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Introduction
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Vastonian Trivia
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The Evolution
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Gods of Vastonia
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Character Races

Amazons
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Bugbears
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Drow
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Character Classes

Assassins
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Giant Killers
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Ninja
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Sword Master
Troll Slayers

Undead Slayers
Witch

 

Gods A

 

Aegir (god of storms and the sea)

Lesser God

Armor Class: -5

Move: 42''

Hit Points: 387

No. Of Attacks: 2

Damage/Attack: 4-40 (+11)

Special Attacks: Nil

Special Defenses: See below

Magic Resistance: 50%

Size: M (7')

Alignment: Chaotic neutral

Worshiper's Alignment: Chaotic neutral

Symbol: Rough ocean waves

Plane: Gladsheim

Cleric / Druid: 15th level cleric

Fighter: 15th level ranger

M-U / Illusionist: 10th level in each

Thief /Assassin: Nil

Monk / Bard: 5th level bard

Psionic Ability: V

Attributes

Strength: (+5, +11)

Intelligence: 23

Wisdom: 18

Dexterity: 23

Constitution: 24

Charisma: 9

Aegir is neither Aesir nor Vanir, and is actually related to the Giants.

This god usually appears as a human with a long gray beard, and delights in overturning ships and dragging them down to his realm under the water if they have not sacrificed to him. He uses a club in the shape of a maiden which does 4-40 points per strike. All those that meet him in battle under the water are slowed (no saving throw). When in the sea, the god is 60 feet tall, and in this form will fights any of the Aesir or Vanir who dare enter his realm without permission. He has a great castle underwater where he lives with Ran, his wife.

Aegir will calm storms as often as create them, especially if it will aid those who are his friends. He is friendly and sociable with the Aesir, but they keep a close watch on Aegir because of his unpredictable nature.

Ahto ( god of the seas and waters)

Greater God

Armor Class: -2

Move: 18''/ 24''/ 24''

Hit Points: 324

No. Of Attacks: 3/2

Damage/Attack: 2-20 (+12)

Special Attacks: Wind and water spells

Special Defenses: +3 or better weapon to hit

Magic Resistance: 100% in water; 50% otherwise

Size: M (7')

Alignment: Neutral Good

Worshiper's Alignment: Neutral Good

Symbol: Rippling water wave

Plane: Elemental plane of water

Cleric / Druid: 10th level cleric

Fighter: 12th level fighter

M-U / Illusionist: 15th level in each

Thief /Assassin: Nil

Monk / Bard: 10th level bard

Psionic Ability: IV

Attributes

Strength: 24 (+6, +12 )

Intelligence: 22

Wisdom: 24

Dexterity: 22

Constitution: 23

Charisma: 23

Ahto appears to the world as a green bearded man, but he rarely reveals himself to mortals. When called on to aid them, he sends the Water Dwarf (q.v.) He can use any spell involving wind or water as a 4th level spell caster. He fights with a +4 sickle that strikes for 2-20 points of damage. Sacrifices are made to Ahto by placing the objects into deep water and calling on him.

Albrecht (dwarven god "magic")

Greater God

Armor class: -3

Move: 24 (48)

Hit Points: 154

No Of Attacks: 2

Damage/Attack: 1d10 +5 +Str bonus

Special Attacks: nil

Special Defenses: nil

Magic Resistance: 75%

Size: M (4')

Alignment: Neutral Good

Worshiper's Alignment: dwarves of magic

Symbol: 8 points "silver star"

Plane: Olympus

Cleric / Druid: 18th level druid

Fighter: 15th level fighter

M-U / Illusionist: 20th level magic user

Thief /Assassin: 10th level thief

Monk / Bard: nil

Psionic Ability: nil

Attributes

Strength: 23 (+5, +11)

Intelligence: 25

Wisdom: 20

Dexterity: 21

Constitution: 24

Charisma: 22 (25)

Albrecht 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 existence. He was also responsible for the discovery of new planes of existence 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 believed 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 gray eyes. His favorite weapon was an adamantite and silver club which was equivalent to a +5 defender. Rumors 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.

Anhur (god of war)

Lesser God

Armor Class: -5

Move: 15''/ 24''

Hit Points: 345

No. Of Attacks: 2

Damage/Attack: 6-60 +14

Special Attacks: See below

Special Defenses: Ability negation

Magic Resistance: 20%

Size: M (7')

Alignment: Chaotic good

Worshiper's Alignment: Warriors

Symbol: A cord

Plane: Prime material

Cleric / Druid: Nil

Fighter: 20th level ranger

M-U / Illusionist: 8th level in each

Thief /Assassin: 10th level assassin

Monk / Bard: 7th level monk

Psionic Ability: VI

Attributes

Strength: 25 (+7, +14)

Intellegence: 19

Wisdom: 12

Dexterity: 25

Constitution: 25

Charisma: 12

Anhur is unusually tall and always appears as a human. He shape changes, but only when attacked by more than one being. He will sometimes take forms with more than two arms to allow him to use more weapons. He commonly fights in +4 scale mail and his lance (the tip of which is made out of a part of the sun) is a +5 weapon that hits for 6-60 points of damage plus his strength bonus of 14 pts. It destroys all undead within 50 yards, no matter what is shielding them. In combat, Anhur always magically negates his enemies strongest ability (no saving throw appilcable)

A worshiper of Anhur offers sacrifices to him in battle, in the form of powerful enemies. If a follower of Anhur promises the god a foe's life as a sacrifice, and the foe is at least twice as powerful as the worshiper (considering levels, hit points etc.), then if the worshiper is successful, there is a 1% change that Anhur will immediately grant him or her sufficient experience to raise one level of experience.

Anubis (guardian of the dead)

Lesser God

Armor Class: -2

Move: 12''

Hit Points: 300

No. Of Attacks: 3/2

Damage/Attack: 3-30

Special Attacks: See below

Special Defenses: Blink ability; +2 or better weapon to hit

Magic Resistance: 80%

Size: M (6')

Alignment: Lawful Good

Worshiper's Alignment: All alignments

Symbol: Black jackal

Plane: Astral plane

Cleric / Druid: 20th level cleric

Fighter: 12th level paladin

M-U / Illusionist: 20th level M-U

Thief /Assassin: Nil

Monk / Bard: Nil

Psionic Ability: III

Attributes

Strength: 24 (+6, +12)

Intellegence: 24

Wisdom: 24

Dexterity: 19

Constitution: 22

Charisma: 19

Anubis appears as a man with the head of a jackal. He can animate any statue of himself, cast 2 charm monster spells at the same time, shape change at will, and short range teleport like a blink dog. The god hates all thieves, and if a tomb with his image within is being robbed, there is a 5% chance that he will come and kill the robber.

If this tomb has been consecrated especially to Anubis, there is a 10% chance that he will come, but this involves the intercession of a 10th level priest and the sacrifice to Anubis of 50,000 gp worth of precious gems.

In his role as the collector of souls for transportation to the house of the dead, there is a 20% chance that the dead being (worshiping any egyptian deity) will, while in the process of being raised from the dead by a cleric, attract the anger of the god, and as a result that cleric will be forced to go on a quest for the purpose of increasing the power of the cult of Anubis (no saving throw; judge's option as to the quest).

While the god is perfectly able to use spells or the like on his enemies, he particularly likes to bite them to death and does 3-30 points of damage when he attacks.

Aphrodite (goddess of love, beauty and passion)

Greater Goddess

Armor Class: 4

Move: 12'' / 24''

Hit Points: 259

No. Of Attacks: 1

Damage/Attack: 1-10

Special Attacks: Charm

Special Defenses: Nil (take a guess)

Magic Resistance: 50%

Size: M (5.5')

Alignment: Chaotic good

Worshiper's Alignment: Chaotic beings

Symbol: Sea shell

Plane: Olympus

Cleric / Druid: 10th level cleric

Fighter: Nil

M-U / Illusionist: 12th level M-U/ 15th level illusionist

Thief /Assassin: Nil

Monk / Bard: 10th level bard

Psionic Ability: VI

Attributes

Strength: 19 (+3, +7)

Intellegence: 20

Wisdom: 20

Dexterity: 23

Constitution: 21

Charisma: 25

The goddess of love and beauty, Aphrodite's main ability is to generate strong passion in mortals and gods alike. In every one of her shape changed forms she is beautiful. She is able to charm either sex, and once a person has viewed her charm, they can never attack her again.

The simple wave of her hand causes 1-10 hit points of pain damage to any who would harm her, no saving throw.

Her clerics sacrifice doves to her every ten days and objects of art and lovely pieces of jewelry are destroyed on her alter every new moon. All of her female clerics must have a 15 or greater charisma and her male clerics must have a constitution of 16 or better.

Aphrodite is an extreamely vain and jealous goddess. If any character should unfavorably compare Aphrodite's charm to his or her own, there is a 10% chance that the goddess will hear and seek vengence.

Apollo ( god of the sun, prophecy, music and archery)

Greater God

Armor Class: 1

Move: 15'''

Hit Points: 376

No. Of Attacks: 2

Damage/Attack: by weapon type

Special Attacks: bow, also see below

Special Defenses: protective haze

Magic Resistance: 56%

Size: L (20')

Alignment: Chaotic good

Worshiper's Alignment: Chaotic good, archers, music lovers, sun worshipers

Symbol: Lyre

Plane: Olympus

Cleric / Druid: 20th level cleric/ 14th level druid

Fighter: 15th level ranger

M-U / Illusionist: 15th level in each

Thief /Assassin: 15th level thief

Monk / Bard: 23rd level bard

Psionic Ability: I

Attributes

Strength: 25 ( +7, +14 )

Intelligence: 24

Wisdom: 23

Dexterity: 25

Constitution: 24

Charisma: 25

Apollo appears as an incredibly handsome young man. At will, he can shape change, polymorph others, turn flesh to stone, cause diseases, cure diseases and cure serious wounds (one per round). The range of his +4 bow is that of his line of sight, and his +3 arrows are made of adamantite. Apollo has a lyre that is able to raise a friendly beings strength to that of a storm giant for as long as the god plays, if he so desires. It also bestows curses and casts disintegrate spells (one at a time, up to once/ round ).

If Apollo is especially fond of a human (DM's option), he may indirectly aid him or her in battle or give needed advice.

In battle, he casts a purple haze around any single being (usually himself) that will act as a +5 ring of protection.

Apollo has been known to lend his aid in several ways: Giving his archery skill to mortals for special battles; giving his arrows as gifts; healing heroes in the thick of battle; and using his prophetic power to advise.

Apollo is also the sun god and it is said that he carries the sun across the sky each day in his solar chariot. Apollo and his sister Artemis are close companions. If either is in need of aid here is a 60% chance that the other will come to help.

All of Apollo's clerics must wear leaves of laurel on the vestments and must use laurel wood in their devices. The laurel wreath and the sun chariot are also Apollo's symbols.

Ares (god of war)

Greater God

Armor Class: -2

Move: 26'' / 24''

Hit Points: 333

No. Of Attacks: 2

Damage/Attack: 5-50 (+9) or 3-30

Special Attacks: Nil

Special Defenses: See below

Magic Resistance: 59%

Size: M (6')

Alignment: Chaotic evil

Worshiper's Alignment: Neutral and evil warriors

Symbol: Spear

Plane: Olympus

Cleric / Druid: Nil

Fighter: 20th level ranger

M-U / Illusionist: 10th level illusionist

Thief /Assassin: 12th level assassin

Monk / Bard: 12th level monk

Psionic Ability: V

Attributes

Strength: 21 (+4, +9 )

Intellegence: 20

Wisdom: 9

Dexterity: 25

Constitution: 24

Charisma: 22

Ares appears as a normal man wearing +5 chainmail. He often flies into battle, and can shape change at will.

His +3 spear does 5-50 points of damage and causes fear (as the spell) within 10 yards of it; his +5 sword does 3-30 points of damage per strike and creates an anti-magic shell around the god at will. It also makes him invulnerable to poison or petrification. No being in the Prime Material Plane but Ares can pick up his spear, and with the spear in hand the god can move as a blink dog. Ares can use either the sword or the spear; never both at once.

There is a great rivalry between Athena and Ares because of their conflicting roles in combat. Ares is the god of total battle lust and love of killing and fighting, while Athena is goddess of war and love of style and battle art. Both clerical groups will oppose each other at every opportunity.

Artemis ( goddess of the hunt)

Lesser Goddess

Armor Class: 1

Move: 18'''

Hit Points: 219

No. Of Attacks: 2

Damage/Attack: 1-10 +5 or 2-20 + 9

Special Attacks: +3 bow

Special Defenses: see below

Magic Resistance: see below

Size: M (5.5')

Alignment: Neutral

Worshiper's Alignment: Neutral

Symbol: bow of ivory in front of the moon

Plane: Olympus

Cleric / Druid: 14th level druid

Fighter: 16th level ranger

M-U / Illusionist: 10th level illusionist

Thief /Assassin: nil

Monk / Bard: 5th level bard

Psionic Ability: V

Attributes

Strength: 21 ( +4, +9 )

Intelligence: 23

Wisdom: 24

Dexterity: 24

Constitution: 19

Charisma: 25

Artemis appears in the form of a slim young girl with an obvious maidenly way about her. She shape changes at will and any magical spell sent to hurt her will reflect back upon the sender. Whenever she is transformed into animal shape she is hasted as the spell.

Arrows shot from her +3 bow do 1-10 points of damage, and she only uses +2 arrows. Her maximum range is 1000 yards. Any magical creature that fights with fang and claw cannot hurt her after seeing her once. She has absolute power over all non-magical animals of the forest. In hand to hand combat she uses a slim dagger that is a +3 weapon, inflicting 2-10 points of damage when in her hands.

All of the clerics in her sect are druids, and they must be pure of body as well as spirit.

While she is a huntress and chases down all types of animals, this is only done for eating purposes. The animals she hunts are always the ones that have gained a slight upper hand in the ecological balance of nature.

Artemis is the sister twin of Apollo, daughter of Zeus and Leto. She is also associated with the moon.

Athena (goddess of wisdom and combat)

Greater Goddess

Armor Class: -2

Move: 15''/ 24''

Hit Points: 329

No. Of Attacks: 2

Damage/Attack: 5-50 (+11)

Special Attacks: Petrifaction, never miss target

Special Defenses: Anti-magic shell

Magic Resistance: 80%

Size: M (6')

Alignment: Lawful good

Worshiper's Alignment: Lawful good, fighters

Symbol: An owl

Plane: Olympus

Cleric / Druid: 20th level cleric, 14th level druid

Fighter: 20th level fighter

M-U / Illusionist: 12th level in each

Thief /Assassin: Nil

Monk / Bard: 12th level bard

Psionic Ability: VI

Attributes

Strength: 23 (+5, +11)

Intelligence: 25

Wisdom: 25

Dexterity: 22

Constitution: 23

Charisma: 21

Athena usually appears as a beautiful woman wearing a war helm and carrying a spear and shield. She is often seen with an owl on her shoulder. She shape changes at will, moves as a blink dog, and she never misses her target. Her weapon does 5-50 points of damage per strike. Her shield has a medusa head upon it, and those looking at it may be turned to stone just as if it were alive. Her helm creates an anti-magic shell whenever she wishes, through which she can cast spells.

Athena's clerics are aggressive in their attempts to spread her worship, and are contemptful of all other clerics. Whenever possible, they will act to oppose clerics of Ares.

Atlas (greater titan, " strength personified")

Armor Class: -3

Move: 24''/ 30''

Hit Points: 350

No. Of Attacks: 2

Damage/Attack: 10-100, 10-100

Special Attacks: See below

Special Defenses: Nil

Magic Resistance: 95%

Size: L (50')

Alignment: Chaotic evil

Worshiper's Alignment: any

Symbol: nil

Plane: Tarterus

Cleric / Druid: Nil

Fighter: 19th level fighter

M-U / Illusionist: Nil

Thief /Assassin: Nil

Monk / Bard: 10th level monk

Psionic Ability: V

Attributes

Strength: 25 (+7, +14 )

Intellegence: 12

Wisdom: 12

Dexterity: 20

Constitution: 23

Charisma: 20

This greater titan is massively built, and his primary attribute is his great strength. This strength is drawn from the Prime Material Plane. When the titan is on other planes he only has strength of 25, but when on the Prime Material Plane there is nothing he can't lift, nothing he can't bend, and nothing he can't break!

Despite his alignment, if he gives his word on a matter, he will keep it even until death

 
The World of Vastonia Copyright © 1989-2001
Cole E Austin