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<blockquote data-quote="(un)reason" data-source="post: 4794869" data-attributes="member: 27780"><p><strong><u>Gods:</u></strong> </p><p></p><p></p><p>Here I decided to go for a fairly small, multifaceted pantheon, for both my own convenience and yours. It's easier to avoid being generic that way, and you don't have to wade through as much crap to get playing. I drew heavily from Issue 24's Ramifications of alignment and issue 77's elemental philosophies when designing these guys, and tried to give lots of variety and contrasts in their nature and relationships, with a form of monotheism, aspects of the universe, and ascended mortals all valid choices. Archetypes have been mixed around, tropes have been lampshaded, and many of them offer some special mechanical effect to their worshippers. As ever, hope you enjoy this. </p><p></p><p></p><p>The Great Creator(s?) </p><p></p><p>In the beginning, there was one. Or maybe three. Or maybe three, that are all aspects of a greater One. This is a subject of much theological debate, and several schisms in the different churches of the Creator(s) In any case, the three are the Creator, the Saviour, and the Judge. Chaos, Law, and Neutrality. The first formed everything out of nothing, and reshapes what is at it's whim, the second keeps things much as they are, so they can lead a stable existence and grow in a controlled manner, the third decides what is worthy of continued existence and what is not, and should be returned to primal chaos so that there is room for newer, better things to be created. Your characters may choose to worship them as a single triparte entity, (The Acaltharic church) believe that they are three individuals working as a partnership, each essential for the universe but favouring one personally, (Leukarites) or be in one of the smaller sects that reveres one as an individual force which opposes the other two. They themselves do not seem to be particularly concerned with this. As long as you stick within the basics of your alignment, do not worship any other god, and obey a few seemingly arbitrary lifestyle restrictions, (ie, your class restrictions on weapons, armour, etc.) you can pretty much do as you please and still get the benefits of worshipping them. </p><p></p><p>Worshippers of The Great Creator(s), in whatever form, use the BD&D rules for ability scores, classes, and progression. Humans can be any of the standard 4 classes, plus the OD&D Bard from SR6, and the Healer from issue 3. In addition, followers of Law can become Lyan, BD&D paladins, and BD&D Mystics. Followers of Neutrality can become BD&D Druids and Paramanders. Followers of Chaos can become BD&D Avengers, Garath, (if they revere Chaos as an aspect of the whole ) or Fantra (If they serve Chaos solely.) Demihumans are restricted to their BD&D racial progressions. (This bit of overt racism does not go unnoticed in setting, and there are activist groups devoted to the whys and wherefores of this decision, but with the Creator apparently unreachable, they haven't been able to do much about it. ) </p><p></p><p>In addition, all worshippers gain the unique benefit of being able to speak with all creatures of the same ethical alignment, regardless of moral position. In essence, the good/evil portion of their alignment is ignored for most purposes, as the Creator(s) apparently have no interest in such petty moral judgments. This also means you and others don't know for certain if you are good or evil unless active magical detection is used upon you. </p><p></p><p>If you convert or become apostate, you keep your XP total and class, but must convert from AD&D rules to BD&D, or vice versa. Dual-class characters and followers of non-basic classes will not be accepted by the Creator(s). Exactly why the universe treats those who worship the Creator(s) differently, and why they have such a bias towards humans is very much a matter of debate, but the differences have been firmly verified by wizardly experimentation. What your characters feel and do about it (if they even know and care about such metaphysical matters) is very much up to them. </p><p></p><p></p><p>The second trio, the guardians of nature:</p><p></p><p>When the Creator left the world, these three demiurges were created to oversee it, and ensure that it remained much as it was, ever-changing and vibrant, yet stable. While less powerful than the Creators, their mindset is substantially less alien. This does, however, make them more likely to intervene in a situation, sending messages to their followers or removing your powers if you transgress. As with the Creator(s), these three are sometimes worshipped together in festivals as part of the cycle of life. But they do not grant spells as a power bloc, so clerics must still be specifically devoted to one. </p><p></p><p>Bern: Youth, masculinity, animals, fae, growth, virility, the future. A favored deity of adventurers, the god of active growth is a popular one amongst rangers, and also counts more than a few druids and bards amongst his servants. As the god of youth, he also counts hedonism and exuberance amongst his portfolio, making him popular with the common people. He has definite chaotic and good tendencies, and his worshippers tend to do likewise, although some get caught up in his wilder aspect and let their recklessness overpower their concern for others. His symbol is the maypole. </p><p></p><p>Gaia: Maturity, femininity, plants, weather, stability, the present. Favored by Halflings and Elves, this goddess is the archetypical mother figure. She's pretty much the same as she appears on many worlds, a loving and benevolent creature who is strongly connected to the land, and who empowers Rangers, Druids, and Myrikhan to protect it. While she can be fickle at times, and when angered, her rages can bring great destruction, that she is the bringer of life is never in question. Many good and neutral people worship her, and everyone acknowledges her in festivals, along with her partner, for without them there would be neither food, nor children. Her symbol is an apple tree, and her druids use apples rather than mistletoe as foci for their spells. </p><p></p><p>Klar: Death, Old age, deterioration, asexuality, destruction, the undead, the past. Although originally part of the natural cycle, this demiurge rebelled from it's original role, and now seeks to end all life in the world, permanently. Why? Good question. Some say it wants to destroy all of existence to end it's own permanent decrepitude, as it is insane from bearing all the pains of every life as it ends. Others think it wants to kill every living creature so it can rule forever over a blasted kingdom composed entirely of the undead. In any case, it's worship is forbidden in most places, although it does get propitiated out of fear, and all the other gods will band together to fight it's influence. As it disrupts the natural order and causes suffering and loss wherever it goes, it is pretty much the epitome of chaos and evil, and is served by clerics, defilers and death masters. It's symbol is, of course, the skull. </p><p></p><p></p><p>The shapers of civilization. </p><p></p><p>The origin of the next trio of gods is more mysterious. They say they arose from the hearts and minds of sentient creatures, and will always exist as long as people act in ways that propitiate them, even if they do not consciously choose to worship them. In any case, they are easily the most active of the deities, regularly communicating with their high priests. They are the ones responsible for the second alignment axis, that of good and evil, and the active push to judge everyone, resulting in true neutrality becoming increasingly rare. One may be good, one evil and one cares not as long as you choose, but all recognize that civilization brings them more power, and a formalized system of judging which souls belong to who is necessary, and work together to maintain it, even as they compete to become the most powerful force in the universe. </p><p></p><p>Kishkharuden. Conflict, Battle, War. If there is one force which drives intelligent creatures that animals lack, it's the desire to enforce their will on others. Be it over status, ideology, resources, or simple pleasure, everyone has conflicts with others, often on a daily basis. And this god revels in all of them, from the simplest scuffle between children, to the mightiest war between nations. He cares not if you are good or evil, but merely that you have a definite position, and are willing to fight to defend and expand it. Some say war is inherently chaotic and evil, for it brings destruction, death and unpredictable changes to people's lives. But others say it is merely a tool. And it brings good as well as evil. The concept that you can defeat someone when they submit, and not have to fight to the death every time. The comraderie of battle. And many technological advancements are born of strife, great heroes prove themselves, and those who survive are made stronger. </p><p>In any case, he empowers Clerics and Paladins of all alignments, races, and philosophies, and encourages them to compete to prove their ideology is the superior one, although they generally do not kill-one another, regardless of alignment, instead stirring up strife using their worshippers and the general population to fight wars with. That way, whichever side wins, the priesthood as a whole grows ever stronger and more entrenched. His animals are the horse and the raven, and his symbol is the warhammer. His clerics can select weapons not normally allowed to clerics, using the Weapon of choice rules in issue 115. </p><p></p><p>Gognordekoc. Ambition, Greed, Money, Commerce. Also known as The Necessary Evil and The Man you can do Business with, our second most powerful driving force is the desire for more, more, more! It is said that money is the root of all evil, and indeed, he has caused much suffering over the years. But at the same time, if it weren't for him, humanity would still be living in caves, eating berries, trading animal furs, and fighting with clubs. Or so he says, and while many may talk disapprovingly of him and his priests, they still go to his temples when they need loans, and then go to the shops and buy luxury items for themselves. Both legitimate businesses and criminals give praise to him, and his clerics may be found in every town. They are frequently the ones that adventurers must go to for healing, for they will sell their spells to any who have the coin, regardless of purpose. His clerics are pretty evenly split between Lawful and Chaotic Evil, but really, everyone prays to him occasionally. As long as people want more and better things for themselves, and are willing to do deals with others to get them, he will always exist. (muahahaha! ) His animals are the magpie, the pig and the chameleon. His symbol is a pair of electrum coins. His clerics start with double the normal amount of money to equip themselves with. </p><p></p><p>Cearniogen. Harmony, Mercy, Hope, Community, Altruism. Our third major force may not be strong as the other two, but is just as essential. Without the ability to love, and the willingness to help another when there is no common enemy, and no immediate benefit from doing so, we would be little more than the squabbling hordes of humanoids. Without the ability to forgive those who wronged us, conflicts would never end. As the strongest force of Good and Law in the universe, she has many enemies. But she is always willing to forgive them, and give them another chance, if they are repentant and willing to change. Her clerics also share this outlook, although being only mortal, they may err occasionally and find it hard to extend a loving heart to every creature. But she is just as willing to forgive them if they stray, as long as they atone. There are also many paladins, monks and rangers who revere her, and try and hold up to her principles of living in harmony with all creatures. Lest anyone think her boring, she also has her own order of Bards, (see issue 56) who try and bring joy and wonder wherever they go, showing you can be an entertainer without being a rogue, and music is a great tool for bringing people together. Her animals are the ant and the bee, and her symbol is a teardrop suspended in a crystal. Her clerics can cast spells that are normally self only on others with a range of touch. </p><p></p><p>Sir Merconia, the guardian of Virtue. Justice, Honor, Etiquette, Vengeance. After yet another instance of betrayal by Gognordekoc, Cearniogen realized that much as she hated the idea, forgiveness can only go so far. For goodness to truly prosper, it needs to be able to defend itself aggressively when facing enemies that can not be redeemed. So she scoured the world, looking for the one man who embodied the virtues she needed. When she did, she forged for him a new body from the finest metals, with joints that would be forever molten, jewels for eyes, and the strength of a mountain, and made him her Prince Regent. In time, he gained a cult of his own, and grew in power to become a full deity, nearly the equal of her. He rules over all the aspects of civilization that protect it from barbarism, from simple things like good manners, to the police and judiciary. While he can be stuffy and distant, sometimes goes too far in his pursuit of justice, and has to be reminded that the spirit of virtue is more important than the letter, his heart is in the right place. This can not be said for all of his followers, who will sometimes fall into the trap of the ends justifying the means, or embracing the methods of evil to better destroy it. Still, they are all lawful, and one would hope that more of them are good than evil. His animal is the dog, and his symbol is the glowing eyes of justice, which are normally blue, but turn red when they see something that must be punished. These are normally worn as glasses by his priests, or set into their helmets, and serve as a focus for their spells, changing colour appropriately whenever they use divination and attack ones. Clerics and Paladins serve him, and in times of emergency, any lawful character may be drafted into his service, gaining the benefits of BD&D paladins on top of their regular class abilities. There are many tales of these Irregulars abusing their powers, and having to be punished in turn. So it goes. </p><p></p><p>Francesca the searcher. Knowledge, curiosity, scientific experimentation. The first mortal to elevate herself to godhood via her own study, Francesca was a wizard born around 700 years ago. She was an adventurer in her youth, and the tales of the deeds she did and things she discovered are popular folk tales. Eventually, she settled down, built her own tower, as wizards do. She developed many spells, made many discoveries and became quite notable. And then she disappeared for several decades. Adventurers tried to explore her tower, and the dungeon beneath it. Most never returned. One group succeeded in penetrating it and looting the tower, but this provided only vague hints of what she was experimenting on before her disappearance, soon sold on. It seemed she would become just another historical footnote. And then, a century after her birth, she returned. No longer needing to rely on incantations and magic items, she shaped the world by thought, and erected a new tower with a single gesture. There was some tension, both with the regular authorities, and the established gods, but she soon proved that she had no intention of taking over or destroying the world, and became another important part of the Shapers pantheon, promoting the study of magic and technology, founding magical temple-universities throughout the land. Her animal is the cat, and her symbol is a candle. Her single classed clerics gain magic-user spells as a wizard of 1/3 their level, rounded down, but need 10% more XP to advance each level. If they dual class, they lose this benefit, but may return to previously abandoned classes if they choose. </p><p></p><p>Jason Kinsson. Esthetics, Symmetry, beauty, the arts. Jason was a bard, born around 650 years ago. While he managed to gain a moderate amount of renown in his own right, his real talent was in assembling the best teams of adventurers for the job, any job. And when Francesca returned with divine power at her hands, he was the one with the skill to piece together the clues as to how she accomplished this, and ascend to godhood himself. He had rather less trouble integrating himself into the pantheon than Francesca, soon settling into his former role as a facilitator and enabler of other people's talents on a much larger scale. He is the patron of the arts, particularly the physical arts such as painting, sculpture, and other more physical crafts. He is the patron of arrangers, producers, directors and all similar jobs, not the raw creative impulse, but the people who take that, edit and refine it into a finished product. He encourages proper symmetry of all kinds, from elegant architecture to a well honed body, and a balanced adventuring party with all the basic classes represented, able to deal with any situation. And whatever you do, it should be done with style if you worship him. His symbol is a pen placed diagonally against a square. His Clerics, Druids and Bards may hone their ability scores in a similar manner to Cavaliers for a 5% XP surcharge for each ability score improved that level. </p><p></p><p>Ffsshruu:click: The 4 elements, Interracial tolerance, hermaphrodites. The final member of our coalition is a curious one. While technically not actually a god, it can rival them in power, and has proven to be a valuable member over the last three centuries. Originally a water elemental, it managed to harmoniously incorporate all 4 elements into it's being over the course of it's epic adventures. (The order in which it did so is apparent in it's name, a sound like the crashing of a wave, the whistling of wind, the rumbling of an earthquake, and the spitting of a fire.) Similarly, it managed to follow all four primary classes to their pinnacle, and found a great empire that spans the planes. In addition to it's obvious elemental portfolio, this also gives it a strong grounding in understanding and working with many different kinds of creatures, no matter how strangely they may think or look, as long as they are not inherently destructive, they all have a valid viewpoint. As one of the few elemental lords with tendencies towards both law and good, it has many enemies at home, both political ones, and elemental purists who regard what it has done to itself as an abomination. It's chosen race are the Jann, formed from the first worshippers it acquired on the prime material plane. Clerics, Druids and Rangers can all derive their power from it. If you choose, you may use the Athasian elemental variants of these classes. </p><p></p><p></p><p>The other gods:</p><p></p><p>Naryand the uncompromising. Ambition, Personal power, Social darwinism. Naryand was created when Ambition, unhappy at Kishkharuden's preeminence amongst the gods, sought to increase his power. Unsure whether to focus his attention on working towards power over others, or seeking greater personal power, he engaged in a mysterious ritual that split him into two entities, each of which would take one path, and compete to see which would become the greater. As you probably gathered earlier, Greed and Commerce proved to be the more attractive force to ordinary people, and has since grown to be second amongst the gods. However, Naryand's credo that you should hone yourself to become the greatest you can possibly be, and be willing to sacrifice everything and everyone to achieve your goals, attracts a small but devoted following. </p><p>Unlike his twin, Naryand's only concern is with his own power. Others are useful only as a means to train and test that strength, and as tools to help you achieve these ends. Wealth, friendship, love, civilization, all are irrelevant to the pursuit of ever greater power and skill. His is the path of the mysterious badass loner without any known history or ties, who wanders the land seeking tests to their mettle, killing who they choose, and taking only that which they can use to become even more powerful. This is a harsh path, for though it disregards the laws of society, it demands a tremendous degree of personal discipline and self-sacrifice. This path can be started by those of any alignment, when they want something so strongly that they are willing to sacrifice everything to accomplish it, but those who stick with it tend to gravitate towards law and evil. </p><p>Despite the small number of his followers, he has a large variety of powerful orders following him. Clerics, of course, but also Druids, Arrikhan and Hunters in his guise as Social darwinism, nature red in tooth and claw, killing and taking what they please, nothing but strength mattering. Anti-paladins epitomize the ideal that you should never accept anyone as your equal, and use any methods, no matter how foul, to prove your superiority. Lawful evil Monks are drawn to his credo of seeking personal excellence above everything and relying on no-one and nothing but yourself, while Illriggers are his most vocal proponents, spreading the idea that compassion and social hierachies not founded on personal strength are concepts for fools and weaklings, and working actively to disillusion people and undermine societies based upon them. Plenty of assassins, bounty hunters, thieves, wizards and fighters also agree with these ideas, even if they are not empowered by serving him, and many evil adventurers will have a cleric worshipping him in their party. His symbol is two crossed swords set into the ground, with a black eagle perched upon each. </p><p></p><p></p><p>Sog-Mordoth the unspeakable one (aka Maradeanna) Rebellion, devolution, deviancy, spite, nihilism. The child of Cearniogen and Ambition (before his division), born in one of their early periods of truce, unfortunately turned out to lack the positive qualities of either parent. A spoiled, demanding brat who treated humans as playthings, she/he (While born female, conventional gender was one of the first things she removed as she experimented on her form.) was cast out into the Abyss after a few centuries, as the other gods tired of his immaturity and refusal to pull her weight. In response, she/he grew resentful of those who cast him out and now wants to ruin everything they stand for. She is the lord of those who preach revolution and a return to nature while simultaneously sponging off the state and their parents, who say mortal possessions are meaningless, but collect all manner of gewgaws and rage if you take one away, who take drugs and lie around in filthy squats all day, who engage in grotesque body modification purely to shock and draw attention to themselves, who mock those with higher aspirations, beat them up, and smash their stuff out of spite. The teenager, the hippy, the inbred family in the mountains everyone avoids, the yob, the rebel without a clue, all who want something for nothing and refuse to take responsibility for their lives. His animals are the Chimpanzee, the Hyena and the Toad, and she is also responsible for the existence of Gnolls, Yuan-ti, Owlbears, Chimera and many other hybrid monsters, as she lacks true creativity, but enjoys perverting and parodying the creations of others. As you've probably figured out, his followers are all chaotic, and mostly evil, with a few naive good people who were suckered in by genuinely believing in one of the principles she preaches. </p><p></p><p>The Lords and Ladies. </p><p></p><p>This is a catchall term for all the various creatures from the elemental and outer planes that bicker and vie for mortal worship, but don't have the power of full gods. Names such as Orcus, Grazz't, Cryronax, Asmodeus. You know the drill. While technically not deities, they're still creatures of immense power and often temporal influence, capable of empowering worshippers and causing masses of devastation. You may often find yourself having to foil their plans, as adventurers do. They run the gamut of alignments, although Earth creatures tend towards Law, Fire towards Evil, Water towards Chaos, and Air towards chaos and good. This makes Ffsshruu:click:'s generally benevolent nature and acceptance into mainstream human society all the more unusual. Worship them with caution, for most are not very nice, and even those that don't want to conquer or destroy the world tend to have rather alien thought patterns.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4794869, member: 27780"] [B][U]Gods:[/U][/B] Here I decided to go for a fairly small, multifaceted pantheon, for both my own convenience and yours. It's easier to avoid being generic that way, and you don't have to wade through as much crap to get playing. I drew heavily from Issue 24's Ramifications of alignment and issue 77's elemental philosophies when designing these guys, and tried to give lots of variety and contrasts in their nature and relationships, with a form of monotheism, aspects of the universe, and ascended mortals all valid choices. Archetypes have been mixed around, tropes have been lampshaded, and many of them offer some special mechanical effect to their worshippers. As ever, hope you enjoy this. The Great Creator(s?) In the beginning, there was one. Or maybe three. Or maybe three, that are all aspects of a greater One. This is a subject of much theological debate, and several schisms in the different churches of the Creator(s) In any case, the three are the Creator, the Saviour, and the Judge. Chaos, Law, and Neutrality. The first formed everything out of nothing, and reshapes what is at it's whim, the second keeps things much as they are, so they can lead a stable existence and grow in a controlled manner, the third decides what is worthy of continued existence and what is not, and should be returned to primal chaos so that there is room for newer, better things to be created. Your characters may choose to worship them as a single triparte entity, (The Acaltharic church) believe that they are three individuals working as a partnership, each essential for the universe but favouring one personally, (Leukarites) or be in one of the smaller sects that reveres one as an individual force which opposes the other two. They themselves do not seem to be particularly concerned with this. As long as you stick within the basics of your alignment, do not worship any other god, and obey a few seemingly arbitrary lifestyle restrictions, (ie, your class restrictions on weapons, armour, etc.) you can pretty much do as you please and still get the benefits of worshipping them. Worshippers of The Great Creator(s), in whatever form, use the BD&D rules for ability scores, classes, and progression. Humans can be any of the standard 4 classes, plus the OD&D Bard from SR6, and the Healer from issue 3. In addition, followers of Law can become Lyan, BD&D paladins, and BD&D Mystics. Followers of Neutrality can become BD&D Druids and Paramanders. Followers of Chaos can become BD&D Avengers, Garath, (if they revere Chaos as an aspect of the whole ) or Fantra (If they serve Chaos solely.) Demihumans are restricted to their BD&D racial progressions. (This bit of overt racism does not go unnoticed in setting, and there are activist groups devoted to the whys and wherefores of this decision, but with the Creator apparently unreachable, they haven't been able to do much about it. ) In addition, all worshippers gain the unique benefit of being able to speak with all creatures of the same ethical alignment, regardless of moral position. In essence, the good/evil portion of their alignment is ignored for most purposes, as the Creator(s) apparently have no interest in such petty moral judgments. This also means you and others don't know for certain if you are good or evil unless active magical detection is used upon you. If you convert or become apostate, you keep your XP total and class, but must convert from AD&D rules to BD&D, or vice versa. Dual-class characters and followers of non-basic classes will not be accepted by the Creator(s). Exactly why the universe treats those who worship the Creator(s) differently, and why they have such a bias towards humans is very much a matter of debate, but the differences have been firmly verified by wizardly experimentation. What your characters feel and do about it (if they even know and care about such metaphysical matters) is very much up to them. The second trio, the guardians of nature: When the Creator left the world, these three demiurges were created to oversee it, and ensure that it remained much as it was, ever-changing and vibrant, yet stable. While less powerful than the Creators, their mindset is substantially less alien. This does, however, make them more likely to intervene in a situation, sending messages to their followers or removing your powers if you transgress. As with the Creator(s), these three are sometimes worshipped together in festivals as part of the cycle of life. But they do not grant spells as a power bloc, so clerics must still be specifically devoted to one. Bern: Youth, masculinity, animals, fae, growth, virility, the future. A favored deity of adventurers, the god of active growth is a popular one amongst rangers, and also counts more than a few druids and bards amongst his servants. As the god of youth, he also counts hedonism and exuberance amongst his portfolio, making him popular with the common people. He has definite chaotic and good tendencies, and his worshippers tend to do likewise, although some get caught up in his wilder aspect and let their recklessness overpower their concern for others. His symbol is the maypole. Gaia: Maturity, femininity, plants, weather, stability, the present. Favored by Halflings and Elves, this goddess is the archetypical mother figure. She's pretty much the same as she appears on many worlds, a loving and benevolent creature who is strongly connected to the land, and who empowers Rangers, Druids, and Myrikhan to protect it. While she can be fickle at times, and when angered, her rages can bring great destruction, that she is the bringer of life is never in question. Many good and neutral people worship her, and everyone acknowledges her in festivals, along with her partner, for without them there would be neither food, nor children. Her symbol is an apple tree, and her druids use apples rather than mistletoe as foci for their spells. Klar: Death, Old age, deterioration, asexuality, destruction, the undead, the past. Although originally part of the natural cycle, this demiurge rebelled from it's original role, and now seeks to end all life in the world, permanently. Why? Good question. Some say it wants to destroy all of existence to end it's own permanent decrepitude, as it is insane from bearing all the pains of every life as it ends. Others think it wants to kill every living creature so it can rule forever over a blasted kingdom composed entirely of the undead. In any case, it's worship is forbidden in most places, although it does get propitiated out of fear, and all the other gods will band together to fight it's influence. As it disrupts the natural order and causes suffering and loss wherever it goes, it is pretty much the epitome of chaos and evil, and is served by clerics, defilers and death masters. It's symbol is, of course, the skull. The shapers of civilization. The origin of the next trio of gods is more mysterious. They say they arose from the hearts and minds of sentient creatures, and will always exist as long as people act in ways that propitiate them, even if they do not consciously choose to worship them. In any case, they are easily the most active of the deities, regularly communicating with their high priests. They are the ones responsible for the second alignment axis, that of good and evil, and the active push to judge everyone, resulting in true neutrality becoming increasingly rare. One may be good, one evil and one cares not as long as you choose, but all recognize that civilization brings them more power, and a formalized system of judging which souls belong to who is necessary, and work together to maintain it, even as they compete to become the most powerful force in the universe. Kishkharuden. Conflict, Battle, War. If there is one force which drives intelligent creatures that animals lack, it's the desire to enforce their will on others. Be it over status, ideology, resources, or simple pleasure, everyone has conflicts with others, often on a daily basis. And this god revels in all of them, from the simplest scuffle between children, to the mightiest war between nations. He cares not if you are good or evil, but merely that you have a definite position, and are willing to fight to defend and expand it. Some say war is inherently chaotic and evil, for it brings destruction, death and unpredictable changes to people's lives. But others say it is merely a tool. And it brings good as well as evil. The concept that you can defeat someone when they submit, and not have to fight to the death every time. The comraderie of battle. And many technological advancements are born of strife, great heroes prove themselves, and those who survive are made stronger. In any case, he empowers Clerics and Paladins of all alignments, races, and philosophies, and encourages them to compete to prove their ideology is the superior one, although they generally do not kill-one another, regardless of alignment, instead stirring up strife using their worshippers and the general population to fight wars with. That way, whichever side wins, the priesthood as a whole grows ever stronger and more entrenched. His animals are the horse and the raven, and his symbol is the warhammer. His clerics can select weapons not normally allowed to clerics, using the Weapon of choice rules in issue 115. Gognordekoc. Ambition, Greed, Money, Commerce. Also known as The Necessary Evil and The Man you can do Business with, our second most powerful driving force is the desire for more, more, more! It is said that money is the root of all evil, and indeed, he has caused much suffering over the years. But at the same time, if it weren't for him, humanity would still be living in caves, eating berries, trading animal furs, and fighting with clubs. Or so he says, and while many may talk disapprovingly of him and his priests, they still go to his temples when they need loans, and then go to the shops and buy luxury items for themselves. Both legitimate businesses and criminals give praise to him, and his clerics may be found in every town. They are frequently the ones that adventurers must go to for healing, for they will sell their spells to any who have the coin, regardless of purpose. His clerics are pretty evenly split between Lawful and Chaotic Evil, but really, everyone prays to him occasionally. As long as people want more and better things for themselves, and are willing to do deals with others to get them, he will always exist. (muahahaha! ) His animals are the magpie, the pig and the chameleon. His symbol is a pair of electrum coins. His clerics start with double the normal amount of money to equip themselves with. Cearniogen. Harmony, Mercy, Hope, Community, Altruism. Our third major force may not be strong as the other two, but is just as essential. Without the ability to love, and the willingness to help another when there is no common enemy, and no immediate benefit from doing so, we would be little more than the squabbling hordes of humanoids. Without the ability to forgive those who wronged us, conflicts would never end. As the strongest force of Good and Law in the universe, she has many enemies. But she is always willing to forgive them, and give them another chance, if they are repentant and willing to change. Her clerics also share this outlook, although being only mortal, they may err occasionally and find it hard to extend a loving heart to every creature. But she is just as willing to forgive them if they stray, as long as they atone. There are also many paladins, monks and rangers who revere her, and try and hold up to her principles of living in harmony with all creatures. Lest anyone think her boring, she also has her own order of Bards, (see issue 56) who try and bring joy and wonder wherever they go, showing you can be an entertainer without being a rogue, and music is a great tool for bringing people together. Her animals are the ant and the bee, and her symbol is a teardrop suspended in a crystal. Her clerics can cast spells that are normally self only on others with a range of touch. Sir Merconia, the guardian of Virtue. Justice, Honor, Etiquette, Vengeance. After yet another instance of betrayal by Gognordekoc, Cearniogen realized that much as she hated the idea, forgiveness can only go so far. For goodness to truly prosper, it needs to be able to defend itself aggressively when facing enemies that can not be redeemed. So she scoured the world, looking for the one man who embodied the virtues she needed. When she did, she forged for him a new body from the finest metals, with joints that would be forever molten, jewels for eyes, and the strength of a mountain, and made him her Prince Regent. In time, he gained a cult of his own, and grew in power to become a full deity, nearly the equal of her. He rules over all the aspects of civilization that protect it from barbarism, from simple things like good manners, to the police and judiciary. While he can be stuffy and distant, sometimes goes too far in his pursuit of justice, and has to be reminded that the spirit of virtue is more important than the letter, his heart is in the right place. This can not be said for all of his followers, who will sometimes fall into the trap of the ends justifying the means, or embracing the methods of evil to better destroy it. Still, they are all lawful, and one would hope that more of them are good than evil. His animal is the dog, and his symbol is the glowing eyes of justice, which are normally blue, but turn red when they see something that must be punished. These are normally worn as glasses by his priests, or set into their helmets, and serve as a focus for their spells, changing colour appropriately whenever they use divination and attack ones. Clerics and Paladins serve him, and in times of emergency, any lawful character may be drafted into his service, gaining the benefits of BD&D paladins on top of their regular class abilities. There are many tales of these Irregulars abusing their powers, and having to be punished in turn. So it goes. Francesca the searcher. Knowledge, curiosity, scientific experimentation. The first mortal to elevate herself to godhood via her own study, Francesca was a wizard born around 700 years ago. She was an adventurer in her youth, and the tales of the deeds she did and things she discovered are popular folk tales. Eventually, she settled down, built her own tower, as wizards do. She developed many spells, made many discoveries and became quite notable. And then she disappeared for several decades. Adventurers tried to explore her tower, and the dungeon beneath it. Most never returned. One group succeeded in penetrating it and looting the tower, but this provided only vague hints of what she was experimenting on before her disappearance, soon sold on. It seemed she would become just another historical footnote. And then, a century after her birth, she returned. No longer needing to rely on incantations and magic items, she shaped the world by thought, and erected a new tower with a single gesture. There was some tension, both with the regular authorities, and the established gods, but she soon proved that she had no intention of taking over or destroying the world, and became another important part of the Shapers pantheon, promoting the study of magic and technology, founding magical temple-universities throughout the land. Her animal is the cat, and her symbol is a candle. Her single classed clerics gain magic-user spells as a wizard of 1/3 their level, rounded down, but need 10% more XP to advance each level. If they dual class, they lose this benefit, but may return to previously abandoned classes if they choose. Jason Kinsson. Esthetics, Symmetry, beauty, the arts. Jason was a bard, born around 650 years ago. While he managed to gain a moderate amount of renown in his own right, his real talent was in assembling the best teams of adventurers for the job, any job. And when Francesca returned with divine power at her hands, he was the one with the skill to piece together the clues as to how she accomplished this, and ascend to godhood himself. He had rather less trouble integrating himself into the pantheon than Francesca, soon settling into his former role as a facilitator and enabler of other people's talents on a much larger scale. He is the patron of the arts, particularly the physical arts such as painting, sculpture, and other more physical crafts. He is the patron of arrangers, producers, directors and all similar jobs, not the raw creative impulse, but the people who take that, edit and refine it into a finished product. He encourages proper symmetry of all kinds, from elegant architecture to a well honed body, and a balanced adventuring party with all the basic classes represented, able to deal with any situation. And whatever you do, it should be done with style if you worship him. His symbol is a pen placed diagonally against a square. His Clerics, Druids and Bards may hone their ability scores in a similar manner to Cavaliers for a 5% XP surcharge for each ability score improved that level. Ffsshruu:click: The 4 elements, Interracial tolerance, hermaphrodites. The final member of our coalition is a curious one. While technically not actually a god, it can rival them in power, and has proven to be a valuable member over the last three centuries. Originally a water elemental, it managed to harmoniously incorporate all 4 elements into it's being over the course of it's epic adventures. (The order in which it did so is apparent in it's name, a sound like the crashing of a wave, the whistling of wind, the rumbling of an earthquake, and the spitting of a fire.) Similarly, it managed to follow all four primary classes to their pinnacle, and found a great empire that spans the planes. In addition to it's obvious elemental portfolio, this also gives it a strong grounding in understanding and working with many different kinds of creatures, no matter how strangely they may think or look, as long as they are not inherently destructive, they all have a valid viewpoint. As one of the few elemental lords with tendencies towards both law and good, it has many enemies at home, both political ones, and elemental purists who regard what it has done to itself as an abomination. It's chosen race are the Jann, formed from the first worshippers it acquired on the prime material plane. Clerics, Druids and Rangers can all derive their power from it. If you choose, you may use the Athasian elemental variants of these classes. The other gods: Naryand the uncompromising. Ambition, Personal power, Social darwinism. Naryand was created when Ambition, unhappy at Kishkharuden's preeminence amongst the gods, sought to increase his power. Unsure whether to focus his attention on working towards power over others, or seeking greater personal power, he engaged in a mysterious ritual that split him into two entities, each of which would take one path, and compete to see which would become the greater. As you probably gathered earlier, Greed and Commerce proved to be the more attractive force to ordinary people, and has since grown to be second amongst the gods. However, Naryand's credo that you should hone yourself to become the greatest you can possibly be, and be willing to sacrifice everything and everyone to achieve your goals, attracts a small but devoted following. Unlike his twin, Naryand's only concern is with his own power. Others are useful only as a means to train and test that strength, and as tools to help you achieve these ends. Wealth, friendship, love, civilization, all are irrelevant to the pursuit of ever greater power and skill. His is the path of the mysterious badass loner without any known history or ties, who wanders the land seeking tests to their mettle, killing who they choose, and taking only that which they can use to become even more powerful. This is a harsh path, for though it disregards the laws of society, it demands a tremendous degree of personal discipline and self-sacrifice. This path can be started by those of any alignment, when they want something so strongly that they are willing to sacrifice everything to accomplish it, but those who stick with it tend to gravitate towards law and evil. Despite the small number of his followers, he has a large variety of powerful orders following him. Clerics, of course, but also Druids, Arrikhan and Hunters in his guise as Social darwinism, nature red in tooth and claw, killing and taking what they please, nothing but strength mattering. Anti-paladins epitomize the ideal that you should never accept anyone as your equal, and use any methods, no matter how foul, to prove your superiority. Lawful evil Monks are drawn to his credo of seeking personal excellence above everything and relying on no-one and nothing but yourself, while Illriggers are his most vocal proponents, spreading the idea that compassion and social hierachies not founded on personal strength are concepts for fools and weaklings, and working actively to disillusion people and undermine societies based upon them. Plenty of assassins, bounty hunters, thieves, wizards and fighters also agree with these ideas, even if they are not empowered by serving him, and many evil adventurers will have a cleric worshipping him in their party. His symbol is two crossed swords set into the ground, with a black eagle perched upon each. Sog-Mordoth the unspeakable one (aka Maradeanna) Rebellion, devolution, deviancy, spite, nihilism. The child of Cearniogen and Ambition (before his division), born in one of their early periods of truce, unfortunately turned out to lack the positive qualities of either parent. A spoiled, demanding brat who treated humans as playthings, she/he (While born female, conventional gender was one of the first things she removed as she experimented on her form.) was cast out into the Abyss after a few centuries, as the other gods tired of his immaturity and refusal to pull her weight. In response, she/he grew resentful of those who cast him out and now wants to ruin everything they stand for. She is the lord of those who preach revolution and a return to nature while simultaneously sponging off the state and their parents, who say mortal possessions are meaningless, but collect all manner of gewgaws and rage if you take one away, who take drugs and lie around in filthy squats all day, who engage in grotesque body modification purely to shock and draw attention to themselves, who mock those with higher aspirations, beat them up, and smash their stuff out of spite. The teenager, the hippy, the inbred family in the mountains everyone avoids, the yob, the rebel without a clue, all who want something for nothing and refuse to take responsibility for their lives. His animals are the Chimpanzee, the Hyena and the Toad, and she is also responsible for the existence of Gnolls, Yuan-ti, Owlbears, Chimera and many other hybrid monsters, as she lacks true creativity, but enjoys perverting and parodying the creations of others. As you've probably figured out, his followers are all chaotic, and mostly evil, with a few naive good people who were suckered in by genuinely believing in one of the principles she preaches. The Lords and Ladies. This is a catchall term for all the various creatures from the elemental and outer planes that bicker and vie for mortal worship, but don't have the power of full gods. Names such as Orcus, Grazz't, Cryronax, Asmodeus. You know the drill. While technically not deities, they're still creatures of immense power and often temporal influence, capable of empowering worshippers and causing masses of devastation. You may often find yourself having to foil their plans, as adventurers do. They run the gamut of alignments, although Earth creatures tend towards Law, Fire towards Evil, Water towards Chaos, and Air towards chaos and good. This makes Ffsshruu:click:'s generally benevolent nature and acceptance into mainstream human society all the more unusual. Worship them with caution, for most are not very nice, and even those that don't want to conquer or destroy the world tend to have rather alien thought patterns. [/QUOTE]
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