Sunday, February 5, 2017

Shattered Kingdoms: Pantheon

For my new Swords & Wizardry campaign, I created the following pantheon:

CULTS AND PRIESTHOODS

The Shattered Kingdoms have known many gods. Below is a summary of some of the major deities presently in fashion; others exist, including hundreds of gods associated with the ancient world who are forgotten or worshipped only by local cults. On page 25 of the rulebook, it suggests that clerics are perceived by some as a weaker class. To address that perception and provide each cult with its own individual character, each priesthood has its own unique abilities.

Lawful Gods

ANUBIS is a lawful god of the afterlife and protector of the dead whose worship originated in Khmet. His symbol is a black jackal. His priests have these abilities:

  • mummification: his clerics can extend the period during which a corpse may be raised from the dead by 1d6 days per level by preserving and mummifying the corpse
  • anointing: once per day, his clerics may anoint the dead (or slain undead) such that they will never rise from the grave (again); they may anoint one corpse per level attained

ATTIS is a lawful god of vegetation, rebirth, and resurrection whose worship originated in the northwestern city-state of Ib. His symbol is a tree, half of which is barren in winter and half of which is blooming in spring. His priests have these abilities:

  • rise again: his clerics roll a d6 at character creation; this roll is added to the number of hit points that the cleric may be in the negative and remain unconscious rather than dying
  • perfect resurrection: regardless of their constitution score, these clerics never need to make a raise dead survival roll; nor must any person who is raised from the dead by these clerics

MITRA is a lawful god of truth, justice, and righteous judgment whose worship originated in the Empire. His symbol is a white bull. His priests have these abilities:

  • discern truth: once per day, his clerics may discern whether a speaker is telling the truth or lying in whole or part, including half-truths and lies by omission
  • compel truth: once per day, his clerics may compel a target to tell the truth about some matter or series of related matters (no save is permitted absent some magical defense)

Templars. The Temple of Mitra also maintains a military order of crusaders. These Templars are fighters, but relinquish the fighter abilities stated on page 14 of the rulebook and receive these abilities:

  • lay on hands: twice per day, they may heal another of Lawful alignment, or a person who has performed some notable service for the church or the templar, for 1d3+1 hit points
  • divine might: they do not require a magical weapon to hit creatures only struck by them; they also have a +1 bonus to hit/damage against unclean or unholy foes, like undead or demons

NEBO is a lawful god of mathematics, wisdom, and writing whose worship originated in the northeastern city-state of Byblos. His symbol is pi. His priests have these abilities:

  • read languages: his clerics have a 1–3 chance on a d6 to decipher or read any language; modifiers—bonuses or penalties—may be applied based on the nature of the language
  • wise man: clerics of Nebo receive a +1 bonus to their wisdom score; if this raises his score to 19, he receives two first-level spells at first and second levels and a 15% XP bonus

RA is a lawful god of the sun and illumination whose worship originated in Khmet. His symbol is a red solar disc flanked by hawks. His priests have these abilities:

  • rays of the sun: light and continual light shine as bright as day within an expanded radius—60’ and 360’ respectively; all normal lights held by the priest are twice as bright as normal
  • dispel darkness: once per day, his clerics may dispel any non-natural or magical darkness or other magical condition that suppresses light or obscures vision

THOTH is a lawful god of the moon, magic, and intellect whose worship originated in Khmet. His symbol is an ibis and crescent moon. His priests have these abilities:

  • magic resistance: his clerics receive a +2 bonus when making a saving throw against spells or magical effects, whether those associated with magic-users, clerics, or others
  • magic detection and identification: twice per day, clerics of Thoth may detect magic per the spell description; they also may use this ability to identify the properties of magic items

Chaotic Gods

COMUS is a chaotic god of wine, drunkenness, and revelry whose worship originated in the northwestern city-state of Mnar. His symbol is an overflowing chalice surrounded by clusters of grapes. His priests have these abilities:

  • ecstatic inebriation: his clerics receive 2d6 hit points of healing, rather than 1d6 hit points, whenever they make use of the Liquid Courage house rule
  • intoxicate others: once per day, clerics of Cybele may intoxicate a number of others per the mechanics of the sleep spell; the targets suffer a -4 penalty to all rolls while intoxicated

DAGON is a chaotic god of the seas and oceans whose worship originated in the northeastern city-state of Put. His symbol is a vicious-looking fish. His priests have these abilities:

  • water-breathing: once per day, his clerics may breath water as a fish would for 1d6 + 1 round/level; during this period they also may swim at the movement rate of a fish
  • undrowned: regardless of how much time has passed since a cleric of Dagon has drowned, so long as his body is reasonably intact, he may make a saving throw to avoid death when his body surfaces

KEK is a chaotic god of primordial darkness and secrecy whose worship originated in Khmet. His symbol is a humanoid with a serpentine head. His priests have these abilities:

  • darkvision: his clerics have the ability to see in the dark up to a range of 60 feet; if the darkness is magical, they may still see but the range of their darkvision is reduced to 30 feet
  • shadowstep: clerics of Kek have the ability to hide and move in shadows without detection per the thief’s class ability as if they were a thief of the same level

MOLECH is a chaotic god of fire, torture, and execution whose worship originated in Gog, a land of men tainted with goblinoid blood. His symbol is a column of fire. His priests have these abilities:

  • fire resistance: his clerics are immune to normal fires, receive a +2 bonus to saving throws against magical fire or heat, and suffer 2d6 less damage from fiery effects and conditions
  • immolate: once per day, they may shoot a jet of flame from their hands (range: 20 feet; arc: 45 degrees); it does 1d6 +1 hit point/caster level of damage (save for half damage)

NERGAL is a chaotic god of war, plague, and pestilence whose worship originated among the hobgoblins in Magog. His symbol is a lion. His priests have these abilities:

  • disease resistance: his clerics have a +4 bonus to all saving throws to resist disease or sickness; at tenth level, his clerics become immune to all disease and sickness
  • plague bearer: when the spell cause disease is cast by Nergal’s clerics, it affects 1d4 targets (save applicable); if failed, the infected suffer 1d6 damage per day and cannot heal till cured of the disease

YIG is a chaotic god of serpents and other poisonous creatures whose worship originated in Khmet. His symbol is a serpent encircling a fiery sun. His priests have these abilities:

  • antidote: once per day, his clerics may administer an antidote permitting a poisoned person or creature to make a second saving throw, which may resuscitate a dead poison victim
  • serpent-shift: once per day, his clerics can transform into a giant serpent—20 feet long (AC 5 [14]; Atk 1 bite (1d6); Move 12; special: lethal poison bite once per day (save allowed))

Nonhuman Gods

ARDUINNA is a lawful elven goddess of nature and woodlands. Her symbol is a white-barked tree. There are no elven clerics. But a lawful elven fighter with a wisdom of 15 or higher may opt to become a Warden of the Woods. He relinquishes the fighter abilities specified on page 14 of the rulebook; in their place, a warden gains these abilities:

  • animal and faerie friendship: wardens may speak with woodland creatures and beings; once per day, they may charm a woodland creature or being (save allowed with a -1 penalty)
  • forestwalk: wardens may pass without trace, notice, or noise through woodlands at twice the normal movement rate on a roll of 1–4 on a d6 (or on a roll of 1–5 at a normal movement rate)

KOTHAR-WA-KASIS is a lawful dwarven god of craftsmen, engineers, and smiths. His symbol is an anvil. There are no dwarven clerics. But a lawful dwarven fighter with a wisdom of 15 or higher may opt to become a Dwarven Holy Warrior. He relinquishes the fighter abilities on page 14 of the rulebook; in their place, a holy warrior gains:

  • dwarven armor: a holy warrior has a suit of adamantine plate mail, which is half the weight of normal plate mail, virtually indestructible, and has an armor class of 2 [17] (without shield)
  • spiritual gifts: at second level, a holy warrior gains one first-level clerical spell; at fourth level, one second-level clerical spell; at sixth level, one third level clerical spell

EDESIA is a neutral halfling goddess of feasts, leisure, and rest. Her symbol is an overflowing cornucopia or a wheel of cheese. There are no halfling clerics. But a neutral halfling thief with a wisdom score of 15 or higher may opt to become a Founder of the Feast. He relinquishes any three of the thief abilities listed in Table 17 on page 24 of the rulebook; in their place a founder gains:

  • requisition: once per day, on a roll of 1–4 on a d6 a founder may locate or purloin a cache or supply of food and drink sufficient to sustain 1d6 +1/level creatures regardless of location
  • gastronome: provided that he has sufficient food, a founder may prepare a meal that permits those who partake to recover 1d6 +1/level hit points with a full night of sleep

Weird Gods

TYR, the so-called “maimed god,” is a lawful demigod of heroism, battle, and martyrdom whose worship originated among the northmen beyond the Empire. His symbol is a mailed fist. His priests are limited to first, second, and third-level spells and have these abilities:

  • warrior-priests: his clerics regard battle as a form of worship; they use the THAC0 advancement table for fighters rather than clerics
  • martyrdom: if slain, a cleric of Tyr may opt to martyr himself; he gains 2d6 +1/level hit points and may continue fighting; once combat is over, he permanently dies (i.e., may not be raised from the dead)
  • barbers: they may heal 1d6 HP by performing surgery on themselves or others; but this results in permanent loss of the same number of points of a randomly determined attribute

AMUN-GORLOTH, the so-called “sleeping god,” is a chaotic god of creation and creative destruction whose worship originated in Khmet. After triggering the creation of the universe, he fell into a deep slumber; it is said that our reality will crumble when he awakens, ushering in the end of the world. A lawful priesthood devotes itself to assuring Amun-Gorloth’s sleep is undisturbed. These priests are limited to first, second, and third-level spells and have these abilities:

  • sleepless: his priests do not require sleep; so long as they peacefully meditate for an hour each day, they gain the benefits of a full night’s sleep (including recovery of hit points)
  • silent: clerics of Amun-Gorloth may move silently as a thief of the same level (see page 24 of the rulebook); they may do so regardless of the type of armor worn
  • somnolence: once per day, clerics of Amun-Gorloth may cast an enhanced version of the sleep spell; see page 69 of the rulebook, but use the table below in place of the one in the book:

    Victims' Hit Dice Number Affected
    ˂ 1 to 1 2d8 +1/level
    1+ to 2+ 2d6 +1/level
    3 to 3+ 1d6 +1/level
    4 to 4+ 1d2

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