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The Babylonian god of darkness.

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The Babylonian god of darkness. He dwells in the City of Eternal Darkness on the chaotic plane of Pandemonium.

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Added a description and tropes for the Babylonian gods.


'''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]'''

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'''[This description was copied The gods worshipped in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it ancient Mesopotamia, and a few gods from other faiths that were erroneously grouped with them. They are descendants of a sort of the Sumerian pantheon, with whom they don't get along.

In the Forgotten Realms, the Babylonian and Sumerian gods are worshipped as a single pantheon by the people of Unther due to their ancestors being slaves brought to Toril from another world by the Imaskari.
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* DivineConflict: The Babylonian gods hate their Sumerian forbears and want to destroy them. The feeling is mutual.
* KillTheGod: In the Forgotten Realms, many of the Untheric gods were slain by the Orcish gods during the Orcgate Wars. Some have since been resurrected, though not all of them have regained their divinity.
* OrderVersusChaos: The ''Planescape'' sourcebook ''On Hallowed Ground'' states that the Babylonians were born from the Sumerian people's desire for order, which they were not getting from their
original writing.]'''
gods.


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* KillTheGod: He teamed up with Nergal to kill the Sumerian god Enki.

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* ArtifactOfDeath: Inverted in 1st edition, where all Egyptian gods possess a divine "true ankh" which they can use to bring the dead back to life.
* HolyIsNotSafe: In 1st edition, the Egyptian gods carry divine relics called "true ankhs". In the hands of an Egyptian god, a true ankh can resurrect the dead. In the hands of anyone who is not a god, a true ankh is a one-way ticket [[SpontaneousHumanCombustion to a fiery death]].

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Added a description and tropes for Apshai. Turns out this is another made-up god.


'''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Apshai the Planar legends wiki.]]

'''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from the Egyptian Mythos chapter of the AD&D sourcebook ''Deities and Demigods.'''

'''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Apshai the Planar legends wiki.]]

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'''[This description was copied An odd duck in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Apshai the Planar legends wiki.]]

'''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from
the Egyptian Mythos chapter pantheon, Apshai is a demigod of insects who takes the AD&D sourcebook form of a giant praying mantis. It dwells in the Hive, a warren of tunnels running beneath the Outlands.
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* AlwaysAccurateAttack: Its bite attack cannot miss in 1st edition.
* BigCreepyCrawlies: It is a giant, nonanthropomorphic mantis.
* PortalCrossroadWorld: Apshai's divine realm, the Hive, supposedly connects to every world on the material plane where the Egyptian pantheon is worshipped.
* PestController: The 1e
''Deities & Demigods'' states that Apshai can control any non-divine insect and Demigods.'''

'''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %%
unleash devastating insect plagues on entire countries.
* SadlyMythtaken:
The removed text was stolen name "Apshai" does come from [[https://wiki.planarlegends.com/index.php?title=Apshai ancient Egyptian religious texts, but it isn't the Planar legends wiki.]]
name of a god; it's a mummy-munching carrion beetle. The concept of Apshai being a god was made up whole cloth for D&D.

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Added a general description for the Egyptian pantheon, replaced more plagiarized text with placeholders.


Most of the Egyptian gods dwell in Heliopolis, a domain on the plane of Arcadia. Others have carved out private realms for themselves on other planes or wander the planes with no fixed abode.



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.

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Chant is that Apep is beginning to rear its head again. This creature '''[This description was copied in violation of myth used to assail Manjet in an effort to destroy our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from 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.
Planescape sourcebook ''On Hallowed Ground''.



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.

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Apshai is a great praying mantis, able to shape change at will '''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from the Egyptian Mythos chapter of the AD&D sourcebook ''Deities 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.
Demigods.'''

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Though gods plucked from real world mythologies have existed in ''Dungeons & Dragons'' since the days of ''AD&D'', they have rarely received the same degree of focus as the franchise's original deities and don't play a big part in most campaign settings. Nevertheless, they do exist, and enterprising adventurers can seek them out--either to worship them, or to (try to) [[DidYouJustPunchOutCthulhu beat the tar out of them]].



'''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from the Egyptian Mythos chapter of the AD&D sourcebook ''Deities and Demigods.''

'''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Egyptian_Pantheon the Planar legends wiki.]]

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'''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from largely benevolent, mostly animal-headed gods worshipped in Ancient Egypt. In the Egyptian Mythos chapter of ''TabletopGame/ForgottenRealms'' setting, they are worshipped by the AD&D sourcebook ''Deities and Demigods.''

'''[This description was copied in violation
people of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Egyptian_Pantheon Mulhorand due to their ancestors being actual ancient Egyptians that had been brought to Toril by the Planar legends wiki.]]
magocratic Imaskar Empire to serve as slave labor.

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* HealingShiv: In 1e, his club can be used to resurrect the dead in addition to bashing people’s brains out.
* OneHitKill: The business end of his club can instantly kill someone as if they had been targeted by a ''death'' spell.
* SelfDuplication: According to ''Deities & Demigods'', the Dagda can split himself into twelve identical copies that can all act independently.
* SuperStrength: The 1e ''Deities & Demigods'' sourcebook lists the Dagda's strength as 25 and states that he is strong enough to break anything in his hands.

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* GodOfTheDead: He is the guardian of the dead. ''Planescape'' exaggerates this trope by making Anubis the guardian of dead ''gods'': he keeps watch over the lifeless husks drifting through the astral plane to ensure they aren’t disturbed or desecrated.

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Added a description and some tropes for Marduk.


'''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]'''

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'''[This description was copied in violation The four-eyed, four-eared, fire-breathing hero god of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]'''
Babylon. He is an enemy of the dragon goddess Tiamat.
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* {{Egopolis}}: The capital of Marduk's domain is a city named after himself.
* InescapableNet: His signature weapon according to ''Deities & Demigods'' is an indestructible magical net. So long as Marduk is within 50 feet of the net or is holding onto it, nothing can escape from it.
* PowerCopying: He can "borrow" the powers of his fellow Babylonian deities and use them as he sees fit, though he can only borrow one power at a time.
* WeatherManipulation: He can change the weather as he pleases and call down dozens of lightning bolts at once to smite his foes.
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removing plagiarized text for Gilgamesh.


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.

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This hero of legend '''[This description was the warrior/necromancer/high priest ruler copied in violation 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 our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with brutal force (2-20), Gilgamesh loves to attack by wrestling, original writing.]''' %% The removed text was stolen from the Babylonian Mythos chapter of the AD&D sourcebook ''Deities 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.
Demigods.''
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'''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Ukko the Planar legends wiki.]]

'''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from the Finnish Mythos chapter of the AD&D sourcebook ''Deities and Demigods.''

'''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from [[ the Planar legends wiki.]]

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Added a description for Ukko.


'''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Finnish_Pantheon the Planar legends wiki.]]

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.

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'''[This ''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Finnish_Pantheon the Planar legends wiki.]]

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.
Planescape sourcebook ''On Hallowed Ground''.


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Chief of the Finnish pantheon. An aloof deity who spends his time in solitary meditation, rousing himself only when evil threatens to destroy the world.

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Adding some tropes for Anubis.



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* AnimateInanimateObject: He can animate statues of himself according to ''Deities & Demigods''.
* BerserkButton: According to ''Deities & Demigods'', Anubis cannot stand thieves, particularly those who'd rob tombs bearing his iconography. There’s a 1 in 20 chance that he will show up in person to terminate any such tomb robbers with extreme prejudice.
* ManBitesMan: ''Deities & Demigods'' states that his preferred tactic is to bite people to death with his powerful jaws.
* NonHumanHead: As in real Egyptian myth, his true form is a man with a jackal's head.
* {{Psychopomp}}: He is tasked with ferrying souls to the afterlife, which can cause problems for players if they're trying to resurrect someone who worships the Egyptian gods.

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Adding tropes for Druaga based on what's found in Deities & Demigods.


'''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]'''

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'''[This description was copied A multiarmed, shapeshifting fiend who rules "the devil world".
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* BeastWithAHumanFace: His monstrous true form has the head of a beautiful boy.
* ReforgedIntoAMinion: Anyone struck by Druaga's mace who doesn't succeed on a saving throw against magic turns into a devil which immediately falls under his command.
* SadlyMythtaken: No such deity exists
in violation actual Babylonian myth. Druaga ''might'' be an interpretation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it the Zoroastrian concept of Druj[[note]]In short, it's the antithesis of [[https://en.wikipedia.org/wiki/Asha Asha]], which can be interpreted as "righteousness"[[/note]], or he might have been made out of whole cloth by the game designers.
* ShapeshifterDefaultForm: While Druaga can take on any form he likes, his true form is a reptilian creature
with original writing.]'''
eight arms, four legs, masses of live snakes in place of feet, and a human head.
* SoulJar: He has a “soul object” which functions much like a lich’s phylactery, in that it will start generating a new body for him whenever his current body is destroyed.

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Adding some tropes for Anu and Anshar based on what's in Deities & Demigods.


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* CompellingVoice: According to ''Deities & Demigods'', his divine authority is so great that people are magically compelled to obey his spoken commands.
* DisproportionateRetribution: Chuck something at him, for any reason, and you risk being disintegrated.
* DragonTamer: He can magically call forth dragons to fight alongside him.
* ReducedToDust: He can disintegrate people who throw things at him, along with whatever they threw.
* TopGod: The king and highest authority of his pantheon.



'''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]'''

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'''[This description was copied The Babylonian god of darkness.
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* AntiRegeneration: The damage inflicted by his darkness beam [[WoundThatWillNotHeal cannot be healed by any means]], including regeneration.
* CastingAShadow: ''Deities & Demigods'' gives him the ability to shoot a beam of flesh-rotting darkness.
* DarkIsEvil: A god of darkness who appears as a dark-skinned man, only shows up
in violation dark areas or in the dead of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace night, and who has an evil CharacterAlignment. %%in-universe
* GodOfDarkness: He is his pantheon's god of darkness and the night, and he has many powers relating to such.
* NocturnalMooks: ''Deities & Demigods'' states that he will only appear during the night or in deep darkness, and his teleportation can only bring him to places that are shadowy or dark.
* PowerParasite: He can physically grab an incoming spell and absorb
it with original writing.]'''
like a ''ring of spell storing'', saving it for future use. Enemy spellcasters will quickly find that Anshar is turning their own spells against them.

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Wrote a new description for Camazotz and added some tropes based on what little content there is for him in Deities & Demigods.


'''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from the Central American Mythos chapter of the AD&D sourcebook ''Deities and Demigods.''

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'''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen A monstrous bat-god from Mayan myth.
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* BatOutOfHell: An evil underworld god who looks like a giant bat.
* FoodAsBribe: He loves to eat insects and priests can curry favor from him by casting
the Central American Mythos chapter of the AD&D sourcebook ''insect plague'' spell.
* NoSell:
''Deities & Demigods'' states that he is impervious to "any weapons cast in the darkness at him", which is a fancy way of saying that ranged weapons won’t hurt him while he’s in the darkness.
* OddJobGods: What else can you call the god of bats?
* TheParalyzer: His claws
and Demigods.''
fangs carry a paralytic venom.
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* JerkassGods: _Deities & Demigods_ states that he will torment his worshippers with destructive flames “whenever a whim takes him”, so you may not be safe from his wrath even if you do make regular sacrifices to him.

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* JerkassGods: _Deities ''Deities & Demigods_ Demigods'' states that he will torment his worshippers with destructive flames “whenever "whenever a whim takes him”, him", so you may not be safe from his wrath even if you do make regular sacrifices to him.

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'''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from the Central American Mythos chapter of the AD&D sourcebook ''Deities and Demigods.''

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'''[This description was copied in violation The Aztec fire god, a capricious deity who takes the form of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it a flaming lizardman.
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* GodOfFire: The resident fire god of his pantheon.
* JerkassGods: _Deities & Demigods_ states that he will torment his worshippers
with original writing.]''' %% The removed text was stolen destructive flames “whenever a whim takes him”, so you may not be safe from the Central American Mythos chapter of the AD&D sourcebook his wrath even if you do make regular sacrifices to him.
* LightEmUp:
''Deities and Demigods.''
& Demigods'' gives him the ability to shoot beams of searing light which can strike targets from up to two miles away for high damage.
* LizardFolk: He looks like an armored humanoid with the head of a reptile.
* TimeMaster: He has the power to stop time for one thing per day, though he can only use this ability during every 52nd year.
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* MakeThemRot: According to _Deities and Demigods_, one of the types of rain that he can summon rots all fruit.
* SituationalDamageAttack: _Deities and Demigods_ states that his lightning bolt deals more damage based on how many clothes the target is wearing: its damage is lowest against people who are completely naked, highest against fully armored targets, and normal against people who are just wearing clothes.
* WeatherManipulation: As his pantheon’s designated rain god, he can call down four different types of rain, only one of which is good for his worshippers.

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* MakeThemRot: According to _Deities ''Deities and Demigods_, Demigods'', one of the types of rain that he can summon rots all fruit.
* SituationalDamageAttack: _Deities ''Deities and Demigods_ Demigods'' states that his lightning bolt deals more damage based on how many clothes the target is wearing: its damage is lowest against people who are completely naked, highest against fully armored targets, and normal against people who are just wearing clothes.
* WeatherManipulation: As his pantheon’s pantheon's designated rain god, he can call down four different types of rain, only one of which is good for his worshippers.
Is there an issue? Send a MessageReason:
Rewrote Tlaloc's entry to omit all potentially plagiarized text, and added some tropes to it.


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.

'''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from the Central American Mythos chapter of the AD&D sourcebook ''Deities and Demigods.''

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 with the proper zeal. The other three he uses to express his displeasure: the 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. %% Come back to this paragraph.

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.

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Tlaloc, "he The Aztec rain god, a googly-eyed monster man whose goodwill toward his worshippers is contingent upon child sacrifices. The delight he takes in the suffering of the innocent contrasts sharply with the paradisical nature of his realm Tlalocan, where the souls of those who makes things grow", died by drowning and similar water-related deaths go. He is the god husband of the far more beneficent Chalchiuhtlicue.
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* BoltOfDivineRetribution: In combat, he can summon a lightning bolt to his hand and wield it like a melee weapon against his foes.
* MakeThemRot: According to _Deities and Demigods_, one of the types
of rain that he can summon rots all fruit.
* SituationalDamageAttack: _Deities
and moisture, Demigods_ states that his lightning bolt deals more damage based on how many clothes the target is wearing: its damage is lowest against people who presided over are completely naked, highest against fully armored targets, and normal against people who are just wearing clothes.
* WeatherManipulation: As his pantheon’s designated rain god, he can call down four different types of rain, only one of which is good for his worshippers.
* WouldHurtAChild: He demands this of his priests, commanding them to sacrifice a child once every full moon. The more
the Third Sun. He is a cruel deity who delights in children suffer during these rites, the torture of helpless innocents. Given his evil nature, it seems strange better the odds 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.

'''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from the Central American Mythos chapter of the AD&D sourcebook ''Deities and Demigods.''

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
will bestow good water, only when rains upon his priests have performed their rites with the proper zeal. The other three he uses to express his displeasure: the 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. %% Come back to this paragraph.

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.
worshippers.

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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.

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An air maiden appears as a winged human '''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with a sword, garbed in flowing robes, original writing.]''' %% The removed text was stolen from the Finnish Mythos chapter of the AD&D sourcebook ''Deities 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.
Demigods.''

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Removing plagiarism from the Finnish gods. This was an even mix of content taken from that Planar Legends wiki and Deities and Demigods.


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.

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'''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The Finns don't have a particularly strong pantheon. Perhaps that's because they don't focus on removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Finnish_Pantheon 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.
Planar legends wiki.]]



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.

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'''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The stories of this mythos are magnificently told in ''The Kalevala'', removed text was stolen from the Finnish national epic. These tales focus on the exploits Mythos chapter of the heroes, rather than the gods. The heroes of ''The Kalevala'' are very powerful; they possess abilities beyond those of mortal men, AD&D sourcebook ''Deities 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.
Demigods.''



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.

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Ukko is '''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Ukko the chief god Planar legends wiki.]]

'''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from the Finnish Mythos chapter
of the pantheon, but he keeps himself aloof AD&D sourcebook ''Deities and Demigods.''

'''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen
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.
Planar legends wiki.]]



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.

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Ahto, the water god '''[This description was copied in violation 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 our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from his contemplation by suitable sacrifice, and if he's moved to action, he sends either Alanoin or [[https://wiki.planarlegends.com/index.php?title=Ahto 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.
Planar legends wiki.]]



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.

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Hiisi's a basher '''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with no care for original writing.]''' %% The removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Hiisi the scurrying creatures Planar legends wiki.]]

'''[This description was copied in violation
of mortal life span; he's preoccupied our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it 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
original writing.]''' %% The removed text was stolen 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 Finnish Mythos chapter of the realm. Most people who come here never leave again. It ain't pretty.
AD&D sourcebook ''Deities and Demigods.''

'''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Hiisi the Planar legends wiki.]]



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.

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Ilmarinen is a blacksmith '''[This description was copied in violation of great magical power, our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from the ability to create mighty magic items Finnish Mythos chapter of many sorts. He is a massively built man who wears +4 leather armor the AD&D sourcebook ''Deities 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.
Demigods.''



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.

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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 '''[This description was copied in violation of the pantheon have such respect for her son (and owe her so many favors) that there's nothing Ilmatar can't get our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from them. She's too honorable to use that influence unduly, but there are times when [[https://wiki.planarlegends.com/index.php?title=Ilmatar 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
Planar legends wiki.]]

'''[This description was copied in violation
of creation and our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from the spells used in that formation. She is able to use this thing to know all Finnish Mythos chapter of the powers AD&D sourcebook ''Deities and abilities Demigods.''

'''[This description was copied in violation
of any being that ever existed. She also has a sledge that moves by itself on our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Ilmatar 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.
Planar legends wiki.]]



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.

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Kiputytto is able to cast a sickness (saving throw applicable) that will take away 5 hit points '''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen 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 the Finnish Mythos chapter of floating above a battle invisibly the AD&D sourcebook ''Deities 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.
Demigods.''



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.

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Kullervo is '''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from the foil Finnish Mythos chapter of the good heroes of Kalevala. He is doomed to eventually betray Kalevala AD&D sourcebook ''Deities 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.
Demigods.''



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.

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Lemminkainen is jovial and reckless, constantly getting himself into serious scrapes. He has mastered '''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from 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 Finnish Mythos chapter of the following weapons: a +3 javelin of distance with a range of 36"; a +3 bow with a quiver of animal slaying arrows; AD&D sourcebook ''Deities 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.
Demigods.''



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.

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Louhi rules the evil land '''[This description was copied in violation of Pohjolo our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with an iron hand. She opposes all original writing.]''' %% The removed text was stolen from the Finnish Mythos chapter of the good heroes of Kalevala, AD&D sourcebook ''Deities 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.
Demigods.''



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.

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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 '''[This description was to take 49 hit points copied in violation 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
our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen 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
Finnish Mythos chapter of the goddess here.
AD&D sourcebook ''Deities and Demigods.''

'''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Loviatar the Planar legends wiki.]]



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.

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The goddess is always dressed '''[This description was copied in a green gassamer gown, even in the coldest violation of winters, and is always surrounded our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with summer songbirds. She watches over rangers and all creatures original writing.]''' %% The removed text was stolen from the Finnish Mythos chapter 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 AD&D sourcebook ''Deities and flights Demigods.''

'''[This description was copied in violation
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
our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with Ehlonna of Oerth.

original writing.]''' %% 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 removed text was stolen from a pool in [[https://wiki.planarlegends.com/index.php?title=Mielikki 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.
Planar legends wiki.]]



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.

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This son of Louhi '''[This description was a leader copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from the Finnish Mythos chapter of the people of Pohjola AD&D sourcebook ''Deities 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.
Demigods.''



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.

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

Surma's a wandering god of Carceri, imprisoned on
our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from 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 Mythos chapter of keeping Surma's name the AD&D sourcebook ''Deities and Demigods.''

'''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen
from being spoken on [[https://wiki.planarlegends.com/index.php?title=Surma 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.
Planar legends wiki.]]



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.

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The wife '''[This description was copied in violation 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
our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with her husband, she maintains a residence in Tuonela, original writing.]''' %% The removed text was stolen from the Land Finnish Mythos chapter of the Dead. It's a place of gray mists AD&D sourcebook ''Deities and shrieking winds, a joyless realm among the already bleak caverns Demigods.''

'''[This description was copied in violation
of Pandemonium. She and her husband are afflicted our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Tuonetar_and_Tuoni 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.
Planar legends wiki.]]



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.

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This god is usually dressed '''[This description was copied 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. violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The god will always appear as if in a vision when a being who worships removed text was stolen from 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
Mythos chapter 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 AD&D sourcebook ''Deities and Demigods.''

'''[This description was copied
in helping the person to go to the land violation 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
our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from Tuonela.
[[https://wiki.planarlegends.com/index.php?title=Tuonetar_and_Tuoni the Planar legends wiki.]]



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.

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Untamo is the lord '''[This description was copied in violation 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, our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it never does and never will.

Clearly, Untamo doesn't like to be disturbed, and he punishes anyone
with original writing.]''' %% The removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Untamo the temerity to do so, unless they agree to serve him Planar legends wiki.]]

'''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from the Finnish Mythos chapter of the AD&D sourcebook ''Deities
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.
Demigods.''

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Removed: 5802

Is there an issue? Send a MessageReason:
Removing even more plagiarism (mostly comming from that Planar Legends wiki). Cutting the bulleted list of minor Egyptian gods.


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.

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The ancient Egyptians developed a culture lasting over 3,000 years. It is only natural that their faith would undergo a change '''[This description was copied in that time. Their deities aged, violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with Ra starting as the ruler and growing senile and Osiris taking over after being killed by Set and being brought back to life. original writing.]''' %% 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
removed text was stolen from 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
Mythos chapter of the pantheon, AD&D sourcebook ''Deities and claim that those who weren't born Demigods.''

'''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen
from his line came from elsewhere, either rejected from other pantheons or formed whole from [[https://wiki.planarlegends.com/index.php?title=Egyptian_Pantheon 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.
Planar legends wiki.]]



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).

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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
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).



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.

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Ra's home on Arcadia is '''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Ra 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.
Planar legends wiki.]]



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.

to:

Anhur lives on the same Ysgardian earthberg as Bast, but the two rarely have anything to do '''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it 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. original writing.]''' %% 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 removed text was stolen from permanent dissolution.
[[https://wiki.planarlegends.com/index.php?title=Anhur the Planar legends wiki.]]



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.

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Apshai is '''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Apshai 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.
Planar legends wiki.]]



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.

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As for its realm, the Hive lies somewhere below the Outlands, a "safe" distance '''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Apshai 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.
Planar legends wiki.]]



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.

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Bast's realm is called Merratet, the central point '''[This description was copied in violation of which is an ancient city lost in the deserts of her earthberg. Every building is covered our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with vines, incredible age evident in every crack and crumbled wall. original writing.]''' %% 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
removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Bast the cats in the night; people who don't find themselves prey before too long.
Planar legends wiki.]]



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.

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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
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.



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.

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Geb's realm is one '''[This description was copied in violation 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 our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Geb 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.
Planar legends wiki.]]



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.

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The goddess shares the rule '''[This description was copied in violation of Heliopolis our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with Osiris and Ra, her portion of original writing.]''' %% The removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Isis 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.
Planar legends wiki.]]



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.

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Daughter of Geb and Nut and twin sister of Isis, She was once married to Set and bore
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
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 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.

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She lives among the deserts '''[This description was copied in violation 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 our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace 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.
with original writing.]''' %% The natives are peery of visitors; they've seen the sharp side of a sword removed text was stolen from people looking to fill their own pockets. And they go to great lengths to protect [[https://wiki.planarlegends.com/index.php?title=Nephythys 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.
Planar legends wiki.]]



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.

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Having fled Heliopolis eons ago, she now maintains a small realm on Elysium, '''[This description was copied in Belierin, violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Nut 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.
Planar legends wiki.]]



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.

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Osiris' chilly realm '''[This description was copied in Heliopolis is both above and below violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Osiris 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.
Planar legends wiki.]]



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.

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Having supposedly stepped down '''[This description was copied in favor violation 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 our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen 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
[[https://wiki.planarlegends.com/index.php?title=Ptah the source of inspiration and creativity, lovers of art and beauty call upon Ptah as well.
Planar legends wiki.]]



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.

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Cousin to Shu, Seker appears as a rather ordinary man. This god is relentless '''[This description was copied in his efforts to destroy all evil and undead on violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from the earth. He's one Egyptian Mythos chapter of the gods of the afterlife, AD&D sourcebook ''Deities and the undead are, Demigods.''

'''[This description was copied
in his eyes, simply dead people who don't realize their true state. If they won't follow Osiris' rule, Seker destroys them violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with shafts of light original writing.]''' %% The removed text was stolen 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
[[https://wiki.planarlegends.com/index.php?title=Seker 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.
Planar legends wiki.]]



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.

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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 '''[This description was copied in the dead-book. violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The evil god just plain hates Osiris (after all, Set killed him once before), but his anger toward Horus stems removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Set the fact that Horus was granted a throne Set desired.
Planar legends wiki.]]



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.

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Set's realm '''[This description was copied in Baator is called Ankhwugaht, a burning desert in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Set 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.
Planar legends wiki.]]



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.

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Shu, brother and husband '''[This description was copied in violation of Tefnut, father of Geb and Nut, has been charged by Ra to keep Nut and Geb apart our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from each other, and this Shu does admirably. As [[https://wiki.planarlegends.com/index.php?title=Shu 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.
Planar legends wiki.]]



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.

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Shu's realm, Desert Wind, is pure breeze and sky; still, it's noticably different '''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Shu 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.
Planar legends wiki.]]



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.

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Tefnut, wife and sister '''[This description was copied in violation of Shu, embodies our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Tefnut 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.
Planar legends wiki.]]



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.

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Tefnut's realm, Windwrath, sits on one '''[This description was copied in violation of the many mountains of Bytopia, pummeled by winds and rain. our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The petitioners hide removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Tefnut 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.
Planar legends wiki.]]



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.

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Thoth is said to have accumulated as much knowledge as '''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Thoth 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.
Planar legends wiki.]]



!!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.

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Yet more plagiarism removed. This time it all came from Deities and Demigods.


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.

to:

The Aztec and Maya presented the world '''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with an interesting set of closely related gods, goddesses and creatures that have a moral background similar to that of other ancient mythoi. original writing.]''' %% 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
removed text was stolen from the stars, Central American Mythos chapter of the AD&D sourcebook ''Deities 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.
Demigods.''



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.

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This human-appearing god is able to see '''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from the past Central American Mythos chapter of the AD&D sourcebook ''Deities 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.
Demigods.''



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.

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Physically, Huhueteotl appears to be a demon '''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with a humanoid body, reptilian facial features, flames shooting all around him, and hair patches where his red gem armor does not cover him.

original writing.]''' %% The god requires frequent human sacrifices and will punish his erring worshipers with destructive flames whenever a whim takes him. Sacrifices are in removed text was stolen from 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 Central American Mythos chapter of the moon.

The god may cast a beam of searing light once per round that does 50 points of damage per strike
AD&D sourcebook ''Deities 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.
Demigods.''



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.



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.

to:

Also known as Kukulcan, or (in his capacity as wind god) Ehecatl, this god appears '''[This description was copied in a bewildering number violation 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 [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with his worshipers against other gods. When in battle, original writing.]''' %% The removed text was stolen from 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 Central American Mythos chapter of the battle AD&D sourcebook ''Deities 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.
Demigods.''



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.

to:

With his great tusks and goggle eyes, Tlaloc's appearance is quite impressive. He wears all black but for a garland '''[This description was copied in violation 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
our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The removed text was stolen from the populace. These babies are sacrificed to Tlaloc, after which Central American Mythos chapter of the priests cook AD&D sourcebook ''Deities 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.

Demigods.''

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 with the proper zeal. The other three he uses to express his displeasure: tne the 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.
floods. %% Come back to this paragraph.



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.

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This god appears as a huge bat and is always found '''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it 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
original writing.]''' %% The removed text was stolen from the Central American Mythos chapter of the AD&D sourcebook ''Deities 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.
Demigods.''



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.

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'''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% The twin brothers are legendary for their thirst for revenge. Their father removed text was killed by beings stolen from the Central American Mythos chapter of the underworld AD&D sourcebook ''Deities 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.
Demigods.''



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.

to:

Itzamna normally appears to men '''[This description was copied in the guise violation of a toothless old man, our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with sunken cheeks and a Roman nose, leaning on a crooked staff. However, he may also assume original writing.]''' %% The removed text was stolen from 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
Central American Mythos chapter of the sun-god, Tezcatlipoca, AD&D sourcebook ''Deities 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.
Demigods.''

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Removing more plagiarized text. This time we have two sources being plagiarized: the wiki that the Babylonian and Celtic deities' text was taken from, and the AD&D edition sourcebook Deities and Demigods.


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.

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The '''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% Removed text was stolen from the Chinese image Mythos section of the Heavens is that of a great bureaucracy. Many of the deities exist to perform a special task ''Deities 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.
Demigods''.



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.

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Shang-Ti looks down on the "barbarous" deities '''[This description was copied in violation of the planes, and won't deal our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with any of them, not even original writing.]''' %% Removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Shang-ti 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.
planar legends fan wiki]].



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.

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This god appears as a very muscular man '''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it 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 original writing.]''' %% Removed text was stolen from plane to plane with however many beings he wishes. He strikes with a spear the Chinese Mythos section of power for 10-60 points of damage.
''Deities and Demigods''.



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.

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This god has fiery red skin resembling scales, a black demonic head '''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with tusks, elephant ears, a large set original writing.]''' %% Removed text was stolen from the Chinese Mythos section of leathery wings with a span of 40 feet, a humanoid body, ''Deities 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.
Demigods''.



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.

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This god appears as a very muscular man. He always wears a blue war helm, giving him '''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% Removed text was stolen from the power Chinese Mythos section of constant haste ''Deities 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.
Demigods''.



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.

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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.
made. %% Come back to this one.



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.

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Though he's often called '''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% Removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Kuan-ti 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.
Planar legends wiki.]]



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.

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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 '''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% Removed text was stolen from sacking [[https://wiki.planarlegends.com/index.php?title=Kuan-ti 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.
Planar legends wiki.]]



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.

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The god's realm is a place '''[This description was copied in violation 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 our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with Lei Kung if they're killed while on such a quest. It may or may not be true, but original writing.]''' %% Removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Kuan-ti the petitioners certainly believe it.
Planar legends wiki.]]



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.

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This god has 3 demon-like heads, 6 arms ending '''[This description was copied in claws, and green scaled skin. He has a look violation 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 our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% Removed text was stolen 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
the Chinese Mythos section of 25 points per round), ''Deities 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.
Demigods''.



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.

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This god has a roc's body '''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it 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 original writing.]''' %% Removed text was stolen 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
Chinese Mythos section of ''Deities 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.
Demigods''.




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.

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These minions '''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% Removed text was stolen from the wind gods can be summoned by them in numbers Chinese Mythos section of up to 100 every day. They have black skin, large bat wings, clawed feet (which they use in battle), ''Deities and a tusked monkey's head. They exist to fight for the gods, attacking as 11 hit dice monsters.
Demigods''.




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.

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As the patron '''[This description was copied in violation 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
our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace 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 with original writing.]''' %% Removed text was stolen from their original owners). Massive gates guarded by golems delineate the outer limits Chinese Mythos section of ''Deities and Demigods''. %% Removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Sung_Chiang the realm.
Planar legends wiki.]]




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.

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Tou Mu appears on the earth '''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it 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 original writing.]''' %% Removed text was stolen 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; Chinese Mythos section of ''Deities 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.
Demigods''.



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.

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Wen Chung has 3 eyes '''[This description was copied in his head violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% Removed text was stolen from the Chinese Mythos section of ''Deities 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.
Demigods''.



'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.

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'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 '''[This description was copied 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 violation of each spirit's assignment, serves his master well).

The Palace of Judgment is a huge, sprawling affair, filled
our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with offices, cubicles, and paperwork. Ogre magi and other fell beasts serve as enforcers and examiners of original writing.]''' %% Removed text was stolen from [[https://wiki.planarlegends.com/index.php?title=Yen-Wang-Yeh 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.
Planar legends wiki]].

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Removing text which was plagiarized from this wiki's articles on the Celtic pantheon.


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.

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It's said that something lurks '''[This description was copied in the heart violation 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 our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it is in this space that the Celtic gods dwell. They sprang with original writing.]''' %% The removed text was plagiarized 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.
here: https://wiki.planarlegends.com/index.php?title=Celtic_Pantheon



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).

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As one '''[This description was copied in violation 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 our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% Removed text was stolen 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).
here: https://wiki.planarlegends.com/index.php?title=Daghdha



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.

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Arawn controls all the power '''[This description was copied in violation 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
our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace 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.
original writing.]''' %% Removed text was stolen from here: https://wiki.planarlegends.com/index.php?title=Arawn



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.

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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 '''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% Removed text was stolen from the dead without Arawn's permission, but he ''can'' snatch back a sod who hasn't yet completed the journey to Annwn.
here: https://wiki.planarlegends.com/index.php?title=Diancecht



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.

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Dunatis, one '''[This description was copied in violation 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,
our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% Removed text was stolen from nearly flat to sheer, steep rock. Trees cover its slopes, and wild animals gambol, not caring a whit about humans.
here: https://wiki.planarlegends.com/index.php?title=Dunatis



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.

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The entrance to Goibhniu's realm, the Great Smithy, sits at the base '''[This description was copied in violation of an exposed hill, its ruddy light casting out over Tir na Og. The thunder of hammers our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% Removed text was stolen 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.
here: https://wiki.planarlegends.com/index.php?title=Goibhniu



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.

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Like his brother Diancecht, Lugh travels constantly, seeking new knowledge and new experiences. Here's the dark '''[This description was copied in violation of it: Lugh looks for excellence and finds our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace 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.
with original writing.]''' %% Removed text was stolen from here: https://wiki.planarlegends.com/index.php?title=Lugh



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.

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As the sole power '''[This description was copied in Tir fo Thuinn, Manannan mac Lir is a god to be reckoned with. His undersea realm is full violation of petitioners who go about their daily lives much like air-breathers, our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it 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 original writing.]''' %% Removed text was stolen 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.
here: https://wiki.planarlegends.com/index.php?title=Manannan_mac_Lir



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.

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Some gods '''[This description was copied in violation of magic are generous our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it 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
original writing.]''' %% Removed text was stolen 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.
here: https://wiki.planarlegends.com/index.php?title=Math_Mathonwy



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.

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His realm is called Corriegrave. It's on the first Mount '''[This description was copied in violation 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.
our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% Removed text was stolen from here: https://wiki.planarlegends.com/index.php?title=Math_Mathonwy



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.

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This goddess' full name is Morrigu Morrigan, but many folks call her "''the'' Morrigan" (much like they do the Daghdha, though '''[This description was copied in her case it's not so much respect as fear). She takes the form violation 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 our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with other pantheons.
original writing.]''' %% Removed text was stolen from here: https://wiki.planarlegends.com/index.php?title=Morrigan



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.

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Her realm is called the Bloody Field, and it's far too much like Ysgard for the comfort '''[This description was copied in violation of the petitioners of Tir na Og. Sods who aren't warlike steer clear. But for bashers our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it 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.
original writing.]''' %% Removed text was stolen from here: https://wiki.planarlegends.com/index.php?title=Morrigan



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.

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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 '''[This description was forced to retreat copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% Removed text was stolen 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.
here: https://wiki.planarlegends.com/index.php?title=Nuada



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.

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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 '''[This description was copied in violation of his own choosing until he decides to release them.
our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]''' %% Removed text was stolen from here: https://wiki.planarlegends.com/index.php?title=Oghma



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).

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In the deepest reaches '''[This description was copied in violation of Tir na Og, the vegetation grows thick and feral, the canopy of leaves overhead so dense that our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace 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).
with original writing.]''' %% Removed text was stolen from here: https://wiki.planarlegends.com/index.php?title=Silvanus

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Is there an issue? Send a MessageReason:
Removing text which was plagiarized from this wiki's article on the Babylonian pantheon.


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.

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In the lands '''[This description was copied in violation 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
our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it 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.
original writing.]'''



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.

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Chant says that Anu created the heavens and the earth, and '''[This description was copied in violation of our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace 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.
original writing.]'''



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.

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In a place where the howling winds '''[This description was copied in violation 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, our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace 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.
original writing.]'''



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.

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Druaga's known as the ruler '''[This description was copied in violation 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,
our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it 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.
original writing.]'''



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.

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The Undying Flame, Girru's realm on Mount Celestia, is a place sculpted entirely '''[This description was copied in violation 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
our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace 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.
with original writing.]'''



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.

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Ishtar's City '''[This description was copied in violation 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 our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it 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.
original writing.]'''



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.

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Marduk's realm is an arid land '''[This description was copied in violation of sun and sky, our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it 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.
original writing.]'''



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.

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Nergal's realm is a dark, gray city [This description was copied in violation of black basalt, our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it 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.
original writing.]



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.

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Ramman's realm is a castle '''[This description was copied in violation 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.our [[Administrivia/AboutImagesAndCopyright Plagiarism]] policy. Please replace it with original writing.]'''
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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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[[WMG:[[center: [- ''TabletopGame/DungeonsAndDragons'' '''[[Characters/DungeonsAndDragons Main Characters Index]]'''\\
''[[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]]\\
''[[Characters/DungeonsAndDragonsDeities Deities]]'': Real-World Deities ('''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]]\\
''[[Characters/DungeonsAndDragonsRaces Playable Races]]''\\
''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}} ]] -]]]

This is a partial list of the real-world inspired deities which have appeared in ''Dungeons and Dragons''.

[[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]]

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