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Chapter 18 The Divine and The Wicked

The Divine and The Wicked The gods are divided into several different statures:
The world of Dunya is home to both the Wicked Greater, Intermediate, Lesser, and Demigods. There
and Divine. Like Order and Chaos both the Divine is also a separate class for saints and heroes. These
and the Wicked must exist. One cannot exist legendary men and women are of such renown that
without the other. they deserved inclusion in this chapter.

The divine pertains to the gods of Dunya, of Greater Gods


which there are hundreds. Divine literally means
In addition to the abilities above, Greater gods can do
having the nature of or being a deity. This means
practically anything. In most cases. they are the gods
divine covers all the gods, regardless of their
alignments, It can also be used to refer to who created the rest of the pantheon. Some of their
Nephilim and avreal as they are related to the gods additional abilities include.
or their servants.
Intermediate Gods
Wicked refers to those that oppose the divine, it Intermediate gods wield a great deal of power, but
refers to the evil and immoral Nefarians and their are by no means as powerful as greater gods. One
offspring (half-demons). They stand opposed to important difference is that they lack the vast creative
anything that is divine. They are led by the fallen
powers of greater gods, and are generally not the
god Amdosias and his court.
creators of their pantheons (although they may be the
fathers or mothers of other gods). Their powers
Divine include:
The gods of Dunya could fill many books with
their number, relationship(s) and status in the Lesser Gods
divine hierarchy. There are different types of gods;
Greater Lesser, Petty and Demi, one should note Lesser Gods often serve other gods in the capacity of
that Nephlim have the ability to become Demi- helpers or domestics. Their powers are mighty, but in
gods by performing a great act for their parent no way equal those of greater or intermediate gods.
god.
Demigods
Greater Gods are gods of creation and control of
Demigods are the least powerful deities of any
elemental forces. Lesser Gods have a more
focused sphere of control but are only slightly less pantheon. Frequently, they are mortals who have
powerful than the Greater Gods. The Petty Gods earned divine status through great deeds. They have
are involved in small day to day activities and the following powers:
serve the other gods. Finally Demi-gods are
Saints
new(er) gods that are still learning about
Saints are the most powerful servants of a deity on
themselves and their powers.
earth, the absolute embodiment of their religion, and
as such are given abilities that far surpass those of
The shear number of gods is daunting to many but
ordinary mortals. Saints are almost always clerics,
the most dedicated theologians. There only exists
since that character class provides the most service to
one place where one can find temples to all the
the gods, but occasionally a fighter, particularly a
gods and that is Tuar in Duanth.
paladin, will be elevated to sainthood. Saints are
usually of good alignments (the word "saint" is
The gods are worshipped by those of a certain race
derived from the Latin sanctus, meaning holy, as in
or geographical area. Thus Gorm is worshipped by
"sanctuary"), but there have been occasions when the
the Ice Jewel Barbarians and given high
evilest deities or the vilest kings of the netherworld
importance on par with Domhnulwhile Caer
have awarded their dark champions with saint-like
Cadhla is not even known to most Ice Jewel
power, resulting in a "dark saint" or "anti-saint."
Barabrians.

There exists one race that worships one god only,


outlawing other religions. This the Eirengarders
Heroes
and their god The Maker (See Chapter 13 Races
for more).
Chapter 18 The Divine and The Wicked
Heroes are legendary mortals who have performed other, more unusual, forms of communication like the
such great feats that they become part of a culture's light and color based dialect of the will o'wisp.
mythos. They have no god-like powers, although they
are generally well known to the gods and may have Magic Use: All gods may use any spell of any level.
frequent dealings with immortals. Their only powers This includes the spells of priests or wizards and does
are that they often have very high attribute scores, not require the use of spell books, prayers or material
maximum hit points and are not subject to dual- or verbal and somatic components. In short, invoking
multi-class restrictions. such powers requires the slightest act of will on the
part of these incredible beings.
Divine Abilities
Greater Gods
The reader will note that there are no statistics for the
powers and abilities of true gods listed anywhere in In addition to the abilities above, Greater gods can do
this book. This is because the power of the gods is practically anything. In most cases. they are the gods
such that it is impossible to quantify it. Statistics who created the rest of the pantheon. Some of their
quite simply become meaningless when dealing with additional abilities include.
the gods. Nevertheless. some gods are more powerful
Shapeshifting: Greater gods can transform
than others. The gods are divided into several
themselves into any object, animate or inanimate, of
different statures: Greater, Intermediate, Lesser, and
any size. In some cases, beings of this stature have
Demigods. There is also a separate class for heroes.
been known to assume planetary proportions.
These legendary men and women are of such renown
that they deserved inclusion in this volume. Each Magic Resistance: Greater gods are 100% resistant
class possesses certain abilities and powers, which to mortal magics, 75% resistant to the magic of gods
are outlined below. of lesser ranks, and 50% resistant to the spells of
other greater gods.
All Gods
Saving Throws: All greater gods are assumed to
All gods, from Lesser to Demi-, have the powers
automatically make all saving throws required of
described in this section. Although these are powerful
them. This is a reflection of their great abilities,
abilities, they are taken for granted by the deities.
mental powers, and physical stamina.
Immortality: All gods are immortal. The only way
Planar Travel: Just as they can teleport across space
for a god to die is to be destroyed by a god of higher
without error. so too can they travel between the
statue in magical or physical combat. Otherwise, any
various planes of existence at will. As mentioned
god that suffers an attack that should destroy it
earlier, however, even these powerful beings cannot
simply disperses, then reassembles later (roll
enter the true Prime Material Plane.
percentile dice to determine number of days). So, for
example, a god which is seemingly torn apart by a Sensing Ability: These beings are truly omniscient.
powerful artifact would simply be dispersed, only to That is, they know what is happening everywhere at
reassemble later. all times. In many cases, they can accurately predict
the precise actions of mortals and other gods based
Teleport: All gods possess the innate ability to
on their vast knowledge.
instantly teleport to any point on the same plane.
They can do this at will and without any chance of Creation: Greater Gods can create any object,
error. animate or inanimate, they can think of. This process
is draining, however, since they are converting their
Initiative: When dealing with mortals, all gods
own energy stores into physical objects. Therefore,
automatically receive the initiative. or course, they
the god must rest for one turn per Ion of mass he or
can choose to simply wait and see what the mortals
she wishes to manifest. Thus, the creation of a 10 Ion
opt to do, but they may always act first if they desire.
stone statue would require that the god rest for 10
Comprehend Languages: All gods understand and turns (100 minutes) afterward.
can speak any language. It is assumed that this
includes written and spoken languages as well as
Chapter 18 The Divine and The Wicked
Life and Death: Greater gods can kill any living Planar Travel: Intermediate gods have the same
mortal creature with but a thought, likewise, they can ability to travel between planes as greater gods. They
bestow life upon any slain mortal being anywhere. Of are still unable to enler the Prime Material Plane, but
course, another greater god can reverse effect otherwise have no chance of error.
immediately if so desired.
Sensing Ability: Intermediate gods always know
Communication: Greater gods can speak directly what is happening within 100 miles of their current
and secretly to any being across any void and through position. In addition, they can extend their senses and
any physical or mystical barrier. This power learn what is happening within 100 miles of any
transcends the bounds of space and planes, but not worshiper of any god in their pantheon, or any holy
(as a rule) time. object of any god in their pantheon.

Multi·tasks: Greater gods can perform any number Creation: While they cannot create objects out of
of tasks at once. Of course, natural limitations based nothing, intermediate gods can summon or create a
on their current physical form may apply, but there is duplicate of any object they hold, providing suitable
never a penalty on their actions due to complexity. materials are available on the same plane. This is a
tiring process, however, and they must rest one turn
Avatars: Greater gods can employ up to ten avatars for every 100 pounds of the object's weight.
at a time, moving them between planes at will. If one
is destroyed, it requires one day to make another. Life and Death: Intermediate gods, while unable 10
directly cause the death of a living creature, can
Granted Abilities: A greater god can grant any arrange accidents that can will kill any mortal being
power or spell of any level to his or her priests. It is anywhere. They can raise any previously living being
through this ability that deities give priests and from the dead at will, regardless of the time that has
paladins their magical powers. passed since that being died or the current location or
Intermediate Gods condition of the body.

Intermediate gods wield a great deal of power, but Communication: Intermediate gods can speak
are by no means as powerful as greater gods. One directly and secretly to any being across any void or
important difference is that they lack the vast creative through any physical barrier. In this regard, their
powers of greater gods, and are generally not the powers are the equal of the greater gods.
creators of their pantheons (although they may be the Multi-tasks: Intermediate gods can perform up to
fathers or mothers of other gods). Their powers 100 tasks at once without suffering any penalties of
include: any sort. Obviously, there may be physical
ShapeshiIting: Intermediate gods can change into limitations imposed on this based on the current
any object, animate or inanimate. The limitations on physical form of the deity. Avatars: Intermediate
their powers prevent the object from being bigger gods can use up to five avatars at a time, moving
than the largest natural or enchanted item of its size them between planes at will. If one is destroyed, the
already in existence. Thus, an Intermediate god could deity requires one week to make another.
assume the shape of a huge bull elephant, but not one Granted Abilities: Intermediate gods can grant any
which is larger than the largest ones found in nature. power that does not exceed their own powers, or spell
Magic Resistance: Intermediate gods are 95% of any level. to priests. Like the greater gods, they
resistant to mortal magic, 70% to magic of gods of use this power to give spells to their priests.
lesser stature, 50% resistant to magic of gods of same Lesser Gods
stature, and 25% resistant to magic of gods of greater
stature. Lesser Gods often serve other gods in the capacity of
helpers or domestics. Their powers are mighty, but in
Saving Throws: Intermediate gods have a saving no way equal those of greater or intermediate gods.
throw of "2" in all categories. Thus, they will only
fail on a natural roll of 1. Shapeshifting: Lesser Gods can change into any
animate object they desire. Their power is restricted,
Chapter 18 The Divine and The Wicked
however, so that their new form will be an average Magic Resistance: Lesser Gods are 90% resistant to
example of the creature. Thus, if a Intermediate God mortal magic, 60% resistant to magic wielded by
wished to become a stallion, it would look much any gods of lesser ranks, 45 % resistant 10 magic of gods
other stallion. of same stature, and 20 % resistant to magic of gods
of higher stature.

Saving Throws: Lesser Gods have a saving throw of Demigods


"3" in all categories. Thus they will only fail their
saves on natural rolls of 1 or 2. Demigods are the least powerful deities of any
pantheon. Frequently, they are mortals who have
Planar Travel: Like the greater and intermediate earned divine status through great deeds. They have
gods, Lesser Gods can travel between planes at will. the following powers:
No physical or material barrier can hinder such
transit and they have no chance of error. Magic Resistance: Demigods are 70% resistant to
mortal magic, 40% resistant to magic of other
Sensing Ability: Lesser Gods always know what is demigods and 20% resistant to magic of gods of
happening within 10 miles of themselves, like greater stature.
intermediate gods, they can extend their senses to
include knowledge of all that is transpiring within 10 Saving Throws: Demigods have a base saving
miles of any of their worshipers or any of their holy throw of 4 in all categories. Thus, they fail their saves
objects. only on a natural roll of 3 or less.

Creation: Lesser Gods cannot create or duplicate any Planar Travel: Unlike other gods, demigods can
object. But they know where to find any object that travel between planes only via magic spells and
they desire that already exists. If they desire an object devices. Because of this limitation, they tend to
which does not exist, they can sense the location of remain on one plane more than any of the other types
those who can manufacture it. of gods.

Life and Death: Lesser Gods share the ability to Sensing Ability: Demigods have the ability to know
raise any previously living mortal being from the what is happening within one mile of themselves or
dead. They can do this at will and across any distance any of their own worshipers.
or barrier no matter what the current condition of the Communication: Demigods can speak only through
body. their avatars. In rare instances, they have fashioned
Communication: Lesser Gods can communicate holy objects which also allow them to converse with
with their worshipers only through dreams or by their followers directly.
means of an avatar. In some cases, they create special Multi·tasks: Demigods can perform any two tasks al
holy objects which allow them to communicate once without penalty. In rare cases, the physical form
directly with their followers. they select may limit this further, but that is seldom
Multi·tasks: Lesser Gods can perform up to five the case.
tasks at once without penalties of any sort. Avatars: Most demigods can use but one avatar at a
Obviously, in some forms they may encounter time. If this avatar is destroyed they require one full
physical limitations to the number of actions which year to fashion another. Many demigods, however,
can be attempted. are wholly unable to employ avatars.
Avatars: Lesser Gods can only use two avatars at a Granted Abilities: Demigods can grant any power or
time, moving them through planes at will. If one is spell of up to 5th level to their worshippers and
destroyed, it requires one month to make another. priests.
Granted Abilities: Lesser Gods can grant their
worshippers any power that does not exceed their
own powers, or spell of up to 6th level.
Chapter 18 The Divine and The Wicked
Saints Raise dead* (1 )
Reduced aging 1
It has been said that becoming a saint is the most
Remove cu rse* (3)
difficult goal to which a mortal may aspire. It
Summon (1) 2
requires that the saint serve his (or her) deity
Tongues/Comprehend languages (at will)
faithfully in every action he performs, and that he
True seeing (1)
follow all the rules of the religion unquestioningly. In
addition, the saint must constantly quest for and smite Notes:
the enemies of the religion, and be willing to die at The saint will have 5 to 10 times the lifespan of an
any moment for the sake of the religion's goals ordinary mortal, in addition to being able to use
without hope of rebirth; the saint must also do deeds life-prolonging aids available in the AD&D
of great valor against great odds, and be universally universe (such as a potion of longevity. Upon his
recognized as a champion of the religion. A saint death, a saint will go to reside upon an Outer Plane
should be far above ordinary mortals in power, with appropriate to his alignment and religion.
characteristics much greater than normal and levels A saint can summon one creature of the same
of ability close to the peak of human attainment (e.g., alignment of not more than 12 hit dice. This power
at least 16th level for fighters and clerics). The saint is usable once per week, as opposed to all other
may be on very close terms with the gods, and will be "numbered" powers, which are usable the specified
well versed in divine politics so he can deal with number of times per d ay.
other divinities and their servants to best advantage.
In addition to these powers, a saint has the ability
If a mortal fulfills these criteria, then his deity or a to inspire awe in creatures of 1 hit die/level or
grnup of sponsor deities, provided that they need a less, as if the saint were a divine being with a
champion, will empower the saint with a spark of charisma of 19. This awe ability is not dependent
divine essence so that he is no longer truly mortal. As on the actual charisma of the saint, and he may
a non-mortal, the saint must be a non-player activa te this power at will. This power also allows
character. If a player character somehow manages the high-level characters/creatures to be aware that the
near-impossible and is truly worthy of becoming a saint is a being of more-than human power.
saint, then the player should be satisfied with his
character's achievement, and mu t let the character As a demi-deity, a saint has a saving throw of 3 in
pass into the capable hands of the DM, to be used all categories. A saint is likely to have magic items
forever more as an NPC. of a unique nature (minor artifacts) or ordinary
magic items of the greatest power.
While the abilities of a saint are as varied as the gods
themselves, each saint being a unique individual, Not all religions have saints, while some
there seem to be some abilities, listed hereafter, religions have. a large number of "patron saints"
common to all saints. The number in parentheses who serve as intermediaries between the deity
after a listing indicates the number of times per and the deity's worshippers on a number of
day each of these spell-like powers may be used. matters. A patron saint is the most powerful
Powers followed by an asterisk (*) are those that are variety of saint, and actually receives worship
used in reversed fom1by an evil saint (for through shrines located in the major temples of the
instance, continual darkness instead of continual patron deity. Those saints who generate enough
light). interest that cults are eventually formed to honor
them may become demi-gods.
Command, 1 round effect, no saving throw (1)
Continual light* (3) Saints, being of such great power, should be
Cure disease/cure blindness* (6 each) relatively few in number on any one world; a
Dispel evil* (1 ) saintly encow1ter is rare for even the most
Heal* (1) travelled party. Saints make interesting
Immunity to death magic spells and powers acquaintances - or deadly enemies - for player
characters.
Know alignment (at will)
Protection from evil 10’ radius* (at will)
Chapter 18 The Divine and The Wicked
Heroes This power works just like the third-level Wizard
Heroes are legendary mortals who have performed spell suggestion, except that the priest does not have
such great feats that they become part of a culture's to use material components to the spell.
mythos. They have no god-like powers, although they
are generally well known to the gods and may have The DM may define this Power as working one of
frequent dealings with immortals. Their only powers two ways. Either it can be used in combat (in which
are that they often have very high attribute scores, case it can be used against only one target at a time),
maximum hit points and are not subject to dual- or or it cannot be used in combat (in which it can be
multi-class restrictions. used against a number of targets equal in HD to two
times the Priest's experience level).
Granted Powers
Many types of priests also have special Granted In either case, the Priest can use the ability three
Powers. times per day. If the target makes his saving throw,
he may choose to reject the suggestion, but will not
The DM should add at least one Granted Power to the recognize that priestly magic was being used against
abilities of a priest of a specific mythos; this gives the him.
priest more individual flavor and character. The DM
could add several, if this specific priest-class is weak This power is most appropriate to priests of the gods
compared to other priests. of love, mischief and trickery, music, and peace, but
can be given to any priesthood which has an
Additionally, as with the Druid, the DM can arrange influential position in the society.
things so that the priest acquires new Granted Powers
at certain experience levels, instead of receiving all of Immunities
them at first level.
This power gives the priest an automatically-
Granted Powers come in three levels: High Powers, successful saving throw against certain types of
Medium Powers, and Low Powers. damage, attacks, or broad classes of spells.

As with all the priest's special abilities, Granted Examples of appropriate categories for immunity:
Powers should be chosen for the priest based on the
attributes of the worshipped god. It's not Certain types of priests might have automatically
inappropriate to give a water-breathing ability to the successful saves against all Evocation spells. This is a
priest of an ocean-god, but is quite inappropriate for very powerful ability; it means the priest will
the priest of a god of the desert winds. automatically take half damage from most damaging
spells. (Those spells which don't allow a saving throw
Some Granted Powers may be used any time the are not stopped or affected by this immunity.)
priest wishes and when circumstances allow. For
example, normal clerics can try to Turn Undead as Others might have automatic success against all
many times in a day as they wish (but it can only Enchantment/Charm spells. This is equally powerful;
work when they're facing undead, naturally). Other it means that the priest will be completely unaffected
Granted Powers may only be used a certain number by most spells of this sort, as well as other powers
of times per day. When the DM first adds a Granted such as the vampire's hypnotic gaze.
Power to the listing of a priest's abilities, he must
define how often and under what conditions the Immunities may be taken against any one wizardly
Granted Power may work. School of Magic, against any one priestly Sphere of
Influence, or against all Poisons, as a High Power.
High Powers There are other, lesser, immunities, discussed below.
High Powers are those which are of great use in
situations which arise frequently in the campaign. Immunities can work against a character, though.
Here are some examples of High Powers appropriate Immunity to all priestly Necromantic spells means
to various types of priests: that the character does not benefit as much from
Healing spells. He automatically makes his saving
Charm/Fascination throw against them, whether he wishes to or not, and
so gets only half the healing value of the spell.
Chapter 18 The Divine and The Wicked
The Immunity must be appropriate to the attributes of magic, and the sun. There is no limit to the number of
the god being served. The priest of a god of healing times per day a priest can use this ability.
might have Immunity to all poisons, while the priest
of the god of love might have Immunity to Medium Powers
Enchantment/Charm spells.
Medium Powers are those which are of some
The most important thing to remember about usefulness in situations which arise frequently in the
Immunity is that it isn't complete protection. It campaign, or are of great use in situations which only
merely gives the character an automatically- arise occasionally. Here are some examples of
successful Saving Throw. In most cases, this means Medium Powers:
that he will still take half damage from the attack or
spell. Defiance of Restriction or Obstacle

There is no limit on the number of times per day a With this power, the priest can simply ignore some
character can use this ability; whenever he is struck aspect of the physical world which normally slows,
with the appropriate attack, his Immunity helps impedes, or prevents passage.
protect him. For example:
The priest of a nature god might be able to ignore
Inspire Fear heavy underbrush: He can travel through the thickest
undergrowth as fast as he could normally walk, while
This power is similar to the wizard's fourth-level fear other humans are slowed or even stopped completely.
spell, though the cleric does not have to use material The priest of the god of winter or the north wind
components. might not find ice slippery; he could move at a
normal rate across the slipperiest frozen rivers or
A priest with this power can use it twice per day. glaciers with no chance of falling.
The priest of a god of wind might be able to walk
This power is most appropriate to priests of gods with into the fiercest headwind without being slowed.
dark or fearsome aspects: Death, for example. The priest of the god of mischief might be able to
climb walls and hillsides at his normal walking-
Shapechanging speed, and without the need to make a roll for
success.
This power is very similar to the druid's There is no limit to the number of times per day a
shapechanging Granted Power, not to the ninth-level priest can use this ability.
wizard spell; read the description of that power in the
Player's Handbook. Immunities

The power can be used three times per day; it is the You read about Immunities above, under "High
DM's decision whether the priest can change into Powers." The Medium Powers immunities are not so
three different types of animal, each once per day, or strong. A single immunity will give a priest an
only into one specific type of animal three times per automatically- successful saving throw against:
day.
A narrow category of spells (for example, all Fire
This power, though it would seem to be most spells of the Evocation school);
appropriate to priests of gods of nature, is actually A narrow category of special powers (all Paralysis,
appropriate for any priesthood . . . if the god in including Hold spells and ghoulish paralysis; or all
question has an animal symbol or totem. For Energy Drains; or all dragon-breath powers); or A
instance, if the god of the sky has as his symbol the narrow category of poisons (all snake venoms, for
eagle, it's appropriate for his priests to have this example).
power and turn into an eagle three times per day.
Again, each type of Immunity is appropriate to a
Turning Undead different type of priest. Priests of the god of Fire
could be immune to Fire spells. Priests of the god of
This is identical to the cleric's ability. It is most Earth, whose symbol is often the snake, could be
appropriate to priests of the gods of birth, dawn, immune to all snake venoms.
fertility, fire, good, guardianship, healing, light, love,
Chapter 18 The Divine and The Wicked
And, again, Immunity isn't complete protection; it gods of the seas are limited to the languages of sea-
just gives the character an automatically-successful dwelling creatures.
Saving Throw. The number of languages learned with this power
may likewise be limited. Six to ten extra languages
Incite Berserker Rage learned this way is a practical limit.

This power allows a priest to inspire a fighter If the campaign is using the optional weapon and
(anyone belonging to the warrior class) to a state like nonweapon proficiency rules, then priests might,
berserker rage. The warrior must be willing to have instead of being limited to languages, receive
this war-blessing bestowed upon him. proficiency slots limited to certain categories of
languages, weapon proficiencies, and nonweapon
It takes one round for a priest to incite a single proficiencies pertinent to their faith.
warrior to berserker rage; the rage last six turns. A
priest can use this power on any number of warriors Example: The priest of a specific war-god might, at
per day, one at a time. A warrior may only be incited third level, start receiving one extra weapon
to berserker rage once per day; even if a different proficiency slot every experience level up to 12th.
priest tries it on him, it cannot incite a warrior to a
second rage in the same day. Laying On of Hands

The rage isn't identical to the abilities of the true This power is identical to the paladin's ability; the
berserker (see the description for the berserker in The priest can, once per day, heal himself or another for 2
Complete Fighter's Handbook). However, it does hit points per experience level.
give the warrior a +2 to hit and damage for the
duration of the rage. While enraged, the warrior This constitutes a little extra healing ability. It's most
cannot flee from a fight; he cannot leave the field of appropriate to priests of the god of healing. It's also
battle until no enemies face him. Once he does leave appropriate to priests who don't have access to
the field of battle, he can choose whether or not he healing spells, but who should have a little bit of
will emerge from the rage or sustain it; a warrior healing ability anyway.
would sustain it if he felt that another fight was likely
to take place soon. When he emerges from the rage, A reversed version of the power, where the priest
the warrior takes no extra damage or ill effects. lays on his hands and inflicts 2 points of damage per
experience level, or 1 point of damage per level if the
This power is most appropriate to priests of the god victim makes a saving throw, is appropriate for
of war. priests of the god of disease. A priest cannot have a
healing Laying On of Hands that is also reversible to
Language and Communication a harmful Laying On of Hands; it must be defined as
either healing or harmful.
The priest with this power gains one extra language
per experience level he gains. This power is often Prophecy
granted only after a certain experience level is
attained; for example, with the druid, this power is With this power, the priest can sometimes see visions
granted at 3rd level. of the future. A priest with the Prophecy power can
If nonweapon proficiency rules are used, then the use it two different ways.
priest gains one extra nonweapon proficiency slot
each level, and must use that slot to acquire a First, the priest may sink into a meditative trance and
language. try to receive visions of the future. This trance lasts
The types of languages learned with this power ten turns; if the priest is interrupted before the ten
should be restricted by the DM. Priests of the gods of turns are done (struck with a weapon, shouted at by
nature are limited to learning the languages of someone within six feet of him, or knocked over), the
woodland creatures, while priests of the gods of the trance is prematurely broken and the priest gets no
earth are limited to learning the languages of vision.
serpents, dragons, and other cthonian reptiles; priests
of the gods of the sky are limited to the languages of Second, visions may just come to the priest, at the
birds and other aerial creatures, while priests of the DM's discretion. When the priest is hit with such a
vision, for a single combat round he no longer
Chapter 18 The Divine and The Wicked
perceives the real world; he sees, hears and There is no limit on the number of times per day this
experiences nothing but his vision. power may be used. A character can try to entrance
The priest receives no vision of the future if the DM himself several times per day, though this is usually
doesn't have one for him to see. Therefore, the priest fruitless and annoying. However, the DM can supply
who deliberately sinks into a receptive trance gets a priest-character with visions any number of times
absolutely no vision if the DM doesn't want him to per day. To keep prophecy from becoming a
see one. Therefore, this power is only partly an dominant part of the campaign, it's best to limit the
ability which gives the priest an advantage of future number of visions received, through either of the two
sight; it's primarily a tool for the DM to give the methods, to once or twice per month.
priest clues about the future, clues which guide the
adventure without giving the priest an overwhelming Low Powers
advantage in the campaign.
Low Powers are those which are of some usefulness
The visions which the priest receives should be short in situations which arise occasionally in the
and easy to misinterpret. They may be highly campaign, or are of great usefulness in situations
symbolic; if he sees a rat fighting a serpent to the which hardly ever arise. Here are some examples of
death, the animals may represent mighty armies Low Powers:
which bear those creatures on their flags, or may
represent two characters with traits similar to those Analysis, Detection, Identification
animals.
With this power, the priest can identify a category of
Also, the DM must decide whether, in his campaign, persons, places, or things. He must be within 10' of
prophetic visions are changeable or unchangeable. If the object in order to identify it correctly; he does not
they're changeable, then the priest will sometimes see have to see it, and the object can be hidden. In some
events which can be prevented. This tells him which cases, it could even be buried.
way the winds of fate are currently blowing, but he
knows that enough effort can change the future he If the DM designs it as part of the ability, the priest
sees. If they're unchangeable, then nothing he can do can also analyze the object and get additional details
will alter this vision; however, it's still possible that about it. The type of information brought about by
the vision is deceptive and not exactly what he thinks this analysis varies from object to object, as we'll
it is. (For instance, when he sees his best friend discuss below.
plummeting to his death from a clifftop, he may Here are some examples:
actually be seeing his friend's twin or doppleganger A priest of the god of healing could identify and
dying in this manner.) analyze injury and illness. He could look at an injury
and see not just where it hurts, but also if it is
This is a particularly tricky power to use within the infected or poisoned, how long ago it was inflicted,
scope of the campaign. Always remember that it's a etc. He could look at a sick person and determine
tool for the DM to give a slight advantage to the which disease afflicts him, what stage of
character and to guide the story, and not a weapon for advancement the disease is in, and what the sick
the priest character to use against the DM or the person's chances of recovery are.
story. The priest character can't sink into a trance,
receive no vision, and then immediately sink into A priest of the god of good could detect evil , as per
another one and expect to receive a vision then. The the first-level Priest spell; analysis would let him
endowing of visions is strictly at the DM's pleasure, know whether the evil were lawful, neutral, or
just as, in the campaign, visions are granted to chaotic in orientation.
characters strictly at the god's pleasure.
A priest of the god of goldsmithing could detect gold,
This power is most appropriate to priests of the god including refined gold that has been hidden or
of prophecy. However, it's appropriate to priests of unmined gold still under the earth.
any god. In Greek mythology, for example, there
were famous prophetic temples devoted to the gods Some of these powers of identification and analysis
Zeus (a god of the sky, lightning, oaks, and wisdom), are especially useful, such as those which duplicate
Apollo (a god of light, the sun, and music), and Gaea detect good, detect evil, and detect magic spells.
(the ancient earth- goddess). These may only be used three times per day. Other
powers may be used any number of times per day.
Chapter 18 The Divine and The Wicked
These powers are not automatic; the priest must category of spells; a narrow category of special
concentrate for a full round in order to use this powers; or a narrow category of poisons. These are
power. the same categories the Medium Power immunities
are broken down into; the difference here is that the
Immunities Low Power immunity only grants a +2 bonus to saves
vs. those attacks, instead of providing an
As a Low Power, Immunity can act in one of two automatically successful saving throw.
ways.
Therefore, a Low Power immunity could give a priest
A granted Immunity can give the priest an automatic success against the charm spell; a different
automatically-successful saving throw against one one could give the priest automatic success against
specific type of poison or magic spell. For example, a the paralysis brought on by the ghoul's touch; a
priest could automatically save against cobra venom, different one could provide a +2 bonus to all saving
or against the fireball spell. throws vs. all enchantment spells; another one would
Alternatively, such an Immunity could give the priest provide a +2 bonus to all saving throws vs. any sort
a +2 bonus to Saving Throws against a narrow of paralysis ability or spell.

The Gods
GREATER GODS
Worshipper’s Sphere Of
Name Symbol Priest Alignment Alignment Control Sex
Supreme God; Air
Domhnul Flaming Sword LG And Sky M
Aescbourne Rippling water wave NG Seas And Water M
Hunting, Archery,
Conmhaighe Longbow CN And Winter M
Gem encrusted silver Charisma And
Laochailn chalice NG Beauty M
Death Death’s head N Death M
Tighearn Scales LG War And Law M
Ice blue sword imposed Sunshine, Elves,
Righ na Sidhe on a sunburst NG Arcadia M
Branwyn Heart over a cradle NG Love And Fertility F
Fionnghuala White clouds LN Atmosphere F
Aogail Faceless white mask NE Death F
Lightning bolt in black
Damh sky CE Evil M
Boda Crossed sword and axe N Dooms M
Aodhan Flame CE Mischief, Strife, Fire M
Ruaidhigh Hammer CG Thunder M
Decapitated head dripping
Tiamhiadh gore CE Underworld F
Scythe held in clenched
Nathir Sgiathach fist CN(E) Underworld M
Alhhard Red sword LG War And Law M
Meadhb Crystal shard CE Black Magic F
Miadhail Star NG Magic And Fertility F
Gates And Open
Gaelbhan Horn LG Paths M
Cinniuint Dice N Fate And Luck F
Caer Cadhla Hammer and anvil LG Dwarves M
Riagan Gold nugget LG Gnomes M
An Beag Shield LG Halflings F
Magic, Knowledge,
Hrothramm Ibis N Guardian of the Dead M
Dray, Dragon
Gora Korun Bi-bladed holy avenger LG Hordlings M
Ki Iris N Nature F
Dun na h-Eoin Crossed oak and mistletoe LG Healing M
Chapter 18 The Divine and The Wicked
branches
Birth, Death
Madarual Sickle N Changing Seasons F
Spring, Dawn,
Lathander Rosey Pink Wooden Disc NG Conception M
Wars, Storms,
Gorm Blue Lightning Bolt LG Justice M
Healing Messengers,
Usamigares Five Pointed Star N Thieves F
Stone goddess with
The Goddess of Stone outstretched arms NE Deserts and Sand F
Two-Faced woman, one
Rhiannon ugly, one beautiful N Witches F
Majora Bejeweled mask CE Night F
Shadows, Peaceful
Mujula LG Night F
Umannah Gold and Red Spiral LN Sun M
Bachontoi Open Book LG Read Wisdom M
Pasperus Green Star CE Southern Stars M
Bandorack Feline Eyes N Feline Animals, Felis M
Vernaha Hummingbird LN Pixies F
Trameron Dolphin N Seas M
Torrchas Jackal CN Fools M
Cilborith Glowing Sword LG Elves M
Scodem Arrow LN Hunt M
Losborst A Bunch of Green Grapes CG Wine M
Mosinylo Icicle N North Wind M
Corrno Lock Pick N Thieves M
Hei Gnarled Fist N Giants M
Midor Crossed Daggers LE Orcs M
Dorak Olive Branch CG Peace M
Dacron Stone Hammer N Craftsmen, Markets M
Kolrak Mar Severed Human Hand CE Trolls M
Suthak Exaggerate female figure CG Fertility F
Telstar Golden Star N North Stars M
Gold Hammer on Purple
Kazadarum Field N Dwarves M
Penelopania Mithril Harp CG Music F
Pillage, Rapine and
Lord Skortch Burning Skull CE Thoughtlessness M
Kuartme Crescent Moon LE Moon M
Aladantle Glowing Gem CG Beauty F
Blacksmiths
Ilmarinen Anvil and hammer NG Any Artificers Inventors M
Aniu Hourglass N Time M
Aya Flying White Bird CG Winds F
Eqni Diamond N Earth M
Ostyed Horn CE Natural Disasters M
Ihlwynd Withered Tress NE Pestilence M
Xirchirios Chaos Star CN Chaos Unbound M
Snow Covered Twig
Mesha Sprouting Leaves CG Seasons F
Thanatos Green Skull LE Death M
Teth Tufa Granite Triangle NG Gnomes F
Frenzik Red Whirlwind CN Warriors, Berserkers M
Two Hands Clasped in
P’rofali Friendship NG Peace and Comfort M
Peace and
Kazaar-Freem Golden Coconut Shell LG Tranquility M
Love, Romance,
Beauty, Fine Art and
Hanali Celani Heart of Gold CG artists F
Order, Hope, Light,
Rulership and
Paladine Silver Triangle LG Guardianship M
Hand Partially Wrapped Mercy, Hope,
Chapter 18 The Divine and The Wicked
Benevolence and
Zodal in Gray CLoth NG Compassion M
Din N Power F
Farore N Courage F
Nayru N Wisdom F
Life, Fertility,
Image of the goddess or Women, Midwifery
The Goddess moon N and Wisdom F
Life, Fertility, Men
The Goddess’ Consort Image of the Consort N and Forces of Nature M
Chaos, Destruction
and Creation,
Image of the Goddess or Dragons and
Tiamat Chromatic Dragon CE Warriors F
A lance with two swords Patroness of War and
crossed over it or a black Conquerors and the
lion rampant on a white patron of the
Vanya field LE Heldonic Knights F
moon, women,
children,
patron of grief,
creator of the elves,
patron of
the Suethendur,
healer of madness,
protector of
Selene A silver sickle LG night-time travelers, F
fire, mankind,
goodness, chivalry,
Naril LG honor, duty, law M
Order & protector of
Dhiros Moon LN oaths M
Aotz Skull CG Destroyer of demons F
Sun-disc, seashell, lotus
Ikdes & mace LG God of mercy light M
INTERMEDI ATE GODS
Lioslinn Ocean waves CN Storms and the sea M
Poetry, eloquence,
Sgeulaiche Harp NG and song M
Springs and eternal
Aoibheil Apples in a wicker chest CG youth F
Aelfraeda Looped cross LG Mothers F
Cadawg Mountain CG Strength M
Ciataich Evergreen bough NG Nature F
Crossed sword and Courage and berserk
Cearbhallain hammer CG rage M
Excellence and skill
Fionnbhar Upraised sword CG in battle F
Ciaran Closed eyes N Sleep and dreams M
Eachthighern Two headed battle axe CG Strength and silence M
Eada cat CG Cats, Felis F
Duilliath Black sphere N Darkness and night F
Dubhlaoch Egg N Lizardmen M
Suileach Ocelot CE Vice F
Horned Rat Horned rat CE Skaven M
Pyremius Face of a yagnodaemon NE Poison, and murder M
Deep caves, pits, and
Beltar Great fangs about to bite CE(neutral tendencies) malice F
Head of a bear, alligator
Llerg or giant snake CN Beasts and strength M
Faluzure Draconic skull NE M
Grond Dirt N Earth M
Hisskattakal Fire N Fire M
Warrish Air N Air F
Pulash Water N Water M
Cra’ssh Kightning N Lightning M
Chapter 18 The Divine and The Wicked
Cryonak Ice N Ice M
Rahstri Green Apple NE Strength in Revenge F
Vicon Purple Shield LG Visions F
Zarkon Wandering River N Long Rivers M
Limtram Sheaf of Grass N Meadows F
Tangadorn Clouds N Sky Dwellers M
Margonne Black Circle LE Evil Plans M
Hercon Wand N Directional Magic F
Justice and Blind
Sasha A Balance LN Beggars M
Frantilla A Bird’s Wing NG Flying F
Tyrebill Lamp LG Light M
Vivistat Black Skull CE Unexplained Doom M
Feninva A Drop of Blood CE Blood F
Bondorr Crossed Scimitars N Swords M
Dexterity, Patron of
Kodeus Hand NE Thieves M
Mawdorn A Cast Shadow CE Shadows M
Mondorent A Bone LE Tombs F
Murulu Dagger LE Assassins M
Promehene Olive Branch NG Time M
Beythorn Tree N Trees M
Tar-Ark Glass Human Figure NG Invisible Things M
Jedahad Bird Silver Feather CE Summer Storms M
Phelonious Black Crown N Ancient Kings M
Mungo Dark Cloud NE Nightmares M
Molna A Receding Road LG Travelers M
Teros Bear Claws CG Forests M
Dyranti Silver Erlenmeyer Flask N Alchemy M
The Venerable
Moon, birth, women,
Selene LG elves, night
Alinah Crescent Moon LN Moon F
Corptis Red Sword CN Battle F
Kala Ka Flame CN Fire M
Ragtha Fish LN Waters M
Aerial Warfare and
Tardome Falcon N Falcons M
Mabont Red Eye NE Sight M
Selyton Red Cross (Greek) CE Pain M

Image of Goddess Mercy and Child


Kuan-Yi Holding a Child LG Bearing F
Pernatem Stone Statue N Sculptures M
Waterfalls, Springs,
Streams, Pools,
Sky Blue Disc Fringed Stillness, Peace and
Eldath with Green N Quite Places F
Phread the Sightless Pupil-less Eye CN Unseeing M
Rhada Snake CN Children F
Heart-Broken
Lono Lit Torch NG Searching Hearts M
Hour Glass on White
Kahared Shield CG Sands of Time M
Crossed Red Axes on a
Olmandor Wooden Shield N/NE Lizardmen M
Schleprechaun None N Bringer of Bad Luck M
Yojo Voodoo Doll CN/G Random Chance M
Markab God of
Grunchak A Bone LN/E Technology M
Garricus, the Dragon
Interceder None CN Dragons
Mobeus Finned Fish CN/E The Deep M
Marvistat Mar None N Golems M
LESSER GODS
A jeweled wine goblet, F
Chapter 18 The Divine and The Wicked
tipped over and spilling
Abondiance its contents N Ephemeral Wealth
Adassec A Ladder N Stairs and Ladders M
Torches and
Aglaos A torch with a blue flame N Artificial Light M

A length of cord or rope Frayed Ropes, Cords


Aglet knotted at both ends CN and Strings M
Battle Blood Lust
Amber sword shaped and Feminine
Amber Blood Sword bead CN Protectiion F
A grinning black moon
Ammon Thrax crossing a yellow sun CE The Black Sun M
Left pointing arrow with
right pointing arrow
Anwyn Wood beneath it LN Favors M
Misfortunate
Apar A circle within a circle CE Explosions M
Fish Scales and Fish
Ariphas A single blue scale LN Rot F

An asymmetrical, Labyrinths and the


Arolohnso ungainly labyrinth N Undercity M

The Arrow of Law behind


a skeleton key set against Keys of Law and
Arvirive a field of blue LG Wands M
Aspix None CN Butchers’ Alley M
Unicorns, Death
Atanuwe A flanged Mace CG Magic M/F

The hands of a young Recidivism,


maiden and old crone Licentiousness,
forming a heart or a Addiction, and
Atra golden hookah pipe CN Uncontrolled Urges F
Ab A silver arm ring LN Oaths and Wells M
A spider web in the
Attrecoppea corner of a ceiling LN Very Small Spiders F
Venus flytrap wrapped in
Audrum a vampire vine N Carnivorous Plants N/A
Currency
Auurus Argentus Ekectrum coin N Debasement M
Three squiggly diagonal
lines running from bottom
Austura right to top left CN Southeast Wind F
A jade eyeball, the
burrowing pupil of its eye
deeper than it has any
Averted Onlooker right to be Random Despair M
A walking stick and
Avigiri Hourglass LN Ordered Decay M
A profile of a giant stone Giant Stone Heads in
Azwa head Unknown the wilderness M
Fertility,
Lasciviousness and
Baj’lique A leering baboon in drag CE Lechery M
Barococar A golden tablet or statue CN Absurd Architecture M
Bartleby A quill LE Inactivity M
Bashiuus Cluster of grapes CG Wine and Merriment M

Beast of the Unbidden


Challenges None CE Random Violence M
A set of mismatched keys
Behzd held by a piece of string N Lost Items M

Circle with two arrows Vagabonds and Con-


Beng drawn through CN Artists M
Chapter 18 The Divine and The Wicked
Honey, Mead and
Beori Stylized bee in a hexagon N Beekeeping M
Folly, Stupidity and
Berenedril Jester’s hat CN Blind Luck M

An abacus strung with Tallies and


Blentry constellations LG Commerce F
Boden Writhing worm CG Soil M
Bogrump A humble turnip N Turnips M
Bokrug A gibbous moon CE Millennial Revenge M
Small idol held in an
Boulubek outstretched hand LN Lost Idols M
Adventurers and
Bubulmax A six pack of abs LN Muscles M
Chaugnar Faugn Snub dodecahedron CG Deserts M
Chelk A smudged palm print CN Stains M
Any other gods symbol
Jodji broke in two CE Vandals M
A hunchbacked crone
crowned by a fire and
Chixulub smoke serpent CE Decaying Orbits M
Non-magical
Choozwiz A toppled signpost CN Crossroads M
Chu-Bu Smoking brazier N Mahogany Idol M
Neusis construction
diagram of the interior
angles of a regular
Chulug heptagon LN Heptagonal Objects M
Churfaz A cyst above the left eye CE Filth and Cisterns M
Clavibor Iron Lock LN Doors and Locks M
Clerchad A quill and ledger N Commerce F
A black dagger parted in
Clobrek two halves CE Sundered Blades M
Spontaneous
Coprolias A golden trumpet CN Outbursts M
Flying apes and
other chimerical
CorotusThallian A gibbon with bat wings CN beasts M
Bastard sword point up,
superimposed on a tall
Crom craggy mountain N Barbarians and Steel M
A multi-hued
Cunnian icosahedrons N Potential Knowledge M
A three-legged milking
Curdle stool CG Blind Milk Maids F
Cuvoun Unraveling thread spool N All-Natural Stitching M
Drowned Sailors and
Davy Jones Locker NE Watery Doom M
Deeker Red Spot NE Petty Revenge M
Delvers,
Adventurers and 10’
Dekardinis 10’ pole N poles M
Derral – small lights,
Watchmen, guards
and adventurers
Orth – Assassins,
Derral-Orth (dual A large circle set atop a Thieves and
god/goddess) smaller circle CG/CE Escaping Slaves M/F
An angular, vampiric Space junk and
Detriax looking skull CE derelict Hope F
A pair of grooming shears
laid upon a mortician’s Postmortem
Digiskleros sash LN Grooming M
Diit’Wentii The shining icosahedrons CG Minutiae M
Raving, Ranting and
D’in’injaht A tied tongue CN Gibberish F
Shields & Shield-
Chapter 18 The Divine and The Wicked
Makers and eggs,
egg contents & egg
Dinud An egg within an egg LN layers M
Crop Rot and Poor
Diplodias Withered corn stalk CE Harvests M
A gold coin stamped with
a newborn’s face, eroded
Divine Worm by tears N Stillborn infants M

A hand coming out of a Drowning and


Dogasfos whirlpool CE Drowned M

Two eyes superimposed Drunken


Drasheeng but slightly offset CN Misperception F
Air, Wind, Breezes,
Elder Air Elemental Varies LN Deserts, etc. M

Earth, Soil, Stone,


Elder Earth Elemental Varies N Mountains M
Fire, Flames, Burns,
Elder Fire Elemental Varies CN etc. M

Water, Lakes,
Elder Water Elemental Varies N Rivers, Streams, etc. M
A frilly handkerchief or a
Ellsbeth hennin and attached well CG Damsels in Distress F

A pair of eyes on a six- Protection from


Eraisho sided die NG Angry Gamblers M
A flaming ear or
gemstone within a pair of
E’rase open lips CN Rumor and Gossip F
A halo stretching over the
Expiurge horizon CG Chaos Embound M
Eye if Vengalate Two circle interlocked CG Non-Lethal Curses F
Fallen Warriors and
Fallen One An unmarked grave stone LG Unsung Heroes M
Corpse Candles and
Skull surrounded by a Messenger of the
Fattu Feri burining green flame CN Tribe of the Bog F
A broken compass rose
without cardinal Misdirection and
Feloren directions Random Lost Travelers M
Spices Known &
A mortar & pestle set Unknown, Spice
over three wavy parallel Traders and Sea
Fimtakar lines LN Travelers F
Flissik A will-o’-the-wisp N Evanescent Ideas M
A knot tied ‘round a
Floog finger LN Lost Things M

A blackned frying hand Corroded cookware


behind a flagon of and brewing gone
Fluxalle frothing mead CE bad M
Spells gone awry;
Gadfiel A prism CN Chaos Magic F
Keys on a ring, a single Things Lost and
Galdu Aurkitu sock CG Found M
Darkness under
bridges and
Galishma The left half of a skull CN disposing of bodies F

A bronze coin picturing a Magical and


Gilthigoet river flowing from a pool N Forgotten Pools M
A white marble, pearl or Termagants and
Ginny Milk Eye gem C Viagos F
Glaria A broken hourglass LN Times’s Lawful F
Chapter 18 The Divine and The Wicked
Inevitability
Large tome wrapped in Academic
Glorfall chains CG Arguments M
Serpents, Venoms,
Glyrea An asp CE and Poisons F
A seven –pointed star
Gnunnug atop a rainbow LN Number Seven M
Madness and
God of the Iron Urn A black urn CN Sacrifice M
Silhouette of a mountain
God on the Mountain surmounted by a halo CG City of Shazid Mom M
Twin gods of gossip
rumor unfounded
Gor Nochri Two Starlings LN hearsay M
And baseless
Gar Nachri Two Starlings CN speculation M
Soot-covered smiling
Gorgonmjolk head of a medusa CG Steel and Metallurgy F
Ogre god of
An open book in front of Intelligence and
Go’Ruush two crossed daggers CE Subterfuge M
Guardians of the
Gateways and
Byways of the
Grand Planar Gods Varies N Planes M

A fat warty toad sitting on Frog god of stashes


Grandpa Toadflap a coin N and caches M

Dwarven adventurer God of the Battered


Groin carrying foaming mug NG Dwarf Tavern M
Subterranean
Grugzaret Candle Snuffer CN Darkness M
Dried rotting leaf
Gyttjan withering with worms CE Peat and Mire M
Haiah A man running N Judicious Retreat M
Divine Imposter/
Herald of a
Whatever pleases those (Forgotten God; see
Harbordorim who recognize him CN Monster Manual) M
Upper body of a blue
faced goblin, clutching
with both hands at his
own throat, set on field of
Heka-Kup black CN Hiccups M
Three white spirals
Heolstor arrayed in a triangle N Breath of dying men M
Hexadron A Perfect Cube LG Cubes N/A
A pocketful of sand or a Broken Dreams,
tiny hourglass of silver Fleeting Nightmares,
Hlinjassa sand CE and Lucid Dreaming M/F
Spider God and
Protector of the Dead
Hlo-hlo Spider CG Man’s Diamond M
Fools, Simpletons
Hoddypeak Hand held out in waning LE and Village Idiots M
An apple bloosom
encircled by a string of
pearls or two snails Hermaphroditic
Hymenphalia engaged in copulation LN Fertility Both
A hitching post, with fist
Hweegarl with a thumb sticking out N Hitching Posts M
Insitor A serpent LN Serpents M
A face twisted in rage
with sightless eyes Flaming Fury and
Iracaeus wreathed in flames CE Blind Rage M
Chapter 18 The Divine and The Wicked
Dark and Fear of the
Ixomant A black circle CE Dark M
Jabim A broken mask LN Broken Things M
Jade and Jade
Jaiden A jade crown LN Carvers F
Delusion and
Jale God [Redacted] CN Dissolution M
Truces, Armistices
Jessra A white flag LG and Parleys F
Jexvenna A black weevil CE Spoilage of rations F
Aheadless bust having six
Jhillenneth breasts CE Miraculous Horrors F
A frog head smiling,
winking and wearing a Revelry and Frog
Jonny Hopper fancy hat N Kissing M

A combined comedy and


tragedy mask of disturbed Mockery, Sarcasm
Joogengeld visage CN and Schadenfruede M
Jus’enuf N/A N/A Small Favors N/A
A skull with a sword
behind it and a rose held
Kahladaht in its mouth CE Undeath M
A basket in which a
spider has built a web, but
Kakanuawana is otherwise empty LN Yarn Destitution M
Kalantos Axe LE Axe Executions M
Kaldrabikkia A red, spear-shaped rune CE Violence F
Death Birds and
Karga Savasha White Crow NE Tengu Warriors M
Ox’s head super-imposed
Khaldranath on a wagon wheel N Draft Animals M
Khorissa A gnawed bone CE Ghouls F
A silhouette of smoke
Kilooloogung with its “arms” upward LN Arising Smoke M
King Shroom Different from cult to cult LN Mushroom Kingdom M

King Under the A crown placed over the Downtrodden and


Mountain hilt of a sword LG Oppressed M
Snares and Foot
Krythyle Two jagged blades CN traps F
A dozen wavy vertical
Kwunndle lines CN Misplaced Objects M
Deals, Bargains and
A blackened hand or Creeping
Kypselus orcish claw CN Corruptions M

A vial of white liquid Pointless Regret and


Lacta Lacrima carried on a chain CE Remorse F
Cooking, Food
A crossed cleaver and Preparation and
spoon, set over a boiling Flavor; aspect of the
Lady of Cauldrons cauldron CG Jale God F
Lady of Lost Angles Five-point tesseract star CN Mathematical Errors F
Political Corruption
& Indiscretion;
A coin broken in two aspect of the Jale
Lady of Rains places CE God F
Lady of Tasks Dying ants floating in a
Forgotten bottle of dubious content CN Forgotten Tasks F

Four small flames against Small Lights in


Little Lights a black field LN Underground Places M
Wooden cap with nails
Llewel jammed into it CN Bent Nails M
A spear wound ‘round
Lobon with Ivy LG Youthful Ambition M
Chapter 18 The Divine and The Wicked
and Naïve Hope
A doll of straw bound
Lord Bayleycorn around animal bones CG Harvest M
Lord Downall Forked Spiral CN Drains and Floods M
Aspect of the Jale
Lord Greensayne A blood-filed money bag LE God M
Four runes in a language
that no one knows. But
that everyone implicity
understands to translate as
comedy, romance, Hackneyed Stories
Lord of Mediocre Plots tragedy and satire LN and Unoriginal Tales M
Lubella Winged Cocoon N Transformations F

A filthy, scabrous Itching, Festering


Lumagog scratching finger CE Wounds M
Temptresses and
Luriel A painted smile CE Cosmetics F
An anvil with a grinning
Machuk face LN Crafting and Artifice M
Magpies and
Magpie Princess A golden ring CG Pregnant Mothers F
Guano and
Magrundi A bat within a brown ring LE Trogloditic Vermin F
Maharb’aal A dilated pupil CN Remorse and Guilt M
A sheaf of paper tied with
Maladmim a red tie LN Bureaucracy M
Three concentric circles Right Angles,
in the colors of res, green Regular Shapes and
Mal-laM and blue LG Symmetric Patterns M
Crossed club and multi-
Malnor tailed whip LN Military Discipline M

Anthropormorphised Voyeurism and


Man in the Moon crescent moon, smiling CN Aloof Observation M
A branch of barley, a
grapevine leaf, and a
Manguaca piece of sugar cane CN Alcoholic Stupor F
Slackers, Half-Assed
Effort and Loose
Manidono An unmade bed CN Change M
Rare and seemingly
random fortune and
Two crossed swords, one misfortune during
Mar Nod breaking the other CN combat M
Flatulence
Meer-Smah Dark Clouds LN Prevention M
A lantern surrounded by a
Meifer glow LN Streetlamp lighters F
A silver conch filled with Mislaid and
Mephassuros stars N Unanswered Prayers M
A broken circle with four
Merramorina dots in the center LN Lawful End of Time M
Medlar Trees and
Mespilus A medlar fruit N their fruit M
Vendettas and
Micicara An empty gallows LE murders’ possessions F
A broken bottle wreathed
Mico in flame CG Burning Oil M
Mixmalix Banana Skin CN Pranks and Pratfalls M
Peaks, Pinnacles and
Stone Axe with a head Summits of
carved in the shape of a Mountains and
Moen Hepnir beast’s face N Glaciers M
Moorealeth A broken Circle N Lost Chapters M
A deteriorating
combination of the Venereal Afflictions
Chapter 18 The Divine and The Wicked
alchemical symbols for and Sexual
Morbiphallugus man and woman CE Dysfunction
Turtle head dripping with
Mosht Al Blopp slime CN Fetid Pools M

A wooden door, closed & Shutting and Closing


Moslammin held by an iron spike LN of Doors M
A carven wood phallus,
left to grow moss and
Moss-Worn Goat fungus N Sterility M
Conical, yellow hat with Pranksters and jerks;
Mystical Martan short brim CN trickster M
Naaragiga An iridescent disk N Jellies and Molds F
Nanefesterad A friendly smile CE False Friendship M

Physical and
A goat cuneiform Intellectual
Nanny Binx pictogram of nine strokes LN Sustenance M
Hidden Taxes and
Nardrea A ledger LN Caches of Time M
Unknown (Invisible) Invisibility and
Naught symbol NE Invisible Stalkers M
Nazarash A shattered glass bottle CE Broken Glass M
Small green frog facing Political
downward as seen from Assassinations and
Neco above LE Contract Killings F

Broken sword held within Slain novice


Neub a teardrop CG adventurers F
Neuph An unringing bell N Silence M

A scrap of paper, covered Proper invocation of


in runes, emerging from magical words and
Nhucyy the pupil of a severed eye LN spells M
Hallucinations and
Nocton Zython Trident or Anchor N Sailors M
Sunset with a crescent
Nox moon and star above N Twilight F
A black sun ringed red
Nug flames CN Madness M
A finger beneath an eye
Numanthoth looking upwards CN Gnostic Revelation M
A piece of well carved
jade, the exact deign can
be whatever strikes the
Nwee devotee’s fancy N Boredom and Ennui M
Lost/Wayward,
A moon soaked with red Moonlight, and
Nyctalops blood NE Vampires M
Dentistry and Teeth-
Obnomeht Forceps N Pulling M
Ochlos Volgus A burning Torch CE Angry Mobs M
Odxit Five vertical wavy lines N Unexplained Smells M

A boil being lanced with Purulent Skin


Ogrimox five needles CN Conditions M
Dentists and Ivory
Okla A fang on a field of red LN Carvers M
Lost and Orphaned
Old Mother A cradle LG Children F
Closed fist with extended
middle digit (or face with
Old Snicker tongue sticking out) CE Insults M
A gong floating above an
Ollollde open palm N Hypnagogia M
Ooboora A golden bell or chimes LN Clouds M
Bloody bull horns with
Chapter 18 The Divine and The Wicked
Blood. Power and
Ooom some scalp attached CE Strength M
Finances,
An abacus framed by Investments and
Ophurton coins NG Profits M
Ormix A weighty LN Obscure Words M

A grinning toad’s face Toad-Demon God of


Otda’Btatle with the horns of ram CE Battle M
Otto A blue Parrot N Cheese M
A body with stumps for
Ouk limbs CN Missing Limbs M
Dreams and
Paffur A small figure LN Premonitions M
Pakkaan Aurora Borealis N Northern Wilderness N
A golden coin, worn
Paleonumis smooth LN Retired Currencies M
Death by a Thousand
Palester Olhm Leather Circle NE Cuts M
Panathoth A tongue of Fire LN Circulating Library F
Gong Farmers and
Pandantilus A wooden crescent moon N Muck Rakers N
Golems and
Patchwork God None Varies Constructs M
Patisseria A golden whisk N Pastries and Desserts F
Pelchako A leveled Balance CE Tricks and Revenge M
A five-veined leaf over a
Perichronaos spiraling figure-of-seven N The Age Outer Past N
Vagina dentate encircled
Pherosathoola by a snake NE Sexual Fear F
A pot of gold at the end of
Philespurio the rainbow CN Lies and Irrationality M
Elven Barmaids and
Polly A mug of beer with a halo LG Taverns Workers F
Hand holding stuffed Small Children and
Pollycockle animal LG Youngest Siblings F
Possum eyes peering from
Possimium a dark moon N Nocturnal Creatures M
A lidless eye staring
eternally skyward into a
Qinmeartha blazing sun CG Creation M
Age, Death and
Quachil Uttaus An empty hourglass CE Decay M
Crossroads and the
Qualdoni 4 circles in a row N Number Four M
Quantum Ogre An image of an atorn CN Whimsy and Vagary M
Frustration and
Qu’pan A glowing eye CN Madness M
Qurgan Quagnar A three-legged toad CN Three-legged Toads M

Miscibilities,
A potion flask with an Mixology, and
Qwarghourn explosion within N Dyspepsia M
Qzyma’a Eye in a forehead LG Synchronicity M
Closed eyelid on a black Fitful and
Raselorn field CN Unpleasant Rest M
A statue, often broken or
Rasoob neglected N Bronze M
Ratacus Gant A single copper piece CN Giant Rats M

Knuckle bones of sheep Bad Fortune and


Ravel/Unravel made into a pair of dice CN Good Fortune M

Wavy Lines emanating Madness, Yetis, and


Rhan-Tegoth from a central point CN Remorhaz M
An emblem of a shield
Rosartia bearing a stylized silver N Things Long F
Chapter 18 The Divine and The Wicked
eye Forgotten
Time Wasters,
A gambling wheel and an Entertainers and
Ruslivia hourglass LN Orderly Amusements L
An eyeball gripped in a
Sa’hwo clamshell N Secrets Revealed M
Saint Biritus An overflowing Mug N Drunkards M
Osmotic Knowledge
Saint Gunter A blue lotus LG and Illiteracy M
A bowl with a pair of
Saint Vineria eyes inside it LN Eyes F
Teilo A golden ball LG Providence M
Dewi Sapphirus LG Salvation M
Iltud Crystal Chalice LG Triumph Over Evil M
Five droplets of blood
Satrum arranged in a circle CG Bloodletting F
Cobblers and Quality
Screbblo Upside Down Boot LN Footwear M

Snares,
A spiderweb of barbed Entanglements, webs
Seppophis wire CE and spiders F
A book covering a hand
Seshati Pyhatia mirror LN Scholarly Pursuits F
Sernis A black cloak CG Secrets and Whispers F
Knives, Scalpels and
Methodical Serial
Sertetti A scalp and an Hourglass LE Killers M

Image of man clutching a


manuscript and banging Late submissions and
Silvarno on a closed door N Missed Deadlines M
Skaal A fish-headed man CG Fish Out of Water M
An iron rod partially
wrapped in white linen
Somnau bandages N Forgotten Injuries M
Dakry Prism LN Tears F
Sican Blindfold N Sighs F
Deaths Infinite
Tarchanna Black Disc CE Darkness F
Sousroga An empty house CG Interstital Spaces M
Cretins, Shit-Heads
Sovereign Bastard A Broken Window CE and Trolls M
A book with torn out Forgotten
Syizarkhog pages LN Knowledge M
A bark-scaled snake with
Tallemaja a cow’s head LG Huldras and Lamias F
Adolescent
Tarvin A glass of Alize N Adventurers M
Tombs and
Tau Shears and a Torch LN Cemeteries M
Teptrigor A turnip LN Prudery F
Lawful Execution of
Termarr A broken Star LG Time M
Termas Tunneller A Two-Headed Hamster LN Root Cellars M
Theb A chimney Pot N Chimney Pots M
Politeness and the
A smile with theater Spouses of Theater
Their Wife curtains as a background N Directors F
Iron candle-snuffer;
Thuf’s eyes on a black
field; a black field with no Secrets and
Thuf symbol CN Unexplained Winds M
Baby Laughter;
aspect of the Jale
Thwizeviblyz A baby-pulling a cat’s tail LG God M
A pair of red eyes, or two
Chapter 18 The Divine and The Wicked
Tix-ka-tix vermillion circles LG Patience M
A bright green serpent
with an undulating back
and no tail; both ends of
its body have a serpent
Tlacotani head CG Sudden Inundation M
Tonya A child’s incisor CG Children’s Teeth F

A glowing mug of bear, Pub-Crawling and


Tremella tankard or keg CN Drunken Love F
Tricruxia “Y” N Forked Tunnels F
Tsathoggua His furry toad-like head CE Divine Slothfulness M
Starvation, Illusion
and Time’s Wintry
Tsrura An emasculated horse LE End M
A rough stone cylindrical
Turquoise Idol of idol, carved with intricate
Communion scrolling symbols LN Transformation M
Empty Spaces Yet to
Tuu Bih D’turmin’d An empty circle or square LN be Filled M
Food, Cuisine and
Tybesi-O A golden Spoon CE Gluttony M
Print Errors,
Mistranslations and
Tyop Gibberish-Filled Book N Minor Heresies M
Gray eel with a silver
belly curled up to almost
U’lla form a circle N Isle of Eels F
Undek Skull in Blue Nimbus CN Lost Souls M
A knife cutting through a
Ungsi nail CG Knives M
A flame encircled by a
snake swallowing its own
Uroborialis tail N Instinctual Wisdom F
Urglu A broken mirror CN Mutations F
Lost People and
Verlore A labyrinth N Things M
A pair of dice rolled Single Pips; Aspect
Verthish snake-eyes LN of the Jale God M

Three rats with their tails Virulent Diseases


Vexarus tied together CE and Treason M
Vindico Vindicatum A pair of crossed quills LN Appropriated Credit M
Four radiating fists of
Vodei water CG Seas M
A fake gold chain
adorned with a number of Charlatans and Over-
Vydia colored glass beads CE Promises M
Hand warts or jewels that
Wart Mother resemble frog eyes N Warts F
A baying dog or
Whisper Will crossroads CG Crossroads M
Unwelcome
Wicked Skein A broken quill CN Messages F
Widderhoot-hoot Branch-covered moon N Nocturnal Hunting F
Abandoned Altars;
Xaxolx Any (burrowed) N Guardian M
Neglected Orchards
Xinraeil A silver apricot CE and Rotting Fruits F
Xoox Crescent Moon N Remote Outhousing M

A trident with an Primal Emotions and


Xumaltet extended middle prong CN Savage Urges M
A red drop of blood
Yeb ringed with black flames CN Madness M
Yellow King The Yellow Sign or a Madness that comes
pallid mask CN with illness and old M
Chapter 18 The Divine and The Wicked
age
Yemeles Tipped-Over Bottle LN Drunkards M
Yeolnuma A glossy black scarab CG Scarab M

A full visor helmet with a Absurd Orders


Yessir fist held to the temple LN Obeyed M
Stone arch with flame Hearth-Tenders and
Yggrd beneath N Meal Preparers F

Elk antlers in front of a Elk and Elk Herding


Yhoundeh crescent moon N Societies F
Wolf god protector
Ykelu Bloody Fang CG of the Skapti M
Protector of Tombs
Yululun Tombstone CG and Cemeteries M
Yurm Polyp N Self-Injury M
A cracked mirror dripping
Ywehbobbobhewy three drops of water CG Magic Mirror Portals M

A lightning flash, striking Questions and


Yyy from right to left N Riddles M
Two blood-stained chain
Zeekil links CE Needless Pain F
Zezeke Serpent eating own tail N Hurled Curses M
Zikcub Bloody Paw LE Sickly Animals F
Zirkonia Golden ring in sunburst CN Shiny Things F
Zumbiboo A handful of dust LN Dust M
A bronze coin with the
stylized shape of a
trilobite cut from the
Zuurrt middle N Lost Lifetimes M
Protector of Godly
Zyni Moi Coiled Snake N Knowledge M
Swirling red vapor within
Zzyzz a black void CN Irrational Fears M
DEMI-GODS
Battered meal bowl over a
Dubh flame CE Sickness F
White dagger held in a
Fuathas pale hand LE Hurt F
Dubh Ah Goal Black spider wed CE Fear M
Dublachan Withered tree branch NE Death M
Votishal Leather pouch LG Destroying evil M
Image of female in dark
Meara robes NE Night and thieves F

Saria, Sage of the Four Curved Lines in a


Forest Circle LN Forests and Children F

Darunia, Sage of Fire Animal Footprint CG Fire and War F


Princess Ruto, Sage of
Water Sapphire CN Water and Marriage F
Thievery, Spirits and
Nabooru, Sage of Spirit Yin and Yang N Deserts M
Shindra Drum LE Dancing Girls F
Bukera Glass Scorpion LN Desert Mountains M
Mercy for the
Sinakad Ram’s Horn LG Trapped M
Kadrim Sparrow LN Small Birds M
Tika-Naha Fire CG Campfires M
Crondussa Eagle LN Eagles F
Patressa Sharks CE Deepwater Fisf F
Braz-Kaen Cloud of Smoke CN Smoke M
Lightning and
Montintra Mirror LE Mirrors F
Vidmor Honeycomb N Bees F
Chapter 18 The Divine and The Wicked

A Greek Cross with the


Symbol of the 4 Elements Guardian of the
Grismal on each Point N Underworld M
He is the Great Red
Shashak Burning Eye CE Dragon M
Erion Bone Crown N Dogs M
Spider God Black Opal CE Spiders N/A
Zattaze CN Spells of Chaos M
Glowing Gold Triangle
Aarth on a Field of Black LN

Saints St. Eustachius. Patron of hunters.


St. Adelaide. Patron of exiles. St. Felicity. Patron of widows.
St. Adrian. Patron of arms dealers. St. Ferdinand. Patron of poor people.
St. Agatha. Patron of nurses. St. Foillan. Patron of surgeons.
St. Albert the Great. Patron of alchemists. St. Florian. Patron of soap makers.
St. Alexis. Patron of beggars. St. Francis. Patron of teachers.
St. Amand. Patron of bartenders. St. Genesius. Patron of clowns.
St. Anastasia. Patron of weavers. St. George. Patron of knights.
Patron of house workers and cabinet- St. Gertrude. Patron of cats.
St. Anne.
makers.
St. Barbara. Patron of artillerymen. St. Giles. Patron of noctiphobics.

St. Bernard. Patron of ranchers. St. Goar. Patron of innkeepers.

St. Blaise. Patrons of veterinarians. St. Gregory. Patron of forgotten causes.

St. Bernward. Patron of architects. St. Hubert. Patron of dogs.


St. Ignatius of
St. Brendan. Patron of sailors. Loyola. Patron of soldiers.
St. Brigid. Patron of scholars. St. Isidore the
Farmer. Patron of day laborers.
St. Cajetan. Patron of job seekers. St. Jerome. Patron of orphans.
St. Callistus. Patron of cemetery workers. St. Joseph. Patron of carpenters.
St. Camillus. Patron of the sick. St. Jude. Patron of impossible causes.
St. Castorus. Patron of sculptors. St. Julian. Patron of carnival workers.
St. Catherine. Patron of philosophers. St. Lawrence. Patron of butchers.
St. Cecilia. Patron of musicians. St. Leonard. Patron of coal miners.
St. Christopher. Patron of travelers. St. Louis. Patron of distillers.
St. Cloud. Patron nail makers. St. Lucy. Patron of writers.
St. Cosmas. Patron of doctors. St. Luke. Patron of painters.
St. Crispin. Patron of shoemakers. St. Lydia. Patron of dyers.
St. Damian. Patron of barbers. St. Mark. Patron of notaries.
St. Dismas. Patron of those condemned to die. St. Martha. Patron of housewives.
St. Dominic. Patron of astronomers. St. Martinian. Patron of jailers.
St. Dunstan. Patron of swordsmiths. St. Matilda. Patron of queens.
Patron of metal workers and metal
St. Eligius. St. Matthias. Patron of reformed alcoholics.
smiths.
St. Erasmus. Patron of explosives workers. St. Maurice. Patron of infantrymen.
St. Erhard. Patron of bakers. St. Maximillian. Patron of reporters.
Chapter 18 The Divine and The Wicked
St. Nicholas. Patron of pawnbrokers. shards from columns or even ceremonial daggers.
St. Nicostratus. Patron of masons.
The common thread between all relics is their origin:
they were at one time part of a consecrated temple or
St. Notburga. Patron of farmers. shrine dedicated to the forgotten god. These items are
St. Olaf II. Patron of kings. imbued with special power and allow a cleric to
St. Osmund. Patron of the mentally ill channel divine energy from the lost gods into the
material plane. If a cleric of the forgotten god
St. Pelagius. Patron of torture victims.
attempts to cast a spell without his relic worn or in
St. Philip. Patron of pastry chefs. hand, then he fails to cast the spell. The highest spell
St. Philomena. Patron of test takers. level a forgotten god can grant is 5th level.
St. Piran. Patron of miners.
St. Raymund. Patron saint of midwives.
The Wicked
St. Reinhold. Patron of stone cutters. Nefarian Lore
St. Rita. Patron of desperate causes.
St. Roch. Patron of dogs. Nefarian are evil extra-dimensional beings, who
inhabit the 21 Planes of Hell. To most a Nefarian is a
St. Sebastian. Patron of archers.
demon. Nefarian is their proper name given to them
St. Stephen. Patron of stonemasons. at their creation. There is some similarity in the
St. Theobald. Patron of bachelors. sound of their name and that of the Nephelium. Some
St. Ubaldus sages conjecture there is some greater meaning
Baldassini. Patron of the possessed. behind the two names similarity. Because demons
St. Ursula. Patron of students. gain power from mortal sins, they are unusually
St. Veronica. Patron of artists.
active on the plane prime.
St. Vitus. Patron of comedians. Nefarians are an ancient race, as old as the god
St. Walter. Patron of prisoners of war. themselves. In ages long forgotten to history there
St. Wenceslaus. Patron of brewers. was a war between gods. It was during this war that
St. Wernher. Patron of kidnap victims. gods divided themselves along the compass of
alignments. The gods eventually realized they would
St. Wolfgang. Patron of paralyzed people.
destroy the universe before either side won. A great
St. Yvo. Patron of abandoned people. meeting was held and the gods set down their laws in
St. Zeno. Patron of fishermen. the Divine Accords and ended the war. One god did
not sign the Divine Accords and refused to accept
any argument to sign.

Ancient and Forgotten Gods This was the greater god Amdosias. He saw himself
Before the gods we know today, yet after the Old as the head of the pantheon, with the other gods
Ones there existed other gods. These gods have few bowing in supplication to him. He rallied some
if any followers left. They can be found on just about minor gods and divine servants to his cause.
any plane of existence. They are still formidable Amdosias’ forces were no matched for the combines
beings with knowledge that spans eons. Occasionally forces of the other gods. The battle was swift and
adventuring parties will stumble across one of these Amdosias and his armies were forced to sign The
beings, some just looking to travel and share a fire, Compact. The Compact was a document infused
others looking to conquer the world and reestablish with godly magic the binds Amdosias and his
themselves.
followers, it is described below. This was the
An adventurer who wishes to may become a priest of
creation of the 21 Planes of Hell, the Nefarian race
these old gods. If they chooses to follow one of the
forgotten gods and become one of their clerics, then their lords. Amdosias became the The Grand Lord
they must carry a relic in order to freely cast divine Amdosias, King of All Demons with his hellish
spells. A relic is used in place of a holy symbol and court.
forms a link to divine power. These relics may appear
in many forms including bits of statuary, broken Within their realms, the demons have formed a
complex society all their own; there are diabolical
Chapter 18 The Divine and The Wicked
lords, Counselor, Lieutenant and thanes. Because a promise from one of the noble demons is to extract
most demons are greedy and ambitious, in-fighting is a promise from all the demon's thralls and servants as
common. Each individual demonling hopes to well.
eventually capture the Throne Treacherous so it can
feed off the choicest morsels of sin and receive As mentioned before, in-fighting is a fact of life for
tribute from its brethren. the lords of 21 Hells. Since the day the demons were
consigned to the underworld there has been a
Although demons can travel between the 21 Planes of constant struggle for control. The Lords of the 21
Hell, their home dimension, and the plane prime at Hells do not serve willingly and are content only to
will, their conduct in the mortal world is strictly rule. Every century or so there is a major upset, one
limited by an ancient accord, known as the Compact, of the lesser Lords is deposed, and a new demon
between the demons and the gods. The Compact assumes its throne and responsibilities. These
allows the demons to tempt mortals to commit all changes are seldom significant enough to affect the
manners of sin, but sets up certain restrictions upon upper echelons of the Infernal Hierarchy, but the
demonic activity. According to the Compact, for balance of power is sometimes affected when a lord
instance, all sin must spring from the sinner's own acquires more powerful servitors. Dukes are rarely
free will; demons cannot force their victims to sin. overthrown, and the diabolical princes have ruled
The gods allow the demons to carry out their assault since the beginning.
on the mortal soul because it functions as a useful
measuring stick that allows the gods to classify each The Compact
mortal as good or evil and determine the final resting
place of his or her soul. Affairs between mortals and demons are governed by
an arcane agreement known as The Compact.
Temptation is not the only danger demons hold in Although each individual Gamemaster should decide
store for mortals. For reasons not entirely understood how the Compact functions in his or her campaign,
by mortal spellcasters, there is a strange connection here are a few guidelines that all GMs are advised to
between the denizens of the 21 Planes of Hell and the observe.
forces of magic. A few mortal sorcerers have learned
that summoning and invoking demons grants them There are only two crucial restrictions that all but the
access to unusually powerful magics. Demons most powerful demons must follow. Demons may not
summoned to the mortal plane in this fashion, show themselves to mortals or allow themselves to be
however, are no longer bound by the Compact. A seen, and demons may only tempt the subconscious,
sorcerer who summonses a demon and fails to control offering mortals the opportunity to sin but leaving
it typically unleashes a rampaging monstrosity upon them the choice to refuse. In other words, a demon of
the plane prime. greed can leave a pile of gems in the path of a priest,
hoping he'll take them, but the same demon cannot
Exactly how the demons came to be trapped in the 21 cast a charm person and force the priest to steal.
Planes of Hell and sign the Compact with the gods
depends upon the needs of your individual campaign. These restrictions never apply to demons summoned
to the plane prime by mortal sorcerer. Summoning is
The Infernal Hierarchy an act of free will, and summoner ha karmic
responsibility for the demon’s action on the mortal
The infernal hordes are more orderly organized than plane. Although not bound by the Compact,
any mortal society. The Infernal Hierarchy was summoned demons still operate under a few
established by a series of wars in which the strongest restrictions. Most importantly, they must bow to the
demons sought dominance over the weak. When the influence of the gods; they may not enter hallowed
wars were over, the victors became the first lords of ground and must recoil from artifacts charged with
the Infernus. the essence of the divine.

The Infernal Hierarchy is similar to the feudal system Any additional provisions of the Compact are left to
used by mortals. Great Princes are served by Dukes the Gamemaster's imagination. For these, the only
who are in tum served by Lieutenants who are served rule is consistency. If a demon is banished by the
by lesser demons such as the legions of demonic tears of an innocent upon one occasion, for instance,
warriors that comprise the Nefarian army. To extract this same method should work every time it is
Chapter 18 The Divine and The Wicked
attempted under the same circumstances. You should restrictions, save the consent clause, are temporarily
note that the infernal powers make it their business to void. The gods of law and chaos made this
spread misconceptions about their limitations. There concession to the diabolical princes in return for
are countless legends about demons that paint a Amdosias' promise that he would call upon all his
misleading picture of the laws that bind them. These resources to admonish rogue demons who callously
legends are all that most characters will know at first. violated the strictures.
The truth can only be gleaned through experience.
Nefarians (Demons)
As a final note, there are probably rogue demons
sufficiently powerful to resist the Compact who can Servitor Demons
escape to the mortal realm unaided. It is the Servitor demons can survive on any of the 21 planes.
responsibility of the demon gods to punish these These are the most numerous and the least defined. It
renegades, but they are sometimes slow to rebuke is from servitor demon ranks that forgemasters
their willful kinsmen. The Nephilim and divine summon and bind. There are six types of servitor
servants often deal with rogues themselves rather demons, they are:
than wait for the dark lords to intervene.  Demons of Destruction (Demon Type #1)
 Demons of Suffering (Demon Type #2)
The Rules of the Game  Demons of Creation (Demon Type #3)
 Demons of Insanity (Demon Type #4)
The Infernicum Mallemancia, an infamous arcane  Demons of Ideas (Demon Type #5)
tome, lists the following restrictions on diabolical  Demons of Shifting (Demon Type #6)
activity. Most are obviously misconceptions, but all
have a grain of truth to them. Some of these Lesser Demons
legendary strictures are “common knowledge" Each of the 21 Planes of Hell is inhabited by specific
despite their dubious accuracy. The Gamemaster type of demon. These are called lesser demons and
must decide which are true in his or her campaign. inhabit the planes like humans inhabit the Plane
• Demons are enjoined from harming or Prime. Lesser demons lack the raw power of greater
otherwise interfering with any mortal without that demons and, as a general rule, are not named.
mortal's direct consent. Demons defending
themselves from unprovoked attack, as well as those a. Wind Demons
demons who were summoned to the mortal plane (or b. Sea Demons
'*plane prime") against their will may ignore this c. Fire Demons
restriction. d. Earth Demons
• A demon may tempt a mortal for no longer
than five years at a time. If the mortal continues to e. Ice Demons
refuse the demon's advances at the end of the five- f. Night Demons
year period, the demon must relent. g. The Demon Locusts
• No mortals are immune to diabolical
h. Succubi
influence, but all demons must relent upon a joint
order from a god of law and a god of chaos. i. Lightning Demons
• No more than a single demon may tempt any j. Shadow Titans
given mortal at a time. If two demons who wish to k. Swamp Demons
tempt the same target cannot make an agreement
l. Sun Demons
between themselves, they must either relent or battle
amongst themselves for privilege. m. Hell Cat
• Demons are enjoined from interfering with n. Fire Fiends
mortal man during the holidays honoring the gods of o. Acid Fiends
law.
p. Black Wind
• Demons are enjoined from tempting a
mortal soul on ground that is properly hallowed and q. Windigos
consecrated in the name of the gods of law. At least r. Creeping Doom
one demonic duke, however, has persuaded the gods s. Star Demons
to grant him a special exemption to this rule.
t. Single (non-typed) Lesser
• During the fifth month of the fifth day of the
Demons (Boak is an example).
fifth year of every fifth decade, all the Compact's
Chapter 18 The Divine and The Wicked
The DM must use his or her wits when Greater
The lesser demon ranks are further joined by eleven Demons are involved so as not to do the easiest (and
lesser demon types that can be found on any of the 21 most logical) thing: slay the conjurer. This kind of
Planes. These lesser demons serve in specific areas. thinking negates the real value of terror in a
Such as the Seducers who report to Lord Thruxus, or game. A player should rightly fear and dread
the Winged Shadows that answer only to Grand Lord conjuring up a Greater Demon, but should not feel
Amdosias. resigned to 100% certain death if he/she does so. Play
on the horror of the unknown, ad-lib, make
Lesser Demon In Service To up your own Named Demons, be a true guide to the
Seducers Lord Thruxus “outer limits” of your own “Twilight Zone”.
Warriors Any Greater or higher
Demon The Infernal Court
Winged Shadows Grand Lord Amdosias
Balrogs Grand Lord Amdosias
Demon Gods
Gatekeepers Any Greater or higher
Demon
Scourge Any Greater or higher Where Greater Demons rule their specific realms as
Demon gods, even their power is dwarfed when compared to
Counselor Any Greater or higher the demon gods. These are the most power of the
Demon greater demons that have ascended to godhood to
Lieutenant, Lesser Any Greater or higher other demons.
Demon
Lieutenant, Greater Any Greater or higher
Demon The 21 Planes of hell are ruled by the demon Over-
Thane, Lesser Any Greater or higher King, Grand Lord Amdosias, King of All Demons.
Demon He is attended by the 5 prince and Lord Thruxus,
Thane, Greater Any Greater or higher Master Tempter. Amdosias resides the Palace of
Demon Bone at the center of the 21 planes in a place called
The Pit.
Greater Demons
Greater, or “Named”, Demons are the lords of their Grand Lord Amdosias, King of All Demons has the
own particular “hells”, and are the absolute powers of a greater god. After him the five princes
power within their realm: the “gods” of those hells as are Intermediate Gods.
it were. Five Princes
Grand Rubbibat, Prince of the Soul
The statistics given are for their incarnations outside Grand Polyphon, Prince of the Mind
of their home universe, and only give a bare Grand Phenex, Prince of Blood
hint as to their real power. Because they are less Grand Decarabria, Prince of the Flesh
powerful elsewhere, they seldom leave their own Grand Anthraxus, Prince of the Heart
areas. When forced to do so by conjuration or other
means, they are understandably very angry. Grand Lord Amdosias has four demons called the
Greater Demons detest mortals (and lesser Horsemen of the Holocaust that enforce his will
immortals) so much that they don’t consider them throughout the 21 planes and the Plane Prime. These
anything more than excrement to be destroyed or demons are lesser gods and named:
ignored as opportunity dictates.
 Lord Dorndigaffe, Arch-Duke of Torments,
They will command lesser denizens (or demons) Horseman of the Holocaust
from their own plane, call Pets, and will frequently  Lord Rundigard, Arch-Duke of Pestilence,
send those minions in their place when they are Horseman of the Holocaust
conjured. However, the conjurer has the option of  Lord Bienthe, Arch-Duke of Legions,
demanding that they return and send their master as it Horseman of the Holocaust
was him/her who was called, and the lesser entities  Lord Raastible, Arch-Duke of Death,
(if intelligent) must do so immediately (although they Horseman of the Holocaust
will try to persuade the conjurer otherwise, or
even try to slay him).
Chapter 18 The Divine and The Wicked
Lord Thruxus, who controls all of the Seducers, is a Slyth
lesser god. His Seducers act as Amdosias’ intelligent Tel-Kroath
network. Thugumokk, Patron Demon of All Goblin Kind
Thymorg
Lord Lustikaar, Wellspring of Chaos, is a greater god Urandos, King of Ice Demons
that wanders the 21 planes. No one understands Vathakk
Lustikaar's true motives. To most outsiders, he seems Vorcas
to wander about the planes at random, spreading
havoc and disaster. Ruling Caste
Grand Lord Amdosias, King of Demons, Possessor of
Although it is rumored that a few diabolical princes the Bone Throne
have struck alliances with Lustikaar, many believe Grand Rubbibat, Prince of the Soul
that it is impossible to communicate with him. Grand Polyphon, Prince of the Mind
Lustikaar's position within the infernal hierarchy is Grand Phenex, Prince of Blood
unclear. Grand Decarabria, Prince of the Flesh
Grand Anthraxus, Prince of the Heart
Apparently, he is simply a raging, unpredictable, and
unstoppable force. Most of the diabolical princes and Lord Dorndigaffe, Arch-Duke of Torments,
Arch-Dukes do not interfere with him because they Horseman of the Holocaust
fear his power. Lord Rundigard, Arch-Duke of Pestilence,
Horseman of the Holocaust
The Infernal Court Lord Bienthe, Arch-Duke of Legions, Horseman of
the Holocaust
Holding sway over all the demons is the Demon King Lord Raastible, Arch-Duke of Death, Horseman of
Amdosias and his court, made up of the Lords the Holocaust
Raastible, Bienthe, Rundigard, Lustikaar,
Dorndigaffe, and Thruxus. Amdosias' court advises Lord Thruxus, Master Tempter
him and helps him oversee affairs in his diabolical Lord Lustikaar, Wellspring of Chaos
kingdom. It is comprised of unusually powerful and
cunning demons who managed to rise through the Known Lesser Demons
TYPE KNOWN NAMES (CALLABLE BY SPELLS)
diabolical hierarchy to the rank of prince or beyond. Ice Demons Ryobar, Manobar, Lukobar, Thandobar,
Frundobar, Vardobar, Alcobar
Fire Demons T’Skree, Turaag, T’Kraar, T’Vroon, T’Chreen,
Greater Demons T’Vraalk, T’Luur (female?), T’Skaand
Abaddon, The Locust Lord Wind Demons Tring, Lingaat, Vingyth, Arshing, Myring
(female), Sondving, Olaving
Amon-Ra Earth Demons Gnoth, Gnorr, Gnuld, Gnorg, Gnumra, Gnulth,
Apharoe Gnayla, Gnymba
Arioch Sea Demons Urog, Uralth, Urong, Uragg, Urga, Urvos,
Boreas, Lord of the Ice Demons, Winter Demons Urnaat, Mithrom (now a Greater Demon?)
Demon Locusts Bel (the leader), Tokk, Barr, Vokka, Sarkk,
Bryghaul, The Great Deceiver Nemekk, Lokkok
Calyandagg Night Demons Murgra, Braskael, Braskhund, Khnorvolkk,
Cimmeries Branth, Aang, Razur
Dagonus
Gorok, The Hungry One Demon Lore
Groak, Lord of the Swamps
Karong, Lord of the Slimes/Oozes/etc. General Data
Kaving
 Plane Shift-Demons have the ability to
Locust Demon of Swarms, Greater Demon
travel between the planes at will. While
Moloch, The Bane of Elfdom
operating on the plane prime, of course,
Nagandas, Lord of the Sea Serpents
demons must observe the Compact unless
Nanta, The Faceless Ones, the Fiend without a Face
summoned to the plane prime against their
Phroalgoea
will.
Ralkul
Shabaleth, Lord of the Reptiles
Chapter 18 The Divine and The Wicked
 Alter Self-Demons have the ability to alter temptation (with all the
their own appearances at will, a power that consequences outlined above). You
comes in handy when tempting mortals. should not undertake this latter
 Detect Alignment-Demons can detect option lightly, however, since it
alignment at a range of 12" at will. dilutes the players' ability to make
decisions for their own characters.
 Protection from Good 10' Radius-This
magical ward emanates from all demons.  Possession-Demons have the ability to
possess any mortal within a range of 6."
 Immunity-All demons are completely Once possessed, the mortal loses physical
immune to poison and disease. control of his or her body to the demon.
 Darkness Vision-Demons can see in the dark Demons possessing mortals have access to
as well as they can see in the light. This all their victim's thoughts and memories and
ability has nothing to do with the infra-red may still use all their own powers (as well as
spectrum and is not affected by heat sources. those of the target) while occupying the
 Temptation-Demons have the power to mortal body. Mortals targeted for possession
tempt mortals into sin. Basically, this can resist with a successful save vs. magic.
magical ability allows a demon to magically If a possession attempt fails, the demon who
manifest any circumstances it needs in order made the attempt cannot try to possess that
to propagate the sin it represents. A demon particular mortal for a period of five days.
of gluttony, for instance, can magically o Once a mortal is possessed, the
locate a monstrous quantity of food or a only way to free him or her from
barrel of wine whenever he needs one to diabolical influence is to
assist him in tempting some mortal. successfully perform an exorcism
Although the exact limits of this ability are or to convince the demon to leave
up to the Gamemaster, greater demons can voluntarily. (To exorcise a demon,
obviously accomplish a great deal more than a priest must successfully turn
lesser demons. "special" undead, a priest of Skill
12 or higher must remove curse, or
an appropriate character must
o There are two ways of handling abjure, banish, dispel evil, or
diabolical temptation in play. First, dismiss the demon).
you can simply role play the o In accordance with the Compact,
situation. Suppose a greed demon
demons can only attempt to possess
leaves a jeweled necklace dangling
those mortals who agree to make
from around the neck of a sleeping
themselves willing targets, though
beggar. If one of the player
many demons are adept at tricking
characters takes the necklace, he or
mortals into granting such
she has succumbed to the
permission. Demons who are
temptation. Once a character has
unwillingly summoned to the plane
succumbed three or four times, his
prime, of course, may possess
or her alignment shifts to evil and
mortals with no restrictions. All
his or her immortal soul is forfeit to
demons have infravision good to
the gods of chaos.
120’ or more.
 Demons hear everything within 120’
o If you would rather not role play regardless of obstruction.
the temptation sequences, every  Demons have saving rolls equal to double
time a player character encounters their hit dice, on the most favorable table
a temptation "trap" laid by a demon (i.e., a 6 dice Demon rolls like a 12 dice
(like the beggar's necklace), give monster).
him or her both a saving throw vs.
magic and an Insight Ability  Servitor Demons roll hit dice points on d8s;
Check. If both of these rolls fail, Lesser Demons roll hit dice points on d10s;
the character must succumb to the Greater Demons roll on d12s.
Chapter 18 The Divine and The Wicked
 Demons cannot be frightened, and usually Elementals, Djinns, Efreet, etc. hit at half
attack everything on sight (90% chance), attack value; Golems at a quarter.
including others of their own kind (75% Standard Demonic Abilities (possessed by demon
chance). lords):
 Conjuration of demons requires that those  Immortality-It is impossible to slay a
doing so be of equal level to the type called. diabolical lord, prince, or duke anywhere but
Chance of control is below. However, the % on the 21 planes of hell. If "killed" on the
of control probability is halved vis-a-vis for plane prime, greater demons simply reform
Greater Demons. Maintaining control in the 21 Planes of Hell 5-50 days later. If a
requires 100% concentration! member of the diabolical hierarchy is slain
o Parity = 10% plus 1 level = 15% in the Infernus, he is truly dead, but his
plus 2 levels = 20% throne is claimed by another demon almost
immediately.
plus 3 levels = 25%
 Teleportation-Demon Lords can teleport
plus 4 levels = 30% unerringly from place to place.
plus 5 levels = 40%
 Gate-A demon lord can attempt to gate in 2-
plus 6 levels 12 of its servants at will.
and up = 50% plus 10% thereafter. o Greater Demon treasures are
o Remember, once concentration usually quite vast: 250,000 to
and/or control is broken, it cannot 500,000 gold, 100,000 to 1,000,000
be reestablished, BY ANYONE, electrum, 500,000 to 5,000,000
for 24 hours. Decontrolled Demons silver, 10,000 to 100,000 platinum,
are mad Demons. 1,000 to 10,000 Mithril coins, 100
 Demons never check morale, and although to 3,000 gems, 50 to 500 pieces of
preferring to be alone, they will tolerate their jewelry, and 10 to 30 Leaser and 1
own (demon type) kind, if, and only if, they to 10 Greater, magikal items, as
are conjured together (still 20% chance of well as 1 to 3 artifacts – Lesser
fighting), otherwise section VI prevails. Demons generally have 10% to
“Katey, bar the door!” 20% of the above listed treasure.
o All demons regenerate as trolls but
Special Information
50% faster (Lesser) and 100%
faster (Greater). They cannot be  20th level Patriarchs have a 10% chance
killed, only dissipated (all points of turning away Lesser Demons; that
gone and constant bombardment or goes up 2% per level thereafter.
attack for 6 consecutive melee
turns so they can’t regenerate, then  50th level Patriarchs have a 5% chance to
they dissipate back to “hell”), turn away Greater Demons; that increases
unless, after having all points 1% per level thereafter.
destroyed, a successful exorcism is  Greater Demons always have at least a 5%
carried out by the appropriate level chance of not turning away!
cleric. The only exception to this  Demons always get 100% of hit dice points
rule is Lesser Demons hit by (like ancient Dragons); you just roll to see
nuclear explosions, phasers, or how many dice it is!
other technological energy
weapons (including power whips);  All class types 4th level and below (3rd
points lost that way are level for Clerics) automatically flee in
unregeneratable! terror from Lesser Demons (roll save
versus fear). If the check is failed, run! If
 Only attacks that can hit Demons are from you make the save, be paralyzed with fear
magical weapons, Dragons and Balrogs (or or pass out from fright!
other demons, etc.), the “stoning” effect of
medusas, or shadow Titans hits (don’t drop
life levels, just does hit damage).
Chapter 18 The Divine and The Wicked
 All class types 8th level and below (6th  Demons attacks, like saving rolls, are
level for Clerics) flee, etc. as above when under the table that is double their hit
confronting Greater Demons. dice (6 dice Demon = 12 dice attack table).
Chapter 18 The Divine and The Wicked

DEMON SUMMONING gains levels, he learns to summon additional demon


At fourth level, a sorcerer can summon one randomly types.
determined demon type: Destruction, Suffering,
Creation, Insanity, Ideas, Shifting. The types and The summoning ritual requires 1d6 hours, plus one
their capabilities are described later. As the sorcerer additional hour per Demon Shaping Point the
Chapter 18 The Divine and The Wicked
sorcerer uses to influence the demon's form and of the demon's statistics (see the Demon Statistics
capabilities. and Capabilities section). Furthermore, Neutral
sorcerers (with respect to the Law-Chaos alignment
(In the game world, the extra time during the ritual is axis) suffer an additional –10% reaction penalty.
actually spent looking among the infinite dimensions
for a suitable demon.) The ritual must also include a Duration of Service: Unless bound, the demon
sacrifice (often a living creature), and the details of serves only long enough to fulfill the one task agreed
the sacrifice can influence the demon's reaction roll upon by the demon and the sorcerer. The reaction roll
(DM's discretion). certainly affects what the demon will agree to. More
powerful demons generally require more in exchange
Summoning Failure: If the sorcerer's intelligence is for their service, or only agree to a very short period
14 or less, there is a chance the summoning fails (see of servitude (such as one turn, or one brief use of its
the table). Half of all failures (1-3 on d6) result in an powers). The duration can be indeterminate, if the
angry demon that attempts to kill, possess, or demon agrees to, for example, track and slay a
otherwise wreak havoc on the sorcerer to the best of particular person who is always on the move.
its ability, for no more than a turn, after which the
demon returns to its dimension. Otherwise, the failure Quicker Demon Summoning: It is possible to
was simply an inability to find a suitable subject. summon a demon without a full ritual, but this
reduces the sorcerer's ability to find an ideal demon.
INTELLIGENCE TABLE: ADJUSTMENTS
The shorter ritual reduces the summoning time to just
FOR DEMON SUMMONING
1d6 turns plus one turn per DSP allocated. But the
Intelligence Chance of Demon Demon Shaping sorcerer may only allocate half the normal amount of
Score Summoning Failure Points Modifier DSPs (rounded down), and only toward a single
12 30% –3 purpose. Demons summoned in this way may not be
13 20% –2 bound; the ritual is too short to invoke the binding
14 10% –1 magic.
15-16 0% 0
17 0% +1 BINDING DEMONS
18 0% +2 Binding a summoned demon works similarly to
19 0% +3 binding a summoned elemental: The sorcerer orders
20 0% +4 it to be bound to (in some cases, formed into) a
physical object marked with at least one Chaos
Demon Shaping and Statistics: Demon capabilities symbol, or an obviously Chaotic appearance. The
are rolled randomly, but a sorcerer can influence the demon makes a saving throw vs. spells to resist.
random details by allocating Demon Shaping Points
(DSPs) for various purposes. A sorcerer can use use a If the demon's save fails, the sorcerer can henceforth
total number of DSPs equal to his level, plus a command it to act in any way appropriate for the
modifier based on his intelligence (see the table). For demon type, with no daily time limit; the sorcerer
example, an eighth level sorcerer with a 17 must possess the binding object in order to issue
intelligence can use up to 9 DSPs to influence a commands. If a bound demon's reaction roll was
demon's capabilities. In order to keep the summoning unfavorable, it must still obey the order, but it will
ritual shorter, a sorcerer may use fewer than the look for loopholes, try to subvert the order, or
maximum DSPs he is allowed. See the Demon otherwise cause misery for the sorcerer.
Statistics and Capabilities section for more info on
spending DSPs. If the demon's save succeeds, it can (and eventually
does) return to its dimension. However, demons of
Reaction Roll: After locating the desired demon, destruction and insanity will attack the sorcerer for a
make a reaction roll (modified by the sorcerer's turn before leaving (even if they had a favorable
charisma as usual) to determine the summoned reaction roll). Other types of demons with harmful,
demon's disposition. An unfavorable reaction troublesome or disruptive powers that had
indicates that the demon may betray its sorcerer or unfavorable reactions will use those powers against
subvert instructions given to it. Because they are the sorcerer for a similar amount of time before
capricious, ill-tempered leaving; for example, a large, bat-like demon of
and often destructive, the reaction roll for a demon shifting could try to grab and fly off with the sorcerer
always includes a negative modifier based on some for several rounds, and then drop him from a great
Chapter 18 The Divine and The Wicked
height. Precautions, like various protective circles, elemental lord, but it takes less effort (the sorcerer
can mitigate some attempted attacks. Furthermore, all need only make a poetic plea over the course of a
of the character's other bound demons (but not round), and the entity is both more powerful and
elementals) become emboldened, and get to make more capricious. Response is not guaranteed; the DM
saving throws vs. spells to break their binding; any determines the chance of success on a case-by-case
demons who break free act as if they had been basis, depending on the relationship between the
released, which can have dangerous consequences… sorcerer and his patron, as well as the nature of the
sorcerer's current plight. (Level as a percentage is a
Bound demons can be released from service and good baseline.)
ordered to return to their home dimension, but a
released demon with an unfavorable reaction will Patrons usually generate effects that indulge their
attack the sorcerer before leaving, if it can. own whims, paying little attention to the sorcerer's
well-being, or any specific request the sorcerer
Maximum # of bound entities: A character may makes. Wise sorcerers contact their patron only in
have no more bound elementals plus demons (total) times of desperation.
at one time than the maximum number of henchmen
his charisma would allow. The totals of henchmen "RESISTANT TO NON-MAGIC DAMAGE"
and bound entities are separate; henchmen do not The elementals and some of the demons described
reduce the number of bound entities he may control, herein have the "resistant to non-magic damage"
nor vice-versa. special defense. Magic damage affects them
normally, but non-magic damage only inflicts 1/10th
GAINING CONTROL OF A BOUND the normal amount, rounded down. For example, 24
CREATURE points of normal damage dealt to an earth elemental
If the master of a bound elemental/demon allows it would only
(or if the master is dead), somebody else can attempt reduce its hp by 2.
to become the new master of the bound creature, by
touching the binding object and concentrating for a Creatures and weapons that deal magic damage will
round. (A momentary touch is only sufficient to sense state so explicitly. When using standard AD&D
that the object enslaves a summoned entity.) Gaining creatures in this sort of campaign, if a creature has
control is handled similarly to binding; the entity gets the "+1 or better weapon to hit" or a stronger ability,
a saving throw vs. spells to resist the attempt to replace it with "resistant to non-magic damage."
control it, and (for demons at least) it's usually Also, these creatures are considered to inflict magic
important to make a reaction roll. For demon reaction damage with their attacks. Do not use the normal
rolls, apply an extra –10% for Neutral characters and AD&D rule of high monster hit dice granting the
–20% for Lawful characters. ability to hit as if they had a magic weapon.

If the entity's save fails, the new master has gained HELL SPIRALS
control, and may issue orders just as the previous
master could. A Hell Spiral is a runic path that acts as a road, or
gate, to other planes, times, or places. They are
If the entity's save succeeds, treat it as if the original usually carved (sometimes painted), and hurt the eyes
binding failed, with all the appropriate consequences if looked at for too long a period of time.
described earlier, including (for demons) the Those with true seeing have a tendency to go
possibility of attacking the would-be master. catatonic if they stare at one!
However, bound demons may choose not to leave,
and instead stay bound to the original binding object, The person wishing to utilize this means of travel
awaiting another potential master (and the chance to must step onto the outside point of the spiral,
sow more chaos). If the demon stays, any further looking only down (always!) to where his feet go
attempts by that same individual to control the demon next. He then must proceed along the runed spiral
fail automatically, with all the usual consequences. track, never wavering and never trying to stop or go
back. If he does, disaster!
CONTACT PATRON LORD
At eleventh level, the sorcerer may call upon a For a DM to adjudicate a character’s success at
particular Lord of Chaos or another powerful extra- walking such a spiral, use the below chart:
planar patron. This is similar to contacting an
Chapter 18 The Divine and The Wicked

LEVEL % TO % TO The Old Ones are, collectively, either members of


COMPLETE ENCOUNTER several different alien races or unique and powerful
1st 10% 1% creatures. All of them have made themselves known
to mortals at different points in the distance past, long
2nd 20% 5% before humans were more than ape-like creatures in
3rd 30% 10% the trees. Some of the Old Ones came from distant
stars, while others came from alternate dimensions,
4th 40% 15%
or some combination of these origins.
5th 50% 25%
6th 60% 35% Many of the Old Ones ruled civilizations that are
long forgotten, and their ways are not only lost in
8th 70% 45% time, but are likely unfathomable to the human mind.
10th 80% 55% Some sorceries draw power from the Old Ones, by
tapping into sciences they possess. However, this is
15th 90% 65% imperfect and with little true understanding of the
20th 100% 75% phenomenon, much as a primitive primate might
succeed in mimicking human behavior with no
understanding of what it means. Some Old Ones
“Encounter” is meeting some denizen of limbo or
accept human (or inhuman) worshippers for reasons
other such nasty thingy. Demons, ghosts, you
that no one fathoms. Worshippers are often granted
know, fun stuff like that!
knowledge and power; all power from the Old Ones
comes with great peril.
A failure to complete results in the character being
ejected out of the spiral at a random area, if he
All Old Ones may only be harmed by +4 weapons or
survives the below chart. That failure results in the
better. All Old Ones can use the following powers as
following:
they see fit. No baleful side effects of exercising
these powers can ever affect them. Those marked
DIE ROLL RESULT with an asterisk may be used simultaneously with any
1 Death other power; otherwise, they can only be used one at
a time:
2 Whimsy Change • Astral travel*
3 Go Insane • Command (no saving throw allowed for followers
of the Old One in question)
4 Age 50% • Comprehend languages*
5 Death • Continual light (continual darkness)
• Cure blindness
6 Random Hell
• Cure deafness
7 Random Life Change • Cure disease
8 Death • Cure feeblemindedness
• Cure insanity
9 Random Hell • Defect balance
10 Lose Half Strength • Detect charm
• Defect evil (detect good)
11 Go Blind • Defect illusion
12 Death • Detect invisibility
• Detect lie
• Detect life
• Detect magic
Old Ones • Detect poison
When the Erupting Earth shattered the boundaries • Detect lrclps
between realties and planes beings that were old • Ethereal travel *
before the Ancients even started their evolution • Geias
gained footholds on Dunya. These beings are called • Know alignment
the Old Ones as their very names carry evil power. • Levitate
Chapter 18 The Divine and The Wicked
• Polymorph self This small grey (sometimes greenish) stone in the
• Protection from cantrips shape of a five-pointed star is a powerful protection
• Protection from evil (protection from good) against all minions of the Old Ones. The true potent
• Read languages* Elder Signs are few in number and incredibly ancient,
• Read magic* having been made by the elder gods. They have the
• Remove curse following powers: they are 100% protection against
• Remove fear psionic attacks; they are a force that will drive off all
• Remove paralysis Shoggoths, Byakhee, Flame Creatures, Deep Ones,
• Sending and Mi-Go, when strongly presented; and while they
• Sever Silver Cord (cuts the silver cord on a will not stop the persistent efforts of any of the more
successful hit against AC -5) powerful masters, they will provide a -1-6 protection
• Teleport without error against their attacks (as a ring of protection).
• Tongues*
• Vocalize The Elder Signs are highly resistant to destruction —
armor class -2, broken only by magic or by incredible
Old Ones can use the following powers at will: force. The Elder Sign was used by the elder gods to
• Alter self seal off those places where the Great Old Ones were
• Improved invisibility imprisoned
• Improved phantasmal force ` or where they had a chance of "breaking through" in
• Mirror image force to the Prime Material Plane.

Old Ones can use the following powers a total of four THE NECRONOMICON
times per day (cumulative). When on their home The Necronomicon is a powerful and perilous
planes, these powers can be used at will, with no magical tome of ancient origins. It was originally
limit on the number of uses. written by Abdul Alhazred, a great magic-user
• Anti-magic shield known to some as "the Mad Arab". After ten years
• Cure serious wounds alone in the desert he wrote a book called At Azif—
• Dispel evil (dispel good) words used to denote the nocturnal sounds of insects
• Dispel illusion which may be the voices of demons. Alhazred was
• Dispel magic later seized in the streets of a desert city by invisible
• Enthrall demons and devoured horribly in front of many
• Minor globe of invulnerability witnesses. Those who have studied his writings have
• Polymorph others sometimes met a fate nearly as terrible. The book was
• Quest banned and all known copies were destroyed, but a
• Summon (summons ld6 creatures, max. 30 hit dice few translated editions, retitled The Necronomicon,
total, of the same alignment as the Old One) still exist.
• Trueseeing
The book gives a description of the pre-human
Old Ones can use the following powers a total of two worship of the Old Ones, their banishment by the
times per day (cumulative). They can be used four elder gods, and their imminent return. The revelations
times per day (cumulative) if on the god's home of cosmic horror contained within its pages are so
plane: intense that there is a 40% probability of characters
• Deathspell below level 5 changing alignment to chaoti
• Holy word (unholy word) c (d6, 1-3) or going mad (4-6}. This probability
• Resurrection decreases by 5% for every level of the reader above
• Wish (granted to some creature from the material 4th.
plane, cannot affect any other deity)
• Spell immunity It would appear that spells are given for summoning
• Gate all of the Old Ones and their minions, and some
• Restoration spells for their control and dismissal, although these
• Symbol latter are not always effective. The spells are very
• Vision long and complicated, and not entirely
• Heal comprehensible without long study and research. In
fact, only magic-users of 18 intelligence have a
THE ELDER SIGN chance of understanding (and thereby using) them,
Chapter 18 The Divine and The Wicked
and that chance is only 5% per level, starting at the
6th level. Many of the spells require that the "stars be
right", and can only take place at certain times of the
year or in certain places. Attempting to cast any of
the greater summoning spells will result in a straight
30% chance of the caster going insane. The spells
don't always work: in particular they often fail to
protect the magic-user from the thing he or she has
called from the outer darkness. Such unfortunates are
rarely seen again, although simulacra or zombie-like
imitations sometimes appear.

In addition to The Necronomicon, there are a number


of other magical books giving information on the Old
Ones and their minions, including:
The Book of Eibon, the Celaeno Fragments, De
Vermis Mysferiis by Ludvig Prinn, the Dhol Chants,
and the Pnakotic Manuscripts. Most of these are
histories, but some have powers similar to, but lesser
than, The Necronomicon itself. These lesser books
are not as dangerous to the magic-user or his
surroundings.
Page | 40

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