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Thread: The Three Worlds (Basic Info)

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    The Gods

    The Elder Gods
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    Gaia Elder Goddess of the World:
    It is said that at the very least all the Prime Material Worlds are part of Gaia, and possibly both the Inner and Outer Planes as well. Gaia is also associated with nature, for all of nature springs from her. Though Gaia rarely cares for individuals under her care she is protective to life and the balance of the world; it is even said that she preserves a single member of each species that ever lived and grew somewhere on one of the Countless Worlds.

    In her role as Elder Goddess of the World and thus mother of all living things, Gaia takes a relatively active role in mortal affairs. Many druids actively worship her and her clerics, few that they are, usually serve in protective roles.

    Domains: Air, Animal, Earth, Family, Fire, Plant, Protection, Water, Windstorm
    Alignment: True Neutral.
    Favored Weapon: Sickle.
    Holy Symbol: An acorn wreathed in holly.

    Thoth Elder God of Magic:
    Thoth is unique among the Elder Gods in that he is also a god. Though only the Elder God of Magic, Thoth is enamored with knowledge and acts as its primary god, as well as a god of foresight, planning, and the intellectual arts. This means that Thoth has the most active priests of any Elder God, and his worship amongst mages makes him definitely the most revered and worshiped of the Elder Gods. To Thoth's priests the pursuit of knowledge is said to be more important than the ends to which that knowledge is put.

    Domains: Knowledge, Magic, Oracle, Planning, Rune, Spell.
    Alignment: True Neutral.
    Favored Weapon: Quarterstaff.
    Holy Symbol: An eye framed by two ibises on the cover of a book.

    The Elder God of Power
    Known also as the God of Koth, or simply Koth, the name of the Elder God of Power must not be spoken for even it carries power enough to kill a man. Koth is represented as one-eyed, and it is a bloody eye which he uses as his holy symbol. The Elder God of Power has a large priesthood in the theocracy of Koth, larger perhaps than any Elder God other than Gaia and Thoth. Where as those two are active in the lives of mortals, Power is not normally. Instead he watches, every so often nudging the pieces into conflict.

    Domains: Strength, Conquest, Balance, Competition, War, Magic, Word, and Knowledge.
    Alignment: True Neutral.
    Favored Weapon: Spear.
    Holy Symbol: A blinded eye.

    Kronos the Elder God of Time
    Rarely worshiped, Kronos is still a god which comes up commonly amongst communities of wizards and magical theorists. The Elder God of Time time itself is but the flow of his life-force and all others are swept along with it. He has few worshipers and those that exist are scattered, and he has fewer still priests. These priests often find themselves given onerous jobs, righting what will have gone wrong and ensuring what must go wrong does.

    Domains: Time, Fate, Fate (Races of Destiny), Oracle, Renewal, Destruction, Balance.
    Alignment: True Neutral.
    Favored Weapon: Sickle.
    Holy Symbol: An hourglass.

    Erebus the Elder God of Darkness
    Sometimes called the God of Evil Gods, Erebus is the first born and oldest of all beings predating even the primordial chaos. Some would define Erebus as absence of existence, but many theologians disagree; Erebus is not merely absent existence but also the corrupt side. Whether these theologians will ever discover the answer is unlikely, but there are things that can be said about Erebus. Whatever his nature in the beginning he is the creator of the yugoloths, a god whose twisted ideals shaped theirs. He is treacherous, destructive, and greedy but he seems to exult in the evil of mortals and gods. He does not act to destroy good, for without it there would be no contrast, instead he acts to embolden evil. He is believed to be the weakest of the Elder Gods, his original essence all but vanished from the world.

    Domains: Evil, Darkness, Planning, Mysticism, Corruption, Trickery. May select the Gray Waste domain but it costs 2 domain slots.
    Alignment: Neutral Evil.
    Favored Weapon: Shortsword
    Unholy Symbol: A seven fingered black hand grasping, often crushing, something white.

    Primus Elder God of Order:
    Primus the Creator and Master of the Modrons, the forger of all order in the multiverse. It is his existence which keeps the Great Wheel where it is, his existence that causes Summer to follow Spring and precede Autumn. Primus is not a god of laws, he cares not for human laws as long as Order is maintained. Anarchy and chaos repulse him, the overturning of natural law is his anathema. Many would think that this would make him opposed to wizards and sorcerers, for their arcane magic seems to break the laws of reality, but even this is accounted for in the laws which shape reality. Primus does not take mortal priests, nor care for mortal worshipers, instead relying upon his modrons to perform maintenance on Mechanus to ensure that order remains intact throughout the multiverse.

    Domains: Law, Balance, Inquisition, Planning. May select the Mechanus domain but it costs 2 domain slots.
    Alignment: Lawful Neutral.
    Favored Weapon: Quarterstaff.
    Holy Symbol: A single arrow overlaying a gear.


    The Dwarven Gods:
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    Heimdall Soul Forger:
    The creator of dwarves, a god of stone, metal, law and order. Heimdall has passed much of what was once his portfolio onto his children, letting Hephaestus take his place as lord of the forge, Hadur as champion in combat, and most recently Aidoneus take over his role as god of mining. Even so he remains god of stone and earth, and the giver of law and order throughout the dwarven nations. Heimdall is worshiped by dwarves as present in all things dwarven and with some rule over them all. While a smith may pray to Hephaestus or Creidhne, or a warrior to Hadur, neither will forget to include thanks to Heimdall either.

    Greater Deity
    Domains: Law, Good, Earth, Metal, Dwarf, Protection, Endurance, Craft.
    Alignment: Lawful Good.
    Favored Weapon: Warhammer.
    Holy Symbol: A hammer over a shield.

    Hadur, the Axe of the Gods:
    Son of Heimdall and the Elder God(dess) of Power, Hadur is the dwarven god of war and said to be second only to Heimdall in power if not more potent in war than his father. As a god Hadur focuses on the role of the warrior to protect the people, and the need for order and discipline to fight efficiently. He downplays personal glory in combat, leaving such theatrics to his half-brothers Tyr and Thor, instead hammering home that no dwarf is an army and that only by working as a single unit can they hope to maintain a defense of their homes against all the creatures which swarm up from the depths of the earth to threaten them. Hadur is a well-loved god by the dwarves, and also the patron of constables and executioners in his secondary role as the enforcer of the dwarven laws.

    Greater Deity
    Domains: Good, Law, Dwarf, War, Strength, Protection, Metal.
    Alignment: Lawful Good.
    Favored Weapon: Dwarven Waraxe.
    Holy Symbol: An axe held vertically in front of an anvil.

    Ninhursag Queen of the Dwarves:
    Wife of Heimdall, Ninhursag is goddess of motherhood, healing, family, and happiness. Despite being the daughter of an Elder God, in this case Gaia, Ninhursag is young, younger in fact than most of the dwarven gods and barely older than the dwarves themselves. It is said that the modern race of dwarves exists because of her desires and wishes, and that Heimdall's original race was one of living stone, a race so dour and stoic as to make even dwarves look emotionally open. Whatever the truth, Ninhursag cares for the dwarves, shepherding and protecting them.

    Intermediate Deity
    Domains: Good, Family, Protection, Earth, Healing, Pleasure.
    Alignment: Neutral Good.
    Favored Weapon: Morningstar.
    Holy Symbol: A braided rope with three knots.

    Hephaestus Master of the Forge
    Firstborn child of Heimdall and Ninhursag, Hephaestus accredited as possibly the greatest smith of the gods. Known as the Artisan of Communities, Hephaestus is accredited with having taught dwarves the art of forge. Known as the second kindest of the dwarven gods, Hephaestus is also a disruptive god by the standards of the dwarven gods always seeking new ways things to make and always seeking new ways to improve his craft; in this way he is also the dwarven god of invention. Many dwarves forget that Hephaestus is also the god of fire, and his priests serve as fire fighters in the rare case of a fire in a dwarven city.

    Intermediate Deity
    Domains: Good, Community, Fire, Metal, Craft, Protection.
    Alignment: Neutral Good.
    Favored Weapon: Warhammer.
    Holy Symbol: Two hammers crossed in front of an anvil.

    Nergal the Soul Slayer
    The god of greed and pride, Nergal is the god of those evils which most easily take root in dwarven kind and an eternal foe to the dwarves. The son of Heimdall and one of the seven original tome archons. His mother grew vain, and wished to be the Queen of the Heavens and urged Heimdall to declare war upon Tyr and to take the Seven Heavens as his own and rule as the supreme god of Law and Good. Heimdall cast her from him not knowing she was carrying his son, and her corruption led her to fall to Gehenna. Nergal was accepted by Heimdall, and despite his greed which went as far as to covet Heimdall's bride, was treated well as son and family. It was only when Nergal performed such an act as to cause the original dwarves to need to be recast that Heimdall finally lost his patience exiling Nergal from his court. Now Nergal is talked about only in whispers by dwarves, and he takes the role of the tempter and the enemy of the dwarven people. Even the dark dwarves carry little love for Nergal. He is worshiped by goblinoids, especially in regions where they clash with dwarves, as the Enemy of the Dwarves, and god of the Darkest Cavern.

    Intermediate Deity.
    Domains: Pride, Greed, Death, Evil, Darkness, Cavern, Hatred.
    Alignment: Neutral Evil.
    Favored Weapon: Heavy Mace.
    Unholy Symbol: An ankheg headed mace.

    Aidoneus the Golden One:
    Son of Heimdall and Ninhursag, the youngest of the major dwarven gods, Aidoneus is the god of miners, and the wealth of the earth. Aidoneus is the only one of the major dwarven gods to have been born as a godling and have experienced life as a dwarf. This has left him with an understanding and care for the little things of dwarven life. He cares for strong stone which makes building their homes possible, and steel which makes their lives prosper, but most commonly he is worshiped as god of wealth. Not a greedy god, Aidoneus shares his great fortune freely, blessing the dwarven people with his favor and love.

    Lesser Deity
    Domains: Good, Law, Earth, Metal, Cavern, Commerce, Wealth.
    Alignment: Lawful Good.
    Favored Weapon: Light pick.
    Holy Symbol: A pick with a hammer head on the other end.

    Volturnus the Drowner
    The demigod of underground water, Volturnus is the son of Heimdall and a goddess of the sea. Volturnus is a dour god, who rules over lakes and rivers found beneath the surface. The dwarves fear him, as much as they recognize their need of his blessings, and he is known by them as the Drowner and god of floods. Volturnus is not a murderous god, though, and as long as treated with respect and worship is typically well-favored towards mortals, but a dwarven fortress which neglects his worship for long is in danger of flooding, one which gives him his proper due (which often consists of a single holy day each year) is likely to find new springs and sources of clean water.

    Demigod
    Domains: Water, Earth, Cavern, Blackwater, Darkness.
    Alignment: True Neutral.
    Favored Weapon: Trident.
    Holy Symbol: A broken rock from which flows water.


    The Gnomish Gods
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    Lugh the Cunning
    The creator of the gnomes, Lugh is a god of humor, mischief, and illusion. The son of Hadur, dwarven god of war, and Deiopea, fey goddess of beauty, Lugh inherited a talent for magic from the fey gods and the knowledge of the secrets of the earth from his dwarven heritage. Lugh is also a god of knowledge, and learning, urging his worshipers to uncover ancient secrets that have been lost or secrets never before claimed by mortal or god.

    Intermediate Deity
    Domains: Good, Gnome, Trickery, Illusion, Earth, Knowledge, Magic.
    Alignment: Neutral Good.
    Favored Weapon: Light Pick
    Holy Symbol: A half-closed eye within a half-closed eye.

    Nuada the Adventurer
    The son of Lugh, Nuada is the god of adventure, wanderer lust and burrowing mammals. Never known to stay in one place long, many are the tales about Nuada's time as a godling before the half-mythic Loss. Nuada provides the meat for many stories of heroism amongst the gnomes and serves as an inspiration towards adventurous gnomes throughout the Three Worlds.

    Lesser Deity
    Domains: Chaos, Good, Animal, Courage, Travel, Gnome
    Alignment: Chaotic Good.
    Favored Weapon: Quarterstick
    Holy Symbol: A badger with a feathered cap.

    Creidhne the Craftsman
    The primary dwarven god of magic, Creidhne is the younger brother of Lugh and well respected for it. Creidhne serves as the primary gnomish god of the forge, and in something of a friendly rivalry of sorts with his uncle Hephaestus with each making grander and grander tools to put the other to shame. In tales told by the dwarves Creidhne is usually Hephaestus's assistant, or using his cleverness to overcome some goblin plot against Hadur. To the gnomes Creidhne plays the role of Lugh's somber brother, the straight man in many tales Creidhne is presented as a good learner and worker but, at least compared to his brother, slow on his feet and without cleverness. Even so both races respect him, to the dwarves Creidhne represents all the good that can come from magic, and to the gnomes Creidhne represents the craftsman and his skills.

    Lesser Deity
    Domains: Craft, Magic, Good, Earth, Metal, Rune
    Alignment: Neutral Good.
    Favored Weapon: Heavy Pick.
    Holy Symbol: Three linked rings with a shaded crescent in the center ring.

    Fand the Beautiful:
    Gnomish goddess of rain, rivers, and the sea, Fand is the daughter of Pontus and Deiopea making her the half-sister of Lugh. Fand is remarked as a beautiful and gentle goddess, whose water brings a promise of renewal to the gnomish people.

    Demigoddess
    Domains: Renewal, Good, Charm, Water.
    Alignment: Neutral Good.
    Favored Weapon: Net.
    Holy Symbol: A conch shell within a water drop.

    Danu the Clever:
    Wife of Lugh, Danu is the gnomish goddess of inspiration and creativity. Danu is a patron of the gnomish crafts, and of pranks teaching the skills and arts that a gnome will need to prosper in gnomish society. Danu takes the role of the matriarch due to her position as Lugh’s wife, though if anything she takes it less readily than her husband takes to the role of the somber patriarch preferring instead to push the limits and boundaries of roles and positions. Danu herself was born a mortal, a gnomish performer of skill to make her legendary. Story tells about how Lugh, in the guise of a mortal, tried to trick the gnome maid but time and time again she saw through his tricks. Over time the god is said to have fallen in love with the gnome lass and when she died acted as her patron for sainthood from which point she rose to godhood.

    Lesser Deity
    Domains: Good, Gnome, Trickery, Chaos, Travel, Song
    Alignment: Chaotic Good.
    Favored Weapon: Sling.
    Holy Symbol: A fiddle with five stars arrayed in a pentagon.

    Daire the Giver:
    Son of Lugh, Daire is a god of plenty and fertility. Daire is known for his generous nature, and is said to have, as a godling, quested across the worlds to find Gaia herself and beg her to bless the gnomes with the bounties of the woods. This led to Daire becoming the god of agriculture, and plenty upon his ascension to full god. Daire is also the god of festivals and feasts, a god whose generous nature is said to be unrivaled by any other even amongst the gods of the gnomes. Daire, as a god and as a godling, is always one to put the community first, encouraging brotherhood throughout and good will towards your fellows. Daire represents not carousing and hedonism, but of bonding with your fellows and strengthening the community. Daire is also worshipped by dwarves as the god of agriculture and edible fungi, a large staple of the dwarven diet.

    Intermediate Deity
    Domains: Law, Good, Plant, Community, Pleasure, Windstorm.
    Alignment: Lawful Good
    Favored Weapon: Scythe
    Holy Symbol: A pair of dice showing a flagon and a bushel of wheat (or a mushroom)

    Buarainech the Flaw in the Gem:
    Buarainech’s nature is debated. Some stories place him Nuada’s son from an ill-advised tryst on a Lower Plane, others say that he is some sort of evil shadow to Lugh. Whatever his nature, to the gnomes Buarainech represents the flaw in every plan, if the other gods blessed them with their favor Buarainech curses them with misfortune. Buarainech is a petty god, the god of discord, spite, and arguments. That is not to say Buarainech is not a cunning god, or one lacking in cleverness, he is often Lugh’s rival in myth and tale after all. Where Lugh, Nuada, and Dana use their cunning to entertain and defuse a hostile situation with sudden laughter, Buarainech uses pranks and trickery to infuriate and turn friends into enemies. Buarainech is also worshiped as a gnomish war god, and his ability to spread discord throughout the enemy is appreciated even if his tendency to do so to friend is despised.

    Intermediate Deity
    Domains: Chaos, Evil, War, Trickery, Misfortune (see below), Hatred, Competition, Illusion.
    Alignment: Chaotic Evil.
    Favored Weapon: Light Pick.
    Unholy Symbol: A closed eye within a half-closed eye.

    Flidais the Light in the Gem
    The daughter of Thor and a dwarven godling that failed to make it to full godhood, Flidais is the demigoddess of gemstones, and luster. Wife of Aidoneus, Flidais is worshiped by the gnomes as the primary goddess of wealth taking the foremost role from her husband in dealings with them. By both gnomes and dwarves she is recognized as a goddess of beauty and of good fortune; if a miner finds a patch of gemstones it is often seen as a sign of having come into favor with Flidais. Flidais is also in charge of the discipline of gnomish mines.

    Lesser Deity
    Domains: Charm, Wealth, Cavern, Law, Good, Luck.
    Alignment: Lawful Good.
    Favored Weapon: Light pick
    Holy Symbol: A gem marked with the sign of a lightning bolt.

    Urdlen the Destroyer:
    A monster as much as a god, few know why Urdlen is considered a gnomish god despite his place in Abbadon’s train of followers. Urdlen takes the form of a hairless mole-creature, and is a god of senseless waste and destruction. His is a hunger for destruction which scares the gnomes, but even they cannot deny that a part of him exists in their hearts; who has never felt the urge to destroy. Legends say that Urdlen was once a gnomish god, before he committed some crime which caused him to be cursed into his current form by an Elder God. Urdlen is said to have a special hatred against pieces of art, both manufactured and naturally occurring gemstones.

    Lesser Deity
    Domains: Cavern, Evil, Chaos, Destruction, Entropy, Fury.
    Alignment: Chaotic Evil.
    Favored Weapon: Battle-Axe
    Unholy Symbol: A mole head with an X across the forehead.


    Halfling Gods:
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    Mercury the Guide of Souls
    The head god of the halflings, even the gods cannot say from whom or what Mercury sprung. Mercury is a god of travel, of adventure, wanderlust, and death. Despite his godhood over death Mercury is not a cruel god, instead teaching that death is only another journey. To his followers a life that is less than full is a life wasted, and every moment is meant to be lived to the full.

    Greater Deity
    Domains: Travel, Chaos, Good, Luck, Repose, Celerity, Halfling, Courage.
    Alignment: Chaotic Good.
    Favored Weapon: Rapier.
    Holy Symbol: Two snakes entwined about a rapier.

    Minerva the Maiden of War
    The halfling goddess of war, and of order, Minerva cautions the halflings teaching that battles cannot be won through force of arms alone and often the best battle is the one not fought. She acts to protect the halflings from battle, and their own foolish desires. Minerva is perhaps the least popular of the halfling pantheon amongst the nomadic halflings, her role as the cautioning words of wisdom garnering her few followers, but she has become an important war god in the train of Ra and the pantheon of the Hallowed Empire. She also acts as a goddess of strategy, and planning.

    Lesser Deity
    Domains: Law, Good, Trickery, War, Planning, Protection.
    Alignment: Lawful Good.
    Favored Weapon: Shortspear.
    Holy Symbol: An owl with two spears crossed behind it.

    Astrapios the Lightning Bearer:
    Astrapios is the eldest son of Mercury and a powerful creature known as a thunder bird. Astrapios is known as a god of the weather and the wind, as well as lightning. He is prayed to for good weather for traveling, and also in hopes of plentiful resources in the lands ahead of them. Astrapios is a god of travel as well, patron of guests and halfling caravans know that to mistreat a guest is to risk Astrapios’s disproval and ire. Astrapios also chides the halflings should they prove poor guests, and it is for this reason that halflings make sure to restrict their activities when within the towns of humans and other races.

    Lesser Deity
    Domains: Good, Storm, Air, Travel, Community, Summer.
    Alignment: Neutral Good.
    Favored Weapon: Longbow.
    Holy Symbol: An eagle roosting on a thunder bolt.

    Autolykos the Clever Thief
    One of Mercury’s twin sons, Autolykos is known as a trickster without equal except perhaps amongst the gnomish pantheon. Autolykos is the halfling god of clever wits, rogues, lies, and thieves. Autolykos encourages his followers to use their wits to overcome obstacles, but also to always strive to top each other in acts of daring and bravado; for Autolykos it is not merely enough to steal but to do it with such skill and elegance that it becomes an art form all to itself.

    Lesser Deity
    Domains: Chaos, Trickery, Pride, Halfling, Greed, Planning.
    Alignment: Chaotic Neutral.
    Favored Weapon: Whip.
    Holy Symbol: A raptor head with coins over its eyes or in place of them.

    Agon the Able
    Autolykos’s twin, Agon is the god of competition and upward struggle. Agon is a god of overcoming obstacles, of meeting challenges and of all forms of sports and competitions. Agon is also the patron god of those who struggle against impossible odds, pressing on against certain defeat. Agon serves as the god of hope and victory, but also the god of false hope and hubris. Agon represents the temptation to overstep one’s limits and push beyond where one should strive for, even as he represents the ability to push one’s limits further and attain new mastery.

    Lesser Deity
    Domains: Competition, Courage, Pride, Strength, Celerity.
    Alignment: True Neutral.
    Favored Weapon: Sickle.
    Holy Symbol: A two-faced raptor.


    New Domains:
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    Conquest
    Granted Power: Whenever you fell an enemy in melee you gain a +1 profane bonus to melee attack and weapon damage rolls per enemy felled in this action until the end of your next turn; keep track of bonuses gained separately for each round meaning an enemy felled the next round does not increase the bonus. For example you are a 15th level cleric with this domain and the cleave feat and take a full attack action, your first attack reduces an enemy to -1 hp knocking it out until the end of your next action you gain a +1 to melee attacks and damage. With your cleave feat and second attack (both made at +1) you reduce another enemy to -1 hp, this means your last attack is made at +2 and so are all attacks the next round. If on the next round you reduce another enemy to -1 or less hp you gain no further bonus that round but next round would still have the +1 to melee attack and damage.

    Spells (those marked SC come from the Spell Compendium, CM indicates Complete Mage and CC indicates Complete Champion, PHBII indicates Players’ Handbook II)
    1st: Divine Favor
    2nd: Healing Sting (SC)
    3rd: Ring of Blades (SC)
    4th: Divine Power
    5th: Meteoric Strike (PHBII)
    6th: Spiritual Guardian (CC)
    7th: Adamantium Wings (CM)
    8th: Stormrage (SC)
    9th: Lash of Force (CM)

    Misfortune:
    Granted Power: 1/day as a free action usable outside of your turn you may force 1 target to re-roll a single d20 roll and take the worse of the two rolls.

    Spells:
    1st: Bane
    2nd: Curse of Ill Fortune (SC)
    3rd: Unluck (SC)
    4th: Spell Vulnerability (SC)
    5th: Mass Curse of Ill Fortune (SC)
    6th: Harm
    7th: Greater Bestow Curse (SC)
    8th: Shifting Paths (SC)
    9th: Energy Drain

    Song:
    Granted Power: Perform is added to your Cleric (or priest) skill list. You gain a +3 bonus on all Perform checks.

    Spells:
    1st: Sonic Blast
    2nd: Sound Burst
    3rd: Sonorous Hum
    4th: Battle Hymn
    5th: Love’s Lament
    6th: Sonic Rumble (uses DF instead of a Focus)
    7th: Holy Word
    8th: Lion’s Roar
    9th: Wail of the Banshee.
    Last edited by Zaydos; 2012-07-20 at 11:37 PM.
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