will; caster level 20th), resistance to acid 13, cold 10, and fire 10, shadow illusion, shadow jump 160 ft., slippery mind, speak and read all languages, spells, spell-like abilities, spell resistance 19, spontaneous casting of domain spells, summon shadow (6 HD), telepathically communicate with any living creatures (1-mile-radius), tongues, trapfinding, trap sense +3, uncanny dodge.
Saves: Fort +21, Ref +32, Will +21
Abilities: Str 18, Dex 26, Con 16, Int 20, Wis 16, Cha 26

Skills & Feats: Balance +30, Bluff +35, Climb +26, Concentration +12, Diplomacy +27, Disable Device +25, Disguise +32 (+34 acting), Escape Artist +34, Hide +30, Intimidate +27, Jump +16, Listen +18, Knowledge (nature) +12, Move Silently +32, Open Lock +18, Search +20, Sense Motive +13, Sleight of Hand +20, Spot +30, Survival +13 (+15 following tracks), Swim +14, Tumble +30, Use Rope +10 (+12 with bindings); Combat Reflexes, Dodge, Exotic Weapon Proficiency (hand crossbow), Great Fortitude, Improved Grapple, Improved Initiative, Improved Natural Attack, Iron Will, Mobility, Persuasive, Spring Attack, Weapon Finesse, Weapon Focus (dagger) a succubus gains a +10 bonus to disguise checks when used in conjunction with her polymorph ability.
Succubus Spell-like Abilities: At will— charm monster (DC 22), detect good, detect thoughts (DC 20), ethereal jaunt (self +50 pounds of objects only), polymorph (humanoid forms only, no limit on duration), suggestion (DC21), greater teleport (self plus 50 pounds of objects only); Caster level 12th. The save DCs are Charisma-based.
Energy Drain (Su): A succubus drains energy from any mortal it lures into an act of passion. Unwilling targets must be grappled prior to the life drain. The effect bestows one negative level on the target and also acts as a suggestion, which entreats the target to accept further embraces. Resisting the suggestion requires a Will save DC 21. Removing the negative level requires a Fortitude save DC21. The DC’s for both saves are Charisma-based.
Summon Demon(Sp): Once per day a succubus can attempt to summon one Vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.
Tongues (Su): A succubus has a permanent tongues ability (as the spell, caster level 12th). Like most succubi, Lilith prefers to use verbal communication when dealing with mortals.
Salient Divine Abilities: Lay Curse (DC 21)
Domain Powers: Desert (create water twice a day, as per the spell, +1 to Survival checks in the desert), Night (3/day; rebuke or command nocturnal animals as an evil cleric rebukes or commands undead), Trickery (Bluff, Disguise, and Hide are class skills).
Spell-Like Abilities Per Day (3/2/1; Caster level 13th; save DC 21 + spell level): 1st— disguise self, pass without trace, sleep; 2nd— haunted, invisibility, soften earth and stone; 3rd— nondetection, silence, wall of sand.
Artifact Powers: Liliths artifacts grant her additional powers.
Rod and Rings of the Night (Caster level 20th; all saves Charisma based): At will- deeper darkness (Rod and Ring only, no limit on duration), 3/day- nightmare (DC 20), phantasmal killer (DC 19), summon monster IV (always a neutral evil giant owl), vampiric touch; 1/day- shadow walk (DC 22), summon monster VIII (always a succubus), weird (DC 24); Darkvision 240ft., Blindsight 120-feet.
Wings of the Desert (Caster level 20th; all saves Charisma based): At will- displacement (self only; no limit on duration) find the path, pass without trace (self only), whispering wind, wall of sand (DC 18), 3/day- wall of thorns, 1/day- creeping doom (DC 22), sirocco (DC 24); +5 natural armor bonus to AC, +4 enhancement bonus to Dexterity, Fly speed 100ft; maneuverability (good).
Possessions: Bracers of armor +8, dust of dryness, ring of the chameleon, Rods and Rings of the Night, Wings of the Desert.

Sorry, I don't have the artwork for this pantheon handy. :)
 

Well, this is looking better then it famous pre-cursor/competitor, and certainly usefull for my campaign (sig).

BP.C.: what is the fraction of open content?
 




Here's an extra bonus for the day...

Tiamat
Greater Deity
Chaos Mother, the Ocean Swell, the Spirit of Chaos, the Chaos Dragon, Gleaming One, the Avenger
Divine Ranks: 16
Symbol: A sinuous dragon
Alignment: Chaotic Evil
Portfolio: Primordial chaos, the oceans, salt water, dragons, abominations
Domain: Abomination, Chaos, Destruction, Sea
True Form: Colossal Female Dragon with greenish black scales, long curved horns, scimitar-like talons and three rows of dagger length teeth.
Perceived Form: As true form
Avatar Form: As true form
Other Manifestations: Tiamat is also known to manifest in the form of a single large serpent or a swarm of small writhing snakes.
Divine Allies: None
Divine Foes: Tiamat bears extreme malice towards all other gods, particularly Enki, who is credited with slaying her husband Apsu.
Sacred Items: Salt water
Sacred Animals: Dragons, lizards, serpents
Sacred Plants: Kelp
Sacred Minerals: Salt

Mythology: In the Babylonian creation myth, the Enuma Elish, Tiamat was the first being to emerge from the primordial Chaos, embodying this disorder as the furious ocean. She was the distaff expression of the dimorphic existence of the cosmos at the time, the male aspect being her spouse, Apsu, the fresh groundwater. Together they engendered various generations of gods, which ultimately included Anu, who in turn begot his divine offspring. With the sudden proliferation of young and vigorous gods, the cosmos shook with ceaseless activity.
All this noise and restlessness greatly disturbed Apsu, who determined to destroy his progeny, both direct and indirect. He attempted to enlist the aid of his wife, Tiamat, who seemed uncharacteristically patient and passive. Enki, the Wily One, faced the threat of Abzu and killed the Great Sleeper Below. Tiamat was duly distressed to discover her mate dead, and urged into action by her first born, the old gods, she went about creating an army of grotesque abominations to assault the young gods. With her general, Kingu, she led this horde into action. Chosen to challenge this force was Marduk, son of Enki, who was invested with the collective power of all the young gods. In a battle of cosmic proportion, Marduk stopped the army of Chaos and killed Tiamat the Avenger. He split her corpse apart to shape the sky and the earth, and created the great rivers, the Tigris and the Euphrates, from her eyes, and the great Zagros mountains from her breast.

Main Tenets of Faith: What aspects of worship do followers tend to follow or believe in and why? For example, do they pay tribute in hopes of gaining the deity’s favor or because it is considered to ward off ill luck?
Tiamat is the personification of the wild untamed chaos, she is the soul of the Abzu. She is the primeval force of the universe, older than the gods and older than their laws. Her faithful cannot be allow themselves to be condemned to the constraints of those who would bind their actions and wills with law, for law is the antithesis of freedom, law is the conception of manipulative gods and kings who seek to empower themselves through the subjugation of others. Chaos is the antecedent of law, it is its ironic foundation; therefore the pretense that civilization is built on law is a myth, for it is the sea of chaos which gave birth to all. The gods and their followers deny chaos its truth, they preach against the their mother and demand worship from mortals, they teach mortals their lies and turn them from chaos, transforming them to weak, dominated, creatures and substitute their freewill with fate. This is their heresy for which they all must be destroyed. All must return to the womb of chaos, all must be reborn.

Location of Faith: Formal worship of Tiamat is outlawed by civilization. Her sects remain in hidden and secluded locations, usually near marshes or seawater. Some sects also form covert networks throughout major cities for the purpose of sowing dissention and riots, and carrying out ritual assassinations.

Sects: Over the centuries, Tiamat’s role and relationship to civilization has changed drastically. Since her worship is decisively decentralized and unorganized, there is a drastic variance to the practices of her sects. The most profound examples worship Tiamat in prior and more benevolent forms, such as Nammu. Sects focusing on her alternate aspects are rare, however they are usually permitted within the boundaries of civilization, albeit under the moderate surveillance of the authorities.

Responsibilities of the Clergy: Follower’s of Tiamat are expected to help fulfill her vengeance on the gods and civilization by participating in its sabotage.

Rights of the Clergy: Among their own, worshippers of Tiamat allot each other the right of freewill and free action. They follow a policy of group-anarchy and are responsible for policing their own actions in relationship to each other. They do not require verbal justification for their actions, even if they appear contrary to the intentions of others.

Restrictions of the Clergy: Followers of Tiamat consider active participation in civilization to be heresy. Charges of participation include attending religious services, holding public office, paying city taxes, entering into legal contracts, or indenturing slaves.

Rituals: Tiamat prefers human sacrifices above all other forms of appeasement. Among her favorites are figures of judicial and religious power and the decimation of property caused by ritual arson.

Vestments: Clerics of Tiamat have been known to wash with salt water. Then they dry in the sun so that the salt crystallizes on their bodies and clothes, and they twist their hair so that it dries in clumpy spikes.

Tiamat’s Path of The Devout
Devout Classes: Adept, barbarian, cleric, fighter, rogue, sorcerer
Devout Alignments: CE, CN, NE
Favored Weapons: Scimitar
Devout Oath: True devotees of Tiamat wash in salt water only and let it harden on their bodies. They spike their hair in dried salt and refuse any food not from the sea.
Devout Benefits: A devotee of Tiamat can consume salt water as if it were fresh water. A devout worshipper of Tiamat also gains the ability to cast protection from law (Caster level 3rd) a number of time per day equal to her Charisma modifier (1/day minimum), or gains a +1 bonus attack and damage rolls when making a sneak attack against a civilized opponent.

Avatar of Tiamat
Colossal Dragon (Aquatic, Chaotic, Evil, Extraplanar)
Divine Rank: 8
Hit Dice: 40d12+400 (880 hp)
Initiative: +4
Speed: 70 ft. (8 squares), fly 230 ft. (clumsy), swim 90 ft.
AC: 46 (-8 size, +44 natural armor), flat-footed 46, touch 7
Space/Reach: 30ft./20ft. (bite 30 ft.)
Base Attack/Grapple: +48/+78
Attack: Bite +66 melee (4d8+17) or 2 claws +63/+63 melee (4d6+17) or Tail Slap +63 melee (4d6+17).
Full Attack: Bite +66 melee (4d8+17) and 2 claws +63/+63 melee (4d6+8) and Wing +63/+63 melee (2d8+8) and Tail Slap +63 melee (4d6+25) or Crushing Slam +65 melee (4d8+25;Reflex save (DC 40) or pinned) or Tail Sweep (30-foot radius) +65 melee (2d8+25;Reflex save (DC 40) half).
Special Attacks: Breath weapon (acid gas or steam), frightful presence (360 ft., DC 38), spells, spell-like abilities.
Special Qualities: Avatar immunities, blindsight 300 ft., cast spells as a 20th-level sorcerer, damage reduction 31/epic lawful, divine senses (3-mile-radius, 6-mile-radius in Abzu), greater teleport (at will; caster level 20th), immunities (acid, cold, disease, fire, sleep effects, paralysis effects, poison), immortality, keen senses (darkvision 1,200 ft., double-strength low-light vision), planeshift (at will; caster level 20th), resistance to electricity 30, resistance to sonic 30, speak and read all languages spell-like abilities, spell resistance 35, spontaneous casting of domain spells, telepathically communicate with any living creatures (1-mile-radius).
Saves: Fort +35, Ref +24, Will +32
Abilities: Str 45, Dex 10, Con 31, Int 26, Wis 27, Cha 26
Skills & Feats: Bluff +53, Concentration +56, Craft (alchemy) +30, Diplomacy +44, Hide +26, Intimidate +53, Jump +32, Knowledge (arcana) +42, Knowledge (the planes) +32, Knowledge (religion) +24, Listen +48, Move Silently +24, Search +48, Sense Motive +51, Spellcraft +48, Spot +48, Survival +44, Swim +60; Flyby Attack, Hover, Improved Initiative, Maximize Spell, Multiattack, Power Attack (base attack bonus +32), Quicken Spell-Like Ability, Snatch, Spell Penetration, Weapon Focus (bite), Wingover.
Salient Divine Abilities: Divine Water Mastery (In water +8 BAB, damage, and AC; Tidal Wave 8-mile coastline, DC 15 Swim check for half damage; Water sense range 80ft.), Extra Domain (Abomination), Increased Damage Reduction (31/epic lawful), Wave of Chaos (80-ft-radius, Will save DC 24 negates) .
Domain Powers: Aberration (8/day; rebuke or command aberrations as an evil cleric commands undead), Chaos (cast Chaos spells at +1 caster level), Destruction (8/day; smite +4 attack +16 damage).
Spell-Like Abilities Per Day (8/7/6/5/4/3/2/1; Caster level 16th; save DC 24): 1st— enlarge, dolphin companion, inflict light wounds, protection from law; 2nd— alter self, kelp snare, shatter; 3rd— contagion, grotesque, magic circle against law, sea legs; 4th— chaos hammer, control water, giant vermin, inflict critical wounds; 5th— black tentacles, dispel law, mass inflict light wounds, tsunami; 6th— animate objects, harm, saltspray, touch of chaos; 7th— disintegrate, vessel barding, word of chaos, writhing tendrils; 8th— cloak of chaos, clone, dead clam, earthquake .
Breath Weapon (Su): 140-ft. line, 24d12 acid (Reflex DC 40 half) or 70-ft. cone, 24d12 acid (Reflex DC 40 half) or 140-ft. cone, 24d12 fire (Reflex DC 40 half).
Dragon Spell-like Abilities: At will— freedom of movement (no limit to duration); 6/day— enlarge; 3/day— black tentacles, grotesque, saltspray, touch of chaos, tsunami; 1/day— releasing the kraken, shapechange.
Sorcerer Spells Per Day (6/8/8/8/8/7/7/7/7/6; DC 18 + spell level, DC 20 + spell level for transmutation spells): 0— dancing lights, daze, detect magic, detect poison, disrupt undead, ghost sound, light, mage hand, read magic; 1st— grease, magic missile, protection from law, ray of enfeeblement, reduce; 2nd— ghoul touch, acid arrow, see invisibility, summon swarm, web; 3rd— haste, lightning bolt, slow, stinking cloud; 4th— bestow curse, contagion, improved invisibility, polymorph other; 5th— animal growth, animate dead, dominate person, fabricate; 6th— chain lightning, circle of death, disintegrate; 7th— greater scrying, summon monster VII, teleport without error; 8th— horrid wilting, incendiary cloud, polymorph any object; 9th— gate, soul bind, weird.

Excited yet?
 

Remove ads

Top