People of the Island: Gods

  1. Elves
  2. People of the Island
  3. Orcs

Magic is needed to hit any God.*

Gods: Gods I

Gods I: Siramak

God of Lightning and War, husband to Laralie

AC -10, HD 150, hp 399, At: 5 (lightning) or 20 (Battleaxe+25), D 10-100 or 101-108, CG

MR: level% in 4%

Spells: Remove curse and curse, cure serious wounds, telepathy, wizard lock, once every round;

Forms: Aged man, goat, giant hawk, storm giant

Gods I: Laralie

Goddess of weather and the Earth, wife of Siramak

AC -10, HD 125, hp 354, At: spells, D: spells, CG

MR: level% in 42% in 3%

Spells: weather control, hallucinatory terrain, massmorph, growth of plants, rock to mud and reverse, move earth, conjure elemental (up to 6), once per round reach; stone to flesh and reverse, once per 1/2 turn; levitation, once per 2 rounds.

Forms: young woman, aged crone, giant hawk

Gods I: Titucan

God of Strength, son of Siramak and Laralie

AC -8, HD 130, hp 299, At 20 (falcon+25 or fist), D 251-260 or 6d4+60, LG

MR: Level in 3%

Spells: cure light wounds, once every 2 turns.

Falon: long sword+25, Defeat Chaotic Evil (paralyze) (-45%, level=98%) Spells: detect evil, find traps, telepathy, flying, regenerates 2 hp per round; Status: Int 23, ego 15, languages: Ancient Common, Dwarf, Elf, Halfling. A strength of 30 is needed to pick it up.

Forms: young man, sabre-tooth tiger, hippogriff.

Gods: Gods II

Gods II: Ardneh

God of Wisdom

AC -6, HD 100, hp 199, At 10 spells, D spell N

MR: level % in 6%

Spells: all clerical spells, but he will not often infringe on spells of others

Forms: owl, aged man, Elf, unicorn

Gods II: Fara

Goddess of Love and Peace

AC -6, HD 100, hp 189, At 8 spells, D spell, LG

MR: level % in 8%

Spells: cure light wounds, remove fear, charm person (8 at a time), charm monster (20 HD or one monster), hold person, invisibility, levitation, sleep, dispel evil.

Forms: Young Girl, Elf, halfling, Black widow, dove

Gods II: Lufton

God of the Moon and Death

AC -7, HD 100, hp 198, At 9 (pole arm), D 2d20+20 and 1 level, CN

MR: level % in 5%

Spells: clairvoyance, invisibility, silence 15', polymorph self, finger of death, wall of stone, animate dead (up to 15 HD per turn, up to 250 HD can be controlled at a time)

Forms: skeleton in robes, owl bear

Gods II: Raralana

Goddess of Life

AC -5, HD 100, hp 188, At 8 (staff), D 5-50, CG

MR: level in 7%

Spells: stone to flesh and reverse, clairvoyance, levitate, curse and remove curse, resist fire, dispel evil, once per round; reincarnation, raise dead, create water, create food, once per 6 turns, commune once per 4 days

Forms: Elf, Gold Dragon, dryad, living light

Gods II: Chilan

God of the Sun, the Hunt and Feasting

AC -6, HD 100, hp 199, At 9 (sun sword or arrow+9) or 6 (sun sword beam), D 51-58 or 41-46 or 71-90+blindness (save at -10), to cold based creatures, undead, etc., an extra 2-16 points is done, CG

MR: level % in 8%

Spells: create food, create water, phantasmal force (no concentration needed, save at -8), continual light, fly, resist fire

Forms: will-o-the wisp, antelope, roc

Gods II: Alana

Goddess of Animals

AC -5, HD 100, hp 198, At 8 (sword), D 41-48, LN

MR: level in 8%

Spells: protection from evil, purify food and water, bless, speak with animals, speak with plants, clairvoyance, once every round; dispel evil, growth of animals, insect plague, web, phantasmal force, hold monster, magic missiles (20), every turn

Gods: Gods III

Gods III: Meracles

Messenger-God, God of stealth

AC -6, HD 75, hp 89, At 3 fire balls (8th level) or 14 dagger+10, D 8-48, or d4+15, LG

MR: level % in 18%

30th level thief abilities

Spells: fly, telepathy, invisibility, silence 15', wall of stone.

Has a belt of haste (normally has seven attacks)

Forms: Hawk, cougar, spider, young male

Gods III: Montro

God of War and Battles

AC -5, HD 85, hp 149, At 8 sword+15 at +15, D d8+30, CN

MR: level% in 15%

Spells: raise dead (25th level), quest

Forms: vulture, jackal, old man, 8 year old kid

Gods III: Atar

God of Healing and the Atavi

AC -3, HD 80, hp 103, At 5 (Arala) +8, D d8+15, LG

MR: level% in 16%

Spells: continual light, detect evil, protection from evil, dispel evil, remove fear, cure light wounds, cure serious wounds

Forms: will-o-the wisp, winged baby, handsome-golden haired young man

Arala: sword+7, turn chaotic evil opponent to stone, other evils get paralyzed (allowed a save if Demons—at -10%, level=90%); powers: see invisible objects, clairvoyance, levitation; stats: int 18, ego 12; languages: Atavi, Ancient common

Gods III: Vala

Goddess of the Ocean and water-travel

AC -4, HD 82, hp 128, At 7 (trident+6)+14, D d4+20, CG

MR: level% in 15%

Spells: speak with animals (water), speak with plants (water), water-breathing, growth of palnts (water), wall of ice, lower water, part water

Forms: giant wave, giant octopus, narwhal, old or young mermaid

Gods III: Tranagar

God of the Psyche and Dreams

AC -3, HD 79, hp 113, At 6 (staff)+10, D 2d4+15, CG

MR: level% in 14%

Spells: sleep, remove fear, cause fear, bless, blight, silence 15', commune, confusion, magic-jar, telepathy, phantasmal force

Forms: small cloud, transparent person (young man), old man, cleric

Gods III: Talatara

Goddess of Plants and Farming

AC -4, HD 76, hp 102, At 7 (pole arm)+11, D d10+18, NG

MR: level% in 16%Spells: continual light, ventriloquism, invisibility, infravision, growth of plants, hallucinatory terrain, curse, remove curse, speak with plants, ground fertilization

Forms: Farm woman, large oak tree, breeze

Gods III: Kartara

Goddess of the sky and the stars

AC -4, HD 79, hp 111, At 4 (psychic blast), D 3d6+20, LG

MR: level% in 15%

Spells: fly, dimension door, clairvoyance, wizard eye, teleport, conjure air elementals (up to 4)

Forms: Young female Elf, olive leaf, roc

Gods III: Lama

Goddess of Marriage and the Hearth

AC -2, HD 76, hp 101, At spells only, LG

MR: level% in 18%

Spells: bless, charm person, blight

Forms: old widow, cow

Gods III: Malk

God of Fire and metal working

AC -5, HD 81, hp 118, At war hammer of power+10, D d6+25, NG

MR: level% in 17%

Spells: resist fire, create food, wizard lock, fireball, wall of fire, conjure fire elementals (up to 4)

War hammer: +15, returns, able to absorbe energy and return it

Forms: Fire elemental, Red Dragon, Allosaurus

Gods III: Cerestia

Goddess of the Rainbow and Goodwill*

AC -3, HD 75, hp 101, At spell, D spell, LG

MR: level% in 20%

Spells: light, remove fear, find traps, locate object, detect magic, detect invisible, levitate

Forms: Robin, young elf-girl, cheshire cat

Gods III: Cryara

Goddess of Destruction and Revenge

AC -5, HD 85, hp 141, At 5 (two-handed sword+5)+10, D 16-25, CG

MR: level% in 17%

Spells: darkness, cause fear, blight, curse, remove curse, dispel evil, knock, fire ball (40 HD), polymorph others, disintegrate

Forms: warrior maiden, blue racer, woodpecker, boulder

Gods III: Selack

God of Histories and Record-keeping

AC -3, HD 70, hp 101, At 3 (dagger+3)+4, D 8-12, LG

MR: level% in 21%

Spells: detect evil, detect magic, know alignment, locate object, commune, wizard lock, knock, clairvoyance, dimension door, teleport

Forms: middle-aged man, crystal statue, giant toad

Gods III: The Atavi

The healers

AC 4, HD 7+6, At 1, D 2-5, LG

MR: level% + 60%, save F8

Spells: (3) cure light wounds, cure serious wounds, cure disease, remove fear, automatic protection from evil, may raise dead as a 6th level cleric, neutralize poison, repel flame (automatic)

Forms: male or female, with and without wings, partridge

Gods: God-Demons

All can fly, with the use of wings, at the speed of a major demon. They are completely immune to any type of fire. Magic weapons are needed to hit all.

God-Demons: Zapranoth

AC -10, HD 133, hp 466, At 21 (soul fire), D (5d4+50 & 3-6 levels) times 2 due to Trident of Soul Fire, CE

Anyone seeing Zapranoth must save vs. Death Ray at -17 or run in fear, 5-10 turns.

Zapranoth’s Magic Resistance and chance of not being able to possess: level% in 1%.

He leads the 30 major Demons, and has the following spells: telepathy, clairaudience, clairvoyance, clairtriloquism, invisibility, once every turn. Metamorphos once every 3 turns.

God-Demons: Gilgamesh

AC -9, HD 99, hp 301, At 13 (soul fire), D 3d4+40 & 2-5 levels, CE

MR and CP: level% in 5%

Spells: charm monster (up to 88 HD at a time, he prefers fire monsters), telepathy with animals; Once every turn may charm 21 HD.

God-Demons: Efertoi

AC -9, HD 97, hp 313, At 13 (soul fire), D 3d4+42 & 2-5 levels, CE

MR and CP: level% in 5%

Spells: conjure elementals (fire, up to 13, no concentration needed), telepathy with fire elementals; once every 1 turn may call 2.

Calititchkörsk

AC -8, HD 89, hp 283, At 8 (soul fire), D 3d4+33 & 2-4 levels, CE

MR and CP: level% in 10%

Spells: phantasmal force (no concentration needed, victims save at -10, once every 1/2 turn), fire ball (40th level, once every turn), wall of fire (2400 square feet, 3-18 points through, no concentration needed)

Kaxitaveritz

AC -7, HD 87, hp 279, At 8 (soul fire), D 3d4+32 & 2-4 levels, CE

MR and CP: level% in 10%

Spells: conjure sand elementals (up to 9, as Efertoi)

God-Demons: Sicokak

AC -7, HD 77, hp 299, At 5 (scythe+20), D d8+43, CE

MR and CP: level% in 15%

Spells: animate dead (up to 20 HD per turn, controlling up to 200 HD at a time), finger of death (once a turn, save at -8, even then: lose one level)

God-Demons: Kepitan

AC -6, HD 75, hp 279, At 6 (soul fire), D 2d8+20 & 2-3 levels, CE

MR and CP: level% in 15%

Spells: teleport (warp hole 7 ft by 10 ft, as long as he concentrates, one every turn), polymorph others (save at -9)

God-Demons: Telt

AC -6, HD 66, hp 99, At 3 (soul fire), D 2d8+12 & 2 levels, CE

MR and CP: level% in 20%

spells: curse (save at -7), once every 5 turns.

God-Demons: Instrik

AC -6, HD 66, hp 88, At 3 (soul fire), D 2d8+12 & 2 levels, CE

MR and CP: level% in 20%

Spells: massmorph, hallucinatory terrain: once every 2 turns, mirror images (13—once every turn)

Fikri and Ilt

AC -6, HD 66, hp 87, At 3 (soul fire), D 2d8+12 & 2 levels, CE

MR and CP: level% in 20%

Spells: telepathy with each other, anytime, dispel evil (once every 2 turns)

These God-Demons lead the 100 Minor Demons

  1. Elves
  2. People of the Island
  3. Orcs