Gundar and Halor, Greater Gods of the Earth and Sky

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Bront

The man with the probe
While there are many theories of creation of Enworld, one of the more well known of them is the tale of the conflict between Gundar and Halor. As the tales go, Gundar crafted the earth, and invited the gods to join in his creation under his guidance. Halor, Gundar's brother, became jealous of the power and control that Gundar had over the world and the other gods. In a great conflict, Halor crafted the skies and tried to have them swallow the earth in pure and total chaos. The two gods fought, and the world was ravaged and torn asunder, till Gundar placed what was left on the back of the Enworldphant, which was too large for the sky to swallow.

While many discount this as a simple legend, and this is rarely taught by either god's followers, it is a popular and well known tale. What is known is that Gundar and Halor are powerful deities and brothers in great conflict, and worshipers of both gods can be found across Enworld.


Gundar, God of the Earth
The High King, The Creator

Enworldian Greater Deity
Symbol: A Lion's head carved into a mountain.
Home Plane: Varies
Alignment: Lawful Neutral
Portfolio: The Earth, Order, Creation
Worshippers: Leaders, Druids, Craftsmen, Builders, Those seeking structure in life.
Cleric Alignments: LG, LN, LE
Domains: Law, Earth, Strength, Creation, Artiface
Favored Weapon: Warhammer

Gundar is worshiped by those who strive to give order as well as those who make order out of chaos. Leaders, Crafters, Builders, and others looking to create structure in the world. Druids also worship him for his connection to the earth and the world. Gundar is never known to have appeared on the world, but is often depicted as an older but stronger man, who’s face has the look contemplation.

Followers of Gundar teach of his ties to the earth, and discipline in life. They teach that creating things is they way to bring order to the chaos of life, and often priests are often local craftsmen as well. Temples dedicated to Gundar are always well built, and often ornately done as well. Worshipers of Gundar tell the story of creation, but they tell it more as a demonstration of Gundar’s potential power, and will generally it is taught that while it is not necessarily true, it is a possibility, and well within the realms of Gundar’s powers.

CREATION DOMAIN
Granted Power: Cast conjuration (creation) spells at +2 caster level. (Those with access to both the Artifice and Creation domains cast conjuration (creation) spells at +3 caster level.)
Creation Domain Spells

Code:
Spell Name		Brief Description
1 Create Water		Creates 2 gallons/level of pure water.
2 Minor Image		As silent image, plus some sound.
3 Create Food and Water	Feeds three humans (or one horse)/level.
4 Minor Creation	Creates one cloth or wood object.
5 Major Creation	As minor creation, plus stone and metal.
6 Heroes’ Feast		Food for one creature/level cures and grants combat bonuses.
7 Permanent Image	Includes sight, sound, and smell.
8 True Creation		Creates permanent nonmagical object.
9 Genesis		Creates a small demiplane.

True Creation
Conjuration (Creation)
Level: Creation 8
Components: V, S , M, X P
Casting Time: 10 minutes
Range: 0 ft.
Effect: Unattended, nonmagical object of nonliving matter, up to 1 cu. ft./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The caster creates a nonmagical, unattended object of any sort of matter. Items created are permanent and cannot be negated by dispelling magics or negating powers. For all intents and purposes, these items are completely real. The volume of the item created cannot exceed 1 cubic foot per caster level. The caster must succeed at an appropriate skill check to make a complex item.

Unlike the items brought into being by the lower-level spells minor creation and major creation, objects created by the casting of true creation can be used as material components.

XP Cost: The item’s gold piece value in XP, or a minimum of 1 XP, whichever is more.

Genesis
Conjuration (Creation)
Level: Creation 9
Components: V, S , M, X P
Casting Time: 1 week (8 hours/day)
Range: 180 ft.
Effect: A demiplane on the Ethereal Plane centered on your location
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell creates an immobile, finite plane with limited access - a demi-plane.

Demiplanes created by this power are very small, minor planes. A character can cast this spell only on the Ethereal Plane. When he or she casts it, a local density fluctuation precipitates the creation of a demiplane. At first, the demiplane grows at a rate of a 1-foot-radius per day to an initial maximum radius of 180 feet as the fledgling plane draws substance from surrounding ethereal vapors and protomatter or astral ectoplasm.

The character determines the environment in the demiplane when he or she first casts genesis, reflecting most any desire he or she can visualize. The caster determines factors such as atmosphere, water, temperature, and the shape of the general terrain. However, the spell cannot create life, nor can it create construction. If desired, these must be brought in by some other fashion.

Once the basic demiplane reaches its maximum size, the character can continue to cast this spell to enlarge the demiplane if he or she is inside the boundaries of the demiplane. In such a case, the radiusof the demiplane increases by 60 feet for each subsequent casting.

If the spell is cast again while outside an existing demi-plane, the casting creates a separate bubble that does not touch or overlap any previously created demiplane.

XP Cost: 5,000 XP.

ARTIFICE DOMAIN
Granted Power: Gain +4 bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level. (Those with access to both the Artifice and Creation domains cast conjuration [creation] spells at +3 caster level.)

Artifice Domain Spells
Code:
Spell Name		Brief Description
1 Animate Rope		Makes a rope move at your command.
2 Wood Shape		Rearranges wooden objects to suit you.
3 Stone Shape		Sculpts stone into any shape.
4 Minor Creation	Creates one cloth or wood object.
5 Fabricate		Transforms raw materials into finished items.
6 Major Creation	As minor creation, plus stone and metal.
7 Hardening		Increases hardness of target by 1 per 2 levels.
8 True Creation		Creates permanent non-magical object.
9 Prismatic sphere	As prismatic wall, but surrounds on all sides.

Hardening
Transmutation
Level: Sor/Wiz 6, Artifice 7
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One item of a volume no greater than 10 cu. ft./level (see text)
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes (object)

This spell increases the hardness of materials. For every two caster levels, increase by 1 the hardness of the material targeted by the spell. This hardness increase improves only the material’s resistance to damage. Nothing else is modified by the improvement.

The hardening spell does not in any way affect resistance to other forms of transformation.

This spell affects up to 10 cubic feet per level of the spellcaster.

If cast upon a metal or mineral, the volume is reduced to 1 cubic foot per level.



Halor, God of the Sky
The Sky King, The Grand Suvayor

Enworldian Greater Deity
Symbol: The moon moving in to eclips the sun (Think the mastercard logo with the moon over the sun)
Home Plane: Varies
Alignment: Chaotic Neutral
Portfolio: The Sky (Sun, Moon, Stars), Weather, Chaos
Worshippers: Sailors, Druids, Astrologers, Those seeking chaos in life.
Cleric Alignments: CG, CN, CE
Domains: Chaos, Air, Sun, Darkness, Weather
Favored Weapon: Rapier

Halor is worshiped by those who work under the sky, particularly sailors, astrologers, and druids. Halor is also worshiped by those who challenge the established authority, justly or not. Halor is often depicted as an elf with wings, flying high in the sky.

Worshipers of Halor tell the story of creation, but with a twist. In their version, Gundar was a strict and oppressive ruler, and Halor lead the uprising against him among the gods. It is told to teach that order is not always right, as well as to inspire those of Halor’s power as a god. They make no commitment as to the truth of the tale however.

WEATHER DOMAIN
Granted Power: Survival is a class skill.

Weather Domain Spells
Code:
Spell Name		Brief Description
1 Obscuring Mist	Fog surrounds you.
2 Fog Cloud		Fog obscures vision.
3 Call Lightning	Calls down lightning bolts (3d6 per bolt) from sky.
4 Sleet Storm		Hampers vision and movement.
5 Ice Storm		Hail deals 5d6 damage in cylinder 40 ft. across.
6 Control Winds		Change wind direction and speed.
7 Control Weather	Changes weather in local area.
8 Whirlwind		Cyclone deals damage and can pick up creatures.
9 Storm of Vengeance	Storm rains acid, lightning, and hail.

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I felt that Enworld was mising a god of the Sky/Heavans, and a Leader/creator god. As it was requested to not have a true creation god, I built the story as a legend that differs between the gods, and neither church tells the story as fact, but as a lesson in the god's power/glory/direction. Comments welcome.
 
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LogicsFate

First Post
Hey, Bront two things
Is it by design that there can be neutral clerics of both, SRD says no to neutral clerics (unless their god is neutral)

The creation domain power seems weak, becoming useless eventually (though I can't say much cause I can think of anything better)
 

Bront

The man with the probe
LogicsFate said:
Hey, Bront two things
Is it by design that there can be neutral clerics of both, SRD says no to neutral clerics (unless their god is neutral)

The creation domain power seems weak, becoming useless eventually (though I can't say much cause I can think of anything better)
Missed that you can't have a true neutral cleric. Easy to fix (Halina has that problem to, hehe).

The Creation domain grants a couple of spells a level early, and a few normaly arcane only spells. I'm open to suggestsions on ways to improve it.

How is the rest of the writeup? The story good? The gods in general good?
 
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LogicsFate

First Post
I like it, varing stories are cool and I like the opposing gods on something else than good/evil axis. Everything else seems to work well alsp

Are you sure about the eclipsing sun holy symbol, just seems... evil

Though my oppinion has little bearing
 

Bront

The man with the probe
A solar eclips is a natural event, and the fact that the god can take away the sun could be seen as a show of his power, seemingly done fairly randomly. It's part of the sky as well. I don't see it as evil, but I could be in the minority. Thanks for the feedback.

I'd like more comments. :)
 

GnomeWorks

Adventurer
I really like the idea of having multiple creation myths and opposing beliefs as to how the world was created.

However, while I like the gods, I do not like the new domains. Sky and air are very incredibly similar, and I see no reason for the two to co-exist. I also have a problem with the creation domain; unless that's been seen elsewhere in the Enworldian pantheon (which is very much possible; I think Chennet' (sp?) might have it, or something similar), I'd like to avoid it.
 

Bront

The man with the probe
SRD said:
AIR DOMAIN
Granted Powers: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Air Domain Spells
1 Obscuring Mist: Fog surrounds you.
2 Wind Wall: Deflects arrows, smaller creatures, and gases.
3 Gaseous Form: Subject becomes insubstantial and can fly slowly.
4 Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
5 Control Winds: Change wind direction and speed.
6 Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
7 Control Weather: Changes weather in local area.
8 Whirlwind: Cyclone deals damage and can pick up creatures.
9 Elemental Swarm*: Summons multiple elementals.
*Cast as an air spell only.

Some similairities. Not as similar as some other domains, but they are similar. Any ideas? I was going for a total sky sort of thing, weather and sun and moon and such.

Yeah, I'm liking the creation domain less and less the more I deal with it. I don't know quite what to replace or fix it with though.

Being greater gods, they need 4 domains, and I was hoping to make them somewhat unique.
 

GnomeWorks

Adventurer
Bront said:
Being greater gods, they need 4 domains, and I was hoping to make them somewhat unique.

Where do you get that from? Deities and Demigods specifies, IIRC, that all deities begin with 3 domains, and to have more requires a salient ability.
 

Bront

The man with the probe
I don't have D&D (Gee, that appreviation doesn't sound right).

Most, if not all, of the gods in the PHB have at least 4 domains. Generaly, I've seen only the lesser gods have less than 4.

Generaly, I view domains as aspects of the god of which they control. More powerful gods tend to control more.

On a side note, any thoughts on creating a Moon domain to replace the sky domian? Are there enough appropriate spells and such? That might fit better than a sky domain.
 

GnomeWorks

Adventurer
Bront said:
I don't have D&D (Gee, that appreviation doesn't sound right).

Heh...

Bront said:
Generaly, I view domains as aspects of the god of which they control. More powerful gods tend to control more.

That is indeed true. According to D+D, higher divine rank deities have more salient abilities available to them, ergo they can spend more to get access to more domains.

Bront said:
On a side note, any thoughts on creating a Moon domain to replace the sky domian? Are there enough appropriate spells and such? That might fit better than a sky domain.

Sad to say, but it is really difficult without resorting to non-OGC information. There is one in the FRCS, but it has a lot of spells that aren't found in the SRD. If we did a bit of hunting we could probably write one up - or do custom spells, I suppose - but it would take awhile.
 

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