Gundar and Halor, Greater Gods of the Earth and Sky

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Bront

The man with the probe
I'll see what I can pull togeather.

What about the creation domain. Got any bright ideas on that?
 

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Knight Otu

First Post
I'd like to point out that portions of D&Dg are in the SRD, and these portions include a Creation domain already:

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.
There is also an Artifice Domain, which may be closer to what you want:
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.

For Halor, the Weather domain may be of interest:
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.
Also, have you considered the Darkness domain for Halor?
 

Bront

The man with the probe
Great, I didn't know those were SRD/OGL (Mostly because they weren't in any of the SRD Docs I have).

I'll make a few revisions to both gods using this info. Thanks
 

Manzanita

First Post
hmmm. Perhaps I should go through and review all the approved dieties. I like that the domains are SRD. I can't say I'm particularly excited about these gods, but perhaps they'd be a good addition. I do think we could use some more. Perhaps it would be appropriate to approach new diety creation with a bit of perspective. About how many do we want? What obvious areas are we missing? I'll look into this a bit before I vote on this proposal.
 

Bront

The man with the probe
Manzanita said:
hmmm. Perhaps I should go through and review all the approved dieties. I like that the domains are SRD. I can't say I'm particularly excited about these gods, but perhaps they'd be a good addition. I do think we could use some more. Perhaps it would be appropriate to approach new diety creation with a bit of perspective. About how many do we want? What obvious areas are we missing? I'll look into this a bit before I vote on this proposal.

The problem with many of the Enworldian Dieties, is that most are very narrow. For example, you only had a god of stroms, but not weather in general, nor anything to do with the sky or the heavens (Halor fixes this). There was no true creation/earth/leader god (Gundar fixes this). You have no god of fertility/agriculture till Halina. There is no god of wealth/trade (I was plotting to create one at some point). The only racial god is the goblin god. There is no true god of Nature, just aspects of nature. There is no god of Death. There is no good god of war, just heroism or weapons. I could probably think of a few more, but those are the most glaring holes in the pantheon. (I pointed these out somewhere else earlier as well)

Some of the problem could also be that you only have 1 greater god and 2 intermediate. They seem a bit weak in that way, like the real pantheon is missing. Antonidas as writen should be an intermediate or greater god unless he is no longer simply because he has lost many followers. Taurusk should probably be an intermediate god also, particularly unopposed by a good god of war. Gliran is listed as the god of magic in his entry, but the god of wizards in the overview, and this is a big difference, though again, it's another god who alienates potential followers. Russna should be more than a demigoddess if knowledge is valued at all in the world. I could probably find more, but you get the idea.

Alignment breakdown of the current gods (not including these two)
LG 2
NG 5
CG 1
LN 4
NN 3
CN 2
LE 1
NE 2
CE 2

Looks like you need at least one more chaotic good and lawful evil god, and a few more evil gods in general wouldn't hurt.

I think that good (IE Well written and interesting) gods inspire people to play clerics more. And there does seem to be a shortage of clerics. Good gods also inspire people to use them in character (For example, JDNV1's ranger has been praying to Halina several times). And a varied pantheon can give people a good choice of things they can do with a god.

Do I think you need 50 gods? No, but around 30 is probably a good number given the scale of the workd (about an average of 3 per alignment, though some tend to have more). Currently you're at 22 with one Philosophy.
 

Knight Otu

First Post
I've been thinking about that myself, actually. D&Dg has a rather simple advice (which some have called so obvious that it's superflous):

For each class/alignment combination, provide at least one god to worship.

For Barbarians, we might, for example, have:

Code:
	N				C
G	Phyrah, Mongrel			Mongrel

N	Phyrah	    		Taurusk(, Kazikazi), Phyrah, Mongrel

E	Phyrah, Taurusk(, Kazikazi)	Taurusk(, Kazikazi)
Most interesting would be a list of domains, and how often they appear in the pantheon(s). I'll see to that.

Something I don't necessarily agree with is the need for racial gods. We do have Shural and Kazikazi, true. But my thought is that every god needs a(t least one) race, but not each race needs a god. I'm not opposed to them, per se, but I'd prefer to keep their numbers low.
 

Bront

The man with the probe
Good points KO. I also think a pantheon that is interwoven is a good thing. For example, I think someone suggested the Halina could be the mother of the seven sisters, which is a good idea (assuming it doesn't either conflict with anything else, or is not beyond changing). These gods here are interrelated, and have easy hooks for other gods who could side in their struggle, as well as giving a struggle between law and chaos and not good and evil (often an aspect of alignment that is sometimes lacking in focus, law and chaos).

A domain list could be usefull. Perhaps if I have time friday I'll look into making one.

BTW, how do you like the gods now that they have their domains cleaned up KO?
 

Knight Otu

First Post
Air - 2
Animal - 1
Blood - 1
Chaos - 2+1
Charm - 1
Communication - 1
Community - 1
Darkness - 1
Death - 2
Destruction - 1+1
Earth - 4 + 1
Evil - 3
Fire - 3
Good - 6
Healing - 2
Knowledge - 5+1
Law - 5+1
Luck - 3
Magic - 3
Plant - 2
Protection - 4+1
Strength - 3+1
Sun - 2
Travel - 2
Trickery - 4
War - 3+1
Water - 2

Numbers for the goblinoid gods appear after the +.
 



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