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Gods T

 

Thor (god of thunder)

Greater God

Armor Class: -4

Move: 18''

Hit Points: 399

No. Of Attacks: 2 (3)

Damage/Attack: 10-100 (+16)

Special Attacks: See below

Special Defenses: +3 or better weapon to hit, and see below

Magic Resistance: 80%

Size: M (7')

Alignment: Chaotic good

Worshiper's Alignment: All alignments, especially warriors, beings needing certain weather or ones wanting fair play

Symbol: Hammer

Plane: Gladsheim

Cleric / Druid: 10th level druid

Fighter: 20th level fighter

M-U / Illusionist: Nil

Thief /Assassin: Nil

Monk / Bard: 3rd level bard

Psionic Ability: VI

Attributes

Strength: 25 (special: +7, +16)

Intelligence: 20

Wisdom: 20

Dexterity: 25

Constitution: 25

Charisma: 24

Thor appears as a large red-haired and red-bearded man dressed in black and yellow +3 chainmail. He rides through the skies on his golden chariot, which is pulled by his two magical goats, Tanngrisner and Tanngjost. Thor is a particular friend to mankind among the Norse gods, and will often alert his worshipers to incursions of evil. The god often fights on Gladsheim against giant types, and his name is enough to make giants check moral. When within 90 yards of him, the servants and allies of Thor gain a benefit of +2 on dice rolls.

Thor's normal strength is 25, but he has a magical girdle and a magical glove which enables him to exceed even this limit. Meginjarder, his girdle, gives him the strength to wield his mighty hammer (described below), and enables him to break any barrier of object. His magical glove, Jarn Grieper, gives him the ability to strike 3 times per melee round and to handle his hammer even while red-hot.

Mjolnir, Thor's +5 magical hammer, has the following abilities:

It does 10-100 points of damage

It can be thrown up to 200 yards, and never misses when thrown. It returns to Thor's hand automatically. (if Thor throws Mjolnir, that is his only attack in that round)

It can cast lightning bolts at any target within sight, up to a total of 100 dice of lightning bolts per day. This base 100 dice can be broken up into lightning bolts of any size Thor desires, i.e., 25 4 dice bolts, or 3 dice bolts and 1 70 dice bolt etc.

It is also heavy that only beings with a 25 strength can even lift it, and requires more than 25 strength to wield it as a weapon.

When Thor throws Mjolnir, it trails a lightning bolt behind it, and when it hits, there is a large clap of thunder which effects all beings within 30' as a power word stun (save vs. magic negates).

If any other being uses a lightning spell within 200 yards of Thor, it will automatically turn and strike the caster, whether the Thunderer wills it or not.

All of Thor's clerics rely on hammers for their weapons.

Thrym (lord of the frost giants)

Lesser God

Armor Class: -2

Move: 15''

Hit Points: 300

No. Of Attacks: 2

Damage/Attack: 4-40 (+14)

Special Attacks: Nil

Special Defenses: +3 or better weapon to hit, immune to cold based attacks

Magic Resistance: 60%

Size: L (21' tall )

Alignment: Chaotic Evil

Worshiper's Alignment: Chaotic Evil (frost giants)

Symbol: White double-bladed axe

Plane: Gladsheim ( Jotunheim)

Cleric / Druid: 10th level cleric

Fighter: 20th level fighter

M-U / Illusionist: 3rd level illusionist

Thief /Assassin: Nil

Monk / Bard: Nil

Psionic Ability: Nil

Attributes

Strength: 25 (+7, +14 )

Intelligence: 16

Wisdom: 12

Dexterity: 21

Constitution: 25

Charisma: 20

Thrym is both leader and deity of the frost giants. Like Surtur, he waits for the day when he can lead the frost giants against the Aesir in the last battle. Thrym wields a huge +3 double bladed axe which inflicts 4-40 points of damage on a hit. He wears a coat of white fur over his suit of chainmail. Otherwise, he appears much like an oversized frost giant.

Thrym has ten brothers who are in most ways like normal frost giants (AC 4, MV 12'', # of Atk 1, D 4-24). However, each has 100 hot points and attacks as a 16 hit die monster.

Tobrig (God of dwarves "mining and smithing")

Greater God

Armor class: -5

Move: 9

Hit Points: 127

No Of Attacks: 4

Damage/Attack: 2d4 +3 +Str bonus

Special Attacks: nil

Special Defenses: nil

Magic Resistance: 25%

Size: M (4'7)

Alignment: Neutral Good

Worshiper's Alignment: All dwarves + minors and smiths

Symbol: double headed warhammer

Plane: Elysium

Cleric / Druid: 20th level cleric

Fighter: 20th level fighter

M-U / Illusionist: nil

Thief /Assassin: 15th level thief

Monk / Bard: nil

Psionic Ability: nil

Attributes

Strength: 25 (+7, +14 )

Intelligence: 19

Wisdom: 23

Dexterity: 20

Constitution: 24

Charisma: 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 warlike and quick to anger, though He is just and fair in His dealings. In battle He wears magical plate armor 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 rumored 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 armor 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 armor 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 armorer proficiency at no extra cost.

Tuonetar ( goddess of the underworld )

Greater Goddess

Armor Class: 6

Move: 9''

Hit Points: 340

No. Of Attacks: 1

Damage/Attack: 4-40

Special Attacks: nil

Special Defenses: fear aura

Magic Resistance: 70%

Size: M (5')

Alignment: Chaotic evil

Worshiper's Alignment: Chaotic evil

Symbol: Decapitated head

Plane: Pandemonium

Cleric / Druid: 15th level cleric

Fighter: nil

M-U / Illusionist: 20th level in each

Thief /Assassin: nil

Monk / Bard: 5th level bard

Psionic Ability: II

Attributes

Strength: 15

Intelligence: 18

Wisdom: 21

Dexterity: 17

Constitution: 25

Charisma: -6

The wife of Tuoni, Tuonetar appears to the world as an incredibly ugly old crone. Any creature that comes within 30' of her must save Vs spells or be effected by her fear aura, fleeing until exhaustion sets in. Tuonetar's merest touch inflicts 4-40 points of damage. She is an implacable enemy Vainamoinen.

Tyr ( God of War and Law)

Greater God

Armor Class: -5

Move: 18''

Hit Points: 380

No. Of Attacks: 3

Damage/Attack: 2-20 +12

Special Attacks: nil

Special Defenses: +3 or better weapon to hit and see below

Magic Resistance: 25%

Size: M (6.5')

Alignment: Lawful Good

Worshiper's Alignment: All warriors

Symbol: sword

Plane: Gladsheim

Cleric / Druid: 13th level druid

Fighter: 25th level Paladin

M-U / Illusionist: 10th level Illusionist

Thief /Assassin: 15th level thief

Monk / Bard: 10th level in each

Psionic Ability: I

Attributes

Strength: 24 ( +6, +12 )

Intelligence: 20

Wisdom: 20

Dexterity: 25

Constitution: 25

Charisma: 24

Tyr appears as a powerful looking bearded man who has lost his right hand. Its was the losing of his hand that firmly established Tyr of the god of law and trust. When the dwarves finally forged a cord that could blind the Fenris wolf, the great monster would only consent to having the cord put upon it if one of the Aesir would place his hand in the wolf's mouth. Tyr, knowing what was planed, placed his right hand in Fenris mouth without hesitation. When Fenris found that he was bound, he bit off Tyr's hand, but he could not escape. By honoring this contract, Tyr became the god of law.

In his aspect of war god, Tyr watches over the Valkyries and makes sure that only the most valiant warriors are taken to Odin at Valhalla.n Tyr wields a +3 sword in his left hand that does 2-10 points of damage on a hit. He automatically senses the presence of any thief who comes within a 100 yards of him, and he can see invisible objects.

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