Religions of ΩCITY-1 Region
Oct 21, 2022 10:15:49 GMT -5
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Post by JMiskimen on Oct 21, 2022 10:15:49 GMT -5
RELIGIONS OF THE ΩCITY-1 REGION
AT-LAS
At-las was a great god who held the world and moon in place but was killed. Other gods usurped most of his power and only a fragment of his intellect exist. He is willing to advise heroes or those fighting gods from his experience. Ancient ruins and altars to him still may commune with him and some priests still serve him. Opposition: Anarchists, Law breakers, & those who violate natural laws (Sorcerers, Undead, Abominations.)
Prayers:
CENTIPEDOS
Subworld god who maintains a fungus forests and the monster who dwell there. His cult grow magic mushrooms which they keep from outsiders. He appears as a huge machine centipede, whose segments detach when damaged. Opposition: Civilization.
Prayers:
DEFEND'RON
A mutant-hating hunter god, who preaches mutants are to blame for everything and must be destroyed. Using ancient wonder weapons and bombs and flying machines, defender also kidnaps the pure to take them to his castle to be preserved forever in crystal. Opposition: Mutants.
Prayers:
DON-K-KONGU - The Lawgiver
Ferocious giant ape who assaults construction sites and kidnaps unwilling brides. He usually climbs to the top of a structure with his captives and hurls barrels or building materials at enemies. While an enemy of civilized folk, savages may gain his favor giving him brides, feeding him crops and even keeping him away with giant walls. He has a smaller son who is less objectionable and can talk. Opposition: Humanoid Civilization and followers of MAR'Ӕ-0.
Prayers:
LEG-O
A god of building and engineering, often evoked by builders and crafters. Leg-O is genderless constantly rearranging being made from colored bricks that form any tools needed. Some androids & robots follow him also, building towns and structures for common folk. While not concerned by good or evil. The cult despise any who harm buildings. Smashing or stealing bricks drives cultists into rages. He commands swarm of brick spirits who assemble into greater beings at will. Opposition: The Uncivilized.
Prayers:
LOG-O
A god of the magical power of words, true names and lore. The twin of Lego, part of a pantheon of Lawful neo-platonic gods of maths, logic reason and order. Logos commands tablets of destiny and may intercede on spirits being uploaded into the heavenly datastream or the sub-world storage vaults. Opposition: The Legions of Chaos and the ignorant.
Prayers:
MAR'Ӕ-0
God of tradesmen constantly improving the lives of common folk with building and providing water to communities. They also thwart monsters, kidnappers and evil doers. Use technology and athletic prowess rather than fighting. MAR'Ӕ-0 is a overall and cap wearing, mustached man often using a huge mallet and can leap incredible distances. Opposition: Followers of Don'K-kong, Kingkoopa, & WAR'Ӕ-0.
Prayers:
TT
Otto hunts and kills humans with his robot hordes. Dwelling in his crystal maze defended by his robots, Otto is vulnerable if intruders destroy the maze core. 'Destroy!' is about all he utters or a evil laugh. He is a huge bouncing sphere with a evil face who eats enemies. A cult of berzerks wielding lasers hunt him down. Opposition: Pure Strain Humans & Humanoids. Berzerks in general.
Prayers:
PAK-MANA
A spherical yellow being with only a mouth and tiny eyes who gorges himself on everything in sight. His only redeeming feature is when fed appropriately he may devour non corporeal undead. He dwells in a sacred maze
filled with food and ghosts. His wife is named MZ'PAK-MAMA but other say he is just a cross dresser pretending to be his own wife. He (they?) spawned generations of Pak'spawn monsters in different colored families; one which is revered as ST. Kr'BEE. Opposition: The Undead.
Prayers:
PAN-DORA
A deranged and reckless maiden with a penchant for releasing monsters from ancient vaults. Possibly pawn of some other god or is secretly responsible. She isn't widely worshiped, but villagers may adopt her or, if they recognize her, drive her off with sticks. Opposition: Heroes.
'
Prayers:
Level 3: Monster Summoning Alpha Range: N/A Duration: 6 rounds - The petitioner summons allies, who serve him until slain (or until the duration of the prayer expires). The allies do not appear immediately; there is a delay of 1 turn (10 minutes) before they appear.
Roll Monster Summoned
1. 1d6 Giant Rats
2. 1d3 Sleestaks
3. 1d3 Morloks
4. 1d6 Xvarts
5. 1d3 Xaotiks
6. 1d3 Zom-Bs
Roll Monster Summoned
1. 1d3 Spidergoats
2. 1d6 Zom-Bs
3. 1d2 Obbs
4. 1d2 Thouls
5. 1d6 Sleeths
6. 1d6 Kreel Torrn
AT-LAS
At-las was a great god who held the world and moon in place but was killed. Other gods usurped most of his power and only a fragment of his intellect exist. He is willing to advise heroes or those fighting gods from his experience. Ancient ruins and altars to him still may commune with him and some priests still serve him. Opposition: Anarchists, Law breakers, & those who violate natural laws (Sorcerers, Undead, Abominations.)
Prayers:
Level 1: Detect Evil Range: 120 ft Duration: 1 hour
Detects any evil enchantments, evil intentions, evil thoughts, or evil auras within the prayer's range. Poison is not inherently evil, and cannot be detected by means of this prayer.
Level 1: Protection from Evil Range: Petitioner Duration: 2 hours
Creates a holy field of protection around the petitioner, blocking out all enchanted monsters (e.g., elementals and demons). Evil monsters suffer a -1 penalty to hit the petitioner, and the petitioner gains +1 on all saving throws against such attacks.
Level 3: Remove Curse Range: Very close Duration: Immediate
This prayer removes one curse from a person or object.
Level 5: Dispel Evil Range: 30 ft Duration: 10 minutes against an item
This prayer affects only evil magic. Dispel Evil functions (temporarily) against evil forces - possibly including dreams or supernatural hunting-beasts. The power of an evil magic item is held in abeyance for 10 minutes rather than being permanently dispelled. Evil prayers are completely destroyed.The chance of successfully dispelling evil is a percentage based on the ratio of the level of the dispelling petitioner over the level of original petitioner (or HD of the monster). Thus, a rank 6 Holy Delver attempting to dispel an evil charm performed by a 12th ranking Holy Delver has a 50% chance of success (6/12 = 1/2, or, 50%). If the 12th rank Holy Delver were dispelling the rank 6 Holy Delver's charm, the chance would be 200% (12/6 = 2, or, 200%).
CENTIPEDOS
Subworld god who maintains a fungus forests and the monster who dwell there. His cult grow magic mushrooms which they keep from outsiders. He appears as a huge machine centipede, whose segments detach when damaged. Opposition: Civilization.
Prayers:
Level 1: Spider's Web Range: 30 ft Duration: 8 hours
Fibrous, sticky webs fill an area up to 10x10x20 ft. It is extremely difficult to get through the mass of strands - it takes one turn if a torch and sword (or a flaming sword) are used, and creatures larger than a horse can break through in 2 turns. Humanoids take longer to break through - perhaps x4 turns or longer at the Referee's discretion.
Level 4: Charm Monster Range: 60 ft Duration: See below
This prayer operates in the same manner as Charm, but can affect any one living creature, including powerful monsters. For monsters of fewer than 3 hit dice, up to 3d6 can be affected. Monsters can break free of the charm, (one chance per week.)
Level 4: Speak with Plants Range: Speaking range Duration: 6 turns
The Holy Delver can speak with and understand the speech of plants. Plants smaller than trees will obey his commands, moving aside when requested, etc.
Level 5: Insect Plague Range: 480 ft Duration: 1 day
This prayer only works outdoors. A storm of insects gathers, and goes wherever the Holy Delver directs. The cloud is approximately 400 sq. feet (20 ft by 20 ft, with roughly corresponding height). Any creature of 2 HD or fewer that is exposed the cloud of insects flees in terror (no saving throw).
Level 6: Speak with Monsters Range: Speaking range Duration: 3d4 questions
The petitioner can speak with any type of monster, for the duration of a certain number of questions. The monster is not forced to answer.
DEFEND'RON
A mutant-hating hunter god, who preaches mutants are to blame for everything and must be destroyed. Using ancient wonder weapons and bombs and flying machines, defender also kidnaps the pure to take them to his castle to be preserved forever in crystal. Opposition: Mutants.
Prayers:
Level 1: Missile Command Range: 150 ft Duration: Immediate
A blessed missile flies where the Holy Delver directs, with a range of 150 ft. The missile hits automatically, doing 1d4+1 points of damage.The Holy Delver prays for additional two missiles for every 5 ranks of experience. Thus, at fifth rank, the petitioner is able to hurl 3 missiles, and 5 missiles at 10th rank.
Level 2:Hold Person Range: 180 ft Duration: 9 turns
The Holy Delver targets 1d4 persons (the same parameters as the Charm prayer), who are completely immobilized (saving throw applies). The petitioner may also target a single person, in which case the saving throw is made with a penalty of -2.
Level 5: Raise Dead Range: Touch / Close (Referee's discretion) Duration: N/A
Raise Dead allows the Holy Delver to raise a corpse from the dead, provided it has not been dead too long. The normal time limit is 5 days, but for every Holy Delver rank higher than 8th, the time limit extends another 5 days. Characters with low Constitution might not survive the ordeal, and even for those with strong Constitution a period of at least a week is required before they can function normally. This spell only functions on races that can be used for player characters.
DON-K-KONGU - The Lawgiver
Ferocious giant ape who assaults construction sites and kidnaps unwilling brides. He usually climbs to the top of a structure with his captives and hurls barrels or building materials at enemies. While an enemy of civilized folk, savages may gain his favor giving him brides, feeding him crops and even keeping him away with giant walls. He has a smaller son who is less objectionable and can talk. Opposition: Humanoid Civilization and followers of MAR'Ӕ-0.
Prayers:
Level 1: Flaming Barrel Throw Range: 150 ft Duration: Immediate
A flaming barrel is flung with great force where the Holy Delver directs, with a range of 50 ft. The barrel has a +1 to hit it's target, doing 1d6+1 points of damage. The Holy Delver can throw an additional two barrels for every 5 ranks of experience. Thus, at fifth rank, the petitioner is able to hurl 3 barrels, and 5 barrels at 10th rank.
Level 2: Speak with Apes Range: Caster Duration: 6 turns
The Holy Delver can speak with normal and mutated apes. There is a chance that the apes will assist him, and they will not attack him or his party.
Level 4: Charm Monster Range: 60 ft Duration: See below
This prayer operates in the same manner as Charm, but can affect any one living creature, including powerful monsters. For monsters of fewer than 3 hit dice, up to 3d6 can be affected. Monsters can break free of the charm, (one chance per week.)
Level 4: Speak with Fungus Range: Speaking range Duration: 6 turns
The petitioner can speak with and understand the speech of mushrooms and related fungi. Fungi smaller than trees will obey his commands, moving aside when requested, etc.
Level 6: Speak with Monsters Range: Speaking range Duration: 3d4 questions
The Holy Delver can speak with any type of monster, for the duration of a certain number of questions. The monster is not forced to answer.
LEG-O
A god of building and engineering, often evoked by builders and crafters. Leg-O is genderless constantly rearranging being made from colored bricks that form any tools needed. Some androids & robots follow him also, building towns and structures for common folk. While not concerned by good or evil. The cult despise any who harm buildings. Smashing or stealing bricks drives cultists into rages. He commands swarm of brick spirits who assemble into greater beings at will. Opposition: The Uncivilized.
Prayers:
Level 1: Protection from Evil Range: Self Duration: 2 hours
Creates a magical field of protection around the petitioner, blocking out all enchanted monsters (e.g., elementals and demons). Evil monsters suffer a -1 penalty to hit the caster, and the Holy Delver gains +1 on all saving throws against such attacks. If the petitioner already has any magical bonuses to his saving throws or armor class, the bonus from the magic circle has no effect (although the protective circle still functions against enchanted creatures).
Level 3: Conjure Brick Spirits Range: N/A Duration: 6 rounds
The Holy Delver summons 1d4 Brick Spirit allies, who serve him until slain (or until the duration of the prayer expires). The allies do not appear immediately; there is a delay of 1 turn (10 minutes) before they appear.
(3HD/AC5/2 attacks@1d6 each.)LOG-O
A god of the magical power of words, true names and lore. The twin of Lego, part of a pantheon of Lawful neo-platonic gods of maths, logic reason and order. Logos commands tablets of destiny and may intercede on spirits being uploaded into the heavenly datastream or the sub-world storage vaults. Opposition: The Legions of Chaos and the ignorant.
Prayers:
Level 1: Read Languages Range: Normal reading distance Duration: One or two readings
Allows the Holy Delver to decipher directions, instructions, and formulae in languages unknown to the petitioner. Particularly useful for treasure maps; doesn't solve codes.
Level 2: Speak with Animals Range: Self Duration: 6 turns
The Holy Delver can speak with normal animals. There is a chance that the animals will assist him, and they will not attack him or his party.
Level 3: Continual Light Range: 120 ft Duration: Permanent until dispelled
The targeted person or object produces light as bright as sunlight (and with the same effects as sunlight), to a radius of 120 ft.
Level 3: Speak with the Dead Range: Close/Touch (Referee's discretion) Duration: 3 questions
The petitioner can ask three questions to a corpse, and it will answer, although the answers might be cryptic.
Level 4: Speak with Plants Range: Speaking range Duration: 6 turns
The Holy Delver can speak with and understand the speech of plants. Plants smaller than trees will obey his commands, moving aside when requested, etc.
Level 5: Commune Range: Self Duration: 3 questions
Log-O grants an answer to three questions the Holy Delver poses to them. Higher powers doesn't like constantly being interrogated by mere mortals, so the spell should be limited to once per week or so by the Referee.
Level 6: Speak with Monsters Range: Speaking range Duration: 3d4 questions
The petitioner can speak with any type of monster, for the duration of a certain number of questions. The monster is not forced to answer.
MAR'Ӕ-0
God of tradesmen constantly improving the lives of common folk with building and providing water to communities. They also thwart monsters, kidnappers and evil doers. Use technology and athletic prowess rather than fighting. MAR'Ӕ-0 is a overall and cap wearing, mustached man often using a huge mallet and can leap incredible distances. Opposition: Followers of Don'K-kong, Kingkoopa, & WAR'Ӕ-0.
Prayers:
Level 1: Enlarge Range: Self Duration: 1 turn/level
This prayer causes instant growth. Enlargement causes increase in both size and weight. The effect of the enlargement prayer is to increase the size of the Holy Delver by 20% per level of rank, with a maximum additional growth of 200%.(a person 12' tall would be as an ogre, while an 18' tall person would actually be a giant for the duration of the spell.)
Level 1: Jump Range: Touch Duration: Instant Area of Effect: Self/Touched
When this prayer is made, the individual is empowered to leap up to 30' forward or 10' backward or straight upward. Horizontal leaps forward or backward are in only a slight arc - about 2'/10' of distance traveled. The jump prayer does not insure any safety in landing or grasping at the end of the leap.
Level 2: Fireball Range: 240 ft Duration: Instantaneous
A bead-like missile shoots from the petitioner's finger, to explode, at the targeted location, in a furnace-like blast of fire. The burst radius is 20 ft, and damage is 1d6 per rank of the Holy Delver. A successful saving throw means that the target only takes half damage.
Level 2: Fly Range: Self/Touch Duration: 1d6 turns (+1 turn/level
This prayer imbues the Holy Delver with the power of flight, with a movement rate of 120 ft per round. The Referee secretly rolls the 1d6 additional turns; the player does not know exactly how long the power of flight will last.
TT
Otto hunts and kills humans with his robot hordes. Dwelling in his crystal maze defended by his robots, Otto is vulnerable if intruders destroy the maze core. 'Destroy!' is about all he utters or a evil laugh. He is a huge bouncing sphere with a evil face who eats enemies. A cult of berzerks wielding lasers hunt him down. Opposition: Pure Strain Humans & Humanoids. Berzerks in general.
Prayers:
Level 2: Hold Person Range: 180 ft Duration: 9 turns
The petitioner targets 1d4 persons (the same parameters as the Charm prayer), who are completely immobilized (saving throw applies). The petitioner may also target a single person, in which case the saving throw is made with a penalty of -2.
Level 2: Speak with Machines Range: Self Duration: 6 turns
The Holy Delver can speak with machines. There is a chance that the machines will assist him, and they will not attack him or his party.
Level 3: Lightning Bolt Range: 240 ft (maximum distance) Duration: Instantaneous
A bolt of lighting extends 60 ft from the targeted point, almost ten feet wide. Anyone in its path suffers 1d6 points of damage per rank of the Holy Delver (half with a successful saving throw). The bolt always extends 60 ft, even if this means that it ricochets backward from something that blocks its path.
PAK-MANA
A spherical yellow being with only a mouth and tiny eyes who gorges himself on everything in sight. His only redeeming feature is when fed appropriately he may devour non corporeal undead. He dwells in a sacred maze
filled with food and ghosts. His wife is named MZ'PAK-MAMA but other say he is just a cross dresser pretending to be his own wife. He (they?) spawned generations of Pak'spawn monsters in different colored families; one which is revered as ST. Kr'BEE. Opposition: The Undead.
Prayers:
Level 1: Purify Food and Drink Range: Close/Touch (Referee's discretion) Duration: Immediate
Enough food and water for up to a dozen people is made pure, removing spoilage and poisons.
Level 2: Fruit Treat Range: 3 ft. Duration 3 rounds
When devoured, these manifestations imbue the consumer with 1d10+rank HP.
Level 3: Power Pellet Range: 50 ft Area of Effect .Duration: 6 rounds
This prayer summons a pill which, when consumed, allows the Holy Delver to ignore all enemy armor class, considering the AC as 10 with a +2 to hit from the rear as, the targets are compelled to flee from the Holy Delver for the duration of the prayer.
Level 5: Create Food Range: Close Duration: Immediate
This prayer creates a one-day supply of food for 24 humans (or the like). At 9th ranking, the amount of water doubles, and doubles again at every rank thereafter.
PAN-DORA
A deranged and reckless maiden with a penchant for releasing monsters from ancient vaults. Possibly pawn of some other god or is secretly responsible. She isn't widely worshiped, but villagers may adopt her or, if they recognize her, drive her off with sticks. Opposition: Heroes.
'
Prayers:
Level 3: Monster Summoning Alpha Range: N/A Duration: 6 rounds - The petitioner summons allies, who serve him until slain (or until the duration of the prayer expires). The allies do not appear immediately; there is a delay of 1 turn (10 minutes) before they appear.
Roll Monster Summoned
1. 1d6 Giant Rats
2. 1d3 Sleestaks
3. 1d3 Morloks
4. 1d6 Xvarts
5. 1d3 Xaotiks
6. 1d3 Zom-Bs
Level 4: Charm Monster Range: 60 ft Duration: See below
This prayer operates in the same manner as Charm, but can affect any one living creature, including powerful monsters. For monsters of fewer than 3 hit dice, up to 3d6 can be affected. Monsters can break free of the charm, (one chance per week.)
Level 4: Monster Summoning Beta Range: N/A Duration: 6 rounds (minutes)
The Holy Delver summons allies, who serve him until slain (or until the duration of the prayer expires). The allies do not appear immediately; there is a delay of 1 turn (10 minutes) before they appear.
Roll Monster Summoned
1. 1d3 Spidergoats
2. 1d6 Zom-Bs
3. 1d2 Obbs
4. 1d2 Thouls
5. 1d6 Sleeths
6. 1d6 Kreel Torrn
Level 5: Insect Plague Range: 480 ft Duration: 1 day
This prayer only works outdoors. A storm of insects gathers, and goes wherever the Holy Delver directs. The cloud is approximately 400 sq. feet (20 ft by 20 ft, with roughly corresponding height). Any creature of 2 HD or fewer that is exposed the cloud of insects flees in terror (no saving throw).