Personal PagesCharacter name Character name Character name etc
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Celtic Gods
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Arawn (intermediate god)As god of death and the underworld, Arawn rarely has reason to venture into the world of the living. His home is an island so far out at sea that no one, not even Manannan mac Lir, can find it while living, for only the dead can travel there. In fact, Arawn generally only sends an avatar to the world of the living after someone has been resurrected that Arawn would rather keep. Many other Celtic gods will endorse resurrections, but none can guarantee that Arawn will leave the matter at that. Arawn has absolute power over life and death among the Celts. Statistics: AL ne; WAL any evil; AoC life and death; SY warrior’s skull.
Arawn’s Avatar (priest 18, wizard 12) Arawn’s avatar appears as a normal man in black robes. His features are very dark and deep set.
Str 17 Dex 15 Con 18 Int 15 Wis 18 Cha 12 MV 12 SZ 6’ MR 50% AC 0 HD 18 HP 144 #AT 1 THAC0 10 Dmg 1d6 (club) +1
Special Att/Def: Arawn’s avatar has 50% magical resistance normally, but this is increased to 100 % for any magical or clerical spells that would otherwise inflict damage on his avatar’s body. Anyone hitting Arawn’s avatar with a magical weapon must instantly save versus spells or die.
Duties of the Priesthood Priests of Arawn officiate at one and only one religious function — burial. Celtic burials involve simple graves for most, complex graves including chariot and trophies for warriors and chieftains. Priests of Arawn do not officiate at sacrifices to other gods, but are generally on hand for ceremonies of their own immediately following such events.
Requirements:
AB standard; AL any evil; AR a; WP club or scythe; SP all, astral, creation,
divination, guardian, necromantic, summoning; PW 1) speak with dead; 10)
animate dead once per hour; TU command. Belenus (intermediate god)Belenus is a god of the sun and of fire, a patron of the druids. He has the ability to control the heat and light from fires and from the sun, bringing them into focus to destroy or blocking them off to freeze when he wishes. In May, the Celts drive cattle through special Beltain fires while Belenus watches with favor and raises the overall quality of the livestock. Belenus encourages the construction of standing stones to measure the progress of his sun and sacred groves where his druids may meet and build great bonfires to him. Statistics: AL ng; WAL any good; AoC sun, heat, light; SY solar disc and standing stones.
Belenus’ Avatar (fighter 15, bard 10) Belenus’ avatar appears as a strong young man with curled black hair and a terrific shining torc around his neck.
Str 18 Dex 17 Con 15 Int 15 Wis 15 Cha 18 MV 15 SZ 6’ MR 30% AC 0 HD 15 HP 150 #AT 5/2 THAC0 6 Dmg ld8 (longsword) +2
Special Att/Def: Belenus’ avatar can blind any living creature within sight by making his magical torc shine with the brightness of the sun. He can also focus that light for one round, inflicting 3d10 damage provided he hits his mark. His longsword can be made to flame once per turn, doing an additional 2d10 to creatures affected by fire.
Duties of the Priesthood Priests of Belenus must be druids. At least once in their lives they are required to take part in the construction of a stone structure in honor of their god and his sun. This usually takes at least a year. Meetings with other druids must take place in designated groves around enormous fires. Wandering druids must tend to forest fires, taking care that they occur in sufficient quantity to renew portions of the woods, but not too frequently that they devastate it.
Requirements:
AB as druid; AL as druid; WP as druid; AR as druid; SP as druid; PW 1)
continual light on command; 10) enchant stones (as described
earlier); TU turn. Brigantia (intermediate god)Brigantia is the Celtic goddess of the rivers and rural life. She was raised on the milk creature of the other-world, a white, red-eared cow. She is worshipped by the Celtic queen Cartimandua (women in positions of power are not at all uncommon among the Celts) and by the pastoral villages and towns. She is the protector of flocks of geese and herds of cattle, seeing they flourish to help feed her hungry worshippers. Her dominion over the rivers allows her to use their waters for therapeutic purposes. She often wears a crown and is depicted in Celtic art sitting atop a globe. She is also sometimes outfitted for war, wearing a breast plate and carrying a spear. Statistics: AL ng; WAL any neutral; AoC rivers and livestock; SY a footbridge.
Brigantia’s Avatar (priest 18) Brigantia’s avatar appears as a beautiful young woman, (either tending animals or armed and dressed as the goddess herself).
Str 15 Dex 15 Con 12 Int 18 Wis 18 Cha 19 MV 15, Sw 21 SZ 5’ MR 30% AC 2 HD 18 HP 144 #AT 1 THAC0 10 Dmg 1d6 (spear)
Special Att/Def: When near a stream, Brigantia’s avatar can call upon the waters of any river or stream to flood any area up to 20 feet beyond its banks, sweeping her enemies away. She can also call upon nearby herd animals to swarm an enemy, slowing it so that she might escape or distracting them so that she can attack.
Duties of the Priesthood Priests of Brigantia are charged with spreading her bounty across the land, and so are often seen carrying two clay jars. The first contains water from a Brigantian river or stream which the priests can pour into other streams to cleanse them. The second jar contains dung from her pastoral lands which, when distributed, brings her blessings upon fields and villages. The priests can also apply their water and dung to heal the sick or injured.
Requirements:
AB standard; AL neutral good; mace; AR a; SP all, animal, charm, creation,
divination, mental, healing, plant, protection, weather; PW 1) heal 1 point of
damage per level per day with water and dung; 5) cure light wounds once
per day if at a stream blessed by Brigantia, 10) animal growth once per
day; TU nil. Daghdha (greater god)Daghdha enjoys a position of leadership among the loose confederation of Celtic gods, a god of druids. His powers widely varied, but he is credited with control over the weather and crops. His great cauldron is a bottomless receptacle with food and drink and the abundance of the Celtic other-world from which he comes — there is virtually nothing he cannot pull from his cauldron. Daghdha is the custodian the gods and all Celtic people, using his charms and powers to protect and aid them whenever he can. As a warrior he is a great leader and scout, as a father figure he is both stern and fun-loving; Daghdha enjoys being a comical figure of great power. Statistics: AL cg; WAL any good; AoC crops, weather; Celtic shield.
Daghdha’s Avatar (fighter 15, hard 10) Daghdha’s avatar appears as a tall man who is dressed comically, with a very short tunic and uncouth behavior.
Str 18/76 Dex 18 Con 17 Int 18 Wis 18 Cha 15 MV 15 SZ 6’ MR 80% AC 2 HD 15 HP 150 #AT 5/2 THAC0 6 Dmg 1d6 (club) +10
Special Att/Def: Daghdha’s avatar wields a club a highly magical nature. If he so chooses, any blow from its heavy end will automatically slay a living being (no save throw). However, if he turns the club and touches a dead being, it will regain life (as raise dead spell). Also, Daghdha’s avatar has the ability to charm any woman, mortal or otherwise, and bend her to his will.
Duties of the Priesthood Priests of Daghdha must be druids. They are expected to dress in an unorthodox manner in order to draw attention to themselves. Daghdha’s druids are chiefly responsible for the creation of great standing stones with which they can keep track of the seasons and through which they can exercise their magical powers. His druids generally keep to themselves, gathering only to perform important ceremonies. Requirements: AB as druid; AL as druid; WP as druid AR as druid; SP as druid; PW as druid, but also 1) can accurately predict weather one full week in advance; 8) heroes’ feast once per day; TU nil. Diancecht (intermediate god)As the Celtic god of healing, Diancecht cares for the sick and wounded without regard to their worship. He is so insanely jealous of his abilities that he slew his own son who might have become a better healer than his father. Diancecht has healed the other gods, as well, fashioning at one time a silver arm to replace one lost, and using a cat’s eye to replace a lost eye. He has a magical bath that can instantly and completely heal any mortal or god. Diancecht often uses his powers to enforce his notion that any wound is the responsibility of the inflictor to heal, or at least pay for. In combat, Diancecht will heal himself, friends, and enemies alike, for he is unable to control his penchant for medicine. Statistics: AL lg; WAL any good; AoC medicine and healing; SY a leaf.
Diancecht’s Avatar (priest 18, fighter 12) Diancecht’s avatar appears as a young man in simple clothing, bearing a bag filled with herbs and medicines.
Str 18 Dex 15 Con 12 Int 18 Wis 18 Cha 17 MV 12 SZ 6’ MR 25% AC 4 HD 18 HP 144 #AT 1 THAC0 10 Dmg 1d4 (dagger) +4
Special Att/Def: Diancecht’s avatar never gets involved in large battles. When in combat, he is immune to any hit that does less than one-fourth of his basic hit points (36) in a single strike — other blows simply deflect off of him. At will, he can heal any individual he can see.
Duties of the Priesthood Priests of Diancecht may be either clerics or druids. Like their deity, they are sworn to seek out those who need to be healed and perform their work. However, living in the imperfect world, his priests cannot pick and choose patients, so often follow marauders or other war bands to exercise their talents. Requirements: AB standard; AL any good; WP mace; AR a; SP all, animal, creation, divination, healing, plant, protection; PW 1) all spells from the healing sphere are cast as if they were 1 level lower than normal. For example, cure serious wounds becomes a 3rd level spell and cure critical wounds becomes a 4th level spell; TU nil. Goibhniu (intermediate god)The smith held a special fascination for the Celtic peoples. Smiths were thought to have magical powers of charm and healing, bestowed upon them by the god of the smiths, Goibhniu. Goibhniu is actually one of a triad of gods; Luchta the wright and Creidhne the worker in metal are also important craftsmen gods. Together they fashioned weapons for Lugh at the battle of Magh Tuiredh, each doing his part to create sound, sure weapons. Reputedly, weapons forged by the great Goibhniu will never miss their mark, and those stuck by them will certainly be slain. In the great Feast of Goibhniu, the god serves a variety of foods and drinks which can soothe, heal, and even make immortal their consumers. Statistics: AL ng; WAL any neutral; AoC manufacture of weapons and armor, healing; SY anvil.
Goibhniu’s Avatar (fighter 18, priest 15) Goibhniu’s avatar is a brawny smith, muscled and blackened by hard work at the forge.
Str 18/00 Dex 15 Con 18 Int 15 Wis 15 Cha 10 MV 12 SZ 6’5” MR 30% AC 0 HD 18 HP 180 #AT 5/2 THAC0 3 Dmg 1d4 +6 (warhammer) +6
Special Att/Def: Despite his THAC0 of 3, Goibhniu’s avatar never misses his targets. He uses either his warhammer +5 or his spear +5, depending on the situation. Once per turn, he may automatically slay any living creature that he hits with either of these weapons, no saving throw allowed.
Duties of the Priesthood Priests of Goibhniu are expected to watch over and protect both smiths and warriors alike. They are required to take the blacksmith non-weapon proficiency and can serve as court armorers or smiths. They are also expected to oversee the feeding and healing of the faithful, especially warriors wounded in battle. Requirements: AB standard, but Str of at least 15; AL any neutral; WP any metal; AR a; SP all, astral, charm, combat, creation, elemental, guardian, healing, protection, sun, weather; PW 1) heroes’ feast once per week; 10) craft weapons, shields, or suits of armor with a +2 enchantment (requires one month each); TU nil. Lugh (intermediate god)Lugh can best be described as the god of excellence, reputed to be not only the inventor and patron of the arts, but also an expert in such diverse fields as sorcery, history, craftsmanship of all sorts, story telling, and heroism. Lugh, whose name means “The Shining One” is the most widely worshipped of the pantheon, with numerous monuments throughout Celtic regions where followers prayed to him for guidance in any of his many areas of expertise. Known to be a late comer to the pantheon, Lugh is often found in the company of Rosmerta, a goddess of wealth and material possessions. He can control endeavors in the arts and crafts with which he is familiar, and he can control or influence all forms of travel and commerce. He can also turn day to night or vice versa at will. Beyond these pursuits, however, Lugh is a formidable warrior, armed with a great spear and a sling. Statistics: AL cn; WAL any neutral; AoC arts, crafts, travel, commerce, war, horsemanship; SY eight-pointed star.
Lugh’s Avatar (warrior 15, wizard 12) Lugh’s avatar is a young, beardless warrior with spear, sling, and purse. He will have with him a cock, goat, or a tortoise. He may also appear with a beard, or as a shoemaker and can call upon any school of magic for his spells.
Str 18/00 Dex 18 Con 17 Int 18 Wis 18 Cha 15 MV 18 SZ 6’ MR 50% AC 0 HD 20 HP 190 #AT 2 THAC0 3 Dmg 1d4 (sling) +6
Special Att/Def: In a desperate situation, Lugh’s avatar may increase his sling’s number of attacks to 5 per round and automatically hit with each one. He may do this for one round in any given encounter.
Duties of the Priesthood Priests of Lugh must be highly skilled in the arts, and they must be well-traveled. They must also erect mounds to or hold their ceremonies atop low hills or other summits. Requirements: AB standard; AL any neutral; WP sling, mace; AR a; SP all, animal astral, charm, combat, creation, divination, guardian, healing, protection, summoning, sun, weather; PW 1) create darkness or light in a 100’ radius once per day; 3) travel at thrice normal speed for 4 hours per day; 9) enchant an item once per week; TU nil. Manannan mac Lir (intermediate god)The Celtic god of the sea is a knowledgeable custodian of the oceans. Manannan mac Lir rides over the waves on his chariot, pulled by various creatures of the sea, admiring its beauty and governing its bountiful operation. To Manannan mac Lir, the oceans are a vast plain, the various fishes either cattle or sheep — in his other-world reality, he lives upon the “land” while others must use boats to visit it. He generally wears armor made of metal and sea shells and carries a giant sword, riding his chariot upon the waves. Statistics: AL in; WAL any neutral; AoC oceans and the creatures in them; SY a fish.
Manannan mac Lir’s Avatar (fighter 17) Manannan mac Lir’s avatar is a gigantic man in shell armor.
Str 25 Dex 20 Con 25 Int 18 Wis 18 Cha 18 MV 15, Sw 21 SZ 7’ MR 40% AC 0 HD 17 HP 170 #AT 5/2 THAC0 4 Dmg ld8 (bastard sword) +14
Special Att/Def: Manannan mac Lir’s avatar wields a sword called Retaliator, that will automatically slay his worst enemies, the fire giants, when he hits them with it (no saving throw). He can also call upon up to 100 HD worth of undersea creatures to fight with him. The creatures must be able to get to the scene of the battle under their own power, but once there will follow his commands to the letter.
Duties of the Priesthood Priests of Manannan mac Lir can be either druids (as per the Player’s Handbook) or priests (as described below). They are required to base themselves in coastal villages or regions, but can travel inland on business that might affect the seas. Manannan mac Lir’s priests are encouraged to protect the sea and its creatures. Requirements: AB standard; AL any good; WP mace or trident; AR a; SP all, animal, astral, combat, divination, elemental, guardian, healing, plant, summoning, weather; PW 1) create salt water (as the create water spell); 5) breathe water 1 hour per level per day; TU nil. Math Mathonwy (intermediate god)Math Mathonwy is the Celtic god of sorcery. He carries a mighty magical staff and wears a torc given to him by the other gods. As master of his household, Math insists that his feet rest in the lap of a maiden whenever possible. He does not tolerate mistreatment of his maiden foot warmers, nor does he abide treachery on their part, and has vented his wrath upon many who have violated his trust. He saves his magic mainly for his own purposes, keeping his family in check, and seldom casts spells for the good of his followers or priests. Statistics: AL ne; WAL any neutral; AoC magic; SY the staff.
Math Mathonwy’s Avatar (wizard 20) Math Mathonwy’s avatar appears as an elderly man in heavy tunic and robes.
Str 12 Dex 15 Con 15 Int 18 Wis 17 Cha 12 MV 15 SZ 6’ MR 40% AC 4 HD 20 HP 80 #AT 1 THAC0 14 Dmg 1d4 (dagger)
Special Att/Def: Math Mathonwy’s avatar will avoid combat whenever possible. If cornered, he will use his magical staff to attack; when it hits, it turns his opponent into a pool of water, permanently (although a save versus wands is allowed to avoid this transformation). Math Mathonwy also uses his magical powers to polymorph his enemies into animals, often leaving them as such for years at a time as punishment for some wrong they did to him or his family.
Duties of the Priesthood Priests of Math Mathonwy may be either clerics or druids. At higher levels, they also have many standard magical abilities which make them very powerful evokers of magical force. His priests often take part in group rituals to stir up magic involved in other ceremonies. However, all priests must perform an entire month of prayer in solitude every year — those who did not achieve enough experience to gain a level in that year must start over at first level after the month is through. Requirements: AB standard, but Int must be 15; AL any neutral; WP dagger; AR g; SP all, animal, astral, charm, combat, creation, divination, elemental, guardian, healing, necromantic, plant, protection, summoning, sun, weather; PW 6) cast wizard spells as if they were five levels lower in experience; TU nil Morrigan (intermediate god)Morrigan is the Celtic goddess of war. She is a fearsome warrior, causing great fear in her opponents, driving home her own battles with a spear in either hand. She is terribly ugly, laughs a maniacal laugh, and has dreadful manners. She expects all Celts and especially her followers to fight constantly, encouraging petty wars where there otherwise would be none. She can shape change to fool her opponents, and often calls upon four minor goddesses of war to fight by her side. At one time, Morrigan tried to seduce the hero Cu Chulainn, but on failure she turned against him and nearly killed him. Statistics: AL ce; WAL any evil; AoC battle and war; Celtic sword hilt.
Morrigan’s Avatar (fighter 20) Morrigan’s avatar can appear in many forms, most commonly a hag, but sometimes as a crow or beautiful young woman.
Str 18/76 Dex 18 Con 18 Int 15 Wis 12 Cha 5 MV 15+ SZ 6’ MR 80% AC -2 HD 20 HP 200 #AT 5/2 THAC0 1 Dmg 1d6 (spear) +4
Special Att/Def: Morrigan’s avatar can cause fear every round she is in combat in every enemy she can see. In a chase she can adjust her speed to any amount to keep doggedly pursuing a victim until it runs out of energy. Morrigan can become invisible at will and fight freely while in a state.
Duties of the Priesthood Priests of Morrigan have to band into battle groups or attach themselves to groups of warriors at all times. It is rare that Morrigan will allow one of her clerics to travel independently, unless they are in search of greater, more intense combat situations. Morrigan’s priests have no power to heal, since it is her will that those who fall in battle should die. Requirements: AB standard; AL any evil; WP any; a; SP all, astral, combat, elemental, guardian, protect PW 1) Morrigan will heal 5 hit points per level over night for her priests who have killed anything the day before; TU turn. Oghma (intermediate god)Oghma, whose epithet, Grianainech, means “of the sun-like countenance,” is the god of eloquence and language. His speeches and words carry great weight with his listeners, and he is often depicted as having gold chains between his tongue and the ears of his listeners; Celts have great respect for the powers of persuasive speech that Oghma personifies. He has the power to communicate his ideas accurately and quickly, swaying any number who hear him to his cause. Oghma invented the beautiful Oghma script which can be easily carved into stone or wood, especially at places devoted to his worship. Oghma is also known to be a champion, both as a warrior and as a patron of ideas. Statistics: AL ng; WAL any good; AoC speech, writing; SY Celtic chalice.
Oghma’s Avatar (bard 12, warrior 10) Oghma’s avatar is an old man, his grey hair is all but gone and he has dark, wrinkled skin. He carries a bow and club, and wears a lion’s skin. His spells can come from any school of magic.
Str 18/50 Dex 17 Con 17 Int 18 Wis 18 Cha 17 MV 12 SZ 6’ MR 30% AC 2 HD 15 HP 110 #AT 1 THAC0 5 Dmg 1d6 (club) +3
Special Att/Def: Oghma’s avatar can charm anyone who can hear him. Victims must save versus spells or be charmed, and Oghma’s avatar may continue to speak every round until silenced, subdued, or killed.
Duties of the Priesthood Priests of Oghma are expected to hold their congregations in line with the persuasive powers of their order. Oghma does not tolerate losing worshippers to other gods in the pantheon, and deals out strict punishment to those priests who let their flocks wander.
Requirements:
AB standard; AL any good; WP club, bow; AR a; SP all; animal; charm; combat;
creation; divination; elemental; guardian; healing; plant; protection;
summoning; sun; PW 1) friends once per day; 3) charm person once
per day; 8) mass charm once per day; TU nil. |