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DEITIES
The deities of Habololy look
down upon a world that is theirs to shape. They are beings of amazing
powers and strong beliefs. Every deity has control over one or several
aspects of existence in the world. Through these aspects, a deity looks
to bring about a world that is more in line with what that particular
deity sees as ideal.
To further many of their causes, the deities long ago decided to form a
Counsil. The Counsil was the idea of The Oldest Orc, who is the eldest
and most powerful of all the deities of Habololy. He insists that the
goal of the Counsil is to prevent extreme acts of the deities from causing
chaos and destruction in the world. They would act upon each other as
a system of checks and balances, and allow the mortals of the world to
decide whose ideals would prove to be the strongest.
The Counsil has another purpose. When the world was young, over two
millennia ago, before the Counsil existed, there was a mortal gnome named
Amat Meo. He gained power like no mortal had before him. His armies
conquered the world, and his power grew to match the deities. Without a
common focus, it took the deities centuries to overcome Amat. After he
was defeated, but not killed, the Counsil was formed. When Amat returned
centuries later, the Counsil’s combined efforts were able to thwart his
plans much more quickly.
For one reason or another, there are other deities that have chosen an
existence off of the Counsil. These deities are considered dangerous
rogues, and their followers are considered cultists. It is only The
Oldest Orc’s first mandate that the deities not directly interfere on the
planet, which allows the cult deities to continue. Much like the deities
of the Counsil, the outsiders look to have their ideals win out in the
mortal world. For a variety of reasons, the Counsil does not agree that
their beliefs have a place on Habololy.
There are also beings that do not yet fit into either category. These
beings are known as Quasi-Deities. They are more powerful than any
mortal, but do not have the worshipers or influence of a deity. Some will
one day take a place upon the Counsil. The others will be outsiders and
fight for their place against the wishes of the Counsil.
The following pages describe all one needs to know about a given deity.
To understand how the entries are set up, there is a chart below.
HOW TO READ THE ENTRY
DEITY’S
NAME [phonetic spelling] (other names the deity is known by)
How the world sees the deity? What role the deity has on the Counsil and
in the world? What are the major myths surrounding the deity? Who are
the deity’s enemies and allies? How long has the deity existed on
Habololy?
Power: The level of power a deity has. Based on length of
existence and number of followers. There are five levels: Overgod,
Greater God, Lesser God, Demi-god, and Quasi-deity.
Symbol: The symbol that the deity is known by, also usually the
holy symbol of a cleric of that deity.
Alignment: The alignment of the deity.
Aspects: The ideals, creatures, races, places, professions, and
elements that fall under the watch of the deity.
Plane of Existence: The plane on which the deity truly exists.
For the most part, the deities of the Counsil are of the Prime Material
Plane.
Domains: The domains of influence, which a deity is known for and
that the deity grants to clerics. Underlined domains must be chosen by a
cleric. A cleric must have two domains, no more or less. Clerics of
quasi-deities have only one domain.
Prayer Time: The time of day when the deity's clerics must
prepare their spells.
Favored Weapon: The weapon, if any, that the deity is seen with or
known to wield. This is necessary for certain divine spells and for
clerics, who wish to closely emulate their deity. It is also often used
in symbols of the deity. A cleric automatically gains proficiency in her
deity’s favored weapon if not already proficient.
Turn Undead: Whether the deity grants clerics the ability to turn
or control the undead, or what power replaces that ability. If another
power replaces the turn undead power, that power may be used for the
purposes of using certain feats instead of that power. An * means that
those feats are unavailable to a cleric of that deity.
Back from the Dead: Because of the varying beliefs of the deities,
if or how they allow their clerics to bring beings back from the dead
varies. There are four categories in which the deities fall: None – they
may not bring back the dead; Resurrect – they may only use spells such as
Raise Dead or Resurrect; Reincarnate – they may only
reincarnate; Any – they may use any method.
Favored Class: The class that the deity allows the clerics of the
faith to choose as a favored class.
High Temple: The location of the most sacred and usually most
important temple of the deity.
High Cleric: The name of the high cleric.
Number of Faithful: The approximate number of mortal followers of
the deity.
Associated Groups: Any organizations that are known to be in the
service of the deity. This often includes deity-based prestige classes.
Dogma: The guide for the everyday worshipper of the deity.
DEITY LIST
| Name |
Status |
Alignment |
Portfolio |
Domains |
|
The Oldest Orc |
Counsil |
NG |
The Orcs, Ancestry, The Elderly, Non-intervention |
Knowledge, Time |
|
Habastly |
Counsil |
NG |
Nature, Life, Plants, The Sun |
Creation, Earth, Good, Plant, Sun, Weather |
|
Treetop |
Counsil |
CG |
Animals, Beasts, Elves, Rangers, Archery |
Animal, Good |
|
Smofarf |
Counsil |
NG |
Magic, Dwarves, Wizards, Crafts |
Earth, Knowledge, Magic, Protection, Rune |
|
Lakius |
Counsil |
TN |
Water, the Oceans, the Sky, Solitude |
Air, Weather, Water |
|
Dedestroyt |
Counsil |
CN |
Death, Destruction |
Death, Destruction, Repose, War |
|
Tyrogatore |
Counsil |
TN |
Unarmed Combat, Lizards, Monks |
Animal, Scalykind, Strength |
|
Compture |
Counsil |
NE |
Schemes, Gremlins, Change, Shapechangers |
Evil, Trickery |
|
Han~Sui |
Counsil |
LN |
Truth, Honor, Armed Combat, Justice |
Law, Nobility, Strength, War |
|
Everentual |
Counsil |
TN |
Judges, Impassive Equality & Fairness, Neutrality |
Knowledge, Time |
|
Gruweas |
Counsil |
LE |
Cunning, Gree, Lawmakers, Government |
Evil, Law, Nobility |
|
Celetal |
Counsil |
TN |
Psionics, Silence, The Mind |
Knowledge, Psionic |
|
Tommimao |
Counsil |
CG |
Travelers, Guides, Intervention, Pipeweed, Addiction |
Liberation, Luck, Travel |
|
Tfop |
Counsil |
CG |
Alchemy, Underdogs |
Knowledge, Liberation, Luck, Magic |
|
Falan |
Counsil |
CG |
Necromancy, Swords, Sakor’akai, Undead, Innovation |
Death, Magic, Repose |
|
Lavash'Ki |
Counsil |
CN |
Sailors, Ships, Pirates, Treasure |
Chaos, Luck, Travel, Water |
|
Frostine |
Counsil |
NE |
Winter, Cold, Frost Giants |
Air, Evil, Water |
|
Sutyr |
Counsil |
LE |
Fire, Slavery, Fire Giants, Volcanoes |
Evil, Fire, Trickery, War |
|
Dresta |
Counsil |
NE |
The Moon, Evil Creatures, The Night, Evil Lycanthropes |
Darkness, Evil, Trickery |
|
Arsur'Anyodel |
Counsil |
CG |
Transition, The Moon, Rescue, Good Lycanthropes |
Good, Luck |
|
Stasis |
Counsil |
LG |
Cavaliers, Light, Virtue, Monarchs, Heroes |
Glory, Good, Law, Nobility, War |
|
Gnarion |
Counsil |
NG |
Perseverance, Freedom |
Good, Liberation, Strength |
|
Quan Yin |
Counsil |
LG |
Child Birth, Midwives, Pacifism |
Community, Good, Peace |
|
Hemator |
Cultist |
LG |
Healing, Paladins, Love, Peace, Compassion |
Glory, Good, Healing, Law, Protection |
|
Drunnbar |
Cultist |
LN |
Destruction of Magic, Clan Sledgehammer dwarves, Stone |
Earth, Protection, Strength |
|
Chaos |
Cultist |
CN(e) |
Chaos, Wild Casters |
Chaos, Madness. Magic, Trickery |
|
Vishtoo |
Cultist |
CE |
Vishtoo, Evil Monks |
Chaos, Destruction, Strength |
|
Corahakar |
Cultist |
CE |
Drow elves, Thievery, Male Dominance |
Chaos, Darkness, Evil, Travel, Trickery |
|
Loomashyn |
Cultist |
CE |
The Underdark, Slimes and Oozes, Hatred |
Chaos, Evil, Earth, Madness |
|
Wandle |
Cultist |
L(n)E |
Seduction, Witches |
Evil, Fire, Trickery |
|
Cult of the Slaughter |
Cult |
CN(e) |
Genocide, Racism |
Death |
|
Cult of Amat |
Cult |
LE |
Dominance, Amatine Gnomes, Assassins |
War |
|
Mouser |
Quasi |
LN(g) |
Acrobatics, Subtlety, Swashbucklers, Skill |
Luck |
|
Arsenal |
Quasi |
TN |
Technology, Tinkers |
Earth, Knowledge, War |
|
Melodi |
Quasi |
CG |
Music, Bards, Lore, Teachers |
Knowledge |
In addition to the many deities that currently vie for position and power
on Habololy, there were others that lost their struggle in the past.
Some of these deities are remembered fondly, others are infamous, and the
least influential among them are not remembered at all.
Dead Deities
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