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The Prime Pantheon

The Prime Pantheon is a group of dieties I created for my campaigns using the second edition priest rules to allow for more variety for cleric characters. They are just sketches, and do not contain a detailed list of the god's abilities and powers (I generally don't run campaigns where characters challenge the gods directly).

The pantheon is based upon a system of nine- nine greater gods reflecting specific aspects of life, and nine lesser gods representing each of the nine alignments. The greater gods are described in more detail, and often offer specific powers or requirements for their clerics. Some priests of particular greater gods are more likely to be encountered in the campaign as NPCs (Amelira, Elisandra, and perhaps a few others), but players are free to select any of them for their cleric PC (it might be an interesting challenge to roleplay a healer character, for example). Note that greater gods are the only ones that can grant 7th level spells to their clerics.

The lesser gods are more abstract, and clerics of these dieties use the general rules for clerics as outlined in the 2nd edition Player's Handbook. The only exception is Grendar (whose priests are all druids). Some of the more powerful non-human dieties and demons/devils from the lower planes fall into this category also, and may have human (or other) worshippers. Lesser gods can grant spells of up to 6th level to their clerics.

Demigods are the weakest of the divine beings, but make up for it in some respects by being very active in the ways of mortals. Most are very specific in their outlook and type of worshippers. Although none are provided here, DM's can create their own demigods to fit the locale or style of their campaign. Demigods can grant spells of 5th level or lower.

Greater Gods

Hailidel: god of war, destruction, violence

Alignment: Chaotic evil
Worshippers' Alignment: evil, warriors
Minimum ability scores for priests: strength 14, wisdom 9, constitution 14
Weapons Allowed: any
Armor Allowed: any
Spheres of Control: all (reversed), combat (major), protection (major), summoning (major), healing [(reversed) major], necromatic [(reversed) minor]
Special Abilities/Restrictions:
-weapon use: clerics of Hailidel can use all weapons, including edged and missile weapons, although they are still limited to cleric THAC0s.
-battle lust: 1/day a priest of 3rd level or higher can call upon the power of Hailidel and go into a beserk rage, attacking @+2 to hit/damage for 1 turn or until all enemies are destroyed. There is a 10% chance/level of the priest that allies within 30 feet are also affected (roll for each person/creature within range).

Notes: Hailidel is a very emotional, turbulent being, and this quality tends to manifest itself in his clerics. Unable to maintain long schemes or plans because of his quick temper, Hailidel is still an imposing god, feared by anyone who might have to face him in open battle. Hailidel and Merikkose are constantly at odds due to their differing outlook on battle, and their respective priests will usually be ill-disposed to each other.

Merikkose: god of war, honor, duty, skill at arms

Alignment: Lawful good
Worshippers' Alignment: any good, warriors
Minimum ability scores for priests: strength 14, wisdom 9, constitution 14
Weapons Allowed: any allowed to clerics
Armor Allowed: any
Spheres of Control: all, combat (major), protection (major), healing (major), divination (minor), guardian (minor), necromatic (minor)
Special Abilities/Restrictions:
-fighting skill: clerics of Merikkose, while restricted to blunt weapons, may use fighter THAC0s and upon reaching 2nd level may choose one weapon to specialize in at no extra cost to the character (gaining all of the benefits from weapon specialization as detailed in the PH). All clerics of Merikkose receive only a -2 nonproficiency penalty with weapons they are unfamiliar with.
-leadership: clerics of Merikkose add a +1 morale bonus to friendly forces in battle within 30 feet. The bonus increases to +2 at fifth level and +3 at 10th level, but cannot increase beyond that.

Notes: Merikkose is the antithesis of Hailidel- intelligent, subtle, and deliberate. He emphasizes strategy and tactics over brute force, although he is skilled in combat at might even be able to defeat Hailidel (a fact both gods are aware of, so a direct confrontation between them is avoided). Clerics of Merikkose often make good leaders or generals.

Amelira: goddess of mercy, healing

Alignment: Lawful good
Worshippers' Alignment: lawful or neutral good
Minimum ability scores for priests: wisdom 14
Weapons Allowed: none
Armor Allowed: none
Spheres of Control: all, protection (major), healing (major), necromatic (major), animal (minor)
Special Abilities/Restrictions:
-healing: each cleric of Amelira gains a +2 bonus per die when casting a healing spell of any sort, and each gains the healing proficiency at no cost
-protection from danger: once a day, a cleric of Amelira can cast a powerful sanctuary spell that has a 5' radius. Opponents seeking to harm the cleric or anyone within the sphere must save at -1 to attack within.
-healing touch: a cleric of Amelira of 5th level or higher can cure disease, paralysis, blindness, or insanity at touch, once per week per every five levels of the priest.

Notes: Clerics of Amelira are basically non-violent, although they may protect themselves with non-violent spells if attacked. They will generally protect the weak and helpless, and will almost always help those who need it. Amelira herself is a perfect embodiment of these principles, and through her clerics tries to provide succor to everyone she can. Due to her extremely powerful protective and healing powers (which even the gods require at times) she is rarely directly challenged by other deities. Her clerics, known as healers, are distinguishable by their blue robes.

Elisandra: goddess of marriage, fertility, agriculture

Alignment: Neutral good
Worshippers' Alignment: lawful good, lawful neutral, neutral good, neutral
Minimum ability scores for priests: constitution 13, wisdom 9
Weapons Allowed: staff, club, sling
Armor Allowed: leather, wooden shield
Spheres of Control: all, elemental (major), plant (major), animal (minor), protection (minor), creation (major), healing (minor), weather (minor), sun (minor)
Special Abilities/Restrictions:
-protection from earth/plants: any non-intelligent creature made up of earth or plant material must deduct 2 from its hit roll when attacking a cleric of Elisandra. In addition, the cleric saves at +2 vs attacks from creatures of this nature.
-agricultural skill: any priest of Elisandra can tell immediately how suitable a certain area of land is for growing crops, and if the priest participates in the cultivation of said crops the yield is increased by 25%
-prediction of weather: starting at 2nd level a priest of Elisandra can predict weather with 90% accuracy

Notes: Priests of Elisandra are commonly farmers or country doctors. They traditionally show concern for the land and nature, but unlike druids believe in human use of the land over untouched natural beauty. Elisandra is a patient and thoughtful goddess, but does not tolerate those who pillage and destroy the land and those who work hard to make it produce. Ceremonies for her worship usually occur at each harvest, where farmers offer the first product of each crop up to her in thanks for a good harvest.

Tiros (the wanderer): god of travelers, song, and knowledge

Alignment: Chaotic good
Worshippers' Alignment: chaotic good, travelers, bards
Weapons Allowed: any cleric
Armor Allowed: any
Spheres of Control: all, astral (major), combat (minor), protection (major), healing (major), divination (minor), charm (minor), weather (minor), sun (minor), elemental (minor), animal (major)
Special Abilities/Restrictions:
-musical talent: each cleric of Tiros gets a free musical instrument or singing proficiency at first level. At 3rd level such a cleric gains the special musical and storytelling powers of a first level bard. For every three levels gained, another level of bard equivalence is added (note that other bard abilities are not gained).
-legends: a high priest (9th level) of Tiros can cast a legend lore spell (as 6th level mage spell) once a week

Notes: Tiros is a god whose key pleasure is to wander around the planes expanding his knowledge and spreading good among others. His clerics usually personify this wanderlust, never settling down in any one place for very long. Tiros asks very little of his clerics, and imposes few restrictions on them. Often the best way of pleasing him is creating a new song or discovering some forgotten bit of knowledge. All clerics of Tiros tend to develop an insatiable curiosity for the unknown.

Laesil: goddess of luck, fortune

Alignment: Neutral (with chaotic tendencies)
Worshippers' Alignment: any neutral
Minimum ability scores for priests: wisdom 9, dexterity 13
Weapons Allowed: any cleric
Armor Allowed: any
Spheres of Control: all, combat (minor), guardian (major), protection (minor), divination (major), healing (minor), charm (major), summoning (minor)
Special Abilities/Restrictions:
-luck: each cleric of Laesil gets a +2 bonus to all saves
-gambling: each cleric of Laesil gets a 2 slot proficiency at gambling at no cost
-divine fortune: at 5th level or above, once a month a cleric of Laesil can call upon her intervention to give the cleric some "lucky" break. This allows the character to escape or avoid a potentially dangerous situation or tough problem. There is, however, a 25% chance that the luck sent will be bad, altering the situation against the character, or that the "good" luck will have unforseen negative consequences. Such is the way of fortune.

Notes: Laesil is an extremely fickle and random goddess, thriving in balance and pure chance. She will tend to favor those who take great risks for great gain. Despite her neutralness she will often perform lawful or chaotic acts if the mood strikes her. She realizes her power, though, and does not meddle too extensively in the affairs of mortals.

Turquos: god of the seas

Alignment: Chaotic neutral
Worshippers' Alignment: chaotic, sailors
Minimum ability scores for priests: wisdom 9, constitution 14
Weapons Allowed: any cleric
Armor Allowed: chain mail, leather, studded leather, small shields
Spheres of Control: all, elemental [(water only) major], weather (major), combat (major), protection (minor), healing (minor)
Special Abilities/Restrictions:
-swimming: free proficiency slot
-water power: each cleric of Turquos casts water-related spells as a cleric two levels higher than he/she actually is. Such priests also save at +1 vs water-related attacks, but save at -1 vs fire based attacks.
-water breathing: once per day at 5th level or higher
-speak with marine animals: once per day at 9th level or higher

Notes: Turquos is like the ocean in temperment- wild, uncontrolled, and turbulent. He has a very quick temper and often changes his mind on a single issue several times. His clerics often find themselves in disfavor at the slightest offense, but can just as easily be rewarded for some small service. All love the sea, and many are ex-sailors. Turquos rarely interferes with the lives of those on land, preferring to remain within his element. Those wanting to make a long journey be sea typically offer sacrifice to Turquos, which he may or may not accept, depending on his mood.

Niedra: goddess of deceit, trickery, corruption

Alignment: Chaotic evil
Worshippers' Alignment: neutral evil or chaotic evil
Minimum ability scores for priests: intelligence 13, wisdom 13
Weapons Allowed: all cleric plus daggers, and all poisons
Armor Allowed: any
Spheres of Control: all, charm (major), summoning (minor), guardian (minor), combat (minor), protection (major), healing [(reversed) minor], divination (major)
Special Abilities/Restrictions:
-deception: all clerics of Niedra of 3rd level or higher are able to cast a change self spell once per day. In addition, clerics of 7th level or higher are able to cast an undetectable lie (reverse of the 4th level cleric spell detect lie) once per day.

Notes: Niedra is greedy, clever, and deceitful- the embodiment of chaotic evil. Her clerical order is somewhat haphazard, but is governed by a strict hierarchy of power. Advancement therein is usually by assassination of a superior. When they aren't fighting themselves, clerics of Niedra can be quite dangerous due to their ambition and unscrupulous tactics. Rather than directly challenging any of the other gods, Niedra prefers to work through her clerics, secretly amassing power and influence.

Braeto: god of air, weather

Alignment: Chaotic good
Worshippers' Alignment: neutral good, neutral, chaotic good
Minimum ability scores for priests: wisdom 9, constitution 13
Weapons Allowed: any cleric
Armor Allowed: any
Spheres of Control: all, weather (major), sun (major), elemental [(air only) major], protection (minor), healing (minor), divination (minor)
Special Abilities/Restrictions:
-weather knowledge: all priests of Braeto gain the proficiency weather sense at no cost, with a -1 bonus for every 2 levels of experience.
-control air: each cleric of 5th level or higher can cast a gust of wind spell once per week. The frequency increases by one for every five levels the priest gains beyond the 5th (so a priest of 10th level could use the power twice a week, a 15th level priest 3/week, etc.).
-weakness underground: when in a confined space with no open air access (a closed room or dungeon) the cleric suffers a +1 penalty to his/her THAC0s.
-control weather: once a month, a 9th level or higher cleric of Braeto can attempt to cast a double strength control weather spell, with a 5% chance of success per level of the cleric. Effect and area of control are doubled, but duration remains unchanged.

Notes: Braeto is a cold, aloof god, who rarely involves himself in the affairs of mortals. His priests prefer wide, open spaces to indoors or dungeons, and all are respectful of nature. Braeto holds an uneasy truce with Turquos, and is friendly with Amelira and Tiros. Braeto does not ask too much of his priests, but expects devotion and sacrifice- typically incense or rare fragrances.

Lesser Gods

Clerics of these nine gods and goddesses possess the standard abilities and restrictions of priests as noted in the 2nd edition Player's Handbook, with the exception of Grendar, whose clerics are all druids. I have described them in more abstract terms than the greater gods, each representing a particular ethos or way of life (i.e., alignment). Generally the efforts of law vs. chaos and good vs. evil balance to form a neutral outcome, but this can be adjusted if the campaign takes on a "crusade" outlook.

ANTILIAN-Lawful good
--Truth, justice, order, honor, common good
BARSIS-Lawful neutral
--Order, organization, law at all costs
KINORA (female)-Lawful evil
--Manipulation, order through strength
LIYA (female)-Neutral good
--Goodness, caring, balance
GRENDAR-Neutral
--Balance, nature
RIKOS-Neutral evil
--Selfishness, greed, betrayal
MANDRO-Chaotic good
--Individuality, freedom
EILIRIENDRA (female)-Chaotic neutral
--Disorder, unpredictability, living in the moment
ALTHATOR-Chaotic evil
--Hatred of organization/goodness, ruthless ambition, desire for gain/pleasure

A Note on Religions
Due to the small population bases in my campaign world, most areas only have 2 or 3 major religions and maybe a few small sub-cults of other gods. In most areas almost all of the common people will worship the same "local" diety (who may be a greater or lesser god under a different name). Generally, most local religions will be led by low to mid level priests, with large religions (a whole country, for example) may be led by a high priest or priestess. Very few clerics of 10th level or higher will be encountered except at the very top level of a religion. Player characters can, of course, exceed this through adventuring, as they are very exceptional people.

A Note on Buying Spells
A common practice in AD&D campaigns is the procedure of "buying" spells, especially restorative magics, from NPC clerics. While this is possible, renumeration will generally be high even if the PC is a member of the respective religion. While costs are left to the DM (lists are provided in the various manuals), prices will generally be double or triple base if the alignment of the priest differs from the party or if the reason for the spell is in conflict with the goals of the church (if the priest agrees to cast the spell at all, that is). Often, a party seeking aid may be required to perform a major service for the church in question. While final judgement on this is left to the DM, it should be remembered that high level spells (5th level and above) are extremely rare and should be treated as such.

Appendix: Greater gods and spells

The following is a brief list of the spheres of spells usable by priests of the greater gods. Only major spheres (i.e. ability to cast spells of greater than third level) are listed.

Animal: Tiros
Astral: Tiros
Charm: Laesil, Niedra
Combat: Hailidel, Merikkose, Turquos
Creation: Elisandra
Divination: Laesil, Niedra
Elemental: Elisandra, Turquos (water), Braeto (air)
Guardian: Laesil
Healing: Hailidel*, Merikkose, Amelira, Tiros
Necromantic: Amelira
Plant: Elisandra
Protection: Hailidel, Merikkose, Amelira, Tiros, Niedra
Summoning: Hailidel
Sun: Braeto
Weather: Turquos, Braeto

* Reversed


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