Guder

Guder

Gudernes styrke

En guds styrke er bestemt af antallet af troende. Med troende menes der ikke blot mennesker, men blot intelligente væsner, nu stærkere et væsen, nu større magt til guden.

De troende deles op i to kategorier: A) Sande troende: Væsner der har erklæret guden for “deres gud”, og tilbeder den.

B) Troende: Væsner der vedkender eksistensen af guden, men ikke tilbeder den.

Guder klassificeres efter følgende tabel:

Young Demigod 50-250 100-500
Demigod
Dying god 0 100
Death god 0 <100

Påkl’æ*-f*3!t HD & f Pé.lx:.r.:13*…-‘et H D e. t”

Type kit tagtjiri På kategori B

Demigød 100+

Lesser God 5000+ 1000000+

Intermediate God loo000+ 25000000+

Greater God 100 milion+ 10 billen+

Death God

Guden er død, og dens ånd forsvinder ud i multiversets tåger. Guden vil ikke have mulighed for at genopstå, og det eneste levn kan være en fysisk skal der driver rundt i Astral-rummet.

Det skal understreges at dette er den ENESTE måde en gud kan dø på….

Dying God

Guden er døende, den har i ikke mulighed for at gribe ind i verdslige erfærer (give spells, grante powers etc.) Dens Avatarer kan stadig leve, men når de dør kan de ikke genskabes. Guden har ikke mulighed for at skabe nye Proxys, og kan ikke modtage nye Petitioners. Guden vil blive bundet i sin mest brugte fysiske form, og drive ud i Astralrummet som en fisk med bugen i vejret. Dens verden på dens hjemplan vil gå i forfald, og dens Petitioners og Proxyer vil dø langsom sammen med deres gud.

Guden vil i Astral-rummet langsomt henfalde i en dødlignende søvn der gradvist bliver dybere sammen med at antal af tilbedere falder.

Guden er dog ikke helt død, og vil kunne genoplive hvis nok troende begynder at tilbede den igen. Da det ikke kræver mere en 100 HD (type 8) at holde en døende gud i live, kan en gud derfor eksistere i dette stadie i utrolig lang tid, alene på grund af overtroiske bønder eller børn der har hørt gamle legender og sagn.

Young Demigod

Dette er en ung gud der netop (efter gude skala) er opstået. Det vil ofte være en mægtig helt der er nået så vidt at han opnår guddommelig kræfter. For guden gælder at dens kraft og magt vil være yderst begrænsede. Den kan måske ikke grante mere end 2. level spells (eller 1. ?) og har sikkert heller ikke styrke nok til at skabe en Avaterer eller Proxyer, men den eksisterer og er i live, og i modsætning til den døende gud er den fuldtbevidst og har mulighed for at bevæge sig af egen vilje.

Guden kan bevæge sig rundt på et vilket som helst plan der passer til dens alignment. Dens Petioners vil opstå omkring den (efterhånden som de dør på deres hjemplan), og vil følge guden omkring på planerne.

Når guden har fået nok troende til at kunne opfylde kravene for en demigod dobbelt, vil den kunne slå sig ned på et plan, der herefter vil fungere som dens hjemplan. Guden vil herefter vær bundet af samme begrænsninger som gælder andre guder med hensyn til at rejse på planer etc. Tilgængæld vil den også opnå fuld styrke og have de samme kræfter som normale Demigods…

Andre guder

De andre guders kræfter er beskrevet på siderne 7-10 i Legends & Lore indsat neden for denne tekst, dog med følgende ændringer:

  • Liv og Død: en gud kan ikke dræbe eller genoplive en anden guds tilbeder, medmindre dette gøres med rent fysiske midler.
  • Planar travel: Guder kan ikke rejse ind på planer der ikke stemmer overense med den sidste del af deres alignment (Alle kan rejse på The Boundary planes of Neutrality!)
  • Imortality: En gud kan ikke dræbes direkte af en anden gud (skønt dens fysiskeform kan ødelægges, den enete måde at dræbe en gud på er ved at fdræbe/omvende/tilintegøre den

tilbedere.

  • Omniscient: Greater Gods er begrænset til 1000 miles fra dem selv og deres følgere.

Pantheons

Når væsner tror på og tilbeder flere guder, deles deres “sjæl” imellem guderne, og de opnår styrke efter den relative del af personen de behersker. Når guder er tæt knyttet sammen (nordisk mythos fx.) sker det at guder opnår styrke fra hinanden, således at en greater god giver styrke til andre guder der ellers ikke ville have mulighed for at eksisterer.

Her kan, som eksempel, nævnes dødsguder, der ofte ikke har den store mænge tilbeder og derfor ikke burde kunne opnå mere en demi god status, men de modtager (guderne ved hvorfor?) en stor mænge energi fra andre stærkere guder, og har derfor langt større indflydelse end ellers muligt.

Det omvendte kan også ske, at flere mindre guder giver kraft til en større alfader:

Odin har foreksempel ikke særligt mange tilbedere (efter Greater god skala) og burde derfor ikke have den magt han har. Men som pantheonens alfader modtager han en del af de andre guders kraft!

Fra Legends and Lore

Divine Abilities The reader will note that there are no statistics for the powers and abilities of true gods listed anywhere in this book. This is because the power of the gods is such that it is impossible to quantify it. Statistics quite simply become meaningless when dealing with the gods. Nevertheless, some gods are more powerful than others. In Legends & Lore, the gods are divided into several different statures: Greater, Intermediate, Lesser, and Demigods. There also a separate class for heroes. These legendary men and women are of such renown that they deserved inclusion in this volume. Each class possesses certain abilities and powers, which are outlined below.

All Gods

All gods, from Lesser to Demi-, have the powers described this section. Although these are powerful abilities, they are taken for granted by the deities in this book.

Immortality

All gods are immortal. The only way for a god to die is to be destroyed by a god of higher statue in magical or physical combat. Otherwise, any god that suffers an attack that should destroy it simply disperses, then reassembles later (roll percentile dice to determine number of days). So, for example, a god which is seemingly torn apart by a powerful artifact would simply be dispersed, only to reassemble later.

Teleport

All gods possess the innate ability to instantly teleport to any point on the same plane. They can do this at will and without any chance of error.

Initiative

When dealing with mortals, all gods automatically receive the initiative. Of course, they can choose to simply wait and see what the mortals opt to do, but they may always act first if they desire.

Comprehend Languages

All gods understand and can speak any language. It is assumed that this includes written and spoken languages as well as other, more unusual, forms of communication like the light and color based dialect of the will o’wisp.

Magic Use

All gods may use any spell of any level. This includes the spells of priests or wizards and does not require the use of spell books, prayers, or material, verbal, and somatic components. In short, invoking such powers requires the slightest act of will on the part of these incredible beings.

Greater Gods

In addition to the abilities above, Greater gods can do practically anything. In most cases, they are the gods who created the rest of the pantheon. Some of their additional abilities include.

Shapeshifting

Greater gods can transform themselves into any object, animate or inanimate, of any size. In some cases, beings of this stature have been known to assume planetary proportions.

Magic Resistance

Greater gods are 100% resistant to mortal magics, 75% resistant to the magic of gods of lesser ranks, and 50% resistant to the spells of other greater gods.

Saving Throws

All greater gods are assumed to automatically make all saving throws required of them. This is a reflection of their great abilities, mental powers, and physical stamina .

Planar Travel

Just as they can teleport across space without error, so too can they travel between the various planes of existence at will. As mentioned earlier, however, even these powerful beings cannot enter the true Prime Material Plane.

Sensing Ability

These beings are truly omniscient. That is, they know what is happening everywhere at all times. In many cases, they can accurately predict the precise actions of mortals and other gods based on their vast knowledge.

Creation

Greater Gods can create any object, animate or inanimate, they can think of. This process is draining, however, since they are converting their own energy stores into physical objects. Therefore, the god must rest for one turn per ton of mass he or she wishes to manifest. Thus, the creation of a 10 ton stone statue would require that the god rest for 10 turns (100 minutes) afterward.

Life and Death

Greater gods can kill any living mortal creature with but a thought. Likewise, they can bestow life upon any slain mortal being anywhere. Of course, another greater god can reverse effect immediately if so desired.

Communication

Greater gods can speak directly and secretly to any being across any void and through any physical or mystical barrier. This power transcends the bounds of space and planes, but not (as a rule) time.

Multi-tasks

Greater gods can perform any number of tasks at once. Of course, natural limitations based on their current physical form may apply, but there is never a penalty on their actions due to complexity.

Avatars

Greater gods can employ up to ten avatars at a time, moving them between planes at will. If one is destroyed, it requires one day to make another.

Granted Abilities

A greater god can grant any power or spell of any level to his or her priests. It is through this ability that deities give priests and paladins their magical powers.

Intermediate Gods

Intermediate gods wield a great deal of power, but are by no means as powerful as greater gods. One important difference is that they lack the vast creative powers of greater gods, and are generally not the creators of their pantheons (although they may be the fathers or mothers of other gods). Their powers include:

Shapeshifting

Intermediate gods can change into any object, animate or inanimate. The limitations on their powers prevent the object from being bigger than the largest natural or enchanted item of its size already in existence. Thus, an intermediate god could assume the shape of a huge bull elephant, but not one which is larger than the largest ones found in nature. Magic Resistance: Intermediate gods are 95% resistant to mortal magic, 70% to magic of gods of lesser stature, 50% resistant to magic of gods of same stature, and 25 % resistant to magic of gods of greater stature. Saving Throws: Intermediate gods have a saving throw of “2” in all categories. Thus, they will only fail on a natural roll of “1” Planar Travel: Intermediate gods have the same ability to travel between planes as greater gods. They are still unable to enter the Prime Material Plane, but otherwise have no chance of error. Sensing Ability: Intermediate gods always know what is happening within 100 miles of their current position. In addition, they can extend their senses and learn what is happening within 100 miles of any worshiper of any god in their pantheon, or any holy object of any god in their pantheon. Creation: While they cannot create objects out of nothing, intermediate gods can summon or create a duplicate of any object they hold, providing suitable materials are available on the same plane. This is a tiring process, however, and they must rest one turn for every 100 pounds of the object’s weight . Life and Death: Intermediate gods, while unable to directly cause the death of a living creature, can arrange accidents that can will kill any mortal being anywhere. They can raise any previously living being from the dead at will, regardless of the time that has passed since that being died or the current location or condition of the body. Communication: Intermediate gods can speak directly and secretly to any being across any void or through any physical barrier. In this regard, their powers are the equal of the greater gods. Multi-tasks: Intermediate gods can perform up to 100 tasks at once without suffering any penalties of any sort. Obviously, there may be physical limitations imposed on this based on the current physical form of the deity. Avatars: Intermediate gods can use up to five avatars at a time, moving them between planes at will. If one is destroyed, the deity requires one week to make another. Granted Abilities: Intermediate gods can grant any power that does not exceed their own powers, or spell of any level, to priests. Like the greater gods, they use this power to give spells to their priests.

Lesser Gods Lesser gods often serve other gods in the capacity of helpers or domestics. Their powers are mighty, but in no way equal those of greater or intermediate gods. Shapeshifting: Lesser gods can change into any animate object they desire. Their power is restricted, however, so that their new form will be an average example of the creature. Thus, if a lesser god wished to become a stallion, it would look much like any other stallion. Magic Resistance: Lesser gods are 90% resistant to mortal magic, 60% resistant to magic wielded by gods of lesser ranks, 45% resistant to magic of gods of same stature, and 20% resistant to magic of gods of higher stature. Saving Throws: Lesser gods have a saving throw of “3” in all categories. Thus they will only fail their saves on natural rolls of “1” or “2”. Planar Travel: Like the greater and intermediate gods, lesser gods can travel between planes at will. No physical or material barrier can hinder such transit and they have no chance of error. Sensing Ability: Lesser gods always know what is happening within 10 miles of themselves. Like intermediate gods, they can extend their senses to include knowledge of all that is transpiring within 10 miles of any of their worshipers or any of their holy objects. Creation: Lesser gods cannot create or duplicate any object. But they know where to find any object that they desire that already exists. If they desire an object which does not exist, they can sense the location of those who can manufacture it. Life and Death: Lesser gods share the ability to raise any previously living mortal being from the dead. They can do this at will and across any distance or barrier no matter what the current condition of the body. Communication: Lesser gods can communicate with their worshipers only through dreams or by means of an avatar. In some cases, they create special holy objects which allow them to communicate directly with their followers. Multi-tasks: Lesser gods can perform up to five tasks at once without penalties of any sort. Obviously, in some forms they may encounter physical limitations to the number of actions which can be attempted. Avatars: Lesser gods can only use two avatars at a time, moving them through planes at will. If one is destroyed, it requires one month to make another. Granted Abilities: Lesser gods can grant their worshippers any power that does not exceed their own powers, or spell of up to 6th level.

Demigods

Demigods are the least powerful deities of any pantheon. Frequently, they are mortals who have earned divine status through great deeds. They have the following powers: Magic Resistance: Demigods are 70% resistant to mortal magic, 40% resistant to magic of other demigods, and 20% resistant to magic of gods of greater stature. Saving Throws: Demigods have a base saving throw of “4” in all categories. Thus, they fail their saves only on a natural roll of “3” or less. Planar Travel: Unlike other gods, demigods can travel between planes only via magic spells and devices. Because of this limitation, they tend to remain on one plane more than any of the other types of gods. Sensing Ability: Demigods have the ability to know what is happening within one mile of themselves or any of their own worshipers. Communication: Demigods can speak only through their avatars. In rare instances, they have fashioned holy objects which also allow them to converse with their followers directly. Multi-tasks: Demigods can perform any two tasks at once without penalty. In rare cases, the physical form they select may limit this further, but that is seldom the case. Avatars: Most demigods can use but one avatar at a time. If this avatar is destroyed, they require one full year to fashion another. Many demigods, however, are wholly unable to employ avatars. Granted Abilities: Demigods can grant any power or spell of up to 5th level to their worshippers and priests.

Heroes

Heroes are legendary mortals who have performed such great feats that they become part of a culture’s mythos. They have no godlike powers, although they are generally well-known to the gods and may have frequent dealings with immortals. Their only powers are that they often have very high attribute scores, maximum hit points, and are not subject to dual- or multi-class restrictions.

Divine Ascension

As mentioned in the previous section, it is possible for a hero to become a demigod. (Resten af afsnittet er slettet, da det det ikke er gældende, se i stedet Helte)

Priests and Deities

As one might expect, the relationship between a priest and his god is of the utmost importance. It is through his deity’s favor that a priest receives his special powers and the ability to cast spells. These blessings have their price, however. In return for this benison, most gods expect a great deal of service from their priests. First and foremost among a priest’s many obligations is the duty to work toward his deity’s goals. For example, if a priest’s deity is dedicated to peace, he must always strive to promote peace and harmony. Second, he must behave in an manner exemplary of his faith’s teachings. Even when conducting everyday business, the priest must stand out as a shining example of the values his god advocates. Another important duty is the obligation to expand the influence of his faith. No matter where a priest is, he must miss no opportunity to explain the teachings of his religion to the uninitiated, taking special care to emphasize the rewards worshipping his deity can bestow. In accordance with this duty, the priest must always conduct himself in a manner which reflects properly upon his deity. The Dungeon Master must also be sure that the priest has a good sense of his position within his community and religious hierarchy. In most societies, fellows of the clergy are respected (or sometimes feared) members of society. Priests who engage in adventuring are usually considered unorthodox and tolerated only with reluctance. As they advance in level and importance to the order, senior members will no doubt exert increasing pressure on the individual to settle down and apply himself to a more sedentary lifestyle. Of course, this is probably not what the deity himself wants from the priest, and the conflict may lead to many a minor controversy. Even if he is an “adventuring cleric”, a priest is expected to support his order. Often, this takes the form of giving part (or all) of his treasure to the order. But his superiors may also ask him to undertake some dangerous missions on the order’s behalf . Depending upon the religion, and the DM’s decision, priests are sometimes required to perform certain rituals or services. Many of these are listed under “Duties of the Priesthood” in the individual entries, but the DM should feel free to replace or modify the listed responsibilities if he desires. Priests may occasionally fall away from the worship of their deities. This always results in a loss of powers and spells, at least temporarily. If the priest transfers his worship to another deity, and has been a worthy follower of the first, there is a 75% chance that the second deity will accept the character as a priest. Such a transfer is always accompanied by a loss of enough experience points to place the priest in the midrange of the level below his current level. Of course, there are many ways for priests to anger their gods other than a change of loyalties. Behavior violations of alignment codes are always considered at least minor transgressions, usually punished by the temporary loss of low level spells. Minor transgressions can usually be corrected by an act of penance, such as fasting, meditation, or the gift of minor amount of money to the order. Neglecting to perform the proper rituals or failing to strive toward fulfilling the deity’s goals are examples of moderate transgressions. Such infractions are punished by the loss of granted powers and high-level spells, and can only be rectified through major penance. In addition to a period of fasting or meditation, the priest must give at least one moderately powerful magic item to the order (never to be used by again), and/or undertake some dangerous quest on the deity’s behalf. Any priest who commits heresy, a second moderate transgression, or who willfully disobeys or ignores his deity, has committed a major transgression. Such transgressions are always punished by an immediate and total loss of all priestly powers and spells. If the deity is a neutral or evil one and the offense serious enough, major transgressions may even be punished by death (in whatever form the god has the power to arrange). Penance, if the deity allows it, must be accompanied by a complete sacrifice of all possessions (save one set of normal clothing and one non-magical weapon). Then the errant priest must undertake a seemingly impossible quest involving a high risk of death, donating all treasure recovered, including magic items, to the deity’s order. Fortunately, the path for most priests is a narrow but well-marked one. For a true and faithful priest, the commission of even a minor transgression should be a rare thing. By and large, the majority of priests should never have to make penance for anything worse than a minor transgression.

Turning Undead

The ability to drive away or destroy undead is a major advantage shared by the worshippers of many deities. In the AD&D© game, there are two versions of this power. One is available to priests of good alignment and the other to priests of evil alignment. Characters who are neutral (whether lawful, chaotic, or true neutral) are usually unable to employ turning powers. The good version of this power is described briefly on page 33 of the Players’ Handbook and in more detail on pages 67 and 68 of the Dungeon Master’s Guide. The evil version of this power is defined on page 68 of the Dungeon Master’s Guide. The latter power is refereed to as “commanding undead” in this book.

Non-Human Followers

Legends & Lore draws upon history for its gods and heroes. As such, the deities in its pages reflect only the human experience. If the AD&D game were purely historical in content, this would present no problem. However, the AD&D realm is more than that. It includes races such as elves who never truly graced our own world. When setting up a campaign and deciding which of the pantheons presented in this book to use, remember to think of the non-humans in your game world. Be sure that deities are set up as the patrons of elves and others for dwarves, gnomes, halflings, and so forth. In many cases, the way to do this is to adapt one (or more) of the gods listed in Legends & Lore. When selecting gods for non-humans or demi-humans to worship, be sure to keep in mind ideals of their race. Elves, for example, might find the Norse god Baldur to be worthy of respect because of his inherent beauty and charisma. Dwarves, on the other hand, might not be too impressed with such a figure — but Thor, now there’s a god a dwarf can give respect to.

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