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  Christopher Stevens (order #11826105)
  
  U n k n o w n  G o d s
  Designers: Bob Bledsaw, Mark Holmer, Jennell Jaquays, and Mike Petrowsky, 1980.
  Original Artwork: Jennell Jaquays and Sheryl England.
  Additional Material and Artwork: Bob Bledsaw II, Sam Bledsaw, and J.L.L. Stapinski.
  Typing: Lynne Rubyheart and the JG Staff.
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  Unknown Gods
  Copyright © 1980 and 2016 by Judges Guild and Judges Guild Worldwide. This book is a work of 
  fiction and any similarity between any names, persons, or institutions with those of any living or dead 
  person or institution is not intended, and purely coincidental. No part of this book may be used or 
  reproduced in any manner without permission except in small segments, for the purpose of review or 
  editorial comment, the sum of which shall not exceed 2 pages. All rights reserved. Printed in the 
  United States of America.
  Product # JG1311-Z1-EP
  For information on this product or others:
  Judges Guild    P. O. Box 75    Harristown, IL    62537
  http://www.judgesguild.org
  email : jgww@comcast.net
  First Edition: Aug 2016
  10  9  8  7  6  5  4  3  2  1
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  - Preface -
  In 1979, Bob Bledsaw wrote an outline for a product he titled "Unknown Gods" 
  which was to become a pantheon of unusual and lesser Gods which would interact 
  with players within the Wilderlands setting. Bob had been influenced by ancient 
  Greek and Egyptian mythologies wherein characters interacted and conversed with 
  powerful deities. Bob wanted players to experience the same kind of adventure 
  that Jason had with his Argonauts; that their characters might weave their own 
  epic tales of quests, monsters, and treasures. A completely separate "Gods Game" 
  was planned by Bob but never made it past the draft-stage. It had players 
  assuming the roles of the lesser gods, eventually commanding spiritual hosts of 
  minions in galactic wars for control over vast sectors of the universe; possibly 
  tying it in with the popular sci-fi line we were also publishing modules for at 
  the time.
  Working with his cousin Mike Petrowsky, and JG Staff writer Mark Holmer; Bob 
  created several Gods for different occasional settings, leaving out his plan to 
  list "how they may be summoned," but instead outlining their dispositions 
  and suggesting how a judge may call them into play. Once they had several in 
  writing, it was handed to JG's first staff artist Sheryl England to draw the 
  characters, but there the product floundered. Paul Jaquays had finished working 
  on another project, and Bob sent him the manuscript requesting he "flesh it out" 
  and add appropriate art. He was not satisfied with the England images, thought 
  Jaquays should have a shot at it. More Gods were added, and Jaquays tied the 
  work together for the JG layout staff. The delay caused it to be released in 
  1980, a full year later than planned, but Bob was well pleased.
  In 2014, JG began to overhaul the Unknown Gods; expanding on the personalities, 
  skills, items, habits, and quirks of each god. Conferring with those in Bob's 
  original gaming group, Bob II and his son Samuel, expanded and edited the text 
  to explain new things like the blessings, curses, items, or battle tactics each 
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  god would likely use. Some additional gods have been added, and although a god 
  may be a very rare event in the life of any Wilderlands character, emphasis was 
  put on creating a god for every situation, locale, or environment, so that the 
  judge might feel free to "release the Kraken" whenever he wishes.
  In the lifetime of any character, the chance conversation (or battle) with any 
  of these divine or devious spirits might happen rarely, if at all. Yet, here is 
  provided a plethora of gods to choose from, rich with characteristics, quirks, 
  and items to spark your creativity in a thousand ways. Jason and the Argo may 
  not have sailed the merchant routes between Tarantis and Rallu, but with these 
  Unknown Gods, your Wilderlands campaign can now become as epic as any Odyssey. 
  _____
  Note to Judges: Some aspects of this material may need changed or adapted by the individual Judge to 
  suit their personal campaigns. The Moral Alignment of each Unknown God is listed in brackets just 
  after the Name and Title. For example; the first listed Molna. His Moral Alignment is Lawful Good with 
  a Good tendency. L = Lawful, C = Chaotic, G = Good, N = Neutral, and E = Evil, while X = Random. Level 
  indicators equal Fighter/Magic-User abilities, unless otherwise noted. A plus or minus (+ or -) next to 
  a stat indicates a variable factor that will be detailed in the description. It should be remembered that 
  these are not mere NPC's, but somewhat grandiose deities; usually little-concerned with the wants or 
  doings of mortals in the Wilderlands. The time they spend with the party may be short or curtailed 
  and abruptly ended without notice. The Gods are busybodies with many pressing worries, or perhaps 
  they are simply bored. Judges might well avoid too much interplay to keep due unfamiliarity, and 
  although one god may send the group off on a quest, they are just as likely to appear as a bolt of 
  lightning, determined to lay low the entire party out of blind rage. What is it about this party's actions 
  or recent events that drew the attention or brought about an exchange with an Unknown God?
  ~ Ye Gods! Here they come! ~
  Molna, God of Travellers (LGG) Symbol – Receding Road (see illustration).
  LVL 129 (087 Cleric)  HTK 078      SPD 179      STR 199      INT 207      WIS 195      CON 174      DEX 159
  CHA 134      AGL 159      WIL 163      LCK 121      PSY 146     ACL 127     WPN Staff of Travelling.
  Disposition - 1, Gruff, 2. Disinterested, 3. Distant, 4. Playful, 5. Interested, 6. Beneficial.
  Likely Encountered – Lonesome Roads or Trails, Open Lands, Tundra, Badlands, and Canyons.
                 The god, Molna, appears to beings on the Prime Material Plane as a middle-aged, male traveler, 
  dressed in a long cloak and wide-brimmed hat. Both Hat and Cloak are Magical and appear to be of Shifting 
  Colors to constantly Match his surroundings. Molna's Cloak functions as a Vestment of Armor (absorbing 22 pips 
  of Damage from Non-Magical Weapons, and 12 pips of Damage from Magical). His Hat Protects him Completely 
  any Effects of Weather (including all forms of Wind, Cold, Hail, or Lightning). His Amulet of Travelling Grants 
  him Unlimited Stamina and Alertness. It may also be used to Create enough Nourishment or Water for up to 3 
  persons, twice per day.
  A three-legged Wolfhound; Brol is Molna's constant companion. Brol (HTK 033) is able to Flit Between 
  Dimensions or Planes, Claw (doing 1D6+2 pips of Damage) or Bite (for 1D10+3 pips). Brol will Never Allow 
  Molna to be Surprised or Harmed, and will Instantly Attack anyone Raising a Weapon against him. A large 
  Raven, named Tanor, also travels with Molna. Tanor (HTK 007) can Speak to Molna (alone), and has the Ability 
  to See what is Invisible. He will Avoid Combat, but can Peck (does 1D4+2 pips of Damage, twice per melee 
  round) or Scratch (for 1D4 pips) if called to assist.
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  Molna loves all travelers, especially wayfarers on long journeys, but seldom comes to their Aid, for 
  Molna's care is of the "hands-off" variety. He is Assisted in his own travels by his Staff of Travelling, a unique 
  artifact that Grants the Ability to Leap any Natural Barrier (Cliff, Crevasse, River, Swamp, etc.) including Forest-
  Fires and Lava Flows. This Staff also has the Ability to Find Path (preventing Molna from becoming Lost), Walk 
  On Water, Speak With or Control Plants, and Control Weather (range 5 miles, 1 Hex) up to 3 times per day. 
  Molna' Staff can also act as a Witch’s Flying Broom (distance 40 miles per day) Permitting Flight, can Heal 
  Wounds (2D6+2 pips twice daily), or can Grow in length (up to 20 feet). The latter allows him to use its special 
  "Pole Trick", which functions much the same as a Magical Rope Trick; where Molna climbs up the Staff and 
  Disappears (pulling the Staff up after himself). He can remain so Hidden unharmed for up to 1 day.
  Except for his Staff, Molna is unarmed. In combat, he Fights as a 12th Level Fighter with Martial Arts 
  Expertise, and can Target and Hit two targets per turn. A blow from his Staff delivers 2D10+3 pips of Damage to 
  those with AGL < 13, or 2D12+4 to those with AGL > 12. Any Staff parried by Molna’s will Splinter on contact 
  (regardless of Magical Power). Molna is also known as The Wanderer, Molna the Landless, and The Eternal 
  Wayfarer.
    
  Tyrebill - God of Light (LGG)  Symbol - Lamp.
  LVL 082/102        HTK 080      SPD 184-      STR 164      INT 208      WIS 158      CON 194      DEX 184-
  CHA 126      AGL 154-      WIL 14      LCK 129      PSY 199      ACL 102     WPN +3 Laser Dagger.
  Disposition - 1. Interested, 2. Vengeful, 3. Angry, 4. Helpful, 5. Happy, 6. Disinterested. 
  Likely Encountered – Open Lands, Mountain Tops, the Isle of the Blest, and Volcanic Islands.
  Tyrebill takes the shape of a man, 10 foot tall, and has no hair upon his body. His pale skin gives off a 
  Phosphorescent Glow that illuminates a 5 foot radius around him. He can cast Rays of Light from his Eyes that 
  will do 2D12 Pips of Damage to Anyone in his line-of-sight. His Eyes also emit a Continual Light, and with them 
  he can Discern any being's Weakness; attacking foes accordingly. Lightning Bolts hitting him will have the effect 
  of Healing his Serious Wounds, and any lesser electrical Shock Spell will result in curing his Lesser Wounds. 
  Tyrebill will take Half-Damage from any Fire Spell or Fire Weapon. A short Ray or Laser of Light is held in his 
  Left Hand, and this he uses as a +3 Dagger (Hits at 1D10 pips of Damage). 
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  Tyrebill is Slowed when in Rain, Fog, or Snow (Dropping his SPD, AGL, and DEX by 3). If he suffers 
  serious injury (HTK < 012), his body will emit a Great Flash (once each round his HTK remains < 012) that does 
  1D4 pips of Damage to All beings within a 50 foot radius. These Flashes will Summon 1 - 4 Will-o-Wisps (HTK 
  11 each) in 3 turns which will Attack in his defense. Tyrebill concerns himself with keeping the knowledge of 
  prisms and mirrors out of the hands of those who do Evil. He is very concerned about the development of Laser 
  Weaponry, and is therefore very much against anyone delving into Markab Ruins.
  Sinakad - God of Mercy for the Trapped (LGG)  Symbol - Ram's Horn.
  LVL 121/041      HTK 072     SPD 144+      STR 186      INT 206      WIS 163      CON 175      DEX 123
  CHA 134      AGL 113      WIL 166      LCK 142      PSY 128     ACL 124     WPN  Magical Net.
  Disposition - 1. Concerned, 2. Cooperative, 3. Disturbed, 4. Forgiving, 5. Grim, 6. Helpful. 
  Likely Encountered – Open Plains, Tundra, Dungeons, Caverns, Badlands, Lenap, and Ghinor.
  Sinakad appears as an 18 foot tall muscular man with the head of a Ram. All LG within a 100 yard 
  radius of him will Gain +1 to CON, WIS, and CHA for duration of 1 Week. He has a natural passionate hate for all 
  Chaotic beings. In combat against Chaotics, he gains a Bonus of +2 SPD; taking only 50% Normal-Damage. He 
  can Sense all Evil at a range of 100 yards. He can Create and Cast Touchable Illusions, and requires no 
  concentration to maintain them. He can hit with his Horns, by Head-Butting, for 3D12 pips of damage, or Wield 
  Any hand-held Weapon for 1D20 pips. An Iron Bracelet on his right arm allows him to Levitate and makes him 
  Impervious to Any type of Heat Damage. Sinakad collects unusual Magic Swords of all alignments. In attack or 
  defense, he tends to use a Magical Net that will Subdue Any Creature or Being it lands upon (delivers 2D20 pips 
  of Shock Damage per melee).
    
  Bachontoi - God of Red Wisdom (LGN)  Symbol - Open Book.
  LVL 101/202      HTK 080      SPD 114      STR 144      INT 208      WIS 188      CON 186      DEX 115
  CHA 127      AGL 103      WIL 186      LCK 108      PSY 206     ACL 115     WPN +5 Sword of Wisdom.
  Disposition - 1. Concerned, 2. Jovial, 3. Disinterested, 4. Curious, 5. Whimsical, 6. Serious. 
  Likely Encountered – Ancient Libraries, Schools of Learning, Ruins, Temples, the Isle of the Blest, and Tarantis.
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  Bachontoi appears as a very old man with long gray beard, garbed in a white robe and red sash. He can 
  Regenerate his Health (25 pips per melee round) and, when angry, can cause anyone who looks upon his face to 
  drop his weapon in Fear (Disarms any < 18 CON). He knows the answer to most problems and questions, and 
  often makes a person solve a riddle before he will offer any assistance. He always carries a +5 Sword of Wisdom 
  (does 3D12 pips of Damage, Permanently Absorbing one 1 WIS per Hit). His other constant possession is the 
  Book of Knowledge, which will Permanently Raise the WIS of Anyone who reads it through by 2 (once per 
  person, requires 2 days); however, Bachontoi will only permit Clerics who have performed some great act of 
  kindness in his service to read from this Book. He is also known as Bachontoi the Omniscient, Bachon the 
  Knowing (Tarantis), and the God of the Sages (Rallu).
  Bachontoi will sometimes concern himself with the doings of Wizards or high-level Magic Users, so 
  long as he sees it is for a Good purpose. He will not abide Thieves, and will insist they stay far from him. 
  Although he helped with the creation of the Great Mages Library of Tula, he rarely visits it; being off in the far 
  corners of Gaia, searching through ancient tombs for long-dead languages and the secrets they tell. Certain 
  Wizards are said to be able to call upon him for favors in time of need; both Lumo of Viridistan, and Jordoval of 
  Altanis were both seen to confer with Bachontoi at times. 
  Cilborith - God of the Elves (LGX)  Symbol - Glowing Sword.
  LVL 162/161     HTK 086      SPD 198      STR 164      INT 209      WIS 189      CON 195      DEX 183
  CHA 188      AGL 186      WIL 136      LCK 152      PSY 175     ACL 139     WPN +5 Glowing Sword.
  Disposition - 1. Helpful, 2. Rude, 3. Disinterested, 4. Hurried, 5. Sad, 6. Wary. 
  Likely Encountered – Elphand Lands, Altanis, Wooded Areas, Valleys, Badlands, and Markab Ruins.
  Cilborith, the Elvish god, stands 6 foot 6 inches tall in his Mithral Armor and emits an amber-colored 
  Aura to a radius of 3 feet from his body. His face is fair to behold and his hair and eyes are silver. Whenever 
  Cilborith is in a battle-rage, the Aura extends out to 10 feet, becoming brilliant red. Any Evil beings that see 
  Cilborith may Flee in Fear (PROB 40%). He bears a Glowing Sword named Thramrakmar or "Slayer of Trolls" 
  and the Spear Bithcor or "DragonSlayer." Both weapons have Special Abilities. The Glowing Sword Hits with 
  doing 3D6+5 pips of Damage while shedding Light in a 50 foot radius equal in strength to full Daylight. This 
  Sword will Kill any Troll with a single Hit. The Spear has the Range of 200 yards when thrown. It also hits at +5, 
  doing 2D10 pips of Damage (Double Damage to CE beings). Bithcor will slay Dragons < Level 12 with a single 
  Hit, or 3D20+11 pips on any Dragon Level 22 or higher. Cilborith will likely try to dissuade or discourage 
  anyone from exploring Markab Ruins, as he keeps a wary eye out for any sign of the alien race returning, or of 
  their technology being tampered with. Although Cilborith has the Power to Restore Life to Dead Elves, there is 
  no account of him performing this important service for those of other races. He will perform this service Only 
  to Beings with G or N Alignments, and for Non-Elvish Races (PROB 30%) Only when great services are rendered 
  on his behest, or in his favor. Restoration of Life cannot be purchased from Cilborith with material wealth.
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  Vicon - Goddess of Visions (LGX)  Symbol - Purple Shield.
  LVL 131/071      HTK 095      SPD 146      STR 126      INT 208      WIS 168      CON 165      DEX 176
  CHA 189      AGL 104      WIL 156      LCK 115      PSY 103     ACL 105     WPN +4 Spear.
  Disposition - 1. Compassionate, 2. Verbose, 3. Stunning, 4. Helpful, 5. Jocular, 6. Jealous. 
  Likely Encountered – Shorelines, Fertile Valleys, Flowered Meadows, Temples, and Near Pools.
  If Stunning in Disposition, Vicon will cause any viewer (male or female) to forget all matters for 1 - 6 
  rounds. She prefers the form of a slender, very beautiful woman who is able to create a vision in anyone’s mind 
  within 50 yards (this cannot be avoided by any means, except by Paladins with WIS > 16). All persons within 30 
  feet will fall under her Amorous Charm spell (except Paladins CON > 16). There is a great chance (PROB 50%) 
  that any weapon hitting her will Refuse to do Damage, unless it is Chaotic. She will always try to help LG types, 
  but will refuse or attack all Chaotics. Vicon carries a +4 Spear and a +5 Shield. 
  She sometimes wears a spectacular purple Cloak of Magical Vestment +2. She loves parties and will 
  abandon all else to attend one to which she has been invited by another of her status. She can become 
  temporarily mesmerized by mirrors, and enjoys provoking jealousy amongst females in mixed company. It is 
  said that those who encounter her, wake as if from a dream, sometimes very far from where they believed 
  themselves to be. Some will think the entire encounter was a dream, some will assume they were teleported, but 
  most believe that Vicon had projected a vision so intense that it fooled every sense they possessed. 
  Aladantle, Goddess of Beauty (LGE) Symbol – Glowing Gem. 
           
  LVL 098/138      HTK 135     SPD 176      STR 168      INT 207     WIS 113      CON 153      DEX 178
  CHA 204      AGL 164      WIL 127      LCK 123      PSY 142     ACL 116     WPN +3 Gold Dagger.
  Disposition - 1. Miffed, 2. Bored, 3. Passive, 4. Interested, 5. Loving, 6. Overjoyed. 
  Likely Encountered – Frozen Realms, Tundra, Open Lands, Ruins, Temples, Scenic Castles, and 
  Overlooks.
  Aladantle appears as a very beautiful woman with a mesmerizing amount of CHA, 5 feet 5 inches tall, 
  with long honey-golden hair. She will leave if a Character is War-Like, Rude, Belligerent or has a CHA < 6. Her 
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  beauty and charm can Stun both male and females (PROB 40%) with CON < 18 (duration 3 turns). If Aladantle 
  comes across a LG type, she will completely Heal any lost Hit Points, Cure Disease, or Bless them. Aladantle’s 
  Blessing Adds 2 to STR and AGL, and 1 to LCK (duration 1 week). She carries a small Scabbard on her belt 
  containing a +3 Gold Dagger (she ain’t messing with no broke dagger) valued at 50,000 GP (diamond-
  encrusted). In combat, her Gold Dagger can inflict 2D10+3 pips of Damage. She will sometimes Throw a Fireball 
  Kiss doing 2D20+2 pips of Fire Damage (range 120 yards, doing Double Damage to Undead). If Attacked, she 
  will likely Teleport before the being can Strike. She can do this up to 6 times per day. 
  She does have a mischievous side, which tends to manifest in the form of harmless pranks. She might 
  create the illusion that a nutritious fruit cocktail is a wriggling chalice of worms, or something similar, to fool 
  someone who miffs her. She does not like scoundrels of any form, yet she may cast Illusions or make persons 
  jealous to dupe them, but in the end, she will always try to make amends. She is especially fond of soft music and 
  wind-chimes. She has an confessed love for Suthak (Goddess of Fertility), and will go to great lengths to protect 
  or please her. She also wears a Gold Anklet, a delicate band of linked maple leaves, which was a gift from Suthak. 
  It Detects Lies or Ill-will, and will "tickle" if someone tries to Deceive her (2,600 GP).
      
  Promeheme - God of Time (NGG)  Symbol - Olive Branch, Hour Glass (Altanis and N Lenap).       
  LVL 081/101     HTK 065     SPD 124      STR 108      INT 205      WIS 202      CON 134      DEX 163
  CHA 186      AGL 154      WIL 122      LCK 121      PSY 102      ACL 105     WPN Touch.
  Disposition - 1. Vague, 2. Peaceful, 3. Interested, 4. Annoyed, 5. Happy, 6. Curious. 
  Likely Encountered – Altatnis, Lenap, Dense Woods or Jungles, Marshes, Swamps, and Markab Ruins.
  Promeheme seems to be a young boy of 3 foot 5 inches, wrapped in a white silk robe. He carries an 
  Olive Branch which Protects him from All Magic Spells. If he fans the air with it, the Olive Branch will Sing a 
  gentle ringing sound, which Charms all Evil Beings (1D6 rounds, range 200 yards). Promeheme can Regenerate 
  his own Health 6 pips per round. His Right Hand can Restore 1 - 10 years of Youth (adding a permanent +1 to 
  AGL); while his Left Hand can Age a being 1 - 10 years (Permanently reducing both AGL and DEX by 1). By 
  gazing into one’s eyes, Promehene can See their Immediate Future. If asked about a Specific Event, there is a 
  likelihood (PROB 60%) that what he Predicts will come to pass. 
  He is fascinated by automatons and gyroscopes. He often confers with Suthak, and together they enjoy 
  writing songs and poetry. Promeheme is many millennia older than Anui (Lord of Time), yet Anui sometimes 
  oversteps his authority, which causes strife between them. Lately, both Promeheme and Suthak have been 
  plotting a course of action that should correct Anui's behavior. There may be a way for the right person or 
  persons to help with their plain, and these two gods may bestow some powers upon those brave enough to 
  accept the task.
     
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  Tar-Ark - God of Invisibility (NGX)  Symbol - Human Outline, Glass Human Figurine (Valon).
  LVL 041/092      HTK 072      SPD 134      STR 126      INT 203      WIS 113      CON 142      DEX 143
  CHA 144      AGL 124      WIL 145      LCK 166      PSY 112     ACL 115      WPN +4 Morning Star.
  Disposition - 1. Timid, 2. Depressed, 3. Brooding, 4. Lonely, 5. Bothered, 6. Interested. 
  Likely Encountered – Jungles, Ebony Coast, Wooded Areas, Valon, the Isle of the Blest, and Caves.
  When visible (which is very rare), Tar-Ark takes the form of a man with short-cropped gray hair, 6 foot 
  1 inches tall, with the Tail of a Monkey. He will endeavor to assist anyone who call on him for help. Usually, he 
  will Turn (or remain) Invisible rather than face a conflict. If forced (or so encouraged) to fight, Tar-Ark can use 
  his Touch of Instability (causes Any Opponent to become Ethereal every time it tries to strike a blow, but 
  whenever Tar-Ark returns attack, the Being Will be Hit, without fail. Any Character receiving his Touch of 
  Instability with CON < 16, will Immediately suffer a Permanent -3 to DEX (unless Tar-Ark is later convinced to 
  Restore it). Any Character receiving the Touch with CON < 6, becomes Immediately and Permanently Negated to 
  the Ethereal Plane; their Only Chance of Return being by Tar-Ark’s desire. The Instability lasts 10 rounds, and he 
  can use this Touch indefinitely. Tar-Ark can fight while Invisible without any difficulty or penalty; wielding a 
  Morning Star that Hits at 2D10+4 pips of Damage, with an additional 5 pips against Lycanthropes or Undead. He 
  can also hang from his tail, and climb monkey-fashion whenever it suits his needs.
    
  Lono - God of the Heart-broken, the Searching Heart (NGX)  Symbol - Lit Torch.
  LVL 172/121        HTK 092      SPD 108      STR 186      INT 204      WIS 138      CON 199      DEX 123
  CHA 128      AGL 136      WIL 208      LCK 112      PSY 147     ACL 114     WPN Flaming Torch.
  Disposition - 1. Sad, 2. Angry, 3. Violent, 4. Concerned, 5. Remorseful, 6. Lonely. 
  Likely Encountered – Open Sea, Shores of Islands, the Silver Skein Islands, and Isles of the Dawn.
  Lono is usually encountered at sea, often near islands; appearing as an aged dark-skinned man bearing 
  a lit torch. Vessels sometimes approach a beckoning light in the darkness of night at sea, only to find that it is the 
  Lono, walking the waters alone, in search of his long-lost love, Kaikilani. He will search any vessel or island he 
  encounters and, upon not finding her there, much will depend upon his current disposition. Aside from his 
  ability to walk upon the waves, he can also Levitate, but never at a great height. He is bound by the sea, and on 
  the rare occasions when he is seen on land, it is never on high ground, but wandering the shore of small desolate 
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  islands. He has the ability to grant Longevity (Reversing 1 - 12 years of age, without reduction of WIS), and can 
  Heal All Wounds, Cure Diseases, and will often show favor to any who carries a Spear or Pike. Lono has a carries 
  a natural dislike for  treasure-seekers, and will refuse offers for monetary gain. 
  He is often distrustful of Ship Captains and Merchants. He stands 8 feet 4 inches tall, and holds in his left hand a 
  magical Flaming Torch which can emit a Tongue of Flame to a range of 20 yards (doing 1D20 Pips of Damage 
  per melee) and a Blinding Flash in a radius of 50 feet (doing 1D6 pips of Damage, and Stun 1D4 rounds). He 
  Cannot be Harmed by Fire or Shock, and can Summon forth violent Sea Storms, which can last 1 full Day, 
  wrecking any sea-vessel unprotected by strong magic. His favors cannot be bought and he will refuse any 
  tempting to bribe him. Any torch that he lights with his own Remains Lit until the shaft is broken; even if 
  submerged into water. These Lono Torches are especially prized by the Merfolk, who have long-erected 
  Temples and Shrines in Lono's name. Lono holds no fear of the Sea, having forged a friendship with the great 
  fish Mobeus long ago.
  Frantilla - Goddess of Flight (NGX)  Symbol – Blue Bird Wing on a White Field.
  LVL 101/151      HTK 075      SPD 143-      STR 125      INT 206      WIS 176      CON 152      DEX 155-
  CHA 196      AGL 148      WIL 192      LCK 157      PSY 178     ACL 116     WPN Winged Staff.
  Disposition - 1. Hurried, 2. Bubbly, 3. Sedate, 4.Bothered, 5. Bored, 6. Cheerful. 
  Likely Encountered – Open Areas, Mountains, Frozen Realms, Open Seas, the Isle of the Blest, and Valon.
  Frantilla appears as a small, thin, charming woman wearing lovely white silk robes and a winged ivory 
  Helm. She stands a mere 4 foot 3 inches tall, but whenever she wishes to Fly (which is often), a pair of silver and 
  gold Wings sprout from her back. Seldom is she seen on the ground, due to the fact that Flying does not tire her. 
  She may Shapechange freely into a large, white Eagle, and by doing so can deliver damage by Talon (2D6 pips, 
  twice per melee), Beak (2D12 pips, once per round) or Cry (1D6 pips, once per round, range 50 yards, Stunning 
  all < 17 CON). Whenever Frantilla is not Winged, she suffers a Penalty of -2 points on DEX and SPD.
  When not in Eagle-Form, she carries a Winged Staff of Redwood and gold. It will do 3D10 pips of 
  Damage to Any Being Struck by it; Permanently Negating any Flying-Abilities the creature naturally possesses, 
  and Permanently Grounding any person from ever Flying, even by way of Magic (the exception being that they 
  may still use a Flying Carpet, Air Ship, Balloon, or similar mechanism). The Staff can also fire up to 6 Lightning 
  Bolts each Day, with an affective-range of 200 yards, capable of 10 - 40 pips of Damage each. Frantilla will frown 
  upon anyone with a pet bird (especially caged ones), and will refuse to assist any such person, or possibly the 
  entire party (PROB 50%) unless set free.
    
  Penelopania, Goddess of Music (CGG)  Symbol – Silver Harp on Red Field. 
  LVL 048/116   HTK 052     SPD 098      STR 123      INT 209     WIS 184      CON 148      DEX 116
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  CHA 192      AGL 126      WIL 153      LCK 203     PSY 185     ACL 114     WPN Mithral Harp.
  Disposition - 1. Confused, 2. Sleepy, 3. Mischievous, 4. Happy, 5. Playful, 6. Cheerful. 
  Likely Encountered – Open Roads or Trails, Coastal Areas, the Ebony Coast, Fishing Villages, and Upper 
  Ghinor.
             This goddess of Music appears as a sultry blackamoor woman, 4 foot 9 inches tall, with long wavy 
  black hair bound in a bandana with large hoop earrings dangling from her ears. Penelopania carries a Mithral 
  Harp that when Played with intent can cause Every Living Being in 1 mile radius to Fall Asleep (PROB 60% if 
  CON < 16, PROB 30% if CON < 15, duration 1 day). She does not appear often, but when she meets someone, the 
  goddess will sometimes Play a song for them to ease their mind from their travels. The song will also restore 1 
  lost Level of Experience and Cure Insanity. If in a Happy, Playful, or Cheerful mood, she might teach a Whistle 
  which can Charm to Sleep any Creature (PROB 50%, does not work on Dragons, Elementals, the Undead, or after 
  having recently eaten crackers).
  Penelopania will always smile upon Bards, and can raise those in her favor up to 3 LVL’s with but a 
  touch of her hand. She despises mechanized weapons, and has been known to force the destruction of catapults, 
  ballista, and siege-towers. She is somewhat fascinated with tales of the alien Markab race; having once heard 
  their music.
  Tika-Nahu - God of Campfires, the Flaming One (CGG)  Symbol - Flame.
  LVL 061/172        HTK 081      SPD 124      STR 117      INT 203      WIS 128      CON 145      DEX 186
  CHA 143      AGL 113      WIL 146      LCK 121      PSY 175     ACL 157     WPN Magical Fire.
  Disposition - 1. Gluttonous, 2. Helpful, 3. Inconsiderate, 4. Wary, 5. Lenient, 6. Serious. . 
  Likely Encountered – Wooded Areas, Lonesome Trails, Valleys, Tundra, Ruins, Badlands, and Caves.
  Tika-Nahu appears as a young boy, standing 3 foot 7 inches in height, having 3 arms, wears a Suit of +4 
  Flaming Chainmail which causes 1 - 12 pips of Damage whenever it is Touched. This Flaming Chainmail cannot 
  be extinguished by water or smothered out, but will burn so long as Tika-Nahu is alive. He can make Smoke roll 
  out if his head, which will turn to Fire in one full turn, doing 1D20+2 pips of Burn Damage to All Beings within a 
  20 feet radius. Tika-Nahu's Fingernails can be plucked out and thrown (range 25 feet); the result being a 
  Fireblast doing 1D20+5 pips of Damage; these Fingernails Regenerate each Dawn. 
  Although adept at Level 17 Magic and Immune to all Fire Attack, he is Vulnerable to Weapons of Cold, 
  which have a +3 Chance of Hitting, and do Double the Normal Damage. He can Regenerate Health at 20 pips per 
  round, but only at 10 pips if hit by Cold the previous round. Tika-Nahu can Reforge broken Swords (at a cost of 
  50% of it's former characteristics), but he must be in a Helpful mood and well compensated for doing so. He is 
  wary of boats, bridges, and things built for water-purposes.
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  Losborst - God of Wine, the Spirit of the Grape (CGG)  Symbol - Bunch of Grapes.
  LVL 081        HTK 074      SPD 122      STR 153      INT 202      WIS 142      CON 174      DEX 102
  CHA 133      AGL 103      WIL 177      LCK 162      PSY 102     ACL 108     WPN Fists.
  Disposition - 1. Mischievous, 2. Drunk, 3. Belligerent, 4. Very Drunk, 5. Mirthful, 6. Blotto. . 
  Likely Encountered – Lenap, Altanis, Elphand Lands, Fertile Valleys, Small Villages, Inns, and Taverns.
  Wearing a crown of grape-vines upon his head, Losborst appears as a roly-poly Giant, 14 foot tall. He is 
  often singing, dancing, festive, and quite inebriated. The golden Goblet he carries produces an Endless Supply of 
  Wine of the finest quality. Anyone He Permits to drink from it will Permanently Gain +1 to their HTK and +1 to 
  their CON. By waving this Goblet over his head, he can cast of Spell of Merry Drunkeness upon any he desires 
  (range 100 yards), but this has no effect on Magic Users > LVL 18 or Paladins. The Grapes that grow in his 
  Crown act as a Potion of Longevity, if eaten (each Reducing the Age - not stats - of beings by 5 years). 
  Losborst has a weakness for beautiful women, and can become very amorous of any female with CHA > 
  14; especially when drunk (CHA > 11 if Blotto). If Attacked, Losborst will Whistle; Summoning his Great Dire 
  Wolf, named Jaeger (HTK 055) and Jaeger’s Pack of 11 Dire Wolves (HTK 033, 030, 023, 018, 018, 030, 024, 021, 
  020, 030, 026, Each Bite at 1D10 pips, and Claw at 1D4 pips).
  Dorak - God of Peace (CGG)  Symbol - Olive Branch, Lotus Flower (Lenap).
  LVL 201/101    HTK 082      SPD 136      STR 209      INT 208      WIS 148      CON 145      DEX 158
  CHA 144      AGL 142      WIL 147      LCK 143      PSY 165      ACL 107
    WPN +4 Flail.
  Disposition - 1. Friendly, 2. Tranquil, 3. Concerned, 4. Helpful, 5. Irritated, 6. Disinterested. . 
  Likely Encountered – Jungles of Lenap, the Isle of the Blest, Open Areas, Badlands, and Mountainous Regions.
                Dorak appears as a tremendously large man, standing 100 feet tall, garbed in a leather tunic. He 
  enjoys peace and will go to great lengths to preserve it, even if it means destroying an entire army. His body 
  Deflects all form of Magic Spells, he is irritated by conflicts, and he will never allow a battle of size (> 20 
  persons) to continue in his presence. His Flail is so massive that it hits a 12 foot area; however, because he is so 
  large, Dorak is less corporeally-solid and thus does less damage when he hits than would normally be the case if 
  he were solid. His +4 Flail Hits at 3D20+4 pips of Damage, and will effectively Stun (1D4 rounds) Anyone within 
  a 12 foot radius.
  Dorak is most-often seen in Lenap, where he enjoys huge bowls of bird-nest soup flavored with the 
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  large lotus flowers that grow in the Hutamah Jungle. He has also made legendary appearances in the Valley of 
  the Ancients, Isle of the Blest, and the old Battle Plains of Viridistan. He will demand that all weapons be 
  dropped in his presence, and anyone who does not immediately comply will be Frowned Upon (Dorak's Frown 
  Permanently Drops Any Character’s STR and DEX by 3).
  Teros, God of the Forest (CGN) Symbol – Bear Claw. 
  LVL 131 (104 Druid)   HTK 083     SPD 162      STR 205      INT 186     WIS 198      CON 193      DEX 153
  CHA 086      AGL 162      WIL 174      LCK 083      PSY 102     ACL 135
  WPN Bite and Claw.
  Disposition - 1. Hurried, 2. Languid, 3. Beneficial, 4. Angey, 5. Apprehensive, 6. Resentful. . 
  Likely Encountered – Wooded Areas, Flowered Meadows, Valleys, Scrub Forest, Badlands, Tundra, 
  Swamps, 
  and Caves.
  Teros commonly takes the form of a 9' tall Brown Bear. He can Converse in most Tongues or in the 
  gutteral language of Bears. Teros is the protector of all forests. If some Being needlessly chops down a tree, or 
  deliberately tears up bushes and plants, Teros may Appear before them (PROB 60%) in a definitely Angry 
  disposition. All forests Animals Obey his commands, because they know him as a protector. Teros is often allied 
  with Druids, known to them as The Bear God, The Woodland Avenger, and Bearwalker. 
  He is also well regarded, though not exactly worshipped, by the various tribes of Washbears; being 
  instrumental in preserving several tribes of Washbear from the wrath of several Gods by migrating them to 
  Northern Ghinor. Although not visible, being covered by long fur; Teros wears a Platinum Chain Necklace about 
  his neck (worth 20,000 GP) that Protects Him from All Forms of Magic. In combat, Teros can Bite (delivering 
  1D20+6 pips of Damage) or Claw (for 1D20+2 pips, twice per round). He can Call 1D6 Bears (HTK 18 each) to 
  his Aid 3 times per day. He is especially fond of the Washbear and Halfling races, because they are so plant-
  friendly.
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  Ayu, Goddess of the Winds (CGN) Symbol – Flying White Bird.
            LVL 154/064     HTK 122    SPD 209     STR 185    INT 205      WIS 209     CON 173      DEX 196
  CHA 199     AGL 192    WIL 148     LCK 087     PSY 135     ACL 102     WPN Zian and Ohm.
  Disposition - 1. Flirtatious, 2. Stormy, 3. Passive, 4. Capricious, 5. Amorous, 6. Helpful. 
  Likely Encountered – Open Areas, Mountains, Deserts, Frozen Realms, Badlands, Open Seas, and Canyons.
  The corporeal manifestation of Ayu is that of a comely blue-skinned woman with transparent Bird 
  Wings. Her eyes are like finely crafted jade, and she gracefully Moves with Complete Silence. The white Robes 
  that she wears gives her the Power to Nullify Any Magical Spell or Magical Missile directed at her. Overall, she is 
  50% Magic Resistant, and Immune to All Poisons. Twice per day, she can completely Control the Weather (5 
  mile radius from her position, duration 6 hours) or can Summon up to 6 tornado-strength Dust Devils (HTK 70) 
  per day.
  In her right hand she carries Zian, a powerful Staff of Weather Control. It can Throw non-magical 
  Lightning Bolts (doing 2D10+4 pips of Shock Damage), Streams of Sleet, Frost, Snow or Hail (doing 1D6+3 pips 
  of Cold Damage) or Gusts of Wind (up to 80 miles per hour). Any Being Struck by this Staff will Suffer 2D6+3 
  pips of Damage, and a Permanent Drop of 4+1 to DEX. Zian can Heal Wounds and Restore Health (at a rate of 5 
  pips per turn) and it’s Touch can Cure Diseases, including Vampirism. In her left hand she Wields +4 Stone 
  Hammer called Ohm, which does 3D12+5 pips of Damage to those it Hits, carrying a chance of Stunning (PROB 
  60%, duration 1D4 rounds) all those within 20 feet, by the resounding crack of Thunder that results.
  Mesha, the Bringer of Seasons (CGN)  Symbol – a Snow-Covered Twig with Sprouting Leaves.
            LVL 158 (204 Druid)    HTK 160     SPD 185     STR 127    INT 208      WIS 196     CON 195      DEX 165
  CHA 209     AGL 174    WIL 128     LCK 129     PSY 038     ACL 114
      WPN Twig.
  Disposition - 1. Cheerful, 2. Distracted, 3. Capricious, 4. Bored, 5. Inquisitive, 6. Bountiful. . 
  Likely Encountered – Fertile Valleys, Plains, Tropical Regions, Wooded Areas, Flowered Meadows, and Jungles.
  Because Xirchiriog has always appeared in a different form, and is likely during Combat to 
  Shapechange every hour (PROB 70%); use the following charts to determine this god’s current form, powers, 
  and attributes. The goddess Mesha takes the form of a 5 foot tall woman of unmatched beauty and charm. Her 
  long Hair changes color with the seasons. In the Spring her Hair is light brown and a single strand of it will Cure 
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  Any Disease. In Summer, it is dark red, and filled with the fragrance of jasmine; to Touch it Adds a Permanent 
  (one time) +2 to CHA and LUC. In Autumn, it changes to a golden brown, and if Mesha Gives away such a strand, 
  it can be wound around a Ring (1 only) thus Doubling that Ring’s Magical Power, or if Stitched into the fabric of 
  a Garment (1 only) will Double the Magical Power of the garment. Her Hair becomes coal-black in Winter. Any 
  black strand she Gives can be wound about the Handle of Any Weapon, thereby Doubling the Damage of that 
  Weapon (1 only). She has olive colored skin which shimmers with a golden light. This Aura Protects her from 
  any Energy Forces, Spells, or Mind-Attacks.
  On the rare occasion that Mesha requires a weapon, she produces a short Twig, which acts as a 
  Powerful Wand. It can Throw Lightning (a non-Magical Bolt doing 1D20+6 pips of Shock Damage), or Shards of 
  Ice (16 inches in length, at forces powerful enough to pierce all but metal armors, doing 1D12+2 pips of Damage, 
  up to 4 per turn). The Touch of this Twig will Cause a Withering Disease (Saps 2 STR per turn, Immediate 
  Permanent Drop of 1 to HTK, INT, WIS, DEX and AGL, death in 1 hour unless Cured). When not in Combat, a 
  friendly Tap of her Twig upon one’s head will Grant them the Power to Cure their Own Serious Wounds 3 times 
  per year.
  Mesha has the Power to Change the Seasons of all Gaia at will, but can only use this Power 2 times in 
  any given year. She may use it to change one season to another, say Autumn is now Spring, but once the changed 
  season is past, the year will resume as normal, and in this case Spring will give way to Winter. She may also use 
  this Power to prolong a season, say Summer overflows the Season of Autumn, whereby it will eventually give 
  way to Winter on the normal schedule. Mesha can Cure All Diseases up to 3 times per day, Heal Critical Wounds 
  up to 4 times per day, and Resurrect 1 Life per day (the Resurrected Suffering the Loss of 1D6+1 in LVL but with 
  a Gain of +1 to CON). On the other hand, Mesha can be very unpredictable. When Cheerful, she will gladly help 
  both gods and mortals in a caring fashion, but when Bored or Distracted she may quickly become destructive, 
  turning fertile valleys into arid badlands. She has been known to reward well those who have performed brave 
  deeds, while cringing cowards often find themselves left with a Potent Curse.
  Suthak, Goddess of Fertility (CGX)  Symbol - Exaggerated Human Female Figure, Blossum (Valon).
  LVL 031/141 (Cleric 101)     HTK 065     SPD 122      STR 124      INT 204     WIS 181      CON 172      DEX 152
  CHA 193      AGL 162      WIL 156      LCK 165      PSY 192     ACL 106     WPN Scream.
  Disposition - 1. Interruptded, 2. Bored, 3. Passive, 4. Interested, 5. Helpful, 6. Overjoyed. 
  Likely Encountered – Tropical Jungles, Flowered Meadows, Valon, Coastal Islands, Temples, and 
  Beaches.
            Suthak's form on the material plane is one of an extremely beautiful woman of medium height (this 
  varies) with long, flowing dark hair and dark brown eyes. She wears a long white gown with a gold chain around 
  her waist and Gems that sparkle like stars in her hair. If bestowed upon a mortal, the Gems of Suthak will 
  Protect from All Poisons, and add +2 CHA when Worn. All non-Evil life will bow to her, and she is therefor able 
  to walk throughout Gaia with very little trouble. Once each day Suthak has the power to cause all life within 10 
  miles of her to Bloom, Grow, Heal to Full Health, or be Cured from Disease; whatever the need may be. She is 
  also known as The Spring of Life, Goddess of Spring, and the Bringer of Life. She wields complete power over the 
  Charisma of all beings, and can change one's CHA from 2 – 19 at will; or by raising an eyebrow can cause 
  Impotence or Change the Sexual Preferences of others. 
  If attacked, Suthak’s Scream will Instantly Drop HTK, STR, and SPD by 50% +1 (effect lasts 4 turns, 
  range 100 yards). She can also Blow Kisses (range 50 yards) which deliver 2D10 pips of Damage or Healing, 
  depending upon if she is in combat. Any thrown or fired non-magical Weapon or Missile (dagger, knife, arrow, 
  dart, etc.) will be turned back at the attacker. She may Call Promeheme (God of Time) or Kahared (Sands of 
  Time) to her Defense. She loves poetry and the music made by stringed instruments; often Summoning 4 
  Spiritual Minstrels to accompany her travels in the Wilderlands. When seen travelling by night, her way is lit by 
  a great swarm of fireflies in many colors, which Illuminate the area around her in a warm glow.
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  Kahared, Sands of Time (CGX) Symbol - Hour-glass on White Shield.
  LVL 184      HTK 065    SPD 126+     STR 193    INT 202      WIS 174     CON 185      DEX 123+
  CHA 055     AGL 136+    WIL 189     LCK 066     PSY 137     ACL 198
      WPN +2 Mace.
  Disposition - 1. Helpful, 2. Bored, 3. Intense, 4. Concerned, 5. Depressed, 6. Angry. 
  Likely Encountered – Ruins, Deserts, Temples, Mountainous Regions, Dungeons, Caves, and Caverns.
  Kahared appears as a 6-foot-tall metallic humanoid in Warrior's Armor. He can Manipulate Time 
  within 30-feet of his body (shifting up to 1 month + or - ). He is composed of Shifting Sand within an exoskeleton 
  of Hematite, can only be Struck by Magical Weapons of + 2 or greater, and can Summon up to 3 Giant Centipedes 
  (twice per day). These Giant Centipedes (HTK 060, ACL 186) can Bite (doing 2D12+4 pips of Damage) and 
  burrow underground. Kahared will sometimes ride one as a steed. He wields a +2 Mace, hitting at 2D12+2 pips 
  of Damage, and a +1 Shield of Time-Absorption, which can Freeze in Time any wielder of a Weapon it Parries 
  (duration 1D20 hours).
  Followers of Kahared know that Time is the master of many events, and so pay service to him, that 
  their hours of need be lessened. He is known to appear on occasions when Time has the most bearing; when 
  someone is trapped without food or water, trying to outrace some cataclysm, or having particular need of some 
  past item or knowledge. Although, he can only Alter an Envelope of Time about himself, he can Travel forward 
  or backward in time (up to 3 million years) extracting Knowledge or Actual Items from those space-times and 
  Depositing them in the now. He is usually helpful to all G or N Alignments, however he is distrustful of Winged 
  or Reptilian Races, and will refuse any request by an E Alignment.
  Bukera - God of Desert Mountains, The Silent Scorpion (LNG)  Symbol - Glass 
  Scorpion.
  LVL 172/041 (Thief 121)     HTK 120      SPD 126      STR 176      INT 209      WIS 159      CON 163      DEX 143
  CHA 108      AGL 108      WIL 154      LCK 114      PSY 106     ACL 136     WPN +3 Whip, +1 Hammer.
  Disposition - 1. Peaceful, 2. Grim, 3. Mirthful, 4. Suspicious, 5. Pensive, 6. Helpful. 
  Likely Encountered – Deserts, Arid Regions, Badlands, Temples, and Ruins.
  Bukera appears as a stout, 6 foot tall, bearish man with long unkempt beard. He can Move Silently and 
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  Hide in the shadows as a LVL 12 Thief. He has the ability to Shapechange, often roaming in the form of a 
  Scorpion or, if in a hurry, a great Jackrabbit. He can call up great Windstorms twice as powerful as those 
  conjured by Wizards (once per day), and while in mountainous areas, can throw great Fireballs capable of 
  1D20x10 pips of Damage (once per hour or up to ten per day). He carries a +1 Obsidian Hammer on his Belt, 
  which if Struck or Dropped upon the ground will cause an Earthquake of stunning magnitude in a 500 yard 
  radius (duration 6 turns). This Hammer also has the magical power to Absorb All Spells, and the leather Belt he 
  wears allows him to Fly. When the Belt is removed it is transformed, revealing itself to be a Magical +3 
  Hippocamp Whip, which delivers 1D20+3 pips of Damage. Glass or Obsidian is sacred to his followers, and he 
  sometimes melts and shapes sand into glass oddments for them. Shifty merchants in desert regions often claim 
  to be selling rare "Bukera Glass" pieces. Like his Windstorms, Bukera can also call up a Dust Storm or create a 
  Mirage, Once each Day.
  Burkera was the only God of Neutral alignment to defend the races of Gaia (the world) against the 
  alien Markabs in the Uttermost War. He unleashed waves of Earthquakes, doing irreparable damage to the 
  underground Markab cities and strategic bases. For this participation, other Gods of Good (Cilborith, Bachontoi, 
  and Dorak) hold an allegiance to Burkera, and will likely come to his aid (PROB 60% each) if he is ever severely 
  wounded (HTK < 020).
    
  Kazadarum, God of Dwarves (LNG) Symbol – Gold Hammer on Purple Field.
  LVL 126       HTK 118      SPD 145      STR 224      INT 202      WIS 183      CON 194      DEX 136
  CHA 136      AGL 144      WIL 181      LCK 184      PSY 146      ACL 127     WPN +5 Zule Kar
  Disposition - 1. Angry, 2. Annoyed, 3. Disinterested, 4. Interested, 5. Helpful, 6. Involved. 
  Likely Encountered – Dwarven Temples, Deep Mines, Underground Cities, Mountains, Caves, and 
  Caverns.
            Kazadarum stands 5' tall and 3" wide at the shoulders. He has brilliant red hair, beard and eyes. The 
  Dwarf god involves himself mainly in the affairs of Dwarves but will, at times, help other races. He is 99% 
  Resistant to Magic and has the following Special Abilities: can Teleport up to 20 miles (4 Hexes) Twice per Day, 
  Regenerate Health (3 pips per melee round), and Open or Defeat Any Ancient Door, Lock, or Trap created by 
  Mortals. The bejeweled Belt of Kazadarum gives him the power and damage of a Storm Giant when using his 
  bare hands in Battle or for feats of Strength. His Shield has the herald of a Gold Hammer on a purple field and 
  gives him the Ability to Withstand the heaviest Blows if they Strike his Shield. Kazadarum's mighty +5 Battle 
  Axe, Zule Kar (meaning Demon Slayer), is a gruesome Weapon that will do 1D20+5 pips of Damage. It can be 
  thrown like a War Hammer (so doing 1D20+12 pips) yet it will return to his hands (range 120 feet). With a 
  single Blow, it will Slay any Demon < Level 10. Kazadarum is worshipped as a battle god by most Dwarf clans, 
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  and is often referred to as Rock-Father, The Red Slayer, or Demon’s Bane.
  Kadrim - God of Small Birds (LNG)  Symbol - Falcon, Red Falcon (Tarantis and Ebony Coast).
       LVL 152/011    HTK 125      SPD 194      STR 178      INT 203      WIS 103      CON 124      DEX 124
         CHA 126      AGL 175      WIL 124      LCK 142      PSY 123      ACL 115     WPN Talons and Beak.
         Disposition - 1. Helpful, 2. Unruffled, 3. Charitable, 4. Brusque, 5. Domineering, 6. Generous. 
  Likely Encountered – Cloudwall Mountains, Altanis, Wooded Areas, Mountainous Regions, Highlands, and 
  Cloud Cities.
  Kadrim's common form is that of muscular man, 6 foot 7 inches in height; with the head, wings, and 
  (sometimes) Talons of a Falcon. Though a Shapechanger; he has the torso and limbs of a human, his face is 
  white, his wings are blood-red, and his body has a golden tint. He is Resistant to any and All Magic, even though 
  he possesses no magic ability himself. He will Attack Any Chaotic Being within a radius of 2 miles from his Lair 
  in the Cloudwall Mountains (Campaign Map I, Hex 2331). Kadrim despises the caging of birds and will seek a 
  way to free any birds from captivity (and other animals too, for that matter). In a rage, his hands become deadly 
  sharp Talons that can Strike 4 times per round (doing 1D10+2 pips of Damage each). He can also Strike with his 
  Beak once per melee (for 1D12 pips of Damage). His Eyesight can Discern with great clarity Anything to the 
  Horizon, and he is so infuriated by feathered hats that he often causes them to be removed, sometimes with the 
  heads still in them! Kadrim may also assume the form of a Giant Grey Roc while in combat (Bite 2D12 pips of 
  damage, Talon 2D20 pips). Though he has no need to, Kadrim enjoys eating snakes, and has been known to 
  make appearances whenever particularly tasty breeds are being cooked. A slow-roasted Altanian Racer, or a 
  juicy Elphant Hoop Snake with gravy, is a sure way to win his favor.
    
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  Scodem - God of the Hunt (LNN)  Symbol - Arrow.
         LVL 101 (Ranger 201)     HTK 070      SPD 173      STR 162      INT 204      WIS 182      CON 186      DEX 154
         CHA 115      AGL 165      WIL 186      LCK 195      PSY 133      ACL 128     WPN +2 Bow.
         Disposition - 1. Grumpy, 2. Intrigued, 3. Outraged, 4. Distant, 5. Beneficial, 6. Wary. 
  Likely Encountered – Wooded Areas, Lonesome Trails, Hills, Wilds, Scrub Forests, Outposts, and Trade 
  Routes.
  Scodem appears to be a small, hump-backed man with an extremely long nose and very large ears. He 
  stands only 4 foot 5 inches tall, and wears the leathers of a huntsman. All Scodem's Senses are exceptionally 
  keen, keeping him from being Surprised (PROB only 5%). He acts as a LVL 20 Ranger, and can Hide in cover as a 
  LVL 10 Thief. Nothing can evade him. Out-of-doors, he is 100% Magic and Poison Resistant. Whenever he shoots 
  his Magic Bow (range 120 yards), he never misses. Scodem's Quiver is also Magical, producing an Endless 
  Supply of Obsidian Arrows that hit with 2D12+2 pips of Damage. Unless opponents are closer than 10 feet from 
  him, he can target and Loose 2 Arrows per melee. He is also proficient if using a Sling, or Blowpipe; sometimes 
  using Paralytic Poisons to capture and subdue the living. More than a few encounters with Scodem resulted 
  from first being caught one of his snares, pits, or elaborate traps. Scodem’s Blessing adds a Permanent +2 to Hit, 
  but is never bestowed without the completion of some task, test, game, or competition.
  Hercon - Goddess of Directional Magic (LNN)  Symbol - Wand.
       LVL 051/222      HTK 076      SPD 146      STR 123      INT 207      WIS 185      CON 175      DEX 183
        CHA 185      AGL 123      WIL 175      LCK 161      PSY 185     ACL 113     WPN +2 Dagger.
        Disposition - 1. Inquisitive, 2. Generous, 3. Deadly, 4. Wicked, 5. Grateful, 6. Helpful. 
  Likely Encountered – Open Areas, Ruins, the Isle of the Blest, Valon, Deep Caverns, and Grymloch 
  Strongholds.
  Appearing as a beautiful woman, 5 foot 7 inches tall, Hercon carries a Wand of Coldness, a Ring of 
  Magical Protection. She can Cast 2 Spells per melee round in Daylight, but Only 1 per round in Darkness. She can 
  Ignite any combustible material by merely Breathing on it. Her Wand of Coldness permits her to Create a 
  Blizzard in a 400-yard radius (delivering 2D10+4 pips of Cold and Wind Damage, causing Blindness) lasting 6 -
  12 rounds. Her Ring of Magical Protection Turns all Magical Spells directed at her, and Negates all Present 
  Magical Spells or Effects of Users < Level 10 (including Protections, range 100 yards), the exceptions being used 
  potions or scrolls.
  If in a Generous mood, Hercon may bestow her Blessing upon any Magic User. The Blessing of Hercon 
  adds a 1D4 + Bonus Factor to all Directional Magic Spells currently known. She has a keen interest in Large 
  Crystals, Lenses, and Prisms. These objects are often found at Hercon shrines, and sometimes these too will 
  carry with them the Blessing of Hercon. Her earliest worshippers were the Grymlochs. Having unbridled use of 
  Directional Magic was what eventually drove their numbers deep underground (something Hercon deeply 
  regrets). This knowledge was lost from them in the long ages that followed, and living underground has greatly 
  diminished their numbers. She seeks a way of helping restore the Grymlochs to their former selves, or at least 
  encourage their return to the surface, and the grassy fields that were once their home.
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  Sashu - God of Justice and Blind Beggers (LNN)  Symbol - Measuring Scales.     
        LVL 121/201      HTK 103      SPD 108      STR 167      INT 208      WIS 154      CON 114      DEX 175
        CHA 104      AGL 103      WIL 165      LCK 163      PSY 186     ACL 114    WPN Sword of Judgment.
        Disposition - 1. Caring, 2. Disinterested, 3. Indignant, 4. Lecturing, 5. Advising, 6. Outraged. 
  Likely Encountered – Temples, Poorer Neighborhoods, Near Debtor’s Prisons or Jails, Villages, and 
  Trade 
  Routes.
  Sashu appears as a 20 foot tall blind man, and Discerns every Move and Motive of Every Being within a 
  50 foot radius of him. Spells thrown in the air, Directional Magic, and Normal Weapons will not affect him. 
  Anyone striking him will have their Prime Requisite drop by 2 points Permanently, and the Weapon used will 
  Disintegrate, without fail. He carries a Sword of Judgment; any Chaotic being touched by it is Immediately 
  Banished to Hell (or some other plane of infernal punishment) for 1 Year and 1 Day of Game-Time, only to 
  return Naked (itemless) and with All Stats Reduced Permanently by 3+1. All Neutral Characters will be Subdued, 
  if touched by the Sword, without fail, and all Neutrals seeing the Sword may Flee in Fear (PROB 50%). The 
  Sword does 3D6 pips of Damage when Hitting, doing Twice that to Paladins and LG > LVL 9. Any Lock will Fail 
  and Yield to Sashu's touch. Sashu has a love of music, and well-played musical instruments; often playing a reed 
  flute, when merry.
  Vernaha - the Pixie Goddess (LNX)  Symbol - Hummingbird.      
        LVL 101/101      HTK 052     SPD 116      STR 108      INT 209      WIS 129      CON 189      DEX 167
        CHA 154      AGL 124      WIL 128      LCK 184      PSY 184     ACL 067    WPN +5 Platinum Dagger.
        Disposition - 1. Fearful, 2. Friendly, 3. Happy, 4. Playful, 5. Suspicous, 6. Jealous. 
  Likely Encountered – Flowered Meadows, Wooded Areas, Plains, Jungles, Near Pools, Swamps, and 
  Farmlands.
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  Vernaha assumes the form of an ordinary Pixie, blue in color and very cute. She is only visible when 
  she employs a Spell of Visibility; otherwise she is completely Invisible at all times, and can attack without 
  becoming Visible. Vernaha carries an ornately sculptured +5 Platinum Dagger that was given to her by Tardome, 
  a God of War, when she once saved his life. This Dagger is named Sweere, and inflicts a random 1D100+5 
  damage (Zocchihedron recommended) whenever it Hits. Dust from her wings can cause the heaviest objects to 
  Float in the air (defy gravity). She values the wisdom of high-level Clerics; entreats their company, and has a 
  curious interest in the making of obscure Healing Potions.
  She is attracted to the sound of summer locusts or cicadas in places of peaceful solitude. If ever 
  severely injured (HTK < 010), she may call or Summon Tardome to fight in her Defense. Vernaha can grant up to 
  10 years of Youth to Any Being encountered without adverse effects. She can Heal the wounds of Any Living Being, 
  and can Remove Curses of All Types. Her own Curse is known as Vernaha's Vexation, and any being Cursed with it, 
  suffers a Constant Allergic Reaction to All Vegetation (Grasses, Weeds, Trees, Vines, Mosses) and will Suffer a Loss of 
  1 HTK per Day, Without Fail, until removed to a distance of 100 yards from any Living Plant or Vegetation. If her Curse is 
  bestowed while in a glacial or rocky desert setting, it may not be immediately noticed. This is a loss of "Overall HTK" and 
  any pips "lost" by Vernaha's Vexation are Not Returned to the character's stats, even if her Curse is later lifted. Although 
  Not Leathal in itself; unless checked, it Can Reduce Overall HTK to a Permantent 2 HTK.
    
  Alinah, Goddess of the Moon (LNX) Symbol – White Crescent Moon.      
        LVL 155/028    HTK 175+    SPD 178     STR 188    INT 209      WIS 199     CON 205      DEX 154
        CHA 188     AGL 166    WIL 179     LCK 188     PSY 179    ACL 106     WPN none.
        Disposition - 1. Cool*, 2. Smoldering, 3. Amorous, 4. Jubilant, 5. Vengeful*, 6. Helpful. 
  Likely Encountered – Plains, Temples, Ruins, Wooded Areas, Jungles, Hills, Caves, and Caverns. 
  Alinah appears as a tall sender woman with very pale skin. She has 4 Arms; 2 of which are Only Visible 
  when she is in Battle. Alinah is goddess of the Creatures of the Night; and so being, has the ability to Find Any 
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  Creature during Nighttime hours. She is very fond of Lycanthropes, and will always seek to aid them. Alinah has 
  the power to Shapechange into any Lycanthrope Form, and attains an additional 20 HTK while so changed. 
  While in Lycanthropic Form, Alinah will only take 50% of Any Damage inflicted by Any Opponent. Her domain is 
  of the Night. She has little use or respect for those with the impudence to call upon her in Daylight hours; *her 
  Daytime Dispositions being equally Cool or Vengeful.
  Alinah is especially fond of Gold and Platinum. Offerings of Silver, Copper, Bronze, or lesser metals will 
  be taken but not valued. She travels in a Flying Chariot pulled by two very old Silver Dragons from the Moon; 
  Kleopax (HTK 310) and Jaccobex (HTK 277). These two Dragons will never stray far from Alinah, having been 
  charged with the duty of her Service and Protection, even unto their own deaths, by the Man in the Moon many 
  centuries ago. If Alinah wishes to send aid during daylight hours, there is a likelihood (PROB 70%) that she will 
  send one of the two Dragons to assist (PROB only 40% at night). Alinah feels as if she is in constant conflict with 
  the Sun for dominion over the sky, sometimes sending legions of her followers to overthrow the temples of 
  various Sun Gods. To speak of the Sun, or to mention a Sun God by name in her temples or in her presence is to 
  invoke her wrath. She has lately been coaxing an alliance with two Star Gods, Tel Star and Pasperus, for the 
  purpose of waging a war against Umannah, a powerful god of the Sun.
     
  Crondussa - Goddess of Eagles (LNX)  Symbol - Eagle.      
         LVL 121      HTK 063      SPD 185      STR 182      INT 208      WIS 184      CON 187      DEX 147
         CHA 138      AGL 166      WIL 124      LCK 131      PSY 102     ACL 133     WPN War Axe and Claws.
         Disposition - 1. Annoyed, 2. Pompous, 3. Glum, 4. Irritated, 5. Helpful, 6. Merciful. 
  Likely Encountered – Mountains, Cloud Cities, the Isle of the Blest, Giant Villages, and Arid Regions.
  Crondussa bears the shape of a Giant Eagle with the head, bust, and arms of a Woman. Her wingspan is 
  20 feet, and in her powerful arms she bears a +2 War Axe of Silver and a +2 Shield of Roc Feathers. Her 
  powerful black wings can easily take her 170 miles (34 hexes) per day; even when she carries others. She can 
  Transport 3 Individuals at a time; one rider, and one in each Talon. In combat her +2 War Axe can do 1D12+2 
  pips of Damage Twice per melee round, while and her Claws can do 2D10 pips Twice per round.
  Encountered in mountainous regions, Crondussa may help those in urgent need of transportation from 
  place to place; sometimes later demanding costly tolls. She has been known to carry persons away for unknown 
  reasons; those taken never to be seen again. Because of her friendship and knowledge of the Storm and Cloud 
  Giants, it is assumed Crondrussa spends much of her time in amongst the great Cloud Cities of the Sky Realm.
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  Mosinylo - God of the North Wind, Father Bitter Cold (LNX)  Symbol - Icicle, 
  Crescent Moon (Valon).      
        LVL 111       HTK 090      SPD 143      STR 135      INT 208      WIS 208      CON 163      DEX 123
        CHA 112      AGL 125      WIL 165      LCK 129      PSY 164      ACL 114
  WPN Touch.
        Disposition - 1. Bothered, 2. Frigid, 3. Cold, 4. Vague, 5. Interested, 6. Helpful. 
  Likely Encountered – Frozen Realms, Glacial Wastes, the Holy Cities, Ancient Libraries, Ruins, and Near 
  Lakes.
  Mosinylo takes the form of a very old, thin man with a long gray beard, standing 5 foot 6 inches tall; 
  wrapped in a dark leather cloak. His Touch is so Cold that it causes 4 - 24 pips of damage per melee round, and 
  any being in his Grip for 2 melee rounds will also suffer a Permanent -1 to STR, DEX and AGL, without fail. He 
  can Shapechange into a Foggy Mist or Air Elemental at will, and may Summon 1 - 4 Air Elementals (HTK 022 
  each) or 2 Icy Wisps (HTK 044) Twice per Day to assist him, if attacked. He can Create Icy Winds (up to 80 
  mph), that can Freeze Solid any creature within 100 feet of him. The same Icy Wind can Freeze Solid the surface 
  of Ponds or Lakes (1 mile radius, depth 1 foot), locking swimmers or water-craft. Mosinylo is immune to Fire or 
  Heat Magic, and can solidify magma if he chooses to walk on it. He has a personal dislike of Thieves.  
  Umannah - the Sun God, The Radiant Death (LNX)  Symbol - Gold and Red Spiral.
       LVL 141/061      HTK 175      SPD 186      STR 209      INT 209      WIS 178      CON 188      DEX 158
        CHA 125      AGL 188      WIL 168      LCK 163      PSY 128      ACL 093     WPN +5 Sword of Light.
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        Disposition - 1. Generous, 2. Indignant, 3. Merciful, 4. Benevolent, 5. Lonely, 6. Irritated. 
  Likely Encountered – Open Areas, Frozen Realms, Badlands, the Isle of the Blest, and Cloud Cities.
  This god appears as a 28 foot tall man with golden skin and red hair of Fire (actually flames from the 
  scalp). When angered, or when Defending in Combat, his body Radiates a Blinding Light for 2D6 melee rounds. 
  Umannah has but one eye in the center of his head, as a Cyclops, which projects a Heat Ray that can inflict 60 
  pips of Radiated Heat Damage per round (extra Damage against Bows, Staffs, and Wands, with a 20% PROB of 
  their Immediate Destruction by Ignition). His sidearm, a +5 Sword of Light, can deliver 2D12+4 pips of Damage 
  and function as a Wand of Continual Light. Umannah can Shapechange into any Fire-based Creature, but prefers 
  to assume the shape of a Superheated Ball of sparkling light with a diameter of 12 feet. In this form, he can make 
  a 15-mile radius appear as if in Daylight, or can Melt through solid rock (60 - 360 pips of Damage per round), as 
  Superheated Plasma. He may assume this latter form only once per day.
    
  Aniu, Lord of Time (LNX)  Symbol – Hourglass.     
        LVL 158/207     HTK 125    SPD 999     STR 136    INT 209      WIS 999     CON 187      DEX 999
        CHA 168     AGL 999    WIL 199     LCK 153     PSY 204     ACL 095     WPN Temporal Staff.
        Disposition - 1. Bored, 2. Untroubled, 3. Brooding, 4. Mysterious, 5. Ominous, 6. Curious. 
  Likely Encountered – Temples, Ruins, Desolate Areas, Desert Regions, Burial Mounds, and Cloud Cities.
  The Lord of Time will manifest himself as a 6 foot tall, slender man, shrouded in a grey hooded cloak. 
  Aniu does not appear to walk or run from place to place, but Flit Instantaneously from one spot to another. He is 
  often very curt or direct in his speech with Mortals, and rarely involves himself in the play of worldly events. 
  Aniu knows the total history of the Universe and the possible destinies of every Living Being therein. He can See 
  into all Planes of Existence, discern parallel space-time continuums, and can therefore be very helpful in 
  choosing paths, making decisions, or avoiding cataclysmic events. However, Aniu obeys a strict Oath to Never 
  Interfere with Time, so he Avoids divulging the fate of Any Living Being. Only if the balance of Order and Chaos, 
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  Good and Evil, is severely threatened will he intervene. If so desired, Aniu may alter Time; manipulating the 
  events or outcomes of a continuum of existence.
  He carries a shepherd’s staff known as the Temporal Staff. It has the Power of Longevity and 
  Withering, and it’s Touch can Alter the Age of Any Living Being 10 – 200 years per turn. It also permits Aniu to 
  Stop Time for up to 1 month in duration, however, should he do so, it would require him to break his Oath. 
  Requiring Aniu to Break his Oath would require payment in the form of great sacrifices, years of labor or 
  servitude, or arduous tasks, since Aniu puts no value on material wealth. For those who have amused him, or 
  done him some great service, he may bestow upon them an Amulet. An Aniu Amulet is Bonded to whomever it is 
  bestowed upon, and Grants this Being the Power to Flit (Move Instantaneously in Time) From Place to Place 
  (range 20 feet, regardless of walls or barriers) up to 3 times per day. 
     
  Eqni, the Worldly God (LNG) Symbol – Diamond.      
        LVL 166/068     HTK 148    SPD 184     STR 225    INT 203      WIS 192     CON 184      DEX 155
        CHA 148     AGL 163    WIL 172     LCK 129     PSY 138    ACL 117     WPN +4 Skyshaker.
        Disposition - 1. Cheery, 2. Dubious, 3. Carefree, 4. Playful, 5. Stern, 6. Helpful. 
  Likely Encountered – Mountainous or Rocky Terrain, the Strait of Clashing Rocks, Volcanic Regions, and 
  Canyons.
  The Worldly God, Eqni, usually takes the form of a Titan, with bright shining eyes, and a heavily 
  muscled darkly tanned body. He has the Power of Shapechanging and Accurately Mimicking Any Being he 
  desires. Although he appears to be scantily clad in a cloth wrap, if Attacked or in Combat his magnificent Armor 
  of Living Diamonds will become Visible (ACL +11). Having Power over All Elements of Gaia, Eqni can Restore 
  Life to Any Dead Being of Any Alignment regardless of how decomposed the body may have become. That being 
  said; he can Summon or Resurrect Creatures Long-Extinct to Assist him (up to 3 beings, 3 times per day).
  Because of some problems he created for Aniu, the Lord of Time, Eqni is careful to only Resurrect Species in 
  batches of the Same Sex. He may Summon up 3 Pterodactyls to carry your party over the Wine Dark Sea, but he 
  will be sure they cannot procreate and upset the balance of the current Space-Time Continuum.
            Eqni can assume full Control over All Mineral Elementals and Wields a +4 Trident called Skyshaker. In one 
  Hit, it can deliver 3D20+4 pips of Damage, with a chance of Stunning (PROB 20%, radius 10 feet, duration 2 
  turns) Any Being with CON < 15. Being Stuck by Skyshaker will bring a violent force of Vibration Damage to all 
  Items Carried; including Items held in Magical Bags or Boxes. Any Crystal, Glass, or Frail Wooden Items will 
  likely be Shattered.
  Eqni will Not Summon or Resurrect Undead, preferring their Original Living Forms. Although usually 
  in a Friendly mood, when Angered he has the full Power of the Material World at his whim. He tends to Summon 
  Mineral Elementals (HTK 38 each) to Assist him when he so desires, as they will Act on their own, requiring no 
  Control from him. He can Cause Earthquakes of a Magnitude far Exceeding Any Clerical Spell, with the Power to 
  Level Mountains or Cause Vast Crevasses. In the space of 4 Turns, he can Raise an Active Volcano to a surface 
  height of 500 feet, along with Active Lava Flows. This Lava can flow at a rate of 30 feet per round, doing 3D20+
  10 pips of Burn Damage to Any Being it Touches. Anything Flammable within 10 feet of this Lava will Ignite and 
  Burn (Judge’s discretion regarding Clothing and Burn Damage per Character).
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  Teth Tufa, Gnome Goddess (LNG) Symbol – Granite Triangle.      
        LVL 107/404   HTK 103     SPD 152      STR 103      INT 205     WIS 194      CON 186      DEX 166
        CHA 128      AGL 148    WIL 174      LCK 195      PSY 124    ACL 117     WPN +3 Hammer.
        Disposition - 1. Motherly, 2. Peaceful, 3. Indignant, 4. Outraged, 5. Caring, 6. Jubilant. 
  Likely Encountered – Gnomic or Underground Cities, Temples, Ruins, Mines or Stannaries, and Flowered 
  Meadows.
  Teth Tufa, Deep Rock Mother of the Gnomes, appears as a rather stout, yet still attractive, older Gnome 
  woman, dressed in queenly robes. She is usually cheerful and carries a sparkle in her eye. She is a sworn 
  protector of living rock, and loves all Gnomic peoples. They, in turn, worship her; asking her permission before 
  cutting or mining into living rock. Although she is of a peaceful nature and loathe to shed blood, Teth Tufa can be 
  a fell opponent and will use her +3 Warhammer to powerful effect (1D12+3 pips of Damage per Hit).
  More dangerous are her Magical Powers over Stone. As a 40th LVL Magic User, she may use each of the 
  following Spells 1 time per day: 
  Create a Wall of Stone (up to 40 feet high and 1 mile long).
  Rock to Mud or Mud to Rock (up to 400 cubic feet)
  Stone to Flesh or Flesh to Stone (up to 40 Beings at 1 time)
  Heat Rock (up to 1000 cubic feet, and 1000 degrees F)
  Create Landslide (up to 3 square miles)
  Create Earthquake (up to 1 hour of duration)
  Cause Wall to Give Continual Light (entire wall, duration 1 day)
  Speak with Stones
  Repair Stone (up to 50 cubic feet)
  Raise Magma (pool with 10 foot diameter)
  Weather or Age Stone (up to 2000 years, area 50 cubic feet)
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  Shape Stone (as if Clay, up to 100 Cubic feet)
  Summon Giant Magma Golem (20 feet tall, HTK 230)
  Shrink or Grow Stone (increase or decrease size 10x)
  Aside from these Spells, she can Regenerate Health (rate 6 pips per melee round) so long as she is in 
  contact with living rock.
  Definition: Living Rock or Stone is Any unmined stone or rock that is not separated from it’s original bed or 
  formation place (usually underground). She can repair any Stone or Gem, broken or cracked, to it’s original 
  condition, and sometimes makes Gifts of Gnome-Stones. These are Yellow Gemstones which Add +3 to the LUC 
  of those to whom one is given (cannot be compiled), and are often added to Staffs or worn on Hats, as they Give 
  off an Everlasting Light (range 50 feet).
  Ragtha, God of the Waters (LNG) Symbol – Fish.      
        LVL 206/065     HTK 131    SPD 204     STR 207    INT 203      WIS 181     CON 153      DEX 186
        CHA 163     AGL 171    WIL 145     LCK 126     PSY 136     ACL 108     WPN Fists, Breath.
        Disposition - 1. Sulky, 2. Turbulent, 3. Calm, 4. Ominous, 5. Helpful, 6. Angry. 
  Likely Encountered – Open Seas, Deep Waters, Large Lakes, Cities of the Merfolk, and Coastal Waters.
  The God of the Waters appears as a giant Merman, standing 15 feet tall, with grey-green scaly skin 
  over a very masculine physique. Though he breathes both water and air, he is normally keeps to the Sea or large 
  bodies of water, and will only venture occasionally ashore; never traveling more than 1 mile inland. He carries 
  no Weapons, but wears a Stone Crown adorned with Aquamarines. This Crown Grants him the Power of Animal 
  Control (range 5 mile by water, 1 mile by land), permitting him to use Any Sea Creature within range for 
  Assistance. This Crown is Bound to Ragtha so that Any Other Being Wearing it will be Driven Insane (Reduces 
  INT and WIS by 5 points per turn) so long as it is In Their Possession (all points Restored after 12 hours). Any 
  Beings encountering Ragtha may become Immediately Charmed (PROB 40% if CON < 16, PROB 20% if CON > 
  15). He is Capable of Any Water Spell; Clerical, Magical, or Druidical, and can Summon to his Aid 1D6 Water 
  Sprites (HTK 42) up to 3 times per day.
  Having Command of the Waters about him (radius 1 mile), he can Cause Tidal Waves, Raise Water 
  Spouts, or Open Great Whirlpools capable of wrecking great ships by either driving them ashore or dragging 
  them under. From the waters’ surface, Ragtha may Breathe forth a scalding Cloud of High-Pressure Steam (30 
  foot radius) that can do 4D20+10 pips of Burn Damage.
  He is almost universally worshipped my the Merfolk, Humanoid Beings of the Sea, some Fisher Folk, 
  and a few Costal Sea Dwellers. All of his Temples are in Underwater locations, and so worshippers of Ragtha 
  may be Granted by him the Power of Water-Breathing for the purposes of visiting or serving his Temples. 
  Should he later become angered with someone, he might abruptly Remove this Power at an inopportune time. 
  His Strength is immense and, by beating holes in the hull, can drag a large Gallery beneath the waves in 6 turns. 
  Regardless of being in or out of water, his bare Fists can do 3D20+2 pips of Damage (Hitting Twice per round). 
  He is Immune to Poisons, and can Regenerate Health (rate 3 pips per turn).
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  Tardome, God of Aerial Warfare and Falcons (LNN) Symbol – Falcon.      
        LVL 167/045   HTK 178    SPD 154     STR 199    INT 203      WIS 154     CON 147      DEX 178
        CHA 137     AGL 158    WIL 164     LCK 113     PSY 135     ACL 146     WPN +5 Two-Handed Sword.
        Disposition - 1. Inspiring, 2. Pessimistic, 3. Generous , 4. Wary, 5. Autocratic, 6. Raging. 
  Likely Encountered – Open Areas, Highlands, Tundra, Mountainous Regions, Small Forests, Valon, and 
  Ruins.
  Appearing as a 10 foot 2 inch tall muscular warrior with an ornate Winged Helm, Tardome has the 
  Ability to both Fly and Flit Between Dimensions at will. He can quickly Shapechange, and Any Missile he may fire 
  will Always Hit it’s intended target. He carries a +5 Two-Handed Sword named Earth-Render, which can 
  Instantly Change into a +3 Crossbow. As a Sword Earth-render delivers 2D20+5 pips of Damage, while as a 
  Crossbow it deals 2D12+3 pips, with an effective range of 80 feet. His Winged Helm Grants Protection from 
  Magic, and while in Flight, his Armor Can Shine forth a Sunburst, Blinding Opponents (PROB 70% if CON < 12, 
  PROB 50% if CON > 11, duration 1D4 turns). By Shapechanging into a Falcon, Tardome will Drop All Damage 
  Taken, if injured.
  If in an Inspiring or Generous mood, he may put his Blessing upon those he deems worthy. Tardome’s 
  Blessing gives those who Wield Missiles of any nature (spears, arrows, bolts, stones) the Ability to Always Hit 
  anything within a range of 50 feet. They can Never Miss their targets while under his Blessing. He avoids the 
  Subterranean Realm. He is wary or Dwarves, Earth-Dwellers, Halflings, and Merfolk, but often curiously willing 
  to hear tales of adventures in caves or dungeons.
  Rhiannon - Goddess of Witches (LNE)  Symbol - a Two-Faced Woman - one comely, one 
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  ugly.
            LVL 101/162    HTK 110     SPD 109      STR 117      INT 207      WIS 186      CON 129      DEX 146
              CHA 106      AGL 127      WIL 144      LCK 129      PSY 188     ACL 115     WPN +2 Magical Dirk. 
              Disposition - 1. Outraged, 2. Passionate, 3. Boastful, 4. Melancholy, 5. Whimsical, 6. Irate. 
  Likely Encountered – Near the Irminsul Forest, Ruins, Caves, Wooded Areas, Lonesome Trails, and 
  Dungeons.
  Rhiannon can appear as an attractive or hideous woman of only 5 foot 2 inches. She wears a Grey 
  Cloak of Confusion +2, and an Unusual Ring on her right hand which cannot be clearly discerned with the naked 
  eye. Made of platinum, the ring has been burnt black and holds a center-stone of Ruby, with two smaller 
  attendant Emeralds. It is a Ring of Spell Storage, Invisibility, Three Wishes, Water-Walking, Penetrating Vision, 
  and Health Regeneration (5 pips per round). Rhiannon is obsessed with finding the Wand of Whiteworm, which 
  she lost when a large pack of Wargs had attacked her in the great Irminsul Forest (Campaign Map IX). She 
  entraps monsters, forcing them to search for this Wand, and whenever possible recruits others into the quest.
  The Wand of Whiteworm is a powerful Rod of Absorption (can Drag Any Creature, Being, or Object < 
  10x10 feet to the Ethereal Plane) and also serves as a Staff of Striking activated by holding to a grip near the 
  bottom of the Staff. It was crafted for Rhiannon by Dacron to help alleviate a Troll problem she once had. (It now 
  rests in the belly of giant Land Slug in the Northern end of the Sulfer Bog of Wilsat, West of Kahled, Campaign 
  Map IX, Hex 2421). When Striking, the Wand delivers 3D6 pips of damage and has 8 Absorption charges left. Her 
  sidearm is a +2 Magical Dirk (2D6+2 with Poisoning, Health-Drain 2 pips per round), and does Twice the normal 
  Damage against Paladins or Undead.
    
  Phelonious, God of Ancient Kings (NNG)  Symbol - Black Crown.      
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        LVL 161/061     HTK 076     SPD 146      STR 148      INT 209     WIS 199      CON 167      DEX 155
        CHA 114      AGL 126      WIL 144      LCK 183      PSY 183      ACL 125
  WPN +3 Flaming Sword of Cold.
        Disposition - 1. Angry, 2. Mocking, 3. Grim, 4. Careful, 5. Helpful, 6. Forgiving. 
  Likely Encountered – Ancient Battlefields, Ruins, Temples, near Rallu, Tombs, Burial Mounds, and 
  Overlooks.
             Phelonious, the god of Ancient Kings can Call forth from the Dead any King who has lived and passed 
  away. The kings will appear with the same statistics as Spirit Spectres, but without any Life-Draining Ability. The 
  god himself appears as a tall, gaunt man with flowing gray hair and beard. He is garbed in a dark grey tunic with 
  a black crown on the front, +2 Mithral Armor and a midnight blue cape. Upon his head is the Crown of Crowns. 
  The Crown appears to shape-shift as he moves, taking on the aspect of all the Crowns ever worn by the dead 
  Kings he represents. Phelonious appears only at night.
             He Wields a +3 Flaming Sword of Cold which Shatters any Metal it comes into contact with. Those Hit by it 
  Suffer 2D12+3 pips of Damage, and 3 pips of Burn Damage for 3 turns (unless Extinguished). If his HTK falls to < 
  10, Phelonious can Deprive the Area of Oxygen (range 20 yards, duration 2 hours), bringing Unconsciousness 
  (in 4 turns), and Death (in 8 turns). He can Teleport up to 3 times per Day, and can Bless Armor, Rings or 
  Necklaces (which bestows +2 WIS upon the Wearer).
  Pernatem, God of Skulptures, The Image Immortal (NNG)  Symbol – Stone Statue.
        
        LVL 058/026   HTK 075    SPD 177     STR 202    INT 202      WIS 114     CON 162      DEX 144
        CHA 095     AGL 149    WIL 154     LCK 088     PSY 065     ACL 099
      WPN Gold Hammer.
        Disposition - 1. Surly, 2. Calm, 3. Formal, 4. Sympathetic, 5. Contemptuous, 6. Injurious. 
  Likely Encountered – Mineral-rich Areas, Near Mines, Hill Country, Mountainous Regions, and Upper 
  Ghinor.
  Pernatem appears as a 40 foot tall bald man with a very muscular physique. He can Create Any Object 
  (material, non-magical) he wishes, simply by Touching his Hands to Rock or Clay. He can further Breathe Life 
  into Any Object he has Created (lives 500 days). If Missiles (arrows, darts, spears, etc. ) are Fired at him, they 
  have a chance of Bouncing off his rock-hard body (PROB 25%). Any Weapons that Strike Pernatem have a 
  chance of Breaking on contact (PROB 50%). His Touch can turn Any Opponent to Stone (duration 1 week), while 
  Any Being within a 50 foot radius of him will be Slowed to Half-Speed and Can Only Strike once every other 
  melee round. A large Gold Hammer hangs at his side. Whenever he Raises this Over his Head in Combat, there is 
  a chance Opponents will Flee in Fear (PROB 50% if CON < 10, PROB 30% if CON > 9). He will never Throw this 
  Hammer, but when swung violently above his head, it can cause a Whirlwind. Pernatem is extremely gullible if 
  his works are praised. 
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  Rahda, The Child God (NNG) Symbol – Snake.      
        LVL 083/123   HTK 79     SPD 173      STR 068+      INT 202     WIS 073      CON 134      DEX 187
        CHA 165      AGL 168    WIL 138      LCK 098      PSY 145    ACL 113     WPN Fists, Snakes.
        Disposition - 1. Childish, 2. Spoiled, 3. Playful, 4. Timid, 5. Rambunctious, 6. Helpful. 
  Likely Encountered – Populous Villages, Poorer Neighborhoods, wandering Roads or Trade Routes, and 
  Farmlands.
  Rahda appears as a small child, standing a mere 3 feet tall, garbed in a simple tan nightshirt with two 
  large pockets. If angered or drawn into Combat, Rahda grows 10x his size, to 30 feet in height. His pockets 
  contain an endless amount of Poisonous Snakes of All Breeds, and as he uses one giant Fist to pound his enemies 
  to the ground, Stomping upon others, he Pulls these Snakes from his pockets by the dozen, sprinkling them 
  about his irritants. They tend to land in a very agitated state, when not landing directly on those below. While 
  Enlarged, his Fist can deliver a Blow causing 2D12+8 pips of Damage, and by Stomping can cause 3D10+6 pips 
  of Damage. The Snakes (HTK 004 – 007) will Attempt to Bite each round until killed; their Venom Lethal in 5 
  turns. If two or more Opponents are together, Rahda may Kick them (3D10+4 pips of Damage), which will Break 
  any Bows and Staffs held. His STR jumps from 068 to 227 Instantly.
  Rahda can Teleport and Shapechange at will, or can Dance of his Hands. This Dance Causes Sleep to 
  befall all who see it (without fail, duration 6 hours). No Spells or Magic can affect him, he can only be Hit by 
  Weapons +3 or better, and those only do 10% regular Damage. He can Cure Any Wound, and Give a Blessing 
  which Gives the Ability to Charm All Snakes (duration 1 year). If he makes a demand, and grows impatient, he 
  may throw a Tantrum and Curse those who have angered him. Rahda’s Tantrum Curse causes those Afflicted to 
  Suffer a chance (PROB 20%) of Berserking Against Friendlies each time they Enter Combat (draw or ready a 
  weapon, duration 6 turns per event). The Curse lasts a full year.
  Dyrantril, God of Alchemy (NNG) Symbol – Silver Mortar and Pestle on a Brown Field, Leaf (Lenap).      
        LVL 088/107   HTK 72    SPD 126     STR 188    INT 209      WIS 199     CON 209      DEX 147
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        CHA 139     AGL 127    WIL 113     LCK 068     PSY 148     ACL 124     WPN Staff of Alchemy.
        Disposition - 1. Angry, 2. Interrupted, 3. Bored, 4. Intrigued, 5. Sarcastic, 6. Generous. 
  Likely Encountered – Fertile Valleys, Farmlands, Merchant Districts, Trade Routes, Port Towns, and 
  Mines.
  Dyrantril, the patron god of Alchemists all over the world, and will at times lend Aid, Mentor, or Give 
  Advice to his worshippers. He little involves himself with those who know not his name. Dyrantril has the Power 
  to Transmute Elements from one form to another; iron to copper, lead to silver, or water to gold. These 
  Elemental Changes are Permanent and such a change can only be detected by another god.
  Dyrantril stands a little over 5 feet tall, has a dark complexion, fiery blue eyes, and a beard that is shot 
  through with whiskers the color of gold, copper, silver, iron, and other elements. He is garbed loosely in the 
  brown robe, embroidered with various symbols of Alchemy, and wears a low, wide-brimmed hat of the same 
  color of brown (seemingly made of the same material). This Hat Protects him from All Poisons, Curses, and 
  Magical Spells. He wears a Jade Ring of Welding, which allows him to Instantly Fuse any Non-Living Thing to 
  another; permitting him to fuse arrows to quivers, swords to sheathes, or boots to the ground. It can make 
  anyone who challenges him look foolish indeed.
  He Defends himself with his Staff of Alchemy, which at his Will, can Strike in 1 of 3 ways. Firstly, it may 
  Hit doing 2D20 – 1 pips of Damage (Stunning those Hit with CON < 18 for 3 turns); Secondly, it may Hit to 
  Petrify (Turning to Stone anyone with CON < 19 for a duration of 1 year, else 2D20+7 pips of Damage); or 
  Thirdly, Hit to Dehydrate (Reducing Permanently to a Pillar of Salt Any Being with CON < 20, else 2D20+4 pips 
  of Damage). Only by the Will of Dyrantril can Any Petrified or Dehydrated Being be Restored.
    
  Dacron - God of Craftsmen (NNG)  Symbol - Stone Hammer, Hammer over Anvil (Valon).      
        LVL 152/031    HTK 202     SPD 194      STR 198      INT 198     WIS 207      CON 208      DEX 197
        CHA 166      AGL 194      WIL 164      LCK 106      PSY 104     ACL 138    WPN +3 Hammer and +4 Spear.
        Disposition - 1. Angry, 2. Uneasy, 3. Disinterested, 4. Concerned, 5. Helpful, 6. Demanding. 
  Likely Encountered – Lonesome Roads or Trails, Underground Cities or Mines, Valon, Rallu, and 
  Viridistan.
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  Christopher Stevens (order #11826105)
  
              The extremely clever and skillful Dacron, God of Craftsmen, has no permanent home. He is ever on the 
  move. By constantly travelling throughout Gaia, Dacron has long been able to construct any implement (magical 
  or otherwise) that exists (or ever existed). He can accurately Produce or Repair works in the exact style and 
  fashion of any current or bygone culture, race, or tribe (the exception being the alien technology of the 
  Markabs). He looks to be a bronzish skinned muscular man of 5 feet 8 inches in height, with long reddish-blonde 
  hair, wearing a long mustache, but no beard. Due to Dacron's acute Dexterity and Skill, he takes only 25% 
  damage from any blow he receives and wears heavy Leather Armor. He attacks with Hammer and Spear twice 
  each round (total of 4 attacks). His +3 Hammer delivers 2D10+3 in Damage, while his +4 Spear does 2D12+4. 
  Dacron recognizes no causes, societies, or religions, but instead idolizes the art of craftsmanship, 
  loving all items that are crafted by mortal creatures equally, regardless of purpose. He loves buildings, tools, art, 
  and gadgets of all kinds; being especially interested in automatons and items that mimic the living. He can even 
  accurately build some Markab items, having rarely come into contact with their technology. Generally, through 
  the offering of uncommon implements or other interesting devices, Dacron's assistance or favor can be gained.
  Hei - God of Giants, Nephil-Heim the Strong (NNX)  Symbol - Gnarled Fist, Footprint 
  (Ghinor).      
        LVL 161      HTK 085      SPD 173      STR 248      INT 165      WIS 136      CON 185      DEX 123
        CHA 126      AGL 105      WIL 155      LCK 123      PSY 118     ACL 115     WPN +5 Club.
        Disposition - 1. Troubled, 2. Vile, 3. Calm, 4. Morbid, 5. Bored, 6. Curious. 
  Likely Encountered – near the Cruaich Mountains, Ghinor Major, the Isle of the Blest, Hill Country, and Rough 
  Terrain.
  Hei is the God of all the Giant races, appearing as a strong Barbarian male of 16 feet in height; 
  extremely muscular, and slightly hairy. His mighty +5 Magical Club Strikes for 2D20+5 pips of Damage, and 
  causes Any opponent to Drop Any Weapon(s) in their hands. He may also Throw this Club, and wherever it hits, 
  it will Explode like a Great Fireball (doing 2D12+8 pips of Damage, radius 10 feet). After Exploding, the bits of 
  Club will Return to his hand, taking the form of a +5 Warhammer (also doing 2D20+5, but with a 50% PROB of 
  Stun for 3 turns). After an hour of non-combat use, his Club will return to its original clubby self. Hei has a love 
  of Elephants, especially those of the giant breed called Donderri, to be found in the Jungles S of the Cruaich 
  Mountains (Campaign Map XI, NE). To the Giants of Ghinor and all lands S of the Isles of the Blest, he is known as 
  Nephil-Heim the Strong, and offerings are burnt to him by worshippers, on great stone altars. Wildmen and 
  Druids throughout Ghinor also recognize him in their rituals.
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  Christopher Stevens (order #11826105)
  
    
  Beytnorn - God of Trees, Father of the Woods (NNX)  Symbol - Green Tree, Oak Leaf 
  (Valon).
        LVL 091/101 (Druid 101)   HTK 076      SPD 193      STR 182      INT 206      WIS 209      CON 177      DEX 187
        CHA 135      AGL 186      WIL 133      LCK 165      PSY 134     ACL 137     WPN Hands, Leaves.
        Disposition - 1. Distracted, 2. Outraged, 3. Annoyed, 4. Grim, 5. Suspicious, 6. Caring. 
  Likely Encountered – Forbidden Forest, Scarlet Forest, Wooded Areas, near Rivers or Streams of Valon, 
  and near Caves.
  Beytnorn, a 20 foot tall Tree Person, is Lord of the Forests and Protector of Trees. When in battle, his 
  leaves can be fired singly at targets twice per round (causes 1D6 pips of Damage, range 30 feet). Cold and 
  (amazingly) Fire have No Effect on him, however Lightning Will do Double-Damage. Most animals of the forest 
  will obey him, and he can Summon great flocks of Birds, or swarms of Bees, Wasps, or Hornets. His Touch can 
  Cure the Disease of any plant, and the Sap that runs down his bark can Cure Wounds (up to 8 pips, up to 10 pips 
  for Elves) if eaten. His Fingers can tear through Solid Stone, and a single Blow of his Fist can deliver 2D12+2 
  pips of Damage. Beytnorn is most often seen by Rangers or Elves in the Forbidden Forest, but tends to sleep in 
  the Scarlet Forest which was once his home (both found on Campaign Map IX).
   Limtram - Goddess of Meadows (NNX)  Symbol - Sheaf of Grass, Yellow Flower (Isles of the 
  36
  Christopher Stevens (order #11826105)
  
  Blest).
       LVL 121/091 (Druid 061)   HTK 116      SPD 129      STR 148      INT 209      WIS 169      CON 149      DEX 157
        CHA 179      AGL 128      WIL 155      LCK 183      PSY 169     ACL 116      WPN Staff of Windblast.
        Disposition - 1. Impatient, 2. Passive, 3. Cool, 4. Preoccupied, 5. Intrigued, 6. Helpful. 
  Likely Encountered – Meadows, Valleys, Plain of Lethe, near Druidic Dwellings, Altanis, Ghinor Major, and 
  Isle of the Blest.  
  Limtram inhabits meadows throughout the Wilderlands; caring for the natural plants and animals of 
  open areas in forests and grasslands. She also has been seen in plains and some tundra regions, but not in dry, 
  barren lands, such as deserts, frozen realms, or rocky badlands. Shunning enclosed areas; she will not enter 
  roofed buildings, caves, dense forests, or jungles. Because they are not animals and yet they burrow; Limtram 
  has a distrust of Dwarves, and is wary of Halflings. She carries a Magical Pipe (musical) which can Summon and 
  Charm all surrounding meadow and woodland Animals to aid her. Dressed in flowing robes of silver, Limtram 
  roams the meadows and fields overseeing her domain in the form of a 5 foot 6 inch human female, with long 
  copper-colored hair. Limtram's Staff is made of woven Elephant Grass, capable of throwing a Windblast 3 times 
  per day (does 2D6+2 pips of Damage, radius 100 yards, Stuns at < 50 feet, duration 1D4 turns).
  Limtram is also known as the Sister of the Gaia (Altanis), Meadow Mother, and Spirit of the Plains 
  (Ghinor). She is often worshipped by Druidical sects. The Throne of Limtram is located in the Plain of Lethe 
  (Campaign Map IX, Hex 1931), where she can be found most often at dusk and dawn. It sits within a Hidden 
  Glade known as Erstwhile. It is accessed by way of an ancient Cottonwood Tree, which sits above an eternal 
  blanket of white cotton down. Offerings of flowers, nuts, wine, and (when in season) berries are made there at 
  the beginning of each month, by Druids and other peoples about the nearby villages of Jes and Murias.
    
  Tangadorn - God of the Sky Dwellers, The Blue Thunderer (NNE)  Symbol -
  Clouds.
        LVL 202/021      HTK 084      SPD 168      STR 206      INT 209      WIS 159      CON 169      DEX 145
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  Christopher Stevens (order #11826105)
  
        CHA 118      AGL 148      WIL 165      LCK 128      PSY 179     ACL 126     WPN Plasma Missiles.
        Disposition - 1. Playful, 2. Agitated, 3. Angry, 4. Lazy, 5. Mischievous, 6. Elated. 
  Likely Encountered – Open Areas, Hilltops, Mountains, Overlooks, Glacial Wastes, and the Cloud Cities.
  Although Tangadorn has no certain or specific form, but appears to his worshippers on the Material 
  Plane most often as a 25 foot tall blue man with abnormally large ears, 4 eyes in his head, and one eye in the 
  palm of each of his hands. During the Daylight hours he Sees and Hears Everything in a 20 mile radius, or within 
  sight of the ground-plane; horizon to horizon. At Night he keeps to the Ethereal Plane, finding refuge in his 
  palace within the Star Polaris, and only appears on Gaia in Daylight hours. Tangadorn hates darkness, and views 
  any nocturnal creature with bitter contempt. Every place he goes must have light equal to daylight, or 
  Tangadorn will cast a Spell for Continual Light to suit himself. When in an Angry mood, he will demand the most 
  powerful or most prized Magical Item from Any or All within a 1 mile radius, with small chance of it being 
  returned after examination (PROB 20%). However, if on the other hand, he is in a Playful or Mischievous mood, 
  he may announce that it is time for a favorite game: “Musical Might,” wherein he takes the STR of Every 
  Character and redistributes it amongst the Players (Oldest gets Highest, Youngest Gets Lowest, Permanently 
  Swapped). He will not reverse a game of “Musical Might,” and any who voice open complaint, will have their SPD 
  and DEX Reduced by %50+1 (duration 1 day). Any who openly praises the game receives a Bag of Gold (200 
  GP).
  Tangadorn cannot be hit by any Physical Weapon, but can be affected by Magical Spells. He can 
  Shapechange into any object that has ever been bathed in daylight. The Eyes in his Palms can act as Beacons of 
  Brightness, and can throw a Spectral Beam doing 1D12 pips of Radiated Heat Damage (range 300 yards). His 
  main weapon is his ability to form Plasma Missiles. These are emitted from his chest, formed into packed balls in 
  his hands, and thrown once every two rounds. These Plasma Missiles have an accurate range of 100 yards and 
  can deliver 2D20+8 pips of Damage (Dwarves and Halflings taking 50% Less). Tangadorn also has the power to 
  Stop or Control any Mechanized or Automatonic Device, so long as it is not in darkness.
  Grismal, Guardian of the Underworld (NNE) Symbol - Cross with Symbols of one of the Four 
  Elements at each end.
        LVL 176      HTK 090     SPD 128      STR 204      INT 206     WIS 178      CON 188      DEX 147
        CHA 062      AGL 146      WIL 196      LCK 146      PSY 186     ACL 175     WPN Mudza.
        Disposition - 1. Angry, 2. Disinterested, 3. Forgetful, 4. Helpful, 5. Passive, 6. Interested. 
  Likely Encountered – Deep Underground Chasms, Mines, Underground Ruins, Caves, and Caverns.
             The most distinctive feature of this 8 foot tall god is his two heads; they allow for only a small chance 
  (PROB 5%) of catching him off-guard. His eyes allow him to see into all planes at once. Grismal's skin is reddish 
  in color, with the texture of metal. He has no body hair and his only garb is a Mithral loin cloth. His weapon is the 
  Flail known as Mudza; it has Four Balls that are each composed of the essence of one of the Four Elements - Fire, 
  Water, Air, and Mineral. Each Ball has a special Hit Characteristic and Grismal may also choose which Ball he 
  desires to hit with. 
            The Ball of Air does 1D6 pips of Damage when it Hits and those who are Hit may also become Blinded 
  (PROB 30%, duration 2D6 turns). The Ball of Fire does 2D12 pips of Damage when it Hits, and those who are Hit 
  may Suffer Magical Ignition (PROB 50%); Staves, Wands, Bows, Arrows, Spears, Flammable Garments will Ignite 
  and Combust (beards, locks, and eyebrows being especially susceptible), resulting in 2D6 pips of Burn Damage. 
  The Ball of Water does 2D6 pips of Damage, and those who are Hit may be Aged 10 years (PROB 50%) and 
  Suffer a Permanent (one time) Drop of - 2 to SPD, STR, and AGL). The Ball of Minerals does 3D6 pips of Damage 
  and those who are Hit may Suffer Petrification (PROB 30%), becoming Rooted to the Ground for 1D6 Days. 
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  Christopher Stevens (order #11826105)
  
  Anyone Struck with Grismal's Petrification can be Turned to Solid Granite (PROB 30%, determined when 
  Petrification duration has ended) for 1D10x10 years. Grismal is also known throughout Ghinor and lands to the 
  South as the Door-Guard of Death.
  Olmandor, God of Lizardmen (NNE)  Symbol – Crossed Red Axes on a Wooden Shield.
        LVL 178/136   HTK 068     SPD 184*     STR 127    INT 208      WIS 196     CON 195      DEX 165
        CHA 065     AGL 154    WIL 086     LCK 074     PSY 102     ACL 138
      WPN +2 Axe.
        Disposition - 1. Crafty, 2. Wary, 3. Agressive, 4. Lazy, 5. Helpful, 6. Cold-blooded. 
  Likely Encountered – Near Viridistan, Jungles, near Towns or Villages of Lizardmen, Shallow Waterways, 
  and Deserts.
  Olmandor, God of Lizardmen (or Viridians), appears as an 8 foot tall Lizard-like humanoid with scaly 
  greenish skin. He wears a Purple Cloak of Warmth, which Negates Any Magical Cold Spells. This permits him to 
  travel into Frozen regions without pain. Twice per day, he may Summon to his Aid, up to 10 Undead Lizardmen 
  (HTK 033 each). The Viridians were the first humanoids to evolve to the point of leaving the seas to inhabit the 
  lands of Gaia, thus making Olmandor one of first gods to be ever be worshipped. The first temples to be erected 
  were great rings of stone, sometimes walled, wherein Olmandor would appear to give guiding laws and 
  instruction to the early Viridians. He will answer the Call or Summons of Lizardmen in dire need, or at times of 
  their great want. He may also Appear to other races who evoke his name within his Temples, but most often 
  Olmandor appears in long travels, crossing the paths of other wayfarers.
  Olmandor Wields a +2 Axe which delivers 1D20+2 pips of Damage, and a Shield loaded with 12 
  Poisonous Steel Bolts which can be Fired by Fours, or All at Once (each delivering 1D6 and Poison, Health-Drain 
  Saps 1D4 pips of STR per melee round, effective range 10 feet). These Bolts will Rematerialize and be Reloaded 
  for use within the Shield 6 turns after Use. He may also Clash his Axe Against his Shield; in doing so, he takes 
  advantage of his Immunity to Flame and produces a 10 foot tall Ring of Flame about himself at a radius of 4 feet 
  (duration 8 turns). Olmandor can Breathe Water or Natural Gasses, and has Regenerative Powers (can regrow a 
  lost eye in 1 hour, or an entire lost limb in 3 days, including his head). He can Heal himself at a Rate of 6 pips per 
  melee round. Although his hearing is not-so-good, he can See in Infrared and in total Darkness.
  He tends to not be so active at Night, as his movement is 50% slower in non-Daylight hours. Even 
  though he may be underground and far away from sunlight, his movement is Slowed only at Night. For deeds 
  performed in Olmandor’s service, he may Bestow upon those he finds deserving either a Claw or a Tooth, or 
  both. Olmandor Claws, worn as a Charm or Talisman, Grant a Regenerative Power to Heal, even in Combat, 3 
  pips per turn. Olmandor Teeth, worn in the same fashion, Grant the Power of +3 to SPD and DEX during Daylight 
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  Christopher Stevens (order #11826105)
  
  hours. These can be worn together, the Powers being thus Combined, however they are Bound to the Being on 
  which they were Given, and will never function for others.
  Corrno - God of the Thief (NNE)  Symbol - Lockpick, Red Key (Altanis).
        LVL 101/021 (Thief 241)    HTK 063      SPD 127      STR 135      INT 203      WIS 113      CON 125      DEX 172
        CHA 103      AGL 185      WIL 143      LCK 196      PSY 106     ACL 114    WPN +2 Mace.
        Disposition - 1. Sly, 2. Conniving, 3. Suspicious, 4. Patronizing, 5. Simpering, 6. Helpful. 
  Likely Encountered – Poorer Neighborhoods in Cities, Shady Lanes, Taverns, Port Towns, Altanis, and Trade 
  Routes.
  Corrno will appear as a small, sneaky-looking man. He stands 5 foot tall, and wears the ragged clothes 
  of a beggar. He uses a +2 Magical Mace called "Sapper," which will knock Any opponent struck Unconscious for 3 
  turns. When held in the hand, it permits Corrno to Walk-Through Locked Doors (unless the door is Solid Metal 
  or Protected by Magic). If he is cornered in a fight; he will Fight like a Madman (with +2 Hit-PROB Bonus, +2 
  STR, +1 AGL, and +1 SPD). If pleased by an unusual gift or in a Helpful mood, Corrno may put his Blessing upon a 
  person. Corrno’s Blessing adds a +2 Success Bonus to Sneaking, Pick-Pocketting, or Slight-of-Hands moves and 
  lasts for the Lifetime of the Character, or until verbally wished away.
  Corrno has the ability to negate All forms of Magical Lighting, and is said to have left those who 
  displease him tied up in nasty places. He does not personally like to kill, but will leave that to others. He has a 
  distinct interest in Vampires, and is curious about their histories. He keeps in his pocket a pet Vampire Bat, 
  named Nigel, who often fetches small things for him; a gift from Feninva (Goddess of Blood).
    
  Zarkon - God of Long Rivers (CNG)  Symbol - Wandering River. 
       LVL 162/101      HTK 160      SPD 128      STR 174      INT 205      WIS 152      CON 156      DEX 164
        CHA 143      AGL 148      WIL 174      LCK 169      PSY 126     ACL 135     WPN Magical Trident.
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  Christopher Stevens (order #11826105)
  
        Disposition - 1. Skeptical, 2. Generous, 3. Rude, 4. Helpful, 5. Grim, 6. Agitated. 
  Likely Encountered – Azurerain River, in or near Rivers or Streams, Waterfalls, Coastal Waters, and 
  Merfolk 
  Temples. 
  Zarkon is usually seen as a fit middle-aged man with golden hair and a flowing beard, 7 feet 2 inches 
  tall, astride his silver male Winged Unicorn that both swims and flies. Zarkon has lungs and gills, breathes both 
  air and water, but can also breathe all forms of natural gas. His will can command the Waters of All Rivers, 
  Creeks, and Streams (including any Waterfalls), yet has no such power over Oceans, Lakes, or Ponds. He carries 
  a platinum Trident that Hits as a Staff (delivering 1D12 pips of Damage), or can fire a Sonic Blast of 1D20+4 pips 
  of Vibration Damage (range 60 yard radius, 3 charges per Day). This Sonic Blast is Twice as powerful 
  Underwater (2D20+8 pips Damage, 120 yard radius). 
  Zarkon lives under the Azurerain River in the Wise Pillar Forest below the Mooren Falls (Campaign 
  Map IV, Hex 3812). He will occasionally attack ships regardless of crew alignment or intent. He can command 
  any River Creature and is accompanied by 1 - 6 Water Creatures at all times (Dolphin, Shark, Mantas, Whales, 
  etc.) while in the water. Zarkon's Winged Unicorn can shift into the Ethereal Plane (with any rider) 1 time per 
  week. Occasionally, Zarkon takes the form of a giant Lionfish.
  Schleprechaun – Bringer of Bad Luck (NNX)  Symbol - none.      
        LVL 044/023    HTK 055     SPD 077      STR 125     INT 205      WIS 183      CON 186      DEX 116
        CHA 086      AGL 126      WIL 174      LCK 031      PSY 146     ACL 124      WPN +1 Flail.
        Disposition - 1. Mocking, 2. Grim, 3. Hateful, 4. Solemn, 5. Dismal, 6. Interested. 
  Likely Encountered – Tombs, Dungeons, Caves, Burial Mounds, Underground Cities, Secret Cambers.
  The Schleprechaun appears to be a weary Halfling standing 3 feet 5 inches tall. He will never give his 
  true name; in fact, he is Cursed against revealing it. Originally a Halfling god of some distinction, the 
  Schleprechaun found himself losing a quarrel against two more-powerful gods, Limtram and Teth Tufa. The 
  result was that he lost what powers he had over Nature, and was Cursed with a surrounding (but Imperceptible) 
  cloud of Bad Luck, both for himself, and any who travel with him. He is therefore mostly discovered, rather than 
  encountered; locked in vaults, cells in dungeons, behind hidden doors, in bags or chests under lock and key,… 
  but always oh-so-happy to be freed! He will promise anything to help or join the party that saves him from his 
  confines (where the last unfortunate party managed to be free of him). He must avoid saying his own name, and 
  in fact will never give it, and this deception may be perceived, although all else will seem very whole-hearted. 
  Having been Cursed by gods, his funk is undetectable, but will eventually become evident.
  While with a party, all rolls will be reduced by 4, and when Hitting in Combat, for each blow given 
  there is an Increased Chance of Critical Miss (PROB 30%) and Chance of Weapon Breakage (PROB 20%), while 
  Directional Weapons and Magic will Miss more often (PROB 50%). When Not in Combat, there is an increased 
  chance of Losing Items (PROB 20% per being per hour, item random, judge’s discretion) and a greater chance 
  that any Spells Cast may Fail (PROB 50%). Although the Schleprechaun will Fight as a 4th LVL Fighter, he is quite 
  cowardly, and will tend to keep a defensive position in the rear. This is because he is not sure of how physical 
  harm might now affect him. He will willingly be searched, and discovered to have no stolen items on his person. 
  If asked why he was discovered locked away, he will offer that orcs, goblins, bandits, or thieves left him there to 
  die only a few days prior. He will not reveal himself to be a god, but will claim to be a very important Halfling 
  with ties to the pipe-weed trade.
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  Grunchak – Markab God of Technology (LNE)  Symbol - A Bone.      
        LVL 196      HTK 185     SPD 163      STR 199     INT 209      WIS 207      CON 208      DEX 165
        CHA 116     AGL 154      WIL 198      LCK 149      PSY 046     ACL 134      WPN Vorpal Scepter.
        Disposition - 1. Curious, 2. Grim, 3. Cold, 4. Passive, 5. Distracted, 6. Fascinated. 
  Likely Encountered – in or near Markab Ruins, Underground Chambers, Badlands, Open Areas, Undersea 
  Ruins.
  The Markab races, being cold-blooded by nature, were always nearly devoid of emotion, so once they 
  had progressed to the stage of god and deity worship, the blood flowed more rapidly and for ages longer than 
  what was common in the galaxy. The sacrifice of innocents, burnings and drownings, the beheadings and heart-
  cutting, and defilement of their young lasted many millennia without remorse, which resulted in gods with 
  extreme powers. These gods were all of varying degrees of Evil, of course, but regardless of their regional power 
  in the universe, nothing could stop them from disputing amongst themselves. This fighting amongst the various 
  Markab gods culminated in what the Markabs called the War of the Gods. In their anger with each other, these 
  gods actually manifested together on the Markab home planet and waged a cataclysmic 900-year war in which 
  the damage to the planet was so great that continental maps all needed redrawn, oceans poured away, and the 
  plant-life (on which the Markab relied for sustenance) burned away. Over 90% of the Markab population 
  perished, and those who survived lived underground for ages, which weakened their health in several ways.
  When the Markab emerged, all their gods too were in a much weakened state, and vows were made 
  that the Markab would never again worship, or otherwise give power to the gods. Grunchak, being a god of 
  technology, was always a weaker god, and a newcomer to the Markab when the great War of the Gods broke out, 
  so little blame was placed on him for the cataclysm which followed. In time, and in secret, the wealthier and 
  more-powerful of the Markab began to worship Grunchak. In time, the technological advancements being 
  shared freely amongst the rebuilding Markab population, Grunchak grew in power, but always within their 
  secret and unmentioned societies. The powerful wealthy and intellectuals held to this god, because he 
  unfailingly steered them in the direction of beneficial discoveries.
  So, when the pioneering space-expedition to Gaia was launched from Markab for the purpose of setting 
  up colonization and terra-forming facilities on the newly-discovered planet, a few of their scientists were 
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  Christopher Stevens (order #11826105)
  
  secretly Grunchak worshippers. The only reason Grunchak knows of Gaia is because of the prayers to him 
  received from the Markabs while on the assignment. He sometimes roams the abandoned Markab ruins of Gaia, 
  puzzling over what happened to his followers, and when they may return. He is therefore wary of the other 
  races he encounters, and doubtless has supplied the Markab with the technology required to subdue their 
  enemies here. He appears as a black-skinned humanoid, nearly 7 feet tall, wearing a silver metallic suit, which 
  acclimatizes the elements about him to mimic the Markab atmospheric temperatures, pressure, and chemical-
  composition. He does not require this, being a god, but simply finds it pleasing. The Markabs themselves wear 
  similar suits when exploring other worlds, so they are likely of Grunchak’s own design.
  He carries a Vorpal Scepter, somewhat like a field marshal’s baton, which has several buttons on it. 
  Grunchak is in fact surrounded by protective Mechs of his own design, which are cloaked just beyond this 
  dimension, and therefore imperceptible. These Mechs (there are 5 of them) resemble 6-legged mechanized 
  insects, which can Emit jets of Flame, Frost, intense Sonic Waves, or bouncing blue Balls of Electricity. By 
  pressing certain buttons on the baton, Grunchak can uncloak and engage these Mechs for a desired purpose. The 
  Scepter can also Emit a Holding-field which can be directed at a Single target or a Group of beings (Holding 
  Beings Immobile for up to 1 day). More disturbing is that this Scepter can open a Vorpal Hole into which 
  something can be quickly sucked before it closes, presumably into another dimensional plane. These Holes can 
  range in size from 1 foot in diameter to 20 foot in diameter, drawing in anything within an equal distance from 
  it.
  Being of an alien mind-set has it’s disadvantages. The differences between the physical brains of Gaian 
  Beings and his own consciousness, results in Grunchak’s PSY abilities being somewhat retarded in the 
  translation. He can be perceptive of intent, is a Master of All Physical Weapons, but when it comes to 
  understanding the various magical spells (especially of Elvish or Druidic origin) he can become confused.
  Tel Star, God of the Northern Stars (CNG) Symbol - Golden Star.      
        LVL 172      HTK 073     SPD 209      STR 199      INT 209     WIS 149      CON 136      DEX 207
        CHA 163      AGL 204      WIL 141      LCK 131      PSY 194     ACL 129    WPN Golden Lance.
        Disposition - 1. Happy, 2. Helpful, 3. Passive, 4. Disinterested, 5. Gruff, 6. Irritated. 
  Likely Encountered – Open Areas, Plains, Frozen Realms, Glacial Wastes, Above Seas, and near Cloud  
  Cities.
             Tel Star appears as a 6 foot 2 inch tall man with golden skin and faintly glowing silver hair. His Eyes look 
  like deep space with the Northern Stars twinkling brightly in them; capable of Mesmerizing Anyone with CON < 
  14 (PROB 20%). Anyone Mesmerized by Tel Star can Never Attack him. He rides a golden Chariot pulled by two 
  Pegasi; Fleere and Dreete. They will defend Tel Star with their lives. Fleere (HTK 055) and Dreete (HTK 052) 
  appear as silvery white, and can both cast Hold, Negate Magic, and Stun through Psychic Waves (range 100 yard 
  radius). Bowstrings made from the hairs of Fleere’s Tail will Fire True and Never Miss their targets, while 
  Bowstrings made from the hairs of Dreete will bring a Hit Enhancement (PROB 20%) of Instant-Kill of Any 
  Undead (Zombie, Ghoul, Skeleton, Ghost, etc.)
  Tel Star can Teleport or open a Door to another Dimension or Plane with Unlimited Range and 100% 
  Accuracy. Tel Star moves at speeds close to the speed of light, and is said to bend Time to his whim. His weapon 
  is a Golden Lance that fires Lightning Bolts that do 3D20+10 pips of Shock Damage, and Never Miss. Although he 
  resists attacking more than once per Turn, he is capable of attacking 4 times per Turn, and will do so or escape, 
  if his HTK is < 10. Because he serves Chaos, he does not discriminate and will Attack all Lawful types; often 
  without warning.
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  Yojo, God of the Random Chance (CNG)  Symbol – Voodoo Doll.     
        LVL 141/061    HTK 067     SPD 152      STR 066      INT 206     WIS 189      CON 106      DEX 163
        CHA 123      AGL 155      WIL 194      LCK 774      PSY 202     ACL 064     WPN Maniacal Squee.
        Disposition - 1. Lazy, 2. Curious, 3. Distracted, 4. Agitated, 5. Rambunctious, 6. Quiet. 
  Likely Encountered – Cities, Villages, Seer’s Shops, Shipyards, Port Towns, Merchant Shops, Inns, and 
  Trade Routes.
          Yojo appears as a 1 foot tall doll of cloth and straw, with misleadingly lifeless eyes and blank expression. He 
  can shrink himself 13 times smaller, which allows him to creep under doors or between floor-boards like a 
  spider, or (as when attacked) can grow to 13 times his size (or less, as best suits the environment). He will allow 
  Flame or Fire Spells to Hit himself; this only Ignites him in an engulfing Flame which adds a Burn Bonus to his 
  Melee Attacks (Fire does No Damage to Yojo). Once set ablaze, only Yojo can will himself Extinguished. He is 
  incapable of human emotions, so you may set him ablaze in combat, only to have him hug you like a bear and 
  love you to death! He can Hit (doing 1D12 pips of Damage, +3 if on Fire) or Kick (doing 1D20 pips, +2 if on Fire), 
  but forgives easily.
  Yojo controls all Random Chance; everything from the shuffle of tarot cards, to tea leaves, to rolling the 
  bones. He acts as the conduit through which readers and seers have interpreted information from other planes 
  throughout the ages. It is from this plasma of concentrated will, the ongoing play of discerning the outcome of 
  random chance events, that Yojo came into being. His power draws from customs and worship worldwide; 
  regarded and respected even by the most primitive of cultures. He also permits the function of voodoo dolls, 
  witches knots, and similar curses. If you were to sit before a reader of a crystal ball, it is Yojo who permits what 
  is seen in it. There is always a random element at play.
  Unfortunately (or fortunately) for the Player, because he controls the bones; Yojo Determines the 
  outcome of All Dice Rolls in play. Because of this ability, Yojo interacts with Players “Outside the Box.” “You 
  rolled a 16 on a DEX? No, that is an Illusion cast by Yojo. He gave you a 3!” All Dice Rolls being in Yojo’s complete 
  control (including Crits). The best combat against Yojo is done without requiring a roll, or it is better to cease 
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  hostilities altogether. In the event that a fight is halted, and weapons are sheathed, Yojo’s random and chaotic 
  nature will cause him to also assume a non-violent stance. He only rarely kills.
           On a positive note: If you please him, he has the ability to grant any single Player 3 Crits, which he can call 
  to be used in Play at Any Future Time (these can be individually gifted to a needy Party-Member during Play, or 
  used against a foe as a Critical Miss, but can never be used against Yojo). For dice to Hit Yojo, they must be 
  crafted by hand by the Individual Player to use for that sole purpose. If in dire need, Yojo can let out a Maniacal 
  Squee which does 3D20 pips of Sonic Vibration Damage to all beings within a 200-foot radius (Right-Handed 
  Players take an additional 6 pips, Left-Handed take an additional 4 pips, any claiming “Ambidextrous” take an 
  additional 8). He can also emit a Wave of Permeating Fear, which can cause All to Flee in Panic (60% PROB per 
  turn, duration 6 turns, Palladins and Wizards with CON > 17 having only a 20% PROB).
           
  Erion, Dog God, The Crowned Canine (CNN) Symbol – Bone Crown.      
        LVL 206/013   HTK 108     SPD 199      STR 162      INT 204     WIS 065      CON 177      DEX 173
        CHA 073      AGL 158      WIL 115      LCK 048      PSY 055    ACL 124     WPN Bite, Claw.
        Disposition - 1. Wanderlust, 2. Sleepy, 3. Irritated, 4. Playful, 5. Excited, 6. Voracious. 
  Likely Encountered – Shallow Caves or Dens, Wooded Areas, Farmlands, Hill Country, Ruins, and 
  Badlands.
  Erion appears as a 7 foot tall man covered in short, stiff fur, with a face somewhat resembling that of a 
  dog. He also has a tail, which will wag freely, whenever he is not being wary. When first encountered, his 
  tendency of getting acquainted by smelling posteriors can make things awkward. When in a Playful mood, he 
  tends to be distracted my his Tail. He always travels alone, and his keen sense of Smell can Detect any Being 
  around him (range 50 feet), so he is seldom Surprised (PROB 5%). When in Combat, he does 2 Attacks per 
  round, and if he lets out a Howl, Everyone who Hears it is Cursed. Erion’s Curse does an Immediate Permanent 
  (1 time) Drop of – 2 to DEX, AGL and CON while Sapping STR – 1 per turn to a Minimum of 4. This Curse lasts 2 
  weeks, or until a new moon. Blunt Weapons have no effect on him, and he can only be Injured by Edged 
  Weapons + 3 or better. 
  He is Immune to Cold, Fearful of Moonless Nights, and tends to Hibernate if he lingers in cold climates. 
  His Hybernations may last 100 years, but if awaked from one, Erion will definitely be in an Irritated or 
  "snappish" mood for at least 1 week. During one especially long Hibernation in a mountainside cave, his Bone 
  Crown was stolen. By the time he awoke, the scent was too weak to follow deep into the mountain in pursuit. He 
  suspects the Goblins or Draugr have it down there; somewhere in the bottom of the mountain known as 
  Staggheart (Campaign Map II, hex 2911, NNE of Anatal). The Crown was bestowed upon him by the gods Eqni 
  (Earthly God) and Hei (God of Giants) for ridding Altanis of the Undead Wargs of Nolgi (a great necromancer). If 
  recovered, he promises to lead you to the location of a buried hoard of loot  and weapons taken from Skandics 
  (raiders, looters, and pirates).
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  Phread the Sightless, God of Unseeing (CNN) Symbol – Eye with no Pupil.      
        LVL 087/153   HTK 076     SPD 167      STR 184      INT 205     WIS 167      CON 156      DEX 168
        CHA 144      AGL 164      WIL 162      LCK 088      PSY 177      ACL 118     WPN +3 Morning Star.
        Disposition - 1. Helpful, 2. Impassioned, 3. Angry, 4. Bored, 5. Aloof, 6. Caring. 
  Likely Encountered – Towns, Lonesome Roads, Hill Country, Abandoned Castles or Fortresses, Ruins, and 
  Plains.
  Phread the Sightless, appears as a dark-skinned man, 5 foot 8 inches tall, with long black hair. His eyes 
  are featureless milky-white orbs without pupils. When not in Combat, Phread appears to be weaponless, except 
  for a short Baton he carries. This is the Baton of Sight, which Grants him the Power to Discern All Beings (range 
  200 yards), and Protection from any form of Directional Magic. It can emit a Blinding Light, which Blinds All 
  Living Beings (range 50 feet, duration 1D12 turns), and Shapechange into a +3 Morning Star for melee Combat. 
  As a Morning Star, the Baton can deliver 1D12+3 pips of Damage, and those Hit Suffer a Permanent (1 time) 
  Drop of -3 to STR and CON. Any Magic User Hit by the Baton will Permanently Lose the Ability to Cast Any Spell 
  having to do with Vision, Detection, or Sight.
  In Combat, Phread my also Summon Helson, Star of Darkness. This is a Glowing +3 Morning Star, which 
  Fights without his control, as a 12th LVL Fighter (doing 1D12 +3 pips of Damage per Hit). It cannot be Grasped 
  or Held; dematerializing in such instances, and reappearing nearby. It will stay within 20 feet of Phread at all 
  times, or until he wishes it away. Phread is 60% Resistant to Damage by Magic, and is Completely Immune to 
  Detection, Poisons, or Disease.
  Followers who provide Phread with Services or have performed Tasks for him, are often rewarded. 
  This may take the form of Gems, Gold, or a Spell in the form of a Blessing. He may Grant a Blessing of Non-
  Detection, which (for 1 year) renders a Being Completely Invisible and Undetectable to All (defeating all Magic). 
  He may also Bestow a Third Eye; a purely Spiritual Eye in the back of one’s head, which Allows them to see in All 
  Directions. This Third Eye never sleeps, and can Wake the bearer in time of need.
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   Vidmor - Bee Goddess (CNN)  Symbol - Honeycomb.     
        LVL 141/061    HTK 053      SPD 149      STR 109      INT 205      WIS 165      CON 128      DEX 106
        CHA 109      AGL 109      WIL 107      LCK 123      PSY 177     ACL 136     WPN +2 Reusable Stinger and Bite.
        Disposition - 1. Helpful, 2. Distrustful, 3. Vexed, 4. Angry, 5. Curious, 6. Energetic. 
  Likely Encountered – Flowered Meadows, Fertile Valleys, Wooded Areas, Farmlands, Marshes, and 
  Tropical 
  Regions.
  Vidmor is a huge Bee; being 10 feet tall, 12 feet wide, and 18 feet long. Anyone Stung by her takes 
  1D12+2 pips of damage and has a chance (PROB 40%) of being Poisoned into an Immediate Paralytic Sleep 
  lasting 1D20 hours. Her Stinger Regenerates and can Strike every 3 rounds (pesky bee). She can also Bite (doing 
  1D6 pips of Damage) each turn. Twice per day, she can Summon a Swarm of 100 – 1000 Killer Bees. Such a 
  Swarm will Target 1 Opponent Only each turn, rendering 3D20+2 pips of Sting Damage per turn. On rare 
  occasions, and if time allows, Vidmor can Grip an opponent and Concetrate a Radiated Heat into them (doing 
  1D12 pips of Heat Damage per turn).
  If feeling Helpful, Vidmor can safely carry 2 Persons or 1 laden Pack-Animal far distances without 
  dropping (up to 50 miles per day, 10 hexes). She will not fly over mountains or higher than 2000 feet, however 
  she can Teleport Once each day, even while holding others. When initiating an Attack, Vidmor has been known 
  to Project an Illusionary Doppelganger of herself as a decoy. Sensitive to Cold; Cold Spells do Twice the Normal 
  Damage against Vidmor, and she avoids colder climates and higher altitudes, for this reason.
  Possibly as a result of her complex eyes, Vidor is said to have a weakness when confronted with 
  kolidescope patterns; more specifically, moving ones. The Wizard Llangwellan once successfully hypnotized 
  Vidmor near Tlan, by rigging a brightly painted silk pinwheel. This rendered her transfixed and stationary; as if 
  in a dream. It is believed that Vidmor avoids large bodies of water for this reason.
  Coriptis, Goddess of Battle Lust, The Berserker Goddess (CNX)  Symbol –
  Red Sword on a White Field.      
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        LVL 308/044     HTK 161    SPD 205     STR 209    INT 205      WIS 183     CON 197      DEX 184
        CHA 158     AGL 188+    WIL 188     LCK 095     PSY 148    ACL 137     WPN +5 Mal Kazi.
        Disposition - 1. Touchy, 2. Haughty, 3. Benevolent, 4. Playful, 5. Aggressive, 6. Grim. 
  Likely Encountered – Valon, Viridistan, Old Battlefields, near Fortresses or Strongholds, Temples, and Ruins.
  The Goddess of Battle Lust appears as a 7 foot tall woman dressed in Golden Chainmail with a Sword 
  and Shield. Her long red hair flies free and seems to glow with a radiance when she is in battle. Her Chainmail 
  makes her 90% Magic Resistant, and can Heal her lost Health (rate 20 pips per round). She can Strike 4 times 
  each round with her +5 Vorpal Blade Sword named Mal Kazi. It can deliver 4D10+5 pips per Hit, and Instantly 
  Dispels Any Active Defensive Magic of those it Hits. Coriptis received Mal Kazi from Grismal to keep it from 
  falling into the hands of the evil Margonne after the Uttermost War; knowing that Coriptis, despite her chaotic 
  nature would thrive to maintain the balance between Good and Evil. If Coriptis so Wills, a Weapon once 
  Touched to Mal Kazi will Receive a +2 Bonus and be Changed to a true N Alignment.
  She also carries a Shield which Parries or Deflects Blows or Missiles (PROB 80%). Any Weapon to 
  Contact this Shield will Lose Any Magical properties connected to it. In Combat, Coriptis is prone to Fits of Battle 
  Lust (PROB 40%). When suffering from Battle Lust, she Fights like a Berserker, and can sometimes even harm 
  her Allies. It allows her a 5th Strike per melee round, and a +2 to her AGL. She is a god championed by most 
  Amazon Tribes, and Many Hold an Annual Festival of Coriptis, which involves games of strength and stamina. 
  Like Receiving her Blessing; a Talisman of Coriptis, as found in her Temples, can Grant a +2 to the STR and CON, 
  or Grant 1 LVL of Expertise to Any Being of G or N alignment, when prayed to. These Talisman stones are made 
  from Bloodstone with the carved shape of a Sword pointed downward.
  Bandorack - God of Feline Animals (CNX)  Symbol - Feline Eyes.      
        LVL 121/011    HTK 094     SPD 148     STR 208      INT 204      WIS 124      CON 167      DEX 125
        CHA 138      AGL 158      WIL 168      LCK 181      PSY 103     ACL 117    WPN Magical Reed Whistle.
        Disposition - 1. Disturbed, 2. Interested, 3. Wary, 4. Helpful, 5. Untrusting, 6. Angry. 
  Likely Encountered – Wild Expanses, Jungles, Wooded Areas, Desert Regions, Shallow Caves or Dens, 
  and Grasslands.
  Bandorack is seen as a 12 foot tall Humanoid; having the trunk and head of a goldish, furry Man, but 
  the legs and paws of a Lion. His facial-features also resemble that of a Lion, yet he has no problem 
  communicating to either humans or animals. He may call to his aid 12 - 24 non-magical Felines (Lions, Tigers, 
  Panthers, Jaguar, Puma, etc.) up to 6 times each Day. His main weapon is a Reed Whistle he carries on chain 
  about his neck. Blowing this Reed Whistle stuns all opponents (having no effect on Felines) for 1 - 6 melee 
  rounds. He can also strike with his Claws twice per melee (3 - 18 pips of damage each), or Bite once per melee 
  round (6 - 24 pips). If put on the Defensive; Bandorack will release a Bellowing Roar causing Fear (100-yard 
  radius) in all non-feline beings. Any non-feline beings within range of a Bellowing Roar will Flee in FEAR if 
  having < 14 CON or < 12 WIL.
  He associates himself with the ways of the Lion. Therefore, Bandorack believes Females are for tending 
  the young, and the provision of meals, but little else. His disdain for Females of all races, especailly those non-
  feline, can be vividly apparent. He will therefore ignore or become angry with any Female who speaks out of 
  turn or without being spoken to, or who claims to be dominant in any way. He will speak or negotiate with 
  Males most earnestly, yet will always try to avoid dealing with Females. Seeking terms or contracts with 
  Females are simply out of the question. Furthermore, he will distrust Males who keep company with females 
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  who are Not clearly subservient. Any Females wishing to reach terms with Bandorack would be wise to seem 
  meek, and remove any emblems of rank or achievement prior to their audience with him.
  Trameron - God of the Five Seas (CNX)  Symbol - Breaching Dolphin, Starfish 
  (Isles of the Blest).      
        LVL 222/021     HTK 181     SPD 104      STR 195      INT 205      WIS 182      CON 166      DEX 153
        CHA 105      AGL 105      WIL 162      LCK 125      PSY 123     ACL 139     WPN +5 Trident.
        Disposition - 1. Careless, 2. Stubborn, 3. Concerned, 4. Cheerful, 5. Portentous, 6. Helpful. 
  Likely Encountered – the Sea of Five Winds, Merfolk Temples or Cities, Open Seas, Coastal Regions, and 
  Deep Waters.
  Appearing as a green, heavily-scaled man with webbed hands and feet, standing 6 foot 8 inches tall; 
  Trameron carries a +5 Platinum Trident of Chaos. This Trident will ordinarily deliver 2D10+5 pips of Damage, 
  Disarming Anyone Hit; however there is also a chance (PROB 40%) that Anyone Hit (if CON < 12) will 
  Chaotically Attack Anyone within range for 3 Turns (controlled by judge). Trameron wears a Magical Helm of 
  gold, which gives him Telepathic Ability (radius 25 miles), and rides the waves in a Chariot of gold pulled by 8 
  Dolphins (maximum speed of 40-feet per turn). Most Merfolk pay great homage to him, and he favors them 
  accordingly; often interceding on their behalf. He can command any Sea Creature in a 5-mile radius, and when 
  in a Portentous mood, will Predict the Immediate Future Accurately. He collects unusual items lost in 
  shipwrecks (causing some of those sinkings himself), and holds a vast Treasure Vault, near his Throne-room, NE 
  of Vigil Sound (Campaign Map VIII, Hex 2610). There is a large Temple of Trameron in the Merfolk town of 
  Napola (Campaign Map VIII, hex 3726) and a Shrine of Trameron in Merfolk Village of Ollond (Campaign Map 
  VIII, hex 4929). He has made recent appearances at the Napola Temple, and has been present at the Crowning of 
  every Merfolk King.
  The Sea of Five Winds bears it’s title because the Winds therein are often baffling, and sometimes 
  violently unpredictable; blowing North, South, East, West, and sometimes Directly Downward in huge gusts. 
  These Downward Gusts can bowl the surface of the sea for miles, sink ships instantly, and cause destructive 
  waves on far-away shores. It is Trameron who controls this Fifth Wind, and he can call upon this destructive 
  force up to 3 times per day. Should the Merfolk ever be attacked by large forces of surface beings, Mobeus or 
  Trameron would be their greatest protection.
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  Note: All Rooms are completely flooded with the exception of A7 which is reached via Ramp B2.
  Each Square = 10 feet.
  A1 - Guardians Rest and Armory of 12 Undead Mermen. Lances and Swords (HTK 18 each).
  A2 - Guardian 3 Electric Octopi with Poison Ink (sleep-drown), guarding Key to A5, which rests in a Nitch.
  A3 - Throne Chamber guarded by Sea Witch wielding a Wand of Petrification. She can boil or freeze all water 
  within the complex. Golden Throne Chair encrusted with Diamonds and Rubies worth 2,350,000 gp.
  Any being sitting upon Trameron's Throne is healed 20 pips per turn and protected from all magic.
  A4 - Inner Chamber of Portals. Walls have labled stone doors, teleport doors to 12 submerged locales: 
  Modron, Mysk, Lake of the Gods, Chim, Tula, Onomi, Delos, Myriad, Gadiera, Gheulost, Laome, Napola.
  Two Sea-Nagas are sleeping wrapped around two large pillars (HTK 38 and 33), passing will wake. 
  A5 - Hall of Chains. Walls adorned with Gold and Silver chains of vaious lenghts and thicknesses. Two sentral 
  Pillars of White Marble are each lit on four sides by Lono Torches (extinguished if removed) provide
  ample lighting. Any Active Magic within this Hall will call 6 Shadow Sharks (shade creatures with teeth
  that damage both living and undead), HTK 20 - 26 each, can only be hit by Magic, Immune to Cold.
  A6 - In each corner of this room stands tall statues, cut from solid Agate, of four beautiful Mermaids, each hold 
  a differed item; a Sword, Bell, Trident, and Tetrahedron. The base of each is encrusted 44 large cut 
  Sapphires each worth 2,700 gp. The door to A5 requires the Key (located in A2). Tiaras worth 800 gp.
  A7 - The half-flooded Treasury Room, the walls hold racks for items Not water-resilient: Magical Staffs, 
  Vestments, Books and Scrolls of Magic, Wooden Weaponry, Feathered Helms, and Vials of Powdered 
  Chemicals. Items include two powerful Explosive Rockets, a crude Blunderbuss with Powder Horn, 
  and an Elvish Helm of Perpetual Healing (heals wearer 6 pips per turn). 25 Coffers containing 36,000 
  gp each. 17 Bags of Gems worth 12,400 gp each, and 386 Bars of Silver worth 40 gp each.
  A8 - Squeezing Passage. In 2 turns, the walls will begin to close to, takes 3 turns. One side-wall shows some 
  digging, which may afford some respite. Forcing will require combined STR of 60, else it holds for 1 
  Day. 12 Barracuda Wait. The movement and noise of the Squeezing Passage alerts all Guardians.
  A9 - Sentinels Keep. 4 Merfolk Priests of Trameron with Tridents and 6 Merfolk Guards with Dirks (HTK 14 
  each). Each Priest wears a bonded Necklace of Healing (2 pips per turn) and a Vest of Mithral worth
  26,200 gp that turns All Bladed Weapons up to Magical +1. One Priest wields a Wand of Kill Magic.
  B1 - Contains Hidden Door to B2, which CANNOT be detected by Any Means so long as Key to A5 rests in it's
  Nitch in A2, or if any weight replaced that key inside the Nitch. Broken blade fragments on floor.
  B2 - Ramp rising from B5 up 12 feet to A7. Walls holding 22 Vaults of Booty; 11-77,000 gp in each.
  B3 - Biljy the Mystical Crab and Trameron's Personal Pet (HTK 62, immune to All Magic) guards Key to A4, 
  which lies in the bottom of a Silver Coffer, filled with 10,800 gp of Gems. Room contains Scattering of 
  26 Magical Staffs of varying abilities, including the Staff of Mysterious Sands.*
  B4 - Coquille Walls embedded with Rubies and Sapphires Enchanted to Negate All Magic, School of 400 
  Saltwater Piranha will Attack Intruders. A leather Bag holds 4 vials of Healing (3 pips each) and 42 gp.
  B5 - Walls of brightly colored large shells emit a spell of Stupidity, draining 1 pip of INT and WIS per turn,
  duration 1 day. Two keys hang from gold chains (both are useless decoys).
  B6 - Entering here will alert Guardians in A9.  Area lit by several glowing Yellow Crystals embedded in the
  ceiling. Large Pots contain teeth of Shark and Whale. 3 Sawfish Attack (HTK 11, 9, and 8).
  B7 - Pile of Common Weapons and Armor. The gear of those who tried and failed. Some helmets with heads still 
  in them feeding a large assortment of small sea-life. A nearly complete Skeleton will beg you to flee.
  B8 - Rough Room, with natural coral floor and ceiling, filled with many Poisonous and Spiky Sea Urchins (Sleep
  and Paralyze). Small Chest of Pearls worth 80 gp contains 2 Vials of Waterbreathing (duration 1 day).
  B9 -  Entrance to Traneron's Throne Chamber guarded by Giant Octopi (HTK 43), can Call 12 Shark and 4 Orca
  to assist. Chance of Merfolk Patrol of 4 Guards with Dirks (HTK 10 each) PROB 10% per turn.
  *Staff of Mysterious Sands has a Random Attack (1D6) when Capstone is Removed in Combat. 1 -
  Sands form into a hard Javelin piercing all but magical armor for 1D20 pips. 2 - Scouring Sands form a 
  violent dust-devil which rends all non-metallic garb and flesh for 3 turns doing 2D6 pips per turn. 3 -
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  Sands Pool below opponent forming Quicksand pulling to another dimension (portal) within 3 turns 
  (escape requires rolling a 6 on 1D6 per turn or a combined force total of STR 55. 4 - Sands form a 
  Stoneskin Coating on the opponent, rendering them motionless for 1D6 turns. 5 - Suffocating Sands 
  issue forth to enter every orifice of the opponent, causing internal strangulation and certain death 
  within 2 turns. 6 - Sand Stones the size of walnuts burst forth at high-velocity (equal to shotgun 
  force) penetrating all but heavy metal armor doing 8 - 28 pips and massive bleeding.  
  Bondorr - God of Swords (CNX)  Symbol - Crossed Scimitars.      
        LVL 182/081    HTK 072      SPD 168      STR 194      INT 209      WIS 169      CON 174      DEX 166
        CHA 147      AGL 167      WIL 164      LCK 106      PSY 153     ACL 136
  WPN +4 Scimitars.
        Disposition - 1. Jumpy, 2. Violent, 3. Thoughtful, 4. Questioning, 5. Skeptical, 6. Wary. 
  Likely Encountered – Desert Regions, Upper Ghinor, near Duels or Swordplay, and near Armories or 
  Great 
  Forges.
  Bondorr looks to be a powerfully built man with Blue Skin and white hair, standing 6 foot 2 inches tall. 
  He fights with a +4 Scimitar in each hand, one Silver and one Gold. The one in his left hand is Gold and will Parry 
  (PROB 60%) Every Weapon attempting to strike him, and will Break Any Weapon it Parries. Bondorr is Immune 
  to Injury by any Bladed Weapon (Sword, Shiv, Cutlass, Lance, Dirk, etc.), but will take Full Damage from other 
  weapons. The Silver Scimitar in his right hand is so light that he can strike with it Twice each Turn, with a +4 
  Chance of Hitting. Both of these Scimitars Hit at 2D6+4 pips of Damage each. 
  Any Sword held in Bondorr's hands becomes a +1 Magical Sword Permanently, and any Sword he 
  Blesses will Add +1 to the DEX of Anyone Wielding it. He has no use for other weapon types, but will always 
  hear what a wizened blacksmith may say (especially about sword-smithing). If two men are dueling to settle 
  some dispute and swords have been called for, Bondorr has been known to appear on occasion to witness the 
  event. He knows that, in fights to the death, swordsmen will very likely pull out any tricks they may possess, 
  revealing any original masterly techniques they have developed. He is always learning, and honing his skills.
    
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  Garricus, the Dragon Interceder (CNX) Symbol - none.      
        LVL 201      HTK 244     SPD 165      STR 209      INT 209     WIS 199      CON 168      DEX 154
        CHA 104      AGL 176      WIL 168      LCK 115      PSY 196     ACL 199     WPN Breath, Bite, Claw, Tail.
        Disposition - 1. Inquisitive, 2. Destructive, 3. Demanding, 4. Suspicious, 5. Amused, 6. Pensive. 
  Likely Encountered – near Recently Slain Dragons, Mountainous or Volcanic Regions, Plains, and 
  Grasslands.
  Garricus, a Dragon-God, takes the form of a giant Three-Headed Dragon, 50 feet tall and 200 feet long; 
  each head visibly different from the others. Whenever a Dragon feels their death was untimely, or that they 
  were unjustly slain in battle, they may appeal to Garricus to intercede on their behalf. Garricus will investigate, 
  sometimes confronting witnesses or the Dragon's slayers themselves, to discern if the Dragon's death was fairly 
  won. If there was any foul-play or deception found in the interviews, Garricus may restore the spirit to the 
  corpse of the Dragon; or, in cases where the Dragon's body was burned or scattered, render up a new body full 
  of vigor and vitality. Resurrected Dragons are not always in the best of moods, prior to their first hogshead of 
  coffee.
  Each of Garricus' heads are of a different Alignment to suit his primary task; Good, Neutral, and Evil, 
  with the ability to Speak all known languages (both current or dead), and Discern Lies or deception. These 
  abilities are great aids when interviewing beings of all cultures and breeds. Anyone who lies or attempts to 
  deceive him during questioning will be attacked immediately; there being a chance (PROB 20%) that a single 
  liar will cause Garricus to attack the entire party in a rage. His Good Head can Breathe Frost (3D10+8 pips of 
  Cold Damage, taking 50% less each turn, Cold duration 3 turns), his Neutral Head can Breathe Lightning (3D20+
  10 pips of Shock Damage); and his Evil Head can Breathe Fire (3D12+8 pips of Burn Damage, taking %50 less 
  each turn or until extinguished, duration 3 turns). The Good Head will only attack Evil, the Evil will only attack 
  Good, but the Neutral will attack All, whenever in combat; each Head may Breathe Once every 3 Turns. He can 
  also inflict damage by Bite (1D20 pips) or Claw (1D10 pips) or Tail Whipping (1D20 pips) every turn. If his 
  defeat appears imminent (HTK < 040), he will Regenerate Health (2D6+6 pips per round). His scales may only 
  be pierced by Magical Weapons or Magical Arrows.
  Because of his task, Garricus will sometimes appear where a Dragon has recently fallen, or suddenly 
  appear before those who have been party to a Dragon-slaying. His questioning can be intense, and he holds no 
  regard for anyone who might cause him to err in his just duties. Upon restoring a Dragon, or terminating his 
  interviews; he will generally consider his task done and depart; leaving the living to their astonishment. There is 
  no account of Garricus aiding a restored Dragon in a rekindled battle, or any other Dragon in battle.
  Kala Kala, the Fire God, God of Flaming Mountains (CNX) Symbol – Red Flame on 
  a Black Field      .
        LVL 202/044     HTK 152    SPD 208     STR 153    INT 203      WIS 176     CON 204      DEX 188
        CHA 036     AGL 183    WIL 122     LCK 103     PSY 163     ACL 086     WPN Molten Brimstone.
        Disposition - 1. Boastful, 2. Defiant, 3. Angry, 4. Somber, 5. Smoldering, 6. Warm. 
  Likely Encountered – Active Volcanic Regions, Volcanic Isles, Deep Underground Crevasses, Deserts, and 
  Ruins.
  Appearing at a Human Flame, 30 feet tall, Kala Kala if often astride his great Red Dragon named 
  Shashuk. Kala Kala has Can Unleash Any and All Spells regarding Fire or Heat and can Summon 1D6 Fire 
  Demons (HTK 82 each) to Aid him, up to 6 times per day. He is reputedly a Child of the Sun, having been cast or 
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  falling to Gaia, before the mountains rose from the seas. In Combat, he Hurls huge Blobs of Molten Brimstone 
  (large enough to cover an area with a 15 foot radius), doing 1D100+12 pips of Burn Damage and leaving behind 
  a 30 foot wide Pool of Lava (1 foot deep). This Lava will do 3D20+4 pips of Burn Damage to Any Being it 
  Touches, and will Ignite Anything Flammable (carried or worn) by Beings within 5 feet of it.
  Kala Kala is very proud of his appearance, and often boastful of his beauty and destructive power. He 
  brags that it was he who taught the earliest mortals the use of fire, and that should he so desire, it would never 
  serve another living being. Before Kala Kala will ever agree to Assist a Mortal, a large Fire must be built in his 
  name, and offerings must be provided to him. Burning a villiage or two wouldn’t hurt. He does have the Power 
  to Extinguish any Natural Flame, and only Magical Flames produced by Others are Beyond His Control. Showing 
  him any form of disrespect is unwise, as his Mood is prone to rapid change. If in a Smoldering or Fuming mood, 
  he may simply raise great clouds of fiery smoke and lighten the skies, however if someone insults or displeases 
  him, they find that they can no-longer cast Fire Spells, or gain a rather hot reception, swimming laps in a pool of 
  magma (blorp blorp).
  Shashuk, the Great Red Dragon (CNE)  Symbol – Burning Eye.      
        LVL 208/099   HTK 210    SPD 207     STR 228    INT 186      WIS 179     CON 202      DEX 142
        CHA 045     AGL 165    WIL 112     LCK 078     PSY 027     ACL 196
      WPN Bite, Claw, Breath.
        Disposition - 1. Irritable, 2. Unamused, 3. Vicious , 4. Hungry, 5. Restrained, 6. Braggadocious. 
  Likely Encountered – near Kala Kala, Open Areas, Shallow Caves or Pits, Craters, Mountain Tops, and Canyons.
  Shashuk, the truly great Red Dragon, is the servant and mount of Kala Kala, God of Fire and Flaming 
  Mountains. She is a 62 foot long Fire-Breathing winged serpent of old. Shashuk carries the Fiery God on his 
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  mighty back, whenever Kala Kala needs visit the Material Plane, for the Dragon is Immune to Fire; in fact, being 
  in contact with Fire actually Heals Shashuk (at a rate of 7 pips per round). Whenever Kala Kala is in contact with 
  Shashuk, it adds 17 pips of Healing per round to counter any Lost Hit Points. Any would-be Opponent would be 
  well-advised to keep them separated!
  She can Bite (doing 2D20+5 pips of Damage) or Claw (for 2D10+7 pips of Damage), but her most 
  deadly weapon is her Breath of Fire. She can Breathe Flame to a distance (range) of 120 yards, delivering death 
  at the following powers: 7D20+10 pips of Fire Damage at 60 yards. Targets < 60 yards away Add 1D6 in 
  Damage per 10 yards of closeness. Targets > 60 yards away Subtract 5 pips per 10 yards of distance. If Hit by 
  her Breath of Fire, Clothing and Combustibles Will Ignite and Result in 1D12 of Burn Damage for the next 4 
  turns, unless extinguished. She can also Whip her Tail, delivering a Stunning Blow (2D12 Damage, plus Stunned 
  for 1D4 turns).
  Shashuk has the Ability to Turn Away All Magical Spells and Missiles, both shielding herself, and Kala 
  Kala. Her Wings are powerful enough to flounder or poop medium-sized ships with reduced battle-sails, or drive 
  all flying creatures from the air (radius 100 yards). On rare occasions, Kala Kala may (PROB 30%) send Shashuk 
  in his stead to aid his followers or perform some deed. He would only loan her out to others at great cost (PROB 
  10%), and her returned condition would determine your fate.
  Xirchiriog, Chaos Unbounded (CNE)  Symbol – a White Z amid 4 Stars.      
        LVL 188      HTK ***     SPD 178     STR 198    INT 205      WIS 148     CON 183      DEX 157
        CHA 065     AGL 144    WIL 173     LCK 113     PSY 085     ACL 135*
      WPN *varies.
        Disposition - 1. Playful, 2. Antagonistic, 3. Helpful, 4. Vicious, 5. Lighthearted, 6. Agonized. 
  Likely Encountered – Wild Expanses, Underground Caverns, Hill Country, Jungles, Grasslands, and 
  Swamps.
  Because Xirchiriog has always appeared in a different form, and is likely during Combat to 
  Shapechange every hour (PROB 70%); use the following charts to determine this god’s current form, powers, 
  and attributes. Being chaotic in form often gives off the startling appearance of a ferocious beast, this can be 
  deceiving because underneath Xirchiriog usually possesses the friendly if not playful demeanor of a young 
  puppy (sometimes with teeth).
  Form Taken: Roll 1D20
  1. Manicore (HTK 129, female, 15 feet tall, Claw, Bite, Summons Griffons, Heal rate +4 per melee), 
  2. Scaly Bear (HTK 070, male, 13 feet tall, Poisonous Claw and Bite, Fire Breath, Immune to Fire), 
  3. Giant Tarantula (HTK 045, ACL 116, 11 feet tall, Poisonous Bite and Paralysis Sting PROB 70%, 
  duration 8 turns), 
  4. Pheonix (HTK 090, 15 feet tall, Fire Breath, Immune to non-Magical Weapons), 
  5. Triceratops (HTK 085, male, 9 feet tall, Gore, Bite, Trample), 
  6. Giant Komodo (HTK 077, female, 7 feet tall, Poisonous Bite, Heal rate +5 per melee). 
  7. Giant Stag Beetle (HTK 089, ACL 188, 9 feet tall, Bite, Heal rate 3 per melee), 
  8. Giant Octopus (HTK 062, ACL 115, 12 feet tall, reach 80 feet, Poisonous Bite, Heal rate +4 per 
  melee), 
  9. Cyclops Troll (HTK 092, male, ACL 138, 10 feet tall, +2 Club, Immune to Fire), 
  10. Two-Headed Hobgoblin (HTK 047, male, ACL 127, 8 feet tall, +2 Stone Hammer, Heal rate +4 per 
  melee), 
  11. Winged Succubus (HTK 068, female, 7 feet tall, ACL 128, CHA 206, +4 Flaming Sword), 
  12. Griffon (HTK 087, 11 feet tall, Claw, Bite, Immune to Magic), 
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  13. Giant White Liger (HTK 074, ACL 127, 10 feet tall, Claw, Bite, Heal rate +7 per melee), 
  14. Mastodon (HTK 094, female, 15 feet tall, Gore, Trample, Immune to Cold, Deflect Missiles at PROB 
  50%), 
  15. Winged Raptor (HTK 084, ACL 145, 9 feet tall, Claw x2, Bite x2, Immune to Fire), 
  16. Giant Tentacalled Slug (HTK 106, ACL 104, 14 feet tall, reach 18 feet, Constriction, Heal rate +2 
  per melee), 
  17. Green Slime (HTK 066, ACL 077, mass 9x9x6 feet, Acidic Touch, Suffocation, Weapons do 20% 
  damage),
  18. Five-Headed Hydra (HTK 105, male, 11 feet tall, Diseased Bite x5 per melee, Immune to Cold).
  19. Warrior Automaton (HTK 069, ACL 196, 12 feet tall, +2 Morning Star and Shield, Immune to 
  Magic).
  20. Giant Frog (HTK 078, 10 feet tall, tongue reach 12 feet, Acidic Spit, Healing rate +4 per melee)
  Special Attacks: (in Combat, each 6th turn, Xirchiriog will use one of the following) Roll 1D12
  1. Sonic Wave (does 1D12+4 pips of Vibration Damage, Any held Potion Bottles or Vials will Shatter, 
  range 100 feet).
  2. Belches Toxic Gas (Sleep and HTK Drain 2 pips per turn, PROB 70% if CON < 12, 50% if CON > 11, 
  duration 6 turns).
  3. Spell of Berserk causes the Opponent(s) with Lowest CON to Attack at Random, range 50 feet, 
  duration 5 turns.
  4. Spell of Shapechange transforms Opponent(s) with Highest INT into a Hedgehog, range 50 feet, 
  duration 1 day.
  5. Rain of Yellow Stinging Jellyfish, area of 20 foot radius, 1D12+2 pips of Pain Damage, 20% PROB of 
  Flee in Panic.
  6. Sucking Wind, pulls Any Being within 15 feet into Bodily Contact with Xirchiriog, unless AGL > 19.
  7. Chain-Lighting, Strikes 5 times, Any Beings at Random to a Range of 100 feet, each Strike does 1D20
  +4 pips.
  8. Scaly Skin, PROB 50% Opponents Skin becomes Reptilian, unless Reptilian. Drops CHA by 5+1.
  9. Sex Change, PROB 70% Opponent becomes Gender-Reversed, does not affect Amazons.
  10. Petrification Spell, changes Any Being to Stone (PROB 50% if CON < 15, PROB 20% if CON > 14, 
  duration 3 days).
  11. The Ugly Stick, Opponents Become Hideously Deformed, CHA Drop to 4, AGL, SPD, and DEX Drop 
  50%... Tentacles!
  12. Pip-Siphon, Draws 10% of each Opponent’s HTK, and Adds them to Xirchiriog’s HTK. Causes 1D6 
  in Pain Damage.
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  Braz-Kazen - God of Smoke (CNE)  Symbol - Dark Cloud.      
        LVL 121       HTK 058      SPD 129      STR 209      INT 209      WIS 189      CON 189      DEX 175
        CHA 128      AGL 155      WIL 167      LCK 125      PSY 116      ACL 104
  WPN +2 Sword of Flames.
        Disposition - 1. Placid, 2. Turbulent, 3. Angry, 4. Bored, 5. Vengeful, 6. Helpful. 
  Likely Encountered – near Dundain Lake, Giant Villages, near Dwarven Forges, Open Areas, Jungles, and 
  Karak.
  Braz-Kazen takes the form of a Giant Berserker, 24-foot-tall, and will fight as a Storm Giant. He wears a 
  Magical Belt of Fire that can produce a choking Cloud of Smoke (10-foot radius), and while so Engulfed, Any 
  Physical Hits he takes are Reduced 50%. This Magical Belt also Protects him from All forms of Electrical Attack 
  (Shock or Lightning). He Wields a +2 Sword of Flames which hits with 1D20+2 pips of Damage. Anyone Hit by 
  this sword is Immediately set Aflame; taking Burn Damage equal to 50% of the Character’s STR (duration 3 
  turns, unless extinguished). He is able to Levitate Twice each Day. Fire Attacks against him Mends his Serious 
  Wounds, but Cold Magic will do Double-Damage against him. 
  He is Wary of Elves, but has an Interest in the Forging of Magical Weapons, especially Dwarven. His 
  Throne Room overlooks Dundain Lake; his Fortress sits atop a high mountain N of the lake (Campaign Map III, 
  Hex 4518). He is sometimes encountered by the lost who wander the Dar Undine Desert E of the Glow-Worm 
  Steppes. It is believed that Braz-Kazen has a Treasure Vault of Weapons hidden there. Many have perished in 
  search of it, being fooled by maps claiming to show its true location, but the stories persist.
  Mungo, God of Nightmares (CNE)  Symbol – Dark Cloud Surrounding an Eye.      
        LVL 111/101    HTK 056      SPD 138      STR 183      INT 204      WIS 162      CON 175      DEX 157
        CHA 157      AGL 143      WIL 185      LCK 113      PSY 196      ACL 115
  WPN +4 Halberd.
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        Disposition - 1.Curious, 2. Mad, 3. Spiteful, 4. Sarcastic, 5. Amused, 6. Sleepy. 
  Likely Encountered – near Burial Mounds, Tombs, Overlooks, Dungeons, Mines, Underground Cities, 
  Caves, 
  and Caverns.
            Mungo appears as a 5' 3" tall man with dark skin, dressed in clothing robes of deep purple; often seeming 
  to step out from a dark cloud, which lingers about his person. If Mungo chances upon a sleeping person or 
  persons, he may Cause them to have a Nightmare more terrible than they have ever had before (PROB 20% of 
  Instant Death from Fear). The victims will Not Awaken until the Nightmare is over or until Mungo Awakens 
  them himself. If the god decides that he does not like a member of an adventuring party (PROB 10%), he will 
  Immediately Attack that person. If Mungo Kills his victim, that person will Disappear Forever from this 
  dimension.
            Mungo’s + 4 Halberd Hits doing 2D10+4 pips of Damage with the chance (30% PROB) of Dropping the 
  Opponent into a Catatonic Sleep (duration 3 Days). He is an excellent Illusionist, and can Conjure Lifelike 
  Illusions (Monsters, Persons, Treasures, Traps, Walls of Flame, Deep Chasms, etc.) Mungo may give Amulet 
  Necklaces those he deems worthy. A Mungo Amulet Protects the Wearer from All Fear, but is bonded to that 
  single owner, as the Protection will Fail if the Amulet is worn by anyone else.
     
  Mobeus, God of the Deep (CNE) Symbol – Finned Fish.      
        LVL 201     HTK 388     SPD 183      STR 209      INT 165     WIS 207      CON 204      DEX 104
        CHA 047      AGL 115      WIL 194      LCK 119      PSY 169     ACL 159
  WPN Bite, Barb.
        Disposition - 1. Amused, 2. Vengeful, 3. Irritated, 4. Playful, 5. Blooding, 6. Unconcerned. 
  Likely Encountered – Open Sea, Deep Waters, Valon, Coastal Areas, Beaches, Bays, near Merfolk Villages 
  and Towns.
  Great god of the deep, Mobeus appears to be a massive Coelacanth. His true size is hard to fathom, as 
  his body has only ever been seen in part. His head is estimated at 80-feet wide, and he can use his powerful 
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  fore-fins to Heave his broad head and neck up onto Land to Attack or Converse with whomever he wishes. He 
  has a wide mouth, like that of a Catfish, with great Stinging Barbs 34-feet long. He does have two rows of jagged 
  teeth, and below his chin (resembling a beard) are 12 Tentacle-like Mandibles which assist his eating. He has 
  both gills and lungs to breathe water or air; though his Eyesight is somewhat Hindered by Wind when out of 
  water. While in water, his Hearing is quite sharp, so much so that nothing moving in the water within a 5-mile 
  radius of him (1 Hex) can elude Detection. Submerged, he easily can converse with whales and other perceptive 
  creatures thousands of miles away.
  He is worshipped by Poseidon, the Lesser Gods of the Sea, the Sea Mages, the Sea Witches (chaotic 
  powerful sorceresses), Merfolk, and even some races that walk upon the land. Unlike Poseidon, who was always 
  a god, Mobeus began his life as a mortal Fish; the First Fish, the oldest of his kind. His longevity, wisdom, and 
  deeds found the favor of other gods, and it is from them and the worship of other mortals that he outgrew 
  mortality. This feat was never accomplished by any Land Creature, and so Mobeus has grown to become the 
  wisest, largest, oldest living thing in all of Gaia. He remembers all things, converses in all languages (with the 
  exception of races that live far inland). Even the Markabs learned to converse with him; having once captured 
  him for the purpose of better understanding the world’s history. Of all the gods, he is the only one to have never 
  left the Sea.
  He can easily batter great ships to flotsam, cause 40-foot tall waves to hit the shore, or swallow things 
  as large as a whale whole. Modeus is strangely watchful of large vessels traversing the Uther Pentwegern Sea 
  (Campaign Map V) and will sometimes follow, stop, or question crews as to their cargos, destinations, or reasons 
  for being there. Some hold that Mobeus guards something of great power below the waves there; gates to an 
  abandoned Markab Complex or a secret Merfolk Treasure Palace.
  The Scales of Mobeus, however won, are greatly prized for several reasons; though Mobeus has been 
  known to bestow these rare gifts to certain heroes, a pirate of the Ebony Coast, the great Koljiobi, wielded one 
  which he claimed to have successfully stole. These Scales are used as Shields and Life-Preservers, for both 
  surviving in waterless deserts, as they are contantly moist and drip pure water, and in icy cold areas, for they 
  maintain the constant temperature of Mobeus' own warm 82 degrees, so that in such areas the shield also gives 
  off a some-times defensive cloud of steam. They can absorb 50 - 100 pips of Damage from Non-Magical 
  Weapons and Missiles, and 20 - 50 pips from Magical Weapons and Missiles; while being completely Resistant 
  to Fire of All Kinds. It is known that upon the Coronation of Merfolk Kings, and sometimes at their Royal 
  Weddings, Mobeus has gifted his Scales, not only to males, but to females as well. The Kings and at least one 
  Queen was burried with their Mobeus Scale Shields, as it is understood that they are not to be willed or passed-
  down.
  Torrchas - God of Fools (CNE)  Symbol - Jackal.      
        LVL 041/121    HTK 052      SPD 106      STR 178      INT 206      WIS 133      CON 165      DEX 144
        CHA 114      AGL 146      WIL 129      LCK 139      PSY 149     ACL 107
  WPN + 2 Flail of Giggles.
        Disposition - 1. Mirthful, 2. Mocking, 3. Depressed, 4. Cunning, 5. Happy, 6. Mischievous. 
  Likely Encountered – Desert Regions, Badlands, Jungles, Wooded Areas, Inns, Outposts, and Taverns.
  Torrchas appears to be a 4-foot-tall Jackal-headed Halfling with a long bushy tail. He wears a loose, 
  short robe of buffed-leather. Tucked into a blue sash about his waist he keeps as short Jade Rod, called Gedar. 
  His primary defense; when Gedar is waved over his head, it Protects him (or Anyone using it) from All Magical 
  Spells, Curses, or Poisons for one full day. His Weapon is a +2 Flail of Giggles, which Hits at 1D10+2 pips of 
  Damage, and Will Paralyze Anyone Hit with a Fit of Uncontrollable Laughter lasting 1D12+1 melee Rounds. He 
  also carries the Verbosh Book, which when read aloud will cause every non-Bard Listener a Permanent INT and 
  WIS Drop of 2 pips (Without Fail).
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  Shindra - Goddess of Dancing Girls (LEG)  Symbol - Drum, Harp (Altanis and Valon).     
        LVL 101/051   HTK 078      SPD 187      STR 148      INT 207      WIS 102      CON 164      DEX 184
        CHA 184      AGL 108      WIL 153      LCK 113      PSY 107      ACL 104
  WPN  Magical Flute.
        Disposition - 1. Pensive, 2. Happy, 3. Carefree, 4.Spiteful, 5. Amorous, 6. Jealous. 
  Likely Encountered – Desert Regions, Grasslands, Flowered Meadows, Altanis, Lenap, Valon, and Port Towns.
  Shindra takes the form of a 6 foot tall, charismatic, physically-lean, and limber woman with water-
  colored hair. She has 4 Arms, keeping one hand free for playing, yet holds onto one of Three Magical Weapons in 
  each of the others. These are a Magical Flute (when Played, All who Hear will start Dancing wildly about, range 
  200 yards, duration 6 turns), a Harp of Charming (when Strummed, Charms Any Being with < CON 14, duration 
  6 turns), and a Drum of Chaos which when Beaten, causes severe Confusion to Any Being with < INT 17 (range 
  300 yards, duration 6 turns), but has No Effect upon Reptilian Races or Merfolk. Anyone Confused by this Drum 
  has a chance (PROB 20%) of Attacking Any Being within range at Random, while under the Drum’s Chaos effect. 
  Shindra is known to Shapechange into a Gazelle, Fox, or a large Brown Bear. In the latter form, she can Claw 
  (doing 1D12+1 pips of Damage) Twice per turn or Bite (doing 1D12+2 pips) Once per turn. She is Immune to all 
  forms of Poisons. If Any of her Three Instruments are Destroyed during battle, she will Immediately Suffer a 
  Drop of 20 HTK for each, and show visible pain.
  Thanatos, God of Death (LEN) Symbol – Green Skull on a Black Field.      
        LVL 126/128 (105 Cleric)   HTK 122     SPD 207      STR 184      INT 208     WIS 207      CON 193      DEX 176
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        CHA 188      AGL 164      WIL 168      LCK 115      PSY 162      ACL 117     WPN +8 Quarterstaff.
        Disposition - 1. Grim, 2. Cynical, 3. Condescending, 4. Vengeful, 5. Remorseless, 6. Intrigued. 
  Likely Encountered – Lonesome Roads, Open Trails, Bogs, Swamps, Caverns, Elphand Lands, Karak, and 
  Ghinor Major.
  Thanatos, God of Death, the Dark One, Bringer of Eternal Night (Elephand Lands), Father of Doom 
  (Karak), and Keeper of the Damned (Ghinor), appears as a 7 foot tall, lean, handsome (almost beautiful) young 
  man. His eyes are very dark like deep space, and may cause Any Being to Flee in Fear (PROB 40%, unless 
  Paladin or Reptilian, then PROB 20%). There is also a Chance that Any Being he encounters will Die Instantly 
  from Fear (PROB 5% for All Living Beings). Being the keeper of the dead, Thanatos can speak with any dead 
  being he desires. 
  His Quarterstaff, “Reaper,” is constructed of a faceted ebony substance, harder than any metal, yet can 
  change shape, sometimes producing a long blade. For a mortal to Touch it means Instant Death (without fail). 
  The Shapechanging ends of the rod are metal, one Silver and one Gold. If Struck by the Silver end, 2 pips of STR 
  will be Drained (duration 1 day). If it forms a Blade, it does 2D12+8 pips of Damage. The Gold end Hits at 2D20+
  8 pips of Damage, with a 1 time Permanent Drop of -2 to AGL and DEX. Being Struck by the Ebony middle of 
  Reaper brings Instant Death (without fail). Each Strike by Thanatos with his Quarterstaff is determined by 
  D100: 1 – 45 Silver, 46 – 90 Gold, 91 – 100 Ebony.
  Thanatos is 80% Resistant to All Magic, but can be Struck by +2 or Greater Weapons. Once Summoned, 
  he will only return to his Plane after collecting 1D20 mortal lives. Any Mortal Killed by Thanatos cannot be 
  Resurrected or Reincarnated. He has an interest in Alchemy and Elements, especially those with healing 
  properties.
    
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  Montintra - Goddess of Lightning and Mirrors (LEE)  Symbol - Looking Glass.      
        LVL 081/121    HTK 118      SPD 184      STR 122      INT 204      WIS 185      CON 126      DEX 144
        CHA 142      AGL 134      WIL 126      LCK 157      PSY 176     ACL 117
  WPN Magical Mirrors.
        Disposition - 1. Benevolent, 2. Splendid, 3. Uncompromising, 4. Intrigued, 5. Bored, 6. Scorned. 
  Likely Encountered – Temples, near Pools or Ponds, Overlooks, Grasslands, Hill Country, and Coastal Regions.
  Standing a slim 6-foot tall, Montintra appears as a plain, middle-aged woman, except that she is 
  magnificently robed in blue, red, green, and white. She wears a tall green-feathered Headdress that enables her 
  to Shapechange at will, Teleport, and Fly at great speeds. She creates Lightning Bolts from the Mirrors she holds 
  in each hand; by letting the reflections cross. Each of these Lightning Bolts leap into the sky above her, to return 
  with ferocity whenever she Claps her hands. It is in this clapping and small hand gestures that she directs the 
  Lightning Bolts as a Weapons (doing 3D20+5 pips of Damage, Draining STR and DEX by 1 each Hit, duration 1 
  day). Montintra is only abroad on overcast or cloudy days, and can never be lured underground. 
  If in a Splendid disposition, Montintra will Flash a Blinding Light from her Mirrors, which will Blind for 
  3D6 days, everyone < 19 INT. Although her Mirrors do not appear to be deadly, they can be used as a hand-
  weapon (doing 1D6+4 pips of Damage Each per Hit). If the Mirrors are ever held together in the hands of a 
  single person other than Montintra, 1D4 Lightning Bolts will drop from the sky, Striking the Holder (Each 
  delivering 4D12+3 pips of Shock Damage).
  It was she who first called for the extermination of all Washbears from the Isle of the Blest, when the 
  younger of their tribes began to make away with small mirrors and polished gems left as offerings at her 
  shrines. She tried to employ Bandorack (God of Felines) to eliminate them, by turning loose his Wildcats, but 
  hearing of this, Teros (God of Bears) interceded and the Washbears were taken South to the shores of Ghinor on 
  the back of the great Mobeus (God of the Deep). Although the Ghinorean Washbears never technically "stole" 
  from Montintra (having no concept of money), she holds a great disdain for their race and bears in general.
  Kuvartma, God of the Moon (LEE) Symbol – Crescent Moon.      
        LVL 127        HTK 065-     SPD 158      STR 199      INT 205      WIS 188      CON 166      DEX 156
        CHA 053      AGL 167      WIL 164      LCK 159      PSY 195     ACL 133
  WPN Bite and Claw.
        Disposition - 1.Angry, 2. Destructive, 3.Hungry, 4. Mirthful, 5. Restive, 6. Interested. 
  Likely Encountered – Open Areas, Hill Country, Mountains, Wooded Areas, near Cliffs, Frozen Realms, and 
  Overlooks.
  Kuvartma appears as a giant Ape with the huge reddish wings of an owl. These wings permit him to 
  Approach Silently and without Warning. He can Strike with the force of a Giant (doing 2D20+4 pips of Damage), 
  Bite with Blood-Draining (causing 1D20+2 pips while Dropping STR, SPD, DEX and AGL by 2, duration 1 day), or 
  Claw (Hitting twice per round at 2D6+2 pips). He carries with him a Moonstone Shield which waxes and wanes 
  as the moon does. When the moon is full, the Shield can Heal at a rate of 10 pips per round, but only 5 pips per 
  round when less. It will Shatter any Iron or Steel Weapon that Strikes it. At Night he can cause Any Being to 
  Change Alliance for 1 hour if his eyes gaze upon them (PROB 80% if CON < 16, PROB 40% if CON > 15).
  This Evil God can sense the Fear and Panic of those who camp or wander at night. Feelings of Extreme 
  Vulnerablitiy or of Weakness in those of Good alignment, can draw his awareness. He tends, therefor, to attack 
  small parties of Good alignment at what seems to them their more desparate state. Kuvartma rarely attacks 
  during daytime hours, for in Daylight his HTK is dropped by 10.
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  Mururlu - God of Assassins (LEE)  Symbol – Dark Green Dagger on a Red Field.
       LVL 081 (194 Thief)   HTK 055      SPD 173      STR 193      INT 204      WIS 182      CON 184      DEX 164
        CHA 128      AGL 165      WIL 173      LCK 117      PSY 164      ACL 113
  WPN Tail, +4 Dagger.
        Disposition - 1. Ugly, 2. Brooding, 3. Silent, 4. Intrigued, 5. Depressed, 6. Vengeful. 
  Likely Encountered – Ghinor Major, Karak, Valon, Deserts, Ruins, Caves, Mines, near Trade Routes, and 
  Lesser Villages.
  Mururlu is a towering 12-foot-tall male Orc that has a long Tail with a Poison Stinger at the end. This 
  Stinger can do 2D6 pips of Damage, often Poisoning (PROB 60%) when it Hits (Drain 1D4 pips per melee, 
  Sudden Coma if Not Cured in 5 rounds). A Coma caused by Mururlu's Stinger can last 1D12 days. He will always 
  Strike from Behind, Wielding a +4 Dagger that does 1 D20+4 pips of Damage. By dipping his hand into it, 
  Mururlu can Turn Water into Virulent Poison (1D10 pips of Damage per round, Death in 5 - 10 rounds). He 
  functions as an expert Thief, and can Move Silently and almost invisibly when Not in Daylight.
  On his right hand is an Onyx Ring called Rasp; it Grants him the Power of Complete Control over the 
  Mind and Body of any Thief of N or E Alignment within a 100 foot radius. So long as they remain under the 
  influence of Rasp, they are completely at the whim of Mururlu, and can exert no will over their own bodies.
    
  Margonne - God of Evil Plans, The Devious One (LEE)  Symbol - Black Circle.
       LVL 221/181   HTK 203     SPD 184      STR 195      INT 208      WIS 198      CON 175      DEX 164
        CHA 103      AGL 145      WIL 195      LCK 135      PSY 177     ACL 129
  WPN +4 Two-Handed Sword.
        Disposition - 1. Unsympathetic, 2. Bored, 3. Terrifying, 4. Mischievous, 5. Crafty, 6. Solemn. 
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  Likely Encountered – Outposts, Lonely Inns or Taverns, Dark Alleyways, near Cities, Ruins, Dungeons, Castles, 
  near Forts.
  Although he has never been seen by a living being (or at least by any survivors), Margonne is depicted 
  as a mutated 10 foot tall Humanoid, somewhat Elvish in appearance, wearing a long black cloak. For Defense, he 
  has an Anti-Magic Shell (Negates All Magic in a 20-foot radius) which he can call at will. He can Strike 4 times 
  per melee round with his deadly +4 Two-Handed Sword, named Thanatos. It has an identical twin, a sister-
  sword, named Lupeos, which lies at the bottom of Doomall Lake (Campaign Map XVIII, Hex 4527). Both Swords 
  are Evil. If ever clashed together in battle, they both will disintegrate. His six-pointed Crown of gold will Strike 
  any living Being that Touches it with an Electrical Arc (4D20+12 pips of Shock Damage). This Arc has a chance 
  (PROB 50%) of Jumping (once) to any other living Being within a 10 foot radius (Shock Damage reduced by 
  50%).
  If by chance (PROB 10% per round) a person should glance or look at his face, that person will fall 
  under Margonne's Complete Control for 1 Game-Year (without any chance of avoidance). Margonne is always 
  accompanied by a personal bodyguard of two great Undead Warriors, Sogg (HTK 058) and Berk (HTK 060), 
  both equipped with +2 Swords of Flame. These Swords deliver 2D6+2 per Hit, while those Hit receive 6 pips of 
  Burn Damage, and 3 pips of Burn Damage per subsequent turn (duration 4 turns unless extinguished). 
  Born identical twins and to a life of slavery in the ore-mines of the World Emperor's Hoary Mountains 
  (Campaign Map VI), Sogg and Berk were also born without eyes, but each with an uncanny ability to Perceive 
  their surroundings psychically. This allows them to "See" clearly in total Darkness, giving them a distinct 
  advantage over others, and making deep mining a natural appointment. Because of their size (both 7 feet tall), 
  the slave-master of Caelam had them castrated as eunuchs in their teens, but after an uprising in the mines 
  wherein Sogg and Berk killed 32 men including 6 of the Emperor's Elite Guard, they were given a gladiator's life 
  in the Emperor's Arena Games. After long and illustrious careers, in which Margonne no-doubt took notice of 
  the hundreds slayed, they eventually met their own mortal ends, whereupon they found themselves recruited to 
  their present (and eternal) positions. For special purposes, Margonne may loan out or send Sogg or Berk to 
  assist, but for a price (neither can be trusted). Blind Undead Eunuchs aside; Margonne can also summon to his 
  aid 4 - 40 Ghouls or Ghosts (3 times per Day).
  Margonne tends to be fascinated by elaborate and complex plans to achieve Evil gains. A plot being 
  hatched with more than a few lives at risk (especially young innocent lives) is enough to draw Margonne's 
  direct attention to those involved.
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  Mondorent - Goddess of Tombs (LEN)  Symbol - A Bone.      
        LVL 101/081    HTK 071     SPD 174      STR 146     INT 205      WIS 145      CON 165      DEX 133
        CHA 101      AGL 143      WIL 169      LCK 121      PSY 146     ACL 114      WPN Fireball and Kick.
        Disposition - 1. Mocking, 2. Grim, 3. Hateful, 4. Solemn, 5. Dismal, 6. Interested. 
  Likely Encountered – Tombs, Catacombs, Dungeons, Caverns, Burial Mounds, Underground Cities, 
  Secret 
  Chambers.
  Mondorent appears as a Woman with a Dragon's head, Elephant's ears, wings like a Bat, and Cloven 
  hooves. She stands 5 foot 9 inches tall, and when attacking can belch-forth a Fireball doing 2D20 pips of Fire 
  Damage (range 50 yards) up to 4 times per day. Able to Hear the slightest noise; her large sensitive Ears permit 
  only a small chance (PROB 5%) of her being Surprised when Encountered. Mondorent can even hear out Spells 
  of Muffling or Silence. Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 
  50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following 
  Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost. Her main Weapon, 
  especially in Flight, is her Hooves; each Hitting at 1D10 pips of damage per melee round (Never Failing to Hit 
  Any Being with SPD < 12). She is only encountered underground, usually in large open areas, but will usually 
  Withdraw from any form of Light (PROB 70%).
  Kodeus - God of Dexterity, Patron of Thieves (NEX)  Symbol - Hand, Twisted Dagger 
  (Valon).
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        LVL 101/101    HTK 052      SPD 183      STR 114      INT 204      WIS 144      CON 138      DEX 209
        CHA 039      AGL 183      WIL 124      LCK 162      PSY 187      ACL 118
  WPN +2 Short Sword, +2 Dagger.
        Disposition - 1. Tricky, 2. Conniving, 3. Busy, 4. Impatient, 5. Helpful, 6. Mirthful. 
  Likely Encountered – Dungeons, near Vaults or Troves, near Thieves Guilds, near Bandit or Pirate 
  Strongholds, Ruins.
  Kodeus takes the form of a male Halfling with a hideously deformed face; a mere 3 foot 6 inches in 
  height. Those who see him may Flee in Fear (PROB 40% if CON < 10, PROB 20% if CON > 9). Weapons have a 
  Difficulty in Hitting him (PROB 30% of Missing). Any Miss indicates that the Weapon Cannot (Will Never) Strike 
  Kodeus (or ever be used against him in Combat). He is Never Surprised, Always Attacks First, and is able to Fight 
  with 2 Weapons simultaneously. He carries Poker (his +2 Short Sword), and Sticker (his +2 Twisted Dagger); 
  each will Hit at 2D6+2 pips of Damage. Sticker can also Paralyze (PROB 30%, duration 1D6 rounds, doing an 
  Additional 4 pips of Shock-Damage to Paladins). Kodeus will always do Double-Damage to any Thief that attacks 
  him.
  Kodeus was not always so ugly, but even though he is a god, he is unable to remove this Curse. It was 
  placed upon him by the Aladantle (the Goddess of Beauty) for a theft he committed. Having once found Losborst 
  (God of Wine) drunk asleep, Kodeus made off with his crown of Grapes of Longevity. He was quickly caught, and 
  the crown was returned to Losborst, who was grateful to have it back. Although Losborst laughed it off, and felt 
  no ill will about the event, Aladantle felt Kodeus should pay a price for his impertinence, and Cursed him with a 
  hideous visage. Kodeus secretly plots revenge against Aladantle for what he considers to be "her poking her 
  nose" into his business, and still covets the Crown of Losborst, which he secretly vows to attain once again.
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  Mabont, God of Sight (NEE) Symbol – Red Eye.      
        LVL 085/088   HTK 060    SPD 154     STR 199    INT 207      WIS 156     CON 147      DEX 178
        CHA 137     AGL 158    WIL 164     LCK 113     PSY 135     ACL 114
      WPN Sword of Blindness.
        Disposition - 1. Bothered, 2. Brooding, 3. Cunning, 4. Curious, 5. Helpful, 6. Dismissive. 
  Likely Encountered – Temples, near Citadels or Fortresses, Ruins, Overlooks, Coastal Areas, Highlands 
  or Mountains.
  Mabont takes the form of a chalky white-skinned man, 6 foot 5 inches tall, with a large red Eye in the 
  middle of his Chest. This Eye Enables Mabont to See Clearly (Through Obstructions or in Total Darkness) up to 
  25 miles. He Wears a Magical Robe of Many Eyes, which Permit Him to See in All Directions. There is only a 5% 
  Chance of Catching Mabont by Surprise, as the Robe of Many Eyes Never Sleeps. He Wields the Sword of 
  Blindness, Eyeblinder, which delivers 1D20+2 pips of Damage with a chance (PROB 50% if ACL < 09 or PROB 
  30% if ACL > 08, duration 1 day) Even if the blow is Parried. His Necklace is festooned with 12 large Tigers 
  Eyes. In Combat, he may detach these Tigers Eyes and Throw them (range 100 feet), whereupon they Hit as 
  great Fireballs, doing 2D12+2 Fire Damage to Any within a 10 foot radius of the impact.
  Mabont can Bless a Being of N or E Alignment with Night-Vision (complete Ability to See in total 
  Darkness), or Grant them the Power to see Through Doors or Walls of Wood or Stone, up to a thickness of 2 feet 
  (duration 1 week). He can also Curse Any Being. The Curse of Mabont Robs any Being of Sight Permanently, and 
  Mabont cannot Remove or Lift this Curse. The Curse Can be Broken, however, but only if the Stricken Being 
  destroys All Worldly Possessions (they Must Be Destroyed, not given away), and Wanders the Wilderlands 
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  Naked for 1 month (friends may assist, for they need not wander alone). During this Fast of Breaking, the 
  Stricken Being must not Carry or Wear any Weapon or Clothing, for to Wear or Wield Will Break the Fast.
    
  Ihlwynd, God of Pestilence (NEE) Symbol – Withered Tree.      
        LVL 089/023   HTK 095    SPD 183     STR 142    INT 202      WIS 184     CON 205      DEX 137
        CHA 042     AGL 129    WIL 189     LCK 055     PSY 065     ACL 082
      WPN +1 Spear.
        Disposition - 1. Hateful, 2. Angered, 3. Bilious, 4. Vengeful, 5. Cruel, 6. Calculating. 
  Likely Encountered – Old Battlefields, Burial Grounds or Chambers, Abandoned Castles, Badlands, 
  Moorlands, Swamps.
  Ihlwynd, God of Pestilence, the Plague Wind, Enemy of Healers, appears as a gaunt lean (if not sickly) 
  man of 6 foot in height. His skin appears leprous, mottled and greenish, and his baleful red eyes peer out from 
  sunken sockets. if his works are praised. Wherever he walks, nothing will grow again for 1 century, and any 
  plant-life will wither and die within 6 rounds. Any Living Being within 50 feet of Ihlwynd will Suffer a 
  Permanent Drop of 3+1 to CON, and a Temporary Reduction of DEX and AGL by 1 (lasts until distance > 50 feet 
  + 3 turns). Any Plant or Creature within 20 feet of him with < HTK 7 will begin to die of a rapidly spreading fatal 
  disease, rotting away to dust, ashes, or bones in minutes.
  Ihlwynd’s Touch brings an Immediate rotting, wasting Disease that will Sap 1 – 2 pips of STR every 
  round, and cause Death in 2 – 5 Days. There is No Cure for this Disease short of the Devine Intervention of a god. 
  His +1 Spear delivers Wounds (1D20+1) that will Not Heal, but remain Open and Bleeding (Draining HTK by 1 
  every consecutive round). These Spear Wounds may only be Healed by Magic, regardless of any first-aid 
  measures taken. However, if Ihlwynd’s Spear can be wrested from him, it can be used to Cure Any Wound or 
  Disease Caused by the god. It does Not have the power to Resurrect the Dead or Restore Life. Ihlwynd has some 
  Necromantic Powers, being able to Raise Dead Creatures to fight for him, but their active Undead state will only 
  last until the next Dawn. 
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  Rashtri - Goddess of Strength in Revenge, The Green Revenger (NEE) 
  Symbol - Green Apple      .
        LVL 162/041   HTK 120      SPD 175      STR 228      INT 207      WIS 146      CON 182      DEX 154
        CHA 205      AGL 128      WIL 125      LCK 146      PSY 138      ACL 116
  WPN +3 Sword of Hate.  
        Disposition - 1. Vengeful, 2. Hateful, 3. Remorseless, 4. Angry, 5. Helpful, 6. Devious. 
  Likely Encountered – Isolated Areas, near Fortresses or Outposts, Desert Regions, Upper Ghinor, Karak.
  Rashtri appears as a 10 foot tall beautiful, green-skinned woman with long white hair. She is able to 
  Lift any object and her Grip cannot be Broken. She Strikes with her +3 Sword of Hate for 2D10+3 pips of 
  Damage (+10 pips of damage for her STR, unless her HTK < 040). Sword Hits against her chance an 
  uncontrollable Fit of Rage (PROB 20%, duration 1D6 melee; those so Enraged have an increased chance of 
  Critical Miss per the Judge's discretion). Rashtri can become Invisible at will (her Defensive move) and can 
  remain Invisible while Fighting. 
  Anyone who Grasps her Arms or Legs will Suffer 3D10 pips of Shock Damage per melee round. She is 
  Never Surprised, having great Intuition, and Discerns all Alignments due to her pair of Magical Earrings. She will 
  Attack Twice per round for 6 turns, if she feels Tricked or Duped. Rashtri tends to Spit upon those she Curses in 
  Battle (PROB 20%). Rashtri’s Spit instantly and Permanently Drops any character’s HTK, STR, and CON 50% +1. 
  This can Not be Reversed. She can be respectful of Female Warriors who have many kills to their name, but 
  rarely shows any amusement for the baraggadocio of men.
  Pasperus - God of the Southern Stars (CEX) Symbol - Green 8-pointed Star.      
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        LVL 151/061    HTK 105     SPD 109      STR 208      INT 206      WIS 179     CON 168      DEX 148     
        CHA 164      AGL 108      WIL 186      LCK 104      PSY 124     ACL 126
   WPN +1 War Hammer.
        Disposition - 1. Helpful, 2. Plotting, 3. Searching, 4. Questioning, 5. Doubtful, 6. Fearful. 
  Likely Encountered – Open Areas, Plains, Coastal Regions, Mountainous Regions, Frozen Realms, Glacial 
  Wastes.
  Pasperus usually appears as a 6-foot-tall muscular man with a glimmering white robe emitting a 60 
  foot Ring of Continual Light and Negating All Magical Spells from affecting him. Any G Alignments within this 
  Ring will Suffer 20 pips of Radiant Heat Damage per turn (50% less for any N Alignments). He Teleports from 
  star to star, often visiting Gaia at night. He casts spells on lone wanderers he chances upon in the dark, causing 
  them to commit Violent Acts against others. He will often Shapechange, and Always Hits his opponents (Without 
  Fail) using Any Weapon, delivering 3D20+1 pips of Damage. When in Human Form, he Wields a +1 War 
  Hammer which hits at 2D10+1 pips of Damage. When in the Wilderlands, Pasperus prefers to travel in the form 
  of a swift Nighthawk. Pasperus is commonly known by fisher-folk and sea-farers, especially in the Silver Skein 
  Isles (Campaign Map XVII, E), where every 7th fish caught is tossed back in his name.
  Jedahad - the Bird God of Summer Storms (CEX)  Symbol - Silver Feather, Black 
  Feather (E Ghinor).      
        LVL 131/151   HTK 127      SPD 209      STR 225      INT 181      WIS 163      CON 169      DEX 119
        CHA 103      AGL 129      WIL 165      LCK 139      PSY 149      ACL 138
  WPN Lightning Bolt, Talons, Beak.
        Disposition - 1. Hungry, 2. Angry, 3. Brooding, 4. Tranquil, 5. Wary, 6. Grumbling. 
  Likely Encountered – Open Areas, near Cloud Cities, Mountainous Regions, Frozen Realms, Karak, 
  Ghinor 
  Major.
  Jedahad appears as an awesome male Bird with a 150 foot Wingspan of silvery blue feathers and a 
  long scaly Devil's Tail. When Angry, Jedahad subdues his enemies with the High Winds (80 mph) and Thunder 
  Claps created by flapping his massive Wings. His normal speed of flight is 75 mph, resulting in 1800 miles per 
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  day (or 360 5-Mile Hexes). He never tires; sleeping only when he feels like dreaming. (He can also create 
  torrential Rain when in Flight; the sweat from his body seeding the clouds below. He can Strike with his Talons 
  (for 3D20+5 pips of Damage), or with his Beak (for 1D12 pips); or release a fearsome Shriek. Upon hearing the 
  fell Shriek of Jedahad, anyone within 100 yards with CON < 18 may Flee in Fear (PROB 50%, but PROB only 
  20% for Paladins, Clerics, or Druids). His most terrifying weapon is his Ability to throw a Lightning Bolt from his 
  Beak, capable of 1D100 pips of Damage (Zocchihedron recommended), with an effective Range of 2 Miles.
  Jedahad is Cloaked in Magic that protects him from All Missiles or Projectiles fired at him. They will 
  Always Miss, and Only Magical Weapons > +2 Will Hit him (doing only 50% Normal Damage). His most ancient 
  Eyrie is located near the headwaters of the Famoran River, on a very high mountain between Brown Thorn Peak 
  and the village of Prim (Campaign Map XVIII, Hex 4121). This mountain is shrouded in violent thunderstorms, 
  where lightning rends the living rock, making passage to the top most perilous. The Wave-riders claim Jedahad 
  takes the form of a Silvery Waterspout at sea; this is likely folklore (or an Illusion), as there is no account of 
  Jedahad causing any harm while traveling as a Waterspout.
  One of Jedahad’s Feathers, being usually 4 to 7 feet long, can (if waved about) create a Thunderstorm 
  lasting the rest of the day, usually clearing by morning. One need not be a Magic User to use one, and the Bearer 
  of a Jedahad Feather is Granted Protection from all forms of Lighting and Electrical Magic so long as it remains 
  in their possession.
  Ostyed, God of Natural Disasters, the Catastrophe Creator (CEX) Symbol – Horn.      
        LVL 196      HTK 176     SPD 174      STR 199      INT 163     WIS 123      CON 163      DEX 185
        CHA 146     AGL 144      WIL 127     LCK 133      PSY 032     ACL 125     WPN none.
        Disposition - 1. Bitter, 2. Ribald, 3. Fickle, 4. Antagonistic, 5. Reckless, 6. Lazy. 
  Likely Encountered – Mountainous Regions, Badlands, Glacial Wastes, Tropical Realms, Open Areas.
  Ostyed appears as a huge yellow man (8 feet tall) wearing a blue robe and a wide leather belt that has 
  a horn for a buckle. He has the Power to Break Anything in his Hands, and to Cause an Earthquake (1 mile 
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  radius) by Blowing his Horn. He is able to Regenerate Health (10 pips each melee round) for any Damage 
  Inflicted on him from Non-Magical Items. Any Fire Spell or Weapon to Hit him, will be Turned on the Sending 
  Opponent at Double-Damage. He can Summon great and powerful Storms, Tornadoes, or even a Hurricane, once 
  per day. 
  Whenever Outdoors, in 6 turns, he can Call Forth a Thunderstorm with which he can Direct Lightning 
  Bolts Twice per turn (inflicting 2D20+6 Shock Damage). He can Shoot his Eyeballs out of his head (range 50 
  feet) inflicting 2D12 pips of Damage. His Eyeballs Regenerate, but take 1 round to do so, leaving him only 
  Temporarily Blind. On a grander scale, Ostyed can Cause Fire, Drought, Flood or Plague over a 30 mile diameter 
  area, once per month. Although he carries no Weapon, he is capable of using Any Weapon of E Alignment, as a 
  Level 19 Fighter.
    
  Midor - Orc God, Midor the Great (CEX)  Symbol - Crossed Daggers, ... under a Dragon's Head 
  (Viridistan).      
        LVL 191/121 (121 Cleric)   HTK 083      SPD 123      STR 208      INT 184      WIS 106      CON 196      DEX 124
        CHA 126      AGL 136      WIL 185      LCK 116      PSY 133    ACL 169     WPN +2 Sword, +4 Poisoned Dagger.
        Disposition - 1. Nasty, 2. Hateful, 3. Angry, 4. Grumbling, 5. Hungry, 6. Mischievous. 
  Likely Encountered – Elphand Lands, near Orc or Goblin Strongholds, Mountainous Regions, Hill Country, 
  Caverns.
  Midor is an unusually large Orc, standing 9 feet tall, wearing a Banded-Steel Tunic and a Steel Helmet 
  that Reduces All Damage from Magic %50. He is Accompanied at All times by a Bodyguard of 2 large Orcs (HTK 
  042 and 038) who fight as LVL 18 Fighters, each armed with a Steel Cutlass and Shield. Midor can Regenerate 4 
  pips per melee round, and can Cast SPD and Healing Spells upon his Guards or others of E Alignment. He has 
  made a hobby of collecting exceptionally large Rubies, and carries his collection in a leather bag on his belt. His 
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  primary weapon is a +2 Dragon-bone Sword named Seppograx (after the dragon from which it was made), and 
  a +4 Poisoning Dagger (Drains 1 HTK and 2 DEX per melee, down to 1 HTK). Seppograx does 4D10+2 pips of 
  Damage per Hit. Anyone Hit by this Sword will Suffer a Permanent (one time) Reduction of DEX and AGL by 2. 
  Currently, his bag of Rubies holds 9 exceptional stones of the following values: 1 at 20,500, 1 at 16,400, 1 at 
  12,600, 2 at 10,000, 1 at 9,400, and 3 at 8,000.
  Although Midor (and most Orc tribes) attribute the death of the dragon Seppograx to Midor, who did 
  happen to cast the death-blow with a great axe; Seppograx had first been reduced to near-death as a result of a 
  terrible battle with another dragon, his elder brother Otherrigok, who had rent open his stomach and left him in 
  a crevasse to die somewhere in the mountains of the Elphand Lands. Midor, who was already renowned 
  amongst the Orcs of the region as their most-championed warrior, was first to reach the dying dragon, and by 
  beheading Seppograx, added much to his own legend. The head was brought back to Midor's home, where it 
  oozed and hissed through three winters. After a time, Midor ate the meat off the skull, from which he attributes 
  his god-like powers and strength, then he had the hard top of the skull cut out and shaped into the Sword now 
  known as Seppograx. Midor has contempt for all races other than Orc, and despises any misuse of his people.
      
  Vivistat - God of Mysterious Doom, God of Unexplained Fates (CEX)  Symbol -
  Black Skull.
       LVL 101/101   HTK 110     SPD 128      STR 204      INT 208      WIS 158      CON 194      DEX 146+
        CHA 123      AGL 123      WIL 194      LCK 107+      PSY 125     ACL 126     WPN +3 Mace.
        Disposition - 1. Dooming, 2. Vicious, 3. Grim, 4. Angry, 5. Bored, 6. Intrigued. 
  Likely Encountered – Ruins, Abandoned Castles or Fortresses, Deep Caves, near Cities or Towns, 
  Overlooks.
  Appearing as an 8-foot-tall man garbed in a long black robe, Vavistat is constantly surrounded by an 
  Invisble Cloud of Fear (50 foot radius). He wields a +3 Mace called Grudge, and anyone hit by it will Time-Stop 
  for Two Full Turns (without fail, except Paladins with AGL > 15); the weapon does 2D12+3 pips of Damage. 
  When in battle, he Regenerates Health (10 pips per melee round), and will Never Cease Combat until all his 
  opponents are destroyed. In his presence, any opponent Healing or Regeneration is reduced %50. All Magic 
  used against him is reduced by 4, while All Opponents suffer a DEX Penalty of 5 points while in combat, until all 
  melees are done. He also gains a Bonus of 5 points to DEX and LCK in non-daylight hours.
  Vivistat is often present in areas of Natural Chaos; volcanic regions, areas of extremely harsh terrain, 
  turbulent seas or rivers, and lands prone to frequent earthquakes. The Throne of Vivistat is said to be 
  somewhere near the Strait of Clashing Rocks (Campaign Map II, NW), guarded by two Black Nagas. His 
  worshippers are said to be able to attain Kighthood under his control; the Order of Greyrush. The Greyrush 
  River lies to the east of the Clashing Rocks, and the area likely holds a door to his keep. He supposedly appears 
  to knight members of Order personally; his Keep being a tall fortification built inside a vast subterranean 
  cavern. The only known witness to see this Keep and escape to tell of it, was a gnome named Gleeps, who after 
  many months of tunneling, emerged near Sunfells only to be apprehended by one of the Overlord's patrols and 
  questioned at length by the Black Lotus. The City State was quick to speculate on Vivistat's Order and Keep.
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  Mawdorn - God of Shadows (CEN)  Symbol - Black Hand.      
        LVL 081        HTK 044      SPD 128      STR 128      INT 206      WIS 138      CON 143      DEX 144
        CHA 127      AGL 128      WIL 165      LCK 189      PSY 164     ACL 108     WPN Blade of Shadow, Touch.
        Disposition - 1. Brooding, 2. Distant, 3. Vehement, 4. Thoughtful, 5. Rude, 6. Helpful. 
  Likely Encountered – near Troves, Dungeons, Caves and Caverns, Underground Cities, Markab Ruins, Burial 
  Chambers.
  Mawdorn's size and shape is variable; being a dark Shade, usually seen only as an outline of his current 
  shape. He is only visible when light is present, but tends to remain in darkness. He is Never in Daylight. Anyone 
  having a CON < 12 may Flee from Fear upon seeing him (PROB 30%). Mawdorn attacks with a Touch of Chilling 
  (2D6 pips of Cold Damage), but can summon up to 4 Shadow Sharks (HTK 18) Twice each Day. Like Mawdorn, 
  Shadow Sharks exist simultaneously both in the Material and Ethereal Planes, and can be Hit Only by Magic. 
  These Sharks can Bite Twice per Turn (unless in Bright Light) doing 1 – 12 pips of damage with each bite. Each 
  Shadow Shark Bite drops SPD, DEX, and AGL by 1 (duration 1 Day). Mawdorn’s Touch of Chilling allows him to 
  extinguish torches and small flames, or create ice from water. The only Physical Attacks that can affect him are 
  Fire and Lightning (the latter doing Half-Damage). There is a chance (PROB 20%) that any Magic Used against 
  him, will be turned against the Caster.
  If Mawdorn’s HTK fall < 20, he will Wield the fearsome Blade of Shadow. It does 2D12+6 pips of 
  Damage, and does a Permanent (one time) Drop of STR and CON by 3 to those Hit. Pointed at an opponent, the 
  Blade can unleash a form of Black Plasma Lightning, which can Kill Instantly (PROB 80%) or do 2D20+8 pips of 
  Burn Damage. Mawdorn's Blade of Shadow passes through all forms of Shield or Armor that is not Evil.
  When travelling open, wooded, or rough terrain, Mawdorn will ride his black misty steed, Nightmare 
  (HTK 074). Nightmare, like his master, exists in both planes and only takes 50% Damage from Magical Weapons, 
  as no Material Weapons can hit her. She appears as a large Horse composed of Black Mist, but can unfurl large 
  bat-like Wings to Leap crevasses, obstacles, streams, or to Fly short distances (8 times per Night). Nightmare can 
  Trample or Kick (delivering 1D6+5 pips of Damage) or Breathe Cold Mist (does 1D6+2 pips of Cold Damage). If 
  the hairs of her Mane or Tail are taken (cut by Magical Blades) they may be Braided. Anyone Wearing a 
  Nightmare Braid is Surrounded by a Field of Fear (range 50 feet) which Drops the WIL, LUC, and PYS of 
  Opponents by 3 (any with CON < 15 may Flee in Fear, PROB 50%).
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  Kolrak Mar, Troll God (CEN)  Symbol - Severed Human Hand.      
        LVL 161      HTK 080     SPD 174      STR 199      INT 153     WIS 124      CON 149      DEX 183
        CHA 086      AGL 164      WIL 127      LCK 123      PSY 142     ACL 146    WPN +3 Mace.
        Disposition - 1. Wrathful, 2. Angered, 3. Annoyed, 4. Hungry, 5. Bored, 6. Conniving. 
  Likely Encountered – Underground Areas, Caves and Caverns, near Grymloch or Orc Strongholds, Deep 
  Mines.
  Appearing as a massive Troll, 16 feet tall, with a very dark, mottled grey skin; Kolrak Mar is a terribly 
  ugly god to behold. His temples are usually underground, and it is in those dark places that his Clergy of Priests 
  perform the frequent Human sacrifices that he demands. Kolrak Mar has several special abilities. He may 
  Regenerate his Health (5 pips per turn), Teleport great distances (range 500 Miles, Twice per Day), and Shout to 
  Stun (up to 3 times per Day). His +3 Mace, called Bong, does 3D6+3 pips of Damage. If he Stikes an Opponent 
  who has Previously Stuck him, there is a chance (PROB 50%) that the Opponent will Suffer Double Damage from 
  the Hit and Any Subsequent Hits. The Mace can also cast Lightning Bolts as if it were a Magical Wand (12 times 
  per day, Hitting at 2D20+8 pips of Damage, with a 50 yard range).
            Kolrak Mar is worshipped by Trolls, Ogres, Orcs, Grymlochs, and most other deep-dwelling and befouled 
  humanoid races. Occasionally, one may even find a suicidal cult of his Human worshippers. He is called The Grey 
  Troll of the Deeps and Demon of the Bloody Hand by the peoples of Central and Southern Ghinor. A sure sign of 
  Kolrak Mar worship is the steaming large cauldrons of Human Hand Soup, on which his Cultists frequently 
  nourish themselves. Most of his Human worshippers are missing their Right Hands for this reason.
    
  Marvistat Mar - Magicite Golum Symbol - none.      
        LVL 101      HTK 092     SPD 068      STR 207      INT 086     WIS 084      CON 208      DEX 076
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        CHA 067      AGL 056      WIL 209      LCK 203      PSY 094    ACL 207    WPN +2 Cursed War Hammer.
        Disposition - Mute and conveys no emotion. 
  Likely Encountered – Caves and Caverns, Mines, near Trails or Roads, Dungeons, Hill Country, Badlands.
  Nearly two centuries ago, Kolrak Mar was exploring some of Erred Perack's deepest chasms, far below 
  Lemur Peak (Campaign Map II), when he happened upon a large chasm filled with Magicite Crystals (pure 
  Magicum in crystal form). Never before had so much Magicum been discovered in one place. For a time he kept 
  the find to himself; not knowing how it might best serve an Evil purpose. Knowing them wiser than himself, he 
  finally confided the find to Margonne and Vivistat; that together they might better discern how to best use the 
  crystals for Evil. A magical weapon of immense power might be forged of it, and any wielder would likely rule 
  the Wilderlands by sheer terror. The three conferred for some time, weighing their options, and finally decided 
  upon the forging of a Golem using all the pure Magicite found. Thus, the being was created by these three Evil 
  Gods; Kolrak Mar the Deep Delving Troll God, Margonne the God of Evil Plans, and Vivistat the God of Doom 
  Unexplained. They bound themselves to it spiritually and named the Golem Marvistat Mar (a combination of all 
  their names), then poured into it all their malice; giving it great strength and magical power. The Golem was 
  then given a single charge: to corrupt or destroy all magical items used for Good, and sent out into the 
  Wilderlands with that purpose.
  The Magicite Golem is drawn to Magical Items, especially those of great power (or when many are in a 
  central location). He appears as a spiky reddish bear-like humanoid standing 4 feet 4 inches, slow moving, but 
  never requiring rest. Any Wooden Non-Magical Weapon (Bow, Staff, or Spear) raised against the Golem will 
  Immediately burst into Flame and Burn with a Magical Fire until Destroyed, doing 1D6 pips of Burn Damage to 
  the Holder. He can Radiantly Super-Heat any Iron or Steel Armor or Weapons within a radius of 60 feet, so that 
  once-dropped or discarded, he might acquire them. He Changes the Alignment of Weapons by Holding (or 
  Wielding) them for 4 Turns. This Permanently fixes the Items Alignment to Evil. Marvistat Mar wields a +2 War 
  Hammer which in combat does 2D6+2 pips of Damage (if the Hit is > 10 pips, the blow will carry the Curse of 
  Margonne). The Curse of Margonne will Alter the Alignment of any Good character to Neutral, and that of any 
  Neutral Character to Evil Instantly; this Curse is Permanent and only Margonne may Remove it. 
            Should the Golem grow weakened (HTK < 020 or STR < 10), or should it suffer the loss of a Limb, Any or 
  All Three of it's Creators may appear in order to reclaim it or assist the Golem in battle. They would never wish 
  for any of it to fall into the wrong hands. They are bound to the Golem, and intend it to continue it's 
  programmed mission of turning all Magical Items away from uses other than those of Evil intent.
  Skortch, God of Pillaging, Plunder, and Thoughtless Acts (CEN) Symbol –
  Black Dagger or Burning Skull.      
        LVL 121/161  HTK 108     SPD 105      STR 174      INT 203     WIS 171      CON 133      DEX 123
        CHA 044      AGL 137      WIL 159      LCK 148      PSY 177     ACL 106     WPN +3 Two-Handed Sword, Touch.
        Disposition - 1. Merciless, 2. Hungry, 3. Destructive, 4. Mirthful, 5. Annoyed, 6. Brooding. 
  Likely Encountered – near Castles or Fortresses, Caves and Caverns, Frozen Realms, Glacial Wastes, 
  Badlands.
  Skortch appears as an 8 foot tall cadaverous, gray-skinned, nearly-skeletal man with glowing red eyes 
  and filed pointed teeth. He is garbed in tattered, black robes that appear to be caked with dried blood. His hair 
  seems to crackle like black fire. He rides a gaunt, black (Magic Resistant) Undead Horse (HTK 60) named Leurr 
  that Breathes Fire (doing 2D10 pips of Burn Damage) and Drops the STR, SPD, and DEX by 3 of All Beings (PROB 
  50%) within a 100 yard radius. Skortch’s +3 Two-Handed Sword, named Prevailer, hits at 2D10+3 pips of 
  Damage. Any Creature Struck by Prevailer may Suffer Paralyzation (PROB 20%) and be rooted to the spot for 
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  2D6 melee Rounds. 
  Skortch may Only be Affected by +2 or better Magic Weapons and is 50% Magic Resistant. When in a 
  Destructive mood, the Touch of his Hand or Sword may cause Immediate Death (PROB 40%). In close-combat, 
  Skortch’s Bite delivers 1D6 pips of Damage and a Chance of Blood Poisoning (PROB 50%, Drains 3 pips per turn, 
  duration 1 Day). He can Levitate and Teleport at will, 3 times per Day. If he feels the need (or HTK < 030) he 
  may Summon Assistance in the form of either, 2D20 Bats (HTK 004), 1D10 Imps (HTK 010), or 1D6 Devils (HTK 
  014). Skortch can Summon such Assistance only 3 times per Night; but Never in Daylight Hours.
    
  Partressa - Goddess of Deep-Water Fish (CEN)  Symbol - Shark.
       LVL 121/121        HTK 090      SPD 187+      STR 138      INT 204      WIS 117      CON 133      DEX 153
        CHA 055      AGL 173      WIL 177      LCK 128      PSY 137     ACL 195
  WPN Shark Jaw, Bite.
        Disposition - 1. Flippant, 2. Indifferent, 3. Vicious, 4. Glum, 5. Intolerant, 6. Supportive. 
  Likely Encountered – Coastal Areas, Bays or Harbors, Shallow Waters, near Port Towns or Fishing 
  Villages.
  Appearing as a very ugly little woman with sea-weed hair and the Mouth of a Barracuda, Partressa 
  stands only 5 foot 1 inch tall. Her teeth are as sharp as shards of volcanic glass and her Bite will do 3D10 pips of 
  Damage. She is able to Breathe both Air and Water. In the Water, she moves extremely Fast (up to 4 feet), 
  Attacking 3 Times per melee round; however on Land, she moves 3 feet and fights with normal speed. No Spells 
  will Affect her as long as she is within 1 Mile of a large body of Water (Ocean, Sea, or great Lake). Partressa's 
  Magical Armor, an offering from the Merfolk, is made of Black Pearl and Stop All Missiles, so that none harm her. 
  In normal combat she strikes with the Jawbone of a White Shark, doing 2D20 pips of Damage. She will 
  Never Miss to Hit any Opponent that has Struck her on the same melee round. Partressa has an obsessive, 
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  irrational Fear of Yellow Flowers; hating the color yellow passionately. She can Summon 2D6 various Sharks to 
  Aid her in Sea Battles. Patressa once angered Mobeus for heavily extorting his Merfolk, and so he confined 
  Partessa to a Coral Sea Cave many years ago. She has since escaped without his permission, and so Partressa 
  now gives Mobeus a wide berth. Hoping to postpone his fury, she now avoids the Great Depths and keeps to the 
  much shallower Coastal Waters.
  Selyton, God of Pain, Master of Torturers (CEE)  Symbol – Red Cross.
        LVL 105/014   HTK 063    SPD 182     STR 204    INT 202      WIS 142     CON 174      DEX 156
        CHA 087     AGL 169    WIL 184     LCK 136     PSY 049     ACL 139
      WPN +2 Mace.
        Disposition - 1. Sadistic, 2. Hungry, 3. Bored, 4. Intrigued, 5. Sated, 6. Playful. 
  Likely Encountered – Open Areas, Hill Country, Tropical Regions, Wooded Areas, Badlands, near 
  Lizardman Dwellings. 
  Selyton usually appears in one of two forms; either a Mountain Giant or Hill Troll, standing 12 feet tall. 
  In his chest are 3 small Gems (each worth 1,750 GP), which when exposed to the light, Creates a powerful Laser 
  Beam which does 1D20 pips of Radiated Heat Damage per round, range 100 feet (being hit 2 consecutive 
  rounds will Cause Combustion to Anything Flammable Carried or Worn). Selyton is a deliberate sadist that loves 
  to inflict pain and see the effects of pain on others. For this purpose, he carries an incapacitating +2 Mace (does 
  1D20+2 pips of Damage) that can Stun (PROB 90% if ACL < 13, PROB 60% if ACL > 12, duration 1D6 rounds).
  To assist him, he can Summon his 2 Lizard Men (HTK 24 each). They each wear belts and tunics with 
  many pockets filled with various implements of torture. They are well acquainted with using vials of acid, 
  various stinging insects, salts and poisons. Selyton is not the kind to accept a bribe without reneging, but is 
  always looking for fresh young “squeelers” to liven his mood. He is Immune to Poisons and only takes %50 of 
  Any Damage by Fire. 
  Selyton has claimed to keep an entire City of Screaming, a torture chamber greater than the size of an 
  entire town, somewhere below the frozen ground of the Ament Tundra. There he has confined a large 
  population; raising generation upon generation to grow old knowing nothing but various forms of pain. 
  Thousands scream in such a constant din, that Selyton himself wonders that the suface of Gaia has not heard yet 
  his City. Anyone brought there has remained, enduring a fate equalled only by Hell itself.
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  Feninva - Goddess of Blood (CEE)  Symbol - Drop of Blood, Black Dragonfly (Ebony Coast).
       LVL 041/121        HTK 060      SPD 128      STR 139      INT 207      WIS 149      CON 149      DEX 128
        CHA 203      AGL 147      WIL 144      LCK 129      PSY 195      ACL 114
  WPN +1 Dagger of Poisoning.
        Disposition - 1. Interested, 2. Amorous, 3. Spiteful, 4. Edgy, 5. Lazy, 6. Concerned. 
  Likely 
  Encountered – near Vampire Strongholds, Abandoned Castles or Ruins, Temples, Burial 
  Chambers, Caverns.
  Feninva appears as a comely, seductive young woman with a face so beautiful that it Paralyzes (1D6 
  rounds) Any Being that Looks at her (Without Fail). She stands 5 foot 5 inches tall and her long hair is red 
  (blood red), matching her gown. Anyone sacrificing Human Blood to her (preferably still warm) will be 
  rewarded with Feninva's Blood-Draining Kiss, resulting in their Death. However, the victim will then Rise within 
  a day with a Permanent +2 to STR (with no drop to CON). She carries a +1 Dagger of Poisoning, which does 
  2D12 pips of Damage (Double-Damage to LG) and Poisons All it Hits (Blood Poisoning, 2 pips per turn). She will 
  offer large sums or small favors to acquire relics or jewelry from the Holy Cities (Campaign Map VII, SW); her 
  only desire being to destroy them. She will then often turn and attack the provider, or renege on the agreement.
  Altars of Sacrifice to Feninva sprang up on the Ebony Coast after the towns of Matansar and Livanonia 
  were founded. There, and in the wooded villages and towns to the south, as far as Greywraith; those who 
  worship her mix blood with the great Black Dragonflies of the area, and burn this mixture in cauldrons. Their 
  traditions hold that for some time Feninva lived in the woods SE of the Starlight River (Campaign Map XIII) and 
  found this burnt fragrance pleasing. The Black Dragonflies were therefor incorporated as a symbol of Feninva 
  on shrines, jewelry, vestments, banners, and altars in that region. Many worshippers die each year in the 
  process of procuring the insects; as their Sting brings Immediate Death.
  ____ _____ ____
  ~ Sheryl England's Original Gods Art from 1979 ~
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SOURCE: textdata/thevault/Wilderlands/Wilderlands New/Unknown Gods (2016 Revised and Expanded).pdf