


       THE  GREAT  NET  PANTHEON
       =========================

 Version 3       23/9/93

 Introduction.

 I first started to compile this work in June 1992. At the time I was 
beginning to put together a new gaming world for my own use. I had written
some new deities for this world called Ogygia, but was beginning to run short
of inspiritation. Thus, I asked for help from the contributors to the ADND-L
(ADND-L@UTARLVM1.UTA.EDU) and Forgotten Realms (REALMS@OSSI.COM) lists.
I decided that it would be a good idea to share these new Gods, Goddesses,
and Demi-Gods with other list members, and so the Great Net Pantheon came
into being. 
 It has taken well over a year to reach this stage and yet it is still not 
complete; in fact it will never be complete as long as the creativity and the 
imagination of other list members continues to create new deities.
 I hope you enjoy this work, and that it proves useful and inspirational to
you. 
 I will be trying to improve and expand this work in subsequent versions, so
if you have any comments, advice, corrections (especially spelling), or
contributions, then please send them to me at the following address:
    
    ZA9ZA03@UK.AC.MMU 
or  ZA9ZA03@UK.AC.MANCHESTER-METROPOLITAN-UNIVERSITY

		       Steven R. Hamby.   13/12/92
		      

  About the Great Net Pantheon.

  I have formed this work is into two major parts and an appendix. 
 The first part deals with the new Gods that people have created for use 
within their games of ADND. Though grouped alphabetically, they will be cross 
referenced by spheres of control to make choice of deity simple and quick.
This section also includes the re-writes of some of the Demons and Devils of
the first edition Monster Manual as deities. I did this for those who would
like to see these beings "reborn" in the second edition game.
In many cases it will not state a power level for a particular deity as I 
believe it up to the individual GM to decide how strong he/she would be in 
their world. For instance, in a mainly agricultural society Frethenti would 
be classed as a Greater Deity, whilst in a war-like society he would only be
classed as a Lesser Deity.
 The second part will consist of existing deities that people have re-written
or updated for use in their campaigns. These are again grouped by author, but
are not cross referenced as there are in some cases two re-writes of the same
deity.
 Finally, the appendix contains a light-hearted list of Gods who have strange
worshippers and followers. This is included for those who wish to try to
put some humour into their campaigns; though I'm not guarenteeing that these
will work.

  Contributors to the Great Net Pantheon
  ======================================

Brian Baker       brianj@morekypr.bitnet
		  Frenzick the Wild

Del Hart          hart6686@edu.plattsburgh.cc.splava
		  Vofos

"Ristonofer"      menery@galt.osd.mil
	       or menery@mil.osd.gn7cg.anthem
		  His whole pantheon of deities

Petri J. Kokko    pkokko@fi.hut.vipunen
		  The Seasons

Ethan Roe         roeeb@morekypr.bitnet
		  Gilveus, Pimpliel, Terra, Treaton

"Grabbit"         mblank@utvvm.bitnet
		  Garjarvan

Tim Larson        tel002@acad.drake.edu
		  Re-written FR, Greek, Norse
		  and non-human priesthoods

"Grim Reaper"     scythe@u.washington.edu
		  Orin

Reid Bluebaugh    c2mxblu@fr.towson.edu
		  Re-written Moradin

Beth Gaynor       bgaynor@csi.compuserve.com
		  Re-written Lathander, Oghma, Mystra, Sune, and Tempus

Daniel Waisley    lglumka@oak.grove.iup.edu
		  The Screwy Gods

"Mylok Stormhand" tschadl1@ithaca.bitnet
		  The Screwy Gods

"Adelheyde"       mfassben@ucs.indiana.edu
		  The new Cthulhu mythos
		  Setesh

"Joe"             phy_shaffer@exodus.valpo.edu
		  Neodig Beowulf

Darrin E. Meade   may be contacted via phy_shaffer@exodus.valpo.edu
		  Zattaze

"Nixit"           adamri@morekypr.bitnet
		  Delusha 

Steven Lawley     u0e00@seq1.keel.ac.uk
		  Orcus priesthood

  THE NEW DEITIES.
  ================

Adventurers    Lukane
Agriculture    S'yl
Air            Elondar
Animals        Bhon, Geryon
Art            Deneir
Bards          Garjarvan, Rushlyn, Tilvaretu
Beserkers      Frenzick
Birds          Elondar
Chaos          Geryon, Zattaze
Crops          Frethenti
Darkness       Da,har Su'revar
Dead, the      Eregul
Death          Eregul, Ulbreg
Despair        Dispater
Destruction    Tabrahil, Setesh
Disease        Aphyx
Drow           Pimpliel
Duty           Ibrahil
Dwarves        Albrecht, Tobrig, Ulbreg
Elves          Elondar, Tilvaretu
Evil           Asmodeus
Exploration    Albrecht
Farming        S'yl
Fate           Lyganver
Fields         Frethenti
Foresight      Delusha
Forestry       Orion
Forests        Brogine
Gamblers       Lukane
Harmony        Lisori
Harvests       Frethenti
Healing        Lor, Manitaga, Treaton
Hunting        Orion
Justice        Ibrahil
Knowledge      Nethlar, Vofos
Land, the      S'yl
Lies           Baalzebul
Life           Flor, Treaton
Light          Orin
Love           Lisori
Loyalty        Ibrahil
Luck           Lyganver
Luck, good     Lukane
Mages          Kaeal
Magic          Albrecht, Kaeal
Martyrs        Manitaga
Metalwork      Tobrig
Mining         Tobrig
Mind, the      Neodig beowulf
Mischeif       Azril
Music          Rushlyn, Tilvaretu
Musicians      Rushlyn
Nature         Brogine, Treaton
Night          Da'har Su'revar
Obedience      Ibrahil
Pain           Gilveus
Peace          Lisori
Pestilence     Aphyx
Poetry         Rushlyn
Prophecy       Othmus
Psionics       Neodig Beowulf
Seasons        The Seasons
Seduction      Terra
Shades         Da'har Su'revar
Sky            Elondar
Spells         Zattaze
Storms         Tabrahil
Strength       Cyr
Sun            Delusha
Symbols        Deneir
Temptation     Terra
Theives        Da'har Su'revar, Pimpliel
Torture        Gilveus
Travellers     Garjarvan
Trickery       Azril
Trolls         Gadraka
Undead         Orcus
War            Creegus, Hubris, Ulbreg
Wanderers      Vofos
Water          kir
Weather        Elondar, Tengri
Writings       Deneir


Albrecht, Dwarven God of Magic

Armour class : -3         Hit points : 154
Attacks : 2               Damage/attack : 1d10 +5 + str. bonus
Move : 12                 Size : M (4')
Magic resist. : 75%       Alignment : NG
Worshippers : unknown     Symbol : 8 pointed silver star
Plane : unknown
W: 15  P: -  M: 22  R: 11
S: 23  I: 25  W: 20  D: 21  Co: 24  Ch: 22 (25)

 Albrecht (in my world) was the original God of the Dwarves, responsible for
the creation of the race and the definition of their ethics. He was also the
God of dwarven magic, which was totally different from that of the magic of 
the
Elves (which later races such as humans learnt to call their own). Dwarven
magic dealt with two principles, those of contagion and sympathy. Simply 
stated
these laws are:
  Contagion - once together, always together.
  Sympathy  - like objects will always react in a like manner.
 Albrecht was also inflicted with wanderlust and loved to explore the known
worlds and planes of existance. He was also responsible for the discovery of
new planes of existance and it was whilst exploring a new world that he found
a gateway through to a new world. Albrecht entered this new world and was 
never
seen again, though it is still beleived that he will return one day.
 After the loss of Albrecht Dwarven magic went into decline, until in this age
it is completely unknown.
 Albrecht was described as a tall but thin dwarf with silver hair and grey
eyes. His favourite weapon was an adamantite and silver club which was
equivalent to a +5 defender.
 Rumours of appearances of Albrecht have been reported many times since his
disappearance, but none have been proved. It is said by some that he is still
around but has been profoundly changed by his experiences and is now 
reclusive,
only appearing in times of great need.

Asmodeus the Devil Lord

Armour class : -7         Hit points : 199
Attacks : 2               Damage/attack : 4-16 +4 + str bonus + special
Move : 12" / 24"          Size : M (6'6")
Magic resist. : 90%       Alignment : Lawful evil
Worshippers : Any evil    Symbol : Ruby rod
Plane : Nine hells
W: 20  P: 15  M: -  R: -
S: 24  I: 20  W: 23  D: 21  Co: 24  Ch: 19

 Asmodeus is the leader of the Gods of Evil, a group of evil deities who are 
constantly trying to take dominion over all the planes of existence. 
Currently they hold dominion only upon the Nine Hells.
 Asmodeus appears as a very handsome and charming human male of indeterminate
age. He is always sporting the latest fashions for the time and place he 
appears in. Only at the fruition or the failure of his plans will his true 
evil be seen.
 Asmodeus can always see those who are invisible and exudes an aura of fear
that causes those of less than 8 hit dice to either flee or pay homage to 
him, those of or above 8 hit dice must save versus death magic or react 
similarly. The range of this fear is 25' radius. Once per day he can cast one 
each of the symbol spells,  unholy word, raise dead, and wish.
 Asmodeus uses a rod of purest ruby as his attack weapon, which acts as a +4
staff and inflicts 4d4 damage. Those struck by the rod must save versus 
death magic or suffer the effects of a cause serious wounds spell. The rod 
may also upon command release a cone of frost, a jet of acid, or a bolt of 
lightning as if it were the breath weapon of a 12 hit dice dragon of the 
appropriate species.
 Priests of Asmodeus may wear any armour and shield but can only use staffs
and pole arms as weapons, they can however specialise in them as fighters
can. Priests of Asmodeus can cast detect invisibility and fear three times
per day each, and cause serious wounds once per day.
 Spheres allowed to priests of Asmodeus are:-
Major - all, charm, healing (reversed), divination, combat.
Minor - necromantic, protection, animal, sun (reversed).

Baalzebul, Lord of Lies

Armour class : -5         Hit points : 166
Attacks : 3 (fist/fist/bite)
Damage/attack : 3d8 + str bonus/3d8 + str bonus/2d12 + poison
Move : 9" / 24"           Size : L (12')
Magic resist. : 85%       Alignment : Lawful evil
Worshippers : Rogues and any evil   
Symbol : Black fly        Plane : Nine hells
W: 10  P: -  M: 12  R: 17
S: 22  I: 23  W: 17  D: 25  Co: 20  Ch: 13

 Baalzebul appears as a giant sized human, however his head has the horns of 
a bull and the eyes of a fly, and his neck is segmented like the body of a 
maggot. His mouth is filled with razor sharp teeth and his fingers end in 
8 inch talons. He is a master at the art of subterfuge and his schemes are
invariably complex and filled with plans within plans. 
 Though disgusting to look to look upon he is able to charm those who come 
into contact with him by the lies he tells and the power of his voice, which
is rich and melodic. Those who speak with him must make a save versus 
paralisation or become charmed as if the persons intelligence was half its
current level.
 Baalzebul is a very sadistic and cruel God who delights in making others
suffer, even his own priests. It is said that Baalzebul never kills his 
enemies but holds them on either the fifth or sixth level of the Nine Hells
where he constantly tortures them but never allows them to die.
 The bite of Baalzebul infects his victims with an extremely strong poison.
Those bitten must save versus poison (at -3) or die; those that save, though,
suffer 3d10 points of damage and must make a second save at the same penalty
or enter a hallucination filled coma-like state for 3d4 turns. 
 Baalzebul can cast the following spells once per day:-
Charm monster, false seeing, geas, mass charm, unholy word, symbol of pain, 
and symbol of insanity.
 Priests of Baalzebul may wear any armour, shield, or weapon allowable for a
normal cleric. They may, however, also use a dagger with which they can
backstab their enemies as if they were a thief of the same level, poison is
also usable upon this weapon. Priests of Baalzebul have the ability to cast
charm person as if they were a magic user, and may cast one such spell per 
day for every 5 levels of experience.
 Spheres allowed for priests of Baalzebul:-
Major - All, Charm, Combat, Protection, Animal (insect spells and creeping 
	doom only).
Minor - Divination, Sun (reversed), Necromantic, Healing.

Brogine, Lord of Forests

Armour class : -5         Hit points : 135
Attacks : 3               Damage/attack : d8 +4 + str bonus
Move : 18                 Size : M (6' 6")
Magic resist. : 45%       Alignment : CG (N tendencies)
Worshippers : Druids, rangers
Symbol : Treant           Plane : Gladsheim
W: 15  P: 14  M: -  R: -
S: 24  I: 19  W: 23  D: 22  Co: 24  Ch: 23

 Brogine is a woodland diety that usually takes the form of a large treant, 
though on occasion He has taken the form of Satyrs and Centaurs. In treant 
form he is a 15 hit dice treant with clerical spell abilities.
 He never takes humanoid form but will aid any creature that respects the 
woodlands and forests that he protects.
 Brogine can also cast entangle 3 times per day and always moves as if under 
a pass without trace spell.When not in treant form Brogine attacks with a +4 
club that does d8 damage and with which he gets 3 attacks per round.
 Brogine has a great fear of fire and will do anything to prevent the spread 
of fire in his forests. For this reason druids of Brogine may not use any 
spell that involves the use of fire, either cast, from scroll, or from magic 
item. However, druids of Brogine receive a 50% bonus to either duration or 
effect for any spell that protects against heat or flame. 
Brogine's druids also may use the spell Animate Tree which is similar in 
effect to animate rock except that the duration is 1 turn/level and it 
effects 1 tree per three levels of the cleric. It is still a 7th level spell.
 Brogine has only Druids, rangers,and other woodsmen as His worshippers; 
though it is rumoured that some wood elves have taken to worshipping Brogine 
rather than their own Gods of the woods. Druids of Brogine are subject to the 
arms and armour restrictions of the 1st ed. ADND druid.

Spheres allowed:-
Major - all, divination, healing, plant, protection, summoning, weather.
Minor - animal, combat, creation, guardian, necromantic, sun 

Creegus, hound of Battle

Armour class : -8         Hit points : 250
Attacks : 3               Damage/attack : As weapon + str bonus + 2
Move : 15                 Size : M ( 6'7" )
Magic resist. : 40%       Alignment : CN (with good tendencies)
Worshippers : Warriors    Plane : Gladsheim
Symbol : Full faced helm in shape of hounds head
W: 20 (Paladin)  P: 9  M: -  R: -
S: 25  I: 16  W: 19  D: 23  Co: 24  Ch: 21

 Creegus appears as a large powerful human clad in pure silver full plate 
with a full faced helm in the form of a hounds head. If he pushes the visor 
back (no other may, if they ever get the chance to try) his face is revealed 
as that typical of any veteran mercenary warrior, scarred and worn looking, 
and  in Creegus' case sporting a drooping grey moustache  reminiscent
of a hounds whiskers.
 Creegus may use any weapon and uses it as if specialised with that weapon,
though his favoured weapon is a two-handed sword. Creegus can install a wild
beserker-rage in any fighter he chooses (no save) except paladins and Rangers.
This rage last for 20 rounds and though Creegus can cast it at will, it will
only work on one person at a time. Once a day Creegus may summon the War-pack.
This is a horde of huge hounds that look similar to a Great Dane.
These are:-  5+3 hd, ac 0, Thac0 14, Mv 15, 2 attacks, d8 damage/attack. Their
jaws lock on a natural 20 and do an automatic 2d8 damage each following round
until the hound or the victim is dead, or ordered to release by Creegus. There
are usually 10-60 (10d6) hounds in the pack (but the number may be adjusted by
the DM to suit his/her needs).
 Though  Chaotic Neutral creegus does have good tendencies and in a good 
versus
evil battle will favour the good side.
 Priests of Creegus may wear any armour and use the fighter Thac0 tables. They
may also choose one edged weapon and specialise in it. They have no access to
the healing sphere and may not pick the healing and herbalism proficiencies.
 Spheres allowable to priests of Creegus
Major - All, Combat, Animal, War, Summoning.
Minor - Necromantic, Protection, Divination, Guardian.

Da'har Su'revar, God of darkness, shades, and night.

Armour class : -4         Hit points : 98
Attacks : 4               Damage/attack : d6+2 +3 + str bonus
Move : 18                 Size : M (5'10")
Magic resist. : 75%       Alignment : CN (G-E tendencies)
Worshippers : thieves/CN  Symbol : Black flame
Plane : Limbo
W: 7 (ranger)  P: 13  M: -  R: 19 (thief)
S: 22  I: 17  W: 24  D: 25  Co: 22  Ch: 15

Da'har is virtually never seen, either in avatar or God form, prefering to 
blend into shadows or crowds and is therefore a prime choice for thieves. 
On the rare occasions that an avatar of da'har is seen it appears as an 
average human male, slightly stooped and thin, with brown hair and mismatched 
eyes; the left green and the right brown. He usually wears leather armour and 
fights with two magical flenches (a broad bladed short sword that does 
d6+2/d8+1 damage) of +3 enchantment.
 It is rumoured that Da'har started in life as a normal human but attained 
Godhood during his career as an adventurer. 
 Da'har's thieving skills are 99% in all things except move silently, hide in 
shadows, and hear noise. Move silently and hide in shadows are both 100%, 
whilst hear noise is 80%. 
 Priests of Da'har can wear the armour allowable to any normal cleric but 
when using leather armour they are able to operate as a thief of the same 
level (see 2nd ed DMG page 23 for average skills/level table) with repect to 
hide in shadows, move silently, hear noise, and climb walls. They can also 
use those weapons available to any normal cleric plus the short sword and the 
flenche.
 The spheres allowable to these priests are:-
Major : all, charm, divination, necromantic, summoning, sun (reversed).
Minor : animal, elemental, guardian, protection.

Delusha, Matron mother of sun and foresight
 From: ADAMRI@MOREKYPR.bitnet

 Hi,  This is one of my home grown Gods, "Goddess'"

Delusha is the matron mother of the Sun and foresight.
Delusha's symbol is the Sun.

Priests or Priestess' of Delusha cloak themselves from head to toe,
they deprive themselves from the sun as a form of patronage.  Their
rituals are held at dawn and dusk.  The strange thing about followers
of Delusha is that they must see visions for their Matron to speak to the
world.  To do this it usually involves a white powder which is absorbed
through the nasal passage (usually a hallucinogenic).  The holiday's fall on 
the Soltices. The Spring soltice of the sun is a grand holiday and the Priests
disrobe and gather in the fields naked and absorb the Matron's divine light.
The Winter soltice is also a holiday but it is one of fear.  The Priest
hold up in their monasteries and hold vigils until dawn as to count the
hours until the Matron brings the sun back.  They believe this is the day
that the dead may walk the earth.

The preferred weapon of the followers of Delusha is: staff or Scythe
The shock factor of a pale white, cloaked figure with a scythe walking
through a battle usually strikes fear into enemies mistaking them for DEATH.

The alignment of the Priest of Delusha is normally : Chaotic Neutral
This is because after trying to have visions using hallucinogens for so long 
they tend to go insane.

The Priests upon second level receive a pouch from the church which has been
blessed by Delusha herself.  The bag produces a handfull of drugs a day and
can be only opened by followers.  The reason is Delusha has cast a Glyph
of Warding on the pouches so that only a true believer can open them, (reason
why only second level priests can have one and not first).

I really like playing and running characters of this faith.  One stoner in a
serious party of Hack and Slashers can really be funny.  There are no race
limitations.  Have fun role-playing this out!


Elondar, Elven Goddess of the Sky, Air, Birds, Weather.

Armour class : -2         Hit points : 87
Attacks : 2               Damage/attack : 2d6 +4 + str bonus
Move : 24 (48)            Size : M (5' 4")
Magic resist. : 70%       Alignment : CG
Worshippers : Elves       Symbol : Dove
Plane : Happy hunting grounds
W: -  P: 17  M: 13  R: 5
S: 20  I: 24  W: 25  D: 21  Co: 19  Ch: 23

 Elondar is the Elven deity that has precedence over the area above the lands.
She appears in one of two forms - either as a female white dove or as a female
elf. Her elven form has pale ivory skin, white hair, blue eyes, and large
dove-like wings upon her back; she only ever wears white and is spotless at 
all
times. Elondar uses an ivory staff as a weapon. This staff also has the power
to cast resurrection 3 times per day, heal 4 times per day, polymorph other
(bird forms only) 3 times per day, and regenerate twice per day.
 Elodar's avatars (and Elondar herself if she appears) never touch the ground 
in any way, their feet are always 3 inches above the surface and will use 
telekinesis to pick up objects from the ground. 
 Though Goddess of weather she has no power over its destructive elements e.g.
storms and hurricanes; these are under the influence of a stronger God.
However, it is Elondar who brings the good weather that usually follows such
destructive forces.
 Elondar is not a particularly martial deity but will certainly defend herself
and her chosen favourites, either with the aid of a champion, an avatar, or
in desperate circumstances will fight herself.
 Priests of elondar can not wear armour, though they can use all shields.
Weapons are restricted to those normally allowed clerics, except they may
choose either the short bow or short sword (not both) at the expense of two
weapon slots. At 6th level a priest of Elondar may assume an avian form once
per day, which lasts for one hour per level; though they may not choose the
form of any bird larger than an albatross and it must be a bird of natural
origins. At 9th level priests of Elondar can predict the weather for the next
three days with 100% accuracy, and for the following six days with an accuracy
of 75%. At 12th level priests of Elondar may cast the mage spells of fly and 
telekinesis once each per day as bonus spells. At 14th level they may also 
cast wind walk once per day as a bonus spell and can carry one person per 4 
levels of experience rather than one per 8 levels.

 Spheres allowable for priests of Elondar:-
Major - All, Animal, Astral, Summoning, Sun, Weather.
Minor - Healing, Guardian, Divination, Combat, Plant.
 Only elves and half-elves may be priests of Elondar

Frenzick the Wild, God of Beserkers
  From: Brian baker <Brianj@morekypr.bitnet>

Armour class : -2        Hit points : 152
Attacks : 4              Damage\attack : 2-20 +6 + str bonus
Move : 15                Size : M (6'3")
Magic resist. : 25%      Alignment : Chaotic neutral
Worshippers : Warriors/beserkers     Symbol : Red whirlwind
Plane : Limbo
W: 20  P: -  M: -  R: -
S: 18/00  I: 14  W: 17  D: 17  Co: 18  Ch: 7

GREAT AXE (2-20) +4 (Allows him twice the normal attacks)(sp +1,+2)
Chain +4
Horn of Summoning (This horn allows him to summon anywhere from 20 to 200
beserkers to join in a battle. The beserekers carrive within three rounds. 
The sound carries for about 1 mile and any beseker within this area cannot 
resist the call of frenzick)

Frenzick the Wild is from my own world. He is the patron of Beserkers and
his priests are more warriors than healers. The method of worship is only 
while in battle. He is typically viewed as a large man who is bare chested 
with long red hair and a mid chest length beard of the same colour. In battle 
he weilds a great axe which causes 2-20 pts.

Frenzick is said to have been raised in the wild country by the master of
the hunt (Deities and Demi-gods). He is said to have the savagrey of a wolf,
the strength of the bear.

Those beserkers who die in battle while shouting his name join him to fight
in his realm.

 Priests of Frenzick may use any type of armour and any type of weapon though
many prefer to fight without armour when in a beserk frenzy and will use long
swords and/or axes to fight with. They may also use two weapons as a ranger
would and use the warrior tables for Thac0 and saving throws.
 Spheres allowed to priests of Frenzick are :-
Major - combat, all, war, guardian, elemental (air only).
Minor - necromantic, protection, healing, sun, creation.

Frethenti, God of Fields, Crops, and Harvests

Armour class : -3         Hit points : 107
Attacks : 2               Damage/attack : 2d8 +4 + str bonus
Move : 12                 Size : M (5' 11")
magic resist. : 72%       Alignment : LN (G tendencies)
Worshippers : Farmers     Symbol : Scythe
Plane : Nirvana
W: 12  P: 16  M: 13  R: -
S: 20  I: 25  W: 23  D: 20  Co: 23  Ch: 22

  Frethenti is the Lord of fields, crops, and the harvest. He appears as a 
ruddy faced, heavily built human typical of any common farmer. He always 
carries a scythe and this is His preferred weapon in combat. It is a +4 
defender with a blade of silver and a haft of ebony.
Frethenti is not only the Lord of fields, he is the lord of the creatures 
that inhabit the fields and will protect them at times of danger i.e. harvest 
time and ploughing.
 It is rumoured that at harvest-time Frethenti's avatar will appear, to help 
any of his worshippers who have difficulty in bringing in the harvest. His 
scythe and his strength allow him to work at more than four times a normal 
human's speed and without rest or food.
 Frethenti's scythe is always sharp and totally silent in both combat and 
harvesting, and will never break no matter what it hits. It is rumoured that 
his avatar once came to help an old farmer bring in his crop during a storm, 
and that during his harvesting of the corn cut clean through an obscured rock, 
about the size of a medium shield, without even noticing.
 
 Priests of Frethenti are only allowed to use any non-metallic armour and 
wooden shields. They can use the following weapons - bill, flails, scythe, 
sickle, fork, and staff.
 
 Spheres allowed are:-
Major - all, creation, divination, plant, wards, elemental (water only), 
	summoning (but can only use wall of thorns, weather summoning, and
	creeping doom).
Minor - animal, healing, protection, sun, weather.

Gadraka, True God of the Trolls
 
Armour class : -3           Hit points : 212
Attacks : 5 (claw x 4/bite) Damage/attack : 2d6/2d6/2d6/2d6/2d12
Move : 18                   Size : L (12')
Magic resist. : 60%         Alignment : Chaotic Evil
Worshippers : Trolls        Symbol : screaming face
Plane : Abyss
W: 18  P: 8  M: 12  R: 7
S: 25  I: 15  W: 16  D: 14  Co: 25  Ch: -2

 Gadraka is the brother to Vaprak the Destroyer, and his most hated enemy. 
Gadraka hates Vaprak as he believes his brother a traitor for accepting the 
worship of ogres. Gadraka appears as an immense but otherwise normal troll, 
except for the glint of inteligence which lights his eyes. His skin is rock 
grey and his hair is jet black.
 Gadraka is incredibly fast and agile, having five attacks in a normal round.
He attacks twice with each claw and once with a bite; he never uses weapons. 
A successful hit from Gadraka's claws forces armour to make a saving throw 
versus crushing blow. Failure means the AC value of the armour is decreased by
1, it does not effect the magical value of the armour. When the armour is 
equal to AC 10 (not including magic) it is totally destroyed. The bite of 
Gadraka has a similar ability but also injects the victim with a virulent 

poison that induces madness. Saves are at -4, failure causes the victim to 
become violently insane, screaming and attacking beings at random each round. 
This madness can only be cured by a wish.
 Trolls attacked by Gadraka do not regenerate any of the damage he inflicts 
upon them and gain no saving throws against his poison.
 Gadraka is only susceptible to damage from +2 or better magical weapons and 
regenerates at 6 hp per round. However, Gadraka is still susceptible to damage
caused by both fire and acid, and also holy water.
 Gadraka may teleport without error 3 times per day and may also cast unholy 
word once per day.
 Troll shaman of Gadraka may attain 7th level and can cast spells from the 
following spheres:-
 Major - All, Combat, Divination, War.
 Minor - Guardian, Necromantic, Elemental.

Garjarvan, Watcher of the Way
  From Grabbit Wileucan (MBLANK@UTVVM.BITNET or S206@UTCMUSIC.BITNET)

Armour class : -5          Hit points : 132
Attacks : 2/round          Damage/attack : 3-30/3-30 + special
Move : unlimited           Size : Man-sized
Magic resist. : 30% (60% when on any road or trail of any kind)
Alignment : Neutral-Good   Symbol : a crossroads
Worshippers : Travelers and bards (because of their wanderings)
Plane : Prime Material
W: 15  P: 25  M: 20  R: 25
S: 20  I: 23  W: 23  D: 20  Co: 19  Ch: 24

Description: Garjarvan appears as either a gnarled old man, a wandering young
warrior or a beautiful maiden who has lost her way. He will most often use 
his warrior form to fight with if he has to fight. When he attacks he can
either cause someone to become lost everytime they go anywhere until an
attonement is cast by one of his clerics or he can cause a person to be
transported anywhere within the prime material plane. Sometimes he does both. 
When he is not walking to where he is going he rides a pegasus which can 
travel anywhere in any plane at will.
Garjarvan's temples are a welcome sight to any traveller. They will give a 
free night's stay and a hot meal to any traveller who asks. It is customary,
however, to give the temple a donation if the traveller can afford it.

And now the paladins:

Champions of Garjarvan
 Ability requirements and all restrictions (with alignment altered to NG) are
   the same.

Spell spheres:
Major: Travelers (Tome of Magic), Weather, Elemental
Minor: Protection, Healing

Granted powers:
+2 on all saves
Generate Circle of Power with (NG) Holy sword (see PHB)
Immune to Disease
Protection from Evil, 10' radius
Can walk any where there is earth (mud, dust, sand) as if it is a smooth road
Lay on Hands 1/day
Cure disease 1/week/level
Will never trip or slip due to natural forces (ice, oil) and gains a +2 vs.
   spells which cause these effects.
Call warsteed at 9th level (5% chance for it to be a pegasus)

Duties:
Protect travelers who cannot protect themselves.
Prevent the destruction or blocking of a road of any kind
Aid those in need of aid
Prevent war if at all possible (threatens travellers everywhere)
End wars quickly if they cant be prevented

Thes paladins usually wind up working with the priests of peace until war
breaks out, then they can put a priest of the war god to shame.

If you have any comments please let me know.


Gilveus, the Golden Warrior, God of pain and torture
  From Ethan Roe (ROEEB%MOREKYPR.BITNET)

Armour class:-3         Hit points: 203
Attacks: 2              Damage/attacks: As weapon +5 (or 1-6 +5) + str. bonus
Move:12                 Size: M(6'2")
Magic resistance: 50%   Alignment:CE
Worshippers: very few for he is a servant of the God Pimpliel
Symbol: A large Black Dragon
W: 20  P: -  M: -  R: -
S: 18/81  I: 15  W: 20  D: 18  Co: 21  Ch: 19

     Gilveus appears as a human, large, clad in the blackest, darkest plate
armor you can imagine. The face mask is gold colored and is in the shape
of a devil. His eyes glow a bright red. Gilveus has the ability to see any
invisible objects and people.
He has an arsenal of weapons (all of which are at least +1 and of fine 
quality)
and can weild them as if specialized in each.
     Gilveus had a sword fashioned by his master for his use, it is
called Backlash. Backlash is a sword of wounding +4, with the bonus of 
electrical damage on Gilveus' command. The sword fully charged has 20 charges,
but he can only use up to 4 charges at a time. One charge does 1-6 electrical
damage. Backlash regains one charge every 6 hrs.
     Once per day Gilveus can power word blind/stun/kill. He can also produce
flame, wall of fire, detect evil/good, detect magic, and charm person or
monster once per day.
     Gilveus is a very young God and when he first journeyed to Mafisto's
land he was nearly destroyed. Gilveus was rescued by Pimpliel who immediatly
commanded him to serve as his general.
   Gilveus commands a troop of 100 of Pimpliels Golden Warriors.
     If Gilveus should ever raise his face mask any one seeing his face must
save vs. parolysis or turn to stone.
  Gilveus is immune to all fire based attacks. He can't be hit by less than a
plus 2 weapon. Holy water causes 1-6 points of damage to him unless he saves
vs. poison, then it has no effect.

Lyganver the Fickle, Goddess of luck and fate

Armour class : -4         Hit points : 120
Attacks : 2               Damage/attack : 1d10 +5 + str bonus
Move : 18                 Size : M (5'8")
Magic resist. : 75%       Alignment : N
Worshippers : any         Symbol : imbalanced scales
Plane : concordant opposition
W: 10  P: 12  M: 12  R: 18
S: 20  I: 22  W: 21  D: 25  Co: 19  Ch: 24

 Lyganver is the Goddess of luck and fate, though she tends to be unreliable
hence she is often referred to as Lyganver the Fickle.
 She appears extremely rarely, but when she does appear it is always as a 
young female of either human or half-elven aspect. Her favoured weapon is a
large staff (6') made from pure mithril silver, which inflicts 1d10 damage 
plus
appropriate bonuses. Her theiving abilities are 95% in all categories except
read languages.
 Priests of Lyganver may alter an attack or save roll by 1 once per day for
every four levels, though it is random in effect (01-50 = +1, 51-00 = -1).
This can be cummulative by level, but can not be carried over to the next day 
if not used e.g. either +/- 2 once per day or +/1 twice per day at 5th level.
 They may wear any armour upto and including chain mail and any shield. 
Weapons
are restricted to those normally allowed a cleric.
 Any item associated with chance or luck always works at twice its normal 
value
(irrespective of plus or minus) when used by priests of Lyganver.
 Spells cast by priests of Lyganver will not always work, the chance of them
failing is 25% minus 1% per level. However, spells cast at priests of lyganver
have a 10% plus 2% per level chance of not affecting them. It is for these
reasons that she is refered to as the Fickle.
 Priests of Lyganver also gain first level thief abilities at 5th level and 
advance at one thief level for every four priest levels they attain. However,
they can not use these abilities in ANY form of armour, even leather.
 Spheres allowed to priests of Lyganver are:-
Major - All, Divination, Protection, Numbers, Summoning, Healing.
Minor - Combat, Necromantic, Sun, Weather, Creation.

Manitaga - the child God, God of Martyrs

Armour class : 0           Hit points : 120
Attacks : 1                Damage/attack : d4 + str bonus
Move : 24                  Size : M (4' 9")
Magic resist. : 70%        Alignment : NG
Worshippers : Martyrs and healers   Symbol : Hand supporting bottle
Plane : elysium
W: -  P: 24  M: 9  R: -
S: 20  I: 23  W: 25  D: 21  Co: 21  Ch: 24

 Manitaga was born to humble parents in a small but strategically important
border castle. From an early age he was able to cure people at will (equal to
a cure light wounds spell) and became reveared as a healer through-out the
surrounding area.
 Manitaga was born during a time of civil war. This was a dangerous time with
the whole country in chaos and armies of both sides roaming the countryside
fighting and conscripting the serf classes. One day a rebel army approached 
the castle where Manitaga lived demanding food and warriors to support their 
cause.
 However, the Lord of the castle was loyal to the High King and would not 
grant his aid. the rebel army attacked the castle and bloody battle raged 
within and around the castle walls for over ten days. Eventually the rebel 
army was defeated and fled into the countryside to regroup.
 Manitaga was asked by the Lord to heal the defenders of the castle so that
they would be strong if the rebels returned. Manitaga, however, healed the
rebel wounded as well as the defenders and unknowingly healed the rebel
commander who fled after his army.
 Several weeks later the rebel commander returned with a force twice the size
of his original force and again attacked the castle. This time the battle 
raged for nearly a month before the rebels were again forced to withdraw. 
During the battle all three of the Lord's sons were killed and the Lord fell 
into a mood of black hatred. The army of the Lord was decimated, only a 
twentieth of its original size remained alive, and nearly three fifths of the 
common people of the castle had been killed by the fires and siege equipment 
that had virtually destroyed the castle.
 When it was discovered that Manitaga had healed the rebels as well as the
defenders the Lord ordered him tried for treason. The Jury found him guilty 
and bound him over to the Lord for sentence. Still in his black mood of grief 
and hatred the Lord ordered Manitaga to be hung, drawn and quartered for his
crimes.
 Manitaga's parents fled to the High King to plead for their son's life and
begged the High King to intercede on their behalf. The High King agreed to do
so and they returned to the castle.
 However, they were too late. The Law stated that a condemned man had seven
days in which to appeal for clemency before execution was carried out. 
The Lord had broken the Law and ordered Manitaga killed the morning after 
he'd sentenced him to death.
 The High King pronounced the Lord an exile and stripped him of all lands and
title. The High King then ordered a memorial to be built in the memory of
Manitaga and his remains were removed from the unconsecrated ground in which
they'd been buried and re-intered beneath the memorial in the castle burial
grounds.
 Over the years this memorial became a shrine to those in need of healing or 
in fear of persecution and in less than a century manitaga came to be 
reveared as a God.

 Manitaga is not an aggressive God and has few combat abilities. His avatar
fights as a priest of 20th level but uses no weapons. He can charm person
and charm monster at will with a -4 to the victims saving throws and elven
resistance is reduced to 45% for elves and 15% for half-elves. He will only 
use this ability to stop his victims attacking someone or to prevent attacks 
upon himself, he will never use those charmed to attack some other creature.
He can only be harmed by magical weapons that are greater than +3 and is able
to heal himself at will. He can cast cure light wounds at will on other 
people but recipients may not receive more than 3 in 24 hours. Manitaga is 
able to cast cure serious wounds 3/day, cure critical wounds 2/day, and heal 
1/day on other people but may only be blessed with one of these spells once 
per day.
 He can also teleport without error upon himself or another 3/day cast at 
20th level magic use.
 Manitaga and his avatar appear as a nine year old boy of any humanoid race.

 Priests of Manitaga may wear no armour but may use those weapons and shields
usable by a normal priest. If using a staff then they use it as if 
specialised in that weapon as a fighter. However, they must only kill when 
there is no better alternative. They can not use spells from the combat 
sphere or any other spells in an offensive manner. Nor can they refuse 
healing to those that ask for it except if they are evil or harbour evil 
intent to another. They gain a bonus of +2 to their cure light wounds spells, 
+3 to their cure serious wounds, and +5 to their cure critical wounds spells.
Necessary non-weapon profs are healing and herbalism, though they are treated 
as being doubly proficient in both. They also gain +1 to saving throws versus 
any offensive magic, and +4 to the reverse of any healing spells.
 Spheres allowable are:-
Major - Healing, All, Necromantic, Protection, Charm.
Minor - Divination, Sun, Guardian, Creation

Neodig Beowulf, Demi-God of the Mind
 From: PHY_SHAFFER@EDU.VALPO.EXODUS

 Neodig started as a humble mage in the City of Bast. He rose quickly in power 
with the famous adventuring company, The Claws of Bast. When that legendary 
group retired, Neodig soon chaffed under the position of Magus in the court of
Norom. He continued to adventure across many spheres, eventually wandering to 
Kara-Tur. There he was impressed by the discipline shown in the common people,
and most specifically with the martial arts, finding them to be a great 
compliment to his psionic abilities. After many great adventures Isis allowed 
Neodig to become a demigod.
 
 Role Playing Notes: Neodig is an adventursome spirit, who is very concerned 
with the mental well being of his followers. As such any great crisis that 
causes much mental pain and disorder may warrant a visit from Diggy's avatar. 
Also Neodig is always giving his Clerics new materials to heighten their 
mental prowress. More than one high priest of Neodig has a copy of Plato's 
Republic, or Aristotle's Metaphysics.

Stats: 
Alignment: Neutral Good               Worshipers Alignment: Any Non-Evil
Area of Control: Psionics, The Mind   Symbol: Greek Letter Psi

Priesthood:
 Alignment: Any Non-Chaotic Non-Evil
 Ability Score Requirements: Co: 11  I: 12  W: 15
 Prime Requisites: Con, Wis
 Races: Human, Halfling, Dwarf, Gnome, Elf, Half-Elf
 All Clerics of Neodig are multiclass clerics/psionicists similar to the 
cleric/mages of Isis.
 Weapons and Armor Allowed: Martial arts abilities only
 Weapon Proficiencies Earned: 4 at 1st level, 1 at 4th, 5th, 8th, 10th, 12th, 
15th,and 16th levels, and 2 at 20th level         Hit Dice: 1d6
Spheres
 Major Access:Thought, Divination, Healing, Necromancy, All, Numbers, 
              Travelers
 Minor Access: Time, Creation, Charm, Protection, Wards, Law
Powers:
 1st) Detect and analyze any mental illness, disorder, or problem
 3rd) Meditate as a Shukenja
 5th) Soothing Word 3/day
 10th) Immunity to mind affecting spells as if they had a 25 int and wis.
Non Weapon proficiencies
 Required: Counselling, Education, Reading/Writing
 Recommended: Artistic Ability, Religion, Spellcraft
Duties
 Priests of Neodig are expected to develop their mind to the limits of their 
abilities. They are expected to develop their bodies through their practice of
the martial art, for the body is the casing of the mind. They are expeceted to 
spend at least one turn each day meditating on the mysteries of the mind. They 
may marry. They are also to serve their community in counciling the troubled, 
advising those seeking wisdom, and above all, eliminating insanity wherever 
they find it. They are also to serve as educators of any who seek knowledge, 
especially teaching the ways of logic and critical thinking. However, in most 
Egyptian societies, the task of doling out knowledge is left to the preists of 
Thoth. They may NOT ingest any chemical that would alter the workings of their
mind. This includes alcohol.


	      Neodig's Avatar
 
 When Neodig became an demigod, he made his material body into his avatar. The 
avatar is usually traveling the spheres in a ship the size of a small 
asteroid,
powered by a psijamming helm. It looks quite like the Deathstar, however Diggy 
does not take kindly to people calling him 'Darth'.

Psionicist 16 Mage 5
S: 15  D: 18  Co: 25  I: 25  W: 25  Ch: 18
MV: 12'   fl 48'    Sz: 6'
Mr: 70% mortal magic, 40% demigod, 10% higher powers.
AC:-5          HD:20    Hp: 160
Att#: 3/1    Damage: 1-10     Thaco:1
Psionics: ALL Sciences, Devotions, Attacks, and Defences  PSPs: 595
 
 Neodig regains psps at twice the normal rate because of his natural ability 
to meditate. Neodig only fails his power checks at a 20 no matter what. 
However
when it does fails no detremental effects occur, and the normal Psp loss is 
incurred.

Special Attacks And Defences
 
 Neodig knows all of the martial arts special abilities in Oriental 
adventures.
He learned this by studying Geet Kwun Do under Sogra, the GrandMaster of 
Petals. Neodig has sage abilities in eight fields: Psionics, Inner Planes, 
Outer Planes, Human Religions of Toril, Oerth, Aerth, And Alexandria, and the 
Culture Of Kara-Tur. He can show the thoughts of any contacted creature upon 
any surface. Because of his wide travels and powers of logic, Neodig has a 65%
chance to legend lore any artifact he comes across. He can use a gaze attack 
which will cause any sentient creature to be charmed, feeebleminded, confused,
or put to sleep. All saves versus these attacks are made at -3. Neodig also 
has
all of the abilities of his clerics (i.e. the abilites gained at 1st, 3rd, 
5th,
and 10th levels.)

Magic Items: 
Circlet of Rapid Regeneration, The Staff of Neodig, and The UFP Tub.
	
    The Staff Of Neodig
 
 The staff of Neodig was created by Neodig when he first became a god. It is a
neutral good aligned staff with an intelligence of 19, and wisdom and 
constitution of 18, and many psionic powers. 
 It has 300 psp's and an ego of 50. This six foot staff is made of an unknown 
light blue substance which is seemingly unbreakable. Atop the staff is a head 
made of silver. The 
face is fully animate, which allows the staff to communicate through speech. 
The staff knows all laguages. The back, top, and sides of the skull just above
the ears is made of crystal, which operates as a mirror of mental prowress. 
The staff rarely leaves the side of Neodigs Avatar, but has been lent out to 
especially faithful preists on important mission for the faith. It has the 
following psionic powers:

Clairsentience:               Psychokinesis:
Sciences:                     Sciences:
Aura Sight                    Create Object
Sens. to Psi. Imp.            Molec. Rearangement
                              Telekinesis

Devotions:                    Devotions:
Dangersense                   Control Light
Know Direction                Control Sound
Poison Sense                  Create Sound
Radial Navigation             Inertial Barrier
Spirit Sense                  Molecular agitation
                              Molecular Manipulation
                              Soften

PsychMetabolic:     
Sciences: 
None                          

Devotions:
Cause Decay 
Cell Adjustment 
 
PsychoPortation:              Telepathic: 
Sciences:                     Sciences: 
Banishment                    Mindlink 
Probability Travel            Probe 
Teleport                      Superior Invisibility 
Teleport Other                Tower of Iron Will 
                              Psychic Crush 

Devotions:                    Devotions:
Dimension Door                Conceal Thoughts
Dimension Walk                Contact
                              ESP 
                              Identity Penetration
MetaPsionic:                  Invisibility
Sciences:                     Soundlink 
Psychic Surgery               Synaptic Static
Ultrablast                    Telempathic Projection
                              Truthear
Devotions:
Convergence
Psionic Sense
Retrospection
Stasis Field
 
 Note to DM's: While many would consider this staff to be too powerful, even 
for an avatar, I would direct them to Horus's Avatar (Legend and Lore, Page 
100) who is running about with a +5 vorpal/defender/holy avenger/ luck blade, 
or Thoth's Avatar's Staff of Command, Curing, The Magi, Striking, and Power.


UFP Tub
 
 The Tub was created by Neodig to be his steed. It is a bathtub two meters 
long, one meter wide, and one meter high. It is made of adamantium, which 
gives it an armor class of -3, hit points of 100, and hull points of ten. It 
can walk on the flippered feet that extend from each corner at 12', swim at 6'
and fly at 12' manueverability class. it has an intelligence and constitution 
of 18, 100 psp's, and an ego of 20. It has the following psychportive powers: 
Probability Travel, Teleport, Teleport Other, Dimension Door, and Dimension 
Walk.
  The main power of the Tub is it's spell/psionic jamming ability. Whenever 
anyone sits in the Tub and activates this ability all spells and psps's are 
drained from them. The Tub uses these to power itself for spelljamming 
journeys. It has a Ship's Rating equal to the level of the user. In an air 
envelope (tactical speed), with Neodig piloting, the Tub moves at a maximum 
speed of 357 mph.

Orin, Lord of Light, Dawn bringer
 from: The Grim Reaper <scythe@EDU.WASHINGTON.U>

Armour class : -5         Hit points : 150
Attacks : 1               Damage/attack : 1-10 + special
Move : unlimited in sunlight (can teleport anywhere sun shines)
Size : Man-sized
Magic resist. : 60% (99% when in sunlight, 40% in darkness)
Alignment : Neutral-Good
Worshippers : Everyone venerates Orin as the sun god. Especially those 
	      who slay undead.
Symbol : a rising sun      Plane : Elysium
W: 12  P: 25  M: 25  R: 20
S: 20  I: 24  W: 25  D: 21  Co: 20  Ch: 25

 Orin's avatar almost always appears as a tall man in shimmering gold robes.  
He has been known to appear as animals, usually birds (especially eagles).  
Animal forms will be physically perfect and often have golden eyes.
When his avatar strikes someone with the staff that he always carries when in 
human form, the person is permanently blinded by an intense burst of light.  
This blindness can only be removed by a priest of a good diety of at least 
9th level. Any weapon striking the avatar of less than +2 enchantment is
absorbed by the gold robes.  The avatar can cast spells relating to light at 
will, in addition to other actions during the round.

Temples:
	Temples of Orin are usually refuges for the wounded.  However,
there are also temples as guardians nearby to strong sources of evil, 
especially undead.

And now the paladins:

Champions of Orin

Ability requirements and all restrictions (with alignment altered to NG) are
the same.

Spell spheres:
Major: Travelers (Tome of Magic), Weather, Elemental
Minor: Protection, Healing

Granted powers:
+2 on all saves
Generate Circle of Power with (NG) Holy sword (see PHB)
 (The Holy sword for paladins of Orin is a long sword of +1 to +5 enchantment
  It dispels magic as a holy sword, can generate a sphere of light as a
  sunblade, and dispels magical darkness 50% of the time if thrust into it.)
Immune to Disease
Protection from Evil, 10' radius
Detect Undead at will
Detect Evil as a basic paladin
Lay on Hands 1/day
Cure disease 1/week/level
Turn undead as a priest 2 levels lower.
Call warsteed at 10th level (5% chance for it to be a pegasus)

Duties:
Destroy all types of undead
Aid those in need of aid
Heal those who require it
Bring the power of light into the dark world
Spread knowledge and culture (enlightenment)

Pimpliel
  From Ethan Roe (ROEEB@morekypr.bitnet)

AC: -4, -6, -8 (depending on the form taken)  HP: 308    
Att: Human form: 2   Demon form: 4or 2   Dragon Form: As Dragon age 12
: 1-4 1 tail: 1-4 + poison   As Dragon
       weapon        1 bite: 1-6, or with weapon
   Move: 12, fl 24 Demon form, fl 30 dragon form
size: 6', 12', as largest black Dragon
Magic resistance:60%
Alignment: C/N
Worshippers: Thieves and Drow
Plane: His plane is a small pocket that can be moved about by Pimpliel's
       will. It exist outside of another's plane. Pimpliel is good at
       hiding himself and his plane.

W: 32  P: -  M: 15  R: 20
S: 23  I: 21  W: 19  D: 20  Co: 20  Ch: 22  Cu: 10 (in human form)

Pimpliel owns a large castle which sits in a pocket of space. The castle
actually sits in darkness. It is guarded by Pimpliel's Golden Warriors.
(HD: 10, Damage: by weapon {weapon +1})
Pimpliel's Golden warriors are almost neutral in alignment. They are stupidly
brave, and follow orders very well. Gilveus is his supreme general. Also
Black Dragons will guard him.
     Pimpliel's favorite weapon is a military fork +5, it also acts as a
sword of wounding. Pimpliel's favorite favorite thing to do is bring people
into his service, especially other gods or important/famous people.
Besides Gilveus, Pimpliel has another servant, her name is Terra, Goddess of
Temptation. She is chained to his throne, the chain is unbreakable.

The Seasons
  From: Petri J Kokko <pkokko@fi.hut.vipunen>

    Our world has only five gods, namely Winter, Spring, Summer,
Harvest, and Autumn. As you would guess, there are five seasons
in the year (named after the gods), and each season is the Time of
Power of one god. (The names are translations from my language,
Finnish, as I did not want them to have any strange sounding
names, but if someone would like to have the original names they
are (in order): Talvi, Kevat, Kesa, Sato, Syksy)

    Winter, the Weeper of the Weak, Strengthgiver, is the god of those
who believe in might, that with might and power you can bring good
into the world, that you should compete, grow in strength, and
eliminate the weaknesses so that the world would grow stronger.

    Spring, the Fortune of Lonely Men, Newgiver, is the god of those
who believe in individual rights, that everyone has his chance to
get happy with his life, and that no rule is fair, if it suppresses
the individual, even if it is for the good of the whole. The rights
of one surpasses the rights of a community.

    Summer, the Peace of Souls, Friendmaker, is the god of those who
believe in helping each other, in compromising with their goals, so that
no one is left out.

    Harvest, the Caretaker of Communities, Orderbringer, is the god
of those who believe, that teamwork is the key, that a group can achieve
better than the sum of individuals, that the members of a community
should work towards the good of their group, and that in so doing they
are also enchancing their own welfare.

    Autumn, the Closer of the Circle, Harmony, is the god of those who
believe in a balance, that no god is better than another, that no one
has the right to destroy completely anything, be it a god, religion,
race, or species. With as many species and viewpoints as possible, the
world is rich.

    The alignments of these gods is a bit difficult, for I define
them in another way than the ADD-guides (It was sent to the list last
spring, if I remember correctly, and it was that post with stated every
alignment in a positive way). Anyway, the alignments are:
    Winter - evil
    Spring - chaotic
    Summer - good
    Harvest - lawful
    Autumn - neutral

    The spheres of the gods (and the spells they can give), varies
with the culture in which they are revered (There are currently two cultures,
flavored among the Europe of the Middle Ages, and the feudal Japan,
and they have different spheres for the gods). However the gods
should be "independent of each other", and so each should have
different spheres (except the general sphere), an equal amount of
them, and with a maximum capacity (to the 7th level). Commonly
Winter has combat, Spring has weather, Summer has healing, Harvest has
protection, and Autumn has the flora&fauna -spheres.

The priesthood of Winter has an organization much like the
military, but the organizations are only local, i.e. they
have no far reaching organization like the priests of Harvest.
However, they do not commonly fight each other (only as a
side-effect of other wars). Winter is the religion of choice
of soldiers, and in times of war, almost everyone seeks strength
and support from him. At other times people still seek Winter`s
help for hunting, or even for raiding (common among barbarians).

The priesthood of Spring, has no organized structure, and it
really does not need it. Individual priests travel across the
lands, encouraging people to trust themselves, and to try for
a better life (much like the "american dream"). Spring is the
god of choice of thieves, adventurers, soldiers of fortune,
and generally those with an individual mind. Common people
turn on Spring when they have problems concerning love, chance
and similar matters.

The priesthood of Summer is organized like the travelling beggar-
priests. They have orders of rank among them, but they tend to
work alone, because they are not great in number. People turn to
the priests of Summer for healing and support. Summer is mostly
the god of the poor.

The priesthood of Harvest is the most organized, and it is the
most powerful religion in most civilized countries. It is organized
much like the catholic religion of the Middle Ages, with its
churches, cathedrals, and monasteries. Only Harvest has paladins
among his followers. Common people turn to Harvest in big decisions,
for it is he, who gives the community food, and protection. It is
also the religion of choice of the nobles, for he gives them the
right to rule.

The priesthood of Autumn are like the druids, wandering in wilderness,
and keeping the balance. Common people call on Autumn very seldom, but
revere him deeply, because it is believed that without Autumn 
Time stops and the year cannot begin anew. The ceremony of Autumn
is held when the leaves fall from the trees. The people will light
several big fires, and join to hear tales and songs of travelling
bards.

The priests are not limited with their choices of armor or weapons,
BUT they must act like they teach. Most commonly priests of Winter
have weapons and armour of war. Priests of Spring use only light
armor and usually just one weapon (but they use it well, VERY well).
Priests of Summer are happy with their staves and robes. Priests of
Harvest have been seen with almost any armor and weapon, but one
particular temple or church uses only one type of weapon and armor.
Priests of Autumn won`t need armor nor weapons, for they have the
support of Nature.

The abilities of the gods aren`t that necessary, for these gods
won`t have a physical form, and as such cannot be harmed by physical
or normal magical means (the only time that comes to mind would be a
battle similar to that of Raistlin and Takhisis in the Dragonlance
Legends, a RARE thing, that would most likely destroy the world).
Nevertheless, I won`t object if someone created them, after all
"whose campaign, his rules", as the saying goes.

Setesh, God of destruction (intermediate god)
 From: Michael Fassbender <MFASSBEN@EDU.INDIANA.UCS>

 Setesh, also known as Sutekh, Seth and Set, is very similar to the being 
referred to as Set in the _Legends and Lore_ tome (the latter deity being more 
properly known as Typhon-Set), but he is in fact far older. He is not a god of
evil, but rather a god of destruction, the end that awaits all things of the 
Earth by virtue of their transitory nature.  The destruction that he brings is
no more malicious in intent than are the desert heat and storms that he 
personifies.  Paradoxically, like with Shiva of the Hindus, the death and 
destruction that he brings are fundamental components of the divinely-ordained
order of things; the exception that enforces the rule, he violates Ma'at in 
order to uphold it.  Indeed, Ra is believed to have expressed this thought by 
saying, "Let Set be given unto me as a son, and he shall speak through the 
thunder, and men shall fear him."
	It is Setesh, and not Typhon-Set, who is the son of Geb and Nut,
one of four born at once, the others being Osiris, Isis and Nephthys.  In
the darkest moment of his existence, Setesh indeed did murder Osiris, who
was in turn vindicated by Horus.  This is not the only aspect of Setesh,
however; he is also a warrior-god, believed to guide the pharaoh and his
men in training and battle.  He slays, but he also protects those under his
care, especially those whose nomes (regional districts) revere them, until
their time has come to die.
	In some areas, Setesh's reputation became sullied by resemblances to
Baal, a Mesopotamian god much hated in the regions in question.  This
decline allowed an opportunistic evil godling (perhaps a baatezu Lord)
to gain followers by masquerading as a genuinely evil incarnation of Set;
only wicked, perverse Egyptians turned to this new cult, but such people
can surely be found in every culture.
	Role-playing notes: Setesh is a thunderous, dark god who is rightly
feared, but is also unswervingly loyal to those who are his own, be they
from a community looking to him as their patron, or an individual dedicated
to him, by choice or by parental decision.  Egyptians with red hair, for
example, are often entrusted to his care, as this hair coloration was
usually associated with Setesh.  (Viz. the Pharaoh Seti I, named after Setesh
for precisely this reason.)
	Statistics: AL n; WAL any; AoC desert heat, destruction, warriors;
SY Set-Beast, sometimes python or goat.

	Setesh's Avatar (fighter 20, necromancer 20)
	Setesh's Avatars typically appear as a man with the head of a creature
often known as the Set-Beast.  This creature, while not absolutely identified,
resembles a jackal, but is noted for its flat-tipped ears; it may, in fact,
be a form of wild dog now extinct in Egypt, known as a dhole.  Setesh may,
at will, appear as a Set-Beast, a python or a goat, instead of his hybrid
form.  He can call upon any school of magic save Illusion/Phantasm or
Enchantment/Charm.
	Str 25  Dex 20  Con 20
	Int 23  Wis 23  Cha 23
	MV 15   SZ 7'   MR 50%
	AC -4   HD 20   HP 160
	#AT 1   THAC0 -6Dmg weapon or 2d20+14 (bite)
Special Att/Def: When Setesh's avatar attacks, he does so with spells and
with weapons or his powerful bite.  Anyone bitten must save vs. poison or
be instantly slain.  He can only be hit by +3 or better magical weapons.

	Duties of the Priesthood
	The priests of Setesh, in addition to performing their service
to the deity, often minister to soldiers.  They are rare outside of nomes
dedicated to him, but are usually respected.
	Requirements: AB standard; AL any; WP any; AR a; SP all, combat,
guardian, healing, necromantic, protection, weather; PW nil; TU nil.

Terra, Queen of seduction and temptation
  from Ethan Roe <roeeb@morekypr.bitnet>

Armour class: -4              Hit points: 78
Attacks: 2(punch or kick)     Damage: 1-8
Move: 15                      Size: M(5'7")
Magic resist.: 50%            Alignment: LE
Worshippers: very few         Symbol: a large Black Dragon
Plane: Pimpliel's
W: 20  P: -  M: -  R: -
S:20  I:17  W:14  D:22  Co:18  Ch:24  Cu:25

     Terra has the Death kiss. Save vs. Poison -4 or die. Terra can use
these spell like abilities as if 20th level Magic user.
Charm person, Charm monster, Detect magic, Dispel magic, fly, Know align,
Polymorph self, Produce Flame, Read languages, Read magic, Teleportation,
Wall of Fire, Fireball, Fulfill another's Wish.
     Special Abilities: Infravision, Trueseeing, and she can give any one
being 5% Magic resistance If they already  have magic resistance of
higher than 5% it has no effect.
     She can use a gate ability to summon 2-5 Golden Warriors. Terra
never uses weapons.

Tilvaretu, Elven Goddess of Music and bards

Armour class : -3           Hit points : 92
Attacks : 2                 Damage/attack : by weapon +3 + str bonus
Move : 15                   Mize : M (5' 2")
Magic resist. : 60%         Alignment : NG
Worshippers : Elves, bards, musicians, etc.
Symbol : Golden flute       Plane : Elysium
W: 12  P: 12  M: 9  R: 19 (bard)
S: 21  I: 22  W: 25  D: 24  Co: 20  Ch: 25

 Tilvaretu, the Elven Goddess of music, appears in many guises; though always
as a female elf. She is revered not only by elves but by bards and musicians
of many other races. Tilvaretu is said to have provided the inspiration for
many of the songs of the elves, and has been reported to "speak" to composers
of any race who are in need of inspiration.
 It is said that Tilvaretu was the creator of music and was responsible for 
giving this music first to the elves and then to the other civilised races.
Tilvaretu prefers not to engage in combat and will instead use her music and 
singing to lull or charm the agressor.
 If a bard is in trouble or a life threatening situation due to his music,
singing or tales then he may call upon Tilvaretu for aid. There is a 35% 
chance that aid will arrive immediately, else it will take 2d4 turns. The aid
will come either in the form of one or more other bards, a charm or teleport
spell, or in extreme cases an avatar of Tilvaretu herself.
 Priests of tilvaretu must take the Singing and Musical instrument non-weapon
proficiencies at first level (singing = 1 slot dex -1, Instrument = 1 slot
dex -1). However, they get one of the following as a bonus every 3rd level,
starting from 2nd level.
Etiquette (1 slot cha 0), Dancing (1 slot dex 0)
Ancient history (1 slot int -1)
 Priests of Tilvaretu are limited to studded leather armour, but can use any
shield and those weapons allowed a bard. They must also have a minimum stat of
14 in both dexterity and charisma.
 To advance in the hierarchy of their church (i.e. go up a level) priests of
Tilvaretu must write a either a song, a piece of music, or a tale of their
adventures.
 Spheres allowed to priests of Tilvaretu are:-
Major - All, Charm, Summoning, Sun, Healing.
Minor - Combat, Guardian, Numbers, War.
 Plus any spell with music or song in the title (priest or mage spells) and
Legend lore as a bard of the same level.

Tobrig, God of Dwarves, mining and smithing

Armour class : -5           Hit points : 127
Attacks : 4                 Damage/attack : 3d4 +3 +str bonus
Move : 9                    Size : M (4' 7")
Magic resist. : 25%         Alignment : NG
Worshippers : Dwarves (esp. miners and smiths)
Symbol : Double headed Warhammer   Plane : Elysium
W: 16  P: 9  M: -  R: -
S: 25  I: 19  W: 23  D: 20  Co: 24  Ch: 20 (23)

 Leader of the dwarven pantheon, Tobrig is the true essence of all that is 
considered dwarvish. Short and broad, strong and gruff, He wears both red 
beard and hair long full bodied. He is war-like and quick to anger,
though He is just and fair in His dealings.
 In battle He wears magical plate armour and fights with a double headed 
(one at each end of the haft) war hammer that is a +5 weapon. The hammer is 
called Knee-capper and is similar in effect to a vorpal sword except that it 
breaks the knee caps of large or greater size creatures rather than severing 
heads.
 Tobrig was not always the leader of the pantheon, being merely the God of 
mining and metalwork. His father Albrecht was the first leader, but 
disappeared leaving the eldest of His two sons in his position. It is 
rumoured that Albrecht crossed reality to an obscure universe to found a new 
race of dwarves but died there in some unknown skirmish.
 As the God of metalwork He will sometimes instill a particular dwarven smith 
with the ability to create a weapon or suit of armour with such skill that it 
can be ensorcelled to aid its wielder/wearer in combat. The God himself will 
instill the work with the amount of magic He feels is suitable.
 Priests of Tobrig can wear any armour and use any type of shield but are 
limited to blunt weapons only, like normal clerics.

They may cast spells from the following spheres:-
Major : all, elemental (fire and earth), creation, combat, protection.
Minor : healing, divination, sun, elemental (air and water).

Priests of Tobrig can also cast detect precious metals and locate object 
1/day each at any level and cast them as if they were 9th level. They may 
also choose the weaponsmith or armourer proficiency at no extra cost. 

Treaton, the Life Giver, God of the Living
  From Ethan Roe (ROEEB@morekypr)

Armour Class: -10          Hit points: 364
Attacks: 1                 Damage/attack: 2-24 or by weapon +14
Move:30                    Size:124' tall
Magic resist.: 40%         Alignment: LN
Worshippers: Elves, woodland beings.
Symbol: A Golden Acorn and a Tree behind it.
W: 14  P: 32  M: 20  R: -
S:25  I:23  W:25  D:16  Co:20  Ch:24  Cu: He's a tree.

     Treaton is a Treant. He can appear as any form he chooses. His spells
consist mostly of healing or nature. Treaton can cause one tree to become
a treant one a week. Treaton usually doesn't have weapons but when he does
carry one it is a giant sized mace +4 of Disruption.
     Treaton will appear hostile or grumpy at any time but he is kind
and will not attack an unarmed or unthreatening opponent. He will demand
respect from everyone. Anyone harming the forest, the animals, or something
like that is in for a terrible beating, perhaps to the death, but usually
not. If Treaton were ever killed or completely destroyed then nature would
be messed up severely for a long time until nature healed itself. For
instance the seasons would not change. Or maybe they would change but too
quickly. Animals would take on alignments rather than just neutral this
does not effect familiars.

Ulbreg, Dwarven God of War and Death

Armour class : -7           Hit points : 152
Attacks : 4                 Damage/attack : 2d8 +4 +str bonus
Move : 6                    Size : M (4' 5")
Magic resist. : 20%         Alignment : CG
Worshippers : Dwarven warriors
Symbol : Skull              Plane : Olympus
W: 20  P: 12  M: -  R: -
S: 25  I: 17  W: 19  D: 20  Co: 25  Ch: 17 (19)

 Ulbreg is the Dwarven God of War and Death. It is he who calls Dwarves to
battle and decides who shall live and who shall die.
 He appears as a large dwarf with only a short beard, his face is never seen
as he always wears a skull-faced horned helm. His pure mithril plate armour is
covered by a full length maroon cloak, and he wields a large two-handed mace.
This mace is a +4 mace of speed, that gives +4 to initiative, one extra attack
per round, and does 2d8 damage per strike.
 Priests of Ulbreg can use any armour and shield, but are limited to those
weapons normally allowed a cleric. However, they use fighter tables for their
Thac0 and may specialise in the mace as a fighter. If a magical staff mace is
ever used by a priest of Ulbreg it will also gain the benefit of +2 to their
initiative and one extra attack every other round.
 Spheres allowable for Ulbreg's priests are:-
Major - All, Combat, War, Healing, Necromantic (but not raise dead, resurrect,
	or reincarnate, unless reversed)
Minor - Protection, Guardian, Divination, Summoning.

Vofos, God of Wanderers and Knowledge
  From: DEL HART <HART6686@edu.plattsburgh.cc.splava>

Armour class : 0          Hit points : 100
Attacks : 1               Damage/attack : d6 + str bonus or as staff carried
Move : 15                 Size : 5' 7"
Magic resist. : 80%       Alignment : Neutral Good
Worshippers : travellers , sages
Symbol : maze             Plane : astral plane
W: -  P: 7  M: 18  R: -
S: 19  I: 25  W: 23  D: 20  Co: 20  Ch: 24

 One of our more favorite quasi-god is VOFOS.  VOFOS is a wanderer
always in search of more knowledge and experiences.  He is rumored to have
a gigantic complex on the astral plane which consists of a maze so large
as to contain micro ecosystems of the creatures which he's found 
"interesting".
Near the center is his palace which supposedly covers a square mile.
VOFOS spends his time animating several different mortal forms which he's
created from scratch exploring different worlds/planes.  No one is sure
how many forms he animates and experts put this number between less than a
dozen to about a hundred.  He does maintain his major part of his mind and
power in his true form on the astral plane where he is either in his
palace meditating, maintaining the different ecosystems or "walking" through
the astral just exploring.
 Most of his mortal forms are characterized by a simple person that
carries a walking staff (usually of some kind of magical nature) and travels
from place to place.  It is not unknown for him to join an adventuring group
but in general he dislikes violence and killing in specific.


Zattaze, Demigod of Spells and Chaos.
 From: Darrin E. Meade.
 (contact via phy_shaffer@exodus.valpo.edu)

Zattaze was born a child with magic already in him and part of
his environment, his parents being a Priestess of Bast and an
Arch-mage in the city of Greyhawk on the planet Oerth.  The time
period this took place in is so long ago that even the greater
gods have trouble remembering.  All that could be said about
Zattaze's age is that he is very ancient.  His parents perished
with his mother's church and his small school of apprentices
fighting an onslought brought about by the mage that resided in
the Valley of the Mage.  Zattaze was taken under wing by a friend
of his father's by the name of Warr.  Warr was a powerful lord in
need of a magus of the court.  So he took Zattaze in and paid for
his training in the best schools of magic.  Upon reaching the
higher levels of magic, Zattaze then created many wonderful and
powerful magic items for Warr, when combined with his fighting
skill, made Warr one of the most powerful men on Oerth.  Zattaze
then took the notion to become a cleric of Thoth, rising to great
levels with his strong faith and combination of intelligence and
wisdom.  By this time, Warr ruled a large part of Oerth, none
daring to overthrow him and his powerful mage/cleric.  Warr
became inflicted with Melencholy of Might, an insanity to which
there is no cure.  Melencholy of Might is when someone becomes so
powerful there is nothing left to do, so in a fit of boredom,
Warr took his life leaving everything to Zattaze.  Zattaze, not
being one for rulership, let the lands he owned find their own
way.  He kept the castle and money and then decided to travel to
the Orient, where he learned the secrets of the Shukenja, and
through prayer with Thoth, learned the ways of the Shukenja.  He
had thus became acquainted with every spell-casting occupation
there was.  He traveled far and wide learning new spells and
making very powerful magic items.  He then went to Valley of the
Mage to take over and bring revenge to his parents.  He decimated
the puny mage living there and sold his soul to Pazuzues (which
was to become a regular thing he did to people he dispised).  His
love for cats and direct communication with Thoth brought about
the attention of Bast, who fell deeply in love with the powerful
mage.  They had a fling for a few centuries in which Zattaze
created Scout in her name.  She eventually left him, afflicting
him with a kind of chaotic nature.  Not evil nor good, just
supremely chaotic.  This coupled with the affliction Melencholy
of Might he soon acquired drove him to bring about large chaotic
events which upset balance and brought about the attention of the
Gods.  Instead of destroying him, Thoth asked that he be ascended
into the position of demi-god status, where he could work his
chaos in order to maintain balance, but also he could be
supervised when needed.  They all agreed, accept Set, who was
overruled.  Upon his ascention, Zattaze was granted his own
sphere of control, and special powers granted only to him.

ROLEPLAYING NOTES:
Zattaze loves chaos, he thrives on events that make people get
very confused as to what happens next.  He is very egotistical,
narsisisctic, cocky, and self-centered.  He hardly ever obeys
rules, thinking he has the right to do anything.  He does not
believe in good or evil, just different degress of intense chaos.
He still has a love for felines and magic.  Zattaze loves to
intervene in mortal affairs.  Much to the dismay of the Gods and
mortals.  He doesn't always help the mortals he intervenes for,
rather, just stirs up alot of trouble and then leaves.
He will send his avatar on these occaisions: the harming of a
feline, 40%, the creation of a useful spell 40% (not essentially
useful to him because he could just wish for things, but useful
in the realms of normal magic).  Upon the creation of a new
spell, If the priest offers it to Zattaze as a gift, there is a
75% chance that Zattaze will share one of his peronal spells with
the priest (the spell will be of equal level).  However, if it is
a useless spell, the mage may find himself with a minor, irrating
curse.  If a cleric prays for his intervention (10%), this
ususally ends up causing the cleric a great deal of chaos and
death is usually more worthwhile.

Zattaze has these objects:

Sphere of Annihalation, Rod of Cancellation, Orb of Wishes, Orb of Permanency
Orb of Spells (Int: 20, Wis: 19, Ego: 63.  20th level caster, can
cast every spell Zattaze can).
Orb of Sight and Sound:  Int: 23, Wis 23, Ego 66.  20th level
caster, can   cast every spell Zattaze can).  This item has the
scrying abilitys of a crystal ball, with the ability to cast spells 
through it. Its reach is the known dimension including planes and 
some pocket dimensions in the known dimensions.

Mirror of Worlds:
This 5' x 5' circular, upright mirror acts just like the Orb of
sight and sound except that it is also extra-dimensional in its
viewing.  Ie. Krynn, Greyhawk, Forgotten Realms, Marvel World,
pocket dimensions) etc.  It can cast the number of gate spells
equal to the level of the caster/wk.  However,
the Mirror is not intelligent.

Ring:
Doubles the power of all spells, area of effect, damage, range,
etc.
Spell Turning
Lower Resistance

Staff:
Doubles the power of all spells.
Any spell that requires touch have a range of at least 1'/lvl.

Circlet:
Doubles the power of all spells.
All non-detection spells
All protection spells
Psionic barricade

Bracers:
Doubles the power of all spells
Ability to cast 3 spells/rd.
All spells have a curse that raises the the character's saving
throw 3 points.


AoC: Spells and Chaos       Align: Chaotic     Pr.Align: Any Chaotic
Plane:  Limbo         Symbol:  Open Book
Wo.Align:  Any Chaotic     Races:  Any     Non/Weap/Prof:  Normal
Granted:  None
Reccomended:  Spell craft and Concealed Somatics

Duties/Devotions:  Normal prayer, spreading the faith.  Acquire
spells.
Marriage:  No
Mission:  Learn magic, teach magic, cause chaos
Vigilance:  Lawfullness, stupitidy
Rights of priesthood:
  Church Trial: Yes
  Coronation: No
  Tithes: Donations
  Excommunication:  Only for traitorous acts
  Rule: Yes

Restrictions:
  Armor: None
  Shield: None
  Celibacy: Are you insane?
  Chastity: Never
  Clothing: Egyptian style, either shaved head or hair below
   center back (no in-between), and holy symbol on necklace 
   or on staff.

Ability Scores:
 Int:  16, Wis: 16

Prime Requisites:
 Int, Wis

Spheres:  (See Below)

POWERS OF PRIESTHOOD
 1.  Major access to all spheres of control.
 2.  Ability to cast any spell the priest encounters.
      Including M+User, Wu-Jen, and Shukenja.
 3.  Can cast any spell (if level permits) off of a scroll.
 4.  Always allowed a saving throw versus spells.
 5.  Priests can do spell research just like mages, but if the
new spell is successful, they have to offer it to Zattaze before he
will give them the power to cast it.

RESTRICTIONS OF PRIESTHOOD
 1.  No armor
 2.  Only allowed two weapons (including weapon prof) of dagger
and staff.
 4.  1d4 for hit points
 5.  Attacks as a wizard

Note: Clerics of Zattaze can teach a mage any mage spells they
have in their prayer books (Excluding spells that are not fitted
to the mages class) because they have to inscribe their prayer
books much like a wizard.

     SCOUT, AVATAR OF ZATTAZE

Scout was created when Bast and Zattaze happened upon a hunter
who had just shot a white jaguar.   Well, upon seeing this Bast
unleashed her full fury and killed the hunter.  Then Zattaze
captured his soul and gave it to Pazuzues as a present.  Zattaze
then healed the Jaguar and realized she was going to deliver
kittens.  So Zattaze and Bast kept this creature for a pet.  The
Jaguar had 5 white kittens.  Zattaze released 4 kittens along
with their mother, and in a vow of love made the statement if
anyone finds these kittens or their mother and show them nothing
but respect and kindness, they may ask me for one favor within my
power.  If, however, they harm these animals, my wrath will be
quick and prolonged.  The other kitten Zattaze kept and used all
of his powers to mutate the cat into a half-man, half-cat Jaguar
(looks like a werecat).  The cat had amazing intelligence and
Zattaze took the newly made life as an apprentice.  Scout learned
quickly and became a very powerful mage\cleric.  They had many
adventures together and became very close, best friends.  So when
Thoth told Zattaze the good news about being ascended into the
ranks of the Gods, Zattaze made Scout his avatar so in a way,
they could still adventure together.

ROLE PLAYING NOTES:
Scout is the type who is happy to be alive (or created being the
correct word).  But he does not like cruelty to animals, and he
does not like being challenged.  He is cocky, but not as much as
Zattaze (his personal joke being Zattaze is the Demi-god of Chaos
and Cockiness).
He is slightly chaotic, but doesn't go into cruelty chaos like
Zattaze. He loves to learn and to teach, he can be very gentle
and fun loving depending upon the situation.  He can also be very
deadly.


SCOUT'S ABILITIES
MAGE: 20   CLERIC: 20*
STR: 25  DEX: 25  CON: 21  INT: 23  WIS: 24  CHR: 19
MV: 36'    SZ: 6'    HD: 20    HP: 140
AC: -6    MR: 40%
Algn: Chaotic Good
ATT: As Cat

Scout can choose to be full human, half-man & half-cat (the cat
being of his choosing from cheetah to sabre tooth and all
inbetween), and full cat (any cat he chooses).  When in half
form, he uses the attack tables as the cat he choose for that day
plus strength.
 Scout can also phase, this is not magical but a natural ability,
it is the ability to have the molecules pass through any solid,
liquid, or gas.  Scout can be affected by certain magic in this
state, but cannot be physically hurt.  He cannot cast in this
state, he cannot attack in this state.  When performing this
ability, it is the only thing he can do.
 Scout is allowed a saving throw versus all magical spells and
spell like effects.
 Scout can detect and see etheral, astral, and invisible creatures
with his white eyes, which the slits are red.

Cat's Cradle
 Scout has the natural ability to triple his size and speed.  This
gives him triple attacks he can make in one round.  (Mixing this
with the avatar ability to triple size you then have a X9
modifier).
*These include the Druid, Shukenja, and Wu-Jen spells and
abilities.


Scout's Magic Items *

Circlet of the Cat:
Mind Blank is permanently up.
Allows 75% MR to spells and spell like powers.
Spell absorption up to 50 spell levels which he can then weave
into his own spells.
Anti-control (stops effects of any mind control)
Prayer: which gives friends +6 to save vs. spell and spell like
effects, and gives enemies a -6 to save vs. spell and spell
like effects.
Feedback: See Spell on Zattaze
Anti-scry: Allows no detection from any scrying magical or
psionics

Bracers of Feline Grace
Allows the ability to cast three spells in one round.
Triples damage, other spell abilities, range, duration, and area
of effect of all spells.
Has the In-Hand spell Zattaze created.
AC: 0
Fly: 278'
Teleport without error

Scout's Ankh
Heal
Regeneration 5hp/rd
Ressurection 2x/day
Cure disease
Restoration

Ring of Kittens
Anti-port
Stop port
Gate
Transfer (transfers spells that require touch into a green ray
that only misses if user misses his save).
+3 to all saving throws.
Shield of Force

Can call these items from Zattaze once per day:
Orb of Sight and Sound
Orb of Annhiliation
Dimensional Mirror
Satan's Sword : +4 Vorpal, Sv. vs. Void, Sv. vs. Trap the Soul,
Sv. vs. Imprisonment.

* Scout's Items were made with the help of Zattaze, Thoth,
Isis, and Neodig.  These items can only be taken away if enough
dispel magic spells are cast to dispel: an anti-dispel magic,
wish, ancient bless, stay, stay port, and an anti-in-hand spells,
if all these prove successful, Scout would still get the benefit
of a saving-throw.  They cannot be yanked physically from him
unless the wish, stay, and ancient bless spells are removed.
Scout can send any one, or all at the same time back to at a mere
thought, no matter where he or the items may be.

The following deities are all from the pantheon of
  Ristonofer <menery@mil.osd.gn7cg.anthem>

PANTHEISTIC DEITIES AND THEIR PLAYER CHARACTER PRIESTS

THE PANTHEISTIC VIEW

 All Pantheists recognize the existence of all the gods in the
Pantheon.  The gods of Good, Evil, Law, Chaos and Neutrality all have
their functions.  Certainly, Humanity cannot begin to understand all the
reasons gods do things, but at the very least is vaguely aware of the
general spheres of influence of the individual gods.  The general World
View of Pantheists is that there is too much in the world to be controlled
and tended for one entity, no matter how powerful, to handle.  they believe
in Greater, Intermediate and Lesser Powers, for there are greater,
intermediate and lesser forces in the world.
 It can be assumed that there is general cooperation among
denominations (Pantheism is the Religion) that have similar goals. For
example, followers of Deneir and Nethlar have much common ground on
which to stand.  Florians and those that venerate Aphyx, god of Disease,
on the other hand, would make strange bedfellows.  There is not in
recorded history a religious war between Pantheistic denominations.

THE DEITIES

AZRIL
Lesser Power
Portfolio:  Mischief, Trickery
Alignment:  Chaotic Evil

 Azril is called upon by those who wish his aid to nefarious ends.  He
is popular among assassins, bandits and the like.  There are no Priests of
Azril.  Some say he is just another aspect of Lukane.  Azril is said to
"visit" those who have bad luck.

APHYX
Intermediate Power
Portfolio:  Disease and Pestilence
Alignment:  Chaotic Evil
Ability Requirements:  Wis 9, Con 12, Cha less than 10.
NWP Required:  None
Weapons Allowed:  Whip, scourge, staff, any clawing-type weapon
Armor Allowed:  None
Major Spheres:  All, Creation (in reverse only), Divination, Healing
(reverse only), Necromantic, Summoning
Minor Spheres:  Sun (reverse only), Combat
Granted Powers:  Summon 2-12 rats (75%) or giant rats (25%) once per
day.  5th Level:  Cause Fear once per day for every two levels above 3rd.
7th Level:  Cause Disease 1/day; and additional once per day every other
level.
Turn Undead:  Turn and Command
Limitations:  May not use spells to heal in any circumstance, including
self.
 Priests of Aphyx gather for dark and terrible purposes.  It is rumored
that they are behind the Plague of 3A62.  They wear grayish, tattered
robes with deep cowls that are always pulled up. They will pull back the
cowls to use the Cause Fear power, revealing their horrible visages.
Physical self-deprecation is common among Priests of Aphyx.  Many also
keep rats and giants rats as pets and servants.  Player Characters may
not be Priests of Aphyx.

BHON, Beast Father
Intermediate Power
Portfolio:  Animals
Alignment:  Chaotic Good (Neutral)
Ability Requirements:  Str 11, Wis 12, Con 12, Cha 12
NWP Required:  Animal Handling (bonus) and Riding, Land-based
(bonus), Endurance.
Weapons Allowed:  Long/short bow, net, lasso, staff, club, dart, dagger,
knife
Armor:  Up to studded leather
Major Spheres:  All, Animal, Creation, Guardian, Healing, Plant,
Protection
Minor Spheres:  Combat, Divination, Sun, Travelers
Granted Powers:  May Heal one animal per day per level.  At 3rd Level:
May cast Animal Summoning I once per day.  At 6th Level: Develop
followers, as per the Ranger class, but only animals. The DM has a table.
At 9th Level: May cast one additional Animal Summoning of any kind per
day.  This is cumulative with the 4th level power.
Turn Undead:  No
Limitations:  May only kill game animals for food for himself or those not
able to hunt.
 Priests of Bhon are called Beastmasters, and have no religious
organization.  Their primary duty is protection of animals of all kinds,
especially in the wild.  They are against the domestication of animals as
pets, but understand the need for domestication of food animals (cattle,
etc.).   Beastmasters will sometimes travel with adventuring parties, and
almost never with other Beastmasters. Rangers and druids may also
venerate Bhon; a PC may be a multi  classed warrior/priest of Bhon.

CYR (Mountain Lifter)
Lesser Power
Portfolio:  Strength and Might
Alignment: Any
Ability Requirements:  Wis 9, Str 15, Con 13
NWP Required:  Endurance
Weapons Allowed:  Battle Axe, club, mace, maul, morning star, 2-
handed sword, war hammer, and any other weapon that requires strength
to wield.
Armor:  All
Major Spheres:  All, Combat, Healing, Necromantic (in respect to poison
only)
Minor Spheres:  Elemental, War, choice of either Law or Chaos, based
on alignment.
Granted Powers:  At 5th level:  Immunity to paralysis.  At 7th Level:
Immunity to undead life-draining touch.  At 9th-Level:  Immunity to the
spells Chill Touch, Energy Drain, Enervation, Ray of Enfeeblement and
Vampiric Touch.  Priests of Cyr may roll for exceptional strength, and are
allowed fighter's constitution bonuses.
Turn Undead:  No
Limitations:  May not gather material wealth of any kind.  A Cyrite may
have clothing, armor, no more than 3 weapons (may be proficient in more
than he owns), a mount (never a pack animal) and a small amount of
survival gear (blankets, etc).
 Regardless of alignment, Cyrites tend to be loud and aggressive, and
either brave or foolish (some say they go hand-in-hand).  They love to go
on adventures where they will be able to display their personal strength
and the abilities of their god.  They love competition, and will always take
some small token of a victory.  They will quickly disassociate themselves
from cowards, and will certainly not heal them, though how harsh a judge
they are is left up to the individual character.  While there are shrines to
Cyr, there is no religious hierarchy.

DENEIR (Lord of Glyphs and Images)
Intermediate Power
Portfolio:  Written Language, Symbols, Graphic Art
Alignment:  Neutral or Lawful Good
Ability Requirements:  Wis 14, Int 14
NWP Required:  Read/Write (bonus);  Artistic Ability (bonus-at 50%);
Ancient Language (written);
Weapons Allowed:  One-handed bludgeoning
Armor:  To banded, no shield
Major Spheres:  All, Astral, Creation, Divination, Guardian, Healing,
Protection, Summoning
Minor Spheres:  Combat, Sun, Wards
Granted Powers:  Gain +4 to saving throws against harmful affects of
books, scrolls, runes, and other magical writing, including effects of books
handled by the wrong class.  Where there is no save, a normal saving
throw is allowed.  Basic Identification of Runes:  The Priest needs to make
two intelligence checks.  The first will allow them to identify the types of
person who left the rune, (Ranger, Ugoth, Merchant), the second will allow
them to determine the general meaning (warning, good food, ambush).  At
7th Level:  Gain basic understanding of Caerwyth.  The Priest gains the
proficiency at a level equal to Intelligence, and will gain an additional 5%
per level thereafter.  This understanding will not enable them to cast
Wizard spells, but it may enable them to read tomes, inscriptions, etc.,
and know the capabilities of those who inscribed it.
Turn Undead:  No
 Whereas Priests of Nethlar are interested in the knowledge itself,
Deneirians are interested in the forms in which knowledge is recorded.
Obviously, the two have a close working relationship. Deneirians may find
dusty old tomes, and instead of paying attention to the content of the
book, delight in the strange, heretofore undiscovered language in which it
was written. Deneirian Priests also love art, and all have at least a small
amount of training in drawing, sketching and painting.  Deneirian shrines
are unlikely to store books or scrolls.  Annually, on 15 January, Priests
celebrate the Deneirian Runefest; on this day, they add another tattoo to
their collection, as a symbol of both their faith to the deity and ascension
of their station.  A new 1st-level spell is available for this.

EREGUL (The Dark)
Intermediate Power
Portfolio:  Death, the Dead
Alignment:  Lawful Evil
Ability Requirements:  Wis 9, Con 15
NWP Required:  None
Weapons Allowed:  Scythe, sickle
Armor:  None
Major Spheres:  All, Astral, Divination, Healing (reverse), Necromantic,
Time
Minor Spheres:  Protection,  Sun (reverse)
Granted Powers:   At 3rd Level:  Double the effectiveness of any spell
concerning the dead (i.e.-Animate Dead) including range, duration and
numbers affected.  At 5th Level:  Immunity to the affects of life-draining
force (undead, etc.).  At 9th Level: Triple the effectiveness of any spell
concerning the dead.  At 12th Level:  Quadruple effectiveness of any spell
concerning the dead. At 19th Level:  Finger of Death, once per day.  May
drain all the life energy from a victim (saving throw vs. Death Magic at -1 
for
every two levels the victim is below the caster to negate) and transfer it to
himself.  He will temporarily gain those levels, and function effectively at
that level for the next 12 hours.
Turn Undead:  Turn normally, but command as Priest two levels higher
Limitations:  Tribute.  Must deliver one human/demi-human sacrifice per
day or lose spell capabilities until one is delivered.
 Priests of Eregul dress in all black at all times.  They avoid the sun
as much as possible to develop pallid skin, even going to the extent of
using paints and dyes to make themselves as pale as they possibly can.
They have the single-minded purpose of providing their master's realm with
as many souls as is possible. They are particularly fond of "assisting" the
injured and dying on their way.

FLOR(Lady Mercy)
Intermediate Power
Portfolio:  Healing, Life
Alignment:  Any good
Ability Requirements:  Wis 10, Int 10, Con 12
NWP Required: Healing (bonus), Herbalism (bonus), Read/Write and
Religion
Weapons Allowed:  Lasso, Net, Staff (for Defense only)
Armor:  None
Major Spheres:  All, Creation, Divination, Healing, Necromantic,
Protection, Summoning, Wards, Time, Travelers
Minor Spheres:  Charm, Guardian, Plant, Sun
Granted Powers:  +2 to save vs. all poisons and diseases.  Lay on
Hands for 2pts/level once per day; Soothing Word at will;  At 3rd Level:
Analysis and Identification (Int check required) of diseases and poisons.
Starting at 3rd level, and for every 3 levels thereafter, the Florian adds +1
to healing spells (i.e.-Cure Light Wounds heals 1d8+1, etc.). There is no
upward limit to this.  Gains +2 to hit for defensive maneuvers with staff,
such as parry, pull/trip, etc.
Turn Undead:  Yes
Limitations:  May not take sentient life.  If a Florian ever knowingly takes
a human or demi-human life, he will utterly and irrevocably lose all powers
as a Florian.  If he is party to the taking of a life, his powers will remain,
but he will lose 3 hit points a day until he finds his own (but acceptable)
method of atonement.  During this time, his spells and powers will not
work on himself.  Florian Priests receive 6-sided hit dice.
 The Florians are the Bringers of Mercy to the sick and infirm. They
will use any means at their disposal to help anyone.  They will not "save"
their spells for their friends, but use them as needed.  If they have the
ability to heal someone, they will, even if that person is an enemy.  They
may, of course, choose to prioritize those to be healed as they see fit.
Their responsibilities as healers extend only to humans, demi-humans and
humanoids, unless the individual chooses otherwise.
 Florians are prone to traveling about the countryside, helping
whomever they can whenever they can.

HUBRIS (Lord of Battles)
Greater Power
Portfolio:  War
Alignment:  Lawful Neutral
Ability Requirements:  Wis 9, Str 13
NWP Required:  Blind-fighting, endurance
Weapons Allowed:  Battle axe, bows, dagger, knife, lance, maul, mace,
polearms, spear, swords, warhammer.  Specialization in one is required.
Armor:  All
Major Spheres:  Combat, War, Law
Minor Spheres:  Necromantic, Protection, Healing
Granted Powers:  At 3rd Level:  Incite Berserker Rage, up to 3 times as
many people as Priest has level.  This gives followers (and only Warriors)
+2 to hit and twice as many attacks per round, for two rounds per level of
the Priest.  The Priest must select beforehand how many rounds the rage
will last, but it must be at least three.  He cannot control it afterward.  
The
incited will stay conscious up to and including -5 hit points.  At -6,
however, they will die.  If an incited Warrior is between 0 and -5 when the
rage wears off, he will die if not immediately tended to (the following round
at the latest).  If the rage is in effect after all enemies are slain, then 
the
incited will attack any living thing, including their friends, each other, and
the Priest until the rage wears off.  Berserkers suffer -2 to their Armor
Class while enraged.
 Hubrians, called Warbringers, exist to promote and participate in
battle.  They are conquerors, and will lead by power and force, crushing
the bodies and spirits of the weak.  They do not revel in death and
destruction, for they know that the vanquished will better serve them in
their armies than in graves.  A popular Hubrian saying is "Better served as
a slave with a sword than an enemy with a grave."
 Hubrians respect authority a great deal, but leader must be
worthwhile.  They will never follow a weak leader.  An adventuring Hubrian
Priest will always lead a party unless there is someone he recognizes as
competent authority.  Otherwise, he will leave a party he cannot lead.

IBRAHIL (The True)
Intermediate Power
Portfolio:  Duty, Loyalty, Obedience, Justice
Alignment:  Lawful Good
Ability Requirements:  Wis 15, Con 12
NWP Required:  None
Weapons Allowed:  Any two-handed
Armor:  Any, no shield
Major Spheres:  All, Combat, Creation, Divination, Guardian, Protection,
Law
Minor Spheres:  Healing, Necromantic
Granted Powers: Complete Immunity to Charm spells and spell-like
effects. At 3rd Level:  Use Command once per week.  At 5th Level:  Gain
+2 to saving throws against harmful effects of undead. If there is normally
no save, one with no bonuses is allowed.  At 9th Level:  Ultimate Wisdom.
Once per week, may use this ability to make the wisest choice in a
dilemma.  This option will not necessarily bring boon, for there are
sometimes no-win situations. To use this ability, the Priest must spend an
entire turn praying for guidance.  At 10th Level:  Gain followers, as both a
Priest and Warrior, combining the two.
Turn Undead:  Yes
Limitations:  Priests of Ibrahil may not break their word.  If they do, they
will immediately and irrevocably lose all their abilities as a Priest.  If 
they
compromise their word, they must seek an Atonement from another,
higher-ranking Priest of Ibrahil, who will most likely send them on some
quest for penance.
 Priests of Ibrahil are not prone to quick decisions, unless the
obviously right one presents itself immediately.  Truth is exceedingly
important to them, as mentioned above.  They tend to make poor leaders,
for they are unwilling to make the compromises that some leaders tend to.
Their organization is much stronger than most of the other Pantheistic
orders; they sponsor several select organizations that have been known to
foster adventuring.

KAEAL (Of the Weave)
Intermediate Power
Portfolio:  Magic, magic-users
Alignment:  Any, predominantly chaotic
Ability Requirements:  Wis 12, Int 13
NWP Required:  Spellcraft (bonus), Read/write, Ancient Language
Weapons Allowed:  Dagger, staff, knife
Armor:  None
Major Spheres:  All, Astral, Divination, Elemental, Healing, Summoning,
Thought, Numbers, Wards
Minor Spheres:  Animal, Guardian, Necromantic, Plant, Protection, Sun,
Weather
Granted Powers:  Voice of Command twice per day.  At 3rd Level: Gain
Infravision (doubles for demi-humans); At 5th Level:  May substitute Wizard
spells from a single school (chosen by the Priest before reaching 5th level)
for normal Priest spells. The Priest must have these spells in a spell book
and know them, but need not memorize them to be able to cast.
Effectively, those Wizard spells become Priest spells.  At 8th Level:
Shapechange.  By the time he is 5th level, the Priest of Kaeal should have
chosen a Heartbeast, an animal with which he has an affinity and or
appreciation (approval of DM is required, though it should come out in
roleplaying).  At 8th level, he may shapechange into that animal at will.  He
cannot cast spells in that form.  10th Level:  Ability to change into giant
form of the Heartbeast.
Limitations:  Priests of Kaeal receive 4-sided hit dice.
 There are many names for Priests of Kaeal, not all of them
complimentary.  The most popular is Weavemasters or Grammarians.
There are two schools of thought among Weavemasters.  Some worship
the deity, while others venerate the spirit of the Weave, thought to be the
force from which the power of magic is drawn.  There is little structure to
the religion, and it's followers are few.  A Kaealian shrine is likely to be
anywhere, though, as Priests tend to set up holy places on whims rather
than with forethought.  Most Priests of Kaeal are multi-classed
Wizard/Priests (who may be specialists), an option which is open to
Humans.

KIR (Spirit of the Fury)
Greater Power
Portfolio:  All bodies of water
Alignment:  Chaotic Neutral
Ability Requirements:  Wis 9, Con 12
NWP Required:  Navigation (bonus)
Weapons Allowed:  Trident, net, harpoon
Armor:  None
Major Spheres:  (With respect to water life/creatures only) All, Animal,
Elemental, Plant, Protection, Summoning, Travelers,Weather
Minor Spheres:  Creation, Divination
Granted Powers:   Make all saves vs. water-based spells and spell-like
effects at +4.  Gain one additional spell per spell-level allowed per day that
must come from the Elemental Water sphere.  At 3rd Level:  Secure
Aquatic Familiar.  The Priest is empowered with the ability to Summon a
familiar from a body of water  with which he is familiar with a 100% chance
of success.  The exact familiar will vary based on the specific body of
water.  The Priest will effectively function as a Priest one level higher when
in or within 100 yards of the body of water from which is familiar has been
summoned.  Note that the familiar may not be removed from the water and
transported around.  If the Priest is more than 100 yards away from his
body of water, then he will function at one level lower.  At 9th Level:  Call
Storm.  On a body of water the size of a large lake or greater, the Priest
may call a storm into existence.  The storm will obscure vision and make
movement on the body of water impossible.  It will capsize a rowboat or
smaller, has a 50% chance of capsizing a boat up to 40 feet long, and a
5% chance of capsizing a larger vessel.  The DM should adjudicate
instances of people and things being pitched overboard as he sees fit.  At
13th level:  Ability to survive on the Elemental Plane of water for 1 hour,
and an additional hour for every level over 13th.  This ability is not 
conferred
to associates.
Turn Undead:  Only those connected with the water (Lacedon, Sea
Zombies, etc)
 Priests of Kir will make every effort to keep themselves within reach of
a body of water.  It is from water that they draw their power, which makes
them particularly powerful in a water-based campaign.  Away from water,
the powers of the Priest wane.  In a desert environment they are totally
ineffective.  Priests of Kir are called Waterlords, and refer to themselves as
Servants of the Sea.

LISORI
Greater Power
Portfolio:  Love, Peace, Harmony
Alignment:  Any good
Ability Requirements:  Wis 11, Cha 15
NWP Required:  Etiquette (bonus)
Weapons Allowed:  None
Armor:  None
Major Spheres:  All, Charm, Creation, Healing, Divination, Protection,
Guardian, Sun, Wards, Travelers
Minor Spheres:  Necromantic
Granted Powers:  Soothing Word at will.  At 3rd Level:
Charm/Fascination once per day.  Opponent's saving throws suffer a -1
penalty for every three levels of the Priest.  At 5th Level: Aura of
Protection, 10' Radius.  Receives +1 to natural Armor Class,  and an
additional +1 for every two levels above 5th (no limit).  In addition, should 
a
hostile creature attempt to penetrate the radius, they must make a saving
throw vs. paralyzation or be held fast for 5-20 rounds.  The Priest may
allow anyone or anything inside the radius at will.  At 7th Level: Immunity
to Charm spells.  At 9th Level:  Gains the knowledge of the brewing of
potions similar to the Philter of Love.  Must still have the facilities for
brewing the potion.  At 11th Level:  Aura of Peace.  Once per week may
cause all hostile activities within their field of vision to come to a cease 
for
one hour per level of the Priest.
Turn Undead:  Yes.
Limitations:  May not, under any circumstance, attack another sentient
being with the purpose of doing harm.  This includes weapons and spells.
Should a Lisorian do so, they will automatically and irrevocably lose all
powers as a Priest of Lisori.  There are no exceptions.  Peacebringers
receive 4-sided hit dice.
 The major focus of the religion is Peace, and Love is more a sidelight.
The Priests go on many pilgrimages promoting their ideals, and wandering
Lisorians, also called Venutians, are a common sight in the Kingdoms.
They make wonderful arbiters, and more than one high-ranking Lisorian
has used his ability to prevent the onset of war.  Due to the limitations
placed upon them, Priests of Lisori do not make particularly good
adventurers, and do not fit well with adventuring parties, whose lives are
often violent. Lisorians will avoid Hubrians and Cyrites at all cost, but will
not antagonize them in any way.  For all the peace, love and harmony that
they bring into the world, Venutians are detested by many, probably out of
jealousy for the internal peace they themselves do not have.  Hubrians
especially will take great measures to destroy anything of Lisorian make,
including Priests.

LUKANE (Lady Luck)
Lesser Power
Portfolio:  Good Luck, adventurers, gamblers
Alignment:  Chaotic Neutral or Chaotic Good
Ability Requirements:  Wis 14, Dex 13
NWP Required:  Gaming (bonus)
Weapons Allowed:  Any allowed to Rogue
Armor:  To studded Leather
Major Spheres:  All, Charm, Creation, Divination, Sun, Chaos, Numbers,
Time
Minor Spheres:  Combat, Protection
Granted Powers:  Once per day may influence a single die roll in their
favor.  This can be one of their own, an ally or an opponent. The change is
can be one (plus or minus) per three levels of the Priest.
Turn Undead:  No
 There are few Priests of Lukane in the Kingdoms, though she is
venerated by many, and many live by her graces.  It is unclear why she
smiles on some and not on others.  This is probably due to her fickle and
chaotic nature.

NETHLAR
Intermediate Power
Portfolio:  Knowledge
Alignment:  True Neutral or Lawful Neutral
Ability Requirements:  Wis 14, Int 12
NWP Required:  Read/Write (bonus), Local History (bonus), Ancient
History, Skuldavian
Weapons Proficiency Required:  Wrestling.  Priests of Nethlar are +2 to
hit when using wrestling maneuvers and suffer no penalties when wearing
armor.
Weapons allowed:  One-handed bludgeoning
Armor:  Up to Banded, no shields.
Major Spheres:  All, Astral, Divination, Protection, Summoning, Thought,
Time, Numbers
Minor Spheres:  Combat, Healing, Guardian, Sun
Granted Powers:  At 3rd Level:  Cast Identify once per day when within
shrine or temple to Nethlar or when within the radius of Protection from
Evil.  At 10th Level:  May cast Legend Lore once per week when within
shrine or temple to Nethlar.
Limitations:  Priests of Nethlar receive 6-sided hit dice.
 Priests of Nethlar, called Lore Bringers, are great collectors and
storers of Knowledge.  They are adept at storytelling (but not necessarily
entertainment) and will freely share most of the less arcane knowledge that
they have gained.  Their duties include serving for 3 weeks a year at any
shrine to temple as a Scribe (this includes adventuring Priests), and is
done as a gesture of faith and an act of penance for any sins they may
have committed in the past year.  Before becoming a Priest of Nethlar, an
individual must spend one year as a Temple Scribe in order to show his
dedication to the faith and be in an environment of learning.
 Temples to Nethlar are called Libraries, and are decorated as such,
with fewer religious trappings than other temples.  Written materials are
not collected at shrines.

ORION
Lesser Power
Portfolio:  Forestry, Hunting
Alignment:  Chaotic or Neutral Good
Ability Requirements:  Wis 10, Dex 12
NWP Requirements:  Set Snares (bonus)
Weapons Allowed:  Short bow, long bow, net, lasso, spear, javelin
Armor:  To Studded Leather
Major Spheres:  All, Animal,Elemental, Plant, Sun, Travelers
Minor Spheres:  Guardian, Healing, Protection, Weather
Granted Powers:  When hunting for food, gain +1 to hit for every three
levels of the Priest.  May be bow specialists if desired.  At 3rd Level:  Call
Woodland Being once per week.  At 5th Level:  Move Silently through
woods or forests.  If Priest chooses, he may move in the forest without his
footfalls making a sound.  This extends only to himself; he may not imbue
associates with this ability.  At 7th Level:  Pass Without a Trace at will in
the forest.
Turn Undead:  No
 Priests of Orion, called simply Huntsmen, are caretakers and
protectors of forested lands.  They do their best to keep encroaching
civilization from destroying their idyllic sylvan lands.  They hunt only for
food and survival, but venerate the Spirit of the Hunt.  They have no
religious hierarchy, the spirit being passed down from one Priest to an
apprentice of his own choosing.  The Priest rarely invokes the name of
Orion, instead calling on the spirit of the forest.  Warriors and rangers may
be multi-classed as Priests of Orion.

OTHMUS (Star Eyes)
Intermediate Power
Portfolio:  Prophecy
Alignment:  Neutral
Ability Requirements:  Wis 13, Int 13
NWP Requirements:  Astrology (bonus)
Weapons Allowed:  Dagger
Armor:  None
Major Spheres:  All, Astral, Charm, Divination, Summoning, Thought,
Time, Numbers
Minor Spheres:  Guardian, Protection, Sun
Granted Powers:  True Sight.  Once per week for every two levels of the
Priest, he may invoke the power of the True Sight, and reveal (to himself)
all that is false in a radius of 25 yards.  This includes illusions, secret
doors, hidden and concealed traps, people and objects.  Hidden refers to
items that have been deliberately placed to avoid being found.  It would not,
for example, reveal the contents of a chest, but it would show that the
chest had a false bottom.  At 5th Level:  Insight.  This allows the Priest to
cast the equivalent of the Wizard spell ESP, once per day.  At 6th Level
(and beyond):  For every level hereafter, the Priest gains an additional 5%
to the possibility of making a correct prophecy, to a maximum of 99%.
This is for any Divination the Priest makes at any time.
Turn Undead:  No
Limitations:  Priests of Othmus receive 4-sided hit dice
 Priests of Othmus are called Oracles in most of the Kingdoms, but
referred to as Stargazers on the island of Kiron.  Rarely will they be seen
in an adventuring situation, preferring to stay in the relative safety of 
cities
and the courts of kings.

RUSHLYN
Intermediate Power
Portfolio:  Music, Musicians, Bards, Poetry
Alignment:  Neutral or Chaotic Good
Ability Requirements:  Wis 9, Dex 13, Cha 15
NWP Requirements:   Musical Ability (bonus)
Weapons Allowed:  Staff, sling
Armor:  None
Major Spheres:  All, Charm, Creation, Healing, Protection, Sun
Minor Spheres:  Combat, Divination, Guardian
Granted Powers:  Allowed three musical instruments for every Musical
Ability slot.   Soothing Word at will.  +4 to saves vs. all
Charm spells.  At 3rd Level:  Charm /Fascination 3 times per day. At 9th
Level:  Song of Suggestion (as Wizard spell Suggestion) once per day.
Turn Undead:  No
Limitations:  Priests of Rushlyn receive 6-sided hit dice
 Priests of Rushlyn are few and far between in the Kingdoms. Many
venerate his spirit and dedicate their lives to music, but few feel the 
calling
to raise it to the point of religion.  There is no organized church, and few
shrines to this deity.

S'YL  (Earth Father)
Greater Power
Portfolio:  Agriculture, Farming, the Land
Alignment:  Neutral
Ability Requirements:  Wis 9, Con 14
NWP Requirements:  Agriculture (bonus)
Weapons Allowed:  Scythe, sickle, flail, hammer
Armor:  None
Major Spheres:  All, Animal, Combat, Creation, Elemental, Plant, Sun,
Weather, Time
Minor Spheres:  Divination, Protection
Turn Undead:  No
Granted Powers:  Priests of S'yl receive 10-sided hit dice and are allowed
Warrior's constitution bonuses.  They gain +1 to their saving throws vs.
poison for every 3 1/2 points of constitution (similar to dwarves).  At 4th
Level:  Gain the ability to construct a Scarecrow (see Monstrous
Compendium).
 Priests of S'yl are leaders in rural communities.  They see to the
protection of farmers and their crops.  They use their powers in an effort to
assure good harvests and continuation of the land. Particularly blessed
S'ylarites will have abundant crops for years on end.  They do not make
particularly good adventurers.

TABRAHIL (The Destroyer)
Intermediate Power
Portfolio:  Destruction, Storms
Alignment:  Chaotic Evil
Ability Requirements:  Wis 9, Str 14
NWP Required:  Weather Sense (bonus)
Weapons Allowed:  Heavy bludgeoning (mace, maul, etc.)
Armor:  To Field Plate
Major Spheres:  All, Astral, Combat, Elemental, Summoning, Sun,
Weather, Chaos
Minor Spheres:  None
Granted Powers:  Double strength and effectiveness of all Weather spells
involving destruction.  At 7th Level:  Call Storm.  Once per week, the Priest
can call down a storm that lasts for a turn per level of the Priest.  The
storm (type determined by the Priest) obscures all vision beyond 10 feet
and reduces an creature's effective movement rate to 1.  The storm takes a
full turn to call and cannot be called off.
Turn Undead:  No
Limitations:  Must use powers to destroy things.  Spells will not be
effective in an effort to create something.
 Tabrahilian Priests, known as Hands of Doom, exist solely to be
incarnations of their god.  They will attempt to lay waste to whatever they
can, having little regard for life, human or otherwise.  They seek power by
destroying what others have.  They are rarely subtle.  In the Kingdoms, it
is considered back luck to have one cross your path.  Wherever there has
been some great natural or manufactured disaster, the Hands are likely to
be skulking about.

TENGRI
Intermediate Power
Portfolio:  Weather
Alignment:  Chaotic Neutral
Ability Requirements:  Wis 11, Con 13
NWP Required:  Weather Sense, 2 levels (both bonus)
Weapons Allowed:  Heavy bludgeoning (maul, mace, etc.) and net
Armor:  None
Major Spheres:  All, Astral, Combat, Elemental, Summoning, Sun,
Weather
Minor Spheres:  Charm, Healing
Granted Powers:  Add 10% per level to effectiveness of all Weather
spells.  Gain  +4 to saving throws vs. spells and spell-like effects that
duplicate weather or come from weather creatures.  At 7th Level:  Call
Storm. (see Tabrahil).  At 9th Level:  Once per week, Conjure Air
Elemental.  This Elemental will be 16 hit dice and under the control of the
Priest.  The chance of the Elemental breaking free is 15% minus half the
Priest's Level, to a minimum of 1%.  At 11th Level:  Wind Walk once per
week.
Turn Undead:  No
 Priests of Tengri are know as Wind Walkers in the Kingdoms. They
tend to dress in blue and yellow flowing robes that always seem to catch
the breeze in a way to billow most impressively. Tengrish Priests are
normally very arrogant and self-important, but are not necessarily selfish.

VARIOUS RE-WRITTEN DEITIES AND PANTHEONS
========================================

The Cthulhu mythos.
 From: MFASSBEN@edu.indiana.ucs

	Well, this is the first post of a series, in which I will send out my
renditions of the Cthulhu Mythos for 2nd Edition AD&D.  For those of you using
1st Edition, I'd recommend adapting these rather than simply using the 1st
printing DDG descriptions, as these are closer to the descriptions in the
original stories (where applicable), or the spirit of these stories (where
not).
      Please bear in mind that, with the exception of the shoggoth (to appear
later), none of these have been playtested.  Comments are welcome.
	Adelheyde
------------------------------------------------------------------------------
--

			BACKGROUND

     The divinities of the Cthulhu Mythos, or the Yog-Sothoth Cycle of Myth
as it has been more appropriately termed, are native to a semi-insular complex
of planes adjacent to the Material Planes.  Within this complex are a
Parallel Material Plane, a shadow plane coterminous with the Parallel Material 
and a large adjacent plane known as the Dreamlands, which serves as both an
Afterworld for the Material Plane, and a home to an indigenous population as
well.  Transport from this complex to the Material Planes, or vice versa,
is accomplished through the shadow plane and either the astral or ethereal
planes, to which the shadow plane is also adjacent.
	Within this complex of planes, an extended clan of deities have ruled
since time immemorial.  Their great power may in fact be attributable to their
monopoly over an entire set of planes.  Aeons ago, however, war broke out
within this clan over an ethical dispute related to the permission or
proscription of Black Magic.  The advocates of Black Magic, henceforth
known as the Great Old Ones, were narrowly defeated by its opponents, known
as the Elder Gods.  Defeat held an awful price for the Great Old Ones: all of
the divinities in this complex of planes have among their available avatars
one Primary Avatar, which is the only avatar that may operate within their
Parallel Material Plane, and which cannot leave their home complex.  With
their defeat in this great War, the Primary Avatars of the Great Old Ones
were imprisoned by the Elder Gods under the power of the greatest magic that
they could devise, the Elder Sign.  As long as the Elder Sign is efficacious,
it is sovereign in controlling the Great Old Ones and their supernatural
minions; however, as the warring factions were so nearly equal in power, even
this greatest of magicks has only temporary effectiveness.  One day, when the
stars are right, the Elder Sign will lose all power over the Great Old Ones,
and they will once again be free to do as they please within their domains.
	The relative isolation of their home complex of planes yields a
similar effect on their abilities on the other Material Planes.  With one
exception, Nyarlathotep, an avatar of one of the Great Old Ones cannot enter
any crystal sphere in which his worship has not been established.  For this
reason, in their quest for power in order to prepare for their return at home,
the Great Old Ones have attempted to spread their worship into other Material
Planes, so that they may be capable of action there, as well.  It is most
likely under such circumstances that an AD&D party will encounter the Great
Old Ones and their minions.
------------------------------------------------------------------------------
-

AZATHOTH (The Daemon Sultan, the Blind Idiot God) (greater god)

	  Azathoth is nominally the head of the pantheon known as the Great Old
Ones; since the Great War against the Elder Gods, however, Azathoth has been
robbed of his mind, and therefore does nothing save exist and writhe 
mindlessly 
to the tune of daemon flautists.
	  Azathoth is utterly amorphous, and resides in his own massive court,
which is perhaps arbitrarily referred to as the Center of the Universe.  There
he is surrounded by other equally blind, idiotic and amorphous dancers/
musicians, and his every need (rare as such things might be) is served by 
Nyarlathotep.
	Role-playing Notes: None whatsoever.  Azathoth cannot be role-played
in the traditional sense; not, at least, to any degree of satisfaction.
	Statistics: AL cn; WAL any insane, or any worshipper of the Great Old
Ones; AoC essence of the Universe; SY Seven-pointed star

	Azathoth's Avatar
	Azathoth's Avatars appear only when summoned, and hence initially fill
only the area of the summoning.  If angered, however (which is no difficult
deed), Azathoth grows as it attacks, giving it a 50 yard reach at the end
of the first round, and doubling its reach every subsequent round, until
Azathoth loses track of what it is doing and leaves.
	Str 25   Dex 20   Con 25
	Int --   Wis --   Cha -7
	MV None  Sz var   MR 75%
	AC -2    HD 37.5  HP 300
	#AT 1-6  THAC0 -  Dmg as below

	Special Att/Def: Anyone viewing Azathoth must save vs. spells at -6
or go permanently insane.  Azathoth can attack with from 1 to 6 pseudopods,
with his THAC0 varying according to the number attacking, as follows: 1=-10,
2=0, 3=2, 4=5, 5=10, 6=12.  Damage is devastating, however, at 1-100 hp.  It
is also highly corrosive, weakening any structural material, destroying any
wood, stone a yard or less thick, or metal a foot or less thick.  The range
of the pseudopods also determines the radius of blasted earth.  If the avatar
is slain, it is in fact returned to Azathoth at his court.

	Duties of the Priesthood
	The priests of Azathoth are utterly mad.  Azathoth does not know about
them, nor does he grant them spells.  Of course, they could care less.
	Requirements: AB standard, plus insanity; AL cn or ce; WP any; AR a;
SP none; PW nil; TU nil.
------------------------------------------------------------------------------
-

YOG-SOTHOTH (The All in One) (greater god)

	   Yog-Sothoth is effectively the regent of the Great Old Ones, as he 
is the most powerful member of the group with a mind to speak of.  Yog-Sothoth
holds sway over all of space-time; in the home planes of the Mythos,
Yog-Sothoth is both outside of, and coterminous with, all of space and all of 
time, while in all other planes, he has access to all times and space.
	   Depending upon the aspect that he wishes to emphasize, he can 
appear alternately as a slimy amorphous mass covered with tentacles, or as a 
mass of glowing orbs.  At will, he can gate any subject or worshipper of the 
Mythos, or any supplicant, from any one time and/or place to another.
	Role-playing Notes: Yog-Sothoth is amoral by human standards.  He is
never malicious regarding most petty mortals, as they are so many ants in his
eyes.  In his form as the Umr at'Tawil, he can even be moderately benevolent.
Rare and powerful are they who could attract the especial attention of
Yog-Sothoth, or any other Great Old One, for good or ill.
	Statistics: AL ce; WAL any evil, or cn; AoC time, space; SY Y rune (or
equivalent)

	Yog-Sothoth's Avatar (fighter 20, wizard 20, psionicist 20)
	Yog Sothoth's Avatars appear as he can, and their attack modes vary
accordingly.  In the home set of planes, or in any plane where he does not
have an established following, he can only send his avatar into the Prime
Material if it is gated in by mortal spellcasters.  Often, he will arrange
for a gate in order to beget progeny (viz. the Whateley twins) upon one or
more of the locals, for use as catspaws.
	Str 25   Dex 20   Con 25
	Int 25   Wis 23   Cha -7
	MV 18"   SZ 50'd  MR 50%
	AC -2    HD 20    HP 160
	#AT var  THACO 1  Dmg as below

	Special Att/Def: In its tentacled form, it can attack 12 times per
round, causing 1d8+14 damage per hit.  In its globular form, it has two
available attack forms: it can strike one character with one of its corrosive
globes, causing loss of 1d6 Con, or shoot a silver bolt, causing death (save
vs. death or die) or destruction (non-magical items ruined) to everything in
a 5-foot radius of the target point.  All who see him must save vs. death or
go insane for a number of months equal to the character's intelligence.

	Duties of the Priesthood
	The priests of Yog-Sothoth are multi-classed priest-mages, and are
particularly interested in divinations, gates, summonings, and time.
Sacrifices are performed regularly, usually in the form of sentient life.
Making it possible for Yog-Sothoth to enter, and to expand his power, are the
chief goals.
	Requirements: AB standard, plus 12 Int; AL ce; WP any; AR none; SP
all, astral, combat*, divination, necromantic, numbers*, summoning, time,
weather*; PW nil; TU nil.
------------------------------------------------------------------------------
-

NYARLATHOTEP (The Crawling Chaos) (greater god)

	 Nyarlathotep completes the unholy triad with Azathoth and Yog-Sothoth,
and is the Messenger of the Great Old Ones.  Nyarlathotep is the only Great 
Old
One free to move his Avatars at will among the home planes of the Mythos, as 
he
was exempted from the bondage of the Elder Sign.  Nyarlathotep moves at will 
among the Great Old Ones and any other races; he can even enter planes and 
crystal spheres where the Great Old Ones are unrepresented without difficulty.
He cannot, however, personally summon aid from his own Mythos in such places; 
he can only seek support elsewhere, or dupe others to bring in aid.
	Nyarlathotep can take a myriad forms, traditionally referred to as
1,000 but more likely infinite in number.  Most common are his humanoid form
(a tall hairless man with jet-black skin), an amorphous form quite similar
to Azathoth and Yog-Sothoth, and an as-yet unidentifiable form completely
encased in darkness, which is linked to magical crystals of trapezohedral
shape.
	Role-playing Notes: Nyarlathotep has the most subtlety and panache of
his kind when dealing with mortal races.  He holds them in the same contempt
that the others do, but often conceals this, even deigning to be seen as
human himself.  He bears messages from, and rallies support for, the Great
Old Ones.  Given his choice, he would sooner inspire madness than simply
slay mortals that irritate him.
	Statistics: AL ce; WAL any evil, or cn; AoC communication with and
among the Great Old Ones; SY Faceless Sphinx, cat o' nine tails, black-garbed
pharaoh, or shining trapezohedron.

	Nyarlathotep's Avatar (fighter 15, wizard 20, psionicist 20, cleric 15,
thief 15)
	Nyarlathotep's Avatars can appear in any of the forms that he can take
himself.  Statistics must be determined for each individual form; these
given here apply to his humanoid form, the one that mortals are most likely
to see, gods willing.  While he will appear odd, it will not be egregiously
so, for most individuals in fantasy worlds have seen far stranger individuals
as a matter of course.  The Black Man will be little more than a curiosity
until he chooses to reveal his true nature.
	Str 19   Dex 20   Con 20
	Int 25   Wis 25   Cha 19
	MV 15"   SZ M     MR 50%
	AC 2     HD 20    HP 160
	#AT 1or2 THAC0 1  Dmg as weapon

	Special Att/Def:  His very presence acts as a charm upon humans,
humanoids and non-magical animals (+4 to save if good, -4 if evil).  Those
that fail do his bidding, or else act utterly chaotically.  No non-sentient
creature can harm him, even if charmed.  He will usually be armed with the
most technologically-advanced weapon available in the given plane and time,
but rarely if ever engages in combat.  Nyarlathotep knows all spells of his
Mythos, and all standard spells as well.  His preferred mode of attack is
to summon assistance, however.  Once per round, he can summon any one Mythos
monster, if the plane and crystal sphere recognize the Mythos; if not, he
has a 75% chance of gating in one Fiend from the Lower Planes, modified by
the power of the Fiend summoned (+5% for least, +0% for lesser, -15% for
greater tanar'ri, -25% for true tanar'ri or greater baatezu or yugoloths).
Again, such a gate can be opened once per round.  If the Avatar is brought
to 0 or fewer hp, it will collapse, and reform as one of the other available
forms.  It is generally advisable to escape from Nyarlathotep, if the
appropriate protective magicks are unknown.

	Duties of the Priesthood
	Nyarlathotep has no priesthood, as he is never worshipped independently
of the rest of the Mythos.  Rather, he is the common thread that binds all
of the Great Old Ones together in their exile, and is therefore worshipped by
all who revere the Great Old Ones.
------------------------------------------------------------------------------
-
CTHULHU (The Great) (Intermediate God)

	    Cthulhu is one of the key members of the pantheon known as the 
Great Old Ones, and as such is worshipped under a number of names, most of 
which in some way resemble Cthulhu: Tulu, Chac and Tlaloc are three obvious 
examples.  Cthulhu is often referred to as the high priest of the gods, a 
designation that reflects not merely his power, but also his status and degree
of leadership in their pantheon.  He enjoys a special affinity with water, and
since the imprisonment of his primary avatar, he is also strongly associated 
with sleep and dreams.  He is consequently a very important power in the 
Dreamlands, in the region known as the Belly of Ammit.
	Cthulhu's primary avatar flew to Terra from the depths of space, and
ruled over a significant empire until the Great War.  After the narrow defeat
of the Great Old Ones, Cthulhu's avatar was imprisoned in his capital city
of R'lyeh, wherein he sleeps until the end of the Elder Sign and its power.
Cthulhu is worshipped as a god of the sea, sleep and dreams, and chief patron
of the Deep Ones.
	Cthulhu's physical form is somewhat malleable: he can alter any aspect
or detail to suit his purposes; he will always be recognizable, however, as
a vaguely anthropoid creature with a cephalopoidal head, and a pair of wings
on his back.
	Role-playing Notes: Cthulhu is amoral by human standards.  He is not
truly malicious regarding petty mortals, as they are so many ants in his eyes.
Rare and powerful are they who could attract the especial attention of 
Cthulhu,
or any other Great Old One, for good or ill.
	Statistics: AL ce; WAL any evil, or cn; AoC sea, sleep, dreams (usually
nightmares); SY Image of Cthulhu.

	Cthulhu's Avatar (fighter 20, wizard 20, psionicist 20)
	Cthulhu's Avatars appear as he does, with the same warping powers.

	Str 25   Dex 20   Con 25
	Int 25   Wis 23   Cha -7
	MV 18/36 SZ 100'  MR 60%
	AC  2    HD 20    HP 160
	#AT var  THAC0 1  Dmg as below

	Special Att/Def: They can scoop up 1d3 opponents in their claws and
crush for 22d6 hp damage; if the head is close enough, up to four opponents
can be attacked by tentacles as well, crushing for 11d6.  They are immune to
the effects of water, cold, and vacuum, and can summon 10-100 Deep Ones, if
any are in the vicinity.  They can only be hit by +2 or better weapons,
regenerate 10hp of damage per round, and if "slain", they explode in a noxious
gas, and reform in 1d10+10 minutes.  Of course, this is rarely necessary; all
who see him must save vs. death or go insane for a number of months equal
to the character's intelligence.

	Duties of the Priesthood
	The priests of Cthulhu are determined to bring about the return (or
advent) of their god to their given world.  Offerings in the form of sentient
sacrifice are performed regularly, with the intent of using the attendant
magical power to help bring about this goal, if possible, as well as doing him
the highest honor.
	Requirements: AB standard; AL ce; WP any; AR none; SP all, combat,
divination*, elemental (water only), necromantic, summoning*, weather; PW nil;
TU nil.
------------------------------------------------------------------------------
-
DEEP ONE

CLIMATE/TERRAIN: sea, coast
FREQUENCY: very rare
ORGANIZATION: tribal/city
ACTIVITY CYCLE: any
DIET: omnivore
INTELLIGENCE: very (mean)
TREASURE: Z
ALIGNMENT: chaotic evil

NO. APPEARING: 1-100
ARMOR CLASS: 3
MOVEMENT: 12"//24"
HIT DICE: 4
THACO: 17
NO. OF ATTACKS: 2 or 1
DAMAGE/ATTACK: 1-4/1-4 or weapon
SPECIAL ATTACKS: nil
SPECIAL DEFENSES: nil
MAGIC RESISTANCE: nil
SIZE: M(6')

Appearance: The Deep Ones appear as anthropoid amphibians, with fishlike 
heads.
They have both infravision and normal sight.

Combat: In battle, they can attack with their claws, or use weapons.  Due to
their great strength (18), they cause +2 to damage.

Habitat/Society: Deep Ones live in large undersea cities, often near populated
shores.  While they are evil, they are not particularly aggressive, being more
inclined to seek the worship of their neighbors than their destruction.  They
are the servants of Cthulhu and his lieutenants Dagon and Hydra, and the
furtherance of their goals are the primary interests of the Deep Ones.  To 
that
end, they seek to expand their influence and numbers by accepting human
worship and expanding their own numbers.

Ecology: Deep Ones are immortal, as long as they are not slain by violence.
They are capable of breeding with humans (and possibly certain demi-human or
humanoid races), in such a way that the child is born human in appearance, but
grows progressively batrachian in appearance and/or manner.  Between the ages
of 21 and 40 (1d20+20), the hybrid will undergo a transformation: within a
few months, he will develop into a full Deep One.  Typically, he will then
take to the sea and live with his nonhuman ancestors (often stretching back
many generations).

Variants: Deep Ones are a standard humanoid race, indeed more intelligent than
most humans.  In consequence, many individuals will have character classes,
with unlimited advancement as fighters and clerics (of Cthulhu), although they
are limited to the 16th level of advancement as mages.  Some physiological
aspect of the Deep Ones' brains prevent them from retaining spells of ninth
level, a source of considerable frustration to them.  However, given both
their origins and the influx of new genetic material due to their mode of
reproduction, the chances of mutants capable of casting ninth level spells
are high.

For more information, see "The Shadow Over Innsmouth" and "The Thing on the
Doorstep" by H.P. Lovecraft.
------------------------------------------------------------------------------
-
ELDER THING

CLIMATE/TERRAIN: sea, land, space
FREQUENCY: very rare
ORGANIZATION: city
ACTIVITY CYCLE: any
DIET: ?
INTELLIGENCE: high (mean)
TREASURE: A
ALIGNMENT: lawful neutral

NO. APPEARING: 1-8
ARMOR CLASS: 6
MOVEMENT: 18"/12"
HIT DICE: 8
THAC0: 13
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6 x3
SPECIAL ATTACKS: nil
SPECIAL DEFENSES: immune to heat and cold
MAGIC RESISTANCE: nil
SIZE: L(9')

Appearance: Elder Things appear as barrel-shaped creatures with starfish heads
and bases, and membranous wings radiating from their bodies.

Combat: In combat, they can attack with three of their tentacles, although 
they
would prefer to send in their slaves or use more advanced weaponry.

Habitat/Society: Elder Things live in quite organized cities, both on 
planetary
surfaces and underwater.  They are quite advanced scientifically, especially
in the biological (particularly genetic) sciences, and all share a deep
scientific curiosity.  They created the shoggoths, and are capable of
significant biological research leading to the creation of an astounding
variety of creatures.  It is believed that they started the process of
evolution on the planet Terra in the home planes of the Mythos.  They will
typically use, if possible and necessary, the most advanced weapons available;
usually these will be more advanced than those of their opponents.

Ecology: Elder Things are capable of flying through space with a Ship's
Rating of 4.  They have no need of air for breathing.

Variants: Some colonies of Elder Things that have long been on the ground
without occasional forays into space have atrophied wings, robbing them at
least partially of their spelljamming powers.

For further information, see "At the Mountains of Madness" by H.P. Lovecraft.
------------------------------------------------------------------------------
-
SHOGGOTH

CLIMATE/TERRAIN: any
FREQUENCY:  very rare
ORGANIZATION:  nil
ACTIVITY CYCLE: any
DIET: ?
INTELLIGENCE: low to average
TREASURE: C
ALIGNMENT: chaotic evil

NO. APPEARING: 1-4
ARMOR CLASS: 1
MOVEMENT: 9"
HIT DICE: 20
THAC0: 1
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 3-30/3-30
SPECIAL ATTACKS: nil
SPECIAL DEFENSES: immune to weakness, paralysis, charm
MAGIC RESISTANCE: 30%
SIZE: L (15'+ diameter)

Appearance: The Shoggoth appears as a huge, bubbling amoeba.  If desired, they
can create a vast array of tools from their bodies.

Combat: In combat, they grasp with their pseudopods and both crush and pull
at the same time (decapitation is the signature of a shoggoth attack).  Fire
and electricity cause only 1/2 damage to a shoggoth.  Physical weapons cause
only 1 hp damage per hit, and the shoggoth regenerates 2 hp per round until
slain.

Habitat/Society: Shoggoths were created as slaves by the Terran Elder Things,
but in time they rebelled against their Masters and took to their own devices.
Many live in former Elder Thing cities, while others now serve the Great Old
Ones.

Variants: Shoggoths vary considerably; some may be larger or smaller, others
stronger, while others more intelligent.

For more information, see "At the Mountains of Madness" by H.P. Lovecraft.
------------------------------------------------------------------------------
-
GREAT RACE OF YITH

CLIMATE/TERRAIN: land, space
FREQUENCY: very rare
ORGANIZATION: city
ACTIVITY CYCLE: any
DIET: liquids
INTELLIGENCE: high (mean)
TREASURE: nil
ALIGNMENT: lawful neutral

NO. APPEARING: 1-10
ARMOR CLASS: 5
MOVEMENT: 15"
HIT DICE: 8
THAC0: 13
NO. OF ATTACKS: 2 or 1
DAMAGE/ATTACK: 1-8 x2 or weapon
SPECIAL ATTACKS: lightning gun
SPECIAL DEFENSES: immune to magical control
MAGIC RESISTANCE: nil
SIZE: L(10')

Appearance: The Great Race currently inhabits forms that resemble broad-based
cones with four tentacles sprouting from the top.  Two tentacles end in claws,
while one ends in trumpet-like ears and the fourth ends in a globe sporting
three eyes and several small tentacles.

Combat: In combat, they can attack with their two claws (as above), but they
prefer to use their lightning guns: short range 100 y; 32 charges/pack, one
round to reload; any number of charges can be used per shot, but each charge
beyond 4 has a 5% cumulative chance of burning out the gun; each charge
causes 1d10 points of damage due to electricity, save vs. wand for half.

Habitat/Society: The Great Race is quite civilized, living in highly advanced
cities.  They are quite adept at psionics, and the average Great Race member
has the power of an 8th level psionicist.  They practice time travel, or more
properly mental projection through time.  They are also voracious consumers
of knowledge, and have built up vast libraries.

Ecology: The Great Race (in their current forms) feed only on liquids, and
reproduce only rarely.

For more information, see "The Shadow Out of Time" by H.P. Lovecraft.

------------------------------------------------------------------------------
-
From: MFASSBEN@EDU.INDIANA.UCS

Greetings,
	Following this message is the third and final installment of my AD&D
adaptation of H.P. Lovecraft's Cthulhu Mythos.  I would like to thank everyone
who sent me private messages about the previous installments; as I have not
had access to ADND-L over the past three weeks, I will have to check the
archives to see if there were any responses posted to the net.
	Thematically, this is the catch-all section.  It includes Hastur
and Shub-Nigurrath, who are in a sense "wedded", the Fungi from Yuggoth who
worship Shub-Niggurath and the Byakhee who appear to be servants of Hastur;
Cthugha and his servitors, the Fire Vampires; and Ithaqua, the Wendigo or the
Walker on the Wind.
	Adelheyde
------------------------------------------------------------------------------
-
SHUB-NIGGURATH (The Black Goat of the Woods with a Thousand Young) (greater
goddess)
	       
	    Shub-Niggurath represents the essence of fertility among the Great
Old Ones, which pantheon is already quite fecund as it is; she is also 
strongly
associated with the forces of the element of earth.  While she is not the 
equal of Azathoth or Yog-Sothoth in the grand scheme of things, she is by far
the most widely worshipped of the Great Old Ones, and one or more of her masks
are revered in nearly every culture of Terra in the home material plane of the
Mythos.  It is this broad popularity that gives her her status as a greater
goddess.  She is most often identified as female, but as the veritable essence
of procreation, she can also be male or hermaphroditic.  She can and does 
reproduce in all three modes; most famous, however, is her mating-partnership 
(often anthropomorphized as a "marriage") with Hastur.
	Shub-Niggurath is almost never seen in her natural form, which
doubtless involves a number of tentacles and a considerable amount of
primordial slime.
	Role-playing Notes:  Of all the Great Old Ones, Shub-Niggurath is the
most benign in her attitudes toward mortals.  While her motives in this are
not certain, it is likely that she actively courts worship in this fashion,
thereby enhancing her own power to advance the goals of the Great Old Ones.
	Statistics: AL ce; WAL any; AoC fertility; SY black goat

	Shub-Niggurath's Avatar  (wizard 20, priest 20, psionicist 20)
	Shub-Niggurath's Avatars almost never appear in her natural form,
preferring one of her masks, whichever is most appropriate to the viewer.
For example, an audience comprised of those from a Hindu culture would be
faced with an avatar indistinguishable from one of Kali, while Celts would
see a man bearing the antlers of a stag on his head, and would be known
as Cernunnos; her witches, for that matter, would likely see a humanoid
creature with the head of a black goat, referred to by some as "Baphomet",
which is also the name given to her symbol, especially if her head is
depicted in frontal view, circumscribed by an inverted pentagram.  (This is
the idol the Templars were accused of worshipping.)  The powers of her
Avatar will vary according to form; where appropriate (as in the case of
her Cernunnos-form), substitute druid for priest.
	Str 24   Dex 19   Con 25
	Int 25   Wis 20   Cha -4 or 25
	MV var   SZ 100'd MR 55%
	AC 4     HD 20    HP 160
	#AT var  THAC0 1  Dmg as per form

	Duties of the Priesthood
	There are many different kinds of priest serving Shub-Niggurath, and
these will differ from each other according to the priests' cultures and
the masks that they worship.  A priest of Shub-Niggurath as Ishtar would be
indistinguishable from a real priest of Ishtar; the same rule applies whether
the mask is of Cybele, Chalchihuitlicue, Hecate, Kali or Cernunnos.  
Naturally,
the real divinities that resemble her masks will resent her intrusion in
planes where THEY hold sway.  In a more pastoral environment, priests of
Shub-Niggurath may be druids; whether they are neutral or chaotic evil
will depend upon the level of revelation, while all other particulars
remain standard.  Under active persecution, her worshippers may be witches
instead; in some cases, her priests worship her in her true nature, as the
Great Old One Shub-Niggurath.  It is this comparatively rare group that is
described below.
	Requirements: AB standard; AL ce; WP any; AR none; SP all, animal,
charm, combat*, creation, elemental earth, healing, plant, weather*; PW nil;
TU nil.
------------------------------------------------------------------------------
HASTUR (He Who Must Not Be Named) (intermediate god)
		
	   Hastur is the half-brother of Cthulhu and mate of Shub-Niggurath.  
Like them, he enjoys a special affinity with one of the elements, in his case 
air.  He is also in some way associated with flight through space, and is thus
more widely recognized in Wildspace than on the ground.
	    Hastur's natural form is rarely seen, but it is believed to be 
bloated and scaly, and somewhat fluid.  Like his half-brother, he also has 
octopoidal and reptilian elements in his appearance.
	Role-playing Notes:  Hastur is even more aloof regarding mortal affairs
than most of his kin.
	Statistics: AL ce; WAL any evil or cn; AoC air, space; SY image of
Hastur.

	Hastur's Avatar (fighter 20, wizard 20, psionicist 20)
	Hastur's Avatars usually appear as massive creatures, rather reptilian
in face and form, with tentacles covering much of his body.  This last aspect
appears to be a familial trait.
	Str 25   Dex 21   Con 23
	Int 22   Wis 23   Cha -4
	MV 36/36 SZ 600'  MR 50%
	AC -2    HD 20    HP 160
	#AT 2    THAC0 1  Dmg 20-200 each

	Special att/def: Hastur's avatars regenerate 5 hp/round, and can
summon 2-20 byakhee.  Creatures that fly naturally cannot attack Hastur.

	Duties of the Priesthood
	The priests of Hastur are little different from most priests of the
Great Old Ones, in that they shower adoration upon an entity that could care
less about such things, save for the enhanced power such worship brings; their
only expectation is to work for the freedom of the Great Old Ones (in the
home planes) or their introduction into other planes.  They are rather common
in Wildspace, though held as abominations by most other cults.
	Requirements: AB standard; AL ce; WP a; AR a; SP all, combat,
elemental air, weather; PW nil; TU nil.
------------------------------------------------------------------------------
-
THE FUNGI FROM YUGGOTH

CLIMATE/TERRAIN: land, space
FREQUENCY: very rare
ORGANIZATION: enclave
ACTIVITY CYCLE: any
DIET: ?(they DO live on Yuggoth...)
INTELLIGENCE: average (mean)
TREASURE: nil
ALIGNMENT: chaotic evil

NO. APPEARING: 2-12
ARMOR CLASS: 4
MOVEMENT: 15"/30"
HIT DICE: 5
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-8
SPECIAL ATTACKS: grapple and drop
SPECIAL DEFENSES: immune to cold, dark and vacuum
MAGIC RESISTANCE: nil
SIZE: L(8')

Appearance: The Fungi from Yuggoth resemble lobsters with wings.  They can
fly through space with a Ship's Rating of 2.  When they speak, they do so with
a buzzing, droning voice.

Combat: All impaling-type weapons cause only the minimum possible damage when
they hit.  If they hit a single target with both of their claws, they can
grapple and take flight (make a strength check at half-strength to break
free).  It will then drop the opponent from a devastating height.

Habitat/Society: The Fungi come originally from Yuggoth, but often set up
enclaves on other worlds.  They are remarkable surgeons, capable of removing
the brain from the body and keeping it alive and active indefinitely.  They
worship Shub-Niggurath and Nyarlathotep in particular.

Ecology: Very little is known about their ecology.  It seems that they would
need very little of anything to survive, as the come originally from
Yuggoth (i.e., Pluto, which was surmised by some scientists but not in the
least bit verified in Lovecraft's day).
------------------------------------------------------------------------------
BYAKHEE

CLIMATE/TERRAIN: space, ground
FREQUENCY: very rare
ORGANIZATION: none
ACTIVITY CYCLE: any
DIET: blood
INTELLIGENCE: average
TREASURE: none
ALIGNMENT: chaotic evil

NO. APPEARING: 1-4
ARMOR CLASS: 5
MOVEMENT: 6"/24" (A)  or Sr5
HIT DICE: 10
THAC0: 11
NO. OF ATTACKS: 2 or 1 special
SPECIAL ATTACKS: bite with blood drain
SPECIAL DEFENSES: nil
MAGIC RESISTANCE: 20%
SIZE: L (20')

Appearance: The byakhee look much like a fiend or a gargoyle, but with a
largely decayed appearance and avian and insectoid influences.  They stand
bipedally, but prefer to move by flight.

Combat: In battle, they can opt for two claw attacks, or a vicious bite 
causing
1d10 damage; in the latter event, it will remain attached to the victim and
drain 1d6 Constitution from him each round (including the first) until the
victim has died of blood loss or the byakhee is killed or driven off.  It
will not attack another opponent until it is finished feeding.  Lost Con will
return with rest (1 day per point lost).  It can teleport without error at
will.  25% of Byakhee have an intelligence between 14 and 18, and these will
have spell-like powers as well; normally, such spells are those associated
with Hastur.

Habitat/Society: Byakhee are often used as mounts as well as guards.  This
reduces their Maneuverability Class to C.  They can fly through space as well
as atmosphere, with a Ship's Rating of 5, and they are immune to the effects
of vacuum or fouled air.

Ecology: Byakhee are an alien race whose ecological niche remains a mystery.
------------------------------------------------------------------------------
-
CTHUGHA (intermediate god)
		Cthugha is one of the more remote members of the pantheon, as
his primary Avatar is imprisoned near the star Fomalhaut. Accordingly, his 
cult
is far more common in Wildspace than on the ground. Cthugha always appears as
an amorphous mass of fire with flaming tentacles.
	Role-playing Notes: Cthugha has no real interest in working with
mortals, or any non-fire creatures.
	Statistics: AL ce; WAL any evil or cn; AoC fire; SY flame

	Cthugha's Avatar (fighter 20, wizard 20, psionicist 20)
	Cthugha's Avatars almost universally appear in his natural form.  When
they appear, they are accompanied by Fire Vampires, as follows: outside of
the home planes, 1-20; within the home planes, 1d100x10!  These Fire Vampires
will begin to ignite individual objects, while Cthugha will hover overhead
and blast the entire area.
	Str 25   Dex 25   Con 25
	Int 18   Wis 18   Cha -1
	MV 36"   SZ 40y r MR 50%
	AC -6    HD 20    HP 160
	#AT 2    THAC0 1  Dmg 3-30 each

	Special att/def: Only weapons of +3 or greater enchantment can even
hit Cthugha's avatar; all others melt before contact.  Even such strong
weapons must make a save vs. breath weapon or be destroyed.  The heat of
his body does 5d10 hp of damage (save vs. breath for half) to all within
100 yards.  It is immune to all heat and cold effects (the cold is dissipated
before it reaches him).  It can cast any fire spell (wizard or clerical) at
the 30th level of ability, any two per round, and in the same round it can
also lash out with two of its tentacles, for 3-30 hp of damage each.  Those
who see Cthugha must save vs. death magic at +2 or go insane for 2d4 weeks.

	Duties of the Priesthood
	The priests of Cthugha are usually pyromaniacs, and are usually
spaceborne.  On the ground they have a negligible cult.
	Requirements: AB standard; AL ce; WP any; AR e; SP all, combat,
elemental fire (including all mage spells of elemental fire through 7th 
level),
summoning; PW 5) immune to the effects of normal fire; 10) take no damage
from fire attacks; 15) take no damage from any fire source, even a star,
for up to 3 weeks; 20) can live indefinitely upon a fire body or the elemental
plane of fire -- no damage ever from any fire source; TU nil.
------------------------------------------------------------------------------
FIRE VAMPIRE

CLIMATE/TERRAIN: space
FREQUENCY: very rare
ORGANIZATION: n/a
DIET: n/a
INTELLIGENCE: average
TREASURE: nil
ALIGNMENT: chaotic evil

NO. APPEARING: 1-4
ARMOR CLASS: -2
MOVEMENT: 24"
HIT DICE: 3
THAC0: 17
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-20
SPECIAL ATTACKS: nil
SPECIAL DEFENSES: immune to material weapons
MAGIC RESISTANCE: nil
SIZE: S

Appearance: Fire Vampires look like tiny stars, and are similar to fire
elementals.

Combat: In combat, they attack by touching objects and causing them to catch
fire.  Damage is 2-20 points per hit, or half that if a save vs. breath weapon
is made.  They take damage from water, however, at 1 hp/ half-gallon.

Habitat/Society: Fire Vampires live in fire bodies, and are believed to have
originated near Fomalhaut.

Ecology: Fire Vampires have no place in the ecology at large.
------------------------------------------------------------------------------
-
ITHAQUA (lesser god)
	       
		Ithaqua, also known as the Wendigo and the Walker on the Wind,
is particularly recognized in cold wastelands, as he is associated with the 
freezing winds, snowstorms and other destructive forces of weather in such 
regions. Ithaqua typically appears as a huge cloud of fog or snow in a vaguely
humanoid shape, with blazing red eyes. When passing overhead, it gives the 
optical illusion of two bright stars close together visible through a storm.
	Role-playing notes: Ithaqua considers cold wastelands to be his
special province, and if one of his avatars has taken up residence in such
a realm, he will wander it aimlessly, preying upon travellers if he so 
chooses,
and accepting human sacrifices from local inhabitants.
	Statistics: AL ce; WAL any evil or cn; AoC cold storms, wastelands,
etc.; SY two burning eyes in a human-shaped cloud of snow.

	Ithaqua's Avatar (fighter 15, wizard 15, priest 15)
	Ithaqua's Avatars almost universally appear in his natural form.  He
often stalks his wastelands, picking up human sacrifices and waylaying
travellers; his victims are often discovered weeks or months later, frozen
solid, and missing significant portions of their bodies.
	Str 21  Dex 18   Con 20
	Int 18  Wis 18   Cha -1
	MV 24   SZ 20'   MR 30%
	AC 2    HD 15    HP120
	#AT 2   THAC0 5  Dmg 4-40 each

	Special att/def: His most potent weapon is his ability of controlling
weather, usable at will, with triple range and effects.  If he is within 36
yards of his victim, he can pick him up and carry him away, or drop him from
1d10x10 feet (standard d6 damage per 10 feet fallen); if the victim resists,
he must make a successful strength check, in which case Ithaqua must make a
successful attack roll to pick him up.  He may also attack with his claws.
If he hits, grasping can follow automatically.  Viewing Ithaqua requires that
one save vs. death magic or go mad; after every three months, another save
may be attempted to regain sanity.  Should that same character ever see
Ithaqua again, however, the madness returns automatically, and even hearing
his howl in the wind requires a save at -3 to avoid recurrence.

	Duties of the Priesthood
	Ithaqua has no regular priesthood, as most of his worship is of a
preventative nature.  He does, however, have a few unscrupulous shamans in
his service.
	Requirements: AB standard; AL ce; WP any; AR b; SP all, combat,
elemental air, summoning, weather; PW nil; TU nil.
------------------------------------------------------------------------------

	Dawn is approaching fast, and I must close my post.  As I wrote,
however, and most particularly while I wrote about Ithaqua, I was very aware
of the high winds that are still circulating outside.  Now, in retrospect,
particularly in light of the great storm that struck this weekend, I wonder
why it is that I waited so long to send out this final installment.  I have
heard this referred to as the storm of the century on several occasions, and
I must indeed wonder.
	At any rate, a final caveat must be offered to DM's using the
priesthood of Cthugha: do not inform the players in too much detail of the
abilities available to them, as many players will clamour to take the role.
Immunity to fire and wizard fire spells must surely be attractive in 
particular
to those powergamers out there who see the sole aim of a campaign as the
acquisition of power for their characters.  The best solution to this problem
is to bear in mind that in a Lovecraftian milieu, atmosphere and then plot
come first.  True, the character might have considerable power -- but then,
give him assignments designed to bring the worship of Cthugha and of the other
Great Old Ones into some other Plane of existence or Crystal Sphere.  Force
him to work with some of the monsters, or even an Avatar, of the Mythos.
Sooner or later, the character will be irretrievably mad.  Furthermore, there
will be nowhere where a priest of Cthugha will not be hunted; remember, even
in the home planes of the Mythos, the Great Old Ones are not yet free, and
they still have enemies.  Similar warnings apply to the other priesthoods,
should players seek to play them.  And finally, if the players should still
wish to play them, then by all means let them, at least if you have no
objection to running a campaign dominated by the Mythos, as it surely would
be if one or more of the PC's followed its gods!
	Good day, and enjoy the ghastliness that can spice up your campaigns!
		Adelheyde


From: <TEL002@EDU.DRAKE.ACAD>

Note:  Greater Deities (GD) can grant all levels of spells to their
priests.
 Intermediate Deities (ID) can grant all levels of spells to
their priests, but to grant Quest spells they must have consent from the
chief god of the pantheon.
 Lesser Deities (LD) can only grant spells up to level six, inclusive.
 Demigods (DG) can only grant spells up to level five, inclusive.
 I write my priesthoods based closely on the CPH's guidelines,
but not quite as weak as they propose.


GREEK DEITIES
~~~~~~~~~~~~~

APHRODITE (ID)-----
AoC:    love, beauty
Req:    WIS 9, CHA 16, non-evil
Wpn:    bow, net, staff
Amr:    any
MA:     All, Charm, Guardian, Healing
ma:     Creation, Protection, Thought, Wards
MI:     as cleric
GP:     5) charm person (opposite sex only)  10) CHA increased to 18
	15) arouse feelings of love as a philter of love on any intelligent
	being
note:   must release white doves every 10 days, throw art objects into the
	sea every new moon

APOLLO (Silverbow) (ID)-----
AoC:    light, prophecy, music, healing
Req:    WIS 9, any good
Wpn:    staff, net, bow
Amr:    nonmetal
MA:     All, Charm, Divination, Healing, Sun, Thought
ma:     Animal, Elemental, Necromantic, Plant, Time
MI:     as cleric
GP:     1) turn undead  5) cure disease  10) heal

ARES (ID)-----
AoC:    war, killing, strife
Req:    STR 9, WIS 9, non-good
Wpn:    any
Amr:    any
MA:     All, Combat, War, Weather
ma:     Chaos, Elemental
MI:     as cleric
GP:     12) raise dead
note:   must multi-class with fighter (this is an exception to the rule that
	humans cannot multi-class)

ARTEMIS (Archeress) (ID)-----
AoC:    hunting, wild beasts, childbirth
Req:    WIS 12, CHA 15, female, TN
Wpn:    club, sickle, dart, spear, dagger, scimitar, sling, staff, bows
Amr:    nonmetal
MA:     All, Animal, Elemental, Healing, Plant, Weather
ma:     Combat, Divination
MI:     as cleric
GP:     7) ignore range penalties to archery up to 500 yards  14) complete
	control of animals within 1000 yards
note:   must remain chaste and avoid men

ATHENA (Brighteyes) (ID)-----
AoC:    wisdom, crafts, war
Req:    WIS 9, LG, chastity
Wpn:    spear, swords
Amr:    any
MA:     All, Combat, Divination, Protection, Thought
ma:     Charm, Healing, War
MI:     as cleric
GP:     5) regenerate 1 hp/turn  15) commune with Athena once/week (one
	question)

CRONUS (Crookmind) (GD)-----
AoC:    sinister ambition
Req:    WIS 9, non-good
Wpn:    sickle
Amr:    any
MA:     (Cronus cannot grant spells)
ma:     (Cronus cannot grant spells)
MI:     as cleric
GP:     nil

DEMETER (ID)-----
AoC:    agriculture
Req:    WIS 9, non-evil
Wpn:    sickle, club, flail
Amr:    nonmetal
MA:     All, Animal, Elemental, Healing, Plant, Time, Weather
ma:     Divination, Sun, Wards
MI:     as cleric
GP:     1) plant growth  5) turn undead at -2 levels  10) control weather
	20) create a potion of longevity for the priest's use only
note:   must return to Eleusis every February to help in the Lesser Mysteries
	(may miss if there is a good reason), must return every fifth year in
	September for the Greater Mysteries or lose all powers until they
	attend the next one (in five years)

DIONYSUS (ID)-----
AoC:    mirth, madness
Req:    WIS 9, non-LG
Wpn:    staff, whip, net, may use poison
Amr:    any
MA:     All, Chaos, Charm, Healing, Plant
ma:     Creation, Weather
MI:     as cleric
GP:     1) neutralize poison  10) CON is raised to 18
note:   must take the brewing NWP at 1st level

GAEA (Mother Earth) (GD)-----
AoC:    fertility, health, prophecy
Req:    WIS 12, CHA 15, TN
Wpn:    club, sickle, quarterstaff, 'agricultural' weapons
Amr:    nonmetal
MA:     All, Animal, Elemental, Healing, Plant, Weather
ma:     Divination
MI:     as cleric
GP:     1) turn undead  5) cure disease  15) divination
note:   use druid exp table

HADES (ID)-----
AoC:    the dead, wealth
Req:    WIS 9, non-good, non-chaotic
Wpn:    any
Amr:    any
MA:     All, Elemental (ef), Necromantic (rev only for 4th and higher), Wards
ma:     Charm, Healing, Summoning
MI:     as cleric
GP:     1) turn undead  3) see in darkness  5) darkness 10' radius  10) death
	touch (save or die)  20) regenerate 5 hp/round

HECATE (ID)-----
AoC:    magic, moon, abundance
(Hecate has no priesthood)

HEPHAESTUS (Crookshank) (ID)-----
AoC:    smithing, crafts
Req:    STR 15, WIS 9, non-evil
Wpn:    hammer
Amr:    any made by a priest of Hephaestus
MA:     All, Combat, Creation, Elemental, Guardian, Healing
ma:     Divination, Sun, War, Weather
MI:     as cleric
GP:     1) +1/level bonus to blacksmithing checks  5) can repair magical
	weapons and armor on successful proficiency check  10) can craft
	magical weapons and armor with a bonus of +1/3 levels (max of +5)
note:   must be kind to those with deformities, must take the blacksmithing
	NWP at 1st level

HERA (GD)-----
AoC:    marriage
Req:    WIS 9, non-LG
Wpn:    club, cudgel, staff
Amr:    any
MA:     All, Charm, Divination, Healing, Protection
ma:     Combat
MI:     as cleric
GP:     5) detect lie  12) clairvoyance centered on any acquaintance

HERMES (Luckbringer) (ID)-----
AoC:    travel, trade, thievery, gambling, running
Req:    CON 15, WIS 15, non-evil
Wpn:    type B
Amr:    none
MA:     All, Chaos, Charm, Divination, Numbers, Protection, Travelers, Wards
ma:     Guardian, Healing, Weather
MI:     as cleric
GP:     1) -1 bonus to AC/level up to 10th  5) detect lie (no save)
	10) always move as if hasted (movement and initiative bonuses only)
note:   must take running NWP at 1st level (costs 1 slot), if they take
	bribe there is a 15% chance Hermes notices and takes offense

RHEA (GD)-----
AoC:    fertility, life
Req:    WIS 9, non-evil
Wpn:    type B
Amr:    any
MA:     All, Animal, Elemental (e), Healing, Plant, Protection
ma:     Charm, Creation
MI:     as cleric
GP:     1) turn undead  8) summon rain on 2 mile radius

POSEIDON (Earthshaker) (ID)-----
AoC:    water, earthquakes, creation
Req:    WIS 9, non-good
Wpn:    trident
Amr:    non-metal
MA:     All, Animal, Chaos, Creation, Elemental (ew), Healing, Weather
ma:     Divination, Elemental (af), Plant
MI:     as cleric
GP:     5) water freedom (as ring of swimming, water breathing)  10) control
	winds (direction only) for up to 8 hours  15) earthquake
note:   must sacrifice a bull to the sea once a month

URANUS (Father Heaven) (GD)-----
AoC:    sky
Req:    STR 13, WIS 9, non-good
Wpn:    any
Amr:    any
MA:     All, Astral, Combat, Elemental (a)
ma:     Divination, Healing, Protection
MI:     as cleric
GP:     1) turn undead  10) cast spells without any components
note:   this is a secret cult, the priests pose as fighters

ZEUS (Thunderer) (GD)-----
AoC:    heavens, law
Req:    STR 14, WIS 9
Wpn:    spear
Amr:    any
MA:     All, Animal, Divination, Elemental (af), Protection, Weather
ma:     Combat, Elemental (ew), Healing
MI:     as cleric
GP:     1) lightning bolt (1d4/level)  15) polymorph self

ANTEROS (LD)-----
AoC:  opposition to love
req:  WIS 10, CHA 12 or lower, non-good
MA :  All, Charm, Healing, Protection, Sun (reversed only, where applicable),
	Thought
ma :  Animal, Divination, Weather (reversed only, where applicable)
GP :  1) immune to wizard spells of the Charm school, _emotion_ (hate) once/
	day   3) incite berserker rage, turn undead as a cleric two levels
	lower
wpn:  any
amr:  shields only
note: Anteros is a lesser goddess, and can only grant up to level 6 spells

AURORA (LD)-----
AoC:  dawn, morning
req:  WIS 10, CHA 13, good alignment
MA :  All, Astral, Charm, Divination, Elemental (a,f), Healing, Summoning,
	Sun
ma :  Animal, Creation, Necromantic, Plant, Protection, Time, Weather
GP :  1) _suggestion_ thrice/day in non-combat situations, immune to level
	drains from undead, turn undead as cleric   10) _chariot of sustarre_
	once/day
wpn:  bows
amr:  none, no shields
pen:  only get d6 hit dice
note: Aurora is a lesser goddess, and can only grant up to level 6 spells

CHAOS (LD)-----
AoC:    chaos, creation
Req:    WIS 12, INT 12, any chaotic
Wpn:    bows, crossbows, polearms, firearms (any that are not 'simple', must
	have some complexity)
Amr:    any
MA:     All, Astral, Chaos, Creation
ma:     Elemental, Numbers, Time
MI:     as cleric
GP:     1) can cast wild magic as a mage half his level (these spells come
	from his normal priest spell allowance), he has magic resistance
	equal to his level against wild magic and Chaos spells
note:   Chaos is ultimately the creator of everything, but he is a god in
	decline

ENYO (LD)-----
AoC:  war
req:  STR 13, WIS 9, non-lawful
MA :  All, Combat, Healing, War
ma :  Chaos, Necromantic, Protection
GP :  1) can specialize in one weapon, incite berserker rage   5) _fear_
	twice/day
wpn:  battle axe, bows, dagger/dirk, knife, lance, maces, maul, polearms,
	spear, swords, warhammer
amr:  any, and shields
note: Enyo is a lesser goddess, and can only grant up to level 6 spells

ERIS (Manymoan) (LD)-----
AoC:  discord
req:  WIS 9, CHA 12 or less, non-lawful
MA :  All, Chaos, Combat, Necromantic (reversed only where applicable)
ma :  Animal, Healing (reversed only where applicable), War, Weather
GP :  2) _confusion_ once/day   7) _chaos_ once/day   9) _fear_ twice/day
wpn:  blowgun, bows, crossbows, dagger/dirk, javelin, knife, lasso, net,
	quarterstaff, spear, stiletto, sword (bastard, long, rapier, sabre,
	short)
amr:  any, no shields
note: Eris is a lesser goddess, and can only grant up to level 6 spells

EROS (LD)-----
AoC:    love
Req:    WIS 10, CHA 14, non-evil
Wpn:    bows, lasso, net
Amr:    none
MA:     All, Animal, Charm, Healing, Necromantic, Protection, Summoning, 
Thought
ma:     Creation, Divination, Guardian, Plant, Sun, Weather
MI:     as cleric
GP:     1) _suggestion_, soothing word  2) incite berserker rage, turn undead
	3) _emotion_ (friendship, happiness, or hope)
pen:    d4 hit dice

HEBE (Cupbearer) (LD)-----
AoC:  youth
req:  CON 12, WIS 12, must be under 25% of maximum base age when entering
	the priesthood
MA :  All, Animal, Charm, Healing (normal only), Necromantic (normal only),
	Plant, Protection, Time
ma :  Divination, Sun, Wards
GP :  1) immune to aging attacks and powers and side effects   5) turn undead
	as a cleric 4 levels lower with a +5 bonus to turn ghosts   10) can
	restore 1d4 years of youth onto a person, a person cannot benefit
	from this more than once in their lifetime   15) does not suffer
	negative ability modifiers due to aging
wpn:  type B, mancatcher, net
amr:  leather, and shields
note: Hebe is a lesser goddess, and therefore can only grant up to level
	6 spells

HESTIA (ID)-----
AoC:    home, hearth
Req:    WIS 14, non-evil
Wpn:    type B, type P
amr:    leather, padded, shields
MA:     All, Creation, Guardian, Healing, Protection, Wards
ma:     Animal, Divination, Elemental (f), Plant
MI:     as cleric
GP:     1) turn undead, +2 to hit and saves when defending a home

HYPERION (LD)-----
AoC:    sun, moon, dawn, light
Req:    INT 12, WIS 12
Wpn:    any missile or hurled
Amr:    metal, and shields
MA:     All, Divination, Plant, Sun
ma:     Charm, Healing, Elemental (af), Necromantic, Protection
MI:     as cleric
GP:     6) starshine  10) moonbeam  14) sunray
note:   Hyperion is the old god of the sun before Apollo, he is in decline

HYPNOS (LD)-----
AoC:  sleep
req:  INT 11, WIS 11, must be partially neutral
MA :  All, Astral, Charm, Divination, Healing, Thought, Time
ma :  Animal, Elemental (a,w,e), Necromantic, Protection
GP :  1) immune to _sleep_ and _nightmare_, _sleep_ once/day   3) turn undead
	as a cleric two levels lower
wpn:  bows, dagger/dirk, dart, knife, stiletto, rapier, short sword, club, sap
amr:  nonmetal only
note: Hypnos is a lesser god, and can only grant up to level 6 spells

IRIS (Goldenwing) (LD)-----
AoC:  rainbow
req:  WIS 12
MA :  All, Creation, Divination, Elemental (a,w), Sun, Weather
ma :  Healing, Numbers, Plant, Protection, Thought, Wards
GP :  1) 60' infravision (double range to those that already have it), turn
	undead as a cleric one level higher   3) _shield_ once/day
	6) _rainbow_ once/day  10) _rainbow_ twice/day, not cumulative with
	previous power (does not need to be in sight of a rainbow or have a
	component to use these powers)
wpn:  bows, crossbows, net, sabre, scimitar, sling (curved weapons)
amr:  none
pen:  uses d6 hit dice
note: Iris is a lesser goddess, and can only grant up to level 6 spells

MNEMOSYNE (LD)-----
AoC:    memory
Req:    16 INT, 9 WIS
Wpn:    dagger/dirk, knife, staff, sling, staff sling
Amr:    nonmetal
MA:     All, Astral, Charm, Divination, Law, Numbers, Thought, Time
ma:     Creation, Necromantic, Plant, Protection
MI:     as cleric
GP:     1) have total recall  5) immune any spell that erases memory or
	knowledge, _forget_ once/day  7) immune to psionics that erase memory
	or knowledge

MORPHEUS (LD)-----
AoC:  dreams
req:  WIS 14
MA :  All, Charm, Divination, Guardian, Healing, Protection, Thought, Wards
ma :  Astral, Chaos, Necromantic, Numbers, Sun (reversed only, where
	applicable), Time, Travelers
GP :  1) immune to _nightmare_ and _sleep_   2) _nap_ once/day   3) _dream_
	once/day   4) dream interpretation---if a dream has significant
	meaning a successful WIS check (with bonuses/penalties at DM
	discretion) means he has translated the dream correctly   8) turn
	undead as a cleric seven levels lower
wpn:  sap, net, lasso, club
amr:  shields only
note: Morpheus is a lesser god, and can only grant up to level 6 spells

OCEANUS (LD)-----
AoC:    ocean
Req:    WIS 9
Wpn:    bill, club, harpoon, javelin, net, spear, cutlass, short sword, 
trident
Amr:    shields only
MA:     All, Animal, Divination, Elemental (w), Weather
ma:     Chaos, Charm, Combat, Plant, Protection, War
MI:     as cleric
GP:     3) water walk (double duration)  5) water breathing (self only, double
	duration)
note:   he is the old god of the ocean before Poseidon, he is in decline

PAN (LD)-----
AoC:    music, parties, shepherds
Req:    DEX 9, WIS 9, CHA 13
Wpn:    any
Amr:    leather, padded, studded leather
MA:     All, Animal, Chaos, Charm, Summoning
ma:     Astral, Divination, Healing, Plant, Protection
MI:     as cleric
GP:     2) _fear_ once/day/2 levels  3) turn undead at -2 levels
note:   musical instrument (panpipes) NWP as a bonus

PHOBOS (LD)-----
AoC:  fear
req:  9 STR, 9 CON, 9 WIS, must be partially neutral
MA :  All, Chaos, Combat, Necromantic
ma :  Charm, Healing, Protection
GP :  1) immune to all fear-causing spells and powers, _fear_ 4/day, can
	specialize in one weapon
wpn:  battle axe, bows, lance, mace, spear, stiletto, swords, warhammer
amr:  any and shields
note: Phobos is a lesser god, and can only grant up to level 6 spells

THANATOS (LD)-----
AoC:  death
req:  WIS 9, celibacy, non-good
MA :  All, Astral, Charm, Divination, Necromantic, Protection (or Healing,
	reversed only, where applicable)
ma :  Chaos, Guardian, Sun, Time, Weather
GP :  1) _fear_ twice/day, command undead as an evil cleric (need not be evil)
wpn:  battle axe, dagger/dirk, knife, lasso, scythe, sickle, stiletto,
	khopesh, short sword
amr:  none
note: Thanatos is a lesser god, and can only grant up to level 6 spells, he
	is the god of death as opposed to the god of the underworld (Hades)

THEMIS (LD)-----
AoC:    justice
Req:    WIS 15, any lawful
Wpn:    hammer, spear, long sword
Amr:    any
MA:     All, Guardian, Healing, Law, Thought
ma:     Protection, Time
MI:     as cleric
GP:     1) detect lie  3) _command_  5) _silence 15' radius_


NORSE DEITIES
~~~~~~~~~~~~~

AEGIR (ID)-----
AoC:    sea
Req:    STR 9, WIS 9, ship captain
Wpn:    any
Amr:    nonmetal
MA:     All, Weather
ma:     Divination, Guardian
MI:     as fighter
GP:     10) can breathe water
note:   they are actually fighters that get spells as a priest, d10 hit dice,
	fighter saves and THAC0, fighter advancement, etc.

BALDUR (ID)-----
AoC:    beauty, charisma
Req:    WIS 9, CHA 16, non-evil
Wpn:    any
Amr:    any
MA:     All, Charm, Divination, Protection
ma:     Creation, Summoning
MI:     as cleric
GP:     5) CHA raised to 18  12) members of opposite sex that look upon the
	priest must save vs spell or be charmed (as spell)

BRAGI (ID)-----
AoC:    poetry, music
Req:    12 DEX, 13 INT, 9 WIS, 15 CHA, non-evil
Wpn:    club, bows
Amr:    any
MA:     All, Charm, Divination, Healing, Protection, Thought
ma:     Astral, Creation, Numbers, Sun
MI:     as cleric
GP:     3) can recall anything ever heard  12) dominate (as spell) by song
note:   humans can advance as multi-class priest/bards

FORSETI (ID)-----
AoC:    justice
Req:    WIS 16, LG
Wpn:    swords
Amr:    any
MA:     All, Charm, Combat, Divination, Law, Protection
ma:     Guardian, Healing, Numbers
MI:     as cleric
GP:     1) turn undead  5) detect lie (no save)  12) ask one question/week of
	Forseti

FREY (ID)-----
AoC:    sunshine, rain, fertility, horses
Req:    WIS 9, any good
Wpn:    swords, club
Amr:    any
MA:     All, Animal, Charm, Protection, Sun, Weather
ma:     Divination, Healing
MI:     as cleric
GP:     1) turn undead  5) charm horses  10) dispel rain or call rain over one
	acre/level
note:   must keep the peace

FREYA (ID)-----
AoC:    love, passion, human fertility
Req:    WIS 9, CHA 15, female, any chaotic
Wpn:    dagger/dirk
Amr:    none
MA:     All, Animal, Charm, Creation, Divination, Healing, Thought, Time
ma:     Astral, Chaos, Elemental (aw), Necromantic, Time
MI:     as cleric
GP:     3) polymorph self into horse  6) predict the future of any individual
	with 10%/level accuracy (max 95%)  9) create a philter of love each
	time they advance

FRIGGA (ID)-----
AoC:    sky, domestic life
Req:    WIS 9, any lawful
Wpn:    dagger, club
Amr:    any
MA:     All, Creation, Divination, Plant, Sun, Weather
ma:     Animal, Guardian, Law, Wards
MI:     as cleric
GP:     1) detect lie  10) summon storm (1d6 damage to all exposed people and
	structures, 1 turn/level)
note:   must be a married woman (if husband takes a second wife the priestess
	must divorce him)

HEIMDALL (ID)-----
AoC:    light, guardianship
Req:    STR 9, WIS 9, any lawful
Wpn:    swords, spear
Amr:    any
MA:     All, Guardian, Protection, Sun, Wards
ma:     Combat, Divination
MI:     as cleric
GP:     1) turn undead  5) see up to 100 yards night or day in any weather
	10) hear any sound within 500 yards
note:   must never allow someone to pass a post under their guard without
	their master's permission

HEL (ID)-----
AoC:    death, disease
Req:    WIS 9, female
Wpn:    swords, poison darts
Amr:    magical only
MA:     All, Astral, Charm, Divination, Healing, Necromantic
ma:     Combat, Creation, Sun (rev), Time
MI:     as cleric
GP:     1) turn undead (command undead if evil)  5) immune to disease and
	poison  10) speak with any person dead for < 10 years  15) half damage
	from physical attacks

IDUN (ID)-----
AoC:    youth, spring
Req:    WIS 9, female, any good
Wpn:    staff, sling
Amr:    none
MA:     All, Animal, Charm, Healing, Necromantic, Plant, Time, Weather
ma:     Divination, Elemental, Protection
MI:     as cleric
GP:     1) turn undead, never physically age past 18  2) natural AC of 5

LOKI (ID)-----
AoC:    mischief, strife
Req:    WIS 9, non-lawful
Wpn:    any
Amr:    any
MA:     All, Chaos, Charm, Plant
ma:     Creation, Divination, Summoning
MI:     as cleric
GP:     5) mass suggestion  12) shape change
note:   no real duties except carry out those instructions demanded by Loki
	himself, if the priest prays for personal gain there is a 1% chance/
	level an avatar will appear to help (no more than 3 times in his life)

ODIN (GD)-----
AoC:    war, wisdom, poetry, knowledge
Req:    STR 9, WIS 9
Wpn:    any
Amr:    any
MA:     All, Divination, Thought, War
ma:     Combat, Elemental, Protection
MI:     as cleric
GP:     1) turn undead, +1 hp/level  10) THAC0 as fighter
note:   must be a chieftain to be a priest of Odin, must not shirk from battle

SIF (ID)-----
AoC:    excellence
Req:    WIS 9, any good
Wpn:    any
Amr:    any
MA:     All, Combat, Elemental, Protection
ma:     Divination, Summoning, Thought
MI:     as cleric
GP:     5) raise one ability score of player's choice by one point for one
	day (renewable each day, or they can switch to a different stat)
	10) advance directly to 11th level
note:   must try to excel in all things

SURTR (LD)-----
AoC:    fire giants
(his priests are fire giant shamans and witch doctors)

THOR (ID)-----
AoC:    thunder, weather, sky, crops
Req:    STR 16, WIS 9, non-evil
Wpn:    hammer
Amr:    any
MA:     All, Combat, Elemental (aew), Protection, Sun, Weather
ma:     Charm, Plant
MI:     as cleric
GP:     1) turn undead  5) summon rain on 1 acre  12) lightning strike for
	1d4/level
note:   2%/level he will send an avatar to a priest in dire need

THRYM (LD)-----
AoC:    cold, ice
(his priests are frost giant shamans and witch doctors)

TYR (ID)-----
AoC:    swordsmanship, courage, law
Req:    STR 9, WIS 9, LG
Wpn:    swords
Amr:    non-magical
MA:     All, Combat, Healing, Law, Protection
ma:     Charm, Divination, Guardian
MI:     as cleric
GP:     1) hold person  10) detect lie (always active)  15) detect invisible
	(always active)

VALKYRIES (LD)-----
AoC:    fallen heroes
Req:    STR 9, WIS 9, CHA 14, female, non-evil, non-lawful
Wpn:    any
Amr:    any metal
MA:     Combat, Healing (do NOT get All)
ma:     Charm
MI:     as fighter
GP:     1) turn undead
note:   they are actually fighters with some minor spell ability (get d10 hit
	dice, THAC0, saves, and advancement as fighter, but no weapon
	specialization)

FORGOTTEN REALMS
~~~~~~~~~~~~~~~~

AURIL (Frostmaiden) (LD)-----
AoC:    cold
Req:    CON 13, WIS 12, any evil
Wpn:    type B, ice axe (hand axe)
Amr:    chain, and shield
MA:     All, Divination, Elemental (wae), Necromantic, Protection, Weather
ma:     Animal, Combat, Creation, Guardian, Healing
MI:     as cleric
GP:     1) immune to natural cold and +3 to save vs. cold-based attacks (no
	damage if save, half if failed)  8) ice storm once/week  13) summon
	ice para-elemental as the conjure fire elemental spell once/week for
	every level over 12

AZUTH (The High One) (LD)-----
AoC:    mages, energy
Req:    WIS 14, INT 13, any lawful
Wpn:    type B, knife, dagger
Amr:    none
MA:     All, Astral, Charm, Combat, Creation, Elemental, Healing, Protection,
	Summoning
ma:     Divination, Guardian, Necromantic, Numbers, Sun, Weather
MI:     as cleric and mage
GP:     1) can cast wizard spells as a mage half his level but they come from
	his priestly spell allowance--from one school only, spellcraft NWP as
	a bonus

BESHABA (Maid of Misfortune) (ID)-----
AoC:    mischief, bad luck, accidents
Req:    WIS 10, CE
Wpn:    type B
Amr:    plate, and shield
MA:     All, Chaos, Charm, Numbers, Protection
ma:     Summoning, Divination
MI:     as cleric
GP:     1) once/day can lower another's save or attack roll by one

CHAUNTEA (Great Mother) (GD)-----
AoC:    agriculture
Req:    WIS 12, CHA 15, NG or TN
Wpn:    as druid
Amr:    as druid
MA:     All, Animal, Elemental, Healing, Plant, Weather
ma:     Divination
MI:     as druid
GP:     as druid

CYRIC (The Dark Sun) (GD)-----
AoC:    death, murder, the dead, strife, tyranny, lies
Req:    WIS 13, INT 13, any evil
Wpn:    type B, long sword
Amr:    any
MA:     All, Charm, Necromantic, Sun (rev)
ma:     Divination, Elemental, Healing
MI:     as cleric
GP:     1) command undead at +2 levels, immune to fear and other emotion-
	controlling spells, can convert NPC followers of Bhaal and Myrkul and
	Bane if they fail a save vs. spell (with a +5 if he was a priest, +2 if
	he was higher level, -2 is he was lower level)  5) summon aerial servant
	(as the spell) once/day

DENEIR (Lord of Glyphs and Images) (LD)-----
AoC:    literature, art
Req:    WIS 15, INT 15, any good
Wpn:    one-handed type B
Amr:    banded
MA:     All, Astral, Creation, Divination, Protection, Summoning
ma:     Animal, Elemental, Guardian, Healing, Plant
MI:     as cleric
GP:     1) turn undead, +4 to save vs. damage and malicious effects from books
	or scrolls or any magical writing (if no save is usually allowed he
	gets one anyway with no bonus), can speak any language Deneir can speak,
	can try to identify wards or runes (first INT check determines what
	kind of person left it, second INT check determines general nature of
	the mark)

ELDATH (Goddess of Singing Waters) (LD)-----
AoC:    peace, pools, springs, druidic groves
Req:    CHA 13, WIS 14, TN
Wpn:    staves, clubs, stones, slings, staff slings (with restrictions)
Amr:    none
MA:     All, Astral, Charm, Divination, Elemental (w), Healing, Plant,
	Protection, Sun
ma:     Animal, Creation, Necromantic, Wards, Weather
MI:     as cleric, but none that harm others
GP:     1) can use any E/C spell regardless of sphere or level (must be of
	sufficient level to cast), remove fear once/day, can parry attacks
	(subtracting his STR bonus+1d6 points from opponent's attack roll, at
	10th level it becomes STR bonus+1d10 points)  3) sleep once/day/3 
	levels  5) silence 15' radius once/day (one more per day for every
	additional 3 levels)  10) breathe water automatically  15) sanctuary
	spell in effect on him at all times
pen:    cannot fight except in defense of himself and comrades--cannot 
initiate
	attacks, charges or ambushes

GOND (Wonderbringer) (ID)-----
AoC:    artifice, craft, construction
Req:    WIS 14, INT 14, DEX 14, TN (can be a gnome, also)
Wpn:    type B, firearms
Amr:    plate
MA:     All, Divination, Elemental, Protection
ma:     Guardian, Healing, Thought
MI:     as cleric, and magical r/s/w
GP:     1) +2 using these proficiencies:  armorer; artistic ability; black-
	smithing; carpentry; engineering; pottery; weaponsmithing, open locks
	as a thief half his level (on average ability table, DMG)

HELM (He of the Unsleeping Eyes) (ID)-----
AoC:    guardians, protection
Req:    STR 14, WIS 13, LN
Wpn:    type B
Amr:    full plate, shields
MA:     All, Guardian, Protection, Wards
ma:     Divination, Healing, Thought
MI:     as cleric, and crystal balls
GP:     1) +2 to his surprise roll if alone or +1 with others, glyph of 
warding
	(only one day/level, of any spell of level he can cast but doesn't have
	to be from a sphere he can cast), turn undead

ILMATER (The Crying God) (ID)-----
AoC:    endurance, suffering
Req:    CON 14, WIS 12, LG
Wpn:    type B, scourge
Amr:    none
MA:     All, Charm, Creation, Guardian, Healing, Necromantic, Protection, 
Wards
ma:     Elemental, Law, Summoning, Sun, Weather
MI:     as cleric
GP:     1) +4 to saves involving endurance or resisting pain and +2 to CON
	checks for similar situations, endurance NWP as a bonus, can go without
	food and water for a number of weeks equal to his level (but has -1
	to hit and damage for every 3 weeks without), can remove fear and
	negate baneful emotion-based spells on up to two people/day  12) during
	extreme torture/suffering the character can be possessed by a servant
	of Ilmater on request of the character (for the duration he endures the
	pain but takes no damage, he cannot move, and dispel magic drives the
	servant out)

LATHANDER (Morninglord) (GD)-----
AoC:    spring, dawn, birth, renewal
Req:    CHA 12, WIS 14, any good
Wpn:    type B
Amr:    plate, shields
MA:     All, Creation, Elemental, Sun
ma:     Guardian, Healing, Protection
MI:     as cleric
GP:     1) turn undead (at +4 levels if the undead is affected by sunlight), 
+2
	when using these proficiencies:  appraising; artistic ability; juggling;
	musical instrument; pottery  3) faerie fire once/day

LEIRA (Lady of the Mists) (LD)-----
AoC:    deception, illusion
Req:    WIS 14, INT 12, DEX 11, CN
Wpn:    type B
Amr:    any (but cannot cast their spells or use spell-like powers in armor)
MA:     All, Astral, Chaos, Charm, Divination, Thought
ma:     Creation, Healing, Summoning
MI:     as cleric, and those relating to illusion
GP:     1) can use illusion/phantasm scrolls w/o read magic  5) misdirection
	twice/day/5 levels  13) mislead once/day
pen:    cannot use true seeing or any device that uses true seeing or they go
	insane (the can use the reverse, though)
note:   they wear a silvered face mask that reflects gaze attacks and grants
	them a +3 to their saves vs. gaze attacks, Leirans lie extensively

LLIIRA (Our Lady of Joy) (LD)-----
AoC:    joy, happiness, dance, festivals
Req:    CHA 13, WIS 13, CG
Wpn:    lasso, net, type B in extreme circumstances
Amr:    any
MA:     All, Charm, Creation, Healing, Sun, Thought, Wards
ma:     Divination, Guardian, Plant, Protection
MI:     as cleric
GP:     1) turn undead, dancing NWP as a bonus, soothing word once/day (20'
	radius, 50%+2%/level of removing fear or other harmful emotion-
	affecting magic), +2 to hit when wrestling or using other nonlethal
	combat
pen:    all special abilities are revoked if he uses a weapon that causes
	actual damage (must meditate for a full day to regain them)

LOVIATAR (Maiden of Pain) (LD)-----
AoC:    pain, hurt, torture
Req:    CON 15, WIS 15, LE
Wpn:    type B, whip, scourge
Amr:    scale, shields
MA:     All, Charm, Healing, Law, Necromantic, Sun
ma:     Animal, Divination, Guardian, Summoning, Weather
MI:     as cleric
GP:     1) pain touch once/day/3 levels (-4 to hit and -2 to DEX checks, for a
	number of rounds equal to his level)
note:   they wear a special scale mail that is only AC 6, occasionally those
	who have done well in advancing her cause will be given a white wand
	that absorbs 1d10 spell levels when it disintegrates (only the one it
	was given to can use it)

MALAR (The Beastlord) (LD)-----
AoC:    hunters, beasts, blood
Req:    STR 13, WIS 12, CE or NE
Wpn:    type B, claws of Malar, no missile weapons
Amr:    any
MA:     All, Animal, Combat, Summoning
ma:     Healing, Elemental, War
MI:     as cleric
GP:     1) hunting NWP as a bonus (with a +2 bonus)  3) can identify plants 
and
	animals and pure water with 98% accuracy  7) immune to charms of
	woodland creatures (like druids)
note:   claws of Malar are 1 lb each, size S, type S, speed 2, damage 1d6/1d4,
	and there is no penalty for fighting with one on each hand--non-
	believers who use them will be hunted down

MASK (Lord of Shadows) (ID)-----
AoC:    thieves, intrigue
Req:    WIS 14, DEX 14, NE
Wpn:    type B, knife
Amr:    leather, studded leather, and padded only
MA:     All, Astral, Charm, Divination, Guardian, Protection, Necromantic,
	Sun (rev)
ma:     Combat, Healing, Thought, Travelers
MI:     as cleric and thief
GP:     1) have the 8 thief abilities (as thief, 20 discretionary 
points/level),
	can use and understand thieves' cant

MIELIKKI (Lady of the Forest) (ID)-----
AoC:    forests, rangers, dryads
Req:    STR 13, DEX 13, CON 14, WIS 14, any good
Wpn:    any
Amr:    studded leather
MA:     na
ma:     na
MI:     see below
GP:     see below
note:   Mielikki's priests are rangers

MILIL (Lord of All Songs) (LD)-----
AoC:    poetry, song
Req:    WIS 14, INT 13, CHA 14, any good
Wpn:    type B
Amr:    any
MA:     All, Charm, Divination, Thought
ma:     Animal, Guardian, Healing, Summoning
MI:     as cleric
GP:     1) turn undead, singing OR musical instrument NWP as a bonus, can
	enthrall (as the spell) an audience with song (except those with higher
	WIS or level/HD)  10) song of suggestion (as spell) once/day

MYSTRA (Midnight, The Lady of Mysteries) (GD)-----
AoC:    magic
Req:    WIS 12, INT 14, any good
Wpn:    type B
Amr:    any
MA:     All, Elemental, Necromantic, Summoning
ma:     Astral, Charm, Creation, Healing, Wards
MI:     as cleric and mage (except magic scrolls)
GP:     1) +2 to save vs. magic, unaffected by magic-dead or wild magic areas,
	detect magic once/day, spellcraft NWP as a bonus, turn undead
note:   Mystra is goddess of magic, while Azuth is god of spellcasters

OGHMA (The Binder) (GD)-----
AoC:    knowledge, bards
Req:    WIS 14, INT 12, TN
Wpn:    any
Amr:    chain
MA:     All, Astral, Charm, Divination, Thought
ma:     Guardian, Healing, Protection, Time
MI:     as cleric
GP:     1) +2 to hit while wrestling and suffer no penalties for wearing armor
	while wrestling, turn undead (at +4 levels vs. outer planar creatures)
	3) identify once/day when in an Oghman shrine or in a protection from
	evil spell  10) legend lore once/week when in an Oghman shrine
note:   acknowledgments for ideas for modifications to this priesthood go
	to Beth Gaynor

SELUNE (Our Lady of Silver) (ID)-----
AoC:    moon, stars, navigation
Req:    WIS 14, CON 12, CG
Wpn:    type B, prefer the 'moon's hand' (smooth-head mace that has a +1 to
	hit and damage in a priest of Selune's hands)
Amr:    any
MA:     All, Divination, Sun, Time
ma:     Animal, Elemental (wa), Healing, Travelers
MI:     as cleric
GP:     1) turn undead, 30' infravision, navigation NWP as a bonus, if 
infected
	by a CG lycanthrope they can control it as a natural lycanthrope

SHAR (Mistress of the Night) (GD)-----
AoC:    dark, night, loss
Req:    STR 14, WIS 12, any evil
Wpn:    type B
Amr:    chain, shields
MA:     All, Charm, Divination, Necromantic, Sun, Time
ma:     Astral, Animal, Elemental, Guardian, Protection
MI:     as cleric
GP:     1) command undead, darkness once/day (plus once/day for every 
additional
	two levels), +1 to hit and damage and saves in darkness, -1 to hit and
	damage and saves in full moonlight  5) continual darkness once/day/5
	levels  7) forget once/day

SILVANUS (Oak Father) (GD)-----
AoC:    nature, druids
Req:    WIS 12, CHA 15, TN
Wpn:    as druid
Amr:    as druid
MA:     All, Animal, Elemental, Healing, Plant, Weather
ma:     Divination
MI:     as druid
GP:     as druid

SUNE (Firehair) (GD)-----
AoC:    beauty, love, passion
Req:    WIS 12, CHA 16, CG (elves and half-elves may also be priests of Sune)
Wpn:    darts, daggers, knives, bows, rapier, sabre, net, lasso
Amr:    nonmetal, banded, splint
MA:     All, Charm, Healing, Necromantic, Protection, Thought, Wards
ma:     Creation, Divination, Guardian, Sun
MI:     as cleric
GP:     1) turn undead, can attempt to charm (as spell) a member of opposite
	sex once/day (but if it fails she must meditate in a holy place before
	he can use it again) and the subject has a -1 to save for every point
	of CHA the priest has over 16
pen:    if CHA ever drops below 16 they are cast out of the faith
note:   those who have done a great service for Sune may be given a draught of
	Evergold which raises CHA by 2d4 for one day (to any others but priests
	of Sune it is poisonous), intense rivalry with Hanali Celanil
note:   acknowledgments for ideas for modifications to this priesthood go
	to Beth Gaynor

TALONA (Lady of Poison) (LD)-----
AoC:    disease, poison
Req:    WIS 14, CON 14, CHA 12 or less (mandatory, will be reduced by tattoos
	by others in the priesthood), CE
Wpn:    type B, cermonial poison dagger
Amr:    any
MA:     All, Astral, Combat, Divination, Healing (rev), Necromantic (rev)
ma:     Charm
MI:     as cleric
GP:     1) +4 to save vs. poison, normal save vs. potions that don't allow
	saves  3) can identify pure poison by smell  5) identify poison in
	drinks by a single drop (no effect)  7) identify poison in food by
	a single bite (no effect)  10) cause disease by touch once/day

TALOS (The Destroyer) (GD)-----
AoC:    storms, destruction
Req:    STR 13, WIS 14, CE
Wpn:    type B, javelin
Amr:    any
MA:     All, Combat, Elemental (wea), Sun, Weather
ma:     Necromantic, Summoning
MI:     as cleric, magic javelins
GP:     1) may turn or command undead  7) lightning bolt once/day plus 
once/day
	for every additional 3 levels (not useable if wearing armor)
	10) control weather once/day (cannot improve weather conditions)

TEMPUS (Lord of Battles) (GD)-----
AoC:    war
Req:    STR 14, WIS 12, CN
Wpn:    any
Amr:    any
MA:     All, Chaos, Combat, War
ma:     Elemental (fe), Healing, Protection
MI:     as cleric
GP:     1) can incite berserker rage in themselves and a number of others 
equal
	to their level for a full turn and if he runs out of enemies he must
	attack the closest living thing or suffer five points of damage/round
	until it wears off (+2 to hit, damage, and saves), they must choose
	a certain kind of weapon as their weapon of choice, this special weapon
	is consecrated to be +1 to hit and damage (if it is destroyed then
	they may consecrate another which takes a week at a temple), have the
	following NWP as bonuses:  armorer; blind-fighting; charioteering;
	and weaponsmithing
pen:    cannot have missile weapon unless they can be used in melee as well
note:   spiked glove is 10 gp, size S, type P, speed 2, damage 1d4/1d4
note:   acknowledgments for ideas for modifications to this priesthood go
	to Beth Gaynor

TORM (The True) (LD)-----
AoC:    duty, loyalty, obedience
Req:    WIS 14, CON 12, LG
Wpn:    type B
Amr:    any
MA:     All, Combat, Divination, Law
ma:     Guardian, Healing, Protection
MI:     as cleric
GP:     1) can turn undead or command them to perform tasks (such as guarding
	a passage), his henchmen regard him as if he has an 18 CHA, duration of
	divination and protection spells are doubled, command once/day

TYMORA (Lady Luck) (ID)-----
AoC:    adventurers, skill, good fortune
Req:    WIS 15, DEX 14, CG, (halflings can be priests of Tymora)
Wpn:    type B
Amr:    any
MA:     All, Charm, Divination, Numbers
ma:     Creation, Healing, Protection, Travelers
MI:     as cleric
GP:     1) can modify one dice roll (declared before it is rolled) by 1 (d20)
	or 5%, a failed save resulting in instant death may be rerolled once

TYR (The Even-Handed) (GD)-----
AoC:    justice
Req:    WIS 9, LG
Wpn:    type B
Amr:    any
MA:     All, Combat, Creation, Healing
ma:     Divination, Necromantic, Protection
MI:     as cleric
GP:     as cleric

UMBERLEE (The Bitch Queen) (ID)-----
AoC:    oceans, waves, sea winds
Req:    WIS 13, CON 15, CE
Wpn:    type B, trident, harpoon
Amr:    leather, shields
MA:     All, Animal (aquatic and marine animals only), Chaos, Creation,
	Elemental (wa), Summoning (aquatic and marine animals only)
ma:     Charm, Combat, Plant, Protection, War
MI:     as cleric
GP:     1) command aquatic undead, swimming NWP as a bonus  5) breathe water
	automatically  10) move through water as though they had a ring of
	free action, control weather once/day if by a large body of water (a
	lake is not good enough)  12) summon and control 1d4 sharks which
	arrive in 1d6 rounds (sharks must live in that area to be summoned)

WAUKEEN (Merchant's Friend) (ID)-----
AoC:    trade, money, wealth
Req:    WIS 14, INT 12, CHA 12, TN
Wpn:    type B
Amr:    any
MA:     All, Divination, Numbers, Wards
ma:     Charm, Guardian, Healing, Necromantic
MI:     as cleric
GP:     1) can command and turn undead, appraising and gem cutting NWP as
	bonuses, can discern true metal from false
note:   Waukeen was apparently destroyed in the Time of Troubles, as so his
	priests cannot receive 3rd or greater level spells

GRUMBAR (Boss of Earth) (DG, elemental cult deity)-----
AoC:    earth
Req:    ?
Wpn:    club, dagger/dirk, knife, mace, maul, morning star, picks, scythe,
	sickle, sling, staff sling, stiletto, warhammer
Amr:    chain, shields
MA:     All, Elemental (e)
ma:     three of the following:  Elemental (fw), Divination, Combat,
	Protection, Time, Weather
MI:     ?
GP:     3) can use 1st and 2nd level wizard spells of elemental earth as 
priest
	spells one level higher  5) can summon an earth elemental once/day for
	one hour (which is under the priest's control) and then it fades
note:   they receive one 1st level follower of the same cult at every level
	divisible by 5

KOSSUTH (Tyrant Among Fire) (DG, elemental cult deity)-----
AoC:    fire
Req:    ?
Wpn:    bill, dagger/dirk, knife, stiletto, swords (all)
Amr:    chain, shields
MA:     All, Elemental (f)
ma:     three of the following:  Elemental (ea), Divination, Combat,
	Protection, Time, Weather
MI:     ?
GP:     3) can use 1st and 2nd level wizard spells of elemental fire as priest
	spells one level higher  5) can summon a fire elemental once/day for
	one hour (which is under the priest's control) and then it fades
note:   they receive one 1st level follower of the same cult at every level
	divisible by 5

AKADI (Queen of Air) (DG, elemental cult deity)-----
AoC:    air
Req:    ?
Wpn:    blowgun, bows, crossbows, dagger/dirk, dart, hand/throwing axe,
	javelin, knife, lasso, mace, net, scourge, sling, spear, staff sling,
	whip
Amr:    chain and shield
MA:     All, Elemental (a)
ma:     three of the following:  Elemental (fw), Divination, Combat,
	Protection, Time, Weather
MI:     ?
GP:     3) can use first and second level wizard elemental air spells as 
priest
	spells one level higher  5) can summon an air elemental once/day for
	one hour (which is under the priest's control and then it fades)
note:   they receive one first level follower of the same cult at every level
	divisible by 5

ISTISHIA (Water Lord) (DG, elemental cult deity)-----
AoC:    water
Req:    ?
Wpn:    belaying pin, bill, harpoon, javelin, net, scourge, spear, cutlass,
	trident
Amr:    chain and shield
MA:     All, Elemental (w)
ma:     three of the following:  Elemental (ea), Divination, Combat,
	Protection, Time, Weather
MI:     ?
GP:     3) can use 1st and 2nd level wizard elemental water spells as priest
	spells one level higher  5) can summon a water elemental once/day for
	one hour (which is under the priest's control and then it fades)
note:   they receive one first level follower of the same cult for every level
	divisible by 5

BEAST CULTS (DG, beast cult deity)-----
AoC:    the animal they represent
Req:    WIS 9
Wpn:    any two
Amr:    non-magical leather, non-magical wood or hide shields
MA:     All, Animal
ma:     three of the following:  Charm, Combat, Elemental (any two areas),
	Plant, Weather
MI:     as cleric
GP:     1) one of the following:  summon a number of creatures of the
	worshipped type (2d6 size S, 1d6 size M, 1d2 size L, 1 size H) which
	arrive in 1d3 turns once/day, OR transform into the type of beast he
	worships once/week for 3d6 turns
note:   can choose to worship a monster as well (non-natural animal) but the
	granted power is not useable until 10th level
note:   they receive one 1st level follower of the same cult at every level
	divisible by 5

BANE (The Black Lord) (GD)-----
AoC:    strife, hatred, tyranny
Req:    WIS 10, STR 12, LE
Wpn:    non-missile type B, javelins
Amr:    any
MA:     All, Combat, Law, Necromantic
ma:     Healing, Sun (rev), Thought
MI:     as cleric
GP:     1) unaffected by fear magic  5) aura of fear with a 10' radius/level
	(those who fail to save run [70%] or attack the source of the fear)
	once/day

BHAAL (Lord of Murder) (ID)-----
AoC:    death
Req:    WIS 14, CON 12, LE
Wpn:    type B, type P
Amr:    chain
MA:     All, Astral, Healing (rev), Necromantic (rev), Summoning
ma:     Charm, Creation, Combat, Divination, War
MI:     as cleric
GP:     1) turn or command undead  5) summon aerial servant once/day  10) 
plane
	skipping (priest and one person for every 2 levels over 10th travel
	to Bhaal's area of Gehenna and then back to the Prime Material at
	their destination, 10' in Gehenna is worth a mile on the Prime
	Material, it takes the priest a full turn to prepare for the jump in
	either direction, the travel is 100% reliable but he is not protected
	while in Gehenna)

MYRKUL (Lord of Bones) (GD)-----
AoC:    the dead, decay, corruption, dusk
Req:    WIS 14, INT 14, STR 14, NE
Wpn:    type B
Amr:    any
MA:     All, Guardian, Healing, Necromantic (rev)
ma:     Astral, Elemental, Time
MI:     as cleric
GP:     1) command undead (can command triple the normal number of skeletons
	and zombies), immune to disease and parasites debilitating game effects
	(he can still die from something, but it won't affect him until then),
	+1 to save vs. death, feign death once/day  10) can summon a minor
	death once/week for 10 rounds (always initiative 1, THAC0 0, unaffected
	by cold, fire, electricity, sleep, E/C, AC -4, HD na, hp 33, #AT 1,
	damage 2d8, MV 12)  15) can call up a Hand of Myrkul (his hands flame
	for 6 rounds, if he touches someone and they fail to save vs. death
	they crumble to dust but if they save the priest must do the same (no
	bonuses) or suffer the same fate, if they both save he can try to
	use the power again up to the 6 round time limit--this power is only
	useable once in his lifetime)


NON-HUMAN DEITIES
~~~~~~~~~~~~~~~~~

	Shamans choose three spheres from those allowed to priests.  They
can use tribal weapons in addition to those allowed the priesthood.  They
may use any armor.  They can learn healing and herbalism for one slot
each.  They can never cast raise dead or resurrection.
	Witch doctors cast wizard spells from one randomly determined
school as a wizard of half their level, rounded up.  They may use wizard
magic items and take wizard proficiencies, but cannot wear armor.
	Demihuman priests of their own deities may normally advance to 14th
level.  Priests serving other gods can advance to the normal level allowed
to clerics.

CORELLON LARETHIAN (GD)-----
AoC:    magic, arts & crafts, music, war (elves)     SY:  crescent moon
Req:    STR 11, INT 11, WIS 9, CG
Wpn:    any
Amr:    any
MA:     All, Creation, Healing, War
ma:     Astral, Chaos, Charm, Combat, Guardian, Protection, Sun, Thought
MI:     as cleric
GP:     1) +2 CHA to elves, turn undead  5) +2 to save vs poison, automatic
	save vs spider venom  9) goblinoids save vs priest spells at -2
Sham:   Req:  WIS 9, good
	note:  d4 hit dice, LL 7

LOLTH (ID)-----
AoC:    spiders, evil, darkness (drow)          SY:  black spider w/ female
Req:    WIS 13, female, CE                              drow head
Wpn:    any
Amr:    any
MA:     All, Necromantic (rev only for 4th and above), Summoning, Sun (rev)
ma:     Animal, Chaos, Charm, Combat, Divination, Guardian, Healing, 
Protection
MI:     as cleric
GP:     1) immune to spider venom  3) command undead at -2 levels  5) dispel
	magic 3/day  9) true seeing 2 rounds/level  12) domination (males
	save at -4, elves do not get standard resistance)
note:   very few surpass 16th level, and none surpass 22nd level - Lolth
	intervenes

MORADIN (GD)-----
AoC:    creation, smithing, craftsmanship, war (Dwarves) SY:  hammer and anvil
Req:    STR 13, WIS 9, LG
Wpn:    any crafted, hammer first
Amr:    metal
MA:     All, Creation, Elemental (ef), War
ma:     Combat, Healing, Law, Protection, Wards
MI:     as cleric
GP:     1) turn undead, +2 CHA to other dwarves, weapons crafted by them are
	considered +1 for determining creatures hit (no attack or damage
	bonus)  5) +2 to hit with warhammer  9) prayer (ignores magic
	resistance of enemies, 1d3 hp cured on all dwarves in radius of
	effect at end of duration)
Sham:   Req:  STR 10, WIS 9, LG, LN, NG
	note:  d6 hit dice, LL 6, warhammer first weapon, metal armor only

CALLARDURAN SMOOTHHANDS (ID)-----
AoC:    protection, earth, mining (svirfnebli)  SY:  gold ring w/ star pattern
Req:    WIS 12, INT 12, TN, NG
Wpn:    any, axe first
Amr:    chain
MA:     All, Elemental (e), Healing, Protection, Wards
ma:     Combat, Creation, Divination
MI:     as cleric
GP:     1) +2 to save vs drow spells  4) may subtract 5%/level from drow
	magic resistance  5) turn undead at -5 levels  7) 5%/level chance
	to summon 16 HD earth elemental for 6 turns
note:   d6 hit dice
Sham:   Req:  WIS 9, nonevil
	note:  d4 hit dice, LL 5

GARL GLITTERGOLD (GD)-----
AoC:    protection, humor, trickery, gemcutting, smithing (Gnomes)
Req:    WIS 9, INT or DEX 11, LG, NG            SY:  gold nugget
Wpn:    any, axe first
Amr:    any
MA:     All, Charm, Creation, Protection
ma:     Combat, Divination, Elemental (e), Guardian, Healing, Necromantic,
	Sun, Wards, Weather
MI:     as cleric
GP:     1) +5% to all thief skills if priest/thief (else HS 15%, MS 15%)
	3) turn undead at -2 levels  5) Tasha's uncontrollable hideous
	laughter  7) save at +2 vs illusion/phantasm  9) displacement (1 turn,
	as a cloak)
note:   d6 hit dice
Sham:   Req:  WIS 9, CHA 10, CG, NG
	note:  d4 hit dice, LL 7, same weapon as priests

YONDALLA (GD)-----
AoC:    protection, fertility (Halflings)             SY:  shield
Req:    WIS 9, LG
Wpn:    any, shortsword first
Amr:    any, must always wear shield
MA:     All, Elemental (aew), Healing, Protection
ma:     Animal, Combat, Creation, Guardian, Law, Plant, Sun, Wards, Weather
MI:     as cleric
GP:     1) shield (can function with nonmetal armor), turn undead  5) bless
	(double duration)  7) create food and water  9) may negate 1d4
	energy drains during remaining lifetime
note:   d6 hit dice
Sham:   Req:  WIS 9, LG, NG
	note:  d4 hit dice, LL 6, must use shield

GRUUMSH (GD)-----
AoC:    war, territory (Orcs)                     SY:  single unwinking eye
Req:    STR 15, WIS 9, LE
Wpn:    any, spear first
Amr:    any
MA:     All, Combat, Law, War
ma:     Elemental (ef), Healing, Summoning, Sun (rev), Wards
MI:     as cleric
GP:     1) +1 to hit elves  3) aid (self only), command undead at -2 levels
	6) heal self for 1d8/sentient creature slain in previous 24 hours
	8) enchant spear to do double damage for 2 rounds/level
Sham:   Req:  WIS 9, STR 13, evil
	note:  d4+1 hit dice, LL 5, spear first weapon, witch doctors must
	use only reversed spells where applicable

MAGLUBIYET (GD)-----
AoC:    war, rulership (Goblins)                   SY:  bloody axe
Req:    STR 13, WIS 9, CHA 10, LE
Wpn:    any, battle axe first
Amr:    any
MA:     All, Combat, Necromantic (rev for 4th and higher), War
ma:     Charm, Creation, Divination, Healing, Protection, Summoning, Sun 
(rev),
	Wards
MI:     as cleric
GP:     1) charm person  3) command at -2 levels  5) strength (1d4 targets
	by touch)  10) 1d6 weapons do double damage for 1 turn (must be
	touched)
note:   d4 hit dice
Sham:   Req:  STR 11, WIS 9, CHA 9, LE, NE
	note:  d3 hit dice, LL 7, WDo allowed

U'LLEK YOT (DG)-----
AoC:    good humanoids                          SY:  upraised humanoid arm
Req:    STR 12, WIS 13, good                            holding spear in
Wpn:    any                                             front of sun
Amr:    up to chain
MA:     All, Combat, Healing, Protection, Sun
ma:     Animal, Elemental, Plant, Wards
MI:     as cleric
GP:     1) turn undead  3) command  6) strength (self only)  10) cure
	serious wounds
note:   d6 hit dice
Sham:   Req:  STR 9, WIS 9, good
	note:  d4 hit dice, LL 5
History:        U'llek Yot was the first priest of Meriadar to become his
	disciple.  For this he enjoyed much status among those kobolds
	and other humanoids that were disaffected with normal humanoid
	ways of life.  Eventually the little kobold was raised to demigod
	status for his great service.  One day though, on a mission on
	behalf of Meriadar, he saw a tribe of peaceful mongrelmen being
	killed by other humanoids.  Suddenly annoyed at the idea of tolerant
	non-aggressive coexistance, he split with his master and formed
	his own cult.  It preaches that humanoids must be forced to
	the path of goodness, so that they may survive, even if it means
	that some must die as an example.  He regrets this, but feels it
	is necessary.  Meriadar's way of pacifism and suffering under
	adversity are gone in U'llek Yot's priesthood.  Priests are
	encouraged to forcefully attempt to sway other humanoids
	to this belief, and to friendship and cooperation with humans
	and demihumans.

SKLARNHERRA (DG)-----
AoC:    chaos, war (drow)                       SY:  drow fist clenched
Req:    STR 14, CON 9, WIS 9, CE, CN                    around ball of energy
Wpn:    any
Amr:    any
MA:     All, Chaos, Elemental (ef), Healing, War
ma:     Combat, Necromantic
MI:     as cleric
GP:     1) prot. from law (as prot. from evil, but vs lawful beings)
	5) random causality  7) Nahal's Reckless Dweomer (tries to shape
	into priest spell), command undead at -6 levels  8) lightning bolt
note:   males are allowed as priests, but do not reveal their identity to
	female priests (or they'll likely die)

EILISTRAEE (ID)-----
AoC:    good renegade drow, music, dance, swordplay
Req:    DEX 16, WIS 9, any good, female
Wpn:    any (swords preferred)
Amr:    magical only
MA:     All, Creation, Healing, Necromantic, Protection, Sun
ma:     Animal, Charm, Combat, Elemental (afw), Weather
MI:     as cleric
GP:     1) turn undead  4) magic missile 1/day (4 missiles)  6) _enchanted
weapon_ by touch on bladed weapons only (1/day, they are +2 for 7
rounds regardless of how many hits they make or how many dispels
are cast)  9) spell turning 1/day
note:   Must aid all, and be kind, except in battle.  Must sing, laugh, learn
to cook and hunt game, learn new songs and dances, learn to play and
make and repair instruments, practice swordwork, repay rudeness
with kindness. Daily prayers are sung.  Whenever a sword is first made
or first used by a priestess, she can try to call down a blessing on it
(45% chance--immune to rust and breakage for three months, can hit
creatures only hit by magic weapons, and if of drow make it will not
suffer sun or removal-from-radiation damage in that time).  Must
hire any bard or minstrel they meet for a song or two.  If they meet
drow not working evil they are to be aided, and given this message:
"A rightful place awaits you in The Realms Above, in The Land of the
Great Light.  Come in peace, and live beneath the sun again, where
trees and flowers grow."  Must use swords in battle, unless none are
available, then they will use other bladed weapons unless none are
available.  Must provide burial and a funeral song for fallen comrades,
and comfort to the bereaved.  Hungry travelers who offer no threats are
to be fed.  They wear long hair and dress practically.  For rituals they wear
as little as possible.  They are to burn evil opponents slain in combat as
an offering, unless they are edible and there is need for food.  This
deity is specific to the Forgotten Realms.

GORM GULTHYN (Fire-Eyes) (LD)-----
AoC:    guardianship and protection of dwarves
Req:    STR 13, WIS 13
Wpn:    any
Amr:    any
MA:     All, Combat, Guardian, Protection
ma:     Divination, Elemental (e), Healing, Summoning
MI:     as cleric
GP:     1) alertness and blind-fighting NWP as bonus, 10%/level of not
being surprised, +5 to hit with missile weapons while at their guard-post
(only +2 if they have not had time to examine the surroundings), always
win initiative when at their guard-post
note:   this deity is specific to the Forgotten Realms

HAELA BRIGHTAXE (Lady of the Fray, Luckmaiden, Battle-sister) (DG)-----
AoC:    luck in battle (Dwarves)
Req:    STR 9, WIS 12
Wpn:    any
Amr:    any, chain preferred, helm always worn
MA:     All, Combat, Healing, Necromantic, Protection
ma:     Creation, Guardian, Sun
MI:     as cleric
GP:     1) weaponsmithing NWP as a bonus, +3 to DEX checks when trying
to toss a weapon to a comrade or stick it in an object beside him so he
can recover it, always win initiative ties
note:   they are to have spare weapons or armor on hand at all times
to give to beleaguered dwarves, it is bad form for the dwarves to return
these, this deity is specific to the Forgotten Realms

MARTHAMMOR DUIN (Finder-of-Trails, Watcher over Wanderers) (LD)-----
AoC:    protection of adventurers and explorers (Dwarves)
Req:    STR 12, WIS 9
Wpn:    any
Amr:    any
MA:     All, Combat, Protection, Wards
ma:     Creation, Guardian, Healing, Travelers
MI:     as cleric
GP:     1) _find the path_ 2/day (1 turn duration)
note:   this deity is specific to the Forgotten Realms

SHARINDLAR (Lady of Life) (ID)-----
AoC:    healing, mercy, love, fertility (Dwarves)
Req:    WIS 11, female, any good
Wpn:    type B
Amr:    chain
MA:     All, Charm, Creation, Divination, Guardian, Healing, Protection
ma:     Elemental (e), Necromantic, Plant, Sun
MI:     as cleric
GP:     1) if two or more priestesses perform a ritual involving
sprinkling the ill with their own freshly let blood and water from the
Lake of Gold (a place in their homeland where they usually perform
rituals) there is a 10% chance, plus 20% per priestess, plus 20% if the
one to be healed is favored by Sharindlar, that healing will be increased
(2 hp/day, if he sustains no more damage)  3) turn undead at -2 levels
note:   the fertility aspect is kept secret from non-dwarves, this deity is
specific to the Forgotten Realms

THARD HARR (Lord of the Jungle Deeps, Disentangler) (LD)-----
AoC:    wild dwarves
Req:    WIS 9, wild dwarf
Wpn:    type B
Amr:    any
MA:     All, Combat, Guardian, Healing, Plant, Protection
ma:     Animal, Creation, Necromantic, Sun
MI:     as cleric
GP:     1) plant growth  5) +1 to hit when defending a wild dwarf settlement
note:   they must try to capture at least one opponent alive for
questioning, they must not cut their beards (no penalty if someone
else cuts his beard), this deity is specific to the Forgotten Realms

BAPHOMET (LD)-----
AoC:    minotaurs, battle                       SY:  maze
(Baphomet has no priesthood...yet)

DEMOGORGON (LD)-----
AoC:    energy drains, domination (ixixachitl)  SY:  forked tail
Req:    WIS 13, CE, ixixachitl
Wpn:    any
Amr:    any
MA:     All, Divination, Healing (rev), Necromantic (rev)
ma:     Chaos, Combat, Summoning, Sun (rev)
MI:     as cleric
GP:     1) half-damage from cold attacks  5) command undead at -4 levels,
	half-damage from fire attacks  10) if the priest energy drains a
	victim he regains 2d4 spell levels of cast spells
note:   LL 11, 15 if vampiric

JUIBLEX (LD)-----
AoC:    unknown (aboleths)                    SY:  raised pseudopod dripping
Req:    WIS 9, evil                                slime
Wpn:    any
Amr:    any
MA:     All, Elemental (ew), Necromantic (rev), Summoning
ma:     Charm, Healing (rev), Numbers
MI:     as cleric
GP:     1) immune to disease  5) Evard's black tentacles, command undead at
	-4 levels  9) summon black pudding to serve for 3 turns (underground)

KOSTCHTCHIE (DG)-----
AoC:    strength, violence (frost giants)       SY:  hammer
(Kostchtchie has no priesthood)

SESS'INNEK (DG)-----
AoC:    civilization, domininion (lizard men)   SY:  clawed green reptilian
Req:    STR 14, WIS 9, shamans only                     hand
Wpn:    any
Amr:    any
MA:     All, Combat, Necromantic (rev), Summoning, Sun (rev)
ma:     Elemental (w), War
MI:     as shaman
GP:     none
note:   d4 hit dice, LL 4 (lizard men), LL 7 (lizard kings)

YEENOGHU (LD)-----
AoC:    ghouls, gnolls, paralysis               SY:  triple-headed flail
Req:    WIS 9, CE
Wpn:    any, flail first
Amr:    any
MA:     All, Chaos, Protection, Summoning
ma:     Combat, Guardian, Healing, Sun (rev)
MI:     as cleric
GP:     1) command undead (at +2 levels for ghouls)
note:   d6 hit dice, LL 9
Sham:   Req:  WIS 9, CE
	note:  LL 5, WDo allowed


PRIESTHOOD OF ORCUS  -  (Demon Prince Of Undead)
Designed by:  S C Lawley, u0e00@seq1.keele.ac.uk

Area Of Control - Undead
Requirements    - Wisdom:13, Strength:12, Constitution:10, Chaotic Evil
Weapons Allowed - Club, Mace (first), Morningstar, Sap, Staff
Armour Allowed  - Any
Experience Cost - +5%
MA:     All, Combat, Guardian, Healing, Necromantic, Sun (reversed).
ma:     Divination.
Spec:   Summon Undead, Undead Regeneration, Unlife.  
Add.:   Cause Fear, Command, Protection From Good, Sanctuary, Hold Person, 
	Dispel Magic, Cloak Of Fear, Dispel Good, Plane Shift, Aerial Servant, 
	Animate Object, Word Of Recall, Creeping Doom, Gate (Demons Only).
GP:     1) Command Undead (with +1 to the chance to turn roll) and Turn
	Paladins as an evil cleric, Immunity To The Special Abilities Of
	Undead (The priest is immune to the special powers and attack forms
	of undead who have less hit-dice than his level, being automatically
	immune to those that allow a saving throw, and gaining a saving throw
	vs. Spells to avoid those that normally do not)  10) The Priest Can
	Summon Shadows Once Per Week, as the spell. 
			   RESTRICTIONS
1) - Magical Stone as well as animal and plant type spells are not granted.
2) - Non-worshippers cannot be raised unless a victim of similar level is
     sacrificed (preferably good or a worshipper of an opposed god).

		 Summon Undead (Conjuration/Necromancy) 

  Level: 2.                               Sphere: Necromantic.
  Range: See Below.                         Componants: V,S,M. 
  Duration: 1-8 turns + 1 turn/level.    Casting Time: 1 Turn.
  Area of Effect: 100' radius/level.       Saving Throw: None. 

  Explanation/description: The nearest 2-12 undead of hit dice equal to or 
less
than the level of the caster and within 100' per level of the priest, must
travel to the caller at normal pace. The summoned undead will not be hostile,
nor are they under the control of the summoner. They may act as they wish. 
Once
they have arrived at the summoner, the undead may turn around and go back 
where
they came from, attack anyone in their way, talk to the summoner, or perform 
any
other action that seems reasonable to them. Unthinking undead (such as zombies
and skeletons) with a purpose immediatly return to their station. Wandering,
unthinking undead stay and wait for orders (for which the caster needs to use
some form of undead control such as a potion, spell, or granted power) unless
there are obvious foes besides the summoner to attack. 
  The summoner must have bone dust that is scattered to the wind during the
spell casting.  

		Orcus-Priest spell list and casting times
		-----------------------------------------
First Level                 Second level            Third Level
-----------                 ------------            -----------
Analyze Balance 1r          Aid 5                   Animate Dead 1r 
Cause Fear 1                Augury 2r               Cause Blindness/Deafness 
1r
Combine* 1r                 Chant 2r                Cause Disease 1r
Command 1                   Defile 1T               Continual Darkness 6
Cure Light Wounds 5         Detect Charm 1r         Cure Serious Wounds 7
Curse 1r                    Find Traps 5            Dispel Magic 6
Darkness 4                  Hold Person 5           Extradimensional Detection 
3
Detect Evil 1r              Know Alignment 1r       Feign Death 1/2
Detect Magic 1r             Silence 15' Radius 5    Glyph of Warding : Special
Detect Poison 4             Slow Poison 1           Locate Object 1T
Detect Snares & Pits 4      Spiritual Mace 5        Negative Plane Protection 
1r
Invisibility to Undead 4    Summon Undead 1T        Prayer 6
Protection from Good 4      Wyvern Watch 5          Speak with Dead 1T
Putrify Food & Drink 1r                             Unearthly Choir* 5
Sacred Guardian 1
Sanctuary 4

Fourth Level                Fifth Level             Sixth Level 
----------                  -----------             -----------
Blessed Warmth 4            Atonement 1T            Aerial Servant 9
			    Cure Critical Wounds 8  Animate Object 9
Cloak of Fear 6             Dispel Good 8           Blade Barrior 9
Focus* 1 day                Flame Strike 8          Sol's Searing Orb 6 
Poison 7                    Insect Plague 1T        Spiritual Choir* 1T 
Uplift* 12 hours            Plane Shift 1r          The Black Circle 6T
			    Slay living 1r          Word of Recall 1
			    Unceasing Vigilance of the Holy Sentinel 1T
			    Undead Regeneration 5

			    Seventh Level
			    -------------
Creeping Doom 1r            Heal 1r                 Unholy Word 1
Destruction 1T              Gate 5 (Demons Only)    Unlife 1r
Energy Drain 3r             Symbol 3                Wither 3r

		 Undead Regeneration (Necromancy)
	       
  Level: 5.                               Sphere: Necromantic.
  Range: Touch.                               Componants: V,S.
  Duration: Instantaneous.                    Casting Time: 6.
  Area of Effect: 1 Undead.                Saving Throw: None. 

  Explanation/description: By means of this spell the priest can "heal" an
undead, restoring to its unlife a number of hit points equal to 1d6 plus the
caster's level. Gaseous and intangible undead can be "touched" by a caster 
reaching into the space they occupy. The spell prevents normal undead attacks
or effects of contact with undead from affecting the caster.
  The reverse of this spell, Drain Undead, inflicts a like amount of damage.
Undead "drain" damage is not gained as healing or extra hit points by the
caster. The same protections against undead powers are given to the caster as
Undead Regeneration confers.
  Only undead can be affected by either version of the spell.

		      Unlife (Necromancy)    
		
  Level: 7                                Sphere: Necromantic.
  Range: Touch                              Componants: V,S,M.
  Duration: Permanant                   Casting Time: 1 round.
  Area Of Effect: Special                  Saving Throw: None.

  Explanation/description: This powerful magic enables the caster to create
undead from corpses and skeletal remains. Undead take 20 turns (minus the 
level
of the caster) to come to unlife, and upon appearance, will attempt to carry
out one task or action stated in he spell-casting (typically, to attack the
first creature other than the caster to enter the place where the spell was
cast). The created undead is not otherwise under the control of the caster. 
The
caster has a 7% chance per level over 13 of successfully choosing the type of
undead created. Otherwise use the following percentile table to determine what
sort of undead the carrion is transformed into. Note that the undead created
must be of a hit dice equal to or less than the level the corpse had while
alive. If the table indicates a type higher than this the remains are animated
as the most powerful type of creature they can be, i.e. an undead equal (or as
near as possible) to the victim's original level, moving right to left along
the table to determine this
  Normally only a single undead can be created by this spell. Sometimes (2 in 
6
chance) two or three may be inadvertantly created if other carrion is within 
20'
of the casting. Types of extra undead are not selectable by the caster, nor 
are
such extra undead obligated to carry out any task or refrain from attacking 
the
caster, who may not even be aware of their  existance.
  The reverse of this spell, Go Down, causes a single undead to be reduced to
lifeless remains (if non-corporeal it is reduced to dust forever). such 
remains
(not dust) could be reanimated by later magic. The material componants for 
both
forms of the spell are a pinch of dust, a drop of blood, a drop of water, and 
a
fragment of bone.

Level Skeleton                                                           
(D.M.s
  of     or                                                              
choice)
Caster Zombie Ghoul Ghast Shadow Wight Wraith Mummy Spectre Ghost Vampire 
Other
14-16  01-12  13-25 26-36 37-48  49-57 58-64  65-71  72-83  84-87  88-93  94-
00 
17-19  01-10  11-23 24-34 35-46  47-55 55-62  63-69  70-81  82-82  86-91  92-
00
20-22  01-08  09-21 22-32 33-44  45-53 54-60  61-67  68-79  80-83  84-89  90-
00
23-25  01-06  07-19 20-30 31-42  42-51 52-58  59-65  66-77  78-81  82-89  90-
00
26-28  01-04  05-17 18-28 29-40  41-49 50-56  57-63  64-75  76-79  80-89  90-
00
29 +   01-02  03-15 16-26 27-38  39-47 48-54  55-61  62-73  74-77  78-89  90-
00


Some more Forgotten Realms deities
  Sender: bgaynor@com.compuserve.csi

Lathander (Morninglord)  <Beth Gaynor>

Greater Power, NG

Portfolio: Spring, dawn, birth, renewal
Requirements: WIS 14, CHA 12
Weapons allowed: Non-edged
Armor allowed: Non-metal

Major spheres: All, Astral, Creation, Healing, Sun
Minor spheres: Animal, Plant, Weather

Clerical powers:
Turn undead (if affected by sunlight) at +4 levels
At third level, can cast Light once/day
Highly opposed to undead - will never flee a place with undead
 still undestroyed
Always an early (dawn) riser
At -1 to hits and saves at night (unless illumination is bright as day)
 or in darkness.
Shuns underground locations

Societal notes:
Followers of Lathander have great faith in the future; they constantly
cite the fact that dawn will always come again, as it has countless times
in the past.  Their temples usually lock up tight at night, but they are
always among the first to emerge in the morning, with clerics singing
the praises of the new day and the sun's return.

The spring celebrations held by the temples of Lathander throughout
Faerun are very popular parties lasting from dawn to dusk for two weeks.
The festivals feature unabashed revelry and free (or very cheap) food
and drink, paid for by the proceeds to the temple in the previous year.

Lathander followers are extremely violent against undead, seeing them
as horrible aberrations of the day.  To a lesser extent, they are
also repulsed by nocturnal creatures in general, and are never found
in taverns or other familiar night haunting places.  See the clerical
and paladin special abilities vs. undead.

Midwifes in particular are usually followers of Lathander, and expectant
or hopeful mothers are always welcomed in Lathander temples as the
blessed of the god.  Lathander is also popular among farmers and other
workers of the earth, and even pregnant animals are welcome in the temple
to be blessed in the hopes of a prosperous birth. Many merchants and
businessmen also make offerings to Lathander to receive blessings on
a new prospect, alliance, or venture.

copyright Beth Gaynor, 1992. Not for publication.

Mystra (Midnight, The Lady of Mysteries)  <Beth Gaynor>

Greater Power, NG

Portfolio: Magic
Requirements: WIS12, INT 14
Weapons allowed: Same as MUsers
Armor allowed: Same as MUsers

Major spheres: All, Astral, Elemental, Summoning, Protection
Minor spheres: Charm, Creation, Necromancy, Sun

Clerical powers:
+4 on all saves vs. magic
Clerics can cast Detect Magic once/day
Read Magic available at any time
Automatic Spellcraft proficiency
Cannot turn undead

Societal notes:
Mystra is the patron goddess of many magicians and other users of spellcraft.
Alchemists, weaponsmiths, and scribes in particular are frequent visitors to
Mystran temples.  The temples themselves tend to consist mostly of great
laboratories and libraries for the study of spellcraft.  After a number of
temples were partially or completely destroyed by wayward experiments,  
temples
began to be located near the outer edges of their cities, with tight security,
usually enforced by Mystran paladins, restricting access to experimental 
areas.

The perimeter locations suit Mystran clerics just fine, as the temples usually
have little to do with the town in general.  The temples' service to the city
usually comes in the form of advisors to the town leaders. Mystran temples are
also popular places for the education of young would-be magicians (usually
children of nobles with influence in the temple or exceptionally promising
prodigies), and many wanna-bes tend to flock around the temple and blantantly
display Mystran symbols in hopes of being mistaken for a real mage.

copyright Beth Gaynor, 1992. Not for publication.

Oghma (The Binder)  <Beth Gaynor>

Greater Power, N

Portfolio: Knowledge, bards
Requirements: WIS14, INT 12
Weapons allowed: As bards
Armor allowed: As bards

Major spheres: All, Astral, Divination, Summoning
Minor spheres: Charm, Combat

Clerical powers:
Cast MU Divination spells at -1 level
+2 vs. mind-altering spells
Free local history NWP

Societal notes:
The knowledge of Oghma tends to be interrelated with people, as
opposed to the scientific knowledge of mages and the like. Oghma is
seen as the keeper of history and local knowledge. Temples specialize
in the history of their area, usually including extensive maps of
the region, family bloodlines and birth/death records, and ownership
and business information. Temple priests are called Loremasters.
Temples to Oghma usually contain huge libraries of local history,
legend and lore, and maps. Most will have a large common area for
anyone who wishes to study (sprinkled liberlly with donation boxes),
and small rooms only open to the "faithful." (Of course, how
"faithful" is determined will vary from city to city.)
Oghma is the patron diety of bards and inventors. Oghma is also
frequently worshipped by town councilmen and other city leaders. Most
city halls have an altar to Oghma.
Oghma clerics rarely leave their area. They don't tend to leave
their home city unless specific knowledge is to be gained by it.
The temples keep in touch mostly through extensive letter writing,
filling each other in on the events of note in their area. The Oghman
temples are a huge network of information that is often used to
find missing people or items.
Most scribes are trained in Oghman temples.

copyright 1992, Beth Gaynor. Not for publication.

Sune (Firehair)  <Beth Gaynor>

Greater Power, CG

Portfolio: Beauty, love, passion
Requirements: WIS 9, CHR 16
Weapons allowed: Any one-handed, usually ones that don't require sweaty effort
or bulk down the body. Daggers, darts, bows, and thin swords (rapiers) are
preferred,
Armor allowed: Leather, hide, or partial metal only.

Major spheres: All, Charm, Healing
Minor spheres: Guardian, Protection

Clerical powers:
Charm (as Wizard spell) once/day
Does not dwell or (usually) adventure outside of civilized areas
Turn undead normally
Free Etiquette proficiency - Checks are +2

Societal notes:
Temples to Sune are amazing sights, constructed of the finest materials and
filled with ornate finery. The interiors are lit by hundreds of candles and
stocked with magnificent works of art and craftsmanship. Every item in the
temple is ornate. Many nobles worship Sune in pursuit of the finer things in
life.
Sune temples tend to be connected with the town brothels, and some clerics 
even
serve in them, although 9 out of 10 brothels will claim to be populated only 
by
clerics of the Firehaired one. Rumor has it that  Sune clerics learn spells 
that
 are only used in the bedroom, but if this is true, no one seems willing to
speak officially about it.
Sune is also the patron goddess of artists in their pursuit of beauty and
passion. Many craftsmen, too, give offerings to Sune for their work.
A common expression of true love in the Realms is to go to a temple of Sune,
light a candle from the altar, enter one of the common rooms (some of the 
larger
 temples even have rooms solely for this purpose), and proclaim the name of 
your
 true love aloud. Clerics are sure to scurry off to find the object of your
desire and inform them of your proclamation with great excitement. Such
proclamations are considered to be eternal and binding, and "called in the
temple of Sune" is often the basis for Bards' stories. Weddings are also
commonly held in Sune temples or officiated or attended by Sune clerics,
especially among nobles.
Most temples also include counseling rooms for confessions, relationship help,
and advice to the lovelorn. Don't expect what you say in a temple of Sune to
remain private, though.

copyright 1992, Beth Gaynor. Not for publication.

Tempus (Lord of Battles)  <Beth Gaynor>

Greater Power, CN

Portfolio: War
Requirements: STR 13, WIS 10
Weapons allowed: All
Armor allowed: All (Plate mail preferred)

Major spheres: All, Combat, Protection, Healing
Minor spheres: Guardian, Necromantic

Clerical powers:
Turn undead as normal
+2 vs all saves in combat
Receives 1 weapon specialization
No bonuses or spells ever gained if not in battle

Societal notes:
Temples to Tempus are small fortresses, usually in strategic locations
for the defense of their home city. They include large parade grounds
and training areas. Regiments frequently demonstrate their abilities
in the fields to gain the approval of Tempus. Temples are used as
training grounds for generals, militia, and sometimes as quarters
for armies in times of emergency.
Courtmartials for cowardice are always held in Tempus temples. Since
Tempus hates to lose a soldier but also loathes cowardice, the
accused is sure to receive a fair trial. Followers of Tempus have
a special hatred of assassins, and will kill any assassin they find
on sight.
Part of the temples of Tempus are quarters for grizzled old war
veterans, usually covered with battle scars to attest to their
service. The veterans receive inexpensive housing and board and
care in return for their advice, stories, battle experience, and
help in the temple. The temple staff always consist of these
veterans.

copyright 1992, Beth Gaynor. Not for publication.

MORADIN (THE SOUL FORGER)
  From: Reid Bluebaugh <C2MXBLU@EDU.TOWSON.FRE>

Greater god, LG -  King of the Dwarven Gods

     Moradin is the head of a fairly large pantheon of
dwarven deities. It is said that Moradin created the race of
dwarves from iron and mithral, forging them in the fires at
the center of Oerth. The dwarves' souls entered their bodies
when Moradin blew on his creations to cool them.
     Moradin appears as a immense dwarf of old age and great
power.  His beard is long and gray. His skin  is tan and
leathery from his fiery forges.
     Moradin is son to Ulaa, goddess of hills and mountains;
and Bleredd, blacksmith of the gods. His younger brother is
Fortubo, god of stones and minerals.
     Moradin's symbol and weapon, created by Bleredd, is a
huge glowing hammer.  It has the following powers:
	  * +5 weapon, strikes for 4-40 points of damage
	  * Moradin can throw the weapon 200 yards.
	  * Will return to Moradin's hand upon command.
	  * A 25 strength is needed to wield it.
	  * Upon command, Moradin can cause the hammer to
	    glow with a blinding light. All viewers must
	    making a save vs spells at -5 or be blinded.
Moradin wears magic armor and carries a magic shield that was
created by Bleredd. This armor gives him an armor class of
-9.
     Shrines and temples are found wherever dwarves live. The
great temples are located deep in mountains of extensive
dwarven communities. The center of a shrine or temple of
Moradin is always the great ever-burning hearth and forge.
Sacrifices be they of common or precious metal, are melted
down at the forge and reformed into shapes usable by the
clergy of Moradin.
     Clerics wear dark grey apparel under their chain mail. A
shield is optional to the cleric. Each cleric weilds a
hammer.  The hammer is always with him and pefectly
manitained.
     Moradin's major sphere of influence is Necromantic. His
minor sphere of influence is Healing.

The Screwy Gods
===============
  From Daniel Waisley <LGLUMKA%BITNET.IUP@EDU.UTA.UTARLVM1>
   and Mylok Stormhand <TSCHADL1@ITHACA.BITNET>

From: LGLUMKA <LGLUMKA%bitnet.IUP@EDU.UTA.UTARLVM1>

	About a week ago  someone wrote something to the extent

	why don't paladins worship a god name Bob the god of nice guys
		who don't get dates

	Well i decided to come up with more gods for the BOB  pantheon

	Gilbert - GOD of continually depressed nice guys

	Wilbur - God of nice guys that are so happy-go-lucky that you want
		to kill them

	Chuck - God of nice guys who never understand what you're implying

	Fred - God of nice guys with no common sense

	Steve - god of nice guys who are poor students because they spend
		to much time playing games and reading and writing mail

	Duke - God of nice guys who finish last because they let the other
		people win

	now for the girls

	Sara  -  GODDESS of delightfully wicked females who are actually
		not evil, and the guys think they are nice
		note  NO BLONDS!!!!
		also  this group has a large contingent of male hanger-ons

	Susan - Goddess of Blonds with no brains
		She also has many many male hanger-ons

	Wilma - Goddess of nice non blond girls  who aren't teases
		this group doesn't have many hanger-ons
		Wilma also seems to either loose girls  because the
		fact that they go bleach blond ( and follow susan)  or
		they decide that they don't like this nice girl image
		and they want to have more fun ( and go to sara)
		She also has a tendency to loose male members to
		the delightfully fun Sara followers
		or the the delightfully not-all-thier  susan followers
		(please note that sara does gain some of the bleach blonds
		who let their hair go back to normal and also blonds on
		A.I.)

		(  ps   no offense against (flame proof suit)  this is just
		meant to be a light hearted attempt at a little humour)

	coming soon the gods that didn't make it far

From: LGLUMKA <LGLUMKA%bitnet.IUP@EDU.UTA.UTARLVM1>

	some more gods to lighten up your day/night
		and to weigh down your quota

	Ralf - God of dumb weakling fighters with delusions of grandeur

	Mortimer - God of Insanely curious, clumsy alchemists

	Phaedra - God of Schizophrenic  Clerics
		They all changed personallities at one time to clerics
		of another god   and phaedra was no more

	Jack - God of Humaniods who are REALLY nice guys
		a bunch of dumb adventures found their 3rd annual convention
		and indesciminately killed them all,    they really didn't
		put up much of a fight since that wouldn't have been nice

	Rob - God of pacifist berserkers
		( he lasted all of 10 minutes after creation)

	Mark - God of Assasins with bad foot odor

	Dick - God of Bards who don't know when to stop singing
		(entering a dragons lairs,  hiding away from the city guard,
		when the rest of the party tells him to)
		dick died because all his worshippers were deceased

	Chris - God of low level mages who always wanted to be fighters, but
		their parents sent them magic school, so they enter melees
		with a dagger

	Scott - God of Rangers who are their own racial enemy

	Dan - God of really nice innocent guys who try to infiltrate
		evil demon worshipping secret societies

	Jim - God of Minotaur con artists who specialise in using disgueses

	Erik - God of Giants who try to be really sneaky theifs

From:  TSCHADL1@ITHACA.BITNET
       
	What about GUS, the god of high level fighters that keep rolling ones?
	
	or DUCKY, the god of human bards who sleep with beautiful Elven
	girls not knowing that they're really princesses, and consequently
	have an enntire Kingdom of Elves hunting their parties?
	
	or LOU, the god of Fighters who thought 'Party' meant beer
	and chips?
	
	or COP, the god of Paladins who like jelly doughnnuts?
	
	or ROWANDA, the goddess of women who don't take crap from
	NOBODY?
	
	or KEROSENE, the god of low level, pyromaniac magic users who
	love the burning hands spell?
	
	or SCA, the god of fighters who use foam swords and padded
	armor?
	
	and where's MICKEY the god of overly-pacifistic, money-hungry,
	falsetto singinng bards with big ears and rodent fettishes?


