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  1. - Top - End - #61
    Barbarian in the Playground
     
    HalflingPirate

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    Default Re: Creating new gods for Pyria - all ideas and suggestions welcome.

    Spoiler: Encyclopedia Of Magic
    Show

    In ancient times nine wizards of great power gathered to create these relics, which are numbered volumes containing all the knowledge of magic. The gods, aghast at the potential of human societies with easy access to arcane magic, set about attempting to destroy the works, but the gods of magic scattered them across the world so that knowledge of magic would not be lost.

    Each book deals with specific topics, and is organized roughly in ascending order of power, so that low numbered tomes are related to low magic while higher numbered tomes detail high level and epic spells. Each tome allows the student to assign points to Spellcraft in addition to any other benefits.

    Tomes 1-9 are primers which teach basic principles of wizardry, allowing a character to become a Level 1 wizard in its specialization after a month of study.
    Volume 1: General Wizardry & Basic Metamagic
    Volume 2: Abjuration Specialization
    Volume 3: Conjuration Specialization
    Volume 4: Divinition Specialization
    Volume 5: Enchantment Specialization
    Volume 6: Evocation Specialization
    Volume 7: Illusion Specialization
    Volume 8: Necromancy Specialization
    Volume 9:Transmutation Specialization

    In addition to these nine primers, Volume 10 teaches Herbalism, Volume 11 details the principles of Alchemy, and Volume 12 details the basics of crafting wonderous items, enabling a reader access to related feats and to begin assigning skill points in the skills even without other training.

    Each volume thereafter details increasingly difficult spells and metamagic feats, allowing a character to learn the spells and magical theories contained therein as if from a captured spellbook.

    Because the gods believe they have reason to fear these books being gathered again, each is enspelled to vanish when another book in the set is brought within 100 miles of another. Note that the carried book does not vanish unless both are in hand. Usually when a book arrives the one which was already there vanishes, but if both arrve simultaneously the highest numbered volume vanishes. After a time the vanished book reappears in a location distant from its place of origin, usually in a location accessible to only characters of appropriate levels. (Each book informs its reader of this.)

    When using one tome as the focus, a cleric of any deity with Magic in its portfolio may use the Divinition spell to determine the general location of either the next volume in the series or Volume 1. This causes the book used as a spell focus to vanish as detailed above.



    Spoiler: Horn Of The Rebel
    Show

    Secret camps in the wilderness, isolated mountain tops, deep, impenetrable jungles, forest refuges, and hidden folds in the plains all serve as emergency refuge for those fleeing oppression and tyranny. But such defenses are useless without defenders.

    Clerics of the Refugee Gods craft and bless horns to aid their people in imitation of the horn carried by Split.

    Horn of the Rebel

    This horn cannot be heard by creatures with a Lawful alignment unless the creature is a displaced person without a permanent home. (A blanket on the floor of a kitchen is considered a home if it is the assigned or usual place for that character to sleep.) It was created by The Rebel to enable long distance communication between groups or to sound warnings against danger.

    The Horn appears to be a ram's horn from a typical goat, with a three-quarter twist along its length, but it is actually the right horn of a Satyr demigod who once interfered with a group of refugees under The Rebel's protection.

    All chaotic creatures can hear it when within a ten mile radius even if sound would otherwise be blocked by walls, earth, or other obstructions. Neutral characters hear it as if it otherwere an ordinary horn.

    The horn may be used at will as though it were a Sending spell to any individual or group the horn user desires, but the recipients are not given the chance to reply.

    Thrice per day the horn may Cause Fear as the spell. Lawful targets can hear the horn if the save vs. the spell fails.

    Once per day the horn may cast Fear as the spell. Lawful targets can hear the horn as above.

    Once per day the horn may be used to Remove Fear from all who can hear it. This is typically done as the children of the refugees are being bedded down for the night.
    Last edited by brian 333; 2018-01-15 at 04:43 PM.

  2. - Top - End - #62
    Barbarian in the Playground
     
    HalflingPirate

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    Default Re: Creating new gods for Pyria - all ideas and suggestions welcome.

    Spoiler: Stonecutter
    Show

    A saw-tootbed greatsword appears to have no magical abilities until its naked blade touches stone, at which point a very loud, very rapid hammering sound begins. While this sound is painful to unprotected ears and can leave one with ringing ears, (-1 Listen,) it enables the sword to slice stone as easily as a sharp knife slices cheese.

    It was crafted by Saberhagen Pauth to carve the blocks of stone used in the creation of the earliest works of men. It is an unusually powerful, but thematically limited tool which also serves as a weapon at need

    A side effect of this weapon is its ability to bypass up to 40 Hardness for the purposes of sundering.

    Stoneskin spells are automatically disspelled on contact.

    Golems created primarily of stone are destroyed on contact with no save.

    This weapon is treated as +5 Enhancement versus Stone Giants and living creatures native to the Elemental Plane of Earth.
    Last edited by brian 333; 2018-01-15 at 05:24 PM.

  3. - Top - End - #63
    Halfling in the Playground
     
    Devcon1's Avatar

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    Default Re: Creating new gods for Pyria - all ideas and suggestions welcome.

    Here's something new from me: a GOOD deity!

    Spoiler: Lazuyiel
    Show

    Lazuyiel
    The Lightning Lady, the Champion of the Storm, the Bolt of Justice

    Domains:
    Destruction, Good, Storm, War
    Alignment: CG
    Worshipers/Servants: Behir, Celestials, Knights, Storm Elementals, Storm Giants, Thunderbirds, Warlords
    Symbol: Two javelins of lightning crossed over a storm cloud

    Lazuyiel is a powerful force for good, raining destruction upon the evil and injustice of the world.

    Lazuyiel's origins are mostly unknown, but legends tell that she was once an angel who journeyed into the farthest reaches of the Plane of Air in pursuit of a powerful demon. She soon disappeared, and despite the best efforts of her fellow angels, there was no trace of her to be found. Ages past, before one day she reemerged from the plane as the goddess she is now. What happened to her is unclear, and not even the legends give an answer, but the most common theory is that a primordial was in some way involved.

    Lazuyiel loves the thrill of combat, and is known to often join her followers in major battles in the form of an aspect, leading the charge against their enemies. When not manifesting herself, she still enjoys taking part in the battle through her storms, raining lightning down upon the enemy as she batters them with wind and rain; an approaching army that's quickly followed by an encroaching storm is more than likely a sign that said army is in her favor.

    Lazuyiel is the patron of countless knights and paladins throughout the land, bestowing the power of the storm upon them so that they may bring its wrath down upon the forces of evil. She is also served by storm giants, who often accompany her followers in major battles as living siege weapons. Good specimens of the monstrous behir that exist often accompany her servants as well, sometimes even acting as mounts for her champions. Her followers often employ celestials and storm elementals to assist them in battle.

    Many siege weapons have been invented by her followers, made to emulate the destructive power of her storms. Several of these are magical, and a few are even capable of firing bolts of lightning comparable to the breath of the eldest blue dragons, or so they say. Her followers have also constructed various weapons, armors, and shields as well, and are credited with being the first creators of the javelins of lightning.
    Last edited by Devcon1; 2018-01-16 at 08:48 AM.

  4. - Top - End - #64
    Dwarf in the Playground
     
    MindFlayer

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    Default Re: Creating new gods for Pyria - all ideas and suggestions welcome.

    Quote Originally Posted by Fire Tarrasque View Post
    I can't really write or plan all that well, but I'll just throw out a concept:
    True neutral god of creation, decay, and void?
    Just let it come to you naturally!

    Quote Originally Posted by ArlEammon View Post
    The Book Of Supreme Darkness is not just a "Deity", it's also a Patron of many evil warlocks. Most of the time, a Warlock has to come into contact with either Book Of Supreme Darkness it'self, or the Book Of Vile Darkness. The Book Of Supreme Darkness will then contact the Warlock and ask if the Warlock needs a Patron. An evil or particularly evil magic user will invariably say yes, and thus gain much power. Some claim that you can achieve god hood as an evil deity with The Book Of Supreme Darkness'es aid, and indeed, there might be some evidence that this is the case.
    I know how I'd like to incorporate this idea into Pyria.

    The book itself is not a god but a gateway for one. When read cover to cover the god consumes the soul of the mortal (not told to them by the book of course) and can cry havoc. The god is not killable but the mortal vassel is. Upon death the god is banished back into the book. If the book is destroyed by any means, it scatters its knowledge across the multiverse in 100 pieces (possibly more?) and burrowes itself into the minds of new, random hosts. Each host is then affixed with the NEED to collect more of the book, as if the information is a parasite controlling the host. In reality it can be controlled, even ignored, but its always there whispering in their ear. Worse, those that want to follow the whispers promise of power go after others cursed with the same gift. Highlander style, they slay each other until someone collects all the pieces. They get strong and learn new secrets along the way, making it easier to kill others cursed with the gift. This cycle repeats endlessly.

    I think I may combine this idea with the deity Andrigol. The image of the evil king in the mirror coming every closer and becoming more vivid and lively to the cursed viewer is horrifying and delicious. Once he consumes his worshipers soul and assumes their body, he prepares to make war and gathers all things terrible and nasty in the world to him.

    Quote Originally Posted by brian 333 View Post
    Spoiler: Encyclopedia Of Magic
    Show

    In ancient times nine wizards of great power gathered to create these relics, which are numbered volumes containing all the knowledge of magic. The gods, aghast at the potential of human societies with easy access to arcane magic, set about attempting to destroy the works, but the gods of magic scattered them across the world so that knowledge of magic would not be lost.

    Each book deals with specific topics, and is organized roughly in ascending order of power, so that low numbered tomes are related to low magic while higher numbered tomes detail high level and epic spells. Each tome allows the student to assign points to Spellcraft in addition to any other benefits.

    Tomes 1-9 are primers which teach basic principles of wizardry, allowing a character to become a Level 1 wizard in its specialization after a month of study.
    Volume 1: General Wizardry & Basic Metamagic
    Volume 2: Abjuration Specialization
    Volume 3: Conjuration Specialization
    Volume 4: Divinition Specialization
    Volume 5: Enchantment Specialization
    Volume 6: Evocation Specialization
    Volume 7: Illusion Specialization
    Volume 8: Necromancy Specialization
    Volume 9:Transmutation Specialization

    In addition to these nine primers, Volume 10 teaches Herbalism, Volume 11 details the principles of Alchemy, and Volume 12 details the basics of crafting wonderous items, enabling a reader access to related feats and to begin assigning skill points in the skills even without other training.

    Each volume thereafter details increasingly difficult spells and metamagic feats, allowing a character to learn the spells and magical theories contained therein as if from a captured spellbook.

    Because the gods believe they have reason to fear these books being gathered again, each is enspelled to vanish when another book in the set is brought within 100 miles of another. Note that the carried book does not vanish unless both are in hand. Usually when a book arrives the one which was already there vanishes, but if both arrve simultaneously the highest numbered volume vanishes. After a time the vanished book reappears in a location distant from its place of origin, usually in a location accessible to only characters of appropriate levels. (Each book informs its reader of this.)

    When using one tome as the focus, a cleric of any deity with Magic in its portfolio may use the Divinition spell to determine the general location of either the next volume in the series or Volume 1. This causes the book used as a spell focus to vanish as detailed above.


    Always room for crazy magical books!

    Spoiler: Horn Of The Rebel
    Show

    Secret camps in the wilderness, isolated mountain tops, deep, impenetrable jungles, forest refuges, and hidden folds in the plains all serve as emergency refuge for those fleeing oppression and tyranny. But such defenses are useless without defenders.

    Clerics of the Refugee Gods craft and bless horns to aid their people in imitation of the horn carried by Split.

    Horn of the Rebel

    This horn cannot be heard by creatures with a Lawful alignment unless the creature is a displaced person without a permanent home. (A blanket on the floor of a kitchen is considered a home if it is the assigned or usual place for that character to sleep.) It was created by The Rebel to enable long distance communication between groups or to sound warnings against danger.

    The Horn appears to be a ram's horn from a typical goat, with a three-quarter twist along its length, but it is actually the right horn of a Satyr demigod who once interfered with a group of refugees under The Rebel's protection.

    All chaotic creatures can hear it when within a ten mile radius even if sound would otherwise be blocked by walls, earth, or other obstructions. Neutral characters hear it as if it otherwere an ordinary horn.

    The horn may be used at will as though it were a Sending spell to any individual or group the horn user desires, but the recipients are not given the chance to reply.

    Thrice per day the horn may Cause Fear as the spell. Lawful targets can hear the horn if the save vs. the spell fails.

    Once per day the horn may cast Fear as the spell. Lawful targets can hear the horn as above.

    Once per day the horn may be used to Remove Fear from all who can hear it. This is typically done as the children of the refugees are being bedded down for the night.
    These make me think of the horn used by the Night's Watch in Game of Thrones!

    Quote Originally Posted by brian 333 View Post
    Spoiler: Stonecutter
    Show

    A saw-tootbed greatsword appears to have no magical abilities until its naked blade touches stone, at which point a very loud, very rapid hammering sound begins. While this sound is painful to unprotected ears and can leave one with ringing ears, (-1 Listen,) it enables the sword to slice stone as easily as a sharp knife slices cheese.

    It was crafted by Saberhagen Pauth to carve the blocks of stone used in the creation of the earliest works of men. It is an unusually powerful, but thematically limited tool which also serves as a weapon at need

    A side effect of this weapon is its ability to bypass up to 40 Hardness for the purposes of sundering.

    Stoneskin spells are automatically disspelled on contact.

    Golems created primarily of stone are destroyed on contact with no save.

    This weapon is treated as +5 Enhancement versus Stone Giants and living creatures native to the Elemental Plane of Earth.
    This has possibilities

    Quote Originally Posted by Devcon1 View Post
    Here's something new from me: a GOOD deity!

    Spoiler: Lazuyiel
    Show

    Lazuyiel
    The Lightning Lady, the Champion of the Storm, the Bolt of Justice

    Domains:
    Destruction, Storm, War
    Alignment: CG
    Worshipers/Servants: Behir, Celestials, Knights, Storm Elementals, Storm Giants, Thunderbirds, Warlords
    Symbol: Two javelins of lightning crossed over a storm cloud

    Lazuyiel is a powerful force for good, raining destruction upon the evil and injustice of the world.

    Lazuyiel's origins are mostly unknown, but legends tell that she was once an angel who journeyed into the farthest reaches of the Plane of Air in pursuit of a powerful demon. She soon disappeared, and despite the best efforts of her fellow angels, there was no trace of her. Ages past, before one day she reemerged from the plane as the goddess she is now. What happened to her is unclear, and not even the legends give an answer, but the most common theory is that a primordial was in some way involved.

    Lazuyiel loves the thrill of combat, and is known to often join her followers in major battles in the form of an aspect, leading the charge against their enemies. When not manifesting herself, she still enjoys taking part in the battle through her storms, raining lightning down upon the enemy as she batters them with wind and rain; an approaching army that's quickly followed by an encroaching storm is more than likely a sign that said army is in her favor.

    Lazuyiel is the patron of countless knights and paladins throughout the land, bestowing the power of the storm upon them so that they may bring its wrath down upon the forces of evil. She is also served by storm giants, who often accompany her followers in major battles as living siege weapons. Good specimens of the monstrous behir that exist often accompany her servants as well, sometimes even acting as mounts for her champions. Her followers often employ celestials and storm elementals to assist them in battle.

    Many siege weapons have been invented by her followers, made to emulate the destructive power of her storms. Several of these are magical, and a few are even capable of firing bolts of lightning comparable to the breath of the eldest blue dragons, or so they say. Her followers have also constructed various weapons, armors, and shields as well, and are credited with being the first creators of the javelins of lightning.
    Nice! Good gods that don't read and FEEL like good gods will always get my attention. She is a simple deity and love a good ol' fashioned beatdown! Even better is that other than lightening i see no resemblance to zeus (that's usually a stereotype y'see a lot). Might need to give her the Good domain if she is indeed a good one.

    This makes me think that the Seven Heavens might be WAY more martial then the harp playing ninnies you might think of normally. I think there's something else here to dig into.

    Nice work!
    Last edited by Hazeeb; 2018-01-16 at 04:34 AM.
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Pryia homebrew world. Come look, ask questions and find your path to glory!

  5. - Top - End - #65
    Ogre in the Playground
    Join Date
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    Default Re: Creating new gods for Pyria - all ideas and suggestions welcome.

    Being only adversarial to Evil and injustice through destruction only makes you Good(the dnd planar term) and not good.
    I mean destroying Evil and injustice maybe solves some problems but it create a lot of new problems too.
    Maybe that is why that god does not get the good domain.

  6. - Top - End - #66
    Dwarf in the Playground
     
    MindFlayer

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    Default Re: Creating new gods for Pyria - all ideas and suggestions welcome.

    Very fair point. I had not considered the idea of Good and 'good' until now.

    Devcon what are your thoughts on this?
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Pryia homebrew world. Come look, ask questions and find your path to glory!

  7. - Top - End - #67
    Halfling in the Playground
     
    Devcon1's Avatar

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    Default Re: Creating new gods for Pyria - all ideas and suggestions welcome.

    Quote Originally Posted by Hazeeb View Post
    Nice! Good gods that don't read and FEEL like good gods will always get my attention. She is a simple deity and love a good ol' fashioned beatdown! Even better is that other than lightening i see no resemblance to zeus (that's usually a stereotype y'see a lot). Might need to give her the Good domain if she is indeed a good one.

    This makes me think that the Seven Heavens might be WAY more martial then the harp playing ninnies you might think of normally. I think there's something else here to dig into.

    Nice work!
    Thanks! I actually had thought of her some time ago, but never got around to writing her up until now. And I did end up giving her the Good domain, forgot about that one.

  8. - Top - End - #68
    Barbarian in the Playground
     
    HalflingPirate

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    Default Re: Creating new gods for Pyria - all ideas and suggestions welcome.

    Spoiler: The Ancient Throne
    Show


    In the exact center of the world an ancient tower of stone was a throne for an unknown god of Law. It is the founndation of the world; the point to which all reality is attached. Some say that should this throne ever be destroyed the world will break apart and be flung back into Chaos.

    The tower itself is a massive plug of basalt from which the surrounding ground has eroded. Faults within the monolith have given it a vague resemblance to a chair as it shifted over time. Or it may have been created as it is because a god wanted a comfortable place to rest.

    Creatures of Chaotic alignment feel uncomfortable and suffer a -2 Morale penalty to all die rolls while in line of sight of the tower. Each round such a creature is in even momentary physical contact with even a sliver of the stones of this tower, the Chaotic creature feels intense pain and loses a Hit Point.

    One might think this would result in everyone of the other alignments stopping by to gather rocks. It is true that this does happen when a Neutral, (on the Lawful/Chaotic axis,) creature wants aid against Chaos, but Lawful characters cannot remove even the dust from this site.

    When a Lawful creature comes into possession of, or even into proximity of, such a stone, the creature feels an overwhelming need to return the stone to its proper place.This compulsion may be put off for a time, but eventually the Lawful character must submit unless some agency moves the stone more than a mile from the afflicted creature.

    The Lawful creature who sees such a stone will know its location if it is within a mile of him and seek to possess it or to guide its owner to restore it to its proper place. Such a stone will guide the Lawful creature back to the exact spot from which the stone was removed.

    The compulsion is similar to a Geas spell, except that a creature may give the stone to another Lawful creature if the original holder is incapable of completing the quest, (illness, infirmity, inability to leave a particular location due to natural limits, etc.)

    If the avatar of a god of Law appears on the material plane, it will very likely be on this spot. For this reason, many Lawful cults maintain shrines near, but not on, this Holy, (Axiomatic?) ground.



    Spoiler: The Lignins
    Show


    These true neutral humanoid-shaped beings are treelike plants with relatively smooth and supple bark for skin and leaflike hair which grows on their heads and shoulders. Fools sometimes associate these creatures with treants, but they are unrelated. Indeed, as the two types of creatures compete for habitat, there is a natural antipathy between them, (although this seldom results in outright hostility, both species being generally pacifists unless provoked.)

    Lignin biology is strange from a mamalian perspective. Each begins as a nut on a Mother Tree. They are planted and tended for their first few years until at about three years of age the sessile Seedling begins to move, eventually pulling its roots from the ground, becoming a free-moving lignan Sapling.

    Motile lignins feed by standing in compost. They lack mouths, and 'speak' via a complex gestural language and chemical pheremones. Their communities center on a single Mother Tree whom they defend against all threats. The Mother Tree is sessile, but coordinates and controls her community through pheremones in a manner similar to the queen of insect colonies.

    Lignins craft tools of stone and wood, (of a different species.) They never use fire or metal, but they do on occasion use animal by-products such as leather and sinew. Clothing is also never used.

    Most lignins are male, with fewer than 1 in 30 being female. As saplings there is nothing to distinguish which are female until she begins to bud. At that point mature males begin to compete for her affection. When her first blooms begin to open she selects one or more males to fertilize her flowers, at which point they leave their Mother Tree to found a new colony, typically distant enough that they do not compete with other lignans for resources.

    When the female finds a spot she likes, or biology forces her to do so, she roots in place becoming to all appearances a tree. Her male(s) tend her and garden the area around her both to please her aesthetically and to provide compost for her sustenance and for the planting of her seeds. Thereafter she becomes a Mother Tree with a potential life span in the thousand year range. Young Mother Trees produce flowers in abundance, but only a few are planted because of the labor involved in raising saplings and to limit resource consumption. Mature Mother Trees produce only a handful of fertile nuts per season, while elderly MotherTrees, with lightning blasted stumps, beetle-infested bark, and dying branches produce only one fertile nut every few years. These late blooms produce higher percentages of female nuts.

    Males only root as seedlings, and usually only live for a dozen or so decades. A male who has no Mother Tree to tend will die in a matter of years unless he finds a new Mother Tree to tend. Males are always gardeners, but will fiercely defend their Mother Tree at all costs, unless they have a female sapling to tend, in which case they will abandon the Mother Tree to found a new community in a location far from danger.

    Traveling lignins are either hunting parties seeking resources for their community or they are males escorting a female to her new home.

    Spellcasting lignins are always male, and they are always druids.

    Spoiler: The Great Mother Tree
    Show


    Whether an ascended ancestral spirit or a creator deity, the Great Mother Tree is the goddess of lignans. She is TN and so are her non-lignan followers who are almost always druids.

    While her primary concern is for her chosen race, she is also a fierce defender of natural woodlands and a foe to those who despoil forests. She does not object to sustainable forestry practices, and instructs her druids in the art of wild cultivation. This is the practice of planting what you reap. A blackberry harvest, for example, is followed by planting blackberry seeds. In this way the forest remains strong and provides for all.

    When a mature female lignin is attacked the entire colony rises to her defense, but the attacker risks rousing the anger of the Great Mother Tree. In times past entire castles have been crushed under the weight of strangling vines, planted fields have failed to grow, and blights pestillence have afflicted granaries and storehouses. In one tale a Mother Tree was harvested for lumber, but the village which used the wood was eaten by an invasion of boring beetles which turned all the non-living wood in the region to dust.

    The Great Mother Tree does not involve herself in Celestial politics, but readily allies with other deities of Nature when confronted by destroyers.


    Spoiler: The King of the Forgotten Forest
    Show

    Legends tell of a king who foolishly deforested his land to build ships. His people became impoverished when the denuded soil washed away in the rain, mud-filled streams and ponds became stagnant, and the winds blew the drying dust into the sky to be carried away forever. When the king returned from his campaign just a few short years later he discovered his once lush and well-watered kingdom an empty desert with towns and villages crumbling andburied beneath the grit blowing across the wasteland.

    His victorious army called him cursed, and abandoned him, and he wandered the waste seeking, but not finding, any living soul to tell him what happened. Finally he came upon a promontory from which he could see large tracts of his former kingdom, bare, battered, and windblown beneath him. Abandoned, powerless, hopeless, he resigned himself to abandoning his former kingdom, but as he turned to leave he discovered behind him a massive tree with small, tooth-edged leaves and billions of tiny pink flowers. He paused to stare at the apparition, and never moved again.

    The huge tree swayed in the wind, whispering, "No, you will not abandon your kingdom. You will not close your eyes to the fruits of your labor. Here you shall stand, watching over your kingdom until it flourishes once again."

    You can still see him if you dare to brave the deserts of The Blighted Lands: the only tree within hundreds of miles, standing on the edge of a promontory, half-dead, twisted and shaped by the winds which never cease, scouredby ages of sand. You'll know it when you see it because its sap is human blood.
    Last edited by brian 333; 2018-01-16 at 12:33 PM.

  9. - Top - End - #69
    Dwarf in the Playground
     
    MindFlayer

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    Default Re: Creating new gods for Pyria - all ideas and suggestions welcome.

    Quote Originally Posted by brian 333 View Post
    Spoiler: The Ancient Throne
    Show


    In the exact center of the world an ancient tower of stone was a throne for an unknown god of Law. It is the founndation of the world; the point to which all reality is attached. Some say that should this throne ever be destroyed the world will break apart and be flung back into Chaos.

    The tower itself is a massive plug of basalt from which the surrounding ground has eroded. Faults within the monolith have given it a vague resemblance to a chair as it shifted over time. Or it may have been created as it is because a god wanted a comfortable place to rest.

    Creatures of Chaotic alignment feel uncomfortable and suffer a -2 Morale penalty to all die rolls while in line of sight of the tower. Each round such a creature is in even momentary physical contact with even a sliver of the stones of this tower, the Chaotic creature feels intense pain and loses a Hit Point.

    One might think this would result in everyone of the other alignments stopping by to gather rocks. It is true that this does happen when a Neutral, (on the Lawful/Chaotic axis,) creature wants aid against Chaos, but Lawful characters cannot remove even the dust from this site.

    When a Lawful creature comes into possession of, or even into proximity of, such a stone, the creature feels an overwhelming need to return the stone to its proper place.This compulsion may be put off for a time, but eventually the Lawful character must submit unless some agency moves the stone more than a mile from the afflicted creature.

    The Lawful creature who sees such a stone will know its location if it is within a mile of him and seek to possess it or to guide its owner to restore it to its proper place. Such a stone will guide the Lawful creature back to the exact spot from which the stone was removed.

    The compulsion is similar to a Geas spell, except that a creature may give the stone to another Lawful creature if the original holder is incapable of completing the quest, (illness, infirmity, inability to leave a particular location due to natural limits, etc.)

    If the avatar of a god of Law appears on the material plane, it will very likely be on this spot. For this reason, many Lawful cults maintain shrines near, but not on, this Holy, (Axiomatic?) ground.



    Spoiler: The Lignins
    Show


    These true neutral humanoid-shaped beings are treelike plants with relatively smooth and supple bark for skin and leaflike hair which grows on their heads and shoulders. Fools sometimes associate these creatures with treants, but they are unrelated. Indeed, as the two types of creatures compete for habitat, there is a natural antipathy between them, (although this seldom results in outright hostility, both species being generally pacifists unless provoked.)

    Lignin biology is strange from a mamalian perspective. Each begins as a nut on a Mother Tree. They are planted and tended for their first few years until at about three years of age the sessile Seedling begins to move, eventually pulling its roots from the ground, becoming a free-moving lignan Sapling.

    Motile lignins feed by standing in compost. They lack mouths, and 'speak' via a complex gestural language and chemical pheremones. Their communities center on a single Mother Tree whom they defend against all threats. The Mother Tree is sessile, but coordinates and controls her community through pheremones in a manner similar to the queen of insect colonies.

    Lignins craft tools of stone and wood, (of a different species.) They never use fire or metal, but they do on occasion use animal by-products such as leather and sinew. Clothing is also never used.

    Most lignins are male, with fewer than 1 in 30 being female. As saplings there is nothing to distinguish which are female until she begins to bud. At that point mature males begin to compete for her affection. When her first blooms begin to open she selects one or more males to fertilize her flowers, at which point they leave their Mother Tree to found a new colony, typically distant enough that they do not compete with other lignans for resources.

    When the female finds a spot she likes, or biology forces her to do so, she roots in place becoming to all appearances a tree. Her male(s) tend her and garden the area around her both to please her aesthetically and to provide compost for her sustenance and for the planting of her seeds. Thereafter she becomes a Mother Tree with a potential life span in the thousand year range. Young Mother Trees produce flowers in abundance, but only a few are planted because of the labor involved in raising saplings and to limit resource consumption. Mature Mother Trees produce only a handful of fertile nuts per season, while elderly MotherTrees, with lightning blasted stumps, beetle-infested bark, and dying branches produce only one fertile nut every few years. These late blooms produce higher percentages of female nuts.

    Males only root as seedlings, and usually only live for a dozen or so decades. A male who has no Mother Tree to tend will die in a matter of years unless he finds a new Mother Tree to tend. Males are always gardeners, but will fiercely defend their Mother Tree at all costs, unless they have a female sapling to tend, in which case they will abandon the Mother Tree to found a new community in a location far from danger.

    Traveling lignins are either hunting parties seeking resources for their community or they are males escorting a female to her new home.

    Spellcasting lignins are always male, and they are always druids.

    Spoiler: The Great Mother Tree
    Show


    Whether an ascended ancestral spirit or a creator deity, the Great Mother Tree is the goddess of lignans. She is TN and so are her non-lignan followers who are almost always druids.

    While her primary concern is for her chosen race, she is also a fierce defender of natural woodlands and a foe to those who despoil forests. She does not object to sustainable forestry practices, and instructs her druids in the art of wild cultivation. This is the practice of planting what you reap. A blackberry harvest, for example, is followed by planting blackberry seeds. In this way the forest remains strong and provides for all.

    When a mature female lignin is attacked the entire colony rises to her defense, but the attacker risks rousing the anger of the Great Mother Tree. In times past entire castles have been crushed under the weight of strangling vines, planted fields have failed to grow, and blights pestillence have afflicted granaries and storehouses. In one tale a Mother Tree was harvested for lumber, but the village which used the wood was eaten by an invasion of boring beetles which turned all the non-living wood in the region to dust.

    The Great Mother Tree does not involve herself in Celestial politics, but readily allies with other deities of Nature when confronted by destroyers.


    Spoiler: The King of the Forgotten Forest
    Show

    Legends tell of a king who foolishly deforested his land to build ships. His people became impoverished when the denuded soil washed away in the rain, mud-filled streams and ponds became stagnant, and the winds blew the drying dust into the sky to be carried away forever. When the king returned from his campaign just a few short years later he discovered his once lush and well-watered kingdom an empty desert with towns and villages crumbling andburied beneath the grit blowing across the wasteland.

    His victorious army called him cursed, and abandoned him, and he wandered the waste seeking, but not finding, any living soul to tell him what happened. Finally he came upon a promontory from which he could see large tracts of his former kingdom, bare, battered, and windblown beneath him. Abandoned, powerless, hopeless, he resigned himself to abandoning his former kingdom, but as he turned to leave he discovered behind him a massive tree with small, tooth-edged leaves and billions of tiny pink flowers. He paused to stare at the apparition, and never moved again.

    The huge tree swayed in the wind, whispering, "No, you will not abandon your kingdom. You will not close your eyes to the fruits of your labor. Here you shall stand, watching over your kingdom until it flourishes once again."

    You can still see him if you dare to brave the deserts of The Blighted Lands: the only tree within hundreds of miles, standing on the edge of a promontory, half-dead, twisted and shaped by the winds which never cease, scouredby ages of sand. You'll know it when you see it because its sap is human blood.
    The three chunks of material you have here are all interesting but its "The King of the Forgotten Forest" that really captured my imagination. I love the imagery of a lone tree surrounded by desert winds and weeping crimson sap from its knots and pores.
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  10. - Top - End - #70
    Barbarian in the Playground
     
    HalflingPirate

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    Default Re: Creating new gods for Pyria - all ideas and suggestions welcome.

    Any nature deity could do it. For images see desert bristlecone pines. They would have given the cubist artists nightmares.

    Feel free to suggest topics. Meanwhile, thematic magic items!

    Spoiler: Swords of Lepra
    Show

    In tombs and catacombs everywhere the dead lie sleeping, tended by the living dead: lepers and others so disfigured the living cannot abide the sight of them. But only fools risk robbing the dead because the guardians are armed with unimaginably horrible weapons.

    The Swords of Lepra have lain in ancient tombs for ages, and many are so ancient they are made of bronze. (Bronze weapon penalties apply.) The swords are corroded, bent, dulled, or layered in verdigris. Many still bear jewels, but most are missing some or all of tbe magnificent gems which once adorned them.

    These weapons most often have no magical enhancements, and indeed may have to hit and damage penalties, reduced hardness and hit points, etc.

    But these weapons need only touch their foe to slay him. These weapons inflict Mummy Rot on any target they touch as if actually touched by a mummy. Even handling the weapon can be dangerous except to those who bear Lepra's Kiss.


    Spoiler: Malikzca's Wings
    Show

    What appears to be a fine leather cloak stitched in scale-like patterns is actually an artifact crafted by the followers of Malikzca. Each cloak is in the color of one of the dragon subtype, and offers DR 5 versus that dragon's energy. Thus a white cloak would resist cold, a fed cloak fire, a black cloak protects against acid, etc.

    When properly invoked this cloak unfolds, revealing L sized wings which allow the wearer to fly as the wizard spell cast by a level 12 arcane caster.



    Spoiler: Bowl of Dreams
    Show

    These clay or earthenware bowls are powerful, but somewhat unpredictable, scrying devices. They are usually adorned in simple patterns, with a recurring motif of concentric circles the most common design.The clerics of Inari create these items to commune with their god, but it is a powerful aid to any character capable of scrying.

    To activate the device one need only fill it with water and wait for the surface to become still. Any who look into the bowl can begin to see what apppears to be glimpses into his future. These random images never repeat, exactly, and over time one learns these are not true futures but future possibilities which may never come to be.

    Clerics of Inari use these bowls to commune with their god. They allow him to guide these dreams and over time gain insights which aid them in predicting the future. For example, should a cleric see repeated, but slightly different, scenes of an event he can piece together the common shards and develop an increasingly accurate idea of what is to come.

    For those who can scry, these bowls are powerful but fickle tools. Any attempt to control what the bowl displays requires a Will check. Failure indicates the bowl displays only random images, but success allows the character to scry as with a Crystal Ball, with up to a +5 bonus, (depending on the bowl.)
    Last edited by brian 333; 2018-01-17 at 09:46 AM.

  11. - Top - End - #71
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    Default Re: Creating new gods for Pyria - all ideas and suggestions welcome.

    I can easily see the Sword of Lepra being given to every doomed soul that joins Lepra's legion. A mummy rot blade? That's good stuff!

    The wings could easily work in the game as well!
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

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  12. - Top - End - #72
    Barbarian in the Playground
     
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    Default Re: Creating new gods for Pyria - all ideas and suggestions welcome.

    Yeah, I'd have random old junk scattered around and spend a moment describing the ancient weapon, then make the guy who grabs it make a save...

    But I'm mean like that.

    You never said, but the implication is that enough people are afflicted that there is a deity of the disease. These folks might live in colonies located in or near burial sites, serving as morticians in exchange for pennies and trinkets. What better way to protect your dead?


    Spoiler: Crystal Hourglass
    Show

    What at first appears to be a dumbell shaped multifaceted crystal suspended in a mithril cage proves to be a powerful relic consecrated by the cleric of Valax. Within the apparently solid crystal are two spheical hollows connected by a tiny aperture which allows a granular-appearing liquid-like substance to slowly dribble between the two when the object is inverted.

    It is, of course, an hourglass of great power. The owner of such a device need only touch it to know the exact time. Using tbe power of the glass one can speed and slow time, or even stop it for a moment. Each use of the spell-like powers of this glass consumes some of the substance within, which is Elemental Time, (in tbe same way a bucket of water or a torch relate to their respective elements.)

    Any attempt to open the crystal or dismount it from its frame destroys the item, allowing the material within to escape. Only clerics of Valax can manipulate and control the material, and then only by the favor of their god.



    Spoiler: Miira's Gifts
    Show

    An exquisitely carved obsidian figurine of a scorpion bears a diamond stinger and claws. Its value in materials alone is well over 1000gp, and its detail and precision of craftsmanship could multiply this value by ten or more. It never appears to be magic because it bears an aura of undetectability.

    These items are created by the clerics of Miira to lure the unwary into the wilderness to their death. When alone with the figurine the victim begins to hear an indistinct whispering voice. The voice can never be heard except by the intended victim, and it will not speak even to him when others are near. Exactly where the whisper originates can only discovered by holding the figurine near one's ear. Eventually, if the owner keeps listening, the voice can be heard to be muttering about finding its lost treasure.

    At this point the victim can begin to have a conversation with the scorpion, in which it describes the vast wealth that awaits in a secret oasis. It can even give directions to find it, but it absolutely forbids companions, and will stop speaking, (but continue murmuring,) if the owner refuses to comply.

    When finally in the desert, the scorpion will insist it must lead the way and when placed on the ground it will scuttle away at a normal human walking rate, but without a break, until the owner is fatigued. At this point it will stop and wait to be picked up.

    "I've found my treasure!" It will whisper as it strikes the victim in the ear. The poison does Con damage, and the scorpion will continue to strike until it is destroyed. A side effect of this poison is hallucinations. Should the victim survive it is virtually certain another attempt will be made on his life.

    Spoiler: DM Notes
    Show
    This item is always directed to a specific victim by the cleric of Miira. Any number of intermediaries may handle the item without triggering its powers.

    Last edited by brian 333; 2018-01-17 at 06:37 PM.

  13. - Top - End - #73
    Dwarf in the Playground
     
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    Default Re: Creating new gods for Pyria - all ideas and suggestions welcome.

    Okay! This one I'm excited to share with you.

    Combining

    Spoiler: Andrigor
    Show
    Quote Originally Posted by Hazeeb View Post
    INTERESTING! This make me think of a ginormous Gibbering Mouther! To think that both Aboleth and Illithids were unable to prevent it from spreading. This seems like another excellent item for The Long Night.



    Its more an exercise for fluff building. For instance I really found the term "The Glass Man" intriguing. Is there more to that?

    Is the presence of Andrigor -a wraith over one's shoulder- only visible in mirrors?

    Does acknowledgement of his worship drive the follower insane over time?

    How much power over dreams DOES he have? Does he have a physical or demi-plane where he resides? The Plane of Dream/Dreamlands?

    It feels like the nature of him in your description is more Neutral Evil than True Neutral. Thoughts?

    How "minor" are the rulers?

    I love the idea of an asp being his sacred animal, but why the lance? Any particular reason for such a large weapon?
    Quote Originally Posted by Jackalias View Post
    Is there a format these should be in? Anyway here's my contribution.

    Andrigor: [dreams, ambition, madness, mirrors]
    The Kingmaker, the Glass man, the Caligula.

    Adjective: Andrigorian
    Home: mirrors and minds
    Alignment: true neutral
    Worshipers: typically minor rulers, albeit rarely openly.
    Cleric alignments: everything
    Domains: dreams, ambition, madness, mirrors
    Favored weapon: Lance
    Symbol: a purple crystalline crown
    Sacred animal: asp or other poisonous snakes.
    Sacred colors: purple and silver

    An enigmatic and inscrutable god. To the uninitiated Andrigor appears as a crowned wraith lurking over their shoulder. However to the devout Andrigor begins to take on the appearance of the individual worshiper. Eventually passing on the mantle of God to whoever desires it most.
    Quote Originally Posted by Jackalias View Post
    Its more an exercise for fluff building. For instance I really found the term "The Glass Man" intriguing. Is there more to that?
    "Aside from the fact the Andrigor resides in mirrors and I liked the name? Perhaps the fact that Andrigor operates through mortal hosts makes him a good bit more fragile than other gods."

    Is the presence of Andrigor -a wraith over one's shoulder- only visible in mirrors?
    "That was my intention yes."

    Does acknowledgement of his worship drive the follower insane over time?
    "No, but the god is quickly driven mad by the role. Necessitating the frequent changing of the mantle of Andrigor."

    How much power over dreams DOES he have? Does he have a physical or demi-plane where he resides? The Plane of Dream/Dreamlands?
    "The dreamlands sounds good. A place where strength of will is the only thing that dictates what is real would definitely appeal to all of his followers."

    It feels like the nature of him in your description is more Neutral Evil than True Neutral. Thoughts?
    "My idea was that part of being the god of ambition involves fostering ambition in others in addition to achieving ones own goals. So in areas that worshipped Andrigor there would be plenty of backstabbing, but also social mobility and freedom. That and madness isn't so much evil as incomprehensible and lacking morals altogether, maybe chaotic neutral would be more fitting, or even variable given how often who Andrigor is changes."

    How "minor" are the rulers?
    "Anyone with a higher position to aspire to, from a lowly Baron to the crown prince."

    I love the idea of an asp being his sacred animal, but why the lance? Any particular reason for such a large weapon?
    "I had this Vision of a knight unhorsing the king at a tourney, that and the whip was already taken. That and such a nonsensical weapon fits the god of madness, no? My other idea for a sacred animal was the humble mayfly, given how often Andrigor's host changes, maybe that could be a title?"

    I initially tried to keep my descriptions a bit vague since this is your world we're talking about. But if you have any other questions I would gladly answer them.

    Note: this has been edited several times, either for spelling errors or additions.
    Quote Originally Posted by Jackalias View Post
    I think I was a bit unclear about how I envision Andrigor operating so I'm gonna try to clear it up. Andrigor is normally confined to his home plane of the Dreamlands, but can appear to people through mirrors and in their dreams. When he wants to make a physical appearance however, he must empower a mortal through his crown. This gradually assimilates them into becoming a part of Andrigor, at which point a new host is sought out, beginning the process anew.


    ...with...

    Spoiler: The Book Of Supreme Darkness
    Show
    Quote Originally Posted by ArlEammon View Post
    The Book Of Supreme Darkness

    This is the very first Book Of Vile Darkness ever created. It was created Aeons ago, some say by Asmodeus himself, or even some kind of Yugoloth. The Book is Neutral Evil, the Domains are Evil, Darkness, Magic, Knowledge, Planning, and Death. It's Portfolio is Evil (Of any kind). It has a history of surviving destruction by superior beings. In previous iterations, the supreme god or gods of entire pantheons have come together to destroy it once and for all, only for it to appear centuries later. The Book is alive, extremely intelligent, and some believe it is the origin of all evil.


    Name: The Book Of Supreme Darkness
    Home: The Material Plane (hidden)
    Alignment:Neutral Evil
    Worshipers: typically minor rulers, albeit rarely openly.
    Cleric alignments: Any Evil
    Domains: Evil, Darkness, Magic, Knowledge, Planning, Death
    Favored weapon: Dagger
    Symbol:A ruby hilt dagger
    Sacred animal: A Blackwidow Spider
    Sacred colors: Crimson Throne
    Quote Originally Posted by ArlEammon View Post
    The Book Of Supreme Darkness is not just a "Deity", it's also a Patron of many evil warlocks. Most of the time, a Warlock has to come into contact with either Book Of Supreme Darkness it'self, or the Book Of Vile Darkness. The Book Of Supreme Darkness will then contact the Warlock and ask if the Warlock needs a Patron. An evil or particularly evil magic user will invariably say yes, and thus gain much power. Some claim that you can achieve god hood as an evil deity with The Book Of Supreme Darkness'es aid, and indeed, there might be some evidence that this is the case.


    ...gives us the following...


    Spoiler: Andragol, The Whisperer in Glass
    Show

    Andragol
    The Dread Reflection, The Dreaming King

    Home: The Dreamlands
    Alignment: Neutral Evil
    Worshipers: Warlocks, Wizards, Summoners,
    Cleric alignments: Any Evil
    Areas of concern: Magic, Evil, Mirrors, Nightmares, Arcane Knowledge
    Domains: Knowledge, Magic, Evil, Dream, Death
    Subdomains: Education, Greed, Murder, Nightmare
    Favored weapon: None
    Symbol: Grey crown with vivid red cracks above an open face tome with crimson pages
    Sacred animal: Owl
    Sacred colors: Red, Purple and Grey

    Andragol, a spiteful and greedy being, attempted a ritual to gain the powers of a deity. Very close to success, saboteurs caused the ritual to fail, and Andragol's physical form was utterly destroyed. Its essence ejected from the material world and scattered across the planes. Andragol found some of its essence within the realm of dreams and, over many centuries, reformed itself by creeping into the dreams of mortals. In time those it influenced grew numerous enough to raise Androgal to deific status, but never would they set foot in the material plane.

    Those that wish to gain power (magical or mundane), seek forbidden knowledge or commit murder for selfish gains are known to follow Andragol. These followers are usually ruthless nobles, over ambitious mages or those who commit murder for selfish gains.

    Contact with Androgal happens most frequently in the Dreamlands where it maintains a demiplane called the Phrontisterion. This massive library containts countless volumes of knowledge. Those that visit may seek advice from Androgal itself but will find themselves ignored unless they can pique the deities interest with personal secrets, dastardly plots or pledging to undertake a quest of Androgal's choosing.

    Andragol may come in either male or female forms, and only manifests in dreams, The Dreamlands itself, and mirrored reflections. Each one is unique to the warlock or worshiper, but always they assume an awe inspiring and often horrific visage. It is unknown what Andragol's original mortal race was, or if they were male or female. Such knowledge has been lost to the realm of nightmares for countless generations. Andragol cannot manifest beyond the Dreamlands except in the reflection of a worshiper. Andragol will initially appear several feet behind the worshipers reflection but may approach to whisper secrets into their ear. To listen too long is said to court hubris and madness for the listener.

    Spoiler: Andragolís Curse; The Quest for the Anathema Archive
    Show


    A powerful wizard in their own right, Andragol amassed a powerful collection of spell knowledge and theory known as The Anathema Archive. Upon Andragol's destruction the book was scattered throughout the planar realms. Two hundred and forty three fragments lurk in various forms across the planes, ranging from single pages, to scrolls, to tablets, to runic inscriptions upon weapons, locations and even people as birthmarks. When successfully read, the curse (see below) burns away in a puff of purple smoke.

    Upon encountering and reading a forbidden fragment, the target must make a DC Will save 18 or be affected by the effects of a Lesser Geas-Quest to recover additional fragments. The bearers of this curse may feel a subtle pull in the direction of the nearest fragment or begin manifesting dreams and visions of a particular location or individual. Bearers of this curse feel as though they have lost something important, and many are compelled to artistically recreate the person or place visited to their dreams in an attempt to remember it. If the closest fragment is on another plane, the geas will point the target to the nearest portal connecting to that plane.

    Those that are aware of the curse and embrace it actively follow these dreams or visions to their next target. If one bearer of the curse kills another bearer, the fragments are automatically transferred to the attacker. If the target is killed by one not affected by the curse, that person must succeed at a DC Will save of 18 or assume the curse. If a vassal is destroyed by natural means, and the knowledge goes unclaimed for one hour, the fragments randomly scatter across the planes to new locations. If identified, a Remove Curse spell will expel the fragment into the planes to a random location.

    Unlike most curses, collecting fragments grants benefits to the target. The benefits last as long as the target has a collection of fragments.

    Collecting 25 fragments grants a miscellaneous +1 on all Knowledge skill checks. This bonus stacks to a max of +9 for every 25 fragments. In addition, you treat all Knowledge skills as class skills.

    Collecting 50 fragments grants grants the target Remote Viewing (Sp): You can use clairvoyance/clairaudience at will as a spell-like ability twice per day (cast as a 5th level wizard) You can use this ability for a number of rounds per day equal to every additional fragments the target collects. These rounds do not need to be consecutive.

    Collecting 75 fragments grants grants the target the Lore Keeper (Sp) ability: You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your Wisdom modifier.

    Collecting 100 fragments grants the target the ability to cast Mageís Magnificent Mansion once per day as a spell like ability.

    Collecting 150 fragments grants the target SR of 15+ character level.

    Collecting 200 fragments grants the target +5 Intelligence score bonus.

    When all 243 fragments are collected by one individual will be compelled to assemble a tome and record every fragment they have gathered in a custom tome worth 15,000 GP. Upon completion the tome automatically assumes the full powers of The Anathema Archive.

    (DM note: For every NPC or monster encountered with the curse, roll 1d8 to see how many fragments they possess. This does not force the PC to make additional saves if they kill another cursed target.)




    I'm actually a little frustrated with myself. This deity has a LOT of possibilities but I may not have delved deep enough into what makes them tick and their origins. Anyone want to add to or refine the fluff?
    Last edited by Hazeeb; Yesterday at 09:45 AM.
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  14. - Top - End - #74
    Barbarian in the Playground
     
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    Default Re: Creating new gods for Pyria - all ideas and suggestions welcome.

    Spoiler: The Mirrors Of Andrigol
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    Somewhere in the realm of Dreams is the Palace of Nightmares. This is in part literal as the night hags which serve Andrigol keep their mounts stabled here to dine on those hopeless souls which come to this palace of horrors. One of these horrors is the Hall of Mirrors, in which a person can wander, forever meeting only distorted reflections of himself, catching occasional glimpses of loved ones, acquaintances, or even just another person. But all attempts to catch up to them are futile; they vanish, sometimes instantly, others after long efforts to track the reflection back to its source.

    There are, scattered about the material plane, a few dozen panes from this Hall of Mirrors. Mirrors which at first appear to be scrying devices.

    They will serve as such, even granting an Insight bonus of +2 Wisdom. But over time the scryer will become more dependent upon the mirror. Each use of the mirror forces a Wisdom check, and failure transfers one point of the character's wisdom to the mirror. So long as the owner continues to consult the mirror daily, this will have no negative effects, unless the mirror is destroyed. But the Wisdom check must be made for each use, potentially causing another Wisdom point to be transferred to the mirror. When the character's wisdom would drop below 3 the character's soul is drawn into the mirror, to wander the Hall of Mirrors until consumed, given a task to accomplish by Andrigol, or rescued by more wary friends.

  15. - Top - End - #75
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    Default Re: Creating new gods for Pyria - all ideas and suggestions welcome.

    Feel free to steal or not steal all of this ****.
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