I'm A Banana
Potassium-Rich
WARNING:
The following deity, Damh, is a highly debauched individual, the likes of which Eric's Grandma would most undoubtedly disapprove of. This warning serves as a disclaimer...lots of talk about sex, drugs, blood, alcohol, and (of course) Rock And Roll follow. If I were you, and you are easily offended by such things, I would kinda skip this entry. It's still in the analytical style of my previous deities, so it's not exactly a sex-fest, but there's some rather frank discussion on it. Just a lil' warning so that Eric's Grandma doesn't get too angry at me...
Oh, and trust me, this has nothing to do with the Book of Vile Darkness phobia/obsession/whatever going aroud. Me no comprendo that...
DAMH
The Hedon
Alignment: Chaotic Good
Worshipers: Fey, Satyrs, Druids
Domains: Earth, Chaos, Trickery, Charm
Favored Weapon: Gore
Home Plane/Domain: Pangea/The Mating Circle
Pantheon: Sylvan
Divine Rank: Lesser Deity (9)
Classes: Bard
Portfolio: Fey, Satyrs, Earth, Fertility, Revelry
Salient Abilities: ((11) Alter Form, Alter Size, Call Creatures (satyrs), Divine Earth Mastery, Divine Glibness, Divine Inpiration, Divine Spell Focus (enchantment), Extra Domain (earth), Ifectious Laugh*, Irresistable Performance, Wave of Chaos
Pipes of Damh, Harp of Damh, Flute of Damh
Special Possessions: Pipes of Damh, Harp of Damh, Flute of Damh
Alternate Domains: Animal, Madness, Plant
Symbol: A flute, a set of pipes, and a harp.
STATISTIC NOTES
Infectious Laugh (unique salient divine ability): Damh can use this ability six times per day, and it affects all creatures within 30 feet of him. When used, all within the radius must make a Will save (DC of 49) or fall down laughing with the deity. The laughter lasts for 2d4+9 rounds, though Damh can, of course, stop whenever he pleases.
Pipes of Damh: These magical pan pipes similar to those wielded by satyrs. When played, they allow Damh to effectively cast charm monster, sleep, or fear (depending on the song played) to a radius of 60 ft. The effects are generated as a 19th-level sorcerer, with a Will save (DC = the result of Damh's Perform check) to negate. The pipes appear to be normal pan pipes, but, under close inspection, it can be seen that each pipe is actually in the shape of a woman, poised to be kissing the player when he blows through them.
Flue of Damh: This magical flute is golden and is quite large. When played by a proficient user, the flute can be used to create a mass suggestion, as the spell, cast by a 19th-level sorcerer. Those who wish to avoid the effect can make a Will save (DC = the result of Damh's Perform check) to negate the effet. When examined, the flute vaguely resembles a phallus.
Harp of Damh: This magical flute has a beautiful woman carved into the straight edge, and she is holding a long staff that serves as the curved edge. When played by a proficient user, the harp can be used to create an irresistable dance, as the spell, cast by a 19th-level sorcerer. Those who wish to avoid the effect can make a Will save (DC = the result of Damh's Perform check) to negate the effect).
DESCRIPTION
Damh (pronounced "Dav") is the patron deity of satyrs, though he remains on good terms with nearly all fey creatures and is well-liked by the other members of the Seelie Court, the pantheon to which he belongs. He appears alwasy as a male satyr, with tawny-auburn hair that is usually tied into braids decorated with golden threads.
Damh is the son of the queen of the Seelie Court, Titania, and her husband Oberon. He is often quite mischievous, and his icon as a force of male fertility doesn't go unnoticed by the nymphs, dryads, and other attractive fey creatures he often chases hungrily. He is unbridled lust and passion for beauty, and his love of all things pretty doesn't stop at pretty girls. Damh also adores music, and considers himself one of the best bards in the world. He is irrascable, uncontrollable, and, conversely, fiercely protective of his charges.
In addition to being one of the most sexually charged deities around, Damh has a strong association with the earth itself, wild and uncontrolled, and agriculture to a certain extent, with fertility and love being important facets in the lives of the agricultural. He is an ancient deity, with strong roots. Damh has a strong association with the Drugs, Sex, and Alcohol triumvirate and actually has a reputation of one of the more militant deities of the Seelie Court.
DOGMA
Live much. Love often. Repeat. Damh doesn't crave much complex joy in life. Simply finding a nymph who will go to bed with him is enough to make him happy for days on end. He desires that those who worship him emulate his lifestyle of simple pleasures, and, of course, indulgence in them. Damn advises his worshipers to not only enjoy themselves (and help others enjoy their lives, too), but also to defend their right and ability to enjoy themselves. Fiercely, if need be. Damh is not above killing those who threaten his lifestyle, and that includes those who wish to keep him chained down and keep peace in their lives. For Damh, change is nessecary and the havoc he creates is simply him persuing a goal. Damh advises his worshipers to do likewise -- be tenacious, never surrender to your peace, and keep the visceral experience of reveling in life alive and breathing for as long as you can. The only time you can stop enjoying your life is when it ends.
CLERGY AND TEMPLES
Clerics of Damh, like most clerics of the Seelie Court, are rare. Many creatures worship him, pay him homage and respect, and believe the legends of him, but few fey have the dedication or violence within them to actually become clerics.
That said, a few Satyrs, especially those deeply affected by non-fey dealings, will occasionally turn to Damh in a formal sense and declare themselves clerics of the deity. Being a cleric has no real bounds, save for the code of siezing life by the horns and never letting go. Often, the clerics will hope to help others realize that this is the ideal way to live, show them by demonstration, and help them to be able to live life to it's fullest without ever missing a moment.
There are no formal temples of Damh. The deity is worshiped wherever his followers go. The sylvan glades that are popular with all the Seelie Court are also popular with Damh and his type, though, as well.
RITES AND RITUALS
Damh is associated with three major motifs: Sex, Song, and Stone. Sexual acts (especially with beautiful women, the more beautiful the better) are associated with Damh's fertile side, as well as his love of art and beauty. And, because a central dogma of Damh is to never give up if you have a choice, many Damh worshippers are very persistant, sometimes to the point of rape (though most of the clergy despise these folks, with their lack of respect for the freedom of others). At the very least, sexual innuendos, comments, and glee about the topic are common, and for a worshiper of Damh, any sexual act is a persuit of that which makes life worth living. If a Damh-worshiper hasn't been able to have sex with a partner that day, he may resort to self-gratification for the experience.
The Song dimension means that Damh is very strongly associated with music as an art form. He loves the raw emotional experience of a deeply moving song, and, often, he claims it is just as good, if not better than sex. Because music never runs away. It's always within reach. One can't close their ears, and the ears have a direct path to your heart, where th emusic moves you. This means that many of those who worship him put things in song. Frequently, this is no better than a dirty limmerick, or a jaunty drinking song, but Damh worshippers can be capable of truly stirring pieces if they put their minds to it. They often accredit the more inspirational or off-kilter songs to experimentations with hallucinagenic drugs.
The Stone dimension is Damh's most secret dimension. He holds it close to himself, and doesn't fully reveal it, even under the influence of mind-altering substances. It is his providence as a protector and defender of his own lifestyle, a serious weight to that most carefree of gods. This means that Damh worshippers are fierce protectors of fun and love, and will not tolerate the threatening of that in any way, from stodgy laws to over-purification to over-corruption. Damh's clergy frequently erect stone circles in his name, and designate them as holy ground, protected and distant from the laws of the land that may forbid this kind of pleasure-seeking.Sometimes, the Stone is cast as a warlike aspect, which isn't entirely disengenuous. Occasionally, this can turn the stone circles into gladitorial arenas, where the fiathful fight each other, quite violently, for the right to, say, love a particular mate, or own a particular substance. Damh encourages these battles as another experience to enjoy. To Damh, one should enjoy the depravity of cruelty as another one of the many emotions, no less valid than the others, and one should be as free to express it as ever.
MYTHOGRAPHY
Damh fits a fairly obvious role as a hedonistic deity of fertility. Vaguely associated with agriculture, more associated with sex, Damh has power over the wild beasts and the plants of the world. He is a god of uncontrollable nature, wild, destructive, passionate, and dangerous. His role in the Seelie Court is to serve as the protector and guardian of the motley crew therein, a devout defender of the chaos and randomness. He does this by being one of the most approachable and human of the Seelie deities, diegning to be worshipped by a few of them, often in his more agricultural or romantic roles, but occasionally in his more sinister roles as a destructive chaos.
Through association with plants and crops, Damh has the recognition of being also a god of several particular crops, often with drug-like properties, frequently including the fermented beverages brewed from them. This, in some societies, is a sincerely holy experience, but, in others, it is considered a violation of laws designed to protect people. Damh doesn't care about protecting people. Damh only cares about protecting his freedoms and his ability to destory if he so chooses. Laws or not, he and those he influences will continue to alter their state and revel in it the entire time. It is destructive, to some extent, but that is the point, after all.
So Damh fills the role of a protector of destruction, a defender of the right to be bad. And he loves that position as much as anything.
LEGENDS
Tales of Damh, like tales of most of the Seelie Court are few and often secondhand, which only adds to their mistique. From what can be gleaned, Damh is the child of Titania and Oberon, and took upon himself the mantle of the god of the satyrs, finding their style of revelry and freedom to be alluring and appealing to him. He quickly became what can only be described as a pleasure addict, always seeking out the next rush and never being sated with what he had. He is still in this state today, but is largely happy with it -- as long as the party keeps going, the music keeps playing, and the drugs keep coming, he'll be quite happy.
ETC.
Weapons
· Horned Hat: A creature without a Gore attack can wear this exotic weapon to give him a gore attack. The gore deals 1d6 piercing damage, and fighting in this way incurrs a -2 circumstance penalty to all roles, due to the lack of build for it. Creatures with gore attacks or horns already cannot wear the helm.
PrC's
PrC's
· The Alerager: See "A Guide to Fiendish Stout." It is a PrC developed to getting drunk and hitting stuff, perfect for a Damhite.
· The Charmer: A PrC devoted to basically wooing eveyone and everything around. Damhites love it.
Plot Hooks
· Sex, Drugs, and Rock and Roll: A town ruled by a religious theocracy is coming down on the worship of Damh, hard, casting him as an epitome of evil and wickedness. The church is Lawful Good, and sees the destructive things that Damh leads to as being very bad, indeed, but perhaps the extermination and execution of the Damhites is a bit much? The PC's can intervine on behalf of the Damhites to hold off the church while forming a revolution. Perhaps the magical harp that has appeared can be a sign? (bonus points if you've read Soul Music)
· Blood, Sex, and Alcohol: A town has embraced the word of Damh and has lived his dogma to it's fullest. Unfortunately, someone with a grudge wants to put an end to the revelry. They have created a beautiful woman and a handsome man, the most perfect examples of humankind, and placed them in the center of town. An edict was formed for a contest -- whoever could impress the one they wanted the most could have them. Unfortunately, the town is so wrapped up in the contest that it fails to see the greater danger at the walls, and, in fact, poses a danger to itself. Can the PC's help restore things to some semblance of normalcy? Or will the debauchery grow out of contr]ol?
· After School: Some unpleasant things are happening to the youth of a town. They are looking emaciated, drawn, often staring off into the distance. Some come home with scars, and many have lost any will to do any actual work. Farms are failing. Houses are dying. And more and more children are retreating into the forest...it is said a song is sung there, something so powerful that it inspires an altered mental state. Perhaps the PC"s can find out what it is, and how to stop it before the town desstroys itself?
The following deity, Damh, is a highly debauched individual, the likes of which Eric's Grandma would most undoubtedly disapprove of. This warning serves as a disclaimer...lots of talk about sex, drugs, blood, alcohol, and (of course) Rock And Roll follow. If I were you, and you are easily offended by such things, I would kinda skip this entry. It's still in the analytical style of my previous deities, so it's not exactly a sex-fest, but there's some rather frank discussion on it. Just a lil' warning so that Eric's Grandma doesn't get too angry at me...
Oh, and trust me, this has nothing to do with the Book of Vile Darkness phobia/obsession/whatever going aroud. Me no comprendo that...
DAMH
The Hedon
Alignment: Chaotic Good
Worshipers: Fey, Satyrs, Druids
Domains: Earth, Chaos, Trickery, Charm
Favored Weapon: Gore
Home Plane/Domain: Pangea/The Mating Circle
Pantheon: Sylvan
Divine Rank: Lesser Deity (9)
Classes: Bard
Portfolio: Fey, Satyrs, Earth, Fertility, Revelry
Salient Abilities: ((11) Alter Form, Alter Size, Call Creatures (satyrs), Divine Earth Mastery, Divine Glibness, Divine Inpiration, Divine Spell Focus (enchantment), Extra Domain (earth), Ifectious Laugh*, Irresistable Performance, Wave of Chaos
Pipes of Damh, Harp of Damh, Flute of Damh
Special Possessions: Pipes of Damh, Harp of Damh, Flute of Damh
Alternate Domains: Animal, Madness, Plant
Symbol: A flute, a set of pipes, and a harp.
STATISTIC NOTES
Infectious Laugh (unique salient divine ability): Damh can use this ability six times per day, and it affects all creatures within 30 feet of him. When used, all within the radius must make a Will save (DC of 49) or fall down laughing with the deity. The laughter lasts for 2d4+9 rounds, though Damh can, of course, stop whenever he pleases.
Pipes of Damh: These magical pan pipes similar to those wielded by satyrs. When played, they allow Damh to effectively cast charm monster, sleep, or fear (depending on the song played) to a radius of 60 ft. The effects are generated as a 19th-level sorcerer, with a Will save (DC = the result of Damh's Perform check) to negate. The pipes appear to be normal pan pipes, but, under close inspection, it can be seen that each pipe is actually in the shape of a woman, poised to be kissing the player when he blows through them.
Flue of Damh: This magical flute is golden and is quite large. When played by a proficient user, the flute can be used to create a mass suggestion, as the spell, cast by a 19th-level sorcerer. Those who wish to avoid the effect can make a Will save (DC = the result of Damh's Perform check) to negate the effet. When examined, the flute vaguely resembles a phallus.
Harp of Damh: This magical flute has a beautiful woman carved into the straight edge, and she is holding a long staff that serves as the curved edge. When played by a proficient user, the harp can be used to create an irresistable dance, as the spell, cast by a 19th-level sorcerer. Those who wish to avoid the effect can make a Will save (DC = the result of Damh's Perform check) to negate the effect).
DESCRIPTION
Damh (pronounced "Dav") is the patron deity of satyrs, though he remains on good terms with nearly all fey creatures and is well-liked by the other members of the Seelie Court, the pantheon to which he belongs. He appears alwasy as a male satyr, with tawny-auburn hair that is usually tied into braids decorated with golden threads.
Damh is the son of the queen of the Seelie Court, Titania, and her husband Oberon. He is often quite mischievous, and his icon as a force of male fertility doesn't go unnoticed by the nymphs, dryads, and other attractive fey creatures he often chases hungrily. He is unbridled lust and passion for beauty, and his love of all things pretty doesn't stop at pretty girls. Damh also adores music, and considers himself one of the best bards in the world. He is irrascable, uncontrollable, and, conversely, fiercely protective of his charges.
In addition to being one of the most sexually charged deities around, Damh has a strong association with the earth itself, wild and uncontrolled, and agriculture to a certain extent, with fertility and love being important facets in the lives of the agricultural. He is an ancient deity, with strong roots. Damh has a strong association with the Drugs, Sex, and Alcohol triumvirate and actually has a reputation of one of the more militant deities of the Seelie Court.
DOGMA
Live much. Love often. Repeat. Damh doesn't crave much complex joy in life. Simply finding a nymph who will go to bed with him is enough to make him happy for days on end. He desires that those who worship him emulate his lifestyle of simple pleasures, and, of course, indulgence in them. Damn advises his worshipers to not only enjoy themselves (and help others enjoy their lives, too), but also to defend their right and ability to enjoy themselves. Fiercely, if need be. Damh is not above killing those who threaten his lifestyle, and that includes those who wish to keep him chained down and keep peace in their lives. For Damh, change is nessecary and the havoc he creates is simply him persuing a goal. Damh advises his worshipers to do likewise -- be tenacious, never surrender to your peace, and keep the visceral experience of reveling in life alive and breathing for as long as you can. The only time you can stop enjoying your life is when it ends.
CLERGY AND TEMPLES
Clerics of Damh, like most clerics of the Seelie Court, are rare. Many creatures worship him, pay him homage and respect, and believe the legends of him, but few fey have the dedication or violence within them to actually become clerics.
That said, a few Satyrs, especially those deeply affected by non-fey dealings, will occasionally turn to Damh in a formal sense and declare themselves clerics of the deity. Being a cleric has no real bounds, save for the code of siezing life by the horns and never letting go. Often, the clerics will hope to help others realize that this is the ideal way to live, show them by demonstration, and help them to be able to live life to it's fullest without ever missing a moment.
There are no formal temples of Damh. The deity is worshiped wherever his followers go. The sylvan glades that are popular with all the Seelie Court are also popular with Damh and his type, though, as well.
RITES AND RITUALS
Damh is associated with three major motifs: Sex, Song, and Stone. Sexual acts (especially with beautiful women, the more beautiful the better) are associated with Damh's fertile side, as well as his love of art and beauty. And, because a central dogma of Damh is to never give up if you have a choice, many Damh worshippers are very persistant, sometimes to the point of rape (though most of the clergy despise these folks, with their lack of respect for the freedom of others). At the very least, sexual innuendos, comments, and glee about the topic are common, and for a worshiper of Damh, any sexual act is a persuit of that which makes life worth living. If a Damh-worshiper hasn't been able to have sex with a partner that day, he may resort to self-gratification for the experience.
The Song dimension means that Damh is very strongly associated with music as an art form. He loves the raw emotional experience of a deeply moving song, and, often, he claims it is just as good, if not better than sex. Because music never runs away. It's always within reach. One can't close their ears, and the ears have a direct path to your heart, where th emusic moves you. This means that many of those who worship him put things in song. Frequently, this is no better than a dirty limmerick, or a jaunty drinking song, but Damh worshippers can be capable of truly stirring pieces if they put their minds to it. They often accredit the more inspirational or off-kilter songs to experimentations with hallucinagenic drugs.
The Stone dimension is Damh's most secret dimension. He holds it close to himself, and doesn't fully reveal it, even under the influence of mind-altering substances. It is his providence as a protector and defender of his own lifestyle, a serious weight to that most carefree of gods. This means that Damh worshippers are fierce protectors of fun and love, and will not tolerate the threatening of that in any way, from stodgy laws to over-purification to over-corruption. Damh's clergy frequently erect stone circles in his name, and designate them as holy ground, protected and distant from the laws of the land that may forbid this kind of pleasure-seeking.Sometimes, the Stone is cast as a warlike aspect, which isn't entirely disengenuous. Occasionally, this can turn the stone circles into gladitorial arenas, where the fiathful fight each other, quite violently, for the right to, say, love a particular mate, or own a particular substance. Damh encourages these battles as another experience to enjoy. To Damh, one should enjoy the depravity of cruelty as another one of the many emotions, no less valid than the others, and one should be as free to express it as ever.
MYTHOGRAPHY
Damh fits a fairly obvious role as a hedonistic deity of fertility. Vaguely associated with agriculture, more associated with sex, Damh has power over the wild beasts and the plants of the world. He is a god of uncontrollable nature, wild, destructive, passionate, and dangerous. His role in the Seelie Court is to serve as the protector and guardian of the motley crew therein, a devout defender of the chaos and randomness. He does this by being one of the most approachable and human of the Seelie deities, diegning to be worshipped by a few of them, often in his more agricultural or romantic roles, but occasionally in his more sinister roles as a destructive chaos.
Through association with plants and crops, Damh has the recognition of being also a god of several particular crops, often with drug-like properties, frequently including the fermented beverages brewed from them. This, in some societies, is a sincerely holy experience, but, in others, it is considered a violation of laws designed to protect people. Damh doesn't care about protecting people. Damh only cares about protecting his freedoms and his ability to destory if he so chooses. Laws or not, he and those he influences will continue to alter their state and revel in it the entire time. It is destructive, to some extent, but that is the point, after all.
So Damh fills the role of a protector of destruction, a defender of the right to be bad. And he loves that position as much as anything.
LEGENDS
Tales of Damh, like tales of most of the Seelie Court are few and often secondhand, which only adds to their mistique. From what can be gleaned, Damh is the child of Titania and Oberon, and took upon himself the mantle of the god of the satyrs, finding their style of revelry and freedom to be alluring and appealing to him. He quickly became what can only be described as a pleasure addict, always seeking out the next rush and never being sated with what he had. He is still in this state today, but is largely happy with it -- as long as the party keeps going, the music keeps playing, and the drugs keep coming, he'll be quite happy.
ETC.
Weapons
· Horned Hat: A creature without a Gore attack can wear this exotic weapon to give him a gore attack. The gore deals 1d6 piercing damage, and fighting in this way incurrs a -2 circumstance penalty to all roles, due to the lack of build for it. Creatures with gore attacks or horns already cannot wear the helm.
PrC's
PrC's
· The Alerager: See "A Guide to Fiendish Stout." It is a PrC developed to getting drunk and hitting stuff, perfect for a Damhite.
· The Charmer: A PrC devoted to basically wooing eveyone and everything around. Damhites love it.
Plot Hooks
· Sex, Drugs, and Rock and Roll: A town ruled by a religious theocracy is coming down on the worship of Damh, hard, casting him as an epitome of evil and wickedness. The church is Lawful Good, and sees the destructive things that Damh leads to as being very bad, indeed, but perhaps the extermination and execution of the Damhites is a bit much? The PC's can intervine on behalf of the Damhites to hold off the church while forming a revolution. Perhaps the magical harp that has appeared can be a sign? (bonus points if you've read Soul Music)
· Blood, Sex, and Alcohol: A town has embraced the word of Damh and has lived his dogma to it's fullest. Unfortunately, someone with a grudge wants to put an end to the revelry. They have created a beautiful woman and a handsome man, the most perfect examples of humankind, and placed them in the center of town. An edict was formed for a contest -- whoever could impress the one they wanted the most could have them. Unfortunately, the town is so wrapped up in the contest that it fails to see the greater danger at the walls, and, in fact, poses a danger to itself. Can the PC's help restore things to some semblance of normalcy? Or will the debauchery grow out of contr]ol?
· After School: Some unpleasant things are happening to the youth of a town. They are looking emaciated, drawn, often staring off into the distance. Some come home with scars, and many have lost any will to do any actual work. Farms are failing. Houses are dying. And more and more children are retreating into the forest...it is said a song is sung there, something so powerful that it inspires an altered mental state. Perhaps the PC"s can find out what it is, and how to stop it before the town desstroys itself?