The Domains of many of these dieties have yet to be changed into the
Ilnyaupe setting.
Portfolio: Undead, black magic Aliases: None Domain Name: Oinas/ Courts of the Undying Superior: Nimbra Allies: Foes: Symbol: A skeletal hand Worship Alignment: LE, NE, CE
Roleer (ROL-ear) is the patron of the undying. He represents the desire to persist in the physical world beyond the grave, the unnatural force which preserves one's personality after death. He symbolizes the power of the mind over the needs of the body and spirit. As such, he is the devourer of souls and the cannibal of the dead. His dark will first changes and ultimately consumes the human body after death. Roleer loves venom, putrefaction and decay; his heralds are the worm, vulture and hyena. In addition to being the Lord of the Undead, Roleers is also the patron of black magic - necromancy, conjuration/ summoning and enchantment/ charm, and he has to at least pay lip service to Nimbra, the god of magic.
Roleer's Avatar (Mage 35, Cleric 20)
Roleer appears as a skeleton clad in billowing black robes. His eyes gleam with a cold, evil radiance, and his hands radiates a dark purple light. He can cast spells from all schools and spheres, and any spells he casts from the school of necromancy, conjuration/ summoning and enchantment/ charm are with twice the normal effectiveness (area of effect, duration, range, etc.) and possess a -2 penalty to his target's saving throws, if any at all.
AC -3; MV 15, Fl 18; HP 175; THAC0 8; #AT 1 Dmg 2d10 (1d10 chill damage) MR 80%; SZ M (6 feet) Str 12, Dex 18, Con 22, Int 24, Wis 20, Cha 10 Spells P: 12/12/11/10/9/5/2, W: 8/8/8/8/8/8/8/7/7 Saves PPDM 2, RSW 3, PP 5, BW 7, Sp 4
Special Att/ Def: Roleer's grip crushes for 1d10 points of damage and chills. This chilling effect is akin to a chill touch, doing an additional 1d10 points of damage with a temporary loss of 1 point of Strength (no saving throw for either effect) per successful strike. He can animate or create any sort of undead creature indefinately by touch. He can also disrupt any undead creature of less than divine status he touched at will, turning them into dust which annot be reanimated. He is also immune to all forms of attacks by undead creatures of any sort.
Duties of clergy: The priests of Roleer perform magical research o death and the undead. They try to create new forms of undead, and attempt to mate and crossbreed humans with other venomous creatures, so as to create a race of superior undead beings.
Specialty Priests (Skulls)
Requirements: Intelligence 14, Wisdom 14 Prime Req.: Intelligence, Wisdom Alignment: NE Weapons: Any blugeoning (wholly Type B) weapons Armor: None Major Spheres: All, astral, combat, guardian,healing, necromantic, summoning, though, time Minor Spheres: Charm, divinition, elemental, war Magical Items: Same as clerics Required Profs.: Necrology Bonous Profs.: Anatomy
Skulls can command trice the normal number of skeletons and zombies.
Skulls may cast wizard spells in addition to priest spells. They cast these as mages of half their level. They pray for their wizard spells instead of studying to memorize them, and choosen wizard spells replace clerical spell potentially available for use that day. Because of this, Skulls may never cast 8th or 9th level wizard spells. Furthermore, a Skull may only take wizard spells from a single school, either necromancy, conjuration/ summoning or enchantment/ charm. This school is first determined when the first spell is requested from Roleer. From that point on, all wizard spells prayed for by that Skull must be from that school and cannot be from any other, with the exception of read magic which is always available.
At 5th level, Skulls can animate dead (as the 3rd level priest spell) once a day. . At 10th level, Skulls gain the ability to use chill touch (as the 1st level priest spell) at will.
Above diety by : Victor Seow <[email protected]>
Portfolio: Disease, poison Aliases: None Domain Name: Oinos/ Cithedal of Pestilence Superior: None Allies: Foes: Symbol: A raven with emerald eyes Worship Alignment: LN, N, CN, LE, NE, CE
Sliebheinn (slay-VEEN) is the god of disease and poison. His merest sigh washes epidemics across the land; when he exhales from his rotting lungs, vile with consumption and a thousand other ills, a fetid cloud of disease-laden filth carrying uncountable deadly plagues covers the face of the earth. At his slightest whim, towns fall into ruin and desolation. His anger can sunder societies.
Sliebheinn's Avatar (Mage 35, Thief 35)
Sliebheinn's avatar appears as a charismatic and hansome young man. However, his hands are jet black and inflict disease and poison at the slightest touch. He dresses in black velvet robes covered with glowing emerald runes. He casts spells from all schools.
AC -5; MV 15; HP 200; THAC0 3; AT 1 Dmg 1d10 + special MR 75%; SZ M (6 feet) Str 14, Dex 20, Con 24, Int 24, Wis 20, Cha 18 Spells W: 8/8/8/8/8/8/8/7/7 Saves PPDM 2, RSW 3, PP 5, BW 7, Sp 4
Special Att/ Def: Sliebheinn is imprevious to diseases and poisons both mundane and magical in origin. His touch causes a magical disease with no saving throw to resist. It causes 1d10 points of damage every round and can only be removed by a heal, limited wish or wish spell. In addition to that he can project a sphere of poison once every 3 rounds which the target has to save at -2 or die.
Above diety by : Victor Seow <[email protected]>
Specialty Priests (Blights)
Requirements: Constitution 14, Wisdom 12 Prime Req.: Constitution, Wisdom Alignment: NE Weapons: Any piercing (P types) Armor: Any up to and including scale mail; no shields Major Spheres: All, Charm, Combat, Elemental (water), Healing, Necromancy, Plants, Summoning, Minor Spheres: Guardian, Protection, Wards Magical Items: As clerics Required Profs.: Brewing, Herbalism Bonous Profs.: Venom Handling
Blights are immune to poisons . Blights are immune to mundane diseases and recieve a bonous of +4 to resist the effects of magical diseases . Blights gain a bonous of +4 to their venom handling rolls when brewing poisons . AT 7th level, blights can cast cause disease (the reversed form of the 3rd level priest spell) 1/ day. . At 10th level, blights can cast poison (the reversed form of the 4th level priest spell neutralize poison) 1/ days . At 15th level, blights can corrupt water 1/ day. This affects 10 sq ft of water/ 5 levels of the blight, causing it to become still, foul, and unable to support life. When used upon magical potions and elxirs, they have to roll more than 15 over 20 or become inert, losing their magical properties forever.
Above diety by : Victor Seow <[email protected]>
Portfolio: Magic Aliases: None Domain Name:Limbo/ Spellkeep Superior: None Allies: Foes: Symbol: A silver staff Worship Alignment: Any
Nimbra (nimb-RA) is the patron of magic in all its forms. He is the source of all magical energies used by the mages in Ilnyaupe, the god of the essential force which makes all spellcasting possible. He is most venerated by wizards and those who use magic and magical items in their daily use. He is extremly chaotic, reflecting the randomness and unpredictabily of raw magic.
Nimbra's Avatar (Mage 40, Cleric 20)
Nimbra appears as a white-bearded, white-haired old man dressed in a robe that appears to be made of celestial cloth. The robe is dotted with millions of stars and thousands of moons, all arranged in a pattern that is not quite perceptable, but which gives the whole robe a harmonious feel. He can utilize spells for spells of all scholls and spheres.
AC -5; MV 15, Fl 24; HP 200; THAC0 7; #AT 1 Dmg 1d10 MR special; SZ M (5 feet 6 inches) Str 12, Dex 18, Con 22, Int 25, Wis 25, Cha 20 Spells P: 13/12/12/11/10/8/3, W: 9/9/9/9/9/9/9/8/8 Saves PPDM 2, RSW 3, PP 5, BW 7, Sp 4
Special Att/ Def: All spells cast by Nimbra can range from triple normal range in all respects (duration, damage, area of effect, etc.) and a -3 penalty to all saving throws against them to minimum effect or any range in between, as he desires. He is totally imprevious to spells of all sorts, and when hit by one, he can either harmlessly absorb it, reflect it back for full damage, or spellshape it into another spell of the same level or lower.
Specialty Priests (Staves)
Requirements: Intelligence 14, Wisdom 14 Prime Req.: Intelligence, Wisdom Alignment: CN Weapons: Any blugeoning (wholly Type B) weapons Armor: None Major Spheres: All, Astral, Chaos, Charm, Combat, Creation, Divinition, Elemental, Guardian, Healing, Necromantic, Numbers, Protection, Summoning, Thought, Time, Travelers, Wards Healing, Necromancy, Plants, Summoning Minor Spheres: Animal, Plant, Sun, Weather Magical Items: Same as clerics, including items normally usable by wizards including scrolls Required Profs.: Cantrip Bonous Profs.: Spellcraft
. Staves may cast wizard spells in addition to priest spells. They pray for their wizard spells instead of studying to memorize them, and choosen wizard spells replace clerical spell potentially available for use that day. Because of this, Staves may never cast 8th or 9th level wizard spells. Furthermore, a Staff may only take wizard spells from a single school (abjuration, alteration, necromancy, etc.). This school is first determined when the first spell is requested from Nimbra. From that point on, all wizard spells prayed for by that Staff must be from that school and cannot be from any other, with the exception of read magic which is always available.
. Staves may identify (as the 1st level wizard spell) once a day.
. At 5th level, Staves gain the ability to cast dispel magic (as the 3rd level priest spell) once a day.
. At 10th level, Staves can detect magic (as the 1st level priest spell) at will.
Above diety by : Victor Seow <[email protected]>
Portfolio: Healing Aliases: None Domain Name: All of Ilnyaupe Superior: None Allies: Foes: Symbol: A glowing hand touching another hand Worship Alignment: LG, NG, CG, LN, N, CN
Kane (CAIN) is the epitome of the healer, the champion of physicians, medicine and other healing functions. He cures the sick and passes on his knowledge to his mortal priests. Kane' eternal enemy is the evil god, Sliebheinn, patron of disease and poison, and he battles him ceaselessly on many planes of existance, both through mortal worshippers and servitor creatures. The undying enmity between the two gods predates the existance of most of the present-day gods of Ilnyaupe. The enmity between Kane and Sliebheinn carries into their priesthoods, such that open battles often occur when followers of each faith meets.
Kane's Avatar (Cleric 30, Mage 25)
Kane appears as a young, charismatic male with handsome features and a gentle voice. He is clean-shaven, and has shoulder-length brown hair, which is tied into a ponytail. He dresses in a plain white robe and carries a wooden staff with him at all times. He casts spells from all schools and spheres. All positive forms of healing and necromantic spells he casts are at double strength.
AC -3; MV 15; HP 175; THAC0 4; #AT 1 Dmg 1d6 +3, +6, or +9 (The Staff of Healing - as a staff of striking) MR 75%; SZ M (6 feet) Str 14, Dex 14, Con 24, Int 20, Wis 24, Cha 22 Spells P: 13/12/12/12/12/11/8, W: 5/5/5/5/5/5/5/5/4 Saves PPDM 2, RSW 3, PP 5, BW 7, Sp 4
Special Att/ Def: Kane prefers not to fight unless it is in retribution of sadistic acts performed by others. When he does however, he is an awe-inspiring figure to behold as he hurls spells at his opponants. He wields the Staff of Healing, a divine artifact of ancient construction, which has all the powers of a rod of ressuration, a staff of curing, and a staff of striking. Any physical damage he takes is immediately visited on the one who inflicted it on him. He is also immune to all forms of illnesses and diseases, be it magical or mundane.
Duties of clergy: The priesthood of Knae is devoted to healing and are not allowed by their order to turn away a patient in need; if the can help him, they must. They teach the flock, indeed anyone who is interested, the arts of medicine, sanitation and healing. In addition to that, they have to keep vigilance against the priesthood of Sliebheinn.
Specialty Priests (Healing Hands)
Requirements: Constitution 12, Wisdom 14 Prime Req.: Constitution, Wisdom Alignment: NG Weapons: Any blugeoning (wholly Type B) weapons Armor: None Major Spheres: All, Charm, Creation, Guardian, Healing, Necromantic, Protection, Wards Minor Spheres: Combat, elemental, summoning, sun, travelers, weather Magical Items: Same as clerics Required Profs.: Healing Bonous Profs.: Brewing, Herbalism
. Healing Hands are able to lay on hands (as the paladin ability) once
a day, restoring 2hit points per experience level.
. All positive forms of healing and necromantic spells cast by Healing
Hands are at double strength.
. At 5th level, Healing Hads can restore 1d4 points of damage to a
wounded creature if they reach it within four rounds after being wounded.
Under the ministrations of the Healing Hand, the creature will recover
twice as fast as it normally would.
. Healing Hands are able to brew healing-type potions beginning at
7th level rather than 9th level. DMs must adjudicate what types of healing
potions they may manufacture at what levels, but at 7th level they may
make potions of healing.
. At 10th level, Healing Hands are able to cast either cure disease
(as the 3rd level priest spell) or neutralize poison (as the 4th level
priest spell) once a day.
. At 15th level, Healing Hands are able to cast heal (as the 6th level
priest spell) once a week.
Above diety by : Victor Seow <[email protected]>
Portfolio: Death, Murder
Aliases: None
Domain Name: Khalas/ Tower of Blood
Superior: None
Allies:
Foes:
Symbol: A ruby teardrop
Worship Alignment: LE, NE, CE
Hala (Hah-la) is the patroness of death and murder. She embraces murder
as the
quintessential act of destruction, symbolic of the primordial chaos
and the
unpredictable forces of nature that opposes humanity. She is venerated
by
countless assassins, violent mercenaries and other brutal fiendish
killers.
Hala’s Avatar (Thief 30, Fighter 20)
Hala appears as a beautiful human maiden of slim build, raven balck
hair, and
ivory white skin. She is clad in soft black leather armor and a black
cloak.
Hala never seems to lose her temper; she always speaks calmly and even
sadonically, as if mocking humor always lurks behind every phrase.
AC -1; MV 15, LEAP 20; HP 150; THAC0
-2; #AT 5/ 2
Dmg 1d4 + 12 (blood shard, + 8 Str)
MR 50%; Sz M (6 feet)
Str 20, Dex 24, Con 22, Int 20, Wis
14, Cha 20
Spells None
Saves PPDM 3, RSW 4, PP, 4, BW 4, Sp 5
Special Att/ Def: Hala can levitate at will and walk on air.
Her movements are
always silent and she can cloak herself in darkness if she wishes.
In battle,
she wields one of the infinate blood shards, silver daggers that are
tinged
red, which she can conjure out of thin air. These daggers are + 4 weapons,
and
any damage done by them cannot be regenerated, only healed by magic.
She can
cause the daggers to vanish with a thought.
Duties of clergy: Priests of Hala lead double lives, serving
as ordinary
citizens during the day, and sneaking out into the streets at night
to exact
the dark will of their goddess. Many of them serve as assassins, bounty
hunters
and mercenaries, or in organized brotherhoods of such professions.
Specialty Priests (Death Daggers)
Requirements: Dexterity 14, Wisdom 12
Prime Req.: Dexterity, Wisdom
Alignment: LE
Weapons: Any blugeoning or piercing (Type B, TYPE )
Armor: Any up to and including scale mail; no shields
Major Spheres: All, Astral, Charm, Combat, Elemental, Healing,
Necromancy,
Summoning
Minor Spheres: Creation, Divinition, Guardian, Time
Magical Items: Sameas clerics
Required Profs.: Dagger
Bonous Profs.: Blind Fighting
. Death Daggers may backstab as a thief of the same level.
. Death Daggers may move silently and hide in shadows (in both urban
and
natural surroundings)
as a ranger of the same level.
. At 5th level, Death Daggers may dimension door (as the 4th level
wizard
spell) once a day, by stepping into the shadows and another shadowy
area.
. At 10th level, Death Daggers may cast finger of death (as the 7th
level wizrd
spell) once a day.
Above diety by : Victor Seow <[email protected]>
Cytara
Intermediate Power of Elysium,
NG
Portfolio: Life, silver elves, white magic
Aliases: Silverheart
Domain Name: Eronia/ The Silver Spires
Superior: Nimbra
Allies:
Foes:
Symbol: A ring of silver
Worship Alignment: LG, NG, CG, LN, N, CN
Cytara (SEER-tarah) Silverheart is the creator of the silver elves,
and she
embodies the highest ideals of that race. She was the one who taught
the first
silver elven mages the secrets of white magic. Cytara is the overseer
and
guardian of the silver elves, standing ever-vigilant watching over
them. As the
patroness of white magic - abjuration, illusion, and alteration, she
serves
Nimbra alongside Crostis and Roleer. She maintains a very good relationship
with the god of magic, and he has always aided her when she was in
need.
Cytara’s Avatar (Mage 20, Cleric 20)
Cytara appears as a silver elven female who is simultaneously youthful
and
ageless. She is clad in a gown of white, which has glowing silver runes
sewn on
it. She possesses a gentle, kindly, and inspiring manner, and moves
around with
sensual grace. She can call upon spells from all schools and spheres,
and any
spells she casts from the school of abjuration, illusion/ phantasm,
and
alteration are with twice the normal effectiveness (area of effect,
duration,
range, etc.) and possess a -2 penalty to her target's saving throws,
if any at
all.
AC -3; MV 15, fl 20; HP 175; THAC0 8; #AT
1
Dmg 1d10
MR 80%; Sz M (5 feet)
Str 14, Dex 22, Con 20, Int 24, Wis
22, Cha 20
Spells P: 12/ 12/ 11/ 10/ 9/ 5/ 2 W: 5/ 5/ 5/ 5/ 5/ 4/ 3/ 3/
2
Saves PPDM 2, RSW 3, PP 5, BW 7,
Sp 4
Special Att/ Def: Cytara wears a silver ring which was given
to her by Nimbra.
This ring allows her to negate the effects of magical items as a rod
of
cancellation, by touch. She always carries with her a rod of resurrection
and a
wand of magic mastery. Cytara is immune to normal weapons, and even
when hit by
a magical weapon, only the plus damage counts. The silver runes on
her gown
protects her with a permanent spell turning spell.
Duties of clergy: The priests of Cytara engage in spell research,
and the
crafting of magical items extensively. They seek to master their various
schools of white magic. In addition to that, they also adopt roles
as educators
and protectors of the silver elves, and maintain their close affiliation
with
the priesthood of Nimbra.
Specialty Priests (Spellweavers)
Requirements: Intelligence 14, Wisdom 14
Prime Req.: Intelligence, Wisdom
Alignment: NG
Weapons: Any bludgeoning (wholly Type B) weapons
Armor: None
Major Spheres: All, animal, astral, combat, creation, elemental,
healing,
necromantic, plant, sun, thought, weather
Minor Spheres: Guardian, protection, wards
Magical Items: Same as clerics
Required Profs.: Cantrip, spellcraft
Bonus Profs.: Artistic ability, musical instrument, singing
(choose one)
The Council of the Immortals
The Council is the undisputed leader of all immortals, powers, gods
and dieties. The Council is made of one Fregun of each alignment. Freguns
are what each and every immortal can ascend to. It is not easy, just as
it is not easy to ascend to immortality by a mortal. There are only nine
Freguns at any given time. Freguns are so powerful they can will anything,
anyone, or anywhere into or out of existance at any time instantly. Each
Fregun is as powerful as another, so they usually behave. The Council decides
all disputes among immortals and the verdict is final. If there is any
dispute, the "rebels" will be willed. Willed out of existance. There will
be no memory of their existance. The Council is unknown by all mortals
and most immortals. Only a few blessed people even hear rumors of the Council
of the Immortals.
Roleer Yogine God of Death, Undead, Black Magic. DONE!
Verlyn Jyll Yogine Goddess Of Tricky, Seduction, Misfortune/Luck
"Sniper" God of Assasins, Murder
Jyn Aron God of Tyrants, Evil Fighters, Mercenaries
Drayth God of Plague & Destruction
Cytara Silverheart Goddess of White Magic, Life, Silver Elves.
DONE!
Lord Tyth God of Paladins, Chivalry, War
Crostis Sion God of Red Magic, Knowlege
Yus Hymm Goddess of Artisans, Music, Bards
Darrion Apek God of Nature, Rangers, Druids, Plant Life
Lynia-Hollybrush Demi-God under Darrion