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''[[Characters/DungeonsAndDragonsClasses Character Classes by Edition]]:'' 1st to 3rd ([[Characters/DungeonsAndDragonsClassesFirstToThirdEditionCoreClasses Core]] | [[Characters/DungeonsAndDragonsClassesOtherPreThirdEditionClasses Pre-3rd]] | [[Characters/DungeonsAndDragonsClassesOtherThirdEditionClasses 3rd Other]]) | 3rd & 3.5 ([[Characters/DungeonsAndDragonsClassesThirdEditionPrestigeClasses Prestige Classes]] | [[Characters/DungeonsAndDragonsClassesThreePointFiveEditionNPCClasses NPC Classes]]) | [[Characters/DungeonsAndDragonsClassesFourthEditionClasses 4th]] | [[Characters/DungeonsAndDragonsClassesFifthEditionClasses 5th]]\\
''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': General ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsFiends Fiends]] ([[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]]) | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsSettingSpecificCreatures Setting-Specific Creatures]]\\

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''[[Characters/DungeonsAndDragonsClasses Character Classes by Edition]]:'' 1st to 3rd ([[Characters/DungeonsAndDragonsClassesFirstToThirdEditionCoreClasses Core]] Classes]]'' | [[Characters/DungeonsAndDragonsClassesOtherPreThirdEditionClasses Pre-3rd]] | [[Characters/DungeonsAndDragonsClassesOtherThirdEditionClasses 3rd Other]]) | 3rd & 3.5 ([[Characters/DungeonsAndDragonsClassesThirdEditionPrestigeClasses Prestige Classes]] | [[Characters/DungeonsAndDragonsClassesThreePointFiveEditionNPCClasses NPC Classes]]) | [[Characters/DungeonsAndDragonsClassesFourthEditionClasses 4th]] | [[Characters/DungeonsAndDragonsClassesFifthEditionClasses 5th]]\\
''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': General ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsFiends Fiends]] ([[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]]) | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsSettingSpecificCreatures Setting-Specific Creatures]]\\Creatures]]'' \\



''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} ([[Characters/EberronDragonmarkedHouses Dragonmarked Houses]] | [[Characters/EberronFaiths Religions]] | [[Characters/EberronNations Nations]]) | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | [[Characters/ForgottenRealmsFactions Factions]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) | Characters/{{Spelljammer}} ]] -]]]

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''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} ([[Characters/EberronDragonmarkedHouses Dragonmarked Houses]] | [[Characters/EberronFaiths Religions]] | [[Characters/EberronNations Nations]]) | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | [[Characters/ForgottenRealmsFactions Factions]] | ''Characters/TheLegendOfDrizzt'') Characters/ForgottenRealms | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) | Characters/{{Spelljammer}} ]] -]]]
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* [[Characters/DungeonsAndDragonsGiantDeities Giant Deities]][[note]]Annam, Diancastra, Grolantor, Hiatea, Iallis, Karontor, Memnor, Othea, Skoraeus Stonebones, Stronmaus, Surtyr, Thrym[[/note]]
* [[Characters/DungeonsAndDragonsGoblinoidDeities Goblinoid Deities]][[note]]Orc Pantheon (Gruumsh, Bahgtru, Ilneval, Luthic, Shargaas, Yurtrus), Goblin Pantheon (Maglubiyet, Bargrivyek, Gapnagurnung, The Iron One, Khurgorbaeyag, Nomog-Geaya), Bugbear Pantheon (Hruggek, Grankhul, Skiggaret), Kobold Pantheon (Kurtulmak, Dakarnok, Gaknulak), Miscellaneous Goblinoid Deities (Kikanuti, Kuraulyek, Meriadar, Stalker)[[/note]]
* [[Characters/DungeonsAndDragonsScalykindDeities Scalykind Deities]][[note]]Draconic Pantheon (Io, Aasterinian, Astilabor, Azharul, Bahamut, Chronepsis, Falazure, Garyx, Hlal, Kalzareinad, Kereska, Lendys, Null, Rais, Sardior, Tamara, Task, Tchazzar, Tiamat, Xymor, Zorquan), Yuan-ti Pantheon (Sseth, Merrshaulk, Sss'thasine'ss, Varae, Zehir), Naga Pantheon (Shekinester, Parrafaire, Ssharstrune), Lizardfolk Pantheon (Semuanya, Essyllis), Sarrukh Pantheon (World Serpent, M'daess), Miscellaneous Scalykind Deities (Jazirian, Laogzed)[[/note]]
* [[Characters/DungeonsAndDragonsUnderdarkDeities Underdark Deities]][[note]]Drow Pantheon (Lolth, Eilistraee, Ghaunadaur, Keptolo, Kiaransalee, Malyk, Selvetarm, Vhaeraun, Zinzerena), Duergar Pantheon (Laduguer, Deep Duerra), Derro Pantheon (Diirinka, Diinkarazan), Illithid Pantheon (Ilsensine, Maanzecorian), Beholder Pantheon (Great Mother, Gzemnid), Myconid Deity (Psilofyr), Aberration Deities (Dark God, Elder Elemental God, Mak Thuum Ngatha, Patient One)[[/note]]

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* ** [[Characters/DungeonsAndDragonsGiantDeities Giant Deities]][[note]]Annam, Diancastra, Grolantor, Hiatea, Iallis, Karontor, Memnor, Othea, Skoraeus Stonebones, Stronmaus, Surtyr, Thrym[[/note]]
* ** [[Characters/DungeonsAndDragonsGoblinoidDeities Goblinoid Deities]][[note]]Orc Pantheon (Gruumsh, Bahgtru, Ilneval, Luthic, Shargaas, Yurtrus), Goblin Pantheon (Maglubiyet, Bargrivyek, Gapnagurnung, The Iron One, Khurgorbaeyag, Nomog-Geaya), Bugbear Pantheon (Hruggek, Grankhul, Skiggaret), Kobold Pantheon (Kurtulmak, Dakarnok, Gaknulak), Miscellaneous Goblinoid Deities (Kikanuti, Kuraulyek, Meriadar, Stalker)[[/note]]
* ** [[Characters/DungeonsAndDragonsScalykindDeities Scalykind Deities]][[note]]Draconic Pantheon (Io, Aasterinian, Astilabor, Azharul, Bahamut, Chronepsis, Falazure, Garyx, Hlal, Kalzareinad, Kereska, Lendys, Null, Rais, Sardior, Tamara, Task, Tchazzar, Tiamat, Xymor, Zorquan), Yuan-ti Pantheon (Sseth, Merrshaulk, Sss'thasine'ss, Varae, Zehir), Naga Pantheon (Shekinester, Parrafaire, Ssharstrune), Lizardfolk Pantheon (Semuanya, Essyllis), Sarrukh Pantheon (World Serpent, M'daess), Miscellaneous Scalykind Deities (Jazirian, Laogzed)[[/note]]
* ** [[Characters/DungeonsAndDragonsUnderdarkDeities Underdark Deities]][[note]]Drow Pantheon (Lolth, Eilistraee, Ghaunadaur, Keptolo, Kiaransalee, Malyk, Selvetarm, Vhaeraun, Zinzerena), Duergar Pantheon (Laduguer, Deep Duerra), Derro Pantheon (Diirinka, Diinkarazan), Illithid Pantheon (Ilsensine, Maanzecorian), Beholder Pantheon (Great Mother, Gzemnid), Myconid Deity (Psilofyr), Aberration Deities (Dark God, Elder Elemental God, Mak Thuum Ngatha, Patient One)[[/note]]
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[[/index]]
[[/folder]]

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[[/index]]
[[/folder]]
[[/index]]
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* [[DungeonsAndDragonsLiteraryDeities Literary Pantheons]][[note]]Cthulhu Pantheon, Hyborean Pantheon, Melnibonéan Pantheon, Nehwon Pantheon[[/note]]: Gods based on the works of various authors.

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* [[DungeonsAndDragonsLiteraryDeities [[Characters/DungeonsAndDragonsLiteraryDeities Literary Pantheons]][[note]]Cthulhu Pantheon, Hyborean Pantheon, Melnibonéan Pantheon, Nehwon Pantheon[[/note]]: Gods based on the works of various authors.

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'''''Deities''''': Non-human Pantheons ([[Characters/DungeonsAndDragonsDemihumanDeities Demihuman Deities]] | [[Characters/DungeonsAndDragonsGiantDeities Giant Deities]] | [[Characters/DungeonsAndDragonsGoblinoidDeities Goblinoid Deities]] | [[Characters/DungeonsAndDragonsScalykindDeities Scalykind Deities]] | [[Characters/DungeonsAndDragonsUnderdarkDeities Underdark Deities]]) | [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]\\

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'''''Deities''''': Real-World Deities ([[Characters/DungeonsAndDragonsRealWorldDeitiesAtoF A to F]] | [[Characters/DungeonsAndDragonsRealWorldDeitiesGtoZ G to Z ]]) | [[Characters/DungeonsAndDragonsLiteraryDeities Literary Deities]] | Non-human Pantheons ([[Characters/DungeonsAndDragonsDemihumanDeities Demihuman Deities]] | [[Characters/DungeonsAndDragonsGiantDeities Giant Deities]] | [[Characters/DungeonsAndDragonsGoblinoidDeities Goblinoid Deities]] | [[Characters/DungeonsAndDragonsScalykindDeities Scalykind Deities]] | [[Characters/DungeonsAndDragonsUnderdarkDeities Underdark Deities]]) | [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]\\



''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} ([[Characters/EberronDragonmarkedHouses Dragonmarked Houses]] | [[Characters/EberronFaiths Religions]] | [[Characters/EberronNations Nations]]) | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | [[Characters/ForgottenRealmsFactions Factions]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) ]] -]]]

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''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} ([[Characters/EberronDragonmarkedHouses Dragonmarked Houses]] | [[Characters/EberronFaiths Religions]] | [[Characters/EberronNations Nations]]) | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | [[Characters/ForgottenRealmsFactions Factions]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) | Characters/{{Spelljammer}} ]] -]]]



[[foldercontrol]]

[[folder: Babylonian Pantheon]]
!!In General
In the lands of the merciless sun, baked soil, and cool mountains and forests, in the places of strife and early learning, the Babylonian deities hold sway. These are truly ancient powers, forgotten by most, yet they still have a certain influence among young cultures on prime-material worlds. The Babylonian pantheon is most popular among folks who live in emerging cultures and those in fertile river valleys.

The deities are harsh with their priests and their people, demanding unswerving obedience under threat of punishment. But of late, they've fallen out of mortal favor. 'Course, part of the reason could be because they're so strict, but it's doubtful the Babylonian gods would admit it, much less change their ways.

!!Anu
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/anu01.png]]
[[caption-width-right:200:Anu, as depicted in ''Deities & Demigods'']]
->'''God of the sky, "Chief of the Babylonians"'''
->'''Greater god'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Sky, the Babylonian pantheon
->'''Symbol:''' Gold sun partially blocked by gray cloud

Chant says that Anu created the heavens and the earth, and it is his strict guidance that keeps the other powers of the pantheon in check. Some've said that it's his guidance that's also driving the pantheon from the mortals, and that some of the lesser powers might be considering pooling their strength to overthrow him.

See, Anu is just, but his justice is grim and unyielding, with harsh sentences for even the smallest infractions. Those who serve him strive to avoid breaking his laws, and that suits him perfectly.

Anu's realm is an enormous gear of orderly lines and clay brick buildings, and he lives in a huge palace covered with windows. The swarthy-skinned petitioners are of a uniform appearance, wear azure kilts, and show no apparent signs of gender. All of them possess the same memory and knowledge and are probably as close as people can get to being modrons.

!!Anshar
->'''God of darkness and the night, "The Night"'''
->'''Lesser god'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Darkness, Night
->'''Symbol:''' Black sphere

In a place where the howling winds of Pandemonium have died to the merest whisper, a black clay brick wall seals off the entrance to Anshar's dark realm. No matter how much light a body shines in the area, it never illuminates more than 5 feet of the wall in any direction, so the structure seems endless, and perhaps it is. Only a berk who's a friend to the night can find a door in the wall, which opens into the City of Eternal Darkness. No light may be lit in the realm, and those who try draw the immediate attention of Anshar's avatar.

The god himself is said to be easily angered and given to fits of blackest moods, Chant is he once had a great deal more strength than he does now, but he surrendered (or lost) it to Anu. The Cerilian goddess Eloéle shares the City of Eternal Darkness with Anshar; some say it's to bolster his sagging power, while others think it's so she can wrest the realm from him when he finally goes down for the count.

One thing is clear: Those who tread near the City had best go carefully. There's no telling what might set Anshar off, and he's not likely to have any sympathy for sods who get lost in Pandemonium's maddening tunnels.

!!Dahak
->'''Three-headed dragon spirit of death'''
->'''Alignment:''' ChaoticEvil

This monster has no corporeal form unless it is attacking with its bite; the rest of the time it is ethereal. It appears to the world as a huge three-headed dragon (the color of the scales depending on its whim at the time). It will only eat the flesh of lawful or good creatures, and it never goes hungry. The monster can breathe any type of dragon breath at any time (but the creature enjoys crunching things with its teeth). It is able to negate any magical device permanently with a touch of all three of its heads at the same time.

!!Druaga
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/druaga01.png]]
[[caption-width-right:200:Druaga, as depicted in ''Deities & Demigods'']]
->'''"Ruler of the Fiendish World"'''
->'''Lesser god'''
->'''Alignment:''' LawfulEvil
->'''Domains:''' Baatezu summoning
->'''Symbol:''' Ruby mace

Druaga's known as the ruler of fiendish lands, and that's true, at least as far as the Babylonian pantheon goes. However, in the grander scheme of things, he's just another deity who's made his home in Baator. The Lords of the Nine tolerate his self-imposed title and even allow him to force baatezu to his bidding. But they won't let him change the workings of the plane.

Whenever a follower of the Babylonian pantheon summons a baatezu, Druaga decides which fiend to send to the Prime. What's more, the first time a follower sets foot on Baator, he has to enter through Druaga's vile palace, a place of pillars and smoky hazes, with vaulted ceilings that can barely be seen from the ground. The palace sprawls across Druaga's entire realm; no corner's spared the touch of its shadows and stirrings.

!!Gilgamesh
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/gilgamesh01.png]]
[[caption-width-right:200:Gilgamesh, as depicted in ''Deities & Demigods'']]
->'''Hero'''
->'''Alignment:''' NeutralGood

This hero of legend was the warrior/necromancer/high priest ruler of his land. He is noted for going out and getting things done when others were unable. While his +2 mace is able to hit with brutal force (2-20), Gilgamesh loves to attack by wrestling, and stories abound of him wrestling a mighty bull or god to destruction. Gilgamesh is a great king, noted for his tyrannical rule. Although he governs well and maintains peace, he uses his authority to satisfy his personal pleasures. He is a great lover of all types of earthly pleasure. He is stubborn and prefers the direct method for solving problems whenever possible. He is a great wrestler, using this attack mode in preference to all others. Gilgamesh has a great fear of death. If he learns of any way to avoid death, he will do whatever is required to gain it. One oddity, however, is that his fear of death seldom occurs to him when facing a terrible foe. At such times, his courage will hearten him and he will fight without wavering.

!!Girru
->'''God of fire, "Lord of the Flame"'''
->'''Lesser god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Fire
->'''Symbol:''' Axe wrapped in fire

The Undying Flame, Girru's realm on Mount Celestia, is a place sculpted entirely of fire. But the only sods who need to worry about being burned by the flame are those whose thoughts are impure, or those who tend naturally toward evil. Other may sojourn as they will, eating the flaming fruits from the fiery trees and strolling among the everchanging (but always orderly) statues of Gilurra, the realm's major town.

Girru, a flame-bearded god, despises the taint of evil and won't tolerate it in his realm. He's a crusader, sending priests and archons on missions to destroy sources of malevolence. Sure, he knows that evil is necessary to achieve a multiversal balance, but it's Girru's nature to fight wickedness, and so he does, to his last breath.

!!Ishtar
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/ishtar_jetpack7.png]]
[[caption-width-right:200:Ishtar, as depicted in ''Gods and Goddesses'' (5e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/ishtar01.png]][[/labelnote]]
->'''Goddess of love, war, freedom, justice, natural law, outcasts and light, "The Maiden"'''
->'''Greater goddess'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Love, War
->'''Symbol:''' Female hand grasping a blue crystal rod

Ishtar is complex and full of contradiction. She is among the oldest goddesses, if not the first. Ishtar has warred with the serpent of the void, Kur, since the beginning of time. She is both good and evil; kind and vengeful. Ishtar is both a warrior goddess and the goddess of love. She is a benevolent mother and a wrathful force of nature. Ishtar is quite possibly the most powerful goddess in existence, capable of creating and unmaking life in a blink.

Ishtar is the goddess of fertility, love, marriage, power, desire, and war; all of mankind's most base instincts. Ishtar is an angry, vengeful goddess who rules over the more dangerous aspects of love, making her very different from Freya.

She is a wild force of nature that brings war without reason, sometimes driving her followers to kill one another in her name. Ishtar represents all the untamed parts of humankind and unwavering justice. Her name is used to justify every atrocity and justice.

Ishtar is cruel and threatening, exploiting her might over others whenever she does not get her way. Despite not ruling the underworld, she once threatened to release the dead upon the world so that there would be more undead than living.

Ishtar is keenly aware of her sexual independence and yet is a perpetual virgin. She gave birth to her world, but never lost her virginity. This paradox cannot be resolved by human thought. Ishtar is beyond mortal rules. Her followers are not ashamed of their base desires. Ishtar's appetite has no bounds. As such, her followers can have relationships with whomever they like. This openness has attracted her to those whose work is "comfort", and those places of the world where rigidity is not welcome.

Ishtar is also warlike, a contrarian attitude for a goddess who brings life into the world. In fact, all monarchs who worship Ishtar dedicate themselves to her first, their military might an extension of Ishtar's blessing. Even those who marry, are joined with Ishtar before their spouse.

Ishtar is angry and wild, like nature itself. No woman is greater than Ishtar and as such, no woman can ever be great
without prostrating herself before the temple of Ishtar. Men too are weak without Ishtar's guidance, but they are often given leniency where women are not. A man who makes himself a great warrior without Ishtar is greater than a woman who gives birth without the sacred goddess.

Some followers identify with Ishtar as being the goddess of healing and justice. The followers are almost always clerics and paladins, respectively. Ishtar is a wild force, but a guardian of natural law. She is the bearer of the tablets of history, recording everything that happens. Her tablets are the true history and the foundation of justice. Only scholars and clerics of Ishtar can read the tablets, however. It is forbidden for anyone else to witness the stone laws.

Ishtar is locked in perpetual battle with the dragon Kur, also known as the first dragon. Kur lives in the empty, astral space between the land of the living and the land of the dead. In fact, all of Ishtar's contemporaries fight Kur, but none of them can defeat the dragon. Their war represents the eternal struggle between life and the unknowable void.

Ishtar's City of the Star is a community where deep passion underlies everything. A place of beauty and vitality, the City of the Star is filled to bursting with the joys and loves of its people and its power. A realm of white marble and narrow streets, of fantastic colonnades and exquisite desire, the city covers all of Ishtar's territory. It's said to be one of the most beautiful places in the multiverse.

The goddess herself, born from the Sumerian goddess Inanna, always appears as a beautiful woman, and wherever she moves through her realm, a carpet of flowers and grass springs up behind her. Despite being the goddess of war, Ishtar engenders life by her very existence and advocates war only when it furthers the cause of life.

!!Marduk
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/marduk01.png]]
[[caption-width-right:200:Marduk, as depicted in ''Deities & Demigods'']]
->'''God of the city, wind, thunder, storms, and rain, "The Justice Bringer"'''
->'''Greater god'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Cities, wind, thunder, storms, rain
->'''Symbol:''' Silvery net

Marduk's realm is an arid land of sun and sky, with the god's vast marble and adobe city, also named Marduk, in the exact center. The rivers Luar and Kath flow through the realm and the city, keeping the burg cool even on the hottest days. Outsiders to the realm are watched carefully, but as long as they don't violate the law, they're left alone.

Marduk the god is concerned with justice, law, and the movements of his opposite: Tiamat, queen of evil dragonkind. Marduk usually appears as a four-eyed, four-eared blood with reddish skin, and he shoots fire from his mouth when he speaks. But he doesn't stroll through his realm too often. Fact is, he generally leaves the rule of the land up to the mortals, just to see how well they adapt and hold to his precepts.

!!Nergal
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nergal01.png]]
[[caption-width-right:200:Nergal, as depicted in ''Deities & Demigods'']]
->'''God of the underworld, "Lord of the Underworld"'''
->'''Lesser god'''
->'''Alignment:''' NeutralEvil
->'''Domains:''' The underworld, The dead
->'''Symbol:''' Dark man holding a black shield

Nergal's realm is a dark, gray city of black basalt, with a mist that swirls around everything in the dim land. The circular burg consists of seven domes, and its streets are filled with the shades of the dead (who move on missions known only to them and their god). The shades never speak, so any berk looking to pick up the chant must talk to one of the living sods, evil warriors mostly, brought in to serve Nergal directly.

The god broods on his throne of basalt, plotting ways to spread his doctrine and his influence ever further. He has no special enmity for any gods, except when their interests conflict with his own. 'Course, Nergal helped to murder the Sumerian god Enki in cold blood, so his definition of "conflicting interests" might be looser than most.

!!Ramman
->'''God of storms and thunder, "Prince of Clouds"'''
->'''Lesser god'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Storms, Thunder
->'''Symbol:''' Lightning bolt through a storm cloud

Ramman's realm is a castle of clouds, a gauzy palace where a body can shape whatever he needs out of vapor (though the stuff evaporates if taken out of the realm). It wanders through the Outlands, bringing rain and storms to areas that need it. Some say the plane itself dictates the realm's movements, while others think Ramman helps to control the needs of the Land. Whatever the truth, the god always moves his realm to where it'll do the most good.
[[/folder]]

[[folder: Celtic Pantheon]]
!!In General
It's said that something lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak, and it is in this space that the Celtic gods dwell. They sprang from the brook and stream, their might heightened by the strength of the oak and the beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the hole of a tree or the voice babbling in a brook, these gods forced themselves into being.

The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere.

!!The Daghdha
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/daghdha01.png]]
[[caption-width-right:200:The Daghdha, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/daghdha02.png]]
[[caption-width-right:125:The Daghdha's symbol]]
->'''God of weather and crops, "The Dozen King"'''
->'''Greater god'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Weather, Crops
->'''Symbol:''' Bubbling cauldron or celtic shield

Also known as Eochaid Ollathair, the Daghdha enjoys a position of leadership among the loose confederation of Celtic gods, a god of druids. His powers are widely varied, but he is credited with control over the weather and crops. His great cauldron is a bottomless receptacle filled with food and drink and the abundance of the Celtic otherworld from which he comes, there is virtually nothing he cannot pull from his cauldron. The Daghdha is the custodian of the gods and all Celtic people, using his charms and powers to protect and aid them whenever he can. As a warrior he is a
great leader and scout, as a father figure he is both stern and fun-loving; the Daghdha enjoys being a comical figure of great power.

The Daghdha is a happy go lucky sort who is only interested in the general welfare of his Celtic worshipers. He will often send his avatar to appear at the scene of an impending battle and use his charms to sway crucial female figures on the other side. He also sends him during times of pestilence or crop failure to set things right. He will attempt to resort to comic trickery to get his own way.

As one of the children of Danu, the Daghdha has existed for longer than most gods, and seems to have a better idea of where the pantheon should be headed than anyone would give him credit for. Even his name distances him from the pack, most folks call him "''the'' Daghdha" as a sign of respect for his station.

Sods who just say "Daghdha" are usually those who can't imagine him as a responsible fellow. See, the god likes to play the trickster and buffoon, and some figure that any berk who likes jokes that much can't be worth a tinker's cuss. But most cutters love him; it's hard not to enjoy someone who's so irreverent.

The Daghdha's realm, Mag Mell (the Fields of Happiness), is a place where bodies work when they feel like it and play when they don't. The work still gets done in the end, and there's scarcely ever a sharp word. Wood and farmland cover the rolling terrain in a seamless transition from one to the other. At the center of Mag Mell is the Grove of the Daghdha, where the god occasionally manifests and holds court. The Grove also boasts a mystical cauldron from which the deity can pull forth any object he desires. Naturally, the cauldron works only for him (or for berks lucky enough to be on his business).

!!Arawn
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/arawn01.png]]
[[caption-width-right:200:Arawn, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/arawn02.png]]
[[caption-width-right:125:Arawn's symbol]]
->'''God of life and death, "The Dark One"'''
->'''Intermediate god'''
->'''Alignment:''' NeutralEvil
->'''Domains:''' Life, Death
->'''Symbol:''' Black star on gray background or warrior's skull

Arawn controls all the power of life and death in the Celtic pantheon, and while he himself is one of the few evil powers of the group, he feels his job is to preserve and maintain good. Without evil, he says, goodness couldn't shine as brightly.

Truth to tell, Arawn's not a bad sort, at least, not for a god of death. He's got a job to do, and he's simply quite good at it. He rewards loyalty and steadfast character, and punishes liars and berks who are clumsy in their cunning. His justice is harsh but fair.

His rocky realm, called Annwn or the Ten Isles of the Cursed, sits in the midst of a vast ocean in the second layer of the Gray Waste. The sods who come here are those who couldn't make it into the Isles of the Blessed or Tir na Og. Some of them come by choice to be with their loved ones, but most are ne'er-do-wells, the scoundrels and cross-traders of society.

On resurrecting any individual, there is a 2% chance per level of that individual that Arawn will intervene. He will either send his avatar to reclaim the body or (25% chance) he will attempt to bargain. He will offer some other similar character from the legions of the dead provided he can keep the original character. Refusal of his offer will be met with force.

!!Balor
Once a huge monster, this creature is now nothing but a 30 foot tall head. When the eyes of this head are forced open, all beings looking at it will die (no saving throw applicable).

!!Belenus
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/belenus01.png]]
[[caption-width-right:125:Belenus' symbol]]
->'''God of sun, light, and warmth, "The Sun"'''
->'''Intermediate god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Sun, Light, Heat
->'''Symbol:''' Solar disc and standing stones

Belenus is a god of the sun and of fire, a patron of the druids. He has the ability to control the heat and light from fires and from the sun, bringing them into focus to destroy or blocking them off to freeze when he wishes. In May, the Celts drive cattle through special Beltain fires while Belenus watches with favor and raises the overall quality of the livestock. Belenus encourages the construction of standing stones to measure the progress of his sun and sacred groves where his druids may meet and build great bonfires to him.

Belenus sends his avatar to the world of men frequently to visit with chieftains and court the ladies of the Celts. He can look unfavorably upon a particular village and cause the sun to stand still or never come up for some period of time. With such powers, he can easily bring otherwise powerful chieftains in line with his thinking.

The Lord of Light resides alongside the goddess Brigantia in the realm known as the Isles of the Blessed, the resting place of mortal heroes who've actively sought to do good in their lives. The realm's almost constantly sunny, and when night comes, it's brief and cool. Legends says that night arrives only when Belenus has stepped away from the realm to do the bidding of the Daghdha (though it might arrive early if petitioners or visitors offend him in some way). The center of the realm (and the home of the deities) is a clear hillock called the Sunswatch.

!!Brigantia
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/brigantia01.png]]
[[caption-width-right:125:Brigantia's symbol]]
->'''Goddess of rivers and livestock, "The Rivermaid"'''
->'''Intermediate goddess'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Rivers, Livestock
->'''Symbol:''' Footbridge

Brigantia is the Celtic goddess of the rivers and rural life, she watches over animals and waterways. She was raised on the milk of a creature of the otherworld, a white, red-eared cow. She is worshipped by the great Celtic queen Cartimandua (women in positions of power are not at all uncommon among the Celts) and by the pastoral villages and towns. She is the protector of flocks of geese and herds of cattle, seeing that they flourish to help feed her hungry worshipers. Her dominion over the rivers allows her to use their waters for therapeutic purposes. She often wears a crown and is depicted in Celtic art sitting atop a globe. She is also sometimes outfitted for war, wearing a breast plate and carrying a spear.

Brigantia is of a relaxed, peaceful nature. She rejoices in the slower, quieter ways of the country folk, and never ventures into large towns or cities. Her tending of animals is compulsive, and she will often keep to that task even when other pressing matters are brought to her attention.

She resides alongside the god Belenus in the realm known as the Isles of the Blessed, the resting place of mortal heroes who've actively sought to do good in their lives. The realm's almost constantly sunny, and when night comes, it's brief and cool. Rivers crisscross the land, sparkling blue reflecting into the sky and echoing though the air. And despite the fact that sheep, cattle, and their keepers are common throughout the realm, it very much seems as though a body's alone in the land, that it exists for him and him alone. The center of the realm (and the home of the deities) is a clear hillock called the Sunswatch.

!!Brigit
->'''Goddess of fire and poetry'''
->'''Lesser goddess'''
->'''Alignment:''' TrueNeutral
->'''Symbol:''' Female form bathed in fire

Brigit appears as a tall woman with flame-colored hair. She can use any fire spell as a 35th level spell-caster. She has +5 armor in the form of tongues of flame. She loves to hear poetry sung on the battlefield and there is a 5% chance that she will favor a singer of an original composition by raising him 1 level for the length of the battle. Brigit is immune to any attack involving fire, cold, petrification or dragon breath. In battle, she becomes surrounded with flame that will cause 30 points of damage to all who come within 30 feet of her. All weapons that are less than +3 will melt when touching her. She carries a staff that turns into a tongue of flame at her command and it does 2-20 points of damage when striking.

Note: If any players wish to worship Brigit (and possibly catch her attention) by singing during battle, the DM should require that the player make up an original battle-song on the spot and sing it while engaging in strenuous activity.

!!Cu Chulainn
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/cu_chulainn01.png]]
[[caption-width-right:200:Cu Chulainn, as depicted in ''Deities & Demigods'']]
->'''Hero'''
->'''Alignment:''' NeutralGood

Cu Chulainn is the greatest hero of the Celts, a fine warrior who has dealt with mortals and immortals on their own
terms. Originally named Sedanla, the young man is reputed to have travelled to the land of Emhain Mhacha and defeated (singlehandedly) 150 other youths. When he approached the lands of the great smith Culann, he encountered and defeated the smith's huge guard dog with his bare hands. Enraged, Culann forced Sedanta to guard his lands in the dog's place, and thus Sedanta became known as Cu Chulainn, or "dog of Culann".

Cu Chulainn underwent a series of initiations into heroic stature. He was forced to fight many other heroes and creatures, put through exotic rituals throughout Celtic lands, and finally learned strategies and magical tactics that have rendered him all but invincible.

Cu Chulainn is known throughout the lands of the Celts, by mortals and gods alike. He never travels in disguise, so cannot help but be noticed. Cu Chulainn has a particular hatred of giants and will seek them out to destroy them whenever possible. He travels the Celtic lands to stamp out injustice and has a reputation for appearing just in the nick of time.

!!Diancecht
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/diancecht01.png]]
[[caption-width-right:125:Diancecht's symbol]]
->'''God of medicine and healing, "Physician of the Gods"'''
->'''Intermediate god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Medicine, Healing
->'''Symbol:''' Crossed oak and mistletoe branches or a leaf

As the Celtic god of healing, Diancecht cares for the sick and wounded without regard to their worship. He is so insanely obsessed with being the best healer in the multiverse that he even slew his own son Miach in a fit of jealousy, afraid that the boy might have grown to become a better healer than his father. Still, Diancecht seeks only the best for the greatest number, and he'll put himself in severe danger to bring life to others.

Diancecht has healed the other gods, as well, fashioning at one time a silver arm to replace one lost, and using a cat's eye to replace a lost eye. He has a magical bath that can instantly and completely heal any mortal or god. Diancecht often uses his powers to enforce his notion that any wound is the responsibility of the inflictor to heal, or at least pay for. In combat, Diancecht will heal himself, friends, and enemies alike, for he is unable to control his penchant for medicine.

His avatar is forever wandering the world of men searching for those who need his skills. Whenever confronted, Diancecht will seldom involve himself in a situation that does not require him to heal.

Sadly, Diancecht and Arawn don't always see eye to eye on what makes a body dead, and they've nurtured a rivalry over the millenia. Diancecht can't bring a Celtic follower back from the dead without Arawn's permission, but he ''can'' snatch back a sod who hasn't yet completed the journey to Annwn.

!!Dunatis
->'''God of mountains and peaks, "The Far Seeing"'''
->'''Lesser god'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Mountains, Peaks
->'''Symbol:''' Red sun-capped mountain

Dunatis, one of the minor deities of the pantheon, lives on a vast mountain on the fringe of Tir na Og. Chant is he's probably the most approachable of the Celtic deities. After all, there's not much call for a god of mountains (except, perhaps, among climbers), and Dunatis likes to spread his word himself. He even claims to have created the infinite Spire at the center of the Outlands, and he is revered by some of the rilmani that live there. Dunatis appears as a normal cutter, but an aura of divine power clings to him no matter how much he tries to mask it.

His realm, known as the Pinnacle, is a single mountain, though the terrain varies considerably all over the surface, from nearly flat to sheer, steep rock. Trees cover its slopes, and wild animals gambol, not caring a whit about humans.

!!Goibhniu
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/goibhniu01.png]]
[[caption-width-right:200:Goibhniu, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/goibhniu02.png]]
[[caption-width-right:125:Goibhniu's symbol]]
->'''God of smiths and healing, "Blacksmith of the Gods"'''
->'''Intermediate god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Smithing, Healing
->'''Symbol:''' Giant mallet over sword or an anvil

The smith held a special fascination for the Celtic peoples. Smiths were thought to have magical powers of charm and healing, bestowed upon them by the god of the smiths, Goibhniu. Goibhniu is actually one of a triad of gods; Luchla the wright and Creidhne the worker in metal are also important craftsmen gods. Together they fashioned weapons for Lugh at the battle of Magh Tuiredh, each doing his part to create sound, sure weapons. Reputedly, weapons forged by the great Goibhniu will never miss their mark, and those struck by them will certainly be slain. In the great Feast of Goibhniu, the god serves a variety of foods and drinks which can sooth, heal, and even make immortal their consumers.

Though Goibhniu does not forge weapons for any sod less than an intermediate god, he's been known to create amulets for his favored among the mortals, amulets that reflect spells back on their casters. Each amulet's good against only one specific spell but can be used over and over until it finally shatters from the strain of bouncing magic. 'Course, if a greedy berk tries to don more than one amulet at a time, he finds that both shatter instantly.

Though his size and appearance may at first be threatening, Goibhniu is a generally warm and friendly fellow. He is especially fond of sharing stories of battle and fine armaments. He often makes food and drinks for those he befriends, sharing with them a small feast, the wines and dishes of which will be of a magical nature and will both prolong life and heal damage. However, when made angry, Goibhniu sends forth his avatar and will show no pity, slaying mortals who have crossed him without so much as a second thought.

The entrance to Goibhniu's realm, the Great Smithy, sits at the base of an exposed hill, its ruddy light casting out over Tir na Og. The thunder of hammers from his case never ceases, whether the noise issues from the god himself or from the army of smiths under his tutelage. The realm extends deeper into the hill than is readily apparent from the outside and holds vast veins of raw ore used by the smiths.

!!Lugh
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/lugh01.png]]
[[caption-width-right:125:Lugh's symbol]]
->'''God of arts, travel, and commerce, "The Long Hand"'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Arts, Crafts, Travel, Commerce, War, Horsemanship
->'''Symbol:''' A pair of long hands or an eight-pointed star

Lugh can best be described as the god of excellence, reputed to be not only the inventor and patron of the arts, but also an expert in such diverse fields such as sorcery, history, craftsmanship of all sorts, story telling, and heroism. Lugh, whose name means "The Shining One", is the most widely worshiped of the pantheon, with numerous monuments throughout Celtic regions where followers prayed to him for guidance in any of his many areas of expertise. Known to be a late comer to the pantheon, Lugh is often found in the company of Rosmerta, a goddess of wealth and material possessions. He can control endeavors in the arts and crafts with which he is familiar, and he can control or influence all forms of travel and commerce. He can also turn day to night or vice versa at will. Beyond these pursuits, however, Lugh is a formidable warrior, armed with a great spear and a sling.

A wanderer of the lands of his worshipers, consorting with the various goddesses of the lands that he meets, Lugh is a self-confident god, eager to keep his hand in mundane affairs. He keeps an eye out for fair play in human matters, stepping in with his avatar to affect the outcome of endeavors within his own expertise.

Like his brother Diancecht, Lugh travels constantly, seeking new knowledge and new experiences. Here's the dark of it: Lugh looks for excellence and finds it in everything he does. Some of his faithful claim that when he finally finds an action he can't perform, he'll settle down.

Fact is, Lugh hardly spends any time at all in Tir na Og, having explored it to his heart's content long ago. He returns only when he wants the company of his fellow Celts; when he visits, his case is the home of whatever goddess will take him for the night.

!!Manannan mac Lir
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/manannan_mac_lir01.png]]
[[caption-width-right:200:Manannan mac Lir, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/manannan_mac_lir02.png]]
[[caption-width-right:125:Manannan mac Lir's symbol]]
->'''God of oceans and sea creatures, "Lord of the Capes"'''
->'''Intermediate god'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Oceans, Sea creatures
->'''Symbol:''' A wave of white water on a green background or a stylized fish

The Celtic god of the sea is a knowledgeable custodian of the oceans. Manannan mac Lir rides over the waves on his chariot, pulled by various creatures of the sea, admiring its beauty and governing its bountiful operation. To Manannan mac Lir, the oceans are a vast plain, the various fishes either cattle or sheep, in his otherworld reality, he lives upon the "land" while others must use boats to visit it. He generally wears armor made of metal and sea shells and carries a giant sword, riding his chariot upon the waves.

Manannan mac Lir's sends his avatars to roam the oceans on their chariots. He has great respect for those mortals who can master the seas, but has no pity for those who fail and drown within them.

As the sole power in Tir fo Thuinn, Manannan mac Lir is a god to be reckoned with. His undersea realm is full of petitioners who go about their daily lives much like air-breathers, with both obvious and subtle differences. For example, they herd fish instead of cattle or sheep, but a body also needs to know that they're callous when it comes to travelers who fall on hard times. Tir fo Thuinn's not far from Tir na Og, but it's not truly part of the rolling realm. Petitioners from the Land of Youth can't breathe the water in mac Lir's realm, and they die there just as permanently as if they'd left the Celtic dominion entirely.

Fact is, without mac Lir's say-so, nobody breathes the waters of Tir fo Thuinn. Sure, he might grant the ability to travel in his realm to a sod who asks nicely, but he'll take it back if he thinks it's being abused. He also has absolute control over spells and magical items that allow water-breathing, and he doesn't mind shutting them down, either.

Truth is, it's worth staying on mac Lir's good side. Tir fo Thuinn is truly a beautiful realm. Strewn with shells and fleaming with aquamarine and turqoise, there's no part of the place that doesn't open up to a stunning undersea vista. Chant is Manannan mac Lir keeps strange monsters in eerie grottos to use as mounts; some say the creatures are his children. Whatever's down there, the caves are dark and gloomy, and the currents slam a body into the rough walls if he ain't careful. But no one's seen any mounts for a good long time, and it's thought they're just rumor and myth, but wise bloods know that within every myth is an element of truth.

!!Math Mathonwy
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/math_mathonwy01.png]]
[[caption-width-right:125:Math Mathonwy's symbol]]
->'''God of magic, "The Miser of Sorcery"'''
->'''Intermediate god'''
->'''Alignment:''' NeutralEvil
->'''Domains:''' Magic
->'''Symbol:''' The staff

Some gods of magic are generous with their wondrous gift, spreading it to bloods all over the planes, hoping they'll teach the art in turn and make every berk a spellslinger. Not Math Mathonwy.

He is, like Diancecht, fiercely possessive of his skills. Unlike the god of medicine, though, Mathonwy uses his abilities freely only for himself and his family, withholding his touch from others. But he's fascinated by any new type of magic and might be persuaded to part with some of his secrets in exchange for a truly new spell.

He carries a mighty magical staff and wears a torc given to him by the other gods. As master of his household, Math insists that his feet rest in the lap of a maiden whenever possible. He does not tolerate mistreatment of his maiden foot warmers, nor does he abide treachery on their part, and has vented his wrath upon many who have violated his trust. He saves his magic mainly for his own purposes, keeping his family in check, and seldom casts spells for the good of his followers or priests.

Math Mathonwy seldom sends his avatar into the world of men without some mission. It is rare that his avatar will become embroiled in the affairs of humans unless there is some magical experimentation involved, Math Mathonwy is always in search of new magics and humans knowing this can trick his avatar into action, but they might suffer his wrath at a later time.

His realm is called Corriegrave. It's on the first Mount of Gehenna, nestled under an overhang of pure obsidian. Lava freshets pour over the ledge occasionally; a traveler to Corriegrave must keep careful watch when entering and leaving the realm to avoid a shower of lava.

A cutter who ducks the magma must then travel along a long tunnel. Eventually, he'll reach Corriton, an ancient city that seems open to the air above. A high castle sits atop a twisted hillock overlooking the burg, and Mathonwy sits within, his feet always in the lap of a beautiful maiden. But Corriegrave is free of Gehenna's usual volcanoes, lava, and steam. Fact is, a visitor might think he'd stepped through to another plane.

The realm's air is gray and charged, as though awaiting an impending explosion. Anyone versed in magic can recognize the feeling as the essence of magical energy. 'Course, the essence is clearly marked as the property of Math Mathonwy; any berk who tries to use magic in the realm draws the immediate wrath of the god himself.

!!Morrigan
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/the_morrigan01.png]]
[[caption-width-right:200:The Morrigan, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/the_morrigan02.png]]
[[caption-width-right:125:The Morrigan's symbol]]
->'''Goddess of battle, "Queen of Ghosts"'''
->'''Intermediate goddess'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Battle, War
->'''Symbol:''' 2 crossed spears or a sword hilt

This goddess' full name is Morrigu Morrigan, but many folks call her "''the'' Morrigan" (much like they do the Daghdha, though in her case it's not so much respect as fear). She takes the form of a shapely young woman, though she has a hideous crone's face and is given to fits of maniacal laughter. She's deeply and keenly interested in battle, and she has even been heard to call the Daghdha a coward for daring to make peace with other pantheons.

She is a fearsome warrior, causing great fear in her opponents, driving home her own battles with a spear in either hand. She is terribly ugly, laughs a maniacal laugh, and has dreadful manners. She expects all Celts and especially her followers to fight constantly, encouraging petty wars where there otherwise would be none. She can shape change to fool her opponents, and often calls upon four minor goddesses of war to fight by her side. At one time, the Morrigan tried to seduce the hero Cu Chulainn, but on her failure she turned against him and nearly killed him.

The Morrigan is bent on warfare at every turn. She will readily pick fights, preferring to get mortals to fight each other by whatever means. She will use her many forms to trick otherwise peaceful parties into conflict. The Morrigan often observes battles and will not tolerate fear among her followers, she will strike dead any follower that turns and flees from a battle she is watching.

Her realm is called the Bloody Field, and it's far too much like Ysgard for the comfort of the petitioners of Tir na Og. Sods who aren't warlike steer clear. But for bashers with battle in their spirits, the Bloody Field's a great place. The Morrigan's petitioners can fight and fight, every single wound regenerating come noontime. If they die, they come back to life.

The same doesn't apply to visitors; they go straight to the dead-book and stay there. What's more, any berk who doesn't have a warrior's heart (in other words, anyone who doesn't fight for the sheer pleasure of battle) suffers damage that takes ''twice'' as long to heal if they take part in the Bloody Field's carnage.

The realm has no towns or buildings, just a bundle of caves (the Caverns of Woe) that're more often used as an extension of the battleground. A canny traveler knows to find a few trustworthy bashers and have 'em guard his back while he sleeps. 'Course, it ain't considered sporting to kill a berk while he dozes, but that doesn't stop the Field's more bloodthirsty petitioners.

!!Nuada
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nuada01.png]]
[[caption-width-right:200:Nuada, as depicted in ''Deities & Demigods'']]
->'''God of war and warriors, "Warrior's Friend, Silver Hand"'''
->'''Greater god'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' War, Warriors
->'''Symbol:''' A silver hand on a black background

Long, long ago, when the Tuatha De Danann were still struggling to establish a foothold in the hearts and minds of their followers, Nuada led the charge against those who'd tried to dethrone the new gods, most notably, the deities of the giant-kin. In battle, one of his fomorian foes struck off Nuada's right hand, and the budding deity was forced to retreat from the field of combat. The healer Diancecht fashioned Nuada a hand of silver, stronger and better than his old one. With the aid of this hand, Nuada drove the firbolgs and fomorians from the lands coveted by the Celts.

Now, Nuada rules over Mag Tuireadh, also called the Plain of Pillars, a vast, flat realm dotted with standing stones and menhirs of incredible height. Chant is the pillars are actually the guardians of the realm, each containing the spirit of one of Nuada's warriors. If true, the guardians take their duties seriously. The menhirs roll to menacing life whenever marauding creatures enter Mag Tuireadh. They can move twice as fast as a human can walk (a movement rate of 24), plowing furrows through the ground and falling on the offending berks. The stones might just be activated by Nuada's will; no one really knows the dark of it.

The Plain of Pillars is usually covered by a thin mist that clings without being uncomfortable, obscuring vision beyond a few hundred feet. The grass underfoot is clean and green, growing up to about shin-height.

In the center of the realm lies a low, rambling hall, and in the center room of the hall rests a stone upon which only Nuada or his rightful heir may sit. But though he's searched long and hard, Nuada just can't find a worthy successor. And he really does want to, he feels he'll move on to the next stage of existence as soon as an heir assumes the duties of his portfolio.

He might be right, too. Nuada certainly draws plenty of strength from his petitioners. Truth is, his essence so permeates the realm that every worthy petitioner merges with the god immediately. Those who aren't worthy wander out of Mag Tuireadh, never to return.

!!Oghma
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/oghma01.png]]
[[caption-width-right:125:Oghma's symbol]]
->'''God of speech and writing, "The Binder, Patron of all Bards"'''
->'''Intermediate god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Speech, writing
->'''Symbol:''' An unfurled scroll or a celtic chalice

Oghma, whose epithet, Grianainech, means "of the sun-like countenance", is the god of eloquence and language. His speeches and words carry great weight with his listeners, and he is often depicted as having gold chains between his tongue and the ears of his listeners; Celts have great respect for the powers of persuasive speech that Oghma personifies. He has the power to communicate his ideas accurately and quickly, swaying any number who hear him to his cause. Oghma invented the beautiful Oghma script which can be easily carved into stone or wood, especially at places devoted to his worship. Oghma is also known to be a champion, both as a warrior and as a patron of ideas.

Oghma enjoys visiting and speaking to his flock in the form of his avatar. He strengthens their collective resolve to worship him, and teaches his priests the arts of his lettering and persuasiveness. Oghma seeks justice and will occasionally go out of his way to see that it is done. He will champion small causes at times, even those that affect but one village with only a few worshippers, if an injustice is brought to his attention.

Oghma usually appears as an old, bearded man. His primary interests are in music and the bardic arts, and the gathering and keeping of knowledge. Love of secrets keeps him traveling, and a body finds him in his Tir na Og realm, the House of Knowledge, only about six months out of every year.

Despite its name, the House of Knowledge is an outdoor land of ancient oaks and clear blue pools, of nights where dancing constellations of burning stars fill the sky and the music of harps echoes through the lonely wood. It's said that Oghma keeps three magical springs scattered throughout the woods (reflecting the Rule of Threes). The spings change location at the god's whim, but the chant is that all have the power to heal any physical damage and leech any poison out of a body.

That's not all. The Spring of Knowledge (the first of the three) also lets a mage memorize two additional spells from his spellbook; other bashers gain an answer to their most pressing question. The Pool of Music (the second of the three) lets a bard cast a suggestion spell the next time he plays for an audience (no saving throw). And the Spring of Poetry (the third of the three) gives anyone the gift of tongues for two days after drinking from the pool.

Oghma's called "the Binder" because he has the ability to see a creature's true name. What's more, he can force fiends into a prison of his own choosing until he decides to release them.

!!Silvanus
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/silvanus01.png]]
[[caption-width-right:200:Silvanus, as depicted in ''Deities & Demigods'']]
->'''God of nature and forests, "The Long-Legged"'''
->'''Greater god'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Nature, Forests, Druids
->'''Symbol:''' Summer oak tree

Silvanus looks like a man with very long legs. He can control any number of animals and creatures of the forest with the sound of his voice. He has the power to make plants grow and/or shrink at any rate he wills. He wears armor made of leaves that act like +5 plate mail and his mallet is constantly with him. This +5 wooden weapon strikes for 5-50 points in his hands. A giant wolfhound fights at his side (regenerates 5 hit points per melee round). It is so fast that no matter how many beings strike at his master, the dog will take the damage. It cannot block spells.

In the deepest reaches of Tir na Og, the vegetation grows thick and feral, the canopy of leaves overhead so dense that it seems all light must surely be blotted out. Here grow the greatest of all trees, and here, in the realm called Summeroak, the god Silvanus makes his home.

Silvanus doesn't seem to have any allies or enemies. He cares only for the balance of nature, and the maneuvers of gods and mortals alike hold no fascination for him. This wins a lot of druids, especially, to his side; they similarly place nature above everything else (even their own lives).

Silvanus is a protector of the places of the druids: their groves, their villages and colleges, and their paths through the woods. There is a 1% chance that he will appear whenever harm is done to a high level druid or his or her grove.

!!The Wild Hunt
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/the_wild_hunt01.png]]
[[caption-width-right:350:The Master and the Pack of the Wild Hunt, as depicted in ''Deities & Demigods'']]
Despite its evil connotations, the Wild Hunt is a manifestation of good life force on the Prime Material Plane. It appears in Celtic lands whenever there is a great force of evil in the area. The source of the evil could be many different things, from an evil wizard or priest moving through the area to an invading evil army. Wherever the druids are and wherever they have built standing stones that the Wild Hunt can use as beacons, the pack and its master are forever on guard against encroaching evil.

The Wild Hunt appears in the world of men as a huge pack of magical dogs led by a great man. The man has dark skin and can either be on foot or at the reins of a two-horse chariot. He carries an enormous spear and wears a metal and leather helmet with antlers. The dogs of the pack are huge beasts that can, at one instant appear as normal (albeit huge) canines and then transform into ferocious, magical animals with green flame coming from their mouth and eyes. When the Wild Hunt approaches, the weather turns for the worse, the winds howl and thunder booms from the heavens. The Wild Hunt fights evil with evil's weapons, namely fear and ferocity.

Celts or other good beings who encounter the Hunt on the move may be swept up by it. All Celts or characters of good
alignment who see the Hunt must make a save versus spells or become part of the Wild Hunt and its mission, accepting
the Master as their leader. Persons so caught up might have to act against their own alignment at the behest of the Master, fighting against those they might otherwise ignore, etc. As it tears across the countryside, the pack will raise a terrifying ruckus, attracting followers and warning evil of its approach.

On any given night there will be only one Wild Hunt, provided there is sufficient evil to warrant it. Once the pack has caught up with the source of evil, it will attack. The pack and the master will fight to the death against the evil. If they are slain, they will appear fresh for a new hunt the following night. If they do not destroy the evil they pursue, the Wild Hunt will return until their prey is driven from Celtic lands or slain.

The Wild Hunt has been known to fight against demigods and heroes who have manifested evil among the Celts. Sometimes destroyed themselves, they have always returned to renew the battle. The forces that seek out evil to destroy it are
eternal, and the Wild Hunt can never be completely annihilated.
[[/folder]]

[[folder: Central American Pantheon]]
!!In General
The Aztec and Maya presented the world with an interesting set of closely related gods, goddesses and creatures that have a moral background similar to that of other ancient mythoi. The beings are just as evil or just as
good; the difference seems to be that they are not moved by anything resembling human thoughts and feelings, unlike the deities of other mythoi. They act only upon their own inscrutable motives.

These beings are said to have come from the stars, and their "plane of origin" is not the same as other mythologies. For the purposes of this work, we will assume that these gods come from the Prime Material Plane of a parallel universe. Commune or gate spells used by the clerics of these deities will only connect with this parallel universe and the plane where their gods dwell. There is no way that others can summon these deities if they do not know the special ceremonies used in contacting them. Also, these deities' unusual nature makes it impossible for them to travel on any planes but the ones that they have worshipers on.

!Aztec Pantheon
!!Ometeotl
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/ometeotl01.png]]
[[caption-width-right:125:Ometeotl's symbol]]
->'''God of creation, "The god-above-all, Of the near-and-close, He who is at the center"'''
->'''Greater god'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Creation
->'''Symbol:''' Footprint

Ometeotl is the progenitor of the gods, who created first himself, then the other gods, and then everything else. In a certain sense, he is the embodiment of the universe, and all things are a part of him. No statue or depiction of Ometeotl has ever been made, for he is as invisible as the wind. The only image of Ometeotl that a man can set are his footprints. At will, Ometeotl can create anything he wishes without tiring.

Ometeotl is the most aloof of all deities and never answers appeals for aid. The only time he will involve himself in human affairs is if those affairs threaten the order of the universe itself. In such cases, he will send his avatar to destroy or correct the problem. Ometeotl seldom sends omens or warnings to worshipers. If they do something that angers him, he simply withdraws his favor. If they do something that threatens his power or the order of the universe, he sends his avatar to destroy them.

Ometeotl's avatar cannot be seen. He carries a razor sharp sword of pure obsidian. If unsheathed, this sword can be
seen. Ometeoti's avatar casts spells as an 18th level wizard and always has access to all spells of all schools.

!!Axayacatl
->'''Hero'''
->'''Alignment:''' NeutralEvil

A contemporary of both Nezahualcoytl and Nezahualpilli, Axayacatl was a great Aztec priest-king who led his city to many military and diplomatic victories over neighboring tribes, often with the help of his allies from Texcoco. He extended and consolidated Tenochtitlan's domination over much of Middle America. He also suffered one of their greatest defeats when he unsuccessfully tried to invade Tarascan territory.

Under Axayacatl's reign, the religion of the Aztecs reached its full development. The great Calendar Stone, over twelve feet in diameter and weighing more than twenty tons, was carved and brought to Tenochtitlan while he ruled.

Axayacatl was an avid worshiper of the Aztec patron deity, Huitzilopochtli. Note that because of the limited number
of spheres this god allows his worshipers to access, Axayacatl does not have as many spells in many levels as might
otherwise be the case.

!!Camaxtli
->'''God of fate'''
->'''Greater god'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Fate
->'''Symbol:''' Human figure holding the sun

This human-appearing god is able to see the past and future of any being and put this information to use in his own way. He is not allowed to kill any being, but he can look into that being's past and discover what force caused the most physical damage to that being, and then recreate that force exactly to again do the same amount of damage. If the proper sacrifices are made in precious metals in an amount of 500,000 gold pieces or more, there is a 25% chance that the god will look favorably upon the sacrificer and do what he can to help for a short period. The sacrifice is always cast into the beyond by the most powerful means available (i.e. a random teleport spell, a limited wish, or the like). In the presence of any light, Camaxtli regenerates 5 hit points per melee round.

!!Centeotl
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/centeotl01.png]]
[[caption-width-right:125:Centeotl's symbol]]
->'''Goddess of agriculture, nature, and corn'''
->'''Intermediate goddess'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Agriculture, Illness, Pain
->'''Symbol:''' Cornstalk

Centeotl is the goddess of agriculture, nature, and corn in particular (she shares this last duty with a male counterpart, Cinteotl). She is a beneficent deity who watches over food crops, but is also the mistress of pain and illness, and has a habit of using her physical charms to lure men to their death. Unlike Tlazoteotl, she seems to do this not out of maliciousness, but because such victims are necessary for the fertility of crops.

Centeotl watches over the harvest, dictating how bountiful it will be based upon the devotion of her worshipers. Although she needs the lives of young men to ensure her cycle of fertility, she tries to reward her victims by allowing them to experience indescribable but total bliss in her avatar's arms before dying. She also judges who will suffer illness and pain, sometimes rather capriciously and sometimes with great fairness and justice.

Omens from Centeotl include insect plagues, crop blights, pollen, and seeing her avatar, which always foretells great
personal calamity, even if the individual does not succumb to her charms.

Centeotl's avatar is a beautiful, golden-haired woman armed with a magical staff of blue jade. She can draw upon the all, elemental, and plant spheres for her spells.

!!Chalchihuitlicue
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/chalchihuitlicue01.png]]
[[caption-width-right:125:Chalchihuitlicue's symbol]]
->'''Goddess of running water and love, "Goddess of the Jade Petticoat"'''
->'''Intermediate goddess'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Flowing water, Love, Children
->'''Symbol:''' Petticoat

Chalchihuitlicue is the deity of running water and was the protrectress of the Fourth Sun. She delights in blessing
chaste loves, sheltering children, and protecting mankind in general. It was througn her influence that her evil husband, Tlaloc, created his paradise for those who die by water. In her true form, she is a beautiful woman wearing a skirt of green jade. She has the power to turn 3-300 humans into any animal form. When the Fourth Sun ended in a devastating flood, she saved mankind by turning her worshipers into fish.

Chalchihuitlicue is a rarity in the Aztec pantheon: a deity who makes a habit of helping mankind. There is a 1% chance that she will send her avatar to aid any worshiper who sacrifices his or her most valuable piece of jade jewelry by throwing it into a bottomless pool. The chance increases to 25% if the sacrificer is a priest making the request on behalf of the needy.

Omens from Chalchihuitlicue often involve the sound of running water, such as an unexplained musical trickling to denote pleasure, or the roar of a waterfall to denote anger.

Chalchihuitlicue's avatar usually appears as a beautiful woman wearing a green jade skirt. She has access to the alteration, enchantment/charm, and illusion/phantasm schools of magic.

!!Huhueteotl
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/huhueteotl01.jpg]]
[[caption-width-right:200:Huhueteotl, as depicted in ''Deities & Demigods'']]
->'''God of fire'''
->'''Greater god'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Fire
->'''Symbol:''' Image of the god

Physically, Huhueteotl appears to be a demon with a humanoid body, reptilian facial features, flames shooting all around him, and hair patches where his red gem armor does not cover him.

The god requires frequent human sacrifices and will punish his erring worshipers with destructive flames whenever a whim takes him. Sacrifices are in the form of valuable articles of clothing or gems and jewels, and they are always thrown into molten areas in mountains. Sacrifices are usually made in the waning of the moon.

The god may cast a beam of searing light once per round that does 50 points of damage per strike and has a range of 2 miles.

The god is also in charge of keeping time in motion, and in this capacity must have a special sacrifice of gems, feather robes, and humans every 52 years. During the fifty-second year, the god has the ability to stop the motion of any one thing in any single day. In this stopped state, that thing cannot be harmed by any force in the Prime Material Plane.

!!Huitzilopochtli
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/huitzilopochtli01.png]]
[[caption-width-right:200:Huitzilopochtli, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/huitzilopochtli02.png]]
[[caption-width-right:125:Huitzilopochtli's symbol]]
->'''God of war, light, lightning, fruit, and crops, "Left-Handed Hummingbird"'''
->'''Intermediate god'''
->'''Alignment:''' NeutralEvil
->'''Domains:''' War, Light
->'''Symbol:''' Eagle

The patron god of the Aztecs, Huitzilopochtli is the god of war, lightning, and of fruit and crops. His translated name, "Left-Handed Hummingbird", is deceiving, for he is a fierce, bloodthirsty god. He was born of a mortal woman, fully grown, wearing blue jade armor, and carrying a blue javelin. He resembles a blue-skinned man with hummingbird feathers decorating his head and left leg, though when acting in his guise as a lightning god he sometimes resembles a serpent. He can send a 10d10 lightning bolt to any location on the Prime Material Plane.

Huitzilopochtli is quite active in the affairs of men. Assuming they perform the proper rites, his worshipers can count on him for sound advice. Those who have offended him will find their weapons mysteriously dulled or rotted, usually at an inopportune moment. Other omens include violent lightning storms, an unexplained stench of death, and mysterious battle sounds in the night.

Huitzilopochtli's avatar takes the form of a warrior who has won great victories in the distant past. The avatar is always armed with a blue javelin. When the avatar leaves, his physical shell, the body of a great warrior, remains behind. Although no longer divine, the hero remains a force to be reckoned with. He lives for the remainder of a normal man's life, but is +3 on all saving throws.

!!Ixtlilton
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/ixtlilton01.png]]
[[caption-width-right:125:Ixtlilton's symbol]]
->'''God of healing and medicine, "Little Black Face"'''
->'''Lesser god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Health
->'''Symbol:''' Sumac branch

Ixtlilton is the deity who keeps humans healthy and free of disease, or who helps them recover from disease. An impish deity of dark complexion, Ixtlilton's touch cures all diseases, no matter how serious.

Ixtlilton is dedicated to relieving human disease, but no one seems to know exactly why, perhaps because he has never slowed down long enough to explain his motivation. All a person need do to receive Ixtlilton's help is be sick and pray for it. Evil beings stand a 1% chance of being visited by him, neutral beings a 10% chance, good beings a 25%
chance, his worshipers a 50% chance, and his priests a 75% chance. Persons lucky enough to receive a visit from Ixtlilton seldom realize it; they simply begin getting better. Ixtlilton is too busy to send omens or portents to his worshipers.

Ixtlilton's avatar is an impish, dark-skinned man. He can draw upon spells in the all, creation, healing, necromantic, plant, and protection spheres.

Ixtlilton's avatars are unique in that they spend most of their time on the Prime Material Plane, and can sometimes be glimpsed scurrying from house to house at a dizzying pace. Unfortunately, there are many more sick people than they can reach, which is why so many humans die of disease.

!!Metzli
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/metzli01.png]]
[[caption-width-right:125:Metzli's symbol]]
->'''Goddess of the moon, "Lady of the Night"'''
->'''Intermediate goddess'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Night, Animal growth
->'''Symbol:''' Crescent moon

Metzli, the Lady of the Night, is the goddess of the moon. She is the kindly patron of all animal growth. But she is also the goddess who brings the terrible things of the night, cold damp air, the poisons of the atmosphere, ghosts, and other fearful shapes and shadows. Metzli is the deity who brought light to the world by throwing a leper into a bonfire, then walking into the flames herself. As the pair vanished, the night gave way to the day.

In her home on the moon, she is a beautiful, ghostly woman of silver light. She has the power to instantly increase or decrease the size of any animal up to five times (with a corresponding change in HD, hit points, strength, and damage).

On the surface, Metzli seems an enigmatic contradiction. She is a beneficent goddess of night who created day, yet she also presides over the terrible creatures of the night. What humankind does not realize, and what Metzli has no interest in explaining, is that she is concerned with far more than the welfare of human beings, and the creatures of darkness are of crucial importance to her.

Omens from Melzli take the form of visits from shadowy creatures in the late hours of night.

Metzli's avatar takes the form of an albino female warrior. She is armed with a magical sword of white metal that cuts through any armor as if it is five armor classes worse than normal. Metzli's avatar has access to spells in the illusion/phantasm school of magic.

!!Mictlantecuhtli
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/mictlantecuhtli01.png]]
[[caption-width-right:200:Mictlantecuhtli, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/mictlantecuhtli02.png]]
[[caption-width-right:125:Mictlantecuhtli's symbol]]
->'''God of death'''
->'''Intermediate god'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Death
->'''Symbol:''' Dog totem (itzcuintli) or skull and crossbones

Mictlantecuhtli, with his wife Mictanchihuatl, rules over the Aztec afterlife from Tlalxicco, the ninth and lowest level of the Aztec underworld. People unlucky enough not to die during an activity presided over by another god (in combat, as prisoners, during childbirth, etc.), must undertake the journey across the nine rivers of the Aztec underworld. Here, under the watchful eye of Mictlantecuhtli and his wife, they endure neither pain nor pleasure, just a dreary eternal existence.

In their true forms, Mictlantecuhtli and Mictanchihuatl resemble emaciated human beings with skull-like heads, bulging eyes, and claw-fingered hands. They have control over the dead, and it is only with their blessing that a raise dead spell may function.

As deities of the underworld, Mictlantecuhtli and Mictanchihuatl are unconcerned with human events. They do, however, demand the payment of a small amount of blood from any of their followers who cast a raise dead spell (treat this as an additional component of the casting process). Their omens often include the hoot of an owl, a dream in which the sleeper dies, and having a vulture land on one's shoulder, all of which presage death.

Mictlantecuhtli's avatar resembles an emaciated human being with a skull-like head and bulging eyes. He has access to the combat, divination, elemental, or necromantic spheres.

!!Nezahualcoytl
->'''Hero'''
->'''Alignment:''' NeutralGood

By many accounts, Nezahualcoytl was the greatest priest-king to rule in the Valley of Mexico. He was the ruler of Texcoco, an uneasy ally of the early Aztecs. He began his early life in exile from political vengeance, then returned
to power and restored the fortunes of his people. He was a just, able administrator, a capable general, and an avid astronomer. Nezahualcoytl believed in an all-powerful deity from which the power of the other gods was manifested.

!!Nezahualpilli
->'''Hero'''
->'''Alignment:''' LawfulNeutral

Nezahualpilli was the son of Nezahualcoytl, and was also one of the greatest priest-kings of Middle America. He was an intelligent ruler who wisely saw the necessity of making an alliance with Tenochtitlan and, therefore, saved his city-state from a terrible defeat. He was a good king and general who ruled Texcoco for many years, but he did not share his father's interest in just administration.

!!Quetzalcoatl
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/quetzalcoatl01_8.png]]
[[caption-width-right:200:Quetzalcoatl, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/quetzalcoatl02.png]]
[[caption-width-right:125:Quetzalcoatl's symbol]]
->'''God of the air and wisdom, "Law Giver"'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Air, Wisdom
->'''Symbol:''' Feathered snake with wings

Quetzalcoatl is known all over Middle America as the feathered serpent, god of the wind. He is also a god of wisdom, a teacher of peaceful arts, a patron of the arts, the founder of metallurgy, and the protector of the Second Sun. Long before Tenochtitlan's founding, Quetzalcoatl was chased from the Valley of Mexico by a rival god. Before leaving, he promised to come back in 500 years and avenge himself. The Aztecs are awaiting the noble god's return with trepidation, for he would not approve of many of their current practices. He makes his home on Venus, where he appears as a flying serpent covered with green feathers.

Also known as Kukulcan, or (in his capacity as wind god) Ehecatl, this god appears in a bewildering number of forms, and while he usually acts as per his alignment, there are times when he works in evil ways (making it very hard to align him). He appears occasionally on our plane and works closely with his worshipers against other gods. When in battle, the god will usually assume a monster form and use that to attack with, but if he suffers a great loss of hit points, he will take the form that he had assumed at the beginning of the battle and quadruple its powers and reattack. He fights until his side has won the battle or until he has been personally defeated in combat.

He cannot be hurt by creatures of the same form he is using; in other words, when he is in the form of a dragon, he cannot be hurt by any dragon type, and when he is in the form of a magic-user, he cannot be hurt by magical spells.

Quetzalcoatl was the mightiest god of the mythos, though his claim is disputed by the followers of Tezcatlipoca, his arch-enemy.

Quelzacoatl is preparing to return to the world and is recruiting worshipers. Any priest of good alignment may receive a visit from an avatar. The avatar altempts to recruit the priest, saying that the evil Fifth Sun must be brought to an end. Quelzalcoatl's omens and portents include wind storms, the presence of birds (especially talking ones), and whispering voices.

In avatar form, Quetzalcoatl usually appears as a talking, feathered snake. The avatar has access to priest spells in any sphere.

!!Tezcatlipoca
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/tezcatlipoca02.png]]
[[caption-width-right:200:Tezcatlipoca, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/tezcatlipoca03.png]]
[[caption-width-right:125:Tezcatlipoca's symbol]]
->'''God of night and treachery, "The Smoking Mirror"'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Night, Treachery
->'''Symbol:''' Jaguar or black mirror

Tezcatlipoca's name, which means "Smoking Mirror", seems particularly appropriate. He was worshiped by the Toltecs, the Aztec's predescessors, as a sun/warrior god who fought a daily battle against the night. He was also credited with ripening crops, but was also feared because of his ability to bring on droughts. Tezcatlipoca was the guardian of the First Sun until being knocked from the sky by Quetzalcoatl as he ushered in the Second Sun. Tezcatlipoca's fall resulted in his transformation first into a jaguar, then into the constellation Ursa Major.

After his fall, Tezcatlipoca's role changed. Though the Aztees still regarded him as a patron of warriors, he was now
the god of night and the benefactor of witches, thieves, and other evil-doers. A great spreader of disorder and strife, Tezcatlipoca never forgave Quetzacoatl for his fall, and eventually evened the score by using treachery to topple Quetzalcoatl's guardianship of the Fourth Sun.

In his home in Ursa Major, Tezcatlipoca is invisible and ubiquitous, or he appears as a one-footed man with a round
mirror of black obsidian in place of the missing foot. By gazing into this mirror, he can see what any mortal on the Prime Material Plane is doing. If it is somehow separated from Tezcatlipoca, the mirror becomes a mirror of life trapping.

Tezcatlipoca is the second most powerful god in the Aztec pantheon, a position he guards jealously. He often assigns his priests tasks designed to erode the support of rival gods. On rare occasions, he has even been known to appear personally (though not on the Prime Material Plane) to further some particularly important scheme. He is especially vigilant in regards to the Quetzalcoatl's worshipers, and places special emphasis on exposing schemes to help their deity prepare for his return.

Omens and portents from Tezcatlipoca tend to be direct and forceful. More than once, he has frightened a worshiper by causing his image to appear in a mirror and issue instructions. Other omens include sudden darkness, being trailed by
a jaguar, and evil faces appearing in obsidian utensils.

Because of his jealously, Tezcatlipoca tolerates no shortcomings in his priests, and he is particularly vigilant about watching their activities in his obsidian mirror. Minor transgressions are punished by a denial of spells and, usually, a visit from some of Tenochtitlan's more unsavory thieves. In the case of major offenses, Tezcatlipoca usually sends an avatar to end the offender's life.

Most often, Tezcatlipoca's avatar takes the form of a giant black jaquar, but he occasionally appears as a thief of indeterminate age when the jaquar form would be inappropriate. The attack forms listed above are for his jaquar form. In human form, he receives only two attacks per round. However, in human form, he uses an obsidian fang dagger +4. The fang dagger functions as a dagger of venom, save that the victim must make a saving throw any time he is hit.

!!Tlaloc
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/tlaloc02.png]]
[[caption-width-right:200:Tlaloc, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/tlaloc03.png]]
[[caption-width-right:125:Tlaloc's symbol]]
->'''God of rain and moisture, "He who makes things grow"'''
->'''Intermediate god'''
->'''Alignment:''' LawfulEvil
->'''Domains:''' Rain, Moisture
->'''Symbol:''' Deer totem (mazatl) or serpent chasing its tail

Tlaloc, "he who makes things grow", is the god of rain and moisture, who presided over the Third Sun. He is a cruel deity who delights in the torture of helpless innocents. Given his evil nature, it seems strange that Tlaloc has created Tlalocan, a gay paradise reserved for the victims of death associated with water (such as drowning or being broken on the rocks by a great wave). Tlaloc makes his home on the tops of the highest mountains, and resembles a man with a snake-like head, save that he has tusk-like teeth and white rings around his eyes. He is married to Chalchihuitlicue.

With his great tusks and goggle eyes, Tlaloc's appearance is quite impressive. He wears all black but for a garland of white feathers.

At each full moon, a priest of Tlaloc sacrifices a child or baby to Tlaloc. Once a year, there is a great festival held in his honor. Numerous babies are bought or taken from the populace. These babies are sacrificed to Tlaloc, after which the priests cook and eat them. If the babies cry during the sacrifice, this is taken as a good sign that rain will be abundant during the coming year.

If pressed hard in battle, Tlaloc will summon a bolt of lightning, and he will fight with this against all comers. The bolt of lightning will do 40 points of damage to all those in armor, 30 points of damage to all those wearing clothes, and 20 points of damage to all naked flesh it hits. He uses the lightning bolt as if it were a weapon instead of a spell.

Tlaloc has four pitchers of water which he may pour over areas of the Prime Material Plane as indications of his mood. He uses the first pitcher, which contains good water, only when his priests have performed their rites witn the proper zeal. The other three he uses to express his displeasure: tne second pitcher contains water filled with spider eggs and webs that bring blight, the third with water that turns to frost, and the fourth with water that causes fruit to rot. Other omens of Tlaloc's displeasure include too little or too much rain, drought, and floods.

Tlaloc's Avatar appears as a man with a snake-like head and armed with a magic, razor-sharp sword of pure obsidian. He has access to the all, animal, elemental, healing, plant, and weather spheres.

!!Tlazolteotl
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/tlazoteotl01.jpg]]
[[caption-width-right:200:Tlazolteotl, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/tlazolteotl02.png]]
[[caption-width-right:125:Tlazolteotl's symbol]]
->'''Goddess of guilty loves, pleasure, and vice'''
->'''Intermediate goddess'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Bodily pleasure, Vice
->'''Symbol:''' Ocelot totem (ocelotl) or red serpent's head

Tlazolteotl is an eater of filth and a sinister seductress who tempts virtuous men to their ruin. In her true form, she appears as a scantily-clad woman of great beauty, though she is a gifted illusionist who can appear in many guises.

Although Tlazolteotl herself is base and debauched, she demands that humankind follow a strict moral code, and delights in punishing humans who do not. To this end, she sends her avatar to Tenochtitlan to test the resolve of good men. Often, the avatar uses her invisible dagger to slay the victim after he has succumbed to her charms.
But in the case of powerful men, she prefers to expose the indiscretion in such a manner as to ruin his life and reputation.

Omens from Tlazolteotl include offal raining from the sky, unexplained yearnings, and physical pleasure inappropriate
to the circumstance.

Tlazolteotl's avatar is a beautiful woman who, while dressed appropriately to the occasion, reveals as much of her charms as possible. Tlazolteotl's avatar casts spells only from the illusionist school of magic.

!!Xochipilli
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/xochipilli01.png]]
[[caption-width-right:125:Xochipilli's symbol]]
->'''God of beauty, happiness, music, and gambling, "Prince of Flowers"'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Beauty, Happiness, Good and bad luck
->'''Symbol:''' Monkey totem (ozomahtli) or flower

Xochipilli, the "Prince of Flowers", is the god of beauty, happiness, music, and gambling. Along with his twin sister, Xochiquetzal, he is responsible for much of what men find joyful in life. He is a benevolent but fickle god who seldom blesses a man with his gifts for long. In his true form, he has the body of a young man, but his face is that of a decaying corpse.

Xochipilli has a mercurial disposition. Sometimes he takes great pleasure in helping his worshipers, other times he inflicts great hardships on them for little reason. Anyone sacrificing an important magic item to him by throwing it into the street and walking away stands a 1% chance of attracting his attention. If the person is about to take an immensely big gamble, this chance increases to 25%. If he responds to the sacrifice, Xochipilli will aid the worshiper by allowing him to make a second die roll at some critical moment. Omens from Xochipilli include unexplained music, a run of good or bad luck, and the sudden urge to sing.

Xochipilli's avatar is a well-proportioned young man with the head of a corpse. He carries a large axe with an obsidian blade that never grows dull or chips. Xochipilli may select his bard spells from any school of magic.

!!Xochiquetzal
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/xochiquetzal01.png]]
[[caption-width-right:125:Xochiquetzal's symbol]]
->'''Goddess of flowers, dance, and proper love'''
->'''Intermediate goddess'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Love, Flowers, Celebrations
->'''Symbol:''' Rose

Xochiquetzal is the goddess of flowers, dance, and proper love. Along with her twin brother, Xochipilli, she is responsible for much of what men and women find joyful in life. However, as the goddess of love, she is somewhat less fickle than her twin, though that is not to say that she is entirely constant, either.

In her true form, Xochiquetzal is a woman of such beauty and gaiety that all men who see her fall in love with her. She has the power to make any man fall in love with any woman.

Though not intimately involved in human affairs. Xochiquetzal occasionally answers (10% chance) the joint plea of a man and woman in love, though their relationship cannot be hidden or illicit in any manner. She is especially concerned with countering the efforts of Tlazolteotl to lure good men into guilty loves.

Omens from Xochiquetzal include the unexpected appearance of a blooming flower, the sudden withering of a flower already in bloom, and the uncontrollable urge to dance.

Xochiquetzal's avatar takes the form of a woman of tender countenance and incomparable beauty. She can cast her bard spells from any school of wizardry.

!Maya Pantheon
!!Camazotz
->'''God of bats'''
->'''Lesser god'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Bats
->'''Symbol:''' Giant bat

This god appears as a huge bat and is always found with 1,000 normal bats flying around him. He may be tempted to comply to a summom by a being that offers many insects for his followers. Priests can actually appease this deity by offering him insect plagues.

His claws do 2-20/2-20 and a save is necessary versus (paralytic) poison; his bite does 3-30 with the same save. Any weapons cast in the darkness at him will not touch or harm him.

!!Hunapu and Xbalanque
->'''Twin heroes'''
->'''Alignment:''' LawfulGood

The twin brothers are legendary for their thirst for revenge. Their father was killed by beings of the underworld and so they went down and defeated these beings in games and battle. They were expert with the blow gun and could shoot their darts up to 200 yards away with accuracy (short range = 50 yards, medium range = 135 yards).

In hand-to-hand combat they use axes which inflict 1-10 points of damage, but they try hard not to get close enough to be forced into that situation. They are resistant to cold and fire so that one point is subtracted from every die of damage they take.

!!Itzamna
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/itzamna01.png]]
[[caption-width-right:200:Itzamna, as depicted in ''Deities & Demigods'']]
->'''God of medicine'''
->'''Greater god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Medicine
->'''Symbol:''' Red hand

Itzamna normally appears to men in the guise of a toothless old man, with sunken cheeks and a Roman nose, leaning on a crooked staff. However, he may also assume the form of light in one of its myriad aspects, e.g. a blazing globe, a fading ember, or a dusty moonbeam, and when in this guise he may take on any size. Itzamna often travels in the world of men. He may see everything that transpires in the world if there is a light source present, much like a wizard eye spell.

Itzamna is the friend and benefactor of men, instructing mankind in medicine, drawing and letters. He is often called upon by his clerics to intercede for man with the other gods in times of calamities and sicknesses. In his dealings with the other gods he rarely relies on the strength of his arms, using his wits to cause his fellow deities to react favorably towards man.

Itzamna is the son of the sun-god, Tezcatlipoca, and tries to temper his father's harsh dealings with man. If Itzamna is ever in a desperate situation he will call upon his father for help. The god of medicine is by no means a weakling and if battle is forced upon him he will strike with either his staff or with scintillating beams of light (depending upon his form) for 3-24 points of damage. Whenever he is attacked he will become surrounded by a nimbus of light which acts as a protection from evil 6" radius and as a robe of scintillating colors. In light form, ltzamna is intangible, and it requires +2 or better magical weapons to strike him. He is also capable of drawing any one symbol per round in the air.

Clerics of Itzamna will deal only with spells to bless and heal (abjuration and necromancy) or spells of a written nature (symbols). They are friends to all good creatures and are loath to do combat unless there is no other recourse. These Clerics wear few garments or just a coarse robe and carry a staff and medicine pouch. Often they may be identified by a necklace with a red hand ornament. They are usually excellent scribes.

Ceremonies to Itzamna are held throughout the year, particularly in relation to the planting of crops. Sweet balsam is burned and squirrels are sacrificed to him.
[[/folder]]

[[folder: Chinese Pantheon]]
!!In General
The Chinese image of the Heavens is that of a great bureaucracy. Many of the deities exist to perform a special task and watch over a special area of life. Each god is supervised by a more important deity, who is responsible for seeing that things are done correctly. Every being is accountable to the Emperor of the Heavens. Every year the gods send reports to their supervisors, and it is not uncommon to be promoted or demoted for work done during the year.

Clerics play several roles in this master plan. They support the existing mortal government and preach the divinity of their emperor. The emperor in every case is not only the head of the state, but also the head of the church (thus gifted with high priest powers by the gods). The atonement for all sins by both the clerical staff and mortal worshipers is a matter of sacrificing items of value commensurate with the improper act. If the deed was severe enough (judge's option as to this in AD&D terms) the atonement might even be death. Clerics must travel about the countryside preaching to rich and poor alike.

!!Shang-Ti
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/shangti01.png]]
[[caption-width-right:200:Shang-Ti, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/shangti02.png]]
[[caption-width-right:125:Shang-Ti's symbol]]
->'''Supreme god of the heavens, god of the sky and agriculture, "The Celestial Emperor"'''
->'''Greater god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Creation, Social order
->'''Symbol:''' Shaft of yellow light in a fist or jade dragon

Shang-Ti (full name: Yu-Huang-Shang-Ti) is the Supreme Ruler of the universe. He is the giver of life, the vitalizing power of the earth, the bestower of the Mandate of Heaven, the supreme judge, forgiver, savior of mankind, and the personification of heaven itself. As the head of the Celestial Bureaucracy, all other deities rule through his grace and authority. His word is law among all gods and goddesses, and he is the final arbitrator in any dispute among them. In his true form, Shang-Ti is an ethereal, aged man with a bald head and a long white beard.

Shang-Ti runs the Celestial Bureaucracy with the welfare of the Chinese Empire at heart. He never gets angry, but will replace any subordinate god who fails to perform his duty correctly. In cases of corruption, Shang-Ti has returned even the most powerful gods to mortal form and sent them to the Afterworld to be punished for their misdeeds.

Omens come from Shang-Ti only when the Emperor has lost his Mandate from Heaven. In such times, the Empire is besieged by natural disasters such as plagues, floods, and earthquakes.

Shang-Ti looks down on the "barbarous" deities of the planes, and won't deal with any of them, not even the leaders of other pantheons, except for Primus, the patron of the modrons. Primus is the only outsider, it seems, who's lawful and orderly enough to tumble to the workings of the Celestial Bureaucracy.

Small wonder, then, that Shang-Ti makes him home, the Jade Palace, on Mechanus. But it sits on a gear far from Regulus (the home of Primus) so that minor modrons can't interfere with the pristine state of the realm. The streets are lined with carefully ordered parks, libraries of lost knowledge, and other architectural wonders, each leading toward the Emperor's palace, the center of the entire Bureaucracy. Once there, it seems a body has to fill out a form for ''everything''.

!!Chao Kung Ming
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/chaokungming01.png]]
[[caption-width-right:200:Chao Kung Ming, as depicted in ''Deities & Demigods'']]
->'''Demigod of war'''
->'''Demigod'''
->'''Alignment:''' NeutralGood
->'''Domains:''' War
->'''Symbol:''' Black pearl

This god appears as a very muscular man with bright red skin. He wears special +3 scale mail that does not interfere with the use of his monk abilities. He rides a giant flying tiger into battle. This god is able to travel from plane to plane with however many beings he wishes. He strikes with a spear of power for 10-60 points of damage.

!!Ch'eng Huang
->'''Divine guardians of specific localities'''
->'''Demigods'''
->'''Alignment:''' Usually lawful and/or good
->'''Domains:''' Specific locality
->'''Symbol:''' Varies

The Ch'eng Huang are place gods, divine guardians of specific localities. Most often these localities are villages, cities, or towns, but they have been known to guard bridges, mountains, and other areas of importance. Sometimes known as the "Gods of Walls and Ditches", they are charged with protecting the inhabitants of the town in which they are honored. Usually, Ch'eng Huang are spirits of mandarins or bureaucrats who served the town well during their mortal life, and who were subsequently nominated by a Celestial Bureaucrat for the honor of protecting it in the Afterlife.

The responsibilities of the Ch'eng Huang are not limited to protecting their places from outsiders. They are frequently consulted by the local governor or prefect to learn the identity of notorious thieves, to ask advice in making crucial decisions, and for guidance in any difficult task. Most often, the Ch'eng Huang deliver their responses in the form of poems heard in dreams.

When the Ch'eng Huang's avatars are seen, they usually resemble the mortal from whom they were created. For their spells, they can draw upon a wide variety of spheres (though seldom more than three at a time) that will reflect the nature of the place sacred to them.

!!Chih-Chiang Fyu-Ya
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/chihchiangfyuya01.png]]
[[caption-width-right:200:Chih-Chiang Fyu-Ya, as depicted in ''Deities & Demigods'']]
->'''God of archers, Punisher of the gods'''
->'''Demigod'''
->'''Alignment:''' LawfulEvil
->'''Domains:''' Archery
->'''Symbol:''' Green longbow

This god has fiery red skin resembling scales, a black demonic head with tusks, elephant ears, a large set of leathery wings with a span of 40 feet, a humanoid body, and cloven hooves. With his bow he can hit any target within sight, and is able to reverse any weapon thrown through the air at him and send it back at its caster.

His bow is magicked so that use of it by anyone else will cause the arrows to fly at the user. The god can shape change at will and wears green +4 plate mail in battle. His arrows inflict 2-20 points of damage when they hit and his sword strikes for 2-24 points in hand-to-hand combat.

It is the duty of Chih-Chiang Fyu-Ya to avenge offenses against the gods, particularly desecration of temples.

!!Chih-Nii
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/chihnii01.png]]
[[caption-width-right:125:Chih-Nii's symbol]]
->'''Goddess of spinning, weaving and love'''
->'''Intermediate goddess'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Spinning, Weaving, Love
->'''Symbol:''' Spinning loom

The daughter of Shang-Ti, Chih-Nii is the goddess of spinners and weavers. She makes clothes for all the gods of heaven, a task that keeps her so busy that she has had no time to find a husband. Fortunately for Chih-Nii, however, her sister convinced her to take a rest and go to earth.

While the women were bathing in a stream, a cowherd came along and hid Chih-Nii's clothes. When he would not return them, Chih-Nii was forced to remain on earth and eventually fell in love with the mischievous cowherd. Unfortunately, the gods soon recalled Chih-Nii. Recovering Chih-Nii's clothes from their hiding place, the cowherd tried to follow her to heaven, but Shang-Ti stopped the mortal on the far side of the Celestial River (the Milky Way). Chih-Nii may
now cross the Celestial river to visit her lover only on the seventh day of the seventh month each year, when the magpies gather to make a bridge with their wings.

As the patron of spinners and weavers, Chih-Nii watches over women who earn their living by making clothes. Her main interest, however, is women who have found love late in their lives, and there is a 10% chance she will send her avatar to punish any male who jilts such a woman.

Chih-Nii's avatar is a very shy but beautiful woman. She can draw upon any school of magic for her wizard spells, and
upon the all, charm, divination, elemental, healing, protection, and summoning spheres for her priest spells.

!!Chih Sung-Tzu
->'''Lord of rain'''
->'''Greater god'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Rain
->'''Symbol:''' Small red bird with one leg

This god appears as a very muscular man. He always wears a blue war helm, giving him the power of constant haste and flying at twice the speed he could attain by himself (i.e., 48"). He prefers to ride a storm cloud that travels at 24" and is able to support up to 10 beings of any size. Like Shang-Ti, he can create weather of any type upon command. His suit of +3 scale mail appears to be badly rusted, and when any other metal touches it, that metal completely rusts away (no saving throw). His +3 mace strikes for 3-30 points per hit.

!!Chung Kuel
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/chungkuel01.png]]
[[caption-width-right:125:Chung Kuel's symbol]]
->'''God of truth and testing'''
->'''Intermediate god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Truth, Testing
->'''Symbol:''' Open book or ruler and writing brush

Also known as K'uei Hsing, Chung Kuel was a brilliant mortal who finished first in all of his examinations. However, he was so ugly that the Emperor would not affirm his success. When the despondent Chung Kuel threw himself into the sea, a turtle saved his life. The Emperor took this as a divine sign and acknowledged the examination result.

Chung Kuel served so efficiently and honestly that Shang-Ti granted him immortality, making him assistant to Wen Chang Ti, god of literature. Eventually, as the need for bureaucrats increased, Shang-Ti created a ministry to watch over truth and the examination process, placing Chung Kuel in charge of it. In his true form, Chung Kuel is a finely dressed man with a magnificent pot-belly, a hairy nose of grotesque proportions, red-rimmed eyes, and a tiny chin completely lost beneath the folds of his bulging cheeks.

Chung Kuel's primary duty is to oversee the imperial examinations. There is a 50% chance that he will notice any cheating. This chance increases to 75% if magic is used. When a cheater is noticed, his test paper bursts into flames in his hand, inflicting 2d6 points of fire damage (no save allowed).

Chung Kuel's avatar resembles the god himself: finely dressed and repulsively ugly. He can draw upon any sphere for his spells. In addition, he may also cast any wizard spell as if it were a priest's spell of the same level.

!!Dragon Kings
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/dragonkings01.png]]
[[caption-width-right:125:The Dragon Kings' symbol]]
->'''Rulers of the four seas'''
->'''Demigods'''
->'''Alignment:''' Varies
->'''Domains:''' Sea, Rain
->'''Symbol:''' Dragon

The Four Dragon Kings, Ao Ch'in, Ao Kuang, Ao Jun, and Ao Shun, are the rulers of the four seas which surround the earth. Each inhabits a magnificent crystal palace beneath the sea under his control. To aid them, each has a cabinet of ministers made up of the greatest members of each species of animal in his sea. They also have an army of fish, crabs, and crayfish who serve as watchmen and who police the sea floor.

Of more importance to the peasants who worship the four dragon kings, however, are their terrestrial duties. They are
responsible for bringing rain to the sections of the earth adjoining their seas, but can only do so on the orders of the Celestial Emperor himself. The dragon kings also oversee their smaller relations, the chiang lung, who dwell in every river, lake, and waterway in China.

In their true form, the dragon kings are huge, serpent-bodied oriental dragons. They can also take the form of men or
women.

Generally speaking, dragon kings remain aloof from human affairs and do not respond to worship or flattery.

As they have no avatars, dragon kings must appear themselves when they want something done. Because of their unusual natures, they are permitted to travel to the Prime Material Plane and are an exception to the rule forbidding gods to set foot on the earth in person. They can cast up to two wizard and priest spells of each level per day, selecting from any sphere or school of magic.

!!Fei Lien and Feng Po
->'''Counts of the wind'''
->'''Demigods'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Wind
->'''Symbol:''' Lightning bolt on a black background

These beings appear as men. They use plus 2 armor in battle with lightning bolt swords that have no plus in hitting power but strike for 2-20 points of electrical damage. They ride a piece of the wind which travels 24" per turn and cannot be hit by anything. They have a large sack from which winds (as a staff of wizardry) blow whenever an opening is made.

!!Fu Hsing
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/fuhsing01.png]]
[[caption-width-right:125:Fu Hsing's symbol]]
->'''God of happiness and joy'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Happiness, Joy
->'''Symbol:''' Bat

Fu Hsing is the god of happiness, who sees to it that each man receives his share of joy. Originally, Fu Hsing was a mortal magistrate named Yang Cheng. Yang saved the people from the emperor Wu-ti's intolerable tax levies in the sixth century A.D. In return for his bravery and selflessness, the Jade Emperor made him immortal and assigned him the cheerful task of spreading happiness. Fu Hsing is a small, cheerful man with a ready smile.

Fu Hsing is a jolly deity who takes great pleasure in executing his duties. A prayer from any unhappy person who truly deserves happiness is 90% likely to bring a response from Fu Hsing. Often, he sends his avatar to heroes to ask them for help on behalf of the distressed person. If a party answers such a request and helps the person, they are sure to be rewarded. Sometime in the future, at their most desperate hour, Fu Hsing will send his avatar to their aid.

Fu Hsing's avatar often appears as a grimy old man carrying a beat-up lute and singing a jolly song in a robust voice. He can cast draw upon any school of magic to cast any spell appropriate to his level as a bard.

!!Kuan-Ti
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/kuanti01.png]]
[[caption-width-right:200:Kuan-Ti, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/kuanti02.png]]
[[caption-width-right:125:Kuan-Ti's symbol]]
->'''God of war and fortune telling, "The Arbiter"'''
->'''Intermediate god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' War, Fortune telling, Diplomacy, Protection
->'''Symbol:''' Black-winged chariot

Though he's often called the god of war, Kuan-Ti, also known as Huan-Ti, is more truly a power for peace. His real love is for diplomacy, for the carefully worded deals that bring the greatest happiness to each side of a disagreement. It's only when two factions can't reach a compromise (a sad day, in his eyes) that he becomes a war god, and even then, he judges which side is more worthy to win.

Occasionally, he enjoys using his intellectual prowess to predict the future, which accounts for his position as the god of fortune telling. In his true form, he appears as a large, muscular man with green armor and red skin.

Chant is Kuan-Ti's set his sights on resolving the Blood War, that he's working to make the baatezu and tanar'ri cease their fighting and come to a mutually profitable agreement, and, naturally, he's trying to keep the fiends from sacking the Upper Planes once it's done. If he could manage this, his fame would spread far and wide; it might even win him a promotion.

Kuan-Ti's realm on Elysium is called Valorhome. A serene air pervades the tree-lined streets, the pattern of which is laid out in a cunning mosaic in the center of the realm. Any disagreements here must be talked out; it's physically impossible for a body to draw a weapon or strike out in anger here.

!!Kuan Yin
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/kuanyin01.png]]
[[caption-width-right:200:Kuan Yin, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/kuanyin02.png]]
[[caption-width-right:125:Kuan Yin's symbol]]
->'''Goddess of mercy and child bearing, "Lady who brings children"'''
->'''Intermediate goddess'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Childbirth, Mercy
->'''Symbol:''' Image of the goddess holding a child or infant lying on a lotus flower

Kuan Yin is one of the most popular gods of ancient China, for she is the goddess of mercy. She constantly strives to ease suffering of all kinds, and is especially fond of rescuing shipwrecked sailors, curing the diseased, and protecting endangered women and children. Her surname, Sung-Tzu-Niang-Niang ("Lady who brings children"), reflects her place as the goddess of human fertility. In this role. she makes sterile woman fertile and brings souls to newborn children. In either aspect, Kuan Yin's true from is that of a slim young woman dressed in white.

Kuan Yin is dedicated to compassion and peace, especially where women and children are concerned. When somebody commits a violent act that affects children, there is a 1% chance per child and/or woman affected that she will notice and send her avatar to intervene. The person responsible will always be punished severely, though not by the loss of life. Omens from Kuan Yin are often delivered by talking infants. Any woman stealing a pair of slippers from Kuan Yin's temple will become pregnant.

!!K'ung Fu-tzu
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/kungfutzu01.png]]
[[caption-width-right:125:K'ung Fu-tzu's symbol]]
->'''God of social behavior, "Great Teacher"'''
->'''Lesser god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Social behavior, Veneration of the past
->'''Symbol:''' Scroll and writing brush

K'ung Fu-tzu, known as Confucius to westerners, is the Great Teacher. He is one of the great philosophers who advised the rival lords during the turbulent period of "The Hundred Schools". K'ung Fu-tzu tried to teach his fellow Chinese (especially rulers) to respect the wisdom of the past, to behave courteously and unselfishly, to be loyal to their family, friends, and countrymen, and to strive to do that which is right. By doing these things, he believed, life would become much more rewarding and serene for all men. Because of K'ung Fu-tzu's great deeds, Yen-Wang-Yeh sent the sage to eat the peaches of immortality when he presented himself at the First Law Court of the Afterworld.

K'ung Fu-tzu is concerned primarily with proper government and social relations, especially as fixed by the traditions of the esteemed past. When he notices a good-intentioned but inept or bungling ruler (15% chance), he often sends his avatar down to act as the man's advisor. If he notices a corrupt ruler or high-level bureaucrat (50% chance), his avatar will be sent to expose the man. Omens from K'ung Fu-tzu usually include unexpected discord at court, peasant rebellions, and the breakdown of normal social relationships.

K'ung Fu-tzu's avatar appears as a well-dressed sage of venerable age. He can draw upon the all, charm, guardian, healing, and protection spheres for his spells.

!!Lao Tzu
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/laotzu01.png]]
[[caption-width-right:125:Lao Tzu's symbol]]
->'''God of mystical enlightenment'''
->'''Lesser god'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Mystic insight, Nature
->'''Symbol:''' Yin-yang circle

Lao Tzu is the legendary philosopher who compiled the ''Tao-te-Ching'', the basis of Taoist thought. After finishing this wonderful book, Lao Tzu was deified. He mounted a green ox and rode away into the sunset. Lao Tzu is now venerated as the founder of Taoism. He is worshiped by mystical philosophers hoping for assistance in achieving true enlightenment.

Lao Tzu is in charge of intuitive knowledge and mystical enlightenment, which he grants sparingly. Lao Tzu is fond of visiting his temples and orders in avatar form. Here, he tests his worshipers' knowledge by drawing them into heated philosophical debates. Omens from Lao Tzu generally assume the form of some natural catastrophe or good fortune, such as an insect plague or a stretch of warm weather in the middle of winter.

Lao Tzu's avatar appears to be an ancient hermit with a spry step and twinkle in his eye. He can draw upon the all, animal, elemental, healing, plant, and weather spheres for his spells.

!!Lei Chen Tzu
->'''Son of Lei Kung'''
->'''Demigod'''

Lei Chen Tzu stands 10 feet tall, has green scaled skin, 2 large tusks in his one head, an overly long nose, red spotted wings with a span of 30 feet, has the strength and the damaging power of a Storm Giant, and his 2 eyes act as a Mirror of Life Trapping. Anyone daring to kill this darling boy will suffer the revenge of Lei Kung.

!!Lei Kung
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/leikung01.png]]
[[caption-width-right:200:Lei Kung, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/leikung02.png]]
[[caption-width-right:125:Lei Kung's symbol]]
->'''Duke of thunder'''
->'''Intermediate god'''
->'''Alignment:''' LawfulEvil
->'''Domains:''' Thunder, Vengeance
->'''Symbol:''' Storm cloud with lightning bolt through it or hammer and chisel

Although Shang-ti has established an entire Ministry of Thunder, it is dominated by Lei Kung, the Duke of Thunder. In his true form, he is an ugly, blue-skinned brute with wings and claws. He is clad only in a belt and loincloth, with drums hanging from his waist. In his hands he carries a hammer and a chisel.

Although he has several duties, Lei Kung's favorite is that of vengeful punisher or undetected, wicked deeds. He also
hunts down and destroys evil spirits that have dominated human bodies, or humans who have committed crimes not governed by mortal law. Lei Kung treats all of these criminals the same, he uses his chisel to strike them dead.

Another of Lei Kung's duties is to beat the drums hanging from his belt during storms. He performs this duty while several other deities perform similar tasks required to make rainstorms.

Lei Kung is a malicious deity who enjoys inflicting pain on mortals and spirits alike. As long as there are plenty of wrongdoers for him to track down, he remains content. But when he runs out of deserving victims, he often listens to the false accusations of spiteful rivals or suspicious neighbors. The only omen Lei Kung ever bothers to send is a deafening roar of thunder as he strikes a victim dead.

The god's realm is a place of sound and fury centered around his dark fortress, the Firecracker Palace, which floats on a great storm cloud through Acheron. Many sods go there to escape the wars raging across the iron cubes of the plane, but Lei Kung's petitioners are hard, suspicious folk. They like nothing better than to spy on others and punish them for acts of wrongdoing. Fact is, the petitioners sometimes leave the realm on missions of vengeance, taught that they'll still merge with Lei Kung if they're killed while on such a quest. It may or may not be true, but the petitioners certainly believe it.

!!Liu
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/liu01.png]]
[[caption-width-right:125:Liu's symbol]]
->'''God of crops, "Superintendent of the Five Cereals"'''
->'''Intermediate god'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Crops, food
->'''Symbol:''' One stalk of each of the five cereals bound together

A Celestial Prince, Liu is the god of crops and Superintendent of the Five Cereals: rice, barley, millet, sorghum and wheat. In addition to supervising the individual deities of each of the five cereals, he is charged with interacting with the gods of rain, hail, insects, and other natural phenomena to ensure an adequate growing season. His is a very difficult job, for he must carefully balance the needs of each of the different cereals, at the same time using diplomacy and other political skills to convince his fellow gods not to send too much or too little rain. Save for his godly bearing and charisma, Liu is a young man who resembles a mortal bureaucrat who might occupy a similar station on earth.

Liu's tasks keep him so busy that even when faced with a major agricultural catastrophe, a worshiper has only a 1% chance of attracting the god's attention. Dungeon Masters should increase this to 1% per level for priests dedicated to Liu. Should Liu notice a worshiper's request, he will send his avatar to offer what help he can. Because he works so hard, Liu is easily affronted if the proper rites are not observed in his honor, which may result in a poor harvest for the offending community. Omens from Liu usually concern the proper time for planting and harvesting, and are associated with the moon, the wind, and the weather.

Liu's avatar resembles a humble peasant. He can draw upon the all, animal, divination, elemental, healing, plant,
and weather spheres for his spells.

!!Lu Hsing
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/luhsing01.png]]
[[caption-width-right:125:Lu Hsing's symbol]]
->'''God of salaries and functionaries'''
->'''Intermediate god'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Bureaucracy, Just rewards
->'''Symbol:''' Deer

As the god of salaries and functionaries, Lu Hsing is often revered by ambitious bureaucrats. He served the founder of the Han dynasty as a loyal and honest administrator. As a result, Shang-Ti deified him and gave to him the task of overseeing the fair distribution of rewards in the earthly bureaucracy. Along with Fu Hsing and Shou Hsing, he is one of the three gods worshiped by public servants in order to assure a prosperous career and a happy life. In his true form, he is an immaculately groomed man with a pleasant countenance and a long, silky beard.

Lu Hsing's primary concern is ensuring thai hard-working bureaucrats receive the rewards they deserve. He is more concerned with results than with methods, so dishonesty or treachery does not hinder an administrator's career, so long as it is employed for the benefit of the state.

However, he detests corruption in any form, so any official committing dishonorable acts for personal gain stands a 10% chance of coming to Lu Hsing's notice. In such cases, Lu Hsing tries to correct the aberrant behavior through a series of omens. First, the individual's salary is somehow lost for three weeks in a row. Second, his superior makes a surprise inspection and, no matter what he finds, chastises the bureaucrat for keeping a sloppy office. Third, the bureaucrat receives a visit and stern lecture from Lu Hsing's avatar. If the individual still does not redress his misdoings, Lu Hsing arranges public exposure of the official's corruption.

Lu Hsing's avatar usually takes the form of a well-dressed bureaucrat, often riding a huge stag as a mount. He can draw on any sphere for his spells.

!!Lu Yueh
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/luyueh01.png]]
[[caption-width-right:200:Lu Yueh, as depicted in ''Deities & Demigods'']]
->'''God of epidemics'''
->'''Lesser god'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Epidemics
->'''Symbol:''' 3 demon heads

This god has 3 demon-like heads, 6 arms ending in claws, and green scaled skin. He has a look of death about him and an odor of putrescence. His main attribute is the ability to cast a rotting sickness as a spell that will kill his enemies who fail to make their saving throw versus poison in 2 melee rounds. Besides his damage done by clawing, his touch causes the Red Fever that will subtract 3 hit points from those hit every melee round until cured.

He never wears armor because all wounds instantly close themselves after being made (i-e., Lu Yueh regenerates, at a rate of 25 points per round), and those hitting him from less than 10 feet away will suffer the rotting sickness (no saving throw applicable).

He can wave his hand and cast a sickness in a cloud 3" x 3" x 3" that will cause the Red Fever to all who breathe it.

Lu Yueh bestows gifts on those he deems evil enough. This is decided whenever an evil act affects more than 500 people. If the god is watching (on a 1% chance) there is a 5% chance he will give the evil being a disease-causing present with no strings attached.

!!Pa Hsien
->'''The Eight Immortals'''
->'''Heroes'''

The Eight Immortals are legendary persons who became immortal through the practice of Taoist doctrine. Other than the
fact that they have all engaged in many comical adventures, they have little in common. They are:

* Han Chung-li. A great teacher and a free spirit who enjoyed wild parties. By some accounts, he was also a skilled warrior.
* Chang-kao Lao. He traveled thousands of miles on his white donkey, which he could fold up into the size of a piece of paper. He was a well-known conjurer.
* Lan Ts'ai-ho. The patron of gardeners and renowned street singer. He rose to heaven on the fumes of wine.
* Li T'ieh-kuai. While his spirit was visiting Lao Tzu, Li T'ieh-kuai's body was destroyed. When he returned, he had to occupy the body of a deceased beggar. He is honored by pharmacists and exorcists.
* Han Hsiang-tzu. A youth who loved flowers, music, and poetry. He learned to grow plants with poems on their leaves.
* Ts'ao Kuo-chiu. A reformed murderer who was admitted to the Eight Immortals because there happened to be a vacancy.
* Lu Tung-pin. Standing eight feet tall, Lu is a great alchemist who is famous for fighting evil spirits.
* Ho-Hsien-Ko. The only female member of the Eight Immortals. She attained immortality by eating mother-of-pearl given to her by a ghost.

!!Shan Hai Ching
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/shanhaiching01.png]]
[[caption-width-right:200:Shan Hai Ching, as depicted in ''Deities & Demigods'']]
->'''God of wind and sea'''
->'''Greater god'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Wind, Sea
->'''Symbol:''' Three huge waves

This god has a roc's body with the oversized head of a man. He has 2 main attributes: the power to raise up a hurricane wind (doing 5-50 points of damage per melee round) and the power to call forth any creature of the sea (of non-divine nature) to do his bidding. His wind force if said to be able to last a full day when "great wrath is upon the deity". His summoning power will seem to create beings from the very water.

One spell attack against Shan Hai Ching per round will be turned back upon the caster. If multiple spells are cast, the one turned is chosen at random.

The god and his cleric serve all beings using the sea, and any trip out into the oceans requires a sacrifice to this deity for good winds and the like.

!!Shou Hsing
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/shouhsing01.png]]
[[caption-width-right:125:Shou Hsing's symbol]]
->'''God of longevity'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Long life
->'''Symbol:''' Peach

Shou Hsing is the god of longevity and the arbiter of life spans. He possesses a set of tablets upon which he has inscribed the date of everyone's death. As these dates are written in stone, they are supposedly immutable. However, the god has been known to "juggle the writing" and change the dates favorably for those who treat him especially well.

In his true form, Shou Hsing is an aged man with a pure white beard and eyebrows. He has an enormous, egg-shaped bald head. Shou Hsing usually supports himself with a large, rough stick, and carries a P'an Tao, one of the peaches of immortality, in his free hand.

Although he has no formal temples, Shou Hsing enjoys being worshiped. Many people maintain a shrine to him in their homes and regularly offer him barley cakes and wine. Members of such households seldom suffer the infirmities of old age, but those who neglect such sacrifices seldom age gracefully. Omens from Shou Hsing include signs of premature aging, such as graying hair, loss of hearing or sight, and unexplained arthritic aches.

Shou Hsing's avatar is an aged bald man of cheerful disposition. He can draw his spells from the necromancy, invocation/evocation, and enchantment charm schools of magic.

!!Spirits of the Air
->'''Alignment:''' TrueNeutral

These minions of the wind gods can be summoned by them in numbers of up to 100 every day. They have black skin, large bat wings, clawed feet (which they use in battle), and a tusked monkey's head. They exist to fight for the gods, attacking as 11 hit dice monsters.

!!Sung Chiang
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nocha01.png]]
[[caption-width-right:200:Sung Chiang (No Cha), as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/sungchiang01.png]]
[[caption-width-right:125:Sung Chiang's symbol]]
->'''God of thieves, "The Thousand-Armed Octopus"'''
->'''Intermediate god'''
->'''Alignment:''' NeutralEvil
->'''Domains:''' Thievery
->'''Symbol:''' Dagger through a silver bracelet

Sung Chiang, also known as No Cha and a thousand other names, was a famous thief living in the twelfth century A.D. When the brigand died and went to the First Law Court of the Afterworld, Yen-Wang-Yeh was astounded at all the crimes Sung Chiang had committed. The Judge asked him if he was sorry for all the things he had done, Sung Chiang said that he was not, for he had done nothing worse than the corrupt bureaucrats ruling his province. His comment caused an investigation and the guilty administrators were brought to justice. In gratitude, Sung Chiang was given divine status, but only after passing through every Law Court in the Afterworld. In recognition of his occupation, Sung Chiang now has three faces, eight arms, silvery scales for skin, and red eyes that blaze like fire.

Sung Chiang's ways have not changed just because he became a god. He is still greedy, and worshipers who do not sacrifice at least half of their treasure to his murky shrines are sure to receive a visit from his avatar.

As the patron of thieves, the many-armed god has made a living of stealing things, and one of his favorite acquisitions is space from the realms of other gods. That's right, Sung Chiang actually steals small pieces from other gods' realms, tiny parts they'd never miss, and converts them into space in his majestic Teardrop Palace.

Any berk who approaches the nautiloid palace gets a distinctly uncomfortable feeling, because, at the same time, he seems to shrink and the huge pagoda seems to grow. Petitioners must enter the palace to make their sacrifices, but the structure's only part of the realm. The rest of it includes two smaller shrines to Sung Chiang's proxies, and a busy marketplace where it seems everything in the multiverse is for sale (though naturally, all goods've been stolen from their original owners). Massive gates guarded by golems delineate the outer limits of the realm.

!!Tai Yang Ti Chun
->'''God of the sun'''

This God appears as a noncorporal column of light that stands 20 feet tall and 4 foot wide. He can teleport and coming within 60 yards of his body causes the being to suffer 25 points of heat damage. Any weapon plus 4 or less will melt when hitting him. He fights with a shah or white light that hits for 30 points of fire damage.

!!Tou Mu
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/toumu01.png]]
[[caption-width-right:200:Tou Mu, as depicted in ''Deities & Demigods'']]
->'''Goddess of the north star'''
->'''Lesser goddess'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' North star
->'''Symbol:''' Lotus and bow

Tou Mu appears on the earth with 16 massive arms, 3 eyes in her barely human head, and red scaly skin. She uses many weapons in battle: a magical bow that never misses anything within 100 yards, the arrows of which do 1-10 points of damage per strike; a +3 spear that hits for 3-30 points per strike; a +3 dancing sword; a large red flag that projects 3 death spells from its folds every melee round; a living red dragon's head that breathes fire as a normal dragon with 80 hit points; a piece of the moon that is able to block any single hit directed at her person in any given melee round; and a lotus flower that heals all wounds at a touch. Her free claws do 1-10 points of damage per hit. She may make up to 8 attacks per melee round.

She has 5 chariots at her disposal that fly through the air at 24" and move at her command even though there is no visible force to pull them. The chariots are all of adamont with gold figures of dragons decorating the sides of each. The chariot tongues appear to be made of solid diamond and are 32 feet long. The wheels are of unbreakable green jade and sparks fly from them whenever they are used to run over beings in battle. This overrun inflicts 2-12 points of damage.

!!Wen Chung
->'''Minister of thunder'''
->'''Demigod'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Thunder
->'''Symbol:''' Crossed sword and thunder bolt

Wen Chung has 3 eyes in his head and a massive dark-skinned body. He summons weather for Lei Kung and for his chaotic worshipers. His third eye can cast a 20 point lightning bolt to a range of 180 yards or closer (ten times a day) and his +3 sword does 3-30 points of damage. Wen Chung is totally immune to lightning, cold, or light attacks.

!!Yen-Wang-Yeh
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/yenwangyeh01.png]]
[[caption-width-right:200:Yen-Wang-Yeh, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/yenwangyeh02.png]]
[[caption-width-right:125:Yen-Wang-Yeh's symbol]]
->'''God of the dead, "Chief Judge of the Dead"'''
->'''Intermediate god'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Death
->'''Symbol:''' Ribbon-wrapped helmet

Yen-Wang-Yeh is the god of the dead, chief judge of the Ten Law Courts of the Afterworld, and king of the Eighteen Hells. When a dead man's soul reaches the first court of the afterworld, Yen-Wang-Yeh determines whether the man should be rewarded, passed directly to the Wheel of Transmigration (reincarnation), or passed onto the lower courts for punishment. In his true form , Yen-Wang-Yeh resembles a yellow robed warrior with ebony skin.

Yen-Wang-Yeh is a dedicated and humorless servant of the Celestial Bureaucracy. His primary concern is making sure that the spirits of the dead are processed quickly and efficiently. Yen-Wang-Yeh must personally approve any raise dead, resurrection, or reincarnation spell cast by any worshiper of any god in the Chinese pantheon. Any time such a person casts one of these spells, there is a flat 25% chance he will cancel it. Yen-Wang-Yeh is not well-known for sending omens or portents.

Yen-Wang-Yeh's avatar is a black-robed man with ebony skin. He can use the number and level of spells appropriate to
a ranger of his level, selecting them from the animal and plant spheres.

'Course, whenever Yen-Wang-Yeh travels to Mechanus to present his records to the Celestial Bureaucracy, many spirits end up breaking free and roaming about in places they shouldn't. The deity's assistants just aren't up to doing the job on their own, and the sods often get replaced (though Pao, who keeps excellent records of each spirit's assignment, serves his master well).

The Palace of Judgment is a huge, sprawling affair, filled with offices, cubicles, and paperwork. Ogre magi and other fell beasts serve as enforcers and examiners of the spirits, and no visitor's allowed to walk around without an official guide (or guard). The realm is stultifyingly boring, though, and it gets so bad that the petitioners occasionally make a break for it.

!!Yu Shih
->'''God of rain'''

Yu Shih looks like a man wearing plus 3 armor which seems to be rusting off of his body. This armor has the property of rusting completely any metal touching it. He wears a blue helm giving him the powers of teleportation and flying. He prefers to ride a storm cloud, at 24" per turn, that supports 10 beings of any size.
[[/folder]]

[[folder:East European Pantheon]]
!!In General
Christianity overwhelmingly replaced European paganism during the Dark Ages, with aggressive missionary efforts from Rome and Constantinople convering most of Eastern Europe during the Ninth and Tenth Centuries. Pagan enclaves managed to survive along the Baltic coast for a few centuries more, but their old religions passed away under the military domination of their Christian neighbors.

Instead of presenting separate pantheons for the Slavs, Eurasians, and Balts, their most prominent deities are presented as a whole. Several gods held a regional appeal that crossed cultural boundaries, which should not be too surprising considering the polytheistic nature of pagan Europe. Not all of the divinities listed below were worshiped throughout all of Eastern Europe, but any geographic restrictions are noted.

!Slavic Gods
!!Dazhbog
->'''God of the sun, "The Bright One"'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Good, Law, Protection, Sun
->'''Symbol:''' Symmetrical cross within a circle

Dazhbog is the sun god of the Eastern Slavs. Depicted as either an aspects of the great creator god Svarog or as one of Svarog's sons, Dazhbog is quite popular, especially in Kiev, where he joins a select group of deities that form the pantheon of Vladimir's pagan state religion. Legends state that he rides across the sky in a diamond chariot. Dazhbog might have inherited Svarog's title of the Bright Sun, as well as his symbol, a symmetrical cross within a circle.

The role of Dazhbog's priesthood involves their participation in the major religious festivals throughout the year. They serve a god that is the antithesis of darkness, death, and evil, making them ideal adventurers. They are perfect for serving as advisors, judges, and diplomats. Dazhbog is worshiped by many, but farmers pay him particular reverence.

!!Death Crone
->'''Goddess of necromancers and outcasts'''
->'''Alignment:''' NeutralEvil
->'''Domains:''' Death, Evil, Magic, Trickery
->'''Symbol:''' Skulls and ravens

A goddess common to many Indo-European cultures, the malicious and predatory Death Crone uses her wiles and sorcery to collect souls. Worshiped by few, most mortals try to avoid her attention. She serves as the patron of necromancers, other evil spellcasters, and outcasts from society. The Crone has sharp teeth and nails, which she uses to rend flesh from bone. She wears black, ragged robes. Her symbols are skulls and ravens.

If one of her clerics is present in a community, it is hoped the cleric's presence will keep the Death Crone appeased. They can sometimes be found serving an evil lord, but they are just as likely to keep their own counsel.

!!Jarilo
->'''God of physical love and fertility'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Chaos, Luck, Plant, Protection
->'''Symbol:''' Sheaves of wheat

Jarilo appears as a young man riding a white horse, wearing a white cloak, and carrying sheaves of wheat (a fertility symbol). Chaotic neutral in alignment, he is given to indulging his passions, and his influence is seen in any number of rash actions, even if they are not directly related to love or other affairs of the heart. His death is mourned every fall, and his return is celebrated every spring.

Farmers, lovers, warriors, and others who take rash actions or desire fertility pay homage to him.

!!Mokosh
->'''Goddess of fertility, home, and healing, "Moist Mother Earth"'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Animal, Earth, Healing, Plant
->'''Symbol:''' Reel

Moist Mother Earth governs fertility, home, and healing. Her favor is sought for good harvests and healthy herd animals by the community as a whole, and by women in particular in regards to childbirth and rearing. Mokosh might have Finnish or Iranian origins, and Moist Mother Earth is a title that might have applied to other, similar deities before Mokosh became preeminent. The cult was most active in Russia. Her favored weapon is the sickle.

!!Perun
->'''God of thunder, "The Thunderer"'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Air, Law, Strength, Thunder
->'''Symbol:''' Six-spoke wheel

The most universal god of the Slavs, the Thunderer is worshiped throughout Eastern Europe. He is the Slavic manifestation of the numerous Indo-European thunder gods and closely resembles Thor of Norse mythology. All Slavs seek his blessing, for without his rains the crops wither away. Warriors also revere him for his strength and power, although he is not a war god. Like Thor and other storm gods, Perun is the enemy of the World Serpent (Zmiya, in Slavic mythology) and evildoers. Perun is a creator and an enforcer; he gives life like other creator gods, but he also dispenses harsh justice to mortals and immortals alike.

Perun appears as a middle-aged man, and his wild hair and beard are a fiery copper or wiry black. His emotions sway between brooding and fearsome anger. He flies across the skies in his chariot, pulled by goats. Perun creates thunderbolts when he throws his axe, his favored weapon. His symbol is a six-spoke wheel, which represents his thunder chariot. Oak trees are sacred to the cult and the god's totem animal is the bull (it is sometimes said that a pair of bulls, instead of goats, pull his chariot).

The priesthood serve as leaders in their community, offering judgments in any kind of dispute. The Thunderer's clerics should do well for themselves in pagan Kiev, as Perun was Vladimir's favorite god. Perun's clerics have a special dislike for oath breakers. Priests of Perun are excellent candidates for the adventuring life, and it is not uncommon to find them on military expeditions.

!!Rod
->'''God of harvests'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Healing, Knowledge, Plant, Protection
->'''Symbol:''' Harvest

Rod is a deity of fertility of the Eastern Slavs, and he serves as the protector of the family. The rozhanitsy, minor deities of birth and fate similar to the norns of Scandinavian mythology, serve him. A festival dedicated to them was celebrated in September after the harvests were gathered. His favored weapon is the quarterstaff.

!!Stribog
->'''God of winter, "Master of Winds, Scatterer of Wealth"'''
->'''Alignment:''' LawfulEvil
->'''Domains:''' Air, Destruction, Evil, Winter
->'''Symbol:''' Gale

Stribog is the god of winter, known as the Master of Winds and the Scatterer of Wealth. Those who worship this malevolent god seek to appease his frigid wrath and to ritually observe his dominion over their lives. Stribog appears as an old man. Cold winds constantly ruffle his cloak and white hair. His favored weapon is the spear.

The small priesthood dedicated to Stribog seek to gain power for themselves and to exert harsh influence over their communities, mirroring winter's brutal subjugation of life during its season. Stribog is another one of the select patron gods of Vladimir's Kiev, joining Perun, Dazhbog, and Mokosh. His clerics should benefit from this prestigious position within the Kiev community. Stribog's priesthood is busiest with their duties in winter; the rest of the year Stribog's clerics might engage in any kind of venture.

!!Svarog
->'''God of celestial fire, "Lord of Heaven"'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Fire, Good, Healing, Law, Sun
->'''Symbol:''' fiery falcon

Svarog rules the heavens and gives light and life-giving warmth to the earth. He is known for his ability to assume many forms, preferring to appear as a falcon, wolf, horse, or whirlwind. Several lesser deities are credited as being Svarog's sons, such as Svarozic, the god of earthly fire, and Stribog, the god of winter. These deities could also be considered personifications of Svarog's many aspects, and this interpretation has been used in determining his clerics' domain selections. The longspear is his favored weapon.

!!Svarozic
->'''God of earthly fire, "God of Fire"'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Animal, Fire, Good, Healing
->'''Symbol:''' Flame

Svarozic rules earthly fire. Like Dazhbog, he is either considered to be one of Svarog's sons, or the manifestation of one of his aspects, in this case, the celestial fire brought to earth. He occupies a role similar to Gabija the hearth goddess. Besides the obvious need for fire for warmth and cooking, fire is also associated with healing, and people and animals ritually pass between bonfires to ward away or cure diseases. Svarozic's favored weapon is a longsword, and his symbol is a flame.

His priesthood is very popular with common people, and his influence is a part of everyday life. The fire god's clerics do little outside of the community out of their own initiative, but as they usually ally with the cults of some of the most prominent deities, they assist those cults as needed.

!!Volos
->'''God of horned animals, crops, and wealth, "God of Cattle"'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Animal, Luck, Plant, Travel
->'''Symbol:''' Sheaves of grain, cattle, and oxen

Volos is the god of horned animals, crops, and wealth. Although subordinate to Svarog and Perun in overall power, Volos is very popular in his specific role as the protector of horned beasts. As the East Slavs began to develop trading settlements, his influence expanded to the protection of merchants and tradesmen, possibly because many of them relied on animals for transport. His worship was very active in Novgorod and Rostov, although his cult ranged throughout Eastern Europe.

Although the well-being of the community's herd animals is of great importance to everyone, merchants and craftsmen especially seek the god's favor. He appears as a shepherd, and his favored weapon is a quarterstaff. Symbols associated with the cult are sheaves of grain, cattle, and oxen.

The priesthood serves the community by ensuring the health of its herd animals and by blessing its marketplace. Volos' clerics are sought as arbitrators in trade disputes and it is wise to have one accompany any trading venture, especially the long and dangerous journey to Constantinople.

!Baltic Gods
!!Gabija
->'''Goddess of the hearth'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Fire, Good, Healing, Protection
->'''Symbol:''' Flame

The goddess of hearth and home, Gabija protects the family and its animals, and helps preserve the hearth fire. She is popular with commoners, especially women responsible for maintaining and nurturing their families. The flame is her symbol, and her favored weapon is a dagger.

It is hard to imagine her priests as adventurers, but it is possible. The goddess' priests are mostly concerned about the welfare of the local village. Gabija's cult might have an easier time surviving in places that have converted to Christianity than the cults of some of the more dramatic gods.

!!Jurate
->'''Goddess of the sea, "Sea Mother of the Baltic Sea"'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Healing, Luck, Travel, Water
->'''Symbol:''' Perfectly shaped piece of amber

Jurate is the Sea Mother of the Baltic Sea. Balt sailors and fishermen revere the goddess, and seafaring Slavs, Finns, and Scandinavians pray for her blessing.

She appears as a beautiful mermaid and lives in an amber palace at the bottom of the sea. The amber deposits found along the Baltic coast are said to be her tears, shed for the loss of a mortal lover exiled or killed by Perun for breaking the boundary between the mortal and immortal. She depends on her enchantments to defend herself, but if a weapon is needed, she chooses a dagger. A perfectly shaped piece of amber is her symbol.

Jurate's clerics are most prevalent in coastal communities, obviously. These priests are suited for adventures on the sea, and they are always welcome aboard a ship.

!!Meness
->'''God of the moon'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Luck, Travel, Trickery, War
->'''Symbol:''' Moon and stars

Meness is the moon god of the Baltric tribes. He protects those who travel at night and serves as a patron to warriors and rogues. He appears as a young, regal-looking man wearing a crown and a cloak decorated with stars. He wields a diamond sword and rides across the sky in a chariot pulled by a gray horse. Meness is married to Saule, and their children are the stars. He is a rival of Perun, who struck his face with a lightning bolt as punishment for lusting after another goddess. Evidence of this conflict is seen during the monthly phases of the moon. A moon and stars are commonly painted on the shields of Baltic warriors.

Meness' clerics are, socially, almost as important as Saule's clerics, although in matters of hunting and war they are superior. Although most worshipers revere both Meness and Perun, the moon god's clerics harbor some resentment against the Thunderer's priests. Fights between the faiths are uncommon, but Meness' clerics tru to outdo Perun's whenever the two groups have mutual interests in public affairs.

!!Saule
->'''Goddess of the sun, "Mother Sun"'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Divination, Good, Healing, Sun
->'''Symbol:''' Eight-spoked wheel

A sun goddess of the Balts, Finns, and some Eurasian nomads, Saule is also known as Saules Mate, and her names translate into "Sun" and "Mother Sun". As a sun goddess, she is responsible for nurturing life, but her portfolio also includes childbirths, weaving, and music. She has universal appeal to the cultures that revere her, with bards especially seeking her patronage. Saule is depicted as golden-haired, dressed in golden robes, pouring sunlight out of a jug. She rides across the sky in a golden chariot drawn by two white horses. Her symbol is an eight-spoked wheel, representing the rays of the sun and the wheels of her chariot. Her favored weapon is a shining short-sword. She is married to Meness, the Baltic moon god.

Her cult is an essential part of any community, and its priests serve as leaders, healers, and protectors. Saule's clerics might also extend their influence beyond a local village, providing their services to a larger region, especially the more martial priests.

!!Svantovit
->'''God of war and bounty, "God of Prosperity"'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Divination, Luck, Plant, War
->'''Symbol:''' Cup and greatsword

The god of war and bounty, Christian writers reported that he ruled over the other Slavic gods, although this might be due to the particular influence his cult had in the few surviving pagan strongholds in the Baltic during the twelfth century. The Baltic Slavs might have considered Svantovit more important than the other gods because they were often at war with their Christian German and Slavic neighbours.

Svantovit is the god of prosperity for the Baltic Slavs. He is responsible for good fortune with both harvests and military ventures, as both are very important sources of a tribe's wealth and survival. The worship of Svantovit draws the veneration and offerings of pagan Scandinavians (primarily Danes) seeking the god's blessing in trade and war. Svantovit rides a white horse and uses a longsword in battle. His symbol is a cup and a greatsword.

As the pagan Baltic tribes find themselves under increasing pressure from their Christian neighbours, the war god's priests seek to bolster the morale of a people at the edge of defeat and to encourage resistance from those who are already under military and religious domination. Svantovit's clerics also encourage war as a means of obtaining loot and slaves. During more peaceful times, the cult is very active in trading centers.

!Eurasian Gods
!!Lunt-Ater
->'''God of the sun, "The Gander Chief, World Surveyor Man"'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Healing, Knowledge, Magic, Sun
->'''Symbol:''' Gander

A sun god of the Eurasian steppes, the Gander Chief is also known as the World Surveyor Man, because he learns the secrets of the earth as he travels across the sky on his daily journey. He is a powerful shaman and uses his magical powers to aid mankind against such threats as plagues and famine. As his name implies, he often takes the form of a gander (which is one of his symbols), but his normal form is that of a man dressed as a tribal shaman carrying a staff.

The Gander Chief's clerics normally function as one of the tribe's shamans, presiding over religious ceremonies and providing divinations and healing for the clan. Outside of the confines of the nomad tents and wagons, these clerics play a supporting role in military matters. They are quite useful in diplomatic missions.
[[/folder]]

[[folder: Egyptian Pantheon]]
!!In General
The ancient Egyptians developed a culture lasting over 3,000 years. It is only natural that their faith would undergo a change in that time. Their deities aged, with Ra starting as the ruler and growing senile and Osiris taking over after being killed by Set and being brought back to life. The pantheon presented is one with Ra in prominence only because there are more beings of power in this early grouping.

The true origins of the Egyptian pantheon are dark, its history hidden. Some claim that Ra gave life to the other gods. Others mark Ptah as the high-up, and still more put forth that the mysterious Eight Fathers and Mothers of Light and Life were the true creators. A person can believe what they like, but the Eight (if they existed) have vanished into the mists of time, and Ptah's been relegated to the position of a minor deity, his heart and tongue silenced (or at least muted).

Perhaps the people who believed in Ptah lost their faith, or maybe he never really had any power in the first place. Whatever the truth, the histories now call Ra the father of the pantheon, and claim that those who weren't born from his line came from elsewhere, either rejected from other pantheons or formed whole from the fabric of the multiverse. And only eight deities came from Ra. His first act, in fact, was to bring forth his children, Shu and Tefnut, who in turn gave birth to Geb and Nut. This second couple brought forth the couples of Osiris and Isis, and Set and Nephthys.

!!Ra
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/ra01.png]]
[[caption-width-right:200:Ra, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/ra02.png]]
[[caption-width-right:125:Ra's symbol]]
->'''God of the sun, "Pharaoh of the Gods"'''
->'''Greater god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Sun, Kings
->'''Symbol:''' Solar disk encircled by serpent or ankh on a solar disc

Ra is the father of the Egyptian pantheon. He gave birth to Shu, who became the air, and Tefnut, who became moisture. He is the grandfather of Geb (the earth) and Nut (the sky), and the great-grandfather of Osiris, Isis, Set, and Nephthys. Together, these gods form the Great Ennead of Heliopolis, the city of the sun. He is said to have created mortal man from his tears.

Every day, Ra rises above Manu (the hill of sunrises) aboard his great boat Manjet and looks down upon the world with his blazing eye (the sun). Manjet is a large war galley
that was constructed from solar flames and is sheathed in an aura of fire that will inflict 40 points of damage each round (no saving throw) to any being that touches the craft without Ra's permission. At night, Manjet transforms itself into Mesektet, a funeral barge, and Ra guides it back across the waters of the underworld, so that he may once again cross the sky in the morning. In both forms, the craft radiates an anti-magic shell that prevents anyone but Ra from employing spells. In addition to its obvious ability to fly, the craft can become invisible, assume a wraithform, or plane shift when commanded to do so by Ra. Thrice per day Ra can command Manjet (but not Mesektet) to deliver a bolt of solar fire at any target in his sight. This bolt always hits and inflicts 100 points of damage (no saving throw and no defense).

There is a great bond between Ra and the pharaohs of Egypt. Without his divine grace, they cannot rule. Anyone who claims the throne of Egypt without approval from the sun god will be instantly consumed by fire. There is no warning, no chance of survival, and no hope of resurrection.

Ra is the patron of many things, but is most commonly associated with the sun and kings. He is noted for his diplomatic skill and his general dislike for the humans he created from his tears.

Ra maintains a low profile. He has little interest in the affairs of men, for he finds them bothersome and petty. His stature as King of the Gods and as the God of Kings, however, makes him an important figure in daily life. Thus, he does his best to be a responsible deity and watches over his followers on Earth. Omens from Ra often take the form of strange behavior on the part of the sun.

Ra's home on Arcadia is the First Realm of Heliopolis, a place of blistering light and bright sand, where the sun shines as long as Ra guides his barque, Manjet, across the sky. At night, the light fades, the temperature drops dramatically, and the creatures of the desert stir across the land. Lions, scorpions, and serpents prowl the sands, foraging for prey and seeking respite before the sun returns once more. Though Ra is a lawful god, he also demands attention to the natural world, and woe to any person who forgets the dangers of the desert. 'Course, people can always find some slight refuge in the tent-filled city of Thekele-re.

!!Anhur
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/anhur01.png]]
[[caption-width-right:200:Anhur, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/anhur02.png]]
[[caption-width-right:125:Anhur's symbol]]
->'''God of war, "The Falcon of War"'''
->'''Lesser god'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' War
->'''Symbol:''' A cord or bird of prey

Few gods can match the fury of Anhur. However, unlike many war gods, he is a force for good. Like Horus, he fights only against the forces of evil and seldom, if ever, loses. The wrath of Anhur is slow in coming, for his wisdom is as legendary as his ability to make war, but it is inescapable once earned.

In his true form, Anhur is a mighty figure with four arms. He is often seen with a powerful lance that requires both of his right arms to wield and which is tipped with a fragment of the sun. When he sends his avatars into the world of men, they carry this weapon with them.

As has been noted, Anhur is a fierce god, but one who is not quick to pass judgement on others. He expects his followers, especially his priests, to engage the forces of evil wherever they find them. There is no excuse for failure.

Anhur lives on the same Ysgardian earthberg as Bast, but the two rarely have anything to do with each other. Bast's dominion is trickery and the subtleties of felines; Anhur's is that of war and carefully crafted wisdom. His realm is one of adobe and narrow canyons, where chariots race through the streets and defiles. The land is cool and temperate, ideal for fighting. But Anhur's followers don't struggle against each other, preferring instead to storm the Gray Waste and the Abyss to wage war on evil. They don't even have the assurance that Anhur will save them from permanent dissolution.

!!Anubis
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/anubis_p141.jpg]]
[[caption-width-right:200:Anubis, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/anubis01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/anubis_symbol.jpg]]
[[caption-width-right:125:Anubis' symbol]]
->'''God of judgment and death, "The Hound of the Dead"'''
->'''Lesser god'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Law, Magic, Repose
->'''Symbol:''' Black jackal

Anubis appears as a male human with the head and long tail of a dog or jackal. A neat mane of straight black hair falls over his shoulders. He dresses in a white knee-length kilt, a decorative scale mail breastplate of glittering gold, and a number of bracers and armbands. He typically carries either a scepter or a true ankh. He can use his Shift Form ability to take on the form of a jackal. Anubis is the son of Osiris and Nephthys.

Anubis guides the souls of dead mortals to the halls of judgment, supervises their weighing on the scales of Ma'at, and protects them on their journey. In addition, he guards cemeteries from grave robbers and other defilers. Anubis helped his mother Nephthys and his aunt Isis mummify Osiris (his father), applying his knowledge of herbs and medicines. He is also a keeper of magical knowledge, particularly that related to necromancy. Despite his knowledge of necromancy, he does not condone animating or controlling undead creatures, with the exception of mummies established as tomb guardians.

Followers of Anubis practice rigorous disciplines to hone their minds and spirits, preparing themselves for the eventual journey to the afterlife. The Judge of the Dead has few devotees, but he is often worshiped at funerals, where his clerics typically officiate.

!!Apep
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/apep_p142.jpg]]
[[caption-width-right:200:Apep, as depicted in ''Deities & Demigods'' (3e)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/apep_symbol.jpg]]
[[caption-width-right:125:Apep's symbol]]
->'''God of evil, fire, and serpents, "King of Serpents"'''
->'''Demigod'''
->'''Alignment:''' NeutralEvil
->'''Domains:''' Evil, Fire, Scalykind
->'''Symbol:''' Flaming snake

Apep (also called Apophis) is an evil creature of the underworld and an enemy of the gods (though sometimes an ally of Set). He is the living embodiment of evil in Egyptian myth. Apep appears as a giant serpent, 100 feet long. He is served by hordes of demons, most of them sharing serpentine and fiery qualities.

Apep is reviled, not revered, in the temples of the Egyptian pantheon. Officially, according to the priests of Re-Horakhty and the other deities, Apep has no worshipers, no temples, and no creed but destruction and evil.

Those deranged, corrupt, and otherwise evil souls who devote themselves to Apep agree, at least in part. He has no creed but destruction: destruction of all the Egyptian gods, their temples, their clerics, their worshipers, and even the world they created and the creatures that inhabit it. The followers of Apep, not as few as the priests of other deities would like people to believe, do not strive for a world dominated by evil; they strive for the end of the world.

Chant is that Apep is beginning to rear its head again. This creature of myth used to assail Manjet in an effort to destroy the sun and return the Egyptians to chaos. The pantheon drove the serpent off eventually, but the stirrings in the desert beneath Heliopolis seem to show that it's not dead yet.

!!Apshai
->'''God of insects, "The Great Mantis"'''
->'''Demigod'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Insects
->'''Symbol:''' Praying mantis

Apshai is the demigod of insects, but there just aren't that many who follow its teachings. Sure, farmers pray to Apshai to keep fields clear of infestation, but that's about it. Though the god can retain its status as a demigod, there's little chance of it going anywhere within the Egyptian pantheon.

Apshai is a great praying mantis, able to shape change at will and call an insect plague on a person, town, or country. He can control any type of insect (of a non-divine nature). His bite does 6-60 points of damage and he never misses his prey.

As for its realm, the Hive lies somewhere below the Outlands, a "safe" distance from the tunnels of Ilsensine and Gzemnid. The spot's marked by a huge tower crawling with ants, and beneath the soil lies a maze where insects of all varieties swarm over each other, devouring and destroying.

The tunnels of the Hive are said to lead to every prime-material world that's home to followers of the Egyptian pantheon. 'Course, no one knows for sure how it works, because no person that's ever gone down into the Hive has ever emerged again. Whether they're devoured, transported, or even transformed, none can say.

!!Bast
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/bast_p143.png]]
[[caption-width-right:200:Bast, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/bast01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/bast_symbol.jpg]]
[[caption-width-right:125:Bast's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/bast02.png]][[/labelnote]]
->'''Goddess of cats and vengeance, "Mother of Cats"'''
->'''Lesser goddess'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Cats, Pleasure
->'''Symbol:''' Cat

One of the most popular gods of the Egyptian pantheon, Bast (also called Bastet or Oubastet) is the patron of pleasure and cats. Her portfolio also includes protection (as a mother protects her children) and punishment of wrongdoers. While the Egyptians had gods who represented almost all forms of animal life, none was more important to them than the cat. Bast is one of the daughters of Re-Horakhty and is married to Ptah.

In her true form, Bast is a lovely woman with the head of a sleek feline. She is always found in the company of a great many cats of numerous varieties and no such animal will ever act against her interests.

Bast is a goddess who delights in physical pleasures and yet maintains the quiet elegance of a feline. She is soft spoken and patient, but always a cunning and dangerous opponent. Her worshipers are the sworn enemies of Set and his minions, and will attack them on sight.

Bast's realm is called Merratet, the central point of which is an ancient city lost in the deserts of her earthberg. Every building is covered with vines, incredible age evident in every crack and crumbled wall. The sun beats down with a lazy heat on the rolling terrain and dense thickets of the rest of the realm, where fat animals roam and fall, terrified, beneath the claws of mighty cats that stalk the land.

It's said that Bast's dreams echo throughout the realm, their images of the hunt and bloody feasts playing through the heads of everyone in Merratet. Those who appreciate the dreams are supposedly safe from the cats in the night; people who don't find themselves prey before too long.

!!Bes
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/bes_p144.png]]
[[caption-width-right:200:Bes, as depicted in ''Deities & Demigods'' (3e)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/bes_symbol.jpg]]
[[caption-width-right:125:Bes' symbol]]
->'''God of luck and music, "Short Father"'''
->'''Lesser god'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Luck, Protection, Trickery
->'''Symbol:''' Dwarf in panther skin or image of the misshaped deity

The grotesque but cheerful Bes appears as a stunted, round-bodied and bow-legged human, about 4 feet tall, sporting a bushy beard and tail and wearing the skin of a
panther. He is a god of luck as well as a protector of women in childbirth. A powerful and squat figure, Bes roams the Outlands and influences the laws of fate. He is said to be so ugly that his visage scares evil spirits away, and many followers of the Egyptian gods keep statues of Bes in their homes to keep ill luck away. Bes is married to Hathor, who shares his interest in music and luck.

Even more so than Bast, Bes is a chaotic deity who cares little for dogma. He loves gambling, and gamblers alternately bless and curse his name, depending on their fortunes. Some've said that the greater the risk, the more likely Bes'll tip the scales on the part of the bettor, as long as the person doesn't make too brash a wager. He also delights in small children. People believe that a baby's unexplained smile is an indication of Bes' invisible presence, making faces that only the infant can see. Almost everyone calls on Bes at one time or another for luck, and Bes does not care about the morals or ethics of those who implore him for aid. He acts on whims, handing out good fortune as it pleases him and delighting like a child in the gifts offered to him.

!!Geb
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/geb01.png]]
[[caption-width-right:200:Geb, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/geb02.png]]
[[caption-width-right:125:Geb's symbol]]
->'''God of the earth, "Father Under the Skies and Sands"'''
->'''Intermediate god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' The earth
->'''Symbol:''' Earth hieroglyph or mountain

Following their creation by Ra, Shu and Tefnut produced numerous offspring. The first of these was Geb, who became the earth. Geb was so enraptured with his sisler, Nut (the sky), that they instantly embraced. After they had produced four children of their own (Isis, Set, Osiris, and Nephthys), Ra instructed Shu to break up the embrace.

He's one of the few deities to rule from the Elemental Plane of Earth, somehow channeling his worshipers' belief to the Inner Planes instead of the Outer. It's rumored that he maintains a conduit to Nut's realm on Elysium, though Shu has strictly forbidden Geb and Nut their marriage

Geb's realm is one of the few places on the plane where a person can assume the walls won't collapse on them. Winding tunnels cut through the earth, and vast spaces filled with the night sky (courtesy of Nut) create the illusion that a person's out in the open. The realm holds several towns, each with tens of thousands of swarthy brown petitioners whose color darkens as they draw closer to union with Geb. The petitioners are, like their god, jovial, friendly, and curious, and sometimes just a little naive.

Geb is able to exert absolute control over any creature from the Elemental Plane of Earth and can summon 2-12 earth elementals to fight for him at any time. He can instantly negate any spell involving earth, rock, mud, or the like and cannot be harmed when he stands on solid ground.

Geb was once a curious and quicktempered god, but he has mellowed since his birth and now takes a more even-tempered (and safe) approach to life. Geb's true form is that of a huge man with dark brown skin and burning eyes. He always wears a golden crown as a symbol of his divine power.

!!Hathor
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hathor_p146.jpg]]
[[caption-width-right:200:Hathor, as depicted in ''Deities & Demigods'' (3e)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/hathor_symbol.jpg]]
[[caption-width-right:125:Hathor's symbol]]
->'''Goddess of love, music, and motherhood'''
->'''Lesser goddess'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Community, Good, Luck
->'''Symbol:''' Horned cow's head with lunar disk

The benevolent deity Hathor appears either as a human woman with the head of a cow, as a human woman with cow's ears or horns, or simply as a large cow. She is a deity of music and dance, art and inspiration. Her broad portfolio also includes influence over love and motherhood, the moon, and fate. Hathor is one of the daughters of Re-Horakhty and is married to Bes.

Hathor's essential teaching commands people to savor life and all the good aspects of it, beauty, art, music, love, and family. Hathor's clerics teach that these things are divine gifts, meant to be enjoyed and protected. There is no evil in enjoying these simple blessings; it is evil to deny them to another or to destroy them.

!!Horus/Re-Horakhty
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/re_horakhty_p139.png]]
[[caption-width-right:200:Re-Horakhty, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:Horus (1e)]]https://static.tvtropes.org/pmwiki/pub/images/horus01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/re_horakhty_symbol.jpg]]
[[caption-width-right:125:Re-Horakhty's symbol (3e)]]
[[caption-width-right:125:[[labelnote:Horus' symbol (2e)]]https://static.tvtropes.org/pmwiki/pub/images/horus02.png]][[/labelnote]]
->'''Son of Osiris, "The Avenger"''' (as Horus)
->'''God of the sun, "Ruler of the Gods"''' (as Re-Horakhty)
->'''Lesser god''' (as Horus) or '''Greater god''' (as Re-Horakhty)
->'''Alignment:''' ChaoticGood (as Horus) or LawfulGood (as Re-Horakhty)
->'''Domains:''' The sun, Revenge, War, The sky (as Horus) or Glory, Good, Law, Nobility, Sun, War (as Re-Horakhty)
->'''Symbol:''' Hawk's head (as Horus) or Solar disk encircled by serpent (as Re-Horakhty)

The son of Isis and Osiris, Horus was conceived following his father's death at the hand of Set. Afraid that he would also be slain by Set, Isis saw to it that her son was raised in secrecy by a family in the swamps of the Nile Delta.

Horus took his place among the gods when he reached adulthood and challenged Set. Horus brought all his might to bear and battled his uncle to a standstill. In the end, the goddess Neith was called upon to settle their dispute. After consideration, she ruled in Horus' favor (although Set was compensated to an extent).

In his true form, Horus appears as a hawk headed warrior of great physical power.

Horus is a fierce and proud god. He is called upon by those who seek to avenge great wrongs or uphold the honor of their families. If any of his followers begins a quest to avenge the death of a family member, there is a 5% chance that he will send his avatar to aid them.

The avatar of Horus is a dedicated foe of evil. He is merciless and relentless in his war against the forces of Set. He abhors all forms of deceit and treachery, and nothing will stand in his way when he is attempting to right a wrong or slay a traitor.

As Re-Horakhty, he is ruler of the Egyptian pantheon and the resplendent lord of the sun, steering the Solar Barge across the sky and through the underworld at night. He appears as a strong, darkskinned human with the head of a hawk.

Re-Horakhty ascended to take the place of the original sun-god, Re, after defeating Set to avenge the murder of Osiris. He absorbed the divine essence of the aging Re, increasing his power beyond that of his parents.

Re-Horakhty is the god of kings, bestowing his divine blessings upon the earthly rulers who serve him. Although kings who revere Re-Horakhty are fond of preaching about "divine right", Re-Horakhty demands that monarchs rule wisely and justly, true to his lawful good alignment. His divine blessings can be taken away from those who prove themselves unworthy as quickly as they were given.

Re-Horakhty commonly uses his Possess Mortal salient divine ability to inhabit an earthly pharaoh, thus acting simultaneously as ruler of heaven and of earth.

Re-Horakhty is a martial god, his nightly battle in the underworld representing the constant warfare that good must wage against evil. Evil, in the Egyptian mythos, primarily means Set and his servants, especially Apep. Set is Re-Horakhty's uncle, and
killed Osiris at least in part to usurp the throne that Re-Horakhty wrested from his grasp, making the two deities implacable enemies. Re-Horakhty teaches that vigilance and readiness of arms are absolutely necessary so that Set and his minions can never succeed in stopping the Solar Barge's nightly journey and assuming leadership of the pantheon.

!!Imhotep
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/imhotep_p147.jpg]]
[[caption-width-right:200:Imhotep, as depicted in ''Deities & Demigods'' (3e)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/imhotep_symbol.jpg]]
[[caption-width-right:125:Imhotep's symbol]]
->'''God of crafts and medicine'''
->'''Demigod'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Artifice, Healing, Knowledge
->'''Symbol:''' Step pyramid

Imhotep is the only ascended mortal in the Egyptian pantheon, an advisor to kings, builder of pyramids, and paragon of knowledge who rose to become the god of healing and science. He appears as a normal human dressed in a white robe and carrying a staff. (As an ascended mortal, Imhotep does not have outsider Hit Dice as other members of the pantheon do).

Imhotep's key doctrine is that knowledge, science, and magic should be used to help humanity. While Thoth teaches the collection of knowledge for knowledge's sake, and Anubis guards secrets of herbalism and magic, Imhotep insists that knowledge is only useful if it is used, and it must be used for the good of all. Though Imhotep is not a god of magic, his doctrine applies to magic as much as to the science of engineering. The appropriate use of magic is to help others, not harm them. While not explicitly pacifistic, Imhotep places much more emphasis on healing than on warfare, in stark contrast to other Egyptian deities.

!!Isis
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/isis_p149.png]]
[[caption-width-right:200:Isis, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/isis01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/isis_symbol.jpg]]
[[caption-width-right:125:Isis' symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/isis02.png]][[/labelnote]]
->'''Goddess of fertility and magic, "Lady of Knowledge"'''
->'''Greater goddess'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Good, Magic, Protection, Water
->'''Symbol:''' Ankh and star or eye and teardrop

One of the most prominent members of the Great Ennead, Isis is the goddess of magic, fertility, and (with Hathor) of motherhood, a patron of marriage, and the ideal for all Egyptian women. She is daughter of Geb and Nut, the wife of Osiris, and the mother of Horus.
Isis introduced the custom of marriage to the Egyptian people and has served as the ruler of Heliopolis in the past. She was responsible for the transformation of her husband into a god of the dead.

Isis' true form is that of a tall and beautiful woman of classical nature. She has green eyes that dance with mystical highlights, and a soothing voice.

Isis is a regal and noble deity who is eager to share the knowledge of the gods with humanity and often goes to great lengths to introduce her worshippers to new concepts and ideas. In many cases, these new ideas take the form of magic spells and enchantments.

In her purest essence, Isis represents the power of love to overcome death. When Set killed her husband Osiris, Isis searched the land to find his body and labored to restore him to life. The strength of her love combined with her power to conquer death
make her possibly the most popular of the Egyptian deities. She is an approachable deity, for she loves her worshipers as much as she loves her husband, and she offers them the same gift she gave Osiris: everlasting life in the peaceful bliss of the
Offering Fields.

For all her popularity, Isis has a more esoteric side in her role as deity of magic. Though wizards and sorcerers revere her, she also receives veneration in the form of countless charms with minor magical powers created in her name, making even her mysteries accessible to the masses of her followers. Naturally, Isis is a great enemy of her husband's murderer and encourages her followers to oppose Set and his minions in the world.

The goddess shares the rule of Heliopolis with Osiris and Ra, her portion of the realm a sloping land covered with thick grass and fig trees. The River Isis, filled with holy water, runs only through the city of Gizekhtet. The burg's a matriarchy ruled by Lamia Nightblossom, and it's a place where everything's in balance. None of the people are too rich or too poor, too hungry or too sated, to the petitioners, it's utopia.

But Isis has a second realm, one that she can call her own: Quietude, a small town on Elysium that isn't much more than a village set on a plateau. Isis' proxy Sirian Goodwife keeps the peace there, but that's not a hard job, the community's home to married couples and spellslingers working toward a better understanding of the multiverse and its secrets. Though Heliopolis is the home of her husband, Isis seems to prefer Quietude for its research value.

!!Nephthys
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nephthys_p150.jpg]]
[[caption-width-right:200:Nephthys, as depicted in ''Deities & Demigods'' (3e)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/nephthys_symbol.jpg]]
[[caption-width-right:125:Nephthys' symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/nephthys01.png]][[/labelnote]]
->'''Goddess of death and grief, "Lady of Sands"'''
->'''Intermediate goddess'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Chaos, Good, Protection, Repose
->'''Symbol:''' Horns around a lunar disk or moon and ankh

Daughter of Geb and Nut and twin sister of Isis, She was once married to Set and bore
him one child, the twisted crocodile god Sobek. Longing for a normal marriage and child, she got Osiris drunk and seduced him, bearing Anubis as a result, and provoking
Set's murder of his brother. After Set killed Osiris, Nephthys abandoned her husband and joined with Isis (Osiris' wife) to recover the dead god's body, mummify him, and secure his place as lord of Tuat. Because of this, she often acts as a guardian of the dead.

She was deeply wounded by Osiris' death (which she felt was her fault), and her grief is the embodiment of all human mourning. Her priests teach that grief is an appropriate response to death, even though the soul of the departed finds peace and joy in the Offering Fields. In her name, followers of the Egyptian pantheon weep and wail at funerals even as they celebrate the new life of the deceased. Nephthys despises her former husband and will do everything in her power to thwart his plans for evil, hating him more passionately than even Osiris does.

In addition to her duties as keeper of the dead, Nephthys is also the guardian of wealth. As such, her power is often invoked to defend tombs that have been filled with treasures. Anyone violating such a burial chamber is risking the wrath of this goddess.

Nephthys is a somewhat greedy goddess who takes an interest in the accumulation of wealth by her followers. As such, she tends to favor those of her followers who are well off. She often rewards persons who are of help to her or her church by leading them to important treasures.

She lives among the deserts of Amun-thys, scorning visitors and discouraging whimsical travelers. She's a rather miserly goddess, hoarding wealth and expecting her worshipers to sacrifice theirs to her. Some call her unfriendly, but the truth of it is just that she doesn't want to get bobbed.

This attitude extends to the petitioners of her realm, who've learned that all items in the land seem more precious than they are. The natives are peery of visitors; they've seen the sharp side of a sword from people looking to fill their own pockets. And they go to great lengths to protect the crypts and mausoleums from looters, with help from Nephthys, of course.

Set sometimes sends proxies to Amun-thys with gifts and smooth words for Nephthys; she takes the offerings but pays their pleas no mind, usually tossing the people out on their ears. But the goddess turned the tables on her former husband when Bentresh arrived; Nephthys talked the half-elf into throwing Set over and staying on as ''her'' new proxy.

Truth to tell, Amun-thys is little more than dunes, with scattered temples, tombs, and necropoli. The small city of Scarab lies near Nephthys' palace, and huge carcasses of titans litter the surrounding desert (some say they go to the realm to die). Beyond that, a person's better off looking someplace else for wealth and glory.

!!Nut
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/nut01.png]]
[[caption-width-right:125:Nut's symbol]]
->'''Goddess of the sky, "Mother Night"'''
->'''Intermediate goddess'''
->'''Alignment:''' NeutralGood
->'''Domains:''' The sky, couples forbidden to marry
->'''Symbol:''' Stars in the night sky

Nut is both wife and sister to Geb, the earth god. The two are deeply in love and will never act in a manner that is harmful to the other. Because Ra had forbidden Nut and Geb to have children, she was forced to resort to trickery to bear her five young. Since Ra had decreed that Nut could not give birth on any day of any month of any year, she went to Thoth for help. Thoth managed to capture some of the moon's light and used it to create five new days (outside of Ra's domain). On each of these days, Nut gave birth to a new god.

In her true form, Nut appears as a tall, slender woman whose body is the black of the night sky. She sparkles with starlight and is enchanting to behold. Omens from Nut always take the form of patterns in the stars.

Nut is as devoted to her husband Geb as he is to her. They are kept apart by Shu and the order of Ra that forbids them from having any more children. Nut is very sensitive to the concerns of those who are forbidden to marry the one they love and will often send her avatar to help out such couples.

Having fled Heliopolis eons ago, she now maintains a small realm on Elysium, in Belierin, the layer magically sealed by the guardinals. Though Nut realizes that she's still not beyond Ra's reach, she nonetheless finds solace in her solitude.

Her realm is like the starry sky, a dark land where there's no up or down, only the sensation of movement through the night. No corporeal beings live here; the petitioners of her realm are the stars themselves. As Nut draws them to herself, they flare up and then die out entirely.

!!Osiris
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/osiris_p151.jpg]]
[[caption-width-right:200:Osiris, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/osiris01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/osiris_symbol.jpg]]
[[caption-width-right:125:Osiris' symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/osiris02.png]][[/labelnote]]
->'''God of nature and the underworld, "The White Crown"'''
->'''Greater god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Air, Earth, Good, Law, Plant, Repose
->'''Symbol:''' White crown or crook and flail

The husband of Isis and son of Geb and Nut. Osiris has a dual nature. While he is often worshipped as a god of nature and plant life, he is also the protector of the
dead. Osiris is the god who taught the Egyptians the arts of civilization and is very fond of his people. If any community that maintains a temple to Osiris is attacked, there is a 25% chance that Osiris will send his avatar to lead the battle against the invaders.

Osiris and Set are bitter enemies, for the latter once tricked him into lying down in a magic coffin. Once inside, Osiris was unable to escape and soon died. His wife Isis, mummified his body. In so doing she gave him eternal life and made him a god of the dead.

Osiris is nearly the greatest god in the Egyptian pantheon, hindered only by the fact that he is dead. Had his brother Set not murdered him, Osiris would occupy the throne of the gods now held instead by his son Re-Horakhty. Osiris rules over the world of the dead as his son rules the living.

In his true form, Osiris is a tall, muscular man with a greenish tint to his skin. He can command or destroy any undead creature at will. Osiris can also appear as a human mummy swathed in strips of linen. He wears the crown of rulership over the dead and holds a scepter and a flail, symbolizing his kingship and his power over the forces of nature. These include the cycle of crops and vegetation and the primal elemental forces of air and earth, control of which Osiris inherited from the elder deities.

Osiris is a wise god who rules Heliopolis in Ra's absence. He is very alert to the needs and desires of his followers and always has their best interests at heart. Having himself endured death and risen to reign in the afterlife, Osiris promises a place in the same afterlife to those who follow him. All who die must face Osiris' stern judgment, however. Osiris demands adherence to basic principles of order and goodness in order to win admission into the Offering Fields. Each soul that appears in his Hall of Truth must recite a long confession, proclaiming, "I have not sinned against others. I have not wronged my family. I have not done wrong instead of right. I have known no worthless folk..." and so on. The monster Ammit, a servant of Anubis, devours those who fail in Osiris' judgment.

Osiris' chilly realm in Heliopolis is both above and below the ground, and former mortal kings can keep their memories of rulership to provide keen knowledge of the law. Undead walk freely in Memphiria, the City of the White Crown, at least as long as they are free of evil in their hearts.

!!Ptah
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/ptah_p153.png]]
[[caption-width-right:200:Ptah, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/ptah01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/ptah_symbol.jpg]]
[[caption-width-right:125:Ptah's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/ptah02.png]][[/labelnote]]
->'''God of crafts, knowledge, and secrets, "The Opener of the Way"'''
->'''Intermediate god'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Creation, Knowledge, Law, Travel
->'''Symbol:''' Bull or mummified hand

Ptah is a mysterious creator deity, related to the rest of the Egyptian pantheon only by marriage (to Re-Horakhty's daughter Bast), not by birth. He appears as a small, shaven-headed man with jet black skin, like polished marble, and large black eyes filled with stars. In his eyes is the fire of creativity that is the inspiration of all artists. Legends suggest that Ptah existed before even Ra and Apep, and that he may have created them, and even other gods in other pantheons. Despite his marriage to Bast, he remains aloof from the struggles and rivalries of the Egyptian pantheon, spending his time wandering the vast expanses of the planes.

Where Thoth is the god of knowledge and science, Ptah is often viewed as the god of artists and designers. While the two gods have much in common (neither of them is
related to any of the other gods, for instance), there are important differences. An architect planning a pyramid depends on Thoth for the mathematics to build it and calls upon Ptah for the inspiration that will make it a work of art.

Ptah is a clever and dynamic god with a great love of art and beauty. He smiles upon craftsmen who produce works of great quality and will sometimes (5%) send his avatar to assure that such persons receive the recognition they deserve.

Ptah's law is the order of the universe. Everything has a place in the cosmic scheme, and everything fits together to work for a purpose that is beyond mortal understanding. Ptah may have set this intricate cosmic machinery in motion, and it seems quite likely that he is the only one who knows its purpose or eventual result. His followers generally act as though they're in on the secret, but certainly none of them know as much as Ptah himself. Mortals can simply do their best to fill the part they're supposed to play, not overstepping their place or spreading disorder in the well-ordered world.

Having supposedly stepped down in favor of the more vital and active Ra, it's well known that Ptah wanders the Ethereal now, and that he's even approachable by mortals. But a person'd best tread carefully around him, the god seems to feed off of the Ethereal, and he can send a person literally anywhere in the planes. A tiefling who claims to have suffered from this relocation says that Ptah can even drop a person in another god's realm without that deity's permission (Then again, people know how trustworthy tieflings are).

Obviously, Ptah's a popular name to invoke among Ethereal and inner-planar travelers. But as he's the source of inspiration and creativity, lovers of art and beauty call upon Ptah as well.

!!Seker
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/seker01.png]]
[[caption-width-right:200:Seker, as depicted in ''Deities & Demigods'']]
->'''God of light, "Lightbringer"'''
->'''Lesser god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Light
->'''Symbol:''' Hawk-headed mummy with an ankh in his right hand

Cousin to Shu, Seker appears as a rather ordinary man. This god is relentless in his efforts to destroy all evil and undead on the earth. He's one of the gods of the afterlife, and the undead are, in his eyes, simply dead people who don't realize their true state. If they won't follow Osiris' rule, Seker destroys them with shafts of light from his hands.

His realm, Ro Stau, varies between two layers of Elysium, wavering back and forth as he desires. In Amoria, Ro Stau is a remarkably beautiful marble palace with immense colonnades rising above the surrounding desert. In Thalasia, it's a pleasure house along the banks of a thundering river, the halls of which are filled with incense and peaceful sunlight streaming in every crack.

Wherever Ro Stau is, its petitioners are attractive, relaxed (some say lazy) people who glow with an inner light. But when it comes to undead, they're fanatical in their hatred, much moreso than Seker. Fact is, the people just can't get it through their heads that not all undead are evil, destructive monsters. But they've got to learn to let go of their bias if they hope to achieve union with their god.

!!Set
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/set_p154.png]]
[[caption-width-right:200:Set, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/set01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/set_symbol.jpg]]
[[caption-width-right:125:Set's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/set02.png]][[/labelnote]]
->'''God of darkness and desert storms, "Lord of Evil, Defiler of the Dead"'''
->'''Greater god'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Air, Chaos, Darkness, Destruction, Evil, Strength
->'''Symbol:''' Coiled cobra

A being of pure chaos and evil, Set is opposed to everything the Egyptian deities represent. The son of Geb and Nut, his birth was horrific by any measure, for he tore himself free from his mother's womb and sprang upon the world as a foul and hideous thing. He appears as a powerful man with a bestial head resembling a donkey, with a curved snout and upright, square-tipped ears. He also has a long, forked tail. He sometimes appears in animal form, as a hunting dog (resembling a greyhound or saluki), a hippopotamus, or a wild boar.

Set is the brother of Osiris, Isis, and Nephthys, and was married to Nephthys before he murdered Osiris. Nephthys bore him a single child, Sobek. Now and again Set sends proxies to her realm to try and win her back. 'Course, he also lusts after Isis, and its no secret that, if given the chance, he'd put Osiris and Horus in the dead-book. The evil god just plain hates Osiris (after all, Set killed him once before), but his anger toward Horus stems from the fact that Horus was granted a throne Set desired.

Set murdered Osiris for two reasons: out of jealousy over Nephthys' seduction of Osiris, and in an attempt to seize the rulership of the pantheon, which Ra relinquished and Osiris was poised to claim. He continues to struggle with Re-Horakhty for the throne, but he has no interest in an ordered government. Set's struggle with the other gods of the pantheon is about power, not empire. He believes that he is the strongest of the deities in the pantheon, and that his strength makes him the only one fit to rule. He perpetuates this idea of rule by the strong within his cult, where cleric-assassins vie with each other for power and position.

According to Set, whatever a person is strong enough to claim belongs to that person by right. The "divine right" of rulership that Re-Horakhty teaches is meaningless in
Set's eyes, rulership should be held by whoever can seize and maintain it. Authority should be respected only insofar as it is powerful enough to enforce its will.

Set's realm in Baator is called Ankhwugaht, a burning desert in the midst of the snow of Stygia. The center of the realm boasts a huge black pyramid that seems to cast a shadow across the entire land. The petitioners are completely untrustworthy, but they have a strange sense of honor, and they won't go back on their sworn word. 'Course, getting them to swear in the first place is another matter entirely.

!!Shu
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/shu01.png]]
[[caption-width-right:125:Shu's symbol]]
->'''God of winds and the atmosphere, "The Upholder"'''
->'''Intermediate god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Winds, The atmosphere
->'''Symbol:''' Ostrich feather

Shu, brother and husband of Tefnut, father of Geb and Nut, has been charged by Ra to keep Nut and Geb apart from each other, and this Shu does admirably. As the atmosphere, he keeps the ground (Geb) from ever touching the sky (Nut), and thus the two lovers are separated. Shu and his wife Tefnut were Ra's first children and he has great affection for them both.

As one might expect, Shu has complete control over the air and all things associated with it. Shu can control any creature from the Elemental Plane of Air and can summon 4-24 air elementals to serve him at any time. Shu can also negate any spell that deals with air or the atmosphere at will. In his true form, Shu looks like a normal, if divinely handsome, man with a light blue tint to his skin. His eyes carry the gleam of summer lightning in them and his smile the warmth of a spring sunset. He is also constantly surrounded by a swirl of wind. He can control the velocity of these winds, which may range from gentle breezes to tornado force cyclones. Omens from Shu come in the form of strong winds and atmospheric phenomena.

Shu is a heroic and noble god who serves as king of Heliopolis when Ra is absent or unavailable. He is fair and impartial, but less of a politician than Ra.

Shu's realm, Desert Wind, is pure breeze and sky; still, it's noticably different from the rest of the Elemental Plane of Air. The air is warmer and glitters with gold, and it's filled with the scent of cinnamon and sand. It's said a visitor to the realm can move with the simple power of his mind.

Sure, storms can rise up unexpectedly, but Desert Wind is usually a place of peace and gentle breezes. That's what the petitioners are, mostly, warm, caressing winds, though some take the form of golden shafts of sunlight.

!!Sobek
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/sobek_p156.jpg]]
[[caption-width-right:200:Sobek, as depicted in ''Deities & Demigods'' (3e)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/sobek_symbol.jpg]]
[[caption-width-right:125:Sobek's symbol]]
->'''God of water and crocodiles'''
->'''Demigod'''
->'''Alignment:''' LawfulEvil
->'''Domains:''' Animal, Evil, Water
->'''Symbol:''' Crocodile head with horned and plumed headdress

The misshapen son of Set and Nephthys, Sobek is a crocodile-headed deity whose humanoid body is covered with thick, tough scales. He has a thick, crocodilian tail and heavy, clawed hands and feet. He also sometimes appears as a crocodile.

Sobek's essential creed is "eat or be eaten". His followers strive to carve out their own place in a world that is hostile to their continued existence, to win recognition from the Egyptian pantheon and its church, and, barring any realistic possibility of
crushing their opposition, to survive the opposition of the good deities and their servants. Sobek's church is a cult acutely aware of how little power it actually holds. It clings to as much strength as it can muster, obeys the laws of the land when necessary to keep the full wrath of the authorities from falling upon it, and struggles to survive.

!!Tefnut
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/tefnut01.png]]
[[caption-width-right:125:Tefnut's symbol]]
->'''Goddess of storms and running water, "Storm's Fury"'''
->'''Intermediate goddess'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Storms, Rain, Running water
->'''Symbol:''' Lioness head or pyramid and sun

Tefnut, wife and sister of Shu, embodies the moisture of the atmosphere. She's a goddess of mercurial moods and changing disposition. Those who can read the weather can sense the changes in her mood, beneath the seeming chaos, there lies a deeper order, that of storms and lightning. Tefnut can be gentle and kind one minute, and thundering and harsh the next. She's not cruel and won't destroy without cause, but people who incur her fury know it right away.

Villages in need of rain often call upon Tefnut to send them her life-giving gift while those in the grip of a great storm plead with her to spare them and turn her attention elsewhere.

Tefnut's true form is that of a slender, attractive woman with the head of a sleek lion. The air around her smells of rain and lightning and her voice is the deep rumble of distant thunder. Omens from Tefnut always come in the form of storms or rain.

Tefnut's realm, Windwrath, sits on one of the many mountains of Bytopia, pummeled by winds and rain. The petitioners hide from the storms inside village-caverns; the largest settlement, Ston-khat, is guided by the proxy Dyalotep the Lame. The natives spend their time aiding passersby and serving their goddess. Though the wind rarely ceases and the rain lets up only occasionally, the natives love Windwrath, and most people who come here do as well.

!!Thoth
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/thoth_p157_2.png]]
[[caption-width-right:200:Thoth, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/thoth01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/thoth_symbol.jpg]]
[[caption-width-right:125:Thoth's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/thoth02.png]][[/labelnote]]
->'''God of knowledge and wisdom, "The Keeper of Knowledge"'''
->'''Intermediate god'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Knowledge, Magic, Rune
->'''Symbol:''' Ibis

The mysterious deity Thoth appears as a slender human with the head of an ibis. He is the inventor of writing and arithmetic, and the god of scribes, sages, libraries, and knowledge in general. Thoth is not related, even by marriage, to any other deity in the Egyptian pantheon, and his origins are not clear. Some legends say that he was present at creation, recording the events of Ra's birth as they occurred. Others say he is a son of Ra, brother of Shu and Tefnut. Thoth is very close to Isis, Osiris, and Horus.

Thoth is said to have accumulated as much knowledge as the gods Ilsensine and Gzemnid combined, and to use it in a much more selfless fashion. Isis may know everything that's happening in the multiverse ''now'', but Thoth knows everything that's happened in the past. As the custodian of the Great Library, Thoth allows scholars in its hallowed halls to research whatever may be on their minds. It is said that Thoth maintains a set of three great books in which all knowledge is recorded. These books are locked away at the heart of a great crypt.

His petitioners live in small villages along the River Ma'at and in the city of Thebestys nearby (that's where the Great Library's found). All manner of terrain can be found in his realm; desert and swamp vie for space all along the river. Followers of Thoth collect knowledge for knowledge's sake, striving to better themselves through learning. Some hope to better the world as well, while others hope to gain the means to impose their will on the world through their knowledge. For Thoth himself, knowledge is all that matters. Thoth is not generous with his knowledge, but neither is he covetous of it. For those who work long and hard at research and science, he is a faithful source of information. Thoth is truly omniscient.

!!Minor Gods and Goddesses
Other Gods that did not contribute much to Egyptian mythology are listed below.

* Amset: God of the south. Amset looks like an extremely short man. His main power is to be unaffected by anything sent at him from a southerly direction. This power also lets him turn any force directed at him from the South back at its sender, double force. He also shapechanges.
* Apesh: God of greed and evil. Apesh looks like a dragon turtle. Its main attribute is the power to summon 1-4 of any evil creature per day to fight for it. In battle it relies on its shapechanging power to kill its enemies. It is very fond of allowing maps to its many treasures to be found by lawful beings and then taking a personal hand in killing them when they try to take the gold.
* Hapi: God of the north. Hapi is an extremely short dwarf. His main power is to be unaffected by anything sent at him from a northerly direction. This power also lets him turn any force directed at him from the North back at its sender, double the force. He too can shapechange.
* Qebhsennuf: God of the west. Qebhsennuf looks like a man with a hippo's head. He has his cousins' directional powers and can shapechange.
* Renenet: Goddess of good fortune. Renenet looks like an ordinary woman and when looking upon another being gives them the Luck of the Gods. The being will make their saving throw every time, will always hit their enemies, and will never be struck by their foes. She never fights in battle, but will stand in astral form above a fight using her power on any lawful being she favors.
* Taumautef: God of the east. Tuamautef has the same powers as his 2 cousins of the North and South working in an easterly direction. He appears as a man with a crocodile head.
[[/folder]]

[[folder: Finnish Pantheon]]
!!In General
The Finns don't have a particularly strong pantheon. Perhaps that's because they don't focus on the prevalence of gods in their lives. The people aren't really active in the worship of their gods, instead simply accepting the deities as a given in their day-to-day existence. This ain't to say the Finns don't revere their deities; it's just that they're not as fervent in their beliefs as many of the other mortals in the multiverse. For the Finns, it's not a matter of faith, it's just the way things are.

What the Finns do revere are their heroes. The ones they're particularly fond of are the ones who succeed, and they imagine that degradations and villainies befall the ones who fail. Sure, it's a pragmatic way of looking at the world, but then again, the Finns lead a dangerous life, what with the cold and lack of food and everything else. They just don't have the time or inclination to romanticize their heroes or their deities.

The stories of this mythos are magnificently told in ''The Kalevala'', the Finnish national epic. These tales focus on the exploits of the heroes, rather than the gods. The heroes of ''The Kalevala'' are very powerful; they possess abilities beyond those of mortal men, and most have divine ancestors. They even have brushes with the gods (though only Vainamoinen is powerful and skillful enough to successfully meddle with the gods).

The core of the epic is the continuing conflict between Kalevala, the land of good heroes, and Pohjola, the land of evil and wizardry. All of the heroes are great bards, and make mighty magics with their songs. The clerics of the gods consider themselves above normal men, and are generally well-respected and/or feared. They have no qualms about using spells to chastise those who offend them or threaten their power.

!!Ukko
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/ukko01.png]]
[[caption-width-right:200:Ukko, as depicted in ''Deities & Demigods'']]
->'''God of the sky, air, and weather, "Chief of the Kalevala"'''
->'''Greater god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Sky, Air, Weather, Avians
->'''Symbol:''' Flaming sword

Ukko is the chief god of the pantheon, but he keeps himself aloof from affairs unless those he loves are threatened. Usually, only extreme danger to the Prime can rouse him from his meditations on existence, and even then he sends one of his air maidens to set things right. Some say that it's Ukko's "guidance" that's causing the pantheon to fade from sight.

Ukko is represented as an old man. He is very supportive of all the good heroes in the mythos. While he usually uses a magic attack, when hard pressed in battle he uses a flaming sword that does 3-30 points of damage and has the power to slay anything it hits (as a death spell; saving throw at -6 applicable).

Ukko is master of the sky and air, and supports the world. He thus is responsible for all weather and protects all avian life.

His realm's known to be in the layer of Shurrock on Bytopia, but no person knows where to find it. Apparently, Ukko desires solitude.

!!Ahto
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/ahto01.png]]
[[caption-width-right:200:Ahto, as depicted in ''Deities & Demigods'']]
->'''God of seas and waters, "King of the Seas"'''
->'''Greater god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Seas, Waters
->'''Symbol:''' Rippling wave of water

Ahto, the water god of the Finns, takes little interest in the matters of the world. He's more content to keep himself occupied in his realm, pondering the matters of wave and current. Still, he can be roused from his contemplation by suitable sacrifice, and if he's moved to action, he sends either Alanoin or the Water Dwarf to take care of matters.

His realm, known as Curling Wave, is a place of flickering blues and greens, filled with fish and orcas. Larger whales occasionally slide through the realm on their way to deeper pastures. Sea elves are infrequent visitors, and in fact, the only regular humanoids there are Ahto's water-breathing petitioners, who build undersea castles out of coral and shell. But their number is slowly waning as their god absorbs them.

!!Air Maiden
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/air_maiden01.png]]
[[caption-width-right:200:Several air maidens, as depicted in ''Deities & Demigods'']]
->'''Ukko's warrior'''
->'''Alignment:''' LawfulGood

An air maiden appears as a winged human with a sword, garbed in flowing robes, and glowing with a brilliant light. Only one air maiden will appear at a time. Each maiden is armed with a +3 frost brand sword. When a devout follower of Ukko calls his name, he is likely (30%) to send an air maiden: first to advise the worshiper as to the best course of action (using telepathy), and then, if necessary, a maiden will enter combat thereafter to rescue the imperiled believer. These powerful warriors will be sent by Ukko only when his worshipers face certain death at the hands of demons, devils or very powerful evil characters.

Although having few magical abilities, each maiden is 50% magic resistant, and may fly (at up to 48") without tiring. Should an air maiden be slain before her mission is completed, another will immediately appear. If a maiden is slain, she and all her possessions (including the sword) will vanish.

!!Hiisi
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hiisi01.png]]
[[caption-width-right:200:Hiisi, as depicted in ''Deities & Demigods'']]
->'''God of evil, "Lord of Darkness"'''
->'''Greater god'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Evil
->'''Symbol:''' Lightning bolt in the night sky

Hiisi's a basher with no care for the scurrying creatures of mortal life span; he's preoccupied with evil, and uses other sentients only as a means to further his wicked visions. He can empower any evil creature as his proxy, and they have only one chance to resist him (by making a saving throw versus spell at -4). Truth is, though, Hiisi doesn't keep permanent proxies. He kills them before long to reclaim every last drop of his strength, the god hates doling out energy.

He always appears as a huge, richly robed man with coarse features. His giant club does 4-40 points per strike. He constantly aids evil creatures, but does not like to directly enter battle, preferring to sit on the sidelines while sending in a group of 1-10 evil heroes. Evil beings are unable to do any damage to him either directly or indirectly.

Hiisi's realm resembles nothing so much as the underside of a tree-covered hill, and it appears on the Prime whenever he believes the other deities aren't watching him. Roots dangle from the ceiling, water constantly drips someplace just out of eyesight but always within earshot, and the smell of rotting, dank earth fills a person's nose. It's a dreary place, and indescribable creatures (Hiisi's petitioners) drag their way through the lower reaches of the realm. Most people who come here never leave again. It ain't pretty.

!!Ilmarinen
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/ilmarinen01.png]]
[[caption-width-right:200:Ilmarinen, as depicted in ''Deities & Demigods'']]
->'''Hero'''
->'''Alignment:''' NeutralGood

Ilmarinen is a blacksmith of great magical power, with the ability to create mighty magic items of many sorts. He is a massively built man who wears +4 leather armor and wields a +4 hammer that strikes for 1-10 points of damage. He has a magical sledge that pulls itself at a rate of 21" and can travel over land or water. When traveling incognito or among enemies, Ilmarinen will yoke deer to the front of this sledge to conceal its magical nature.

!!Ilmatar
->'''Goddess of mothers, "Daughter of the Air"'''
->'''Lesser goddess'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Mothers
->'''Symbol:''' Looped cross

Ilmatar is the mother of the greatest hero of Finnish legend, Vainamoinen, and is described as the Daughter of the Air. Chant says the other deities of the pantheon have such respect for her son (and owe her so many favors) that there's nothing Ilmatar can't get from them. She's too honorable to use that influence unduly, but there are times when the mortals under her protection need her help.

She has a hand-sized ball that she carries in a copper box. This ball has written upon it all of the legends of creation and the spells used in that formation. She is able to use this thing to know all of the powers and abilities of any being that ever existed. She also has a sledge that moves by itself on the land, air, and water at a rate of 24".

Her realm exists only within her aura. She travels across the lands of her worshipers, seeking to alleviate the pains of motherhood and answering any call she can. If summoned unnecessarily, Ilmatar visits bad luck on the person who called her. Otherwise, she performs her service (in disguise) and vanishes into the place whence she came.

!!Kiputytto
->'''Goddess of sickness, "Mother of the Plague"'''
->'''Demigoddess'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Sickness
->'''Symbol:''' Battered metal bowl over a flame

Kiputytto is able to cast a sickness (saving throw applicable) that will take away 5 hit points from its victim per turn until dead or cured. Anything that touches her will rot away, including swords, armor, claw, or fang. She is very fond of floating above a battle invisibly and affecting those that have minor wounds and are forced to retreat. She appears to the world most often as a black skinned, twisted old crone with a scarred face. The members of her cult seem to have all suffered from some wasting disease and bear the marks on their faces.

!!Kullervo
->'''Hero'''
->'''Alignment:''' ChaoticNeutral with ChaoticEvil tendencies

Kullervo is the foil of the good heroes of Kalevala. He is doomed to eventually betray Kalevala and become evil, and acts as if he knows it. Kullervo wields a +2 axe of sharpness (as the sword of the same name) that strikes for 1-10 points of damage. In addition to his other spell abilities, Kullervo can shape change. He is immune to fire-based attacks.

!!Lemminkainen
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/lemminkainen01.png]]
[[caption-width-right:200:Lemminkainen, as depicted in ''Deities & Demigods'']]
->'''Hero'''
->'''Alignment:''' NeutralGood

Lemminkainen is jovial and reckless, constantly getting himself into serious scrapes. He has mastered the art of shape changing, and bears and wolves will not attack him. He is immune to poisons of all types. In combat he has use of the following weapons: a +3 javelin of distance with a range of 36"; a +3 bow with a quiver of animal slaying arrows; and his +5 sword is both a sword of sharpness and a flaming sword. He has a +3 dagger, uses a girdle of frost giant strength, and wears +4 chainmail. He has been known to wear a pair of snowshoes of speed and traveling that enables him to proceed at a rate of 24" on snow-covered ground. He has a magical brush which he leaves at home when he goes on an adventure. This brush sheds blood when Lemminkainen is in trouble, by which token his mother (a mighty magic-user in her own right) knows that she should send aid.

!!Louhi
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/louhi01.png]]
[[caption-width-right:200:Louhi, as depicted in ''Deities & Demigods'']]
->'''Old crone of Pohjola'''
->'''Alignment:''' LawfulEvil

Louhi rules the evil land of Pohjolo with an iron hand. She opposes all of the good heroes of Kalevala, and works continuously for their downfall. Louhi can summon four invisible fighters at will to defend her; two will guard her while two attack the enemy. Louhi is very adept at the creation of poison and sleep potions, which she uses on guests she wants to eliminate.

!!Loviatar
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/loviatar01.png]]
[[caption-width-right:200:Loviatar, as depicted in ''Deities & Demigods'']]
->'''Goddess of pain and torture, "Maiden of Pain"'''
->'''Demigoddess'''
->'''Alignment:''' LawfulEvil
->'''Domains:''' Pain, Torture
->'''Symbol:''' White dagger in pale hand

Loviatar, described as a beautiful cold maiden, is usually dressed in white silks, and when she speaks a cold wind blows. Her main concern is the inflicting of pain. She owns a dagger of ice that makes her immune to all magical spells. When she is attacked or magic is used against her, the attacker will once again re-experience the worst pain he or she has ever suffered. In other words, if the worst thing that ever happened to a character was to take 49 hit points of damage from a fireball, then that will happen to him or her again (no saving throw). A second attack on the part of this character would result in the second most painful thing hurting him, etc.

Loviatar's one of the two Finnish gods making an effort to stay vital. Both she and Mielikki have sworn not to give into the wasting apathy that seems to afflict the other deities of the pantheon, and both have wormed themselves into the hearts of mortals on the prime-material world of Toril. There, Loviatar is a lesser goddess, not a demigoddess, and her heightened strength in that crystal sphere may eventually cause her to abandon the Finns for good.

As the mistress of pain, Loviatar relishes in the feel of the knife sliding between layers of skin, muscle, and bone, and the cold caress of the freezing wind from the sea. She's cruel and capricious, and she can make any person who offends her instantly re-experience the worst suffering they've ever known.

Her realm's called ondtland, and it's a wasteland of ice and snow, filled with carnivorous caribou and packs of dire wolves. It ain't a place for the unprepared, and while it's got its beauties (such as the aurora over Loviatar's palace), a person'd do well to remember the nature of the goddess here.

!!Mielikki
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/mielikki01.png]]
[[caption-width-right:200:Mielikki, as depicted in ''Deities & Demigods'']]
->'''Goddess of nature and forests, "Mistress of the Forest"'''
->'''Lesser goddess'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Nature, Forests
->'''Symbol:''' Evergreen

The goddess is always dressed in a green gassamer gown, even in the coldest of winters, and is always surrounded with summer songbirds. She watches over rangers and all creatures of the forest (especially dryads). There is a l% chance that she will aid her dryads when they are in extreme danger within the bounds of the forest. There is a 5% chance that she will attack those that try to destroy her domain, for whatever reason. Because of this, men like woodcutters must plant two trees for every one that they cut down, or eventually face her wrath. She automatically negates all charm-type spells within a 30 yard radius of her body. No creature that lives in the wilds is able to hurt her, even if controlled. She is not affected by clerical spells of any type. When magic has failed to hurt her enemies, she has been known to summon huge packs of wolves and flights of hawks to attack despoilers of the forest.

It's said that Mielikki used to have no true realm, that she hid in the forests of the Prime and came out only to put down despoilers of nature. Well, she's apparently managed to move up in the world; she now shares a realm on the Beastlands with Ehlonna of Oerth.

The land, the Grove of the Unicorns, is far bigger on the inside than out. The realm's just a grove of trees that pops up in the midst of a forest. If a person's a friend of nature, they might spy a unicorn lapping up water from a pool in the center of the grove; if they do, the lush realm opens itself to them in full (animal petitioners of the plane whisper about strange burgs within the Grove, but the truth of that's still unknown). A person who's not worthy won't ever see the unicorn, and they can walk into the grove and right out again without ever knowing where they are.

Obviously, Mielikki watches over rangers, druids, and their ilk. Like her relative Loviatar, she's joined the Faerûnian pantheon in an effort to keep herself strong, for Toril has many nature-lovers. And it seems to be working, to the people of Toril, Mielikki is an intermediate goddess.

!!Son of Pohjola
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/son_of_pohjola01.png]]
[[caption-width-right:200:Son of Pohjola, as depicted in ''Deities & Demigods'']]
->'''Evil hero'''
->'''Alignment:''' LawfulEvil

This son of Louhi was a leader of the people of Pohjola and a savage enemy to Lemminkainen and the other good heroes of Kalevala. His sword does 2-20 points of damage per strike and is a +3 weapon. His mother has given him a giant wolf that obeys his every command.

!!Surma
->'''God of death, "The Angry Club"'''
->'''Demigod'''
->'''Alignment:''' NeutralEvil
->'''Domains:''' Death
->'''Symbol:''' Withered oak branch

Surmo often appears as a slightly aging warrior in leather buckskins and red boots. He uses a club in battle that strikes for 3-30 points of damage; only Surma can wield this weapon.

Surma's a wandering god of Carceri, imprisoned on the plane by Ukko in an effort to keep him at bay. Ever since, Surma's been slowly slipping into obscurity, and that fuels his rage all the more. He can't escape unless Ukko sets him free, and he's not likely to gain any more strength, the other Finnish deities do a fine job of keeping Surma's name from being spoken on the Prime.

Surma roams the first layer of Carceri, challenging every basher he meets to a fight, leaving undead in his wake. If a challenge is refused, Surma tracks the "coward" down later and kills him in his sleep. Some day, though, the demigod'll either run into someone too tough for him, or else just drift off onto the Astral to keep company with the corpses of other failed gods.

!!Tiera
->'''Lemminkainen's shield man'''
->'''Alignment:''' LawfulGood

This fighter will always aid his master to the best of his ability. He uses a +3 spear that does 1-10 points of damage and glows when a lie is told in its presence.

!!Tuonetar
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/tuonetar01.png]]
[[caption-width-right:200:Tuonetar, as depicted in ''Deities & Demigods'']]
->'''Goddess of the underworld, "The Crone of Death"'''
->'''Greater goddess'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' The underworld
->'''Symbol:''' Decapicated head

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 affected by her fear aura, fleeing until exhaustion sets in. Tuonetar's merest touch inflicts 4-40 points of damage.

Along with her husband, she maintains a residence in Tuonela, the Land of the Dead. It's a place of gray mists and shrieking winds, a joyless realm among the already bleak caverns of Pandemonium. She and her husband are afflicted with the same apathy that pervades the rest of the pantheon, and their realm reflects this, full of people who've lost all desire and sense of purpose or meaning.

Perhaps Tuonetar and Tuoni're better suited to life on the Gray Waste, but they're jealous of their domain. She's Vainamoinen's most hated foe (or vice versa). Either way, the Crone of Death goes out of her way to make life difficult for the proxy and son of Ilmatar.

!!Tuoni
->'''God of the underworld, "The Keeper of the Dead"'''
->'''Greater god'''
->'''Alignment:''' ChaoticNeutral with ChaoticEvil tendencies
->'''Domains:''' The underworld
->'''Symbol:''' Club in fist

This god is usually dressed in dark furs. At will he can constantly shape change and cast death and prismatic wall spells. He is immune to all death and charm-type spells. The god will always appear as if in a vision when a being who worships the Finnish pantheon is raised from the dead, and there is a 1% chance that he will actually come in person to reclaim the raised person's soul.

His club (which only he can lift) does 3-30 points of damage, and always disenchants one randomly-determined magic item on the being hit (no saving throw).

Tuoni's clerics go about the battlefield and aid those that are near death to reach the land of the dead. They have been noted for sending the near dead off a bit too soon. After they administer these rites, they take the dead perron's valuables as recompense for their aid in helping the person to go to the land of the dead.

It's said that Tuoni (who oversees spirits journeying to their final reward) occasionally travels to the prime to reclaim a dead person that's been taken from Tuonela.

!!Untamo
->'''God of sleep and dreams, "The Dreamer"'''
->'''Lesser god'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Sleep, Dreams
->'''Symbol:''' Closed eyes

Untamo is the lord of sleep for the Finns, and it's said that anyone who enters his Outlands realm (near Tvashtri's workshop) falls instantly into the god's dream, to be released only when Untamo wills it. For some, the dream ends quickly. For others, it never does and never will.

Clearly, Untamo doesn't like to be disturbed, and he punishes anyone with the temerity to do so, unless they agree to serve him and his whims for a year. Those who agree are usually granted the power to cast sleep as a mage of 10th level, four times a day.

This god is very mild in all of his actions and dislikes being summoned for any reason. He cannot be hurt by any being that has not recently slept for 13 hours or more, as they will otherwise go to sleep instantly in his presence. His club strikes for 3-30 points of damage and those that do not make their saving throw vs. spells will fall instantly asleep.

!!Vainamoinen
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/vainamoinen01.png]]
[[caption-width-right:200:Vainamoinen, as depicted in ''Deities & Demigods'']]
->'''Hero, "Son of the Wind, Virgin of the Air"'''
->'''Alignment:''' LawfulGood

Vainamoinen is the Kalevala's greatest hero and minstrel. His mother is llmatar (q.v.), so Vainamoinen has divine ancestors (like many of the Finnish heroes). He is called "Son of the Wind" by his friends and enemies alike.

Vainamoinen appears as an elderly fighter wearing +5 leather armor. He has two weapons which he wields alternately: a +5 battle axe and an intelligent +3 sword of sharpness. This sword talks, and it can cast a fear spell once per day. He wears a girdle of cloud giant strength (which gives him a strength of 23). He has two magical crossbows: one combines the abilities of crossbows of accuracy, distance and speed, and the other, once started, loads and fires itself at Vainamoinen's enemies until stopped (much like the way a dancing sword fights by itself).

In addition to his clerical, illusionist and bardic spell powers, Vainamoinen can shape change, dispel magic, and use monster summoning I-IV at will. He is immune to the effects of charm-type spells and disease.

Vainamoinen has two special methods of transportation. He has a special horse that can pull his sledges across land or water, drawing weights of up to 300,000 gp with no appreciable loss of speed. He has a canoe-sized boat that can carry huge quantities of objects in much the same manner as a bag of holding: it can hold up to 60,000 gp of weight in a volume of 1,000 cubic feet.

!!Water Dwarf
->'''Ahto's shield man'''
->'''Alignment:''' LawfulGood

This dwarf is often sent on missions for Ahto, and at these times he is carefully observed by the god. There is a 25% chance that Ahto will aid him in any difficulties he encounters and 100% chance that the god will appear if the dwarf is slain. He uses a crossbow of accuracy at twice the usual rate of fire. For hand-to-hand combat he uses a +3 mace. Ahto has given him the ability to regenerate 5 points per melee round when within 50 feet of a body of water.

!!Minor Gods and Goddesses
Other Gods that did not contribute much but their names to Finnish mythology are listed below.

* Elelatar: Goddess of the South Wind.
* Hongatar: Goddess of Fir Trees.
* Kankahatar: Goddess of Weaving.
* Kanteletar: Daughter of the Heart.
* Katajatar: Nymph of the Juniper.
* Kivutar: Daughter of Pain.
* Kuutas: Daughter of the Moon.
* Mana: God of Hades. His daughter is Manalatar.
* Melatar: Goddess of the Rudder.
* Paivatar: Daughter of the Sun.
* Panu: Son of the Sun.
* Pihlajatar: Nymph of the Mountain Ash Tree.
* Sinetar: A nymph that colors flowers blue.
* Sotko's Daughters: Nymphs that protect the ducks.
* Suonetar: Nymph of the Veins.
* Suvetar: Goddess of Summer.
* Tammatar: Goddess of the Oak Tree.
* Tapio: God of the Forests. Tellervo is his daughter.
* Terhenetar: Goddess of the Clouds.
* Tuometar: Goddess of the Bird Cherry.
[[/folder]]

[[folder: Greek Pantheon]]
!!In General
Though it flourished 2,500 years ago, no other civilization has had as much influence on the spirit of the western world as ancient Greece. Our most basic and dearly held convictions, such as a man's right to liberty, to be ruled by a democratic government, and the inherent worth of the individual, are directly descended from Greek thought.

The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and they've made a place for themselves inside the human heart too.

Born from the loins of the Titans and the grandchildren of Sky and Earth, the Greek deities soon carved out their place in the multiverse. Their larger-than-life exploits made them instant legends, their heady passions and dark doings spreading like the ripples of Oceanus. In the space of a few thousand years, they went from a minor collective to one of the most influential pantheons on the planes. Now, with even more experience under their belts, they've secured their foothold and look to grow ever greater. This pantheon, called the Olympians after their mountainous home, has grown so much that a substantial number of primes actually call the gods' home plane Olympus (as opposed to its proper name, Arborea). If that ain't influence, almost nothing is.

!The Olympians
!!Zeus
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/zeus_p102.png]]
[[caption-width-right:200:Zeus, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/zeus01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/zeus_symbol.jpg]]
[[caption-width-right:125:Zeus's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/zeus02.png]][[/labelnote]]
->'''God of the sky, "The Thunderer, Father of Gods and Mortals"'''
->'''Greater god'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Air, Chaos, Good, Nobility, Strength, Weather
->'''Symbol:''' Fist full of lightning bolts

The king of the gods, Zeus (pronounced zoos) appears as a mighty male human standing about 15 feet tall. He has white hair and a long, white beard. He wears a white tunic and carries his shield, Aegis, which bears the likeness of the head of the first medusa. A white celestial giant eagle is always at Zeus's side.

Though he's the youngest of the six original children of Cronus and Rhea, Zeus took the high-up spot among them because of his might and his shrewd handling of their tyrannical father. Today, armed with a thunderbolt forged by the Cyclopes, Zeus holds his position through awe and fear. When the other deities have a disagreement they can't resolve, or when they threaten to tear Olympus apart in their squabbles, Zeus steps in, and with a heavy hand disciplines them until they settle down.

Graybeards say Zeus is the embodiment of reason and emotion welded together. To tell the truth, he's far more often passionate than logical, and that's caused him no end of trouble. See, while he's Hera's husband, he's lusty and lustful, and chant is he's fathered more children among the mortals than even Hera could track down. Zeus means well, to be sure, but sometimes a person can't help but wonder if he took Hera for his wife as a symbolic gesture to placate her jealousy and affirm his standing as head of the pantheon.

His palace is at the highest point of Olympus, its halls inlaid with gold and precious gems. Statues of Zeus and Hera line the halls; chant is the Thunderer animates them to dispose of unwanted visitors, and also to move about the realm without attracting too much attention (Zeus's own radiant glory often strikes dead any mortal who catches sight of it). Sure, a walking statue's still noticable, but it doesn't have the same effect as the god's actual presence.

Zeus's wife also rules in these halls, and it's because of her that he takes on secret forms to slip out for his dalliances. Hera keeps a remarkably close eye on her husband, but it doesn't stop him from trying to escape the white marble of their palace. Sometimes, the place seems more like a cage for the wayward deity.

Chant is Zeus leaves two jars outside the entrance to the palace, one filled with the qualities of evil and the other with good. Only the deities know which is which. Zeus uses the stuff to bless or curse mortals, mixing the two qualities to create human spirits. If a person could make off with one of the jars, they could become a great force for good or evil, but they'd better be sure of which one they take, not to mention find a hideout beyond the purview of the Olympians (they'd crush them for sure).

!!Achilles
->'''Hero'''
->'''Alignment:''' NeutralGood

Achilles is the son of King Peleus and the sea nymph Thetis. He wears +2 chainmail and a +2 shield into battle, all gold plated. He is a charioteer who uses immortal horses to pull his chariot at 24" per turn. His skin cannot be pierced by edged weapons (except at his left heel); only bludgeon-type weapons can harm him in battle.

!!Antaeus
->'''Giant'''
->'''Alignment:''' ChaoticEvil

This giant is the offspring of Poseidon and Gaia, the original earth-deity. He grows stronger each round he fights, as long as he remains on the earth. Antaeus starts similar to a hill giant in size and appearance, but every round he fights he grows, gaining the size and strength each round of the next largest giant type, until he reaches titan strength and size. Each time he grows, all damage he has taken is healed, and he increases a further 25 hit points (up to 250 total). Even after he ceases growing, all damage he takes in one round is healed in the next as long as he remains on the earth. Antaeus will remain at titon size as long as he fights, gradually shrinking when the battle is over. If Antaeus is lifted off the ground, he
loses strength and size at the same rate he gained it, and will no longer heal. He always attacks as a 16+ hit dice monster.

!!Aphrodite
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/aphrodite_p104.png]]
[[caption-width-right:200:Aphrodite, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/aphrodite01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/aphrodite_symbol.jpg]]
[[caption-width-right:125:Aphrodite's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/aphrodite02.png]][[/labelnote]]
->'''Goddess of love and beauty, "Lady of Dawn"'''
->'''Intermediate goddess'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Chaos, Charm, Good
->'''Symbol:''' Seashell

The deity of romantic love, sexual desire, and physical beauty, Aphrodite (pronounced aff-ro-dite-ee) embodies those ideals. She appears as a human woman of phenomenal beauty, dressed in a simple gown and adorned with jewelry. She is usually smiling and in fact is often called "smile-loving" or "laughter-loving Aphrodite".

Aphrodite could more rightly be said to be a Titan, as she was born from the sea foam after Cronus castrated his father Uranus and cast his severed genitals into the sea. The other deities overlook that fact, for she journeyed to far-off isles upon her creation, taking Eros with her, and returned when the Titans had been cast out.

Aphrodite's husband is Hephaestus, to whom she was married by order of the gods, for the two of them needed divine consorts. However, she chafes in the marriage, for while the smith dotes on her, he's unsightly, not to mention lame. Handsome, vain Ares catches her eye far more frequently, though when Hephaestus first discovered her treachery, he fashioned a net and entrapped the lovers. Then he invited the other gods to come and mock the hapless pair. Aphrodite fled for a year and a day, until her shame lessened enough that she could bear to be seen.

While her constant lover Ares represents the destructive side of chaos, Aphrodite embodies the joy of passion, freedom, and whimsy. Her brand of passion creates rather than destroys life, and she celebrates the beauty of life in all forms. Laughter-loving Aphrodite urges her followers to take whatever pleasure can be extracted from life without allowing social strictures to squelch their freedom, their creativity, or their passion. Though she promotes the ideals of good, she does not demand that anyone
take up arms to promote it. Though her own actions have provoked great conflicts,
Aphrodite would prefer to see mortals make love rather than war.

'Course, Aphrodite's more than just the goddess of love and beauty; she also rules over the ''act'' of love, and thus she's a big favorite among the Society of Sensation. It's partly because of her influence that many Sensates have chosen Olympus as their home (the faction's glorious Gilded Hall lies elsewhere in the layer).

Aphrodite's palace on Mount Olympus is built of quartz and gems, all polished so keenly that anybody walking past can see their own reflection in the glass. The pool Canathas (also known as Evergold, shared by other goddesses of beauty) lies in a ceremonial basin in the exact center of her case, filled with the Water of Beauty and Life. Only proxies of Aphrodite can bathe in the water here; anyone else who tries it brings down the wrath of the goddess.

!!Apollo
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/apollo_p106.png]]
[[caption-width-right:200:Apollo, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/apollo01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/apollo_symbol.jpg]]
[[caption-width-right:125:Aphrodite's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/apollo02.png]][[/labelnote]]
->'''God of light, music, and healing, "The Light-Bringer, The Musician of the Gods, The Archer God, The Farshooter, The Healer, The God of Light, The God of Truth"'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Good, Healing, Knowledge, Magic, Sun
->'''Symbol:''' Lyre

The god of light, music, and healing, Apollo (pronounced ah-pahl-low) appears as a comely, beardless young man carrying a golden lyre and a silver bow. He helps ripen crops, destroys pests, cures illnesses, and protects shepherds and their flocks. There are many oracular shrines dedicated to Apollo, the chief one being at Delphi (taken over from Gaea).

The son of Zeus and the Titan Leto, Apollo is, after Hera and his father, the greatest power of the pantheon. Though both Poseidon and Hades are stronger, Apollo commands more respect than either of them, and thus is next in line should Zeus ever perish or pass on.

It was Apollo who first taught people the healing art. While generally benevolent and helpful, he can be truly terrible when angry, often loosing arrows that visit disease and death on targets they strike. The master of the lyre and song, Apollo is especially vain about his musical prowess and keeps the Muses as part of his retinue.

As god of prophecy, Apollo founded an oracle on every prime-material world where the Olympians have influence. They all sit on stools of smoke-filled caverns, listening to the words of the future breathed by the fumes. Like most oracles, they speak in words that're usually understood by mortals only after a prophecy fulfills itself. Apollo's also established a site on Mount Olympus; those in need of the god's advice can seek out the mysterious oracle Pythia.

Apollo's temple is also his home, and the whole place is fashioned of beaten gold that shines eternally with the mellow glow of the sun. In the back of the temple, he's built and amphitheater where the finest playwrights of the culture enact their works. Mortal poets also pad the stage, declaiming verse to honor the Light-bringer.

!!Ares
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/ares_p107.png]]
[[caption-width-right:200:Ares, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/ares01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/ares_symbol.jpg]]
[[caption-width-right:125:Ares' symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/ares02.png]][[/labelnote]]
->'''God of war and strife, "The Jealous, The Unfortunate, The Ruthless God, He Who Delights in Battle"'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Chaos, Destruction, Evil, War
->'''Symbol:''' Spear

Ares (pronounced air-ees), the god of war, is one of the sons of Zeus and Hera, both of whom detest him. He usually appears as a large man with burning, hateful eyes and a permanent scowl etched across his face. Ares is the personification of the savage side
of war. He is fond of strife, anger, and unrestrained bloodletting. He also is jealous, untrustworthy, and easily offended. As such, he is not a very popular god among mortals or among the other gods, and is only worshiped (at least by a large number of people) in the polis of Sparta. He kills any person weaker than he is who gets in the way, and gives in only grudgingly to those who're tougher. Ares is the archfoe of Athena, his half-sister (after a fashion) and fellow war deity.

Ares picked up the nickname "the Unfortunate" because, while he's mighty in battle, he has no forsight and is easily duped by his own passions. His rages've led him into many tight spots, including the ornamental vase he was confined in when the young Olympians fought off their first major challenge. He's no luckier in love, as the story of Hephaestus and the net demonstrates.

'Course, that doesn't stop many mortals from pledging their loyalty to the deity. One of the rites young warriors go through before they enter their first battle is a ceremonial shaving. They sacrifice their hair to Ares as a sign of their devotion to war and warlike causes.

Ares' palace on Mount Olympus is a great gloomy affair of dimly gleaming bone, more of a battlement than a castle. It lies near the Portal Defile, that's the chasm that holds the gates to the prime-material worlds where the pantheon's worshiped. Inside the fortress, Ares' evil band of petitioner warriors quaffs the blood of the foes they've slain, making themselves stronger by absorbing the life force of their enemies.

!!Artemis
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/artemis_p109.jpg]]
[[caption-width-right:200:Artemis, as depicted in ''Deities & Demigods'' (3e)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/artemis_symbol.jpg]]
[[caption-width-right:125:Artemis' symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/artemis01.png]][[/labelnote]]
->'''Goddess of hunting and childbirth, "The Huntress, Artemis of the Golden Shafts, Friend of Youth, Lady of the Lake"'''
->'''Intermediate goddess'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Animal, Good, Plant, Sun
->'''Symbol:''' Bow and arrow on lunar disk

Artemis (pronounced ar-teh-miss), goddess of hunting and wild beasts, is the twin sister of Apollo, daughter of Zeus and the titan Leto and the patron (or rather, matron) of hunters and huntresses. She appears as a young woman in rustic clothing, always carrying a bow and sword. In addition to her normal titles, she is also sometimes called "noisy Artemis" because of her loud hunting calls. Artemis generally remains aloof from mortals, though she enjoys the company of nymphs and dryads. She's also far more happy in the company of dogs and wild animals than in that of her fellow deities. She's the closest thing the pantheon has to a savage; she disdains civilization and its trappings in favor of nature and the wild. But she hunt only to fill her belly or feed someone else, never for sport.

Artemis is a maiden goddess, neither keeping nor encouraging lovers. Though other deities occasionally pursue her and try to win her over, she doesn't favor any of them. Even those who can hunt as well as she can (or better) don't stand a chance; like the other Olympians, she refuses to acknowledge a better in her chosen field.

Artemis loves the rugged life of a huntress. Except for helping women during childbirth, she avoids involving herself in any other human matters. She values her privacy, and will severely punish any man violating it. Omens from Artemis are always delivered by wild beasts.

The goddess considers all of Olympus to be her realm and hunts without care, returning only occasionally to a small bower where she makes her home. Truth to tell, her case is little more than a small complex of caves in the side of the mountain, for Artemis has no real need of a place to retire to. She frequently travels to Arkenos, the city of the Amazons, where she's revered as a protector.

!!Athena
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/athena_jetpack7.png]]
[[caption-width-right:200:Athena, as depicted in ''Gods and Goddesses'' (5e)]]
[[caption-width-right:200:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/athena_p111.jpg]][[/labelnote]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/athena01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/athena_symbol.jpg]]
[[caption-width-right:125:Athena's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/athena02.png]][[/labelnote]]
->'''Goddess of wisdom, civilization, and war, "The Protectress"'''
->'''Greater goddess'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Artifice, Community, Good, Knowledge, Law, War
->'''Symbol:''' Owl, olive trees, snakes, or gorgon's head

The goddess of noble combat, skilled craftwork, prudence, and cities, Athena (pronounced ah-thee-nah) appears as a statuesque woman with fetching gray eyes. She usually carries a shield and wears helmet and armor. Because she is Zeus's favorite child, Zeus lends Athena his shield, Aegis, from time to time.

Athena sprang full-grown and fully armed from the head of her father Zeus. He'd swallowed her mother Metis because a prophecy warned that Metis would bear a son who'd kill him. Apparently, Zeus learned something from the Titan Cronus after all, if a person wants to prevent his offspring from slaying him, he's better off devouring the mother before she ''has'' any children. But it didn't prevent the creation of Athena.

Like her half-sister Artemis, Athena's sworn herself to eternal chastity, and has struck dead those who've tried to ravish her. And though she's as demanding and exacting as the rest of the pantheon, Athena's willfulness is tempered by the light of wisdom, which she teaches to mortals in exchange for their service.

Athena presented humanity with a gift, the olive tree, from which they reaped wood, oil, food, and prosperity. Thus, Athena became the goddess of civilization and a beacon of all that lends a city its strength: law, justice, craft, courage, war, and wisdom.

Many mortals think she's the goddess of war, but that's not entirely true. Athena leaves the business of carnage to her brother Ares; her domain is that of courage and steadfast bravery. Those who want to venerate bloodshed turn to Ares; those who desire strategy and tactics call upon Athena.

As such, she's recognized as a guardian and ally of warriors, rulers, and heroes. Athena is known to send adventurers with valiant aspirations on quests that test their brilliance and bravery. When heroes thrust themselves into dire straits in the name of justice, Athena might intervene to turn the tides in their favor. At the very least, her presence is believed to bestow or bolster courage among honorable hearts.

Beyond warfare, Athena is a goddess of the arts and crafts. She herself invented the first ship, the flute, the chariot, the plow, the potter's wheel, and other useful tools. She's also patron to metalworkers who forge armor and weapons.

Fact is, her realm is the exact antithesis of Ares'. Whereas his fortress is dark and bloodstained, her palace is bright, shining, and made of enduring iron. Philosophers and generals fill the halls, the latter seeking wisdom for their battles, the former needing the sharp minds of the warriors. It's said the finest thinkers and generals of the culture are brought here to study under the masters.

!!Bellerophon
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/bellerophon01.png]]
[[caption-width-right:200:Bellerophon, as depicted in ''Deities & Demigods'' (3e)]]
->'''Hero'''
->'''Alignment:''' LawfulGood

Bellerophon is the son of Glaucus, a king. He is credited with defeating the king of the chimerae. He rode a pegasus into battle against several other enchanted monsters and defeated them all with his javelins and war spear.

There is a 25% chance that at any given time a god or goddess of Olympus is watching over him, and if so, there is a 75% chance that he will be saved by the watcher if Bellerophon is in mortal danger.

!!Circe
->'''The black sorceress'''
->'''Alignment:''' ChaoticEvil

Circe's main magical attacks all deal with polymorphing humans into animals of one type or another. Towards this end she has every magical device capable of turning creatures into other creatures (polymorph wands, polymorph potions, polymorph scrolls, and the like).

She is the one who intercepted the hero Odysseus and his crew, changed the crew into pigs, and fell in love with Odysseus. She always wears revealing black gowns to meet mortals. She is almost immortal and does not appear to age. Circe also possesses great prophetic powers and can give useful advice if she wishes.

!!Demeter
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/demeter_p113.jpg]]
[[caption-width-right:200:Demeter, as depicted in ''Deites & Demigods'' (3e)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/demeter_symbol.jpg]]
[[caption-width-right:125:Demeter's symbol]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/demeter01.png]][[/labelnote]]
->'''Goddess of agriculture, "Fertile Mother, The Gift-Giver, Lovely-Haired Demeter, Demeter of the Splendid Fruit"'''
->'''Lesser goddess'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Earth, Plant, Protection
->'''Symbol:''' Mare's head

Demeter (pronounced dee-mee-ter) is the queen of the fruitful earth and the goddess of agriculture. As an earth goddess, her very moods are reflected in the life and fertility of the earth. She appears as a motherly woman, draped in robes the color of vegetation: lush green in the spring and summer, gold in autumn, and brown or black in winter (when she mourns for her daughter, Persephone).

She is one of the six children of the Titans Cronus and Rhea and, thus, one of the first six Olympians. However, she now remains mostly behind the scenes, tending to the children of the gods and keeping the harvests of the Prime plentiful in the areas of the faithful. She was married to Poseidon but broke free of that in time; Poseidon took up an abode in the sea, while Demeter remained on land. Afterward, she became Zeus's wife (before Hera) and bore him a daughter, Persephone. Persephone was later carried off by Hades to rule with him in the Underworld.

Demeter holds sway over the earth's yearly cycle of growth and decay. Farmers in particular revere her, offering special prayers and sacrifices to her at planting, throughout the growing season, and at harvest time. She urges her followers to treat the earth with care and respect, and she dictates agricultural procedures to ensure the continued fertility of the soil, such as rotating crops and leaving fields fallow.

Generally, Demeter is a benevolent goddess. However, if her worshipers ignore their duties, she does not hesitate to destroy their crops and send famine upon them.

Demeter is also the central figure in a mystery cult called the Eleusinian Mysteries (after their origin in the city of Eleusis).

Demeter's home is a common-looking cottage in the midst of an immense field of golden grain. Her petitioners toil in the field all day before retiring at night to their own cottages scattered about the land. They work hard, but they seem to love the labor.

!!Dionysus
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/dionysus_p115.png]]
[[caption-width-right:200:Dionysus, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/dionysus01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/dionysus_symbol.jpg]]
[[caption-width-right:125:Dionysus' symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/dionysus02.png]][[/labelnote]]
->'''God of mirth and wine, "Twice-Born, Women-Maddener, Ivy-Wreathed Dionysus, Loud-Roaring Dionysus"'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Chaos, Destruction, Madness
->'''Symbol:''' Thyrsus (staff tipped with pine cone)

The god of wine, mirth, and madness, Dionysus (pronounced dye-oh-nye-sus) is the son of Zeus and the mortal Semele. He was still in his mother's womb when she witnessed the Thunderer in his awesome radiance and was destroyed. Zeus took the baby from her body and stitched it into his own thigh, and when it was ready to be born, it stepped forth fully and perfectly formed.

Hera, jealous of her husband's dalliances, made Dionysus crazy early in his life, and he wandered the land learning the ways of the vine, and the ways of madness. In his journeys, he acquired a retinue of centaurs, satyrs, and bacchae.

He appears as a young man carrying an amphora of wine, a lyre, and a thyrsus. Like Demeter, he is an agricultural god with power over fertility of both land and creatures, but his portfolio is limited to vines, wine, and wine's influence on mortals. Dionysus is called Women-Maddener because of his ability to inspire frenzy in his worshipers (particularly women).

As the god of wine, Dionysus has a dual nature. On one hand, he is the embodiment of joy, pleasure, and camaraderie. On the other, he embodies brutality, idiocy, and madness. His twin nature is a reflection of the dual properties of wine in the eyes of the Greeks: imbibed in moderation, it brings pleasure and comfort, but in excess, it brings nothing but depraved misery. He has the power to turn an unlimited amount of water to wine, to make any vine grow anywhere, and to inflict madness upon any intelligent being (save at -4).

Today, Dionysus is the god of drinkers, to be sure. His entire portfolio's dedicated to the divine madness of the grape, to the reverly in the enjoyment of drink. His followers aren't gentle tipsters, either. Some bashers get contemplative; Dionysus' faithful get downright nasty. When they go too far in their celebrations, they lose all rational thought and follow their instincts blindly. People often die from these frenzies.

Dionysus' domain in Olympus is one of constant, comfortable warmth. He has a palace in ther middle of a vineyard, and he's decreed that the grapes on the vines (which also run through the building) will always be ready for the plucking or the juicing. When the bacchae aren't following their patron in his travels, they make the vineyard their home base. And no wonder, it's a place of constant parties, making even the Sensates' Gilded Hall seem tame by comparison.

!!Enceladus
->'''Giant'''
->'''Alignment:''' ChaoticEvil

This giant has huge snake bodies and tails for legs. It is known to live alone in a desolate swamp. Enceladus is so horrifying that any who come within 100 yards of him must save vs. spells or flee in fear (as the spell).

There is a power in this being's hands that allows it to grab spells out of the air and negate them before they have time to function. Enceladus can grab up to four spells directed at him per melee round. If he does not grab spells, he can strike with his fists for 7-70 points of damage each. He can grab two spells with one hand and strike with the other, if he chooses. The giant fights as a 16+ hit dice monster, and he has been known to fight against the gods of Olympus if given the chance.

!!Furies
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/furies01.png]]
[[caption-width-right:200:The Furies, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/furies02.png]]
[[caption-width-right:125:The Furies' symbol]]
->'''Alecto, Tisiphone, Megarea, "The Kindly Ones"'''
->'''Lesser goddesses'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Justice
->'''Symbol:''' Three scourges

The Furies, also called Erinyes, were born when the blood of Uranus fell upon the earth. They are angry and avenging deities who hunt down wrongdoers and punish foul deeds.

Following the multiversal Rule of Threes, the Furies are three aspects of the force of divine vengeance, at the same time separate but whole. They are also known by their individual names, Alecto (the persevering anger), Tisiphone (the blood avenger), and Megarea (the jealous), but the Furies are the original Erinyes (and they're usually called the Kindly Ones, anyway, to keep from offending them). It's said the baatezu stole their original name because the fiends so admired the function of the Furies.

They appear as crones with wings and scourges, which they use mercilessly on those who've earned their wrath. As the proxies of the deities' will, the Furies have no allies among the gods, they're simply sent to avenge horrible crimes committed against (and by) the pantheon. Truth is, the Olympian gods are scared of the Furies, for the Kindly Ones have the might to take down deities even greater than themselves. See, when on a mission that's justified by their charter, they're supposed by the collective belief and respect of the entire pantheon. Zeus himself'd have reason to fear if he ever sinned so badly as to draw their gaze.

The Furies have no realm to call their own. They just flap about the glooms of the Underworld, dispensing harsh justice on the poor deceased of Hades' land, until they're called to right a wrong on another plane.

!!Hades
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hades_p116.png]]
[[caption-width-right:200:Hades, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/hades01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/hades_symbol.jpg]]
[[caption-width-right:125:Hades' symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/hades02.png]][[/labelnote]]
->'''God of the underworld, "Lord of the Dead"'''
->'''Greater god'''
->'''Alignment:''' LawfulEvil
->'''Domains:''' Death, Underworld, Earth, Wealth
->'''Symbol:''' Black ram

Hades (pronounced hay-deez), the god of death and wealth, stands apart from the standard run of the Olympians, he's the dark half they don't usually aknowledge, because, for all of their faults, they embrace life with a passion. Hades is one of the six children of Cronus and Rhea, and the oldest of the Olympian deities. Hades appears as a large, powerfully muscled man with gray skin. He has a bushy black beard and black eyes, and he wears gold jewelry symbolizing his control over wealth. While his brothers Zeus and Poseidon rule the sky and the sea respectively, Hades is the ruler of the underworld and has some control over the earth as well. It's not a job he particularly likes, but his personality seems remarkably well suited for it.

Long ago, the god of death abducted Persephone, the daughter of Zeus and Demeter, and before she was rescued from his clutches, she ate of the food of the realm. Thus it is that Persephone must spend half her time in the dreary Underworld, ruling at Hades' side, and half in the exuberant world of Olympus above.

Hades himself doesn't take much of an interest in anything except for Persephone. He's content to sit and brood and watch the gray of the Waste, gaze on the shuffling masses of the countless dead, and set forth the punishments decreed by the other Greek deities on those who dared to steal glory from the gods.

Unlike some deities whose portfolio includes death, Hades is not particularly malicious or hateful toward the mortals whose souls come to his realm. Death, he teaches, is the lot of all mortals, the thing that sets them apart from deities, and it must be accepted even if it brings grief.

The Underworld is typical of the Gray Waste: lifeless and dull. The Rivers Lethe and Styx flow through it, promising forgetfulness and oblivion to those who sample their waters, though few dare. In the center of the realm is a palace of gray marble, and in the audience chamber sit Hades and Persephone, waiting to deny supplicants their hearts' desires.

Mortals on this or that quest sometimes ask to use Hades' helm of invisibility, forged for him by the Cyclopes in the war against the Titans. He keeps it constantly at his side, but rarely uses it. It's said he lends it out to heroes sent by other deities, but no living person has ever reported being able to gain it.

!!Hecate/Hekate
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hekate_jetpack7.jpg]]
[[caption-width-right:200:Hecate (Hekate), as depicted in ''Gods and Goddesses'' (5e)]]
[[caption-width-right:200:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/hecate_p118.jpg]]
[[/labelnote]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/hecate01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/hecate_symbol.jpg]]
[[caption-width-right:125:Hecate's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/hecate02.png]][[/labelnote]]
->'''Goddess of magic, the moon, crossroads, and the underworld, "The Lady of the Night, Goddess of the Dark of the Moon, Goddess of the Crossways, Dread Goddess of Night"'''
->'''Intermediate goddess'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Creation, Evil, Knowledge, Magic
->'''Symbol:''' Setting moon or black gog and crossed keys

Goddess of the moon, magic, and plenty, Hecate (pronounced hek-ah-tee) is both feared and revered. She's the daughter of the Titans Crius and Eurybia, and her power's almost as great as theirs ever was. Her true form is that of a woman with three heads. However, she can appear in any form she likes, and she most often appears as a beautiful woman with lustrous, dark hair. She's famed far and wide for her cutting wit and great eloquence (chant is she taught Apollo some of his craft), but she's even more famous for her skill in magic. Fact is, she's worshipped by all nonpriest spellslingers who follow the pantheon, for she's the source of all wizardly magic.

Hecate is the patron of those who work dark magic and those who would work magic for gain. She promotes the use of spells and magic items, and tells her followers that magic is the key that unlocks wealth, power, and all desirable things.

She preaches the joys of abundance, but warns against the folly of waste. Any good reaper or hunter, she says, leaves a few seeds and a few fauns for next year.

She often visits her friend Persephone (Hades' wife) in the underworld, and has learned to control the undead. Hecate is the defender of children and the provider of abundance in food, riches, and other desirable things. She also wanders the night with a pack of hellhounds, which she sets on those foolish enough to travel at night. At night, she can cast any two spells she wishes per round, but this ability is reduced to only one spell per round during the day.

Hecate is an independent and capricious goddess. She often aids or hinders mortals for no reason other than having nothing better to do. Any being doing injury to a child stands a 10% chance of drawing her notice, in which case she will send her avatar to exact an appropriate vengeance. At night, she sometimes appears in avatar form to lonely shepherds, and has been known to protect their flocks on more than one occasion. Omens from Hecate generally come in the form of some magical communication, and are accompanied by the eerie sound of baying dogs.

She's also one of the few deities who maintains a primary realm in one plane (the Gray Waste) and another somewhere else (Baator), but it's completely unknown as to why. Perhaps she draws her power from both planes and uses it to feed her worshipers. Whatever the truth, Hecate's a goddess to be reckoned with, as sly as a serpent, and as dangerous as a starving wolf. She sets plans in motion that few can detect, and she plays heroes like lyres.

!!Hephaestus
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hephaestus_p120.png]]
[[caption-width-right:200:Hephaestus, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/hephaestus01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/hephaestus_symbol.jpg]]
[[caption-width-right:125:Hephaestus's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/hephaestus02.png]][[/labelnote]]
->'''God of smithing and craft, "The Lamed, Workman of the Immortals, God of the Forge"'''
->'''Intermediate god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Artifice, Community, Earth, Fire, Good
->'''Symbol:''' Hammer and anvil

Hephaestus (pronounced hef-faystuss), god of blacksmithing, fire, and crafts, is the son of Hera and only Hera. She created him whole from her own body when she found how Zeus was deceiving her with other women. In anger, Zeus hurled Hephaestus down to the Prime Material Plane, where the young god landed badly, and was thereafter lame. He usually appears as a tall, bearded giant with a club foot and a hunchback.

Hera was embarrassed by her son's deformities and kept him out of sight. In order to win the respect of the other gods, he fashioned a golden throne for her. When she sat in it, she was trapped, and he would not release her until she and the other gods accepted him as their equal. Since then, he has proven one of Olympus' most valuable residents, fashioning golden palaces, intricate machines, and beautiful armor for his fellows. He makes Zeus's thunderbolts even better than the Cyclopes did when they were at their peak.

Hephaestus is generally a benevolent god, though he is extremely touchy about his deformity. Although he is married to Aphrodite, he is in love with Athena, who will have nothing to do with him. Because he has so few worshipers, he treats them well, often making gifts of adamant weapons, shields, and armor to those that serve him especially well. Such objects have a magical +5 bonus. Omens from Hephaestus often appear in the flames of forges.

Hephaestus is a peaceful deity who teaches the value of hard labor, honesty, dependability. He emphasizes loyalty to family and to whomever else loyalty is due: superiors, just rules, and elders most of all. He encourages his followers to tackle their problems with vigor and persistence, like smiths hammering bits of metal into more desirable shapes.

Hephaestus's realm is in an area of Olympus where volcanic activity is common. In fact, he works in the very heart of a volcano, aided by his uncles, the Cyclopes. Occasionally, the gnomish god Nebelun comes by to offer advice and help, and the two of them fashion incredible items together. It's said that Hephaestus has an ongoing rivalry with other gods of the forge, but the truth of that ain't quite known.

!!Hera
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hera_p121.jpg]]
[[caption-width-right:200:Hera, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/hera01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/hera_symbol.jpg]]
[[caption-width-right:125:Hera's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/hera02.png]][[/labelnote]]
->'''Goddess of marriage and intrigue, "Matron of Heaven, Protectress, Bride, Flowery Hera"'''
->'''Greater goddess'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Community, Nobility, Protection, Trickery
->'''Symbol:''' Fan of peacock feathers

Hera (pronounced hair-ah) is Zeus's wife, and the second most powerful Olympian in the pantheon. Hera is not only the goddess of marriage and women, but also the queen of the heavens. Further, she has some minor control over the weather and fertility, though these are not central aspects of her character. In her true form, Hera is tall, noble, and beautiful woman, but, like Zeus, she can assume any form she wishes.

Hera is one of the six children of the Titans Cronus and Rhea, and is thus Zeus's sister as well as his wife. She fought valiantly against the Titans at Zeus's side, but her importance has waned with every new deity or hero that Zeus sires with someone else.

Above all, Hera is a jealous wife, for her marriage to Zeus is anything but a model of fidelity. In her jealousy over Zeus's many dalliances with other goddesses and mortal women, Hera has often acted violently. She conspired with the Titans to have Zagreus killed, tricked Dionysus' mortal mother Semele to cause her own doom, and tried to harm Hercules throughout his mortal life.

Still, she's cordial and ever friendly to the other Olympians, as befits a ruler. She's often temperate when Zeus is reckless, and can fly into a rage when he's rational, the two of them are a perfect balancing act.

The other Greek deities respect Hera's judgment, and they know when to back down from a disagreement with her. One of her quarrels, after all, led to the sacking of an important prime-material city that stood on the plains of Illyria, all because the son of the burg's ruler dared to praise Aphrodite's beauty, not Hera's. The goddess ain't what a person'd call a good loser.

!!Heracles/Hercules
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hercules_p122.png]]
[[caption-width-right:200:Heracles (Hercules), as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/heracles01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/hercules_symbol.jpg]]
[[caption-width-right:125:Heracles' symbol (3e)]]
->'''God of strength and adventure'''
->'''Demigod'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Chaos, Luck, Strength
->'''Symbol:''' Lion's head

The son of Zeus and the mortal woman Alcmene, Heracles is strength personified and he had to earn his way to godhood. While still an infant, he strangled two huge snakes with his bare hands. Of course, Zeus's wife, Hera, was jealous of the affair that begot Heracles, and she is always conspiring to bring him harm. He appears as a large, muscular man with a tangled beard. He wears a lion's skin and carries a massive club.

During his mortal existence, he was impulsive and hedonistic, liable to do or attempt almost anything just for the fun of it. He was also infamous for his temper, and the slightest insult or affront was enough to provoke him. He was always deeply remorseful afterward, especially when he overreacted. Since attaining godhood, Heracles has shown more restraint, though he is still very proud and more than a little vain. If tricked, swindled, or lied to, Heracles seeks revenge even if it takes him years to get even. Heracles will never have anything to do with wizards or priests, as he has a profound distrust of magic.

Heracles is a fearless adventurer whose many escapades are the stuff of legend. A robust, cheerful man, he has an appetite for food and women that almost equals that of his divine father.

Heracles expects his followers to keep fit and to rely on their physical prowess to overcome any difficulties they might encounter. If there's one thing that impresses Heracles, it's confidence.

He promotes physical challenges as a method for resolving disputes among his followers. Such challenges might include wrestling matches between two people having an argument, or longer quests in which people attempt to perform a series of daunting tasks. While a mortal, Hercules himself once completed a series of twelve great tasks as a penance after flying into a rage.

Although he visits Olympus from time to time, and has been known to aid the gods in their struggles. Heracles spends most of his time in the world of men.

!!Hermes
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hermes_p124.png]]
[[caption-width-right:200:Hermes, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/hermes01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/hermes_symbol.jpg]]
[[caption-width-right:125:Hermes' symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/hermes02.png]][[/labelnote]]
->'''God of travel, commerce, thievery, gambling, running, and eloquent speech, "Messenger of the Gods, The Master Thief"'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Chaos, Good, Luck, Travel, Trickery
->'''Symbol:''' Caduceus (winged staff with two entwining serpents)

Hermes (pronounced her-meez) is the god of travelers, merchants, thieves, gamblers, athletes, and elegant speakers. He also serves the gods as a messenger and an arbitrator of disputes. He appears as a handsome youth carrying a white caduceus. He wears a winged helm and sandals.

Hermes is perhaps the shrewdest and most cunning of all the Olympian deities; he began his career as a thief before he was a day old by stealing a herd of cattle from his brother Apollo (who retains a distaste for thieves to this day), and hid them in a cave in the mountains. While Apollo seached for the lost cattle, Hermes fashioned the first lyre, and appeased his older brother with a trade. Later, he invented the syrinx (also called the panpipes), which Apollo traded for the golden caduceus.

Fact is, it seems as if Hermes can do no wrong. Though he's a fierce warrior and a daring thief, he's also the happy-go-luckiest of the Olympians, eschewing the arrogant pride so many of the others seem to embrace. Though he has his moments of vanity, Hermes is generally far more gentle than the general run of the Olympian deities.

Indeed, it's this charm that's brought nearly all of the Greek pantheon firmly to Hermes' side, and he can mend the rifts between two bickering deities more fully than Zeus. His sense of fair play is legendary among the Olympians; they appeal to him for impartial judgment, and depend on his speed for delivering messages. It's hard to find a deity who ''doesn't'' like Hermes.

While he values the wit and daring required to accomplish a difficult theft, he frowns upon those who would steal from anyone who cannot afford the loss. He urges his followers to be dependable and prompt, but he despises tediousness and smiles when something unexpected upsets the predictable. Hermes abhors idleness. If one cannot do anything useful, Hermes says, the proper thing to do is travel and have new experiences. Omens from Hermes include an unusually good or bad run of luck or a sudden gust of wind as he or his avatar rushes past.

The realm of Hermes is hidden away inside Mount Olympus itself, and it's an inviting place for both gamblers and travelers. Though a person's as likely as not to get their pocket picked, they're also guaranteed a safe night's sleep, a valuable thing in Olympus. Nobody'd dare harm a traveler under Hermes' roof.

!!Hestia
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hestia_p125.png]]
[[caption-width-right:200:Hestia, as depicted in ''Deities & Demigods'' (3e)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/hestia_symbol.jpg]]
[[caption-width-right:125:Hestia's symbol]]
->'''Goddess of home and family'''
->'''Lesser goddess'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Community, Good, Protection
->'''Symbol:''' Hearth

Hestia (pronounced hess-tee-ah) is the firstborn daughter of Cronus and Rhea, but was the last to emerge from her father's stomach when Zeus liberated his swallowed siblings. Poseidon and Apollo both courted her, but she spurned them both and swore an oath to remain a virgin forever. She appears as a young woman with a gleam in her eyes like dancing firelight.

Though she is Zeus's sister, Hestia is for the most part uninvolved in the quarrels, politics, and escapades of the other Olympian deities. Instead, she is content with her position as a house deity, worshiped with simple sacrifices by simple people on tiny home altars.

Hestia's faith is a simple one. She teaches the virtues of home and family life, the sweet rewards of labor, and the blessings of food and rest. She encourages common people to take pleasure in the gifts of life as they come, giving thanks to the gods for every earthly blessing.

!!Jason
->'''Hero'''
->'''Alignment:''' NeutralGood

Jason is noted for his leadership ability and his strength. He roamed over the seas in his ship, the Argo, and succeeded in the quest for the golden fleece. This item is able to heal any wound instantly and raise the recently deceased (less than 3 days) by placing the fleece on the body overnight. However, after each time it is used, there is a 10% chance that it will disappear forever.

!!Nike
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nike_p127.png]]
[[caption-width-right:200:Nike, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/nike01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/nike_symbol.jpg]]
[[caption-width-right:125:Nike's symbol]]
->'''Goddess of victory, "Victory"'''
->'''Demigoddess'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Law, Nobility, War
->'''Symbol:''' Winged woman

Nike (pronounced nigh-key) is the personification of the spirit of victory. As such, she is a somewhat shallow being who thinks only of conflict and ultimate triumph. If a problem or situation can’t be described in terms of conflict, with definite conditions for declaring victory, Nike considers it beneath her notice.

Nike appears as a tall, winged woman, though she can take other forms. She is not a very popular deity except among victorious people.

She's often called upon by Athena or Ares to ride with them when they go to battle, thus assuring one side or the other victory. Nike's a fickle goddess, though, and goes only when she desires. Ares and Athena both realize that they can't force the power; she must be wooed like any other person.

Nike is a sister to Eris, the goddess of Discord, and between the two of them, they own three golden apples (a nod to the Rule of Threes). Chant is any mortal who spies one of the apples desires it; toss one in the path of an enemy, and the foe won't be able to think about anything but procuring the apple for themself. What's more, a person can actually set conditions on how to gain the apple, so the "victim" can earn the prize only by fulfilling the requirements.

'Course, the apples ''are'' worthy prizes. The first bite of one cures any disease in a person's body. A second bite from the same apple makes them young. And a third bite makes them immortal (but not invulnerable). Occasionally, it's said, Nike lends the apples to mortals who really deserve them, but it's so hard for a person to prove their worth that Nike might as well not even offer the chance.

The goddess has no case of her own in Olympus, though she maintains quarters in the palaces of both Ares and Athena. Nike may be fickle, but she finds common cause with both Olympians more than she'd ever admit.

!!Odysseus
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/odysseus01.png]]
[[caption-width-right:200:Odysseus, as depicted in ''Deities & Demigods'']]
->'''Hero'''
->'''Alignment:''' ChaoticGood

Odysseus was the king of Ithaca, as well as one of the heroes of the Trojan war and the ten-year siege of Troy. During the Trojan War, Odysseus added to his reputation of craftiness and cunning with various strategems. He is credited with planning the ruse that finally ended the war: building the wooden horse and hiding soldiers inside. When the Trojans brought the gift into their city, the soldiers leapt out of the horse and opened the city gates, allowing the Greek armies to sack the city.

On his way home from Troy after the war, Odysseus was blown off course and landed on an island of the lesser cyclops Polyphemus. To escape from the human-eating Polyphemus, Odysseus had to blind the giant. As Polyphemus was Poseidon's child, this act brought about Poseidon's curse and forced Odysseus to wander at sea for 10 years, never quite able to return home.

During this time, he had the many great adventures which were the basis of Homer's ''Odyssey''. Some of the dangers Odysseus overcome were: the land of the lotus eaters, Circe the sorceress, a journey to Hades, the Sirens, stealing the cattle of the sun-titan Hyperion, sailing between the monsters Scylla and Charybdis, and enchantment by the nymph Calypso. When he finally returned home, he found his poor wife besieged by suitors who assumed that he was dead. He answered this insult in a typically direct fashion by slaying all the suitors.

Odysseus, while below average height, is an extremely muscular man. He is a renowned bowman and wields a bow which has such a powerful pull that only he can string it. Odysseus gains his strength bonuses "to hit" and damage when using this bow. Though possessing great strength, Odysseus prefers to use his wit and cunning to extricate himself from sticky situations, as he has found intelligence more universally useful than strength.

!!Pan
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/pan_p128.jpg]]
[[caption-width-right:200:Pan, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/pan01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/pan_symbol.jpg]]
[[caption-width-right:125:Pan's symbol]]
->'''God of nature, "The Satyr"'''
->'''Lesser god'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Animal, Chaos, Plant
->'''Symbol:''' Syrinx (pan pipes)

At least three varying histories of Pan exist. The first has it that he's the son of Uranus, created when the old Sky's blood spattered the earth, and having grown up in the mountains and woods near the ocean. The second claims that he's Zeus's son from an unnamed wife, while the third attributes his parentage to Hermes and a dryad. Truth is, though, Pan is just a force of nature, both generous and destructive, and it doesn't much matter where he came from. Pan appears as a tall satyr with small horns and shaggy, goatlike legs. He always carries a syrinx, which he often plays while leading sylvan creatures in wild dances.

Pan lives on the outer edges of the realm, and he doesn't spend much on Mount Olympus. 'Course, the infrequency of his visits makes them that much more special. At such times, he's spied wandering the mountain, playing on pipes traded to him by Apollo for services unknown.

He's great among the satyrs and centaurs because he's passion unbridled. Pan pursues his desires avidly, and those who follow him seek to emulate him as best as they can.

Still, lurking beneath the leering face Pan chooses to wear is a deep font of wisdom and peace. He's given himself over to his passions, but did it with the full knowledge of what he was doing, and he's accepted what he is and what he does.

Pan's favorite deity in the pantheon is Hermes, for the two find common ground in their mischief-making. Dionysus is a close second; he views Pan like a nephew and recognizes him as a kindred spirit of wild abandon. He and Pan are top-shelf drinkers, and they've found friendship at the bottom of many jugs of wine. The rest of the pantheon lets the god of passion prowl as he will, welcoming his presence, although they're glad his visits are rare. Pan's revels are exhausting, even for the deities.

!!Perseus
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/perseus01.png]]
[[caption-width-right:200:Perseus, as depicted in ''Deities & Demigods'']]
->'''Hero'''
->'''Alignment:''' LawfulGood

This hero was responsible for taking the head of the first and most powerful medusa, and was favored by many of the gods. Hades loaned him his helm of invisibility, Hermes gave him a pair of winged sandals and a vorpal blade, and Athena lent him the bright Aegis shield, though all of these were later returned.

!!Poseidon
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/poseidon_p130.jpg]]
[[caption-width-right:200:Poseidon, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/poseidon_2e.png]][[/labelnote]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/poseidon01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/poseidon_symbol.jpg]]
[[caption-width-right:125:Poseidon's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/poseidon02.png]][[/labelnote]]
->'''God of the sea and earthquakes, "The Tempest, Earth-Shaker, Savior of Ships, Poseidon of the Dashing Wave"'''
->'''Greater god'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Chaos, Earth, Water
->'''Symbol:''' Trident

Poseidon (pronounced poh-side-uhn), god of the seas, oceans, rivers, lakes, and earthquakes, is one of the six children of Cronus and Rhea. Of all the Olympians, it can be said that Poseidon's the proudest, and also the most thwarted. One of Zeus's elder brothers, he vied for rulership of the pantheon but failed. Poseidon later tried to win the patronage of several mortal cities, and usually failed in that as well, as the immortals judged other deities more suited to the task (he formed a horse out of water in a contest for Athens, but Athena defeated him with a superior creation: an olive tree). Poseidon appears as a large male human with long, flowing black hair and beard. He wears a tunic and carries a trident. Tritons, merfolk, and sea nymphs often accompany him.

For a god who desires the praise of mortals, each of these rejections came as a serious blow to his pride. Perhaps that's why Poseidon has become so vindictive, and why he flies into rages so easily.

Fact is, his temper's notorious among the Olympians. Like the sea, he can change from placid to furious in a matter of seconds, and woe to the person who tried to hold him back. Poseidon's passions are the ocean, it's strange currents, and all the creatures within it. Some say he willingly took the rulership of the sea because it, at least, accepted him, the creatures of the ocean saw in him one of their own.

Poseidon constantly carries the trident made for him by the Cyclopes. It's said to cause earthquakes in the land and the sea, and any sailor who wants to avoid getting caught in the waves from a quake'd best make a suitable sacrifice to the jealous sea god.

The Olympian has sired numerous children, though most of them were disappointments, turning to the ways of evil and cross-trading. Still, Poseidon is their father, and he does what he can to avenge wrongs done to them. Sadly for the sea king, Zeus (or one of the other Greek deities) protects who who slay Poseidon's children, as long as the killer is a hero or upholds the general law of the land. It's just another instance of Poseidon being thwarted by his fellow deities.

Poseidon requires little from his followers beyond sacrifices. His clerics sacrifice a bull to their patron (by throwing it into the sea) at least once a month, and Poseidon remains relatively placid.

Sailors and coastal dwellers must be sure not to anger this temperamental deity. Poseidon has been known to flatten coastal cities with tidal waves or earthquakes when they displeased him. The hero Odysseus was condemned to ten long years of wandering because he blinded one of Poseidon's children, the cyclops Polyphemus. Poseidon represents all the bounty and the danger of the sea, bringing forth life (he is said to have created both horses and cattle) and taking it away.

Poseidon's realm on Arborea is almost entirely undersea. Except for tiny islands that're almost uninhabitable, no part of Caletto sits above the water's surface. A person who's somehow stranded there'd best find a way out. The petitioners are friendly to those who can venture underwater, but not to people who wind up where they can't function. If a person doesn't learn underwater breathing fast, they'll have to pay a hefty sum for aid in escaping.

Under the surface of the waves, Caletto's astoundingly beautiful. Deep trenches hide cities of breathtaking splendor; kelp forests wave and bob in the currents. Every planewalker should make a point of visiting at least in their life.

!!Theseus
->'''Hero'''
->'''Alignment:''' LawfulGood

Theseus was the first son of King Aegeus of Athens (this was in the pre-democratic days of the golden age), conceived during a stopover he made at Troezen. Although he was not wedded to Theseus' mother at the time of conception, when Theseus grew into a man and went to Athens, Aegeus nevertheless honored his first son's claim to Athen's throne.

Theseus was a clever, strong hero who earned great fame for his many exploits. His most famous adventure was the slaying of the minotaur in the labyrinth of King Minos.

As a king of Athens, Theseus was a just and wise ruler who laid the foundations for its democratic government. There are some who say he developed a self-running government just so he would have time to go away on adventures.

Despite his wisdom, however, Theseus was not a faultless ruler. He was the man who kidnapped Helen of Troy, an incident that touched off the terrible Trojan war and plunged Greece into the Dark Ages.

!!Tyche
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/tyche_p131.png]]
[[caption-width-right:200:Tyche, as depicted in ''Deities & Demigods'' (3e)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/tyche_symbol.jpg]]
[[caption-width-right:125:Tyche's symbol (3e)]]
->'''Goddess of good fortune, "Fortune's Smile"'''
->'''Lesser goddess'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Luck, Protection, Travel
->'''Symbol:''' Red pentagram

Tyche (pronounced tyke-ee), goddess of good luck, is the daughter of the titans Oceanus and Tethys, one of three thousand such progeny, most of whom are cloud nymphs. Tyche won her place on Olympus by siding with Zeus and his siblings against the Titans, helping them seize control of the universe. She appears as human-sized, small compared to most of the other Olympians, with a slim, agile body. She wears a sky-blue tunic and carries either a cornucopia or a rudder, indicating that she steers mortal life.

The goddess is not treated very well in the pantheon, as the other deities think of her as a poor relative and not really of divine caliber. She is therefore not often willing to aid them in their struggles against giants, titans, and the like.

The Greek pantheon has slowly driven Tyche from its ranks. Some say she was the sister of Nike and Eris, but that she had a falling out with them, and ever since they've worked to rid themselves of her. Whatever the truth of the matter, Tyche has played less and less of a role over the millennia, to the point where some claim that she's disappeared entirely.

On the other hand, Athar corpse-counters haven't found her body floating in the Astral, so she must be someplace, right? Well, here's the truth of it: Tyche has simply retreated to the Prime Material Plane, limiting herself to the worshipers of a single crystal sphere. Though she hates the regression to a single-sphere deity, it was all that'd keep her alive.

See, she fled to the world of Toril, where she learned to manifest herself as two deities: Tymora (the goddess of good luck) and Beshaba (the goddess of bad luck). It's not known if she's still the dominant personality in each of the two deities, or if she's now faded enough that she empowers them without any conscious effort. But the Clueless of Toril firmly believe that Tyche no longer exists, that she physically split into two new beings.

Both Hermes and Pan have sent out avatars seeking the truth of Tyche's decline, but they're barred from the Torilian sphere and can't dig up the truth. Soon enough, though, a person can bet, they'll send their priests through portals to figure it out to their satisfaction.

One thing is sure: Tyche's realm in Olympus is slowly disappearing. Formerly a grand vila and gambling hall, it's gone remarkably downhill, now dusty and unfrequented, with corners full of cobwebs. But who knows? Maybe Tyche's just down on her luck and will make a comeback soon.

!The Titans
!!Cronus
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/cronus01.png]]
[[caption-width-right:125:Cronus' symbol]]
->'''Former ruler of the gods and titans, "The Patricide"'''
->'''Greater titan'''
->'''Alignment:''' LawfulEvil
->'''Domains:''' Sinister ambition
->'''Symbol:''' Sickle

The youngest of the Titans born to Uranus and Gaea, Cronus was the ambitious one who attacked his father and then assumed the throne to become ruler of the universe. 'Course, he couldn't have defeated Uranus without the aid of his mother Gaea, and she helped him only because he promised to free the progeny his father'd hidden away on Carceri. But Cronus went back on his promise and was cursed to suffer his father's fate. Cronus appears as an evil looking fighter with a gleam in his otherwise dark eyes. He often passes himself off as a human warrior with no claim to his divine status.

The father of the Greek gods, Cronus is no doting parent. When Gaea prophesied that one of his children would overthrow him as he had his father, Cronus proved just as despotic as Uranus. As his wife, Rhea, gave birth to the Olympian gods, he seized them and swallowed them up. His plan might have worked, had Rhea not tricked him into swallowing a stone instead of her sixth child. This god, Zeus, eventually returned to lead the successful revolt against him. Because of his past actions, Cronus was imprisoned in Carceri.

Now exiled on Carceri with the other Titans, Cronus sits and broods on his throne in the crumbling marble palace atop Mount Othrys. He plots ways to escape from his prison, and sends out messengers to learn the secret of leaving Carceri behind. He's not found a way out yet.

Even the other Titans don't completely support their leader. Cronus rules his siblings because he was the only one to take action against their father, and he constantly reminds them of their inaction. He fears their plots almost as much as he does those of the Olympians, and he watches the other Titans like a hawk. See, Cronus commands with an iron hand, and his brothers and sisters truly chafe under his dictatorial rule. Someday, they whisper, they'll rise and lay Cronus low. Meanwhile, they bow and scrape to their younger brother, and bide their time.

Because Cronus remains penned in Carceri, he is unable to influence events on the Prime except through his avatars. Therefore, at least one avatar is constantly moving about the Prime, promising men great rewards in return for worshiping Cronus and turning their backs on the Olympian gods. On occasion, these avatars rise to a position of power in a polis, and the result is invariably war as the avatar attacks the power bases of Cronus' rivals. Because of his imprisonment, Cronus cannot send omens or portents.

!!Atlas
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/atlas01.png]]
[[caption-width-right:200:Atlas, as depicted in ''Deities & Demigods'']]
->'''Titan of strength, "Strength Personified"'''
->'''Greater titan'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Strength

Atlas led the Titans in their struggle against the Olympians, and was condemned to eternally bear the earth and heavens upon his shoulders. 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 unto death!

!!Coeus
->'''Titan of fear'''
->'''Greater titan'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Fear

Coeus appears as a horrifying greater titan, and he kills by fear. All those that do not make their saving throw versus magic will be struck with a loss of 25% of their total original hit points every time they see him angry. Coeus can shape change at will.

When first coming within 20 yards of him, a saving throw vs. spells must be made or the being will die of fright! After that it is necessary to make a saving throw every 4 melee rounds or run in fear for 10 turns.

He uses a +5 sword in battle that strikes for 5-30 points of damage. Coeus travels only at night and never fights during the day.

!!Crius
->'''Titan of density and gravity'''
->'''Greater titan'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Density, Gravity

Crius can increase the weight of objects at will, and he can make things weightless. He is able to make any one non-living object too heavy to lift for a period of 1-4 melee rounds; this power can be increased to permanency if the titan is allowed to work on the object for one full turn (saving throw vs. the permanency applicable).

In battle, the titan creates a field of gravity that causes anything launched at him of a physical nature (arrows, spears, etc.) to fall short. All attackers will be at -4 on their chances to hit and -1 on their armor classes while in this field. Likewise, dexterity bonuses do not apply.

!!Epimetheus
->'''Titan of foolishness, "Afterthought"'''
->'''Greater titan'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Foolishness

Epimetheus is the foolish Titan who allowed his wife, Pandora, to unleash all the evils on mankind. The bumbling brother of Prometheus, this greater titan means well but is not very careful with his creations. He can create as does Prometheus, but there is a 45% chance that the creature he makes will fight him! He is fond of mankind, and if he is paying attention when a person does a particularly difficult act (judge's option) there is a 5% chance that the god will reward the being with a ball of clay. This ball can be made into any 4th level creature, but there is a 60% chance that the creature will try to kill, rather than obey, its maker. All that is necessary is for the mortal to toss the ball to the ground and call on the creature that is desired. If it does not attack the person, it will obey him or her until its death.

Epimetheus can strike with his fists for 9-90 points of damage each.

!!Gaea
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/gaea01.png]]
[[caption-width-right:125:Gaea's symbol]]
->'''Primeval goddess of the earth, "Mother Earth"'''
->'''Greater goddess'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Fertility, Health, Prophecy, Earth
->'''Symbol:''' Basket of fruit

Gaea is the mother and sustainer of all life. She married Uranus and thus gave birth to the Titans and two broods of terrible monsters, the Cyclopes and the Hecatonchcires. Even after the rise to supremacy of the Olympians, Gaea continues to be widely worshiped. She presides over marriages, nursing the sick, and is foremost among the oracles (before Apollo took it over, the great oracle at Delphi belonged to her). In her true form, Gaea is the earth itself. Gaea's avatar takes the form of a mature, buxom beauty. She can call upon the all, animal, charm, elemental, healing, plant, and weather spheres for her spells.

It's said that Gaea is the entirety of the worlds of the Prime Material Plane, that she's the one force that binds them all together. Well, that may or may not be true; gods know the Olympians are egocentric enough about everything else they say. But it's true that Gaea spawned the Titans and the elements across her surface. She's one of the oldest deities any person on the planes can name, and she has might beyond even Zeus's dreams.

Some paint her as a schemer and plotter, jealously holding on to her strength and position. Truth is, she's simply a concerned mother, and she wants nothing but fair treatment for all her children. When the Greek gods imprisoned the Titans on Carceri, Gaea sought to have them freed by their brethren, the Gigantes. The struggle that ensued nearly toppled the young pantheon, but the Olympians held fast. Gaea tried several more times to free her imprisoned children, but Zeus and his crew wouldn't hear of it. If she's brewing any other plans to liberate the Titans, she hasn't sprung them yet.

Some say Gaea ain't really a goddess because she doesn't need worshipers. All she requires is constant life and movement on her surface, and she gets that in spades from the mortals of the prime-material worlds. If the Olympians ever dreamed of overthrowing Gaea, they'd first have to destroy the mortals that live on her, which'd do ''them'' in, as well. Thus, the gods live in a cautious truce with their grandmother.

Although she is widely worshiped, Gaea is one of the most aloof of Greek gods, which is to say she does not spend all of her time meddling in the affairs of mortals. Still, if the proper sacrifices of fruits and animals are made to her, Gaea has been known to lend her aid to those in dire need. She has an affinity for hideous monsters, however, and will never aid anyone in fighting them. In fact, she may well aid the monster if the battle is brought to her attention. Omens from Gaea can take any form associated with nature, such as foul weather, plagues, abundant crops, etc.

Gaea has no realm, no palace, she simply ''is'', spread out across all the worlds where the Olympian pantheon holds sway. The best way for a person to worship her is to treat the world they're on with respect and love; Gaea receives more power from kind handling than cries and sacrifices from any temple.

!!Oceanus
->'''Titan of the sea and water areas'''
->'''Greater titan'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Sea, Water areas

This greater titan always has a green shimmer around his body. He is able to raise hurricane winds with a motion of his hand and create waves of great force where there is water. All creatures of water of less than divine status must obey his commands, though Poseidon outranks him on the Prime Material Plane since the greater titans were defeated.

!!Prometheus
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/prometheus01.png]]
[[caption-width-right:200:Prometheus, as depicted in ''Deities & Demigods'']]
->'''Titan of wisdom, "Lightbringer, Forethought"'''
->'''Greater titan'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Wisdom
->'''Symbol:''' Torch

Prometheus is the son of Iapetus and Clymene, and the brother of Atlas and Epimetheus. When the gods revolted against the titans, Prometheus sided with the gods since he correctly deduced the outcome of the struggle. Prometheus is credited with making the first man and woman from clay, and he has made it his task to help mankind whenever possible. Prometheus taught humans many of the civilized arts, including the medicinal use of plants, cultivation of grains, and domestication of wild animals.

Prometheus stole fire from the sun and gave it to humankind. For this affront, Zeus ordered Prometheus chained to a mountain top where his perpetually-regenerating liver was torn out afresh each day by a griffon-vulture. Zeus repented after 30 years and allowed Heracles to free Prometheus. After he was freed, Prometheus was invited to Olympus to join the gods.

Prometheus is the only titan worshiped as a god. As a token of his punishment, Zeus ordered Prometheus to wear a ring made from his chains. Prometheus' clerics also wear an iron ring set with a chip of stone supposedly from the mountain where Prometheus was chained. Prometheus expects his clerics to be self-reliant, but not self-centered. Trickery and cunning are fair weapons but only if the end serves the human race as a whole. Prometheus will side with faithful clerics against any force, even the most powerful god, but he takes a dim view of clerics calling upon him unless they have absolutely no chance of survival otherwise.

The clerics of Prometheus will take any available opportunity to kill a griffon. They will also do all in their power to prevent humans from attacking any titan, and will actually side with Atlas or Epimetheus if they see either titan under attack.

Prometheus can create any mortal creature from clay in 2 melee rounds. This creature will serve him until it dies, though Prometheus usually sets it free after a specific service. In return for extraordinary service by one of his clerics, Prometheus may reward the cleric with a companion creature suitable to the cleric's level of experience.

!!Rhea
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/rhea01.png]]
[[caption-width-right:125:Rhea's symbol]]
->'''Titaness of fertility, seasons, and motherhood, "Mother of the Gods"'''
->'''Greater titaness'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Fertility, Life
->'''Symbol:''' Female face

Rhea was originally worshipped as the Great Goddess of Minoan Crete, and is an example of the Great Mother goddess who took many names and shapes throughout the ancient Middle East. Above all, she symbolized fertility, in which her influence extended over plants, animals, and humans. She also controlled the varying seasons, caused products of the soil to nourish, and even protected men in battle. Rhea appears as an immodestly dressed young woman of great beauty with a voluptuous figure.

Eventually, she became the wife of Cronus and gave birth to the Olympian gods. After Cronus swallowed Hestia, Hera, Demeter, Hades, and Poseidon, she saved Zeus by substituting a rock in swaddling clothes. Rhea's anguish over the loss of her first five children was ended when Zeus grew to manhood and led a revolt against Cronus.

Since Zeus seized his father's throne, Rhea has yielded much of her power and many of her responsibilities to her godly children. The gods have given her a palace that exceeds even the one she shared with Cronus during his reign, and they seek her out for advice when they can't turn to each other.

Rhea doesn't really have a realm of her own, nor a religion, nor any proxies. She simply advises and watches; still, she draws strength from the entirety of the Olympian pantheon, and is, nevertheless, still revered as the mother of the gods, and sometimes answers appeals concerning fertility or motherhood, earning the veneration of mortals across the Prime. Omens from Rhea generally take the form of dreams.

!!Uranus
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/uranus01.png]]
[[caption-width-right:125:Uranus's symbol]]
->'''Primeval god of the sky, "Father Sky"'''
->'''Greater god'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Sky
->'''Symbol:''' Stars

Uranus was the early god of the sky and heavens, one of the children of Gaea, and also the father of some of her mightiest offspring: the Titans. But Uranus was a cruel lover, and only the Titans, the most favored of his children, received any sort of special treatment. The others, the monsters called the Cyclopes and the Hecatoncheires, were locked away on Carceri because Uranus hated to look upon their visages.

Little did he know that his dislike for these children would lead directly to his overthrow at the hands of Cronus and the other Titans. To avenge herself and her children, Gaea persuaded one of the children, the Titan Cronus, to attack Uranus. During the battle, the blood of Uranus fell on Gaea and fertilized her yet again, giving birth to the Furies and the Gigantes, and the goddess of beauty, Aphrodite, rose out of the sea-foam where it mixed with his blood.

Critically wounded, Uranus fled to the farthest reaches of the multiverse. Some say he died there, unable to heal the injuries dealt by his youngest son, and thus became one of the first dead gods floating on the Astral. However, search as they might, no one has yet found his body in the silver void. That's led to some fearful speculation among the Titans and Olympians both that one day Uranus'll return, bringing with him an army that none will be able to withstand.

Uranus is a bitter old god in hiding from his progeny, who do not even realize that he is still alive. He delights in causing harm to Gaea and spoiling the machinations of the Olympian gods. He will always send his avatar to hinder any attempt to free the Titans or reach the site of their imprisonment. Omens and portents from Uranus are so subtle as to go almost unnoticed, for he is quite fearful of revealing his presence. Still, the especially wise or astute may detect his hand in unusual events in the heavens. Uranus's avatar is an old, grizzled warrior. His dark eyes burn with the unspoken desire for revenge.
[[/folder]]

[[folder: Indian Pantheon]]
!!In General
The culture of historic India is one of the oldest and most constant that has ever existed on Earth. In 2.500 B.C., merchants from India's first civilization sailed the Arabian Sea, trading with such ancient and distant Mesopotamian cities as Agades and Ur. By the time Greece entered its Golden Age in the fifth century B.C., the Rig Veda, the foundation of Hindu philosophical thought, was nearly a thousand years old. Despite its great antiquity, however, India's culture remained intact and as vibrant as ever when the sun set on the great British Empire. Hinduism is still practiced by 500 million people or more.

As the deities of one of the most enduring cultures ever to exist across any prime-material worlds, the gods of the Indian pantheon (more commonly called the Vedic pantheon) are quite far along the path of strength and advancement. Their thoughts are a mystery even to deities gifted with empathy and knowledge. Truth is, the Vedic gods have taken so many spheres into their tangled yet lawful web that even the Fraternity of Order's bean-counters have all but given up on trying to understand them.

But here's the most curious facet of the pantheon (at least to those who study such things): Behind the multiplicity of deities lies a force that encompasses all that is, the dreamer of the pantheon from whom all dreams spring, Brahman. In pursuit of knowledge of this spirit, the Vedic faithful turn their quests inward, and try to find the truth of themselves and their place in the multiverse. It's no mistake that the highest heroes of the land are meditative and contemplative, rather than bashers who take action without thought.

!!Brahman
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/brahman01.png]]
[[caption-width-right:125:Brahman's symbol]]
->'''God of everything, "Ruler of the Gods"'''
->'''Greater god'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Everything
->'''Symbol:''' Four-faced head

Brahman is also known as Hiranyagarbha, Prajapati (both used in the early Vedic Age), and many other names. Here, Hiranyagarbha and Prajapati are used interchangeably. Brahman is the world spirit that enfolds all of existence and the divine essence that is hidden in all beings, and of which all beings are a part. Everything that exists, the gods, men, animals, plants, even rocks, is simply a manifestation of the Brahman.

According to legend, in the beginning there were only the waters. From the waters was formed a golden egg (Hiranyagarbha). Prajapati was hatched from the egg, speaking the sounds "bhur", "bhuvah", and "svark", thereby forming the earth, the air, and the sky. Prajapati/Brahman has every power that any god or mortal in the Indian mythos possesses, for all things are a part of him. In his true form, Brahman appears as a four-armed, four-faced man. There is also a vacant spot on the top of his head where a fifth face was burned off by the gaze of the god Siva. In his four hands, he carries four different weapons, each doing 1d10 damage: a scimitar, a dagger, a mace, and a short sword.

Sages believe it's Brahman, the embodiment of everything, that makes sure the pantheon's gods share their power. Thus, if one deity loses a petitioner to another through the cycle of reincarnation, it's no real loss. This sharing baffles the other deities of the planes; they can't understand how any pantheon would itself for a greater power (or whatever Brahman truly is).

Though he sees and hears all, Brahman is an aloof god and will involve himself in the affairs of men only when existence itself (i.e., Brahman himself) is threatened.

!!Agni
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/agni01.png]]
[[caption-width-right:200:Agni, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/agni02.png]]
[[caption-width-right:125:Agni's symbol]]
->'''God of fire, "Flame's Son"'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Fire, Messages
->'''Symbol:''' Flames

Agni is the god of fire, condemned to consume everything he touches. By burning away the taint of past guilt, he is also the god who dispenses immortality to those who have achieved unity with the Brahman. He functions as a mediator between men and gods by serving as the altar fire in sacrifices. Agni has the power to create fire anywhere on earth he wishes, and to control any flame anywhere. Agni can change his true form at will, but he always has red skin. Sometimes, he has one face, three legs, and seven arms and tongues. Other times, he has up to seven faces, three arms, and two legs.

Agni is a beneficent god and is willing to be a guest in even the poorest home. When beseeched by one of his worshipers, there is a percentile chance equal to the worshiper's karma points (or a flat 5% if you are not using the optional karma rules) that Agni will send his avatar to aid the worshiper. Abuse of the god's kindess is certain to earn Agni's wrath. Omens from Agni are always seen in fires.

Together with Indra and Vayu, Agni is part of the Three Gods of Chaos. That's because they're deities of elemental strength and unpredictable temperament, and because they've to make their shared home in the swirls of Limbo. Interestingly, their alignments span the spectrum of chaos (good, neutral, and evil), obviously, these deities're quite familiar with the Rule of Threes.

The trio rules over a loose, patternless realm called Swarga, a place that's little more than random storms, raging flames, and howling winds. If anything springs up that looks like it might be permanent, chances are it's been built only so it can be destroyed. The githzerai anarchs and other shapers of Limbo stay away from Swarga; trying to impose mortal will in the realm invites the wrath of the destructive gods themselves.

The palaces of the three deities are about as permanent as anything gets in Swarga, even though they, too, flow and shift from time to time. Nearby roars the eternal fire of Agni's castle, a rampant flame that consumes everything it touches. Chant is only cutters specifically blessed by Agni can enter the place and emerge unharmed; even other deities avoid the area.

!!Brihaspati
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/brihaspati01_0.png]]
[[caption-width-right:125:Brihaspati's symbol]]
->'''God of wisdom and worldly learning, "Teacher of the Gods"'''
->'''Intermediate god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Wisdom, Worship
->'''Symbol:''' Quill and scroll

Brihaspati's the god of wisdom and worldly learning in the Vedic pantheon, the one who constantly exhorts the other deities to their divine duties. At the same time, he's also the one who reminds mortals that the gods require belief in order to survive, that the faithful must keep their pantheon alive. By urging the people to concentrate on the rituals of worship, Brihaspati not only plays an important part in keeping the Vedic gods strong, but also helps mortals ascend to a higher consciousness.

Brihaspati is the teacher of the gods, the lord of prayer, and the heavenly priest. He is wisdom incarnate, and it was he who taught Indra the arts of government so that he could lead the gods when the Aryans first entered India. In order to teach his fellow gods the virtues of secular life, he wrote a treatise on married life, and he personally guided the hand of the worldly priests who wrote the ancient law code that bears his name. In his true form, Brihaspati takes the form of an ancient sage with seven mouths, a set of sharp horns, a hundred wings, and is usually armed with both an axe and a bow.

Brihaspati is primarily concerned with teaching men to live well and wisely. He often sends his avatars to act as advisors to worthy rajas. Brihaspati has also been known to send an avatar to particularly cruel or inept rajas, hoping to teach them the error of their ways. Omens from Brihaspati come in the form of sudden insights and realizations.

His realm, Nectar of Life, is a place of learning and study, a quiet, contemplative land of mountains, valleys, and orchards. It's said that Brahispati's servants have written down all the knowledge his followers have accumulated, and keep it in a great library sheltered in the mountains. 'Course, the information's not free; a person can expect to pay up to 100 gold pieces a day for informed lectures on whatever subject he seeks.

!!Garuda
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/garuda01.png]]
[[caption-width-right:200:Garuda, as depicted in ''Deities & Demigods'']]
->'''King of all Birds'''
->'''Alignment:''' LawfulGood

This half-man/half-bird hates all things evil with a mad passion. Garuda is said to be able to carry 5 gods in full battle armor and not be slowed in flight. He can sense any evil creatures or things within a 1 mile radius of himself. He can also summon 1-10 of any type of avian creature he chooses, even over the commands of other gods, and all avians will follow the commands of Garuda when they meet him. Garuda can perform this summons once per day.

He attacks by battering with his wings for 2-24 points of damage per wing and fights as a 16+ HD monster.

!!Indra
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/indra01.png]]
[[caption-width-right:200:Indra, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/indra02.png]]
[[caption-width-right:125:Indra's symbol]]
->'''God of the atmosphere, storms, and battle, "The First Ruler"'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Weather, Battle
->'''Symbol:''' White elephant

Indra, also known in earlier Vedic times as Parjanya, is the god of the atmosphere, storms, and battle. He is the embodiment of aggressive action, a great lover of war, and was the leader of the Vedic gods when the Aryans first entered India. Indra always watches any battle with great interest, and often cannot resist sending his avatar down to participate on the side which has shown him the most favor. He has the power to raise those slain in battle, as well as complete control over anything occurring in the air, such as storms, rain, wind, and especially thunder and lightning. Indra's true form is that of a muscular man with unusually long, gangling arms and red skin. His celestial abode is located atop Mount Meru, but he is more often seen riding through the air on his huge white elephant.

Indra is arrogant, selfish, jealous, and completely amoral. He is also prone to gluttony (especially where drink is concerned) and loves all other pleasures of the flesh. When a worshiper who regularly honors him with riotous feasts is about to enter a desperate battle, there is a 5% chance that Indra will send his avatar to help. Omens from Indra come in the form of storms, lightning, or wind.

Together with Agni and Vayu, Indra is part of the Three Gods of Chaos. That's because they're deities of elemental strength and unpredictable temperament, and because they've to make their shared home in the swirls of Limbo. Interestingly, their alignments span the spectrum of chaos (good, neutral, and evil), obviously, these deities're quite familiar with the Rule of Threes.

The trio rules over a loose, patternless realm called Swarga, a place that's little more than random storms, raging flames, and howling winds. If anything springs up that looks like it might be permanent, chances are it's been built only so it can be destroyed. The githzerai anarchs and other shapers of Limbo stay away from Swarga; trying to impose mortal will in the realm invites the wrath of the destructive gods themselves.

The palaces of the three deities are about as permanent as anything gets in Swarga, even though they, too, flow and shift from time to time. Indra's case is a huge marble blob covered with carvings of the god, and the surrounding land is blanketed by constant rain.

!!Kali
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/kali01.png]]
[[caption-width-right:200:Kali, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/kali02.png]]
[[caption-width-right:125:Kali's symbol]]
->'''Goddess of life and death, "The Black Mother"'''
->'''Intermediate goddess'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Life, Death
->'''Symbol:''' Skull

The goddess Kali is quite a contradiction. She's a creator and a destroyer, a builder and a demolisher. She gives birth to children and then eats them, takes a husband and then destroys him. She's a loving and hating mother, a brutal and gentle goddess who reveals the beauty of life and death even as she takes them apart, literally. In her true form, Kali is a beautiful, four-armed woman of dark complexion and voluptuous proportions, with red eyes, a skeletal face, and a blood-smeared body. She seldom wears any clothing but a skirt of severed hands.

Kali delights in both killing and creation, for both are expressions of the essential energy she embodies. She is equally likely (5%) to send her avatar to aid a woman in childbirth or a murderer in danger. Omens from Kali often come in the forms of terrible visions or blissful dreams.

See, in her realm, the Caverns of the Skull, there ''is'' no death. Any petitioner who meet their end is reborn soon after, so that they may live to kill again (that's what they do best). The realm itself is a tangle of tunnels that open and close at Kali's whim, a place of black rock and gloomy caves lit by flickering torches that glow ruddily in the dank air. Chants go on day and night, praising Kali as the highest possible form of divinity, and the murmurs resound eerily throughout the tunnels.

It's said that any person who dares to enter the Caverns of the Skull'd best watch their back. The petitioners kill any creatures they see, offering them to Kali on blood-soaked altars. The proxies are the worst of the lot; they guard the portals out, and no one can leave without first slaying a guardian. Dark whispers say that particularly brutal murders draw the attention of Kali herself, and that, if impressed, she makes the killer into a proxy.

!!Karttikeya
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/karttikeya01.png]]
[[caption-width-right:200:Karttikeya, as depicted in ''Deities & Demigods'']]
->'''God of war'''
->'''Demigod'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' War, Warriors
->'''Symbol:''' Peacock

Karttikeya has 6 heads and 12 arms (with swords in 10 of them). Each of his swords strikes for 2-12 points of damage. This demigod was created to fight devils wherever they are found, and his clerics have a 2% chance of successfully requesting aid from him in battles against devils and their allies (e.g. rakshasas).

Karttikeya rides a giant peacock into battle, and this bird is his symbol to his worshipers and enemies alike.

!!Lakshmi
->'''Goddess of fortune'''
->'''Lesser goddess'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Fortune
->'''Symbol:''' Lotus

Lakshmi is the wife of Vishnu. She appears as a golden-skinned woman and always sits on a giant floating lotus when traveling about on the Prime Material Plane. This device will carry only her and can travel at great speed (75").

When the goddess looks at beings with only her right eye, they will always make their saving throws in the next hour and always hit targets that are physically possible to hit in that time. The left eye has just the opposite effect, for the same amount of time (saving throw vs. spells negates either of these effects).

Lakshmi always makes her saving throws. She is immune to attacks from creatures that are flying.

!!Mitra
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/mitra01.png]]
[[caption-width-right:125:Mitra's symbol]]
->'''God of friendship, contracts, warmth, light, and growth, "Light of Blessings"'''
->'''Intermediate god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Friendship, Contracts, Warmth, Light, Growth
->'''Symbol:''' Plant inside sun

If Brihaspati pushes all bashers to strive for the mutual good, Mitra's the one who gives them the motivation to do it. He's the twin of Varuna (the deity of the cosmic order), and he uses Varuna's purity to cut to the heart of matters and create understanding. It's no wonder, then, that he's become another of the pantheon's deities of the sun, specifically, a helpful god who shines his warm, nourishing light on friendship and contracts.

He embodies the beneficial aspects of the sun, providing light and warmth, and making plants grow. Mitra also helps Varuna safeguard the rita (cosmic order) by shining his light on all that occurs on earth, and by presiding over friendships and ratifying contracts. He has the power to shine his light anywhere on earth, to provide warmth when it is cold, and to make plants grow. In his true form. Mitra is the warmth and light of the sun. His avatar takes the form of a three-armed man made of heavenly light (thus his resistance to normal weapons). The avatar can call upon the abjuration, conjuration/summoning, and invocation/evocation schools of magic for his spells.

Like Varuna, Mitra's primary concern is with rita, the cosmic order of the universe. During the daylight hours, he is constantly watching for any dharma violation which will upset the order. He is especially concerned with contractual promises and the duty owed by friends to each other, and will often cast a white hot light on any person committing an act which violates these duties.

Mirta's realm is called Goldfire, and it's located prominently in the second layer of Mount Celestia. The realm, which he shares with his compatriot Surya, is devoted entirely to the sun. Mitra rules from a city called Pashrita, a place of learning and higher education. The burg's full of astrologers and wise men, all of whom spend endless hours debating the meaning of astrological phenomena and how it all ties into the grand ''maya'', the dream of the cosmos.

!!Puchan
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/puchan01.png]]
[[caption-width-right:125:Puchan's symbol]]
->'''God of relationships and travelers'''
->'''Intermediate god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Relationships, Travelers
->'''Symbol:''' Golden lance

Puchan is the god who guides, watching over travelers, ushering the dead to Yama's realm, leading men to wealth or away from trouble, and showing herdsmen where to find good pastures for their cattle. He also brings all things into proper relationship with one another, blessing marriages, protecting men from those would exploit them, and determining what shall be food and who shall be the one to eat it. As the protector of travelers, he often comes into conflict with Kali, whose priests prey on travelers in order to perform their bloody rites. In his true form, Puchan appears to be an aged, itinerant traveler, often carrying a golden lance.

Puchan is a beneficent god who tries to help mortals by setting them into the proper relationships with their environment. He is especially disturbed by Kali and her worshipers, whom he considers twisted manifestations of the cosmic order. In areas plagued by Kali's sects, Puchan's avatar is often found begging for passage with a group of travelers that seems likely to be attacked by the thagnas.

!!Ratri
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/ratri01.png]]
[[caption-width-right:125:Ratri's symbol]]
->'''Goddess of the night, "Queen of the Night"'''
->'''Lesser goddess'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Night, Darkness
->'''Symbol:''' Woman's silhouette

Ratri isn't a typical goddess of the night, she's fickle and chaotic (so what her realm's doing on the Gray Waste is a matter of debate). Just because she believes in darkness doesn't mean that she can't appreciate the light, and just because some thieves worship her doesn't mean that they all do. Ratri cares nothing for a person's profession, really, it's what they ''do'' in the darkness that concerns her. If a person offends her, she often spotlights them with bright illumination until they're scragged (or until they make amends to her).

Although she is the sovereign of darkness and all things that abide in it, she is not a personification of night. Rather, she rules the darkness as a shepherd rules his herd, by watching over it without being a part of it. Ratri has the power to see anything that occurs under cover of night, and to create or dispel darkness at will. In her true form, she is the silhouette of a voluptuous woman. She has an uncountable number of eyes, which shine down on the earth as the stars. Ratri's avatar takes the form of a beautiful woman with black hair and eyes and a swarthy complexion. She can draw upon any school of magic for her spells and always carries a golden sitar. Ratri never sends omens.

Ratri is good friends with Ushas (the goddess of the dawn) and Savitri (the god of the day); It's said that the three make up the hours of life. Every night, Ratri parts the clouds of darkness so that Ushas may find her way to the eastern sky and open its gates for Surya, lord of the dawn. Ratri also maintains cordial relations with Shar and Mask, two Faerûnian deities that dwell on the Gray Waste, but she's by no means allied with them. Chant is Mask wants to learn more of her power, so she keeps him at arm's length.

Unfortunately, Ratri doesn't get along so well with Surya, he's the god of light, she the goddess of night. Never the twain shall meet, as the poet said, and nobody really knows if that's the way they want it. Since their portfolios are at opposite ends of the spectrum, a person can only deduce that they have ''some'' sort of rivalry.

Ratri's realm is said to be safe from the draining influence of the Waste, but it's nearly impossible for most bashers to find. She moves the land around, keeping it hidden from evil deities who'd like to use it for their own nefarious purposes. Even the petitioners have a hard time finding the realm. Good thing for them it acts like a magnet for their spirits, pulling them right to the goddess (unless, of course, they're waylaid first by a fiend on its way to the Blood War).

!!Rudra
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/rudra01.png]]
[[caption-width-right:200:Rudra, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/rudra02.png]]
[[caption-width-right:125:Rudra's symbol]]
->'''God of storms and disease, "Lord of Animals"'''
->'''Intermediate god'''
->'''Alignment:''' NeutralEvil
->'''Domains:''' Storms, Disease
->'''Symbol:''' Black bow

Scholars say there used to be many ''Rudras'', forces designed for particular applications, that emanated from the god of the same name, and that they dispatched themselves from Mechanus, from the gleaming tower they called the Focus. However, one of these Rudras, the energy of storms and disease, slowly drove the others from their ancestral home (or absorbed their energies into itself).

Eventually, that Rudra alone stood triumphant. It went on to dominate the god himself, becoming the Rudra folks know today: a god that tolerates no imperfection among the other gods; the avenger of grievous wrongs; the righter of the balance; and the one who masters the animal instinct and grants the strength to change.

Rudra is the god of storms and disease, the bringer of death, and the malevolent deity who feeds on the corpses of those slain in battle. Because he has the power to cause disease, however, he also has the power to cure it, though he utilizes this ability far too rarely. Rudra is also a lord of the animals, with the ability to spread disease or vitality among them as well. He carries a large black bow which fires invisible arrows of disease. He has the power to create a storm at will. In his true form, Rudra is a red-skinned man with a blue neck. Rudra's avatar takes the form of a pariah with a terrible skin disease. He can call upon the alteration or illusion/phantasm schools of magic for his spells.

Rudra delights in spreading disease. When he is not terrorizing some part of India with a terrible storm, he is busily firing his invisible arrows of disease at hapless mortals. If properly worshiped, by sacrificing a cow upon waste land, Rudra may be persuaded not to fire his arrows at a particular community. Omens from Rudra often take the form of illness or an unexpected storm.

The Focus of Energy is a crystal spire that rises from the heart of one of the smaller gears of Mechanus (the disk itself is split by a chasm filled with maruts, Rudra's onyx proxies). The spire is slowly darkening over the ages as it's poisoned by the disease of Rudra. Chant is the interior of the tower used to be a place of sparkling, healing light, but is now gripped by decay and horrid illumination. The Focus doesn't seem long for Mechanus.

!!Savitri
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/savitri01.png]]
[[caption-width-right:125:Savitri's symbol]]
->'''God of the day'''
->'''Intermediate god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Life, Light
->'''Symbol:''' Full sun

Savitri is the god of the day long sun. He causes all things to move and work, the tides to ebb and flow. Like his complement Surya, he sees all that occurs under the sun's light. Unlike Surya, however, he is not always a gentle god; what he sees sometimes angers him and causes him to shine down with unmerciful intensity, or to hide his glorious face from the world. He has the power to bestow life upon any inanimate object (including a dead body), to drive away rot and decay, and to move any object at will. In his true form, Savitri is a handsome youth with golden eyes, hands, and tongue. He can call upon the all, creation, elemental, and sun spheres for his spells. He is seen every day riding his golden chariot across the sky.

Savitri is generally a beneficent god, but he has a bad temper and is quick to punish transgressions with oppressive heat. Like Surya, he despises thieves, murderers, and others who conduct their business in the shelter of the night, and will never aid such a character, even if it means leaving more worthy individuals to their fates. When one of his worshipers dies, there is a percentile chance equal to the worshiper's karma points (or a flat 5% if you are not using the optional karma rules) that Savitri will restore the dead individual to life.

!!Siva
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/siva01.png]]
[[caption-width-right:125:Siva's symbol]]
->'''God of destruction, "The Redeemer"'''
->'''Greater god'''
->'''Alignment:''' NeutralEvil
->'''Domains:''' Destruction
->'''Symbol:''' Cobra head

Siva, the Vedic deity of ultimate destruction, should not to be mistaken for the Hindu god "Shiva the Destroyer", which is a composite of many older gods. Siva is such an important manifestation of Rudra (the destructive god of storms and diseases) that he can be regarded as a separate deity.

Siva is actually rather liked by the rest of the pantheon. See, his duty is to tear down the multiverse by dancing in fire in order to bring it in line with the Vedic unifying spirit, to make everything whole again by eradicating the multiplicity that's arisen. Siva doesn't consider himself evil, he's merely destruction incarnate.

He is the negative force of the cosmos, destroying whatever he touches in order that it may be reincorporated into unity with the spirit of the cosmos. Anything that Siva touches is utterly annihilated and can never be reconstructed, raised, or reincarnated. In his true form, Siva is a large man with four arms and three eyes, usually wearing a tiger skin and a snake collar. As he walks, the ground beneath his feet disappears. He can call upon the alteration school of magic for his spells.

To reach his goal, he's taken to meditating for years at a time in his realm, the Vortex, on the methods by which ruin can best be accomplished. On occasion, he acts to preserve his own vision of annihilation, and actually protects the multiverse he's pledged to destroy. See, when a powerful force threatens to change the course of destiny, Siva must prevent it from taking place, or else his millennia of meditation would be in vain.

Naturally, Siva's a big favorite among the Doomguard. They flock to his view that ultimate destruction paves the way for true change, and many factioneers are currently pushing Factol Pentar to make Siva the group's officially sanctioned god. Other gods merely promote decay; Siva promises to bring the cosmos to a glorious end.

Siva doesn't have a realm, as such, at least not one that mortals can visit. Any person that journeys to the Negative Energy Plane and enters the Vortex is instantly destroyed (even if protected by another deity). Only Siva determines when he'll emerge from the Vortex to receive guests. He won't let his divine meditations be interrupted by leatherheads who think themselves worthy of an audience, and that includes proxies (thus, he keeps none). Still, Siva's priests spread the word of union through destruction.

!!Soma
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/soma01.png]]
[[caption-width-right:125:Soma's symbol]]
->'''God of soma-juice and the moon, "Lord of the Stars and Plants"'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Moon, Plants, Prophecy
->'''Symbol:''' Moon

Soma is the god of soma-juice and the moon, as well as the lord of the stars and plants. Soma manifests himself in the soma plant, which provides a powerful juice that causes men to see hallucinations. At one time, all classes of men drank soma-juice, but when it was realized that the drink provided divine power, long life, and insights to the future, this privilege was reserved by law for the priests, kings, and noble classes. Individuals drinking at least one serving of soma-juice a week receive two benefits: they are immune to any form of non-magical disease and their Constitution is raised by one point. These effects fade at the end of the 7th day without Soma-juice, but are regained as soon as the individual drinks another helping. In his true form, Soma is the moon, though he can manifest himself in many different shapes (such as a bull, giant, or bird). Soma's avatar usually appears in the form of a large, silver-skinned giant. He can draw upon the illusion/phantasm school of magic for his spells.

Although generally beneficent, Soma is rather vain and proud. He is a great collector of beautiful things, as he believes these items reflect well upon him. When dedicated worshipers drink soma-juice, there is a 5% chance that the resulting hallucination will contain some helpful communication from Soma himself. Omens from Soma always come in the form of soma-induced illusions.

!!Surya
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/surya01_0.png]]
[[caption-width-right:200:Surya, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/surya02.png]]
[[caption-width-right:125:Surya's symbol]]
->'''God of the sun, "The Sun"'''
->'''Intermediate god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Morning, Evening
->'''Symbol:''' Half sun

Surya is the god of the rising and setting sun. He is charged with bringing an end to night and regulating the end of the day. He is often called upon to heal diseases and to bring luck to the people. Surya has the power to put any number of beings of less than 20th level to sleep (save versus spells to negate). He can also see any event that occurs under the sun's light. In his true form, Surya is a golden-haired youth
with dark red skin, a third eye in the middle of his forehead, and four arms on his torso. He often keeps his extra arms hidden beneath his robes, and can call upon the illusion/phantasm and alteration schools of magic for his spells. He is often seen riding his one-wheeled chariot, which is pulled by seven horses (each a different color of the rainbow).

As the complete embodiment of the sun, Surya's said to hold all the other solar gods within his being. It's not known if that means he literally contains those deities, if each god is another manifestation of Surya, or if the sun is made of several different deities. Whatever the truth, Surya oversees the rising and setting sun, making sure the day begins and ends correctly. If he's lax in his duty, the prime-material worlds suffer.

Surya is generally a beneficent being who occasionally (1% chance) grants a worshiper luck in the form of an opportunity to repeat a critical die roll. Surya has no use for thieves, murderers, and others who benefit by conducting their business in the dark. Omens from Surya generally arrive at dawn in the form of an illusion.

Surya heals diseases, brings luck to his faithful, and is very much the god of the sun's light and heat, as well. The rich, fertile realm he shares with Mitra reflects this; it's constantly warm, even hot, and any people who try to hide under cover of darkness simply cease to exist until they're hit by light again. The disappearance is called an ''eclipse'', and it can be as permanent as Surya likes. Cross-traders who hope to commit foul deeds in the dark might vanish for good.

Surya, like Mitra, values learning highly. However, the kind he espouses is found mostly in the spirit, where a person can truly grow. His is the glow of enlightenment, that which brings a person closer to union with Brahman, the unifying force of the multiverse.

!!Tvashtri
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/tvastri01.png]]
[[caption-width-right:125:Tvastri's symbol]]
->'''God of inventions and creation, "The Artificer"'''
->'''Demigod'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Inventions, Creation
->'''Symbol:''' Pinwheel fan

In the early days of the Vedic Age, Tvashtri was a priest of such power that he dared to create a son whom he hoped would deprive Indra of his position as king of the gods. When Indra jealously destroyed this son, Tvashlri created a monster so powerful that Indra had to resort to trickery to defeat it. As this story illustrates, Tvashtri is a gifted inventor, and it is no wonder that he eventually earned the gift of immortality (either through learning its secret or as a gift of the gods). Now known as Tvashtri the Artificer, he is the patron of artisans, architects, and inventors. Tvashtri spends most of his time creating the weapons of the gods, many of which he enchants so that they will never do him any harm. In his true form, Tvashtri appears to be nothing more than an ordinary man.

Tvashtri loves inventions, and there is a 5% chance that he will appear to lend his aid to anybody of good alignment who is attempting to build a particularly interesting or difficult item.

!!Ushas
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/ushas01.png]]
[[caption-width-right:200:Ushas, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/ushas02.png]]
[[caption-width-right:125:Ushas' symbol]]
->'''Goddess of the dawn'''
->'''Intermediate goddess'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Light, Wakefulness, Locks
->'''Symbol:''' Rising sun

Ushas is the goddess of dawn, the bright and ever-young daughter of the heavens. Every morning, she drives away the evil spirits that have gathered in the night, awakens the gods and all living creatures, and then opens the gates of the sky to allow Surya into the world. After Surya has brought the rising sun and delivered it to Savitri's one-wheeled chariot, Ushas leads Savitri's horses across the sky. No evil thing may slay or approach within 100 miles of Ushas. She also has the power to reincarnate any dead being into a new body of her choice, awaken any creature from any type of sleep, and to open any door or gate, regardless of how it is locked. In her true form, Ushas is a beautiful, light-skinned woman.

Ushas is a beneficent deity who protects humankind from evil spirits, especially those associated with the night. There is a 5% chance that she will send her avatar to aid anyone (except thieves) needing help while fighting supernatural evil beings. Omens from Ushas generally occur in the form of vibrant colors in the dawn sky (e.g., red for impending violence, black for evil to come, gold for a hero's approach, etc.).

!!Varuna
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/varuna01.png]]
[[caption-width-right:125:Varuna's symbol]]
->'''God of cosmic order, "Protector of Oaths"'''
->'''Intermediate god'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Cosmic order, Dharma
->'''Symbol:''' Clouds

Varuna is the guardian of rita (cosmic order) and the lord of the sky. As the upholder of the physical and moral order, he is the protector of oaths and the divine judge. A constant observer of human actions, Varuna is so vigilant and stern in executing his duties that beings violating their dharmas are sure to suffer for their indiscretions, making Varuna the most feared of all gods in the Vedic pantheon. He has the power to see what any being is doing at any time. By looking into a being's heart, Varuna always knows whether the individual is being completely honest and whether or not he is violating his dharma. In his true form, Varuna is the sky. Varuna's avatar is a stern-faced man carrying an ebony mace. He can call upon the all, charm, combat, divination, guardian, protection, sun, and summoning spheres for his spells.

Varuna sees and hears all, so it is impossible to keep anything secret from him. He especially loathes lawful oath-breakers and never fails to punish them for violating their dharma, but this does not apply to oathbreakers of chaotic or neutral alignments. Omens from Varuna generally take a celestial form, such as the appearance of a comet, ball of fire, or eclipse.

!!Vayu
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/vayu01.png]]
[[caption-width-right:125:Vayu's symbol]]
->'''God of the winds, "Fickle Breath"'''
->'''Lesser god'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Wind, Life, Destruction
->'''Symbol:''' Sapling bending in the wind

Vayu is the god of the winds, sometimes gentle and life-giving, sometimes terrible and fierce. He was born of the last breath of Purusa, a primeval giant whom the gods sacrificed to create the earth.

Vayu's most notable power is the ability to give life to any item. Items that are firmly attached to the ground, such as a flagpole, receive only plant-like intelligence and can do little except grow. Items that can be moved without uprooting the earth, such as a boulder, receive animal intelligence. Only items that previously had the capacity for logical thought, such as a human skeleton, receive sentient abilities. Vayu also has the ability to create cyclones and typhoons with winds up to 150 mph. Live beings caught in such winds must save versus breath weapon every other round. Failure indicates that they have been hit by flying debris (1d6 damage for every 10 mph of wind speed). Vayu has no form and can only be sensed indirectly, such as when he brushes past one's skin or whistles through the treetops. Vayu's avatar is a flying lizard, similar in appearance to a small, gray dragon. He can call upon the alteration and invocation/evocation schools of magic for his spells.

Vayu is a fickle god, bringing moisture and breathing life into the earth one moment, and in the next wreaking terrible destruction with his angry winds. He sometimes shows special restraint when a village pays him the proper worship.

Together with Indra and Agni, Vayu is part of the Three Gods of Chaos. That's because they're deities of elemental strength and unpredictable temperament, and because they've to make their shared home in the swirls of Limbo. Interestingly, their alignments span the spectrum of chaos (good, neutral, and evil), obviously, these deities're quite familiar with the Rule of Threes.

The trio rules over a loose, patternless realm called Swarga, a place that's little more than random storms, raging flames, and howling winds. If anything springs up that looks like it might be permanent, chances are it's been built only so it can be destroyed. The githzerai anarchs and other shapers of Limbo stay away from Swarga; trying to impose mortal will in the realm invites the wrath of the destructive gods themselves.

The palaces of the three deities are about as permanent as anything gets in Swarga, even though they, too, flow and shift from time to time. Finally, there's the cloud palace of Vayu, where winds can be as gentle as a feather or as buffeting as a gale. A person who wants to travel in Vayu's home must gain the help of the asuras servants the god's accumulated over the years.

!!Vishnu
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/vishnu01.png]]
[[caption-width-right:200:Vishnu, as depicted in ''Deities & Demigods'']]
->'''God of mercy and light, "The Preserver"'''
->'''Greater god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Mercy, Light
->'''Symbol:''' Sun, shell, lotus, mace

The most widely worshiped god in the pantheon, Vishnu is thought to be the one who prevents evil from triumphing over good. Odd thing is, Vishnu feels no particular enmity toward those of his pantheon who embrace evil, reserving his fury for humans and fiends who cross the planes and leave destruction in their wake. Stranger still, although he's called the Preserver, Vishnu is good friends with Siva, some even say that they're different aspects of the same greater deity.

It's said that Vishnu sends an avatar to the Prime whenever morals, order, or justice is in danger. That may have been true in his younger days, but now the god allows mortals a little more latitude in solving their own problems. He still exercises his ability to render any creature incapable of committing violence.

His realm is Mount Celestia is the Divine Lotus, a place where nothing crumbles before its time. The petitioners are all young and strong, their brain-boxes keen with spiritual and mental enlightenment. Those who don't have sharp minds don't make it into the realm as humans; they become animals and are reborn into the karmic wheel.

Some worshipers call Vishnu the head of the Vedic pantheon; others give that honor to Indra. In any case, it's no secret that Vishnu's begun to establish relations with the other deities of the multiverse. Perhaps he's simply preparing them for the destruction of all that is as Siva nears the end of his meditation.

!!Yama
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/yama01.png]]
[[caption-width-right:200:Yama, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/yama02.png]]
[[caption-width-right:125:Yama's symbol]]
->'''God of death, "First of the Dead"'''
->'''Intermediate god'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Judgment of the dead
->'''Symbol:''' Red mace

Said to be the first mortal who ever died, Yama's charged with judging the spirits of the dead as they prepare to move to the next life in their cycle of existence. Yama can view each person's entire life span in a single glance, and he assigns the deceased to their next incarnations accordingly. Most're sent for a short stint in a god's realm, and then reincarnated back on the Prime. Only cutters who've shrugged off the burden of the karmic wheel are exempt from Yama's judgments.

A highly intelligent person, Yama has invented weapons for all the Vedic deities, objects particular to their spheres. He doesn't deal with deities outside the pantheon, though Yen-Wang-Yeh of the Celestial Bureaucracy stops by Yamasadena on occasion to discuss matters of mutual interest. As one of the Adityas (the children of the now-vanished Aditi), Yama deals mostly with his brothers and sisters: Surya, Savitri, Puchan, Rudra, Tvashtri, Vishnu, Mitra, and Varuna.

His realm, consisting of his palace (Yamasadena) and his city (Yamapura), not far from the gear that holds Rudra's Focus, is surrounded by a river of blood called Vaitarani. A petitioner looking to reach Yama's palace must wade through the river; during the crossing, they become spattered with an amount of blood equal to the karmic debt they accrued in their mortal life. The markings help Yama determine where the deceased should go next.

!!Minor Gods and Goddesses
Other Gods from the Indian pantheon are listed below:

* Devi: Goddess of energy. Devi appears as a 10 foot tall woman with 10 arms. She is able to make any part of her body ethereal, shapechange, regenerate 10 points per melee round, and she shoots 30 points of energy from her hands every melee round. She moves as a beam of light at any speed she wishes.
* Sarasuati: Goddess of water and knowledge. She appears as a woman with white skin about 6 feet tall. She can, with a touch of her hand, heal all bodily damage and any question asked of her with a lawful purpose in mind will be answered.
* Krishna: He was a man with 18's in all things except strength, which was 20, a gift of the Gods. He was able to cast illusions that could fool the Gods, and he could be in 2 places at once. He fought in plus 3 armor and shield and used a disc weapon. This weapon hits for 3-36 points of damage and was plus 3 in striking ability. It could also shoot fire a distance of 15 yards for 2-20 points of damage once per melee turn.
[[/folder]]

[[folder: Japanese Pantheon]]
!!In General
Japan is a land of contradictions. It is a land of tradition and custom, but it is a relative newcomer to the ranks of civilization (its first notable court was created 2,000 years after the first Chinese dynasty). While the same Imperial family has led Japan throughout its fifteen centuries of recorded history, the Emperor has rarely enjoyed more than a nominal control over the affairs of thc country. It is a land of incredible beauty and tranquility that (before the 20th Century) suffered only one serious attempt at invasion, yet Japan's fierce samurai warriors are well-known for practicing the grimmest kind of warfare.

According to myth, the world was once a viscous mass, a great oily sea rich with potential. A reed emerged and brought forth two deities, one male and one female. The two produced children, who in turn produced more, until the seventh generation saw the birth of Izanagi and Izanami, the founders of the Japanese pantheon.

!!Izanagi and Izanami
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/izanagiizanami01.png]]
[[caption-width-right:125:Izanagi and Izanami's symbol]]
->'''God and goddess of creation, "He Who Invites, She Who Invites"'''
->'''Greater god and goddess'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Creation
->'''Symbol:''' Rainbow

The creators of the world, Izanagi and Izanami are the seventh generation descendants of the three divinities that came into being with the heavens and the earth. Of these early deities, they are the most important for men, for they were assigned the task of solidifying the earth, making land appear from the oily sea and being the first to shape mortal life. Izanagi, the male god, stood on the floating bridge of heaven and stirred the ocean with his lance until the water began to congeal and the island of Onokoro was formed. Here, Izanagi and his wife, Izanami, made their home and went about the business of populating the world. At first, they produced a monster, then an island. Finally, however, they began producing more gods.

Unfortunately, Izanami died while giving birth to the god of fire. The morose Izanagi went to the Land of Darkness to visit her. But she no longer looked like she had, and she grew furious with her husband for gazing upon her new, sickly form. In anger, she promised to destroy the humans they'd created; Izanagi, in turn, promised to create more than she could destroy. Thus it was that they invented life and death.

Back on earth, Izanagi produced several more deities, including the sun goddess Amaterasu, as he washed away the residue of the underworld. In their true forms, they appear to be a statuesque man and woman of great beauty (though Izanami will appear dead and decayed if caught unawares).

They eventually reconciled, and they now live together in Cherry Blossom, an Arcadian realm of constant springtime. Their children occasionally stop by to pay their respects, but for the most part the two deities are left to their own devices. It's said that, working together, the pair can create anything in the multiverse. On those rare occasions when they take a hand in mortal affairs, they send their only proxy, Yamamoto Date, a skilled and loyal warrior who's also a master of disguise.

!!Amaterasu
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/amaterasu01.png]]
[[caption-width-right:200:Amaterasu, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/amaterasu02.png]]
[[caption-width-right:125:Amaterasu's symbol]]
->'''Goddess of the sun, "Light of Heaven"'''
->'''Intermediate goddess'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Light, Sun
->'''Symbol:''' Octagonal mirror or sun

One of the children of Izanami and Izanagi, Amaterasu is the twin sister to the moon god Tsuki-Yomi. The two sit with their backs to each other, delineating the difference between night and day. Chant is all the mortal emperors on the Prime Material Plane are somehow descended from her blood, through one of her grandsons, and all of them thus claim the title "Son of Light".

In addition to being the goddess of the sun, Amaterasu is the weaver of the gods' robes. She has the power to light the world (or any part of it), to make plants grow, to cure diseases in men, or to destroy anything she wishes with her brilliance. In her true form, Amaterasu is beautiful woman with a radiant smile. She can draw upon the all, charm, creation, elemental, and sun spheres for her spells.

Amaterasu is the patron goddess of Japan and watches over its welfare carefully. If the land is seriously threatened, she may beseech aid from her fellow gods in order to protect it. She also watches over the Imperial family, and will never aid those who bring harm to one of its members. If the existence of the family itself is threatened, she will not hesitate send her avatar to aid it. Omens from Amaterasu take the form of solar eclipses.

Amaterasu is a fragile goddess, constantly curious, and genuinely concerned about the state of the Prime. Still, having experienced the Outer Planes, she's completely fascinated by them as well. She's opened relations with Apollo and Ra, trying to understand them in the context of her own limited upbringing. Also, the nearby Vedic deities have begun to pay attention to her.

Her realm on Mount Celestia is known as Radiant Light, a soothing (and occasionally soporific) land where everything is suffused with the soft glow of the sun. Nothing in Radiant Light casts a shadow, and secret dealings always fail, cross-traders be warned.

!!Ama-Tsu-Mara
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/amatsumara01.png]]
[[caption-width-right:125:Ama-Tsu-Mara's symbol]]
->'''God of blacksmiths'''
->'''Intermediate god'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Blacksmithing, Weapon making
->'''Symbol:''' Double-edged axe

Ama-Tsu-Mara is the god of blacksmiths (and weapon forgers). He has the power to create raw materials, such as iron ingots, charcoal, and leather, out of thin air. Using these materials, Ama-Tsu-Mara can forge any type of normal weapon in a single hour. Magical weapons take longer: one day for each power and for each +1 modifier. Any magical weapon forged by Ama-Tsu-Mara possesses a kami which means it is automatically intelligent. In his true form, Ama-Tsu-Mara is a huge, man-like being with one eye located in the center of his forehead. Ama-Tsu-Mara's avatar is a huge, hairy man who purposely appears rather dull-witted. He always has a patch over his left eye, and any being lifting the patch discovers that there is no eye socket there, only a continuation of his cheekbone. Ama-Tsu-Mara's avatar can draw upon the elemental, creation, and sun spheres for his spells.

Ama-Tsu-Mara favors blacksmiths and weapons forgers. Any time one of them is threatened, there is a 5% chance that he sends his avatar to defend the person. When he notices a weapon forger taking special pride in their work, Ama-Tsu-Mara often rewards the effort by investing the weapon with a kami and, thus, making it intelligent.

!!Amatsu-Mikaboshi
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/amatsumikaboshi01.png]]
[[caption-width-right:125:Amatsu-Mikaboshi's symbol]]
->'''God of evil, "August Star of Heaven"'''
->'''Intermediate god'''
->'''Alignment:''' LawfulEvil
->'''Domains:''' Evil
->'''Symbol:''' Silhouette of a hooknosed man

Amatsu-Mikaboshi, the "august star of heaven", is the god of evil. Also known as Ama-no-Kagaseo, the "brilliant male", he sees and sanctions all things done under cover of darkness. He has the power to look into the hearts of men and women, and, if he finds too much evil there, to make them his. Because most people are basically good, Amatsu-Mikaboshi is not particularly powerful. But he is cunning, and has gathered more worshipers than people suspect. In his true form, Amatsu-Mikaboshi is a dark shadow that can never quite be seen. Amatsu-Mikaboshi's avatar most often appears has a small, charming man with a bald head and a hooked nose, but the god of evil has also been known to shape his avatar in the form of an alluring woman. He can draw upon any school of magic for his bard spells.

Amatsu-Mikaboshi gathers worshipers the old fashioned way: he entraps them. After finding a potential worshiper, Amatsu sends his avatar to tempt the victim, usually with power, money, lechery, or whatever the subject desires most. The avatar then creates a situation in which the victim can fulfill this desire by committing one hideous act. If the victim performs the act, they become a permanent worshiper of Amatsu-Mikaboshi and find themself compelled to take part in a never-ending series of foul plans.

!!Daikoku
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/daikoku01.png]]
[[caption-width-right:200:Daikoku, as depicted in ''Deities & Demigods'']]
->'''God of happiness through wealth'''
->'''Lesser god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Happiness, Wealth, Luck
->'''Symbol:''' Three coins

Daikoku is one of the Shichifukujin, the Seven Gods of Happiness. This god looks like a portly balding male with an easy grace about him. He is also known as the patron of all farmers, and in this aspect can be prayed to for weather of any type and hope for a good harvest. The god is noted for his good-natured outlook on all things and often uses his powers for the benefit of his clerics and worshipers. Besides being able to control all types of weather, he has complete control over the growth of plants and natural animal life (making them grow huge or shrink at will). He wanders the Prime Material Plane in ethereal form, observing his worshipers. Those who sacrifice great amounts of wealth to him at his temples will eventually be rewarded by the god (even if it is given to the descendants of the giver).

He fights with a wooden mallet that hits for 20 points of damage. It also shrinks any beings it hits (that do not make their magic saving throw) to half size. It will permanently negate any miscellaneous magic item used against its master (no saving throw), and will transport its master to a place of safety if the god is in mortal danger or becomes magically enspelled (charm, hold, etc.).

!!Ebisu
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/ebisu01.png]]
[[caption-width-right:200:Ebisu (left), as depicted in ''Deities & Demigods'']]
->'''God of happiness through food, fishing, and honest dealing'''
->'''Lesser god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Happiness, Food, Fishing, Honest dealing, Luck
->'''Symbol:''' Fishing rod or cane staff

A member of the Shichifukujin, the Seven Gods of Happiness, Ebisu appears as an elderly male, and is occasianally found floating over the earth rewarding those who work hard with bountiful harvests of foodstuffs or extra money for sale of goods.

He uses a staff of striking in battle that hits for 3-30 points of damage. He always makes his saving throw. His luck attribute affects all beings in the same way. Beings attacking the god will only be able to do half damage with any given hit and they will hit only one-half of the times they normally might have (i.e., every other hit will miss).

!!Hachiman
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hachiman01.png]]
[[caption-width-right:200:Hachiman, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/hachiman02.png]]
[[caption-width-right:125:Hachiman's symbol]]
->'''God of war, "The Commander"'''
->'''Intermediate god'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' War
->'''Symbol:''' Throwing dagger or katana

Hachiman was born Ojin, son of the Empress Jingo. Legend has it that his mother swallowed a rock to delay his birth so that she might continue to lead a military expedition against Korea. Hardened by this in the womb, Hachiman grew to be able to tolerate any pain, and eventually became one of the greatest warriors in the land. Before long, his victories were so great that the Ama-Tsu-Kami granted him immortal status and made him the god of war. In his true form, Hachiman is a splendidly armored warrior. Hachiman's avatar takes the form of a well-armed samurai. He rides a huge black horse.

When a battle occurs, Hachiman is always watching. There is a 5% chance that he will send his avatar to rescue any warrior who does not flee when outnumbered by more than four-to-one. Before a battle, any commander who has performed constant devotions to Hachiman stands a 5 % chance of suddenly discovering that they "know" the enemy's strength, location, and plan of attack. Hachiman hates cowardice in combat and any warrior exhihiting a fear of death suffers a permanent -1 modifier to their [=THAC0=]. Hachiman does not send omens.

Hachiman's realm is located only a short distance from Asgard, at least as far as planar measurements go. He doesn't have the right alignment for Ysgard, but his demeanor keeps him anchored to the plane, like the Norse pantheon's realm, Kenyama is a harsh ground of constant struggle and preparation. If a warrior can't swing a sword, they're not welcome. Still, Hachiman cares less for mindless hacking and more for the massive sweep of armies, the surgical strikes against a foe's weak spots.

Truth is, Hachiman always knows the location, strength, and readiness of any army. He also has the power to read the thoughts of any military commander. And word has it that he's studying the Blood War, keeping careful note of its ebb and flow. Some say he plans to offer his services to the baatezu; other gossip says he wants to know both races of fiends so he can destroy the eventual winner. Through it all, Hachiman remains a firm friends of the dwarf god Clangeddin Silverbeard of Arcadia; the two have studied wars together for centuries.

!!Ho Masubi
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/homasubi01.png]]
[[caption-width-right:125:Ho Masubi's symbol]]
->'''God of fire'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Fire
->'''Symbol:''' Boar

Ho Masubi is the god of fire. When he was born, he caused the death of his mother, Izanami. His father, Izanagi, was so distraught that he chopped the child in two, creating two kinds of fire: kiri-bi, fire made by the friction of wood, and uchi-bi, fire made by striking sparks from steel and stone. Despite being so energetically disjointed, the fire god made his way to a mountain called Atago in the Kyoto province, where he established his home. He is one of the most feared gods in Japan, for he is a swift destroyer of houses made from wood and paper.

Ho Masubi has the power to control a fire anywhere and to kindle flames from even the tiniest spark. In his true form, he is a yellow and orange man with red hair. Around his waist, there is a terrible scar where his father cut him in half. Masubi's sacred animal is the boar, which, like him, is swift and destructive.

Although destructive by his very nature, the fire god is not evil and does what he can for mankind, providing them with light, warmth, a means of cooking, and the heat for forging weapons and tools. If a village affronts him by neglecting his worship, however, he has been known to burn it to the ground.

!!Inari
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/inari01.png]]
[[caption-width-right:125:Inari's symbol]]
->'''God of rice'''
->'''Intermediate god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Rice
->'''Symbol:''' Rice plant

At one time the patron of smiths who forged swords, Inari has since passed that duty to Ama-Tsu-Mara so that he can spend more time in his other calling, that of rice god. He watches over the sowing and reaping of rice, as well as the preservation of the crop after it has been harvested. He can control the flow of waters, the growth of plants, and all insects. He can also turn water into saki (rice wine). In his true form, Inari is an old, bearded man. Sometimes, however, his worshipers mistake his messengers for the god himself and worship foxes as the rice god. Inari's avatar usually takes the form of a fox, though he has also been known to appear as an old man (in which case he fights with a quarterstaff +5, one attack per round). Even when in fox form, the avatar has the normal abilities of a druid and thief, including the ability to cast spells. He can draw upon the all, animal, elemental, healing, plant, and weather spheres for his spells.

Inari is generally a beneficent deity who does his best to help the people feed themselves. However, if his efforts go unappreciated, he has been known to neglect his duties. When peasants or farmers are threatened, he often sends one or more avatars to harass their oppressors. Omens from Inari are usually delivered by a fox.

!!Empress Jingo
->'''Hero'''
->'''Alignment:''' LawfulNeutral

The Empress Jingo ruled early in Japan's history, living between 170 and 269 A.D. She was leading a military campaign against Korea when it became apparent that she was going to give birth soon. The Empress was so devoted to her duty that she swallowed a stone to delay the birth of her child. It is no wonder that her son, Ojin, became a great warrior in his own right, eventually becoming Hachiman, the god of war.

!!Kishijoten
->'''Goddes of luck'''
->'''Lesser goddess'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Luck
->'''Symbol:''' White diamond

The goddess always appears as a human in any situation where she aids in a struggle. At will, she shape changes, always makes her saving throw, and can summon one of any good creature type to her presence once a month. With this last power she can summon, among other beings, a good dragon, a paladin, or a ranger to help her at any time she wills. These summoned beings are taken at random from the Prime Material Plane; she doesn't know who will come, and when arriving they are not under her dominance (they have free will).

She never physically takes part in battle, but observes and gives special luck to those she favors (at her whim and judge's option). This takes the form of that favored being making his or her saving throws and striking their enemies with every try. She also occasionally favors beings (not just humans) that take unusual chances (judge's option) in those situations where random chance plays a hand. There is a 2% chance of this happening in any given situation of great risk, if she is watching.

While the goddess prefers to use magic to attack her personal enemies, if pressed hard enough she will strike them with her gem, doing 2-20 points of damage.

!!Kura Okami
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/kuraokami01.png]]
[[caption-width-right:125:Kura Okami's symbol]]
->'''God of rain and snow'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Rain, Snow
->'''Symbol:''' Mist obscuring a tree

Kura Okami is one of the many rain gods. He dwells in the fertile valleys of Japan, providing a more or less steady supply of rain for the crops grown there. During storms, he can get caught up in Susanoo's fury and send too much rain, causing the streams and rivers to overflow their banks and flood the countryside. He is also somewhat forgetful, as he sometimes allows many weeks to go by without sending his life-giving waters. However, most of the time he is a kind and efficient god, imparting his blessing in beautiful, gentle rainfalls. Kura Okami also has the power to send snow, which he often does in the winter in order to beautify an otherwise drab landscape. In his true form, he is a translucent old man with a kindly (if somewhat vacant) expression. There are several other rain gods, including Taka Okami, who dwells on the mountains, and Taki-Tsu-Hiko ("Prince Cataract"), who is a rock located to the west of Mount Kaminabi.

Kura Okami is a rather befuddled and absent minded deity, but a kindly and gentle one. He enjoys seeing the sights of Japan as his avatar wanders the land. Sometimes he becomes so caught up in this activity that he neglects his duties. Omens from Kura Okami usually come during a morning or evening mist.

!!Nai No Kami
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/nainokami01.png]]
[[caption-width-right:125:Nai No Kami's symbol]]
->'''God of earthquakes'''
->'''Intermediate god'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Earthquakes
->'''Symbol:''' Fist smashing a building

Nai No Kami is the god of earthquakes. For a long time, his worship was completely neglected, to the point that the Japanese did not even include his name in their lists of the Ama-Tsu-Kami, the kami of the heavens. For a long time, Nai No Kami patiently endured this insult, sending tremors from time to time to warn the people of their error. But, after centuries of neglect, in the Seventh Century A.D., he finally grew angry and demolished much of Japan with a series of violent earthquakes. Many temples to Nai No Kami were erected out of the rubble. In his true form, Nai No Kami is a large, powerfully built man.

After his long neglect, Nai No Kami is a touchy god. Any village that does not maintain an adequate temple to him stands a 10% chance per year of being destroyed by an earthquake. Occasionally, he will send his avatar to the aid of a lord who has built a great temple to honor him. Omens from Nai No Kami usually come in the form of tremors or moving earth.

!!O-Kuni-Nushi
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/okuninushi01.png]]
[[caption-width-right:200:O-Kuni-Nushi, as depicted in ''Deities & Demigods'']]
->'''God of medicine, sorcery, and the land, "The Great Land Master"'''
->'''Intermediate god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Medicine, Sorcery, Land
->'''Symbol:''' Red sword or none

One of the children of Susanoo, O-Kuni-Nushi is the god of medicine, sorcery, master of the land, and patron of heroes. He has had a great many adventures, and has always confronted danger bravely and with a certain amount of cunning. He is able to identify and converse with any kami, and he has the power to cure any living animal of disease or completely heal it of its wounds.

He's made a name for himself by championing the rights of animals and spirits across the land. In gratitude, all natural animals have taught O-Kuni-Nushi their secret language, and they all follow the god's commands. In his true form, O-Kuni-Nushi is a samurai with a quiet, gentle manner and a ready smile.

All beasts in his realm are protected, too. The proxy Raiko keeps them safe from poachers and monsters. What's more, any person who eats meat in Kenyama vomits it back up within minutes of ingestion, and carries the stench of carrion for three days after leaving the realm.

O-Kuni-Nushi has a special fondness for heroes of good alignment. When such a hero is in grave danger, there is a 1% chance per level that O-Kuni-Nushi will send his avatar to aid the hero. He does not take kindly to those that are unnecessarily cruel to animals, and such individuals will find that they heal at only half the normal rate (even when a spell such as cure light wounds or heal is used upon them). Omens from O-Kuni-Nushi are usually delivered by a talking animal.

Like Hachiman, O-Kuni-Nushi's a bit too lawful to be tied down to Ysgard. But he is the patron of heroes, after all, and the wild plane's full of 'em. Some folks also say that he stays in Kenyama to keep Hachiman company, and that their combined might prevents the realm from drifting away.

O-Kuni-Nushi is a cunning deity, excellent in most anything he tries, but he prefers to best his opponents with intelligence and words, rather than strength and swords. 'Course, there's a certain part of him relishes the use of the katana, and if he has no other choice, he happily draws his blade.

!!O-Wata-Tsu-Mi
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/owatatsumi01.png]]
[[caption-width-right:125:O-Wata-Tsu-Mi's symbol]]
->'''God of the sea, ocean creatures, and tides, "Old Man of the Tides"'''
->'''Intermediate god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Sea creatures, tides
->'''Symbol:''' Fish

Also called Shio-Zuchi ("old man of the tides"), O-Wata-Tsu-Mi is the greatest of the many gods of the sea. He was created when Izanagi washed in the sea after returning from the Land of Darkness. He is the ruler of the fishes and all living things in the sea, and the controller of the tides. He has the power to command any creature that swims in the sea (including men while they are in the water), and to move the waters of the ocean at will. In his true form, he is a tremendous serpentine dragon green in color, but he is equally comfortable in the form of an old man with gills and webbed fingers and toes. O-Wata-Tsu-Mi lives in a great palace at the bottom of the sea.

Generally, O-Wata-Tsu-Mi is a benevolent deily. He moves the tides in an extremely regular fashion so that men may predict their action and avoid being stranded, flooded, or drowned. When someone comes to his palace, he is known to be a gracious host. Omens from 0-Wata-Tsu-Mi are generally carried by his messenger, a sea monster named Wani, but they may also take the form of violent or unusual tides.

!!Raiden
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/raiden01.png]]
[[caption-width-right:200:Raiden, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/raiden02.png]]
[[caption-width-right:125:Raiden's symbol]]
->'''God of thunder and fletching, "Lightning's Arrow"'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Thunder, Fletching
->'''Symbol:''' Black mace with lightning bolts

Raiden is the god of thunder and the patron of fletchers. One of Susanoo's constant companions, Raiden accompanies him on his mighty thunder-drums and sends forth random bolts of lightning while the storm god shrieks and destroys until he's exhausted himself. When he wishes, Raiden can beat these drums so loudly that they act as drums of panic. In his true form, Raiden has a horned, grotesque head and long, vicious looking claws.

Raiden's a petty deity; if he feels he's not getting the respect he deserves, he does what he can to impel Susanoo into a murderous rage. He encourages strife and war, especially war that slays folks with arrows, for it's said that Raiden is fond of eating human flesh, and receives a meal any time a man is slain by an arrow. As the patron of fletchers, he grants every arrow-maker the power to create 10 arrows of slaying during their lifetime. The fletcher never knows when they have created such a weapon, but do realize that they have been unusually successful in creating the arrow. Omens from Raiden take the form of dry thunder, arrow shaped clouds, and lightning bolts.

His realm on Carceri is a place of exploding light and thunder, insulated from the rest of the plane by a thick covering of dark clouds. Any basher who visits the place should also be wary of Raiden's proxy, the tanuki, a fierce and intelligent cross between a canine and a raccoon. The tanuki's a tough, cruel beast, and it like to use its shape-changing power to lead people to their doom.

!!Raiko
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/raiko01.png]]
[[caption-width-right:200:Raiko (left), as depicted in ''Deities & Demigods'']]
->'''Hero'''
->'''Alignment:''' NeutralGood

Raiko, favored of the gods, is a famous fighter of enchanted monsters, giants, undead, and other ghastly things. His sword of sharpness +3 is said to be faster than a striking serpent, and he has achieved almost inhuman speed and endurance. He also carries a longbow from which he can fire arrows at twice the normal range that do twice normal damage.

Raiko is totally unafraid of death, and will never back away from a challenge. However, he is as cunning as he is fast. If faced with a seemingly impossible task he will invariably find a way to achieve what he must without losing either his honor or his life.

!!Shichifukujin
->'''Seven Gods of Happiness'''
->'''Lesser gods'''
->'''Alignment:''' LawfulGood, NeutralGood, ChaoticGood
->'''Domains:''' Various happinesses
->'''Symbol:''' Varies

The Shichifukujin are the Seven Gods of Happiness. Sometimes referred to as the Seven Gods of Luck, they come from various origins. They include Hotei (god of happiness through fortunate chance), Jurojin (god of happiness through long life), Fukurokujo (god of happiness through good health), Bishamon (god of happiness through good cheer, he also looked after his worshipers during war), Benzaiten (goddess of happiness through love), Daikoku (god of happiness through wealth), and Ebisu (god of happiness through food, he also presides over fishing and honest dealing). Each of these gods oversees a particular aspect of life. To be truly happy, a person must worship all seven gods in the proper balance. Each god can grant worshipers the particular aspect of happiness that he or she embodies. In their true forms, these gods have the following appearances: Hotei, a man with a huge stomach; Jurojin, an old man with a long white beard; Fukurokujo, long narrow head with a short stocky body; the smiling Bishamon is always dressed in full armor (to ward off war); Daikoku, a portly, balding man; Ebisu, an elderly man; and Benzaiten, a beautiful woman.

The Shichifukujin respond to their worshipers as individual gods. Thus, a person who pays a great deal of attention to Ebisu and none to Benzaiten is likely to have plenty of food but no spouse to share it with. They do not send omens, although the degree of happiness in a person's life might be perceived as one.

!!Shina-Tsu-Hiko
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/shinatsuhiko01.png]]
[[caption-width-right:125:Shina-Tsu-Hiko's symbol]]
->'''God of the winds'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Winds
->'''Symbol:''' Three curled lines

Shina-Tsu-Hiko was born from the breath of Izanagi and is the god of the winds. He is not the only wind god, however. There are several more who control certain types of winds. Among them are Shina-Tsu-Hiko's daughter, Shina-To-Be, who blows away the morning mists; Tatsuta-Hiko and Tatsuta-Hime, who bring fresh air to the fields to aid in producing good harvests; and Haya-ji, the god of whirlwinds. While these gods are personifications of certain types of winds, Shina-Tsu-Hiko is in charge of all the winds, and so is superior to them in the same way a shogun is superior to a daimyo. Shina-Tsu-Hiko has the power to control the winds anywhere on earth, and can use this capability to bring hot, dusty conditions, pleasant rains, terrible storms, and so forth. In his true form, Shina-Tsu-Hiko appears to be a well-appointed lord.

Shina-Tsu-Hiko is unpredictable and capricious. One day, he may be perfectly contented with the homage paid to him in a certain village. The next, he may find it woefully inadequate and use his power to rip the roofs from all the houses. Omens from Shina-Tsu-Hiko usually take the form of words whispered in the wind, but it is not always possible to make out the meaning or his speech.

!!Susanoo
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/susanoo01.png]]
[[caption-width-right:200:Susanoo, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/susanoo02.png]]
[[caption-width-right:125:Susanoo's symbol]]
->'''God of storms, "The Impetuous Male"'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Storms
->'''Symbol:''' Katana (sword) or lightning bolt

Susanoo (sometimes called Susanowo) is the god of storms, one of the first children of Izanami and Izanagi, and the brother of Amaterasu and Tsuki-Yomi. He was born when lzanagi washed his nose after returning from the Land of Darkness. Susanoo immediately began causing trouble, pestering his father for permission to go to the Land of Darkness and visit his mother. Eventually, Izanagi grew tired of these petitions and sent his son away. So Susanoo went to see his sister Amaterasu in the heavens, playing such a cruel trick on her that she rushed into a cave and hid, depriving the world of light. In punishment for his terrible acts, the other gods shaved Susanoo's beard, pulled out his fingernails, and ejected him from the heavens. Susanoo has the power to deprive any being of night for up to one week. He can also send a 10d10 point lightning bolt to strike any being on earth. In his true form, Susanoo is a beardless man with a fierce aspect and no fingernails.

Susanoo is brash and forthright. His exploits have caused terrible consternation among the other deities, they find it impossible to understand him. Sometimes, when he creates storms, the result is not so terrible, but on other occasions, he savages the land from one end to the other, ripping up trees, destroying homes, and flooding crops. He sometimes sends his lightning bolts to strike down those who have offended him. Sometimes, in fact, he sends his lightning bolts to strike someone down for no reason at all.

In short, Susanoo is completely unpredictable, and the other deities have banished him from the heavens until he learns his courtly manners. Now he lairs in the formless soup of Limbo, in a spherical, storm-filled vault that sweeps through the plane and wrecks any attempt to establish order or solid ground.

!!Tsuki-Yomi
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/tsukiyomi01.png]]
[[caption-width-right:125:Tsuki-Yomi's symbol]]
->'''God of the moon'''
->'''Intermediate god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Time, Moon
->'''Symbol:''' White disk or hare in the moon, pounding rice in a mortar

Tsuki-Yomi was born when Izanagi washed his right eye after returning from the Land of the Dead. He is the god of the moon, whose function it is to count the passing of the months. In China, a hare is often shown in the moon, and this sign has been incorporated into Tsuki-Yomi's symbol, along with a pun. In Japanese, Mochi-zuki means two things: the full moon, and to pound rice for cakes. Therefore, Tsuki-Yomi's symbol is a hare in the moon, pounding rice for cakes.

As the counter of the months, Tsuki-Yomi has the power to control time, making it pass more slowly in one place than in another, stopping it altogether, or speeding it up. He also has the power to light the darkness. In his true form, Tsuki-Yomi is a handsome, massively built man with blue skin.

Tsuki-Yomi's primary concern is the orderly progression of time, so that seasons change and crops mature properly. He is generally benevolent to those who rely upon and respect the cycle of nature. If his aid is requested in defending a just, established social order, there is a 5% chance that he will answer by sending his avatar. When sending omens, Tsuki-Yomi sometimes manifests the handsome blue face of his avatar in an expensive mirror.

!!Yamamoto Date
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/yamamotodate01.png]]
[[caption-width-right:200:Yamamoto Date, as depicted in ''Deities & Demigods'']]
->'''Hero'''
->'''Alignment:''' LawfulGood

This hero, son of an emperor, is renowned for his ability as a fighter and loyalty to his emperor father. Many tales exist of his cunning and skill at disguise. He has the disguise skill of an 11th level assassin.

Yamamoto Date is known for his awesome speed and ability with any blade. He has a magic sword that is both a dragon slaying blade and sword of sharpness.

!!Yoshi-Iye
->'''Hero'''
->'''Alignment:''' NeutralGood

This warrior holds the war god Hachiman as his patron, and his prayers for aid are occasionally answered personally by the god! He is a mighty fighter with any weapon, but his bow skills are legendary. His arrows are so powerfully launched that they can reputedly pierce rocks and so skillfully aimed that they do greater than normal damage with every hit.
[[/folder]]

[[folder: Norse Pantheon]]
!!In General
Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring, this is the land of the Vikings, the home of the Norse pantheon. It's a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they haven't been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, it's surprising the mortals turned out as well as they did. Their deities reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.

The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym). Like the gods of Greyhawk, gods in different families sometimes have overlap in their spheres of influence: Frey (of the Vanir) and Odur (of the Aesir) are both associated with the sun, for example.

!!Odin
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/odin_p168.png]]
[[caption-width-right:200:Odin, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/odin01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/odin_symbol.jpg]]
[[caption-width-right:125:Odin's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/odin02.png]][[/labelnote]]
->'''God of knowledge and war, "The All-Father, Father of the Slain, God of the Hanged, God of Prisoners, God of Cargoes, The High One, The Inflamer, Swift Tricker, Father of Victory, the Blind One, Shifty Eyed, One with a Magic Staff, Destroyer, Terror"'''
->'''Greater god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Air, Knowledge, Magic, Travel, Trickery, War
->'''Symbol:''' Watching blue eye

Odin (pronounced oh-din), often referred to as the "All-Father", is the leader and creator of the Norse pantheon. Along with his brothers, Vili and Ve, he slew the great frost giant Ymir and made the earth out of the giant's body. He also, directly or indirectly, fathered most of the Norse gods and helped create the first man and woman. Odin's first concern is battle, be he is also the god of knowledge, wisdom, poetry, and inspiration.

Odin has one eye that blazes like the sun, having lost his other eye in payment for a drink from the well of Mimir. He once stole the mead of poetry, and some myths say he grants poetic ability and inspiration to mortals. Odin hung himself on Yggdrasil for nine days, pierced by his own spear, until by virtue of his suffering he was able to reach down and seize magical runes that were the source of wisdom and magical lore. His suffering so impressed the son of the giant Bolthor that he taught Odin nine magical songs that allowed him to master eighteen magical spells previously unknown to any man or woman. Odin is fated to be swallowed by Loki's son Fenrir at Ragnarok, but his own son Vidar will avenge him.

Now he dispenses wisdom from his throne Hlidskiaf (which is guarded by a proxy and a mass of petitioners), and rides his eight-legged horse Sleipnir to sites that require his personal attention. Some say the horse has eight legs because that's the number of legs a coffin has (when it's carried by four pallbearers); thus, Odin's really riding a casket into battle.

In any case, the All-Father epitomizes the Norse race. He's savage and wise at the same time, straightforward and subtle as the mood strikes him. He rewards power with power, and only a few things anger him: aiding a giant, losing a battle, or breaking the laws of hospitality.

Odin controls three halls in Asgard. The first is Valaskiaf, from which he rules. The second is Gladsheim, the common hall of the Aesir, where they meet to swear loyalty to and share mead with their leader. The third is Valhalla, where the mightiest warriors of the northmen are transformed into the einheriar. During the day, the place is mostly empty, as the einheriar are out honing their combat skills on each other. But at night, Valhalla's filled with the riotous noise of the feasting petitioners, all celebrating their triumphs of the day.

In his true form, Odin appears to be a man of about fifty with a patch over one eye. He has a bald head and a long grey beard, and usually wears a gray tunic beneath a hooded cloak of blue. He is often accompanied by two old wolves and two ravens which perch on his shoulder. Wearing a dark, wide-brimmed hat that casts a shadow over his face, Odin travels as a mortal wanderer. As a god of magic, war, and wisdom, he visits Midgard to distribute knowledge and victory in battle. His many titles hint at his various roles.

!!Aegir
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/aegir_p170.png]]
[[caption-width-right:200:Aegir, as depicted in ''Deities & Demigods'' (3e)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/aegir_symbol.jpg]]
[[caption-width-right:125:Aegir's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/aegir01.png]][[/labelnote]]
->'''God of the sea and storms, "Old Man Sea"'''
->'''Intermediate god'''
->'''Alignment:''' NeutralEvil
->'''Domains:''' Death, Destruction, Evil, Strength, Water
->'''Symbol:''' Rough ocean waves

Aegir (pronounced ay-jeer) is the god of the ocean and personification of its strength for good or ill. Aegir is neither Aesir nor Vanir, and is actually more closely related to the Giants. He is alternately friendly and ferocious to the Aesir. He is sometimes called "Alebrewer", as he provides the deities with mead and banquets, but occasionally turns stag on them when it suits his needs. For this reason, he's not entirely loved by the rest of the pantheon, but the old god doesn't care, as long as he's included in the festivities, he's happy. In his true form, he is a giant standing sixty feet tall. He has a long gray beard, fingers like claws, and carries a tree-sized club carved in the shape of a maiden which can deliver 4d10 points of damage to structures or beings.

The only predictable thing about Aegir is that if ship captains don't offer a valuable sacrifice to him when beginning a voyage, they are certain to feel his wrath. When he decides to sink a ship, he often sends his avatar to smash it to bits with his club. Other times, he simply destroys it with a terrible storm. He looks with favor upon raiders and pirates. If such men make the proper sacrifices to him, Aegir is 10% likely to aid them with favorable winds, or to conceal their approach with a storm or fog.

Ran, his wife and equal partner, drags drowning men down to her hall beneath the sea. She holds similar responsibilities to Freya and Hel in that regard, since the drowned do not go to Valhalla, Sessrumnir, or the underworld. Aegir and Ran have nine daughters, the Wave Maidens, each of whom represents a different type of ocean wave and are the nine mothers of Heimdall.

His hall, Hlesvang, is hidden beneath the waters of Aegirsholm, one of Asgard's lakes. The hall's covered with shells and whalebones, and its residents include all Norse petitioners who died by drowning.

!!Balder
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/balder_p172.png]]
[[caption-width-right:200:Balder, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/balder01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/balder_symbol.jpg]]
[[caption-width-right:125:Balder's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/balder02.png]][[/labelnote]]
->'''God of beauty and charisma, "Bright Son"'''
->'''Intermediate god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Beauty, Light, Music, Poetry, Rebirth
->'''Symbol:''' Gem-encrusted silver chalice

Balder (pronounced bald-er) is the most beautiful and charismatic god the Aesir have ever seen, and they continue to say this even after spying Aphrodite, Sune, and all the other goddesses of beauty. Whether they really mean it or just want to stick together is anyone's guess.

Balder is the child of Frigga and Odin, and they dote on their charming son. His dreams are prophetic, at least to some degree, and the Aesir pay close attention to what he tells them. Fact is, Balder is loved by just about everyone he meets, except for deities of hatred and plague. Even gods who ain't normally friendly to humankind find a good word for the deity.

Despite his attractiveness, Balder is not a vain god. He is loyal to Odin and the other Aesir, and never fails to fulfill his obligations to them. When an ugly man or woman demonstrates their worth by performing a self-sacrificing deed of great importance, Balder often rewards the individual by increasing his or her Charisma to 18. Omens from Baldur are usually delivered by a handsome or beautiful member of the opposite sex.

Balder's hall in Asgard is called Breidablik, meaning "broad splendor", and he lived there with his wife, Nanna. One of the radiant jewels of the realm, Breidablik's a place of warm, soft light and the scintilating company of beautiful people. Any person who can't count beauty as one of their assets best not even try to get in; only those who look good are allowed inside. Sadly, what's in a person's heart doesn't matter, only the shallow exterior.

Balder led an idyllic life until he became troubled by ominous dreams. The gods so loved Balder that they sent Frigga to extract an oath from all things, animate and inanimate, that they would not harm him. She overlooked the mistletoe, thinking it too weak to harm anything. The gods delighted in Balder's invulnerability and amused themselves by throwing things at him. Loki discovered his weakness and tricked Hod, Balder's blind twin, into throwing a sharpened dart of mistletoe at Balder, guiding Hod's hand so it aimed at his brother's heart.

The dart killed the god of beauty, and Frigga suggested that someone journey to the underworld to ransom her son. Hermod, messenger of the gods, volunteered to go. Hel agreed to release Balder if all of Asgard shed a tear for him (some myths say that all creation had to cry). Loki refused to shed a tear, and Balder's spirit remained in the underworld. When the gods placed his body on its funeral pyre, his wife Nanna joined her husband on the fire. Balder was prophesied to return after Ragnarok as one of the gods who would rule the new creation.

!!Beowulf
->'''Hero'''
->'''Alignment:''' NeutralGood

Beowulf was a great hero of the Geats who killed the monster, Grendel, who had been terrorizing the mead hall of King Hrothgar of Denmark. He also had to kill Grendel's mother, which is how he came to hold the sword of the giants. After returning home, he eventually became king of the Geats, and died battling a terrible dragon.

!!Bragi
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/bragi01.png]]
[[caption-width-right:125:Bragi's symbol]]
->'''God of poetry and music, "Skald's Friend"'''
->'''Intermediate god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Poetry, Music
->'''Symbol:''' Harp

Bragi is the god or poetry and song. The son of Odin and Gunlod. Bragi was born in a stalactite-hung cave, put aboard a boat made by the dwarves, presented with a magic golden harp, and set adrift. As the boat floated out of the cavern, Bragi took the harp and began to play the song of life. With his song, he has the power to make plants grow and bloom, and to charm any animal into doing his will. In his true form, Bragi resembles an old, white-bearded man with a sparkle in his eye.

Whenever people sing or recite poetry, they are worshiping Bragi. Since this is a favorite pastime in almost every hall, Bragi never lacks worshipers and thus he grows stronger with every passing year. He's a fun-loving god, though one given to fits of manic activity, and he constantly wanders, seeking to improve his gift and bestow it on others. He is a special friend to bards, often revealing to them the location of secret treasures. Most often, this revelation occurs as a sudden insight while the bard is singing before a large crowd. If the bard interrupts their song, however, they immediately forget the location of the treasure.

The Norse god has no particular enemies, but his hatred for the giants has grown steadily over the centuries. This rage was fueled by Thiassi, the (now-dead) giant who kidnapped Bragi's wife Idun to get at the Apples of Youth.

In addition to living in Asgard, Bragi keeps a realm on Elysium, where he says he can hear the beautiful music of the multiverse more clearly. The realm, [=HarpHearth=], is actually little more than a mountain peak where the bracing winds of the upper air flow. The proxy Thariisa Harpchord strolls through the land with her small, golden harp, and Bragi himself maintains a small cottage on the slope (well, small for a god, anyway). He retires there when he's done listening to the songs of the wind for the day. Idun often visits him at the cottage, and they usually return to Asgard together shortly thereafter.

!!Fenris Wolf
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/fenriswolf01.png]]
[[caption-width-right:200:The Fenris Wolf, as depicted in ''Deities & Demigods'']]
->'''Alignment:''' ChaoticEvil

This huge wolf is the offspring of Loki and a giantess, Angrboda. Due to an agreement among the gods not to slay each other's offspring, the wolf could not be killed and lived in Asgard due to this technicality. But this dangerous creature could not remain free. The dwarves made the only chain that could bind it, forging it from thoughts and concepts. Forged from the roots of a mountain, the noise of a moving cat, and the breath of a fish, this golden leash is no thicker than a strand of silk, yet it is completely unbreakable. This silken, golden thread stopped the creature from roaming, as it was unbreakable until the time of Ragnarok.

Very now and then, however, the Fenris wolf slips his chain and travels to Midgard in pursuit of prey. Men often know when this has happened, for it is a time of terrible omens when the avatars of the gods walk the land in search of the terrible beast. According to the Norns, the Fenris wolf will devour Odin during Ragnarok.

The wolf's bite does 9-90 points of damage, and if the total amount of damage is more than half of the victim's hit points, he or she will be swallowed whole. In form, the creature looks like a giant timber wolf.

!!Fjalar
->'''Hero'''
->'''Alignment:''' TrueNeutral

In Norse mythology there are two races of Dwarves, the Durin and the Modsognar. They are similar in many ways, their chief difference being in the type of magic they create and to whom they give it. The Durin create magic weapons and will trade them to the Aesir or frost giants with equal relish. The Modsognor create magic items of a non-violent nature and will only give them to the Aesir. Fjalar is the battle leader of the Durin dwarves.

Fjalar often defends his fellows against the fire giants, who prefer not to pay for their magic items and often try to steal them instead. Fjalar wears a pair of magic gauntlets +3 that allow him to strike for 2d10 damage. His knowledge of magic weaponry is so great that he cannot be hit by any weapon with less than a +2 magical bonus.

!!Forseti
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/forseti_p174.jpg]]
[[caption-width-right:200:Forseti, as depicted in ''Deities & Demigods'' (3e)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/forseti_symbol.jpg]]
[[caption-width-right:125:Forseti's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/forseti01.png]][[/labelnote]]
->'''God of justice and law, "Peacemaker"'''
->'''Intermediate god'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Knowledge, Protection, Strength
->'''Symbol:''' Head of a bearded man or scales

Forseti (pronounced for-set-ee), a wise and eloquent son of Balder and Nanna, has spent his entire existence trying to bring law to the chaotic Aesir. He's succeeded to the extent that mortals call on him to ratify their laws, and the deities come to him to appeal to his legendary discretion (especially when Odin can't be impartial). Not only does Forseti weigh each case on the basis of right and wrong, he also considers how a particular decision would further the community of gods. He's not made a blunder yet and no one has ever found fault with one of his decisions.

Forseti knows when a lie is spoken anywhere in Gladsheim and has the power to make any mortal anywhere speak the truth, whether the individual wishes to or not. In his true form, Forseti is a handsome man dressed in a tunic of gold and breeches of silver.

Forseti is most concerned with justice and truth. Whenever a body of men gathers to make laws, there is a 10% chance that Forseti's avatar will come to aid them. If this body is making laws that affect more than fifty thousand people, his avatar is sure to appear at the meeting disguised as one of the lords who has a right to attend the meeting. There is a 10% chance that he will send his avatar to aid those trying to throw off the rule of an unjust tyrant.

His hall is called Glitnir, a shining Asgardian palace of gold and beaten silver. It's said to be what every northman dreams of, but only a select few can enter its halls, specifically, the rich and the generous (which rules out most of the race). Still, Glitnir's a place of glory and equality among those who can make it in, so it's something to which mortals can aspire.

!!Freke and Gere
->'''Odin's wolves'''
->'''Alignment:''' TrueNeutral

Odin has two wolves, Freke and Gere. These creatures are giant black wolves with greying muzzles. They are able to travel about the planes for Odin and tell him what is happening in the various worlds. They are able to teleport at will through the planes, and they can see any hidden object and sense all things magical. Their bite does 2-20 points of damage and they use it in the service of Odin as punishers whenever a human aids the giants against the gods. They attack as 16+ hit dice monsters.

Since Odin lives only on mead, he throws the meat from his table in Valhalla to the wolves. Freke and Gere are always encountered together.

!!Frey
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/frey_p175.jpg]]
[[caption-width-right:200:Frey, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/frey01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/frey_symbol.jpg]]
[[caption-width-right:125:Frey's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/frey02.png]][[/labelnote]]
->'''God of fertility, sunlight and the elves, "Sunbeam"'''
->'''Intermediate god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Air, Good, Plant, Sun
->'''Symbol:''' Ice-blue greatsword or ship-shaped cloud

Frey (pronounced fray) is a member of the Vanir and was sent to Asgard as part of the plan to guarantee peace between the Aesir and their cousins. Son of Njord and husband to the female giant Gerd, he is a god of fertility and the chief god of agriculture, providing men with sunshine, rain, peace, joy, and happiness. Frey is also a patron of married couples, horses, and horsemen. Like many male gods, he is a skilled warrior. Weapons are banned outright in his temples, and bloodshed in places sacred to him is taboo. Despite this peaceful portfolio, Frey is fated to fight Surtur at Ragnarok with his bare hands, having given his dwarf-forged magic sword to his shield-man Skirnir.

Although a capable fighter, Frey prefers the joys of peace and will always seek a non-violent solution before resorting to combat. He is the patron of peaceful mortals, and will often send his avatar to aid those who have become imperiled through their efforts to maintain peace. Most of Frey's temples have vast pastures of grazing horses nearby. To ride one of these horses is to offend the god. Omens from Frey usually take the form of rain and storms, but can also be delivered by horses.

Frey owns the cloud-ship Skidbladnir, which can carry the entire pantheon and all its gear, yet fold up and fit inside his pocket when not in use. Furthermore, his sword can fight of its own will if freed from its confining sheath.

The god maintains two realms. One's in Vanaheim, where he sails Skidbladnir along the coastline endlessly, losing himself in the sea breeze and sunshine. The other's in Alfheim, where he rules with a kind touch. Both realms welcome Frey's patronage, for he spreads cheer wherever he travels.

!!Freya
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/freya_jetpack7.png]]
[[caption-width-right:200:Freya, as depicted in ''Gods and Goddesses'' (5e)]]
[[caption-width-right:200:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/freya_p176.jpg]][[/labelnote]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/freya01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/freya_symbol.jpg]]
[[caption-width-right:125:Freya's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/freya02.png]][[/labelnote]]
->'''Goddess of fertility, love, sorcery, and war, "Lady of Fire"'''
->'''Intermediate goddess'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Air, Charm, Good, Magic
->'''Symbol:''' Falcon or woman-shaped flame

Freya (pronounced Fray-ah) is the goddess of love, unbridled passion, and human fertility. She is the daughter of Njord and the fiery twin sister of Frey. Like her brother, she is one of the Vanir sent to guarantee peace with the Aesir. In the sense that passion is a hot, consuming emotion, she is also associated with fire. She shares the waters of the Evergold with the other goddesses of beauty, and she doesn't hesitate to use its waters to keep herself attractive and appealing. She too is hugely popular among the mortals.

She delights in romantic poetry and is considered the most magnanimous of the goddesses. Freya weeps tears of gold when her husband, Odur, goes on his journeys. She possesses the Necklace of the Brisings, sometimes called Brisingamen, a fantastically beautiful and priceless piece of jewelry crafted by the dwarves. She rides to battle in a chariot pulled by two huge forest cats, Bygul and Trjegul. She is also associated with the boar or swine, because of the animal's fertile nature. However, the boar is often depicted charging into battle. She also serves those who have fought in battle, especially conscripts and farmers who've been forced into battle. As such, half those slain honorably in battle, and all women so slain, go to Folkvangr (in Vanaheim) with her valkyries instead of Valhalla. Once in Folkvangr, the dead enjoy a peaceful rest of meadows and fields.

She is the patroness of a type of magic called "seithr", in which the sorceress enters a trance in order to answer questions about the future. Some myths say she taught the Vanir art of witchcraft to the Aesir. As the goddess of fertility, Freya also looks after women in labor. She has the power to kindle passion in any being, to control fires anywhere on Midgard, to see the future, to bless any woman with a child, and to alleviate pain and injury. Freya also has a beautiful fur-lined cloak that allows her to turn into a falcon. In her true form, Freya is a voluptuous woman of entrancing beauty.

A person might think that Freya's vanity and dalliances would bring her nothing but condemnation. But the truth of it is that, like any northern woman, she's free to choose her own way. That path may not match the standards set for women by the males, but it surely matches the standards the males set for themselves. Besides, Freya's passions are tempered by her great intelligence.

Still, the goddess is sought after by deity, giant, dwarf, and mortal alike. It seems her beauty and free spirit captivate the male mind, and those who see her can't put their brain-boxes on anything else. Thus, Freya has the friendship of most any male deity she encounters (Norse or otherwise).

Her hall is Sessrumnir, near the Folkvangr ("Field of Folk") in Vanaheim. The place was a gift from the Aesir on the occasion of her trade; it's said to be entirely impenetrable unless Freya herself opens the doors. Inside, Sessrumnir is luxury itself, strewn with furs and silks given to her by deities of far-off pantheons.

!!Frigga
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/frigga_p178.jpg]]
[[caption-width-right:200:Frigga, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/frigga01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/frigga_symbol.jpg]]
[[caption-width-right:125:Frigga's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/frigga02.png]][[/labelnote]]
->'''Goddess of the atmosphere, birth, and fertility, "Mother Sky, Queen of the Gods"'''
->'''Intermediate goddess'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Air, Animal, Community, Knowledge
->'''Symbol:''' Large cat or spinning wheel

Frigga (pronounced frig-ga) is the goddess of the clouds, sky, married love, and wives. She is primarily concerned with the household and married love. She is a stately, gracious, and bountiful woman often invoked during childbirth and by those wishing to conceive. Frigga is the second but principal wife of Odin, and is also the mother of four of his children: Balder, Hoder, Hermod, and Tyr. All four have done her proud. Still, she's more concerned with the lot of her mortal worshipers, and she does what she can to keep women (especially wives) from suffering under the tyranny of small-minded men. She's even gone to war against her husband, leading an army of women disguised to look like men. That's how much Frigga cares for her charges.

She can foretell the future, and has the power to control all forms of weather, to view any area that has a breeze blowing through it, to assume the form of any flying animal, to spin flax into gold, and to make any husband fall madly and permanently in love with his wife. In her true form, she is a mature woman of great beauty.

Her attempt to protect Balder was one of the few times she acted to change the future she perceived. She has three handmaidens named Snotra ("Wisdom"), Syn ("Denial"), and Vor (so wise nothing can be hidden from her).

Though she shares Odin's halls, she also has one of her own. It's called Fensalir, ans it's hidden high in the mountains of Asgard, as suits a goddess of air. The hall is clean and well organized, with a place for everything, no matter how incongruous it may seem. Fensalir is less violent and less populated than the other halls of Asgard, but that's how Frigga wants it. Her petitioners are fewer, and like those of Vanaheim, care more for contemplation than violent action.

!!Heimdall
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/heimdall_p180.jpg]]
[[caption-width-right:200:Heimdall, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/heimdall01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/heimdall_symbol.jpg]]
[[caption-width-right:125:Heimdall's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/heimdall02.png]][[/labelnote]]
->'''God of watchfulness and loyalty, "Eagle-Eye, The Bright God, Guardian of Bifrost, Watchman of Asgard, Golden Tooth, The Ram"'''
->'''Intermediate god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Good, Law, War
->'''Symbol:''' Curling musical horn

Heimdall (pronounced haym-dahl) is the watcher and guardian over Bifrost, the rainbow bridge, and he carries a mighty horn that he sounds when anyone approaches Asgard from the bridge. Friendly bashers hear only a sweet, low sound, but Heimdall greets enemies with a louder blast. He will not allow anybody to cross it without Odin's express permission. Some myths say Heimdall is the son of Odin and either simultaneously nine giant sisters or all nine daughters of Aegir and Ran. Heimdall was born on the horizon and nurtured on the strength of the earth, the moisture of the sea, and the warmth of the sun. He has the power to see a hundred miles by day or night, and his hearing is so sensitive that he can hear grass growing in Midgard.

Heimdall visited Midgard in human guise and stayed one night in each of three different houses. Each house treated him differently, and he cursed or blessed their children accordingly. The result was the three social classes of the Asgardian world: thralls or slaves, free peasants, and nobles. In his true form, he is a strapping warrior in white armor. He carries a flashing sword and the famous alarm horn, Gjallerhorn.

Heimdall's one of the few deities of the Aesir with a realm outside the wall of Asgard: the shining city of Himinborg. The burg sits near the gates of Bifrost, and every person who takes the Rainbow Bridge to Asgard must first pass through Himinborg. Outside the city, the Doksmid clan of dwarves try to sell their smith-forged wares to passersby. Within the town, watchtowers rise high above the land, manned by einheriar who seek to emulate their patron's flawless attention to duty. 'Course, the einheriar are the first defense for any invasion, and that tends to make the residents of the city more than a little nervous. They're peery of strangers, and watch a newcomer carefully until they've proven themself.

Heimdall and Loki have a burning hatred for each other. Here's the truth of it: Heimdall holds the trickster in complete contempt, and Loki can't stand the watcher's self-righteous nature. But most of the other deities find Heimdall witty and charming.

He is the one who will summon the other gods to Ragnarok by blowing upon Gjallerhorn, which will then break from the blowing. Prophesies say that in the last battle, Loki will steal Heimdall's sword. Though Heimdall is destined to kill Loki in Ragnarok, he is fated to die soon thereafter of his own wounds.

!!Hel
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hel_p181.jpg]]
[[caption-width-right:200:Hel, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/hel01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/hel_symbol.jpg]]
[[caption-width-right:125:Hel's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/hel02.png]][[/labelnote]]
->'''Goddess of death and the underworld, "The Merciless"'''
->'''Intermediate goddess'''
->'''Alignment:''' NeutralEvil
->'''Domains:''' Death, Destruction, Evil
->'''Symbol:''' Woman's face, rotting on one side

Hel (pronounced Hell) is the goddess of the ignoble dead. The daughter of Loki and the female giant Angrboda, Hel was confined to Niflheim, the land of mists, by the gods. She appears as a gaunt woman whose body is fair and lovely on one side, but dead and rotting on the other. Despite her hideous appearance, she is the least monstrous of Loki's three children from this union (the other two are Fenrir the wolf and Jormungandr the world serpent).

She watches over the grim realm of Niflheim on the Gray Waste. She's a joyless basher, though she's seen from time to time with a mocking smile on her face. Hel is, in short, just what a person'd expect from a deity of death, and nearly emotionless. She receives the spirits of those who die by diseases and old age, locking them behind the impregnable walls and gates of Niflheim. Located beneath the roots of Yggdrasil, Niflheim is not a realm of eternal punshment. Nevertheless, it is not a pleasant place, either. It is a land of eternal cold, mist, and darkness.

Hel can cause plagues and pestilence upon Midgard with a wave of her hand. Any mortal looking upon her face falls ill, suffering a permanent loss of 5 hit points per round until a cure disease spell is cast on them. Even after the cure, the victim never recovers the lost hit points. In her true form, Hel is a statuesque gaunt woman whose body is fair and lovely on one side, but dead and rotting on the other.

Hel is a grim and fierce goddess, mercilessly striking down those who offend her. Occasionally, she finds a mortal man attractive and will send her avatar to fetch him.

She bears no love for the rest of the Norse pantheon; fact is, she's destined to lead her army of petitioners against Valhalla come Ragnarok, and she's looking forward to that day with anticipation. She cares even less for the agents of the deities, and any person they send to Niflheim is likely to find themself seated at Hel's banquet table before long.

The realm isn't much to look at. It's like the rest of the Gray Waste, dull and cheerless. A central banquet hall holds all the petitioners of Niflheim at once; obviously, it's a huge affair, but it seems smaller on the inside. That's mostly because no matter where a person sits, they can see Hel seated at the head of the hall. The food on the table is rotting, and snakes drip poison from the ceiling, it's not exactly homey.

!!Hermod
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hermod_p182.jpg]]
[[caption-width-right:200:Hermod, as depicted in ''Deities & Demigods'' (3e)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/hermod_symbol.jpg]]
[[caption-width-right:125:Hermod's symbol]]
->'''God of luck, "Messenger of the Gods, The Nimble"'''
->'''Demigod'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Chaos, Luck, Travel
->'''Symbol:''' Winged scroll

In addition to being the gods' messenger, Hermod escorts the souls of the dead to the underworld. When the gods needed someone to plead with Hel for Balder's spirit, Hermod volunteered and Odin lent him Sleipnir for the journey.

Hermod's cult focuses on endurance and physical fitness. It teaches marksmanship, fencing, steeplechase horse racing, foot races of all sorts, and swimming to its members, believing these are key skills for those who must deliver messages.

Clergy of Hermod rarely stay in one village for long. They're often found while traveling to a different temple, wearing sturdy garb and enjoying their journey. Junior members of the clergy carry messages from noble to noble, village to village, or temple to temple. They are quick to lend aid to travelers in distress.

Hermod's temples are generally collections of several smaller buildings. In addition to a main hall, most have a training hall and a stable. Many stand near lakes or rivers where the faithful can practice their swimming skills.

Visitors to Hermod's temples receive warm welcomes and a genial, but thorough, interrogation about travel conditions, gossip, and information about places the visitors have been. If they readily and honestly share what they know, the temple plies them with food and drink for as long as the visitors have information to share.

!!Hugin and Munin
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/odinscohorts_p169.jpg]]
[[caption-width-right:200:Hugin and Mugin, as depicted in ''Deities & Demigods'' (3e)]]
->'''Odin's ravens, "Thought and Memory"'''
->'''Alignment:''' TrueNeutral

The All-Father's most famous proxies are two ravens called Hugin (Thought) and Munin (Memory), who perch on his shoulder. Odin uses them as spies and messengers, sending them on various tasks to the far parts of Gladsheim. He also sends them out every day to bring him news of the Asgardian worlds. In the Asgardian cosmology, a mortal never knew when the raven watching them was Hugin or Munin. Odin can see through their eyes or speak through their beaks, and often uses them to gather information on particular areas of interest, or to warn his worshipers of impending attacks. They can teleport to or from any location in Gladsheim, and are completely immune to magical control. Any person who harms them is subject to Odin's direct wrath.

!!Idun
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/idun01.png]]
[[caption-width-right:125:Idun's symbol]]
->'''Goddess of spring and eternal youth, "Youthbringer"'''
->'''Intermediate goddess'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Youth, Spring
->'''Symbol:''' Apples

Idun is the goddess of spring and eternal youth. She is married to Bragi, the god of poetry and song. She is the deity in charge of making sure the Aesir remain young. She does this by keeping charge over the Apples of Youth, which she feeds to the Norse gods once every year come spring. The body of anyone eating one of these apples becomes 10 years younger. Obviously, the apples make Idun a prized commodity among the giants and near-immortals of the planes, and they've attempted to kidnap her several times. Each time, the other Norse gods have rescued her before the villains could eat the golden apples, but surely one of these times they'll slip, and the giants will be waiting.

Idun has the power to slow or reverse the aging process in any being, or to awaken any dormant or sleeping thing. In her true form, she is a youthful woman of great beauty.

Idun is a cheerful and friendly goddess who takes great delight in seeing things grow and remain healthy. She is extremely conscientious about making sure that every god eats one of her apples every ten years. Idun is especially protective of young girls, and there is a 10% chance that she will send her avatar to protect one who is in danger.

Idun shares a home with Bragi in Asgard, and though she visits her husband in [=HarpHearth=] from time to time, she prefers to remain among her fellow deities. The Aesir, naturally, value her because she's the only one who can pluck the apples from the Tree of Youth, but Idun's earned the friendship of deities outside the pantheon as well, including Lathander of Toril.

!!Jormungandr
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/jormungandr01.png]]
[[caption-width-right:200:Jormungandr, as depicted in ''Deities & Demigods'' (1e and 2e)]]
->'''Midgard Serpent'''
->'''Alignment:''' ChaoticEvil

Jormungandr was the offspring of Loki and the giantess Angrboda, and was the brother of the Fenris Wolf and Hel. By custom Odin could not slay divine progeny, but he feared that the monster would cause trouble and threw him into the sea when he was young. Jormungandr grew unchecked, until at last he circled the earth and could bite his own tail. It is the writhing of this great serpent that causes the tempests. Thor has tried many times to slay him, but the Norns have foretold that he will not succeed until the day of Ragnarok, when he will drown in a sea of venom from the dying serpent.

Since the Midgard Serpent circles the world, he can shift his body and locate his head anywhere he desires in one melee round. The head is the only vulnerable spot on this monster, since he regenerates all damage in the melee round after it is inflicted; this means that 300 or more points of damage must be delivered to its head in one round in order to kill it. If Jormungandr is slain, all beings within 50 feet of the head must save vs. pOison at -5 or die, as the creature spews forth its venom. Attacks on the body of the serpent can be made, but they will prove fruitless as the body (like the head) will regenerate all lost hit points in the next melee round, even if totally severed.

Jormungandr bites once per round for 5-50 points of damage, and anyone thus bitten must save versus poison at -5 or die within two melee rounds from the extremely potent venom. The serpent can also make one constriction attack per round (near its head or anywhere along its body length), doing 10-100 points. It attacks as a 16+ HD monster.

!!Loki
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/loki_p184.png]]
[[caption-width-right:200:Loki, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/loki01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/loki_symbol.jpg]]
[[caption-width-right:125:Loki's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/loki02.png]][[/labelnote]]
->'''God of mischief, strife, fire, thieves, and trickery, "The Provoker, The Sly One, The Trickster, The Shape Changer, The Sky Traveler"'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Chaos, Destruction, Evil, Trickery
->'''Symbol:''' Flame or red and black boots

Loki serves many purposes within the pantheon. First off, he's the blood brother of Odin, a status he gained by proving instrumental in holding the Aesir together in the early days of the gods. It's a fact he likes to bring up whenever he's pushed the Aesir to their limits, see, Loki's a god of trouble, and he'll spout enough half-truths and lies to make a person crazy with anger (that's why he keeps a realm on Pandemonium, a place to wait out the pantheon's fury when he goes a step too far).

Basically, Loki's a proud and vainglorious god. He's convinced that there's nothing another deity can do that he cannot, and he does his utmost to prove that he's smarter than the rest of the pantheon. This may well be why he turned from a benevolent trickster into the sworn enemy of the Aesir. The one he hates most, however, is Heimdall, who often exposes Loki's plans and catches the troublemaker in various schemes.

Loki has the power to change his shape into anything. If any being, including other gods, look at Loki for more than three rounds, he can exert his influence over them in the form of a suggestion spell with no saving throw. He also wears a pair of boots that allow him to walk on water, fly, and run at a movement rate of 50. In his true form, Loki is a handsome young man who is always dressed in some combination of red and black.

As the god of mischief and strife, Loki is one of the most active and unpleasant of gods. Yet, there is also an attractive side to his personality; he is handsome, sociable, and has a good sense of humor. Loki is one of the few gods who is at home with giants and dwarves, and often turns to them for help in his schemes. He is invariably in some sort of trouble with his fellows and will not hesitate to turn to his worshipers for help in extracting himself. Omens from Loki usually come in the form of an illusion.

Loki usually turns elsewhere for help. He's made alliances with various deities of other pantheons, but he uses them only as leverage and tools, not as deities in their own right. And because he's always got to show that he's better than the rest, his alliances are usually short-lived.

!!Magni
->'''God of strength, "The Steadfast"'''
->'''Lesser god'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Strength
->'''Symbol:''' Mountain

One of the twin sons of Thor, Magni transcends the normal definition of strength in that his was supposed to be almost limitless. Magni's strength is so great that it's said he's the only basher in existence besides Thor who can lift Mjolnir.

He can bend anything he can grip, put his fist through anything, lift nearly anything (judge's option), even things that are supposed to be unliftable like his father's hammer. Any material object thrown at him, he can catch and throw back at the caster (hitting 90% of the time), and with his +3 hammer he does 8-80 points of damage per strike.

This god is so tough and hardy that blunt weapons of any type cannot harm him.

Magni rides the horse Gullfaxi ("golden mane"), which he received as a gift after pulling his trapped father out from under a fallen giant. Along with his twin brother Modi, the brothers travel together regularly, and have no hall in Asgard to call their own. Neither do they have proxies; they've got plenty of time and fortitude to deal with problems themselves.

!!Modi
->'''God of courage and berserk rage, "The Steadfast"'''
->'''Lesser god'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Courage, Berserk rage
->'''Symbol:''' Sword and hammer crossed

Using a vorpal blade that strikes for 25 points of damage per hit (plus its decapitating power), Thor's son Modi is always in the forefront of any battle, and his presence inspires his followers with such courage that they do an extra 4 points of damage per hit (affecting all those in a 90 yard radius). Modi's courage is exceeded by none, and he throws himself into challenges with hardly a second thought. He is immune to all forms of magical control or illusions. In battle, the god is able to "know" when the best time comes to retreat and regroup his forces for best effect.

After the god has sustained more than half of his hit points in damage, he will go into a berserker rage which allows him to double all his powers in combat, so that he hits 4 times per round for 50 points per hit.

Along with his twin brother Magni, the brothers travel together regularly, and have no hall in Asgard to call their own. Neither do they have proxies; they've got plenty of time and fortitude to deal with problems themselves.

!!Njord
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/njord_p185.jpg]]
[[caption-width-right:200:Njord, as depicted in ''Deities & Demigods'' (3)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/njord_symbol.jpg]]
[[caption-width-right:125:Njord's symbol]]
->'''God of the sea and wind'''
->'''Intermediate god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Air, Good, Water
->'''Symbol:''' Gold coin

Those who seek wealth or abundance in fishing pray to Njord. A Vanir deity, he is the father of Frey and Freya. Njord married the female giant Skadi while among the Aesir, though they later divorced. As a deity of the mountains, she was uncomfortable on the coastlines, so they could never agree where to live. Their movements between homes created the seasons.

Where Aegir's cult threatens and glowers, Njord's cult smiles. This cult supports those who make a living from the bounty of the sea through trade, fishing, shipbuilding, or supplying the needs of the other three. Njord's cult numbers many prominent businesspeople among its members. When Aegir's cultists mock them for their relatively mean tables and their preference for sailing within sight of the shore, Njord's worshipers only look at their growing treasuries and smile.

Njord's clergy are most common near the sea, but can also be found along navigable rivers and lakes with connections to the sea. Most display weathering and scars from lives spent in, on, and around the water. They are popular with fishermen and merchants.

Njord's temples are sturdy structures meant to withstand the trials of coastal weather. They generally sit right on the water and have their own docks. Most temples have storage for sail canvas, ropes, tar, paint, and other boating supplies. Those in larger urban centers often have secret vaults containing wealth gleaned from the sea and fees charged for aiding in business negotiations.

Visitors to Njord's temples find the fare plain but filling. Clergy and faithful draw owners of seagoing vessels into conversation. Others are largely ignored unless they bring information about shoals, currents, weather, or other conditions hazardous to ships.

!!Norns
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/norns01.png]]
[[caption-width-right:200:The Norns, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/norns02.png]]
[[caption-width-right:125:The Norns' symbol]]
->'''Goddesses of fate, "Destiny's Daughters"'''
->'''Lesser goddesses'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Fate
->'''Symbol:''' Lightning bolt or staff with three branches

The Norns possess the most important power in Gladheim: they are the ones who dictate the fate of the newborn, for both mortals and gods alike. There are three Norns, all of whom are female. Urd embodies the past, Verdandi the present, and Skuld the future. Once they have decreed a being's fate, no force in the universe can alter their decision. Of course, the Norns can see all things in the past, present, and future, but they employ these powers only among themselves or to answer questions of slight import for very large fees. They also have the power to assume any form they wish. In their true forms, Urd is a giantess, Verdandi a beautiful female elf, and Skuld a handsome female dwarf.

The three Norns watch over one of the magical pools that nourishes Yggdrasil, and they read the existence of mortals and gods alike in its waters. Some say the Norns actually shape the destinies of all sentient creatures in the multiverse, but there's really no way to prove that.

They travel about the Prime Material Plane in the form of swans, and in this shape they deal out fate in the form of prophecy. When a child is born, the Norns always appear, disguised as some combination of three animals, and pass their judgement on the baby's fate. If the parents recognize them and offer all three great gifts, the Norns will be persuaded to dictate a great future for the child. This is an extremely hazardous undertaking, however. If the parents do not give gifts of equal value to the Norns, or happen to miss one by offering her gift to a mundane animal, the offended Norn will grow jealous and turn the gifts of her peers into a curse.

Their realm is a tiny grove on the Outlands, overgrown with thick trees and thorns that blot out light so effectively that no outside illumination can penetrate; a person needs to bring their own. If a basher's persistent enough, they can make their way to the well at the center of the grove and look into it to read their future. Those who do usually regret it; mortals aren't meant to know their fates.

The Norns have no proxies. Some folks say the Norns ''are'' proxies, that they serve the embodiment of Fate itself. Whatever the truth, it's no secret that the three have no servants of their own.

!!Odur
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/odur_p187.jpg]]
[[caption-width-right:200:Odur, as depicted in ''Deities & Demigods'' (3e)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/odur_symbol.jpg]]
[[caption-width-right:125:Odur's symbol]]
->'''God of light and the sun'''
->'''Demigod'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Chaos, Fire, Sun
->'''Symbol:''' Sun disk

Odur is a mysterious god who may be an aspect of Odin. Odur married Freya and is responsible for the day chariot crossing the sky. Consequently, he is often away from Asgard, causing his wife to weep tears of gold.

Odur's cult teaches that freedom from care and worry comes from accepting responsibility and duty with joy. Worshipers believe that Odur sets out every day to drive the chariot of the sun across the sky with anticipation, finding something new
each day. They seek to emulate his wise appreciation for the world around them.

Odur's clergy make annual pilgrimages to sites dedicated to the sun to watch for the day chariot to rise after the longest night of the year. Otherwise, they're found smiling as they work to maintain their temple and care for their faithful.

Odur's temples appear incongruous next to others of the Asgardian pantheon because they tend to be open structures, welcoming the sun's light. Observant visitors note the sturdy shutters stored around the building, ready to make it defensible. Most temples have sacred fires that are tended day and night, never allowed to burn out. Some have smithies.

Visitors to Odur's temples find themselves put to work almost immediately. Those who do the work willingly and without complaint are welcome to eat and drink with the clergy. Those who complain or shirk their task find themselves outside the temple.

!!Sif
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/sif_p188.jpg]]
[[caption-width-right:200:Sif, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/sif01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/sif_symbol.jpg]]
[[caption-width-right:125:Sif's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/sif02.png]][[/labelnote]]
->'''Goddess of excellence and skill in battle, "Golden-Hair"'''
->'''Intermediate goddess'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Chaos, Good, War
->'''Symbol:''' Upraised sword

Sif, wife of Thor and mother of Uller, is the patron of skill and excellence in all things, though she's especially fond of warriors and swordsmanship. Sif primarily appears in myths involving the other gods. Loki once played a cruel trick on her by cutting off all of her beautiful golden hair. When Sif's angry husband came to take revenge, loki was forced to replace the hair with locks of real gold which grew just like true hair. This hair had been crafted by a pair of clever dwarves who, flushed with their success, went on to create many other wondrous items, such Thor's hammer Mjolnir, Odin's spear Gungnir, and his ring Draupnir.

Sif has the power to raise any character one level. She seldom does this, however, and will never grant this boon to an individual more than once in their life. In her true form, Sif is slender woman of great beauty. She has locks of pure gold, and often carries a long sword with her.

Sif looks after young warriors and all those dedicated to excellence in their pursuits. When such an individual is in dire need of aid, there is a 1% chance per level that she will send her avatar to help. If the individual is capable of wielding the avatar's sword, the avatar will leave it behind as a souvenir of Sif's blessing.

Most who know her claim that she's unfailingly loyal to Thor, but Loki would have it otherwise. Still, if Sif has been indiscreet, she hides it well, and it's not something that's discussed lightly about Asgard. Besides, she hates the trickster god.

Sif has developed excellent relations with Lugh of the Celts, as both of them are deities of excellence, it's only natural that they should come into contact. Their friendship hasn't yet grown into rivalry, but chant is it's only a matter of time. Both deities are proud of their sphere.

The goddess lives with Thor in the estate of Thrudheim, a mountenous area of Asgard known for violent storms and landslides. Their hall there is called Bilskirnir, and its petitioners seem more prone to mayhem than others in the realm. If nothing else, Sif's influence means they're certainly more dangerous than most.

!!Sigurd
->'''Hero'''
->'''Alignment:''' LawfulGood

Sigurd was the son of Sigmund, the first wielder of Odin's sword. After his father died, Sigurd found the two pieces of Odin's sword and convinced the Durin Dwarves to forge it back together. He engaged in a great many adventures, including the awakening of the sleeping Valkyrie, Brynhild, and slaying the dragon Fafnir.

Despite a lifetime of honesty, Sigurd died a bitter and tragic death. After awakening Brynhild, he had promised to marry her, but forgot this due to an enchantment placed on him by the mother of Gudrun. Eventually, Brynhild married Gunnar, Sigurd's friend and Gudrun's brother. She took vengeance on Sigurd for forgetting her by persuading her husband to murder him while he slept.

!!Skadi
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/skadi_p190.jpg]]
[[caption-width-right:200:Skadi, as depicted in ''Deities & Demigods'' (3e)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/skadi_symbol.jpg]]
[[caption-width-right:125:Skadi's symbol]]
->'''Goddess of earth and mountains, "Snowshoe Goddess"'''
->'''Lesser goddess'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Destruction, Earth, Strength
->'''Symbol:''' Mountain peak

Skadi is a female giant and the daughter of the giant who bargained for Freya, the sun, and the moon in exchange for building Asgard's walls. She came to Asgard seeking revenge against Thor for killing her father. When she arrived at Asgard in her armor she so impressed the gods they offered her pick of the bachelor gods if she would not go to war against them. The only condition was that she could only see their feet when she made her choice. Thinking the cleanest, whitest feet must belong to Balder, she made her choice only to discover they belonged to the older Vanir Njord, whose feet the sea washed clean every day. Because they couldn't agree on a place to live, Njord and Skadi moved back and forth between Jotunheim and Asgard. On Midgard, these movements created the seasons. Skadi later divorced Njord and married Uller.

Skadi's cults are common in mountainous regions. Her worshipers include those who make their lives hunting, herding, and mining in the mountains. She loves the cold of winter and the wind on the mountain peaks, and teaches respect for the earth and the mountains to her cultists. She also teaches readiness for battle, believing that the best defense is an impressive offense.

Skadi's clergy are imposing figures, appearing tough and ready to fight. Though most are highly skilled warriors, they rarely enter combat unless necessary.

If a temple dedicated to Skadi isn't in the mountains, it's located so that mountains are visible from the windows of the great hall. Her temples are built from local materials and blend with the landscape. Unlike many temples, hers are often cold and without the heat of hearth fires. Some temples make money by selling mountain climbing equipment.

Visitors to Skadi's temples receive warm welcomes if they've just come down from out of the mountains, or if they clearly intend to travel into them. The clergy openly share their information about hazards and trails.

!!Skirnir
->'''Hero'''
->'''Alignment:''' NeutralGood

Despite Skirnir's skill in battle, he is a peace-loving man who always looks for a non-violent solution before drawing his mighty sword. Frey was so impressed by Skimir's dedication to peace that the god brought Skirnir to Asgard and made him his shield man.

Skirnir is totally dedicated to Frey. Once, when Frey was struck with love for the giantess Gerda, Skirnir won her hand for his master by threatening to turn the giantess into an old maid.

!!Sleipnir
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/odinscohorts_p169.jpg]]
[[caption-width-right:200:Sleipnir, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/sleipnir01.png]][[/labelnote]]
->'''Odin's eight-legged steed'''
->'''Alignment:''' TrueNeutral

During the war with the Vanir, the wall protecting Asgard was razed. A builder approached the Aesir and offered to rebuild it if they would give him Freya to be his wife, and the sun and moon for his own. Odin and his fellow Aesir agreed, provided he could build the wall in six months. They didn't believe anyone could build it so quickly, so they believed Freya, the sun, and the moon to be safe. The builder had a stallion, Svadilfari, who could pull amazingly large stones, and because of that the builder quickly raised the wall. With three days remaining, the gods told Loki to resolve the predicament. Loki disguised himself as a mare and distracted the stallion all night. The builder flew into a rage and his disguise slipped, revealing a giant. Thor dealt with the giant easily, and Loki later gave birth to the magical horse Sleipnir.

This animal usually won't let anyone but Odin ride it, though it will at times take beings in extreme need on one-ride trips to safety at Odin's order. Odin was known to honor some exceptionally fine heroes in death by letting a Valkyrie pick that hero up on Sleipner.

In battle, the creature moves so fast and with such agility that only one being can attack its rider per round. This magical horse can move across any surface (including water) and fly through the air. Sleipnir can also teleport at will to or from any location in Gladsheim, as well as through all the planes.

Sleipnir is gray in color, with its shank section showing white on each of its eight legs. The creature can pull amost any weight, but will only obey one master at a time. It fights as a 16+ hit dice monster, biting for 1-10 points and kicking with its fore-hooves for 2-20 points each.

!!Surtur
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/surtur_p191.jpg]]
[[caption-width-right:200:Surtur, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/surtur01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/surtur_symbol.jpg]]
[[caption-width-right:125:Surtur's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/surtur02.png]][[/labelnote]]
->'''God of fire giants, war, and craft, "Lord of the Fire Giants"'''
->'''Intermediate god'''
->'''Alignment:''' LawfulEvil
->'''Domains:''' Evil, Fire, Law, Strength, War
->'''Symbol:''' Flaming sword

Surtur is both the lord and deity of the fire giants. He can control any fire in Midgard. Surtur resembles an immense fire giant, with crackling flames for hair and eyebrows.

Like all giants, Surtur hates the Aesir and is anxiously awaiting Ragnarok. He will lend his aid to any plan that troubles the Aesir.

Surtur stands ever alert in Muspelheim, brandishing his sword that shines brighter than the sun. At Ragnarok he will be responsible for setting the world on fire, burning it down to make room for the new one. Prophecies say that he will even destroy Bifrost under his weight and that of his subjects.

A few cults of Surtur thrive in Mannheim, often cooperating with Loki's cult. These cults teach respect for fire, its use as a tool, and its danger when uncontrolled. They teach that fire is a cleansing agent, and point to the new growth after a forest fire as proof. Members of Surtur's cult seek every opportunity to undermine Thor's cult, and they have plenty of help and expert advice from Loki's cult. While Thrym has a similar cult, fire and ice never mix.

Surtur rarely grants divine power except to giants. However, a rare few individuals in Mannheim have earned his approval. They conceal their devotion to the giant destined to burn down the world.

Surtur's temples in Mannheim are hidden affairs, much like Loki's. In Muspelheim, they are enormous fortresses that ring with the sound of the forges day and night. Surtur's Muspelheim temples are centers for preparation for Ragnarok. Temples in Mannheim secretly store weapons in preparation for the cult to fight alongside the giants.

Visitors to Surtur's temples have only a few seconds to prove their devotion to Surtur before the members of the cult attack. The clergy and the members of the cult in Mannheim do not leave witnesses alive to report their activities.

!!Thor
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/thor_jetpack7.jpg]]
[[caption-width-right:200:Thor, as depicted in ''Gods and Goddesses'' (5e)]]
[[caption-width-right:200:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/thor_p193.jpg]][[/labelnote]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/thor01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/thor_symbol.jpg]]
[[caption-width-right:125:Thor's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/thor02.png]][[/labelnote]]
->'''God of storms, thunder, and war, "The Thunder God, Guardian of Asgard"'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Chaos, Good, Protection, Strength, War, Weather
->'''Symbol:''' Hammer

One of the most popular gods of the Norse pantheon, Thor is the god of thunder, weather, and crops which are unusually vulnerable to the climate. He is also well known as a warrior, for he has battled many monsters on the behalf of Midgard and his fellow Asgardians. He has complete control over the weather, and so is sometimes worshiped by merchants who depend upon his good graces to make long trading voyages safe. At will, he can control any lightning bolt (natural or magical) in Midgard. He rides through the air in a chariot pulled by two magic goats, Tanngrisner and Tanngjost. If slain, these goats magically regenerate at dawn the next day. When wielding his magic hammer, Mjolnir, Thor can break any object. He usually wears a magical girdle, Meginjarder, which gives him a Strength of 25, and the glove Jarn Grieper, which allows him to attack three times per round and renders him immune to fire. In his true form, Thor is a large, powerfully built man with red hair, a red beard, and eyes filled with lightning, usually dressed in chain mail.

Thor is one of the most highly regarded deities of Asgard, for while he's not too bright, he's very keen on revenge, and very fast with repayment for an insult (or a ''perceived'' insult). In some people that's a fault, but it's won Thor the admiration of countless mortals. Thor greatly enjoys facing giants in contests of strength and martial prowess. His nemesis is Jormungandr the World Serpent, whom he is destined to face at Ragnarok. Thor will face the Serpent, and although his hammer will deal the serpent's death blow, Thor is doomed to fall to the serpent's poison soon after.

Fittingly, hot-headed Thor is the god of thunder and lightning, and when storms roll across the prime-material worlds, his worshipers sigh in relief, it means their god's doing his job slaying the enemies of Asgard. Farmers venerate Thor, too; as the god of crops, he can ensure a fruitful harvest. 'Course, if displeased, he can also wipe out whole fields with floods or harsh rains, and that'd spell disaster for the winter.

Thor is truly reckless, and he gets drawn into dangerous situations easily. But he's got three things that help him out of most any jam: his quick-thinking companions, his sheer strength of will, and his mighty hammer Mjolnir, one of the most destructive forces in the multiverse.

He's popular among the rest of the pantheon, too; the Norse gods usually come to him when there's a problem requiring brute muscle and bull-headedness. Thor is the husband of Sif, the son of Odin and a female giant named Jord ("Earth", who's sometimes called Fjorgyn or Erda). Though married to Sif, Thor had two sons with a giant named Jarnsaxa. Those sons, Magni and Modi, are prophesied to survive Ragnarok. Like the rest of the Aesir, he's not too keen on Loki, but they've traveled together in the past and have a tenuous alliance.

Thor lives with Sif in Bilskirnir, an oak- and iron-shod affair that's home to some of the rowdiest warriors in all of Asgard. They seek to be just like their patron, and thus are stormy and quick-tempered. It's no wonder planewalkers and sightseers don't visit the place too often.

!!Thrym
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/thrym_p194.jpg]]
[[caption-width-right:200:Thrym, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/thrym01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/thrym_symbol.jpg]]
[[caption-width-right:125:Thrym's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/thrym02.png]][[/labelnote]]
->'''God of frost giants, cold, and strength, "Lord of the Frost Giants"'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Chaos, Earth, Evil, Strength, War
->'''Symbol:''' White double-bladed axe

Thrym is both the lord and deity of the frost giants. He can plunge any part of Midgard into a state of extreme cold. Like all giants, Thrym hates the Aesir and is anxiously awaiting Ragnarok. He will lend his aid to any plan that troubles the Aesir. Thrym often grants the frost giants of Midgard the ability to use wizard magic at up to the 12th level of proficiency.

Thrym traces his lineage back to Ymir, the first giant and the creature from whose body Odin, Ve, and Vili made the world. The death of Ymir is a grudge the frost giants in particular hold against the Aesir. Thrym once tried to win Freya as his bride by holding Thor's hammer hostage. Unfortunately for him, the gods disguised Thor as the bride and Loki as the bridesmaid. When Thrym ordered the hammer brought in to hallow the wedding, Thor snatched it up and laid waste to every giant present, including Thrym.

A few cults of Thrym thrive in Mannheim, often cooperating with Loki's cult. These cults teach that the world will end in the Fimbul Winter, and that cold will triumph after Surtur's fire burns the world. Members of Thrym's cult seek every opportunity to
undermine Thor's cult, and they have plenty of help and expert advice from Loki's cult. Though Surtur has a similar cult, fire and ice never mix.

Thrym rarely grants divine power except to giants. However, a rare few individuals in Mannheim have earned his approval. They conceal their devotion to the giant destined to freeze over the world.

Thrym's temples in Mannheim are hidden affairs, much like Loki's. In Jotunheim they are enormous fortresses that ring with the sound of the forges day and night. Thrym's Jotunheim temples are centers for preparation for Ragnarok. Temples in Mannheim secretly store weapons in preparation for the cult to fight alongside the giants.

Visitors to Thrym's temples have only a few seconds to prove their devotion to Thrym before the members of the cult attack. The clergy and the members of the cult in Mannheim do not leave witnesses alive to report their activities.

!!Tyr
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/tyr_p196.jpg]]
[[caption-width-right:200:Tyr, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/tyr01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/tyr_symbol.jpg]]
[[caption-width-right:125:Tyr's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/tyr02.png]][[/labelnote]]
->'''God of war, law, courage, and strategy, "The One-Handed"'''
->'''Intermediate god'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Law, Protection, War
->'''Symbol:''' Sword

One of Odin's sons by Frigga, Tyr is the god of the sword and courage, and watches over battles with as much interest as Odin himself. He is also the godly law enforcer, using his impressive swordsmanship to uphold order.

Tyr is considered to be the most honorable of the Aesir, as well as the bravest of the brave. Tyr has only one hand, for he lost the other in the service of his fellow gods. Legend has it that the Fenris Wolf was prophesied to be one of the greatest threats the Aesir would face. The mighty Fenris Wolf was savaging much of Asgard, and the gods were unable to stop him until the dwarves forged a golden leash capable of holding the beast. The gods bet the wolf that it couldn't snap the chain, but the creature smelled a trap. The suspicious wolf would not agree to the contest unless one of the gods put a hand in his mouth to guarantee his release if the leash could not be broken. The fearless Tyr complied without hesitation, and lost his hand when the wolf realized he was trapped. He chose to pay the price for his comrades' broken promise.

See, Tyr hates liars and oath-breakers, and those who make a living from deception disgust him. He's fair and lawful in all things, and mortals look to his example when instituting laws for their societies. He guarantees every promise he makes, and watches over every battle fought lawfully. Chant is Tyr even invented the notion of the trial by duel. He's also known for making sure the Valkyries bring only the most deserving mortal warriors to Valhalla. Tyr's life is tangled up with monstrous wolves. At Ragnarok, he and Garm are destined to die fighting each other. Tyr has the power to see invisible objects and to recognize any thief within his sight. In his true form, he is a bearded, fierce-looking warrior missing one hand.

As the god of swords, Tyr watches over the Valkyries and makes sure that they bring only the most valiant of mortal heroes to Valhalla. He is also the patron of courageous warriors. There is a 10% chance that he will grant an extra level to any hero of good alignment who risks his life by fighting a giant without help. He sometimes sends his avatar to punish extraordinary crimes, such as the murder of a king or the theft of a kingdom's most precious treasure. Criminals surviving such an encounter need never fear retribution from Tyr again, however, for he admires courage and skill even more than he does the law.

Unfortunately, Tyr's faded from prominence in the pantheon, and he's frantically trying to hang on to life. He's even resorted to placing part of his strength in the Torilian sphere, where he has to bow to the overgod Ao. Still, he figures it's better than letting his ideals vanish from the cosmos.

!!Uller
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/uller_p197.jpg]]
[[caption-width-right:200:Uller, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/uller01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/uller_symbol.jpg]]
[[caption-width-right:125:Uller's symbol]]
->'''God of hunting, archery, and winter, "The Hunter"'''
->'''Lesser god'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Chaos, Protection, Travel
->'''Symbol:''' Longbow

As the greatest hunter of the Aesir, Uller spends a great deal of time in the wilderness areas of Asgard, and is thus immune to the effects of the elements. He cannot be harmed by fire, cold, lightning, or any of the various elementals.

Though Uller is in many ways an outsider, the other Aesir have a high regard for his capabilities, and he has been known to temporarily rule in Odin's place when Odin was elsewhere.

Uller's one of the Vanir, though some have marked him as the son of Thor and Sif. Regardless of the truth, he's a handsome basher who keeps to himself, preferring the company of hunters to that of his own pantheon. Fact is, he's good friends with the Olympian Artemis, who feels similarly, they hunt together in silence. Their stalking grounds vary between the tree-strewn hillsides of Olympus, where they can pursue creatures of legend through the brush, and the wintry plains of Ydalir, Uller's realm in Vanaheim.

Ydalir's set back from the sea, and the land is covered with yew trees, from which the petitioners hew bows and arrows. The silence of the wintry waste is often broken by the twang and hiss of arrows in flight. It's said that Uller sends his petitioners on a quest to Loviatar's Ondtland to earn the right to enchant a bow.

When he's not hunting with Artemis, Uller likes little more than racing through the snow on snowshoes or skis. In Ydalir, his companion is, more often than not, the giantess Skadi, whose love of the hunt and the winter rivals his own. When Skadi divorced Njord, she married Uller. Other deities simply bore Uller, and he has no known proxies.

!!Valkyries
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/valkyries03.png]]
[[caption-width-right:200:The Valkyries, as depicted in ''Deities & Demigods'' (1e and 2e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/valkyries01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/valkyries02.png]]
[[caption-width-right:125:The Valkyries' symbol]]
->'''Goddesses of fallen heroes, "Choosers of the Slain"'''
->'''Demigoddesses'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Fallen heroes
->'''Symbol:''' Woman in horned helm

The Valkyries aren't exactly deities. They're more like proxies for the entire Norse pantheon, maidens who fetch the spirits of the brave to Valhalla on the backs of winged horses. They let plenty of people fall into Hel's domain upon death, choosing only the most valiant from the field of battle to serve in the Aesir's force of einheriar.

There are twenty-seven Valkyries, and while they're not identical, they do look somewhat alike: svelte, beautiful battle-maidens with helmets, chain mail, braided blond hair, and swans' plumage. They're led by Reginleif, a cutter whose word is absolute law among her pack.

Although extremely beautiful, the Valkyries' love of battle makes them rather grim. When a battle is about to occur, they rush out of Asgard singing their deafening, foreboding song. If the battle is to occur on land, they travel on flying white horses and pour bucketfuls of gore over the battlefield. If the battle is to occur at sea, they sail into the battle in a ghastly boat under clouds of bloody rain. While waiting in Asgard for the next battle, the Valkyries pass the time by weaving battle garments, and by serving mead and ale to Odin's warriors in Valhalla. They have the power to raise any hero who fell in combat, to see bloodshed anywhere in Midgard, and to predict the outcome of a battle.

The Valkyries love combat the way mortal Norsemen love bear-baiting. They never miss a battle. Only on Odin's command will they aid either side, however. Should anyone ever slay a Valkyrie, the Valkyrie simply returns to Valhalla, and her peers turn on the killer in their full fury. Occasionally, the Norns will tell the Valkyries when a hero is fated to die in battle. In such cases, one of the Valkyries will appear to the hero and give him a lingering kiss before the battle is joined.

The Valkyries are seen only by bashers about to die, but when they arrive on the Prime they give off a glow that some say is the aurora borealis. 'Course, their duties make them somewhat unapproachable. They love the smell of blood, and always have an ear peeled for the next battle. Fact is, they can hear major clashes that take place on any prime-material world where the Aesir have influence.

!!Vidar
->'''God of strength and silence, "The Silent One"'''
->'''Lesser god'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Strength, Silence
->'''Symbol:''' Iron shoe

Vidar, a son of Odin, is a stoic bastion of strength for the Aesir in times of need. He speaks only when he must, and then he uses as few words as possible. Though not a sociable god, his hate of evil is strong, and when the Aesir don't need him, he combats it in his own way.

Vidar's notable mainly in that he's one of the few Norse deities destined to survive Ragnarok. 'Course, some folks'd say he's best known for his unusual (but potent) weapon: his mighty iron shoe. It sounds crazy, but it's true. Any being, no matter how forceful or godlike, is at Vidar's mercy when pinned under his shoe, completely helpless until Vidar chooses to free them.

Good thing, then, that Vidar uses his incredible strength to smite evil. But he doesn't revel in the companionship of combat as much as some of the other Norse gods do. He stays in his hall, Vidi, and keeps to himself as much as possible. Vidar speaks only when necessary, and even then uses as few words as he can. He doesn't ride on many crusades, but he fights for the Aesir when asked. Generally, the rest of the pantheon allows Vidar his freedom, which gives him time to pursue his favorite hobby, giant slaying.

!!Minor Gods and Goddesses

Below is a list and brief descriptions of some of the minor Gods and Goddesses:
* Hoder: This blind god had very little to do with Norse mythology except that he accidentally slew his brother Balder. He talks very little and does not involve himself too much, although he has a seat amongst the twelve.
* Vali: He's the God of Eternal Light besides being the best archer in all of the nine worlds. Vali is impregnable to any type of shot or hurled missile, magical or otherwise.
* Ran: A cruel goddess, Ran's favorite pasttime is lurking near dangerous reefs where she lures mariners to their doom. She is equipped with a large net which she also uses to drag the ships under with. Ran is sometimes called the Goddess of Death. She has a great affection for gold and if sea travellers take the proper precautions by dumping some gold into the deeper regions of the sea as tribute to Ran, she might not attack. Then again... As a final note, these two "gods" despise anyone using fire or worshipping a fire-using God.
* Hoenir: Brother of Odin.
* Meile: Son of Odin.
* Saga: Goddess of History.
* Sjofn: A minor goddess of Love.
* Vor: Goddess of Marriages.
* Snotra: Goddess of Virtue.
* Eir: Goddess of Healing.
* Syn: Goddess of Truth.
* Thrud: Daughter of Thor and Sif.
* Ve: Brother of Odin.
[[/folder]]

[[folder: Persian Pantheon]]
!!In General
The ancient Persian religion, Zoroastrianism, is a dualist system. This means that the Persian Gods are either Good (Lawful), or Evil (Chaotic). Ahura Mazda, the Archangels, and the Yazatas are opposed to Angra Mainyu and the Archdemons, who try to destroy Ahura Mazda's creations.

!The Forces of Good
!!Ahura Mazda
->'''Ohrmazd, "The Wise Lord"'''
->'''Alignment:''' LawfulGood

Ahura Mazda is characterized by his great wisdom. He is bounteous and perfect goodness. He is the creator and is eternal, but is not omnipotent for he is limited by his archenemy, Angra Mainyu. Ahura Mazda wears a star-decked robe. The "swift-horsed sun" is his eye. His throne is in the highest heaven, in celestial light.
----

[[AC:The Archangels]]
These are the sons and daughters of Ahura Mazda, and usually take the form of beautiful young men and women in their twenties.

!!Vohu Manah
->'''Good Mind'''
->'''Alignment:''' LawfulGood

Vohu Manah sits at the right hand of Ahura Mazda. He protects useful animals in the world and also deals with men. He keeps a daily record of men's thoughts, words, and deeds.

!!Asha
->'''Truth'''
->'''Alignment:''' LawfulGood

Asha is the most beautiful of the Archangels. Those who do not know Asha can never enter heaven. Asha preserves order on Earth for he smites disease, death, fiends, sorcerers, and other evil creatures.

!!Kshathra Vairya
->'''The Desired Kingdom'''
->'''Alignment:''' LawfulGood

Kshathra Vairya respresents the might, majesty, dominion and power of Ahura Mazda. He helps the poor and weak and protects metals. Through him Ahura Mazda allots final rewards and punishments.

!!Armaiti
->'''Devotion'''
->'''Alignment:''' LawfulGood

Armaiti sits at the left hand of Ahura Mazda. She represents faithful obedience, religious harmony and worship. She rejoices when the righteous cultivate the land and rear cattle, or when a righteous son is born.

!!Haurvatat and Ameretat
->'''Integrity and Immortality'''
->'''Alignment:''' LawfulGood

Haurvatat (Integrity) is associated with water. Her gift is wealth. Ameretat (Immortality), the other half of this closely entwined pair, is associated with vegetation. Her gift is herds of cattle.

!!Sraosha
->'''Obedience'''
->'''Alignment:''' LawfulGood

Sraosha is a warrior in armor, armed with a battle axe (+3). Sraosha protects the world at night when the demons are on the prowl. He rides a chariot drawn by four beautiful white horses.

!!Mithra
->'''Contract'''
->'''Alignment:''' LawfulGood

Mithra preserves truth and order in the world by fighting against deceit. He is a strong warrior with a pike of silver (+1), gold armor (+3), and strong shoulders. He judges the dead.
----

[[AC:The Yazatas]]
!!Vayu
->'''The Wind'''
->'''Alignment:''' LawfulGood

Vayu rides in a swift chariot drawn by 1000 horses. He produces lightning and makes the dawn appear. Vayu is a fearsome, broad-breasted warrior and carries a sharp spear (+1), and weapons of gold (all +2 to hit). If properly propitiated, he will deliver those who call upon him from all evil assaults.

!!Tishtrya
->'''The Rain'''
->'''Alignment:''' LawfulGood

Tishtrya is a beneficent force. He can take three forms: that of a young boy of fifteen, that of a bull, and that of a horse. In any form, he is a great fighter, but only if animal sacrifices are made to him, for they sustain him.

!!Ardvi Sura Anahita
->'''The Strong, Undefiled Waters'''
->'''Alignment:''' LawfulGood

This goddess is the source of all waters, and thus of fertility. She is strong and bright, tall and beautiful. She wears a golden crown, and a golden necklace.

!!Verethragna
->'''Victory'''
->'''Alignment:''' LawfulGood

Verethragna is the aggressive, irresistible force of victory. He has ten forms: 1.) A strong wind; 2.) A bull with yellow ears and golden horns; 3.) A white horse; 4.) A burdenbearing camel; 5.) A sharp-toothed male boar; 6.) A fifteen year old boy; 7.) A raven; 8.) A wild ram; 9.) A fighting buck; 10.) A man with a golden sword.

!!Rapithwin
->'''Lord of the Noon-Day Heat'''
->'''Alignment:''' LawfulGood

Rapithwin is the Lord of the ideal world. It was at Noon that the world was created, and it will be Noon when Ahriman is destroyed. Rapithwin's chief enemy is the Demon Winter.

!!Atar
->'''Fire'''
->'''Alignment:''' LawfulGood

Atar is the son of Ahura Mazda, the sign of his presence. He is 10 feet tall, has a head of blue-white flames, but looks like a young man of fifteen in all other respects.

!!Haoma
->'''Plant and God'''
->'''Alignment:''' LawfulGood

Haoma is both plant and god. When, as a plant, he is pressed, he dies and causes the defeat of evil for the faithful. Those who have pressed Haoma before, have been blessed with a great son. As a god, Haoma makes offerings to the other gods, and is present at every offering of the faithful.
----

[[AC:The Heroes]]
!!Yima
->'''Hero'''
->'''Alignment:''' LawfulGood

Yima is the ideal prototype of all kings. But he was too proud and sinned before Ahura Mazda, so he died.

!!Hosang
->'''Hero'''
->'''Alignment:''' LawfulGood

Before the mighty Hosang all sorcerers and demons flee.

!!Takhmoruw
->'''Hero'''
->'''Alignment:''' LawfulGood

Takhmoruw attacks idolatry, wizards and witches, and demons, and is usually successful.

!!Thrita
->'''Hero'''
->'''Alignment:''' LawfulGood

Thrita drives away sickness, fever, and death from man.

!!Faridun
->'''Hero'''
->'''Alignment:''' LawfulGood

Faridun is invoked against the itch, fevers, and incontinency.

!!Keresaspa
->'''Hero'''
->'''Alignment:''' LawfulGood

Keresaspa is destined to kill the Archdemon Azhi Dahaka and save all mankind at the end of the world.

!The Forces of Evil
!!Angra Mainyu
->'''Ahriman, "The Wicked One"'''
->'''Alignment:''' ChaoticEvil

Angra Mainyu's aim is the ruin and destruction of the world. He dwells in the "abode of wickedness". Angra Mainyu is the Archdemon of Archdemons and the archrival of Ahura Mazda. Angra Mainyu can appear as a lizard, a snake, or a 15 year old boy.
----

[[AC:The Archdemons]]
!!Aeshma
->'''Fury'''
->'''Alignment:''' ChaoticEvil

Aeshma is the demon of wrath, fury, and outrage, constantly trying to stir up strife and war. He accompanies those influenced by intoxicants. His archrival is Sraosha.

!!Azhi Dahaka
->'''Deceit'''
->'''Alignment:''' ChaoticEvil

Azhi Dahaka has three heads, six eyes, and three jaws. His body is filled with lizards and scorpions, so that if he is cut open the world would be filled with these creatures. His chief desire is to depopulate the world.

!!Other Archdemons
->'''Alignment:''' ChaoticEvil

Little is known about the following Archdemons other than their name and what they represent.
* '''Az''' -- Wrong-mindedness
* '''Akah Manh''' -- Vile Thoughts
* '''Indra''' -- Apostasy
* '''Saura''' -- Misgovernment, Anarchy, and Drunkenness
* '''Taromaiti''' -- Crooked-mindedness, Hunger, Thirst
----

[[AC:The Demons]]
->'''Alignment:''' ChaoticEvil

In some cases, not even the Persian names of the following Demons are known.
* '''Druj Nasu''' -- The Corpse Demon
* '''Jahi''' -- Debauchery
* '''Jealousy'''
* '''Arrogance'''
* '''Lethargy'''
[[/folder]]

[[folder: Sumerian Pantheon]]
!!In General
The Sumerian deities rose first, bringing light and life to the cultures of the riverbed valleys. They showed mortals how to put this abundance to good use, which put them squarely in the deities' debt. The gods later went on to establish themselves on high. They didn't involve themselves much in the day-to-day lives of their worshipers but were satisfied with ruling and shepherding the people. With the greater god Enlil established as the head of a loose pantheon, the Sumerians were content in their might and let themselves grow lax.

As for the devoted mortals, the city-states of the Sumerians were separate factions, each venerating the gods with slightly different prayers, icons, sacrifices, and so on. Unfortunately, the splintered worship diffused the abilities of the deities. The gods simply failed to establish any overarching guidelines for their people, and it led to the mighty schism of the pantheon.

!!Enlil
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/enlil01.png]]
[[caption-width-right:200:Enlil, as depicted in ''Deities & Demigods'']]
->'''God of air and war, "Ruler of Heaven"'''
->'''Greater god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Air, War
->'''Symbol:''' Pick-axe

Enlil was the first of the Sumerian deities, son of Nammu, the sea. As the barrier between earth and sky, Enlil could be said to be the very breath mortals draw into their lungs. He is the ruler of the pantheon, and though he can't do anything that affects the group without the approval of the others, he still pursues his own agenda. Chant is his proxies currently search for bashers to do away with the proxies of the Babylonian pantheon. It's a dangerous job, but Enlil's rewards are something many people just can't resist.

As a god of war, Enlil is also keenly interested in the doings of the Prime. It's said that any battle that even one of his worshipers takes part in is of vital importance to him.

!!Enki
->'''God of rivers and oceans'''
->'''Greater god'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Rivers, Oceans
->'''Symbol:''' Ibex (mountain goat)

This god is always green in color in any of his human manifestations. At will, he shape changes. Enki is aware of and can summon any being that has died in the water to do his bidding (one being of any species can be summoned per day. The summoned being instantly appears and does the bidding of the god; that particular being cannot be summoned ever again). Enki moves like a blink dog, and is immune to all forms of heat. He can only teleport to areas where there is water in quantities of more than 50 gallons.

The god is known for his great hatred of demons, and he will slay any person in his presence that has ever dealt with these monsters in a friendly manner. In battle, he fights the strongest enemy facing his group first. He uses a small jade green mace that has several powers: it strikes for 35 points of damage on a successful hit; it is ethereal when not held by the god; it negates any spell below the 6th level cost at the god; and it will never cause harm to a lawful neutral being it strikes. His armor, helm, and shield are made out of water, and automatically absorb the first two hits made against the god in any given melee round.

Enki is also the patron of jewelers, goldsmiths, and stonecutters. Naturally, because of Enki's interest in this area, only the finest jewels, gold items, and carvings can be given to the god's temples in homage.

Enki once dwelled in a realm called the Waterwheel in the Clockwork Nirvana of Mechanus. This realm was a disk covered in water and spanned by a bridge of woven gold and finely crafted crystal, interlocking with the neighboring wheels of his fellow gods, Anu and Utu. There, he dwelled in a multifaceted ziggurat-like palace made from crystal and jade.

Recently, Enki has passed away. His corpse now floats on the Astral, so much spiritual debris. But in truth, it wasn't all that mysterious a death. Enki was a great binder of tanar'ri and was foully murdered by two evil Babylonian deities. Nergal (the god of the underworld) lured him to a place in the Lower Planes where the tanar'ri supposedly ran rampant. Then Nergal bound Enki while Anshar (the god of darkness) drove a blade through the river god's heart. Enki's father, Enlil, has sworn vengeance but hasn't yet found the opportunity.

!!Inanna
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/inanna01.png]]
[[caption-width-right:200:Inanna, as depicted in ''Deities & Demigods'']]
->'''Goddess of war and love, "Keeper of the Flame"'''
->'''Greater goddess'''
->'''Alignment:''' LawfulEvil
->'''Domains:''' War, Love
->'''Symbol:''' Shepherd's staff

To fickle Inanna, all's fair in love and war. Though she follows laws she herself has established, she doesn't expect the same of lovers or warriors. Once the wife of Enlil, she's now been set aside and she seethes under his rule. However, as a goddess of war, she knows that the Sumerians have to present a united front to keep the Babylonians at bay, so she holds off on her revenge. For now, she's content just to lay the seeds.

Her realm is in fiery Phlegetos; chant says the flames of that layer can't compare to the fires that she feels when entering battle or love. Hers is the passion a person knows in war or desire, the caress of steel or flesh. Any basher who enters realm succumbs to a desire for one or the other within a day, though the feeling changes with the setting of the sun. It's not a cold passion, but it's certainly a rational one, every cutter here knows what they're about and how to achieve it.

Though the feel of the Jealous Heart is fiery, the physical land itself is not. It might look that way, tinted as it is with reddish light that dances through the air. But Inanna's realm is a great field covered with cromson dust, cisscrossed by rivers of blood that nourish the sweet fruits of the trees. The main city is called Eridan, a place where the lovers of the realm take defense against the warriors. 'Course, at the end of the day, the desires swing back the other way: The lovers cut their way out of the city and the warriors fight their way in.

!!Ki
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/ki01.png]]
[[caption-width-right:200:Ki, as depicted in ''Deities & Demigods'']]
->'''Goddess of nature, "Lion's Friend"'''
->'''Greater goddess'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Nature
->'''Symbol:''' Iris

Ki, the goddess of nature, also maintains the relationships between the Sumerian deities and other deities of earth such as Silvanus, Pan, and Mielikki. She's won over valuable allies for the pantheon this way. And with the death of Enki, Ki is slowly taking on the responsibilities of river and water, but her very nature (so to speak) inclines her more toward the friendship of animals.

Ki's the most barbaric deity of the pantheon. She doesn't hold with mortal civilizations, at least, not at the expense of nature, but she goes along with her fellows to keep the peace. Still, she welcomes those who reject the trappings of buildings and society, and she teaches them the ways of the soil and the vine.

Ki appears as an elfin woman of great beauty. The goddess cannot be touched by anything material cast through the air at her. At will, she can shape change (into non-monster forms only). She can give the "luck of the gods" to those she favors. This luck takes the form of the recipient always making his or her saving throw and only suffering half damage from any attack; this lasts for a 24 hour period.

Any non-monster animal of any species is hers to summon instantly, in any number up to 100. No species can be summoned more than once per week. Thus, she can summon 100 tigers, 100 lions, 100 condors, etc., in any given week and they will instantly come to her call. She can only summon one type of creature at a time. She also has the power to instantly know where any given thing is on the surface of the earth.

When forced to do combat, she will take only half damage from any attack and will always make her saving throw on all things.

Ki's clerics are druids; her Great Druid may receive communications directly from the goddess.

!!Nanna-Sin
->'''God of the moon, "Night's Light"'''
->'''Lesser god'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' The moon
->'''Symbol:''' Black axe over moon

This human-appearing god is always bathed in a blue glow that acts as a rod of beguiling to all who come within 10 feet of it. At will, Nanna-Sin can negate any of the following: heat, cold, electricity, light, and darkness.

He uses a +3 jet black axe in battle which strikes for 30 points of damage per hit; it also acts as a sword of sharpness.

Nanna-Sin is one of the least important deities in the pantheon, and he knows it. Enlil keeps him from interacting too directly with mortals, so he wanders to keep away from the ruler's decrees, sailing his crescent moon-shaped barge up and down the River Oceanus. Truth is, Nanna-Sin enjoys spying on the Babylonian deities (especially Ishtar, who also dwells on Elysium). If Enlil learned of such activities, he'd surely forbid them, but given the vendetta sworn between the two pantheons, Nanna-Sin feels he's justified in his curiosity.

!!Nin-Hursag
->'''Goddess of the earth, "The Lady of the Mountain"'''
->'''Lesser goddess'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Earth
->'''Symbol:''' Blue-white diamond

This deity always appears as a dark-skinned female. She is mistress of gravity and magnetism and has complete control over these forces. She can give the gift of flight to those she especially favors. She also has the power to wither those she hates. This withering takes the form of a special 9th level spell that works like three charges from a staff of withering. It requires the same components as a wish spell.

The former wife of Enki, Nin-Hursag is said to have been in mourning for the past few years. The Great Mountain has grown even more dangerous during this period, as the earth that forms and supports it has begun to crumble. The other deities do what they can to soothe her, but her grief'll just have to run its course. Chant is she's taken some solace in the company of Nesirie of Cerilia, and the two of them've communicated back and forth for some time now.

!!Utu
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/utu01.png]]
[[caption-width-right:200:Utu, as depicted in ''Deities & Demigods'']]
->'''God of the sun, "The Unbalanced"'''
->'''Greater god'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' The sun
->'''Symbol:''' Sun disc

This deity, always in human form, is constantly bathed in a dazzling 10' radius yellow glow. The glow causes all enemies to suffer a -2 on all strikes at the god, and all undead wither to dust at a touch of his glow. He can cast two light rays per round at anything in sight, each of which does 20 points of damage when they hit (save vs. spells for half damage). He regenerates all lost hit points when touched by heat of any degree above 1000' F, and he is able to polymorph living matter into dirt, with a -3 on the being's saving throw.

In battle, the god throws bits of the sun he has pulled away. These sun-bits can be thrown up to 2 miles away from the god, and they strike for 50 points of heat damage when they hit. His aura also causes anything striking his body to melt unless the thing is indestructible.

Utu's realm is unknown to mortals, those who enter it never return again. It's thought the god merges with any person who sets foot in his realm (unless they're deities or proxies), which might explain why he's become so reclusive and withdrawn. He's fighting within his own mind.

Utu used to be a bit more stable, back when he called Mechanus home. But that was when Enki still lived; the water god kept a close eye on chaotic Utu. Once Enki fell, Utu could no longer be held to the clockwork plane and fled to wilder surroundings.
[[/folder]]

!!'''Literary Pantheons'''

These pantheons are derived from the literary works of various authors.

[[folder: Cthulhu Pantheon]]
!!In General
The Cthulhu Mythos was first revealed in a group of related stories by the American writer H. P. Lovecraft. Beginning with "The Call of Cthulhu" in ''Weird Tales'', Lovecraft began referring in his horror stories to a pantheon of beings known as the Old Ones, who had descended to Earth from the stars in pre-human times. First worshiped by the non-human races of the planet, the Old Ones were later banished or locked away by the elder gods. The elder gods do not enter into the stories much, and their identity is a mystery. They left the Old Ones weakened, but not destroyed. When man appeared, he found traces of the older civilizations and remnants of the pre-human races. Religions grew up around the Old Ones and legends of their imminent return to power, especially around Cthulhu. Bits of the old lore were discovered and transcribed into books, extremely dangerous books.

!!Cthulhu
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/cthulhu01.png]]
[[caption-width-right:200:Cthulhu, as depicted in ''Deities & Demigods'']]
->'''Greater god'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Image of Cthulhu

Cthulhu is a bloated humanoid form 100 feet high with an octopoid head and a face of tentacle-like cilia. It has scaly, rubbery skin, and prodigious hands and feet with curved talons. A pair of folded bat-like wings protrude from between its shoulders.

''"Ph'nglui mglw'nafh Cthulhu R'lyeh wagh'nagl fhtagn."'' - ''"In his house in R'lyeh dead Cthulhu waits dreaming."'' R'lyeh is a great sunken city of non-Euclidian geometry hidden somewhere beneath the ocean. So bizarre is its construction that anyone entering the city (which occasionally rises above the waves) must make saving throws at +4 against fear and insanity. Cthulhu lies in a huge stone structure sealed with the Elder Sign (q.v.). If the seal is broken and the god released, everyone (and/or everything) in a radius of 100 miles must make a saving throw against death or go insane. This insanity lasts for a number of months equal to the creature's intelligence.

Cthulhu usually attacks both physically and psionically. He can regenerate 10 hit points per melee round. He teleports up to one-half mile at will and is totally immune to the effects of water, cold, and vacuum. He can call up from the sea 10-100 of the Deep Ones. He will retreat into his lair if confronted with an intact Elder Sign, another of the Old Ones (such as Hastur), or some natural catastrophe, such as the re-sinking of the city of R'lyeh into the sea.

Cthulhu is served by the Deep Ones as well as his human worshipers, who often interbreed with the fish-men. Cthulhu's cult is usually hidden and secret, and is dedicated to bringing about Cthulhu's return and conquest of the world.

!!Azathoth
->'''The Center of the Universe'''
->'''Greater god'''
->'''Alignment:''' ChaoticNeutral
->'''Symbol:''' Seven-pointed star

Azathath is a blind, mindless, amorphous mass the size of a star, floating at the center of the universe on the astral plane. It is attended by satellite creatures that provide an eerie music, like the sound of idiot flute players. Azathoth is somewhat solid near the center, and can be attacked there, but it will defend itself with its many pseudopods if so attacked. Any creature coming within 1,000 miles of Azathoth must save vs. spells at 6 or go permanently mad.

Those who worship Azathoth worship insanity, and Azathoth's clerics are themselves insane. It is unknown how Azathoth grants powers to its clerics, or even if Azathoth is aware of them (which is doubtful).

!!Cthuga
->'''Master of the Fire Element'''
->'''Greater god'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Flame

This creature resembles a flaming amoeba with tentacles that appear to be flames emanating from its body. The heat of Cthuga's body does 5-50 points of damage to all within 100 yards of it, and it attacks with fire spells at the same time. It cannot be controlled, and is immune to all heat and cold attacks. It is able to cast any fire spell of any type as a 30th level spell caster, at the rate of two per round. While casting fire spells, it also lashes out with two of its tentacles per melee round; these do 3-30 points of damage each. It moves as a blink dog and attempts to destroy everything within any area to which it is summoned. When appearing in any location, its first act is to summon 1-20 of its flame creatures. Cthuga can only be struck by +3 weapons or better as all others melt when touching him.

The creature has a direct connection with the Prime Material Plane by way of a Palace of Fire that it has created in an active volcano. This palace is said to be filled with treasure resistant to flame and heat: gems, certain magic items, and the like.

!!Hastur
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hastur01.png]]
[[caption-width-right:200:Hastur, as depicted in ''Deities & Demigods'']]
->'''The Unspeakable, He Who Must Not Be Named, Master of the Air'''
->'''Greater god'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Image of the god

This god has a scaled, elongated body, a lizard's head and mow, and taloned lizard claws. It also has 200 tentacles projecting from its body that give it the ability to sense all things around it. It is able to strike twice per round and also attack magically.

At will, it can teleport anywhere in the Prime Material Plane. Hastur regenerates 5 hit points per melee round, and can summon 2-20 Byakhee to aid it in battle. It cannot be magically controlled. Creatures that are able to fly naturally will never attack Hastur, even if controlled. Any being trying to attack the god must make a saving throw against fear.

Hastur is half-brother to Cthulhu, and like him Hastur has been imprisoned by the star-shaped Elder Sign. He lies in a crypt at the bottom of Lake Hali near the alien city of Carcosa. Hastur exists partly on the Prime Material Plane (and this part is imprisoned in the crypt) and partly on the Elemental Plane of Air (thus he is immune to cold and the vacuum of space). Hastur is never more than partially on the Prime Material Plane and is therefore not completely solid. This accounts for much of his great size.

Any time the name "Hastur" is spoken, there is a 25% chance that Hastur will hear and send 1-4 Byakhee to slay the speaker. If the Byakhee are defeated, there is a 25% chance that Hastur himself will appear to destroy the blasphemer.

!!Ithaqua
->'''Lord of the Air, The Wind Walker'''
->'''Demigod'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Two burning eyes in a human-shaped cloud of snow

Ithaqua, the Wind Walker, appears as a cloud of fog or snow, huge but human in shape with blazing red eyes. When seen passing overhead, one gets the illusion of two bright stars close together.

Ithaqua is worshiped by the natives of the far North because of his ability to control weather (triple the range and effects). His worshipers propitiate him with human sacrifices, which he carries off, no one knows where. Years later, their frozen bodies are sometimes found buried in snow drifts. Ithaqua will also pursue and capture anyone who sees or annoys him, or meddles with his worshipers or their stone altars in the forest. Sometimes his victims return to earth alive, but they never survive long as they die from strange unnatural causes.

It is known that Ithaqua serves Hastur in special missions of great importance.

!!Nyarlathotep
->'''The Crawling Chaos, The Messenger of the Gods'''
->'''Lesser god'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Faceless sphinx

Nyarlathotep appears as a tall dark man. His appearance in the world is said to foretell the return of the Old Ones from their imprisonment. He charms humans, humanoids, and non-magical animals by his mere presence (good alignment, save at +4; evil alignment, save at -4). Those falling under his spell either obey him or behave in a purely chaotic manner. Thus his progress across the face of the land is followed by riot, war, mass murder, suicide, and insanity. No non-sentient creature can harm him, even if controlled.

The god is believed by some students of the occult to have various guises, including a red bat-like form with three evil eyes. He can call up an army of wild beasts or mindless humans within an hour's notice (1-100 of them). Each time Nyarlathotep hits an enemy, he drains 3-30 hit points from them, which temporarily add to his hit point total for one full turn. There is a 5% chance that a continual light spell will drive this being off into the Astral Plane.

!!Shub-Niggurath
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/shubniggurath01.png]]
[[caption-width-right:200:Shub-Niggurath, as depicted in ''Deities & Demigods'']]
->'''Black Goat of the Woods with a Thousand Young'''
->'''Lesser god'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Black goat

This fountain of uncleanliness is a huge pool of gray matter, 100 feet across, in the caverns beneath Mount Voormithadreth. It is constantly bubbling and putting forth mouths, limbs, pseudopods and whole creatures. 1-100 small monsters are created from the pool each round, and they go crawling, flopping, or flying away into the caverns above. Some fall back into the pool, which then grows mouths and devours them. Shub-Niggurath is intelligent and telepathically sensitive. When it senses the approach of enemies (range 1,000') it will begin creating monsters to defend itself, one per melee round. These will be random according to the following table (d6): 1. Byakhee; 2. Deep One; 3. Great Race; 4. Mi-Go; 5. Primordial One; 6. Shoggoth.

If any enemy is so foolish as to approach to within 30' of the being, the pool will lash out with a huge powerful tentacle; if it hits, it will pull the unfortunate victim into the pool, where he or she will immediately become part of the evil swirling protoplasm. Any creature struck has a percentage chance of not being pulled into the pool equal to his or her strength. Shub-Niggurath strikes only once per turn in this way and can simultaneously create monsters.

Though its body is trapped deep in the caverns, Shub-Niggurath travels the Prime Material Plane in astral form, using its psionic powers to do evil and aid its worshipers.

Fans more familiar with the Mythos will realize that this entry actually describes ''Abhoth'', an entirely separate deity who simply shares something of Shub-Niggurath's MotherOfAThousandYoung ability.

!!Yog-Sothoth
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/yogsothoth01.png]]
[[caption-width-right:200:Yog-Sothoth, as depicted in ''Deities & Demigods'']]
->'''The Key and Guardian of the Gate'''
->'''Greater god'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Y rune

Yog-Sothoth exists on the astral plane. He has the ability to enter the universe at any point in space and any point in time. His astral shape appears as a congeries of iridescent globes like giant soap bubbles. When he takes shape on the Prime Material Plane he is partly material and partly astral and appears as a gigantic mass of feelers, legs, and stalked organs. In this shape he will mate with human beings, producing the Spawn of Yog-Sothoth (see "The Dunwich Horror", by H. P. Lovecraft). He is highly intelligent and extremely chaotic and unpredictable. He can gate in and out of time and space any of the Spawn or subject races of the Old Ones, one per melee round. Yog-Sothoth is not subject to the laws of space and time and can, for example, appear at various parts of the universe simultaneously.
[[/folder]]

[[folder: Hyborean Pantheon]]
!!In General
Conan's world is very real in that Robert E. Howard went to great lengths to limit his magic and sorcery to firm up the believability of his stories. The Gods of his world are of many types and go from one extreme to the next in working, or leaving alone, mankind.

!!Conan

This mighty fighter of the 15th level also has thieving abilities of a 9th level thief as per Greyhawk. His animal instincts make it almost impossible to surprise him (roll of "1" on 12-sided dice) and his unusually keen perception allows only the most clever of traps to entangle him. With the new Greyhawk rules, he receives a plus 4 on hit probability and a plus 6 on the damage he does. He opens all doors, and wizard-locked ones on a roll of 1-3, his thief abilities allow him to open locks 75% of the time, remove traps 70% of the time, pick pockets and move silently 75% of the time and hide in shadows 65% of the time.

!!Crom

Conan's diety, a grim savage human type presides over a great hall in the high mountains filled with powerful fighters. He hates any form of weakness and to call on him in this state is to bring dooms instead of help. He has the power to teleport and fights as a Storm Giant. He wears plus 4 armor and uses a plus 3 sword.

!!Mitra

God of the Hyborians, this being has no known form, but his worshippers like to present him as a perfectly formed human male. Mitra is a 40th level magic/cleric type and uses the astral spell with no range limitation. He uses plus 3 armor and shield in battle and a plus 4 sword of cold.

!!Set

The God of darkness and the Lord of Shadows. This being is wholly dedicated to evil. Take theinformation from the Egyptian section for his powers.

!!Asura

Asura is able to polymorph himself into any of the human types of the world. He can use spells as a 20th level magic user/cleric and he will in times of need (judge's option) dispel any magic sent at his priest or worshippers. When fighting hand to hand, he uses a spear of light that hits as a plus 3 spear for 8 dice (6-sided).

!!Tsathoggus

Tsathoggus is a diety with a frog's head and a man's body. It has 7 eyes and the power to animate its statues in any of its temples. This God is very fond of human sacrifices and will animate a statue in a temple at any opportunity to get one. He drains energy levels at the rate of 3 per turn (no saving throw applicable).

!!Hanuman the Accursed

Hanuman assumes a giant ape form when appearing on earth and strikes as a Storm Giant. Hisancient religion of the East requires human sacrifices.

!!Yezud

Yezud is a giant black spider able to consume energy levels, as does Stormbringer, and use all the powers of a phase spider. Its evil priests keep it in human sacrifices and for this, it supplies them with tiny hand-size pearls. These black pearls, upon a mental command, will turn into a poisonous spider, biting for 2 dice(10-sided) of damage. These pearls are usually placed in the center of a piece of jewelry that the priests give to high officials and other people of importance.

!!Blood Stained God

The God appears as a golden idol encrusted with red jewels that appear to be of great value. The being stands about 8 feet tall and seems to be made of gold. Only plus 3 weapons or better affect the monster and it is totally unaffected by magical spells. This deity will take its own sacrifices as it animates the idol and throws any greedy robbers into a chasm in its temple.

!!Yama

Yama can only manifest himself in the form of a huge, 60 foot tall, green stone idol of a man with many arms. The God can hypnotize 1-50 beings into motionlessness within 50 yards of its body (no magic saving throw applicable) and the only effective way to kill the God is to kill the summoning evil high priest. It has 8 arms that strike for 3-30 points of damage per arm.
[[/folder]]

[[folder: Melnibonéan Pantheon]]
!!In General
British author Michael Moorcock created a race of magicians on the isle of Melniboné who grew strong and then waned weak with the passing of eons. The stories revolve around the last king of the isle, Elric, an albino. This being is forced to leave his home and his adventures present the reader with on amazing number of deities, monsters, and heroic beings of many different types.

The gods of this mythos are different from others in that they occupy many planes of existence at the some time in thousands of different bodies. Every avatar is connected in some way and the deities are aware of all of them simultaneously. The deities are constantly trying to gain control of one plane or another for the forces of Law or Chaos. When a god takes physical form in a specific plane, it may take only one of its character class attributes into that plane to work with. In other words, if a god has 20th level abilities in magic use, clerical, and fighting abilities, that god can take only one class of abilities when materializing on a particular plane. In their plane of origin, these gods possess their full powers and are able to use them to control a large part of that plane of existence.

!!Elric
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/elric01.png]]
[[caption-width-right:200:Elric, as depicted in ''Deities & Demigods'']]
->'''Hero'''
->'''Alignment:''' ChaoticEvil

The fact that Elric is an albino causes him to be very weak, and he must use artificial means to supplement his strength and constitution. He makes strength potions for his own use out of rare materials. As he travels about, there is a chance that the materials he needs to give him greater strength are not available. At any given time, there is an 85% chance that he has his needed materials, and his strength and constitution will be up to 15. These may be altered by his magic sword, Stormbringer. He employs a great many spells of on unusual nature, as he has the magical studies of all his ancestors to draw upon.

Elric has a conscience of a sort, and sometimes tries to do the "honorable thing", but he is responsible for much evil also. He often rationalizes that the end justifies the means. He is very arrogant towards most humans and extremely vengeful, and though he views the power of stealing souls through Stormbringer with great distaste, he does it anyway to survive.

Elric and his race are familiar with the other planes of existence and have traveled them in the distant past to visit gods in their home planes. Such knowledge has made this race the most powerful magic-users of the Prime Material Plane. It also gives Elric a large advantage in that he can call on forces of great power to aid him in dangerous situations.

He possesses two magical artifacts of great power that enable him to survive in a world very hard for his sort to live in

!!Moonglum
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/moonglum01.png]]
[[caption-width-right:200:Moonglum, as depicted in ''Deities & Demigods'']]
->'''Hero'''
->'''Alignment:''' TrueNeutral

Born to be a companion to heroes, Moonglum came from the distant east. Ambidextrous, he fights with a sword in either hand at no penalty, due to his high dexterity. He is the friend, helper, procurer, and servant to Elric in many of his travels. Always dapper and looking for his next meal and bed, this mortal deals with the earthly matters that his companion Elric has no time for.

Fear of Stormbringer makes most enemies attack Elric, giving Moonglum many openings at their unguarded foes. He cheerfully slays any who would attack Elric, though his friend's evil tendencies worry him at times.

!!Arioch
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/arioch01.png]]
[[caption-width-right:200:Arioch, as depicted in ''Deities & Demigods'']]
->'''The Knight of the Swords'''
->'''God of chaos'''
->'''Greater god'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Circle with red arrows radiating from it in all directions

The god Arioch usually takes his magical or fighting abilities into the Prime Material Plane. This god of Chaos is Elric's patron. He always disdains the use of armor in battle and fights with a sword that also acts as a rod of cancellation. This sword appears in any plane where the god takes on his fighting attribute. Those beings who know the proper rituals may attempt to summon Arioch from his home dimension. Would-be summoners who pledge themselves to him and offer him human sacrifices may request aid or advice from Arioch, and if it suits his mood and increases his power on the Prime Material Plane, he may grant their request.

Arioch is arrogant and short of temper. He expends a great deal of effort to appear incredibly handsome to whatever kind of creature he is dealing with.

!!Darnizhaan
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/darnizhaan01.png]]
[[caption-width-right:200:Darnizhaan, as depicted in ''Deities & Demigods'']]
->'''God of the earth'''
->'''Lesser god'''
->'''Alignment:''' NeutralEvil
->'''Symbol:''' Dirty clenched fist

Among the "Dead Gods", Darnizhaan was the greatest. These beings with godly attributes ruled over all before the day of the gods of law and chaos. He was the god of the earth, but now fears all the new gods that roam the planes. He will not come near a new god or one of their creatures.

Darnizhaan cannot be hurt by manufactured items of any type. There is a 5% chance that he will attack those that dig deeply into the earth (more than 100 feet) if they are not associated with law or chaos.

This god fights with his fists, doing 6-60 points of damage with each.

!!Donblas
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/donblas01.png]]
[[caption-width-right:200:Donblas, as depicted in ''Deities & Demigods'']]
->'''The Justice Maker'''
->'''God of law'''
->'''Greater god'''
->'''Alignment:''' LawfulGood
->'''Symbol:''' Amber arrow pointing upward

The god is incredibly beautiful, so much so that beings of less than the 12th level fall down and worship him no matter what their alignment. He was driven off the Prime Material Plane by the forces of Chaos and waits to be summoned back (for he is called the Justice Maker, and intends to do just that if given the chance).

His weapon is a rod that incorporates a group of several weapons: a mace of disruption, a hammer of thunderbolts, and a rod of lordly might. It does 3-30 points of damage on a hit. This weapon comes with the deity to any plane where he takes his fighting attribute.

!!Fate

A being capable of looking like anything it wants. It was far beyond the power of the Gods of Law and Chaos. The only purpose in putting this being in a game format would be to give clues to the more powerful players thus having Fate make sure destiny was served.

!!Fileet
->'''Lady of the Birds'''
->'''Demigoddess'''
->'''Alignment:''' ChaoticNeutral
->'''Symbol:''' Any bird image

Fileet is a 40 feet tall golden eagle with a wing span of 120 feet. She has the ability to sense anything seen by any avian type. Her wings and beak are terrible weapons, but she usually calls upon 1-100 of any type of predatory bird to do her attacking for her.

As with the other Master types, she does not have a large human following, but all avian kind do her homage.

!!Grome
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/grome01.png]]
[[caption-width-right:200:Grome, as depicted in ''Deities & Demigods'']]
->'''Lord of the Earth, King of the Land Below the Roots'''
->'''Lesser god'''
->'''Alignment:''' TrueNeutral
->'''Symbol:''' Petrified oak

The king of the earth elementals, Grome can cross any body of water without penalty, can use any spell involving plants, animals, the earth, or things affecting the earth as a 50th level spell caster, and can summon 1-20 16 HD earth elementals to fight by his side at any time.

Grome looks like a huge gnarled and earth-colored oak, though he seems much more dense and powerful than any plant could be. No barrier, magical or otherwise, can withstand the force of his fist.

Grome has few mortal worshipers, but earth elementals and creatures living under the ground pay him homage.

!!Haaashastaak
->'''Lord of the Lizards, Master of all Lizardkind'''
->'''Demigod'''
->'''Alignment:''' TrueNeutral
->'''Symbol:''' Lizard head

Haaashastaak appears much like a giant Tyrannosaurus Rex 60 feet tall. He is able to sense anything within the range of any lizard and while he is not intelligent in the sense that a human is intelligent, his instincts are so evolved that they perform much the same function.

If, after summoning him, the caller lacks the proper means to send him back, he will eat the caller and then disappear. Returning him requires the power of a wish. The creature does 7-70 points of damage with each bite and never misses.

While he has no human worshipers, he is revered by all reptilian types. He is aware of anything within the sensing range of any lizard.

!!Kakatal
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/kakatal01.png]]
[[caption-width-right:200:Kakatal, as depicted in ''Deities & Demigods'']]
->'''The Fire Lord'''
->'''Lesser god'''
->'''Alignment:''' ChaoticNeutral
->'''Symbol:''' Three flames

A lord of the fire elementals, Kakatal is able to use all fire spells as a 30th level spell caster. The heat of his body does 4-40 points of damage to any who come within 20 feet of it. He strikes with his flaming "fist" for 6-48 points of damage. No amount of water or fire can affect this being, and he can summon 1-10 16 HD fire elementals whenever he wishes. There is no need for any type of fire when the special spell is known for summoning him.

While he has no human worshipers, all fire creatures pay Kakatal homage.

!!Meerclar
->'''Lord of the Cats, Mistress of Catkind'''
->'''Demigoddess'''
->'''Alignment:''' ChaoticNeutral
->'''Symbol:''' Cat's claws

A giant sabre-tooth tigress, standing 20 feet tall and 30 feet long, is the usual form of this being. Meerclar bites for 10 dice (10-sided) of damage, and each claw hits for 12 dice (6-sided), giving her 3 hits per melee turn. When summoned, she will rarely choose to appear in person, but will work through a cat in or near the area. She is able to see from the eyes of any feline at any time, and can call on 1-100 tigers and 1-50 lions to do her bidding. If she is forced to come herself, she will attempt to kill the caller.

While there are not many human worshipers of this being, all felines pay her homage.

!!Misha
->'''Lord of the Wind Giants'''
->'''Lesser god'''
->'''Alignment:''' TrueNeutral
->'''Symbol:''' Tornado

Misha is an intelligent Air Elemental having the powers of all other members of his kind doubled. He is also not affected by anything launched in the air, and can summon 1-20 Air Elementals to aid him in battle.

Misha is a lord of the air elementals and as such has control over many beings on the Elemental Plane of Air. In 3 melee rounds the being can form into a 30" high whirlwind that does 6-60 points of damage to all it touches. This force has a bottom diameter of 6" and an upper span of 18". Misha can also strike normally for 8-64 points of damage.

Misha is not affected by any physical weaponry launched into the air at him, and can summon 1-20 16 HD air elementals to aid him in any battle.

Misha is able to use all spells involving weather and wind as a 20th level magic-user, druid, or cleric.

The god is not worshiped by humans, but many air elementals pay homage to the being.

!!Nnuuurrrr'c'c'
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nnuuurrrrcc01.png]]
[[caption-width-right:200:Nnuuurrrr'c'c', as depicted in ''Deities & Demigods'']]
->'''Lord of the Insect Folk, Master of the Insect Swarm, King with Wings'''
->'''Demigod'''
->'''Alignment:''' TrueNeutral
->'''Symbol:''' Mosquito

This giant 40 foot tall mosquito with a wing span of 140 feet would fill any being with horror. Its stinger kills anything it hits no matter how tough the being or God. It hates to be summoned: there is a 55% chance that it will do what the summoner asks and then attempt to kill him or her. Beings of less than 8th level will run in fear from it as if affected by a fear spell (no saving throw).

Any creature hit by its proboscis must save vs. poison at 4 or die instantly. Even if the victim saves, it will suffer 4-40 points of damage (blood drain).

While this being has few human worshipers, all insect races do it homage.

!!Nuru-ah
->'''Lord of Cattle, Master of Cattle'''
->'''Demigod'''
->'''Alignment:''' TrueNeutral
->'''Symbol:''' Two cow horns

Nuru-ah looks like a giant cow standing 20 feet tall and 19 feet long. It is totally pacifistic and its only function is to cure the sick and wounded. It can cure or raise any creature once per summoning. Any being with a wound or loss of hit points will not be able to attack this deity.

While Nuru-ah has few human worshipers, it is worshiped by all bovines.

!!Pyaray
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/pyaray01.png]]
[[caption-width-right:200:Pyaray, as depicted in ''Deities & Demigods'']]
->'''Whisperer of Impossible Secrets'''
->'''Lesser god'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Blue gem with 8 rays emanating from it

This terrible being is the Lord of the Ocean Abysses. He appears as a huge blood red octopus with a pulsing blue gem fixed atop his head. He attacks with his six tentacles for 5-40 points of damage each. He will not lose his lost 10 hit points until his gem is crushed; this gem has all the hardness of any high quality diamond.

Pyaray commands the Chaos fleet, a flotilla of sunken ships manned by undead sailors.

!!Roofdrak
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/roofdrak01.png]]
[[caption-width-right:200:Roofdrak, as depicted in ''Deities & Demigods'']]
->'''Lord of the Dogs, Master of all Dogs'''
->'''Demigod'''
->'''Alignment:''' TrueNeutral
->'''Symbol:''' Wolfhound's head

Roofdrak appears as a giant wolfhound with an upright stance and manipulative paws. He uses a huge lead mace in battle and is able to sense anything within the sensory range of any canine. In battle, he can summon 1-100 dire wolves to fight by his side.

While he has few human worshipers, all canines are aware of him and pay him homage.

!!Straasha
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/straasha01.png]]
[[caption-width-right:200:Straasha, as depicted in ''Deities & Demigods'']]
->'''Lord of the Water Elementals'''
->'''Lesser god'''
->'''Alignment:''' TrueNeutral
->'''Symbol:''' Wave of water

This creature appears as a huge humanoid with green skin and turquoise hair and beard.

As a ruler of the water elementals, Straasha has double the power of normal water elementals, plus the ability to cast all water spells at the 20th level of magic-use. He is the only one of his type not affected by heat-based attacks. He can summon 3-18 of his kindred to aid him in battle. There is no need for water when a being knows the spell to summon him.

Straasha can strike with two waves of water per round that hit for 8-48 points each; these are created by the being out of thin air.

While he has few (if any) human worshipers, many water elementals and water creatures are aware of Straasha and pay him homage.

!!Theleb K'aarna
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/thelebkaarna01.png]]
[[caption-width-right:200:Theleb K'aarna, as depicted in ''Deities & Demigods'']]
->'''Evil wizard'''
->'''Alignment:''' LawfulEvil

An evil Pan Tangian wizard, this man was able to call upon demons, elementals of unusual power, and demigods from other planes to aid him. He uses a special 7th level spell bequested to him by his ancestors for all of these summonings. It is said that the spell will only work for those of Pan Tang blood.

Theleb K'aarna is a powerful enemy who often fights Elric, and has tried to kill him on several occasions.

!!Xiombarg
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/xiombarg01.png]]
[[caption-width-right:200:Xiombarg, as depicted in ''Deities & Demigods'']]
->'''Greater god'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Image of a slim young girl

Xiombarg appears on the Prime Material Plane as a slim young girl, and wields a great double-edged battle axe in battle. This is a +4 weapon that glows with a light-blue radiance and inflicts 7-42 points of damage on a hit (plus strength bonus), paralyzing any being hit who does not save vs. this effect. He can shapechange, has the strength of a Storm Giant, and can use all the 1-4th level spells as a 15th level wizard. Those pledging themselves the same way beings pledge to Arioch receive his aid (judge's option).

Xiombarg craves blood and souls (much as Arioch does), and may respond favorably to proper sacrifices.

!!Yyrkoon
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/yyrkoon01.png]]
[[caption-width-right:200:Yyrkoon, as depicted in ''Deities & Demigods'']]
->'''Evil wizard'''
->'''Alignment:''' ChaoticEvil

This evil prince of Melniboné is Elric's cousin, and an implacable enemy of his. This evil 18th level wizard/15th level fighter always tries to undermine the power of Elric. Yyrkoon can also use many unusual spells which his (and Elric's) ancestors developed. He has been known to fight with ''Mournblade'', twin to Elric's enchanted blade ''Stormbringer'' (q.v.). This weapon's abilities are similar in all respects to those of ''Stormbringer''.
[[/folder]]

[[folder: Nehwon Pantheon]]
!!In General
The world of Nehwon is the creation of the famous fantasy author, Fritz Leiber. He introduces his reader to a wonderfully detailed and rich fantasy world. Nehwon is a pleasant mixture of historical themes and fantasy elements creating cultures and lands where the two main heroes of the storylines, Fafhrd and the Gray Mouser, live, breath, and adventure. It is a world where magic is mixed with adventure to form a land that is very enjoyable to read about.

!!Fafhrd
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/fafhrd02.png]]
[[caption-width-right:200:Fafhrd, as depicted in ''Deities & Demigods'' (2e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/fafhrd01.png]][[/labelnote]]
->'''Hero'''
->'''Alignment:''' NeutralGood

Few heroes live as long or have done as much as Fafhrd. This Northern red-haired barbarian is the strong arm of the two-hero team. He is a northern barbarian with flaming red hair, a strong right arm, and the courage to face any danger on Nehwon without flinching. Although he lost his left hand when he forced it down a monster's throat, has devised all sorts of attachments for this limb. His long bow attachment allows him to shoot with his normal skill. He is also considering the construction of a climbing axe attachment and a short sword attachment.

Fafhrd is a highly intelligent fellow with many interests. He can read and write all the major languages of Nehwon. There is a 90% chance that he can understand any obscure language he is exposed to. Religions are a passion for him and he tries to understand the teachings of all faiths he runs into, but hardly ever commits himself to one system of belief for any period of time. Fafhrd has the soul of an engineer and constantly invents useful little tools and items to help him in his quests.

Fafhrd is an expert sailor, able to captain almost any size ship. He was raised in the far north and is completely at home in the ice and snow of the mountains. Excelling in mountain climbing, he has invented several pieces of equipment that enable him and any group he is with to climb a mountain twice as fast as normal.

This warrior always carries a bastard sword (named Graywand) and a dirk (more short sword or poniard than dagger) which he calls Heartseeker. He has been known to fight with almost every weapon known on Nehwon, but especially favors throwing axes, long bows, and two handed swords.

Fafhrd's style is the bold, intelligent frontal assault. He will always try to accomplish his quest with the quick strike of massive power. He is also a dreamer and a sad story can cause him to go questing just as easily as the promise of fabulous treasures. The generator of most of his quests is his magical mentor Ningauble of the Seven Eyes. This wizard often requires unusual items for spells and sends Fafhrd out to find them. In 90% of these adventures he travels with his best friend, the Gray Mouser. It has often been said that Fafhrd and the Gray Mouser have two halves of the same soul. While one is bold and loud, the other is secretive and cautious. The barbarian owes his life many times over to his best friend and there is nothing they wouldn't do for each other.

!!Gray Mouser
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/graymouser02.png]]
[[caption-width-right:200:Gray Mouser, as depicted in ''Deities & Demigods'' (2e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/graymouser01.png]][[/labelnote]]
->'''Hero'''
->'''Alignment:''' TrueNeutral

Where Fafhrd is the crushing blow of awesome power, the Gray Mouser is the quick strike from behind to deadly effect. A lightning fast thinker, he also has a passion for the city life and all it implies. He has a deep curiosity in the ways of magic, but he doesn't have the discipline to become a master at spell casting.

No matter what rapier he uses he calls it Scalpel. He fights two handed and his throwing dagger is always called Cat's Claw. He is also highly skilled with a sling, light crossbow, garrote, and short sword.

This hero is the supreme organizer. He formulates masterful plans on an instants notice. If he does have a shortcoming it is a fondness for the complex plan. The more details he can place into an operation the happier he is.

The relationship the Gray Mouser has with his wizardess mentor Sheelba of the Eyeless Face is much the same as Fafhrd has with his wizard. The Mouser does favors for the wizardess and receives good advice and magical help in return. A good 90% of the adventures the Gray Mouser undertakes begin with suggestions and requests from Sheelba.

Besides skills as a fighter and a thief, the Gray Mouser's other passion is his interest in all things magical. He truly wants to be a wizard-type but something always goes wrong with his spells and magical attempts. During his career he has had magical weapons, whistles, scrolls, books, and other devices, but these have always slipped through his fingers or caused him a great deal of trouble when he tried to use them. When encountered, the Gray Mouser will have some type of magic on his person. Whether it will do him more harm than good is up to the hands of fate (and several other gods).

The Gray Mouser likes luxury and all that implies. He works constantly to gain the funds to allow him to live in what he considers a comfortable state. He and Fafhrd have a sort of Robin Hood approach to stealing and almost always take from people who have no sympathy among the common folk or local constabulary, evil robber barons, powerful assassins, and bad rulers are their prime targets. All of the eight cities of Nehwon have had visitations from the pair.

!!Aarth
->'''Demigod'''
->'''Alignment:''' LawfulNeutral
->'''Symbol:''' Glowing gold rectangle on a field of black

Aarth was once a powerful wizard, becoming so renowned that after his death, he achieved demigodhood. Because of the vast numbers of his worshipers, when the cult is suffering greatly, he will be brought to the Prime Material Plane to help his followers.

He instantly knows the powers of any device used against him and he has a special spell that can negate any magical device as a rod of cancellation. When he takes personal part in a battle, he fights invisibly.

His temples are among the mightiest in all of Lankhmar. It seems that the more powerful patrons are devoted to the cult more out of fear of "the revealing of information" than faith in the might of the religion. Clerics make it their personal duty to sneak about the town, learning all they can about the populace.

!!Death
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/death01.png]]
[[caption-width-right:200:Death, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/death02.png]]
[[caption-width-right:125:Death's symbol]]
->'''Intermediate god'''
->'''Alignment:''' TrueNeutral
->'''Symbol:''' Death's head

It is Death's duty to end the life of all intelligent beings on Nehwon. He has a set quota to kill every hour by the Lords of Necessity (beings about which very little is known) and he never fails in his assigned task. Sometimes he is misdirected and the ones he plans on killing aren't killed at all, but even Death must bow to the fates and other more powerful gods of Nehwon. Death is not affected by time and is able to do years worth of work in a second. He considers himself an artist and works very hard at making sure the deaths he causes are logical and necessary to his own view of life and the end of life. He appears as a man with a cadaverous skin color and he has the power to know the entire past history of a being at a glance.

Death values a good hero because of their ability to cause death and destruction. Characters like Fafhrd and the Gray Mouser are especially favored by Death. When beings like these heroes are close to death, often the god will cause unusual little slips that will save their lives. Then too, sometimes his quota will call for the ending of two famous heroes and he will be forced (however reluctantly) to try killing his protegees.

His sword slays anything it touches. On Nehwon, all beings are mortal. It was pointed out that even Death is aware that at some future date, he will die.

He lives in a huge fort in the heart of Shadowland, a land of perpetual twilight where the dead rest under the earth, to be called on at the will of Death.

!!Devourer
->'''Alien wizard'''
->'''Alignment:''' LawfulEvil

Aliens of high magical ability, these creatures are totally occupied with selling. This preoccupation forces them to any extreme in perfecting their art. The best of them sell only junk they have magicked into something appearing to be valuable.

They come from another Prime Material Plane of existence. Their usual practice in any given place is to establish a sales beachhead and trick whole nations and peoples into trading all of their valued items for the Devourer's junk, until all the valuables are gone and they must work as the Devourer's slaves to acquire the magicians' worthless wares.

!!Gods of Lankhmar
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/godsoflankhmar01.png]]
[[caption-width-right:200:Gods of Lankhmar, as depicted in ''Deites & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/godsoflankhmar02.png]]
[[caption-width-right:125:Their symbol]]
->'''Intermediate gods'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Skeletal hand with staff

Ancient mummified skeletons sustaining themselves through the use of mighty magics, these beings are able to use spells twice as fast as mortal spell casters. They each carry a double-strength staff of withering. These gods appear only when their city is threatened with grave danger. When the problem is solved, they cast about the city wreaking havoc as a reminder that they are not to be called on too often. They inhabit one large temple at the end of the Street of the Gods.

There is a special difference between the gods ''of'' Lankhmar, the oldest city of Nehwon, and the gods ''in'' Lankhmar. The gods in Lankhmar are those of the many religions in many temples lining the Street of the Gods. Some are powerful, some are weak, and their fortunes change with the quantity and quality of their worshipers, who are a fickle lot. Although no one in the city openly worships the Gods of Lankhmar, all secretly believe in and fear these gods, who it is said, will always protect the city so that worship may continue. As long as this is the case, the gods of Lankhmar are indifferent to the existence of the gods in Lankhmar.

These beings wish to rest in their black temple for all eternity. Lankhmar is their home and they must act if their city is threatened. The force they use often does a great deal to damage large sections of the city. There is a set of bells atop the temple that will magically ring at times of need. These bells can be rung by hand to summon the gods, but there had better be a clear danger to the city or the ringer will answer for his crime with death (after spending a few centuries of torture in the confines of the dark temple).

Through the use of godlike power each one can use spells twice as fast as mortal spell casters. When the problem is taken care of, these beings cast about the city wreaking havoc as a reminder that they are not to be called on too often.

Their temple is a black marble cube on the outside and a huge domed structure on the inside. There are thirteen crypts underneath the dome. If, for some reason, beings were able to get into the crypts and despoil the bodies there, the next day they would find that the thirteen crypts looked as if nothing had happened. The temple itself cannot be harmed by any force in the Nehwon universe.

!!Gods of Trouble
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/godsoftrouble01.png]]
[[caption-width-right:125:Their symbol]]
->'''Intermediate gods'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Three pointed star

There are three energy beings that comprise the gods of trouble. They are creatures of pure chaos energy and enjoy roaming the world in astral forms, affecting all alignments equally. Their desire is to promote chaos in all of its forms. The more chaos caused, the greater their power over Nehwon. They have a very small sect of worshipers. The high priest of this cult has the gazing power of his god. They care nothing for their worshipers, and inflict troubles upon them impartially if they should cross their path. The cult is quite naturally a rather fatalistic one.

Special events attract the attention of all the gods on Nehwon. Things like large wars, unusual magical events, plagues and the like. These events become tugs of war between the gods of trouble and the other fates and gods of Nehwon. These energy beings will not take a direct hand unless they are specifically called upon by their high priests. Normally, they like to do one or two things in any particular area and then leave for other bastions of Law that they would like destroyed.

!!Hate
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hate01.png]]
[[caption-width-right:200:Hate, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/hate02.png]]
[[caption-width-right:125:Hate's symbol]]
->'''Intermediate god'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Foggy image with floating eyes

Hate manifests itself as a thick grey fog with a few red orbs resembling eyes in the density. This fog is able to control up to 6 beings (as in a mass charm spell) or manipulate up to 6 weapons in its tentacles as a set of 6th level fighters. The manifestation of the god must be generated at night by a high priest of at least the 10th level and 100 worshipers. The fog will appear from the worshipers and is able to travel a distance of 5 miles. Its only function is to do harm.

Hate's physical form is attached to its area of generation by a long, extremely tough silver-red cord, which is spun out behind it as it hunts for prey. The only way Hate can be damaged is by cutting this pulsing cord (which cannot be seen from in front of the Hate-cloud). The cord is AC -8, but any hit with a sharp weapon, or a spell such as magic missile, will cut it, dispelling Hate's physical form until the next night it can be summoned.

Hate is the god that everyone accidentally worships. When feelings of anger, jealously, or the like manifest themselves, the god of hate gains in power. This elemental emotional being purposely causes conflict to increase its power base. The Cult of Hate has only recently developed in the cities of Nehwon. Its followers enjoy conflicts of all types, because this provides a fuel for their own angers.

Hate desires large scale military actions as conflicts that involve more than 50 people are what Hate really needs to grow. This being will encourage conflicts of all types (guild battles, city to city fighting) for anything that causes strife is a suitable breeding ground for Hate.

!!Issek of the Jug
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/issek01.png]]
[[caption-width-right:200:Issek, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/issek02.png]]
[[caption-width-right:125:Issek's symbol]]
->'''Intermediate god'''
->'''Alignment:''' LawfulGood
->'''Symbol:''' Man on a broken rack or an amphora

Issek appears as a tall man with twisted wrists and ankles, and his manifestatians are said to give endurance to humans who are being tortured. He carries a jug which is able to pour out any liquid the god wishes.

Torture can be loosely defined and includes such things as a wife who constantly shouts at her husband or a little boy being picked on by a larger bully.

Issek desires to help all those who are being oppressed in any way, although he is not the brightest or most even handed of gods. A step daughter being overworked is just as important to him as a world-saving paladin fighting off the multi-dimensional entrance of a horde of undead.

His sect is a poor one and preaches the need to persevere under any hardships that life might bring. His clerics travel about always appearing to be one of the poor, even if they are not.

!!Kos
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/kos01.png]]
[[caption-width-right:200:Kos, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/kos02.png]]
[[caption-width-right:125:Kos' symbol]]
->'''God of Dooms'''
->'''God of order'''
->'''Intermediate god'''
->'''Alignment:''' LawfulGood
->'''Symbol:''' Crossed sword and axe

Kos is a northern barbarian god who loves battle and bold deeds. He is the god of dooms because he brings trouble to anyone who doesn't live up to his strict codes of honor and action. These codes and the interest of the god apply to all facets of the hard life of the northern barbarians. Kos is just as interested in the building of a safe and sturdy long house as he is in the sharpness of a warrior's axe.

This god exists to make sure the people of the north do things properly. This proper order of things has been established by Kos and passed down to his priests and priestesses. When this order is not followed Kos is quick to hurl curses down on the offenders. These curses are slight at first, but will eventually cause death to the offender unless they mend their ways.

!!Movarl
->'''Hero'''
->'''Alignment:''' LawfulGood

Movarl is the most famous hero on the planet. His name is revered by the forces of law and feared by the minions of chaos. He is the overlord of the city of Kvarch Nar. However, he travels often amongst the cities and towns of the Great Forest to champion the cause of law and good.

Besides his normal powers as a paladin, he is totally immune to fear and paralysis of any type. In combat he uses Astrendan, a two-handed sword +2 that instantly kills an undead creature it touches. The man is instantly aware of any evil being within 20 feet of him.

Movarl rides a huge white war horse with almost human intelligence and the maximum abilities of an animal of that breed.

!!Nehwon Earth God
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nehwonearthgod01.png]]
[[caption-width-right:200:The Nehwon Earth God, as depicted in ''Deities & Demigods'']]
->'''Lesser god'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Diamond eye

This god is an aware piece of molten earth, able to assume any shape in this molten form; no forged weapon can hurt it. The tropical priests of Klesh serve this deity, who wishes to return all of Nehwon to its molten state. The only thing preventing this deity from accomplishing its end is the hard crust of the world.

Its temples can be found in desolate areas all over Nehwon. These temples are usually rich in gems and gold. The god is able to control beings through a mass charm spell that it can cast through any gem consecrated to his sect. Its Kleshite clerics commonly use blow guns.

!!Ningauble of the Seven Eyes
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/ningauble01.png]]
[[caption-width-right:200:Ningauble, as depicted in ''Deities & Demigods'']]
->'''Wizard'''
->'''Alignment:''' TrueNeutral

Ningauble is not human or even humanoid. It comes from another dimension, but has made Nehwon its home. It never shows its true form because that form would drive most humans insane. Ningauble is always wrapped in heavy robes with an empty cowl that displays seven constantly moving lights. Occasionally one will protrude from the cowl, and then it can be seen to be an eye upon the end of a snakelike tentacle. These eyes can see through all illusions.

Ningauble is known as the "gossiper of the gods" and loves nothing better than to listen by the hour to a good story about some important person in Lankhmar or any of the eight cities. Supplicants have come to his caves and brought especially interesting bits of gossip and been made fabulously wealthy as a result. Many claim that these individuals would have become wealthy anyway, but no one says this in front of Ningauble.

This powerful spell caster inhabits a huge series of enchanted caves near the Sinking Lands. These caves are linked interdimensionally with other planes, other times of Nehwon and other multiverses. Only Ningauble, with his alien logic patterns, is able to fully comprehend the paths of his caves. Fafhrd and the Gray Mouser have used these magical pathways to visit earth's past in the time of Alexander the Great and the time of Arthur and Merlin. The caves are also a fine defense for Ningauble. At one time a crime lord in Lankhmar sent one hundred thieves to attack the wizard over an imagined offense. The dust of the thieves and their equipment lies just off the entrance to the caves. This is the only reminder most need that it is often dangerous to deal with a powerful wizard.

Ningauble's aims are clear. It only wants to learn more about the ways of Nehwon and further its magical abilities. Just lately it has learned that its annual success or failure in these efforts is closely connected to how Fafhrd's life is proceeding. When Fafhrd is happy and living well, so too is the way of life for Ningauble. This has turned the wizard towards being much more helpful in the desires of its charge, Fafhrd.

Although Ningauble wants Fafhrd to do well, it also watches its charge closely. When Fafhrd is about to acquire power that might take him far away from Lankhmar or gain something that might allow the thief to not need his mage advisor things happen to quickly change that situation. Warnings are given to Fafhrd's enemies, the hero is tricked out of his vast riches, or the fates become unusually unkind for no reason Fafhrd can see. All of these acts serve to drive Fafhrd right back to the caves and his ever helpful advisor.

!!Plugh
->'''Hero'''
->'''Alignment:''' LawfulEvil

Pulgh is the most skilled fighter on Nehwon. This means he can easily use any warrior's weapon known to that world. He favors his magical spear, but this weapon is so renowned that he often goes without it to keep his identity secret. He is never without a wide range or missile weapons; from throwing daggers to heavy darts.

Constantly searching for more and greater brawls has led to the myth that he is a bully and daring killer. Pulgh is actually a careful, diligent bravo who only lives for the thrill of battle in all its forms. He has been known to take on a band of knights while wielding only a single small dagger.

Hunting only the best of the best, Plugh can be found in major cities across the world of Nehwon looking for the toughest of warriors to face. His strange code of ethics has caused him to want to always face his enemies man-to-man.

!!Rat God
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/ratgod01.png]]
[[caption-width-right:200:Rat God, as depicted in ''Deities & Demigods'']]
->'''Lesser god'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Two red eyes on a black field

The rat god is the manifestation of all men's fears of its kind. All felines must run in fear from this apparition. It always walks erect, can shrink to normal rat size, and is able to summon 20 wererats to its side once per day.

The god's largest temple can be found in the port city of Ilthmar, where human sacrifices are held by the light of every full moon.

!!Red God
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/redgod01.png]]
[[caption-width-right:125:The Red God's symbol]]
->'''God of battle and war'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticGood
->'''Symbol:''' The horse sabre

This is the war god of all the eastern lands. He appears as a massive dark-skinned man
with red studded leather armor, carrying a bronze shield. He is always mustachioed and wears a pointed helm. His boots and belt shine as brightly as the sun. He primarily supports the horse soldiers of the east. He is a very protective god and because there are many eastern warrior spies in the eight cities, including Lankhmar, this god has been trying to increase his number of worshipers in these cities.

This god is very protective of his more important worshipers, and when they are in foreign lands he will occasionally come to their aid in situations that he would not bother about in the East. This aid consists of an 8th level magic-user sent to help.

The Red God is a god of warriors. He favors acts of war and battle and lends support in the form of strength of arm and courage of heart to warriors who follow his faith. He spends most of his time trying to cause new battles to test the courage of his followers. He is the one responsible for turning all of the lands of the east against the eight cities.

!!Sheelba of the Eyeless Face
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/sheelba01.png]]
[[caption-width-right:200:Sheelba, as depicted in ''Deities & Demigods'']]
->'''Wizard'''
->'''Alignment:''' TrueNeutral

Sheelba of the Eyeless Face is some type of female, reptilian creature; clearly from another universe. She never shows all of her form because it would drive most heroes totally insane. She has come to Nehwon to live and is very protective of the Gray Mouser and the city of Lankhmar. It is commonly known that demons (who can perceive Sheelba's real form) scream in horror when facing this wizardress and leave the plane of Nehwon for all eternity.

Sheelba's magic is not of the directly destructive sort, for she is much better at summoning other creatures to do her fighting for her. Sheelba prefers the Salt Marsh because there are so many dangerous creatures that can be easily called upon to act on her behalf. There was a time when the Overlord of Lankhmar sent five hundred troops to capture and bring back Sheelba's hut. On the first day out of lankhmar hundreds of normally shy swamp creatures attacked and killed one hundred of the troops. The brave commander kept the men out for a second day. All of the troops ran when a house sized worm ate the commander and his war horse in one gulp. Needless to say, the subject of the hut was never brought up in the Rainbow Palace again.

Sheelba lives in a hut at the heart of the Great Salt Marsh. This magical construct is able to move 24' over the marshy landscape and is the size of a palace inside, but appears only to be a small grass hut on the outside. Sheelba rarely lets anyone inside, preferring to look down from the stilts and talk to whomever visits her. The hut also has several interdimensional portals that allow Sheelba and others to travel to other universes. When Sheelba is out of the hut, the magical device will not let anyone enter.

Sheelba is extremely greedy and will never act unless there is a profit of some type to be had. Until recently she has demanded much from the Gray Mouser, but that has changed slightly. She, like Ningauble of the Seven Eyes, has come to realize that her life is closely tied to the success or failures of the Gray Mouser. Now, she seeks to have the Gray Mouser close by, where he can be better kept out of planet wide deadly dangers. The schemes of Sheelba are turned towards keeping Mouser in Lankhmar and keeping Lankhmar as trouble free as possible.

!!Spider God
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nehwonspidergod01.png]]
[[caption-width-right:200:The Spider God, as depicted in ''Deities & Demigods'']]
->'''Demigod'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Black opal

Appearing as a giant black spider, this deity is known for its delight in receiving human sacrifices. Its powers include the ability to summon 30 phase spiders per day, the power to make all arachnids obey, and the ability to transfer the powers of a spider to its most powerful high priest.

Its evil clerics work diligently to keep their god satisfied by way of human sacrifices. It rewards them with a gift of a pet large spider once per each ten sacrifices.

!!Tyaa
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/tyaa01.png]]
[[caption-width-right:200:Tyaa, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/tyaa02.png]]
[[caption-width-right:125:Tyaa's symbol]]
->'''Winged Goddess of Evil Birds'''
->'''Intermediate goddess'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Large raven head or a black feather

Tyaa is a force of evil and chaos. She chooses to manifest her powers through the actions of malicious birds. She has created an offshoot of the raven that is both smarter and stronger than its ancestral cousin. It should be noted that, while she prefers to employ the Birds of Tyaa, she is perfectly capable of using any carnivorous bird to do her will on Nehwon. Tyaa has the power to manifest herself in her high priestess, though this is rare. The city of Lankhmar has always been her favorite because she has the most worshippers in this place.

Tyaa's cult has been banned in Lankhmar because of its evil teachings and ways. This has only caused the movement to go underground and to other cities. There are several large caches of diamonds and jewels hidden in several abandoned manors in Lankhmar. The high priestess of the cult knows of these locations and will use these riches to support the cult and make it grow.

Tyaa desires worshippers above all else. She is currently very weak and needs the support of supplicants all over Nehwon. In past centuries her evil birds have been used to steal flashy treasures from the upper story apartments of the rich. Her special ravens can tell useless fake jewelry from the real materials and are perfect thieves. Tyaa can supply large numbers of these birds to each of her priests, thus making them rich.

!!Votishal
->'''Demigod'''
->'''Alignment:''' LawfulGood
->'''Symbol:''' Leather pouch

Votishal appears as a normal thief in all of his idol representations. This is another case of a man of great ability becoming venerated by later generations. He was a master thief of the 14th level who reformed to the cause of good and law. His thieving abilities then went in the direction of robbing from evil groups to benefit the lawful good group he supported.

If he manifests himself on the Prime Material Plane, he will try to kill all evil beings he encounters. His clerics rise alternately in the clerical class and the thief class. They are very zealous in their efforts to rob all evil people (especially evil shrines). They are in direct opposition to the Thieves' Guild, and constantly try to get member thieves to join the sect by kidnapping them and brainwashing them in the temple crypts. The high clerics of this order are always 15th level patriarchs/12th level master thieves. No cleric can rise above the tenth level in this sect unless they have carried away some amount of riches from an evil temple.
[[/folder]]

!!'''Nonhuman Pantheons'''

Certain gods closely associated with nonhuman races are revered on many different worlds, though not always in the same way. The nonhuman races often have pantheons of their own. The deities do not vary greatly from world to world, and versions of them exist in virtually all worlds where the relevant races are found.

[[folder:The Pantheons]]



* [[Characters/DungeonsAndDragonsDemihumanDeities Demihuman Deities]][[note]]Dwarven Pantheon (Moradin, Abbathor, Berronar Truesilver, Clangeddin Silverbeard, Dugmaren Brightmantle, Dumathoin, Gendwar Argrim, Gorm Gulthyn, Haela Brightaxe, Hanseath, Marthammor Duin, Muamman Duathal, Mya, Roknar, Sharindlar, Thard Harr, Tharmekhûl, Thautam, Ulaa, Valkauna, Vergadain), Elven Pantheon (Corellon Larethian, Aerdrie Faenya, Alathrien Druanna, Alobal Lorfiril, Angharradh, Araleth Letheranil, Darahl Firecloak, Deep Sashelas, Elebrin Liothiel, Erevan Ilesere, Fenmarel Mestarine, Gadhelyn, Hanali Celanil, Kirith Sotheril, Labelas Enoreth, Melira Taralen, Mythrien Sarath, Naralis Analor, Rellavar Danuvien, Rillifane Rallathil, Sarula Iliene, Sehanine Moonbow, Shevarash, Solonor Thelandira, Tarsellis Meunniduin, Tethrin Veraldé, Vandria Gilmadrith, Ye'Cind, Zandilar), Gnome Pantheon (Garl Glittergold, Baervan Wildwanderer, Baravar Cloakshadow, Callarduran Smoothhands, Flandal Steelskin, Gaerdal Ironhand, Gelf Darkhearth, The Glutton, Nebelun, Rill Cleverthrush, Roykyn, Segojan Earthcaller, Sheyanna Flaxenstrand, Urdlen), Halfling Pantheon (Yondalla, Arvoreen, Brandobaris, Charmalaine, Cyrrollalee, Dallah Thaun, Sheela Peryroyl, Urogalan)[[/note]]

to:

* Real-World Pantheons: Gods taken from or inspired by real-world myths and religions.
** [[Characters/DungeonsAndDragonsRealWorldDeitiesAtoF A to F]][[note]]Babylonian Pantheon, Celtic Pantheon, Central American Pantheon, Chinese Pantheon, Eastern European Pantheon, Egyptian Pantheon, Finnish Pantheon[[/note]]
** [[Characters/DungeonsAndDragonsRealWorldDeitiesGtoZ G to Z]][[note]]Greek Pantheon, Indian Pantheon, Japanese Pantheon, Norse Pantheon, Persian Pantheon, Sumerian Pantheon[[/note]]
* [[DungeonsAndDragonsLiteraryDeities Literary Pantheons]][[note]]Cthulhu Pantheon, Hyborean Pantheon, Melnibonéan Pantheon, Nehwon Pantheon[[/note]]: Gods based on the works of various authors.
* Nonhuman Pantheons: Certain gods closely associated with nonhuman races are revered on many different worlds, though not always in the same way. The nonhuman races often have pantheons of their own. The deities do not vary greatly from world to world, and versions of them exist in virtually all worlds where the relevant races are found.
**
[[Characters/DungeonsAndDragonsDemihumanDeities Demihuman Deities]][[note]]Dwarven Pantheon (Moradin, Abbathor, Berronar Truesilver, Clangeddin Silverbeard, Dugmaren Brightmantle, Dumathoin, Gendwar Argrim, Gorm Gulthyn, Haela Brightaxe, Hanseath, Marthammor Duin, Muamman Duathal, Mya, Roknar, Sharindlar, Thard Harr, Tharmekhûl, Thautam, Ulaa, Valkauna, Vergadain), Elven Pantheon (Corellon Larethian, Aerdrie Faenya, Alathrien Druanna, Alobal Lorfiril, Angharradh, Araleth Letheranil, Darahl Firecloak, Deep Sashelas, Elebrin Liothiel, Erevan Ilesere, Fenmarel Mestarine, Gadhelyn, Hanali Celanil, Kirith Sotheril, Labelas Enoreth, Melira Taralen, Mythrien Sarath, Naralis Analor, Rellavar Danuvien, Rillifane Rallathil, Sarula Iliene, Sehanine Moonbow, Shevarash, Solonor Thelandira, Tarsellis Meunniduin, Tethrin Veraldé, Vandria Gilmadrith, Ye'Cind, Zandilar), Gnome Pantheon (Garl Glittergold, Baervan Wildwanderer, Baravar Cloakshadow, Callarduran Smoothhands, Flandal Steelskin, Gaerdal Ironhand, Gelf Darkhearth, The Glutton, Nebelun, Rill Cleverthrush, Roykyn, Segojan Earthcaller, Sheyanna Flaxenstrand, Urdlen), Halfling Pantheon (Yondalla, Arvoreen, Brandobaris, Charmalaine, Cyrrollalee, Dallah Thaun, Sheela Peryroyl, Urogalan)[[/note]]

Added: 497567

Changed: 89383

Removed: 14275

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!!'''Literary Pantheons'''

These pantheons are derived from the literary works of various authors.

[[folder: Cthulhu Pantheon]]

to:

!!'''Literary Pantheons'''

These pantheons are derived from the literary works of various authors.

[[folder: Cthulhu Babylonian Pantheon]]



The Cthulhu Mythos was first revealed in a group of related stories by the American writer H. P. Lovecraft. Beginning with "The Call of Cthulhu" in ''Weird Tales'', Lovecraft began referring in his horror stories to a pantheon of beings known as the Old Ones, who had descended to Earth from the stars in pre-human times. First worshiped by the non-human races of the planet, the Old Ones were later banished or locked away by the elder gods. The elder gods do not enter into the stories much, and their identity is a mystery. They left the Old Ones weakened, but not destroyed. When man appeared, he found traces of the older civilizations and remnants of the pre-human races. Religions grew up around the Old Ones and legends of their imminent return to power, especially around Cthulhu. Bits of the old lore were discovered and transcribed into books, extremely dangerous books.

!!Cthulhu
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/cthulhu01.png]]
[[caption-width-right:200:Cthulhu, as depicted in ''Deities & Demigods'']]

to:

In the lands of the merciless sun, baked soil, and cool mountains and forests, in the places of strife and early learning, the Babylonian deities hold sway. These are truly ancient powers, forgotten by most, yet they still have a certain influence among young cultures on prime-material worlds. The Cthulhu Mythos was first revealed in a group of related stories by the American writer H. P. Lovecraft. Beginning with "The Call of Cthulhu" in ''Weird Tales'', Lovecraft began referring in his horror stories to a Babylonian pantheon of beings known as the Old Ones, is most popular among folks who had descended to Earth from the stars live in pre-human times. First worshiped by the non-human races of the planet, the Old Ones were later banished or locked away by the elder gods. emerging cultures and those in fertile river valleys.

The elder gods do not enter into the stories much, deities are harsh with their priests and their identity is a mystery. They left the Old Ones weakened, but not destroyed. When man appeared, he found traces people, demanding unswerving obedience under threat of punishment. But of late, they've fallen out of mortal favor. 'Course, part of the older civilizations and remnants of reason could be because they're so strict, but it's doubtful the pre-human races. Religions grew up around the Old Ones and legends of Babylonian gods would admit it, much less change their imminent return to power, especially around Cthulhu. Bits of the old lore were discovered and transcribed into books, extremely dangerous books.

!!Cthulhu
ways.

!!Anu
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/cthulhu01.org/pmwiki/pub/images/anu01.png]]
[[caption-width-right:200:Cthulhu, [[caption-width-right:200:Anu, as depicted in ''Deities & Demigods'']]Demigods'']]
->'''God of the sky, "Chief of the Babylonians"'''



->'''Alignment:''' LawfulNeutral
->'''Domains:''' Sky, the Babylonian pantheon
->'''Symbol:''' Gold sun partially blocked by gray cloud

Chant says that Anu created the heavens and the earth, and it is his strict guidance that keeps the other powers of the pantheon in check. Some've said that it's his guidance that's also driving the pantheon from the mortals, and that some of the lesser powers might be considering pooling their strength to overthrow him.

See, Anu is just, but his justice is grim and unyielding, with harsh sentences for even the smallest infractions. Those who serve him strive to avoid breaking his laws, and that suits him perfectly.

Anu's realm is an enormous gear of orderly lines and clay brick buildings, and he lives in a huge palace covered with windows. The swarthy-skinned petitioners are of a uniform appearance, wear azure kilts, and show no apparent signs of gender. All of them possess the same memory and knowledge and are probably as close as people can get to being modrons.

!!Anshar
->'''God of darkness and the night, "The Night"'''
->'''Lesser god'''



->'''Symbol:''' Image of Cthulhu

Cthulhu is a bloated humanoid form 100 feet high with an octopoid head and a face of tentacle-like cilia. It has scaly, rubbery skin, and prodigious hands and feet with curved talons. A pair of folded bat-like wings protrude from between its shoulders.

''"Ph'nglui mglw'nafh Cthulhu R'lyeh wagh'nagl fhtagn."'' - ''"In his house in R'lyeh dead Cthulhu waits dreaming."'' R'lyeh is a great sunken city of non-Euclidian geometry hidden somewhere beneath the ocean. So bizarre is its construction that anyone entering the city (which occasionally rises above the waves) must make saving throws at +4 against fear and insanity. Cthulhu lies in a huge stone structure sealed with the Elder Sign (q.v.). If the seal is broken and the god released, everyone (and/or everything) in a radius of 100 miles must make a saving throw against death or go insane. This insanity lasts for a number of months equal to the creature's intelligence.

Cthulhu usually attacks both physically and psionically. He can regenerate 10 hit points per melee round. He teleports up to one-half mile at will and is totally immune to the effects of water, cold, and vacuum. He can call up from the sea 10-100 of the Deep Ones. He will retreat into his lair if confronted with an intact Elder Sign, another of the Old Ones (such as Hastur), or some natural catastrophe, such as the re-sinking of the city of R'lyeh into the sea.

Cthulhu is served by the Deep Ones as well as his human worshipers, who often interbreed with the fish-men. Cthulhu's cult is usually hidden and secret, and is dedicated to bringing about Cthulhu's return and conquest of the world.

!!Azathoth
->'''The Center of the Universe'''
->'''Greater god'''
->'''Alignment:''' ChaoticNeutral
->'''Symbol:''' Seven-pointed star

Azathath is a blind, mindless, amorphous mass the size of a star, floating at the center of the universe on the astral plane. It is attended by satellite creatures that provide an eerie music, like the sound of idiot flute players. Azathoth is somewhat solid near the center, and can be attacked there, but it will defend itself with its many pseudopods if so attacked. Any creature coming within 1,000 miles of Azathoth must save vs. spells at 6 or go permanently mad.

Those who worship Azathoth worship insanity, and Azathoth's clerics are themselves insane. It is unknown how Azathoth grants powers to its clerics, or even if Azathoth is aware of them (which is doubtful).

!!Cthuga
->'''Master of the Fire Element'''
->'''Greater god'''

to:

->'''Domains:''' Darkness, Night
->'''Symbol:''' Image Black sphere

In a place where the howling winds
of Cthulhu

Cthulhu is
Pandemonium have died to the merest whisper, a bloated humanoid form 100 black clay brick wall seals off the entrance to Anshar's dark realm. No matter how much light a body shines in the area, it never illuminates more than 5 feet high with an octopoid head and a face of tentacle-like cilia. It has scaly, rubbery skin, and prodigious hands and feet with curved talons. A pair of folded bat-like wings protrude from between its shoulders.

''"Ph'nglui mglw'nafh Cthulhu R'lyeh wagh'nagl fhtagn."'' - ''"In his house in R'lyeh dead Cthulhu waits dreaming."'' R'lyeh is a great sunken city of non-Euclidian geometry hidden somewhere beneath
the ocean. So bizarre is its construction that anyone entering wall in any direction, so the city (which occasionally rises above the waves) must make saving throws at +4 against fear and insanity. Cthulhu lies in a huge stone structure sealed with the Elder Sign (q.v.). If the seal is broken seems endless, and the god released, everyone (and/or everything) in perhaps it is. Only a radius of 100 miles must make berk who's a saving throw against death or go insane. This insanity lasts for a number of months equal friend to the creature's intelligence.

Cthulhu usually attacks both physically and psionically. He
night can regenerate 10 hit points per melee round. He teleports up to one-half mile at will and is totally immune to find a door in the effects of water, cold, and vacuum. He can call up from the sea 10-100 of the Deep Ones. He will retreat into his lair if confronted with an intact Elder Sign, another of the Old Ones (such as Hastur), or some natural catastrophe, such as the re-sinking of the city of R'lyeh wall, which opens into the sea.

Cthulhu is served by
City of Eternal Darkness. No light may be lit in the Deep Ones as well as his human worshipers, realm, and those who often interbreed try draw the immediate attention of Anshar's avatar.

The god himself is said to be easily angered and given to fits of blackest moods, Chant is he once had a great deal more strength than he does now, but he surrendered (or lost) it to Anu. The Cerilian goddess Eloéle shares the City of Eternal Darkness
with Anshar; some say it's to bolster his sagging power, while others think it's so she can wrest the fish-men. Cthulhu's cult is usually hidden and secret, and is dedicated to bringing about Cthulhu's return and conquest of realm from him when he finally goes down for the world.

!!Azathoth
->'''The Center of the Universe'''
->'''Greater god'''
->'''Alignment:''' ChaoticNeutral
->'''Symbol:''' Seven-pointed star

Azathath
count.

One thing
is a blind, mindless, amorphous mass the size of a star, floating at the center of the universe on the astral plane. It is attended by satellite creatures that provide an eerie music, like the sound of idiot flute players. Azathoth is somewhat solid near the center, and can be attacked there, but it will defend itself with its many pseudopods if so attacked. Any creature coming within 1,000 miles of Azathoth must save vs. spells at 6 or go permanently mad.

clear: Those who worship Azathoth worship insanity, tread near the City had best go carefully. There's no telling what might set Anshar off, and Azathoth's clerics are themselves insane. It is unknown how Azathoth grants powers he's not likely to its clerics, or even if Azathoth is aware have any sympathy for sods who get lost in Pandemonium's maddening tunnels.

!!Dahak
->'''Three-headed dragon spirit
of them (which is doubtful).

!!Cthuga
->'''Master of the Fire Element'''
->'''Greater god'''
death'''



->'''Symbol:''' Flame

This creature resembles a flaming amoeba with tentacles that appear to be flames emanating from its body. The heat of Cthuga's body does 5-50 points of damage to all within 100 yards of it, and it attacks with fire spells at the same time. It cannot be controlled, and is immune to all heat and cold attacks. It is able to cast any fire spell of any type as a 30th level spell caster, at the rate of two per round. While casting fire spells, it also lashes out with two of its tentacles per melee round; these do 3-30 points of damage each. It moves as a blink dog and attempts to destroy everything within any area to which it is summoned. When appearing in any location, its first act is to summon 1-20 of its flame creatures. Cthuga can only be struck by +3 weapons or better as all others melt when touching him.

The creature has a direct connection with the Prime Material Plane by way of a Palace of Fire that it has created in an active volcano. This palace is said to be filled with treasure resistant to flame and heat: gems, certain magic items, and the like.

!!Hastur
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hastur01.png]]
[[caption-width-right:200:Hastur, as depicted in ''Deities & Demigods'']]
->'''The Unspeakable, He Who Must Not Be Named, Master of the Air'''
->'''Greater god'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Image of the god

This god has a scaled, elongated body, a lizard's head and mow, and taloned lizard claws. It also has 200 tentacles projecting from its body that give it the ability to sense all things around it. It is able to strike twice per round and also attack magically.

At will, it can teleport anywhere in the Prime Material Plane. Hastur regenerates 5 hit points per melee round, and can summon 2-20 Byakhee to aid it in battle. It cannot be magically controlled. Creatures that are able to fly naturally will never attack Hastur, even if controlled. Any being trying to attack the god must make a saving throw against fear.

Hastur is half-brother to Cthulhu, and like him Hastur has been imprisoned by the star-shaped Elder Sign. He lies in a crypt at the bottom of Lake Hali near the alien city of Carcosa. Hastur exists partly on the Prime Material Plane (and this part is imprisoned in the crypt) and partly on the Elemental Plane of Air (thus he is immune to cold and the vacuum of space). Hastur is never more than partially on the Prime Material Plane and is therefore not completely solid. This accounts for much of his great size.

Any time the name "Hastur" is spoken, there is a 25% chance that Hastur will hear and send 1-4 Byakhee to slay the speaker. If the Byakhee are defeated, there is a 25% chance that Hastur himself will appear to destroy the blasphemer.

!!Ithaqua
->'''Lord of the Air, The Wind Walker'''
->'''Demigod'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Two burning eyes in a human-shaped cloud of snow

Ithaqua, the Wind Walker, appears as a cloud of fog or snow, huge but human in shape with blazing red eyes. When seen passing overhead, one gets the illusion of two bright stars close together.

Ithaqua is worshiped by the natives of the far North because of his ability to control weather (triple the range and effects). His worshipers propitiate him with human sacrifices, which he carries off, no one knows where. Years later, their frozen bodies are sometimes found buried in snow drifts. Ithaqua will also pursue and capture anyone who sees or annoys him, or meddles with his worshipers or their stone altars in the forest. Sometimes his victims return to earth alive, but they never survive long as they die from strange unnatural causes.

It is known that Ithaqua serves Hastur in special missions of great importance.

!!Nyarlathotep
->'''The Crawling Chaos, The Messenger of the Gods'''

to:

->'''Symbol:''' Flame


This monster has no corporeal form unless it is attacking with its bite; the rest of the time it is ethereal. It appears to the world as a huge three-headed dragon (the color of the scales depending on its whim at the time). It will only eat the flesh of lawful or good creatures, and it never goes hungry. The monster can breathe any type of dragon breath at any time (but the creature resembles a flaming amoeba enjoys crunching things with tentacles that appear to be flames emanating from its body. The heat of Cthuga's body does 5-50 points of damage to all within 100 yards of it, and it attacks with fire spells at the same time. It cannot be controlled, and is immune to all heat and cold attacks. teeth). It is able to cast negate any fire spell magical device permanently with a touch of any type as a 30th level spell caster, all three of its heads at the rate of two per round. While casting fire spells, it also lashes out with two of its tentacles per melee round; these do 3-30 points of damage each. It moves as a blink dog and attempts to destroy everything within any area to which it is summoned. When appearing in any location, its first act is to summon 1-20 of its flame creatures. Cthuga can only be struck by +3 weapons or better as all others melt when touching him.

The creature has a direct connection with the Prime Material Plane by way of a Palace of Fire that it has created in an active volcano. This palace is said to be filled with treasure resistant to flame and heat: gems, certain magic items, and the like.

!!Hastur
same time.

!!Druaga
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hastur01.org/pmwiki/pub/images/druaga01.png]]
[[caption-width-right:200:Hastur, [[caption-width-right:200:Druaga, as depicted in ''Deities & Demigods'']]
->'''The Unspeakable, He Who Must Not Be Named, Master ->'''"Ruler of the Air'''
->'''Greater god'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Image of the god

This god has a scaled, elongated body, a lizard's head and mow, and taloned lizard claws. It also has 200 tentacles projecting from its body that give it the ability to sense all things around it. It is able to strike twice per round and also attack magically.

At will, it can teleport anywhere in the Prime Material Plane. Hastur regenerates 5 hit points per melee round, and can summon 2-20 Byakhee to aid it in battle. It cannot be magically controlled. Creatures that are able to fly naturally will never attack Hastur, even if controlled. Any being trying to attack the god must make a saving throw against fear.

Hastur is half-brother to Cthulhu, and like him Hastur has been imprisoned by the star-shaped Elder Sign. He lies in a crypt at the bottom of Lake Hali near the alien city of Carcosa. Hastur exists partly on the Prime Material Plane (and this part is imprisoned in the crypt) and partly on the Elemental Plane of Air (thus he is immune to cold and the vacuum of space). Hastur is never more than partially on the Prime Material Plane and is therefore not completely solid. This accounts for much of his great size.

Any time the name "Hastur" is spoken, there is a 25% chance that Hastur will hear and send 1-4 Byakhee to slay the speaker. If the Byakhee are defeated, there is a 25% chance that Hastur himself will appear to destroy the blasphemer.

!!Ithaqua
->'''Lord of the Air, The Wind Walker'''
->'''Demigod'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Two burning eyes in a human-shaped cloud of snow

Ithaqua, the Wind Walker, appears as a cloud of fog or snow, huge but human in shape with blazing red eyes. When seen passing overhead, one gets the illusion of two bright stars close together.

Ithaqua is worshiped by the natives of the far North because of his ability to control weather (triple the range and effects). His worshipers propitiate him with human sacrifices, which he carries off, no one knows where. Years later, their frozen bodies are sometimes found buried in snow drifts. Ithaqua will also pursue and capture anyone who sees or annoys him, or meddles with his worshipers or their stone altars in the forest. Sometimes his victims return to earth alive, but they never survive long as they die from strange unnatural causes.

It is known that Ithaqua serves Hastur in special missions of great importance.

!!Nyarlathotep
->'''The Crawling Chaos, The Messenger of the Gods'''
Fiendish World"'''



->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Faceless sphinx

Nyarlathotep appears as a tall dark man. His appearance in the world is said to foretell the return of the Old Ones from their imprisonment. He charms humans, humanoids, and non-magical animals by his mere presence (good alignment, save at +4; evil alignment, save at -4). Those falling under his spell either obey him or behave in a purely chaotic manner. Thus his progress across the face of the land is followed by riot, war, mass murder, suicide, and insanity. No non-sentient creature can harm him, even if controlled.

The god is believed by some students of the occult to have various guises, including a red bat-like form with three evil eyes. He can call up an army of wild beasts or mindless humans within an hour's notice (1-100 of them). Each time Nyarlathotep hits an enemy, he drains 3-30 hit points from them, which temporarily add to his hit point total for one full turn. There is a 5% chance that a continual light spell will drive this being off into the Astral Plane.

!!Shub-Niggurath
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/shubniggurath01.png]]
[[caption-width-right:200:Shub-Niggurath, as depicted in ''Deities & Demigods'']]
->'''Black Goat of the Woods with a Thousand Young'''

to:

->'''Alignment:''' ChaoticEvil
LawfulEvil
->'''Domains:''' Baatezu summoning
->'''Symbol:''' Faceless sphinx

Nyarlathotep appears
Ruby mace

Druaga's known
as a tall dark man. His appearance the ruler of fiendish lands, and that's true, at least as far as the Babylonian pantheon goes. However, in the world is said to foretell the return grander scheme of things, he's just another deity who's made his home in Baator. The Lords of the Old Ones Nine tolerate his self-imposed title and even allow him to force baatezu to his bidding. But they won't let him change the workings of the plane.

Whenever a follower of the Babylonian pantheon summons a baatezu, Druaga decides which fiend to send to the Prime. What's more, the first time a follower sets foot on Baator, he has to enter through Druaga's vile palace, a place of pillars and smoky hazes, with vaulted ceilings that can barely be seen
from their imprisonment. He charms humans, humanoids, and non-magical animals by his mere presence (good alignment, save at +4; evil alignment, save at -4). Those falling under his spell either obey him or behave in a purely chaotic manner. Thus his progress the ground. The palace sprawls across Druaga's entire realm; no corner's spared the face touch of the land is followed by riot, war, mass murder, suicide, its shadows and insanity. No non-sentient creature can harm him, even if controlled.

The god is believed by some students of the occult to have various guises, including a red bat-like form with three evil eyes. He can call up an army of wild beasts or mindless humans within an hour's notice (1-100 of them). Each time Nyarlathotep hits an enemy, he drains 3-30 hit points from them, which temporarily add to his hit point total for one full turn. There is a 5% chance that a continual light spell will drive this being off into the Astral Plane.

!!Shub-Niggurath
stirrings.

!!Gilgamesh
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/shubniggurath01.org/pmwiki/pub/images/gilgamesh01.png]]
[[caption-width-right:200:Shub-Niggurath, [[caption-width-right:200:Gilgamesh, as depicted in ''Deities & Demigods'']]
->'''Black Goat ->'''Hero'''
->'''Alignment:''' NeutralGood

This hero of legend was the warrior/necromancer/high priest ruler of his land. He is noted for going out and getting things done when others were unable. While his +2 mace is able to hit with brutal force (2-20), Gilgamesh loves to attack by wrestling, and stories abound of him wrestling a mighty bull or god to destruction. Gilgamesh is a great king, noted for his tyrannical rule. Although he governs well and maintains peace, he uses his authority to satisfy his personal pleasures. He is a great lover of all types of earthly pleasure. He is stubborn and prefers the direct method for solving problems whenever possible. He is a great wrestler, using this attack mode in preference to all others. Gilgamesh has a great fear of death. If he learns of any way to avoid death, he will do whatever is required to gain it. One oddity, however, is that his fear of death seldom occurs to him when facing a terrible foe. At such times, his courage will hearten him and he will fight without wavering.

!!Girru
->'''God of fire, "Lord
of the Woods with a Thousand Young'''Flame"'''



->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Black goat

This fountain of uncleanliness is a huge pool of gray matter, 100 feet across, in the caverns beneath Mount Voormithadreth. It is constantly bubbling and putting forth mouths, limbs, pseudopods and whole creatures. 1-100 small monsters are created from the pool each round, and they go crawling, flopping, or flying away into the caverns above. Some fall back into the pool, which then grows mouths and devours them. Shub-Niggurath is intelligent and telepathically sensitive. When it senses the approach of enemies (range 1,000') it will begin creating monsters to defend itself, one per melee round. These will be random according to the following table (d6): 1. Byakhee; 2. Deep One; 3. Great Race; 4. Mi-Go; 5. Primordial One; 6. Shoggoth.

If any enemy is so foolish as to approach to within 30' of the being, the pool will lash out with a huge powerful tentacle; if it hits, it will pull the unfortunate victim into the pool, where he or she will immediately become part of the evil swirling protoplasm. Any creature struck has a percentage chance of not being pulled into the pool equal to his or her strength. Shub-Niggurath strikes only once per turn in this way and can simultaneously create monsters.

Though its body is trapped deep in the caverns, Shub-Niggurath travels the Prime Material Plane in astral form, using its psionic powers to do evil and aid its worshipers.

Fans more familiar with the Mythos will realize that this entry actually describes ''Abhoth'', an entirely separate deity who simply shares something of Shub-Niggurath's MotherOfAThousandYoung ability.

!!Yog-Sothoth
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/yogsothoth01.png]]
[[caption-width-right:200:Yog-Sothoth, as depicted in ''Deities & Demigods'']]
->'''The Key and Guardian of the Gate'''

to:

->'''Alignment:''' ChaoticEvil
LawfulGood
->'''Domains:''' Fire
->'''Symbol:''' Black goat

This fountain of uncleanliness is a huge pool of gray matter, 100 feet across,
Axe wrapped in the caverns beneath fire

The Undying Flame, Girru's realm on
Mount Voormithadreth. It Celestia, is constantly bubbling and putting forth mouths, limbs, pseudopods and whole creatures. 1-100 small monsters a place sculpted entirely of fire. But the only sods who need to worry about being burned by the flame are created those whose thoughts are impure, or those who tend naturally toward evil. Other may sojourn as they will, eating the flaming fruits from the pool each round, fiery trees and they go crawling, flopping, or flying away into strolling among the caverns above. Some fall back into everchanging (but always orderly) statues of Gilurra, the pool, which then grows mouths and devours them. Shub-Niggurath is intelligent and telepathically sensitive. When it senses realm's major town.

Girru, a flame-bearded god, despises
the approach taint of enemies (range 1,000') it will begin creating monsters to defend itself, one per melee round. These will be random according to the following table (d6): 1. Byakhee; 2. Deep One; 3. Great Race; 4. Mi-Go; 5. Primordial One; 6. Shoggoth.

If any enemy is so foolish as to approach to within 30' of the being, the pool will lash out with a huge powerful tentacle; if it hits, it will pull the unfortunate victim into the pool, where he or she will immediately become part of the evil swirling protoplasm. Any creature struck has a percentage chance of not being pulled into the pool equal to his or her strength. Shub-Niggurath strikes only once per turn in this way and can simultaneously create monsters.

Though its body is trapped deep in the caverns, Shub-Niggurath travels the Prime Material Plane in astral form, using its psionic powers to do
evil and aid its worshipers.

Fans more familiar with the Mythos will realize
won't tolerate it in his realm. He's a crusader, sending priests and archons on missions to destroy sources of malevolence. Sure, he knows that this entry actually describes ''Abhoth'', an entirely separate deity who simply shares something of Shub-Niggurath's MotherOfAThousandYoung ability.

!!Yog-Sothoth
evil is necessary to achieve a multiversal balance, but it's Girru's nature to fight wickedness, and so he does, to his last breath.

!!Ishtar
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/yogsothoth01.org/pmwiki/pub/images/ishtar_jetpack7.png]]
[[caption-width-right:200:Yog-Sothoth, [[caption-width-right:200:Ishtar, as depicted in ''Gods and Goddesses'' (5e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/ishtar01.png]][[/labelnote]]
->'''Goddess of love, war, freedom, justice, natural law, outcasts and light, "The Maiden"'''
->'''Greater goddess'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Love, War
->'''Symbol:''' Female hand grasping a blue crystal rod

Ishtar is complex and full of contradiction. She is among the oldest goddesses, if not the first. Ishtar has warred with the serpent of the void, Kur, since the beginning of time. She is both good and evil; kind and vengeful. Ishtar is both a warrior goddess and the goddess of love. She is a benevolent mother and a wrathful force of nature. Ishtar is quite possibly the most powerful goddess in existence, capable of creating and unmaking life in a blink.

Ishtar is the goddess of fertility, love, marriage, power, desire, and war; all of mankind's most base instincts. Ishtar is an angry, vengeful goddess who rules over the more dangerous aspects of love, making her very different from Freya.

She is a wild force of nature that brings war without reason, sometimes driving her followers to kill one another in her name. Ishtar represents all the untamed parts of humankind and unwavering justice. Her name is used to justify every atrocity and justice.

Ishtar is cruel and threatening, exploiting her might over others whenever she does not get her way. Despite not ruling the underworld, she once threatened to release the dead upon the world so that there would be more undead than living.

Ishtar is keenly aware of her sexual independence and yet is a perpetual virgin. She gave birth to her world, but never lost her virginity. This paradox cannot be resolved by human thought. Ishtar is beyond mortal rules. Her followers are not ashamed of their base desires. Ishtar's appetite has no bounds. As such, her followers can have relationships with whomever they like. This openness has attracted her to those whose work is "comfort", and those places of the world where rigidity is not welcome.

Ishtar is also warlike, a contrarian attitude for a goddess who brings life into the world. In fact, all monarchs who worship Ishtar dedicate themselves to her first, their military might an extension of Ishtar's blessing. Even those who marry, are joined with Ishtar before their spouse.

Ishtar is angry and wild, like nature itself. No woman is greater than Ishtar and as such, no woman can ever be great
without prostrating herself before the temple of Ishtar. Men too are weak without Ishtar's guidance, but they are often given leniency where women are not. A man who makes himself a great warrior without Ishtar is greater than a woman who gives birth without the sacred goddess.

Some followers identify with Ishtar as being the goddess of healing and justice. The followers are almost always clerics and paladins, respectively. Ishtar is a wild force, but a guardian of natural law. She is the bearer of the tablets of history, recording everything that happens. Her tablets are the true history and the foundation of justice. Only scholars and clerics of Ishtar can read the tablets, however. It is forbidden for anyone else to witness the stone laws.

Ishtar is locked in perpetual battle with the dragon Kur, also known as the first dragon. Kur lives in the empty, astral space between the land of the living and the land of the dead. In fact, all of Ishtar's contemporaries fight Kur, but none of them can defeat the dragon. Their war represents the eternal struggle between life and the unknowable void.

Ishtar's City of the Star is a community where deep passion underlies everything. A place of beauty and vitality, the City of the Star is filled to bursting with the joys and loves of its people and its power. A realm of white marble and narrow streets, of fantastic colonnades and exquisite desire, the city covers all of Ishtar's territory. It's said to be one of the most beautiful places in the multiverse.

The goddess herself, born from the Sumerian goddess Inanna, always appears as a beautiful woman, and wherever she moves through her realm, a carpet of flowers and grass springs up behind her. Despite being the goddess of war, Ishtar engenders life by her very existence and advocates war only when it furthers the cause of life.

!!Marduk
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/marduk01.png]]
[[caption-width-right:200:Marduk,
as depicted in ''Deities & Demigods'']]
->'''The Key and Guardian ->'''God of the Gate'''city, wind, thunder, storms, and rain, "The Justice Bringer"'''



->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Y rune

Yog-Sothoth exists on the astral plane. He has the ability to enter the universe at any point in space and any point in time. His astral shape appears as a congeries of iridescent globes like giant soap bubbles. When he takes shape on the Prime Material Plane he is partly material and partly astral and appears as a gigantic mass of feelers, legs, and stalked organs. In this shape he will mate with human beings, producing the Spawn of Yog-Sothoth (see "The Dunwich Horror", by H. P. Lovecraft). He is highly intelligent and extremely chaotic and unpredictable. He can gate in and out of time and space any of the Spawn or subject races of the Old Ones, one per melee round. Yog-Sothoth is not subject to the laws of space and time and can, for example, appear at various parts of the universe simultaneously.

to:

->'''Alignment:''' ChaoticEvil
LawfulNeutral
->'''Domains:''' Cities, wind, thunder, storms, rain
->'''Symbol:''' Y rune

Yog-Sothoth exists
Silvery net

Marduk's realm is an arid land of sun and sky, with the god's vast marble and adobe city, also named Marduk, in the exact center. The rivers Luar and Kath flow through the realm and the city, keeping the burg cool even
on the astral plane. He has hottest days. Outsiders to the ability to enter realm are watched carefully, but as long as they don't violate the universe at any point in space law, they're left alone.

Marduk the god is concerned with justice, law,
and any point in time. His astral shape the movements of his opposite: Tiamat, queen of evil dragonkind. Marduk usually appears as a congeries four-eyed, four-eared blood with reddish skin, and he shoots fire from his mouth when he speaks. But he doesn't stroll through his realm too often. Fact is, he generally leaves the rule of iridescent globes like giant soap bubbles. When he takes the land up to the mortals, just to see how well they adapt and hold to his precepts.

!!Nergal
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nergal01.png]]
[[caption-width-right:200:Nergal, as depicted in ''Deities & Demigods'']]
->'''God of the underworld, "Lord of the Underworld"'''
->'''Lesser god'''
->'''Alignment:''' NeutralEvil
->'''Domains:''' The underworld, The dead
->'''Symbol:''' Dark man holding a black shield

Nergal's realm is a dark, gray city of black basalt, with a mist that swirls around everything in the dim land. The circular burg consists of seven domes, and its streets are filled with the shades of the dead (who move on missions known only to them and their god). The shades never speak, so any berk looking to pick up the chant must talk to one of the living sods, evil warriors mostly, brought in to serve Nergal directly.

The god broods on his throne of basalt, plotting ways to spread his doctrine and his influence ever further. He has no special enmity for any gods, except when their interests conflict with his own. 'Course, Nergal helped to murder the Sumerian god Enki in cold blood, so his definition of "conflicting interests" might be looser than most.

!!Ramman
->'''God of storms and thunder, "Prince of Clouds"'''
->'''Lesser god'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Storms, Thunder
->'''Symbol:''' Lightning bolt through a storm cloud

Ramman's realm is a castle of clouds, a gauzy palace where a body can
shape on the Prime Material Plane whatever he is partly material and partly astral and appears as a gigantic mass of feelers, legs, and stalked organs. In this shape he will mate with human beings, producing the Spawn of Yog-Sothoth (see "The Dunwich Horror", by H. P. Lovecraft). He is highly intelligent and extremely chaotic and unpredictable. He can gate in and needs out of time and space any vapor (though the stuff evaporates if taken out of the Spawn or subject races realm). It wanders through the Outlands, bringing rain and storms to areas that need it. Some say the plane itself dictates the realm's movements, while others think Ramman helps to control the needs of the Old Ones, one per melee round. Yog-Sothoth is not subject to Land. Whatever the laws of space and time and can, for example, appear at various parts of truth, the universe simultaneously.god always moves his realm to where it'll do the most good.



[[folder: Hyborean Pantheon]]

to:

[[folder: Hyborean Celtic Pantheon]]



Conan's world is very real in that Robert E. Howard went to great lengths to limit his magic and sorcery to firm up the believability of his stories. The Gods of his world are of many types and go from one extreme to the next in working, or leaving alone, mankind.

!!Conan

This mighty fighter of the 15th level also has thieving abilities of a 9th level thief as per Greyhawk. His animal instincts make it almost impossible to surprise him (roll of "1" on 12-sided dice) and his unusually keen perception allows only the most clever of traps to entangle him. With the new Greyhawk rules, he receives a plus 4 on hit probability and a plus 6 on the damage he does. He opens all doors, and wizard-locked ones on a roll of 1-3, his thief abilities allow him to open locks 75% of the time, remove traps 70% of the time, pick pockets and move silently 75% of the time and hide in shadows 65% of the time.

!!Crom

Conan's diety, a grim savage human type presides over a great hall in the high mountains filled with powerful fighters. He hates any form of weakness and to call on him in this state is to bring dooms instead of help. He has the power to teleport and fights as a Storm Giant. He wears plus 4 armor and uses a plus 3 sword.

!!Mitra

God of the Hyborians, this being has no known form, but his worshippers like to present him as a perfectly formed human male. Mitra is a 40th level magic/cleric type and uses the astral spell with no range limitation. He uses plus 3 armor and shield in battle and a plus 4 sword of cold.

!!Set

The God of darkness and the Lord of Shadows. This being is wholly dedicated to evil. Take theinformation from the Egyptian section for his powers.

!!Asura

Asura is able to polymorph himself into any of the human types of the world. He can use spells as a 20th level magic user/cleric and he will in times of need (judge's option) dispel any magic sent at his priest or worshippers. When fighting hand to hand, he uses a spear of light that hits as a plus 3 spear for 8 dice (6-sided).

!!Tsathoggus

Tsathoggus is a diety with a frog's head and a man's body. It has 7 eyes and the power to animate its statues in any of its temples. This God is very fond of human sacrifices and will animate a statue in a temple at any opportunity to get one. He drains energy levels at the rate of 3 per turn (no saving throw applicable).

!!Hanuman the Accursed

Hanuman assumes a giant ape form when appearing on earth and strikes as a Storm Giant. Hisancient religion of the East requires human sacrifices.

!!Yezud

Yezud is a giant black spider able to consume energy levels, as does Stormbringer, and use all the powers of a phase spider. Its evil priests keep it in human sacrifices and for this, it supplies them with tiny hand-size pearls. These black pearls, upon a mental command, will turn into a poisonous spider, biting for 2 dice(10-sided) of damage. These pearls are usually placed in the center of a piece of jewelry that the priests give to high officials and other people of importance.

!!Blood Stained God

The God appears as a golden idol encrusted with red jewels that appear to be of great value. The being stands about 8 feet tall and seems to be made of gold. Only plus 3 weapons or better affect the monster and it is totally unaffected by magical spells. This deity will take its own sacrifices as it animates the idol and throws any greedy robbers into a chasm in its temple.

!!Yama

Yama can only manifest himself in the form of a huge, 60 foot tall, green stone idol of a man with many arms. The God can hypnotize 1-50 beings into motionlessness within 50 yards of its body (no magic saving throw applicable) and the only effective way to kill the God is to kill the summoning evil high priest. It has 8 arms that strike for 3-30 points of damage per arm.
[[/folder]]

[[folder: Melnibonéan Pantheon]]
!!In General
British author Michael Moorcock created a race of magicians on the isle of Melniboné who grew strong and then waned weak with the passing of eons. The stories revolve around the last king of the isle, Elric, an albino. This being is forced to leave his home and his adventures present the reader with on amazing number of deities, monsters, and heroic beings of many different types.

The gods of this mythos are different from others in that they occupy many planes of existence at the some time in thousands of different bodies. Every avatar is connected in some way and the deities are aware of all of them simultaneously. The deities are constantly trying to gain control of one plane or another for the forces of Law or Chaos. When a god takes physical form in a specific plane, it may take only one of its character class attributes into that plane to work with. In other words, if a god has 20th level abilities in magic use, clerical, and fighting abilities, that god can take only one class of abilities when materializing on a particular plane. In their plane of origin, these gods possess their full powers and are able to use them to control a large part of that plane of existence.

!!Elric
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/elric01.png]]
[[caption-width-right:200:Elric, as depicted in ''Deities & Demigods'']]
->'''Hero'''
->'''Alignment:''' ChaoticEvil

The fact that Elric is an albino causes him to be very weak, and he must use artificial means to supplement his strength and constitution. He makes strength potions for his own use out of rare materials. As he travels about, there is a chance that the materials he needs to give him greater strength are not available. At any given time, there is an 85% chance that he has his needed materials, and his strength and constitution will be up to 15. These may be altered by his magic sword, Stormbringer. He employs a great many spells of on unusual nature, as he has the magical studies of all his ancestors to draw upon.

Elric has a conscience of a sort, and sometimes tries to do the "honorable thing", but he is responsible for much evil also. He often rationalizes that the end justifies the means. He is very arrogant towards most humans and extremely vengeful, and though he views the power of stealing souls through Stormbringer with great distaste, he does it anyway to survive.

Elric and his race are familiar with the other planes of existence and have traveled them in the distant past to visit gods in their home planes. Such knowledge has made this race the most powerful magic-users of the Prime Material Plane. It also gives Elric a large advantage in that he can call on forces of great power to aid him in dangerous situations.

He possesses two magical artifacts of great power that enable him to survive in a world very hard for his sort to live in

!!Moonglum
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/moonglum01.png]]
[[caption-width-right:200:Moonglum, as depicted in ''Deities & Demigods'']]
->'''Hero'''
->'''Alignment:''' TrueNeutral

Born to be a companion to heroes, Moonglum came from the distant east. Ambidextrous, he fights with a sword in either hand at no penalty, due to his high dexterity. He is the friend, helper, procurer, and servant to Elric in many of his travels. Always dapper and looking for his next meal and bed, this mortal deals with the earthly matters that his companion Elric has no time for.

Fear of Stormbringer makes most enemies attack Elric, giving Moonglum many openings at their unguarded foes. He cheerfully slays any who would attack Elric, though his friend's evil tendencies worry him at times.

!!Arioch
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/arioch01.png]]
[[caption-width-right:200:Arioch, as depicted in ''Deities & Demigods'']]
->'''The Knight of the Swords'''
->'''God of chaos'''

to:

Conan's world is very real in It's said that Robert E. Howard went to great lengths to limit his magic and sorcery to firm up something lurks in the believability heart of his stories. The Gods of his world are of many types and go from one extreme every soul, a space that thrills to the next in working, or leaving alone, mankind.

!!Conan

This mighty fighter
sound of geese calling at night, to the 15th level also has thieving abilities of a 9th level thief as per Greyhawk. His animal instincts make it almost impossible to surprise him (roll of "1" on 12-sided dice) and his unusually keen perception allows only whispering wind through the most clever of traps pines, to entangle him. With the new Greyhawk rules, he receives a plus 4 on hit probability and a plus 6 on the damage he does. He opens all doors, and wizard-locked ones on a roll of 1-3, his thief abilities allow him to open locks 75% of the time, remove traps 70% of the time, pick pockets and move silently 75% of the time and hide in shadows 65% of the time.

!!Crom

Conan's diety, a grim savage human type presides over a great hall in the high mountains filled with powerful fighters. He hates any form of weakness and to call on him in this state is to bring dooms instead of help. He has the power to teleport and fights as a Storm Giant. He wears plus 4 armor and uses a plus 3 sword.

!!Mitra

God of the Hyborians, this being has no known form, but his worshippers like to present him as a perfectly formed human male. Mitra is a 40th level magic/cleric type and uses the astral spell with no range limitation. He uses plus 3 armor and shield in battle and a plus 4 sword of cold.

!!Set

The God of darkness and the Lord of Shadows. This being is wholly dedicated to evil. Take theinformation from the Egyptian section for his powers.

!!Asura

Asura is able to polymorph himself into any of the human types of the world. He can use spells as a 20th level magic user/cleric and he will in times of need (judge's option) dispel any magic sent at his priest or worshippers. When fighting hand to hand, he uses a spear of light that hits as a plus 3 spear for 8 dice (6-sided).

!!Tsathoggus

Tsathoggus is a diety with a frog's head and a man's body. It has 7 eyes and the power to animate its statues in any of its temples. This God is very fond of human sacrifices and will animate a statue in a temple at any opportunity to get one. He drains energy levels at the rate of 3 per turn (no saving throw applicable).

!!Hanuman the Accursed

Hanuman assumes a giant ape form when appearing on earth and strikes as a Storm Giant. Hisancient religion of the East requires human sacrifices.

!!Yezud

Yezud is a giant black spider able to consume energy levels, as does Stormbringer, and use all the powers of a phase spider. Its evil priests keep it in human sacrifices and for this, it supplies them with tiny hand-size pearls. These black pearls, upon a mental command, will turn into a poisonous spider, biting for 2 dice(10-sided) of damage. These pearls are usually placed in the center of a piece of jewelry that the priests give to high officials and other people of importance.

!!Blood Stained God

The God appears as a golden idol encrusted with
unexpected red jewels that appear to be of great value. The being stands about 8 feet tall and seems to be made of gold. Only plus 3 weapons or better affect the monster mistletoe on an oak, and it is totally unaffected by magical spells. This deity will take its own sacrifices as it animates in this space that the idol Celtic gods dwell. They sprang from the brook and throws any greedy robbers into a chasm in its temple.

!!Yama

Yama can only manifest himself in
stream, their might heightened by the form strength of a huge, 60 foot tall, green stone idol of a man with many arms. The God can hypnotize 1-50 beings into motionlessness within 50 yards of its body (no magic saving throw applicable) the oak and the only effective way to kill the God is to kill the summoning evil high priest. It has 8 arms that strike for 3-30 points of damage per arm.
[[/folder]]

[[folder: Melnibonéan Pantheon]]
!!In General
British author Michael Moorcock created a race of magicians on the isle of Melniboné who grew strong and then waned weak with the passing of eons. The stories revolve around the last king
beauty of the isle, Elric, an albino. This being is woodlands and open moor. When the first forester dared put a name to the face seen in the hole of a tree or the voice babbling in a brook, these gods forced to leave his home and his adventures present the reader themselves into being.

The Celtic gods are as often served by druids as by clerics, for they are closely aligned
with on amazing number of deities, monsters, and heroic beings of many different types.

The gods of this mythos are different from others in that they occupy many planes of existence at the some time in thousands of different bodies. Every avatar is connected in some way and the deities are aware of all of them simultaneously. The deities are constantly trying to gain control of one plane or another for
the forces of Law or Chaos. When a god takes physical form in a specific plane, it may take only one of its character class attributes into nature that plane to work with. In other words, if a god has 20th level abilities in magic use, clerical, and fighting abilities, that god can take only one class of abilities when materializing on a particular plane. In their plane of origin, these gods possess their full powers and are able to use them to control a large part of that plane of existence.

!!Elric
druids revere.

!!The Daghdha
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/elric01.org/pmwiki/pub/images/daghdha01.png]]
[[caption-width-right:200:Elric, [[caption-width-right:200:The Daghdha, as depicted in ''Deities & Demigods'']]
->'''Hero'''
->'''Alignment:''' ChaoticEvil

The fact that Elric is an albino causes him to be very weak, and he must use artificial means to supplement his strength and constitution. He makes strength potions for his own use out of rare materials. As he travels about, there is a chance that the materials he needs to give him greater strength are not available. At any given time, there is an 85% chance that he has his needed materials, and his strength and constitution will be up to 15. These may be altered by his magic sword, Stormbringer. He employs a great many spells of on unusual nature, as he has the magical studies of all his ancestors to draw upon.

Elric has a conscience of a sort, and sometimes tries to do the "honorable thing", but he is responsible for much evil also. He often rationalizes that the end justifies the means. He is very arrogant towards most humans and extremely vengeful, and though he views the power of stealing souls through Stormbringer with great distaste, he does it anyway to survive.

Elric and his race are familiar with the other planes of existence and have traveled them in the distant past to visit gods in their home planes. Such knowledge has made this race the most powerful magic-users of the Prime Material Plane. It also gives Elric a large advantage in that he can call on forces of great power to aid him in dangerous situations.

He possesses two magical artifacts of great power that enable him to survive in a world very hard for his sort to live in

!!Moonglum
[[quoteright:200:https://static.
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/moonglum01.org/pmwiki/pub/images/daghdha02.png]]
[[caption-width-right:200:Moonglum, as depicted in ''Deities & Demigods'']]
->'''Hero'''
->'''Alignment:''' TrueNeutral

Born to be a companion to heroes, Moonglum came from the distant east. Ambidextrous, he fights with a sword in either hand at no penalty, due to his high dexterity. He is the friend, helper, procurer, and servant to Elric in many of his travels. Always dapper and looking for his next meal and bed, this mortal deals with the earthly matters that his companion Elric has no time for.

Fear of Stormbringer makes most enemies attack Elric, giving Moonglum many openings at their unguarded foes. He cheerfully slays any who would attack Elric, though his friend's evil tendencies worry him at times.

!!Arioch
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/arioch01.png]]
[[caption-width-right:200:Arioch, as depicted in ''Deities & Demigods'']]
->'''The Knight of the Swords'''
[[caption-width-right:125:The Daghdha's symbol]]
->'''God of chaos'''weather and crops, "The Dozen King"'''



->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Circle with red arrows radiating from it in all directions

The god Arioch usually takes his magical or fighting abilities into the Prime Material Plane. This god of Chaos is Elric's patron. He always disdains the use of armor in battle and fights with a sword that also acts as a rod of cancellation. This sword appears in any plane where the god takes on his fighting attribute. Those beings who know the proper rituals may attempt to summon Arioch from his home dimension. Would-be summoners who pledge themselves to him and offer him human sacrifices may request aid or advice from Arioch, and if it suits his mood and increases his power on the Prime Material Plane, he may grant their request.

Arioch is arrogant and short of temper. He expends a great deal of effort to appear incredibly handsome to whatever kind of creature he is dealing with.

!!Darnizhaan
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/darnizhaan01.png]]
[[caption-width-right:200:Darnizhaan, as depicted in ''Deities & Demigods'']]
->'''God of the earth'''
->'''Lesser god'''

to:

->'''Alignment:''' ChaoticEvil
ChaoticGood
->'''Domains:''' Weather, Crops
->'''Symbol:''' Circle with red arrows radiating from it in all directions

The god Arioch usually takes his magical
Bubbling cauldron or fighting abilities into celtic shield

Also known as Eochaid Ollathair,
the Prime Material Plane. This Daghdha enjoys a position of leadership among the loose confederation of Celtic gods, a god of Chaos druids. His powers are widely varied, but he is Elric's patron. He always disdains credited with control over the use weather and crops. His great cauldron is a bottomless receptacle filled with food and drink and the abundance of armor the Celtic otherworld from which he comes, there is virtually nothing he cannot pull from his cauldron. The Daghdha is the custodian of the gods and all Celtic people, using his charms and powers to protect and aid them whenever he can. As a warrior he is a
great leader and scout, as a father figure he is both stern and fun-loving; the Daghdha enjoys being a comical figure of great power.

The Daghdha is a happy go lucky sort who is only interested
in the general welfare of his Celtic worshipers. He will often send his avatar to appear at the scene of an impending battle and fights with use his charms to sway crucial female figures on the other side. He also sends him during times of pestilence or crop failure to set things right. He will attempt to resort to comic trickery to get his own way.

As one of the children of Danu, the Daghdha has existed for longer than most gods, and seems to have
a sword better idea of where the pantheon should be headed than anyone would give him credit for. Even his name distances him from the pack, most folks call him "''the'' Daghdha" as a sign of respect for his station.

Sods who just say "Daghdha" are usually those who can't imagine him as a responsible fellow. See, the god likes to play the trickster and buffoon, and some figure
that also acts as a rod of cancellation. This sword appears in any plane berk who likes jokes that much can't be worth a tinker's cuss. But most cutters love him; it's hard not to enjoy someone who's so irreverent.

The Daghdha's realm, Mag Mell (the Fields of Happiness), is a place where bodies work when they feel like it and play when they don't. The work still gets done in the end, and there's scarcely ever a sharp word. Wood and farmland cover the rolling terrain in a seamless transition from one to the other. At the center of Mag Mell is the Grove of the Daghdha,
where the god takes occasionally manifests and holds court. The Grove also boasts a mystical cauldron from which the deity can pull forth any object he desires. Naturally, the cauldron works only for him (or for berks lucky enough to be on his fighting attribute. Those beings who know the proper rituals may attempt to summon Arioch from his home dimension. Would-be summoners who pledge themselves to him and offer him human sacrifices may request aid or advice from Arioch, and if it suits his mood and increases his power on the Prime Material Plane, he may grant their request.

Arioch is arrogant and short of temper. He expends a great deal of effort to appear incredibly handsome to whatever kind of creature he is dealing with.

!!Darnizhaan
business).

!!Arawn
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/darnizhaan01.org/pmwiki/pub/images/arawn01.png]]
[[caption-width-right:200:Darnizhaan, [[caption-width-right:200:Arawn, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/arawn02.png]]
[[caption-width-right:125:Arawn's symbol]]
->'''God of the earth'''
->'''Lesser
life and death, "The Dark One"'''
->'''Intermediate
god'''



->'''Symbol:''' Dirty clenched fist

Among the "Dead Gods", Darnizhaan was the greatest. These beings with godly attributes ruled over all before the day of the gods of law and chaos. He was the god of the earth, but now fears all the new gods that roam the planes. He will not come near a new god or one of their creatures.

Darnizhaan cannot be hurt by manufactured items of any type. There is a 5% chance that he will attack those that dig deeply into the earth (more than 100 feet) if they are not associated with law or chaos.

This god fights with his fists, doing 6-60 points of damage with each.

!!Donblas
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/donblas01.png]]
[[caption-width-right:200:Donblas, as depicted in ''Deities & Demigods'']]
->'''The Justice Maker'''
->'''God of law'''
->'''Greater god'''

to:

->'''Domains:''' Life, Death
->'''Symbol:''' Dirty clenched fist

Among
Black star on gray background or warrior's skull

Arawn controls all
the "Dead Gods", Darnizhaan was power of life and death in the greatest. These Celtic pantheon, and while he himself is one of the few evil powers of the group, he feels his job is to preserve and maintain good. Without evil, he says, goodness couldn't shine as brightly.

Truth to tell, Arawn's not a bad sort, at least, not for a god of death. He's got a job to do, and he's simply quite good at it. He rewards loyalty and steadfast character, and punishes liars and berks who are clumsy in their cunning. His justice is harsh but fair.

His rocky realm, called Annwn or the Ten Isles of the Cursed, sits in the midst of a vast ocean in the second layer of the Gray Waste. The sods who come here are those who couldn't make it into the Isles of the Blessed or Tir na Og. Some of them come by choice to be with their loved ones, but most are ne'er-do-wells, the scoundrels and cross-traders of society.

On resurrecting any individual, there is a 2% chance per level of that individual that Arawn will intervene. He will either send his avatar to reclaim the body or (25% chance) he will attempt to bargain. He will offer some other similar character from the legions of the dead provided he can keep the original character. Refusal of his offer will be met with force.

!!Balor
Once a huge monster, this creature is now nothing but a 30 foot tall head. When the eyes of this head are forced open, all
beings with godly attributes ruled over all before the day looking at it will die (no saving throw applicable).

!!Belenus
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/belenus01.png]]
[[caption-width-right:125:Belenus' symbol]]
->'''God
of the gods of law sun, light, and chaos. He was the warmth, "The Sun"'''
->'''Intermediate god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Sun, Light, Heat
->'''Symbol:''' Solar disc and standing stones

Belenus is a
god of the earth, but now fears all sun and of fire, a patron of the new gods that roam druids. He has the planes. ability to control the heat and light from fires and from the sun, bringing them into focus to destroy or blocking them off to freeze when he wishes. In May, the Celts drive cattle through special Beltain fires while Belenus watches with favor and raises the overall quality of the livestock. Belenus encourages the construction of standing stones to measure the progress of his sun and sacred groves where his druids may meet and build great bonfires to him.

Belenus sends his avatar to the world of men frequently to visit with chieftains and court the ladies of the Celts.
He will not can look unfavorably upon a particular village and cause the sun to stand still or never come near a new god or one up for some period of time. With such powers, he can easily bring otherwise powerful chieftains in line with his thinking.

The Lord of Light resides alongside the goddess Brigantia in the realm known as the Isles of the Blessed, the resting place of mortal heroes who've actively sought to do good in
their creatures.

Darnizhaan cannot be hurt
lives. The realm's almost constantly sunny, and when night comes, it's brief and cool. Legends says that night arrives only when Belenus has stepped away from the realm to do the bidding of the Daghdha (though it might arrive early if petitioners or visitors offend him in some way). The center of the realm (and the home of the deities) is a clear hillock called the Sunswatch.

!!Brigantia
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/brigantia01.png]]
[[caption-width-right:125:Brigantia's symbol]]
->'''Goddess of rivers and livestock, "The Rivermaid"'''
->'''Intermediate goddess'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Rivers, Livestock
->'''Symbol:''' Footbridge

Brigantia is the Celtic goddess of the rivers and rural life, she watches over animals and waterways. She was raised on the milk of a creature of the otherworld, a white, red-eared cow. She is worshipped
by manufactured items the great Celtic queen Cartimandua (women in positions of power are not at all uncommon among the Celts) and by the pastoral villages and towns. She is the protector of flocks of geese and herds of cattle, seeing that they flourish to help feed her hungry worshipers. Her dominion over the rivers allows her to use their waters for therapeutic purposes. She often wears a crown and is depicted in Celtic art sitting atop a globe. She is also sometimes outfitted for war, wearing a breast plate and carrying a spear.

Brigantia is of a relaxed, peaceful nature. She rejoices in the slower, quieter ways of the country folk, and never ventures into large towns or cities. Her tending of animals is compulsive, and she will often keep to that task even when other pressing matters are brought to her attention.

She resides alongside the god Belenus in the realm known as the Isles of the Blessed, the resting place of mortal heroes who've actively sought to do good in their lives. The realm's almost constantly sunny, and when night comes, it's brief and cool. Rivers crisscross the land, sparkling blue reflecting into the sky and echoing though the air. And despite the fact that sheep, cattle, and their keepers are common throughout the realm, it very much seems as though a body's alone in the land, that it exists for him and him alone. The center of the realm (and the home of the deities) is a clear hillock called the Sunswatch.

!!Brigit
->'''Goddess of fire and poetry'''
->'''Lesser goddess'''
->'''Alignment:''' TrueNeutral
->'''Symbol:''' Female form bathed in fire

Brigit appears as a tall woman with flame-colored hair. She can use
any type. There fire spell as a 35th level spell-caster. She has +5 armor in the form of tongues of flame. She loves to hear poetry sung on the battlefield and there is a 5% chance that he she will favor a singer of an original composition by raising him 1 level for the length of the battle. Brigit is immune to any attack those involving fire, cold, petrification or dragon breath. In battle, she becomes surrounded with flame that dig deeply into the earth (more than 100 feet) if they are not associated with law or chaos.

This god fights with his fists, doing 6-60
will cause 30 points of damage with each.

!!Donblas
to all who come within 30 feet of her. All weapons that are less than +3 will melt when touching her. She carries a staff that turns into a tongue of flame at her command and it does 2-20 points of damage when striking.

Note: If any players wish to worship Brigit (and possibly catch her attention) by singing during battle, the DM should require that the player make up an original battle-song on the spot and sing it while engaging in strenuous activity.

!!Cu Chulainn
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/donblas01.org/pmwiki/pub/images/cu_chulainn01.png]]
[[caption-width-right:200:Donblas, [[caption-width-right:200:Cu Chulainn, as depicted in ''Deities & Demigods'']]
->'''The Justice Maker'''
->'''Hero'''
->'''Alignment:''' NeutralGood

Cu Chulainn is the greatest hero of the Celts, a fine warrior who has dealt with mortals and immortals on their own
terms. Originally named Sedanla, the young man is reputed to have travelled to the land of Emhain Mhacha and defeated (singlehandedly) 150 other youths. When he approached the lands of the great smith Culann, he encountered and defeated the smith's huge guard dog with his bare hands. Enraged, Culann forced Sedanta to guard his lands in the dog's place, and thus Sedanta became known as Cu Chulainn, or "dog of Culann".

Cu Chulainn underwent a series of initiations into heroic stature. He was forced to fight many other heroes and creatures, put through exotic rituals throughout Celtic lands, and finally learned strategies and magical tactics that have rendered him all but invincible.

Cu Chulainn is known throughout the lands of the Celts, by mortals and gods alike. He never travels in disguise, so cannot help but be noticed. Cu Chulainn has a particular hatred of giants and will seek them out to destroy them whenever possible. He travels the Celtic lands to stamp out injustice and has a reputation for appearing just in the nick of time.

!!Diancecht
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/diancecht01.png]]
[[caption-width-right:125:Diancecht's symbol]]
->'''God of law'''
->'''Greater
medicine and healing, "Physician of the Gods"'''
->'''Intermediate
god'''



->'''Symbol:''' Amber arrow pointing upward

The god is incredibly beautiful, so much so that beings of less than the 12th level fall down and worship him no matter what their alignment. He was driven off the Prime Material Plane by the forces of Chaos and waits to be summoned back (for he is called the Justice Maker, and intends to do just that if given the chance).

His weapon is a rod that incorporates a group of several weapons: a mace of disruption, a hammer of thunderbolts, and a rod of lordly might. It does 3-30 points of damage on a hit. This weapon comes with the deity to any plane where he takes his fighting attribute.

!!Fate

A being capable of looking like anything it wants. It was far beyond the power of the Gods of Law and Chaos. The only purpose in putting this being in a game format would be to give clues to the more powerful players thus having Fate make sure destiny was served.

!!Fileet
->'''Lady of the Birds'''
->'''Demigoddess'''
->'''Alignment:''' ChaoticNeutral
->'''Symbol:''' Any bird image

Fileet is a 40 feet tall golden eagle with a wing span of 120 feet. She has the ability to sense anything seen by any avian type. Her wings and beak are terrible weapons, but she usually calls upon 1-100 of any type of predatory bird to do her attacking for her.

As with the other Master types, she does not have a large human following, but all avian kind do her homage.

!!Grome
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/grome01.png]]
[[caption-width-right:200:Grome, as depicted in ''Deities & Demigods'']]
->'''Lord of the Earth, King of the Land Below the Roots'''

to:

->'''Domains:''' Medicine, Healing
->'''Symbol:''' Amber arrow pointing upward

The
Crossed oak and mistletoe branches or a leaf

As the Celtic
god is incredibly beautiful, so much so that beings of less than healing, Diancecht cares for the 12th level fall down sick and worship him no matter what wounded without regard to their alignment. worship. He was driven off the Prime Material Plane by the forces of Chaos and waits to be summoned back (for he is called the Justice Maker, and intends to do just that if given the chance).

His weapon is a rod that incorporates a group of several weapons: a mace of disruption, a hammer of thunderbolts, and a rod of lordly might. It does 3-30 points of damage on a hit. This weapon comes
so insanely obsessed with the deity to any plane where he takes his fighting attribute.

!!Fate

A
being capable of looking like anything it wants. It was far beyond the power of best healer in the Gods multiverse that he even slew his own son Miach in a fit of Law and Chaos. The jealousy, afraid that the boy might have grown to become a better healer than his father. Still, Diancecht seeks only purpose in putting this being in a game format would be to give clues to the more powerful players thus having Fate make sure destiny was served.

!!Fileet
->'''Lady of
best for the Birds'''
->'''Demigoddess'''
->'''Alignment:''' ChaoticNeutral
->'''Symbol:''' Any bird image

Fileet is a 40 feet tall golden eagle with a wing span of 120 feet. She
greatest number, and he'll put himself in severe danger to bring life to others.

Diancecht
has the ability to sense anything seen by any avian type. Her wings and beak are terrible weapons, but she usually calls upon 1-100 of any type of predatory bird to do her attacking for her.

As with
healed the other Master types, she gods, as well, fashioning at one time a silver arm to replace one lost, and using a cat's eye to replace a lost eye. He has a magical bath that can instantly and completely heal any mortal or god. Diancecht often uses his powers to enforce his notion that any wound is the responsibility of the inflictor to heal, or at least pay for. In combat, Diancecht will heal himself, friends, and enemies alike, for he is unable to control his penchant for medicine.

His avatar is forever wandering the world of men searching for those who need his skills. Whenever confronted, Diancecht will seldom involve himself in a situation that
does not have require him to heal.

Sadly, Diancecht and Arawn don't always see eye to eye on what makes
a large human following, body dead, and they've nurtured a rivalry over the millenia. Diancecht can't bring a Celtic follower back from the dead without Arawn's permission, but all avian kind do her homage.

!!Grome
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/grome01.png]]
[[caption-width-right:200:Grome, as depicted in ''Deities & Demigods'']]
->'''Lord of
he ''can'' snatch back a sod who hasn't yet completed the Earth, King journey to Annwn.

!!Dunatis
->'''God
of the Land Below the Roots'''mountains and peaks, "The Far Seeing"'''



->'''Symbol:''' Petrified oak

The king of the earth elementals, Grome can cross any body of water without penalty, can use any spell involving plants, animals, the earth, or things affecting the earth as a 50th level spell caster, and can summon 1-20 16 HD earth elementals to fight by his side at any time.

Grome looks like a huge gnarled and earth-colored oak, though he seems much more dense and powerful than any plant could be. No barrier, magical or otherwise, can withstand the force of his fist.

Grome has few mortal worshipers, but earth elementals and creatures living under the ground pay him homage.

!!Haaashastaak
->'''Lord of the Lizards, Master of all Lizardkind'''
->'''Demigod'''
->'''Alignment:''' TrueNeutral
->'''Symbol:''' Lizard head

Haaashastaak appears much like a giant Tyrannosaurus Rex 60 feet tall. He is able to sense anything within the range of any lizard and while he is not intelligent in the sense that a human is intelligent, his instincts are so evolved that they perform much the same function.

If, after summoning him, the caller lacks the proper means to send him back, he will eat the caller and then disappear. Returning him requires the power of a wish. The creature does 7-70 points of damage with each bite and never misses.

While he has no human worshipers, he is revered by all reptilian types. He is aware of anything within the sensing range of any lizard.

!!Kakatal
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/kakatal01.png]]
[[caption-width-right:200:Kakatal, as depicted in ''Deities & Demigods'']]
->'''The Fire Lord'''
->'''Lesser god'''

to:

->'''Domains:''' Mountains, Peaks
->'''Symbol:''' Petrified oak

The king
Red sun-capped mountain

Dunatis, one
of the earth elementals, Grome can cross any body of water without penalty, can use any spell involving plants, animals, the earth, or things affecting the earth as a 50th level spell caster, and can summon 1-20 16 HD earth elementals to fight by his side at any time.

Grome looks like a huge gnarled and earth-colored oak, though he seems much more dense and powerful than any plant could be. No barrier, magical or otherwise, can withstand the force of his fist.

Grome has few mortal worshipers, but earth elementals and creatures living under the ground pay him homage.

!!Haaashastaak
->'''Lord
minor deities of the Lizards, Master pantheon, lives on a vast mountain on the fringe of all Lizardkind'''
->'''Demigod'''
->'''Alignment:''' TrueNeutral
->'''Symbol:''' Lizard head

Haaashastaak appears
Tir na Og. Chant is he's probably the most approachable of the Celtic deities. After all, there's not much like call for a giant Tyrannosaurus Rex 60 feet tall. god of mountains (except, perhaps, among climbers), and Dunatis likes to spread his word himself. He is able even claims to sense anything within have created the range infinite Spire at the center of any lizard the Outlands, and while he is not intelligent in the sense that a human is intelligent, his instincts are so evolved that they perform much the same function.

If, after summoning him, the caller lacks the proper means to send him back, he will eat the caller and then disappear. Returning him requires the power of a wish. The creature does 7-70 points of damage with each bite and never misses.

While he has no human worshipers,
he is revered by some of the rilmani that live there. Dunatis appears as a normal cutter, but an aura of divine power clings to him no matter how much he tries to mask it.

His realm, known as the Pinnacle, is a single mountain, though the terrain varies considerably
all reptilian types. He is aware of anything within over the sensing range of any lizard.

!!Kakatal
surface, from nearly flat to sheer, steep rock. Trees cover its slopes, and wild animals gambol, not caring a whit about humans.

!!Goibhniu
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/kakatal01.org/pmwiki/pub/images/goibhniu01.png]]
[[caption-width-right:200:Kakatal, [[caption-width-right:200:Goibhniu, as depicted in ''Deities & Demigods'']]
->'''The Fire Lord'''
->'''Lesser
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/goibhniu02.png]]
[[caption-width-right:125:Goibhniu's symbol]]
->'''God of smiths and healing, "Blacksmith of the Gods"'''
->'''Intermediate god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Smithing, Healing
->'''Symbol:''' Giant mallet over sword or an anvil

The smith held a special fascination for the Celtic peoples. Smiths were thought to have magical powers of charm and healing, bestowed upon them by the god of the smiths, Goibhniu. Goibhniu is actually one of a triad of gods; Luchla the wright and Creidhne the worker in metal are also important craftsmen gods. Together they fashioned weapons for Lugh at the battle of Magh Tuiredh, each doing his part to create sound, sure weapons. Reputedly, weapons forged by the great Goibhniu will never miss their mark, and those struck by them will certainly be slain. In the great Feast of Goibhniu, the god serves a variety of foods and drinks which can sooth, heal, and even make immortal their consumers.

Though Goibhniu does not forge weapons for any sod less than an intermediate god, he's been known to create amulets for his favored among the mortals, amulets that reflect spells back on their casters. Each amulet's good against only one specific spell but can be used over and over until it finally shatters from the strain of bouncing magic. 'Course, if a greedy berk tries to don more than one amulet at a time, he finds that both shatter instantly.

Though his size and appearance may at first be threatening, Goibhniu is a generally warm and friendly fellow. He is especially fond of sharing stories of battle and fine armaments. He often makes food and drinks for those he befriends, sharing with them a small feast, the wines and dishes of which will be of a magical nature and will both prolong life and heal damage. However, when made angry, Goibhniu sends forth his avatar and will show no pity, slaying mortals who have crossed him without so much as a second thought.

The entrance to Goibhniu's realm, the Great Smithy, sits at the base of an exposed hill, its ruddy light casting out over Tir na Og. The thunder of hammers from his case never ceases, whether the noise issues from the god himself or from the army of smiths under his tutelage. The realm extends deeper into the hill than is readily apparent from the outside and holds vast veins of raw ore used by the smiths.

!!Lugh
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/lugh01.png]]
[[caption-width-right:125:Lugh's symbol]]
->'''God of arts, travel, and commerce, "The Long Hand"'''
->'''Intermediate
god'''



->'''Symbol:''' Three flames

A lord of the fire elementals, Kakatal is able to use all fire spells as a 30th level spell caster. The heat of his body does 4-40 points of damage to any who come within 20 feet of it. He strikes with his flaming "fist" for 6-48 points of damage. No amount of water or fire can affect this being, and he can summon 1-10 16 HD fire elementals whenever he wishes. There is no need for any type of fire when the special spell is known for summoning him.

While he has no human worshipers, all fire creatures pay Kakatal homage.

!!Meerclar
->'''Lord of the Cats, Mistress of Catkind'''
->'''Demigoddess'''
->'''Alignment:''' ChaoticNeutral
->'''Symbol:''' Cat's claws

A giant sabre-tooth tigress, standing 20 feet tall and 30 feet long, is the usual form of this being. Meerclar bites for 10 dice (10-sided) of damage, and each claw hits for 12 dice (6-sided), giving her 3 hits per melee turn. When summoned, she will rarely choose to appear in person, but will work through a cat in or near the area. She is able to see from the eyes of any feline at any time, and can call on 1-100 tigers and 1-50 lions to do her bidding. If she is forced to come herself, she will attempt to kill the caller.

While there are not many human worshipers of this being, all felines pay her homage.

!!Misha
->'''Lord of the Wind Giants'''
->'''Lesser god'''

to:

->'''Domains:''' Arts, Crafts, Travel, Commerce, War, Horsemanship
->'''Symbol:''' Three flames

A lord pair of long hands or an eight-pointed star

Lugh can best be described as the god of excellence, reputed to be not only the inventor and patron
of the fire elementals, Kakatal is able to use arts, but also an expert in such diverse fields such as sorcery, history, craftsmanship of all fire spells as a 30th level spell caster. The heat sorts, story telling, and heroism. Lugh, whose name means "The Shining One", is the most widely worshiped of the pantheon, with numerous monuments throughout Celtic regions where followers prayed to him for guidance in any of his body does 4-40 points many areas of damage expertise. Known to any who come within 20 feet be a late comer to the pantheon, Lugh is often found in the company of it. Rosmerta, a goddess of wealth and material possessions. He strikes can control endeavors in the arts and crafts with his flaming "fist" for 6-48 points of damage. No amount of water or fire can affect this being, which he is familiar, and he can summon 1-10 16 HD fire elementals whenever he wishes. There control or influence all forms of travel and commerce. He can also turn day to night or vice versa at will. Beyond these pursuits, however, Lugh is no need for any type a formidable warrior, armed with a great spear and a sling.

A wanderer
of fire when the special spell is known for summoning him.

While he has no human
lands of his worshipers, all fire creatures pay Kakatal homage.

!!Meerclar
->'''Lord
consorting with the various goddesses of the Cats, Mistress lands that he meets, Lugh is a self-confident god, eager to keep his hand in mundane affairs. He keeps an eye out for fair play in human matters, stepping in with his avatar to affect the outcome of Catkind'''
->'''Demigoddess'''
endeavors within his own expertise.

Like his brother Diancecht, Lugh travels constantly, seeking new knowledge and new experiences. Here's the dark of it: Lugh looks for excellence and finds it in everything he does. Some of his faithful claim that when he finally finds an action he can't perform, he'll settle down.

Fact is, Lugh hardly spends any time at all in Tir na Og, having explored it to his heart's content long ago. He returns only when he wants the company of his fellow Celts; when he visits, his case is the home of whatever goddess will take him for the night.

!!Manannan mac Lir
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/manannan_mac_lir01.png]]
[[caption-width-right:200:Manannan mac Lir, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/manannan_mac_lir02.png]]
[[caption-width-right:125:Manannan mac Lir's symbol]]
->'''God of oceans and sea creatures, "Lord of the Capes"'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticNeutral
LawfulNeutral
->'''Domains:''' Oceans, Sea creatures
->'''Symbol:''' Cat's claws

A wave of white water on a green background or a stylized fish

The Celtic god of the sea is a knowledgeable custodian of the oceans. Manannan mac Lir rides over the waves on his chariot, pulled by various creatures of the sea, admiring its beauty and governing its bountiful operation. To Manannan mac Lir, the oceans are a vast plain, the various fishes either cattle or sheep, in his otherworld reality, he lives upon the "land" while others must use boats to visit it. He generally wears armor made of metal and sea shells and carries a
giant sabre-tooth tigress, standing 20 feet tall sword, riding his chariot upon the waves.

Manannan mac Lir's sends his avatars to roam the oceans on their chariots. He has great respect for those mortals who can master the seas, but has no pity for those who fail
and 30 feet long, is drown within them.

As
the usual form sole power in Tir fo Thuinn, Manannan mac Lir is a god to be reckoned with. His undersea realm is full of this being. Meerclar bites for 10 dice (10-sided) of damage, petitioners who go about their daily lives much like air-breathers, with both obvious and each claw hits for 12 dice (6-sided), giving her 3 hits per melee turn. When summoned, she will rarely choose to appear in person, subtle differences. For example, they herd fish instead of cattle or sheep, but will work through a cat in or near body also needs to know that they're callous when it comes to travelers who fall on hard times. Tir fo Thuinn's not far from Tir na Og, but it's not truly part of the area. She is able to see rolling realm. Petitioners from the eyes Land of Youth can't breathe the water in mac Lir's realm, and they die there just as permanently as if they'd left the Celtic dominion entirely.

Fact is, without mac Lir's say-so, nobody breathes the waters of Tir fo Thuinn. Sure, he might grant the ability to travel in his realm to a sod who asks nicely, but he'll take it back if he thinks it's being abused. He also has absolute control over spells and magical items that allow water-breathing, and he doesn't mind shutting them down, either.

Truth is, it's worth staying on mac Lir's good side. Tir fo Thuinn is truly a beautiful realm. Strewn with shells and fleaming with aquamarine and turqoise, there's no part of the place that doesn't open up to a stunning undersea vista. Chant is Manannan mac Lir keeps strange monsters in eerie grottos to use as mounts; some say the creatures are his children. Whatever's down there, the caves are dark and gloomy, and the currents slam a body into the rough walls if he ain't careful. But no one's seen
any feline at any mounts for a good long time, and it's thought they're just rumor and myth, but wise bloods know that within every myth is an element of truth.

!!Math Mathonwy
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/math_mathonwy01.png]]
[[caption-width-right:125:Math Mathonwy's symbol]]
->'''God of magic, "The Miser of Sorcery"'''
->'''Intermediate god'''
->'''Alignment:''' NeutralEvil
->'''Domains:''' Magic
->'''Symbol:''' The staff

Some gods of magic are generous with their wondrous gift, spreading it to bloods all over the planes, hoping they'll teach the art in turn and make every berk a spellslinger. Not Math Mathonwy.

He is, like Diancecht, fiercely possessive of his skills. Unlike the god of medicine, though, Mathonwy uses his abilities freely only for himself and his family, withholding his touch from others. But he's fascinated by any new type of magic and might be persuaded to part with some of his secrets in exchange for a truly new spell.

He carries a mighty magical staff and wears a torc given to him by the other gods. As master of his household, Math insists that his feet rest in the lap of a maiden whenever possible. He does not tolerate mistreatment of his maiden foot warmers, nor does he abide treachery on their part, and has vented his wrath upon many who have violated his trust. He saves his magic mainly for his own purposes, keeping his family in check, and seldom casts spells for the good of his followers or priests.

Math Mathonwy seldom sends his avatar into the world of men without some mission. It is rare that his avatar will become embroiled in the affairs of humans unless there is some magical experimentation involved, Math Mathonwy is always in search of new magics and humans knowing this
can trick his avatar into action, but they might suffer his wrath at a later time.

His realm is called Corriegrave. It's on the first Mount of Gehenna, nestled under an overhang of pure obsidian. Lava freshets pour over the ledge occasionally; a traveler to Corriegrave must keep careful watch when entering and leaving the realm to avoid a shower of lava.

A cutter who ducks the magma must then travel along a long tunnel. Eventually, he'll reach Corriton, an ancient city that seems open to the air above. A high castle sits atop a twisted hillock overlooking the burg, and Mathonwy sits within, his feet always in the lap of a beautiful maiden. But Corriegrave is free of Gehenna's usual volcanoes, lava, and steam. Fact is, a visitor might think he'd stepped through to another plane.

The realm's air is gray and charged, as though awaiting an impending explosion. Anyone versed in magic can recognize the feeling as the essence of magical energy. 'Course, the essence is clearly marked as the property of Math Mathonwy; any berk who tries to use magic in the realm draws the immediate wrath of the god himself.

!!Morrigan
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/the_morrigan01.png]]
[[caption-width-right:200:The Morrigan, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/the_morrigan02.png]]
[[caption-width-right:125:The Morrigan's symbol]]
->'''Goddess of battle, "Queen of Ghosts"'''
->'''Intermediate goddess'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Battle, War
->'''Symbol:''' 2 crossed spears or a sword hilt

This goddess' full name is Morrigu Morrigan, but many folks
call on 1-100 tigers her "''the'' Morrigan" (much like they do the Daghdha, though in her case it's not so much respect as fear). She takes the form of a shapely young woman, though she has a hideous crone's face and 1-50 lions is given to do fits of maniacal laughter. She's deeply and keenly interested in battle, and she has even been heard to call the Daghdha a coward for daring to make peace with other pantheons.

She is a fearsome warrior, causing great fear in
her bidding. If opponents, driving home her own battles with a spear in either hand. She is terribly ugly, laughs a maniacal laugh, and has dreadful manners. She expects all Celts and especially her followers to fight constantly, encouraging petty wars where there otherwise would be none. She can shape change to fool her opponents, and often calls upon four minor goddesses of war to fight by her side. At one time, the Morrigan tried to seduce the hero Cu Chulainn, but on her failure she turned against him and nearly killed him.

The Morrigan
is forced bent on warfare at every turn. She will readily pick fights, preferring to come herself, get mortals to fight each other by whatever means. She will use her many forms to trick otherwise peaceful parties into conflict. The Morrigan often observes battles and will not tolerate fear among her followers, she will attempt strike dead any follower that turns and flees from a battle she is watching.

Her realm is called the Bloody Field, and it's far too much like Ysgard for the comfort of the petitioners of Tir na Og. Sods who aren't warlike steer clear. But for bashers with battle in their spirits, the Bloody Field's a great place. The Morrigan's petitioners can fight and fight, every single wound regenerating come noontime. If they die, they come back to life.

The same doesn't apply to visitors; they go straight to the dead-book and stay there. What's more, any berk who doesn't have a warrior's heart (in other words, anyone who doesn't fight for the sheer pleasure of battle) suffers damage that takes ''twice'' as long to heal if they take part in the Bloody Field's carnage.

The realm has no towns or buildings, just a bundle of caves (the Caverns of Woe) that're more often used as an extension of the battleground. A canny traveler knows to find a few trustworthy bashers and have 'em guard his back while he sleeps. 'Course, it ain't considered sporting
to kill a berk while he dozes, but that doesn't stop the caller.

While there are not many human worshipers
Field's more bloodthirsty petitioners.

!!Nuada
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nuada01.png]]
[[caption-width-right:200:Nuada, as depicted in ''Deities & Demigods'']]
->'''God
of this being, all felines pay her homage.

!!Misha
->'''Lord of the Wind Giants'''
->'''Lesser
war and warriors, "Warrior's Friend, Silver Hand"'''
->'''Greater
god'''



->'''Symbol:''' Tornado

Misha is an intelligent Air Elemental having the powers of all other members of his kind doubled. He is also not affected by anything launched in the air, and can summon 1-20 Air Elementals to aid him in battle.

Misha is a lord of the air elementals and as such has control over many beings on the Elemental Plane of Air. In 3 melee rounds the being can form into a 30" high whirlwind that does 6-60 points of damage to all it touches. This force has a bottom diameter of 6" and an upper span of 18". Misha can also strike normally for 8-64 points of damage.

Misha is not affected by any physical weaponry launched into the air at him, and can summon 1-20 16 HD air elementals to aid him in any battle.

Misha is able to use all spells involving weather and wind as a 20th level magic-user, druid, or cleric.

The god is not worshiped by humans, but many air elementals pay homage to the being.

!!Nnuuurrrr'c'c'
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nnuuurrrrcc01.png]]
[[caption-width-right:200:Nnuuurrrr'c'c', as depicted in ''Deities & Demigods'']]
->'''Lord of the Insect Folk, Master of the Insect Swarm, King with Wings'''
->'''Demigod'''

to:

->'''Domains:''' War, Warriors
->'''Symbol:''' Tornado

Misha
A silver hand on a black background

Long, long ago, when the Tuatha De Danann were still struggling to establish a foothold in the hearts and minds of their followers, Nuada led the charge against those who'd tried to dethrone the new gods, most notably, the deities of the giant-kin. In battle, one of his fomorian foes struck off Nuada's right hand, and the budding deity was forced to retreat from the field of combat. The healer Diancecht fashioned Nuada a hand of silver, stronger and better than his old one. With the aid of this hand, Nuada drove the firbolgs and fomorians from the lands coveted by the Celts.

Now, Nuada rules over Mag Tuireadh, also called the Plain of Pillars, a vast, flat realm dotted with standing stones and menhirs of incredible height. Chant
is the pillars are actually the guardians of the realm, each containing the spirit of one of Nuada's warriors. If true, the guardians take their duties seriously. The menhirs roll to menacing life whenever marauding creatures enter Mag Tuireadh. They can move twice as fast as a human can walk (a movement rate of 24), plowing furrows through the ground and falling on the offending berks. The stones might just be activated by Nuada's will; no one really knows the dark of it.

The Plain of Pillars is usually covered by a thin mist that clings without being uncomfortable, obscuring vision beyond a few hundred feet. The grass underfoot is clean and green, growing up to about shin-height.

In the center of the realm lies a low, rambling hall, and in the center room of the hall rests a stone upon which only Nuada or his rightful heir may sit. But though he's searched long and hard, Nuada just can't find a worthy successor. And he really does want to, he feels he'll move on to the next stage of existence as soon as
an intelligent Air Elemental heir assumes the duties of his portfolio.

He might be right, too. Nuada certainly draws plenty of strength from his petitioners. Truth is, his essence so permeates the realm that every worthy petitioner merges with the god immediately. Those who aren't worthy wander out of Mag Tuireadh, never to return.

!!Oghma
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/oghma01.png]]
[[caption-width-right:125:Oghma's symbol]]
->'''God of speech and writing, "The Binder, Patron of all Bards"'''
->'''Intermediate god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Speech, writing
->'''Symbol:''' An unfurled scroll or a celtic chalice

Oghma, whose epithet, Grianainech, means "of the sun-like countenance", is the god of eloquence and language. His speeches and words carry great weight with his listeners, and he is often depicted as
having gold chains between his tongue and the ears of his listeners; Celts have great respect for the powers of all other members of persuasive speech that Oghma personifies. He has the power to communicate his kind doubled. He ideas accurately and quickly, swaying any number who hear him to his cause. Oghma invented the beautiful Oghma script which can be easily carved into stone or wood, especially at places devoted to his worship. Oghma is also not affected by anything launched known to be a champion, both as a warrior and as a patron of ideas.

Oghma enjoys visiting and speaking to his flock
in the air, form of his avatar. He strengthens their collective resolve to worship him, and can summon 1-20 Air Elementals teaches his priests the arts of his lettering and persuasiveness. Oghma seeks justice and will occasionally go out of his way to aid see that it is done. He will champion small causes at times, even those that affect but one village with only a few worshippers, if an injustice is brought to his attention.

Oghma usually appears as an old, bearded man. His primary interests are in music and the bardic arts, and the gathering and keeping of knowledge. Love of secrets keeps him traveling, and a body finds
him in battle.

Misha is a lord of
his Tir na Og realm, the air elementals House of Knowledge, only about six months out of every year.

Despite its name, the House of Knowledge is an outdoor land of ancient oaks
and as such has control over many beings on clear blue pools, of nights where dancing constellations of burning stars fill the Elemental Plane of Air. In 3 melee rounds sky and the being can form into a 30" high whirlwind music of harps echoes through the lonely wood. It's said that does 6-60 points Oghma keeps three magical springs scattered throughout the woods (reflecting the Rule of damage to Threes). The spings change location at the god's whim, but the chant is that all it touches. This force has a bottom diameter of 6" and an upper span of 18". Misha can also strike normally for 8-64 points of damage.

Misha is not affected by
have the power to heal any physical weaponry launched into damage and leech any poison out of a body.

That's not all. The Spring of Knowledge (the first of
the air at him, and can summon 1-20 16 HD air elementals to aid him in any battle.

Misha is able to use all
three) also lets a mage memorize two additional spells involving weather and wind as a 20th level magic-user, druid, or cleric.

from his spellbook; other bashers gain an answer to their most pressing question. The god is not worshiped by humans, but many air elementals pay homage to Pool of Music (the second of the being.

!!Nnuuurrrr'c'c'
three) lets a bard cast a suggestion spell the next time he plays for an audience (no saving throw). And the Spring of Poetry (the third of the three) gives anyone the gift of tongues for two days after drinking from the pool.

Oghma's called "the Binder" because he has the ability to see a creature's true name. What's more, he can force fiends into a prison of his own choosing until he decides to release them.

!!Silvanus
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nnuuurrrrcc01.org/pmwiki/pub/images/silvanus01.png]]
[[caption-width-right:200:Nnuuurrrr'c'c', [[caption-width-right:200:Silvanus, as depicted in ''Deities & Demigods'']]
->'''Lord ->'''God of the Insect Folk, Master of the Insect Swarm, King with Wings'''
->'''Demigod'''
nature and forests, "The Long-Legged"'''
->'''Greater god'''



->'''Symbol:''' Mosquito

This giant 40 foot tall mosquito with a wing span of 140 feet would fill any being with horror. Its stinger kills anything it hits no matter how tough the being or God. It hates to be summoned: there is a 55% chance that it will do what the summoner asks and then attempt to kill him or her. Beings of less than 8th level will run in fear from it as if affected by a fear spell (no saving throw).

Any creature hit by its proboscis must save vs. poison at 4 or die instantly. Even if the victim saves, it will suffer 4-40 points of damage (blood drain).

While this being has few human worshipers, all insect races do it homage.

!!Nuru-ah
->'''Lord of Cattle, Master of Cattle'''
->'''Demigod'''

to:

->'''Domains:''' Nature, Forests, Druids
->'''Symbol:''' Mosquito

Summer oak tree

Silvanus looks like a man with very long legs. He can control any number of animals and creatures of the forest with the sound of his voice. He has the power to make plants grow and/or shrink at any rate he wills. He wears armor made of leaves that act like +5 plate mail and his mallet is constantly with him.
This +5 wooden weapon strikes for 5-50 points in his hands. A giant 40 foot tall mosquito with a wing span of 140 feet would fill any being with horror. Its stinger kills anything it hits wolfhound fights at his side (regenerates 5 hit points per melee round). It is so fast that no matter how tough many beings strike at his master, the being dog will take the damage. It cannot block spells.

In the deepest reaches of Tir na Og, the vegetation grows thick and feral, the canopy of leaves overhead so dense that it seems all light must surely be blotted out. Here grow the greatest of all trees, and here, in the realm called Summeroak, the god Silvanus makes his home.

Silvanus doesn't seem to have any allies
or God. It hates enemies. He cares only for the balance of nature, and the maneuvers of gods and mortals alike hold no fascination for him. This wins a lot of druids, especially, to be summoned: there his side; they similarly place nature above everything else (even their own lives).

Silvanus
is a 55% protector of the places of the druids: their groves, their villages and colleges, and their paths through the woods. There is a 1% chance that it he will do what appear whenever harm is done to a high level druid or his or her grove.

!!The Wild Hunt
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/the_wild_hunt01.png]]
[[caption-width-right:350:The Master and
the summoner asks Pack of the Wild Hunt, as depicted in ''Deities & Demigods'']]
Despite its evil connotations, the Wild Hunt is a manifestation of good life force on the Prime Material Plane. It appears in Celtic lands whenever there is a great force of evil in the area. The source of the evil could be many different things, from an evil wizard or priest moving through the area to an invading evil army. Wherever the druids are and wherever they have built standing stones that the Wild Hunt can use as beacons, the pack and its master are forever on guard against encroaching evil.

The Wild Hunt appears in the world of men as a huge pack of magical dogs led by a great man. The man has dark skin and can either be on foot or at the reins of a two-horse chariot. He carries an enormous spear and wears a metal and leather helmet with antlers. The dogs of the pack are huge beasts that can, at one instant appear as normal (albeit huge) canines
and then attempt transform into ferocious, magical animals with green flame coming from their mouth and eyes. When the Wild Hunt approaches, the weather turns for the worse, the winds howl and thunder booms from the heavens. The Wild Hunt fights evil with evil's weapons, namely fear and ferocity.

Celts or other good beings who encounter the Hunt on the move may be swept up by it. All Celts or characters of good
alignment who see the Hunt must make a save versus spells or become part of the Wild Hunt and its mission, accepting
the Master as their leader. Persons so caught up might have
to kill him or her. Beings act against their own alignment at the behest of less than 8th level the Master, fighting against those they might otherwise ignore, etc. As it tears across the countryside, the pack will run in fear from it as if affected by raise a fear spell (no saving throw).

Any creature hit by
terrifying ruckus, attracting followers and warning evil of its proboscis must save vs. poison at 4 or die instantly. Even if approach.

On any given night there will be only one Wild Hunt, provided there is sufficient evil to warrant it. Once
the victim saves, pack has caught up with the source of evil, it will suffer 4-40 points of damage (blood drain).

While this being
attack. The pack and the master will fight to the death against the evil. If they are slain, they will appear fresh for a new hunt the following night. If they do not destroy the evil they pursue, the Wild Hunt will return until their prey is driven from Celtic lands or slain.

The Wild Hunt
has few been known to fight against demigods and heroes who have manifested evil among the Celts. Sometimes destroyed themselves, they have always returned to renew the battle. The forces that seek out evil to destroy it are
eternal, and the Wild Hunt can never be completely annihilated.
[[/folder]]

[[folder: Central American Pantheon]]
!!In General
The Aztec and Maya presented the world with an interesting set of closely related gods, goddesses and creatures that have a moral background similar to that of other ancient mythoi. The beings are just as evil or just as
good; the difference seems to be that they are not moved by anything resembling
human worshipers, all insect races thoughts and feelings, unlike the deities of other mythoi. They act only upon their own inscrutable motives.

These beings are said to have come from the stars, and their "plane of origin" is not the same as other mythologies. For the purposes of this work, we will assume that these gods come from the Prime Material Plane of a parallel universe. Commune or gate spells used by the clerics of these deities will only connect with this parallel universe and the plane where their gods dwell. There is no way that others can summon these deities if they
do not know the special ceremonies used in contacting them. Also, these deities' unusual nature makes it homage.

!!Nuru-ah
->'''Lord
impossible for them to travel on any planes but the ones that they have worshipers on.

!Aztec Pantheon
!!Ometeotl
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/ometeotl01.png]]
[[caption-width-right:125:Ometeotl's symbol]]
->'''God
of Cattle, Master of Cattle'''
->'''Demigod'''
creation, "The god-above-all, Of the near-and-close, He who is at the center"'''
->'''Greater god'''



->'''Symbol:''' Two cow horns

Nuru-ah looks like a giant cow standing 20 feet tall and 19 feet long. It is totally pacifistic and its only function is to cure the sick and wounded. It can cure or raise any creature once per summoning. Any being with a wound or loss of hit points will not be able to attack this deity.

While Nuru-ah has few human worshipers, it is worshiped by all bovines.

!!Pyaray
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/pyaray01.png]]
[[caption-width-right:200:Pyaray, as depicted in ''Deities & Demigods'']]
->'''Whisperer of Impossible Secrets'''
->'''Lesser god'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Blue gem with 8 rays emanating from it

This terrible being is the Lord of the Ocean Abysses. He appears as a huge blood red octopus with a pulsing blue gem fixed atop his head. He attacks with his six tentacles for 5-40 points of damage each. He will not lose his lost 10 hit points until his gem is crushed; this gem has all the hardness of any high quality diamond.

Pyaray commands the Chaos fleet, a flotilla of sunken ships manned by undead sailors.

!!Roofdrak
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/roofdrak01.png]]
[[caption-width-right:200:Roofdrak, as depicted in ''Deities & Demigods'']]
->'''Lord of the Dogs, Master of all Dogs'''
->'''Demigod'''

to:

->'''Domains:''' Creation
->'''Symbol:''' Two cow horns

Nuru-ah looks like a giant cow standing 20 feet tall
Footprint

Ometeotl is the progenitor of the gods, who created first himself, then the other gods,
and 19 feet long. It then everything else. In a certain sense, he is totally pacifistic the embodiment of the universe, and its all things are a part of him. No statue or depiction of Ometeotl has ever been made, for he is as invisible as the wind. The only function image of Ometeotl that a man can set are his footprints. At will, Ometeotl can create anything he wishes without tiring.

Ometeotl
is to cure the sick most aloof of all deities and wounded. It can cure or raise any creature once per summoning. Any being with a wound or loss of hit points never answers appeals for aid. The only time he will not be able to attack this deity.

While Nuru-ah has few
involve himself in human worshipers, it affairs is worshiped by if those affairs threaten the order of the universe itself. In such cases, he will send his avatar to destroy or correct the problem. Ometeotl seldom sends omens or warnings to worshipers. If they do something that angers him, he simply withdraws his favor. If they do something that threatens his power or the order of the universe, he sends his avatar to destroy them.

Ometeotl's avatar cannot be seen. He carries a razor sharp sword of pure obsidian. If unsheathed, this sword can be
seen. Ometeoti's avatar casts spells as an 18th level wizard and always has access to
all bovines.

!!Pyaray
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/pyaray01.png]]
[[caption-width-right:200:Pyaray, as depicted in ''Deities & Demigods'']]
->'''Whisperer
spells of Impossible Secrets'''
->'''Lesser god'''
all schools.

!!Axayacatl
->'''Hero'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Blue gem
NeutralEvil

A contemporary of both Nezahualcoytl and Nezahualpilli, Axayacatl was a great Aztec priest-king who led his city to many military and diplomatic victories over neighboring tribes, often
with 8 rays emanating the help of his allies from it

This terrible being is
Texcoco. He extended and consolidated Tenochtitlan's domination over much of Middle America. He also suffered one of their greatest defeats when he unsuccessfully tried to invade Tarascan territory.

Under Axayacatl's reign,
the Lord religion of the Ocean Abysses. He appears as a huge blood red octopus with a pulsing blue gem fixed atop his head. He attacks with his six tentacles for 5-40 points of damage each. He will not lose his lost 10 hit points until his gem is crushed; this gem has all the hardness of any high quality diamond.

Pyaray commands the Chaos fleet, a flotilla of sunken ships manned by undead sailors.

!!Roofdrak
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/roofdrak01.png]]
[[caption-width-right:200:Roofdrak, as depicted
Aztecs reached its full development. The great Calendar Stone, over twelve feet in ''Deities & Demigods'']]
->'''Lord
diameter and weighing more than twenty tons, was carved and brought to Tenochtitlan while he ruled.

Axayacatl was an avid worshiper
of the Dogs, Master Aztec patron deity, Huitzilopochtli. Note that because of all Dogs'''
->'''Demigod'''
the limited number
of spheres this god allows his worshipers to access, Axayacatl does not have as many spells in many levels as might
otherwise be the case.

!!Camaxtli
->'''God of fate'''
->'''Greater god'''



->'''Symbol:''' Wolfhound's head

Roofdrak appears as a giant wolfhound with an upright stance and manipulative paws. He uses a huge lead mace in battle and is able to sense anything within the sensory range of any canine. In battle, he can summon 1-100 dire wolves to fight by his side.

While he has few human worshipers, all canines are aware of him and pay him homage.

!!Straasha
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/straasha01.png]]
[[caption-width-right:200:Straasha, as depicted in ''Deities & Demigods'']]
->'''Lord of the Water Elementals'''
->'''Lesser god'''
->'''Alignment:''' TrueNeutral
->'''Symbol:''' Wave of water

This creature appears as a huge humanoid with green skin and turquoise hair and beard.

As a ruler of the water elementals, Straasha has double the power of normal water elementals, plus the ability to cast all water spells at the 20th level of magic-use. He is the only one of his type not affected by heat-based attacks. He can summon 3-18 of his kindred to aid him in battle. There is no need for water when a being knows the spell to summon him.

Straasha can strike with two waves of water per round that hit for 8-48 points each; these are created by the being out of thin air.

While he has few (if any) human worshipers, many water elementals and water creatures are aware of Straasha and pay him homage.

!!Theleb K'aarna
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/thelebkaarna01.png]]
[[caption-width-right:200:Theleb K'aarna, as depicted in ''Deities & Demigods'']]
->'''Evil wizard'''
->'''Alignment:''' LawfulEvil

An evil Pan Tangian wizard, this man was able to call upon demons, elementals of unusual power, and demigods from other planes to aid him. He uses a special 7th level spell bequested to him by his ancestors for all of these summonings. It is said that the spell will only work for those of Pan Tang blood.

Theleb K'aarna is a powerful enemy who often fights Elric, and has tried to kill him on several occasions.

!!Xiombarg
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/xiombarg01.png]]
[[caption-width-right:200:Xiombarg, as depicted in ''Deities & Demigods'']]

to:

->'''Domains:''' Fate
->'''Symbol:''' Wolfhound's head

Roofdrak
Human figure holding the sun

This human-appearing god is able to see the past and future of any being and put this information to use in his own way. He is not allowed to kill any being, but he can look into that being's past and discover what force caused the most physical damage to that being, and then recreate that force exactly to again do the same amount of damage. If the proper sacrifices are made in precious metals in an amount of 500,000 gold pieces or more, there is a 25% chance that the god will look favorably upon the sacrificer and do what he can to help for a short period. The sacrifice is always cast into the beyond by the most powerful means available (i.e. a random teleport spell, a limited wish, or the like). In the presence of any light, Camaxtli regenerates 5 hit points per melee round.

!!Centeotl
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/centeotl01.png]]
[[caption-width-right:125:Centeotl's symbol]]
->'''Goddess of agriculture, nature, and corn'''
->'''Intermediate goddess'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Agriculture, Illness, Pain
->'''Symbol:''' Cornstalk

Centeotl is the goddess of agriculture, nature, and corn in particular (she shares this last duty with a male counterpart, Cinteotl). She is a beneficent deity who watches over food crops, but is also the mistress of pain and illness, and has a habit of using her physical charms to lure men to their death. Unlike Tlazoteotl, she seems to do this not out of maliciousness, but because such victims are necessary for the fertility of crops.

Centeotl watches over the harvest, dictating how bountiful it will be based upon the devotion of her worshipers. Although she needs the lives of young men to ensure her cycle of fertility, she tries to reward her victims by allowing them to experience indescribable but total bliss in her avatar's arms before dying. She also judges who will suffer illness and pain, sometimes rather capriciously and sometimes with great fairness and justice.

Omens from Centeotl include insect plagues, crop blights, pollen, and seeing her avatar, which always foretells great
personal calamity, even if the individual does not succumb to her charms.

Centeotl's avatar is a beautiful, golden-haired woman armed with a magical staff of blue jade. She can draw upon the all, elemental, and plant spheres for her spells.

!!Chalchihuitlicue
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/chalchihuitlicue01.png]]
[[caption-width-right:125:Chalchihuitlicue's symbol]]
->'''Goddess of running water and love, "Goddess of the Jade Petticoat"'''
->'''Intermediate goddess'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Flowing water, Love, Children
->'''Symbol:''' Petticoat

Chalchihuitlicue is the deity of running water and was the protrectress of the Fourth Sun. She delights in blessing
chaste loves, sheltering children, and protecting mankind in general. It was througn her influence that her evil husband, Tlaloc, created his paradise for those who die by water. In her true form, she is a beautiful woman wearing a skirt of green jade. She has the power to turn 3-300 humans into any animal form. When the Fourth Sun ended in a devastating flood, she saved mankind by turning her worshipers into fish.

Chalchihuitlicue is a rarity in the Aztec pantheon: a deity who makes a habit of helping mankind. There is a 1% chance that she will send her avatar to aid any worshiper who sacrifices his or her most valuable piece of jade jewelry by throwing it into a bottomless pool. The chance increases to 25% if the sacrificer is a priest making the request on behalf of the needy.

Omens from Chalchihuitlicue often involve the sound of running water, such as an unexplained musical trickling to denote pleasure, or the roar of a waterfall to denote anger.

Chalchihuitlicue's avatar usually
appears as a giant wolfhound with an upright stance beautiful woman wearing a green jade skirt. She has access to the alteration, enchantment/charm, and manipulative paws. He uses a huge lead mace in battle and is able to sense anything within the sensory range illusion/phantasm schools of any canine. In battle, he can summon 1-100 dire wolves to fight by his side.

While he has few human worshipers, all canines are aware of him and pay him homage.

!!Straasha
magic.

!!Huhueteotl
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/straasha01.png]]
[[caption-width-right:200:Straasha,
org/pmwiki/pub/images/huhueteotl01.jpg]]
[[caption-width-right:200:Huhueteotl,
as depicted in ''Deities & Demigods'']]
->'''Lord ->'''God of the Water Elementals'''
->'''Lesser god'''
->'''Alignment:''' TrueNeutral
->'''Symbol:''' Wave of water

This creature appears as a huge humanoid with green skin and turquoise hair and beard.

As a ruler of the water elementals, Straasha has double the power of normal water elementals, plus the ability to cast all water spells at the 20th level of magic-use. He is the only one of his type not affected by heat-based attacks. He can summon 3-18 of his kindred to aid him in battle. There is no need for water when a being knows the spell to summon him.

Straasha can strike with two waves of water per round that hit for 8-48 points each; these are created by the being out of thin air.

While he has few (if any) human worshipers, many water elementals and water creatures are aware of Straasha and pay him homage.

!!Theleb K'aarna
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/thelebkaarna01.png]]
[[caption-width-right:200:Theleb K'aarna, as depicted in ''Deities & Demigods'']]
->'''Evil wizard'''
->'''Alignment:''' LawfulEvil

An evil Pan Tangian wizard, this man was able to call upon demons, elementals of unusual power, and demigods from other planes to aid him. He uses a special 7th level spell bequested to him by his ancestors for all of these summonings. It is said that the spell will only work for those of Pan Tang blood.

Theleb K'aarna is a powerful enemy who often fights Elric, and has tried to kill him on several occasions.

!!Xiombarg
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/xiombarg01.png]]
[[caption-width-right:200:Xiombarg, as depicted in ''Deities & Demigods'']]
fire'''



->'''Symbol:''' Image of a slim young girl

Xiombarg appears on the Prime Material Plane as a slim young girl, and wields a great double-edged battle axe in battle. This is a +4 weapon that glows with a light-blue radiance and inflicts 7-42 points of damage on a hit (plus strength bonus), paralyzing any being hit who does not save vs. this effect. He can shapechange, has the strength of a Storm Giant, and can use all the 1-4th level spells as a 15th level wizard. Those pledging themselves the same way beings pledge to Arioch receive his aid (judge's option).

Xiombarg craves blood and souls (much as Arioch does), and may respond favorably to proper sacrifices.

!!Yyrkoon
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/yyrkoon01.png]]
[[caption-width-right:200:Yyrkoon, as depicted in ''Deities & Demigods'']]
->'''Evil wizard'''
->'''Alignment:''' ChaoticEvil

This evil prince of Melniboné is Elric's cousin, and an implacable enemy of his. This evil 18th level wizard/15th level fighter always tries to undermine the power of Elric. Yyrkoon can also use many unusual spells which his (and Elric's) ancestors developed. He has been known to fight with ''Mournblade'', twin to Elric's enchanted blade ''Stormbringer'' (q.v.). This weapon's abilities are similar in all respects to those of ''Stormbringer''.
[[/folder]]

[[folder: Nehwon Pantheon]]
!!In General
The world of Nehwon is the creation of the famous fantasy author, Fritz Leiber. He introduces his reader to a wonderfully detailed and rich fantasy world. Nehwon is a pleasant mixture of historical themes and fantasy elements creating cultures and lands where the two main heroes of the storylines, Fafhrd and the Gray Mouser, live, breath, and adventure. It is a world where magic is mixed with adventure to form a land that is very enjoyable to read about.

!!Fafhrd
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/fafhrd02.png]]
[[caption-width-right:200:Fafhrd, as depicted in ''Deities & Demigods'' (2e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/fafhrd01.png]][[/labelnote]]
->'''Hero'''

to:

->'''Domains:''' Fire
->'''Symbol:''' Image of a slim young girl

Xiombarg
the god

Physically, Huhueteotl
appears on to be a demon with a humanoid body, reptilian facial features, flames shooting all around him, and hair patches where his red gem armor does not cover him.

The god requires frequent human sacrifices and will punish his erring worshipers with destructive flames whenever a whim takes him. Sacrifices are in the form of valuable articles of clothing or gems and jewels, and they are always thrown into molten areas in mountains. Sacrifices are usually made in the waning of the moon.

The god may cast a beam of searing light once per round that does 50 points of damage per strike and has a range of 2 miles.

The god is also in charge of keeping time in motion, and in this capacity must have a special sacrifice of gems, feather robes, and humans every 52 years. During the fifty-second year, the god has the ability to stop the motion of any one thing in any single day. In this stopped state, that thing cannot be harmed by any force in
the Prime Material Plane as a slim young girl, and wields a great double-edged battle axe in battle. This is a +4 weapon that glows with a light-blue radiance and inflicts 7-42 points of damage on a hit (plus strength bonus), paralyzing any being hit who does not save vs. this effect. He can shapechange, has the strength of a Storm Giant, and can use all the 1-4th level spells as a 15th level wizard. Those pledging themselves the same way beings pledge to Arioch receive his aid (judge's option).

Xiombarg craves blood and souls (much as Arioch does), and may respond favorably to proper sacrifices.

!!Yyrkoon
Plane.

!!Huitzilopochtli
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/yyrkoon01.org/pmwiki/pub/images/huitzilopochtli01.png]]
[[caption-width-right:200:Yyrkoon, [[caption-width-right:200:Huitzilopochtli, as depicted in ''Deities & Demigods'']]
->'''Evil wizard'''
->'''Alignment:''' ChaoticEvil

This evil prince of Melniboné is Elric's cousin, and an implacable enemy of his. This evil 18th level wizard/15th level fighter always tries to undermine the power of Elric. Yyrkoon can also use many unusual spells which his (and Elric's) ancestors developed. He has been known to fight with ''Mournblade'', twin to Elric's enchanted blade ''Stormbringer'' (q.v.). This weapon's abilities are similar in all respects to those of ''Stormbringer''.
[[/folder]]

[[folder: Nehwon Pantheon]]
!!In General
The world of Nehwon is the creation of the famous fantasy author, Fritz Leiber. He introduces his reader to a wonderfully detailed and rich fantasy world. Nehwon is a pleasant mixture of historical themes and fantasy elements creating cultures and lands where the two main heroes of the storylines, Fafhrd and the Gray Mouser, live, breath, and adventure. It is a world where magic is mixed with adventure to form a land that is very enjoyable to read about.

!!Fafhrd
[[quoteright:200:https://static.
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/fafhrd02.org/pmwiki/pub/images/huitzilopochtli02.png]]
[[caption-width-right:200:Fafhrd, [[caption-width-right:125:Huitzilopochtli's symbol]]
->'''God of war, light, lightning, fruit, and crops, "Left-Handed Hummingbird"'''
->'''Intermediate god'''
->'''Alignment:''' NeutralEvil
->'''Domains:''' War, Light
->'''Symbol:''' Eagle

The patron god of the Aztecs, Huitzilopochtli is the god of war, lightning, and of fruit and crops. His translated name, "Left-Handed Hummingbird", is deceiving, for he is a fierce, bloodthirsty god. He was born of a mortal woman, fully grown, wearing blue jade armor, and carrying a blue javelin. He resembles a blue-skinned man with hummingbird feathers decorating his head and left leg, though when acting in his guise
as depicted a lightning god he sometimes resembles a serpent. He can send a 10d10 lightning bolt to any location on the Prime Material Plane.

Huitzilopochtli is quite active
in ''Deities & Demigods'' (2e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.
the affairs of men. Assuming they perform the proper rites, his worshipers can count on him for sound advice. Those who have offended him will find their weapons mysteriously dulled or rotted, usually at an inopportune moment. Other omens include violent lightning storms, an unexplained stench of death, and mysterious battle sounds in the night.

Huitzilopochtli's avatar takes the form of a warrior who has won great victories in the distant past. The avatar is always armed with a blue javelin. When the avatar leaves, his physical shell, the body of a great warrior, remains behind. Although no longer divine, the hero remains a force to be reckoned with. He lives for the remainder of a normal man's life, but is +3 on all saving throws.

!!Ixtlilton
[[quoteright:125:https://static.
tvtropes.org/pmwiki/pub/images/fafhrd01.png]][[/labelnote]]
->'''Hero'''
org/pmwiki/pub/images/ixtlilton01.png]]
[[caption-width-right:125:Ixtlilton's symbol]]
->'''God of healing and medicine, "Little Black Face"'''
->'''Lesser god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Health
->'''Symbol:''' Sumac branch

Ixtlilton is the deity who keeps humans healthy and free of disease, or who helps them recover from disease. An impish deity of dark complexion, Ixtlilton's touch cures all diseases, no matter how serious.

Ixtlilton is dedicated to relieving human disease, but no one seems to know exactly why, perhaps because he has never slowed down long enough to explain his motivation. All a person need do to receive Ixtlilton's help is be sick and pray for it. Evil beings stand a 1% chance of being visited by him, neutral beings a 10% chance, good beings a 25%
chance, his worshipers a 50% chance, and his priests a 75% chance. Persons lucky enough to receive a visit from Ixtlilton seldom realize it; they simply begin getting better. Ixtlilton is too busy to send omens or portents to his worshipers.

Ixtlilton's avatar is an impish, dark-skinned man. He can draw upon spells in the all, creation, healing, necromantic, plant, and protection spheres.

Ixtlilton's avatars are unique in that they spend most of their time on the Prime Material Plane, and can sometimes be glimpsed scurrying from house to house at a dizzying pace. Unfortunately, there are many more sick people than they can reach, which is why so many humans die of disease.

!!Metzli
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/metzli01.png]]
[[caption-width-right:125:Metzli's symbol]]
->'''Goddess of the moon, "Lady of the Night"'''
->'''Intermediate goddess'''




Few heroes live as long or have done as much as Fafhrd. This Northern red-haired barbarian is the strong arm of the two-hero team. He is a northern barbarian with flaming red hair, a strong right arm, and the courage to face any danger on Nehwon without flinching. Although he lost his left hand when he forced it down a monster's throat, has devised all sorts of attachments for this limb. His long bow attachment allows him to shoot with his normal skill. He is also considering the construction of a climbing axe attachment and a short sword attachment.

Fafhrd is a highly intelligent fellow with many interests. He can read and write all the major languages of Nehwon. There is a 90% chance that he can understand any obscure language he is exposed to. Religions are a passion for him and he tries to understand the teachings of all faiths he runs into, but hardly ever commits himself to one system of belief for any period of time. Fafhrd has the soul of an engineer and constantly invents useful little tools and items to help him in his quests.

Fafhrd is an expert sailor, able to captain almost any size ship. He was raised in the far north and is completely at home in the ice and snow of the mountains. Excelling in mountain climbing, he has invented several pieces of equipment that enable him and any group he is with to climb a mountain twice as fast as normal.

This warrior always carries a bastard sword (named Graywand) and a dirk (more short sword or poniard than dagger) which he calls Heartseeker. He has been known to fight with almost every weapon known on Nehwon, but especially favors throwing axes, long bows, and two handed swords.

Fafhrd's style is the bold, intelligent frontal assault. He will always try to accomplish his quest with the quick strike of massive power. He is also a dreamer and a sad story can cause him to go questing just as easily as the promise of fabulous treasures. The generator of most of his quests is his magical mentor Ningauble of the Seven Eyes. This wizard often requires unusual items for spells and sends Fafhrd out to find them. In 90% of these adventures he travels with his best friend, the Gray Mouser. It has often been said that Fafhrd and the Gray Mouser have two halves of the same soul. While one is bold and loud, the other is secretive and cautious. The barbarian owes his life many times over to his best friend and there is nothing they wouldn't do for each other.

!!Gray Mouser
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/graymouser02.png]]
[[caption-width-right:200:Gray Mouser, as depicted in ''Deities & Demigods'' (2e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/graymouser01.png]][[/labelnote]]
->'''Hero'''

to:

\nFew heroes live as long or have done as much as Fafhrd. This Northern red-haired barbarian ->'''Domains:''' Night, Animal growth
->'''Symbol:''' Crescent moon

Metzli, the Lady of the Night,
is the strong arm goddess of the two-hero team. He moon. She is a northern barbarian with flaming red hair, a strong right arm, and the courage to face any danger on Nehwon without flinching. Although he lost his left hand when he forced it down a monster's throat, has devised kindly patron of all sorts of attachments for this limb. His long bow attachment allows him to shoot with his normal skill. He animal growth. But she is also considering the construction of a climbing axe attachment and a short sword attachment.

Fafhrd is a highly intelligent fellow with many interests. He can read and write all
goddess who brings the major languages of Nehwon. There is a 90% chance that he can understand any obscure language he is exposed to. Religions are a passion for him and he tries to understand the teachings of all faiths he runs into, but hardly ever commits himself to one system of belief for any period of time. Fafhrd has the soul of an engineer and constantly invents useful little tools and items to help him in his quests.

Fafhrd is an expert sailor, able to captain almost any size ship. He was raised in the far north and is completely at home in the ice and snow
terrible things of the mountains. Excelling in mountain climbing, he has invented several pieces night, cold damp air, the poisons of equipment that enable him the atmosphere, ghosts, and any group he is with to climb a mountain twice as fast as normal.

This warrior always carries a bastard sword (named Graywand)
other fearful shapes and a dirk (more short sword or poniard than dagger) which he calls Heartseeker. He has been known shadows. Metzli is the deity who brought light to fight with almost every weapon known on Nehwon, but especially favors the world by throwing axes, long bows, a leper into a bonfire, then walking into the flames herself. As the pair vanished, the night gave way to the day.

In her home on the moon, she is a beautiful, ghostly woman of silver light. She has the power to instantly increase or decrease the size of any animal up to five times (with a corresponding change in HD, hit points, strength,
and two handed swords.

Fafhrd's style is
damage).

On
the bold, intelligent frontal assault. He will always try to accomplish his quest surface, Metzli seems an enigmatic contradiction. She is a beneficent goddess of night who created day, yet she also presides over the terrible creatures of the night. What humankind does not realize, and what Metzli has no interest in explaining, is that she is concerned with far more than the quick strike welfare of massive power. He is also a dreamer human beings, and a sad story can cause him to go questing just as easily as the promise creatures of fabulous treasures. The generator darkness are of most crucial importance to her.

Omens from Melzli take the form
of his quests visits from shadowy creatures in the late hours of night.

Metzli's avatar takes the form of an albino female warrior. She
is his armed with a magical mentor Ningauble sword of the Seven Eyes. This wizard often requires unusual items for white metal that cuts through any armor as if it is five armor classes worse than normal. Metzli's avatar has access to spells and sends Fafhrd out to find them. In 90% of these adventures he travels with his best friend, in the Gray Mouser. It has often been said that Fafhrd and the Gray Mouser have two halves illusion/phantasm school of the same soul. While one is bold and loud, the other is secretive and cautious. The barbarian owes his life many times over to his best friend and there is nothing they wouldn't do for each other.

!!Gray Mouser
magic.

!!Mictlantecuhtli
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/graymouser02.org/pmwiki/pub/images/mictlantecuhtli01.png]]
[[caption-width-right:200:Gray Mouser, [[caption-width-right:200:Mictlantecuhtli, as depicted in ''Deities & Demigods'' (2e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.
Demigods'']]
[[quoteright:125:https://static.
tvtropes.org/pmwiki/pub/images/graymouser01.png]][[/labelnote]]
->'''Hero'''
org/pmwiki/pub/images/mictlantecuhtli02.png]]
[[caption-width-right:125:Mictlantecuhtli's symbol]]
->'''God of death'''
->'''Intermediate god'''




Where Fafhrd is the crushing blow of awesome power, the Gray Mouser is the quick strike from behind to deadly effect. A lightning fast thinker, he also has a passion for the city life and all it implies. He has a deep curiosity in the ways of magic, but he doesn't have the discipline to become a master at spell casting.

No matter what rapier he uses he calls it Scalpel. He fights two handed and his throwing dagger is always called Cat's Claw. He is also highly skilled with a sling, light crossbow, garrote, and short sword.

This hero is the supreme organizer. He formulates masterful plans on an instants notice. If he does have a shortcoming it is a fondness for the complex plan. The more details he can place into an operation the happier he is.

The relationship the Gray Mouser has with his wizardess mentor Sheelba of the Eyeless Face is much the same as Fafhrd has with his wizard. The Mouser does favors for the wizardess and receives good advice and magical help in return. A good 90% of the adventures the Gray Mouser undertakes begin with suggestions and requests from Sheelba.

Besides skills as a fighter and a thief, the Gray Mouser's other passion is his interest in all things magical. He truly wants to be a wizard-type but something always goes wrong with his spells and magical attempts. During his career he has had magical weapons, whistles, scrolls, books, and other devices, but these have always slipped through his fingers or caused him a great deal of trouble when he tried to use them. When encountered, the Gray Mouser will have some type of magic on his person. Whether it will do him more harm than good is up to the hands of fate (and several other gods).

The Gray Mouser likes luxury and all that implies. He works constantly to gain the funds to allow him to live in what he considers a comfortable state. He and Fafhrd have a sort of Robin Hood approach to stealing and almost always take from people who have no sympathy among the common folk or local constabulary, evil robber barons, powerful assassins, and bad rulers are their prime targets. All of the eight cities of Nehwon have had visitations from the pair.

!!Aarth
->'''Demigod'''

to:

\nWhere Fafhrd is the crushing blow of awesome power, the Gray Mouser is the quick strike from behind to deadly effect. A lightning fast thinker, he also has a passion for the city life ->'''Domains:''' Death
->'''Symbol:''' Dog totem (itzcuintli) or skull
and all it implies. He has a deep curiosity in the ways of magic, but he doesn't have the discipline to become a master at spell casting.

No matter what rapier he uses he calls it Scalpel. He fights two handed and his throwing dagger is always called Cat's Claw. He is also highly skilled with a sling, light crossbow, garrote, and short sword.

This hero is the supreme organizer. He formulates masterful plans on an instants notice. If he does have a shortcoming it is a fondness for the complex plan. The more details he can place into an operation the happier he is.

The relationship the Gray Mouser has
crossbones

Mictlantecuhtli,
with his wizardess mentor Sheelba wife Mictanchihuatl, rules over the Aztec afterlife from Tlalxicco, the ninth and lowest level of the Eyeless Face is much Aztec underworld. People unlucky enough not to die during an activity presided over by another god (in combat, as prisoners, during childbirth, etc.), must undertake the same as Fafhrd has with his wizard. The Mouser does favors for journey across the wizardess and receives good advice and magical help in return. A good 90% nine rivers of the adventures Aztec underworld. Here, under the Gray Mouser undertakes begin watchful eye of Mictlantecuhtli and his wife, they endure neither pain nor pleasure, just a dreary eternal existence.

In their true forms, Mictlantecuhtli and Mictanchihuatl resemble emaciated human beings
with suggestions skull-like heads, bulging eyes, and requests claw-fingered hands. They have control over the dead, and it is only with their blessing that a raise dead spell may function.

As deities of the underworld, Mictlantecuhtli and Mictanchihuatl are unconcerned with human events. They do, however, demand the payment of a small amount of blood
from Sheelba.

Besides skills
any of their followers who cast a raise dead spell (treat this as an additional component of the casting process). Their omens often include the hoot of an owl, a fighter dream in which the sleeper dies, and having a thief, the Gray Mouser's other passion is his interest in vulture land on one's shoulder, all things magical. He truly wants to be a wizard-type but something always goes wrong of which presage death.

Mictlantecuhtli's avatar resembles an emaciated human being
with his spells a skull-like head and magical attempts. During his career he bulging eyes. He has had magical weapons, whistles, scrolls, books, and other devices, but these have always slipped through his fingers or caused him a great deal of trouble when he tried to use them. When encountered, the Gray Mouser will have some type of magic on his person. Whether it will do him more harm than good is up access to the hands of fate (and several other gods).

The Gray Mouser likes luxury and all that implies. He works constantly to gain
combat, divination, elemental, or necromantic spheres.

!!Nezahualcoytl
->'''Hero'''
->'''Alignment:''' NeutralGood

By many accounts, Nezahualcoytl was
the funds greatest priest-king to allow him to live rule in what he considers a comfortable state. He and Fafhrd have a sort of Robin Hood approach to stealing and almost always take from people who have no sympathy among the common folk or local constabulary, evil robber barons, powerful assassins, and bad rulers are their prime targets. All Valley of Mexico. He was the ruler of Texcoco, an uneasy ally of the eight cities of Nehwon have had visitations early Aztecs. He began his early life in exile from political vengeance, then returned
to power and restored
the pair.

!!Aarth
->'''Demigod'''
fortunes of his people. He was a just, able administrator, a capable general, and an avid astronomer. Nezahualcoytl believed in an all-powerful deity from which the power of the other gods was manifested.

!!Nezahualpilli
->'''Hero'''



->'''Symbol:''' Glowing gold rectangle on a field of black

Aarth was once a powerful wizard, becoming so renowned that after his death, he achieved demigodhood. Because of the vast numbers of his worshipers, when the cult is suffering greatly, he will be brought to the Prime Material Plane to help his followers.

He instantly knows the powers of any device used against him and he has a special spell that can negate any magical device as a rod of cancellation. When he takes personal part in a battle, he fights invisibly.

His temples are among the mightiest in all of Lankhmar. It seems that the more powerful patrons are devoted to the cult more out of fear of "the revealing of information" than faith in the might of the religion. Clerics make it their personal duty to sneak about the town, learning all they can about the populace.

!!Death
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/death01.png]]
[[caption-width-right:200:Death, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/death02.png]]
[[caption-width-right:125:Death's symbol]]

to:

->'''Symbol:''' Glowing gold rectangle on a field of black

Aarth

Nezahualpilli
was once a powerful wizard, becoming so renowned that after his death, he achieved demigodhood. Because the son of Nezahualcoytl, and was also one of the vast numbers greatest priest-kings of Middle America. He was an intelligent ruler who wisely saw the necessity of making an alliance with Tenochtitlan and, therefore, saved his worshipers, when the cult is suffering greatly, city-state from a terrible defeat. He was a good king and general who ruled Texcoco for many years, but he will be brought to the Prime Material Plane to help did not share his followers.

He instantly knows the powers of any device used against him and he has a special spell that can negate any magical device as a rod of cancellation. When he takes personal part
father's interest in a battle, he fights invisibly.

His temples are among the mightiest in all of Lankhmar. It seems that the more powerful patrons are devoted to the cult more out of fear of "the revealing of information" than faith in the might of the religion. Clerics make it their personal duty to sneak about the town, learning all they can about the populace.

!!Death
just administration.

!!Quetzalcoatl
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/death01.org/pmwiki/pub/images/quetzalcoatl01_8.png]]
[[caption-width-right:200:Death, [[caption-width-right:200:Quetzalcoatl, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/death02.org/pmwiki/pub/images/quetzalcoatl02.png]]
[[caption-width-right:125:Death's symbol]][[caption-width-right:125:Quetzalcoatl's symbol]]
->'''God of the air and wisdom, "Law Giver"'''



->'''Alignment:''' TrueNeutral
->'''Symbol:''' Death's head

It is Death's duty to end the life of all intelligent beings on Nehwon. He has a set quota to kill every hour by the Lords of Necessity (beings about which very little is known) and he never fails in his assigned task. Sometimes he is misdirected and the ones he plans on killing aren't killed at all, but even Death must bow to the fates and other more powerful gods of Nehwon. Death is not affected by time and is able to do years worth of work in a second. He considers himself an artist and works very hard at making sure the deaths he causes are logical and necessary to his own view of life and the end of life. He appears as a man with a cadaverous skin color and he has the power to know the entire past history of a being at a glance.

Death values a good hero because of their ability to cause death and destruction. Characters like Fafhrd and the Gray Mouser are especially favored by Death. When beings like these heroes are close to death, often the god will cause unusual little slips that will save their lives. Then too, sometimes his quota will call for the ending of two famous heroes and he will be forced (however reluctantly) to try killing his protegees.

His sword slays anything it touches. On Nehwon, all beings are mortal. It was pointed out that even Death is aware that at some future date, he will die.

He lives in a huge fort in the heart of Shadowland, a land of perpetual twilight where the dead rest under the earth, to be called on at the will of Death.

!!Devourer
->'''Alien wizard'''
->'''Alignment:''' LawfulEvil

Aliens of high magical ability, these creatures are totally occupied with selling. This preoccupation forces them to any extreme in perfecting their art. The best of them sell only junk they have magicked into something appearing to be valuable.

They come from another Prime Material Plane of existence. Their usual practice in any given place is to establish a sales beachhead and trick whole nations and peoples into trading all of their valued items for the Devourer's junk, until all the valuables are gone and they must work as the Devourer's slaves to acquire the magicians' worthless wares.

!!Gods of Lankhmar
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/godsoflankhmar01.png]]
[[caption-width-right:200:Gods of Lankhmar, as depicted in ''Deites & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/godsoflankhmar02.png]]
[[caption-width-right:125:Their symbol]]
->'''Intermediate gods'''

to:

->'''Alignment:''' TrueNeutral
ChaoticGood
->'''Domains:''' Air, Wisdom
->'''Symbol:''' Death's head

It
Feathered snake with wings

Quetzalcoatl
is Death's duty to end known all over Middle America as the life feathered serpent, god of all intelligent beings on Nehwon. He has a set quota to kill every hour by the Lords wind. He is also a god of Necessity (beings about which very little is known) and he never fails in his assigned task. Sometimes he is misdirected wisdom, a teacher of peaceful arts, a patron of the arts, the founder of metallurgy, and the ones he plans on killing aren't killed at all, but even Death must bow to protector of the fates and other more powerful gods Second Sun. Long before Tenochtitlan's founding, Quetzalcoatl was chased from the Valley of Nehwon. Death is not affected Mexico by time and is able a rival god. Before leaving, he promised to do come back in 500 years worth of work in a second. He considers himself an artist and works very hard at making sure avenge himself. The Aztecs are awaiting the deaths noble god's return with trepidation, for he causes are logical and necessary to would not approve of many of their current practices. He makes his own view of life and the end of life. He home on Venus, where he appears as a man flying serpent covered with green feathers.

Also known as Kukulcan, or (in his capacity as wind god) Ehecatl, this god appears in
a cadaverous skin color bewildering number of forms, and while he has the power usually acts as per his alignment, there are times when he works in evil ways (making it very hard to know the entire past history of a being at a glance.

Death values a good hero because of their ability to cause death
align him). He appears occasionally on our plane and destruction. Characters like Fafhrd and the Gray Mouser are especially favored by Death. works closely with his worshipers against other gods. When beings like these heroes are close to death, often in battle, the god will cause unusual little slips usually assume a monster form and use that will save their lives. Then too, sometimes his quota will call for the ending to attack with, but if he suffers a great loss of two famous heroes and hit points, he will be forced (however reluctantly) to try killing his protegees.

His sword slays anything it touches. On Nehwon, all beings are mortal. It was pointed out
take the form that even Death is aware that at some future date, he will die.

He lives in a huge fort in the heart of Shadowland, a land of perpetual twilight where the dead rest under the earth, to be called on
had assumed at the will beginning of Death.

!!Devourer
->'''Alien wizard'''
->'''Alignment:''' LawfulEvil

Aliens of high magical ability, these
the battle and quadruple its powers and reattack. He fights until his side has won the battle or until he has been personally defeated in combat.

He cannot be hurt by
creatures are totally occupied with selling. This preoccupation forces them to of the same form he is using; in other words, when he is in the form of a dragon, he cannot be hurt by any extreme dragon type, and when he is in perfecting their art. The best the form of them sell only junk they have magicked into something appearing a magic-user, he cannot be hurt by magical spells.

Quetzalcoatl was the mightiest god of the mythos, though his claim is disputed by the followers of Tezcatlipoca, his arch-enemy.

Quelzacoatl is preparing
to be valuable.

They come
return to the world and is recruiting worshipers. Any priest of good alignment may receive a visit from another Prime Material Plane an avatar. The avatar altempts to recruit the priest, saying that the evil Fifth Sun must be brought to an end. Quelzalcoatl's omens and portents include wind storms, the presence of existence. Their usual practice birds (especially talking ones), and whispering voices.

In avatar form, Quetzalcoatl usually appears as a talking, feathered snake. The avatar has access to priest spells
in any given place is to establish a sales beachhead and trick whole nations and peoples into trading all of their valued items for the Devourer's junk, until all the valuables are gone and they must work as the Devourer's slaves to acquire the magicians' worthless wares.

!!Gods of Lankhmar
sphere.

!!Tezcatlipoca
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/godsoflankhmar01.org/pmwiki/pub/images/tezcatlipoca02.png]]
[[caption-width-right:200:Gods of Lankhmar, [[caption-width-right:200:Tezcatlipoca, as depicted in ''Deites ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/godsoflankhmar02.org/pmwiki/pub/images/tezcatlipoca03.png]]
[[caption-width-right:125:Their [[caption-width-right:125:Tezcatlipoca's symbol]]
->'''God of night and treachery, "The Smoking Mirror"'''
->'''Intermediate gods'''god'''



->'''Symbol:''' Skeletal hand with staff

Ancient mummified skeletons sustaining themselves through the use of mighty magics, these beings are able to use spells twice as fast as mortal spell casters. They each carry a double-strength staff of withering. These gods appear only when their city is threatened with grave danger. When the problem is solved, they cast about the city wreaking havoc as a reminder that they are not to be called on too often. They inhabit one large temple at the end of the Street of the Gods.

There is a special difference between the gods ''of'' Lankhmar, the oldest city of Nehwon, and the gods ''in'' Lankhmar. The gods in Lankhmar are those of the many religions in many temples lining the Street of the Gods. Some are powerful, some are weak, and their fortunes change with the quantity and quality of their worshipers, who are a fickle lot. Although no one in the city openly worships the Gods of Lankhmar, all secretly believe in and fear these gods, who it is said, will always protect the city so that worship may continue. As long as this is the case, the gods of Lankhmar are indifferent to the existence of the gods in Lankhmar.

These beings wish to rest in their black temple for all eternity. Lankhmar is their home and they must act if their city is threatened. The force they use often does a great deal to damage large sections of the city. There is a set of bells atop the temple that will magically ring at times of need. These bells can be rung by hand to summon the gods, but there had better be a clear danger to the city or the ringer will answer for his crime with death (after spending a few centuries of torture in the confines of the dark temple).

Through the use of godlike power each one can use spells twice as fast as mortal spell casters. When the problem is taken care of, these beings cast about the city wreaking havoc as a reminder that they are not to be called on too often.

Their temple is a black marble cube on the outside and a huge domed structure on the inside. There are thirteen crypts underneath the dome. If, for some reason, beings were able to get into the crypts and despoil the bodies there, the next day they would find that the thirteen crypts looked as if nothing had happened. The temple itself cannot be harmed by any force in the Nehwon universe.

!!Gods of Trouble
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/godsoftrouble01.png]]
[[caption-width-right:125:Their symbol]]
->'''Intermediate gods'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Three pointed star

There are three energy beings that comprise the gods of trouble. They are creatures of pure chaos energy and enjoy roaming the world in astral forms, affecting all alignments equally. Their desire is to promote chaos in all of its forms. The more chaos caused, the greater their power over Nehwon. They have a very small sect of worshipers. The high priest of this cult has the gazing power of his god. They care nothing for their worshipers, and inflict troubles upon them impartially if they should cross their path. The cult is quite naturally a rather fatalistic one.

Special events attract the attention of all the gods on Nehwon. Things like large wars, unusual magical events, plagues and the like. These events become tugs of war between the gods of trouble and the other fates and gods of Nehwon. These energy beings will not take a direct hand unless they are specifically called upon by their high priests. Normally, they like to do one or two things in any particular area and then leave for other bastions of Law that they would like destroyed.

!!Hate
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hate01.png]]
[[caption-width-right:200:Hate, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/hate02.png]]
[[caption-width-right:125:Hate's symbol]]

to:

->'''Domains:''' Night, Treachery
->'''Symbol:''' Skeletal hand Jaguar or black mirror

Tezcatlipoca's name, which means "Smoking Mirror", seems particularly appropriate. He was worshiped by the Toltecs, the Aztec's predescessors, as a sun/warrior god who fought a daily battle against the night. He was also credited
with staff

Ancient mummified skeletons sustaining themselves through
ripening crops, but was also feared because of his ability to bring on droughts. Tezcatlipoca was the use of mighty magics, these beings are able to use spells twice as fast as mortal spell casters. They each carry a double-strength staff of withering. These gods appear only when their city is threatened with grave danger. When the problem is solved, they cast about the city wreaking havoc as a reminder that they are not to be called on too often. They inhabit one large temple at the end guardian of the Street of First Sun until being knocked from the Gods.

There is a special difference between
sky by Quetzalcoatl as he ushered in the gods ''of'' Lankhmar, Second Sun. Tezcatlipoca's fall resulted in his transformation first into a jaguar, then into the oldest city constellation Ursa Major.

After his fall, Tezcatlipoca's role changed. Though the Aztees still regarded him as a patron
of Nehwon, warriors, he was now
the god of night
and the gods ''in'' Lankhmar. The gods in Lankhmar are those benefactor of witches, thieves, and other evil-doers. A great spreader of disorder and strife, Tezcatlipoca never forgave Quetzacoatl for his fall, and eventually evened the score by using treachery to topple Quetzalcoatl's guardianship of the many religions Fourth Sun.

In his home
in many temples lining the Street Ursa Major, Tezcatlipoca is invisible and ubiquitous, or he appears as a one-footed man with a round
mirror of black obsidian in place
of the Gods. Some are powerful, missing foot. By gazing into this mirror, he can see what any mortal on the Prime Material Plane is doing. If it is somehow separated from Tezcatlipoca, the mirror becomes a mirror of life trapping.

Tezcatlipoca is the second most powerful god in the Aztec pantheon, a position he guards jealously. He often assigns his priests tasks designed to erode the support of rival gods. On rare occasions, he has even been known to appear personally (though not on the Prime Material Plane) to further
some are weak, and their fortunes change with particularly important scheme. He is especially vigilant in regards to the quantity and quality of their Quetzalcoatl's worshipers, who are a fickle lot. Although no one in the city openly worships the Gods of Lankhmar, all secretly believe in and fear these gods, who it is said, will always protect the city so that worship may continue. As long as this is the case, the gods of Lankhmar are indifferent places special emphasis on exposing schemes to the existence of the gods in Lankhmar.

These beings wish to rest in
help their black temple for all eternity. Lankhmar is their home and they must act if their city is threatened. The force they use often does a great deal to damage large sections of the city. There is a set of bells atop the temple that will magically ring at times of need. These bells can be rung by hand to summon the gods, but there had better be a clear danger to the city or the ringer will answer deity prepare for his crime with death (after spending return.

Omens and portents from Tezcatlipoca tend to be direct and forceful. More than once, he has frightened
a few centuries worshiper by causing his image to appear in a mirror and issue instructions. Other omens include sudden darkness, being trailed by
a jaguar, and evil faces appearing in obsidian utensils.

Because
of torture his jealously, Tezcatlipoca tolerates no shortcomings in the confines his priests, and he is particularly vigilant about watching their activities in his obsidian mirror. Minor transgressions are punished by a denial of the dark temple).

Through the use of godlike power each one can use
spells twice as fast as mortal spell casters. When and, usually, a visit from some of Tenochtitlan's more unsavory thieves. In the problem is taken care of, these beings cast about case of major offenses, Tezcatlipoca usually sends an avatar to end the city wreaking havoc as offender's life.

Most often, Tezcatlipoca's avatar takes the form of
a reminder that they are not to be called on too often.

Their temple is a
giant black marble cube on jaquar, but he occasionally appears as a thief of indeterminate age when the outside and a huge domed structure on the inside. There are thirteen crypts underneath the dome. If, for some reason, beings were able to get into the crypts and despoil the bodies there, the next day they jaquar form would find be inappropriate. The attack forms listed above are for his jaquar form. In human form, he receives only two attacks per round. However, in human form, he uses an obsidian fang dagger +4. The fang dagger functions as a dagger of venom, save that the thirteen crypts looked as if nothing had happened. The temple itself cannot be harmed by victim must make a saving throw any force time he is hit.

!!Tlaloc
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/tlaloc02.png]]
[[caption-width-right:200:Tlaloc, as depicted
in the Nehwon universe.

!!Gods of Trouble
''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/godsoftrouble01.org/pmwiki/pub/images/tlaloc03.png]]
[[caption-width-right:125:Their [[caption-width-right:125:Tlaloc's symbol]]
->'''Intermediate gods'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Three pointed star

There are three energy beings that comprise the gods
->'''God of trouble. They are creatures of pure chaos energy rain and enjoy roaming the world in astral forms, affecting all alignments equally. Their desire is to promote chaos in all of its forms. The more chaos caused, the greater their power over Nehwon. They have a very small sect of worshipers. The high priest of this cult has the gazing power of his god. They care nothing for their worshipers, and inflict troubles upon them impartially if they should cross their path. The cult is quite naturally a rather fatalistic one.

Special events attract the attention of all the gods on Nehwon. Things like large wars, unusual magical events, plagues and the like. These events become tugs of war between the gods of trouble and the other fates and gods of Nehwon. These energy beings will not take a direct hand unless they are specifically called upon by their high priests. Normally, they like to do one or two
moisture, "He who makes things in any particular area and then leave for other bastions of Law that they would like destroyed.

!!Hate
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hate01.png]]
[[caption-width-right:200:Hate, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/hate02.png]]
[[caption-width-right:125:Hate's symbol]]
grow"'''



->'''Alignment:''' LawfulEvil
->'''Domains:''' Rain, Moisture
->'''Symbol:''' Deer totem (mazatl) or serpent chasing its tail

Tlaloc, "he who makes things grow", is the god of rain and moisture, who presided over the Third Sun. He is a cruel deity who delights in the torture of helpless innocents. Given his evil nature, it seems strange that Tlaloc has created Tlalocan, a gay paradise reserved for the victims of death associated with water (such as drowning or being broken on the rocks by a great wave). Tlaloc makes his home on the tops of the highest mountains, and resembles a man with a snake-like head, save that he has tusk-like teeth and white rings around his eyes. He is married to Chalchihuitlicue.

With his great tusks and goggle eyes, Tlaloc's appearance is quite impressive. He wears all black but for a garland of white feathers.

At each full moon, a priest of Tlaloc sacrifices a child or baby to Tlaloc. Once a year, there is a great festival held in his honor. Numerous babies are bought or taken from the populace. These babies are sacrificed to Tlaloc, after which the priests cook and eat them. If the babies cry during the sacrifice, this is taken as a good sign that rain will be abundant during the coming year.

If pressed hard in battle, Tlaloc will summon a bolt of lightning, and he will fight with this against all comers. The bolt of lightning will do 40 points of damage to all those in armor, 30 points of damage to all those wearing clothes, and 20 points of damage to all naked flesh it hits. He uses the lightning bolt as if it were a weapon instead of a spell.

Tlaloc has four pitchers of water which he may pour over areas of the Prime Material Plane as indications of his mood. He uses the first pitcher, which contains good water, only when his priests have performed their rites witn the proper zeal. The other three he uses to express his displeasure: tne second pitcher contains water filled with spider eggs and webs that bring blight, the third with water that turns to frost, and the fourth with water that causes fruit to rot. Other omens of Tlaloc's displeasure include too little or too much rain, drought, and floods.

Tlaloc's Avatar appears as a man with a snake-like head and armed with a magic, razor-sharp sword of pure obsidian. He has access to the all, animal, elemental, healing, plant, and weather spheres.

!!Tlazolteotl
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/tlazoteotl01.jpg]]
[[caption-width-right:200:Tlazolteotl, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/tlazolteotl02.png]]
[[caption-width-right:125:Tlazolteotl's symbol]]
->'''Goddess of guilty loves, pleasure, and vice'''
->'''Intermediate goddess'''



->'''Symbol:''' Foggy image with floating eyes

Hate manifests itself as a thick grey fog with a few red orbs resembling eyes in the density. This fog is able to control up to 6 beings (as in a mass charm spell) or manipulate up to 6 weapons in its tentacles as a set of 6th level fighters. The manifestation of the god must be generated at night by a high priest of at least the 10th level and 100 worshipers. The fog will appear from the worshipers and is able to travel a distance of 5 miles. Its only function is to do harm.

Hate's physical form is attached to its area of generation by a long, extremely tough silver-red cord, which is spun out behind it as it hunts for prey. The only way Hate can be damaged is by cutting this pulsing cord (which cannot be seen from in front of the Hate-cloud). The cord is AC -8, but any hit with a sharp weapon, or a spell such as magic missile, will cut it, dispelling Hate's physical form until the next night it can be summoned.

Hate is the god that everyone accidentally worships. When feelings of anger, jealously, or the like manifest themselves, the god of hate gains in power. This elemental emotional being purposely causes conflict to increase its power base. The Cult of Hate has only recently developed in the cities of Nehwon. Its followers enjoy conflicts of all types, because this provides a fuel for their own angers.

Hate desires large scale military actions as conflicts that involve more than 50 people are what Hate really needs to grow. This being will encourage conflicts of all types (guild battles, city to city fighting) for anything that causes strife is a suitable breeding ground for Hate.

!!Issek of the Jug
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/issek01.png]]
[[caption-width-right:200:Issek, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/issek02.png]]
[[caption-width-right:125:Issek's symbol]]

to:

->'''Domains:''' Bodily pleasure, Vice
->'''Symbol:''' Foggy image with floating eyes

Hate manifests itself
Ocelot totem (ocelotl) or red serpent's head

Tlazolteotl is an eater of filth and a sinister seductress who tempts virtuous men to their ruin. In her true form, she appears
as a thick grey fog with scantily-clad woman of great beauty, though she is a few red orbs resembling eyes gifted illusionist who can appear in many guises.

Although Tlazolteotl herself is base and debauched, she demands that humankind follow a strict moral code, and delights in punishing humans who do not. To this end, she sends her avatar to Tenochtitlan to test the resolve of good men. Often, the avatar uses her invisible dagger to slay the victim after he has succumbed to her charms.
But
in the density. This fog is able case of powerful men, she prefers to control up to 6 beings (as in a mass charm spell) or manipulate up to 6 weapons in its tentacles as a set of 6th level fighters. The manifestation of expose the god must be generated at night by indiscretion in such a high priest of at least the 10th level manner as to ruin his life and 100 worshipers. The fog will appear reputation.

Omens from Tlazolteotl include offal raining
from the worshipers sky, unexplained yearnings, and is able to travel a distance of 5 miles. Its only function is to do harm.

Hate's
physical form pleasure inappropriate
to the circumstance.

Tlazolteotl's avatar
is attached a beautiful woman who, while dressed appropriately to its area the occasion, reveals as much of generation by a long, extremely tough silver-red cord, which is spun out behind it her charms as it hunts for prey. The possible. Tlazolteotl's avatar casts spells only way Hate can be damaged is by cutting this pulsing cord (which cannot be seen from in front of the Hate-cloud). The cord is AC -8, but any hit with a sharp weapon, or a spell such as magic missile, will cut it, dispelling Hate's physical form until the next night it can be summoned.

Hate is the god that everyone accidentally worships. When feelings
illusionist school of anger, jealously, or the like manifest themselves, the god of hate gains in power. This elemental emotional being purposely causes conflict to increase its power base. The Cult of Hate has only recently developed in the cities of Nehwon. Its followers enjoy conflicts of all types, because this provides a fuel for their own angers.

Hate desires large scale military actions as conflicts that involve more than 50 people are what Hate really needs to grow. This being will encourage conflicts of all types (guild battles, city to city fighting) for anything that causes strife is a suitable breeding ground for Hate.

!!Issek of the Jug
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/issek01.png]]
[[caption-width-right:200:Issek, as depicted in ''Deities & Demigods'']]
magic.

!!Xochipilli
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/issek02.org/pmwiki/pub/images/xochipilli01.png]]
[[caption-width-right:125:Issek's symbol]][[caption-width-right:125:Xochipilli's symbol]]
->'''God of beauty, happiness, music, and gambling, "Prince of Flowers"'''



->'''Alignment:''' ChaoticGood
->'''Domains:''' Beauty, Happiness, Good and bad luck
->'''Symbol:''' Monkey totem (ozomahtli) or flower

Xochipilli, the "Prince of Flowers", is the god of beauty, happiness, music, and gambling. Along with his twin sister, Xochiquetzal, he is responsible for much of what men find joyful in life. He is a benevolent but fickle god who seldom blesses a man with his gifts for long. In his true form, he has the body of a young man, but his face is that of a decaying corpse.

Xochipilli has a mercurial disposition. Sometimes he takes great pleasure in helping his worshipers, other times he inflicts great hardships on them for little reason. Anyone sacrificing an important magic item to him by throwing it into the street and walking away stands a 1% chance of attracting his attention. If the person is about to take an immensely big gamble, this chance increases to 25%. If he responds to the sacrifice, Xochipilli will aid the worshiper by allowing him to make a second die roll at some critical moment. Omens from Xochipilli include unexplained music, a run of good or bad luck, and the sudden urge to sing.

Xochipilli's avatar is a well-proportioned young man with the head of a corpse. He carries a large axe with an obsidian blade that never grows dull or chips. Xochipilli may select his bard spells from any school of magic.

!!Xochiquetzal
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/xochiquetzal01.png]]
[[caption-width-right:125:Xochiquetzal's symbol]]
->'''Goddess of flowers, dance, and proper love'''
->'''Intermediate goddess'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Love, Flowers, Celebrations
->'''Symbol:''' Rose

Xochiquetzal is the goddess of flowers, dance, and proper love. Along with her twin brother, Xochipilli, she is responsible for much of what men and women find joyful in life. However, as the goddess of love, she is somewhat less fickle than her twin, though that is not to say that she is entirely constant, either.

In her true form, Xochiquetzal is a woman of such beauty and gaiety that all men who see her fall in love with her. She has the power to make any man fall in love with any woman.

Though not intimately involved in human affairs. Xochiquetzal occasionally answers (10% chance) the joint plea of a man and woman in love, though their relationship cannot be hidden or illicit in any manner. She is especially concerned with countering the efforts of Tlazolteotl to lure good men into guilty loves.

Omens from Xochiquetzal include the unexpected appearance of a blooming flower, the sudden withering of a flower already in bloom, and the uncontrollable urge to dance.

Xochiquetzal's avatar takes the form of a woman of tender countenance and incomparable beauty. She can cast her bard spells from any school of wizardry.

!Maya Pantheon
!!Camazotz
->'''God of bats'''
->'''Lesser god'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Bats
->'''Symbol:''' Giant bat

This god appears as a huge bat and is always found with 1,000 normal bats flying around him. He may be tempted to comply to a summom by a being that offers many insects for his followers. Priests can actually appease this deity by offering him insect plagues.

His claws do 2-20/2-20 and a save is necessary versus (paralytic) poison; his bite does 3-30 with the same save. Any weapons cast in the darkness at him will not touch or harm him.

!!Hunapu and Xbalanque
->'''Twin heroes'''



->'''Symbol:''' Man on a broken rack or an amphora

Issek appears as a tall man with twisted wrists and ankles, and his manifestatians are said to give endurance to humans who are being tortured. He carries a jug which is able to pour out any liquid the god wishes.

Torture can be loosely defined and includes such things as a wife who constantly shouts at her husband or a little boy being picked on by a larger bully.

Issek desires to help all those who are being oppressed in any way, although he is not the brightest or most even handed of gods. A step daughter being overworked is just as important to him as a world-saving paladin fighting off the multi-dimensional entrance of a horde of undead.

His sect is a poor one and preaches the need to persevere under any hardships that life might bring. His clerics travel about always appearing to be one of the poor, even if they are not.

!!Kos
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/kos01.png]]
[[caption-width-right:200:Kos, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/kos02.png]]
[[caption-width-right:125:Kos' symbol]]
->'''God of Dooms'''
->'''God of order'''
->'''Intermediate god'''

to:

->'''Symbol:''' Man on a broken rack or an amphora

Issek appears as a tall man with twisted wrists and ankles, and his manifestatians

The twin brothers
are said to give endurance to humans who are being tortured. He carries a jug which is able to pour out any liquid the god wishes.

Torture can be loosely defined and includes such things as a wife who constantly shouts at her husband or a little boy being picked on
legendary for their thirst for revenge. Their father was killed by a larger bully.

Issek desires to help all those who are being oppressed in any way, although he is not the brightest or most even handed of gods. A step daughter being overworked is just as important to him as a world-saving paladin fighting off the multi-dimensional entrance of a horde of undead.

His sect is a poor one and preaches the need to persevere under any hardships that life might bring. His clerics travel about always appearing to be one
beings of the poor, even if underworld and so they went down and defeated these beings in games and battle. They were expert with the blow gun and could shoot their darts up to 200 yards away with accuracy (short range = 50 yards, medium range = 135 yards).

In hand-to-hand combat they use axes which inflict 1-10 points of damage, but they try hard not to get close enough to be forced into that situation. They
are not.

!!Kos
resistant to cold and fire so that one point is subtracted from every die of damage they take.

!!Itzamna
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/kos01.org/pmwiki/pub/images/itzamna01.png]]
[[caption-width-right:200:Kos, [[caption-width-right:200:Itzamna, as depicted in ''Deities & Demigods'']]
->'''God of medicine'''
->'''Greater god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Medicine
->'''Symbol:''' Red hand

Itzamna normally appears to men in the guise of a toothless old man, with sunken cheeks and a Roman nose, leaning on a crooked staff. However, he may also assume the form of light in one of its myriad aspects, e.g. a blazing globe, a fading ember, or a dusty moonbeam, and when in this guise he may take on any size. Itzamna often travels in the world of men. He may see everything that transpires in the world if there is a light source present, much like a wizard eye spell.

Itzamna is the friend and benefactor of men, instructing mankind in medicine, drawing and letters. He is often called upon by his clerics to intercede for man with the other gods in times of calamities and sicknesses. In his dealings with the other gods he rarely relies on the strength of his arms, using his wits to cause his fellow deities to react favorably towards man.

Itzamna is the son of the sun-god, Tezcatlipoca, and tries to temper his father's harsh dealings with man. If Itzamna is ever in a desperate situation he will call upon his father for help. The god of medicine is by no means a weakling and if battle is forced upon him he will strike with either his staff or with scintillating beams of light (depending upon his form) for 3-24 points of damage. Whenever he is attacked he will become surrounded by a nimbus of light which acts as a protection from evil 6" radius and as a robe of scintillating colors. In light form, ltzamna is intangible, and it requires +2 or better magical weapons to strike him. He is also capable of drawing any one symbol per round in the air.

Clerics of Itzamna will deal only with spells to bless and heal (abjuration and necromancy) or spells of a written nature (symbols). They are friends to all good creatures and are loath to do combat unless there is no other recourse. These Clerics wear few garments or just a coarse robe and carry a staff and medicine pouch. Often they may be identified by a necklace with a red hand ornament. They are usually excellent scribes.

Ceremonies to Itzamna are held throughout the year, particularly in relation to the planting of crops. Sweet balsam is burned and squirrels are sacrificed to him.
[[/folder]]

[[folder: Chinese Pantheon]]
!!In General
The Chinese image of the Heavens is that of a great bureaucracy. Many of the deities exist to perform a special task and watch over a special area of life. Each god is supervised by a more important deity, who is responsible for seeing that things are done correctly. Every being is accountable to the Emperor of the Heavens. Every year the gods send reports to their supervisors, and it is not uncommon to be promoted or demoted for work done during the year.

Clerics play several roles in this master plan. They support the existing mortal government and preach the divinity of their emperor. The emperor in every case is not only the head of the state, but also the head of the church (thus gifted with high priest powers by the gods). The atonement for all sins by both the clerical staff and mortal worshipers is a matter of sacrificing items of value commensurate with the improper act. If the deed was severe enough (judge's option as to this in AD&D terms) the atonement might even be death. Clerics must travel about the countryside preaching to rich and poor alike.

!!Shang-Ti
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/shangti01.png]]
[[caption-width-right:200:Shang-Ti, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/kos02.org/pmwiki/pub/images/shangti02.png]]
[[caption-width-right:125:Kos' [[caption-width-right:125:Shang-Ti's symbol]]
->'''God ->'''Supreme god of Dooms'''
->'''God
the heavens, god of order'''
->'''Intermediate
the sky and agriculture, "The Celestial Emperor"'''
->'''Greater
god'''



->'''Symbol:''' Crossed sword and axe

Kos is a northern barbarian god who loves battle and bold deeds. He is the god of dooms because he brings trouble to anyone who doesn't live up to his strict codes of honor and action. These codes and the interest of the god apply to all facets of the hard life of the northern barbarians. Kos is just as interested in the building of a safe and sturdy long house as he is in the sharpness of a warrior's axe.

This god exists to make sure the people of the north do things properly. This proper order of things has been established by Kos and passed down to his priests and priestesses. When this order is not followed Kos is quick to hurl curses down on the offenders. These curses are slight at first, but will eventually cause death to the offender unless they mend their ways.

!!Movarl
->'''Hero'''
->'''Alignment:''' LawfulGood

Movarl is the most famous hero on the planet. His name is revered by the forces of law and feared by the minions of chaos. He is the overlord of the city of Kvarch Nar. However, he travels often amongst the cities and towns of the Great Forest to champion the cause of law and good.

Besides his normal powers as a paladin, he is totally immune to fear and paralysis of any type. In combat he uses Astrendan, a two-handed sword +2 that instantly kills an undead creature it touches. The man is instantly aware of any evil being within 20 feet of him.

Movarl rides a huge white war horse with almost human intelligence and the maximum abilities of an animal of that breed.

!!Nehwon Earth God
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nehwonearthgod01.png]]
[[caption-width-right:200:The Nehwon Earth God, as depicted in ''Deities & Demigods'']]
->'''Lesser god'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Diamond eye

This god is an aware piece of molten earth, able to assume any shape in this molten form; no forged weapon can hurt it. The tropical priests of Klesh serve this deity, who wishes to return all of Nehwon to its molten state. The only thing preventing this deity from accomplishing its end is the hard crust of the world.

Its temples can be found in desolate areas all over Nehwon. These temples are usually rich in gems and gold. The god is able to control beings through a mass charm spell that it can cast through any gem consecrated to his sect. Its Kleshite clerics commonly use blow guns.

!!Ningauble of the Seven Eyes
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/ningauble01.png]]
[[caption-width-right:200:Ningauble, as depicted in ''Deities & Demigods'']]
->'''Wizard'''
->'''Alignment:''' TrueNeutral

Ningauble is not human or even humanoid. It comes from another dimension, but has made Nehwon its home. It never shows its true form because that form would drive most humans insane. Ningauble is always wrapped in heavy robes with an empty cowl that displays seven constantly moving lights. Occasionally one will protrude from the cowl, and then it can be seen to be an eye upon the end of a snakelike tentacle. These eyes can see through all illusions.

Ningauble is known as the "gossiper of the gods" and loves nothing better than to listen by the hour to a good story about some important person in Lankhmar or any of the eight cities. Supplicants have come to his caves and brought especially interesting bits of gossip and been made fabulously wealthy as a result. Many claim that these individuals would have become wealthy anyway, but no one says this in front of Ningauble.

This powerful spell caster inhabits a huge series of enchanted caves near the Sinking Lands. These caves are linked interdimensionally with other planes, other times of Nehwon and other multiverses. Only Ningauble, with his alien logic patterns, is able to fully comprehend the paths of his caves. Fafhrd and the Gray Mouser have used these magical pathways to visit earth's past in the time of Alexander the Great and the time of Arthur and Merlin. The caves are also a fine defense for Ningauble. At one time a crime lord in Lankhmar sent one hundred thieves to attack the wizard over an imagined offense. The dust of the thieves and their equipment lies just off the entrance to the caves. This is the only reminder most need that it is often dangerous to deal with a powerful wizard.

Ningauble's aims are clear. It only wants to learn more about the ways of Nehwon and further its magical abilities. Just lately it has learned that its annual success or failure in these efforts is closely connected to how Fafhrd's life is proceeding. When Fafhrd is happy and living well, so too is the way of life for Ningauble. This has turned the wizard towards being much more helpful in the desires of its charge, Fafhrd.

Although Ningauble wants Fafhrd to do well, it also watches its charge closely. When Fafhrd is about to acquire power that might take him far away from Lankhmar or gain something that might allow the thief to not need his mage advisor things happen to quickly change that situation. Warnings are given to Fafhrd's enemies, the hero is tricked out of his vast riches, or the fates become unusually unkind for no reason Fafhrd can see. All of these acts serve to drive Fafhrd right back to the caves and his ever helpful advisor.

!!Plugh
->'''Hero'''

to:

->'''Domains:''' Creation, Social order
->'''Symbol:''' Crossed sword and axe

Kos
Shaft of yellow light in a fist or jade dragon

Shang-Ti (full name: Yu-Huang-Shang-Ti)
is a northern barbarian god who loves battle and bold deeds. the Supreme Ruler of the universe. He is the god giver of dooms because he brings trouble to anyone who doesn't live up to his strict codes life, the vitalizing power of honor and action. These codes the earth, the bestower of the Mandate of Heaven, the supreme judge, forgiver, savior of mankind, and the interest personification of heaven itself. As the head of the god apply to Celestial Bureaucracy, all facets other deities rule through his grace and authority. His word is law among all gods and goddesses, and he is the final arbitrator in any dispute among them. In his true form, Shang-Ti is an ethereal, aged man with a bald head and a long white beard.

Shang-Ti runs the Celestial Bureaucracy with the welfare
of the hard life Chinese Empire at heart. He never gets angry, but will replace any subordinate god who fails to perform his duty correctly. In cases of corruption, Shang-Ti has returned even the northern barbarians. Kos is just as interested in most powerful gods to mortal form and sent them to the building of a safe Afterworld to be punished for their misdeeds.

Omens come from Shang-Ti only when the Emperor has lost his Mandate from Heaven. In such times, the Empire is besieged by natural disasters such as plagues, floods,
and sturdy long house as he is in the sharpness of a warrior's axe.

This god exists to make sure the people of the north do things properly. This proper order of things has been established by Kos and passed down to his priests and priestesses. When this order is not followed Kos is quick to hurl curses
earthquakes.

Shang-Ti looks
down on the offenders. These curses are slight at first, but will eventually cause death "barbarous" deities of the planes, and won't deal with any of them, not even the leaders of other pantheons, except for Primus, the patron of the modrons. Primus is the only outsider, it seems, who's lawful and orderly enough to tumble to the offender unless they mend their ways.

!!Movarl
->'''Hero'''
->'''Alignment:''' LawfulGood

Movarl is the most famous hero on the planet. His name is revered by the forces of law and feared by the minions of chaos. He is the overlord
workings of the city of Kvarch Nar. However, he travels often amongst Celestial Bureaucracy.

Small wonder, then, that Shang-Ti makes him home,
the cities and towns Jade Palace, on Mechanus. But it sits on a gear far from Regulus (the home of Primus) so that minor modrons can't interfere with the pristine state of the Great Forest to champion the cause of law and good.

Besides his normal powers as a paladin, he is totally immune to fear and paralysis of any type. In combat he uses Astrendan, a two-handed sword +2 that instantly kills an undead creature it touches.
realm. The man is instantly aware of any evil being within 20 feet of him.

Movarl rides a huge white war horse
streets are lined with almost human intelligence carefully ordered parks, libraries of lost knowledge, and other architectural wonders, each leading toward the maximum abilities Emperor's palace, the center of an animal of that breed.

!!Nehwon Earth God
the entire Bureaucracy. Once there, it seems a body has to fill out a form for ''everything''.

!!Chao Kung Ming
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nehwonearthgod01.org/pmwiki/pub/images/chaokungming01.png]]
[[caption-width-right:200:The Nehwon Earth God, [[caption-width-right:200:Chao Kung Ming, as depicted in ''Deities & Demigods'']]
->'''Lesser god'''
->'''Demigod of war'''
->'''Demigod'''
->'''Alignment:''' ChaoticEvil
NeutralGood
->'''Domains:''' War
->'''Symbol:''' Diamond eye

Black pearl

This god is an aware piece of molten earth, able to assume any shape in this molten form; no forged weapon can hurt it. The tropical priests of Klesh serve this deity, who wishes to return all of Nehwon to its molten state. The only thing preventing this deity from accomplishing its end is appears as a very muscular man with bright red skin. He wears special +3 scale mail that does not interfere with the hard crust use of the world.

Its temples can be found in desolate areas all over Nehwon. These temples are usually rich in gems and gold. The
his monk abilities. He rides a giant flying tiger into battle. This god is able to control travel from plane to plane with however many beings through he wishes. He strikes with a mass charm spell that it can cast through any gem consecrated spear of power for 10-60 points of damage.

!!Ch'eng Huang
->'''Divine guardians of specific localities'''
->'''Demigods'''
->'''Alignment:''' Usually lawful and/or good
->'''Domains:''' Specific locality
->'''Symbol:''' Varies

The Ch'eng Huang are place gods, divine guardians of specific localities. Most often these localities are villages, cities, or towns, but they have been known
to his sect. Its Kleshite clerics commonly use blow guns.

!!Ningauble
guard bridges, mountains, and other areas of importance. Sometimes known as the "Gods of Walls and Ditches", they are charged with protecting the inhabitants of the Seven Eyes
town in which they are honored. Usually, Ch'eng Huang are spirits of mandarins or bureaucrats who served the town well during their mortal life, and who were subsequently nominated by a Celestial Bureaucrat for the honor of protecting it in the Afterlife.

The responsibilities of the Ch'eng Huang are not limited to protecting their places from outsiders. They are frequently consulted by the local governor or prefect to learn the identity of notorious thieves, to ask advice in making crucial decisions, and for guidance in any difficult task. Most often, the Ch'eng Huang deliver their responses in the form of poems heard in dreams.

When the Ch'eng Huang's avatars are seen, they usually resemble the mortal from whom they were created. For their spells, they can draw upon a wide variety of spheres (though seldom more than three at a time) that will reflect the nature of the place sacred to them.

!!Chih-Chiang Fyu-Ya
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/ningauble01.org/pmwiki/pub/images/chihchiangfyuya01.png]]
[[caption-width-right:200:Ningauble, [[caption-width-right:200:Chih-Chiang Fyu-Ya, as depicted in ''Deities & Demigods'']]
->'''Wizard'''
->'''Alignment:''' TrueNeutral

Ningauble is not human or even humanoid. It comes from another dimension, but has made Nehwon its home. It never shows its true form because that form would drive most humans insane. Ningauble is always wrapped in heavy robes with an empty cowl that displays seven constantly moving lights. Occasionally one will protrude from the cowl, and then it can be seen to be an eye upon the end
->'''God of a snakelike tentacle. These eyes can see through all illusions.

Ningauble is known as the "gossiper
archers, Punisher of the gods" and loves nothing better than to listen by the hour to a good story about some important person in Lankhmar or any of the eight cities. Supplicants have come to his caves and brought especially interesting bits of gossip and been made fabulously wealthy as a result. Many claim that these individuals would have become wealthy anyway, but no one says this in front of Ningauble.

This powerful spell caster inhabits a huge series of enchanted caves near the Sinking Lands. These caves are linked interdimensionally with other planes, other times of Nehwon and other multiverses. Only Ningauble, with his alien logic patterns, is able to fully comprehend the paths of his caves. Fafhrd and the Gray Mouser have used these magical pathways to visit earth's past in the time of Alexander the Great and the time of Arthur and Merlin. The caves are also a fine defense for Ningauble. At one time a crime lord in Lankhmar sent one hundred thieves to attack the wizard over an imagined offense. The dust of the thieves and their equipment lies just off the entrance to the caves. This is the only reminder most need that it is often dangerous to deal with a powerful wizard.

Ningauble's aims are clear. It only wants to learn more about the ways of Nehwon and further its magical abilities. Just lately it has learned that its annual success or failure in these efforts is closely connected to how Fafhrd's life is proceeding. When Fafhrd is happy and living well, so too is the way of life for Ningauble. This has turned the wizard towards being much more helpful in the desires of its charge, Fafhrd.

Although Ningauble wants Fafhrd to do well, it also watches its charge closely. When Fafhrd is about to acquire power that might take him far away from Lankhmar or gain something that might allow the thief to not need his mage advisor things happen to quickly change that situation. Warnings are given to Fafhrd's enemies, the hero is tricked out of his vast riches, or the fates become unusually unkind for no reason Fafhrd can see. All of these acts serve to drive Fafhrd right back to the caves and his ever helpful advisor.

!!Plugh
->'''Hero'''
gods'''
->'''Demigod'''




Pulgh is the most skilled fighter on Nehwon. This means he can easily use any warrior's weapon known to that world. He favors his magical spear, but this weapon is so renowned that he often goes without it to keep his identity secret. He is never without a wide range or missile weapons; from throwing daggers to heavy darts.

Constantly searching for more and greater brawls has led to the myth that he is a bully and daring killer. Pulgh is actually a careful, diligent bravo who only lives for the thrill of battle in all its forms. He has been known to take on a band of knights while wielding only a single small dagger.

Hunting only the best of the best, Plugh can be found in major cities across the world of Nehwon looking for the toughest of warriors to face. His strange code of ethics has caused him to want to always face his enemies man-to-man.

!!Rat God
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/ratgod01.png]]
[[caption-width-right:200:Rat God, as depicted in ''Deities & Demigods'']]
->'''Lesser god'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Two red eyes on a black field

The rat god is the manifestation of all men's fears of its kind. All felines must run in fear from this apparition. It always walks erect, can shrink to normal rat size, and is able to summon 20 wererats to its side once per day.

The god's largest temple can be found in the port city of Ilthmar, where human sacrifices are held by the light of every full moon.

!!Red God
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/redgod01.png]]
[[caption-width-right:125:The Red God's symbol]]
->'''God of battle and war'''
->'''Intermediate god'''

to:

\nPulgh is the most skilled fighter on Nehwon. This means he can easily use any warrior's weapon known to that world. He favors his magical spear, but this weapon is so renowned that he often goes without it to keep his identity secret. He is never without a wide range or missile weapons; from throwing daggers to heavy darts.\n\nConstantly searching for more and greater brawls has led to the myth that he is a bully and daring killer. Pulgh is actually a careful, diligent bravo who only lives for the thrill of battle in all its forms. He has been known to take on a band of knights while wielding only a single small dagger.\n\nHunting only the best of the best, Plugh can be found in major cities across the world of Nehwon looking for the toughest of warriors to face. His strange code of ethics has caused him to want to always face his enemies man-to-man.\n\n!!Rat God\n[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/ratgod01.png]]\n[[caption-width-right:200:Rat God, as depicted in ''Deities & Demigods'']]\n->'''Lesser god'''\n->'''Alignment:''' ChaoticEvil\n->'''Domains:''' Archery
->'''Symbol:''' Two Green longbow

This god has fiery
red eyes on skin resembling scales, a black field

The rat god is the manifestation
demonic head with tusks, elephant ears, a large set of all men's fears leathery wings with a span of its kind. All felines must run in fear from this apparition. It always walks erect, 40 feet, a humanoid body, and cloven hooves. With his bow he can shrink to normal rat size, hit any target within sight, and is able to summon 20 wererats to reverse any weapon thrown through the air at him and send it back at its side once per day.

caster.

His bow is magicked so that use of it by anyone else will cause the arrows to fly at the user.
The god's largest temple god can be found shape change at will and wears green +4 plate mail in battle. His arrows inflict 2-20 points of damage when they hit and his sword strikes for 2-24 points in hand-to-hand combat.

It is
the port city duty of Ilthmar, where human sacrifices are held by Chih-Chiang Fyu-Ya to avenge offenses against the light gods, particularly desecration of every full moon.

!!Red God
temples.

!!Chih-Nii
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/redgod01.org/pmwiki/pub/images/chihnii01.png]]
[[caption-width-right:125:The Red God's [[caption-width-right:125:Chih-Nii's symbol]]
->'''God ->'''Goddess of battle spinning, weaving and war'''
love'''
->'''Intermediate god'''goddess'''



->'''Symbol:''' The horse sabre

This is the war god of all the eastern lands. He appears as a massive dark-skinned man
with red studded leather armor, carrying a bronze shield. He is always mustachioed and wears a pointed helm. His boots and belt shine as brightly as the sun. He primarily supports the horse soldiers of the east. He is a very protective god and because there are many eastern warrior spies in the eight cities, including Lankhmar, this god has been trying to increase his number of worshipers in these cities.

This god is very protective of his more important worshipers, and when they are in foreign lands he will occasionally come to their aid in situations that he would not bother about in the East. This aid consists of an 8th level magic-user sent to help.

The Red God is a god of warriors. He favors acts of war and battle and lends support in the form of strength of arm and courage of heart to warriors who follow his faith. He spends most of his time trying to cause new battles to test the courage of his followers. He is the one responsible for turning all of the lands of the east against the eight cities.

!!Sheelba of the Eyeless Face
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/sheelba01.png]]
[[caption-width-right:200:Sheelba, as depicted in ''Deities & Demigods'']]
->'''Wizard'''

to:

->'''Domains:''' Spinning, Weaving, Love
->'''Symbol:''' Spinning loom

The horse sabre

This
daughter of Shang-Ti, Chih-Nii is the war god goddess of spinners and weavers. She makes clothes for all the eastern lands. He appears as a massive dark-skinned man
with red studded leather armor, carrying a bronze shield. He is always mustachioed and wears a pointed helm. His boots and belt shine as brightly as the sun. He primarily supports the horse soldiers
gods of the east. He is heaven, a very protective god and because there are many eastern warrior spies in the eight cities, including Lankhmar, this god has been trying to increase his number of worshipers in these cities.

This god is very protective of his more important worshipers, and when they are in foreign lands he will occasionally come to their aid in situations
task that keeps her so busy that she has had no time to find a husband. Fortunately for Chih-Nii, however, her sister convinced her to take a rest and go to earth.

While the women were bathing in a stream, a cowherd came along and hid Chih-Nii's clothes. When
he would not bother about return them, Chih-Nii was forced to remain on earth and eventually fell in love with the East. This aid consists of an 8th level magic-user sent to help.

The Red God is a god of warriors. He favors acts of war and battle and lends support in
mischievous cowherd. Unfortunately, the form of strength of arm and courage of heart gods soon recalled Chih-Nii. Recovering Chih-Nii's clothes from their hiding place, the cowherd tried to warriors who follow his faith. He spends most of his time trying her to cause new battles to test heaven, but Shang-Ti stopped the courage of his followers. He is mortal on the one responsible for turning all far side of the lands Celestial River (the Milky Way). Chih-Nii may
now cross the Celestial river to visit her lover only on the seventh day
of the east against seventh month each year, when the eight cities.

!!Sheelba of
magpies gather to make a bridge with their wings.

As
the Eyeless Face
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/sheelba01.png]]
[[caption-width-right:200:Sheelba, as depicted
patron of spinners and weavers, Chih-Nii watches over women who earn their living by making clothes. Her main interest, however, is women who have found love late in ''Deities & Demigods'']]
->'''Wizard'''
their lives, and there is a 10% chance she will send her avatar to punish any male who jilts such a woman.

Chih-Nii's avatar is a very shy but beautiful woman. She can draw upon any school of magic for her wizard spells, and
upon the all, charm, divination, elemental, healing, protection, and summoning spheres for her priest spells.

!!Chih Sung-Tzu
->'''Lord of rain'''
->'''Greater god'''




Sheelba of the Eyeless Face is some type of female, reptilian creature; clearly from another universe. She never shows all of her form because it would drive most heroes totally insane. She has come to Nehwon to live and is very protective of the Gray Mouser and the city of Lankhmar. It is commonly known that demons (who can perceive Sheelba's real form) scream in horror when facing this wizardress and leave the plane of Nehwon for all eternity.

Sheelba's magic is not of the directly destructive sort, for she is much better at summoning other creatures to do her fighting for her. Sheelba prefers the Salt Marsh because there are so many dangerous creatures that can be easily called upon to act on her behalf. There was a time when the Overlord of Lankhmar sent five hundred troops to capture and bring back Sheelba's hut. On the first day out of lankhmar hundreds of normally shy swamp creatures attacked and killed one hundred of the troops. The brave commander kept the men out for a second day. All of the troops ran when a house sized worm ate the commander and his war horse in one gulp. Needless to say, the subject of the hut was never brought up in the Rainbow Palace again.

Sheelba lives in a hut at the heart of the Great Salt Marsh. This magical construct is able to move 24' over the marshy landscape and is the size of a palace inside, but appears only to be a small grass hut on the outside. Sheelba rarely lets anyone inside, preferring to look down from the stilts and talk to whomever visits her. The hut also has several interdimensional portals that allow Sheelba and others to travel to other universes. When Sheelba is out of the hut, the magical device will not let anyone enter.

Sheelba is extremely greedy and will never act unless there is a profit of some type to be had. Until recently she has demanded much from the Gray Mouser, but that has changed slightly. She, like Ningauble of the Seven Eyes, has come to realize that her life is closely tied to the success or failures of the Gray Mouser. Now, she seeks to have the Gray Mouser close by, where he can be better kept out of planet wide deadly dangers. The schemes of Sheelba are turned towards keeping Mouser in Lankhmar and keeping Lankhmar as trouble free as possible.

!!Spider God
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nehwonspidergod01.png]]
[[caption-width-right:200:The Spider God, as depicted in ''Deities & Demigods'']]
->'''Demigod'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Black opal

Appearing as a giant black spider, this deity is known for its delight in receiving human sacrifices. Its powers include the ability to summon 30 phase spiders per day, the power to make all arachnids obey, and the ability to transfer the powers of a spider to its most powerful high priest.

Its evil clerics work diligently to keep their god satisfied by way of human sacrifices. It rewards them with a gift of a pet large spider once per each ten sacrifices.

!!Tyaa
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/tyaa01.png]]
[[caption-width-right:200:Tyaa, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/tyaa02.png]]
[[caption-width-right:125:Tyaa's symbol]]
->'''Winged Goddess of Evil Birds'''
->'''Intermediate goddess'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Large raven head or a black feather

Tyaa is a force of evil and chaos. She chooses to manifest her powers through the actions of malicious birds. She has created an offshoot of the raven that is both smarter and stronger than its ancestral cousin. It should be noted that, while she prefers to employ the Birds of Tyaa, she is perfectly capable of using any carnivorous bird to do her will on Nehwon. Tyaa has the power to manifest herself in her high priestess, though this is rare. The city of Lankhmar has always been her favorite because she has the most worshippers in this place.

Tyaa's cult has been banned in Lankhmar because of its evil teachings and ways. This has only caused the movement to go underground and to other cities. There are several large caches of diamonds and jewels hidden in several abandoned manors in Lankhmar. The high priestess of the cult knows of these locations and will use these riches to support the cult and make it grow.

Tyaa desires worshippers above all else. She is currently very weak and needs the support of supplicants all over Nehwon. In past centuries her evil birds have been used to steal flashy treasures from the upper story apartments of the rich. Her special ravens can tell useless fake jewelry from the real materials and are perfect thieves. Tyaa can supply large numbers of these birds to each of her priests, thus making them rich.

!!Votishal
->'''Demigod'''

to:

\nSheelba of the Eyeless Face is some type of female, reptilian creature; clearly from another universe. She never shows all of her form because it would drive most heroes totally insane. She has come to Nehwon to live and is very protective of the Gray Mouser and the city of Lankhmar. It is commonly known that demons (who can perceive Sheelba's real form) scream in horror when facing this wizardress and leave the plane of Nehwon for all eternity.\n\nSheelba's magic is not of the directly destructive sort, for she is much better at summoning other creatures to do her fighting for her. Sheelba prefers the Salt Marsh because there are so many dangerous creatures that can be easily called upon to act on her behalf. There was a time when the Overlord of Lankhmar sent five hundred troops to capture and bring back Sheelba's hut. On the first day out of lankhmar hundreds of normally shy swamp creatures attacked and killed one hundred of the troops. The brave commander kept the men out for a second day. All of the troops ran when a house sized worm ate the commander and his war horse in one gulp. Needless to say, the subject of the hut was never brought up in the Rainbow Palace again.\n\nSheelba lives in a hut at the heart of the Great Salt Marsh. This magical construct is able to move 24' over the marshy landscape and is the size of a palace inside, but appears only to be a small grass hut on the outside. Sheelba rarely lets anyone inside, preferring to look down from the stilts and talk to whomever visits her. The hut also has several interdimensional portals that allow Sheelba and others to travel to other universes. When Sheelba is out of the hut, the magical device will not let anyone enter.\n\nSheelba is extremely greedy and will never act unless there is a profit of some type to be had. Until recently she has demanded much from the Gray Mouser, but that has changed slightly. She, like Ningauble of the Seven Eyes, has come to realize that her life is closely tied to the success or failures of the Gray Mouser. Now, she seeks to have the Gray Mouser close by, where he can be better kept out of planet wide deadly dangers. The schemes of Sheelba are turned towards keeping Mouser in Lankhmar and keeping Lankhmar as trouble free as possible.\n\n!!Spider God\n[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nehwonspidergod01.png]]\n[[caption-width-right:200:The Spider God, as depicted in ''Deities & Demigods'']]\n->'''Demigod'''\n->'''Alignment:''' ChaoticEvil\n->'''Domains:''' Rain
->'''Symbol:''' Black opal

Appearing
Small red bird with one leg

This god appears
as a giant black spider, this deity is known for its delight in receiving human sacrifices. Its powers include the ability to summon 30 phase spiders per day, very muscular man. He always wears a blue war helm, giving him the power to make all arachnids obey, of constant haste and flying at twice the ability speed he could attain by himself (i.e., 48"). He prefers to transfer the powers ride a storm cloud that travels at 24" and is able to support up to 10 beings of a spider any size. Like Shang-Ti, he can create weather of any type upon command. His suit of +3 scale mail appears to its most powerful high priest.

Its evil clerics work diligently to keep their god satisfied by way of human sacrifices. It rewards them with a gift of a pet large spider once
be badly rusted, and when any other metal touches it, that metal completely rusts away (no saving throw). His +3 mace strikes for 3-30 points per each ten sacrifices.

!!Tyaa
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/tyaa01.png]]
[[caption-width-right:200:Tyaa, as depicted in ''Deities & Demigods'']]
hit.

!!Chung Kuel
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/tyaa02.org/pmwiki/pub/images/chungkuel01.png]]
[[caption-width-right:125:Tyaa's [[caption-width-right:125:Chung Kuel's symbol]]
->'''Winged Goddess ->'''God of Evil Birds'''
truth and testing'''
->'''Intermediate goddess'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Large raven head or a black feather

Tyaa is a force of evil and chaos. She chooses to manifest her powers through the actions of malicious birds. She has created an offshoot of the raven that is both smarter and stronger than its ancestral cousin. It should be noted that, while she prefers to employ the Birds of Tyaa, she is perfectly capable of using any carnivorous bird to do her will on Nehwon. Tyaa has the power to manifest herself in her high priestess, though this is rare. The city of Lankhmar has always been her favorite because she has the most worshippers in this place.

Tyaa's cult has been banned in Lankhmar because of its evil teachings and ways. This has only caused the movement to go underground and to other cities. There are several large caches of diamonds and jewels hidden in several abandoned manors in Lankhmar. The high priestess of the cult knows of these locations and will use these riches to support the cult and make it grow.

Tyaa desires worshippers above all else. She is currently very weak and needs the support of supplicants all over Nehwon. In past centuries her evil birds have been used to steal flashy treasures from the upper story apartments of the rich. Her special ravens can tell useless fake jewelry from the real materials and are perfect thieves. Tyaa can supply large numbers of these birds to each of her priests, thus making them rich.

!!Votishal
->'''Demigod'''
god'''



->'''Symbol:''' Leather pouch

Votishal appears as a normal thief in all of his idol representations. This is another case of a man of great ability becoming venerated by later generations. He was a master thief of the 14th level who reformed to the cause of good and law. His thieving abilities then went in the direction of robbing from evil groups to benefit the lawful good group he supported.

If he manifests himself on the Prime Material Plane, he will try to kill all evil beings he encounters. His clerics rise alternately in the clerical class and the thief class. They are very zealous in their efforts to rob all evil people (especially evil shrines). They are in direct opposition to the Thieves' Guild, and constantly try to get member thieves to join the sect by kidnapping them and brainwashing them in the temple crypts. The high clerics of this order are always 15th level patriarchs/12th level master thieves. No cleric can rise above the tenth level in this sect unless they have carried away some amount of riches from an evil temple.

to:

->'''Domains:''' Truth, Testing
->'''Symbol:''' Leather pouch

Votishal appears
Open book or ruler and writing brush

Also known
as K'uei Hsing, Chung Kuel was a normal thief brilliant mortal who finished first in all of his idol representations. This is another case of a man of great ability becoming venerated by later generations. He examinations. However, he was a master thief of so ugly that the 14th level who reformed to Emperor would not affirm his success. When the cause of good and law. His thieving abilities then went in the direction of robbing from evil groups to benefit the lawful good group he supported.

If he manifests
despondent Chung Kuel threw himself into the sea, a turtle saved his life. The Emperor took this as a divine sign and acknowledged the examination result.

Chung Kuel served so efficiently and honestly that Shang-Ti granted him immortality, making him assistant to Wen Chang Ti, god of literature. Eventually, as the need for bureaucrats increased, Shang-Ti created a ministry to watch over truth and the examination process, placing Chung Kuel in charge of it. In his true form, Chung Kuel is a finely dressed man with a magnificent pot-belly, a hairy nose of grotesque proportions, red-rimmed eyes, and a tiny chin completely lost beneath the folds of his bulging cheeks.

Chung Kuel's primary duty is to oversee the imperial examinations. There is a 50% chance that he will notice any cheating. This chance increases to 75% if magic is used. When a cheater is noticed, his test paper bursts into flames in his hand, inflicting 2d6 points of fire damage (no save allowed).

Chung Kuel's avatar resembles the god himself: finely dressed and repulsively ugly. He can draw upon any sphere for his spells. In addition, he may also cast any wizard spell as if it were a priest's spell of the same level.

!!Dragon Kings
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/dragonkings01.png]]
[[caption-width-right:125:The Dragon Kings' symbol]]
->'''Rulers of the four seas'''
->'''Demigods'''
->'''Alignment:''' Varies
->'''Domains:''' Sea, Rain
->'''Symbol:''' Dragon

The Four Dragon Kings, Ao Ch'in, Ao Kuang, Ao Jun, and Ao Shun, are the rulers of the four seas which surround the earth. Each inhabits a magnificent crystal palace beneath the sea under his control. To aid them, each has a cabinet of ministers made up of the greatest members of each species of animal in his sea. They also have an army of fish, crabs, and crayfish who serve as watchmen and who police the sea floor.

Of more importance to the peasants who worship the four dragon kings, however, are their terrestrial duties. They are
responsible for bringing rain to the sections of the earth adjoining their seas, but can only do so
on the orders of the Celestial Emperor himself. The dragon kings also oversee their smaller relations, the chiang lung, who dwell in every river, lake, and waterway in China.

In their true form, the dragon kings are huge, serpent-bodied oriental dragons. They can also take the form of men or
women.

Generally speaking, dragon kings remain aloof from human affairs and do not respond to worship or flattery.

As they have no avatars, dragon kings must appear themselves when they want something done. Because of their unusual natures, they are permitted to travel to
the Prime Material Plane, he will try Plane and are an exception to kill all evil the rule forbidding gods to set foot on the earth in person. They can cast up to two wizard and priest spells of each level per day, selecting from any sphere or school of magic.

!!Fei Lien and Feng Po
->'''Counts of the wind'''
->'''Demigods'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Wind
->'''Symbol:''' Lightning bolt on a black background

These
beings he encounters. His clerics rise alternately appear as men. They use plus 2 armor in battle with lightning bolt swords that have no plus in hitting power but strike for 2-20 points of electrical damage. They ride a piece of the wind which travels 24" per turn and cannot be hit by anything. They have a large sack from which winds (as a staff of wizardry) blow whenever an opening is made.

!!Fu Hsing
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/fuhsing01.png]]
[[caption-width-right:125:Fu Hsing's symbol]]
->'''God of happiness and joy'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Happiness, Joy
->'''Symbol:''' Bat

Fu Hsing is the god of happiness, who sees to it that each man receives his share of joy. Originally, Fu Hsing was a mortal magistrate named Yang Cheng. Yang saved the people from the emperor Wu-ti's intolerable tax levies
in the clerical class sixth century A.D. In return for his bravery and selflessness, the thief class. They Jade Emperor made him immortal and assigned him the cheerful task of spreading happiness. Fu Hsing is a small, cheerful man with a ready smile.

Fu Hsing is a jolly deity who takes great pleasure in executing his duties. A prayer from any unhappy person who truly deserves happiness is 90% likely to bring a response from Fu Hsing. Often, he sends his avatar to heroes to ask them for help on behalf of the distressed person. If a party answers such a request and helps the person, they
are very zealous sure to be rewarded. Sometime in the future, at their efforts most desperate hour, Fu Hsing will send his avatar to rob their aid.

Fu Hsing's avatar often appears as a grimy old man carrying a beat-up lute and singing a jolly song in a robust voice. He can cast draw upon any school of magic to cast any spell appropriate to his level as a bard.

!!Kuan-Ti
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/kuanti01.png]]
[[caption-width-right:200:Kuan-Ti, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/kuanti02.png]]
[[caption-width-right:125:Kuan-Ti's symbol]]
->'''God of war and fortune telling, "The Arbiter"'''
->'''Intermediate god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' War, Fortune telling, Diplomacy, Protection
->'''Symbol:''' Black-winged chariot

Though he's often called the god of war, Kuan-Ti, also known as Huan-Ti, is more truly a power for peace. His real love is for diplomacy, for the carefully worded deals that bring the greatest happiness to each side of a disagreement. It's only when two factions can't reach a compromise (a sad day, in his eyes) that he becomes a war god, and even then, he judges which side is more worthy to win.

Occasionally, he enjoys using his intellectual prowess to predict the future, which accounts for his position as the god of fortune telling. In his true form, he appears as a large, muscular man with green armor and red skin.

Chant is Kuan-Ti's set his sights on resolving the Blood War, that he's working to make the baatezu and tanar'ri cease their fighting and come to a mutually profitable agreement, and, naturally, he's trying to keep the fiends from sacking the Upper Planes once it's done. If he could manage this, his fame would spread far and wide; it might even win him a promotion.

Kuan-Ti's realm on Elysium is called Valorhome. A serene air pervades the tree-lined streets, the pattern of which is laid out in a cunning mosaic in the center of the realm. Any disagreements here must be talked out; it's physically impossible for a body to draw a weapon or strike out in anger here.

!!Kuan Yin
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/kuanyin01.png]]
[[caption-width-right:200:Kuan Yin, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/kuanyin02.png]]
[[caption-width-right:125:Kuan Yin's symbol]]
->'''Goddess of mercy and child bearing, "Lady who brings children"'''
->'''Intermediate goddess'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Childbirth, Mercy
->'''Symbol:''' Image of the goddess holding a child or infant lying on a lotus flower

Kuan Yin is one of the most popular gods of ancient China, for she is the goddess of mercy. She constantly strives to ease suffering of
all evil people kinds, and is especially fond of rescuing shipwrecked sailors, curing the diseased, and protecting endangered women and children. Her surname, Sung-Tzu-Niang-Niang ("Lady who brings children"), reflects her place as the goddess of human fertility. In this role. she makes sterile woman fertile and brings souls to newborn children. In either aspect, Kuan Yin's true from is that of a slim young woman dressed in white.

Kuan Yin is dedicated to compassion and peace, especially where women and children are concerned. When somebody commits a violent act that affects children, there is a 1% chance per child and/or woman affected that she will notice and send her avatar to intervene. The person responsible will always be punished severely, though not by the loss of life. Omens from Kuan Yin are often delivered by talking infants. Any woman stealing a pair of slippers from Kuan Yin's temple will become pregnant.

!!K'ung Fu-tzu
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/kungfutzu01.png]]
[[caption-width-right:125:K'ung Fu-tzu's symbol]]
->'''God of social behavior, "Great Teacher"'''
->'''Lesser god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Social behavior, Veneration of the past
->'''Symbol:''' Scroll and writing brush

K'ung Fu-tzu, known as Confucius to westerners, is the Great Teacher. He is one of the great philosophers who advised the rival lords during the turbulent period of "The Hundred Schools". K'ung Fu-tzu tried to teach his fellow Chinese
(especially rulers) to respect the wisdom of the past, to behave courteously and unselfishly, to be loyal to their family, friends, and countrymen, and to strive to do that which is right. By doing these things, he believed, life would become much more rewarding and serene for all men. Because of K'ung Fu-tzu's great deeds, Yen-Wang-Yeh sent the sage to eat the peaches of immortality when he presented himself at the First Law Court of the Afterworld.

K'ung Fu-tzu is concerned primarily with proper government and social relations, especially as fixed by the traditions of the esteemed past. When he notices a good-intentioned but inept or bungling ruler (15% chance), he often sends his avatar down to act as the man's advisor. If he notices a corrupt ruler or high-level bureaucrat (50% chance), his avatar will be sent to expose the man. Omens from K'ung Fu-tzu usually include unexpected discord at court, peasant rebellions, and the breakdown of normal social relationships.

K'ung Fu-tzu's avatar appears as a well-dressed sage of venerable age. He can draw upon the all, charm, guardian, healing, and protection spheres for his spells.

!!Lao Tzu
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/laotzu01.png]]
[[caption-width-right:125:Lao Tzu's symbol]]
->'''God of mystical enlightenment'''
->'''Lesser god'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Mystic insight, Nature
->'''Symbol:''' Yin-yang circle

Lao Tzu is the legendary philosopher who compiled the ''Tao-te-Ching'', the basis of Taoist thought. After finishing this wonderful book, Lao Tzu was deified. He mounted a green ox and rode away into the sunset. Lao Tzu is now venerated as the founder of Taoism. He is worshiped by mystical philosophers hoping for assistance in achieving true enlightenment.

Lao Tzu is in charge of intuitive knowledge and mystical enlightenment, which he grants sparingly. Lao Tzu is fond of visiting his temples and orders in avatar form. Here, he tests his worshipers' knowledge by drawing them into heated philosophical debates. Omens from Lao Tzu generally assume the form of some natural catastrophe or good fortune, such as an insect plague or a stretch of warm weather in the middle of winter.

Lao Tzu's avatar appears to be an ancient hermit with a spry step and twinkle in his eye. He can draw upon the all, animal, elemental, healing, plant, and weather spheres for his spells.

!!Lei Chen Tzu
->'''Son of Lei Kung'''
->'''Demigod'''

Lei Chen Tzu stands 10 feet tall, has green scaled skin, 2 large tusks in his one head, an overly long nose, red spotted wings with a span of 30 feet, has the strength and the damaging power of a Storm Giant, and his 2 eyes act as a Mirror of Life Trapping. Anyone daring to kill this darling boy will suffer the revenge of Lei Kung.

!!Lei Kung
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/leikung01.png]]
[[caption-width-right:200:Lei Kung, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/leikung02.png]]
[[caption-width-right:125:Lei Kung's symbol]]
->'''Duke of thunder'''
->'''Intermediate god'''
->'''Alignment:''' LawfulEvil
->'''Domains:''' Thunder, Vengeance
->'''Symbol:''' Storm cloud with lightning bolt through it or hammer and chisel

Although Shang-ti has established an entire Ministry of Thunder, it is dominated by Lei Kung, the Duke of Thunder. In his true form, he is an ugly, blue-skinned brute with wings and claws. He is clad only in a belt and loincloth, with drums hanging from his waist. In his hands he carries a hammer and a chisel.

Although he has several duties, Lei Kung's favorite is that of vengeful punisher or undetected, wicked deeds. He also
hunts down and destroys
evil shrines). They spirits that have dominated human bodies, or humans who have committed crimes not governed by mortal law. Lei Kung treats all of these criminals the same, he uses his chisel to strike them dead.

Another of Lei Kung's duties is to beat the drums hanging from his belt during storms. He performs this duty while several other deities perform similar tasks required to make rainstorms.

Lei Kung is a malicious deity who enjoys inflicting pain on mortals and spirits alike. As long as there
are in direct opposition plenty of wrongdoers for him to track down, he remains content. But when he runs out of deserving victims, he often listens to the Thieves' Guild, false accusations of spiteful rivals or suspicious neighbors. The only omen Lei Kung ever bothers to send is a deafening roar of thunder as he strikes a victim dead.

The god's realm is a place of sound
and constantly try to get member thieves to join fury centered around his dark fortress, the sect by kidnapping Firecracker Palace, which floats on a great storm cloud through Acheron. Many sods go there to escape the wars raging across the iron cubes of the plane, but Lei Kung's petitioners are hard, suspicious folk. They like nothing better than to spy on others and punish them for acts of wrongdoing. Fact is, the petitioners sometimes leave the realm on missions of vengeance, taught that they'll still merge with Lei Kung if they're killed while on such a quest. It may or may not be true, but the petitioners certainly believe it.

!!Liu
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/liu01.png]]
[[caption-width-right:125:Liu's symbol]]
->'''God of crops, "Superintendent of the Five Cereals"'''
->'''Intermediate god'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Crops, food
->'''Symbol:''' One stalk of each of the five cereals bound together

A Celestial Prince, Liu is the god of crops
and brainwashing them Superintendent of the Five Cereals: rice, barley, millet, sorghum and wheat. In addition to supervising the individual deities of each of the five cereals, he is charged with interacting with the gods of rain, hail, insects, and other natural phenomena to ensure an adequate growing season. His is a very difficult job, for he must carefully balance the needs of each of the different cereals, at the same time using diplomacy and other political skills to convince his fellow gods not to send too much or too little rain. Save for his godly bearing and charisma, Liu is a young man who resembles a mortal bureaucrat who might occupy a similar station on earth.

Liu's tasks keep him so busy that even when faced with a major agricultural catastrophe, a worshiper has only a 1% chance of attracting the god's attention. Dungeon Masters should increase this to 1% per level for priests dedicated to Liu. Should Liu notice a worshiper's request, he will send his avatar to offer what help he can. Because he works so hard, Liu is easily affronted if the proper rites are not observed in his honor, which may result in a poor harvest for the offending community. Omens from Liu usually concern the proper time for planting and harvesting, and are associated with the moon, the wind, and the weather.

Liu's avatar resembles a humble peasant. He can draw upon the all, animal, divination, elemental, healing, plant,
and weather spheres for his spells.

!!Lu Hsing
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/luhsing01.png]]
[[caption-width-right:125:Lu Hsing's symbol]]
->'''God of salaries and functionaries'''
->'''Intermediate god'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Bureaucracy, Just rewards
->'''Symbol:''' Deer

As the god of salaries and functionaries, Lu Hsing is often revered by ambitious bureaucrats. He served the founder of the Han dynasty as a loyal and honest administrator. As a result, Shang-Ti deified him and gave to him the task of overseeing the fair distribution of rewards
in the temple crypts. The high clerics earthly bureaucracy. Along with Fu Hsing and Shou Hsing, he is one of this the three gods worshiped by public servants in order to assure a prosperous career and a happy life. In his true form, he is an immaculately groomed man with a pleasant countenance and a long, silky beard.

Lu Hsing's primary concern is ensuring thai hard-working bureaucrats receive the rewards they deserve. He is more concerned with results than with methods, so dishonesty or treachery does not hinder an administrator's career, so long as it is employed for the benefit of the state.

However, he detests corruption in any form, so any official committing dishonorable acts for personal gain stands a 10% chance of coming to Lu Hsing's notice. In such cases, Lu Hsing tries to correct the aberrant behavior through a series of omens. First, the individual's salary is somehow lost for three weeks in a row. Second, his superior makes a surprise inspection and, no matter what he finds, chastises the bureaucrat for keeping a sloppy office. Third, the bureaucrat receives a visit and stern lecture from Lu Hsing's avatar. If the individual still does not redress his misdoings, Lu Hsing arranges public exposure of the official's corruption.

Lu Hsing's avatar usually takes the form of a well-dressed bureaucrat, often riding a huge stag as a mount. He can draw on any sphere for his spells.

!!Lu Yueh
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/luyueh01.png]]
[[caption-width-right:200:Lu Yueh, as depicted in ''Deities & Demigods'']]
->'''God of epidemics'''
->'''Lesser god'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Epidemics
->'''Symbol:''' 3 demon heads

This god has 3 demon-like heads, 6 arms ending in claws, and green scaled skin. He has a look of death about him and an odor of putrescence. His main attribute is the ability to cast a rotting sickness as a spell that will kill his enemies who fail to make their saving throw versus poison in 2 melee rounds. Besides his damage done by clawing, his touch causes the Red Fever that will subtract 3 hit points from those hit every melee round until cured.

He never wears armor because all wounds instantly close themselves after being made (i-e., Lu Yueh regenerates, at a rate of 25 points per round), and those hitting him from less than 10 feet away will suffer the rotting sickness (no saving throw applicable).

He can wave his hand and cast a sickness in a cloud 3" x 3" x 3" that will cause the Red Fever to all who breathe it.

Lu Yueh bestows gifts on those he deems evil enough. This is decided whenever an evil act affects more than 500 people. If the god is watching (on a 1% chance) there is a 5% chance he will give the evil being a disease-causing present with no strings attached.

!!Pa Hsien
->'''The Eight Immortals'''
->'''Heroes'''

The Eight Immortals
are always 15th level patriarchs/12th level master thieves. No cleric can rise above legendary persons who became immortal through the tenth level in this sect unless practice of Taoist doctrine. Other than the
fact that
they have carried away all engaged in many comical adventures, they have little in common. They are:

* Han Chung-li. A great teacher and a free spirit who enjoyed wild parties. By
some amount accounts, he was also a skilled warrior.
* Chang-kao Lao. He traveled thousands
of riches miles on his white donkey, which he could fold up into the size of a piece of paper. He was a well-known conjurer.
* Lan Ts'ai-ho. The patron of gardeners and renowned street singer. He rose to heaven on the fumes of wine.
* Li T'ieh-kuai. While his spirit was visiting Lao Tzu, Li T'ieh-kuai's body was destroyed. When he returned, he had to occupy the body of a deceased beggar. He is honored by pharmacists and exorcists.
* Han Hsiang-tzu. A youth who loved flowers, music, and poetry. He learned to grow plants with poems on their leaves.
* Ts'ao Kuo-chiu. A reformed murderer who was admitted to the Eight Immortals because there happened to be a vacancy.
* Lu Tung-pin. Standing eight feet tall, Lu is a great alchemist who is famous for fighting evil spirits.
* Ho-Hsien-Ko. The only female member of the Eight Immortals. She attained immortality by eating mother-of-pearl given to her by a ghost.

!!Shan Hai Ching
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/shanhaiching01.png]]
[[caption-width-right:200:Shan Hai Ching, as depicted in ''Deities & Demigods'']]
->'''God of wind and sea'''
->'''Greater god'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Wind, Sea
->'''Symbol:''' Three huge waves

This god has a roc's body with the oversized head of a man. He has 2 main attributes: the power to raise up a hurricane wind (doing 5-50 points of damage per melee round) and the power to call forth any creature of the sea (of non-divine nature) to do his bidding. His wind force if said to be able to last a full day when "great wrath is upon the deity". His summoning power will seem to create beings
from the very water.

One spell attack against Shan Hai Ching per round will be turned back upon the caster. If multiple spells are cast, the one turned is chosen at random.

The god and his cleric serve all beings using the sea, and any trip out into the oceans requires a sacrifice to this deity for good winds and the like.

!!Shou Hsing
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/shouhsing01.png]]
[[caption-width-right:125:Shou Hsing's symbol]]
->'''God of longevity'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Long life
->'''Symbol:''' Peach

Shou Hsing is the god of longevity and the arbiter of life spans. He possesses a set of tablets upon which he has inscribed the date of everyone's death. As these dates are written in stone, they are supposedly immutable. However, the god has been known to "juggle the writing" and change the dates favorably for those who treat him especially well.

In his true form, Shou Hsing is
an evil temple.aged man with a pure white beard and eyebrows. He has an enormous, egg-shaped bald head. Shou Hsing usually supports himself with a large, rough stick, and carries a P'an Tao, one of the peaches of immortality, in his free hand.

Although he has no formal temples, Shou Hsing enjoys being worshiped. Many people maintain a shrine to him in their homes and regularly offer him barley cakes and wine. Members of such households seldom suffer the infirmities of old age, but those who neglect such sacrifices seldom age gracefully. Omens from Shou Hsing include signs of premature aging, such as graying hair, loss of hearing or sight, and unexplained arthritic aches.

Shou Hsing's avatar is an aged bald man of cheerful disposition. He can draw his spells from the necromancy, invocation/evocation, and enchantment charm schools of magic.

!!Spirits of the Air
->'''Alignment:''' TrueNeutral

These minions of the wind gods can be summoned by them in numbers of up to 100 every day. They have black skin, large bat wings, clawed feet (which they use in battle), and a tusked monkey's head. They exist to fight for the gods, attacking as 11 hit dice monsters.

!!Sung Chiang
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nocha01.png]]
[[caption-width-right:200:Sung Chiang (No Cha), as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/sungchiang01.png]]
[[caption-width-right:125:Sung Chiang's symbol]]
->'''God of thieves, "The Thousand-Armed Octopus"'''
->'''Intermediate god'''
->'''Alignment:''' NeutralEvil
->'''Domains:''' Thievery
->'''Symbol:''' Dagger through a silver bracelet

Sung Chiang, also known as No Cha and a thousand other names, was a famous thief living in the twelfth century A.D. When the brigand died and went to the First Law Court of the Afterworld, Yen-Wang-Yeh was astounded at all the crimes Sung Chiang had committed. The Judge asked him if he was sorry for all the things he had done, Sung Chiang said that he was not, for he had done nothing worse than the corrupt bureaucrats ruling his province. His comment caused an investigation and the guilty administrators were brought to justice. In gratitude, Sung Chiang was given divine status, but only after passing through every Law Court in the Afterworld. In recognition of his occupation, Sung Chiang now has three faces, eight arms, silvery scales for skin, and red eyes that blaze like fire.

Sung Chiang's ways have not changed just because he became a god. He is still greedy, and worshipers who do not sacrifice at least half of their treasure to his murky shrines are sure to receive a visit from his avatar.

As the patron of thieves, the many-armed god has made a living of stealing things, and one of his favorite acquisitions is space from the realms of other gods. That's right, Sung Chiang actually steals small pieces from other gods' realms, tiny parts they'd never miss, and converts them into space in his majestic Teardrop Palace.

Any berk who approaches the nautiloid palace gets a distinctly uncomfortable feeling, because, at the same time, he seems to shrink and the huge pagoda seems to grow. Petitioners must enter the palace to make their sacrifices, but the structure's only part of the realm. The rest of it includes two smaller shrines to Sung Chiang's proxies, and a busy marketplace where it seems everything in the multiverse is for sale (though naturally, all goods've been stolen from their original owners). Massive gates guarded by golems delineate the outer limits of the realm.

!!Tai Yang Ti Chun
->'''God of the sun'''

This God appears as a noncorporal column of light that stands 20 feet tall and 4 foot wide. He can teleport and coming within 60 yards of his body causes the being to suffer 25 points of heat damage. Any weapon plus 4 or less will melt when hitting him. He fights with a shah or white light that hits for 30 points of fire damage.

!!Tou Mu
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/toumu01.png]]
[[caption-width-right:200:Tou Mu, as depicted in ''Deities & Demigods'']]
->'''Goddess of the north star'''
->'''Lesser goddess'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' North star
->'''Symbol:''' Lotus and bow

Tou Mu appears on the earth with 16 massive arms, 3 eyes in her barely human head, and red scaly skin. She uses many weapons in battle: a magical bow that never misses anything within 100 yards, the arrows of which do 1-10 points of damage per strike; a +3 spear that hits for 3-30 points per strike; a +3 dancing sword; a large red flag that projects 3 death spells from its folds every melee round; a living red dragon's head that breathes fire as a normal dragon with 80 hit points; a piece of the moon that is able to block any single hit directed at her person in any given melee round; and a lotus flower that heals all wounds at a touch. Her free claws do 1-10 points of damage per hit. She may make up to 8 attacks per melee round.

She has 5 chariots at her disposal that fly through the air at 24" and move at her command even though there is no visible force to pull them. The chariots are all of adamont with gold figures of dragons decorating the sides of each. The chariot tongues appear to be made of solid diamond and are 32 feet long. The wheels are of unbreakable green jade and sparks fly from them whenever they are used to run over beings in battle. This overrun inflicts 2-12 points of damage.

!!Wen Chung
->'''Minister of thunder'''
->'''Demigod'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Thunder
->'''Symbol:''' Crossed sword and thunder bolt

Wen Chung has 3 eyes in his head and a massive dark-skinned body. He summons weather for Lei Kung and for his chaotic worshipers. His third eye can cast a 20 point lightning bolt to a range of 180 yards or closer (ten times a day) and his +3 sword does 3-30 points of damage. Wen Chung is totally immune to lightning, cold, or light attacks.

!!Yen-Wang-Yeh
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/yenwangyeh01.png]]
[[caption-width-right:200:Yen-Wang-Yeh, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/yenwangyeh02.png]]
[[caption-width-right:125:Yen-Wang-Yeh's symbol]]
->'''God of the dead, "Chief Judge of the Dead"'''
->'''Intermediate god'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Death
->'''Symbol:''' Ribbon-wrapped helmet

Yen-Wang-Yeh is the god of the dead, chief judge of the Ten Law Courts of the Afterworld, and king of the Eighteen Hells. When a dead man's soul reaches the first court of the afterworld, Yen-Wang-Yeh determines whether the man should be rewarded, passed directly to the Wheel of Transmigration (reincarnation), or passed onto the lower courts for punishment. In his true form , Yen-Wang-Yeh resembles a yellow robed warrior with ebony skin.

Yen-Wang-Yeh is a dedicated and humorless servant of the Celestial Bureaucracy. His primary concern is making sure that the spirits of the dead are processed quickly and efficiently. Yen-Wang-Yeh must personally approve any raise dead, resurrection, or reincarnation spell cast by any worshiper of any god in the Chinese pantheon. Any time such a person casts one of these spells, there is a flat 25% chance he will cancel it. Yen-Wang-Yeh is not well-known for sending omens or portents.

Yen-Wang-Yeh's avatar is a black-robed man with ebony skin. He can use the number and level of spells appropriate to
a ranger of his level, selecting them from the animal and plant spheres.

'Course, whenever Yen-Wang-Yeh travels to Mechanus to present his records to the Celestial Bureaucracy, many spirits end up breaking free and roaming about in places they shouldn't. The deity's assistants just aren't up to doing the job on their own, and the sods often get replaced (though Pao, who keeps excellent records of each spirit's assignment, serves his master well).

The Palace of Judgment is a huge, sprawling affair, filled with offices, cubicles, and paperwork. Ogre magi and other fell beasts serve as enforcers and examiners of the spirits, and no visitor's allowed to walk around without an official guide (or guard). The realm is stultifyingly boring, though, and it gets so bad that the petitioners occasionally make a break for it.

!!Yu Shih
->'''God of rain'''

Yu Shih looks like a man wearing plus 3 armor which seems to be rusting off of his body. This armor has the property of rusting completely any metal touching it. He wears a blue helm giving him the powers of teleportation and flying. He prefers to ride a storm cloud, at 24" per turn, that supports 10 beings of any size.


Added DiffLines:

[[folder:East European Pantheon]]
!!In General
Christianity overwhelmingly replaced European paganism during the Dark Ages, with aggressive missionary efforts from Rome and Constantinople convering most of Eastern Europe during the Ninth and Tenth Centuries. Pagan enclaves managed to survive along the Baltic coast for a few centuries more, but their old religions passed away under the military domination of their Christian neighbors.

Instead of presenting separate pantheons for the Slavs, Eurasians, and Balts, their most prominent deities are presented as a whole. Several gods held a regional appeal that crossed cultural boundaries, which should not be too surprising considering the polytheistic nature of pagan Europe. Not all of the divinities listed below were worshiped throughout all of Eastern Europe, but any geographic restrictions are noted.

!Slavic Gods
!!Dazhbog
->'''God of the sun, "The Bright One"'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Good, Law, Protection, Sun
->'''Symbol:''' Symmetrical cross within a circle

Dazhbog is the sun god of the Eastern Slavs. Depicted as either an aspects of the great creator god Svarog or as one of Svarog's sons, Dazhbog is quite popular, especially in Kiev, where he joins a select group of deities that form the pantheon of Vladimir's pagan state religion. Legends state that he rides across the sky in a diamond chariot. Dazhbog might have inherited Svarog's title of the Bright Sun, as well as his symbol, a symmetrical cross within a circle.

The role of Dazhbog's priesthood involves their participation in the major religious festivals throughout the year. They serve a god that is the antithesis of darkness, death, and evil, making them ideal adventurers. They are perfect for serving as advisors, judges, and diplomats. Dazhbog is worshiped by many, but farmers pay him particular reverence.

!!Death Crone
->'''Goddess of necromancers and outcasts'''
->'''Alignment:''' NeutralEvil
->'''Domains:''' Death, Evil, Magic, Trickery
->'''Symbol:''' Skulls and ravens

A goddess common to many Indo-European cultures, the malicious and predatory Death Crone uses her wiles and sorcery to collect souls. Worshiped by few, most mortals try to avoid her attention. She serves as the patron of necromancers, other evil spellcasters, and outcasts from society. The Crone has sharp teeth and nails, which she uses to rend flesh from bone. She wears black, ragged robes. Her symbols are skulls and ravens.

If one of her clerics is present in a community, it is hoped the cleric's presence will keep the Death Crone appeased. They can sometimes be found serving an evil lord, but they are just as likely to keep their own counsel.

!!Jarilo
->'''God of physical love and fertility'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Chaos, Luck, Plant, Protection
->'''Symbol:''' Sheaves of wheat

Jarilo appears as a young man riding a white horse, wearing a white cloak, and carrying sheaves of wheat (a fertility symbol). Chaotic neutral in alignment, he is given to indulging his passions, and his influence is seen in any number of rash actions, even if they are not directly related to love or other affairs of the heart. His death is mourned every fall, and his return is celebrated every spring.

Farmers, lovers, warriors, and others who take rash actions or desire fertility pay homage to him.

!!Mokosh
->'''Goddess of fertility, home, and healing, "Moist Mother Earth"'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Animal, Earth, Healing, Plant
->'''Symbol:''' Reel

Moist Mother Earth governs fertility, home, and healing. Her favor is sought for good harvests and healthy herd animals by the community as a whole, and by women in particular in regards to childbirth and rearing. Mokosh might have Finnish or Iranian origins, and Moist Mother Earth is a title that might have applied to other, similar deities before Mokosh became preeminent. The cult was most active in Russia. Her favored weapon is the sickle.

!!Perun
->'''God of thunder, "The Thunderer"'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Air, Law, Strength, Thunder
->'''Symbol:''' Six-spoke wheel

The most universal god of the Slavs, the Thunderer is worshiped throughout Eastern Europe. He is the Slavic manifestation of the numerous Indo-European thunder gods and closely resembles Thor of Norse mythology. All Slavs seek his blessing, for without his rains the crops wither away. Warriors also revere him for his strength and power, although he is not a war god. Like Thor and other storm gods, Perun is the enemy of the World Serpent (Zmiya, in Slavic mythology) and evildoers. Perun is a creator and an enforcer; he gives life like other creator gods, but he also dispenses harsh justice to mortals and immortals alike.

Perun appears as a middle-aged man, and his wild hair and beard are a fiery copper or wiry black. His emotions sway between brooding and fearsome anger. He flies across the skies in his chariot, pulled by goats. Perun creates thunderbolts when he throws his axe, his favored weapon. His symbol is a six-spoke wheel, which represents his thunder chariot. Oak trees are sacred to the cult and the god's totem animal is the bull (it is sometimes said that a pair of bulls, instead of goats, pull his chariot).

The priesthood serve as leaders in their community, offering judgments in any kind of dispute. The Thunderer's clerics should do well for themselves in pagan Kiev, as Perun was Vladimir's favorite god. Perun's clerics have a special dislike for oath breakers. Priests of Perun are excellent candidates for the adventuring life, and it is not uncommon to find them on military expeditions.

!!Rod
->'''God of harvests'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Healing, Knowledge, Plant, Protection
->'''Symbol:''' Harvest

Rod is a deity of fertility of the Eastern Slavs, and he serves as the protector of the family. The rozhanitsy, minor deities of birth and fate similar to the norns of Scandinavian mythology, serve him. A festival dedicated to them was celebrated in September after the harvests were gathered. His favored weapon is the quarterstaff.

!!Stribog
->'''God of winter, "Master of Winds, Scatterer of Wealth"'''
->'''Alignment:''' LawfulEvil
->'''Domains:''' Air, Destruction, Evil, Winter
->'''Symbol:''' Gale

Stribog is the god of winter, known as the Master of Winds and the Scatterer of Wealth. Those who worship this malevolent god seek to appease his frigid wrath and to ritually observe his dominion over their lives. Stribog appears as an old man. Cold winds constantly ruffle his cloak and white hair. His favored weapon is the spear.

The small priesthood dedicated to Stribog seek to gain power for themselves and to exert harsh influence over their communities, mirroring winter's brutal subjugation of life during its season. Stribog is another one of the select patron gods of Vladimir's Kiev, joining Perun, Dazhbog, and Mokosh. His clerics should benefit from this prestigious position within the Kiev community. Stribog's priesthood is busiest with their duties in winter; the rest of the year Stribog's clerics might engage in any kind of venture.

!!Svarog
->'''God of celestial fire, "Lord of Heaven"'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Fire, Good, Healing, Law, Sun
->'''Symbol:''' fiery falcon

Svarog rules the heavens and gives light and life-giving warmth to the earth. He is known for his ability to assume many forms, preferring to appear as a falcon, wolf, horse, or whirlwind. Several lesser deities are credited as being Svarog's sons, such as Svarozic, the god of earthly fire, and Stribog, the god of winter. These deities could also be considered personifications of Svarog's many aspects, and this interpretation has been used in determining his clerics' domain selections. The longspear is his favored weapon.

!!Svarozic
->'''God of earthly fire, "God of Fire"'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Animal, Fire, Good, Healing
->'''Symbol:''' Flame

Svarozic rules earthly fire. Like Dazhbog, he is either considered to be one of Svarog's sons, or the manifestation of one of his aspects, in this case, the celestial fire brought to earth. He occupies a role similar to Gabija the hearth goddess. Besides the obvious need for fire for warmth and cooking, fire is also associated with healing, and people and animals ritually pass between bonfires to ward away or cure diseases. Svarozic's favored weapon is a longsword, and his symbol is a flame.

His priesthood is very popular with common people, and his influence is a part of everyday life. The fire god's clerics do little outside of the community out of their own initiative, but as they usually ally with the cults of some of the most prominent deities, they assist those cults as needed.

!!Volos
->'''God of horned animals, crops, and wealth, "God of Cattle"'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Animal, Luck, Plant, Travel
->'''Symbol:''' Sheaves of grain, cattle, and oxen

Volos is the god of horned animals, crops, and wealth. Although subordinate to Svarog and Perun in overall power, Volos is very popular in his specific role as the protector of horned beasts. As the East Slavs began to develop trading settlements, his influence expanded to the protection of merchants and tradesmen, possibly because many of them relied on animals for transport. His worship was very active in Novgorod and Rostov, although his cult ranged throughout Eastern Europe.

Although the well-being of the community's herd animals is of great importance to everyone, merchants and craftsmen especially seek the god's favor. He appears as a shepherd, and his favored weapon is a quarterstaff. Symbols associated with the cult are sheaves of grain, cattle, and oxen.

The priesthood serves the community by ensuring the health of its herd animals and by blessing its marketplace. Volos' clerics are sought as arbitrators in trade disputes and it is wise to have one accompany any trading venture, especially the long and dangerous journey to Constantinople.

!Baltic Gods
!!Gabija
->'''Goddess of the hearth'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Fire, Good, Healing, Protection
->'''Symbol:''' Flame

The goddess of hearth and home, Gabija protects the family and its animals, and helps preserve the hearth fire. She is popular with commoners, especially women responsible for maintaining and nurturing their families. The flame is her symbol, and her favored weapon is a dagger.

It is hard to imagine her priests as adventurers, but it is possible. The goddess' priests are mostly concerned about the welfare of the local village. Gabija's cult might have an easier time surviving in places that have converted to Christianity than the cults of some of the more dramatic gods.

!!Jurate
->'''Goddess of the sea, "Sea Mother of the Baltic Sea"'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Healing, Luck, Travel, Water
->'''Symbol:''' Perfectly shaped piece of amber

Jurate is the Sea Mother of the Baltic Sea. Balt sailors and fishermen revere the goddess, and seafaring Slavs, Finns, and Scandinavians pray for her blessing.

She appears as a beautiful mermaid and lives in an amber palace at the bottom of the sea. The amber deposits found along the Baltic coast are said to be her tears, shed for the loss of a mortal lover exiled or killed by Perun for breaking the boundary between the mortal and immortal. She depends on her enchantments to defend herself, but if a weapon is needed, she chooses a dagger. A perfectly shaped piece of amber is her symbol.

Jurate's clerics are most prevalent in coastal communities, obviously. These priests are suited for adventures on the sea, and they are always welcome aboard a ship.

!!Meness
->'''God of the moon'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Luck, Travel, Trickery, War
->'''Symbol:''' Moon and stars

Meness is the moon god of the Baltric tribes. He protects those who travel at night and serves as a patron to warriors and rogues. He appears as a young, regal-looking man wearing a crown and a cloak decorated with stars. He wields a diamond sword and rides across the sky in a chariot pulled by a gray horse. Meness is married to Saule, and their children are the stars. He is a rival of Perun, who struck his face with a lightning bolt as punishment for lusting after another goddess. Evidence of this conflict is seen during the monthly phases of the moon. A moon and stars are commonly painted on the shields of Baltic warriors.

Meness' clerics are, socially, almost as important as Saule's clerics, although in matters of hunting and war they are superior. Although most worshipers revere both Meness and Perun, the moon god's clerics harbor some resentment against the Thunderer's priests. Fights between the faiths are uncommon, but Meness' clerics tru to outdo Perun's whenever the two groups have mutual interests in public affairs.

!!Saule
->'''Goddess of the sun, "Mother Sun"'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Divination, Good, Healing, Sun
->'''Symbol:''' Eight-spoked wheel

A sun goddess of the Balts, Finns, and some Eurasian nomads, Saule is also known as Saules Mate, and her names translate into "Sun" and "Mother Sun". As a sun goddess, she is responsible for nurturing life, but her portfolio also includes childbirths, weaving, and music. She has universal appeal to the cultures that revere her, with bards especially seeking her patronage. Saule is depicted as golden-haired, dressed in golden robes, pouring sunlight out of a jug. She rides across the sky in a golden chariot drawn by two white horses. Her symbol is an eight-spoked wheel, representing the rays of the sun and the wheels of her chariot. Her favored weapon is a shining short-sword. She is married to Meness, the Baltic moon god.

Her cult is an essential part of any community, and its priests serve as leaders, healers, and protectors. Saule's clerics might also extend their influence beyond a local village, providing their services to a larger region, especially the more martial priests.

!!Svantovit
->'''God of war and bounty, "God of Prosperity"'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Divination, Luck, Plant, War
->'''Symbol:''' Cup and greatsword

The god of war and bounty, Christian writers reported that he ruled over the other Slavic gods, although this might be due to the particular influence his cult had in the few surviving pagan strongholds in the Baltic during the twelfth century. The Baltic Slavs might have considered Svantovit more important than the other gods because they were often at war with their Christian German and Slavic neighbours.

Svantovit is the god of prosperity for the Baltic Slavs. He is responsible for good fortune with both harvests and military ventures, as both are very important sources of a tribe's wealth and survival. The worship of Svantovit draws the veneration and offerings of pagan Scandinavians (primarily Danes) seeking the god's blessing in trade and war. Svantovit rides a white horse and uses a longsword in battle. His symbol is a cup and a greatsword.

As the pagan Baltic tribes find themselves under increasing pressure from their Christian neighbours, the war god's priests seek to bolster the morale of a people at the edge of defeat and to encourage resistance from those who are already under military and religious domination. Svantovit's clerics also encourage war as a means of obtaining loot and slaves. During more peaceful times, the cult is very active in trading centers.

!Eurasian Gods
!!Lunt-Ater
->'''God of the sun, "The Gander Chief, World Surveyor Man"'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Healing, Knowledge, Magic, Sun
->'''Symbol:''' Gander

A sun god of the Eurasian steppes, the Gander Chief is also known as the World Surveyor Man, because he learns the secrets of the earth as he travels across the sky on his daily journey. He is a powerful shaman and uses his magical powers to aid mankind against such threats as plagues and famine. As his name implies, he often takes the form of a gander (which is one of his symbols), but his normal form is that of a man dressed as a tribal shaman carrying a staff.

The Gander Chief's clerics normally function as one of the tribe's shamans, presiding over religious ceremonies and providing divinations and healing for the clan. Outside of the confines of the nomad tents and wagons, these clerics play a supporting role in military matters. They are quite useful in diplomatic missions.
[[/folder]]

[[folder: Egyptian Pantheon]]
!!In General
The ancient Egyptians developed a culture lasting over 3,000 years. It is only natural that their faith would undergo a change in that time. Their deities aged, with Ra starting as the ruler and growing senile and Osiris taking over after being killed by Set and being brought back to life. The pantheon presented is one with Ra in prominence only because there are more beings of power in this early grouping.

The true origins of the Egyptian pantheon are dark, its history hidden. Some claim that Ra gave life to the other gods. Others mark Ptah as the high-up, and still more put forth that the mysterious Eight Fathers and Mothers of Light and Life were the true creators. A person can believe what they like, but the Eight (if they existed) have vanished into the mists of time, and Ptah's been relegated to the position of a minor deity, his heart and tongue silenced (or at least muted).

Perhaps the people who believed in Ptah lost their faith, or maybe he never really had any power in the first place. Whatever the truth, the histories now call Ra the father of the pantheon, and claim that those who weren't born from his line came from elsewhere, either rejected from other pantheons or formed whole from the fabric of the multiverse. And only eight deities came from Ra. His first act, in fact, was to bring forth his children, Shu and Tefnut, who in turn gave birth to Geb and Nut. This second couple brought forth the couples of Osiris and Isis, and Set and Nephthys.

!!Ra
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/ra01.png]]
[[caption-width-right:200:Ra, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/ra02.png]]
[[caption-width-right:125:Ra's symbol]]
->'''God of the sun, "Pharaoh of the Gods"'''
->'''Greater god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Sun, Kings
->'''Symbol:''' Solar disk encircled by serpent or ankh on a solar disc

Ra is the father of the Egyptian pantheon. He gave birth to Shu, who became the air, and Tefnut, who became moisture. He is the grandfather of Geb (the earth) and Nut (the sky), and the great-grandfather of Osiris, Isis, Set, and Nephthys. Together, these gods form the Great Ennead of Heliopolis, the city of the sun. He is said to have created mortal man from his tears.

Every day, Ra rises above Manu (the hill of sunrises) aboard his great boat Manjet and looks down upon the world with his blazing eye (the sun). Manjet is a large war galley
that was constructed from solar flames and is sheathed in an aura of fire that will inflict 40 points of damage each round (no saving throw) to any being that touches the craft without Ra's permission. At night, Manjet transforms itself into Mesektet, a funeral barge, and Ra guides it back across the waters of the underworld, so that he may once again cross the sky in the morning. In both forms, the craft radiates an anti-magic shell that prevents anyone but Ra from employing spells. In addition to its obvious ability to fly, the craft can become invisible, assume a wraithform, or plane shift when commanded to do so by Ra. Thrice per day Ra can command Manjet (but not Mesektet) to deliver a bolt of solar fire at any target in his sight. This bolt always hits and inflicts 100 points of damage (no saving throw and no defense).

There is a great bond between Ra and the pharaohs of Egypt. Without his divine grace, they cannot rule. Anyone who claims the throne of Egypt without approval from the sun god will be instantly consumed by fire. There is no warning, no chance of survival, and no hope of resurrection.

Ra is the patron of many things, but is most commonly associated with the sun and kings. He is noted for his diplomatic skill and his general dislike for the humans he created from his tears.

Ra maintains a low profile. He has little interest in the affairs of men, for he finds them bothersome and petty. His stature as King of the Gods and as the God of Kings, however, makes him an important figure in daily life. Thus, he does his best to be a responsible deity and watches over his followers on Earth. Omens from Ra often take the form of strange behavior on the part of the sun.

Ra's home on Arcadia is the First Realm of Heliopolis, a place of blistering light and bright sand, where the sun shines as long as Ra guides his barque, Manjet, across the sky. At night, the light fades, the temperature drops dramatically, and the creatures of the desert stir across the land. Lions, scorpions, and serpents prowl the sands, foraging for prey and seeking respite before the sun returns once more. Though Ra is a lawful god, he also demands attention to the natural world, and woe to any person who forgets the dangers of the desert. 'Course, people can always find some slight refuge in the tent-filled city of Thekele-re.

!!Anhur
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/anhur01.png]]
[[caption-width-right:200:Anhur, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/anhur02.png]]
[[caption-width-right:125:Anhur's symbol]]
->'''God of war, "The Falcon of War"'''
->'''Lesser god'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' War
->'''Symbol:''' A cord or bird of prey

Few gods can match the fury of Anhur. However, unlike many war gods, he is a force for good. Like Horus, he fights only against the forces of evil and seldom, if ever, loses. The wrath of Anhur is slow in coming, for his wisdom is as legendary as his ability to make war, but it is inescapable once earned.

In his true form, Anhur is a mighty figure with four arms. He is often seen with a powerful lance that requires both of his right arms to wield and which is tipped with a fragment of the sun. When he sends his avatars into the world of men, they carry this weapon with them.

As has been noted, Anhur is a fierce god, but one who is not quick to pass judgement on others. He expects his followers, especially his priests, to engage the forces of evil wherever they find them. There is no excuse for failure.

Anhur lives on the same Ysgardian earthberg as Bast, but the two rarely have anything to do with each other. Bast's dominion is trickery and the subtleties of felines; Anhur's is that of war and carefully crafted wisdom. His realm is one of adobe and narrow canyons, where chariots race through the streets and defiles. The land is cool and temperate, ideal for fighting. But Anhur's followers don't struggle against each other, preferring instead to storm the Gray Waste and the Abyss to wage war on evil. They don't even have the assurance that Anhur will save them from permanent dissolution.

!!Anubis
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/anubis_p141.jpg]]
[[caption-width-right:200:Anubis, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/anubis01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/anubis_symbol.jpg]]
[[caption-width-right:125:Anubis' symbol]]
->'''God of judgment and death, "The Hound of the Dead"'''
->'''Lesser god'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Law, Magic, Repose
->'''Symbol:''' Black jackal

Anubis appears as a male human with the head and long tail of a dog or jackal. A neat mane of straight black hair falls over his shoulders. He dresses in a white knee-length kilt, a decorative scale mail breastplate of glittering gold, and a number of bracers and armbands. He typically carries either a scepter or a true ankh. He can use his Shift Form ability to take on the form of a jackal. Anubis is the son of Osiris and Nephthys.

Anubis guides the souls of dead mortals to the halls of judgment, supervises their weighing on the scales of Ma'at, and protects them on their journey. In addition, he guards cemeteries from grave robbers and other defilers. Anubis helped his mother Nephthys and his aunt Isis mummify Osiris (his father), applying his knowledge of herbs and medicines. He is also a keeper of magical knowledge, particularly that related to necromancy. Despite his knowledge of necromancy, he does not condone animating or controlling undead creatures, with the exception of mummies established as tomb guardians.

Followers of Anubis practice rigorous disciplines to hone their minds and spirits, preparing themselves for the eventual journey to the afterlife. The Judge of the Dead has few devotees, but he is often worshiped at funerals, where his clerics typically officiate.

!!Apep
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/apep_p142.jpg]]
[[caption-width-right:200:Apep, as depicted in ''Deities & Demigods'' (3e)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/apep_symbol.jpg]]
[[caption-width-right:125:Apep's symbol]]
->'''God of evil, fire, and serpents, "King of Serpents"'''
->'''Demigod'''
->'''Alignment:''' NeutralEvil
->'''Domains:''' Evil, Fire, Scalykind
->'''Symbol:''' Flaming snake

Apep (also called Apophis) is an evil creature of the underworld and an enemy of the gods (though sometimes an ally of Set). He is the living embodiment of evil in Egyptian myth. Apep appears as a giant serpent, 100 feet long. He is served by hordes of demons, most of them sharing serpentine and fiery qualities.

Apep is reviled, not revered, in the temples of the Egyptian pantheon. Officially, according to the priests of Re-Horakhty and the other deities, Apep has no worshipers, no temples, and no creed but destruction and evil.

Those deranged, corrupt, and otherwise evil souls who devote themselves to Apep agree, at least in part. He has no creed but destruction: destruction of all the Egyptian gods, their temples, their clerics, their worshipers, and even the world they created and the creatures that inhabit it. The followers of Apep, not as few as the priests of other deities would like people to believe, do not strive for a world dominated by evil; they strive for the end of the world.

Chant is that Apep is beginning to rear its head again. This creature of myth used to assail Manjet in an effort to destroy the sun and return the Egyptians to chaos. The pantheon drove the serpent off eventually, but the stirrings in the desert beneath Heliopolis seem to show that it's not dead yet.

!!Apshai
->'''God of insects, "The Great Mantis"'''
->'''Demigod'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Insects
->'''Symbol:''' Praying mantis

Apshai is the demigod of insects, but there just aren't that many who follow its teachings. Sure, farmers pray to Apshai to keep fields clear of infestation, but that's about it. Though the god can retain its status as a demigod, there's little chance of it going anywhere within the Egyptian pantheon.

Apshai is a great praying mantis, able to shape change at will and call an insect plague on a person, town, or country. He can control any type of insect (of a non-divine nature). His bite does 6-60 points of damage and he never misses his prey.

As for its realm, the Hive lies somewhere below the Outlands, a "safe" distance from the tunnels of Ilsensine and Gzemnid. The spot's marked by a huge tower crawling with ants, and beneath the soil lies a maze where insects of all varieties swarm over each other, devouring and destroying.

The tunnels of the Hive are said to lead to every prime-material world that's home to followers of the Egyptian pantheon. 'Course, no one knows for sure how it works, because no person that's ever gone down into the Hive has ever emerged again. Whether they're devoured, transported, or even transformed, none can say.

!!Bast
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/bast_p143.png]]
[[caption-width-right:200:Bast, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/bast01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/bast_symbol.jpg]]
[[caption-width-right:125:Bast's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/bast02.png]][[/labelnote]]
->'''Goddess of cats and vengeance, "Mother of Cats"'''
->'''Lesser goddess'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Cats, Pleasure
->'''Symbol:''' Cat

One of the most popular gods of the Egyptian pantheon, Bast (also called Bastet or Oubastet) is the patron of pleasure and cats. Her portfolio also includes protection (as a mother protects her children) and punishment of wrongdoers. While the Egyptians had gods who represented almost all forms of animal life, none was more important to them than the cat. Bast is one of the daughters of Re-Horakhty and is married to Ptah.

In her true form, Bast is a lovely woman with the head of a sleek feline. She is always found in the company of a great many cats of numerous varieties and no such animal will ever act against her interests.

Bast is a goddess who delights in physical pleasures and yet maintains the quiet elegance of a feline. She is soft spoken and patient, but always a cunning and dangerous opponent. Her worshipers are the sworn enemies of Set and his minions, and will attack them on sight.

Bast's realm is called Merratet, the central point of which is an ancient city lost in the deserts of her earthberg. Every building is covered with vines, incredible age evident in every crack and crumbled wall. The sun beats down with a lazy heat on the rolling terrain and dense thickets of the rest of the realm, where fat animals roam and fall, terrified, beneath the claws of mighty cats that stalk the land.

It's said that Bast's dreams echo throughout the realm, their images of the hunt and bloody feasts playing through the heads of everyone in Merratet. Those who appreciate the dreams are supposedly safe from the cats in the night; people who don't find themselves prey before too long.

!!Bes
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/bes_p144.png]]
[[caption-width-right:200:Bes, as depicted in ''Deities & Demigods'' (3e)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/bes_symbol.jpg]]
[[caption-width-right:125:Bes' symbol]]
->'''God of luck and music, "Short Father"'''
->'''Lesser god'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Luck, Protection, Trickery
->'''Symbol:''' Dwarf in panther skin or image of the misshaped deity

The grotesque but cheerful Bes appears as a stunted, round-bodied and bow-legged human, about 4 feet tall, sporting a bushy beard and tail and wearing the skin of a
panther. He is a god of luck as well as a protector of women in childbirth. A powerful and squat figure, Bes roams the Outlands and influences the laws of fate. He is said to be so ugly that his visage scares evil spirits away, and many followers of the Egyptian gods keep statues of Bes in their homes to keep ill luck away. Bes is married to Hathor, who shares his interest in music and luck.

Even more so than Bast, Bes is a chaotic deity who cares little for dogma. He loves gambling, and gamblers alternately bless and curse his name, depending on their fortunes. Some've said that the greater the risk, the more likely Bes'll tip the scales on the part of the bettor, as long as the person doesn't make too brash a wager. He also delights in small children. People believe that a baby's unexplained smile is an indication of Bes' invisible presence, making faces that only the infant can see. Almost everyone calls on Bes at one time or another for luck, and Bes does not care about the morals or ethics of those who implore him for aid. He acts on whims, handing out good fortune as it pleases him and delighting like a child in the gifts offered to him.

!!Geb
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/geb01.png]]
[[caption-width-right:200:Geb, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/geb02.png]]
[[caption-width-right:125:Geb's symbol]]
->'''God of the earth, "Father Under the Skies and Sands"'''
->'''Intermediate god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' The earth
->'''Symbol:''' Earth hieroglyph or mountain

Following their creation by Ra, Shu and Tefnut produced numerous offspring. The first of these was Geb, who became the earth. Geb was so enraptured with his sisler, Nut (the sky), that they instantly embraced. After they had produced four children of their own (Isis, Set, Osiris, and Nephthys), Ra instructed Shu to break up the embrace.

He's one of the few deities to rule from the Elemental Plane of Earth, somehow channeling his worshipers' belief to the Inner Planes instead of the Outer. It's rumored that he maintains a conduit to Nut's realm on Elysium, though Shu has strictly forbidden Geb and Nut their marriage

Geb's realm is one of the few places on the plane where a person can assume the walls won't collapse on them. Winding tunnels cut through the earth, and vast spaces filled with the night sky (courtesy of Nut) create the illusion that a person's out in the open. The realm holds several towns, each with tens of thousands of swarthy brown petitioners whose color darkens as they draw closer to union with Geb. The petitioners are, like their god, jovial, friendly, and curious, and sometimes just a little naive.

Geb is able to exert absolute control over any creature from the Elemental Plane of Earth and can summon 2-12 earth elementals to fight for him at any time. He can instantly negate any spell involving earth, rock, mud, or the like and cannot be harmed when he stands on solid ground.

Geb was once a curious and quicktempered god, but he has mellowed since his birth and now takes a more even-tempered (and safe) approach to life. Geb's true form is that of a huge man with dark brown skin and burning eyes. He always wears a golden crown as a symbol of his divine power.

!!Hathor
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hathor_p146.jpg]]
[[caption-width-right:200:Hathor, as depicted in ''Deities & Demigods'' (3e)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/hathor_symbol.jpg]]
[[caption-width-right:125:Hathor's symbol]]
->'''Goddess of love, music, and motherhood'''
->'''Lesser goddess'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Community, Good, Luck
->'''Symbol:''' Horned cow's head with lunar disk

The benevolent deity Hathor appears either as a human woman with the head of a cow, as a human woman with cow's ears or horns, or simply as a large cow. She is a deity of music and dance, art and inspiration. Her broad portfolio also includes influence over love and motherhood, the moon, and fate. Hathor is one of the daughters of Re-Horakhty and is married to Bes.

Hathor's essential teaching commands people to savor life and all the good aspects of it, beauty, art, music, love, and family. Hathor's clerics teach that these things are divine gifts, meant to be enjoyed and protected. There is no evil in enjoying these simple blessings; it is evil to deny them to another or to destroy them.

!!Horus/Re-Horakhty
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/re_horakhty_p139.png]]
[[caption-width-right:200:Re-Horakhty, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:Horus (1e)]]https://static.tvtropes.org/pmwiki/pub/images/horus01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/re_horakhty_symbol.jpg]]
[[caption-width-right:125:Re-Horakhty's symbol (3e)]]
[[caption-width-right:125:[[labelnote:Horus' symbol (2e)]]https://static.tvtropes.org/pmwiki/pub/images/horus02.png]][[/labelnote]]
->'''Son of Osiris, "The Avenger"''' (as Horus)
->'''God of the sun, "Ruler of the Gods"''' (as Re-Horakhty)
->'''Lesser god''' (as Horus) or '''Greater god''' (as Re-Horakhty)
->'''Alignment:''' ChaoticGood (as Horus) or LawfulGood (as Re-Horakhty)
->'''Domains:''' The sun, Revenge, War, The sky (as Horus) or Glory, Good, Law, Nobility, Sun, War (as Re-Horakhty)
->'''Symbol:''' Hawk's head (as Horus) or Solar disk encircled by serpent (as Re-Horakhty)

The son of Isis and Osiris, Horus was conceived following his father's death at the hand of Set. Afraid that he would also be slain by Set, Isis saw to it that her son was raised in secrecy by a family in the swamps of the Nile Delta.

Horus took his place among the gods when he reached adulthood and challenged Set. Horus brought all his might to bear and battled his uncle to a standstill. In the end, the goddess Neith was called upon to settle their dispute. After consideration, she ruled in Horus' favor (although Set was compensated to an extent).

In his true form, Horus appears as a hawk headed warrior of great physical power.

Horus is a fierce and proud god. He is called upon by those who seek to avenge great wrongs or uphold the honor of their families. If any of his followers begins a quest to avenge the death of a family member, there is a 5% chance that he will send his avatar to aid them.

The avatar of Horus is a dedicated foe of evil. He is merciless and relentless in his war against the forces of Set. He abhors all forms of deceit and treachery, and nothing will stand in his way when he is attempting to right a wrong or slay a traitor.

As Re-Horakhty, he is ruler of the Egyptian pantheon and the resplendent lord of the sun, steering the Solar Barge across the sky and through the underworld at night. He appears as a strong, darkskinned human with the head of a hawk.

Re-Horakhty ascended to take the place of the original sun-god, Re, after defeating Set to avenge the murder of Osiris. He absorbed the divine essence of the aging Re, increasing his power beyond that of his parents.

Re-Horakhty is the god of kings, bestowing his divine blessings upon the earthly rulers who serve him. Although kings who revere Re-Horakhty are fond of preaching about "divine right", Re-Horakhty demands that monarchs rule wisely and justly, true to his lawful good alignment. His divine blessings can be taken away from those who prove themselves unworthy as quickly as they were given.

Re-Horakhty commonly uses his Possess Mortal salient divine ability to inhabit an earthly pharaoh, thus acting simultaneously as ruler of heaven and of earth.

Re-Horakhty is a martial god, his nightly battle in the underworld representing the constant warfare that good must wage against evil. Evil, in the Egyptian mythos, primarily means Set and his servants, especially Apep. Set is Re-Horakhty's uncle, and
killed Osiris at least in part to usurp the throne that Re-Horakhty wrested from his grasp, making the two deities implacable enemies. Re-Horakhty teaches that vigilance and readiness of arms are absolutely necessary so that Set and his minions can never succeed in stopping the Solar Barge's nightly journey and assuming leadership of the pantheon.

!!Imhotep
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/imhotep_p147.jpg]]
[[caption-width-right:200:Imhotep, as depicted in ''Deities & Demigods'' (3e)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/imhotep_symbol.jpg]]
[[caption-width-right:125:Imhotep's symbol]]
->'''God of crafts and medicine'''
->'''Demigod'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Artifice, Healing, Knowledge
->'''Symbol:''' Step pyramid

Imhotep is the only ascended mortal in the Egyptian pantheon, an advisor to kings, builder of pyramids, and paragon of knowledge who rose to become the god of healing and science. He appears as a normal human dressed in a white robe and carrying a staff. (As an ascended mortal, Imhotep does not have outsider Hit Dice as other members of the pantheon do).

Imhotep's key doctrine is that knowledge, science, and magic should be used to help humanity. While Thoth teaches the collection of knowledge for knowledge's sake, and Anubis guards secrets of herbalism and magic, Imhotep insists that knowledge is only useful if it is used, and it must be used for the good of all. Though Imhotep is not a god of magic, his doctrine applies to magic as much as to the science of engineering. The appropriate use of magic is to help others, not harm them. While not explicitly pacifistic, Imhotep places much more emphasis on healing than on warfare, in stark contrast to other Egyptian deities.

!!Isis
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/isis_p149.png]]
[[caption-width-right:200:Isis, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/isis01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/isis_symbol.jpg]]
[[caption-width-right:125:Isis' symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/isis02.png]][[/labelnote]]
->'''Goddess of fertility and magic, "Lady of Knowledge"'''
->'''Greater goddess'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Good, Magic, Protection, Water
->'''Symbol:''' Ankh and star or eye and teardrop

One of the most prominent members of the Great Ennead, Isis is the goddess of magic, fertility, and (with Hathor) of motherhood, a patron of marriage, and the ideal for all Egyptian women. She is daughter of Geb and Nut, the wife of Osiris, and the mother of Horus.
Isis introduced the custom of marriage to the Egyptian people and has served as the ruler of Heliopolis in the past. She was responsible for the transformation of her husband into a god of the dead.

Isis' true form is that of a tall and beautiful woman of classical nature. She has green eyes that dance with mystical highlights, and a soothing voice.

Isis is a regal and noble deity who is eager to share the knowledge of the gods with humanity and often goes to great lengths to introduce her worshippers to new concepts and ideas. In many cases, these new ideas take the form of magic spells and enchantments.

In her purest essence, Isis represents the power of love to overcome death. When Set killed her husband Osiris, Isis searched the land to find his body and labored to restore him to life. The strength of her love combined with her power to conquer death
make her possibly the most popular of the Egyptian deities. She is an approachable deity, for she loves her worshipers as much as she loves her husband, and she offers them the same gift she gave Osiris: everlasting life in the peaceful bliss of the
Offering Fields.

For all her popularity, Isis has a more esoteric side in her role as deity of magic. Though wizards and sorcerers revere her, she also receives veneration in the form of countless charms with minor magical powers created in her name, making even her mysteries accessible to the masses of her followers. Naturally, Isis is a great enemy of her husband's murderer and encourages her followers to oppose Set and his minions in the world.

The goddess shares the rule of Heliopolis with Osiris and Ra, her portion of the realm a sloping land covered with thick grass and fig trees. The River Isis, filled with holy water, runs only through the city of Gizekhtet. The burg's a matriarchy ruled by Lamia Nightblossom, and it's a place where everything's in balance. None of the people are too rich or too poor, too hungry or too sated, to the petitioners, it's utopia.

But Isis has a second realm, one that she can call her own: Quietude, a small town on Elysium that isn't much more than a village set on a plateau. Isis' proxy Sirian Goodwife keeps the peace there, but that's not a hard job, the community's home to married couples and spellslingers working toward a better understanding of the multiverse and its secrets. Though Heliopolis is the home of her husband, Isis seems to prefer Quietude for its research value.

!!Nephthys
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nephthys_p150.jpg]]
[[caption-width-right:200:Nephthys, as depicted in ''Deities & Demigods'' (3e)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/nephthys_symbol.jpg]]
[[caption-width-right:125:Nephthys' symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/nephthys01.png]][[/labelnote]]
->'''Goddess of death and grief, "Lady of Sands"'''
->'''Intermediate goddess'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Chaos, Good, Protection, Repose
->'''Symbol:''' Horns around a lunar disk or moon and ankh

Daughter of Geb and Nut and twin sister of Isis, She was once married to Set and bore
him one child, the twisted crocodile god Sobek. Longing for a normal marriage and child, she got Osiris drunk and seduced him, bearing Anubis as a result, and provoking
Set's murder of his brother. After Set killed Osiris, Nephthys abandoned her husband and joined with Isis (Osiris' wife) to recover the dead god's body, mummify him, and secure his place as lord of Tuat. Because of this, she often acts as a guardian of the dead.

She was deeply wounded by Osiris' death (which she felt was her fault), and her grief is the embodiment of all human mourning. Her priests teach that grief is an appropriate response to death, even though the soul of the departed finds peace and joy in the Offering Fields. In her name, followers of the Egyptian pantheon weep and wail at funerals even as they celebrate the new life of the deceased. Nephthys despises her former husband and will do everything in her power to thwart his plans for evil, hating him more passionately than even Osiris does.

In addition to her duties as keeper of the dead, Nephthys is also the guardian of wealth. As such, her power is often invoked to defend tombs that have been filled with treasures. Anyone violating such a burial chamber is risking the wrath of this goddess.

Nephthys is a somewhat greedy goddess who takes an interest in the accumulation of wealth by her followers. As such, she tends to favor those of her followers who are well off. She often rewards persons who are of help to her or her church by leading them to important treasures.

She lives among the deserts of Amun-thys, scorning visitors and discouraging whimsical travelers. She's a rather miserly goddess, hoarding wealth and expecting her worshipers to sacrifice theirs to her. Some call her unfriendly, but the truth of it is just that she doesn't want to get bobbed.

This attitude extends to the petitioners of her realm, who've learned that all items in the land seem more precious than they are. The natives are peery of visitors; they've seen the sharp side of a sword from people looking to fill their own pockets. And they go to great lengths to protect the crypts and mausoleums from looters, with help from Nephthys, of course.

Set sometimes sends proxies to Amun-thys with gifts and smooth words for Nephthys; she takes the offerings but pays their pleas no mind, usually tossing the people out on their ears. But the goddess turned the tables on her former husband when Bentresh arrived; Nephthys talked the half-elf into throwing Set over and staying on as ''her'' new proxy.

Truth to tell, Amun-thys is little more than dunes, with scattered temples, tombs, and necropoli. The small city of Scarab lies near Nephthys' palace, and huge carcasses of titans litter the surrounding desert (some say they go to the realm to die). Beyond that, a person's better off looking someplace else for wealth and glory.

!!Nut
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/nut01.png]]
[[caption-width-right:125:Nut's symbol]]
->'''Goddess of the sky, "Mother Night"'''
->'''Intermediate goddess'''
->'''Alignment:''' NeutralGood
->'''Domains:''' The sky, couples forbidden to marry
->'''Symbol:''' Stars in the night sky

Nut is both wife and sister to Geb, the earth god. The two are deeply in love and will never act in a manner that is harmful to the other. Because Ra had forbidden Nut and Geb to have children, she was forced to resort to trickery to bear her five young. Since Ra had decreed that Nut could not give birth on any day of any month of any year, she went to Thoth for help. Thoth managed to capture some of the moon's light and used it to create five new days (outside of Ra's domain). On each of these days, Nut gave birth to a new god.

In her true form, Nut appears as a tall, slender woman whose body is the black of the night sky. She sparkles with starlight and is enchanting to behold. Omens from Nut always take the form of patterns in the stars.

Nut is as devoted to her husband Geb as he is to her. They are kept apart by Shu and the order of Ra that forbids them from having any more children. Nut is very sensitive to the concerns of those who are forbidden to marry the one they love and will often send her avatar to help out such couples.

Having fled Heliopolis eons ago, she now maintains a small realm on Elysium, in Belierin, the layer magically sealed by the guardinals. Though Nut realizes that she's still not beyond Ra's reach, she nonetheless finds solace in her solitude.

Her realm is like the starry sky, a dark land where there's no up or down, only the sensation of movement through the night. No corporeal beings live here; the petitioners of her realm are the stars themselves. As Nut draws them to herself, they flare up and then die out entirely.

!!Osiris
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/osiris_p151.jpg]]
[[caption-width-right:200:Osiris, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/osiris01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/osiris_symbol.jpg]]
[[caption-width-right:125:Osiris' symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/osiris02.png]][[/labelnote]]
->'''God of nature and the underworld, "The White Crown"'''
->'''Greater god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Air, Earth, Good, Law, Plant, Repose
->'''Symbol:''' White crown or crook and flail

The husband of Isis and son of Geb and Nut. Osiris has a dual nature. While he is often worshipped as a god of nature and plant life, he is also the protector of the
dead. Osiris is the god who taught the Egyptians the arts of civilization and is very fond of his people. If any community that maintains a temple to Osiris is attacked, there is a 25% chance that Osiris will send his avatar to lead the battle against the invaders.

Osiris and Set are bitter enemies, for the latter once tricked him into lying down in a magic coffin. Once inside, Osiris was unable to escape and soon died. His wife Isis, mummified his body. In so doing she gave him eternal life and made him a god of the dead.

Osiris is nearly the greatest god in the Egyptian pantheon, hindered only by the fact that he is dead. Had his brother Set not murdered him, Osiris would occupy the throne of the gods now held instead by his son Re-Horakhty. Osiris rules over the world of the dead as his son rules the living.

In his true form, Osiris is a tall, muscular man with a greenish tint to his skin. He can command or destroy any undead creature at will. Osiris can also appear as a human mummy swathed in strips of linen. He wears the crown of rulership over the dead and holds a scepter and a flail, symbolizing his kingship and his power over the forces of nature. These include the cycle of crops and vegetation and the primal elemental forces of air and earth, control of which Osiris inherited from the elder deities.

Osiris is a wise god who rules Heliopolis in Ra's absence. He is very alert to the needs and desires of his followers and always has their best interests at heart. Having himself endured death and risen to reign in the afterlife, Osiris promises a place in the same afterlife to those who follow him. All who die must face Osiris' stern judgment, however. Osiris demands adherence to basic principles of order and goodness in order to win admission into the Offering Fields. Each soul that appears in his Hall of Truth must recite a long confession, proclaiming, "I have not sinned against others. I have not wronged my family. I have not done wrong instead of right. I have known no worthless folk..." and so on. The monster Ammit, a servant of Anubis, devours those who fail in Osiris' judgment.

Osiris' chilly realm in Heliopolis is both above and below the ground, and former mortal kings can keep their memories of rulership to provide keen knowledge of the law. Undead walk freely in Memphiria, the City of the White Crown, at least as long as they are free of evil in their hearts.

!!Ptah
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/ptah_p153.png]]
[[caption-width-right:200:Ptah, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/ptah01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/ptah_symbol.jpg]]
[[caption-width-right:125:Ptah's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/ptah02.png]][[/labelnote]]
->'''God of crafts, knowledge, and secrets, "The Opener of the Way"'''
->'''Intermediate god'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Creation, Knowledge, Law, Travel
->'''Symbol:''' Bull or mummified hand

Ptah is a mysterious creator deity, related to the rest of the Egyptian pantheon only by marriage (to Re-Horakhty's daughter Bast), not by birth. He appears as a small, shaven-headed man with jet black skin, like polished marble, and large black eyes filled with stars. In his eyes is the fire of creativity that is the inspiration of all artists. Legends suggest that Ptah existed before even Ra and Apep, and that he may have created them, and even other gods in other pantheons. Despite his marriage to Bast, he remains aloof from the struggles and rivalries of the Egyptian pantheon, spending his time wandering the vast expanses of the planes.

Where Thoth is the god of knowledge and science, Ptah is often viewed as the god of artists and designers. While the two gods have much in common (neither of them is
related to any of the other gods, for instance), there are important differences. An architect planning a pyramid depends on Thoth for the mathematics to build it and calls upon Ptah for the inspiration that will make it a work of art.

Ptah is a clever and dynamic god with a great love of art and beauty. He smiles upon craftsmen who produce works of great quality and will sometimes (5%) send his avatar to assure that such persons receive the recognition they deserve.

Ptah's law is the order of the universe. Everything has a place in the cosmic scheme, and everything fits together to work for a purpose that is beyond mortal understanding. Ptah may have set this intricate cosmic machinery in motion, and it seems quite likely that he is the only one who knows its purpose or eventual result. His followers generally act as though they're in on the secret, but certainly none of them know as much as Ptah himself. Mortals can simply do their best to fill the part they're supposed to play, not overstepping their place or spreading disorder in the well-ordered world.

Having supposedly stepped down in favor of the more vital and active Ra, it's well known that Ptah wanders the Ethereal now, and that he's even approachable by mortals. But a person'd best tread carefully around him, the god seems to feed off of the Ethereal, and he can send a person literally anywhere in the planes. A tiefling who claims to have suffered from this relocation says that Ptah can even drop a person in another god's realm without that deity's permission (Then again, people know how trustworthy tieflings are).

Obviously, Ptah's a popular name to invoke among Ethereal and inner-planar travelers. But as he's the source of inspiration and creativity, lovers of art and beauty call upon Ptah as well.

!!Seker
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/seker01.png]]
[[caption-width-right:200:Seker, as depicted in ''Deities & Demigods'']]
->'''God of light, "Lightbringer"'''
->'''Lesser god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Light
->'''Symbol:''' Hawk-headed mummy with an ankh in his right hand

Cousin to Shu, Seker appears as a rather ordinary man. This god is relentless in his efforts to destroy all evil and undead on the earth. He's one of the gods of the afterlife, and the undead are, in his eyes, simply dead people who don't realize their true state. If they won't follow Osiris' rule, Seker destroys them with shafts of light from his hands.

His realm, Ro Stau, varies between two layers of Elysium, wavering back and forth as he desires. In Amoria, Ro Stau is a remarkably beautiful marble palace with immense colonnades rising above the surrounding desert. In Thalasia, it's a pleasure house along the banks of a thundering river, the halls of which are filled with incense and peaceful sunlight streaming in every crack.

Wherever Ro Stau is, its petitioners are attractive, relaxed (some say lazy) people who glow with an inner light. But when it comes to undead, they're fanatical in their hatred, much moreso than Seker. Fact is, the people just can't get it through their heads that not all undead are evil, destructive monsters. But they've got to learn to let go of their bias if they hope to achieve union with their god.

!!Set
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/set_p154.png]]
[[caption-width-right:200:Set, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/set01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/set_symbol.jpg]]
[[caption-width-right:125:Set's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/set02.png]][[/labelnote]]
->'''God of darkness and desert storms, "Lord of Evil, Defiler of the Dead"'''
->'''Greater god'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Air, Chaos, Darkness, Destruction, Evil, Strength
->'''Symbol:''' Coiled cobra

A being of pure chaos and evil, Set is opposed to everything the Egyptian deities represent. The son of Geb and Nut, his birth was horrific by any measure, for he tore himself free from his mother's womb and sprang upon the world as a foul and hideous thing. He appears as a powerful man with a bestial head resembling a donkey, with a curved snout and upright, square-tipped ears. He also has a long, forked tail. He sometimes appears in animal form, as a hunting dog (resembling a greyhound or saluki), a hippopotamus, or a wild boar.

Set is the brother of Osiris, Isis, and Nephthys, and was married to Nephthys before he murdered Osiris. Nephthys bore him a single child, Sobek. Now and again Set sends proxies to her realm to try and win her back. 'Course, he also lusts after Isis, and its no secret that, if given the chance, he'd put Osiris and Horus in the dead-book. The evil god just plain hates Osiris (after all, Set killed him once before), but his anger toward Horus stems from the fact that Horus was granted a throne Set desired.

Set murdered Osiris for two reasons: out of jealousy over Nephthys' seduction of Osiris, and in an attempt to seize the rulership of the pantheon, which Ra relinquished and Osiris was poised to claim. He continues to struggle with Re-Horakhty for the throne, but he has no interest in an ordered government. Set's struggle with the other gods of the pantheon is about power, not empire. He believes that he is the strongest of the deities in the pantheon, and that his strength makes him the only one fit to rule. He perpetuates this idea of rule by the strong within his cult, where cleric-assassins vie with each other for power and position.

According to Set, whatever a person is strong enough to claim belongs to that person by right. The "divine right" of rulership that Re-Horakhty teaches is meaningless in
Set's eyes, rulership should be held by whoever can seize and maintain it. Authority should be respected only insofar as it is powerful enough to enforce its will.

Set's realm in Baator is called Ankhwugaht, a burning desert in the midst of the snow of Stygia. The center of the realm boasts a huge black pyramid that seems to cast a shadow across the entire land. The petitioners are completely untrustworthy, but they have a strange sense of honor, and they won't go back on their sworn word. 'Course, getting them to swear in the first place is another matter entirely.

!!Shu
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/shu01.png]]
[[caption-width-right:125:Shu's symbol]]
->'''God of winds and the atmosphere, "The Upholder"'''
->'''Intermediate god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Winds, The atmosphere
->'''Symbol:''' Ostrich feather

Shu, brother and husband of Tefnut, father of Geb and Nut, has been charged by Ra to keep Nut and Geb apart from each other, and this Shu does admirably. As the atmosphere, he keeps the ground (Geb) from ever touching the sky (Nut), and thus the two lovers are separated. Shu and his wife Tefnut were Ra's first children and he has great affection for them both.

As one might expect, Shu has complete control over the air and all things associated with it. Shu can control any creature from the Elemental Plane of Air and can summon 4-24 air elementals to serve him at any time. Shu can also negate any spell that deals with air or the atmosphere at will. In his true form, Shu looks like a normal, if divinely handsome, man with a light blue tint to his skin. His eyes carry the gleam of summer lightning in them and his smile the warmth of a spring sunset. He is also constantly surrounded by a swirl of wind. He can control the velocity of these winds, which may range from gentle breezes to tornado force cyclones. Omens from Shu come in the form of strong winds and atmospheric phenomena.

Shu is a heroic and noble god who serves as king of Heliopolis when Ra is absent or unavailable. He is fair and impartial, but less of a politician than Ra.

Shu's realm, Desert Wind, is pure breeze and sky; still, it's noticably different from the rest of the Elemental Plane of Air. The air is warmer and glitters with gold, and it's filled with the scent of cinnamon and sand. It's said a visitor to the realm can move with the simple power of his mind.

Sure, storms can rise up unexpectedly, but Desert Wind is usually a place of peace and gentle breezes. That's what the petitioners are, mostly, warm, caressing winds, though some take the form of golden shafts of sunlight.

!!Sobek
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/sobek_p156.jpg]]
[[caption-width-right:200:Sobek, as depicted in ''Deities & Demigods'' (3e)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/sobek_symbol.jpg]]
[[caption-width-right:125:Sobek's symbol]]
->'''God of water and crocodiles'''
->'''Demigod'''
->'''Alignment:''' LawfulEvil
->'''Domains:''' Animal, Evil, Water
->'''Symbol:''' Crocodile head with horned and plumed headdress

The misshapen son of Set and Nephthys, Sobek is a crocodile-headed deity whose humanoid body is covered with thick, tough scales. He has a thick, crocodilian tail and heavy, clawed hands and feet. He also sometimes appears as a crocodile.

Sobek's essential creed is "eat or be eaten". His followers strive to carve out their own place in a world that is hostile to their continued existence, to win recognition from the Egyptian pantheon and its church, and, barring any realistic possibility of
crushing their opposition, to survive the opposition of the good deities and their servants. Sobek's church is a cult acutely aware of how little power it actually holds. It clings to as much strength as it can muster, obeys the laws of the land when necessary to keep the full wrath of the authorities from falling upon it, and struggles to survive.

!!Tefnut
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/tefnut01.png]]
[[caption-width-right:125:Tefnut's symbol]]
->'''Goddess of storms and running water, "Storm's Fury"'''
->'''Intermediate goddess'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Storms, Rain, Running water
->'''Symbol:''' Lioness head or pyramid and sun

Tefnut, wife and sister of Shu, embodies the moisture of the atmosphere. She's a goddess of mercurial moods and changing disposition. Those who can read the weather can sense the changes in her mood, beneath the seeming chaos, there lies a deeper order, that of storms and lightning. Tefnut can be gentle and kind one minute, and thundering and harsh the next. She's not cruel and won't destroy without cause, but people who incur her fury know it right away.

Villages in need of rain often call upon Tefnut to send them her life-giving gift while those in the grip of a great storm plead with her to spare them and turn her attention elsewhere.

Tefnut's true form is that of a slender, attractive woman with the head of a sleek lion. The air around her smells of rain and lightning and her voice is the deep rumble of distant thunder. Omens from Tefnut always come in the form of storms or rain.

Tefnut's realm, Windwrath, sits on one of the many mountains of Bytopia, pummeled by winds and rain. The petitioners hide from the storms inside village-caverns; the largest settlement, Ston-khat, is guided by the proxy Dyalotep the Lame. The natives spend their time aiding passersby and serving their goddess. Though the wind rarely ceases and the rain lets up only occasionally, the natives love Windwrath, and most people who come here do as well.

!!Thoth
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/thoth_p157_2.png]]
[[caption-width-right:200:Thoth, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/thoth01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/thoth_symbol.jpg]]
[[caption-width-right:125:Thoth's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/thoth02.png]][[/labelnote]]
->'''God of knowledge and wisdom, "The Keeper of Knowledge"'''
->'''Intermediate god'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Knowledge, Magic, Rune
->'''Symbol:''' Ibis

The mysterious deity Thoth appears as a slender human with the head of an ibis. He is the inventor of writing and arithmetic, and the god of scribes, sages, libraries, and knowledge in general. Thoth is not related, even by marriage, to any other deity in the Egyptian pantheon, and his origins are not clear. Some legends say that he was present at creation, recording the events of Ra's birth as they occurred. Others say he is a son of Ra, brother of Shu and Tefnut. Thoth is very close to Isis, Osiris, and Horus.

Thoth is said to have accumulated as much knowledge as the gods Ilsensine and Gzemnid combined, and to use it in a much more selfless fashion. Isis may know everything that's happening in the multiverse ''now'', but Thoth knows everything that's happened in the past. As the custodian of the Great Library, Thoth allows scholars in its hallowed halls to research whatever may be on their minds. It is said that Thoth maintains a set of three great books in which all knowledge is recorded. These books are locked away at the heart of a great crypt.

His petitioners live in small villages along the River Ma'at and in the city of Thebestys nearby (that's where the Great Library's found). All manner of terrain can be found in his realm; desert and swamp vie for space all along the river. Followers of Thoth collect knowledge for knowledge's sake, striving to better themselves through learning. Some hope to better the world as well, while others hope to gain the means to impose their will on the world through their knowledge. For Thoth himself, knowledge is all that matters. Thoth is not generous with his knowledge, but neither is he covetous of it. For those who work long and hard at research and science, he is a faithful source of information. Thoth is truly omniscient.

!!Minor Gods and Goddesses
Other Gods that did not contribute much to Egyptian mythology are listed below.

* Amset: God of the south. Amset looks like an extremely short man. His main power is to be unaffected by anything sent at him from a southerly direction. This power also lets him turn any force directed at him from the South back at its sender, double force. He also shapechanges.
* Apesh: God of greed and evil. Apesh looks like a dragon turtle. Its main attribute is the power to summon 1-4 of any evil creature per day to fight for it. In battle it relies on its shapechanging power to kill its enemies. It is very fond of allowing maps to its many treasures to be found by lawful beings and then taking a personal hand in killing them when they try to take the gold.
* Hapi: God of the north. Hapi is an extremely short dwarf. His main power is to be unaffected by anything sent at him from a northerly direction. This power also lets him turn any force directed at him from the North back at its sender, double the force. He too can shapechange.
* Qebhsennuf: God of the west. Qebhsennuf looks like a man with a hippo's head. He has his cousins' directional powers and can shapechange.
* Renenet: Goddess of good fortune. Renenet looks like an ordinary woman and when looking upon another being gives them the Luck of the Gods. The being will make their saving throw every time, will always hit their enemies, and will never be struck by their foes. She never fights in battle, but will stand in astral form above a fight using her power on any lawful being she favors.
* Taumautef: God of the east. Tuamautef has the same powers as his 2 cousins of the North and South working in an easterly direction. He appears as a man with a crocodile head.
[[/folder]]

[[folder: Finnish Pantheon]]
!!In General
The Finns don't have a particularly strong pantheon. Perhaps that's because they don't focus on the prevalence of gods in their lives. The people aren't really active in the worship of their gods, instead simply accepting the deities as a given in their day-to-day existence. This ain't to say the Finns don't revere their deities; it's just that they're not as fervent in their beliefs as many of the other mortals in the multiverse. For the Finns, it's not a matter of faith, it's just the way things are.

What the Finns do revere are their heroes. The ones they're particularly fond of are the ones who succeed, and they imagine that degradations and villainies befall the ones who fail. Sure, it's a pragmatic way of looking at the world, but then again, the Finns lead a dangerous life, what with the cold and lack of food and everything else. They just don't have the time or inclination to romanticize their heroes or their deities.

The stories of this mythos are magnificently told in ''The Kalevala'', the Finnish national epic. These tales focus on the exploits of the heroes, rather than the gods. The heroes of ''The Kalevala'' are very powerful; they possess abilities beyond those of mortal men, and most have divine ancestors. They even have brushes with the gods (though only Vainamoinen is powerful and skillful enough to successfully meddle with the gods).

The core of the epic is the continuing conflict between Kalevala, the land of good heroes, and Pohjola, the land of evil and wizardry. All of the heroes are great bards, and make mighty magics with their songs. The clerics of the gods consider themselves above normal men, and are generally well-respected and/or feared. They have no qualms about using spells to chastise those who offend them or threaten their power.

!!Ukko
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/ukko01.png]]
[[caption-width-right:200:Ukko, as depicted in ''Deities & Demigods'']]
->'''God of the sky, air, and weather, "Chief of the Kalevala"'''
->'''Greater god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Sky, Air, Weather, Avians
->'''Symbol:''' Flaming sword

Ukko is the chief god of the pantheon, but he keeps himself aloof from affairs unless those he loves are threatened. Usually, only extreme danger to the Prime can rouse him from his meditations on existence, and even then he sends one of his air maidens to set things right. Some say that it's Ukko's "guidance" that's causing the pantheon to fade from sight.

Ukko is represented as an old man. He is very supportive of all the good heroes in the mythos. While he usually uses a magic attack, when hard pressed in battle he uses a flaming sword that does 3-30 points of damage and has the power to slay anything it hits (as a death spell; saving throw at -6 applicable).

Ukko is master of the sky and air, and supports the world. He thus is responsible for all weather and protects all avian life.

His realm's known to be in the layer of Shurrock on Bytopia, but no person knows where to find it. Apparently, Ukko desires solitude.

!!Ahto
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/ahto01.png]]
[[caption-width-right:200:Ahto, as depicted in ''Deities & Demigods'']]
->'''God of seas and waters, "King of the Seas"'''
->'''Greater god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Seas, Waters
->'''Symbol:''' Rippling wave of water

Ahto, the water god of the Finns, takes little interest in the matters of the world. He's more content to keep himself occupied in his realm, pondering the matters of wave and current. Still, he can be roused from his contemplation by suitable sacrifice, and if he's moved to action, he sends either Alanoin or the Water Dwarf to take care of matters.

His realm, known as Curling Wave, is a place of flickering blues and greens, filled with fish and orcas. Larger whales occasionally slide through the realm on their way to deeper pastures. Sea elves are infrequent visitors, and in fact, the only regular humanoids there are Ahto's water-breathing petitioners, who build undersea castles out of coral and shell. But their number is slowly waning as their god absorbs them.

!!Air Maiden
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/air_maiden01.png]]
[[caption-width-right:200:Several air maidens, as depicted in ''Deities & Demigods'']]
->'''Ukko's warrior'''
->'''Alignment:''' LawfulGood

An air maiden appears as a winged human with a sword, garbed in flowing robes, and glowing with a brilliant light. Only one air maiden will appear at a time. Each maiden is armed with a +3 frost brand sword. When a devout follower of Ukko calls his name, he is likely (30%) to send an air maiden: first to advise the worshiper as to the best course of action (using telepathy), and then, if necessary, a maiden will enter combat thereafter to rescue the imperiled believer. These powerful warriors will be sent by Ukko only when his worshipers face certain death at the hands of demons, devils or very powerful evil characters.

Although having few magical abilities, each maiden is 50% magic resistant, and may fly (at up to 48") without tiring. Should an air maiden be slain before her mission is completed, another will immediately appear. If a maiden is slain, she and all her possessions (including the sword) will vanish.

!!Hiisi
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hiisi01.png]]
[[caption-width-right:200:Hiisi, as depicted in ''Deities & Demigods'']]
->'''God of evil, "Lord of Darkness"'''
->'''Greater god'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Evil
->'''Symbol:''' Lightning bolt in the night sky

Hiisi's a basher with no care for the scurrying creatures of mortal life span; he's preoccupied with evil, and uses other sentients only as a means to further his wicked visions. He can empower any evil creature as his proxy, and they have only one chance to resist him (by making a saving throw versus spell at -4). Truth is, though, Hiisi doesn't keep permanent proxies. He kills them before long to reclaim every last drop of his strength, the god hates doling out energy.

He always appears as a huge, richly robed man with coarse features. His giant club does 4-40 points per strike. He constantly aids evil creatures, but does not like to directly enter battle, preferring to sit on the sidelines while sending in a group of 1-10 evil heroes. Evil beings are unable to do any damage to him either directly or indirectly.

Hiisi's realm resembles nothing so much as the underside of a tree-covered hill, and it appears on the Prime whenever he believes the other deities aren't watching him. Roots dangle from the ceiling, water constantly drips someplace just out of eyesight but always within earshot, and the smell of rotting, dank earth fills a person's nose. It's a dreary place, and indescribable creatures (Hiisi's petitioners) drag their way through the lower reaches of the realm. Most people who come here never leave again. It ain't pretty.

!!Ilmarinen
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/ilmarinen01.png]]
[[caption-width-right:200:Ilmarinen, as depicted in ''Deities & Demigods'']]
->'''Hero'''
->'''Alignment:''' NeutralGood

Ilmarinen is a blacksmith of great magical power, with the ability to create mighty magic items of many sorts. He is a massively built man who wears +4 leather armor and wields a +4 hammer that strikes for 1-10 points of damage. He has a magical sledge that pulls itself at a rate of 21" and can travel over land or water. When traveling incognito or among enemies, Ilmarinen will yoke deer to the front of this sledge to conceal its magical nature.

!!Ilmatar
->'''Goddess of mothers, "Daughter of the Air"'''
->'''Lesser goddess'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Mothers
->'''Symbol:''' Looped cross

Ilmatar is the mother of the greatest hero of Finnish legend, Vainamoinen, and is described as the Daughter of the Air. Chant says the other deities of the pantheon have such respect for her son (and owe her so many favors) that there's nothing Ilmatar can't get from them. She's too honorable to use that influence unduly, but there are times when the mortals under her protection need her help.

She has a hand-sized ball that she carries in a copper box. This ball has written upon it all of the legends of creation and the spells used in that formation. She is able to use this thing to know all of the powers and abilities of any being that ever existed. She also has a sledge that moves by itself on the land, air, and water at a rate of 24".

Her realm exists only within her aura. She travels across the lands of her worshipers, seeking to alleviate the pains of motherhood and answering any call she can. If summoned unnecessarily, Ilmatar visits bad luck on the person who called her. Otherwise, she performs her service (in disguise) and vanishes into the place whence she came.

!!Kiputytto
->'''Goddess of sickness, "Mother of the Plague"'''
->'''Demigoddess'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Sickness
->'''Symbol:''' Battered metal bowl over a flame

Kiputytto is able to cast a sickness (saving throw applicable) that will take away 5 hit points from its victim per turn until dead or cured. Anything that touches her will rot away, including swords, armor, claw, or fang. She is very fond of floating above a battle invisibly and affecting those that have minor wounds and are forced to retreat. She appears to the world most often as a black skinned, twisted old crone with a scarred face. The members of her cult seem to have all suffered from some wasting disease and bear the marks on their faces.

!!Kullervo
->'''Hero'''
->'''Alignment:''' ChaoticNeutral with ChaoticEvil tendencies

Kullervo is the foil of the good heroes of Kalevala. He is doomed to eventually betray Kalevala and become evil, and acts as if he knows it. Kullervo wields a +2 axe of sharpness (as the sword of the same name) that strikes for 1-10 points of damage. In addition to his other spell abilities, Kullervo can shape change. He is immune to fire-based attacks.

!!Lemminkainen
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/lemminkainen01.png]]
[[caption-width-right:200:Lemminkainen, as depicted in ''Deities & Demigods'']]
->'''Hero'''
->'''Alignment:''' NeutralGood

Lemminkainen is jovial and reckless, constantly getting himself into serious scrapes. He has mastered the art of shape changing, and bears and wolves will not attack him. He is immune to poisons of all types. In combat he has use of the following weapons: a +3 javelin of distance with a range of 36"; a +3 bow with a quiver of animal slaying arrows; and his +5 sword is both a sword of sharpness and a flaming sword. He has a +3 dagger, uses a girdle of frost giant strength, and wears +4 chainmail. He has been known to wear a pair of snowshoes of speed and traveling that enables him to proceed at a rate of 24" on snow-covered ground. He has a magical brush which he leaves at home when he goes on an adventure. This brush sheds blood when Lemminkainen is in trouble, by which token his mother (a mighty magic-user in her own right) knows that she should send aid.

!!Louhi
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/louhi01.png]]
[[caption-width-right:200:Louhi, as depicted in ''Deities & Demigods'']]
->'''Old crone of Pohjola'''
->'''Alignment:''' LawfulEvil

Louhi rules the evil land of Pohjolo with an iron hand. She opposes all of the good heroes of Kalevala, and works continuously for their downfall. Louhi can summon four invisible fighters at will to defend her; two will guard her while two attack the enemy. Louhi is very adept at the creation of poison and sleep potions, which she uses on guests she wants to eliminate.

!!Loviatar
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/loviatar01.png]]
[[caption-width-right:200:Loviatar, as depicted in ''Deities & Demigods'']]
->'''Goddess of pain and torture, "Maiden of Pain"'''
->'''Demigoddess'''
->'''Alignment:''' LawfulEvil
->'''Domains:''' Pain, Torture
->'''Symbol:''' White dagger in pale hand

Loviatar, described as a beautiful cold maiden, is usually dressed in white silks, and when she speaks a cold wind blows. Her main concern is the inflicting of pain. She owns a dagger of ice that makes her immune to all magical spells. When she is attacked or magic is used against her, the attacker will once again re-experience the worst pain he or she has ever suffered. In other words, if the worst thing that ever happened to a character was to take 49 hit points of damage from a fireball, then that will happen to him or her again (no saving throw). A second attack on the part of this character would result in the second most painful thing hurting him, etc.

Loviatar's one of the two Finnish gods making an effort to stay vital. Both she and Mielikki have sworn not to give into the wasting apathy that seems to afflict the other deities of the pantheon, and both have wormed themselves into the hearts of mortals on the prime-material world of Toril. There, Loviatar is a lesser goddess, not a demigoddess, and her heightened strength in that crystal sphere may eventually cause her to abandon the Finns for good.

As the mistress of pain, Loviatar relishes in the feel of the knife sliding between layers of skin, muscle, and bone, and the cold caress of the freezing wind from the sea. She's cruel and capricious, and she can make any person who offends her instantly re-experience the worst suffering they've ever known.

Her realm's called ondtland, and it's a wasteland of ice and snow, filled with carnivorous caribou and packs of dire wolves. It ain't a place for the unprepared, and while it's got its beauties (such as the aurora over Loviatar's palace), a person'd do well to remember the nature of the goddess here.

!!Mielikki
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/mielikki01.png]]
[[caption-width-right:200:Mielikki, as depicted in ''Deities & Demigods'']]
->'''Goddess of nature and forests, "Mistress of the Forest"'''
->'''Lesser goddess'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Nature, Forests
->'''Symbol:''' Evergreen

The goddess is always dressed in a green gassamer gown, even in the coldest of winters, and is always surrounded with summer songbirds. She watches over rangers and all creatures of the forest (especially dryads). There is a l% chance that she will aid her dryads when they are in extreme danger within the bounds of the forest. There is a 5% chance that she will attack those that try to destroy her domain, for whatever reason. Because of this, men like woodcutters must plant two trees for every one that they cut down, or eventually face her wrath. She automatically negates all charm-type spells within a 30 yard radius of her body. No creature that lives in the wilds is able to hurt her, even if controlled. She is not affected by clerical spells of any type. When magic has failed to hurt her enemies, she has been known to summon huge packs of wolves and flights of hawks to attack despoilers of the forest.

It's said that Mielikki used to have no true realm, that she hid in the forests of the Prime and came out only to put down despoilers of nature. Well, she's apparently managed to move up in the world; she now shares a realm on the Beastlands with Ehlonna of Oerth.

The land, the Grove of the Unicorns, is far bigger on the inside than out. The realm's just a grove of trees that pops up in the midst of a forest. If a person's a friend of nature, they might spy a unicorn lapping up water from a pool in the center of the grove; if they do, the lush realm opens itself to them in full (animal petitioners of the plane whisper about strange burgs within the Grove, but the truth of that's still unknown). A person who's not worthy won't ever see the unicorn, and they can walk into the grove and right out again without ever knowing where they are.

Obviously, Mielikki watches over rangers, druids, and their ilk. Like her relative Loviatar, she's joined the Faerûnian pantheon in an effort to keep herself strong, for Toril has many nature-lovers. And it seems to be working, to the people of Toril, Mielikki is an intermediate goddess.

!!Son of Pohjola
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/son_of_pohjola01.png]]
[[caption-width-right:200:Son of Pohjola, as depicted in ''Deities & Demigods'']]
->'''Evil hero'''
->'''Alignment:''' LawfulEvil

This son of Louhi was a leader of the people of Pohjola and a savage enemy to Lemminkainen and the other good heroes of Kalevala. His sword does 2-20 points of damage per strike and is a +3 weapon. His mother has given him a giant wolf that obeys his every command.

!!Surma
->'''God of death, "The Angry Club"'''
->'''Demigod'''
->'''Alignment:''' NeutralEvil
->'''Domains:''' Death
->'''Symbol:''' Withered oak branch

Surmo often appears as a slightly aging warrior in leather buckskins and red boots. He uses a club in battle that strikes for 3-30 points of damage; only Surma can wield this weapon.

Surma's a wandering god of Carceri, imprisoned on the plane by Ukko in an effort to keep him at bay. Ever since, Surma's been slowly slipping into obscurity, and that fuels his rage all the more. He can't escape unless Ukko sets him free, and he's not likely to gain any more strength, the other Finnish deities do a fine job of keeping Surma's name from being spoken on the Prime.

Surma roams the first layer of Carceri, challenging every basher he meets to a fight, leaving undead in his wake. If a challenge is refused, Surma tracks the "coward" down later and kills him in his sleep. Some day, though, the demigod'll either run into someone too tough for him, or else just drift off onto the Astral to keep company with the corpses of other failed gods.

!!Tiera
->'''Lemminkainen's shield man'''
->'''Alignment:''' LawfulGood

This fighter will always aid his master to the best of his ability. He uses a +3 spear that does 1-10 points of damage and glows when a lie is told in its presence.

!!Tuonetar
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/tuonetar01.png]]
[[caption-width-right:200:Tuonetar, as depicted in ''Deities & Demigods'']]
->'''Goddess of the underworld, "The Crone of Death"'''
->'''Greater goddess'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' The underworld
->'''Symbol:''' Decapicated head

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 affected by her fear aura, fleeing until exhaustion sets in. Tuonetar's merest touch inflicts 4-40 points of damage.

Along with her husband, she maintains a residence in Tuonela, the Land of the Dead. It's a place of gray mists and shrieking winds, a joyless realm among the already bleak caverns of Pandemonium. She and her husband are afflicted with the same apathy that pervades the rest of the pantheon, and their realm reflects this, full of people who've lost all desire and sense of purpose or meaning.

Perhaps Tuonetar and Tuoni're better suited to life on the Gray Waste, but they're jealous of their domain. She's Vainamoinen's most hated foe (or vice versa). Either way, the Crone of Death goes out of her way to make life difficult for the proxy and son of Ilmatar.

!!Tuoni
->'''God of the underworld, "The Keeper of the Dead"'''
->'''Greater god'''
->'''Alignment:''' ChaoticNeutral with ChaoticEvil tendencies
->'''Domains:''' The underworld
->'''Symbol:''' Club in fist

This god is usually dressed in dark furs. At will he can constantly shape change and cast death and prismatic wall spells. He is immune to all death and charm-type spells. The god will always appear as if in a vision when a being who worships the Finnish pantheon is raised from the dead, and there is a 1% chance that he will actually come in person to reclaim the raised person's soul.

His club (which only he can lift) does 3-30 points of damage, and always disenchants one randomly-determined magic item on the being hit (no saving throw).

Tuoni's clerics go about the battlefield and aid those that are near death to reach the land of the dead. They have been noted for sending the near dead off a bit too soon. After they administer these rites, they take the dead perron's valuables as recompense for their aid in helping the person to go to the land of the dead.

It's said that Tuoni (who oversees spirits journeying to their final reward) occasionally travels to the prime to reclaim a dead person that's been taken from Tuonela.

!!Untamo
->'''God of sleep and dreams, "The Dreamer"'''
->'''Lesser god'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Sleep, Dreams
->'''Symbol:''' Closed eyes

Untamo is the lord of sleep for the Finns, and it's said that anyone who enters his Outlands realm (near Tvashtri's workshop) falls instantly into the god's dream, to be released only when Untamo wills it. For some, the dream ends quickly. For others, it never does and never will.

Clearly, Untamo doesn't like to be disturbed, and he punishes anyone with the temerity to do so, unless they agree to serve him and his whims for a year. Those who agree are usually granted the power to cast sleep as a mage of 10th level, four times a day.

This god is very mild in all of his actions and dislikes being summoned for any reason. He cannot be hurt by any being that has not recently slept for 13 hours or more, as they will otherwise go to sleep instantly in his presence. His club strikes for 3-30 points of damage and those that do not make their saving throw vs. spells will fall instantly asleep.

!!Vainamoinen
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/vainamoinen01.png]]
[[caption-width-right:200:Vainamoinen, as depicted in ''Deities & Demigods'']]
->'''Hero, "Son of the Wind, Virgin of the Air"'''
->'''Alignment:''' LawfulGood

Vainamoinen is the Kalevala's greatest hero and minstrel. His mother is llmatar (q.v.), so Vainamoinen has divine ancestors (like many of the Finnish heroes). He is called "Son of the Wind" by his friends and enemies alike.

Vainamoinen appears as an elderly fighter wearing +5 leather armor. He has two weapons which he wields alternately: a +5 battle axe and an intelligent +3 sword of sharpness. This sword talks, and it can cast a fear spell once per day. He wears a girdle of cloud giant strength (which gives him a strength of 23). He has two magical crossbows: one combines the abilities of crossbows of accuracy, distance and speed, and the other, once started, loads and fires itself at Vainamoinen's enemies until stopped (much like the way a dancing sword fights by itself).

In addition to his clerical, illusionist and bardic spell powers, Vainamoinen can shape change, dispel magic, and use monster summoning I-IV at will. He is immune to the effects of charm-type spells and disease.

Vainamoinen has two special methods of transportation. He has a special horse that can pull his sledges across land or water, drawing weights of up to 300,000 gp with no appreciable loss of speed. He has a canoe-sized boat that can carry huge quantities of objects in much the same manner as a bag of holding: it can hold up to 60,000 gp of weight in a volume of 1,000 cubic feet.

!!Water Dwarf
->'''Ahto's shield man'''
->'''Alignment:''' LawfulGood

This dwarf is often sent on missions for Ahto, and at these times he is carefully observed by the god. There is a 25% chance that Ahto will aid him in any difficulties he encounters and 100% chance that the god will appear if the dwarf is slain. He uses a crossbow of accuracy at twice the usual rate of fire. For hand-to-hand combat he uses a +3 mace. Ahto has given him the ability to regenerate 5 points per melee round when within 50 feet of a body of water.

!!Minor Gods and Goddesses
Other Gods that did not contribute much but their names to Finnish mythology are listed below.

* Elelatar: Goddess of the South Wind.
* Hongatar: Goddess of Fir Trees.
* Kankahatar: Goddess of Weaving.
* Kanteletar: Daughter of the Heart.
* Katajatar: Nymph of the Juniper.
* Kivutar: Daughter of Pain.
* Kuutas: Daughter of the Moon.
* Mana: God of Hades. His daughter is Manalatar.
* Melatar: Goddess of the Rudder.
* Paivatar: Daughter of the Sun.
* Panu: Son of the Sun.
* Pihlajatar: Nymph of the Mountain Ash Tree.
* Sinetar: A nymph that colors flowers blue.
* Sotko's Daughters: Nymphs that protect the ducks.
* Suonetar: Nymph of the Veins.
* Suvetar: Goddess of Summer.
* Tammatar: Goddess of the Oak Tree.
* Tapio: God of the Forests. Tellervo is his daughter.
* Terhenetar: Goddess of the Clouds.
* Tuometar: Goddess of the Bird Cherry.
[[/folder]]

[[folder: Greek Pantheon]]
!!In General
Though it flourished 2,500 years ago, no other civilization has had as much influence on the spirit of the western world as ancient Greece. Our most basic and dearly held convictions, such as a man's right to liberty, to be ruled by a democratic government, and the inherent worth of the individual, are directly descended from Greek thought.

The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and they've made a place for themselves inside the human heart too.

Born from the loins of the Titans and the grandchildren of Sky and Earth, the Greek deities soon carved out their place in the multiverse. Their larger-than-life exploits made them instant legends, their heady passions and dark doings spreading like the ripples of Oceanus. In the space of a few thousand years, they went from a minor collective to one of the most influential pantheons on the planes. Now, with even more experience under their belts, they've secured their foothold and look to grow ever greater. This pantheon, called the Olympians after their mountainous home, has grown so much that a substantial number of primes actually call the gods' home plane Olympus (as opposed to its proper name, Arborea). If that ain't influence, almost nothing is.

!The Olympians
!!Zeus
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/zeus_p102.png]]
[[caption-width-right:200:Zeus, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/zeus01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/zeus_symbol.jpg]]
[[caption-width-right:125:Zeus's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/zeus02.png]][[/labelnote]]
->'''God of the sky, "The Thunderer, Father of Gods and Mortals"'''
->'''Greater god'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Air, Chaos, Good, Nobility, Strength, Weather
->'''Symbol:''' Fist full of lightning bolts

The king of the gods, Zeus (pronounced zoos) appears as a mighty male human standing about 15 feet tall. He has white hair and a long, white beard. He wears a white tunic and carries his shield, Aegis, which bears the likeness of the head of the first medusa. A white celestial giant eagle is always at Zeus's side.

Though he's the youngest of the six original children of Cronus and Rhea, Zeus took the high-up spot among them because of his might and his shrewd handling of their tyrannical father. Today, armed with a thunderbolt forged by the Cyclopes, Zeus holds his position through awe and fear. When the other deities have a disagreement they can't resolve, or when they threaten to tear Olympus apart in their squabbles, Zeus steps in, and with a heavy hand disciplines them until they settle down.

Graybeards say Zeus is the embodiment of reason and emotion welded together. To tell the truth, he's far more often passionate than logical, and that's caused him no end of trouble. See, while he's Hera's husband, he's lusty and lustful, and chant is he's fathered more children among the mortals than even Hera could track down. Zeus means well, to be sure, but sometimes a person can't help but wonder if he took Hera for his wife as a symbolic gesture to placate her jealousy and affirm his standing as head of the pantheon.

His palace is at the highest point of Olympus, its halls inlaid with gold and precious gems. Statues of Zeus and Hera line the halls; chant is the Thunderer animates them to dispose of unwanted visitors, and also to move about the realm without attracting too much attention (Zeus's own radiant glory often strikes dead any mortal who catches sight of it). Sure, a walking statue's still noticable, but it doesn't have the same effect as the god's actual presence.

Zeus's wife also rules in these halls, and it's because of her that he takes on secret forms to slip out for his dalliances. Hera keeps a remarkably close eye on her husband, but it doesn't stop him from trying to escape the white marble of their palace. Sometimes, the place seems more like a cage for the wayward deity.

Chant is Zeus leaves two jars outside the entrance to the palace, one filled with the qualities of evil and the other with good. Only the deities know which is which. Zeus uses the stuff to bless or curse mortals, mixing the two qualities to create human spirits. If a person could make off with one of the jars, they could become a great force for good or evil, but they'd better be sure of which one they take, not to mention find a hideout beyond the purview of the Olympians (they'd crush them for sure).

!!Achilles
->'''Hero'''
->'''Alignment:''' NeutralGood

Achilles is the son of King Peleus and the sea nymph Thetis. He wears +2 chainmail and a +2 shield into battle, all gold plated. He is a charioteer who uses immortal horses to pull his chariot at 24" per turn. His skin cannot be pierced by edged weapons (except at his left heel); only bludgeon-type weapons can harm him in battle.

!!Antaeus
->'''Giant'''
->'''Alignment:''' ChaoticEvil

This giant is the offspring of Poseidon and Gaia, the original earth-deity. He grows stronger each round he fights, as long as he remains on the earth. Antaeus starts similar to a hill giant in size and appearance, but every round he fights he grows, gaining the size and strength each round of the next largest giant type, until he reaches titan strength and size. Each time he grows, all damage he has taken is healed, and he increases a further 25 hit points (up to 250 total). Even after he ceases growing, all damage he takes in one round is healed in the next as long as he remains on the earth. Antaeus will remain at titon size as long as he fights, gradually shrinking when the battle is over. If Antaeus is lifted off the ground, he
loses strength and size at the same rate he gained it, and will no longer heal. He always attacks as a 16+ hit dice monster.

!!Aphrodite
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/aphrodite_p104.png]]
[[caption-width-right:200:Aphrodite, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/aphrodite01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/aphrodite_symbol.jpg]]
[[caption-width-right:125:Aphrodite's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/aphrodite02.png]][[/labelnote]]
->'''Goddess of love and beauty, "Lady of Dawn"'''
->'''Intermediate goddess'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Chaos, Charm, Good
->'''Symbol:''' Seashell

The deity of romantic love, sexual desire, and physical beauty, Aphrodite (pronounced aff-ro-dite-ee) embodies those ideals. She appears as a human woman of phenomenal beauty, dressed in a simple gown and adorned with jewelry. She is usually smiling and in fact is often called "smile-loving" or "laughter-loving Aphrodite".

Aphrodite could more rightly be said to be a Titan, as she was born from the sea foam after Cronus castrated his father Uranus and cast his severed genitals into the sea. The other deities overlook that fact, for she journeyed to far-off isles upon her creation, taking Eros with her, and returned when the Titans had been cast out.

Aphrodite's husband is Hephaestus, to whom she was married by order of the gods, for the two of them needed divine consorts. However, she chafes in the marriage, for while the smith dotes on her, he's unsightly, not to mention lame. Handsome, vain Ares catches her eye far more frequently, though when Hephaestus first discovered her treachery, he fashioned a net and entrapped the lovers. Then he invited the other gods to come and mock the hapless pair. Aphrodite fled for a year and a day, until her shame lessened enough that she could bear to be seen.

While her constant lover Ares represents the destructive side of chaos, Aphrodite embodies the joy of passion, freedom, and whimsy. Her brand of passion creates rather than destroys life, and she celebrates the beauty of life in all forms. Laughter-loving Aphrodite urges her followers to take whatever pleasure can be extracted from life without allowing social strictures to squelch their freedom, their creativity, or their passion. Though she promotes the ideals of good, she does not demand that anyone
take up arms to promote it. Though her own actions have provoked great conflicts,
Aphrodite would prefer to see mortals make love rather than war.

'Course, Aphrodite's more than just the goddess of love and beauty; she also rules over the ''act'' of love, and thus she's a big favorite among the Society of Sensation. It's partly because of her influence that many Sensates have chosen Olympus as their home (the faction's glorious Gilded Hall lies elsewhere in the layer).

Aphrodite's palace on Mount Olympus is built of quartz and gems, all polished so keenly that anybody walking past can see their own reflection in the glass. The pool Canathas (also known as Evergold, shared by other goddesses of beauty) lies in a ceremonial basin in the exact center of her case, filled with the Water of Beauty and Life. Only proxies of Aphrodite can bathe in the water here; anyone else who tries it brings down the wrath of the goddess.

!!Apollo
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/apollo_p106.png]]
[[caption-width-right:200:Apollo, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/apollo01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/apollo_symbol.jpg]]
[[caption-width-right:125:Aphrodite's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/apollo02.png]][[/labelnote]]
->'''God of light, music, and healing, "The Light-Bringer, The Musician of the Gods, The Archer God, The Farshooter, The Healer, The God of Light, The God of Truth"'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Good, Healing, Knowledge, Magic, Sun
->'''Symbol:''' Lyre

The god of light, music, and healing, Apollo (pronounced ah-pahl-low) appears as a comely, beardless young man carrying a golden lyre and a silver bow. He helps ripen crops, destroys pests, cures illnesses, and protects shepherds and their flocks. There are many oracular shrines dedicated to Apollo, the chief one being at Delphi (taken over from Gaea).

The son of Zeus and the Titan Leto, Apollo is, after Hera and his father, the greatest power of the pantheon. Though both Poseidon and Hades are stronger, Apollo commands more respect than either of them, and thus is next in line should Zeus ever perish or pass on.

It was Apollo who first taught people the healing art. While generally benevolent and helpful, he can be truly terrible when angry, often loosing arrows that visit disease and death on targets they strike. The master of the lyre and song, Apollo is especially vain about his musical prowess and keeps the Muses as part of his retinue.

As god of prophecy, Apollo founded an oracle on every prime-material world where the Olympians have influence. They all sit on stools of smoke-filled caverns, listening to the words of the future breathed by the fumes. Like most oracles, they speak in words that're usually understood by mortals only after a prophecy fulfills itself. Apollo's also established a site on Mount Olympus; those in need of the god's advice can seek out the mysterious oracle Pythia.

Apollo's temple is also his home, and the whole place is fashioned of beaten gold that shines eternally with the mellow glow of the sun. In the back of the temple, he's built and amphitheater where the finest playwrights of the culture enact their works. Mortal poets also pad the stage, declaiming verse to honor the Light-bringer.

!!Ares
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/ares_p107.png]]
[[caption-width-right:200:Ares, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/ares01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/ares_symbol.jpg]]
[[caption-width-right:125:Ares' symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/ares02.png]][[/labelnote]]
->'''God of war and strife, "The Jealous, The Unfortunate, The Ruthless God, He Who Delights in Battle"'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Chaos, Destruction, Evil, War
->'''Symbol:''' Spear

Ares (pronounced air-ees), the god of war, is one of the sons of Zeus and Hera, both of whom detest him. He usually appears as a large man with burning, hateful eyes and a permanent scowl etched across his face. Ares is the personification of the savage side
of war. He is fond of strife, anger, and unrestrained bloodletting. He also is jealous, untrustworthy, and easily offended. As such, he is not a very popular god among mortals or among the other gods, and is only worshiped (at least by a large number of people) in the polis of Sparta. He kills any person weaker than he is who gets in the way, and gives in only grudgingly to those who're tougher. Ares is the archfoe of Athena, his half-sister (after a fashion) and fellow war deity.

Ares picked up the nickname "the Unfortunate" because, while he's mighty in battle, he has no forsight and is easily duped by his own passions. His rages've led him into many tight spots, including the ornamental vase he was confined in when the young Olympians fought off their first major challenge. He's no luckier in love, as the story of Hephaestus and the net demonstrates.

'Course, that doesn't stop many mortals from pledging their loyalty to the deity. One of the rites young warriors go through before they enter their first battle is a ceremonial shaving. They sacrifice their hair to Ares as a sign of their devotion to war and warlike causes.

Ares' palace on Mount Olympus is a great gloomy affair of dimly gleaming bone, more of a battlement than a castle. It lies near the Portal Defile, that's the chasm that holds the gates to the prime-material worlds where the pantheon's worshiped. Inside the fortress, Ares' evil band of petitioner warriors quaffs the blood of the foes they've slain, making themselves stronger by absorbing the life force of their enemies.

!!Artemis
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/artemis_p109.jpg]]
[[caption-width-right:200:Artemis, as depicted in ''Deities & Demigods'' (3e)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/artemis_symbol.jpg]]
[[caption-width-right:125:Artemis' symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/artemis01.png]][[/labelnote]]
->'''Goddess of hunting and childbirth, "The Huntress, Artemis of the Golden Shafts, Friend of Youth, Lady of the Lake"'''
->'''Intermediate goddess'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Animal, Good, Plant, Sun
->'''Symbol:''' Bow and arrow on lunar disk

Artemis (pronounced ar-teh-miss), goddess of hunting and wild beasts, is the twin sister of Apollo, daughter of Zeus and the titan Leto and the patron (or rather, matron) of hunters and huntresses. She appears as a young woman in rustic clothing, always carrying a bow and sword. In addition to her normal titles, she is also sometimes called "noisy Artemis" because of her loud hunting calls. Artemis generally remains aloof from mortals, though she enjoys the company of nymphs and dryads. She's also far more happy in the company of dogs and wild animals than in that of her fellow deities. She's the closest thing the pantheon has to a savage; she disdains civilization and its trappings in favor of nature and the wild. But she hunt only to fill her belly or feed someone else, never for sport.

Artemis is a maiden goddess, neither keeping nor encouraging lovers. Though other deities occasionally pursue her and try to win her over, she doesn't favor any of them. Even those who can hunt as well as she can (or better) don't stand a chance; like the other Olympians, she refuses to acknowledge a better in her chosen field.

Artemis loves the rugged life of a huntress. Except for helping women during childbirth, she avoids involving herself in any other human matters. She values her privacy, and will severely punish any man violating it. Omens from Artemis are always delivered by wild beasts.

The goddess considers all of Olympus to be her realm and hunts without care, returning only occasionally to a small bower where she makes her home. Truth to tell, her case is little more than a small complex of caves in the side of the mountain, for Artemis has no real need of a place to retire to. She frequently travels to Arkenos, the city of the Amazons, where she's revered as a protector.

!!Athena
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/athena_jetpack7.png]]
[[caption-width-right:200:Athena, as depicted in ''Gods and Goddesses'' (5e)]]
[[caption-width-right:200:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/athena_p111.jpg]][[/labelnote]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/athena01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/athena_symbol.jpg]]
[[caption-width-right:125:Athena's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/athena02.png]][[/labelnote]]
->'''Goddess of wisdom, civilization, and war, "The Protectress"'''
->'''Greater goddess'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Artifice, Community, Good, Knowledge, Law, War
->'''Symbol:''' Owl, olive trees, snakes, or gorgon's head

The goddess of noble combat, skilled craftwork, prudence, and cities, Athena (pronounced ah-thee-nah) appears as a statuesque woman with fetching gray eyes. She usually carries a shield and wears helmet and armor. Because she is Zeus's favorite child, Zeus lends Athena his shield, Aegis, from time to time.

Athena sprang full-grown and fully armed from the head of her father Zeus. He'd swallowed her mother Metis because a prophecy warned that Metis would bear a son who'd kill him. Apparently, Zeus learned something from the Titan Cronus after all, if a person wants to prevent his offspring from slaying him, he's better off devouring the mother before she ''has'' any children. But it didn't prevent the creation of Athena.

Like her half-sister Artemis, Athena's sworn herself to eternal chastity, and has struck dead those who've tried to ravish her. And though she's as demanding and exacting as the rest of the pantheon, Athena's willfulness is tempered by the light of wisdom, which she teaches to mortals in exchange for their service.

Athena presented humanity with a gift, the olive tree, from which they reaped wood, oil, food, and prosperity. Thus, Athena became the goddess of civilization and a beacon of all that lends a city its strength: law, justice, craft, courage, war, and wisdom.

Many mortals think she's the goddess of war, but that's not entirely true. Athena leaves the business of carnage to her brother Ares; her domain is that of courage and steadfast bravery. Those who want to venerate bloodshed turn to Ares; those who desire strategy and tactics call upon Athena.

As such, she's recognized as a guardian and ally of warriors, rulers, and heroes. Athena is known to send adventurers with valiant aspirations on quests that test their brilliance and bravery. When heroes thrust themselves into dire straits in the name of justice, Athena might intervene to turn the tides in their favor. At the very least, her presence is believed to bestow or bolster courage among honorable hearts.

Beyond warfare, Athena is a goddess of the arts and crafts. She herself invented the first ship, the flute, the chariot, the plow, the potter's wheel, and other useful tools. She's also patron to metalworkers who forge armor and weapons.

Fact is, her realm is the exact antithesis of Ares'. Whereas his fortress is dark and bloodstained, her palace is bright, shining, and made of enduring iron. Philosophers and generals fill the halls, the latter seeking wisdom for their battles, the former needing the sharp minds of the warriors. It's said the finest thinkers and generals of the culture are brought here to study under the masters.

!!Bellerophon
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/bellerophon01.png]]
[[caption-width-right:200:Bellerophon, as depicted in ''Deities & Demigods'' (3e)]]
->'''Hero'''
->'''Alignment:''' LawfulGood

Bellerophon is the son of Glaucus, a king. He is credited with defeating the king of the chimerae. He rode a pegasus into battle against several other enchanted monsters and defeated them all with his javelins and war spear.

There is a 25% chance that at any given time a god or goddess of Olympus is watching over him, and if so, there is a 75% chance that he will be saved by the watcher if Bellerophon is in mortal danger.

!!Circe
->'''The black sorceress'''
->'''Alignment:''' ChaoticEvil

Circe's main magical attacks all deal with polymorphing humans into animals of one type or another. Towards this end she has every magical device capable of turning creatures into other creatures (polymorph wands, polymorph potions, polymorph scrolls, and the like).

She is the one who intercepted the hero Odysseus and his crew, changed the crew into pigs, and fell in love with Odysseus. She always wears revealing black gowns to meet mortals. She is almost immortal and does not appear to age. Circe also possesses great prophetic powers and can give useful advice if she wishes.

!!Demeter
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/demeter_p113.jpg]]
[[caption-width-right:200:Demeter, as depicted in ''Deites & Demigods'' (3e)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/demeter_symbol.jpg]]
[[caption-width-right:125:Demeter's symbol]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/demeter01.png]][[/labelnote]]
->'''Goddess of agriculture, "Fertile Mother, The Gift-Giver, Lovely-Haired Demeter, Demeter of the Splendid Fruit"'''
->'''Lesser goddess'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Earth, Plant, Protection
->'''Symbol:''' Mare's head

Demeter (pronounced dee-mee-ter) is the queen of the fruitful earth and the goddess of agriculture. As an earth goddess, her very moods are reflected in the life and fertility of the earth. She appears as a motherly woman, draped in robes the color of vegetation: lush green in the spring and summer, gold in autumn, and brown or black in winter (when she mourns for her daughter, Persephone).

She is one of the six children of the Titans Cronus and Rhea and, thus, one of the first six Olympians. However, she now remains mostly behind the scenes, tending to the children of the gods and keeping the harvests of the Prime plentiful in the areas of the faithful. She was married to Poseidon but broke free of that in time; Poseidon took up an abode in the sea, while Demeter remained on land. Afterward, she became Zeus's wife (before Hera) and bore him a daughter, Persephone. Persephone was later carried off by Hades to rule with him in the Underworld.

Demeter holds sway over the earth's yearly cycle of growth and decay. Farmers in particular revere her, offering special prayers and sacrifices to her at planting, throughout the growing season, and at harvest time. She urges her followers to treat the earth with care and respect, and she dictates agricultural procedures to ensure the continued fertility of the soil, such as rotating crops and leaving fields fallow.

Generally, Demeter is a benevolent goddess. However, if her worshipers ignore their duties, she does not hesitate to destroy their crops and send famine upon them.

Demeter is also the central figure in a mystery cult called the Eleusinian Mysteries (after their origin in the city of Eleusis).

Demeter's home is a common-looking cottage in the midst of an immense field of golden grain. Her petitioners toil in the field all day before retiring at night to their own cottages scattered about the land. They work hard, but they seem to love the labor.

!!Dionysus
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/dionysus_p115.png]]
[[caption-width-right:200:Dionysus, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/dionysus01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/dionysus_symbol.jpg]]
[[caption-width-right:125:Dionysus' symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/dionysus02.png]][[/labelnote]]
->'''God of mirth and wine, "Twice-Born, Women-Maddener, Ivy-Wreathed Dionysus, Loud-Roaring Dionysus"'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Chaos, Destruction, Madness
->'''Symbol:''' Thyrsus (staff tipped with pine cone)

The god of wine, mirth, and madness, Dionysus (pronounced dye-oh-nye-sus) is the son of Zeus and the mortal Semele. He was still in his mother's womb when she witnessed the Thunderer in his awesome radiance and was destroyed. Zeus took the baby from her body and stitched it into his own thigh, and when it was ready to be born, it stepped forth fully and perfectly formed.

Hera, jealous of her husband's dalliances, made Dionysus crazy early in his life, and he wandered the land learning the ways of the vine, and the ways of madness. In his journeys, he acquired a retinue of centaurs, satyrs, and bacchae.

He appears as a young man carrying an amphora of wine, a lyre, and a thyrsus. Like Demeter, he is an agricultural god with power over fertility of both land and creatures, but his portfolio is limited to vines, wine, and wine's influence on mortals. Dionysus is called Women-Maddener because of his ability to inspire frenzy in his worshipers (particularly women).

As the god of wine, Dionysus has a dual nature. On one hand, he is the embodiment of joy, pleasure, and camaraderie. On the other, he embodies brutality, idiocy, and madness. His twin nature is a reflection of the dual properties of wine in the eyes of the Greeks: imbibed in moderation, it brings pleasure and comfort, but in excess, it brings nothing but depraved misery. He has the power to turn an unlimited amount of water to wine, to make any vine grow anywhere, and to inflict madness upon any intelligent being (save at -4).

Today, Dionysus is the god of drinkers, to be sure. His entire portfolio's dedicated to the divine madness of the grape, to the reverly in the enjoyment of drink. His followers aren't gentle tipsters, either. Some bashers get contemplative; Dionysus' faithful get downright nasty. When they go too far in their celebrations, they lose all rational thought and follow their instincts blindly. People often die from these frenzies.

Dionysus' domain in Olympus is one of constant, comfortable warmth. He has a palace in ther middle of a vineyard, and he's decreed that the grapes on the vines (which also run through the building) will always be ready for the plucking or the juicing. When the bacchae aren't following their patron in his travels, they make the vineyard their home base. And no wonder, it's a place of constant parties, making even the Sensates' Gilded Hall seem tame by comparison.

!!Enceladus
->'''Giant'''
->'''Alignment:''' ChaoticEvil

This giant has huge snake bodies and tails for legs. It is known to live alone in a desolate swamp. Enceladus is so horrifying that any who come within 100 yards of him must save vs. spells or flee in fear (as the spell).

There is a power in this being's hands that allows it to grab spells out of the air and negate them before they have time to function. Enceladus can grab up to four spells directed at him per melee round. If he does not grab spells, he can strike with his fists for 7-70 points of damage each. He can grab two spells with one hand and strike with the other, if he chooses. The giant fights as a 16+ hit dice monster, and he has been known to fight against the gods of Olympus if given the chance.

!!Furies
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/furies01.png]]
[[caption-width-right:200:The Furies, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/furies02.png]]
[[caption-width-right:125:The Furies' symbol]]
->'''Alecto, Tisiphone, Megarea, "The Kindly Ones"'''
->'''Lesser goddesses'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Justice
->'''Symbol:''' Three scourges

The Furies, also called Erinyes, were born when the blood of Uranus fell upon the earth. They are angry and avenging deities who hunt down wrongdoers and punish foul deeds.

Following the multiversal Rule of Threes, the Furies are three aspects of the force of divine vengeance, at the same time separate but whole. They are also known by their individual names, Alecto (the persevering anger), Tisiphone (the blood avenger), and Megarea (the jealous), but the Furies are the original Erinyes (and they're usually called the Kindly Ones, anyway, to keep from offending them). It's said the baatezu stole their original name because the fiends so admired the function of the Furies.

They appear as crones with wings and scourges, which they use mercilessly on those who've earned their wrath. As the proxies of the deities' will, the Furies have no allies among the gods, they're simply sent to avenge horrible crimes committed against (and by) the pantheon. Truth is, the Olympian gods are scared of the Furies, for the Kindly Ones have the might to take down deities even greater than themselves. See, when on a mission that's justified by their charter, they're supposed by the collective belief and respect of the entire pantheon. Zeus himself'd have reason to fear if he ever sinned so badly as to draw their gaze.

The Furies have no realm to call their own. They just flap about the glooms of the Underworld, dispensing harsh justice on the poor deceased of Hades' land, until they're called to right a wrong on another plane.

!!Hades
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hades_p116.png]]
[[caption-width-right:200:Hades, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/hades01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/hades_symbol.jpg]]
[[caption-width-right:125:Hades' symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/hades02.png]][[/labelnote]]
->'''God of the underworld, "Lord of the Dead"'''
->'''Greater god'''
->'''Alignment:''' LawfulEvil
->'''Domains:''' Death, Underworld, Earth, Wealth
->'''Symbol:''' Black ram

Hades (pronounced hay-deez), the god of death and wealth, stands apart from the standard run of the Olympians, he's the dark half they don't usually aknowledge, because, for all of their faults, they embrace life with a passion. Hades is one of the six children of Cronus and Rhea, and the oldest of the Olympian deities. Hades appears as a large, powerfully muscled man with gray skin. He has a bushy black beard and black eyes, and he wears gold jewelry symbolizing his control over wealth. While his brothers Zeus and Poseidon rule the sky and the sea respectively, Hades is the ruler of the underworld and has some control over the earth as well. It's not a job he particularly likes, but his personality seems remarkably well suited for it.

Long ago, the god of death abducted Persephone, the daughter of Zeus and Demeter, and before she was rescued from his clutches, she ate of the food of the realm. Thus it is that Persephone must spend half her time in the dreary Underworld, ruling at Hades' side, and half in the exuberant world of Olympus above.

Hades himself doesn't take much of an interest in anything except for Persephone. He's content to sit and brood and watch the gray of the Waste, gaze on the shuffling masses of the countless dead, and set forth the punishments decreed by the other Greek deities on those who dared to steal glory from the gods.

Unlike some deities whose portfolio includes death, Hades is not particularly malicious or hateful toward the mortals whose souls come to his realm. Death, he teaches, is the lot of all mortals, the thing that sets them apart from deities, and it must be accepted even if it brings grief.

The Underworld is typical of the Gray Waste: lifeless and dull. The Rivers Lethe and Styx flow through it, promising forgetfulness and oblivion to those who sample their waters, though few dare. In the center of the realm is a palace of gray marble, and in the audience chamber sit Hades and Persephone, waiting to deny supplicants their hearts' desires.

Mortals on this or that quest sometimes ask to use Hades' helm of invisibility, forged for him by the Cyclopes in the war against the Titans. He keeps it constantly at his side, but rarely uses it. It's said he lends it out to heroes sent by other deities, but no living person has ever reported being able to gain it.

!!Hecate/Hekate
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hekate_jetpack7.jpg]]
[[caption-width-right:200:Hecate (Hekate), as depicted in ''Gods and Goddesses'' (5e)]]
[[caption-width-right:200:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/hecate_p118.jpg]]
[[/labelnote]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/hecate01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/hecate_symbol.jpg]]
[[caption-width-right:125:Hecate's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/hecate02.png]][[/labelnote]]
->'''Goddess of magic, the moon, crossroads, and the underworld, "The Lady of the Night, Goddess of the Dark of the Moon, Goddess of the Crossways, Dread Goddess of Night"'''
->'''Intermediate goddess'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Creation, Evil, Knowledge, Magic
->'''Symbol:''' Setting moon or black gog and crossed keys

Goddess of the moon, magic, and plenty, Hecate (pronounced hek-ah-tee) is both feared and revered. She's the daughter of the Titans Crius and Eurybia, and her power's almost as great as theirs ever was. Her true form is that of a woman with three heads. However, she can appear in any form she likes, and she most often appears as a beautiful woman with lustrous, dark hair. She's famed far and wide for her cutting wit and great eloquence (chant is she taught Apollo some of his craft), but she's even more famous for her skill in magic. Fact is, she's worshipped by all nonpriest spellslingers who follow the pantheon, for she's the source of all wizardly magic.

Hecate is the patron of those who work dark magic and those who would work magic for gain. She promotes the use of spells and magic items, and tells her followers that magic is the key that unlocks wealth, power, and all desirable things.

She preaches the joys of abundance, but warns against the folly of waste. Any good reaper or hunter, she says, leaves a few seeds and a few fauns for next year.

She often visits her friend Persephone (Hades' wife) in the underworld, and has learned to control the undead. Hecate is the defender of children and the provider of abundance in food, riches, and other desirable things. She also wanders the night with a pack of hellhounds, which she sets on those foolish enough to travel at night. At night, she can cast any two spells she wishes per round, but this ability is reduced to only one spell per round during the day.

Hecate is an independent and capricious goddess. She often aids or hinders mortals for no reason other than having nothing better to do. Any being doing injury to a child stands a 10% chance of drawing her notice, in which case she will send her avatar to exact an appropriate vengeance. At night, she sometimes appears in avatar form to lonely shepherds, and has been known to protect their flocks on more than one occasion. Omens from Hecate generally come in the form of some magical communication, and are accompanied by the eerie sound of baying dogs.

She's also one of the few deities who maintains a primary realm in one plane (the Gray Waste) and another somewhere else (Baator), but it's completely unknown as to why. Perhaps she draws her power from both planes and uses it to feed her worshipers. Whatever the truth, Hecate's a goddess to be reckoned with, as sly as a serpent, and as dangerous as a starving wolf. She sets plans in motion that few can detect, and she plays heroes like lyres.

!!Hephaestus
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hephaestus_p120.png]]
[[caption-width-right:200:Hephaestus, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/hephaestus01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/hephaestus_symbol.jpg]]
[[caption-width-right:125:Hephaestus's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/hephaestus02.png]][[/labelnote]]
->'''God of smithing and craft, "The Lamed, Workman of the Immortals, God of the Forge"'''
->'''Intermediate god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Artifice, Community, Earth, Fire, Good
->'''Symbol:''' Hammer and anvil

Hephaestus (pronounced hef-faystuss), god of blacksmithing, fire, and crafts, is the son of Hera and only Hera. She created him whole from her own body when she found how Zeus was deceiving her with other women. In anger, Zeus hurled Hephaestus down to the Prime Material Plane, where the young god landed badly, and was thereafter lame. He usually appears as a tall, bearded giant with a club foot and a hunchback.

Hera was embarrassed by her son's deformities and kept him out of sight. In order to win the respect of the other gods, he fashioned a golden throne for her. When she sat in it, she was trapped, and he would not release her until she and the other gods accepted him as their equal. Since then, he has proven one of Olympus' most valuable residents, fashioning golden palaces, intricate machines, and beautiful armor for his fellows. He makes Zeus's thunderbolts even better than the Cyclopes did when they were at their peak.

Hephaestus is generally a benevolent god, though he is extremely touchy about his deformity. Although he is married to Aphrodite, he is in love with Athena, who will have nothing to do with him. Because he has so few worshipers, he treats them well, often making gifts of adamant weapons, shields, and armor to those that serve him especially well. Such objects have a magical +5 bonus. Omens from Hephaestus often appear in the flames of forges.

Hephaestus is a peaceful deity who teaches the value of hard labor, honesty, dependability. He emphasizes loyalty to family and to whomever else loyalty is due: superiors, just rules, and elders most of all. He encourages his followers to tackle their problems with vigor and persistence, like smiths hammering bits of metal into more desirable shapes.

Hephaestus's realm is in an area of Olympus where volcanic activity is common. In fact, he works in the very heart of a volcano, aided by his uncles, the Cyclopes. Occasionally, the gnomish god Nebelun comes by to offer advice and help, and the two of them fashion incredible items together. It's said that Hephaestus has an ongoing rivalry with other gods of the forge, but the truth of that ain't quite known.

!!Hera
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hera_p121.jpg]]
[[caption-width-right:200:Hera, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/hera01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/hera_symbol.jpg]]
[[caption-width-right:125:Hera's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/hera02.png]][[/labelnote]]
->'''Goddess of marriage and intrigue, "Matron of Heaven, Protectress, Bride, Flowery Hera"'''
->'''Greater goddess'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Community, Nobility, Protection, Trickery
->'''Symbol:''' Fan of peacock feathers

Hera (pronounced hair-ah) is Zeus's wife, and the second most powerful Olympian in the pantheon. Hera is not only the goddess of marriage and women, but also the queen of the heavens. Further, she has some minor control over the weather and fertility, though these are not central aspects of her character. In her true form, Hera is tall, noble, and beautiful woman, but, like Zeus, she can assume any form she wishes.

Hera is one of the six children of the Titans Cronus and Rhea, and is thus Zeus's sister as well as his wife. She fought valiantly against the Titans at Zeus's side, but her importance has waned with every new deity or hero that Zeus sires with someone else.

Above all, Hera is a jealous wife, for her marriage to Zeus is anything but a model of fidelity. In her jealousy over Zeus's many dalliances with other goddesses and mortal women, Hera has often acted violently. She conspired with the Titans to have Zagreus killed, tricked Dionysus' mortal mother Semele to cause her own doom, and tried to harm Hercules throughout his mortal life.

Still, she's cordial and ever friendly to the other Olympians, as befits a ruler. She's often temperate when Zeus is reckless, and can fly into a rage when he's rational, the two of them are a perfect balancing act.

The other Greek deities respect Hera's judgment, and they know when to back down from a disagreement with her. One of her quarrels, after all, led to the sacking of an important prime-material city that stood on the plains of Illyria, all because the son of the burg's ruler dared to praise Aphrodite's beauty, not Hera's. The goddess ain't what a person'd call a good loser.

!!Heracles/Hercules
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hercules_p122.png]]
[[caption-width-right:200:Heracles (Hercules), as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/heracles01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/hercules_symbol.jpg]]
[[caption-width-right:125:Heracles' symbol (3e)]]
->'''God of strength and adventure'''
->'''Demigod'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Chaos, Luck, Strength
->'''Symbol:''' Lion's head

The son of Zeus and the mortal woman Alcmene, Heracles is strength personified and he had to earn his way to godhood. While still an infant, he strangled two huge snakes with his bare hands. Of course, Zeus's wife, Hera, was jealous of the affair that begot Heracles, and she is always conspiring to bring him harm. He appears as a large, muscular man with a tangled beard. He wears a lion's skin and carries a massive club.

During his mortal existence, he was impulsive and hedonistic, liable to do or attempt almost anything just for the fun of it. He was also infamous for his temper, and the slightest insult or affront was enough to provoke him. He was always deeply remorseful afterward, especially when he overreacted. Since attaining godhood, Heracles has shown more restraint, though he is still very proud and more than a little vain. If tricked, swindled, or lied to, Heracles seeks revenge even if it takes him years to get even. Heracles will never have anything to do with wizards or priests, as he has a profound distrust of magic.

Heracles is a fearless adventurer whose many escapades are the stuff of legend. A robust, cheerful man, he has an appetite for food and women that almost equals that of his divine father.

Heracles expects his followers to keep fit and to rely on their physical prowess to overcome any difficulties they might encounter. If there's one thing that impresses Heracles, it's confidence.

He promotes physical challenges as a method for resolving disputes among his followers. Such challenges might include wrestling matches between two people having an argument, or longer quests in which people attempt to perform a series of daunting tasks. While a mortal, Hercules himself once completed a series of twelve great tasks as a penance after flying into a rage.

Although he visits Olympus from time to time, and has been known to aid the gods in their struggles. Heracles spends most of his time in the world of men.

!!Hermes
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hermes_p124.png]]
[[caption-width-right:200:Hermes, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/hermes01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/hermes_symbol.jpg]]
[[caption-width-right:125:Hermes' symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/hermes02.png]][[/labelnote]]
->'''God of travel, commerce, thievery, gambling, running, and eloquent speech, "Messenger of the Gods, The Master Thief"'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Chaos, Good, Luck, Travel, Trickery
->'''Symbol:''' Caduceus (winged staff with two entwining serpents)

Hermes (pronounced her-meez) is the god of travelers, merchants, thieves, gamblers, athletes, and elegant speakers. He also serves the gods as a messenger and an arbitrator of disputes. He appears as a handsome youth carrying a white caduceus. He wears a winged helm and sandals.

Hermes is perhaps the shrewdest and most cunning of all the Olympian deities; he began his career as a thief before he was a day old by stealing a herd of cattle from his brother Apollo (who retains a distaste for thieves to this day), and hid them in a cave in the mountains. While Apollo seached for the lost cattle, Hermes fashioned the first lyre, and appeased his older brother with a trade. Later, he invented the syrinx (also called the panpipes), which Apollo traded for the golden caduceus.

Fact is, it seems as if Hermes can do no wrong. Though he's a fierce warrior and a daring thief, he's also the happy-go-luckiest of the Olympians, eschewing the arrogant pride so many of the others seem to embrace. Though he has his moments of vanity, Hermes is generally far more gentle than the general run of the Olympian deities.

Indeed, it's this charm that's brought nearly all of the Greek pantheon firmly to Hermes' side, and he can mend the rifts between two bickering deities more fully than Zeus. His sense of fair play is legendary among the Olympians; they appeal to him for impartial judgment, and depend on his speed for delivering messages. It's hard to find a deity who ''doesn't'' like Hermes.

While he values the wit and daring required to accomplish a difficult theft, he frowns upon those who would steal from anyone who cannot afford the loss. He urges his followers to be dependable and prompt, but he despises tediousness and smiles when something unexpected upsets the predictable. Hermes abhors idleness. If one cannot do anything useful, Hermes says, the proper thing to do is travel and have new experiences. Omens from Hermes include an unusually good or bad run of luck or a sudden gust of wind as he or his avatar rushes past.

The realm of Hermes is hidden away inside Mount Olympus itself, and it's an inviting place for both gamblers and travelers. Though a person's as likely as not to get their pocket picked, they're also guaranteed a safe night's sleep, a valuable thing in Olympus. Nobody'd dare harm a traveler under Hermes' roof.

!!Hestia
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hestia_p125.png]]
[[caption-width-right:200:Hestia, as depicted in ''Deities & Demigods'' (3e)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/hestia_symbol.jpg]]
[[caption-width-right:125:Hestia's symbol]]
->'''Goddess of home and family'''
->'''Lesser goddess'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Community, Good, Protection
->'''Symbol:''' Hearth

Hestia (pronounced hess-tee-ah) is the firstborn daughter of Cronus and Rhea, but was the last to emerge from her father's stomach when Zeus liberated his swallowed siblings. Poseidon and Apollo both courted her, but she spurned them both and swore an oath to remain a virgin forever. She appears as a young woman with a gleam in her eyes like dancing firelight.

Though she is Zeus's sister, Hestia is for the most part uninvolved in the quarrels, politics, and escapades of the other Olympian deities. Instead, she is content with her position as a house deity, worshiped with simple sacrifices by simple people on tiny home altars.

Hestia's faith is a simple one. She teaches the virtues of home and family life, the sweet rewards of labor, and the blessings of food and rest. She encourages common people to take pleasure in the gifts of life as they come, giving thanks to the gods for every earthly blessing.

!!Jason
->'''Hero'''
->'''Alignment:''' NeutralGood

Jason is noted for his leadership ability and his strength. He roamed over the seas in his ship, the Argo, and succeeded in the quest for the golden fleece. This item is able to heal any wound instantly and raise the recently deceased (less than 3 days) by placing the fleece on the body overnight. However, after each time it is used, there is a 10% chance that it will disappear forever.

!!Nike
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nike_p127.png]]
[[caption-width-right:200:Nike, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/nike01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/nike_symbol.jpg]]
[[caption-width-right:125:Nike's symbol]]
->'''Goddess of victory, "Victory"'''
->'''Demigoddess'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Law, Nobility, War
->'''Symbol:''' Winged woman

Nike (pronounced nigh-key) is the personification of the spirit of victory. As such, she is a somewhat shallow being who thinks only of conflict and ultimate triumph. If a problem or situation can’t be described in terms of conflict, with definite conditions for declaring victory, Nike considers it beneath her notice.

Nike appears as a tall, winged woman, though she can take other forms. She is not a very popular deity except among victorious people.

She's often called upon by Athena or Ares to ride with them when they go to battle, thus assuring one side or the other victory. Nike's a fickle goddess, though, and goes only when she desires. Ares and Athena both realize that they can't force the power; she must be wooed like any other person.

Nike is a sister to Eris, the goddess of Discord, and between the two of them, they own three golden apples (a nod to the Rule of Threes). Chant is any mortal who spies one of the apples desires it; toss one in the path of an enemy, and the foe won't be able to think about anything but procuring the apple for themself. What's more, a person can actually set conditions on how to gain the apple, so the "victim" can earn the prize only by fulfilling the requirements.

'Course, the apples ''are'' worthy prizes. The first bite of one cures any disease in a person's body. A second bite from the same apple makes them young. And a third bite makes them immortal (but not invulnerable). Occasionally, it's said, Nike lends the apples to mortals who really deserve them, but it's so hard for a person to prove their worth that Nike might as well not even offer the chance.

The goddess has no case of her own in Olympus, though she maintains quarters in the palaces of both Ares and Athena. Nike may be fickle, but she finds common cause with both Olympians more than she'd ever admit.

!!Odysseus
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/odysseus01.png]]
[[caption-width-right:200:Odysseus, as depicted in ''Deities & Demigods'']]
->'''Hero'''
->'''Alignment:''' ChaoticGood

Odysseus was the king of Ithaca, as well as one of the heroes of the Trojan war and the ten-year siege of Troy. During the Trojan War, Odysseus added to his reputation of craftiness and cunning with various strategems. He is credited with planning the ruse that finally ended the war: building the wooden horse and hiding soldiers inside. When the Trojans brought the gift into their city, the soldiers leapt out of the horse and opened the city gates, allowing the Greek armies to sack the city.

On his way home from Troy after the war, Odysseus was blown off course and landed on an island of the lesser cyclops Polyphemus. To escape from the human-eating Polyphemus, Odysseus had to blind the giant. As Polyphemus was Poseidon's child, this act brought about Poseidon's curse and forced Odysseus to wander at sea for 10 years, never quite able to return home.

During this time, he had the many great adventures which were the basis of Homer's ''Odyssey''. Some of the dangers Odysseus overcome were: the land of the lotus eaters, Circe the sorceress, a journey to Hades, the Sirens, stealing the cattle of the sun-titan Hyperion, sailing between the monsters Scylla and Charybdis, and enchantment by the nymph Calypso. When he finally returned home, he found his poor wife besieged by suitors who assumed that he was dead. He answered this insult in a typically direct fashion by slaying all the suitors.

Odysseus, while below average height, is an extremely muscular man. He is a renowned bowman and wields a bow which has such a powerful pull that only he can string it. Odysseus gains his strength bonuses "to hit" and damage when using this bow. Though possessing great strength, Odysseus prefers to use his wit and cunning to extricate himself from sticky situations, as he has found intelligence more universally useful than strength.

!!Pan
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/pan_p128.jpg]]
[[caption-width-right:200:Pan, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/pan01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/pan_symbol.jpg]]
[[caption-width-right:125:Pan's symbol]]
->'''God of nature, "The Satyr"'''
->'''Lesser god'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Animal, Chaos, Plant
->'''Symbol:''' Syrinx (pan pipes)

At least three varying histories of Pan exist. The first has it that he's the son of Uranus, created when the old Sky's blood spattered the earth, and having grown up in the mountains and woods near the ocean. The second claims that he's Zeus's son from an unnamed wife, while the third attributes his parentage to Hermes and a dryad. Truth is, though, Pan is just a force of nature, both generous and destructive, and it doesn't much matter where he came from. Pan appears as a tall satyr with small horns and shaggy, goatlike legs. He always carries a syrinx, which he often plays while leading sylvan creatures in wild dances.

Pan lives on the outer edges of the realm, and he doesn't spend much on Mount Olympus. 'Course, the infrequency of his visits makes them that much more special. At such times, he's spied wandering the mountain, playing on pipes traded to him by Apollo for services unknown.

He's great among the satyrs and centaurs because he's passion unbridled. Pan pursues his desires avidly, and those who follow him seek to emulate him as best as they can.

Still, lurking beneath the leering face Pan chooses to wear is a deep font of wisdom and peace. He's given himself over to his passions, but did it with the full knowledge of what he was doing, and he's accepted what he is and what he does.

Pan's favorite deity in the pantheon is Hermes, for the two find common ground in their mischief-making. Dionysus is a close second; he views Pan like a nephew and recognizes him as a kindred spirit of wild abandon. He and Pan are top-shelf drinkers, and they've found friendship at the bottom of many jugs of wine. The rest of the pantheon lets the god of passion prowl as he will, welcoming his presence, although they're glad his visits are rare. Pan's revels are exhausting, even for the deities.

!!Perseus
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/perseus01.png]]
[[caption-width-right:200:Perseus, as depicted in ''Deities & Demigods'']]
->'''Hero'''
->'''Alignment:''' LawfulGood

This hero was responsible for taking the head of the first and most powerful medusa, and was favored by many of the gods. Hades loaned him his helm of invisibility, Hermes gave him a pair of winged sandals and a vorpal blade, and Athena lent him the bright Aegis shield, though all of these were later returned.

!!Poseidon
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/poseidon_p130.jpg]]
[[caption-width-right:200:Poseidon, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/poseidon_2e.png]][[/labelnote]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/poseidon01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/poseidon_symbol.jpg]]
[[caption-width-right:125:Poseidon's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/poseidon02.png]][[/labelnote]]
->'''God of the sea and earthquakes, "The Tempest, Earth-Shaker, Savior of Ships, Poseidon of the Dashing Wave"'''
->'''Greater god'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Chaos, Earth, Water
->'''Symbol:''' Trident

Poseidon (pronounced poh-side-uhn), god of the seas, oceans, rivers, lakes, and earthquakes, is one of the six children of Cronus and Rhea. Of all the Olympians, it can be said that Poseidon's the proudest, and also the most thwarted. One of Zeus's elder brothers, he vied for rulership of the pantheon but failed. Poseidon later tried to win the patronage of several mortal cities, and usually failed in that as well, as the immortals judged other deities more suited to the task (he formed a horse out of water in a contest for Athens, but Athena defeated him with a superior creation: an olive tree). Poseidon appears as a large male human with long, flowing black hair and beard. He wears a tunic and carries a trident. Tritons, merfolk, and sea nymphs often accompany him.

For a god who desires the praise of mortals, each of these rejections came as a serious blow to his pride. Perhaps that's why Poseidon has become so vindictive, and why he flies into rages so easily.

Fact is, his temper's notorious among the Olympians. Like the sea, he can change from placid to furious in a matter of seconds, and woe to the person who tried to hold him back. Poseidon's passions are the ocean, it's strange currents, and all the creatures within it. Some say he willingly took the rulership of the sea because it, at least, accepted him, the creatures of the ocean saw in him one of their own.

Poseidon constantly carries the trident made for him by the Cyclopes. It's said to cause earthquakes in the land and the sea, and any sailor who wants to avoid getting caught in the waves from a quake'd best make a suitable sacrifice to the jealous sea god.

The Olympian has sired numerous children, though most of them were disappointments, turning to the ways of evil and cross-trading. Still, Poseidon is their father, and he does what he can to avenge wrongs done to them. Sadly for the sea king, Zeus (or one of the other Greek deities) protects who who slay Poseidon's children, as long as the killer is a hero or upholds the general law of the land. It's just another instance of Poseidon being thwarted by his fellow deities.

Poseidon requires little from his followers beyond sacrifices. His clerics sacrifice a bull to their patron (by throwing it into the sea) at least once a month, and Poseidon remains relatively placid.

Sailors and coastal dwellers must be sure not to anger this temperamental deity. Poseidon has been known to flatten coastal cities with tidal waves or earthquakes when they displeased him. The hero Odysseus was condemned to ten long years of wandering because he blinded one of Poseidon's children, the cyclops Polyphemus. Poseidon represents all the bounty and the danger of the sea, bringing forth life (he is said to have created both horses and cattle) and taking it away.

Poseidon's realm on Arborea is almost entirely undersea. Except for tiny islands that're almost uninhabitable, no part of Caletto sits above the water's surface. A person who's somehow stranded there'd best find a way out. The petitioners are friendly to those who can venture underwater, but not to people who wind up where they can't function. If a person doesn't learn underwater breathing fast, they'll have to pay a hefty sum for aid in escaping.

Under the surface of the waves, Caletto's astoundingly beautiful. Deep trenches hide cities of breathtaking splendor; kelp forests wave and bob in the currents. Every planewalker should make a point of visiting at least in their life.

!!Theseus
->'''Hero'''
->'''Alignment:''' LawfulGood

Theseus was the first son of King Aegeus of Athens (this was in the pre-democratic days of the golden age), conceived during a stopover he made at Troezen. Although he was not wedded to Theseus' mother at the time of conception, when Theseus grew into a man and went to Athens, Aegeus nevertheless honored his first son's claim to Athen's throne.

Theseus was a clever, strong hero who earned great fame for his many exploits. His most famous adventure was the slaying of the minotaur in the labyrinth of King Minos.

As a king of Athens, Theseus was a just and wise ruler who laid the foundations for its democratic government. There are some who say he developed a self-running government just so he would have time to go away on adventures.

Despite his wisdom, however, Theseus was not a faultless ruler. He was the man who kidnapped Helen of Troy, an incident that touched off the terrible Trojan war and plunged Greece into the Dark Ages.

!!Tyche
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/tyche_p131.png]]
[[caption-width-right:200:Tyche, as depicted in ''Deities & Demigods'' (3e)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/tyche_symbol.jpg]]
[[caption-width-right:125:Tyche's symbol (3e)]]
->'''Goddess of good fortune, "Fortune's Smile"'''
->'''Lesser goddess'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Luck, Protection, Travel
->'''Symbol:''' Red pentagram

Tyche (pronounced tyke-ee), goddess of good luck, is the daughter of the titans Oceanus and Tethys, one of three thousand such progeny, most of whom are cloud nymphs. Tyche won her place on Olympus by siding with Zeus and his siblings against the Titans, helping them seize control of the universe. She appears as human-sized, small compared to most of the other Olympians, with a slim, agile body. She wears a sky-blue tunic and carries either a cornucopia or a rudder, indicating that she steers mortal life.

The goddess is not treated very well in the pantheon, as the other deities think of her as a poor relative and not really of divine caliber. She is therefore not often willing to aid them in their struggles against giants, titans, and the like.

The Greek pantheon has slowly driven Tyche from its ranks. Some say she was the sister of Nike and Eris, but that she had a falling out with them, and ever since they've worked to rid themselves of her. Whatever the truth of the matter, Tyche has played less and less of a role over the millennia, to the point where some claim that she's disappeared entirely.

On the other hand, Athar corpse-counters haven't found her body floating in the Astral, so she must be someplace, right? Well, here's the truth of it: Tyche has simply retreated to the Prime Material Plane, limiting herself to the worshipers of a single crystal sphere. Though she hates the regression to a single-sphere deity, it was all that'd keep her alive.

See, she fled to the world of Toril, where she learned to manifest herself as two deities: Tymora (the goddess of good luck) and Beshaba (the goddess of bad luck). It's not known if she's still the dominant personality in each of the two deities, or if she's now faded enough that she empowers them without any conscious effort. But the Clueless of Toril firmly believe that Tyche no longer exists, that she physically split into two new beings.

Both Hermes and Pan have sent out avatars seeking the truth of Tyche's decline, but they're barred from the Torilian sphere and can't dig up the truth. Soon enough, though, a person can bet, they'll send their priests through portals to figure it out to their satisfaction.

One thing is sure: Tyche's realm in Olympus is slowly disappearing. Formerly a grand vila and gambling hall, it's gone remarkably downhill, now dusty and unfrequented, with corners full of cobwebs. But who knows? Maybe Tyche's just down on her luck and will make a comeback soon.

!The Titans
!!Cronus
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/cronus01.png]]
[[caption-width-right:125:Cronus' symbol]]
->'''Former ruler of the gods and titans, "The Patricide"'''
->'''Greater titan'''
->'''Alignment:''' LawfulEvil
->'''Domains:''' Sinister ambition
->'''Symbol:''' Sickle

The youngest of the Titans born to Uranus and Gaea, Cronus was the ambitious one who attacked his father and then assumed the throne to become ruler of the universe. 'Course, he couldn't have defeated Uranus without the aid of his mother Gaea, and she helped him only because he promised to free the progeny his father'd hidden away on Carceri. But Cronus went back on his promise and was cursed to suffer his father's fate. Cronus appears as an evil looking fighter with a gleam in his otherwise dark eyes. He often passes himself off as a human warrior with no claim to his divine status.

The father of the Greek gods, Cronus is no doting parent. When Gaea prophesied that one of his children would overthrow him as he had his father, Cronus proved just as despotic as Uranus. As his wife, Rhea, gave birth to the Olympian gods, he seized them and swallowed them up. His plan might have worked, had Rhea not tricked him into swallowing a stone instead of her sixth child. This god, Zeus, eventually returned to lead the successful revolt against him. Because of his past actions, Cronus was imprisoned in Carceri.

Now exiled on Carceri with the other Titans, Cronus sits and broods on his throne in the crumbling marble palace atop Mount Othrys. He plots ways to escape from his prison, and sends out messengers to learn the secret of leaving Carceri behind. He's not found a way out yet.

Even the other Titans don't completely support their leader. Cronus rules his siblings because he was the only one to take action against their father, and he constantly reminds them of their inaction. He fears their plots almost as much as he does those of the Olympians, and he watches the other Titans like a hawk. See, Cronus commands with an iron hand, and his brothers and sisters truly chafe under his dictatorial rule. Someday, they whisper, they'll rise and lay Cronus low. Meanwhile, they bow and scrape to their younger brother, and bide their time.

Because Cronus remains penned in Carceri, he is unable to influence events on the Prime except through his avatars. Therefore, at least one avatar is constantly moving about the Prime, promising men great rewards in return for worshiping Cronus and turning their backs on the Olympian gods. On occasion, these avatars rise to a position of power in a polis, and the result is invariably war as the avatar attacks the power bases of Cronus' rivals. Because of his imprisonment, Cronus cannot send omens or portents.

!!Atlas
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/atlas01.png]]
[[caption-width-right:200:Atlas, as depicted in ''Deities & Demigods'']]
->'''Titan of strength, "Strength Personified"'''
->'''Greater titan'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Strength

Atlas led the Titans in their struggle against the Olympians, and was condemned to eternally bear the earth and heavens upon his shoulders. 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 unto death!

!!Coeus
->'''Titan of fear'''
->'''Greater titan'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Fear

Coeus appears as a horrifying greater titan, and he kills by fear. All those that do not make their saving throw versus magic will be struck with a loss of 25% of their total original hit points every time they see him angry. Coeus can shape change at will.

When first coming within 20 yards of him, a saving throw vs. spells must be made or the being will die of fright! After that it is necessary to make a saving throw every 4 melee rounds or run in fear for 10 turns.

He uses a +5 sword in battle that strikes for 5-30 points of damage. Coeus travels only at night and never fights during the day.

!!Crius
->'''Titan of density and gravity'''
->'''Greater titan'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Density, Gravity

Crius can increase the weight of objects at will, and he can make things weightless. He is able to make any one non-living object too heavy to lift for a period of 1-4 melee rounds; this power can be increased to permanency if the titan is allowed to work on the object for one full turn (saving throw vs. the permanency applicable).

In battle, the titan creates a field of gravity that causes anything launched at him of a physical nature (arrows, spears, etc.) to fall short. All attackers will be at -4 on their chances to hit and -1 on their armor classes while in this field. Likewise, dexterity bonuses do not apply.

!!Epimetheus
->'''Titan of foolishness, "Afterthought"'''
->'''Greater titan'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Foolishness

Epimetheus is the foolish Titan who allowed his wife, Pandora, to unleash all the evils on mankind. The bumbling brother of Prometheus, this greater titan means well but is not very careful with his creations. He can create as does Prometheus, but there is a 45% chance that the creature he makes will fight him! He is fond of mankind, and if he is paying attention when a person does a particularly difficult act (judge's option) there is a 5% chance that the god will reward the being with a ball of clay. This ball can be made into any 4th level creature, but there is a 60% chance that the creature will try to kill, rather than obey, its maker. All that is necessary is for the mortal to toss the ball to the ground and call on the creature that is desired. If it does not attack the person, it will obey him or her until its death.

Epimetheus can strike with his fists for 9-90 points of damage each.

!!Gaea
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/gaea01.png]]
[[caption-width-right:125:Gaea's symbol]]
->'''Primeval goddess of the earth, "Mother Earth"'''
->'''Greater goddess'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Fertility, Health, Prophecy, Earth
->'''Symbol:''' Basket of fruit

Gaea is the mother and sustainer of all life. She married Uranus and thus gave birth to the Titans and two broods of terrible monsters, the Cyclopes and the Hecatonchcires. Even after the rise to supremacy of the Olympians, Gaea continues to be widely worshiped. She presides over marriages, nursing the sick, and is foremost among the oracles (before Apollo took it over, the great oracle at Delphi belonged to her). In her true form, Gaea is the earth itself. Gaea's avatar takes the form of a mature, buxom beauty. She can call upon the all, animal, charm, elemental, healing, plant, and weather spheres for her spells.

It's said that Gaea is the entirety of the worlds of the Prime Material Plane, that she's the one force that binds them all together. Well, that may or may not be true; gods know the Olympians are egocentric enough about everything else they say. But it's true that Gaea spawned the Titans and the elements across her surface. She's one of the oldest deities any person on the planes can name, and she has might beyond even Zeus's dreams.

Some paint her as a schemer and plotter, jealously holding on to her strength and position. Truth is, she's simply a concerned mother, and she wants nothing but fair treatment for all her children. When the Greek gods imprisoned the Titans on Carceri, Gaea sought to have them freed by their brethren, the Gigantes. The struggle that ensued nearly toppled the young pantheon, but the Olympians held fast. Gaea tried several more times to free her imprisoned children, but Zeus and his crew wouldn't hear of it. If she's brewing any other plans to liberate the Titans, she hasn't sprung them yet.

Some say Gaea ain't really a goddess because she doesn't need worshipers. All she requires is constant life and movement on her surface, and she gets that in spades from the mortals of the prime-material worlds. If the Olympians ever dreamed of overthrowing Gaea, they'd first have to destroy the mortals that live on her, which'd do ''them'' in, as well. Thus, the gods live in a cautious truce with their grandmother.

Although she is widely worshiped, Gaea is one of the most aloof of Greek gods, which is to say she does not spend all of her time meddling in the affairs of mortals. Still, if the proper sacrifices of fruits and animals are made to her, Gaea has been known to lend her aid to those in dire need. She has an affinity for hideous monsters, however, and will never aid anyone in fighting them. In fact, she may well aid the monster if the battle is brought to her attention. Omens from Gaea can take any form associated with nature, such as foul weather, plagues, abundant crops, etc.

Gaea has no realm, no palace, she simply ''is'', spread out across all the worlds where the Olympian pantheon holds sway. The best way for a person to worship her is to treat the world they're on with respect and love; Gaea receives more power from kind handling than cries and sacrifices from any temple.

!!Oceanus
->'''Titan of the sea and water areas'''
->'''Greater titan'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Sea, Water areas

This greater titan always has a green shimmer around his body. He is able to raise hurricane winds with a motion of his hand and create waves of great force where there is water. All creatures of water of less than divine status must obey his commands, though Poseidon outranks him on the Prime Material Plane since the greater titans were defeated.

!!Prometheus
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/prometheus01.png]]
[[caption-width-right:200:Prometheus, as depicted in ''Deities & Demigods'']]
->'''Titan of wisdom, "Lightbringer, Forethought"'''
->'''Greater titan'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Wisdom
->'''Symbol:''' Torch

Prometheus is the son of Iapetus and Clymene, and the brother of Atlas and Epimetheus. When the gods revolted against the titans, Prometheus sided with the gods since he correctly deduced the outcome of the struggle. Prometheus is credited with making the first man and woman from clay, and he has made it his task to help mankind whenever possible. Prometheus taught humans many of the civilized arts, including the medicinal use of plants, cultivation of grains, and domestication of wild animals.

Prometheus stole fire from the sun and gave it to humankind. For this affront, Zeus ordered Prometheus chained to a mountain top where his perpetually-regenerating liver was torn out afresh each day by a griffon-vulture. Zeus repented after 30 years and allowed Heracles to free Prometheus. After he was freed, Prometheus was invited to Olympus to join the gods.

Prometheus is the only titan worshiped as a god. As a token of his punishment, Zeus ordered Prometheus to wear a ring made from his chains. Prometheus' clerics also wear an iron ring set with a chip of stone supposedly from the mountain where Prometheus was chained. Prometheus expects his clerics to be self-reliant, but not self-centered. Trickery and cunning are fair weapons but only if the end serves the human race as a whole. Prometheus will side with faithful clerics against any force, even the most powerful god, but he takes a dim view of clerics calling upon him unless they have absolutely no chance of survival otherwise.

The clerics of Prometheus will take any available opportunity to kill a griffon. They will also do all in their power to prevent humans from attacking any titan, and will actually side with Atlas or Epimetheus if they see either titan under attack.

Prometheus can create any mortal creature from clay in 2 melee rounds. This creature will serve him until it dies, though Prometheus usually sets it free after a specific service. In return for extraordinary service by one of his clerics, Prometheus may reward the cleric with a companion creature suitable to the cleric's level of experience.

!!Rhea
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/rhea01.png]]
[[caption-width-right:125:Rhea's symbol]]
->'''Titaness of fertility, seasons, and motherhood, "Mother of the Gods"'''
->'''Greater titaness'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Fertility, Life
->'''Symbol:''' Female face

Rhea was originally worshipped as the Great Goddess of Minoan Crete, and is an example of the Great Mother goddess who took many names and shapes throughout the ancient Middle East. Above all, she symbolized fertility, in which her influence extended over plants, animals, and humans. She also controlled the varying seasons, caused products of the soil to nourish, and even protected men in battle. Rhea appears as an immodestly dressed young woman of great beauty with a voluptuous figure.

Eventually, she became the wife of Cronus and gave birth to the Olympian gods. After Cronus swallowed Hestia, Hera, Demeter, Hades, and Poseidon, she saved Zeus by substituting a rock in swaddling clothes. Rhea's anguish over the loss of her first five children was ended when Zeus grew to manhood and led a revolt against Cronus.

Since Zeus seized his father's throne, Rhea has yielded much of her power and many of her responsibilities to her godly children. The gods have given her a palace that exceeds even the one she shared with Cronus during his reign, and they seek her out for advice when they can't turn to each other.

Rhea doesn't really have a realm of her own, nor a religion, nor any proxies. She simply advises and watches; still, she draws strength from the entirety of the Olympian pantheon, and is, nevertheless, still revered as the mother of the gods, and sometimes answers appeals concerning fertility or motherhood, earning the veneration of mortals across the Prime. Omens from Rhea generally take the form of dreams.

!!Uranus
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/uranus01.png]]
[[caption-width-right:125:Uranus's symbol]]
->'''Primeval god of the sky, "Father Sky"'''
->'''Greater god'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Sky
->'''Symbol:''' Stars

Uranus was the early god of the sky and heavens, one of the children of Gaea, and also the father of some of her mightiest offspring: the Titans. But Uranus was a cruel lover, and only the Titans, the most favored of his children, received any sort of special treatment. The others, the monsters called the Cyclopes and the Hecatoncheires, were locked away on Carceri because Uranus hated to look upon their visages.

Little did he know that his dislike for these children would lead directly to his overthrow at the hands of Cronus and the other Titans. To avenge herself and her children, Gaea persuaded one of the children, the Titan Cronus, to attack Uranus. During the battle, the blood of Uranus fell on Gaea and fertilized her yet again, giving birth to the Furies and the Gigantes, and the goddess of beauty, Aphrodite, rose out of the sea-foam where it mixed with his blood.

Critically wounded, Uranus fled to the farthest reaches of the multiverse. Some say he died there, unable to heal the injuries dealt by his youngest son, and thus became one of the first dead gods floating on the Astral. However, search as they might, no one has yet found his body in the silver void. That's led to some fearful speculation among the Titans and Olympians both that one day Uranus'll return, bringing with him an army that none will be able to withstand.

Uranus is a bitter old god in hiding from his progeny, who do not even realize that he is still alive. He delights in causing harm to Gaea and spoiling the machinations of the Olympian gods. He will always send his avatar to hinder any attempt to free the Titans or reach the site of their imprisonment. Omens and portents from Uranus are so subtle as to go almost unnoticed, for he is quite fearful of revealing his presence. Still, the especially wise or astute may detect his hand in unusual events in the heavens. Uranus's avatar is an old, grizzled warrior. His dark eyes burn with the unspoken desire for revenge.
[[/folder]]

[[folder: Indian Pantheon]]
!!In General
The culture of historic India is one of the oldest and most constant that has ever existed on Earth. In 2.500 B.C., merchants from India's first civilization sailed the Arabian Sea, trading with such ancient and distant Mesopotamian cities as Agades and Ur. By the time Greece entered its Golden Age in the fifth century B.C., the Rig Veda, the foundation of Hindu philosophical thought, was nearly a thousand years old. Despite its great antiquity, however, India's culture remained intact and as vibrant as ever when the sun set on the great British Empire. Hinduism is still practiced by 500 million people or more.

As the deities of one of the most enduring cultures ever to exist across any prime-material worlds, the gods of the Indian pantheon (more commonly called the Vedic pantheon) are quite far along the path of strength and advancement. Their thoughts are a mystery even to deities gifted with empathy and knowledge. Truth is, the Vedic gods have taken so many spheres into their tangled yet lawful web that even the Fraternity of Order's bean-counters have all but given up on trying to understand them.

But here's the most curious facet of the pantheon (at least to those who study such things): Behind the multiplicity of deities lies a force that encompasses all that is, the dreamer of the pantheon from whom all dreams spring, Brahman. In pursuit of knowledge of this spirit, the Vedic faithful turn their quests inward, and try to find the truth of themselves and their place in the multiverse. It's no mistake that the highest heroes of the land are meditative and contemplative, rather than bashers who take action without thought.

!!Brahman
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/brahman01.png]]
[[caption-width-right:125:Brahman's symbol]]
->'''God of everything, "Ruler of the Gods"'''
->'''Greater god'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Everything
->'''Symbol:''' Four-faced head

Brahman is also known as Hiranyagarbha, Prajapati (both used in the early Vedic Age), and many other names. Here, Hiranyagarbha and Prajapati are used interchangeably. Brahman is the world spirit that enfolds all of existence and the divine essence that is hidden in all beings, and of which all beings are a part. Everything that exists, the gods, men, animals, plants, even rocks, is simply a manifestation of the Brahman.

According to legend, in the beginning there were only the waters. From the waters was formed a golden egg (Hiranyagarbha). Prajapati was hatched from the egg, speaking the sounds "bhur", "bhuvah", and "svark", thereby forming the earth, the air, and the sky. Prajapati/Brahman has every power that any god or mortal in the Indian mythos possesses, for all things are a part of him. In his true form, Brahman appears as a four-armed, four-faced man. There is also a vacant spot on the top of his head where a fifth face was burned off by the gaze of the god Siva. In his four hands, he carries four different weapons, each doing 1d10 damage: a scimitar, a dagger, a mace, and a short sword.

Sages believe it's Brahman, the embodiment of everything, that makes sure the pantheon's gods share their power. Thus, if one deity loses a petitioner to another through the cycle of reincarnation, it's no real loss. This sharing baffles the other deities of the planes; they can't understand how any pantheon would itself for a greater power (or whatever Brahman truly is).

Though he sees and hears all, Brahman is an aloof god and will involve himself in the affairs of men only when existence itself (i.e., Brahman himself) is threatened.

!!Agni
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/agni01.png]]
[[caption-width-right:200:Agni, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/agni02.png]]
[[caption-width-right:125:Agni's symbol]]
->'''God of fire, "Flame's Son"'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Fire, Messages
->'''Symbol:''' Flames

Agni is the god of fire, condemned to consume everything he touches. By burning away the taint of past guilt, he is also the god who dispenses immortality to those who have achieved unity with the Brahman. He functions as a mediator between men and gods by serving as the altar fire in sacrifices. Agni has the power to create fire anywhere on earth he wishes, and to control any flame anywhere. Agni can change his true form at will, but he always has red skin. Sometimes, he has one face, three legs, and seven arms and tongues. Other times, he has up to seven faces, three arms, and two legs.

Agni is a beneficent god and is willing to be a guest in even the poorest home. When beseeched by one of his worshipers, there is a percentile chance equal to the worshiper's karma points (or a flat 5% if you are not using the optional karma rules) that Agni will send his avatar to aid the worshiper. Abuse of the god's kindess is certain to earn Agni's wrath. Omens from Agni are always seen in fires.

Together with Indra and Vayu, Agni is part of the Three Gods of Chaos. That's because they're deities of elemental strength and unpredictable temperament, and because they've to make their shared home in the swirls of Limbo. Interestingly, their alignments span the spectrum of chaos (good, neutral, and evil), obviously, these deities're quite familiar with the Rule of Threes.

The trio rules over a loose, patternless realm called Swarga, a place that's little more than random storms, raging flames, and howling winds. If anything springs up that looks like it might be permanent, chances are it's been built only so it can be destroyed. The githzerai anarchs and other shapers of Limbo stay away from Swarga; trying to impose mortal will in the realm invites the wrath of the destructive gods themselves.

The palaces of the three deities are about as permanent as anything gets in Swarga, even though they, too, flow and shift from time to time. Nearby roars the eternal fire of Agni's castle, a rampant flame that consumes everything it touches. Chant is only cutters specifically blessed by Agni can enter the place and emerge unharmed; even other deities avoid the area.

!!Brihaspati
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/brihaspati01_0.png]]
[[caption-width-right:125:Brihaspati's symbol]]
->'''God of wisdom and worldly learning, "Teacher of the Gods"'''
->'''Intermediate god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Wisdom, Worship
->'''Symbol:''' Quill and scroll

Brihaspati's the god of wisdom and worldly learning in the Vedic pantheon, the one who constantly exhorts the other deities to their divine duties. At the same time, he's also the one who reminds mortals that the gods require belief in order to survive, that the faithful must keep their pantheon alive. By urging the people to concentrate on the rituals of worship, Brihaspati not only plays an important part in keeping the Vedic gods strong, but also helps mortals ascend to a higher consciousness.

Brihaspati is the teacher of the gods, the lord of prayer, and the heavenly priest. He is wisdom incarnate, and it was he who taught Indra the arts of government so that he could lead the gods when the Aryans first entered India. In order to teach his fellow gods the virtues of secular life, he wrote a treatise on married life, and he personally guided the hand of the worldly priests who wrote the ancient law code that bears his name. In his true form, Brihaspati takes the form of an ancient sage with seven mouths, a set of sharp horns, a hundred wings, and is usually armed with both an axe and a bow.

Brihaspati is primarily concerned with teaching men to live well and wisely. He often sends his avatars to act as advisors to worthy rajas. Brihaspati has also been known to send an avatar to particularly cruel or inept rajas, hoping to teach them the error of their ways. Omens from Brihaspati come in the form of sudden insights and realizations.

His realm, Nectar of Life, is a place of learning and study, a quiet, contemplative land of mountains, valleys, and orchards. It's said that Brahispati's servants have written down all the knowledge his followers have accumulated, and keep it in a great library sheltered in the mountains. 'Course, the information's not free; a person can expect to pay up to 100 gold pieces a day for informed lectures on whatever subject he seeks.

!!Garuda
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/garuda01.png]]
[[caption-width-right:200:Garuda, as depicted in ''Deities & Demigods'']]
->'''King of all Birds'''
->'''Alignment:''' LawfulGood

This half-man/half-bird hates all things evil with a mad passion. Garuda is said to be able to carry 5 gods in full battle armor and not be slowed in flight. He can sense any evil creatures or things within a 1 mile radius of himself. He can also summon 1-10 of any type of avian creature he chooses, even over the commands of other gods, and all avians will follow the commands of Garuda when they meet him. Garuda can perform this summons once per day.

He attacks by battering with his wings for 2-24 points of damage per wing and fights as a 16+ HD monster.

!!Indra
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/indra01.png]]
[[caption-width-right:200:Indra, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/indra02.png]]
[[caption-width-right:125:Indra's symbol]]
->'''God of the atmosphere, storms, and battle, "The First Ruler"'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Weather, Battle
->'''Symbol:''' White elephant

Indra, also known in earlier Vedic times as Parjanya, is the god of the atmosphere, storms, and battle. He is the embodiment of aggressive action, a great lover of war, and was the leader of the Vedic gods when the Aryans first entered India. Indra always watches any battle with great interest, and often cannot resist sending his avatar down to participate on the side which has shown him the most favor. He has the power to raise those slain in battle, as well as complete control over anything occurring in the air, such as storms, rain, wind, and especially thunder and lightning. Indra's true form is that of a muscular man with unusually long, gangling arms and red skin. His celestial abode is located atop Mount Meru, but he is more often seen riding through the air on his huge white elephant.

Indra is arrogant, selfish, jealous, and completely amoral. He is also prone to gluttony (especially where drink is concerned) and loves all other pleasures of the flesh. When a worshiper who regularly honors him with riotous feasts is about to enter a desperate battle, there is a 5% chance that Indra will send his avatar to help. Omens from Indra come in the form of storms, lightning, or wind.

Together with Agni and Vayu, Indra is part of the Three Gods of Chaos. That's because they're deities of elemental strength and unpredictable temperament, and because they've to make their shared home in the swirls of Limbo. Interestingly, their alignments span the spectrum of chaos (good, neutral, and evil), obviously, these deities're quite familiar with the Rule of Threes.

The trio rules over a loose, patternless realm called Swarga, a place that's little more than random storms, raging flames, and howling winds. If anything springs up that looks like it might be permanent, chances are it's been built only so it can be destroyed. The githzerai anarchs and other shapers of Limbo stay away from Swarga; trying to impose mortal will in the realm invites the wrath of the destructive gods themselves.

The palaces of the three deities are about as permanent as anything gets in Swarga, even though they, too, flow and shift from time to time. Indra's case is a huge marble blob covered with carvings of the god, and the surrounding land is blanketed by constant rain.

!!Kali
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/kali01.png]]
[[caption-width-right:200:Kali, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/kali02.png]]
[[caption-width-right:125:Kali's symbol]]
->'''Goddess of life and death, "The Black Mother"'''
->'''Intermediate goddess'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Life, Death
->'''Symbol:''' Skull

The goddess Kali is quite a contradiction. She's a creator and a destroyer, a builder and a demolisher. She gives birth to children and then eats them, takes a husband and then destroys him. She's a loving and hating mother, a brutal and gentle goddess who reveals the beauty of life and death even as she takes them apart, literally. In her true form, Kali is a beautiful, four-armed woman of dark complexion and voluptuous proportions, with red eyes, a skeletal face, and a blood-smeared body. She seldom wears any clothing but a skirt of severed hands.

Kali delights in both killing and creation, for both are expressions of the essential energy she embodies. She is equally likely (5%) to send her avatar to aid a woman in childbirth or a murderer in danger. Omens from Kali often come in the forms of terrible visions or blissful dreams.

See, in her realm, the Caverns of the Skull, there ''is'' no death. Any petitioner who meet their end is reborn soon after, so that they may live to kill again (that's what they do best). The realm itself is a tangle of tunnels that open and close at Kali's whim, a place of black rock and gloomy caves lit by flickering torches that glow ruddily in the dank air. Chants go on day and night, praising Kali as the highest possible form of divinity, and the murmurs resound eerily throughout the tunnels.

It's said that any person who dares to enter the Caverns of the Skull'd best watch their back. The petitioners kill any creatures they see, offering them to Kali on blood-soaked altars. The proxies are the worst of the lot; they guard the portals out, and no one can leave without first slaying a guardian. Dark whispers say that particularly brutal murders draw the attention of Kali herself, and that, if impressed, she makes the killer into a proxy.

!!Karttikeya
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/karttikeya01.png]]
[[caption-width-right:200:Karttikeya, as depicted in ''Deities & Demigods'']]
->'''God of war'''
->'''Demigod'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' War, Warriors
->'''Symbol:''' Peacock

Karttikeya has 6 heads and 12 arms (with swords in 10 of them). Each of his swords strikes for 2-12 points of damage. This demigod was created to fight devils wherever they are found, and his clerics have a 2% chance of successfully requesting aid from him in battles against devils and their allies (e.g. rakshasas).

Karttikeya rides a giant peacock into battle, and this bird is his symbol to his worshipers and enemies alike.

!!Lakshmi
->'''Goddess of fortune'''
->'''Lesser goddess'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Fortune
->'''Symbol:''' Lotus

Lakshmi is the wife of Vishnu. She appears as a golden-skinned woman and always sits on a giant floating lotus when traveling about on the Prime Material Plane. This device will carry only her and can travel at great speed (75").

When the goddess looks at beings with only her right eye, they will always make their saving throws in the next hour and always hit targets that are physically possible to hit in that time. The left eye has just the opposite effect, for the same amount of time (saving throw vs. spells negates either of these effects).

Lakshmi always makes her saving throws. She is immune to attacks from creatures that are flying.

!!Mitra
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/mitra01.png]]
[[caption-width-right:125:Mitra's symbol]]
->'''God of friendship, contracts, warmth, light, and growth, "Light of Blessings"'''
->'''Intermediate god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Friendship, Contracts, Warmth, Light, Growth
->'''Symbol:''' Plant inside sun

If Brihaspati pushes all bashers to strive for the mutual good, Mitra's the one who gives them the motivation to do it. He's the twin of Varuna (the deity of the cosmic order), and he uses Varuna's purity to cut to the heart of matters and create understanding. It's no wonder, then, that he's become another of the pantheon's deities of the sun, specifically, a helpful god who shines his warm, nourishing light on friendship and contracts.

He embodies the beneficial aspects of the sun, providing light and warmth, and making plants grow. Mitra also helps Varuna safeguard the rita (cosmic order) by shining his light on all that occurs on earth, and by presiding over friendships and ratifying contracts. He has the power to shine his light anywhere on earth, to provide warmth when it is cold, and to make plants grow. In his true form. Mitra is the warmth and light of the sun. His avatar takes the form of a three-armed man made of heavenly light (thus his resistance to normal weapons). The avatar can call upon the abjuration, conjuration/summoning, and invocation/evocation schools of magic for his spells.

Like Varuna, Mitra's primary concern is with rita, the cosmic order of the universe. During the daylight hours, he is constantly watching for any dharma violation which will upset the order. He is especially concerned with contractual promises and the duty owed by friends to each other, and will often cast a white hot light on any person committing an act which violates these duties.

Mirta's realm is called Goldfire, and it's located prominently in the second layer of Mount Celestia. The realm, which he shares with his compatriot Surya, is devoted entirely to the sun. Mitra rules from a city called Pashrita, a place of learning and higher education. The burg's full of astrologers and wise men, all of whom spend endless hours debating the meaning of astrological phenomena and how it all ties into the grand ''maya'', the dream of the cosmos.

!!Puchan
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/puchan01.png]]
[[caption-width-right:125:Puchan's symbol]]
->'''God of relationships and travelers'''
->'''Intermediate god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Relationships, Travelers
->'''Symbol:''' Golden lance

Puchan is the god who guides, watching over travelers, ushering the dead to Yama's realm, leading men to wealth or away from trouble, and showing herdsmen where to find good pastures for their cattle. He also brings all things into proper relationship with one another, blessing marriages, protecting men from those would exploit them, and determining what shall be food and who shall be the one to eat it. As the protector of travelers, he often comes into conflict with Kali, whose priests prey on travelers in order to perform their bloody rites. In his true form, Puchan appears to be an aged, itinerant traveler, often carrying a golden lance.

Puchan is a beneficent god who tries to help mortals by setting them into the proper relationships with their environment. He is especially disturbed by Kali and her worshipers, whom he considers twisted manifestations of the cosmic order. In areas plagued by Kali's sects, Puchan's avatar is often found begging for passage with a group of travelers that seems likely to be attacked by the thagnas.

!!Ratri
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/ratri01.png]]
[[caption-width-right:125:Ratri's symbol]]
->'''Goddess of the night, "Queen of the Night"'''
->'''Lesser goddess'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Night, Darkness
->'''Symbol:''' Woman's silhouette

Ratri isn't a typical goddess of the night, she's fickle and chaotic (so what her realm's doing on the Gray Waste is a matter of debate). Just because she believes in darkness doesn't mean that she can't appreciate the light, and just because some thieves worship her doesn't mean that they all do. Ratri cares nothing for a person's profession, really, it's what they ''do'' in the darkness that concerns her. If a person offends her, she often spotlights them with bright illumination until they're scragged (or until they make amends to her).

Although she is the sovereign of darkness and all things that abide in it, she is not a personification of night. Rather, she rules the darkness as a shepherd rules his herd, by watching over it without being a part of it. Ratri has the power to see anything that occurs under cover of night, and to create or dispel darkness at will. In her true form, she is the silhouette of a voluptuous woman. She has an uncountable number of eyes, which shine down on the earth as the stars. Ratri's avatar takes the form of a beautiful woman with black hair and eyes and a swarthy complexion. She can draw upon any school of magic for her spells and always carries a golden sitar. Ratri never sends omens.

Ratri is good friends with Ushas (the goddess of the dawn) and Savitri (the god of the day); It's said that the three make up the hours of life. Every night, Ratri parts the clouds of darkness so that Ushas may find her way to the eastern sky and open its gates for Surya, lord of the dawn. Ratri also maintains cordial relations with Shar and Mask, two Faerûnian deities that dwell on the Gray Waste, but she's by no means allied with them. Chant is Mask wants to learn more of her power, so she keeps him at arm's length.

Unfortunately, Ratri doesn't get along so well with Surya, he's the god of light, she the goddess of night. Never the twain shall meet, as the poet said, and nobody really knows if that's the way they want it. Since their portfolios are at opposite ends of the spectrum, a person can only deduce that they have ''some'' sort of rivalry.

Ratri's realm is said to be safe from the draining influence of the Waste, but it's nearly impossible for most bashers to find. She moves the land around, keeping it hidden from evil deities who'd like to use it for their own nefarious purposes. Even the petitioners have a hard time finding the realm. Good thing for them it acts like a magnet for their spirits, pulling them right to the goddess (unless, of course, they're waylaid first by a fiend on its way to the Blood War).

!!Rudra
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/rudra01.png]]
[[caption-width-right:200:Rudra, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/rudra02.png]]
[[caption-width-right:125:Rudra's symbol]]
->'''God of storms and disease, "Lord of Animals"'''
->'''Intermediate god'''
->'''Alignment:''' NeutralEvil
->'''Domains:''' Storms, Disease
->'''Symbol:''' Black bow

Scholars say there used to be many ''Rudras'', forces designed for particular applications, that emanated from the god of the same name, and that they dispatched themselves from Mechanus, from the gleaming tower they called the Focus. However, one of these Rudras, the energy of storms and disease, slowly drove the others from their ancestral home (or absorbed their energies into itself).

Eventually, that Rudra alone stood triumphant. It went on to dominate the god himself, becoming the Rudra folks know today: a god that tolerates no imperfection among the other gods; the avenger of grievous wrongs; the righter of the balance; and the one who masters the animal instinct and grants the strength to change.

Rudra is the god of storms and disease, the bringer of death, and the malevolent deity who feeds on the corpses of those slain in battle. Because he has the power to cause disease, however, he also has the power to cure it, though he utilizes this ability far too rarely. Rudra is also a lord of the animals, with the ability to spread disease or vitality among them as well. He carries a large black bow which fires invisible arrows of disease. He has the power to create a storm at will. In his true form, Rudra is a red-skinned man with a blue neck. Rudra's avatar takes the form of a pariah with a terrible skin disease. He can call upon the alteration or illusion/phantasm schools of magic for his spells.

Rudra delights in spreading disease. When he is not terrorizing some part of India with a terrible storm, he is busily firing his invisible arrows of disease at hapless mortals. If properly worshiped, by sacrificing a cow upon waste land, Rudra may be persuaded not to fire his arrows at a particular community. Omens from Rudra often take the form of illness or an unexpected storm.

The Focus of Energy is a crystal spire that rises from the heart of one of the smaller gears of Mechanus (the disk itself is split by a chasm filled with maruts, Rudra's onyx proxies). The spire is slowly darkening over the ages as it's poisoned by the disease of Rudra. Chant is the interior of the tower used to be a place of sparkling, healing light, but is now gripped by decay and horrid illumination. The Focus doesn't seem long for Mechanus.

!!Savitri
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/savitri01.png]]
[[caption-width-right:125:Savitri's symbol]]
->'''God of the day'''
->'''Intermediate god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Life, Light
->'''Symbol:''' Full sun

Savitri is the god of the day long sun. He causes all things to move and work, the tides to ebb and flow. Like his complement Surya, he sees all that occurs under the sun's light. Unlike Surya, however, he is not always a gentle god; what he sees sometimes angers him and causes him to shine down with unmerciful intensity, or to hide his glorious face from the world. He has the power to bestow life upon any inanimate object (including a dead body), to drive away rot and decay, and to move any object at will. In his true form, Savitri is a handsome youth with golden eyes, hands, and tongue. He can call upon the all, creation, elemental, and sun spheres for his spells. He is seen every day riding his golden chariot across the sky.

Savitri is generally a beneficent god, but he has a bad temper and is quick to punish transgressions with oppressive heat. Like Surya, he despises thieves, murderers, and others who conduct their business in the shelter of the night, and will never aid such a character, even if it means leaving more worthy individuals to their fates. When one of his worshipers dies, there is a percentile chance equal to the worshiper's karma points (or a flat 5% if you are not using the optional karma rules) that Savitri will restore the dead individual to life.

!!Siva
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/siva01.png]]
[[caption-width-right:125:Siva's symbol]]
->'''God of destruction, "The Redeemer"'''
->'''Greater god'''
->'''Alignment:''' NeutralEvil
->'''Domains:''' Destruction
->'''Symbol:''' Cobra head

Siva, the Vedic deity of ultimate destruction, should not to be mistaken for the Hindu god "Shiva the Destroyer", which is a composite of many older gods. Siva is such an important manifestation of Rudra (the destructive god of storms and diseases) that he can be regarded as a separate deity.

Siva is actually rather liked by the rest of the pantheon. See, his duty is to tear down the multiverse by dancing in fire in order to bring it in line with the Vedic unifying spirit, to make everything whole again by eradicating the multiplicity that's arisen. Siva doesn't consider himself evil, he's merely destruction incarnate.

He is the negative force of the cosmos, destroying whatever he touches in order that it may be reincorporated into unity with the spirit of the cosmos. Anything that Siva touches is utterly annihilated and can never be reconstructed, raised, or reincarnated. In his true form, Siva is a large man with four arms and three eyes, usually wearing a tiger skin and a snake collar. As he walks, the ground beneath his feet disappears. He can call upon the alteration school of magic for his spells.

To reach his goal, he's taken to meditating for years at a time in his realm, the Vortex, on the methods by which ruin can best be accomplished. On occasion, he acts to preserve his own vision of annihilation, and actually protects the multiverse he's pledged to destroy. See, when a powerful force threatens to change the course of destiny, Siva must prevent it from taking place, or else his millennia of meditation would be in vain.

Naturally, Siva's a big favorite among the Doomguard. They flock to his view that ultimate destruction paves the way for true change, and many factioneers are currently pushing Factol Pentar to make Siva the group's officially sanctioned god. Other gods merely promote decay; Siva promises to bring the cosmos to a glorious end.

Siva doesn't have a realm, as such, at least not one that mortals can visit. Any person that journeys to the Negative Energy Plane and enters the Vortex is instantly destroyed (even if protected by another deity). Only Siva determines when he'll emerge from the Vortex to receive guests. He won't let his divine meditations be interrupted by leatherheads who think themselves worthy of an audience, and that includes proxies (thus, he keeps none). Still, Siva's priests spread the word of union through destruction.

!!Soma
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/soma01.png]]
[[caption-width-right:125:Soma's symbol]]
->'''God of soma-juice and the moon, "Lord of the Stars and Plants"'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Moon, Plants, Prophecy
->'''Symbol:''' Moon

Soma is the god of soma-juice and the moon, as well as the lord of the stars and plants. Soma manifests himself in the soma plant, which provides a powerful juice that causes men to see hallucinations. At one time, all classes of men drank soma-juice, but when it was realized that the drink provided divine power, long life, and insights to the future, this privilege was reserved by law for the priests, kings, and noble classes. Individuals drinking at least one serving of soma-juice a week receive two benefits: they are immune to any form of non-magical disease and their Constitution is raised by one point. These effects fade at the end of the 7th day without Soma-juice, but are regained as soon as the individual drinks another helping. In his true form, Soma is the moon, though he can manifest himself in many different shapes (such as a bull, giant, or bird). Soma's avatar usually appears in the form of a large, silver-skinned giant. He can draw upon the illusion/phantasm school of magic for his spells.

Although generally beneficent, Soma is rather vain and proud. He is a great collector of beautiful things, as he believes these items reflect well upon him. When dedicated worshipers drink soma-juice, there is a 5% chance that the resulting hallucination will contain some helpful communication from Soma himself. Omens from Soma always come in the form of soma-induced illusions.

!!Surya
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/surya01_0.png]]
[[caption-width-right:200:Surya, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/surya02.png]]
[[caption-width-right:125:Surya's symbol]]
->'''God of the sun, "The Sun"'''
->'''Intermediate god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Morning, Evening
->'''Symbol:''' Half sun

Surya is the god of the rising and setting sun. He is charged with bringing an end to night and regulating the end of the day. He is often called upon to heal diseases and to bring luck to the people. Surya has the power to put any number of beings of less than 20th level to sleep (save versus spells to negate). He can also see any event that occurs under the sun's light. In his true form, Surya is a golden-haired youth
with dark red skin, a third eye in the middle of his forehead, and four arms on his torso. He often keeps his extra arms hidden beneath his robes, and can call upon the illusion/phantasm and alteration schools of magic for his spells. He is often seen riding his one-wheeled chariot, which is pulled by seven horses (each a different color of the rainbow).

As the complete embodiment of the sun, Surya's said to hold all the other solar gods within his being. It's not known if that means he literally contains those deities, if each god is another manifestation of Surya, or if the sun is made of several different deities. Whatever the truth, Surya oversees the rising and setting sun, making sure the day begins and ends correctly. If he's lax in his duty, the prime-material worlds suffer.

Surya is generally a beneficent being who occasionally (1% chance) grants a worshiper luck in the form of an opportunity to repeat a critical die roll. Surya has no use for thieves, murderers, and others who benefit by conducting their business in the dark. Omens from Surya generally arrive at dawn in the form of an illusion.

Surya heals diseases, brings luck to his faithful, and is very much the god of the sun's light and heat, as well. The rich, fertile realm he shares with Mitra reflects this; it's constantly warm, even hot, and any people who try to hide under cover of darkness simply cease to exist until they're hit by light again. The disappearance is called an ''eclipse'', and it can be as permanent as Surya likes. Cross-traders who hope to commit foul deeds in the dark might vanish for good.

Surya, like Mitra, values learning highly. However, the kind he espouses is found mostly in the spirit, where a person can truly grow. His is the glow of enlightenment, that which brings a person closer to union with Brahman, the unifying force of the multiverse.

!!Tvashtri
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/tvastri01.png]]
[[caption-width-right:125:Tvastri's symbol]]
->'''God of inventions and creation, "The Artificer"'''
->'''Demigod'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Inventions, Creation
->'''Symbol:''' Pinwheel fan

In the early days of the Vedic Age, Tvashtri was a priest of such power that he dared to create a son whom he hoped would deprive Indra of his position as king of the gods. When Indra jealously destroyed this son, Tvashlri created a monster so powerful that Indra had to resort to trickery to defeat it. As this story illustrates, Tvashtri is a gifted inventor, and it is no wonder that he eventually earned the gift of immortality (either through learning its secret or as a gift of the gods). Now known as Tvashtri the Artificer, he is the patron of artisans, architects, and inventors. Tvashtri spends most of his time creating the weapons of the gods, many of which he enchants so that they will never do him any harm. In his true form, Tvashtri appears to be nothing more than an ordinary man.

Tvashtri loves inventions, and there is a 5% chance that he will appear to lend his aid to anybody of good alignment who is attempting to build a particularly interesting or difficult item.

!!Ushas
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/ushas01.png]]
[[caption-width-right:200:Ushas, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/ushas02.png]]
[[caption-width-right:125:Ushas' symbol]]
->'''Goddess of the dawn'''
->'''Intermediate goddess'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Light, Wakefulness, Locks
->'''Symbol:''' Rising sun

Ushas is the goddess of dawn, the bright and ever-young daughter of the heavens. Every morning, she drives away the evil spirits that have gathered in the night, awakens the gods and all living creatures, and then opens the gates of the sky to allow Surya into the world. After Surya has brought the rising sun and delivered it to Savitri's one-wheeled chariot, Ushas leads Savitri's horses across the sky. No evil thing may slay or approach within 100 miles of Ushas. She also has the power to reincarnate any dead being into a new body of her choice, awaken any creature from any type of sleep, and to open any door or gate, regardless of how it is locked. In her true form, Ushas is a beautiful, light-skinned woman.

Ushas is a beneficent deity who protects humankind from evil spirits, especially those associated with the night. There is a 5% chance that she will send her avatar to aid anyone (except thieves) needing help while fighting supernatural evil beings. Omens from Ushas generally occur in the form of vibrant colors in the dawn sky (e.g., red for impending violence, black for evil to come, gold for a hero's approach, etc.).

!!Varuna
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/varuna01.png]]
[[caption-width-right:125:Varuna's symbol]]
->'''God of cosmic order, "Protector of Oaths"'''
->'''Intermediate god'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Cosmic order, Dharma
->'''Symbol:''' Clouds

Varuna is the guardian of rita (cosmic order) and the lord of the sky. As the upholder of the physical and moral order, he is the protector of oaths and the divine judge. A constant observer of human actions, Varuna is so vigilant and stern in executing his duties that beings violating their dharmas are sure to suffer for their indiscretions, making Varuna the most feared of all gods in the Vedic pantheon. He has the power to see what any being is doing at any time. By looking into a being's heart, Varuna always knows whether the individual is being completely honest and whether or not he is violating his dharma. In his true form, Varuna is the sky. Varuna's avatar is a stern-faced man carrying an ebony mace. He can call upon the all, charm, combat, divination, guardian, protection, sun, and summoning spheres for his spells.

Varuna sees and hears all, so it is impossible to keep anything secret from him. He especially loathes lawful oath-breakers and never fails to punish them for violating their dharma, but this does not apply to oathbreakers of chaotic or neutral alignments. Omens from Varuna generally take a celestial form, such as the appearance of a comet, ball of fire, or eclipse.

!!Vayu
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/vayu01.png]]
[[caption-width-right:125:Vayu's symbol]]
->'''God of the winds, "Fickle Breath"'''
->'''Lesser god'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Wind, Life, Destruction
->'''Symbol:''' Sapling bending in the wind

Vayu is the god of the winds, sometimes gentle and life-giving, sometimes terrible and fierce. He was born of the last breath of Purusa, a primeval giant whom the gods sacrificed to create the earth.

Vayu's most notable power is the ability to give life to any item. Items that are firmly attached to the ground, such as a flagpole, receive only plant-like intelligence and can do little except grow. Items that can be moved without uprooting the earth, such as a boulder, receive animal intelligence. Only items that previously had the capacity for logical thought, such as a human skeleton, receive sentient abilities. Vayu also has the ability to create cyclones and typhoons with winds up to 150 mph. Live beings caught in such winds must save versus breath weapon every other round. Failure indicates that they have been hit by flying debris (1d6 damage for every 10 mph of wind speed). Vayu has no form and can only be sensed indirectly, such as when he brushes past one's skin or whistles through the treetops. Vayu's avatar is a flying lizard, similar in appearance to a small, gray dragon. He can call upon the alteration and invocation/evocation schools of magic for his spells.

Vayu is a fickle god, bringing moisture and breathing life into the earth one moment, and in the next wreaking terrible destruction with his angry winds. He sometimes shows special restraint when a village pays him the proper worship.

Together with Indra and Agni, Vayu is part of the Three Gods of Chaos. That's because they're deities of elemental strength and unpredictable temperament, and because they've to make their shared home in the swirls of Limbo. Interestingly, their alignments span the spectrum of chaos (good, neutral, and evil), obviously, these deities're quite familiar with the Rule of Threes.

The trio rules over a loose, patternless realm called Swarga, a place that's little more than random storms, raging flames, and howling winds. If anything springs up that looks like it might be permanent, chances are it's been built only so it can be destroyed. The githzerai anarchs and other shapers of Limbo stay away from Swarga; trying to impose mortal will in the realm invites the wrath of the destructive gods themselves.

The palaces of the three deities are about as permanent as anything gets in Swarga, even though they, too, flow and shift from time to time. Finally, there's the cloud palace of Vayu, where winds can be as gentle as a feather or as buffeting as a gale. A person who wants to travel in Vayu's home must gain the help of the asuras servants the god's accumulated over the years.

!!Vishnu
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/vishnu01.png]]
[[caption-width-right:200:Vishnu, as depicted in ''Deities & Demigods'']]
->'''God of mercy and light, "The Preserver"'''
->'''Greater god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Mercy, Light
->'''Symbol:''' Sun, shell, lotus, mace

The most widely worshiped god in the pantheon, Vishnu is thought to be the one who prevents evil from triumphing over good. Odd thing is, Vishnu feels no particular enmity toward those of his pantheon who embrace evil, reserving his fury for humans and fiends who cross the planes and leave destruction in their wake. Stranger still, although he's called the Preserver, Vishnu is good friends with Siva, some even say that they're different aspects of the same greater deity.

It's said that Vishnu sends an avatar to the Prime whenever morals, order, or justice is in danger. That may have been true in his younger days, but now the god allows mortals a little more latitude in solving their own problems. He still exercises his ability to render any creature incapable of committing violence.

His realm is Mount Celestia is the Divine Lotus, a place where nothing crumbles before its time. The petitioners are all young and strong, their brain-boxes keen with spiritual and mental enlightenment. Those who don't have sharp minds don't make it into the realm as humans; they become animals and are reborn into the karmic wheel.

Some worshipers call Vishnu the head of the Vedic pantheon; others give that honor to Indra. In any case, it's no secret that Vishnu's begun to establish relations with the other deities of the multiverse. Perhaps he's simply preparing them for the destruction of all that is as Siva nears the end of his meditation.

!!Yama
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/yama01.png]]
[[caption-width-right:200:Yama, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/yama02.png]]
[[caption-width-right:125:Yama's symbol]]
->'''God of death, "First of the Dead"'''
->'''Intermediate god'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Judgment of the dead
->'''Symbol:''' Red mace

Said to be the first mortal who ever died, Yama's charged with judging the spirits of the dead as they prepare to move to the next life in their cycle of existence. Yama can view each person's entire life span in a single glance, and he assigns the deceased to their next incarnations accordingly. Most're sent for a short stint in a god's realm, and then reincarnated back on the Prime. Only cutters who've shrugged off the burden of the karmic wheel are exempt from Yama's judgments.

A highly intelligent person, Yama has invented weapons for all the Vedic deities, objects particular to their spheres. He doesn't deal with deities outside the pantheon, though Yen-Wang-Yeh of the Celestial Bureaucracy stops by Yamasadena on occasion to discuss matters of mutual interest. As one of the Adityas (the children of the now-vanished Aditi), Yama deals mostly with his brothers and sisters: Surya, Savitri, Puchan, Rudra, Tvashtri, Vishnu, Mitra, and Varuna.

His realm, consisting of his palace (Yamasadena) and his city (Yamapura), not far from the gear that holds Rudra's Focus, is surrounded by a river of blood called Vaitarani. A petitioner looking to reach Yama's palace must wade through the river; during the crossing, they become spattered with an amount of blood equal to the karmic debt they accrued in their mortal life. The markings help Yama determine where the deceased should go next.

!!Minor Gods and Goddesses
Other Gods from the Indian pantheon are listed below:

* Devi: Goddess of energy. Devi appears as a 10 foot tall woman with 10 arms. She is able to make any part of her body ethereal, shapechange, regenerate 10 points per melee round, and she shoots 30 points of energy from her hands every melee round. She moves as a beam of light at any speed she wishes.
* Sarasuati: Goddess of water and knowledge. She appears as a woman with white skin about 6 feet tall. She can, with a touch of her hand, heal all bodily damage and any question asked of her with a lawful purpose in mind will be answered.
* Krishna: He was a man with 18's in all things except strength, which was 20, a gift of the Gods. He was able to cast illusions that could fool the Gods, and he could be in 2 places at once. He fought in plus 3 armor and shield and used a disc weapon. This weapon hits for 3-36 points of damage and was plus 3 in striking ability. It could also shoot fire a distance of 15 yards for 2-20 points of damage once per melee turn.
[[/folder]]

[[folder: Japanese Pantheon]]
!!In General
Japan is a land of contradictions. It is a land of tradition and custom, but it is a relative newcomer to the ranks of civilization (its first notable court was created 2,000 years after the first Chinese dynasty). While the same Imperial family has led Japan throughout its fifteen centuries of recorded history, the Emperor has rarely enjoyed more than a nominal control over the affairs of thc country. It is a land of incredible beauty and tranquility that (before the 20th Century) suffered only one serious attempt at invasion, yet Japan's fierce samurai warriors are well-known for practicing the grimmest kind of warfare.

According to myth, the world was once a viscous mass, a great oily sea rich with potential. A reed emerged and brought forth two deities, one male and one female. The two produced children, who in turn produced more, until the seventh generation saw the birth of Izanagi and Izanami, the founders of the Japanese pantheon.

!!Izanagi and Izanami
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/izanagiizanami01.png]]
[[caption-width-right:125:Izanagi and Izanami's symbol]]
->'''God and goddess of creation, "He Who Invites, She Who Invites"'''
->'''Greater god and goddess'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Creation
->'''Symbol:''' Rainbow

The creators of the world, Izanagi and Izanami are the seventh generation descendants of the three divinities that came into being with the heavens and the earth. Of these early deities, they are the most important for men, for they were assigned the task of solidifying the earth, making land appear from the oily sea and being the first to shape mortal life. Izanagi, the male god, stood on the floating bridge of heaven and stirred the ocean with his lance until the water began to congeal and the island of Onokoro was formed. Here, Izanagi and his wife, Izanami, made their home and went about the business of populating the world. At first, they produced a monster, then an island. Finally, however, they began producing more gods.

Unfortunately, Izanami died while giving birth to the god of fire. The morose Izanagi went to the Land of Darkness to visit her. But she no longer looked like she had, and she grew furious with her husband for gazing upon her new, sickly form. In anger, she promised to destroy the humans they'd created; Izanagi, in turn, promised to create more than she could destroy. Thus it was that they invented life and death.

Back on earth, Izanagi produced several more deities, including the sun goddess Amaterasu, as he washed away the residue of the underworld. In their true forms, they appear to be a statuesque man and woman of great beauty (though Izanami will appear dead and decayed if caught unawares).

They eventually reconciled, and they now live together in Cherry Blossom, an Arcadian realm of constant springtime. Their children occasionally stop by to pay their respects, but for the most part the two deities are left to their own devices. It's said that, working together, the pair can create anything in the multiverse. On those rare occasions when they take a hand in mortal affairs, they send their only proxy, Yamamoto Date, a skilled and loyal warrior who's also a master of disguise.

!!Amaterasu
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/amaterasu01.png]]
[[caption-width-right:200:Amaterasu, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/amaterasu02.png]]
[[caption-width-right:125:Amaterasu's symbol]]
->'''Goddess of the sun, "Light of Heaven"'''
->'''Intermediate goddess'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Light, Sun
->'''Symbol:''' Octagonal mirror or sun

One of the children of Izanami and Izanagi, Amaterasu is the twin sister to the moon god Tsuki-Yomi. The two sit with their backs to each other, delineating the difference between night and day. Chant is all the mortal emperors on the Prime Material Plane are somehow descended from her blood, through one of her grandsons, and all of them thus claim the title "Son of Light".

In addition to being the goddess of the sun, Amaterasu is the weaver of the gods' robes. She has the power to light the world (or any part of it), to make plants grow, to cure diseases in men, or to destroy anything she wishes with her brilliance. In her true form, Amaterasu is beautiful woman with a radiant smile. She can draw upon the all, charm, creation, elemental, and sun spheres for her spells.

Amaterasu is the patron goddess of Japan and watches over its welfare carefully. If the land is seriously threatened, she may beseech aid from her fellow gods in order to protect it. She also watches over the Imperial family, and will never aid those who bring harm to one of its members. If the existence of the family itself is threatened, she will not hesitate send her avatar to aid it. Omens from Amaterasu take the form of solar eclipses.

Amaterasu is a fragile goddess, constantly curious, and genuinely concerned about the state of the Prime. Still, having experienced the Outer Planes, she's completely fascinated by them as well. She's opened relations with Apollo and Ra, trying to understand them in the context of her own limited upbringing. Also, the nearby Vedic deities have begun to pay attention to her.

Her realm on Mount Celestia is known as Radiant Light, a soothing (and occasionally soporific) land where everything is suffused with the soft glow of the sun. Nothing in Radiant Light casts a shadow, and secret dealings always fail, cross-traders be warned.

!!Ama-Tsu-Mara
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/amatsumara01.png]]
[[caption-width-right:125:Ama-Tsu-Mara's symbol]]
->'''God of blacksmiths'''
->'''Intermediate god'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Blacksmithing, Weapon making
->'''Symbol:''' Double-edged axe

Ama-Tsu-Mara is the god of blacksmiths (and weapon forgers). He has the power to create raw materials, such as iron ingots, charcoal, and leather, out of thin air. Using these materials, Ama-Tsu-Mara can forge any type of normal weapon in a single hour. Magical weapons take longer: one day for each power and for each +1 modifier. Any magical weapon forged by Ama-Tsu-Mara possesses a kami which means it is automatically intelligent. In his true form, Ama-Tsu-Mara is a huge, man-like being with one eye located in the center of his forehead. Ama-Tsu-Mara's avatar is a huge, hairy man who purposely appears rather dull-witted. He always has a patch over his left eye, and any being lifting the patch discovers that there is no eye socket there, only a continuation of his cheekbone. Ama-Tsu-Mara's avatar can draw upon the elemental, creation, and sun spheres for his spells.

Ama-Tsu-Mara favors blacksmiths and weapons forgers. Any time one of them is threatened, there is a 5% chance that he sends his avatar to defend the person. When he notices a weapon forger taking special pride in their work, Ama-Tsu-Mara often rewards the effort by investing the weapon with a kami and, thus, making it intelligent.

!!Amatsu-Mikaboshi
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/amatsumikaboshi01.png]]
[[caption-width-right:125:Amatsu-Mikaboshi's symbol]]
->'''God of evil, "August Star of Heaven"'''
->'''Intermediate god'''
->'''Alignment:''' LawfulEvil
->'''Domains:''' Evil
->'''Symbol:''' Silhouette of a hooknosed man

Amatsu-Mikaboshi, the "august star of heaven", is the god of evil. Also known as Ama-no-Kagaseo, the "brilliant male", he sees and sanctions all things done under cover of darkness. He has the power to look into the hearts of men and women, and, if he finds too much evil there, to make them his. Because most people are basically good, Amatsu-Mikaboshi is not particularly powerful. But he is cunning, and has gathered more worshipers than people suspect. In his true form, Amatsu-Mikaboshi is a dark shadow that can never quite be seen. Amatsu-Mikaboshi's avatar most often appears has a small, charming man with a bald head and a hooked nose, but the god of evil has also been known to shape his avatar in the form of an alluring woman. He can draw upon any school of magic for his bard spells.

Amatsu-Mikaboshi gathers worshipers the old fashioned way: he entraps them. After finding a potential worshiper, Amatsu sends his avatar to tempt the victim, usually with power, money, lechery, or whatever the subject desires most. The avatar then creates a situation in which the victim can fulfill this desire by committing one hideous act. If the victim performs the act, they become a permanent worshiper of Amatsu-Mikaboshi and find themself compelled to take part in a never-ending series of foul plans.

!!Daikoku
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/daikoku01.png]]
[[caption-width-right:200:Daikoku, as depicted in ''Deities & Demigods'']]
->'''God of happiness through wealth'''
->'''Lesser god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Happiness, Wealth, Luck
->'''Symbol:''' Three coins

Daikoku is one of the Shichifukujin, the Seven Gods of Happiness. This god looks like a portly balding male with an easy grace about him. He is also known as the patron of all farmers, and in this aspect can be prayed to for weather of any type and hope for a good harvest. The god is noted for his good-natured outlook on all things and often uses his powers for the benefit of his clerics and worshipers. Besides being able to control all types of weather, he has complete control over the growth of plants and natural animal life (making them grow huge or shrink at will). He wanders the Prime Material Plane in ethereal form, observing his worshipers. Those who sacrifice great amounts of wealth to him at his temples will eventually be rewarded by the god (even if it is given to the descendants of the giver).

He fights with a wooden mallet that hits for 20 points of damage. It also shrinks any beings it hits (that do not make their magic saving throw) to half size. It will permanently negate any miscellaneous magic item used against its master (no saving throw), and will transport its master to a place of safety if the god is in mortal danger or becomes magically enspelled (charm, hold, etc.).

!!Ebisu
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/ebisu01.png]]
[[caption-width-right:200:Ebisu (left), as depicted in ''Deities & Demigods'']]
->'''God of happiness through food, fishing, and honest dealing'''
->'''Lesser god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Happiness, Food, Fishing, Honest dealing, Luck
->'''Symbol:''' Fishing rod or cane staff

A member of the Shichifukujin, the Seven Gods of Happiness, Ebisu appears as an elderly male, and is occasianally found floating over the earth rewarding those who work hard with bountiful harvests of foodstuffs or extra money for sale of goods.

He uses a staff of striking in battle that hits for 3-30 points of damage. He always makes his saving throw. His luck attribute affects all beings in the same way. Beings attacking the god will only be able to do half damage with any given hit and they will hit only one-half of the times they normally might have (i.e., every other hit will miss).

!!Hachiman
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hachiman01.png]]
[[caption-width-right:200:Hachiman, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/hachiman02.png]]
[[caption-width-right:125:Hachiman's symbol]]
->'''God of war, "The Commander"'''
->'''Intermediate god'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' War
->'''Symbol:''' Throwing dagger or katana

Hachiman was born Ojin, son of the Empress Jingo. Legend has it that his mother swallowed a rock to delay his birth so that she might continue to lead a military expedition against Korea. Hardened by this in the womb, Hachiman grew to be able to tolerate any pain, and eventually became one of the greatest warriors in the land. Before long, his victories were so great that the Ama-Tsu-Kami granted him immortal status and made him the god of war. In his true form, Hachiman is a splendidly armored warrior. Hachiman's avatar takes the form of a well-armed samurai. He rides a huge black horse.

When a battle occurs, Hachiman is always watching. There is a 5% chance that he will send his avatar to rescue any warrior who does not flee when outnumbered by more than four-to-one. Before a battle, any commander who has performed constant devotions to Hachiman stands a 5 % chance of suddenly discovering that they "know" the enemy's strength, location, and plan of attack. Hachiman hates cowardice in combat and any warrior exhihiting a fear of death suffers a permanent -1 modifier to their [=THAC0=]. Hachiman does not send omens.

Hachiman's realm is located only a short distance from Asgard, at least as far as planar measurements go. He doesn't have the right alignment for Ysgard, but his demeanor keeps him anchored to the plane, like the Norse pantheon's realm, Kenyama is a harsh ground of constant struggle and preparation. If a warrior can't swing a sword, they're not welcome. Still, Hachiman cares less for mindless hacking and more for the massive sweep of armies, the surgical strikes against a foe's weak spots.

Truth is, Hachiman always knows the location, strength, and readiness of any army. He also has the power to read the thoughts of any military commander. And word has it that he's studying the Blood War, keeping careful note of its ebb and flow. Some say he plans to offer his services to the baatezu; other gossip says he wants to know both races of fiends so he can destroy the eventual winner. Through it all, Hachiman remains a firm friends of the dwarf god Clangeddin Silverbeard of Arcadia; the two have studied wars together for centuries.

!!Ho Masubi
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/homasubi01.png]]
[[caption-width-right:125:Ho Masubi's symbol]]
->'''God of fire'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Fire
->'''Symbol:''' Boar

Ho Masubi is the god of fire. When he was born, he caused the death of his mother, Izanami. His father, Izanagi, was so distraught that he chopped the child in two, creating two kinds of fire: kiri-bi, fire made by the friction of wood, and uchi-bi, fire made by striking sparks from steel and stone. Despite being so energetically disjointed, the fire god made his way to a mountain called Atago in the Kyoto province, where he established his home. He is one of the most feared gods in Japan, for he is a swift destroyer of houses made from wood and paper.

Ho Masubi has the power to control a fire anywhere and to kindle flames from even the tiniest spark. In his true form, he is a yellow and orange man with red hair. Around his waist, there is a terrible scar where his father cut him in half. Masubi's sacred animal is the boar, which, like him, is swift and destructive.

Although destructive by his very nature, the fire god is not evil and does what he can for mankind, providing them with light, warmth, a means of cooking, and the heat for forging weapons and tools. If a village affronts him by neglecting his worship, however, he has been known to burn it to the ground.

!!Inari
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/inari01.png]]
[[caption-width-right:125:Inari's symbol]]
->'''God of rice'''
->'''Intermediate god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Rice
->'''Symbol:''' Rice plant

At one time the patron of smiths who forged swords, Inari has since passed that duty to Ama-Tsu-Mara so that he can spend more time in his other calling, that of rice god. He watches over the sowing and reaping of rice, as well as the preservation of the crop after it has been harvested. He can control the flow of waters, the growth of plants, and all insects. He can also turn water into saki (rice wine). In his true form, Inari is an old, bearded man. Sometimes, however, his worshipers mistake his messengers for the god himself and worship foxes as the rice god. Inari's avatar usually takes the form of a fox, though he has also been known to appear as an old man (in which case he fights with a quarterstaff +5, one attack per round). Even when in fox form, the avatar has the normal abilities of a druid and thief, including the ability to cast spells. He can draw upon the all, animal, elemental, healing, plant, and weather spheres for his spells.

Inari is generally a beneficent deity who does his best to help the people feed themselves. However, if his efforts go unappreciated, he has been known to neglect his duties. When peasants or farmers are threatened, he often sends one or more avatars to harass their oppressors. Omens from Inari are usually delivered by a fox.

!!Empress Jingo
->'''Hero'''
->'''Alignment:''' LawfulNeutral

The Empress Jingo ruled early in Japan's history, living between 170 and 269 A.D. She was leading a military campaign against Korea when it became apparent that she was going to give birth soon. The Empress was so devoted to her duty that she swallowed a stone to delay the birth of her child. It is no wonder that her son, Ojin, became a great warrior in his own right, eventually becoming Hachiman, the god of war.

!!Kishijoten
->'''Goddes of luck'''
->'''Lesser goddess'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Luck
->'''Symbol:''' White diamond

The goddess always appears as a human in any situation where she aids in a struggle. At will, she shape changes, always makes her saving throw, and can summon one of any good creature type to her presence once a month. With this last power she can summon, among other beings, a good dragon, a paladin, or a ranger to help her at any time she wills. These summoned beings are taken at random from the Prime Material Plane; she doesn't know who will come, and when arriving they are not under her dominance (they have free will).

She never physically takes part in battle, but observes and gives special luck to those she favors (at her whim and judge's option). This takes the form of that favored being making his or her saving throws and striking their enemies with every try. She also occasionally favors beings (not just humans) that take unusual chances (judge's option) in those situations where random chance plays a hand. There is a 2% chance of this happening in any given situation of great risk, if she is watching.

While the goddess prefers to use magic to attack her personal enemies, if pressed hard enough she will strike them with her gem, doing 2-20 points of damage.

!!Kura Okami
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/kuraokami01.png]]
[[caption-width-right:125:Kura Okami's symbol]]
->'''God of rain and snow'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Rain, Snow
->'''Symbol:''' Mist obscuring a tree

Kura Okami is one of the many rain gods. He dwells in the fertile valleys of Japan, providing a more or less steady supply of rain for the crops grown there. During storms, he can get caught up in Susanoo's fury and send too much rain, causing the streams and rivers to overflow their banks and flood the countryside. He is also somewhat forgetful, as he sometimes allows many weeks to go by without sending his life-giving waters. However, most of the time he is a kind and efficient god, imparting his blessing in beautiful, gentle rainfalls. Kura Okami also has the power to send snow, which he often does in the winter in order to beautify an otherwise drab landscape. In his true form, he is a translucent old man with a kindly (if somewhat vacant) expression. There are several other rain gods, including Taka Okami, who dwells on the mountains, and Taki-Tsu-Hiko ("Prince Cataract"), who is a rock located to the west of Mount Kaminabi.

Kura Okami is a rather befuddled and absent minded deity, but a kindly and gentle one. He enjoys seeing the sights of Japan as his avatar wanders the land. Sometimes he becomes so caught up in this activity that he neglects his duties. Omens from Kura Okami usually come during a morning or evening mist.

!!Nai No Kami
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/nainokami01.png]]
[[caption-width-right:125:Nai No Kami's symbol]]
->'''God of earthquakes'''
->'''Intermediate god'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Earthquakes
->'''Symbol:''' Fist smashing a building

Nai No Kami is the god of earthquakes. For a long time, his worship was completely neglected, to the point that the Japanese did not even include his name in their lists of the Ama-Tsu-Kami, the kami of the heavens. For a long time, Nai No Kami patiently endured this insult, sending tremors from time to time to warn the people of their error. But, after centuries of neglect, in the Seventh Century A.D., he finally grew angry and demolished much of Japan with a series of violent earthquakes. Many temples to Nai No Kami were erected out of the rubble. In his true form, Nai No Kami is a large, powerfully built man.

After his long neglect, Nai No Kami is a touchy god. Any village that does not maintain an adequate temple to him stands a 10% chance per year of being destroyed by an earthquake. Occasionally, he will send his avatar to the aid of a lord who has built a great temple to honor him. Omens from Nai No Kami usually come in the form of tremors or moving earth.

!!O-Kuni-Nushi
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/okuninushi01.png]]
[[caption-width-right:200:O-Kuni-Nushi, as depicted in ''Deities & Demigods'']]
->'''God of medicine, sorcery, and the land, "The Great Land Master"'''
->'''Intermediate god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Medicine, Sorcery, Land
->'''Symbol:''' Red sword or none

One of the children of Susanoo, O-Kuni-Nushi is the god of medicine, sorcery, master of the land, and patron of heroes. He has had a great many adventures, and has always confronted danger bravely and with a certain amount of cunning. He is able to identify and converse with any kami, and he has the power to cure any living animal of disease or completely heal it of its wounds.

He's made a name for himself by championing the rights of animals and spirits across the land. In gratitude, all natural animals have taught O-Kuni-Nushi their secret language, and they all follow the god's commands. In his true form, O-Kuni-Nushi is a samurai with a quiet, gentle manner and a ready smile.

All beasts in his realm are protected, too. The proxy Raiko keeps them safe from poachers and monsters. What's more, any person who eats meat in Kenyama vomits it back up within minutes of ingestion, and carries the stench of carrion for three days after leaving the realm.

O-Kuni-Nushi has a special fondness for heroes of good alignment. When such a hero is in grave danger, there is a 1% chance per level that O-Kuni-Nushi will send his avatar to aid the hero. He does not take kindly to those that are unnecessarily cruel to animals, and such individuals will find that they heal at only half the normal rate (even when a spell such as cure light wounds or heal is used upon them). Omens from O-Kuni-Nushi are usually delivered by a talking animal.

Like Hachiman, O-Kuni-Nushi's a bit too lawful to be tied down to Ysgard. But he is the patron of heroes, after all, and the wild plane's full of 'em. Some folks also say that he stays in Kenyama to keep Hachiman company, and that their combined might prevents the realm from drifting away.

O-Kuni-Nushi is a cunning deity, excellent in most anything he tries, but he prefers to best his opponents with intelligence and words, rather than strength and swords. 'Course, there's a certain part of him relishes the use of the katana, and if he has no other choice, he happily draws his blade.

!!O-Wata-Tsu-Mi
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/owatatsumi01.png]]
[[caption-width-right:125:O-Wata-Tsu-Mi's symbol]]
->'''God of the sea, ocean creatures, and tides, "Old Man of the Tides"'''
->'''Intermediate god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Sea creatures, tides
->'''Symbol:''' Fish

Also called Shio-Zuchi ("old man of the tides"), O-Wata-Tsu-Mi is the greatest of the many gods of the sea. He was created when Izanagi washed in the sea after returning from the Land of Darkness. He is the ruler of the fishes and all living things in the sea, and the controller of the tides. He has the power to command any creature that swims in the sea (including men while they are in the water), and to move the waters of the ocean at will. In his true form, he is a tremendous serpentine dragon green in color, but he is equally comfortable in the form of an old man with gills and webbed fingers and toes. O-Wata-Tsu-Mi lives in a great palace at the bottom of the sea.

Generally, O-Wata-Tsu-Mi is a benevolent deily. He moves the tides in an extremely regular fashion so that men may predict their action and avoid being stranded, flooded, or drowned. When someone comes to his palace, he is known to be a gracious host. Omens from 0-Wata-Tsu-Mi are generally carried by his messenger, a sea monster named Wani, but they may also take the form of violent or unusual tides.

!!Raiden
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/raiden01.png]]
[[caption-width-right:200:Raiden, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/raiden02.png]]
[[caption-width-right:125:Raiden's symbol]]
->'''God of thunder and fletching, "Lightning's Arrow"'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Thunder, Fletching
->'''Symbol:''' Black mace with lightning bolts

Raiden is the god of thunder and the patron of fletchers. One of Susanoo's constant companions, Raiden accompanies him on his mighty thunder-drums and sends forth random bolts of lightning while the storm god shrieks and destroys until he's exhausted himself. When he wishes, Raiden can beat these drums so loudly that they act as drums of panic. In his true form, Raiden has a horned, grotesque head and long, vicious looking claws.

Raiden's a petty deity; if he feels he's not getting the respect he deserves, he does what he can to impel Susanoo into a murderous rage. He encourages strife and war, especially war that slays folks with arrows, for it's said that Raiden is fond of eating human flesh, and receives a meal any time a man is slain by an arrow. As the patron of fletchers, he grants every arrow-maker the power to create 10 arrows of slaying during their lifetime. The fletcher never knows when they have created such a weapon, but do realize that they have been unusually successful in creating the arrow. Omens from Raiden take the form of dry thunder, arrow shaped clouds, and lightning bolts.

His realm on Carceri is a place of exploding light and thunder, insulated from the rest of the plane by a thick covering of dark clouds. Any basher who visits the place should also be wary of Raiden's proxy, the tanuki, a fierce and intelligent cross between a canine and a raccoon. The tanuki's a tough, cruel beast, and it like to use its shape-changing power to lead people to their doom.

!!Raiko
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/raiko01.png]]
[[caption-width-right:200:Raiko (left), as depicted in ''Deities & Demigods'']]
->'''Hero'''
->'''Alignment:''' NeutralGood

Raiko, favored of the gods, is a famous fighter of enchanted monsters, giants, undead, and other ghastly things. His sword of sharpness +3 is said to be faster than a striking serpent, and he has achieved almost inhuman speed and endurance. He also carries a longbow from which he can fire arrows at twice the normal range that do twice normal damage.

Raiko is totally unafraid of death, and will never back away from a challenge. However, he is as cunning as he is fast. If faced with a seemingly impossible task he will invariably find a way to achieve what he must without losing either his honor or his life.

!!Shichifukujin
->'''Seven Gods of Happiness'''
->'''Lesser gods'''
->'''Alignment:''' LawfulGood, NeutralGood, ChaoticGood
->'''Domains:''' Various happinesses
->'''Symbol:''' Varies

The Shichifukujin are the Seven Gods of Happiness. Sometimes referred to as the Seven Gods of Luck, they come from various origins. They include Hotei (god of happiness through fortunate chance), Jurojin (god of happiness through long life), Fukurokujo (god of happiness through good health), Bishamon (god of happiness through good cheer, he also looked after his worshipers during war), Benzaiten (goddess of happiness through love), Daikoku (god of happiness through wealth), and Ebisu (god of happiness through food, he also presides over fishing and honest dealing). Each of these gods oversees a particular aspect of life. To be truly happy, a person must worship all seven gods in the proper balance. Each god can grant worshipers the particular aspect of happiness that he or she embodies. In their true forms, these gods have the following appearances: Hotei, a man with a huge stomach; Jurojin, an old man with a long white beard; Fukurokujo, long narrow head with a short stocky body; the smiling Bishamon is always dressed in full armor (to ward off war); Daikoku, a portly, balding man; Ebisu, an elderly man; and Benzaiten, a beautiful woman.

The Shichifukujin respond to their worshipers as individual gods. Thus, a person who pays a great deal of attention to Ebisu and none to Benzaiten is likely to have plenty of food but no spouse to share it with. They do not send omens, although the degree of happiness in a person's life might be perceived as one.

!!Shina-Tsu-Hiko
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/shinatsuhiko01.png]]
[[caption-width-right:125:Shina-Tsu-Hiko's symbol]]
->'''God of the winds'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Winds
->'''Symbol:''' Three curled lines

Shina-Tsu-Hiko was born from the breath of Izanagi and is the god of the winds. He is not the only wind god, however. There are several more who control certain types of winds. Among them are Shina-Tsu-Hiko's daughter, Shina-To-Be, who blows away the morning mists; Tatsuta-Hiko and Tatsuta-Hime, who bring fresh air to the fields to aid in producing good harvests; and Haya-ji, the god of whirlwinds. While these gods are personifications of certain types of winds, Shina-Tsu-Hiko is in charge of all the winds, and so is superior to them in the same way a shogun is superior to a daimyo. Shina-Tsu-Hiko has the power to control the winds anywhere on earth, and can use this capability to bring hot, dusty conditions, pleasant rains, terrible storms, and so forth. In his true form, Shina-Tsu-Hiko appears to be a well-appointed lord.

Shina-Tsu-Hiko is unpredictable and capricious. One day, he may be perfectly contented with the homage paid to him in a certain village. The next, he may find it woefully inadequate and use his power to rip the roofs from all the houses. Omens from Shina-Tsu-Hiko usually take the form of words whispered in the wind, but it is not always possible to make out the meaning or his speech.

!!Susanoo
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/susanoo01.png]]
[[caption-width-right:200:Susanoo, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/susanoo02.png]]
[[caption-width-right:125:Susanoo's symbol]]
->'''God of storms, "The Impetuous Male"'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Storms
->'''Symbol:''' Katana (sword) or lightning bolt

Susanoo (sometimes called Susanowo) is the god of storms, one of the first children of Izanami and Izanagi, and the brother of Amaterasu and Tsuki-Yomi. He was born when lzanagi washed his nose after returning from the Land of Darkness. Susanoo immediately began causing trouble, pestering his father for permission to go to the Land of Darkness and visit his mother. Eventually, Izanagi grew tired of these petitions and sent his son away. So Susanoo went to see his sister Amaterasu in the heavens, playing such a cruel trick on her that she rushed into a cave and hid, depriving the world of light. In punishment for his terrible acts, the other gods shaved Susanoo's beard, pulled out his fingernails, and ejected him from the heavens. Susanoo has the power to deprive any being of night for up to one week. He can also send a 10d10 point lightning bolt to strike any being on earth. In his true form, Susanoo is a beardless man with a fierce aspect and no fingernails.

Susanoo is brash and forthright. His exploits have caused terrible consternation among the other deities, they find it impossible to understand him. Sometimes, when he creates storms, the result is not so terrible, but on other occasions, he savages the land from one end to the other, ripping up trees, destroying homes, and flooding crops. He sometimes sends his lightning bolts to strike down those who have offended him. Sometimes, in fact, he sends his lightning bolts to strike someone down for no reason at all.

In short, Susanoo is completely unpredictable, and the other deities have banished him from the heavens until he learns his courtly manners. Now he lairs in the formless soup of Limbo, in a spherical, storm-filled vault that sweeps through the plane and wrecks any attempt to establish order or solid ground.

!!Tsuki-Yomi
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/tsukiyomi01.png]]
[[caption-width-right:125:Tsuki-Yomi's symbol]]
->'''God of the moon'''
->'''Intermediate god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Time, Moon
->'''Symbol:''' White disk or hare in the moon, pounding rice in a mortar

Tsuki-Yomi was born when Izanagi washed his right eye after returning from the Land of the Dead. He is the god of the moon, whose function it is to count the passing of the months. In China, a hare is often shown in the moon, and this sign has been incorporated into Tsuki-Yomi's symbol, along with a pun. In Japanese, Mochi-zuki means two things: the full moon, and to pound rice for cakes. Therefore, Tsuki-Yomi's symbol is a hare in the moon, pounding rice for cakes.

As the counter of the months, Tsuki-Yomi has the power to control time, making it pass more slowly in one place than in another, stopping it altogether, or speeding it up. He also has the power to light the darkness. In his true form, Tsuki-Yomi is a handsome, massively built man with blue skin.

Tsuki-Yomi's primary concern is the orderly progression of time, so that seasons change and crops mature properly. He is generally benevolent to those who rely upon and respect the cycle of nature. If his aid is requested in defending a just, established social order, there is a 5% chance that he will answer by sending his avatar. When sending omens, Tsuki-Yomi sometimes manifests the handsome blue face of his avatar in an expensive mirror.

!!Yamamoto Date
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/yamamotodate01.png]]
[[caption-width-right:200:Yamamoto Date, as depicted in ''Deities & Demigods'']]
->'''Hero'''
->'''Alignment:''' LawfulGood

This hero, son of an emperor, is renowned for his ability as a fighter and loyalty to his emperor father. Many tales exist of his cunning and skill at disguise. He has the disguise skill of an 11th level assassin.

Yamamoto Date is known for his awesome speed and ability with any blade. He has a magic sword that is both a dragon slaying blade and sword of sharpness.

!!Yoshi-Iye
->'''Hero'''
->'''Alignment:''' NeutralGood

This warrior holds the war god Hachiman as his patron, and his prayers for aid are occasionally answered personally by the god! He is a mighty fighter with any weapon, but his bow skills are legendary. His arrows are so powerfully launched that they can reputedly pierce rocks and so skillfully aimed that they do greater than normal damage with every hit.
[[/folder]]

[[folder: Norse Pantheon]]
!!In General
Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring, this is the land of the Vikings, the home of the Norse pantheon. It's a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they haven't been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, it's surprising the mortals turned out as well as they did. Their deities reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.

The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym). Like the gods of Greyhawk, gods in different families sometimes have overlap in their spheres of influence: Frey (of the Vanir) and Odur (of the Aesir) are both associated with the sun, for example.

!!Odin
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/odin_p168.png]]
[[caption-width-right:200:Odin, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/odin01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/odin_symbol.jpg]]
[[caption-width-right:125:Odin's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/odin02.png]][[/labelnote]]
->'''God of knowledge and war, "The All-Father, Father of the Slain, God of the Hanged, God of Prisoners, God of Cargoes, The High One, The Inflamer, Swift Tricker, Father of Victory, the Blind One, Shifty Eyed, One with a Magic Staff, Destroyer, Terror"'''
->'''Greater god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Air, Knowledge, Magic, Travel, Trickery, War
->'''Symbol:''' Watching blue eye

Odin (pronounced oh-din), often referred to as the "All-Father", is the leader and creator of the Norse pantheon. Along with his brothers, Vili and Ve, he slew the great frost giant Ymir and made the earth out of the giant's body. He also, directly or indirectly, fathered most of the Norse gods and helped create the first man and woman. Odin's first concern is battle, be he is also the god of knowledge, wisdom, poetry, and inspiration.

Odin has one eye that blazes like the sun, having lost his other eye in payment for a drink from the well of Mimir. He once stole the mead of poetry, and some myths say he grants poetic ability and inspiration to mortals. Odin hung himself on Yggdrasil for nine days, pierced by his own spear, until by virtue of his suffering he was able to reach down and seize magical runes that were the source of wisdom and magical lore. His suffering so impressed the son of the giant Bolthor that he taught Odin nine magical songs that allowed him to master eighteen magical spells previously unknown to any man or woman. Odin is fated to be swallowed by Loki's son Fenrir at Ragnarok, but his own son Vidar will avenge him.

Now he dispenses wisdom from his throne Hlidskiaf (which is guarded by a proxy and a mass of petitioners), and rides his eight-legged horse Sleipnir to sites that require his personal attention. Some say the horse has eight legs because that's the number of legs a coffin has (when it's carried by four pallbearers); thus, Odin's really riding a casket into battle.

In any case, the All-Father epitomizes the Norse race. He's savage and wise at the same time, straightforward and subtle as the mood strikes him. He rewards power with power, and only a few things anger him: aiding a giant, losing a battle, or breaking the laws of hospitality.

Odin controls three halls in Asgard. The first is Valaskiaf, from which he rules. The second is Gladsheim, the common hall of the Aesir, where they meet to swear loyalty to and share mead with their leader. The third is Valhalla, where the mightiest warriors of the northmen are transformed into the einheriar. During the day, the place is mostly empty, as the einheriar are out honing their combat skills on each other. But at night, Valhalla's filled with the riotous noise of the feasting petitioners, all celebrating their triumphs of the day.

In his true form, Odin appears to be a man of about fifty with a patch over one eye. He has a bald head and a long grey beard, and usually wears a gray tunic beneath a hooded cloak of blue. He is often accompanied by two old wolves and two ravens which perch on his shoulder. Wearing a dark, wide-brimmed hat that casts a shadow over his face, Odin travels as a mortal wanderer. As a god of magic, war, and wisdom, he visits Midgard to distribute knowledge and victory in battle. His many titles hint at his various roles.

!!Aegir
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/aegir_p170.png]]
[[caption-width-right:200:Aegir, as depicted in ''Deities & Demigods'' (3e)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/aegir_symbol.jpg]]
[[caption-width-right:125:Aegir's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/aegir01.png]][[/labelnote]]
->'''God of the sea and storms, "Old Man Sea"'''
->'''Intermediate god'''
->'''Alignment:''' NeutralEvil
->'''Domains:''' Death, Destruction, Evil, Strength, Water
->'''Symbol:''' Rough ocean waves

Aegir (pronounced ay-jeer) is the god of the ocean and personification of its strength for good or ill. Aegir is neither Aesir nor Vanir, and is actually more closely related to the Giants. He is alternately friendly and ferocious to the Aesir. He is sometimes called "Alebrewer", as he provides the deities with mead and banquets, but occasionally turns stag on them when it suits his needs. For this reason, he's not entirely loved by the rest of the pantheon, but the old god doesn't care, as long as he's included in the festivities, he's happy. In his true form, he is a giant standing sixty feet tall. He has a long gray beard, fingers like claws, and carries a tree-sized club carved in the shape of a maiden which can deliver 4d10 points of damage to structures or beings.

The only predictable thing about Aegir is that if ship captains don't offer a valuable sacrifice to him when beginning a voyage, they are certain to feel his wrath. When he decides to sink a ship, he often sends his avatar to smash it to bits with his club. Other times, he simply destroys it with a terrible storm. He looks with favor upon raiders and pirates. If such men make the proper sacrifices to him, Aegir is 10% likely to aid them with favorable winds, or to conceal their approach with a storm or fog.

Ran, his wife and equal partner, drags drowning men down to her hall beneath the sea. She holds similar responsibilities to Freya and Hel in that regard, since the drowned do not go to Valhalla, Sessrumnir, or the underworld. Aegir and Ran have nine daughters, the Wave Maidens, each of whom represents a different type of ocean wave and are the nine mothers of Heimdall.

His hall, Hlesvang, is hidden beneath the waters of Aegirsholm, one of Asgard's lakes. The hall's covered with shells and whalebones, and its residents include all Norse petitioners who died by drowning.

!!Balder
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/balder_p172.png]]
[[caption-width-right:200:Balder, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/balder01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/balder_symbol.jpg]]
[[caption-width-right:125:Balder's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/balder02.png]][[/labelnote]]
->'''God of beauty and charisma, "Bright Son"'''
->'''Intermediate god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Beauty, Light, Music, Poetry, Rebirth
->'''Symbol:''' Gem-encrusted silver chalice

Balder (pronounced bald-er) is the most beautiful and charismatic god the Aesir have ever seen, and they continue to say this even after spying Aphrodite, Sune, and all the other goddesses of beauty. Whether they really mean it or just want to stick together is anyone's guess.

Balder is the child of Frigga and Odin, and they dote on their charming son. His dreams are prophetic, at least to some degree, and the Aesir pay close attention to what he tells them. Fact is, Balder is loved by just about everyone he meets, except for deities of hatred and plague. Even gods who ain't normally friendly to humankind find a good word for the deity.

Despite his attractiveness, Balder is not a vain god. He is loyal to Odin and the other Aesir, and never fails to fulfill his obligations to them. When an ugly man or woman demonstrates their worth by performing a self-sacrificing deed of great importance, Balder often rewards the individual by increasing his or her Charisma to 18. Omens from Baldur are usually delivered by a handsome or beautiful member of the opposite sex.

Balder's hall in Asgard is called Breidablik, meaning "broad splendor", and he lived there with his wife, Nanna. One of the radiant jewels of the realm, Breidablik's a place of warm, soft light and the scintilating company of beautiful people. Any person who can't count beauty as one of their assets best not even try to get in; only those who look good are allowed inside. Sadly, what's in a person's heart doesn't matter, only the shallow exterior.

Balder led an idyllic life until he became troubled by ominous dreams. The gods so loved Balder that they sent Frigga to extract an oath from all things, animate and inanimate, that they would not harm him. She overlooked the mistletoe, thinking it too weak to harm anything. The gods delighted in Balder's invulnerability and amused themselves by throwing things at him. Loki discovered his weakness and tricked Hod, Balder's blind twin, into throwing a sharpened dart of mistletoe at Balder, guiding Hod's hand so it aimed at his brother's heart.

The dart killed the god of beauty, and Frigga suggested that someone journey to the underworld to ransom her son. Hermod, messenger of the gods, volunteered to go. Hel agreed to release Balder if all of Asgard shed a tear for him (some myths say that all creation had to cry). Loki refused to shed a tear, and Balder's spirit remained in the underworld. When the gods placed his body on its funeral pyre, his wife Nanna joined her husband on the fire. Balder was prophesied to return after Ragnarok as one of the gods who would rule the new creation.

!!Beowulf
->'''Hero'''
->'''Alignment:''' NeutralGood

Beowulf was a great hero of the Geats who killed the monster, Grendel, who had been terrorizing the mead hall of King Hrothgar of Denmark. He also had to kill Grendel's mother, which is how he came to hold the sword of the giants. After returning home, he eventually became king of the Geats, and died battling a terrible dragon.

!!Bragi
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/bragi01.png]]
[[caption-width-right:125:Bragi's symbol]]
->'''God of poetry and music, "Skald's Friend"'''
->'''Intermediate god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Poetry, Music
->'''Symbol:''' Harp

Bragi is the god or poetry and song. The son of Odin and Gunlod. Bragi was born in a stalactite-hung cave, put aboard a boat made by the dwarves, presented with a magic golden harp, and set adrift. As the boat floated out of the cavern, Bragi took the harp and began to play the song of life. With his song, he has the power to make plants grow and bloom, and to charm any animal into doing his will. In his true form, Bragi resembles an old, white-bearded man with a sparkle in his eye.

Whenever people sing or recite poetry, they are worshiping Bragi. Since this is a favorite pastime in almost every hall, Bragi never lacks worshipers and thus he grows stronger with every passing year. He's a fun-loving god, though one given to fits of manic activity, and he constantly wanders, seeking to improve his gift and bestow it on others. He is a special friend to bards, often revealing to them the location of secret treasures. Most often, this revelation occurs as a sudden insight while the bard is singing before a large crowd. If the bard interrupts their song, however, they immediately forget the location of the treasure.

The Norse god has no particular enemies, but his hatred for the giants has grown steadily over the centuries. This rage was fueled by Thiassi, the (now-dead) giant who kidnapped Bragi's wife Idun to get at the Apples of Youth.

In addition to living in Asgard, Bragi keeps a realm on Elysium, where he says he can hear the beautiful music of the multiverse more clearly. The realm, [=HarpHearth=], is actually little more than a mountain peak where the bracing winds of the upper air flow. The proxy Thariisa Harpchord strolls through the land with her small, golden harp, and Bragi himself maintains a small cottage on the slope (well, small for a god, anyway). He retires there when he's done listening to the songs of the wind for the day. Idun often visits him at the cottage, and they usually return to Asgard together shortly thereafter.

!!Fenris Wolf
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/fenriswolf01.png]]
[[caption-width-right:200:The Fenris Wolf, as depicted in ''Deities & Demigods'']]
->'''Alignment:''' ChaoticEvil

This huge wolf is the offspring of Loki and a giantess, Angrboda. Due to an agreement among the gods not to slay each other's offspring, the wolf could not be killed and lived in Asgard due to this technicality. But this dangerous creature could not remain free. The dwarves made the only chain that could bind it, forging it from thoughts and concepts. Forged from the roots of a mountain, the noise of a moving cat, and the breath of a fish, this golden leash is no thicker than a strand of silk, yet it is completely unbreakable. This silken, golden thread stopped the creature from roaming, as it was unbreakable until the time of Ragnarok.

Very now and then, however, the Fenris wolf slips his chain and travels to Midgard in pursuit of prey. Men often know when this has happened, for it is a time of terrible omens when the avatars of the gods walk the land in search of the terrible beast. According to the Norns, the Fenris wolf will devour Odin during Ragnarok.

The wolf's bite does 9-90 points of damage, and if the total amount of damage is more than half of the victim's hit points, he or she will be swallowed whole. In form, the creature looks like a giant timber wolf.

!!Fjalar
->'''Hero'''
->'''Alignment:''' TrueNeutral

In Norse mythology there are two races of Dwarves, the Durin and the Modsognar. They are similar in many ways, their chief difference being in the type of magic they create and to whom they give it. The Durin create magic weapons and will trade them to the Aesir or frost giants with equal relish. The Modsognor create magic items of a non-violent nature and will only give them to the Aesir. Fjalar is the battle leader of the Durin dwarves.

Fjalar often defends his fellows against the fire giants, who prefer not to pay for their magic items and often try to steal them instead. Fjalar wears a pair of magic gauntlets +3 that allow him to strike for 2d10 damage. His knowledge of magic weaponry is so great that he cannot be hit by any weapon with less than a +2 magical bonus.

!!Forseti
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/forseti_p174.jpg]]
[[caption-width-right:200:Forseti, as depicted in ''Deities & Demigods'' (3e)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/forseti_symbol.jpg]]
[[caption-width-right:125:Forseti's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/forseti01.png]][[/labelnote]]
->'''God of justice and law, "Peacemaker"'''
->'''Intermediate god'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Knowledge, Protection, Strength
->'''Symbol:''' Head of a bearded man or scales

Forseti (pronounced for-set-ee), a wise and eloquent son of Balder and Nanna, has spent his entire existence trying to bring law to the chaotic Aesir. He's succeeded to the extent that mortals call on him to ratify their laws, and the deities come to him to appeal to his legendary discretion (especially when Odin can't be impartial). Not only does Forseti weigh each case on the basis of right and wrong, he also considers how a particular decision would further the community of gods. He's not made a blunder yet and no one has ever found fault with one of his decisions.

Forseti knows when a lie is spoken anywhere in Gladsheim and has the power to make any mortal anywhere speak the truth, whether the individual wishes to or not. In his true form, Forseti is a handsome man dressed in a tunic of gold and breeches of silver.

Forseti is most concerned with justice and truth. Whenever a body of men gathers to make laws, there is a 10% chance that Forseti's avatar will come to aid them. If this body is making laws that affect more than fifty thousand people, his avatar is sure to appear at the meeting disguised as one of the lords who has a right to attend the meeting. There is a 10% chance that he will send his avatar to aid those trying to throw off the rule of an unjust tyrant.

His hall is called Glitnir, a shining Asgardian palace of gold and beaten silver. It's said to be what every northman dreams of, but only a select few can enter its halls, specifically, the rich and the generous (which rules out most of the race). Still, Glitnir's a place of glory and equality among those who can make it in, so it's something to which mortals can aspire.

!!Freke and Gere
->'''Odin's wolves'''
->'''Alignment:''' TrueNeutral

Odin has two wolves, Freke and Gere. These creatures are giant black wolves with greying muzzles. They are able to travel about the planes for Odin and tell him what is happening in the various worlds. They are able to teleport at will through the planes, and they can see any hidden object and sense all things magical. Their bite does 2-20 points of damage and they use it in the service of Odin as punishers whenever a human aids the giants against the gods. They attack as 16+ hit dice monsters.

Since Odin lives only on mead, he throws the meat from his table in Valhalla to the wolves. Freke and Gere are always encountered together.

!!Frey
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/frey_p175.jpg]]
[[caption-width-right:200:Frey, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/frey01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/frey_symbol.jpg]]
[[caption-width-right:125:Frey's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/frey02.png]][[/labelnote]]
->'''God of fertility, sunlight and the elves, "Sunbeam"'''
->'''Intermediate god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Air, Good, Plant, Sun
->'''Symbol:''' Ice-blue greatsword or ship-shaped cloud

Frey (pronounced fray) is a member of the Vanir and was sent to Asgard as part of the plan to guarantee peace between the Aesir and their cousins. Son of Njord and husband to the female giant Gerd, he is a god of fertility and the chief god of agriculture, providing men with sunshine, rain, peace, joy, and happiness. Frey is also a patron of married couples, horses, and horsemen. Like many male gods, he is a skilled warrior. Weapons are banned outright in his temples, and bloodshed in places sacred to him is taboo. Despite this peaceful portfolio, Frey is fated to fight Surtur at Ragnarok with his bare hands, having given his dwarf-forged magic sword to his shield-man Skirnir.

Although a capable fighter, Frey prefers the joys of peace and will always seek a non-violent solution before resorting to combat. He is the patron of peaceful mortals, and will often send his avatar to aid those who have become imperiled through their efforts to maintain peace. Most of Frey's temples have vast pastures of grazing horses nearby. To ride one of these horses is to offend the god. Omens from Frey usually take the form of rain and storms, but can also be delivered by horses.

Frey owns the cloud-ship Skidbladnir, which can carry the entire pantheon and all its gear, yet fold up and fit inside his pocket when not in use. Furthermore, his sword can fight of its own will if freed from its confining sheath.

The god maintains two realms. One's in Vanaheim, where he sails Skidbladnir along the coastline endlessly, losing himself in the sea breeze and sunshine. The other's in Alfheim, where he rules with a kind touch. Both realms welcome Frey's patronage, for he spreads cheer wherever he travels.

!!Freya
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/freya_jetpack7.png]]
[[caption-width-right:200:Freya, as depicted in ''Gods and Goddesses'' (5e)]]
[[caption-width-right:200:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/freya_p176.jpg]][[/labelnote]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/freya01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/freya_symbol.jpg]]
[[caption-width-right:125:Freya's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/freya02.png]][[/labelnote]]
->'''Goddess of fertility, love, sorcery, and war, "Lady of Fire"'''
->'''Intermediate goddess'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Air, Charm, Good, Magic
->'''Symbol:''' Falcon or woman-shaped flame

Freya (pronounced Fray-ah) is the goddess of love, unbridled passion, and human fertility. She is the daughter of Njord and the fiery twin sister of Frey. Like her brother, she is one of the Vanir sent to guarantee peace with the Aesir. In the sense that passion is a hot, consuming emotion, she is also associated with fire. She shares the waters of the Evergold with the other goddesses of beauty, and she doesn't hesitate to use its waters to keep herself attractive and appealing. She too is hugely popular among the mortals.

She delights in romantic poetry and is considered the most magnanimous of the goddesses. Freya weeps tears of gold when her husband, Odur, goes on his journeys. She possesses the Necklace of the Brisings, sometimes called Brisingamen, a fantastically beautiful and priceless piece of jewelry crafted by the dwarves. She rides to battle in a chariot pulled by two huge forest cats, Bygul and Trjegul. She is also associated with the boar or swine, because of the animal's fertile nature. However, the boar is often depicted charging into battle. She also serves those who have fought in battle, especially conscripts and farmers who've been forced into battle. As such, half those slain honorably in battle, and all women so slain, go to Folkvangr (in Vanaheim) with her valkyries instead of Valhalla. Once in Folkvangr, the dead enjoy a peaceful rest of meadows and fields.

She is the patroness of a type of magic called "seithr", in which the sorceress enters a trance in order to answer questions about the future. Some myths say she taught the Vanir art of witchcraft to the Aesir. As the goddess of fertility, Freya also looks after women in labor. She has the power to kindle passion in any being, to control fires anywhere on Midgard, to see the future, to bless any woman with a child, and to alleviate pain and injury. Freya also has a beautiful fur-lined cloak that allows her to turn into a falcon. In her true form, Freya is a voluptuous woman of entrancing beauty.

A person might think that Freya's vanity and dalliances would bring her nothing but condemnation. But the truth of it is that, like any northern woman, she's free to choose her own way. That path may not match the standards set for women by the males, but it surely matches the standards the males set for themselves. Besides, Freya's passions are tempered by her great intelligence.

Still, the goddess is sought after by deity, giant, dwarf, and mortal alike. It seems her beauty and free spirit captivate the male mind, and those who see her can't put their brain-boxes on anything else. Thus, Freya has the friendship of most any male deity she encounters (Norse or otherwise).

Her hall is Sessrumnir, near the Folkvangr ("Field of Folk") in Vanaheim. The place was a gift from the Aesir on the occasion of her trade; it's said to be entirely impenetrable unless Freya herself opens the doors. Inside, Sessrumnir is luxury itself, strewn with furs and silks given to her by deities of far-off pantheons.

!!Frigga
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/frigga_p178.jpg]]
[[caption-width-right:200:Frigga, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/frigga01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/frigga_symbol.jpg]]
[[caption-width-right:125:Frigga's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/frigga02.png]][[/labelnote]]
->'''Goddess of the atmosphere, birth, and fertility, "Mother Sky, Queen of the Gods"'''
->'''Intermediate goddess'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Air, Animal, Community, Knowledge
->'''Symbol:''' Large cat or spinning wheel

Frigga (pronounced frig-ga) is the goddess of the clouds, sky, married love, and wives. She is primarily concerned with the household and married love. She is a stately, gracious, and bountiful woman often invoked during childbirth and by those wishing to conceive. Frigga is the second but principal wife of Odin, and is also the mother of four of his children: Balder, Hoder, Hermod, and Tyr. All four have done her proud. Still, she's more concerned with the lot of her mortal worshipers, and she does what she can to keep women (especially wives) from suffering under the tyranny of small-minded men. She's even gone to war against her husband, leading an army of women disguised to look like men. That's how much Frigga cares for her charges.

She can foretell the future, and has the power to control all forms of weather, to view any area that has a breeze blowing through it, to assume the form of any flying animal, to spin flax into gold, and to make any husband fall madly and permanently in love with his wife. In her true form, she is a mature woman of great beauty.

Her attempt to protect Balder was one of the few times she acted to change the future she perceived. She has three handmaidens named Snotra ("Wisdom"), Syn ("Denial"), and Vor (so wise nothing can be hidden from her).

Though she shares Odin's halls, she also has one of her own. It's called Fensalir, ans it's hidden high in the mountains of Asgard, as suits a goddess of air. The hall is clean and well organized, with a place for everything, no matter how incongruous it may seem. Fensalir is less violent and less populated than the other halls of Asgard, but that's how Frigga wants it. Her petitioners are fewer, and like those of Vanaheim, care more for contemplation than violent action.

!!Heimdall
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/heimdall_p180.jpg]]
[[caption-width-right:200:Heimdall, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/heimdall01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/heimdall_symbol.jpg]]
[[caption-width-right:125:Heimdall's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/heimdall02.png]][[/labelnote]]
->'''God of watchfulness and loyalty, "Eagle-Eye, The Bright God, Guardian of Bifrost, Watchman of Asgard, Golden Tooth, The Ram"'''
->'''Intermediate god'''
->'''Alignment:''' LawfulGood
->'''Domains:''' Good, Law, War
->'''Symbol:''' Curling musical horn

Heimdall (pronounced haym-dahl) is the watcher and guardian over Bifrost, the rainbow bridge, and he carries a mighty horn that he sounds when anyone approaches Asgard from the bridge. Friendly bashers hear only a sweet, low sound, but Heimdall greets enemies with a louder blast. He will not allow anybody to cross it without Odin's express permission. Some myths say Heimdall is the son of Odin and either simultaneously nine giant sisters or all nine daughters of Aegir and Ran. Heimdall was born on the horizon and nurtured on the strength of the earth, the moisture of the sea, and the warmth of the sun. He has the power to see a hundred miles by day or night, and his hearing is so sensitive that he can hear grass growing in Midgard.

Heimdall visited Midgard in human guise and stayed one night in each of three different houses. Each house treated him differently, and he cursed or blessed their children accordingly. The result was the three social classes of the Asgardian world: thralls or slaves, free peasants, and nobles. In his true form, he is a strapping warrior in white armor. He carries a flashing sword and the famous alarm horn, Gjallerhorn.

Heimdall's one of the few deities of the Aesir with a realm outside the wall of Asgard: the shining city of Himinborg. The burg sits near the gates of Bifrost, and every person who takes the Rainbow Bridge to Asgard must first pass through Himinborg. Outside the city, the Doksmid clan of dwarves try to sell their smith-forged wares to passersby. Within the town, watchtowers rise high above the land, manned by einheriar who seek to emulate their patron's flawless attention to duty. 'Course, the einheriar are the first defense for any invasion, and that tends to make the residents of the city more than a little nervous. They're peery of strangers, and watch a newcomer carefully until they've proven themself.

Heimdall and Loki have a burning hatred for each other. Here's the truth of it: Heimdall holds the trickster in complete contempt, and Loki can't stand the watcher's self-righteous nature. But most of the other deities find Heimdall witty and charming.

He is the one who will summon the other gods to Ragnarok by blowing upon Gjallerhorn, which will then break from the blowing. Prophesies say that in the last battle, Loki will steal Heimdall's sword. Though Heimdall is destined to kill Loki in Ragnarok, he is fated to die soon thereafter of his own wounds.

!!Hel
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hel_p181.jpg]]
[[caption-width-right:200:Hel, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/hel01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/hel_symbol.jpg]]
[[caption-width-right:125:Hel's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/hel02.png]][[/labelnote]]
->'''Goddess of death and the underworld, "The Merciless"'''
->'''Intermediate goddess'''
->'''Alignment:''' NeutralEvil
->'''Domains:''' Death, Destruction, Evil
->'''Symbol:''' Woman's face, rotting on one side

Hel (pronounced Hell) is the goddess of the ignoble dead. The daughter of Loki and the female giant Angrboda, Hel was confined to Niflheim, the land of mists, by the gods. She appears as a gaunt woman whose body is fair and lovely on one side, but dead and rotting on the other. Despite her hideous appearance, she is the least monstrous of Loki's three children from this union (the other two are Fenrir the wolf and Jormungandr the world serpent).

She watches over the grim realm of Niflheim on the Gray Waste. She's a joyless basher, though she's seen from time to time with a mocking smile on her face. Hel is, in short, just what a person'd expect from a deity of death, and nearly emotionless. She receives the spirits of those who die by diseases and old age, locking them behind the impregnable walls and gates of Niflheim. Located beneath the roots of Yggdrasil, Niflheim is not a realm of eternal punshment. Nevertheless, it is not a pleasant place, either. It is a land of eternal cold, mist, and darkness.

Hel can cause plagues and pestilence upon Midgard with a wave of her hand. Any mortal looking upon her face falls ill, suffering a permanent loss of 5 hit points per round until a cure disease spell is cast on them. Even after the cure, the victim never recovers the lost hit points. In her true form, Hel is a statuesque gaunt woman whose body is fair and lovely on one side, but dead and rotting on the other.

Hel is a grim and fierce goddess, mercilessly striking down those who offend her. Occasionally, she finds a mortal man attractive and will send her avatar to fetch him.

She bears no love for the rest of the Norse pantheon; fact is, she's destined to lead her army of petitioners against Valhalla come Ragnarok, and she's looking forward to that day with anticipation. She cares even less for the agents of the deities, and any person they send to Niflheim is likely to find themself seated at Hel's banquet table before long.

The realm isn't much to look at. It's like the rest of the Gray Waste, dull and cheerless. A central banquet hall holds all the petitioners of Niflheim at once; obviously, it's a huge affair, but it seems smaller on the inside. That's mostly because no matter where a person sits, they can see Hel seated at the head of the hall. The food on the table is rotting, and snakes drip poison from the ceiling, it's not exactly homey.

!!Hermod
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hermod_p182.jpg]]
[[caption-width-right:200:Hermod, as depicted in ''Deities & Demigods'' (3e)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/hermod_symbol.jpg]]
[[caption-width-right:125:Hermod's symbol]]
->'''God of luck, "Messenger of the Gods, The Nimble"'''
->'''Demigod'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Chaos, Luck, Travel
->'''Symbol:''' Winged scroll

In addition to being the gods' messenger, Hermod escorts the souls of the dead to the underworld. When the gods needed someone to plead with Hel for Balder's spirit, Hermod volunteered and Odin lent him Sleipnir for the journey.

Hermod's cult focuses on endurance and physical fitness. It teaches marksmanship, fencing, steeplechase horse racing, foot races of all sorts, and swimming to its members, believing these are key skills for those who must deliver messages.

Clergy of Hermod rarely stay in one village for long. They're often found while traveling to a different temple, wearing sturdy garb and enjoying their journey. Junior members of the clergy carry messages from noble to noble, village to village, or temple to temple. They are quick to lend aid to travelers in distress.

Hermod's temples are generally collections of several smaller buildings. In addition to a main hall, most have a training hall and a stable. Many stand near lakes or rivers where the faithful can practice their swimming skills.

Visitors to Hermod's temples receive warm welcomes and a genial, but thorough, interrogation about travel conditions, gossip, and information about places the visitors have been. If they readily and honestly share what they know, the temple plies them with food and drink for as long as the visitors have information to share.

!!Hugin and Munin
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/odinscohorts_p169.jpg]]
[[caption-width-right:200:Hugin and Mugin, as depicted in ''Deities & Demigods'' (3e)]]
->'''Odin's ravens, "Thought and Memory"'''
->'''Alignment:''' TrueNeutral

The All-Father's most famous proxies are two ravens called Hugin (Thought) and Munin (Memory), who perch on his shoulder. Odin uses them as spies and messengers, sending them on various tasks to the far parts of Gladsheim. He also sends them out every day to bring him news of the Asgardian worlds. In the Asgardian cosmology, a mortal never knew when the raven watching them was Hugin or Munin. Odin can see through their eyes or speak through their beaks, and often uses them to gather information on particular areas of interest, or to warn his worshipers of impending attacks. They can teleport to or from any location in Gladsheim, and are completely immune to magical control. Any person who harms them is subject to Odin's direct wrath.

!!Idun
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/idun01.png]]
[[caption-width-right:125:Idun's symbol]]
->'''Goddess of spring and eternal youth, "Youthbringer"'''
->'''Intermediate goddess'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Youth, Spring
->'''Symbol:''' Apples

Idun is the goddess of spring and eternal youth. She is married to Bragi, the god of poetry and song. She is the deity in charge of making sure the Aesir remain young. She does this by keeping charge over the Apples of Youth, which she feeds to the Norse gods once every year come spring. The body of anyone eating one of these apples becomes 10 years younger. Obviously, the apples make Idun a prized commodity among the giants and near-immortals of the planes, and they've attempted to kidnap her several times. Each time, the other Norse gods have rescued her before the villains could eat the golden apples, but surely one of these times they'll slip, and the giants will be waiting.

Idun has the power to slow or reverse the aging process in any being, or to awaken any dormant or sleeping thing. In her true form, she is a youthful woman of great beauty.

Idun is a cheerful and friendly goddess who takes great delight in seeing things grow and remain healthy. She is extremely conscientious about making sure that every god eats one of her apples every ten years. Idun is especially protective of young girls, and there is a 10% chance that she will send her avatar to protect one who is in danger.

Idun shares a home with Bragi in Asgard, and though she visits her husband in [=HarpHearth=] from time to time, she prefers to remain among her fellow deities. The Aesir, naturally, value her because she's the only one who can pluck the apples from the Tree of Youth, but Idun's earned the friendship of deities outside the pantheon as well, including Lathander of Toril.

!!Jormungandr
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/jormungandr01.png]]
[[caption-width-right:200:Jormungandr, as depicted in ''Deities & Demigods'' (1e and 2e)]]
->'''Midgard Serpent'''
->'''Alignment:''' ChaoticEvil

Jormungandr was the offspring of Loki and the giantess Angrboda, and was the brother of the Fenris Wolf and Hel. By custom Odin could not slay divine progeny, but he feared that the monster would cause trouble and threw him into the sea when he was young. Jormungandr grew unchecked, until at last he circled the earth and could bite his own tail. It is the writhing of this great serpent that causes the tempests. Thor has tried many times to slay him, but the Norns have foretold that he will not succeed until the day of Ragnarok, when he will drown in a sea of venom from the dying serpent.

Since the Midgard Serpent circles the world, he can shift his body and locate his head anywhere he desires in one melee round. The head is the only vulnerable spot on this monster, since he regenerates all damage in the melee round after it is inflicted; this means that 300 or more points of damage must be delivered to its head in one round in order to kill it. If Jormungandr is slain, all beings within 50 feet of the head must save vs. pOison at -5 or die, as the creature spews forth its venom. Attacks on the body of the serpent can be made, but they will prove fruitless as the body (like the head) will regenerate all lost hit points in the next melee round, even if totally severed.

Jormungandr bites once per round for 5-50 points of damage, and anyone thus bitten must save versus poison at -5 or die within two melee rounds from the extremely potent venom. The serpent can also make one constriction attack per round (near its head or anywhere along its body length), doing 10-100 points. It attacks as a 16+ HD monster.

!!Loki
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/loki_p184.png]]
[[caption-width-right:200:Loki, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/loki01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/loki_symbol.jpg]]
[[caption-width-right:125:Loki's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/loki02.png]][[/labelnote]]
->'''God of mischief, strife, fire, thieves, and trickery, "The Provoker, The Sly One, The Trickster, The Shape Changer, The Sky Traveler"'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Chaos, Destruction, Evil, Trickery
->'''Symbol:''' Flame or red and black boots

Loki serves many purposes within the pantheon. First off, he's the blood brother of Odin, a status he gained by proving instrumental in holding the Aesir together in the early days of the gods. It's a fact he likes to bring up whenever he's pushed the Aesir to their limits, see, Loki's a god of trouble, and he'll spout enough half-truths and lies to make a person crazy with anger (that's why he keeps a realm on Pandemonium, a place to wait out the pantheon's fury when he goes a step too far).

Basically, Loki's a proud and vainglorious god. He's convinced that there's nothing another deity can do that he cannot, and he does his utmost to prove that he's smarter than the rest of the pantheon. This may well be why he turned from a benevolent trickster into the sworn enemy of the Aesir. The one he hates most, however, is Heimdall, who often exposes Loki's plans and catches the troublemaker in various schemes.

Loki has the power to change his shape into anything. If any being, including other gods, look at Loki for more than three rounds, he can exert his influence over them in the form of a suggestion spell with no saving throw. He also wears a pair of boots that allow him to walk on water, fly, and run at a movement rate of 50. In his true form, Loki is a handsome young man who is always dressed in some combination of red and black.

As the god of mischief and strife, Loki is one of the most active and unpleasant of gods. Yet, there is also an attractive side to his personality; he is handsome, sociable, and has a good sense of humor. Loki is one of the few gods who is at home with giants and dwarves, and often turns to them for help in his schemes. He is invariably in some sort of trouble with his fellows and will not hesitate to turn to his worshipers for help in extracting himself. Omens from Loki usually come in the form of an illusion.

Loki usually turns elsewhere for help. He's made alliances with various deities of other pantheons, but he uses them only as leverage and tools, not as deities in their own right. And because he's always got to show that he's better than the rest, his alliances are usually short-lived.

!!Magni
->'''God of strength, "The Steadfast"'''
->'''Lesser god'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Strength
->'''Symbol:''' Mountain

One of the twin sons of Thor, Magni transcends the normal definition of strength in that his was supposed to be almost limitless. Magni's strength is so great that it's said he's the only basher in existence besides Thor who can lift Mjolnir.

He can bend anything he can grip, put his fist through anything, lift nearly anything (judge's option), even things that are supposed to be unliftable like his father's hammer. Any material object thrown at him, he can catch and throw back at the caster (hitting 90% of the time), and with his +3 hammer he does 8-80 points of damage per strike.

This god is so tough and hardy that blunt weapons of any type cannot harm him.

Magni rides the horse Gullfaxi ("golden mane"), which he received as a gift after pulling his trapped father out from under a fallen giant. Along with his twin brother Modi, the brothers travel together regularly, and have no hall in Asgard to call their own. Neither do they have proxies; they've got plenty of time and fortitude to deal with problems themselves.

!!Modi
->'''God of courage and berserk rage, "The Steadfast"'''
->'''Lesser god'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Courage, Berserk rage
->'''Symbol:''' Sword and hammer crossed

Using a vorpal blade that strikes for 25 points of damage per hit (plus its decapitating power), Thor's son Modi is always in the forefront of any battle, and his presence inspires his followers with such courage that they do an extra 4 points of damage per hit (affecting all those in a 90 yard radius). Modi's courage is exceeded by none, and he throws himself into challenges with hardly a second thought. He is immune to all forms of magical control or illusions. In battle, the god is able to "know" when the best time comes to retreat and regroup his forces for best effect.

After the god has sustained more than half of his hit points in damage, he will go into a berserker rage which allows him to double all his powers in combat, so that he hits 4 times per round for 50 points per hit.

Along with his twin brother Magni, the brothers travel together regularly, and have no hall in Asgard to call their own. Neither do they have proxies; they've got plenty of time and fortitude to deal with problems themselves.

!!Njord
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/njord_p185.jpg]]
[[caption-width-right:200:Njord, as depicted in ''Deities & Demigods'' (3)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/njord_symbol.jpg]]
[[caption-width-right:125:Njord's symbol]]
->'''God of the sea and wind'''
->'''Intermediate god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Air, Good, Water
->'''Symbol:''' Gold coin

Those who seek wealth or abundance in fishing pray to Njord. A Vanir deity, he is the father of Frey and Freya. Njord married the female giant Skadi while among the Aesir, though they later divorced. As a deity of the mountains, she was uncomfortable on the coastlines, so they could never agree where to live. Their movements between homes created the seasons.

Where Aegir's cult threatens and glowers, Njord's cult smiles. This cult supports those who make a living from the bounty of the sea through trade, fishing, shipbuilding, or supplying the needs of the other three. Njord's cult numbers many prominent businesspeople among its members. When Aegir's cultists mock them for their relatively mean tables and their preference for sailing within sight of the shore, Njord's worshipers only look at their growing treasuries and smile.

Njord's clergy are most common near the sea, but can also be found along navigable rivers and lakes with connections to the sea. Most display weathering and scars from lives spent in, on, and around the water. They are popular with fishermen and merchants.

Njord's temples are sturdy structures meant to withstand the trials of coastal weather. They generally sit right on the water and have their own docks. Most temples have storage for sail canvas, ropes, tar, paint, and other boating supplies. Those in larger urban centers often have secret vaults containing wealth gleaned from the sea and fees charged for aiding in business negotiations.

Visitors to Njord's temples find the fare plain but filling. Clergy and faithful draw owners of seagoing vessels into conversation. Others are largely ignored unless they bring information about shoals, currents, weather, or other conditions hazardous to ships.

!!Norns
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/norns01.png]]
[[caption-width-right:200:The Norns, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/norns02.png]]
[[caption-width-right:125:The Norns' symbol]]
->'''Goddesses of fate, "Destiny's Daughters"'''
->'''Lesser goddesses'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Fate
->'''Symbol:''' Lightning bolt or staff with three branches

The Norns possess the most important power in Gladheim: they are the ones who dictate the fate of the newborn, for both mortals and gods alike. There are three Norns, all of whom are female. Urd embodies the past, Verdandi the present, and Skuld the future. Once they have decreed a being's fate, no force in the universe can alter their decision. Of course, the Norns can see all things in the past, present, and future, but they employ these powers only among themselves or to answer questions of slight import for very large fees. They also have the power to assume any form they wish. In their true forms, Urd is a giantess, Verdandi a beautiful female elf, and Skuld a handsome female dwarf.

The three Norns watch over one of the magical pools that nourishes Yggdrasil, and they read the existence of mortals and gods alike in its waters. Some say the Norns actually shape the destinies of all sentient creatures in the multiverse, but there's really no way to prove that.

They travel about the Prime Material Plane in the form of swans, and in this shape they deal out fate in the form of prophecy. When a child is born, the Norns always appear, disguised as some combination of three animals, and pass their judgement on the baby's fate. If the parents recognize them and offer all three great gifts, the Norns will be persuaded to dictate a great future for the child. This is an extremely hazardous undertaking, however. If the parents do not give gifts of equal value to the Norns, or happen to miss one by offering her gift to a mundane animal, the offended Norn will grow jealous and turn the gifts of her peers into a curse.

Their realm is a tiny grove on the Outlands, overgrown with thick trees and thorns that blot out light so effectively that no outside illumination can penetrate; a person needs to bring their own. If a basher's persistent enough, they can make their way to the well at the center of the grove and look into it to read their future. Those who do usually regret it; mortals aren't meant to know their fates.

The Norns have no proxies. Some folks say the Norns ''are'' proxies, that they serve the embodiment of Fate itself. Whatever the truth, it's no secret that the three have no servants of their own.

!!Odur
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/odur_p187.jpg]]
[[caption-width-right:200:Odur, as depicted in ''Deities & Demigods'' (3e)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/odur_symbol.jpg]]
[[caption-width-right:125:Odur's symbol]]
->'''God of light and the sun'''
->'''Demigod'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Chaos, Fire, Sun
->'''Symbol:''' Sun disk

Odur is a mysterious god who may be an aspect of Odin. Odur married Freya and is responsible for the day chariot crossing the sky. Consequently, he is often away from Asgard, causing his wife to weep tears of gold.

Odur's cult teaches that freedom from care and worry comes from accepting responsibility and duty with joy. Worshipers believe that Odur sets out every day to drive the chariot of the sun across the sky with anticipation, finding something new
each day. They seek to emulate his wise appreciation for the world around them.

Odur's clergy make annual pilgrimages to sites dedicated to the sun to watch for the day chariot to rise after the longest night of the year. Otherwise, they're found smiling as they work to maintain their temple and care for their faithful.

Odur's temples appear incongruous next to others of the Asgardian pantheon because they tend to be open structures, welcoming the sun's light. Observant visitors note the sturdy shutters stored around the building, ready to make it defensible. Most temples have sacred fires that are tended day and night, never allowed to burn out. Some have smithies.

Visitors to Odur's temples find themselves put to work almost immediately. Those who do the work willingly and without complaint are welcome to eat and drink with the clergy. Those who complain or shirk their task find themselves outside the temple.

!!Sif
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/sif_p188.jpg]]
[[caption-width-right:200:Sif, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/sif01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/sif_symbol.jpg]]
[[caption-width-right:125:Sif's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/sif02.png]][[/labelnote]]
->'''Goddess of excellence and skill in battle, "Golden-Hair"'''
->'''Intermediate goddess'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Chaos, Good, War
->'''Symbol:''' Upraised sword

Sif, wife of Thor and mother of Uller, is the patron of skill and excellence in all things, though she's especially fond of warriors and swordsmanship. Sif primarily appears in myths involving the other gods. Loki once played a cruel trick on her by cutting off all of her beautiful golden hair. When Sif's angry husband came to take revenge, loki was forced to replace the hair with locks of real gold which grew just like true hair. This hair had been crafted by a pair of clever dwarves who, flushed with their success, went on to create many other wondrous items, such Thor's hammer Mjolnir, Odin's spear Gungnir, and his ring Draupnir.

Sif has the power to raise any character one level. She seldom does this, however, and will never grant this boon to an individual more than once in their life. In her true form, Sif is slender woman of great beauty. She has locks of pure gold, and often carries a long sword with her.

Sif looks after young warriors and all those dedicated to excellence in their pursuits. When such an individual is in dire need of aid, there is a 1% chance per level that she will send her avatar to help. If the individual is capable of wielding the avatar's sword, the avatar will leave it behind as a souvenir of Sif's blessing.

Most who know her claim that she's unfailingly loyal to Thor, but Loki would have it otherwise. Still, if Sif has been indiscreet, she hides it well, and it's not something that's discussed lightly about Asgard. Besides, she hates the trickster god.

Sif has developed excellent relations with Lugh of the Celts, as both of them are deities of excellence, it's only natural that they should come into contact. Their friendship hasn't yet grown into rivalry, but chant is it's only a matter of time. Both deities are proud of their sphere.

The goddess lives with Thor in the estate of Thrudheim, a mountenous area of Asgard known for violent storms and landslides. Their hall there is called Bilskirnir, and its petitioners seem more prone to mayhem than others in the realm. If nothing else, Sif's influence means they're certainly more dangerous than most.

!!Sigurd
->'''Hero'''
->'''Alignment:''' LawfulGood

Sigurd was the son of Sigmund, the first wielder of Odin's sword. After his father died, Sigurd found the two pieces of Odin's sword and convinced the Durin Dwarves to forge it back together. He engaged in a great many adventures, including the awakening of the sleeping Valkyrie, Brynhild, and slaying the dragon Fafnir.

Despite a lifetime of honesty, Sigurd died a bitter and tragic death. After awakening Brynhild, he had promised to marry her, but forgot this due to an enchantment placed on him by the mother of Gudrun. Eventually, Brynhild married Gunnar, Sigurd's friend and Gudrun's brother. She took vengeance on Sigurd for forgetting her by persuading her husband to murder him while he slept.

!!Skadi
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/skadi_p190.jpg]]
[[caption-width-right:200:Skadi, as depicted in ''Deities & Demigods'' (3e)]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/skadi_symbol.jpg]]
[[caption-width-right:125:Skadi's symbol]]
->'''Goddess of earth and mountains, "Snowshoe Goddess"'''
->'''Lesser goddess'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Destruction, Earth, Strength
->'''Symbol:''' Mountain peak

Skadi is a female giant and the daughter of the giant who bargained for Freya, the sun, and the moon in exchange for building Asgard's walls. She came to Asgard seeking revenge against Thor for killing her father. When she arrived at Asgard in her armor she so impressed the gods they offered her pick of the bachelor gods if she would not go to war against them. The only condition was that she could only see their feet when she made her choice. Thinking the cleanest, whitest feet must belong to Balder, she made her choice only to discover they belonged to the older Vanir Njord, whose feet the sea washed clean every day. Because they couldn't agree on a place to live, Njord and Skadi moved back and forth between Jotunheim and Asgard. On Midgard, these movements created the seasons. Skadi later divorced Njord and married Uller.

Skadi's cults are common in mountainous regions. Her worshipers include those who make their lives hunting, herding, and mining in the mountains. She loves the cold of winter and the wind on the mountain peaks, and teaches respect for the earth and the mountains to her cultists. She also teaches readiness for battle, believing that the best defense is an impressive offense.

Skadi's clergy are imposing figures, appearing tough and ready to fight. Though most are highly skilled warriors, they rarely enter combat unless necessary.

If a temple dedicated to Skadi isn't in the mountains, it's located so that mountains are visible from the windows of the great hall. Her temples are built from local materials and blend with the landscape. Unlike many temples, hers are often cold and without the heat of hearth fires. Some temples make money by selling mountain climbing equipment.

Visitors to Skadi's temples receive warm welcomes if they've just come down from out of the mountains, or if they clearly intend to travel into them. The clergy openly share their information about hazards and trails.

!!Skirnir
->'''Hero'''
->'''Alignment:''' NeutralGood

Despite Skirnir's skill in battle, he is a peace-loving man who always looks for a non-violent solution before drawing his mighty sword. Frey was so impressed by Skimir's dedication to peace that the god brought Skirnir to Asgard and made him his shield man.

Skirnir is totally dedicated to Frey. Once, when Frey was struck with love for the giantess Gerda, Skirnir won her hand for his master by threatening to turn the giantess into an old maid.

!!Sleipnir
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/odinscohorts_p169.jpg]]
[[caption-width-right:200:Sleipnir, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/sleipnir01.png]][[/labelnote]]
->'''Odin's eight-legged steed'''
->'''Alignment:''' TrueNeutral

During the war with the Vanir, the wall protecting Asgard was razed. A builder approached the Aesir and offered to rebuild it if they would give him Freya to be his wife, and the sun and moon for his own. Odin and his fellow Aesir agreed, provided he could build the wall in six months. They didn't believe anyone could build it so quickly, so they believed Freya, the sun, and the moon to be safe. The builder had a stallion, Svadilfari, who could pull amazingly large stones, and because of that the builder quickly raised the wall. With three days remaining, the gods told Loki to resolve the predicament. Loki disguised himself as a mare and distracted the stallion all night. The builder flew into a rage and his disguise slipped, revealing a giant. Thor dealt with the giant easily, and Loki later gave birth to the magical horse Sleipnir.

This animal usually won't let anyone but Odin ride it, though it will at times take beings in extreme need on one-ride trips to safety at Odin's order. Odin was known to honor some exceptionally fine heroes in death by letting a Valkyrie pick that hero up on Sleipner.

In battle, the creature moves so fast and with such agility that only one being can attack its rider per round. This magical horse can move across any surface (including water) and fly through the air. Sleipnir can also teleport at will to or from any location in Gladsheim, as well as through all the planes.

Sleipnir is gray in color, with its shank section showing white on each of its eight legs. The creature can pull amost any weight, but will only obey one master at a time. It fights as a 16+ hit dice monster, biting for 1-10 points and kicking with its fore-hooves for 2-20 points each.

!!Surtur
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/surtur_p191.jpg]]
[[caption-width-right:200:Surtur, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/surtur01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/surtur_symbol.jpg]]
[[caption-width-right:125:Surtur's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/surtur02.png]][[/labelnote]]
->'''God of fire giants, war, and craft, "Lord of the Fire Giants"'''
->'''Intermediate god'''
->'''Alignment:''' LawfulEvil
->'''Domains:''' Evil, Fire, Law, Strength, War
->'''Symbol:''' Flaming sword

Surtur is both the lord and deity of the fire giants. He can control any fire in Midgard. Surtur resembles an immense fire giant, with crackling flames for hair and eyebrows.

Like all giants, Surtur hates the Aesir and is anxiously awaiting Ragnarok. He will lend his aid to any plan that troubles the Aesir.

Surtur stands ever alert in Muspelheim, brandishing his sword that shines brighter than the sun. At Ragnarok he will be responsible for setting the world on fire, burning it down to make room for the new one. Prophecies say that he will even destroy Bifrost under his weight and that of his subjects.

A few cults of Surtur thrive in Mannheim, often cooperating with Loki's cult. These cults teach respect for fire, its use as a tool, and its danger when uncontrolled. They teach that fire is a cleansing agent, and point to the new growth after a forest fire as proof. Members of Surtur's cult seek every opportunity to undermine Thor's cult, and they have plenty of help and expert advice from Loki's cult. While Thrym has a similar cult, fire and ice never mix.

Surtur rarely grants divine power except to giants. However, a rare few individuals in Mannheim have earned his approval. They conceal their devotion to the giant destined to burn down the world.

Surtur's temples in Mannheim are hidden affairs, much like Loki's. In Muspelheim, they are enormous fortresses that ring with the sound of the forges day and night. Surtur's Muspelheim temples are centers for preparation for Ragnarok. Temples in Mannheim secretly store weapons in preparation for the cult to fight alongside the giants.

Visitors to Surtur's temples have only a few seconds to prove their devotion to Surtur before the members of the cult attack. The clergy and the members of the cult in Mannheim do not leave witnesses alive to report their activities.

!!Thor
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/thor_jetpack7.jpg]]
[[caption-width-right:200:Thor, as depicted in ''Gods and Goddesses'' (5e)]]
[[caption-width-right:200:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/thor_p193.jpg]][[/labelnote]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/thor01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/thor_symbol.jpg]]
[[caption-width-right:125:Thor's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/thor02.png]][[/labelnote]]
->'''God of storms, thunder, and war, "The Thunder God, Guardian of Asgard"'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Chaos, Good, Protection, Strength, War, Weather
->'''Symbol:''' Hammer

One of the most popular gods of the Norse pantheon, Thor is the god of thunder, weather, and crops which are unusually vulnerable to the climate. He is also well known as a warrior, for he has battled many monsters on the behalf of Midgard and his fellow Asgardians. He has complete control over the weather, and so is sometimes worshiped by merchants who depend upon his good graces to make long trading voyages safe. At will, he can control any lightning bolt (natural or magical) in Midgard. He rides through the air in a chariot pulled by two magic goats, Tanngrisner and Tanngjost. If slain, these goats magically regenerate at dawn the next day. When wielding his magic hammer, Mjolnir, Thor can break any object. He usually wears a magical girdle, Meginjarder, which gives him a Strength of 25, and the glove Jarn Grieper, which allows him to attack three times per round and renders him immune to fire. In his true form, Thor is a large, powerfully built man with red hair, a red beard, and eyes filled with lightning, usually dressed in chain mail.

Thor is one of the most highly regarded deities of Asgard, for while he's not too bright, he's very keen on revenge, and very fast with repayment for an insult (or a ''perceived'' insult). In some people that's a fault, but it's won Thor the admiration of countless mortals. Thor greatly enjoys facing giants in contests of strength and martial prowess. His nemesis is Jormungandr the World Serpent, whom he is destined to face at Ragnarok. Thor will face the Serpent, and although his hammer will deal the serpent's death blow, Thor is doomed to fall to the serpent's poison soon after.

Fittingly, hot-headed Thor is the god of thunder and lightning, and when storms roll across the prime-material worlds, his worshipers sigh in relief, it means their god's doing his job slaying the enemies of Asgard. Farmers venerate Thor, too; as the god of crops, he can ensure a fruitful harvest. 'Course, if displeased, he can also wipe out whole fields with floods or harsh rains, and that'd spell disaster for the winter.

Thor is truly reckless, and he gets drawn into dangerous situations easily. But he's got three things that help him out of most any jam: his quick-thinking companions, his sheer strength of will, and his mighty hammer Mjolnir, one of the most destructive forces in the multiverse.

He's popular among the rest of the pantheon, too; the Norse gods usually come to him when there's a problem requiring brute muscle and bull-headedness. Thor is the husband of Sif, the son of Odin and a female giant named Jord ("Earth", who's sometimes called Fjorgyn or Erda). Though married to Sif, Thor had two sons with a giant named Jarnsaxa. Those sons, Magni and Modi, are prophesied to survive Ragnarok. Like the rest of the Aesir, he's not too keen on Loki, but they've traveled together in the past and have a tenuous alliance.

Thor lives with Sif in Bilskirnir, an oak- and iron-shod affair that's home to some of the rowdiest warriors in all of Asgard. They seek to be just like their patron, and thus are stormy and quick-tempered. It's no wonder planewalkers and sightseers don't visit the place too often.

!!Thrym
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/thrym_p194.jpg]]
[[caption-width-right:200:Thrym, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/thrym01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/thrym_symbol.jpg]]
[[caption-width-right:125:Thrym's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/thrym02.png]][[/labelnote]]
->'''God of frost giants, cold, and strength, "Lord of the Frost Giants"'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticEvil
->'''Domains:''' Chaos, Earth, Evil, Strength, War
->'''Symbol:''' White double-bladed axe

Thrym is both the lord and deity of the frost giants. He can plunge any part of Midgard into a state of extreme cold. Like all giants, Thrym hates the Aesir and is anxiously awaiting Ragnarok. He will lend his aid to any plan that troubles the Aesir. Thrym often grants the frost giants of Midgard the ability to use wizard magic at up to the 12th level of proficiency.

Thrym traces his lineage back to Ymir, the first giant and the creature from whose body Odin, Ve, and Vili made the world. The death of Ymir is a grudge the frost giants in particular hold against the Aesir. Thrym once tried to win Freya as his bride by holding Thor's hammer hostage. Unfortunately for him, the gods disguised Thor as the bride and Loki as the bridesmaid. When Thrym ordered the hammer brought in to hallow the wedding, Thor snatched it up and laid waste to every giant present, including Thrym.

A few cults of Thrym thrive in Mannheim, often cooperating with Loki's cult. These cults teach that the world will end in the Fimbul Winter, and that cold will triumph after Surtur's fire burns the world. Members of Thrym's cult seek every opportunity to
undermine Thor's cult, and they have plenty of help and expert advice from Loki's cult. Though Surtur has a similar cult, fire and ice never mix.

Thrym rarely grants divine power except to giants. However, a rare few individuals in Mannheim have earned his approval. They conceal their devotion to the giant destined to freeze over the world.

Thrym's temples in Mannheim are hidden affairs, much like Loki's. In Jotunheim they are enormous fortresses that ring with the sound of the forges day and night. Thrym's Jotunheim temples are centers for preparation for Ragnarok. Temples in Mannheim secretly store weapons in preparation for the cult to fight alongside the giants.

Visitors to Thrym's temples have only a few seconds to prove their devotion to Thrym before the members of the cult attack. The clergy and the members of the cult in Mannheim do not leave witnesses alive to report their activities.

!!Tyr
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/tyr_p196.jpg]]
[[caption-width-right:200:Tyr, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/tyr01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/tyr_symbol.jpg]]
[[caption-width-right:125:Tyr's symbol (3e)]]
[[caption-width-right:125:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/tyr02.png]][[/labelnote]]
->'''God of war, law, courage, and strategy, "The One-Handed"'''
->'''Intermediate god'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Law, Protection, War
->'''Symbol:''' Sword

One of Odin's sons by Frigga, Tyr is the god of the sword and courage, and watches over battles with as much interest as Odin himself. He is also the godly law enforcer, using his impressive swordsmanship to uphold order.

Tyr is considered to be the most honorable of the Aesir, as well as the bravest of the brave. Tyr has only one hand, for he lost the other in the service of his fellow gods. Legend has it that the Fenris Wolf was prophesied to be one of the greatest threats the Aesir would face. The mighty Fenris Wolf was savaging much of Asgard, and the gods were unable to stop him until the dwarves forged a golden leash capable of holding the beast. The gods bet the wolf that it couldn't snap the chain, but the creature smelled a trap. The suspicious wolf would not agree to the contest unless one of the gods put a hand in his mouth to guarantee his release if the leash could not be broken. The fearless Tyr complied without hesitation, and lost his hand when the wolf realized he was trapped. He chose to pay the price for his comrades' broken promise.

See, Tyr hates liars and oath-breakers, and those who make a living from deception disgust him. He's fair and lawful in all things, and mortals look to his example when instituting laws for their societies. He guarantees every promise he makes, and watches over every battle fought lawfully. Chant is Tyr even invented the notion of the trial by duel. He's also known for making sure the Valkyries bring only the most deserving mortal warriors to Valhalla. Tyr's life is tangled up with monstrous wolves. At Ragnarok, he and Garm are destined to die fighting each other. Tyr has the power to see invisible objects and to recognize any thief within his sight. In his true form, he is a bearded, fierce-looking warrior missing one hand.

As the god of swords, Tyr watches over the Valkyries and makes sure that they bring only the most valiant of mortal heroes to Valhalla. He is also the patron of courageous warriors. There is a 10% chance that he will grant an extra level to any hero of good alignment who risks his life by fighting a giant without help. He sometimes sends his avatar to punish extraordinary crimes, such as the murder of a king or the theft of a kingdom's most precious treasure. Criminals surviving such an encounter need never fear retribution from Tyr again, however, for he admires courage and skill even more than he does the law.

Unfortunately, Tyr's faded from prominence in the pantheon, and he's frantically trying to hang on to life. He's even resorted to placing part of his strength in the Torilian sphere, where he has to bow to the overgod Ao. Still, he figures it's better than letting his ideals vanish from the cosmos.

!!Uller
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/uller_p197.jpg]]
[[caption-width-right:200:Uller, as depicted in ''Deities & Demigods'' (3e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/uller01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/uller_symbol.jpg]]
[[caption-width-right:125:Uller's symbol]]
->'''God of hunting, archery, and winter, "The Hunter"'''
->'''Lesser god'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Chaos, Protection, Travel
->'''Symbol:''' Longbow

As the greatest hunter of the Aesir, Uller spends a great deal of time in the wilderness areas of Asgard, and is thus immune to the effects of the elements. He cannot be harmed by fire, cold, lightning, or any of the various elementals.

Though Uller is in many ways an outsider, the other Aesir have a high regard for his capabilities, and he has been known to temporarily rule in Odin's place when Odin was elsewhere.

Uller's one of the Vanir, though some have marked him as the son of Thor and Sif. Regardless of the truth, he's a handsome basher who keeps to himself, preferring the company of hunters to that of his own pantheon. Fact is, he's good friends with the Olympian Artemis, who feels similarly, they hunt together in silence. Their stalking grounds vary between the tree-strewn hillsides of Olympus, where they can pursue creatures of legend through the brush, and the wintry plains of Ydalir, Uller's realm in Vanaheim.

Ydalir's set back from the sea, and the land is covered with yew trees, from which the petitioners hew bows and arrows. The silence of the wintry waste is often broken by the twang and hiss of arrows in flight. It's said that Uller sends his petitioners on a quest to Loviatar's Ondtland to earn the right to enchant a bow.

When he's not hunting with Artemis, Uller likes little more than racing through the snow on snowshoes or skis. In Ydalir, his companion is, more often than not, the giantess Skadi, whose love of the hunt and the winter rivals his own. When Skadi divorced Njord, she married Uller. Other deities simply bore Uller, and he has no known proxies.

!!Valkyries
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/valkyries03.png]]
[[caption-width-right:200:The Valkyries, as depicted in ''Deities & Demigods'' (1e and 2e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/valkyries01.png]][[/labelnote]]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/valkyries02.png]]
[[caption-width-right:125:The Valkyries' symbol]]
->'''Goddesses of fallen heroes, "Choosers of the Slain"'''
->'''Demigoddesses'''
->'''Alignment:''' ChaoticNeutral
->'''Domains:''' Fallen heroes
->'''Symbol:''' Woman in horned helm

The Valkyries aren't exactly deities. They're more like proxies for the entire Norse pantheon, maidens who fetch the spirits of the brave to Valhalla on the backs of winged horses. They let plenty of people fall into Hel's domain upon death, choosing only the most valiant from the field of battle to serve in the Aesir's force of einheriar.

There are twenty-seven Valkyries, and while they're not identical, they do look somewhat alike: svelte, beautiful battle-maidens with helmets, chain mail, braided blond hair, and swans' plumage. They're led by Reginleif, a cutter whose word is absolute law among her pack.

Although extremely beautiful, the Valkyries' love of battle makes them rather grim. When a battle is about to occur, they rush out of Asgard singing their deafening, foreboding song. If the battle is to occur on land, they travel on flying white horses and pour bucketfuls of gore over the battlefield. If the battle is to occur at sea, they sail into the battle in a ghastly boat under clouds of bloody rain. While waiting in Asgard for the next battle, the Valkyries pass the time by weaving battle garments, and by serving mead and ale to Odin's warriors in Valhalla. They have the power to raise any hero who fell in combat, to see bloodshed anywhere in Midgard, and to predict the outcome of a battle.

The Valkyries love combat the way mortal Norsemen love bear-baiting. They never miss a battle. Only on Odin's command will they aid either side, however. Should anyone ever slay a Valkyrie, the Valkyrie simply returns to Valhalla, and her peers turn on the killer in their full fury. Occasionally, the Norns will tell the Valkyries when a hero is fated to die in battle. In such cases, one of the Valkyries will appear to the hero and give him a lingering kiss before the battle is joined.

The Valkyries are seen only by bashers about to die, but when they arrive on the Prime they give off a glow that some say is the aurora borealis. 'Course, their duties make them somewhat unapproachable. They love the smell of blood, and always have an ear peeled for the next battle. Fact is, they can hear major clashes that take place on any prime-material world where the Aesir have influence.

!!Vidar
->'''God of strength and silence, "The Silent One"'''
->'''Lesser god'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' Strength, Silence
->'''Symbol:''' Iron shoe

Vidar, a son of Odin, is a stoic bastion of strength for the Aesir in times of need. He speaks only when he must, and then he uses as few words as possible. Though not a sociable god, his hate of evil is strong, and when the Aesir don't need him, he combats it in his own way.

Vidar's notable mainly in that he's one of the few Norse deities destined to survive Ragnarok. 'Course, some folks'd say he's best known for his unusual (but potent) weapon: his mighty iron shoe. It sounds crazy, but it's true. Any being, no matter how forceful or godlike, is at Vidar's mercy when pinned under his shoe, completely helpless until Vidar chooses to free them.

Good thing, then, that Vidar uses his incredible strength to smite evil. But he doesn't revel in the companionship of combat as much as some of the other Norse gods do. He stays in his hall, Vidi, and keeps to himself as much as possible. Vidar speaks only when necessary, and even then uses as few words as he can. He doesn't ride on many crusades, but he fights for the Aesir when asked. Generally, the rest of the pantheon allows Vidar his freedom, which gives him time to pursue his favorite hobby, giant slaying.

!!Minor Gods and Goddesses

Below is a list and brief descriptions of some of the minor Gods and Goddesses:
* Hoder: This blind god had very little to do with Norse mythology except that he accidentally slew his brother Balder. He talks very little and does not involve himself too much, although he has a seat amongst the twelve.
* Vali: He's the God of Eternal Light besides being the best archer in all of the nine worlds. Vali is impregnable to any type of shot or hurled missile, magical or otherwise.
* Ran: A cruel goddess, Ran's favorite pasttime is lurking near dangerous reefs where she lures mariners to their doom. She is equipped with a large net which she also uses to drag the ships under with. Ran is sometimes called the Goddess of Death. She has a great affection for gold and if sea travellers take the proper precautions by dumping some gold into the deeper regions of the sea as tribute to Ran, she might not attack. Then again... As a final note, these two "gods" despise anyone using fire or worshipping a fire-using God.
* Hoenir: Brother of Odin.
* Meile: Son of Odin.
* Saga: Goddess of History.
* Sjofn: A minor goddess of Love.
* Vor: Goddess of Marriages.
* Snotra: Goddess of Virtue.
* Eir: Goddess of Healing.
* Syn: Goddess of Truth.
* Thrud: Daughter of Thor and Sif.
* Ve: Brother of Odin.
[[/folder]]

[[folder: Persian Pantheon]]
!!In General
The ancient Persian religion, Zoroastrianism, is a dualist system. This means that the Persian Gods are either Good (Lawful), or Evil (Chaotic). Ahura Mazda, the Archangels, and the Yazatas are opposed to Angra Mainyu and the Archdemons, who try to destroy Ahura Mazda's creations.

!The Forces of Good
!!Ahura Mazda
->'''Ohrmazd, "The Wise Lord"'''
->'''Alignment:''' LawfulGood

Ahura Mazda is characterized by his great wisdom. He is bounteous and perfect goodness. He is the creator and is eternal, but is not omnipotent for he is limited by his archenemy, Angra Mainyu. Ahura Mazda wears a star-decked robe. The "swift-horsed sun" is his eye. His throne is in the highest heaven, in celestial light.
----

[[AC:The Archangels]]
These are the sons and daughters of Ahura Mazda, and usually take the form of beautiful young men and women in their twenties.

!!Vohu Manah
->'''Good Mind'''
->'''Alignment:''' LawfulGood

Vohu Manah sits at the right hand of Ahura Mazda. He protects useful animals in the world and also deals with men. He keeps a daily record of men's thoughts, words, and deeds.

!!Asha
->'''Truth'''
->'''Alignment:''' LawfulGood

Asha is the most beautiful of the Archangels. Those who do not know Asha can never enter heaven. Asha preserves order on Earth for he smites disease, death, fiends, sorcerers, and other evil creatures.

!!Kshathra Vairya
->'''The Desired Kingdom'''
->'''Alignment:''' LawfulGood

Kshathra Vairya respresents the might, majesty, dominion and power of Ahura Mazda. He helps the poor and weak and protects metals. Through him Ahura Mazda allots final rewards and punishments.

!!Armaiti
->'''Devotion'''
->'''Alignment:''' LawfulGood

Armaiti sits at the left hand of Ahura Mazda. She represents faithful obedience, religious harmony and worship. She rejoices when the righteous cultivate the land and rear cattle, or when a righteous son is born.

!!Haurvatat and Ameretat
->'''Integrity and Immortality'''
->'''Alignment:''' LawfulGood

Haurvatat (Integrity) is associated with water. Her gift is wealth. Ameretat (Immortality), the other half of this closely entwined pair, is associated with vegetation. Her gift is herds of cattle.

!!Sraosha
->'''Obedience'''
->'''Alignment:''' LawfulGood

Sraosha is a warrior in armor, armed with a battle axe (+3). Sraosha protects the world at night when the demons are on the prowl. He rides a chariot drawn by four beautiful white horses.

!!Mithra
->'''Contract'''
->'''Alignment:''' LawfulGood

Mithra preserves truth and order in the world by fighting against deceit. He is a strong warrior with a pike of silver (+1), gold armor (+3), and strong shoulders. He judges the dead.
----

[[AC:The Yazatas]]
!!Vayu
->'''The Wind'''
->'''Alignment:''' LawfulGood

Vayu rides in a swift chariot drawn by 1000 horses. He produces lightning and makes the dawn appear. Vayu is a fearsome, broad-breasted warrior and carries a sharp spear (+1), and weapons of gold (all +2 to hit). If properly propitiated, he will deliver those who call upon him from all evil assaults.

!!Tishtrya
->'''The Rain'''
->'''Alignment:''' LawfulGood

Tishtrya is a beneficent force. He can take three forms: that of a young boy of fifteen, that of a bull, and that of a horse. In any form, he is a great fighter, but only if animal sacrifices are made to him, for they sustain him.

!!Ardvi Sura Anahita
->'''The Strong, Undefiled Waters'''
->'''Alignment:''' LawfulGood

This goddess is the source of all waters, and thus of fertility. She is strong and bright, tall and beautiful. She wears a golden crown, and a golden necklace.

!!Verethragna
->'''Victory'''
->'''Alignment:''' LawfulGood

Verethragna is the aggressive, irresistible force of victory. He has ten forms: 1.) A strong wind; 2.) A bull with yellow ears and golden horns; 3.) A white horse; 4.) A burdenbearing camel; 5.) A sharp-toothed male boar; 6.) A fifteen year old boy; 7.) A raven; 8.) A wild ram; 9.) A fighting buck; 10.) A man with a golden sword.

!!Rapithwin
->'''Lord of the Noon-Day Heat'''
->'''Alignment:''' LawfulGood

Rapithwin is the Lord of the ideal world. It was at Noon that the world was created, and it will be Noon when Ahriman is destroyed. Rapithwin's chief enemy is the Demon Winter.

!!Atar
->'''Fire'''
->'''Alignment:''' LawfulGood

Atar is the son of Ahura Mazda, the sign of his presence. He is 10 feet tall, has a head of blue-white flames, but looks like a young man of fifteen in all other respects.

!!Haoma
->'''Plant and God'''
->'''Alignment:''' LawfulGood

Haoma is both plant and god. When, as a plant, he is pressed, he dies and causes the defeat of evil for the faithful. Those who have pressed Haoma before, have been blessed with a great son. As a god, Haoma makes offerings to the other gods, and is present at every offering of the faithful.
----

[[AC:The Heroes]]
!!Yima
->'''Hero'''
->'''Alignment:''' LawfulGood

Yima is the ideal prototype of all kings. But he was too proud and sinned before Ahura Mazda, so he died.

!!Hosang
->'''Hero'''
->'''Alignment:''' LawfulGood

Before the mighty Hosang all sorcerers and demons flee.

!!Takhmoruw
->'''Hero'''
->'''Alignment:''' LawfulGood

Takhmoruw attacks idolatry, wizards and witches, and demons, and is usually successful.

!!Thrita
->'''Hero'''
->'''Alignment:''' LawfulGood

Thrita drives away sickness, fever, and death from man.

!!Faridun
->'''Hero'''
->'''Alignment:''' LawfulGood

Faridun is invoked against the itch, fevers, and incontinency.

!!Keresaspa
->'''Hero'''
->'''Alignment:''' LawfulGood

Keresaspa is destined to kill the Archdemon Azhi Dahaka and save all mankind at the end of the world.

!The Forces of Evil
!!Angra Mainyu
->'''Ahriman, "The Wicked One"'''
->'''Alignment:''' ChaoticEvil

Angra Mainyu's aim is the ruin and destruction of the world. He dwells in the "abode of wickedness". Angra Mainyu is the Archdemon of Archdemons and the archrival of Ahura Mazda. Angra Mainyu can appear as a lizard, a snake, or a 15 year old boy.
----

[[AC:The Archdemons]]
!!Aeshma
->'''Fury'''
->'''Alignment:''' ChaoticEvil

Aeshma is the demon of wrath, fury, and outrage, constantly trying to stir up strife and war. He accompanies those influenced by intoxicants. His archrival is Sraosha.

!!Azhi Dahaka
->'''Deceit'''
->'''Alignment:''' ChaoticEvil

Azhi Dahaka has three heads, six eyes, and three jaws. His body is filled with lizards and scorpions, so that if he is cut open the world would be filled with these creatures. His chief desire is to depopulate the world.

!!Other Archdemons
->'''Alignment:''' ChaoticEvil

Little is known about the following Archdemons other than their name and what they represent.
* '''Az''' -- Wrong-mindedness
* '''Akah Manh''' -- Vile Thoughts
* '''Indra''' -- Apostasy
* '''Saura''' -- Misgovernment, Anarchy, and Drunkenness
* '''Taromaiti''' -- Crooked-mindedness, Hunger, Thirst
----

[[AC:The Demons]]
->'''Alignment:''' ChaoticEvil

In some cases, not even the Persian names of the following Demons are known.
* '''Druj Nasu''' -- The Corpse Demon
* '''Jahi''' -- Debauchery
* '''Jealousy'''
* '''Arrogance'''
* '''Lethargy'''
[[/folder]]

[[folder: Sumerian Pantheon]]
!!In General
The Sumerian deities rose first, bringing light and life to the cultures of the riverbed valleys. They showed mortals how to put this abundance to good use, which put them squarely in the deities' debt. The gods later went on to establish themselves on high. They didn't involve themselves much in the day-to-day lives of their worshipers but were satisfied with ruling and shepherding the people. With the greater god Enlil established as the head of a loose pantheon, the Sumerians were content in their might and let themselves grow lax.

As for the devoted mortals, the city-states of the Sumerians were separate factions, each venerating the gods with slightly different prayers, icons, sacrifices, and so on. Unfortunately, the splintered worship diffused the abilities of the deities. The gods simply failed to establish any overarching guidelines for their people, and it led to the mighty schism of the pantheon.

!!Enlil
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/enlil01.png]]
[[caption-width-right:200:Enlil, as depicted in ''Deities & Demigods'']]
->'''God of air and war, "Ruler of Heaven"'''
->'''Greater god'''
->'''Alignment:''' NeutralGood
->'''Domains:''' Air, War
->'''Symbol:''' Pick-axe

Enlil was the first of the Sumerian deities, son of Nammu, the sea. As the barrier between earth and sky, Enlil could be said to be the very breath mortals draw into their lungs. He is the ruler of the pantheon, and though he can't do anything that affects the group without the approval of the others, he still pursues his own agenda. Chant is his proxies currently search for bashers to do away with the proxies of the Babylonian pantheon. It's a dangerous job, but Enlil's rewards are something many people just can't resist.

As a god of war, Enlil is also keenly interested in the doings of the Prime. It's said that any battle that even one of his worshipers takes part in is of vital importance to him.

!!Enki
->'''God of rivers and oceans'''
->'''Greater god'''
->'''Alignment:''' LawfulNeutral
->'''Domains:''' Rivers, Oceans
->'''Symbol:''' Ibex (mountain goat)

This god is always green in color in any of his human manifestations. At will, he shape changes. Enki is aware of and can summon any being that has died in the water to do his bidding (one being of any species can be summoned per day. The summoned being instantly appears and does the bidding of the god; that particular being cannot be summoned ever again). Enki moves like a blink dog, and is immune to all forms of heat. He can only teleport to areas where there is water in quantities of more than 50 gallons.

The god is known for his great hatred of demons, and he will slay any person in his presence that has ever dealt with these monsters in a friendly manner. In battle, he fights the strongest enemy facing his group first. He uses a small jade green mace that has several powers: it strikes for 35 points of damage on a successful hit; it is ethereal when not held by the god; it negates any spell below the 6th level cost at the god; and it will never cause harm to a lawful neutral being it strikes. His armor, helm, and shield are made out of water, and automatically absorb the first two hits made against the god in any given melee round.

Enki is also the patron of jewelers, goldsmiths, and stonecutters. Naturally, because of Enki's interest in this area, only the finest jewels, gold items, and carvings can be given to the god's temples in homage.

Enki once dwelled in a realm called the Waterwheel in the Clockwork Nirvana of Mechanus. This realm was a disk covered in water and spanned by a bridge of woven gold and finely crafted crystal, interlocking with the neighboring wheels of his fellow gods, Anu and Utu. There, he dwelled in a multifaceted ziggurat-like palace made from crystal and jade.

Recently, Enki has passed away. His corpse now floats on the Astral, so much spiritual debris. But in truth, it wasn't all that mysterious a death. Enki was a great binder of tanar'ri and was foully murdered by two evil Babylonian deities. Nergal (the god of the underworld) lured him to a place in the Lower Planes where the tanar'ri supposedly ran rampant. Then Nergal bound Enki while Anshar (the god of darkness) drove a blade through the river god's heart. Enki's father, Enlil, has sworn vengeance but hasn't yet found the opportunity.

!!Inanna
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/inanna01.png]]
[[caption-width-right:200:Inanna, as depicted in ''Deities & Demigods'']]
->'''Goddess of war and love, "Keeper of the Flame"'''
->'''Greater goddess'''
->'''Alignment:''' LawfulEvil
->'''Domains:''' War, Love
->'''Symbol:''' Shepherd's staff

To fickle Inanna, all's fair in love and war. Though she follows laws she herself has established, she doesn't expect the same of lovers or warriors. Once the wife of Enlil, she's now been set aside and she seethes under his rule. However, as a goddess of war, she knows that the Sumerians have to present a united front to keep the Babylonians at bay, so she holds off on her revenge. For now, she's content just to lay the seeds.

Her realm is in fiery Phlegetos; chant says the flames of that layer can't compare to the fires that she feels when entering battle or love. Hers is the passion a person knows in war or desire, the caress of steel or flesh. Any basher who enters realm succumbs to a desire for one or the other within a day, though the feeling changes with the setting of the sun. It's not a cold passion, but it's certainly a rational one, every cutter here knows what they're about and how to achieve it.

Though the feel of the Jealous Heart is fiery, the physical land itself is not. It might look that way, tinted as it is with reddish light that dances through the air. But Inanna's realm is a great field covered with cromson dust, cisscrossed by rivers of blood that nourish the sweet fruits of the trees. The main city is called Eridan, a place where the lovers of the realm take defense against the warriors. 'Course, at the end of the day, the desires swing back the other way: The lovers cut their way out of the city and the warriors fight their way in.

!!Ki
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/ki01.png]]
[[caption-width-right:200:Ki, as depicted in ''Deities & Demigods'']]
->'''Goddess of nature, "Lion's Friend"'''
->'''Greater goddess'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Nature
->'''Symbol:''' Iris

Ki, the goddess of nature, also maintains the relationships between the Sumerian deities and other deities of earth such as Silvanus, Pan, and Mielikki. She's won over valuable allies for the pantheon this way. And with the death of Enki, Ki is slowly taking on the responsibilities of river and water, but her very nature (so to speak) inclines her more toward the friendship of animals.

Ki's the most barbaric deity of the pantheon. She doesn't hold with mortal civilizations, at least, not at the expense of nature, but she goes along with her fellows to keep the peace. Still, she welcomes those who reject the trappings of buildings and society, and she teaches them the ways of the soil and the vine.

Ki appears as an elfin woman of great beauty. The goddess cannot be touched by anything material cast through the air at her. At will, she can shape change (into non-monster forms only). She can give the "luck of the gods" to those she favors. This luck takes the form of the recipient always making his or her saving throw and only suffering half damage from any attack; this lasts for a 24 hour period.

Any non-monster animal of any species is hers to summon instantly, in any number up to 100. No species can be summoned more than once per week. Thus, she can summon 100 tigers, 100 lions, 100 condors, etc., in any given week and they will instantly come to her call. She can only summon one type of creature at a time. She also has the power to instantly know where any given thing is on the surface of the earth.

When forced to do combat, she will take only half damage from any attack and will always make her saving throw on all things.

Ki's clerics are druids; her Great Druid may receive communications directly from the goddess.

!!Nanna-Sin
->'''God of the moon, "Night's Light"'''
->'''Lesser god'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' The moon
->'''Symbol:''' Black axe over moon

This human-appearing god is always bathed in a blue glow that acts as a rod of beguiling to all who come within 10 feet of it. At will, Nanna-Sin can negate any of the following: heat, cold, electricity, light, and darkness.

He uses a +3 jet black axe in battle which strikes for 30 points of damage per hit; it also acts as a sword of sharpness.

Nanna-Sin is one of the least important deities in the pantheon, and he knows it. Enlil keeps him from interacting too directly with mortals, so he wanders to keep away from the ruler's decrees, sailing his crescent moon-shaped barge up and down the River Oceanus. Truth is, Nanna-Sin enjoys spying on the Babylonian deities (especially Ishtar, who also dwells on Elysium). If Enlil learned of such activities, he'd surely forbid them, but given the vendetta sworn between the two pantheons, Nanna-Sin feels he's justified in his curiosity.

!!Nin-Hursag
->'''Goddess of the earth, "The Lady of the Mountain"'''
->'''Lesser goddess'''
->'''Alignment:''' TrueNeutral
->'''Domains:''' Earth
->'''Symbol:''' Blue-white diamond

This deity always appears as a dark-skinned female. She is mistress of gravity and magnetism and has complete control over these forces. She can give the gift of flight to those she especially favors. She also has the power to wither those she hates. This withering takes the form of a special 9th level spell that works like three charges from a staff of withering. It requires the same components as a wish spell.

The former wife of Enki, Nin-Hursag is said to have been in mourning for the past few years. The Great Mountain has grown even more dangerous during this period, as the earth that forms and supports it has begun to crumble. The other deities do what they can to soothe her, but her grief'll just have to run its course. Chant is she's taken some solace in the company of Nesirie of Cerilia, and the two of them've communicated back and forth for some time now.

!!Utu
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/utu01.png]]
[[caption-width-right:200:Utu, as depicted in ''Deities & Demigods'']]
->'''God of the sun, "The Unbalanced"'''
->'''Greater god'''
->'''Alignment:''' ChaoticGood
->'''Domains:''' The sun
->'''Symbol:''' Sun disc

This deity, always in human form, is constantly bathed in a dazzling 10' radius yellow glow. The glow causes all enemies to suffer a -2 on all strikes at the god, and all undead wither to dust at a touch of his glow. He can cast two light rays per round at anything in sight, each of which does 20 points of damage when they hit (save vs. spells for half damage). He regenerates all lost hit points when touched by heat of any degree above 1000' F, and he is able to polymorph living matter into dirt, with a -3 on the being's saving throw.

In battle, the god throws bits of the sun he has pulled away. These sun-bits can be thrown up to 2 miles away from the god, and they strike for 50 points of heat damage when they hit. His aura also causes anything striking his body to melt unless the thing is indestructible.

Utu's realm is unknown to mortals, those who enter it never return again. It's thought the god merges with any person who sets foot in his realm (unless they're deities or proxies), which might explain why he's become so reclusive and withdrawn. He's fighting within his own mind.

Utu used to be a bit more stable, back when he called Mechanus home. But that was when Enki still lived; the water god kept a close eye on chaotic Utu. Once Enki fell, Utu could no longer be held to the clockwork plane and fled to wilder surroundings.
[[/folder]]

!!'''Literary Pantheons'''

These pantheons are derived from the literary works of various authors.

[[folder: Cthulhu Pantheon]]
!!In General
The Cthulhu Mythos was first revealed in a group of related stories by the American writer H. P. Lovecraft. Beginning with "The Call of Cthulhu" in ''Weird Tales'', Lovecraft began referring in his horror stories to a pantheon of beings known as the Old Ones, who had descended to Earth from the stars in pre-human times. First worshiped by the non-human races of the planet, the Old Ones were later banished or locked away by the elder gods. The elder gods do not enter into the stories much, and their identity is a mystery. They left the Old Ones weakened, but not destroyed. When man appeared, he found traces of the older civilizations and remnants of the pre-human races. Religions grew up around the Old Ones and legends of their imminent return to power, especially around Cthulhu. Bits of the old lore were discovered and transcribed into books, extremely dangerous books.

!!Cthulhu
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/cthulhu01.png]]
[[caption-width-right:200:Cthulhu, as depicted in ''Deities & Demigods'']]
->'''Greater god'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Image of Cthulhu

Cthulhu is a bloated humanoid form 100 feet high with an octopoid head and a face of tentacle-like cilia. It has scaly, rubbery skin, and prodigious hands and feet with curved talons. A pair of folded bat-like wings protrude from between its shoulders.

''"Ph'nglui mglw'nafh Cthulhu R'lyeh wagh'nagl fhtagn."'' - ''"In his house in R'lyeh dead Cthulhu waits dreaming."'' R'lyeh is a great sunken city of non-Euclidian geometry hidden somewhere beneath the ocean. So bizarre is its construction that anyone entering the city (which occasionally rises above the waves) must make saving throws at +4 against fear and insanity. Cthulhu lies in a huge stone structure sealed with the Elder Sign (q.v.). If the seal is broken and the god released, everyone (and/or everything) in a radius of 100 miles must make a saving throw against death or go insane. This insanity lasts for a number of months equal to the creature's intelligence.

Cthulhu usually attacks both physically and psionically. He can regenerate 10 hit points per melee round. He teleports up to one-half mile at will and is totally immune to the effects of water, cold, and vacuum. He can call up from the sea 10-100 of the Deep Ones. He will retreat into his lair if confronted with an intact Elder Sign, another of the Old Ones (such as Hastur), or some natural catastrophe, such as the re-sinking of the city of R'lyeh into the sea.

Cthulhu is served by the Deep Ones as well as his human worshipers, who often interbreed with the fish-men. Cthulhu's cult is usually hidden and secret, and is dedicated to bringing about Cthulhu's return and conquest of the world.

!!Azathoth
->'''The Center of the Universe'''
->'''Greater god'''
->'''Alignment:''' ChaoticNeutral
->'''Symbol:''' Seven-pointed star

Azathath is a blind, mindless, amorphous mass the size of a star, floating at the center of the universe on the astral plane. It is attended by satellite creatures that provide an eerie music, like the sound of idiot flute players. Azathoth is somewhat solid near the center, and can be attacked there, but it will defend itself with its many pseudopods if so attacked. Any creature coming within 1,000 miles of Azathoth must save vs. spells at 6 or go permanently mad.

Those who worship Azathoth worship insanity, and Azathoth's clerics are themselves insane. It is unknown how Azathoth grants powers to its clerics, or even if Azathoth is aware of them (which is doubtful).

!!Cthuga
->'''Master of the Fire Element'''
->'''Greater god'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Flame

This creature resembles a flaming amoeba with tentacles that appear to be flames emanating from its body. The heat of Cthuga's body does 5-50 points of damage to all within 100 yards of it, and it attacks with fire spells at the same time. It cannot be controlled, and is immune to all heat and cold attacks. It is able to cast any fire spell of any type as a 30th level spell caster, at the rate of two per round. While casting fire spells, it also lashes out with two of its tentacles per melee round; these do 3-30 points of damage each. It moves as a blink dog and attempts to destroy everything within any area to which it is summoned. When appearing in any location, its first act is to summon 1-20 of its flame creatures. Cthuga can only be struck by +3 weapons or better as all others melt when touching him.

The creature has a direct connection with the Prime Material Plane by way of a Palace of Fire that it has created in an active volcano. This palace is said to be filled with treasure resistant to flame and heat: gems, certain magic items, and the like.

!!Hastur
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hastur01.png]]
[[caption-width-right:200:Hastur, as depicted in ''Deities & Demigods'']]
->'''The Unspeakable, He Who Must Not Be Named, Master of the Air'''
->'''Greater god'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Image of the god

This god has a scaled, elongated body, a lizard's head and mow, and taloned lizard claws. It also has 200 tentacles projecting from its body that give it the ability to sense all things around it. It is able to strike twice per round and also attack magically.

At will, it can teleport anywhere in the Prime Material Plane. Hastur regenerates 5 hit points per melee round, and can summon 2-20 Byakhee to aid it in battle. It cannot be magically controlled. Creatures that are able to fly naturally will never attack Hastur, even if controlled. Any being trying to attack the god must make a saving throw against fear.

Hastur is half-brother to Cthulhu, and like him Hastur has been imprisoned by the star-shaped Elder Sign. He lies in a crypt at the bottom of Lake Hali near the alien city of Carcosa. Hastur exists partly on the Prime Material Plane (and this part is imprisoned in the crypt) and partly on the Elemental Plane of Air (thus he is immune to cold and the vacuum of space). Hastur is never more than partially on the Prime Material Plane and is therefore not completely solid. This accounts for much of his great size.

Any time the name "Hastur" is spoken, there is a 25% chance that Hastur will hear and send 1-4 Byakhee to slay the speaker. If the Byakhee are defeated, there is a 25% chance that Hastur himself will appear to destroy the blasphemer.

!!Ithaqua
->'''Lord of the Air, The Wind Walker'''
->'''Demigod'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Two burning eyes in a human-shaped cloud of snow

Ithaqua, the Wind Walker, appears as a cloud of fog or snow, huge but human in shape with blazing red eyes. When seen passing overhead, one gets the illusion of two bright stars close together.

Ithaqua is worshiped by the natives of the far North because of his ability to control weather (triple the range and effects). His worshipers propitiate him with human sacrifices, which he carries off, no one knows where. Years later, their frozen bodies are sometimes found buried in snow drifts. Ithaqua will also pursue and capture anyone who sees or annoys him, or meddles with his worshipers or their stone altars in the forest. Sometimes his victims return to earth alive, but they never survive long as they die from strange unnatural causes.

It is known that Ithaqua serves Hastur in special missions of great importance.

!!Nyarlathotep
->'''The Crawling Chaos, The Messenger of the Gods'''
->'''Lesser god'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Faceless sphinx

Nyarlathotep appears as a tall dark man. His appearance in the world is said to foretell the return of the Old Ones from their imprisonment. He charms humans, humanoids, and non-magical animals by his mere presence (good alignment, save at +4; evil alignment, save at -4). Those falling under his spell either obey him or behave in a purely chaotic manner. Thus his progress across the face of the land is followed by riot, war, mass murder, suicide, and insanity. No non-sentient creature can harm him, even if controlled.

The god is believed by some students of the occult to have various guises, including a red bat-like form with three evil eyes. He can call up an army of wild beasts or mindless humans within an hour's notice (1-100 of them). Each time Nyarlathotep hits an enemy, he drains 3-30 hit points from them, which temporarily add to his hit point total for one full turn. There is a 5% chance that a continual light spell will drive this being off into the Astral Plane.

!!Shub-Niggurath
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/shubniggurath01.png]]
[[caption-width-right:200:Shub-Niggurath, as depicted in ''Deities & Demigods'']]
->'''Black Goat of the Woods with a Thousand Young'''
->'''Lesser god'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Black goat

This fountain of uncleanliness is a huge pool of gray matter, 100 feet across, in the caverns beneath Mount Voormithadreth. It is constantly bubbling and putting forth mouths, limbs, pseudopods and whole creatures. 1-100 small monsters are created from the pool each round, and they go crawling, flopping, or flying away into the caverns above. Some fall back into the pool, which then grows mouths and devours them. Shub-Niggurath is intelligent and telepathically sensitive. When it senses the approach of enemies (range 1,000') it will begin creating monsters to defend itself, one per melee round. These will be random according to the following table (d6): 1. Byakhee; 2. Deep One; 3. Great Race; 4. Mi-Go; 5. Primordial One; 6. Shoggoth.

If any enemy is so foolish as to approach to within 30' of the being, the pool will lash out with a huge powerful tentacle; if it hits, it will pull the unfortunate victim into the pool, where he or she will immediately become part of the evil swirling protoplasm. Any creature struck has a percentage chance of not being pulled into the pool equal to his or her strength. Shub-Niggurath strikes only once per turn in this way and can simultaneously create monsters.

Though its body is trapped deep in the caverns, Shub-Niggurath travels the Prime Material Plane in astral form, using its psionic powers to do evil and aid its worshipers.

Fans more familiar with the Mythos will realize that this entry actually describes ''Abhoth'', an entirely separate deity who simply shares something of Shub-Niggurath's MotherOfAThousandYoung ability.

!!Yog-Sothoth
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/yogsothoth01.png]]
[[caption-width-right:200:Yog-Sothoth, as depicted in ''Deities & Demigods'']]
->'''The Key and Guardian of the Gate'''
->'''Greater god'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Y rune

Yog-Sothoth exists on the astral plane. He has the ability to enter the universe at any point in space and any point in time. His astral shape appears as a congeries of iridescent globes like giant soap bubbles. When he takes shape on the Prime Material Plane he is partly material and partly astral and appears as a gigantic mass of feelers, legs, and stalked organs. In this shape he will mate with human beings, producing the Spawn of Yog-Sothoth (see "The Dunwich Horror", by H. P. Lovecraft). He is highly intelligent and extremely chaotic and unpredictable. He can gate in and out of time and space any of the Spawn or subject races of the Old Ones, one per melee round. Yog-Sothoth is not subject to the laws of space and time and can, for example, appear at various parts of the universe simultaneously.
[[/folder]]

[[folder: Hyborean Pantheon]]
!!In General
Conan's world is very real in that Robert E. Howard went to great lengths to limit his magic and sorcery to firm up the believability of his stories. The Gods of his world are of many types and go from one extreme to the next in working, or leaving alone, mankind.

!!Conan

This mighty fighter of the 15th level also has thieving abilities of a 9th level thief as per Greyhawk. His animal instincts make it almost impossible to surprise him (roll of "1" on 12-sided dice) and his unusually keen perception allows only the most clever of traps to entangle him. With the new Greyhawk rules, he receives a plus 4 on hit probability and a plus 6 on the damage he does. He opens all doors, and wizard-locked ones on a roll of 1-3, his thief abilities allow him to open locks 75% of the time, remove traps 70% of the time, pick pockets and move silently 75% of the time and hide in shadows 65% of the time.

!!Crom

Conan's diety, a grim savage human type presides over a great hall in the high mountains filled with powerful fighters. He hates any form of weakness and to call on him in this state is to bring dooms instead of help. He has the power to teleport and fights as a Storm Giant. He wears plus 4 armor and uses a plus 3 sword.

!!Mitra

God of the Hyborians, this being has no known form, but his worshippers like to present him as a perfectly formed human male. Mitra is a 40th level magic/cleric type and uses the astral spell with no range limitation. He uses plus 3 armor and shield in battle and a plus 4 sword of cold.

!!Set

The God of darkness and the Lord of Shadows. This being is wholly dedicated to evil. Take theinformation from the Egyptian section for his powers.

!!Asura

Asura is able to polymorph himself into any of the human types of the world. He can use spells as a 20th level magic user/cleric and he will in times of need (judge's option) dispel any magic sent at his priest or worshippers. When fighting hand to hand, he uses a spear of light that hits as a plus 3 spear for 8 dice (6-sided).

!!Tsathoggus

Tsathoggus is a diety with a frog's head and a man's body. It has 7 eyes and the power to animate its statues in any of its temples. This God is very fond of human sacrifices and will animate a statue in a temple at any opportunity to get one. He drains energy levels at the rate of 3 per turn (no saving throw applicable).

!!Hanuman the Accursed

Hanuman assumes a giant ape form when appearing on earth and strikes as a Storm Giant. Hisancient religion of the East requires human sacrifices.

!!Yezud

Yezud is a giant black spider able to consume energy levels, as does Stormbringer, and use all the powers of a phase spider. Its evil priests keep it in human sacrifices and for this, it supplies them with tiny hand-size pearls. These black pearls, upon a mental command, will turn into a poisonous spider, biting for 2 dice(10-sided) of damage. These pearls are usually placed in the center of a piece of jewelry that the priests give to high officials and other people of importance.

!!Blood Stained God

The God appears as a golden idol encrusted with red jewels that appear to be of great value. The being stands about 8 feet tall and seems to be made of gold. Only plus 3 weapons or better affect the monster and it is totally unaffected by magical spells. This deity will take its own sacrifices as it animates the idol and throws any greedy robbers into a chasm in its temple.

!!Yama

Yama can only manifest himself in the form of a huge, 60 foot tall, green stone idol of a man with many arms. The God can hypnotize 1-50 beings into motionlessness within 50 yards of its body (no magic saving throw applicable) and the only effective way to kill the God is to kill the summoning evil high priest. It has 8 arms that strike for 3-30 points of damage per arm.
[[/folder]]

[[folder: Melnibonéan Pantheon]]
!!In General
British author Michael Moorcock created a race of magicians on the isle of Melniboné who grew strong and then waned weak with the passing of eons. The stories revolve around the last king of the isle, Elric, an albino. This being is forced to leave his home and his adventures present the reader with on amazing number of deities, monsters, and heroic beings of many different types.

The gods of this mythos are different from others in that they occupy many planes of existence at the some time in thousands of different bodies. Every avatar is connected in some way and the deities are aware of all of them simultaneously. The deities are constantly trying to gain control of one plane or another for the forces of Law or Chaos. When a god takes physical form in a specific plane, it may take only one of its character class attributes into that plane to work with. In other words, if a god has 20th level abilities in magic use, clerical, and fighting abilities, that god can take only one class of abilities when materializing on a particular plane. In their plane of origin, these gods possess their full powers and are able to use them to control a large part of that plane of existence.

!!Elric
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/elric01.png]]
[[caption-width-right:200:Elric, as depicted in ''Deities & Demigods'']]
->'''Hero'''
->'''Alignment:''' ChaoticEvil

The fact that Elric is an albino causes him to be very weak, and he must use artificial means to supplement his strength and constitution. He makes strength potions for his own use out of rare materials. As he travels about, there is a chance that the materials he needs to give him greater strength are not available. At any given time, there is an 85% chance that he has his needed materials, and his strength and constitution will be up to 15. These may be altered by his magic sword, Stormbringer. He employs a great many spells of on unusual nature, as he has the magical studies of all his ancestors to draw upon.

Elric has a conscience of a sort, and sometimes tries to do the "honorable thing", but he is responsible for much evil also. He often rationalizes that the end justifies the means. He is very arrogant towards most humans and extremely vengeful, and though he views the power of stealing souls through Stormbringer with great distaste, he does it anyway to survive.

Elric and his race are familiar with the other planes of existence and have traveled them in the distant past to visit gods in their home planes. Such knowledge has made this race the most powerful magic-users of the Prime Material Plane. It also gives Elric a large advantage in that he can call on forces of great power to aid him in dangerous situations.

He possesses two magical artifacts of great power that enable him to survive in a world very hard for his sort to live in

!!Moonglum
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/moonglum01.png]]
[[caption-width-right:200:Moonglum, as depicted in ''Deities & Demigods'']]
->'''Hero'''
->'''Alignment:''' TrueNeutral

Born to be a companion to heroes, Moonglum came from the distant east. Ambidextrous, he fights with a sword in either hand at no penalty, due to his high dexterity. He is the friend, helper, procurer, and servant to Elric in many of his travels. Always dapper and looking for his next meal and bed, this mortal deals with the earthly matters that his companion Elric has no time for.

Fear of Stormbringer makes most enemies attack Elric, giving Moonglum many openings at their unguarded foes. He cheerfully slays any who would attack Elric, though his friend's evil tendencies worry him at times.

!!Arioch
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/arioch01.png]]
[[caption-width-right:200:Arioch, as depicted in ''Deities & Demigods'']]
->'''The Knight of the Swords'''
->'''God of chaos'''
->'''Greater god'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Circle with red arrows radiating from it in all directions

The god Arioch usually takes his magical or fighting abilities into the Prime Material Plane. This god of Chaos is Elric's patron. He always disdains the use of armor in battle and fights with a sword that also acts as a rod of cancellation. This sword appears in any plane where the god takes on his fighting attribute. Those beings who know the proper rituals may attempt to summon Arioch from his home dimension. Would-be summoners who pledge themselves to him and offer him human sacrifices may request aid or advice from Arioch, and if it suits his mood and increases his power on the Prime Material Plane, he may grant their request.

Arioch is arrogant and short of temper. He expends a great deal of effort to appear incredibly handsome to whatever kind of creature he is dealing with.

!!Darnizhaan
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/darnizhaan01.png]]
[[caption-width-right:200:Darnizhaan, as depicted in ''Deities & Demigods'']]
->'''God of the earth'''
->'''Lesser god'''
->'''Alignment:''' NeutralEvil
->'''Symbol:''' Dirty clenched fist

Among the "Dead Gods", Darnizhaan was the greatest. These beings with godly attributes ruled over all before the day of the gods of law and chaos. He was the god of the earth, but now fears all the new gods that roam the planes. He will not come near a new god or one of their creatures.

Darnizhaan cannot be hurt by manufactured items of any type. There is a 5% chance that he will attack those that dig deeply into the earth (more than 100 feet) if they are not associated with law or chaos.

This god fights with his fists, doing 6-60 points of damage with each.

!!Donblas
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/donblas01.png]]
[[caption-width-right:200:Donblas, as depicted in ''Deities & Demigods'']]
->'''The Justice Maker'''
->'''God of law'''
->'''Greater god'''
->'''Alignment:''' LawfulGood
->'''Symbol:''' Amber arrow pointing upward

The god is incredibly beautiful, so much so that beings of less than the 12th level fall down and worship him no matter what their alignment. He was driven off the Prime Material Plane by the forces of Chaos and waits to be summoned back (for he is called the Justice Maker, and intends to do just that if given the chance).

His weapon is a rod that incorporates a group of several weapons: a mace of disruption, a hammer of thunderbolts, and a rod of lordly might. It does 3-30 points of damage on a hit. This weapon comes with the deity to any plane where he takes his fighting attribute.

!!Fate

A being capable of looking like anything it wants. It was far beyond the power of the Gods of Law and Chaos. The only purpose in putting this being in a game format would be to give clues to the more powerful players thus having Fate make sure destiny was served.

!!Fileet
->'''Lady of the Birds'''
->'''Demigoddess'''
->'''Alignment:''' ChaoticNeutral
->'''Symbol:''' Any bird image

Fileet is a 40 feet tall golden eagle with a wing span of 120 feet. She has the ability to sense anything seen by any avian type. Her wings and beak are terrible weapons, but she usually calls upon 1-100 of any type of predatory bird to do her attacking for her.

As with the other Master types, she does not have a large human following, but all avian kind do her homage.

!!Grome
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/grome01.png]]
[[caption-width-right:200:Grome, as depicted in ''Deities & Demigods'']]
->'''Lord of the Earth, King of the Land Below the Roots'''
->'''Lesser god'''
->'''Alignment:''' TrueNeutral
->'''Symbol:''' Petrified oak

The king of the earth elementals, Grome can cross any body of water without penalty, can use any spell involving plants, animals, the earth, or things affecting the earth as a 50th level spell caster, and can summon 1-20 16 HD earth elementals to fight by his side at any time.

Grome looks like a huge gnarled and earth-colored oak, though he seems much more dense and powerful than any plant could be. No barrier, magical or otherwise, can withstand the force of his fist.

Grome has few mortal worshipers, but earth elementals and creatures living under the ground pay him homage.

!!Haaashastaak
->'''Lord of the Lizards, Master of all Lizardkind'''
->'''Demigod'''
->'''Alignment:''' TrueNeutral
->'''Symbol:''' Lizard head

Haaashastaak appears much like a giant Tyrannosaurus Rex 60 feet tall. He is able to sense anything within the range of any lizard and while he is not intelligent in the sense that a human is intelligent, his instincts are so evolved that they perform much the same function.

If, after summoning him, the caller lacks the proper means to send him back, he will eat the caller and then disappear. Returning him requires the power of a wish. The creature does 7-70 points of damage with each bite and never misses.

While he has no human worshipers, he is revered by all reptilian types. He is aware of anything within the sensing range of any lizard.

!!Kakatal
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/kakatal01.png]]
[[caption-width-right:200:Kakatal, as depicted in ''Deities & Demigods'']]
->'''The Fire Lord'''
->'''Lesser god'''
->'''Alignment:''' ChaoticNeutral
->'''Symbol:''' Three flames

A lord of the fire elementals, Kakatal is able to use all fire spells as a 30th level spell caster. The heat of his body does 4-40 points of damage to any who come within 20 feet of it. He strikes with his flaming "fist" for 6-48 points of damage. No amount of water or fire can affect this being, and he can summon 1-10 16 HD fire elementals whenever he wishes. There is no need for any type of fire when the special spell is known for summoning him.

While he has no human worshipers, all fire creatures pay Kakatal homage.

!!Meerclar
->'''Lord of the Cats, Mistress of Catkind'''
->'''Demigoddess'''
->'''Alignment:''' ChaoticNeutral
->'''Symbol:''' Cat's claws

A giant sabre-tooth tigress, standing 20 feet tall and 30 feet long, is the usual form of this being. Meerclar bites for 10 dice (10-sided) of damage, and each claw hits for 12 dice (6-sided), giving her 3 hits per melee turn. When summoned, she will rarely choose to appear in person, but will work through a cat in or near the area. She is able to see from the eyes of any feline at any time, and can call on 1-100 tigers and 1-50 lions to do her bidding. If she is forced to come herself, she will attempt to kill the caller.

While there are not many human worshipers of this being, all felines pay her homage.

!!Misha
->'''Lord of the Wind Giants'''
->'''Lesser god'''
->'''Alignment:''' TrueNeutral
->'''Symbol:''' Tornado

Misha is an intelligent Air Elemental having the powers of all other members of his kind doubled. He is also not affected by anything launched in the air, and can summon 1-20 Air Elementals to aid him in battle.

Misha is a lord of the air elementals and as such has control over many beings on the Elemental Plane of Air. In 3 melee rounds the being can form into a 30" high whirlwind that does 6-60 points of damage to all it touches. This force has a bottom diameter of 6" and an upper span of 18". Misha can also strike normally for 8-64 points of damage.

Misha is not affected by any physical weaponry launched into the air at him, and can summon 1-20 16 HD air elementals to aid him in any battle.

Misha is able to use all spells involving weather and wind as a 20th level magic-user, druid, or cleric.

The god is not worshiped by humans, but many air elementals pay homage to the being.

!!Nnuuurrrr'c'c'
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nnuuurrrrcc01.png]]
[[caption-width-right:200:Nnuuurrrr'c'c', as depicted in ''Deities & Demigods'']]
->'''Lord of the Insect Folk, Master of the Insect Swarm, King with Wings'''
->'''Demigod'''
->'''Alignment:''' TrueNeutral
->'''Symbol:''' Mosquito

This giant 40 foot tall mosquito with a wing span of 140 feet would fill any being with horror. Its stinger kills anything it hits no matter how tough the being or God. It hates to be summoned: there is a 55% chance that it will do what the summoner asks and then attempt to kill him or her. Beings of less than 8th level will run in fear from it as if affected by a fear spell (no saving throw).

Any creature hit by its proboscis must save vs. poison at 4 or die instantly. Even if the victim saves, it will suffer 4-40 points of damage (blood drain).

While this being has few human worshipers, all insect races do it homage.

!!Nuru-ah
->'''Lord of Cattle, Master of Cattle'''
->'''Demigod'''
->'''Alignment:''' TrueNeutral
->'''Symbol:''' Two cow horns

Nuru-ah looks like a giant cow standing 20 feet tall and 19 feet long. It is totally pacifistic and its only function is to cure the sick and wounded. It can cure or raise any creature once per summoning. Any being with a wound or loss of hit points will not be able to attack this deity.

While Nuru-ah has few human worshipers, it is worshiped by all bovines.

!!Pyaray
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/pyaray01.png]]
[[caption-width-right:200:Pyaray, as depicted in ''Deities & Demigods'']]
->'''Whisperer of Impossible Secrets'''
->'''Lesser god'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Blue gem with 8 rays emanating from it

This terrible being is the Lord of the Ocean Abysses. He appears as a huge blood red octopus with a pulsing blue gem fixed atop his head. He attacks with his six tentacles for 5-40 points of damage each. He will not lose his lost 10 hit points until his gem is crushed; this gem has all the hardness of any high quality diamond.

Pyaray commands the Chaos fleet, a flotilla of sunken ships manned by undead sailors.

!!Roofdrak
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/roofdrak01.png]]
[[caption-width-right:200:Roofdrak, as depicted in ''Deities & Demigods'']]
->'''Lord of the Dogs, Master of all Dogs'''
->'''Demigod'''
->'''Alignment:''' TrueNeutral
->'''Symbol:''' Wolfhound's head

Roofdrak appears as a giant wolfhound with an upright stance and manipulative paws. He uses a huge lead mace in battle and is able to sense anything within the sensory range of any canine. In battle, he can summon 1-100 dire wolves to fight by his side.

While he has few human worshipers, all canines are aware of him and pay him homage.

!!Straasha
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/straasha01.png]]
[[caption-width-right:200:Straasha, as depicted in ''Deities & Demigods'']]
->'''Lord of the Water Elementals'''
->'''Lesser god'''
->'''Alignment:''' TrueNeutral
->'''Symbol:''' Wave of water

This creature appears as a huge humanoid with green skin and turquoise hair and beard.

As a ruler of the water elementals, Straasha has double the power of normal water elementals, plus the ability to cast all water spells at the 20th level of magic-use. He is the only one of his type not affected by heat-based attacks. He can summon 3-18 of his kindred to aid him in battle. There is no need for water when a being knows the spell to summon him.

Straasha can strike with two waves of water per round that hit for 8-48 points each; these are created by the being out of thin air.

While he has few (if any) human worshipers, many water elementals and water creatures are aware of Straasha and pay him homage.

!!Theleb K'aarna
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/thelebkaarna01.png]]
[[caption-width-right:200:Theleb K'aarna, as depicted in ''Deities & Demigods'']]
->'''Evil wizard'''
->'''Alignment:''' LawfulEvil

An evil Pan Tangian wizard, this man was able to call upon demons, elementals of unusual power, and demigods from other planes to aid him. He uses a special 7th level spell bequested to him by his ancestors for all of these summonings. It is said that the spell will only work for those of Pan Tang blood.

Theleb K'aarna is a powerful enemy who often fights Elric, and has tried to kill him on several occasions.

!!Xiombarg
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/xiombarg01.png]]
[[caption-width-right:200:Xiombarg, as depicted in ''Deities & Demigods'']]
->'''Greater god'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Image of a slim young girl

Xiombarg appears on the Prime Material Plane as a slim young girl, and wields a great double-edged battle axe in battle. This is a +4 weapon that glows with a light-blue radiance and inflicts 7-42 points of damage on a hit (plus strength bonus), paralyzing any being hit who does not save vs. this effect. He can shapechange, has the strength of a Storm Giant, and can use all the 1-4th level spells as a 15th level wizard. Those pledging themselves the same way beings pledge to Arioch receive his aid (judge's option).

Xiombarg craves blood and souls (much as Arioch does), and may respond favorably to proper sacrifices.

!!Yyrkoon
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/yyrkoon01.png]]
[[caption-width-right:200:Yyrkoon, as depicted in ''Deities & Demigods'']]
->'''Evil wizard'''
->'''Alignment:''' ChaoticEvil

This evil prince of Melniboné is Elric's cousin, and an implacable enemy of his. This evil 18th level wizard/15th level fighter always tries to undermine the power of Elric. Yyrkoon can also use many unusual spells which his (and Elric's) ancestors developed. He has been known to fight with ''Mournblade'', twin to Elric's enchanted blade ''Stormbringer'' (q.v.). This weapon's abilities are similar in all respects to those of ''Stormbringer''.
[[/folder]]

[[folder: Nehwon Pantheon]]
!!In General
The world of Nehwon is the creation of the famous fantasy author, Fritz Leiber. He introduces his reader to a wonderfully detailed and rich fantasy world. Nehwon is a pleasant mixture of historical themes and fantasy elements creating cultures and lands where the two main heroes of the storylines, Fafhrd and the Gray Mouser, live, breath, and adventure. It is a world where magic is mixed with adventure to form a land that is very enjoyable to read about.

!!Fafhrd
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/fafhrd02.png]]
[[caption-width-right:200:Fafhrd, as depicted in ''Deities & Demigods'' (2e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/fafhrd01.png]][[/labelnote]]
->'''Hero'''
->'''Alignment:''' NeutralGood

Few heroes live as long or have done as much as Fafhrd. This Northern red-haired barbarian is the strong arm of the two-hero team. He is a northern barbarian with flaming red hair, a strong right arm, and the courage to face any danger on Nehwon without flinching. Although he lost his left hand when he forced it down a monster's throat, has devised all sorts of attachments for this limb. His long bow attachment allows him to shoot with his normal skill. He is also considering the construction of a climbing axe attachment and a short sword attachment.

Fafhrd is a highly intelligent fellow with many interests. He can read and write all the major languages of Nehwon. There is a 90% chance that he can understand any obscure language he is exposed to. Religions are a passion for him and he tries to understand the teachings of all faiths he runs into, but hardly ever commits himself to one system of belief for any period of time. Fafhrd has the soul of an engineer and constantly invents useful little tools and items to help him in his quests.

Fafhrd is an expert sailor, able to captain almost any size ship. He was raised in the far north and is completely at home in the ice and snow of the mountains. Excelling in mountain climbing, he has invented several pieces of equipment that enable him and any group he is with to climb a mountain twice as fast as normal.

This warrior always carries a bastard sword (named Graywand) and a dirk (more short sword or poniard than dagger) which he calls Heartseeker. He has been known to fight with almost every weapon known on Nehwon, but especially favors throwing axes, long bows, and two handed swords.

Fafhrd's style is the bold, intelligent frontal assault. He will always try to accomplish his quest with the quick strike of massive power. He is also a dreamer and a sad story can cause him to go questing just as easily as the promise of fabulous treasures. The generator of most of his quests is his magical mentor Ningauble of the Seven Eyes. This wizard often requires unusual items for spells and sends Fafhrd out to find them. In 90% of these adventures he travels with his best friend, the Gray Mouser. It has often been said that Fafhrd and the Gray Mouser have two halves of the same soul. While one is bold and loud, the other is secretive and cautious. The barbarian owes his life many times over to his best friend and there is nothing they wouldn't do for each other.

!!Gray Mouser
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/graymouser02.png]]
[[caption-width-right:200:Gray Mouser, as depicted in ''Deities & Demigods'' (2e)]]
[[caption-width-right:200:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/graymouser01.png]][[/labelnote]]
->'''Hero'''
->'''Alignment:''' TrueNeutral

Where Fafhrd is the crushing blow of awesome power, the Gray Mouser is the quick strike from behind to deadly effect. A lightning fast thinker, he also has a passion for the city life and all it implies. He has a deep curiosity in the ways of magic, but he doesn't have the discipline to become a master at spell casting.

No matter what rapier he uses he calls it Scalpel. He fights two handed and his throwing dagger is always called Cat's Claw. He is also highly skilled with a sling, light crossbow, garrote, and short sword.

This hero is the supreme organizer. He formulates masterful plans on an instants notice. If he does have a shortcoming it is a fondness for the complex plan. The more details he can place into an operation the happier he is.

The relationship the Gray Mouser has with his wizardess mentor Sheelba of the Eyeless Face is much the same as Fafhrd has with his wizard. The Mouser does favors for the wizardess and receives good advice and magical help in return. A good 90% of the adventures the Gray Mouser undertakes begin with suggestions and requests from Sheelba.

Besides skills as a fighter and a thief, the Gray Mouser's other passion is his interest in all things magical. He truly wants to be a wizard-type but something always goes wrong with his spells and magical attempts. During his career he has had magical weapons, whistles, scrolls, books, and other devices, but these have always slipped through his fingers or caused him a great deal of trouble when he tried to use them. When encountered, the Gray Mouser will have some type of magic on his person. Whether it will do him more harm than good is up to the hands of fate (and several other gods).

The Gray Mouser likes luxury and all that implies. He works constantly to gain the funds to allow him to live in what he considers a comfortable state. He and Fafhrd have a sort of Robin Hood approach to stealing and almost always take from people who have no sympathy among the common folk or local constabulary, evil robber barons, powerful assassins, and bad rulers are their prime targets. All of the eight cities of Nehwon have had visitations from the pair.

!!Aarth
->'''Demigod'''
->'''Alignment:''' LawfulNeutral
->'''Symbol:''' Glowing gold rectangle on a field of black

Aarth was once a powerful wizard, becoming so renowned that after his death, he achieved demigodhood. Because of the vast numbers of his worshipers, when the cult is suffering greatly, he will be brought to the Prime Material Plane to help his followers.

He instantly knows the powers of any device used against him and he has a special spell that can negate any magical device as a rod of cancellation. When he takes personal part in a battle, he fights invisibly.

His temples are among the mightiest in all of Lankhmar. It seems that the more powerful patrons are devoted to the cult more out of fear of "the revealing of information" than faith in the might of the religion. Clerics make it their personal duty to sneak about the town, learning all they can about the populace.

!!Death
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/death01.png]]
[[caption-width-right:200:Death, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/death02.png]]
[[caption-width-right:125:Death's symbol]]
->'''Intermediate god'''
->'''Alignment:''' TrueNeutral
->'''Symbol:''' Death's head

It is Death's duty to end the life of all intelligent beings on Nehwon. He has a set quota to kill every hour by the Lords of Necessity (beings about which very little is known) and he never fails in his assigned task. Sometimes he is misdirected and the ones he plans on killing aren't killed at all, but even Death must bow to the fates and other more powerful gods of Nehwon. Death is not affected by time and is able to do years worth of work in a second. He considers himself an artist and works very hard at making sure the deaths he causes are logical and necessary to his own view of life and the end of life. He appears as a man with a cadaverous skin color and he has the power to know the entire past history of a being at a glance.

Death values a good hero because of their ability to cause death and destruction. Characters like Fafhrd and the Gray Mouser are especially favored by Death. When beings like these heroes are close to death, often the god will cause unusual little slips that will save their lives. Then too, sometimes his quota will call for the ending of two famous heroes and he will be forced (however reluctantly) to try killing his protegees.

His sword slays anything it touches. On Nehwon, all beings are mortal. It was pointed out that even Death is aware that at some future date, he will die.

He lives in a huge fort in the heart of Shadowland, a land of perpetual twilight where the dead rest under the earth, to be called on at the will of Death.

!!Devourer
->'''Alien wizard'''
->'''Alignment:''' LawfulEvil

Aliens of high magical ability, these creatures are totally occupied with selling. This preoccupation forces them to any extreme in perfecting their art. The best of them sell only junk they have magicked into something appearing to be valuable.

They come from another Prime Material Plane of existence. Their usual practice in any given place is to establish a sales beachhead and trick whole nations and peoples into trading all of their valued items for the Devourer's junk, until all the valuables are gone and they must work as the Devourer's slaves to acquire the magicians' worthless wares.

!!Gods of Lankhmar
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/godsoflankhmar01.png]]
[[caption-width-right:200:Gods of Lankhmar, as depicted in ''Deites & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/godsoflankhmar02.png]]
[[caption-width-right:125:Their symbol]]
->'''Intermediate gods'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Skeletal hand with staff

Ancient mummified skeletons sustaining themselves through the use of mighty magics, these beings are able to use spells twice as fast as mortal spell casters. They each carry a double-strength staff of withering. These gods appear only when their city is threatened with grave danger. When the problem is solved, they cast about the city wreaking havoc as a reminder that they are not to be called on too often. They inhabit one large temple at the end of the Street of the Gods.

There is a special difference between the gods ''of'' Lankhmar, the oldest city of Nehwon, and the gods ''in'' Lankhmar. The gods in Lankhmar are those of the many religions in many temples lining the Street of the Gods. Some are powerful, some are weak, and their fortunes change with the quantity and quality of their worshipers, who are a fickle lot. Although no one in the city openly worships the Gods of Lankhmar, all secretly believe in and fear these gods, who it is said, will always protect the city so that worship may continue. As long as this is the case, the gods of Lankhmar are indifferent to the existence of the gods in Lankhmar.

These beings wish to rest in their black temple for all eternity. Lankhmar is their home and they must act if their city is threatened. The force they use often does a great deal to damage large sections of the city. There is a set of bells atop the temple that will magically ring at times of need. These bells can be rung by hand to summon the gods, but there had better be a clear danger to the city or the ringer will answer for his crime with death (after spending a few centuries of torture in the confines of the dark temple).

Through the use of godlike power each one can use spells twice as fast as mortal spell casters. When the problem is taken care of, these beings cast about the city wreaking havoc as a reminder that they are not to be called on too often.

Their temple is a black marble cube on the outside and a huge domed structure on the inside. There are thirteen crypts underneath the dome. If, for some reason, beings were able to get into the crypts and despoil the bodies there, the next day they would find that the thirteen crypts looked as if nothing had happened. The temple itself cannot be harmed by any force in the Nehwon universe.

!!Gods of Trouble
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/godsoftrouble01.png]]
[[caption-width-right:125:Their symbol]]
->'''Intermediate gods'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Three pointed star

There are three energy beings that comprise the gods of trouble. They are creatures of pure chaos energy and enjoy roaming the world in astral forms, affecting all alignments equally. Their desire is to promote chaos in all of its forms. The more chaos caused, the greater their power over Nehwon. They have a very small sect of worshipers. The high priest of this cult has the gazing power of his god. They care nothing for their worshipers, and inflict troubles upon them impartially if they should cross their path. The cult is quite naturally a rather fatalistic one.

Special events attract the attention of all the gods on Nehwon. Things like large wars, unusual magical events, plagues and the like. These events become tugs of war between the gods of trouble and the other fates and gods of Nehwon. These energy beings will not take a direct hand unless they are specifically called upon by their high priests. Normally, they like to do one or two things in any particular area and then leave for other bastions of Law that they would like destroyed.

!!Hate
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hate01.png]]
[[caption-width-right:200:Hate, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/hate02.png]]
[[caption-width-right:125:Hate's symbol]]
->'''Intermediate god'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Foggy image with floating eyes

Hate manifests itself as a thick grey fog with a few red orbs resembling eyes in the density. This fog is able to control up to 6 beings (as in a mass charm spell) or manipulate up to 6 weapons in its tentacles as a set of 6th level fighters. The manifestation of the god must be generated at night by a high priest of at least the 10th level and 100 worshipers. The fog will appear from the worshipers and is able to travel a distance of 5 miles. Its only function is to do harm.

Hate's physical form is attached to its area of generation by a long, extremely tough silver-red cord, which is spun out behind it as it hunts for prey. The only way Hate can be damaged is by cutting this pulsing cord (which cannot be seen from in front of the Hate-cloud). The cord is AC -8, but any hit with a sharp weapon, or a spell such as magic missile, will cut it, dispelling Hate's physical form until the next night it can be summoned.

Hate is the god that everyone accidentally worships. When feelings of anger, jealously, or the like manifest themselves, the god of hate gains in power. This elemental emotional being purposely causes conflict to increase its power base. The Cult of Hate has only recently developed in the cities of Nehwon. Its followers enjoy conflicts of all types, because this provides a fuel for their own angers.

Hate desires large scale military actions as conflicts that involve more than 50 people are what Hate really needs to grow. This being will encourage conflicts of all types (guild battles, city to city fighting) for anything that causes strife is a suitable breeding ground for Hate.

!!Issek of the Jug
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/issek01.png]]
[[caption-width-right:200:Issek, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/issek02.png]]
[[caption-width-right:125:Issek's symbol]]
->'''Intermediate god'''
->'''Alignment:''' LawfulGood
->'''Symbol:''' Man on a broken rack or an amphora

Issek appears as a tall man with twisted wrists and ankles, and his manifestatians are said to give endurance to humans who are being tortured. He carries a jug which is able to pour out any liquid the god wishes.

Torture can be loosely defined and includes such things as a wife who constantly shouts at her husband or a little boy being picked on by a larger bully.

Issek desires to help all those who are being oppressed in any way, although he is not the brightest or most even handed of gods. A step daughter being overworked is just as important to him as a world-saving paladin fighting off the multi-dimensional entrance of a horde of undead.

His sect is a poor one and preaches the need to persevere under any hardships that life might bring. His clerics travel about always appearing to be one of the poor, even if they are not.

!!Kos
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/kos01.png]]
[[caption-width-right:200:Kos, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/kos02.png]]
[[caption-width-right:125:Kos' symbol]]
->'''God of Dooms'''
->'''God of order'''
->'''Intermediate god'''
->'''Alignment:''' LawfulGood
->'''Symbol:''' Crossed sword and axe

Kos is a northern barbarian god who loves battle and bold deeds. He is the god of dooms because he brings trouble to anyone who doesn't live up to his strict codes of honor and action. These codes and the interest of the god apply to all facets of the hard life of the northern barbarians. Kos is just as interested in the building of a safe and sturdy long house as he is in the sharpness of a warrior's axe.

This god exists to make sure the people of the north do things properly. This proper order of things has been established by Kos and passed down to his priests and priestesses. When this order is not followed Kos is quick to hurl curses down on the offenders. These curses are slight at first, but will eventually cause death to the offender unless they mend their ways.

!!Movarl
->'''Hero'''
->'''Alignment:''' LawfulGood

Movarl is the most famous hero on the planet. His name is revered by the forces of law and feared by the minions of chaos. He is the overlord of the city of Kvarch Nar. However, he travels often amongst the cities and towns of the Great Forest to champion the cause of law and good.

Besides his normal powers as a paladin, he is totally immune to fear and paralysis of any type. In combat he uses Astrendan, a two-handed sword +2 that instantly kills an undead creature it touches. The man is instantly aware of any evil being within 20 feet of him.

Movarl rides a huge white war horse with almost human intelligence and the maximum abilities of an animal of that breed.

!!Nehwon Earth God
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nehwonearthgod01.png]]
[[caption-width-right:200:The Nehwon Earth God, as depicted in ''Deities & Demigods'']]
->'''Lesser god'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Diamond eye

This god is an aware piece of molten earth, able to assume any shape in this molten form; no forged weapon can hurt it. The tropical priests of Klesh serve this deity, who wishes to return all of Nehwon to its molten state. The only thing preventing this deity from accomplishing its end is the hard crust of the world.

Its temples can be found in desolate areas all over Nehwon. These temples are usually rich in gems and gold. The god is able to control beings through a mass charm spell that it can cast through any gem consecrated to his sect. Its Kleshite clerics commonly use blow guns.

!!Ningauble of the Seven Eyes
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/ningauble01.png]]
[[caption-width-right:200:Ningauble, as depicted in ''Deities & Demigods'']]
->'''Wizard'''
->'''Alignment:''' TrueNeutral

Ningauble is not human or even humanoid. It comes from another dimension, but has made Nehwon its home. It never shows its true form because that form would drive most humans insane. Ningauble is always wrapped in heavy robes with an empty cowl that displays seven constantly moving lights. Occasionally one will protrude from the cowl, and then it can be seen to be an eye upon the end of a snakelike tentacle. These eyes can see through all illusions.

Ningauble is known as the "gossiper of the gods" and loves nothing better than to listen by the hour to a good story about some important person in Lankhmar or any of the eight cities. Supplicants have come to his caves and brought especially interesting bits of gossip and been made fabulously wealthy as a result. Many claim that these individuals would have become wealthy anyway, but no one says this in front of Ningauble.

This powerful spell caster inhabits a huge series of enchanted caves near the Sinking Lands. These caves are linked interdimensionally with other planes, other times of Nehwon and other multiverses. Only Ningauble, with his alien logic patterns, is able to fully comprehend the paths of his caves. Fafhrd and the Gray Mouser have used these magical pathways to visit earth's past in the time of Alexander the Great and the time of Arthur and Merlin. The caves are also a fine defense for Ningauble. At one time a crime lord in Lankhmar sent one hundred thieves to attack the wizard over an imagined offense. The dust of the thieves and their equipment lies just off the entrance to the caves. This is the only reminder most need that it is often dangerous to deal with a powerful wizard.

Ningauble's aims are clear. It only wants to learn more about the ways of Nehwon and further its magical abilities. Just lately it has learned that its annual success or failure in these efforts is closely connected to how Fafhrd's life is proceeding. When Fafhrd is happy and living well, so too is the way of life for Ningauble. This has turned the wizard towards being much more helpful in the desires of its charge, Fafhrd.

Although Ningauble wants Fafhrd to do well, it also watches its charge closely. When Fafhrd is about to acquire power that might take him far away from Lankhmar or gain something that might allow the thief to not need his mage advisor things happen to quickly change that situation. Warnings are given to Fafhrd's enemies, the hero is tricked out of his vast riches, or the fates become unusually unkind for no reason Fafhrd can see. All of these acts serve to drive Fafhrd right back to the caves and his ever helpful advisor.

!!Plugh
->'''Hero'''
->'''Alignment:''' LawfulEvil

Pulgh is the most skilled fighter on Nehwon. This means he can easily use any warrior's weapon known to that world. He favors his magical spear, but this weapon is so renowned that he often goes without it to keep his identity secret. He is never without a wide range or missile weapons; from throwing daggers to heavy darts.

Constantly searching for more and greater brawls has led to the myth that he is a bully and daring killer. Pulgh is actually a careful, diligent bravo who only lives for the thrill of battle in all its forms. He has been known to take on a band of knights while wielding only a single small dagger.

Hunting only the best of the best, Plugh can be found in major cities across the world of Nehwon looking for the toughest of warriors to face. His strange code of ethics has caused him to want to always face his enemies man-to-man.

!!Rat God
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/ratgod01.png]]
[[caption-width-right:200:Rat God, as depicted in ''Deities & Demigods'']]
->'''Lesser god'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Two red eyes on a black field

The rat god is the manifestation of all men's fears of its kind. All felines must run in fear from this apparition. It always walks erect, can shrink to normal rat size, and is able to summon 20 wererats to its side once per day.

The god's largest temple can be found in the port city of Ilthmar, where human sacrifices are held by the light of every full moon.

!!Red God
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/redgod01.png]]
[[caption-width-right:125:The Red God's symbol]]
->'''God of battle and war'''
->'''Intermediate god'''
->'''Alignment:''' ChaoticGood
->'''Symbol:''' The horse sabre

This is the war god of all the eastern lands. He appears as a massive dark-skinned man
with red studded leather armor, carrying a bronze shield. He is always mustachioed and wears a pointed helm. His boots and belt shine as brightly as the sun. He primarily supports the horse soldiers of the east. He is a very protective god and because there are many eastern warrior spies in the eight cities, including Lankhmar, this god has been trying to increase his number of worshipers in these cities.

This god is very protective of his more important worshipers, and when they are in foreign lands he will occasionally come to their aid in situations that he would not bother about in the East. This aid consists of an 8th level magic-user sent to help.

The Red God is a god of warriors. He favors acts of war and battle and lends support in the form of strength of arm and courage of heart to warriors who follow his faith. He spends most of his time trying to cause new battles to test the courage of his followers. He is the one responsible for turning all of the lands of the east against the eight cities.

!!Sheelba of the Eyeless Face
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/sheelba01.png]]
[[caption-width-right:200:Sheelba, as depicted in ''Deities & Demigods'']]
->'''Wizard'''
->'''Alignment:''' TrueNeutral

Sheelba of the Eyeless Face is some type of female, reptilian creature; clearly from another universe. She never shows all of her form because it would drive most heroes totally insane. She has come to Nehwon to live and is very protective of the Gray Mouser and the city of Lankhmar. It is commonly known that demons (who can perceive Sheelba's real form) scream in horror when facing this wizardress and leave the plane of Nehwon for all eternity.

Sheelba's magic is not of the directly destructive sort, for she is much better at summoning other creatures to do her fighting for her. Sheelba prefers the Salt Marsh because there are so many dangerous creatures that can be easily called upon to act on her behalf. There was a time when the Overlord of Lankhmar sent five hundred troops to capture and bring back Sheelba's hut. On the first day out of lankhmar hundreds of normally shy swamp creatures attacked and killed one hundred of the troops. The brave commander kept the men out for a second day. All of the troops ran when a house sized worm ate the commander and his war horse in one gulp. Needless to say, the subject of the hut was never brought up in the Rainbow Palace again.

Sheelba lives in a hut at the heart of the Great Salt Marsh. This magical construct is able to move 24' over the marshy landscape and is the size of a palace inside, but appears only to be a small grass hut on the outside. Sheelba rarely lets anyone inside, preferring to look down from the stilts and talk to whomever visits her. The hut also has several interdimensional portals that allow Sheelba and others to travel to other universes. When Sheelba is out of the hut, the magical device will not let anyone enter.

Sheelba is extremely greedy and will never act unless there is a profit of some type to be had. Until recently she has demanded much from the Gray Mouser, but that has changed slightly. She, like Ningauble of the Seven Eyes, has come to realize that her life is closely tied to the success or failures of the Gray Mouser. Now, she seeks to have the Gray Mouser close by, where he can be better kept out of planet wide deadly dangers. The schemes of Sheelba are turned towards keeping Mouser in Lankhmar and keeping Lankhmar as trouble free as possible.

!!Spider God
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nehwonspidergod01.png]]
[[caption-width-right:200:The Spider God, as depicted in ''Deities & Demigods'']]
->'''Demigod'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Black opal

Appearing as a giant black spider, this deity is known for its delight in receiving human sacrifices. Its powers include the ability to summon 30 phase spiders per day, the power to make all arachnids obey, and the ability to transfer the powers of a spider to its most powerful high priest.

Its evil clerics work diligently to keep their god satisfied by way of human sacrifices. It rewards them with a gift of a pet large spider once per each ten sacrifices.

!!Tyaa
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/tyaa01.png]]
[[caption-width-right:200:Tyaa, as depicted in ''Deities & Demigods'']]
[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/tyaa02.png]]
[[caption-width-right:125:Tyaa's symbol]]
->'''Winged Goddess of Evil Birds'''
->'''Intermediate goddess'''
->'''Alignment:''' ChaoticEvil
->'''Symbol:''' Large raven head or a black feather

Tyaa is a force of evil and chaos. She chooses to manifest her powers through the actions of malicious birds. She has created an offshoot of the raven that is both smarter and stronger than its ancestral cousin. It should be noted that, while she prefers to employ the Birds of Tyaa, she is perfectly capable of using any carnivorous bird to do her will on Nehwon. Tyaa has the power to manifest herself in her high priestess, though this is rare. The city of Lankhmar has always been her favorite because she has the most worshippers in this place.

Tyaa's cult has been banned in Lankhmar because of its evil teachings and ways. This has only caused the movement to go underground and to other cities. There are several large caches of diamonds and jewels hidden in several abandoned manors in Lankhmar. The high priestess of the cult knows of these locations and will use these riches to support the cult and make it grow.

Tyaa desires worshippers above all else. She is currently very weak and needs the support of supplicants all over Nehwon. In past centuries her evil birds have been used to steal flashy treasures from the upper story apartments of the rich. Her special ravens can tell useless fake jewelry from the real materials and are perfect thieves. Tyaa can supply large numbers of these birds to each of her priests, thus making them rich.

!!Votishal
->'''Demigod'''
->'''Alignment:''' LawfulGood
->'''Symbol:''' Leather pouch

Votishal appears as a normal thief in all of his idol representations. This is another case of a man of great ability becoming venerated by later generations. He was a master thief of the 14th level who reformed to the cause of good and law. His thieving abilities then went in the direction of robbing from evil groups to benefit the lawful good group he supported.

If he manifests himself on the Prime Material Plane, he will try to kill all evil beings he encounters. His clerics rise alternately in the clerical class and the thief class. They are very zealous in their efforts to rob all evil people (especially evil shrines). They are in direct opposition to the Thieves' Guild, and constantly try to get member thieves to join the sect by kidnapping them and brainwashing them in the temple crypts. The high clerics of this order are always 15th level patriarchs/12th level master thieves. No cleric can rise above the tenth level in this sect unless they have carried away some amount of riches from an evil temple.
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''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} ([[Characters/EberronDragonmarkedHouses Dragonmarked Houses]] | [[Characters/EberronFaiths Religions]] | [[Characters/EberronNations Nations]]) | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) ]] -]]]

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''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} ([[Characters/EberronDragonmarkedHouses Dragonmarked Houses]] | [[Characters/EberronFaiths Religions]] | [[Characters/EberronNations Nations]]) | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | [[Characters/ForgottenRealmsFactions Factions]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) ]] -]]]
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': General ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsFiends Fiends]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsSettingSpecificCreatures Setting-Specific Creatures]]\\

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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': General ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsFiends Fiends]] ([[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]]) | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsSettingSpecificCreatures Setting-Specific Creatures]]\\
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''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) ]] -]]]

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''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} ([[Characters/EberronDragonmarkedHouses Dragonmarked Houses]] | [[Characters/EberronFaiths Religions]] | [[Characters/EberronNations Nations]]) | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) ]] -]]]
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Added DiffLines:

Fans more familiar with the Mythos will realize that this entry actually describes ''Abhoth'', an entirely separate deity who simply shares something of Shub-Niggurath's MotherOfAThousandYoung ability.

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