This action might not be possible to undo. Are you sure you want to continue?
Chapter : Gods - History of The Tuatha de dannan Name: Tuatha De Danann/ Danaan / Men of Dea Origin: The Islands of the North Original Cities: Failias, Gorias, Findias, & Murias Associated Sites: Magh Tuiredh, Brugh na Boinne, Teltown, Co. Meath Arrival of the tuatha Isles legend says that the Tuatha de Danann (the people of the Goddess Danu) are the fairy folk; the fairies, pixies and brownies who inhabit the mounds, or Sidhe, of the Isles countryside. But upon closer examination, one discovers that the Tuatha de Dannan were actually a people who inhabited The Isles in times long past who later became gods. According to the Annals of the Four Masters, the Tuatha de Danann ruled The Isles following their invasion, and subsequent war with the Fir Bolg. When the Tuatha de Danann first arrived in The Isles they landed in Connaught. Legend says that they landed on a mountain in ships of the sky that blotted out the sun for three days. Thus, from the mists they appeared. The Tuatha upon landing, burned their ships, determined to stay in the land. Fir Bolg But the Tuatha were not welcomed by the current residents of The Isles, the Fir Bolg. After a time of negotiation, the two sides joined battle. The Fir Bolg were defeated, but they had given such a good fight that the Tuatha let them keep Connaught, and took the rest of The Isles. The Tuatha were considered a highly civilized people, and tradition notes that the Fir Bolg held their conquerors in high esteem. The people of the Goddess Danu possessed remarkable domestic skills; so much so, that those they conquered deemed the Tuatha magicians and Gods. Nuada of the Tuatha The King of the Tuatha, Nuada, had lost an arm in the battle against the Fir Bolg. Tradition has it that because he was now blemished, he could no longer be King. In his place the champion of the Tuatha de Danann. Bres (part Fomoire or Sea raider), now became King. Fomoire The Fomoire are sometimes said to have been the first inhabitants of the Isles. They possessed hideous misshapen bodies which appeared to be created from a mishmash of leftover parts from various animals. They usually had both arms and legs, and were terribly ugly giants. Formorians were very powerful and terrible to behold. The sons of Uar the Cruel, were named "Destruction", "Ill-Fated" and "Want". They had venom oozing from their hands and feet, which would poison and ruin anything they touched. Another famous Formorian, the hideous Lot, was a war goddess and led the Formorians in many battles. She had lips on her breasts and four eyes on her back. Most Formorians were both ill-tempered and stupid. The Formorians are usually portrayed as demons or sea monsters, where their patron goddess is Domnu, whose name means "The Deep" in reference to their later banishment into the sea. Bres of the Tuatha Bres ruled for seven years, but in this time, he thoroughly disenchanted his people by bending to Formorian demands. The people were not well fed, the crops were poor, and the final straw came when Bres insulted a poet-bard. He was quickly ousted from command, and in his place returned Nuada, who now had a new arm made of silver. This arm was fashioned by Dian Cecht of the Tuatha. Bres fled to the Hebrides, where he complained to his father (Balor), Balor Beimann (Balor of the mighty blows). Balor possessed a great poisonous eye, which could kill by merely looking at a living thing. The lid of this eye was so heavy that it required four warriors to lift it. Balor received this eye as a dreadful curse laid on him when as a child he peered into his father's magical chambers. Part of the curse was that Balor's life and kingship were both dependent on his keeping the great eye shut. Balor raised a great host (army), it was so large that their ships filled the sea from The Isles to the Hebrides. Upon landing, the Formorian host and Tuatha met in battle at northern Moytura, in Sligo. The Tuatha won the day, and the power of the Formorians was broken forever in The Isles. Nuada died fighting the Fomoire.
AD&D Second Edition Group Campaign World
The Tuatha De Dannan had failed to defeat Balor at the first battle of Magh Tuireadh (Moytura), but had driven the Formorians to an island off the coast. Lugh of the Tuatha At the second Battle of Magh Tuireadh, Lugh, "the shining one", grandson of Balor sided with the Tuatha De Dannan. He led their forces against the Formorians. Balor engaged Lugh in single combat, and after fighting for a whole night, Lugh struck Balor with a stone with such fore that Balor's eye flew into the heavens, and some say became the sun. Lugh became the new King of The Isles. In the final battle against the Fomorians, the chief Druid of Tara, Figol MacMamos, used his magic to send three streams of fire in to the Formorian's faces. These streams of fire allowed him to take two thirds of the strength of the enemy, and use it to increase the strength and valor of the Tuatha De dannan forces, with every breath the Fomorians drew. In this manner they were able to finally defeat the Formorians. Those who weren't slaughtered, were driven in to the sea, after which the Formorians became known as sea monsters. Lugh was afterward adopted by the Tuatha De Dannan and is honored at the sabbat which is named after him, Lughnasadh. After being driven into the sea, the Fomorians lived in a mythical undersea kingdom called Lochlann, under the king Tethra. He owned a sword forged by Oghma that was named Orna. The sword was considered death itself. The blade was stolen from him by Lugh. The Tuatha The Tuatha de Danann prospered under their two great heroes Nuada of the Silver Arm and Lugh of the Long Arm. After Lugh, Dagda was king. The Legends say that from then on, the Tuatha stayed in The Isles. As they were a magical people they decided to go underground into another dimension of space and time the entrances to which are at many sites around The Isles; one of the most famous is said to be at Brugh na Boinne. As gods, later people have known them as the people of the Sidhe. It was reputed that only iron weapons could injure the Tuatha. The Tuatha's skills in the arts and domestic life. It is said that the Tuatha had four great treasures or talismans that showed their skills in arts, crafts and magic as well as the construction of stone megaliths. The first treasure was the Stone of Fal, which would scream whenever a true king of The Isles would place his foot on it. The next talisman was the Magic Sword of Nuada, a weapon that only inflicted mortal blows when drawn. The third treasure was the Spear of the God Lugh, that never missed its target. The final treasure is the Cauldron of Dagda, taken from the land of the dead, from which an inexhaustible supply of food came forth.
sun. and weather God of the Tree Fruit: Tarvos Spheres: all. sun God of Smiths: Goibhniu Spheres: all. astral. plant. guardian. guardian. protect Morrigan The Great Queen (TBC) Bodbh The Crow (TBC) Macha The Plain (TBC) The God of Oratory: Oghma Spheres: all. divination. animal. creation. creation. Divination. animal. Guardian. elemental. guardian. elemental. Plant. Summoning. Astral. healing. Healing. Elemental. protection. protection. healing. creation. divination. Goddess of the Middle Realm: Medhua Spheres: all. necromantic. divination. protection. guardian. Protection. divination. plant. weather Earth Mother: Danu Spheres: all. plant. Guardian. combat. healing. plant. animal. Animal. charm. summoning. creation. plant. astral. divination. summoning.AD&D Second Edition Group Campaign World 25 Sky Father: Dagda Spheres: as druid Controller of Lower Realms: Arawn Spheres: all. charm. Thought and Time. elemental. plant. charm. creation. War and Wards. guardian. Summer: Spheres: All. protection Saviour Champion: Cu Chulainn Spheres: none . weather Goddess of War: Morrigan . Necromantic. healing Goddess of the Upper Realm: Macha Spheres: all. animal. weather The God of Healing: Diancecht Spheres: all. astral. creation. guardian. Numbers. Charm. astral. healing.the three faces of the War Goddess Spheres: all. combat. Protection. sun. Summoning. healing. combat. divination. Astral. Summoning. combat. Creation. Winter: Spheres: All. divination. summoning. elemental. creation. Charm. summoning Controller of the Upper Realms: Lugh Spheres: all. Guardian. elemental. charm. Travellers. combat. healing. animal. elemental. guardian. Healing. healing. necromantic. weather God of Fire: Belenus Spheres: as druid God of the Seas: Manannan mac Lir Spheres: all. charm. healing. Combat. Sun. animal astral. and weather Goddess of the Lower Realm: Brigantia Spring: Spheres: All. Elemental.
TU nil. With Lugh and Oghma. Dagda's stronghold was said to have been the Bruigh na Boinne but according to legend. . Str 18/76 Int 18 MV 15 AC 2 #AT 5/2 Dex 18 Wis 18 SZ 6’ HD 15 THAC0 6 Con 17 Cha 15 MR 80% HP 150 Dmg 1d6 (club) +10 Special Att/Def: Dagda’s avatar wields a club a highly magical nature. or sleep. Role-playing Notes: Dagda is a happy go lucky sort who is interested in the general welfare of his Celtic worshippers. he was tricked into surrendering it to his son Oenghus (Mac ind Og). However. Requirements: AB as druid. Dagda’s avatar has the ability to charm any woman. Celtic shield. Also. weather. it will regain life (as raise dead spell). WAL any good. but he is credited with control over the weather and crops. but also 1) can accurately predict weather one full week in advance. Dagda is the custodian the gods and all Celtic people. His druids generally keep to themselves. carried a huge club that could kill or restore life. Dagda enjoys a position of leadership among the loose confederation of Celtic gods. with a very short tunic and uncouth behavior. AoC crops. He has been known to send his avatar onto the battlefield when opponents of his peoples have been attacking and use his charms on important female figures on the enemies side. A jovial figure.THE SKY FATHER Dagda (greater god) ("DOY-dah"): chief father god (also called All-father) and spouse of the Morrigan. Dagda’s Avatar (fighter 15. any blow from its heavy end will automatically slay a living being (no save throw). and on it he could play melodies that made people grieve. Duties of the Priesthood Priests of Dagda must be druids. He also sends him during times of pestilence or crop failure to set things right. and dispensed bounty from an enormous cauldron similar to Zeus's horn of plenty. as a father figure he is both stern and funloving. Similar to Zeus and the Roman Jupiter. WP as druid AR as druid. gathering only to perform important ceremonies. If he so chooses. He will tempt to resort to comic trickery to get his own way. laugh. Dagda’s druids are chiefly responsible for the creation of great standing stones with which they can keep track of the seasons and through which they can exercise their magical powers. and bend her to his will. His wife was Morrigan ("the great queen"). As a warrior he is a great leader and scout. They are expected to dress in an unorthodox manner in order to draw attention to themselves. He was potbellied. the Fomoire. Dagda helped organise the victorious war of the Tuatha De Danann over their enemies. hard 10) Dagda’s avatar appears as a tall man who is dressed comically. mortal or otherwise. PW as druid. He has a weakness for women and can be quite the charmer. SP as druid. AL as druid. if he turns the club and touches a dead being. His great cauldron is a bottomless receptacle with food and drink and the abundance of the Celtic other-world from which he comes — there is virtually nothing he cannot pull from his cauldron. Statistics: AL cg. His powers widely varied. a god of druids. Dagda enjoys being a comical figure of great power.8) heroes’ feast once per day. he can act as a stern and wise advisor or comical entertainer what ever his mood dictates. His harp helped the seasons cycle. dressed like a peasant. using his charms and powers to protect and aid them whenever he can.
His features are very dark and deep set. When it comes to matters of Death he takes a darker side. wizard 12) Arawn’s avatar appears as a normal man in black robes. His home is an island so far out at sea that no one. but this is increased to 100% for any magical or clerical spells that would otherwise inflict damage on his avatar’s body. In fact. Str 17 Dex 15 Con 18 Int 15 Wis 18 Cha 12 MV 12 SZ 6’ MR 50% AC 0 HD 18 HP 144 #AT 1 THAC0 10 Dmg 1d6 (club) +1 Special Att/Def: Arawn’s avatar has 50% magical resistance normally. complex graves including chariot and trophies for warriors and chieftains. summoning. . On times when he has to travel from his realm he appoints his old friend Pwyll to rule in is stead who he made a Lord of Annwn in times of old. SP all. Most find their own way to him. Arawn’s Avatar (priest 18. On resurrecting any individual. TU command. He is the reaper of souls though he rarely has to travel from his realm to collect them. AR a. He will offer some other similar character from the legions of the dead provided he can keep the original character. Though he judges matter of Death with an eye to justice. there is a 2% chance per level of that individual that Arawn will intervene. but are generally on hand for ceremonies of their own immediately following such events. Statistics: AL ne. Particularly when it comes to his wife. Duties of the Priesthood Priests of Arawn officiate at one and only one religious function — burial. divination. PW 1) speak with dead. In his own realm he is a caring considerate deity. AoC life and death. Many other Celtic gods will endorse resurrections. Arawn has absolute power over life and death among the Celts. Priests of Arawn do not officiate at sacrifices to other gods. Role-playing Notes: Arawn is seen as a dark terrifying figure. can find it while living. necromantic. astral. As god of death and the underworld. guardian. He will either send his avatar to reclaim the body or (25% chance) he will attempt to bargain. WP club or scythe. not even Manannan mac Lir . Refusal of his offer will be met with force. for only the dead can travel there. WAL any evil. Arawn rarely has reason to venture into the world of the living. SY warrior’s skull. Requirements: AB standard. AL any evil. chief of Dyfed. creation. Celtic burials involve simple graves for most. However this is not always the case. Arawn has absolute power over life and death and all the other deities must defer to him in these matters. 10) animate dead once per hour. Anyone hitting Arawn’s avatar with a magical weapon must instantly save versus spells or die. He is adverse to the resurrection of mortals and the other deities respect this. Arawn generally only sends an avatar to the world of the living after someone has been resurrected that Arawn would rather keep. but none can guarantee that Arawn will leave the matter at that.THE CONTROLLER OF THE LOWER REALM Arawn (intermediate god): god king of the underworld enriched by his exchanges with Pwyll.
Also known as Lamfhada ("Long Arm") because of his skill with sling and spear. Role-playing Notes: A wanderer of the lands of his worshippers. but also an expert in such diverse fields as sorcery. Statistics: AL cn. 9) enchant an item once per week. He was the father of Cuchulain. or "People of the Goddess Danu. Duties of the Priesthood Priests of Lugh must be highly skilled in the arts. He may do this for one round in any given encounter. They must also erect mounds to or hold their ceremonies atop low hills or other summits. TU nil. Nuadu readily admitted him into the fellowship.DAYTIME AND NIGHTTIME CONTROLLER OF THE UPPER REALM Lugh (intermediate god)("loo"): Shining One: a bright-faced solar god of endless talents. AL any neutral. stepping in with his avatar to affect the outcome of endeavors within his own expertise. reputed to be not only the inventor and patron of the arts. beardless warrior with spear. He keeps an eye out for fair play in human matters. a harper. He will have with him a cock. wizard 12) Lugh’s avatar is a young. war. travel. among other things. however. crafts. combat. . Lugh is often found in the company of Rosmerta. 3) travel at thrice normal speed for 4 hours per day. guardian. story telling. protection. Known to be a late comer to the pantheon. consorting with the various goddesses of the lands that he meets. displaced two earlier divine races. or as a shoemaker and can call upon any school of magic for his spells. or a tortoise. and the myth that relates how he became a member of the Tuatha underscores this. and a carpenter. Lugh is a self-confident god. He can control endeavours in the arts and crafts with which he is familiar. Like them. sun. Lugh’s avatar may increase his sling’s number of attacks to 5 per round and automatically hit with each one. healing abilities. Lugh replied that he was. crafts. healing. SY eight-pointed star. Lugh’s Avatar (warrior 15. Hearing this list of accomplishments. goat. the Fir Bolg and the Fomoire. commerce. and purse. sling. animal astral. WP sling. Lugh. He may also appear with a beard. weather. prophecy. WAL any neutral." who. arts. and he can control or influence all forms of travel and commerce. history. a goddess of wealth and material possessions. His many talents gained him admittance into the Tuatha. a sorcerer. after much fighting. Beyond these pursuits. and heroism. AR a. eager to keep his hand in mundane affairs. a warrior. PW 1) create darkness or light in a 100’ radius once per day. whose name means “The Shining One” is the most widely worshipped of the pantheon. a member of the Tuatha De Danann. Requirements: AB standard. with numerous monuments throughout Celtic regions where followers prayed to him for guidance in any of his many areas of expertise. When asked by the gatekeeper of the royal palace to identify himself. Lugh is a formidable warrior. In ancient mythology Lugh was a major divinity. Lugh can best be described as the god of excellence. SP all. armed with a great spear and a sling. summoning. who served as their chief. The other leading divinities of the Tuatha were the Dagda and Nuadu (son of Belenus). craftsmanship of all sorts. Lugh was omnicompetent. mace. divination. charm. a poet. creation. AoC arts. and they must be well-traveled. Str 18/00 Int 18 MV 18 AC 0 #AT 2 Dex 18 Wis 18 SZ 6’ HD 20 THAC0 3 Con 17 Cha 15 MR 50% HP 190 Dmg 1d4 (sling) +6 Special Att/Def: In a desperate situation. horsemanship. He can also turn day to night or vice versa at will.
the one who goes into battle frenzy. Cu Chulainn has a particular hatred of giants and will seek them out to destroy them whenever possible. the young man is reputed to have traveled to the land of Emhain Mhacha and defeated (single-handedly) 150 other youths. and finally learned strategies and magical tactics that have rendered him all but invincible. Originally named Sedanta. a fine warrior who has dealt with mortals and immortals on their own terms. The weapon is a spear +4. (warrior 20) Str 18/00 Int 17 AC -2 HP 200 #AT 5/2 Dex 17 Con 18 Wis 15 Cha 17 MR 10% MV 15 AL cg THAC0 1 Dmg 1d6 +4 (spear) +6 Special Att/Def: Cu Chulainn’s spear is called Gae Bolg. In battle. Cu Chulainn Cu Chulainn is the greatest hero of the Celts. He travels the Celtic lands to stamp out injustice and has a reputation for appearing just in the nick of time. probably also the god to whom the diverse known Celtic warrior bands (like the Gaesates) would pray. and thus Sedanta became known as Cu Chulainn. He never travels in disguise. Cu Chulainn gains an additional +4 to all attack and damage rolls against them. He is the only mortal who can heft it. and while he has it in his hands he cannot be surprised. who fights naked. This role is fulfilled by Cuchullin in the Isle texts. or “dog of Culann: Cu Chulainn underwent a series of initiations into heroic stature. . He was forced to fight many other heroes and creatures. and mixes to a certain extent with the function of the Night time Upper Relam controller. When fighting giants. He is the one who protects the cattle of the tribe. he encountered and defeated the smith’s huge guard dog with his bare hands.THE YOUTHFUL-SAVIOUR-CHAMPION Another function is the one of the youthful-saviour-champion. by mortals and gods alike. put through exotic rituals throughout Celtic lands. Enraged. When he approached the lands of the great smith Culann. Culann forced Sedanta to guard his lands in the dog’s place. Role-playing Notes: Cu Chulainn is known throughout the lands of the Celts. This god is the warrior champion of the tribe. so cannot help but be noticed. Cu Chulainn glows with a brilliant light and those attempting to fight him cannot look directly at this brilliance and suffer a -4 penalty to their attack rolls. and is made from the bones of a sea dragon.
healing. health. and Weather. charm. Divination. abundant crops. Sun. Necromantic. nursing the sick. Elemental. Role-playing Notes: Although she is widely worshipped. Protection. buxom beauty. plant. divination. Statistics: AL n. Duties of the Priesthood: The primary duty of priests of Danu is overseeing planting and animal husbandry. however. and weather. Requirements: AB as druid. WAL any. animal. other agricultural implements. Still. TU turn. In fact. SY basket of fruit. she may well aid the monster if the battle is brought to her attention. plagues. Charm. She presides over marriages. sickle. Str 20 Int 20 MV 24 AC -3 #AT 1 Dex 20 Wis 20 SZ 10’ HD 24 THAC0 -3 Con 22 Cha 24 MR 60% HP 192 Dmg 1d4 +1 (sickle) +8 Special Att/Def: Danu’s avatar wields a black sickle that forces all those hit by it to save versus death or be instantly slain. Summoning. healing. She has an affinity for hideous monsters. SP all. animal. and often serve as oracles for their communities. Danu is the earth itself. She can call upon the all. AL n. AR b. All of Danu’s priests are druids. Creation. In her true form. Danu has been known to lend her aid to those in dire need. Omens from Danu can take any form associated with nature. Healing. plant. 15) divination. AoC fertility. quarterstaff. Astral. prophesy. Spheres: All. Danu is one of the most aloof of gods — which is to say she does not spend all of her time meddling in the affairs of mortals. elemental. Guardian. WP club.EARTH MOTHER Danu (Greater god): the great mother earth goddess who gave birth to the other gods (the Tuath de Danaan). such as foul weather. and weather spheres for her spells. if the proper sacrifices of fruits and animals are made to her. PW 5) cure disease. any being that looks uninvited upon Danu’s avatar must save versus petrification or be blinded for 1d10 days. They must also minister to the sick. Plant. . elemental. In addition. Animal. and will never aid anyone in fighting them. Danu’s Avatar (druid 24) Danu’s avatar takes the form of a mature. etc. Combat.
Animal. Astral. wearing a breast plate and carrying a spear. Time and Weather Granted Powers: 1) Never age past 18 but will die at normal time of death. She symbolises life and the joy of Spring and Growing. She is said to have a fourth aspect. life. Staff and Bow. Charm. Protection. dressed in a flowery dress when she isn’t naked. WAL Any Good. festivity and sport. She is also sometimes outfitted for war. promote sports and festivity bask in the joy of Spring. a white. Summer and Winter. She is playful and enjoys festivity and sports.THE GODDESS OF THE LOWER REALM Brigantia (intermediate god) Brigantia is the Celtic goddess of the rivers and rural life. Immune to Death Magic. Str 10 Int 15 MV 18 AC 0 # AT 1 Dex 21 Wis 18 SZ 5’ HD 20 Thaco 8 Con 16 Cha 21 MR 50% HP 206 Dmg 1d4 Special Att/Def: Charm Person at will. Save vs spells each round or become pacifistic. The Spring Aspect Roleplaying Notes: She is a young maiden. that of Autumn but it has been lost in history and and it no longer worshipped. WP Any Small. AL Any Good. She often wears a crown and is depicted in Celtic art sitting atop a globe. Duties of the Priesthood: It is the duties of the Priesthood to inspire love. She has three major cults devoted to her one to symbolise each aspect of Spring. AoC Spring. She is worshipped by the Celtic queen Cartimandua (women in positions of power are not at all uncommon among the Celts) and by the pastoral villages and towns. Her skin is pale and soft. Sun. Brigantia’s Spring Avatar (Priestess 20th. Requirements: AB Cha 16. She represents young lovers and the future that lies ahead. Elemental. Her dominion over the rivers allows her to use their waters for therapeutic purposes. seeing they flourish to help feed her hungry worshippers. frivolous and free. Summoning. Statistics: AL Any Good. She was raised on the milk creature of the other-world. SY flowers. Only girls may join this Priesthood before the age of 18. Bard 20th) She appears as a beautiful young maiden. Guardian. Plant. her hair is of silver or gold and her eyes are of green or blue. red-eared cow. 6) Charm Person 1/Day 10) Heroes Feast 1/Day Turning: Nil . Spheres (Minor): Divination. AR Any light Spheres (Major): All. Healing. She is the protector of flocks of geese and herds of cattle.
Travellers. If she ever sees any of her followers fleeing the battlefield she strikes them dead. Granted Powers: 1) Heal 5 hitpoints per level over night if slain opponent the day before. SY Celtic Sword Hilt Brigantia’s Summer Avatar (Fighter 28th): She appears as a beautiful yet strong warrior woman with a spear or large two handed sword held in one hand and in the other she carries a large shield. She often rides into battle on a large chariot. WP Any. 48 in Chariot AC -10 # AT 4 Dex 18 Wis 18 SZ 6’8” HD 28 Thaco -13 Con 18 Cha 16 MR 90% HP 396 Dmg 1D12+9 Special Att/Def: She can cause fear every round she is in combat to every enemy she can see. They will refuse the healing offers of others. She can become invisible at will and still fight in this state. Summoning. WAL Any. They have no power to heal through miracles as they believe that those who fall in battle should die. Creation. She is sometimes associated with the legendary warrior woman known as Skartha. Guardian. It is rare that a Priest travels independently. Elemental. Str 18/00 Int 16 MV 18. She regenerates five hitpoints per round. Duties of the Priesthood: Most of the Brigantia's Summer Priesthood band together into battle groups or attach themselves to groups of warriors. War and Wards.The Summer Aspect Roleplaying Notes: This is the Brigantia's most popular aspect. AoC Battles and War. Combat. She has been known to take on other forms. Use Warriors constitution hitpoint adjustment. She often observes battles and despises cowardice. In a foot chase she can adjust her speed to any amount to keep up and never tires. A strong Warrior Woman she readily picks fights and usually wins them. May have percentile Strength. 16 Con. Requirements: AB 16 Str. Protection. AR Any Spheres (Major): All. Spheres (Minor): Charm and Weather. She has many forms and often uses them to provoke fights. Turning: Nil . AL Any non Lawful. Statistics: AL NE.
Immune to Death Magic.The Winter Aspect Roleplaying Notes: She is the crone. Thought and Time. Though at times other Gods come to her seeking answers. At the end of each round she chooses a attack that struck her and avoids it. Numbers. dressed in black robes. Duties of the Priesthood: It is the duty of the Priestesses of the Winter aspect of the Brigantia to act as advisors and seers. WAL Any Neutral. SY Smoky Pool Brigantia’s Winter Avatar (Priestess 28th) She appears as an old crone or hag. This aspect of the Brigantia is a feared one and her cult is small. Only women can join this Priesthood. Divination. Summoning. 2) Augury 1/Day 3) Speak with Dead 1/Day 4) Detect Lie at will 5) Divination 1/Day 6) Reflecting Pool 1/Day 9) Commune 1/Day 12) True Seeing 1/Day 15) Find the Path 1/Day. NG and NE. Plant and Wards. Charm. WP Any Small and Staff. Turning: Control . Requirements: AB Wis 18. Associated with fate and prophecy. Necromantic. AR None Spheres (Major): All. AoC Prophecy. She is also associated with Wisdom Necromancy. NG and NE. AL Any Neutral. Guardian. Wisdom. Astral. Granted Powers: 1) Never die of Natural Causes. Statistics: AL Neutral. Str 9 Int 20 MV 12 AC 1 # AT 1 Dex 10 Wis 25 SZ 5’ HD 28 Thaco 4 Con 16 Cha 10 MR 90% HP 286 Dmg 1d6 Special Att/Def: She can anticipate each attack made against her and ignore it. Spheres (Minor): Creation. Necromancy. Healing.
AoC love. TU nil. She can call upon the illusion and enchantment/charm schools for her magic. In addition. net. AR a. Finally.THE GODDESS OF THE MIDDLE REALM Medhua (intermediate god) The beautiful Medhua is the goddess of beauty and love. Statistics: AL cg. either god or mortal. There is a 10% chance she will overhear any unfavourable comparison of her beauty. Str 15 Int 18 MV 15 AC 0 #AT 1 Dex 18 Wis 18 SZ 5’ HD 15 THAC0 5 Con 18 Cha 20 MR 30% HP 120 Dmg 1d4 + (dagger) Special Att/Def: Medhua’s avatar carries a dagger that causes anyone struck by it to save versus spells or be instantly charmed. anger. AL any non-evil. They must also do what they can to aid anyone who is in trouble because of a forbidden love.) in any intelligent being. bard 10) Medhua’s avatar is a scantily clad woman of incredible beauty. WAL any. hate. SY seashell. all men must save versus paralyzation or find themselves unable to attack her — ever. and every new moon they must throw objects of art and beautiful jewelry into the sea. guardian. upon first seeing the avatar. In such cases. she will avenge herself by making the transgressor fall in love with a statue. Duties of the Priesthood:Every ten days. turning him into a shell. she was an enthusiastic companion of the male gods. staff. 15) arouse feelings of love (as the enamouring effects of a philtre of love) in any intelligent being. Medhua’s avatar can cause 1d10 points of damage (and a great deal of physical pain) to anybody trying to harm her simply by waving her hand. PW 5) charm person (opposite sex only). in her true form she is a woman of astonishing beauty. WP bow and arrow. creation. and can generate any strong emotion (such as love. etc. Medhua can charm any male. Requirements: AB standard plus Charisma 16+. Role-playing Notes: Medhua is extremely vain. or having bees sting his eyes. Omens from Medhua are often associated with the sea. Although she can assume any form (all of them beautiful). her priests must release white doves. charm. beauty. As befits the goddess her position. sorrow. . 10) Charisma increases to 18. SP all. Medhua’s Avatar (wizard 15. healing.
AR b. plant. childbirth. She values her privacy. SY bow and arrow on a lunar disk. it is questionable if they are to be considered as separate goddesses at all. or if they are not all only aspects of the Earth Mother/Goddess of Sovereignty complex. and. she dwells in the forests. It is also possible that due to the very scarce evidence and a constant intermixture. PW 7) ignore range modifiers in archery to a distance of 500 yards. elemental. healing. this is undecided at the moment. Macha kills only to feed herself and others. perhaps because she has often helped women in childbirth and blames men for all the pain involved. SP all. Omens from Macha are always delivered by wild beasts. she is a slim young girl. In melee combat. TU nil. Role-playing Notes: Macha loves the rugged life of a huntress. mixed to a certain extent by the Celts themselves. She can draw upon the all. she avoids involving herself in any other human matters. Macha punishes any violation of the rules concerning chastity by the permanent withdrawal of all powers and standing in her church. AoC hunting. divination. Simply said. Up to a distance of 1. A FEW THOUGHTS ON THE "GODDESS OF SOVEREIGNITY" As we have seen above. She will have nothing to do with men.THE GODDESS OF THE UPPER REALM Macha (intermediate god) The huntress Macha is the patroness of young girls. animal. Duties of the Priesthood: Only women may become druids of Macha. surrounded by a band of chaste and hardy nymphs. plant. and the mistress of beasts and all wild things. and weather spheres for her spells. even though separate goddesses. Macha’s Avatar (druid 16. Str 17 Int 18 MV 18 AC 0 #AT 2 Dex 18 Wis 18 SZ 5’ HD 16 THAC0 5 Con 18 Cha 18 MR nil HP 128 Dmg 1d10 (arrow) +1 Special Att/Def: No magic spell affects Macha's avatar. healing. never for sport. Unlike the other Celtic gods. and will severely punish any man violating it. AL n. Although renowned as a huntress. Except for helping women during childbirth. above all. avoiding men. WAL any non-evil. In her true form. ranger 16) Macha's avatar appears to be a slim young girl resembling Macha herself. animal. these goddesses became. tending the animals. Anyone hit by this weapon must save versus poison or suffer an extra 1d10 points of damage per round until a neutralize poison can be cast upon them. Statistics: AL ng. WP as druid.000 yards. and any attack rebounds against the caster. all those four goddesses are very interwoven in their functions. She has complete control over any non-magical animal while it is in these forests. They must live in the forests. remaining chaste. divination. 14) complete control over all animals within 1. range does not affect the avatar when shooting her arrows. wild beasts. she uses a common dagger that has been poisoned.000 yards. In fact. . Requirements: AB as druid. and weather. elemental.
He can call upon any school of magic for his spells. and to inflict madness upon any intelligent being (save at . creation. and camaraderie. SP all. PW 1) neutralize poison. Role-playing Notes: Tarvos is a raucous. net. On one hand. SY staff tipped with pine cone and twined with a vine.THE GOD OF THE TREE FRUIT Tarvos Trigaranus (intermediate god) As the god of wine. Omens from Tarvos often take the form of hallucinations. he is the embodiment of joy. pleasure. If that doesn’t work. plant. to make any vine grow anywhere. madness. On the other. unruly deity who likes nothing better than drinking to excess and wild uninhibited behaviour. TU nil. . Tarvos has a dual nature. all priests of Tarvos are required to take the non-weapon proficiency of brewing (if those rules are used in the campaign). AoC mirth. WAL any. he won’t hesitate to use his powers against the intruders. Tarvos is quick to mock them. AL any except lg. Tarvos’ Avatar(bard 17. WP poison. which they sell to earn money to support their temple. Duties of the Priesthood:People usually become priests of Tarvos because they like to carouse and engage in wild parties. weather. Although he can change shape into any living creature. But if someone tries to inhibit his worshipers fun. especially while drinking wine. As a reflection of this. he and his boisterous worshipers are usually no more than a minor annoyance. AR a. If left alone. idiocy. and a thyrsus (staff twined with vines). charm. for Tarvos expects them to view life as one long celebration. If so. he embodies brutality. healing. 10) Constitution raised to 18. Their only true duty is to cultivate grapevines and make wine. His twin nature is a reflection of the dual properties of wine: imbibed in moderation. they have decided to worship the right deity. wizard 12) Tarvos’ avatar usually appears as a handsome young man carrying plenty of wine. but in excess. it brings pleasure and comfort. a lyre.4). his true form is that of a handsome young man. staff. Statistics: AL cn. or to drive them away. and madness. whip. Str 19 Int 15 MV 16 AC -2 #AT 1 Dex 18 Wis 13 SZ 6’ HD 17 THAC0 3 Con 18 Cha 18 MR 30% HP 136 Dmg 1d6 (staff) +7 Special Att/Def: Anyone who is touched by the staff of Tarvos’ avatar must save versus spell or suffer fromconfusion as the priest spell. He has the power to turn an unlimited amount of water to wine. it brings nothing but depraved misery. Requirements: AB standard.
In a chase she can adjust her speed to any amount to keep doggedly pursuing a victim until it runs out of energy. Statistics: AL ce. Morrigan is the Celtic goddess of war. Morrigan can become invisible at will and fight freely while in a state. Morrigan’s priests have no power to heal. necromantic. and has dreadful manners. She expects all Celts and especially her followers to fight constantly. It is rare that Morrigan will allow one of her clerics to travel independently. guardian. unless they are in search of greater. She is terribly ugly. She can shape change to fool her opponents. but on failure she turned against him and nearly killed him. She will use many forms to trick otherwise peaceful parties into conflict. She will readily pick fights. more intense combat situations. SP all. WAL any evil. WP any. a. Duties of the Priesthood: Priests of Morrigan have to band into battle groups or attach themselves to groups of warriors at all times. Role-playing Notes: Morrigan is bent on warfare every turn. but sometimes as a crow or beautiful young woman. combat.THE GODDESS OF WAR Morrigan (intermediate god): The ("moh-REE-gan". Morrigan tried to seduce the hero CuChulainn. She gave the hero CuChulainn a lethally bad time after he rejected her appearance as a young. . AL any evil. Sometimes takes the form of a raven or crow. Morrigan’s Avatar (fighter 20) Morrigan’s avatar can appear in many forms. also "mohr-IG-nah"): queen of the pantheon and war goddess married to the Dagda. elemental. lovely woman. She is a fearsome warrior. She led him to victory over the Fomorians at the second Battle of Magh Tuireadh. At one time. and often calls upon four minor goddesses of war to fight by her side. laughs a maniacal laugh. protect. astral. encouraging petty wars where there otherwise would be none. most commonly a hag. preferring to get mortals to fight each other by whatever means. causing great fear in her opponents. 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. Celtic sword hilt. TU turn. since it is her will that those who fall in battle should die. PW 1) Morrigan will heal 5 hit points per level over night for her priests who have killed anything the day before. Str 18/76 Int 15 MV 15+ AC -2 #AT 5/2 Dex 18 Wis 12 SZ 6’ HD 20 THAC0 1 Con 18 Cha 5 MR 80% HP 200 Dmg 1d6 (spear) +4 Special Att/Def: Morrigan’s avatar can cause fear every round she is in combat in every enemy she can see. AoC battle and war. Requirements: AB standard. driving home her own battles with a spear in either hand.
bow. animal. guardian. elemental.” is the god of eloquence and language. creation. SP all. PW 1) friends once per day. or killed. His spells can come from any school of magic. both as a warrior and as a patron of ideas. and wears a lion’s skin. He has the power to communicate his ideas accurately and quickly. whose epithet. AoC speech. WP club. Victims must save versus spells or be charmed. 8) mass charm once per day. healing.THE CELTIC HERCULES Oghma (intermediate god): Oghma. sun. Role-playing Notes: Oghma enjoys visiting and speaking to his flock in the form of his avatar. Oghma is also known to be a champion. subdued. Str 18/50 Int 18 MV 12 AC 2 #AT 1 Dex 17 Wis 18 SZ 6’ HD 15 THAC0 5 Con 17 Cha 17 MR 30% HP 110 Dmg 1d6 (club) +3 Special Att/Def: Oghma’s avatar can charm anyone who can hear him. swaying any number who hear him to his cause. warrior 10) Oghma’s avatar is an old man. Duties of the Priesthood: Priests of Oghma are expected to hold their congregations in line with the persuasive powers of their order.THE GOD OF ORATORY . Requirements: AB standard. His speeches and words carry great weight with his listeners. . especially at places devoted to his worship. Oghma does not tolerate losing worshippers to other gods in the pantheon. TU nil. summoning. 3) charm person once per day. AR a. plant. WAL any good. charm. if an injustice is brought to his attention. Celts have great respect for the powers of persuasive speech that Oghma personifies. and deals out strict punishment to those priests who let their flocks wander. and Oghma’s avatar may continue to speak every round until silenced. wrinkled skin. He strengthens their collective resolve to worship him. Statistics: AL ng. He will champion small causes at times. AL any good. Grianainech. divination. Oghma seeks justice and will occasionally go out of his way to see that it is done. even those that affect but one village with only a few worshippers. writing. means “of the sun-like countenance. and he is often depicted as having gold chains between his tongue and the ears of his listeners. Oghma’s Avatar (bard 12. his grey hair is all but gone and he has dark. combat. Oghma invented the beautiful Oghma script which can be easily carved into stone or wood. and teaches his priests the arts of his lettering and persuasiveness. SY Celtic chalice. protection. He carries a bow and club.
. Goibhniu’s avatar never misses his targets. Role-playing Notes: Though his size and appearance may at first be threatening. sure weapons. weapons forged by the great Goibhniu will never miss their mark. especially warriors wounded in battle. Str 18/00 Int 15 MV 12 AC 0 #AT 5/2 Dex 15 Wis 15 SZ 6’5” HD 18 THAC0 3 Con 18 Cha 10 MR 30% HP 180 Dmg 1d4 +6 (warhammer) +6 Special Att/Def: Despite his THAC0 of 3. AL any neutral. protection. SY anvil. 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. They are required to take the blacksmith non-weapon proficiency and can serve as court armorers or smiths. guardian. the god serves a variety of foods and drinks which can soothe. Once per turn. Statistics: AL ng. slaying mortals who have crossed him without so much as a second thought. charm. combat. Requirements: AB standard. Goibhniu is actually one of a triad of gods. He often makes food and drinks for those he befriends. Goibhniu sends forth his avatar and will show no pity. Together they fashioned weapons for Lugh at the battle of Magh Tuiredh. WP any metal. Luchta the wright and Creidhne the worker in metal are also important craftsmen gods. WAL any neutral. but Str of at least 15. elemental. Goibhniu’s Avatar (fighter 18. muscled and blackened by hard work at the forge. Goibhniu. He is especially fond of sharing stories of battle and fine armaments.THE GOD OF SMITHS Goibhniu (intermediate god): The smith held a special fascination for the Celtic peoples. TU nil. PW 1) heroes’ feast once per week. AR a. he may automatically slay any living creature that he hits with either of these weapons. priest 15) Goibhniu’s avatar is a brawny smith. when made angry. shields. Reputedly. healing. or suits of armor with a +2 enchantment (requires one month each). bestowed upon them by the god of the smiths. each doing his part to create sound. They are also expected to oversee the feeding and healing of the faithful. 10) craft weapons. creation. and those stuck by them will certainly be slain. no saving throw allowed. healing. He uses either his warhammer +5 or his spear +5. weather. Smiths were thought to have magical powers of charm and healing. In the great Feast of Goibhniu. Goibhniu is a generally warm and friendly fellow. sun. Duties of the Priesthood: Priests of Goibhniu are expected to watch over and protect both smiths and warriors alike. astral. depending on the situation. AoC manufacture of weapons and armor. SP all. However. heal. and even make immortal their consumers.
PW 1) continual light on command. Role-playing Notes: Belenus is one of the older deities and in times of old he was one of the most powerful. Wandering druids must tend to forest fires. Requirements: AB as druid. AR as druid. TU turn. doing an additional 2d10 to creatures affected by fire. he does not often reveal himself anymore unless it be to one of his Druids or a chieftain. inflicting 3d10 damage provided he hits his mark. Like Daghdha Belenus is known to have a weakness for women. AL as druid. he can easily bring otherwise powerful chieftains in line with his thinking. Nowadays he is not as he was. In May. AoC sun. This usually takes at least a year. He oftens speak to his Druids through fires they have invoked and it is greatly believed that in the future he will once more be a great power among the gods. WP as druid. Belenus is one of the older deities and has a very close friendship with Daghdha. 10) enchant stones (as described earlier). Str 18 Int 15 MV 15 AC 0 #AT 5/2 Dex 17 Wis 15 SZ 6’ HD 15 THAC0 6 Con 15 Cha 18 MR 30% HP 150 Dmg ld8 (longsword) +2 Special Att/Def: Belenus’ avatar can blind any living creature within sight by making his magical torc shine with the brightness of the sun. a patron of the druids.THE GOD OF FIRE Belenus (intermediate god): Widely worshipped fire and sun god celebrated at Beltane and also associated with music. heat. Belenus’ Avatar (fighter 15. At least once in their lives they are required to take part in the construction of a stone structure in honor of their god and his sun. the Celts drive cattle through special Beltain fires while Belenus watches with favour and raises the overall quality of the livestock. light. and healing. SP as druid. taking care that they occur in sufficient quantity to renew portions of the woods. . but not too frequently that they devastate it. Belenus is a god of the sun and of fire. SY solar disc and standing stones. He can look unfavourably upon a particular village and cause the sun to stand still or never come up for some period of time. His longsword can be made to flame once per turn. bringing them into focus to destroy or blocking them off to freeze when he wishes. WAL any good. Statistics: AL ng. He has the ability to control the heat and light from fires and from the sun. When he does visit the world. bard 10) Belenus’ avatar appears as a strong young man with curled black hair and a terrific shining torc around his neck. 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. Duties of the Priesthood: Priests of Belenus must be druids. science. Meetings with other druids must take place in designated groves around enormous fires. With such powers. He can also focus that light for one round. he is still venerated though he has not kept up well with the times.
healing. guardian. . PW 1) create salt water (as the create water spell). combat. Manannan mac Lir rides over the waves on his chariot. Role-playing Notes: Manannan mac Lir ’s sends his avatars to roam the oceans on their chariots. SY a fish. AoC oceans and the creatures in them. AL any good. TU nil. animal. but has no pity for those who fail and drown within them. 5) breathe water 1 hour per level per day. weather. pulled by various creatures of the sea. divination. but can travel inland on business that might affect the seas. the oceans are a vast plain. WAL any neutral. the various fishes either cattle or sheep — in his other-world reality. Duties of the Priesthood: Priests of Manannan mac Lir can be either druids (as per the Player’s Handbook) or priests (as described below). He can also call upon up to 100 HD worth of undersea creatures to fight with him. Statistics: AL in. To Manannan mac Lir . summoning. Manannan mac Lir ’s Avatar (fighter 17) Manannan mac Lir ’s avatar is a gigantic man in shell armor. the fire giants. he lives upon the “land” while others must use boats to visit it. WP mace or trident. Requirements: AB standard. but once there will follow his commands to the letter. when he hits them with it (no saving throw). elemental. Manannan mac Lir (intermediate god) The Celtic god of the sea is a knowledgeable custodian of the oceans. astral. The creatures must be able to get to the scene of the battle under their own power. Manannan mac Lir ’s priests are encouraged to protect the sea and its creatures. admiring its beauty and governing its bountiful operation. They are required to base themselves in coastal villages or regions. that will automatically slay his worst enemies. SP all. He generally wears armour made of metal and sea shells and carries a giant sword.THE GOD OF THE SEAS Manannan mac Lir ("Man-an-an Mac Leer"): a shapeshifting sea and storm god after whom the Isle of Man is named. His pigs kept the gods from growing old. plant. AR a. riding his chariot upon the waves. Sw 21 AC 0 #AT 5/2 Dex 20 Wis 18 SZ 7’ HD 17 THAC0 4 Con 25 Cha 18 MR 40% HP 170 Dmg ld8 (bastard sword) +14 Special Att/Def: Manannan mac Lir ’s avatar wields a sword called Retaliator. Str 25 Int 18 MV 15. He has great respect for those mortals who can master the seas.
bearing a bag filled with herbs and medicines. His avatar is forever wandering the world of men searching for those who need his skills. friends. AR a. . At will. creation. cure serious wounds becomes a 3rd level spell and cure critical wounds becomes a 4th level spell. plant. WAL any good. TU nil. He has a magical bath that can instantly and completely heal any mortal or god. Diancecht has healed the other gods. his priests cannot pick and choose patients. DianCecht. He is so insanely jealous of his abilities that he slew his own son who might have become a better healer than his father. living in the imperfect world. In combat. SP all. protection. so often follow marauders or other war bands to exercise their talents. Diancecht will seldom involve himself in a situation that does not require him to heal. divination. and enemies alike. Statistics: AL lg. PW 1) all spells from the healing sphere are cast as if they were 1 level lower than normal. SY a leaf. fashioning at one time a silver arm to replace one lost. Diancecht will heal himself. When in combat. AL any good. Diancecht cares for the sick and wounded without regard to their worship. one of the Tuatha De Danann (People of the Goddess Danu). and using a cat’s eye to replace a lost eye. animal. 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. Duties of the Priesthood Priests of Diancecht may be either clerics or druids. WP mace. Like their deity. for he is unable to control his penchant for medicine. Str 18 Int 18 MV 12 AC 4 #AT 1 Dex 15 Wis 18 SZ 6’ HD 18 THAC0 10 Con 12 Cha 17 MR 25% HP 144 Dmg 1d4 (dagger) +4 Special Att/Def: Diancecht’s avatar never gets involved in large battles. the father of Lugh. Whenever confronted. Role-playing Notes: Diancecht is obsessed with healing. As the Celtic god of healing. both among the gods and among mortals. healing. However. fighter 12) Diancecht’s avatar appears as a young man in simple clothing. he is immune to any hit that does less than one-fourth of his basic hit points (36) in a single strike — other blows simply deflect off of him. AoC medicine and healing. he can heal any individual he can see. as well. For example.THE GOD OF HEALING Diancecht (intermediate god) ("DIE-an Ket"): god of healing and regeneration. was a divine healer. Requirements: AB standard. Diancecht’s Avatar (priest 18. they are sworn to seek out those who need to be healed and perform their work.
This action might not be possible to undo. Are you sure you want to continue?
We've moved you to where you read on your other device.
Get the full title to continue reading from where you left off, or restart the preview.