Author: Bryan Fazekas

  • Artifacts & Relics

    Artifacts & Relics are special magic items with powers beyond that of typical enchanted objects.

    Typically they are singular items, although in a few cases the artifacts were produced in sets. Artifacts & Relics have the some things in common:

    • Have a notable creation story that is far from typical.
    • Embody powers beyond that of typical magic items.
    • Usage has drawbacks that may cause undesired side effects or serious harm to the wielder.
    • May be as dangerous for the wielder as for those the artifact is used against!
    • Are nigh to impossible to destroy.

    Most characters want to possess an artifact, although that desire may change once they have it. All artifacts have banes, some minor and some not-so-minor. Player characters who acquire an artifact may be forced to decide if the benefits sufficiently outweigh the drawbacks!

  • Pyung Pantheon

    The Pyung Pantheon is worshipped in the western side of mainland Trivana.

    These are the younger gods, the ones who ascended to godhood after the first War of Rendelshod.


    Descriptive fields:

    Source: the god and mythos a god was inspired by

    Sex: Male, female, or N/A (not applicable)

    Symbol: symbol that represents the god

    Sphere: categories that the god governs or represents

    Clergy: Cleric, Druid, or both

    Worshipers: the types of people who worship the god, which can include specific alignments and/or areas which matter to worshipers, e.g., agriculture

    Clergy Raiment: Any apparel the clergy is expected to wear or use

    Clergy Abilities: special abilities granted by the god to their clerics and/or druids

    Clergy Restrictions: minimum qualifications to be clergy or things that affect them, e.g., clergy of a fire god may be more affected by cold


    Lawful Good


    Atima (ah-teem-a)

    Greater God

    Source Athena (Greek Mythos)
    Sex Female
    Symbol owl
    Sphere wisdom, combat
    Clergy Cleric
    Worshippers Lawful Good, fighters
    Clergy Raiment Wear a dark blue cloak embroidered with an owl. Symbol is a gold amulet engraved with an owl.
    Clergy Abilities Preferred weapon is spear. Attack with spear on fighter table, gaining specialization as would a fighter. 3rd level: Blink 1/day. 7th level: Polymorph Self 1/day.
    Clergy Restrictions Always wear chainmail. Immediately attack ANY Chaotic Evil cleric.

    Gaizon (gay-zun)

    Lesser God

    Source Fortubo (Suel Mythos)
    Sex Male
    Symbol hammer with glowing head
    Sphere stone, metals, mountains
    Clergy Cleric
    Worshippers lawful & neutral miners
    Clergy Raiment No special raiment. Any hammer can be used as symbol.
    Clergy Abilities +1 to hit/damage with stone/metal weapon. 5th level: 1 on saving throws vs. Petrification for every level above 4th. 9th level: attack as fighter with hammer.
    Clergy Restrictions cannot be multi-class

    Kwan-Yen (kwan-yen)

    Demi-God

    Source Kuan Yin (Chinese Mythos)
    Sex Female
    Symbol image of goddess holding child
    Sphere mercy, child bearing
    Clergy Cleric
    Worshippers Lawful Good + all suffering beings
    Clergy Raiment Wear green satin robes. Symbol is a silver scepter set with green gems.
    Clergy Abilities All healing spells work at full effectiveness on Good and Neutral creatures, and normally on Evil creatures. 3rd level: gain the use of one 1st level magic user spell. 5th level: gain the use of one 2nd level MU spell. These are granted by the goddess and no spell books are kept.
    Clergy Restrictions Prohibited from killing any creature except for food or as a last measure in self defense of self or others.

    Ukkono (u-ko-no)

    Demi-God

    Source Ukko (Finnish)
    Sex Male
    Symbol flaming sword
    Sphere sky, air
    Clergy Cleric
    Worshippers good beings
    Clergy Raiment No special clothing mandated. Symbol is a blessed broadsword.
    Clergy Abilities Preferred weapon is broadsword. Can cause sword to burst into flame causing an additional 2d4 points of damage per hit. Duration is 2 rounds/level, can be done 1/day for every 3 levels, e.g., 1/day at 1st level, 2/day at 4th level, 3/day at 7th level.
    Clergy Restrictions none

    Lawful Neutral


    Hordus (hor-dus)

    Lesser God

    Source Horus (Egyptian Mythos)
    Sex Male
    Symbol hawk
    Sphere vengeance
    Clergy Cleric
    Worshippers Lawful Neutral, vengeance seekers
    Clergy Raiment No special clothing mandated. Symbol is any item engraved with a hawk that has been blessed by the cleric.
    Clergy Abilities Preferred weapons are longsword and spear. 7th level: can choose Fireball as 3rd level spell. 9th level: can choose Monster Summoning spells in place of spell of same level.
    Clergy Restrictions Minimum strength 14.

    Stang-Star (stang-star)

    Lesser God

    Source Shang-Ti (Chinese Mythos)
    Sex Male
    Symbol shaft of yellow light in a fist
    Sphere leadership, sky, agriculture
    Clergy Cleric
    Worshippers any
    Clergy Raiment Wear yellow robes. Symbol is a staff engraved with the god’s symbol.
    Clergy Abilities Staff is preferred weapon. Gain +1 to hit/damage at 3rd level, +2 to hit/damage at 9th level. All weather related spells function as if the cleric is 3 levels higher.
    Clergy Restrictions none

    Lawful Evil


    Hastetsisti (haste-et-cist-ee)

    Demi-God

    Source Hastsezini (Native American Mythos)
    Sex Male
    Symbol torch
    Sphere fire
    Clergy Cleric
    Worshippers any
    Clergy Raiment Unholy symbol is a golden torch. There is no special clothing mandated.
    Clergy Abilities Can choose bow and handaxe as weapons at first level.
    Clergy Restrictions Clerics with comeliness of 10 or greater must scar their faces to reduce their comeliness.

    Hefeyne (heff-fane)

    Lesser God

    Source Hextor (Greyhawk Mythos)
    Sex Male
    Symbol six red arrows fanned to point outward
    Sphere war, discord, conflict, fitness
    Clergy Cleric
    Worshippers Lawful Neutral, Lawful Evil, Neutral Evil
    Clergy Raiment Wear black robes, adorned with white skulls or gray visages embroidered thereon.
    Clergy Abilities Can use longbow, fork, or scimitar in addition to other clerical weapons. 6th level: Gain 1st level assassin ability. Gain new assassin level for every 2 cleric levels, up to 6th level assassin.
    Clergy Restrictions none

    Lei-Lu-Kung (lay-lu-kung)

    Lesser God

    Source Lei Kung (Chinese Mythos)
    Sex Male
    Symbol storm cloud with lightning bolt through it
    Sphere bad weather
    Clergy Cleric
    Worshippers Lawful Evil
    Clergy Raiment Wear a black cloak or cape decorated with large red wings. Symbol is a silver depiction of a lightning bolt.
    Clergy Abilities Can choose Protection from Lightning as spell (similar to druid Protection from Fire). Hammer is preferred weapon. At 1st level gain +1 to hit/damage with hammer. At 6th level gain +2 to hit/damage with hammer.
    Clergy Restrictions none

    Neutral Good


    Ban (ban)

    Lesser God

    Source Balder (Norse Mythos)
    Sex Male
    Symbol gem encrusted silver chalice
    Sphere beauty
    Clergy Cleric
    Worshippers Neutral Good
    Clergy Raiment Must wear fine clothes, no style mandated. Symbol is silver scepter encrusted with gems.
    Clergy Abilities May choose broadsword as proficiency. 1st level: Charm spells cast as if 2 levels higher. 7th level: Charm spells cast as if 3 levels higher. 9th level: god grants 2 points of comeliness and charisma to chose with either under 17, maximum final value 18.
    Clergy Restrictions Minimum charisma & comeliness 14.

    Isil (eye-sill)

    Lesser God

    Source Isis (Egyptian Mythos)
    Sex Female
    Symbol ankh & star
    Sphere magic, fertility
    Clergy Cleric
    Worshippers Neutral Good, magic users
    Clergy Raiment No clothing mandated. Symbol is a golden ankh.
    Clergy Abilities 3rd level: may choose one 1st level MU spell per day. 5th level: may choose one 2nd level MU spell per day.7th level: may choose one 3rd level MU spell per day. 9th level: may choose one 4th level MU spell per day. 12th level: may choose one 5th level MU spell per day.
    Clergy Restrictions Intelligence and charisma must be at least 12. Keep magic user spell books. At 9th level has 5% chance of receiving a charm that will protect against one type of spell, each charm having 4d10 charges and is not
    rechargeable.

    Keladon (kell-a-don)

    Lesser God

    Source Celestian, the Far Wanderer (Greyhawk Mythos)
    Sex Male
    Symbol black circle with seven stars
    Sphere stars, space, wandering
    Clergy Cleric
    Worshippers any Good, travelers
    Clergy Raiment Symbol is gold scepter with etched black circle with seven gems. Level 1: light blue robes + ruby. Level 3: light gray robes + jacinth. Level 5: violet robes + topaz. Level 7: blue-gray robes + emerald. Level 9: dark blue robes + sapphire. Level 11: deep
    Clergy Abilities May use spear, short sword, battleaxe, or longbow as proficiencies. Special spells, usable 1 each per day in addition to cleric spells: Level 1: Feather Fall. Level 3: Jump. Level 5: Levitate. Level 7: Spider Climb. Level 9: Fly. Level 11: Dimension Door. Level 13: Teleport.
    Clergy Restrictions none

    Ramun-go (ra-mun-go)

    Greater God

    Source Ra (Egyptian Mythos)
    Sex Male
    Symbol solar disk encircled by serpent
    Sphere sun
    Clergy Cleric, Druid
    Worshippers Neutral Good, farmers
    Clergy Raiment No special clothing mandated. Symbol is gold amulet engraved with solar disk encircled by serpent.
    Clergy Abilities 1st level: Light and Burning Hands, 1 each per day. 7th level: permanent Protection from Fire; use it as 4th level spell. 12th level: use Anti-Magic Shell as 6th level spell.
    Clergy Restrictions At 5th level take +1 damage per die (to per die maximum) from cold-based attacks.

    True Neutral


    Alydia (a-lid-ee-uh)

    Demi-God

    Source Olidammara (Greyhawk Mythos)
    Sex Male
    Symbol laughing mask
    Sphere music, revelry, roguery, wine, spirits, jokes
    Clergy Cleric
    Worshippers Neutral, Chaotic Neutral, Chaotic Good, Neutral Good
    Clergy Raiment No special clothing. Symbol is a golden laughing mask worn on a chain around the neck.
    Clergy Abilities Can Hide in Shadows as a thief of the same level. Musical skills of a bard 2 levels lower. 9th level: Shape Change as an illusionist of same level.
    Clergy Restrictions none

    Ardemus (ar-dee-mus)

    Lesser God

    Source Artemis (Greek Mythos)
    Sex Female
    Symbol bow of ivory in front of moon
    Sphere hunt
    Clergy Druid
    Worshippers Neutral
    Clergy Raiment Clothing must match the environment. Symbol is an oak stick engraved with a bow in front of the moon.
    Clergy Abilities Must choose longbow and spear at 1st level. All animal intelligence creatures must make saving throw vs. Magic at -4 to attack. At 5th level gain +1 to hit/damage with longbow or spear. At 9th level gain +2 to hit/damage with longbow or spear.
    Clergy Restrictions none

    Cheriyan (cheer-ih-yan)

    Lesser God

    Source Boccob (Greyhawk Mythos)
    Sex Male
    Symbol eye in pentagram
    Sphere magic, arcane knowledge, foresight
    Clergy Cleric
    Worshippers any, wizards, sages, teachers
    Clergy Raiment Wear purple robes with gold trim. Symbol is gold scepter inscribed with eye in pentagram
    Clergy Abilities 2nd level: use 1st level MU spell in addition to cleric spells. 4th level: use 2nd level MU spell. 6th level: use 3rd level MU spell. 8th level: use 4th level MU spell. 9th level: use simple magic items usable only by magic users. 10th level: use 5th level MU spell. 12th level: use 6th level MU spell.
    Clergy Restrictions Must maintain spell books as would a magic user.

    Dag-Dane-Aurth (dag-dane-arth)

    Greater God

    Source Dagda (Celtic Mythos)
    Sex Male
    Symbol bubbling cauldron
    Sphere nature, authority, rulership
    Clergy Cleric
    Worshippers Neutral, any Neutral
    Clergy Raiment Holy symbol is a wooden stick or club engraved by the cleric with a bubbling cauldron. Must wear plain clothing, rarely dressing “fancy”.
    Clergy Abilities Correctly determine type of potion by taste, 25% + 5% per level up to a maximum of 95%. 3rd level: use Telepathy (as spell) 1/day. 5th level: Shape Change 1/day. 7th level: Legend Lore 1/week. 9th level: Etherealness 1/day.
    Clergy Restrictions Preferred weapon is a plain wooden club.

    Fiacre (fee-acre)

    Demi-God

    Source Fharlanghn (Greyhawk Mythos)
    Sex Male
    Symbol disc with curved line across it (horizon)
    Sphere horizons, distances, roads, travel
    Clergy Cleric, Druid
    Worshippers any
    Clergy Raiment Symbol is carved wooden disc with curved line across it, and must be carved by the cleric/druid who carries it. Clerics wear brown robes while druids wear dark green robes.
    Clergy Abilities All gain +1 on surprise rolls at 7th level. Clerics can Passwall at 6th level, while druids can Pass Plant at 6th level.
    Clergy Restrictions none

    Vargovie (var-go-vee)

    Demi-God

    Source Xerbo (Suel Mythos)
    Sex Male
    Symbol dragon turtle
    Sphere sea, money, business
    Clergy Cleric, Druid
    Worshippers fishermen and those on sea coasts
    Clergy Raiment Wear various shades of blue vestments, decorated with green trim running from the edges of the garments into the torso and up to the neck, to simulate sea vegetation waving in the current. Symbol is driftwood wand carved with a dragon turtle image.
    Clergy Abilities Spells involving water act as if the caster was 2 levels higher.
    Clergy Restrictions Cannot use fire-related spells, although resist fire can be used.

    Neutral Evil


    Nemausus the Reaper (nem-aus-us)

    Greater God

    Source Nerull, The Reaper (Greyhawk Mythos)
    Sex Male
    Symbol skull & scythe
    Sphere death, darkness, underworld, covert activity
    Clergy Cleric
    Worshippers evil
    Clergy Raiment Wear rust-red or blackish-rust garments. Symbol is golden sickle etched with a skull.
    Clergy Abilities All surprise 2 in 12. 1st level: use sickle (treat as dagger). 5th level: use scythe (treat as hook-fauchard).
    Clergy Restrictions none

    Nergane (ner-gain)

    Demi-God

    Source Nergal (Babylonian Mythos)
    Sex Male
    Symbol dark skinned man holding jet black shield
    Sphere death, underworld
    Clergy Cleric
    Worshippers Evil
    Clergy Raiment Unholy symbol is scepter made of black stone, engraved with the god’s symbol. Must wear black clothing, preferrably robes.
    Clergy Abilities Gain +2 on saves vs. Death Magic.
    Clergy Restrictions none

    Syrane (sy-rane)

    Demi-God

    Source Syrul (Suel Mythos)
    Sex Female
    Symbol forked tongue
    Sphere false promised deceit
    Clergy Cleric
    Worshippers evil, including humanoids
    Clergy Raiment Golden-yellow robes adorned with a red forked tongue. Symbol is golden rod with embedded red gems in shape of forked tongue.
    Clergy Abilities 1st level: Can use dagger as proficiency. 3rd level: Obscure Alignment 1/day. 7th level: Undetectable Lie 1/day. 9th level: +1 to hit on all attacks. Once: at 9th level receive use of Vision spell.
    Clergy Restrictions none

    Chaotic Good


    Amodi (ah-mode-ee)

    Demi-God

    Source Modi (Norse Mythos)
    Sex Male
    Symbol sword & hammer crossed
    Sphere courage, berserk rage
    Clergy Cleric
    Worshippers Chaotic Good
    Clergy Raiment Must always wear non-bulky armor. Symbol is any Blessed weapon.
    Clergy Abilities If reduced to half hit points or less, go into berserk rage that lasts 5d4 rounds; attacks are on fighter table. Once all enemies have fallen there is a chance (50% – 3%/level) that the cleric will attack friends. Once rage is spent must roll system shock – failure indicates a coma for 2d6 turns. If in coma must roll system shock again or die. At 9th level may voluntarily go berserk 1/week.
    Clergy Restrictions none

    Aponno (a-pon-no)

    Greater God

    Source Apollo (Greek Mythos)
    Sex Male
    Symbol lyre
    Sphere sun, prophesy, music, archery
    Clergy Cleric
    Worshippers Chaotic Good, music lovers, archers, sun worshippers
    Clergy Raiment No special clothing mandated. Symbol is a golden scepter engraved with a lyre.
    Clergy Abilities Must choose longbow as weapon. Gain specialization with longbow as a fighter, attacking on fighter table. All other weapons attack on cleric table. 5th level: use Bless on up to 5 arrows per level. Blessed arrows gain +1 to hit/damage for every 5 levels above 4th, e.g., +1 at 5th level, +2 at 10th level. Bless lasts up to 1 hour/level.
    Clergy Restrictions Charisma and strength must be at least 14.

    Trahern (tran-hern)

    Demi-God

    Source Tritheron, The Summoner (Greyhawk Mythos)
    Sex Male
    Symbol rune of pursuit
    Sphere individuality, self-protection, liberty, retribution
    Clergy Cleric
    Worshippers Chaotic Good, Chaotic Neutral
    Clergy Raiment Wear dark blue or purple robes, silver or gold trimmed. During special ceremonies wear cassocks of golden red emblazoned with the rune of pursuit. Symbol is a gold scepter engraved with the rune of pursuit.
    Clergy Abilities Level 2: Track as a ranger 1 level below, maximizing 9th level. 4th level: May use spear. 8th level: May use broadsword.
    Clergy Restrictions none

    Chaotic Neutral


    Aeghur (ay-ghur)

    Demi-God

    Source Aegir (Norse Mythos)
    Sex Male
    Symbol rough ocean waves
    Sphere storms, seas
    Clergy Cleric
    Worshippers Chaotic Neutral, seafarers
    Clergy Raiment no special clothes mandated. Symbol is a wand of driftwood carved with ocean waves.
    Clergy Abilities All spells affecting water cast as if 2 levels higher.
    Clergy Restrictions none

    Din (din)

    Demi-God

    Source Pan (Greek Mythos)
    Sex Male
    Symbol syrinx (pipes)
    Sphere nature, wild passion
    Clergy Cleric
    Worshippers Chaotic Neutral
    Clergy Raiment No mandated clothing. Symbol is syrinx (pipes).
    Clergy Abilities Can Detect Illusion 1/day. At 3rd level can use Hypnotic Pattern 1/day.
    Clergy Restrictions Clerics usually fight with any lawful clerics.

    Indeero (in-deer-o)

    Lesser God

    Source Indra (Indian Mythos)
    Sex Male
    Symbol white elephant
    Sphere atmosphere, storms, rain
    Clergy Cleric
    Worshippers Chaotic Neutral, farmers
    Clergy Raiment No special clothing mandated. However, clergy must tattoo a white elephant on their forehead. Symbol is a gold circlet engraved with an elephant, outlined in white.
    Clergy Abilities May choose longbow as proficiency at first level. All weather controlling spells are cast as if 2 levels higher, as are spells of charming and influence.
    Clergy Restrictions Strength minimum 12.

    Posaydum (po-say-dum)

    Greater God

    Source Poseidon (Greek Mythos)
    Sex Male
    Symbol trident
    Sphere seas, oceans, streams, earthquakes
    Clergy Cleric
    Worshippers Chaotic Neutral, those who depend on seas
    Clergy Raiment No clothing mandated. Symbol is a Blessed trident.
    Clergy Abilities Preferred weapon is trident. Can use Monster Summoning spells of appropriate level to summon sea creatures. Change Self 1/day for every 4 levels, e.g., 1 time at 1st level, 2 times at 5th level.
    Clergy Restrictions none

    Chaotic Evil


    Abumnabia (ah-bume-nob-ee-uh)

    Demi-God

    Source Cthulhu (Cthulhu Mythos)
    Sex N/A
    Symbol image of god, a humanoid body with the head of an octopus
    Sphere water
    Clergy Cleric
    Worshippers Chaotic Evil
    Clergy Raiment No clothing specified. Symbol is silver plate engraved with image of the god.
    Clergy Abilities On saving throws vs. fear or insanity, gain +1 for each full 3 levels, e.g., +1 at 3rd level, +2 at 6th level, etc. At 9th level use Symbol of Fear 1/day.
    Clergy Restrictions none

    Alodi (ah-low-di)

    Lesser God

    Source Loki (Norse Mythos)
    Sex Male
    Symbol flame
    Sphere mischief, strife, fire
    Clergy Cleric
    Worshippers Chaotic Evil
    Clergy Raiment Must wear red and black. Symbol is a gold scepter encrusted with red and yellow gems to appear like a torch.
    Clergy Abilities At 3rd level can Shape Change 1/day. At 7th level can use Suggestion 1/day.
    Clergy Restrictions none

    Eburscon (eb-urs-con)

    Demi-God

    Source Erythnul, The Many (Greyhawk Mythos)
    Sex Male
    Symbol red blood drop
    Sphere ugliness, hate, envy, malice, panic, slaughter
    Clergy Cleric
    Worshippers Chaotic Evil
    Clergy Raiment Wear rust colored robes. Symbol is a wooden dagger anointed with blood of an enemy slain in battle.
    Clergy Abilities 3rd level: Cast Scare 1/day in addition to normal spells. 7th level: go berserk 1/week, +4 to hit/damage on all attacks, hits points temporarily increase 50%, lasts 5-20 rounds. At end must roll system shock or die.
    Clergy Restrictions none

    Huhutlolok (hu-hut-lo-lock)

    Demi-God

    Source Huhueteotl (Central American Mythos)
    Sex Male
    Symbol image of god
    Sphere fire
    Clergy Cleric
    Worshippers Chaotic Evil
    Clergy Raiment Symbol is golden scepter engraved with image of god. Must wear red & yellow clothing.
    Clergy Abilities 3rd level: gain permanent Resistance to Fire, as per the 3rd level Druid spell.
    Clergy Restrictions none

    copyright 1983-2024 Bryan Fazekas

  • Anaxios Pantheon

    The Anaxios Pantheon are the elder gods, the ones who ascended to godhood prior to the first War of Rendelshod. This pantheon is worshipped by inhabitants of the eastern side of mainland Trivana and in the Southern Islands.


    Descriptive fields:

    Source the god and mythos a god was inspired by
    Sex Male, female, or N/A (not applicable)
    Symbol symbol that represents the god
    Sphere categories that the god governs or represents
    Worshipers the types of people who worship the god, which can include specific alignments and/or areas which matter to worshipers, e.g., agriculture
    Clergy Cleric, Druid, or both
    Clergy Raiment Any apparel the clergy is expected to wear or use
    Clergy Abilities special abilities granted by the god to their clerics and/or druids; this may include spell-like abilities as additional powers, and the ability to substitute non-cleric spells during the daily memorization
    Clergy Restrictions minimum qualifications to be clergy or things that affect them, e.g., clergy of a fire god may be more affected by cold

    Pantheon Listing

    Lawful Good

    Dorane (dor-ane)

    Sanjinct the Just (san-jink-tuh)

    Zsofika (so-fik-a)

    Lawful Neutral

    Aanth (a-anth)

    Mardukkun (mar-duke-un)

    Patah (pa-tah)

    Lawful Evil

    Mict-An-Ul (mict-an-ul)

    Tlaloc (tla-lock)

    Neutral Good

    Demeter (dem-eh-tur)

    Ebele (ee-bell)

    Lydes-Amia (lie-dese-am-i-uh)

    True Neutral

    Heron (hair-un)

    Idelisa (i-dell-ee-sa)

    Owynn-Hai (o-win-hay)

    Phaestus (phay-stus)

    Sylvanus (Sil-vane-us)

    Thorn (thorn)

    Neutral Evil

    Hades (hay-dese)

    Tx’Amun (tix-a-mun)

    Chaotic Good

    Hotoru (ho-tore-u)

    Lakshmi (lock-smee)

    Neffulthyse (nef-ul-thigh-ese)

    Chaotic Neutral

    Dionysis (Di-un-I-sus)

    Manammun Lair (man-am-mun-lair)

    Ullan (ul-lan)

    Zinervo (zin-err-vo)

    Chaotic Evil

    Barkane (bar-kane)

    Hate (hate)

    Pyawran (pie-ah-wran)

    Xiumdurn (zi-um-durn)


    Lawful Good


    Dorane (dor-ane)

    Greater God

    Source Donblas (Melnibonean Mythos)
    Sex Male
    Symbol wide red arrow pointing upward
    Sphere justice, law
    Worshippers Lawful Good
    Clergy Cleric
    Clergy Raiment Must wear white robes and cannot use bulky armor which reduces normal speed to 6″ or less. Holy symbol is a mace engraved with the god’s symbol and Blessed by a cleric of at least 9th level.
    Clergy Abilities When using the holy symbol as the weapon, gain +1 to hit/damage on undead, and on each successful hit the undead may be turned as a cleric 2 levels higher, even if an attempt to normally turn the undead failed.

    At 5th level may invoke Lightning Bolt 1/day as an extra ability.

    At 7th level gain immunity to lightning similar to 3rd level Druid spell Protection from Fire and can take Protection from Lightning as a 3rd level spell.

    At level 12 can invoke Chain Lightning 1/day as an extra ability.

    Clergy Restrictions Must have charisma of at least 14.

    Sanjinct the Just (san-jink-tuh)

    Demi-God

    Source Heironeous, the Invincible (Greyhawk Mythos)
    Sex Male
    Symbol silver lightning bolt
    Sphere chivalry, honor, justice, valor, daring
    Worshippers Lawful Neutral, Lawful Good, Neutral Good
    Clergy Cleric
    Clergy Raiment Robes are dark blue with silver trim indicating their station.
    Clergy Abilities Preferred weapon is the battle-axe. At 1st level gain +1 to hit/damage with battle-axe.

    At 6th level gain +2 to hit/damage with battle-axe, with 3 attacks every 2 rounds.

    Clergy Restrictions Prefer to wear chainmail; may wear lighter armor if necessary, but will not wear heavier armor.

    Zsofika (so-fik-a)

    Lesser God

    Source Osiris (Egyptian Mythos)
    Sex Male
    Symbol white crown
    Sphere nature, dead
    Worshippers Lawful Good, farmers
    Clergy Cleric
    Clergy Raiment Must wear a green cloak. Symbol is a golden ankh.
    Clergy Abilities Unintelligent plants cannot attack clerics. Intelligent plants may be turned or commanded into service similar to undead (evil turn, good or neutral commanded).

    At 7th level may choose Minor Globe of Invulnerability as 4th level spell.

    At 11th level may choose Globe of Invulnerability as 6th level spell.

    Clergy Restrictions none

    Lawful Neutral


    Aanth (a-anth)

    Demi-God

    Source Aarth (Nehwon Mythos)
    Sex Male
    Symbol glowing gold rectangle on field of black
    Sphere magic, knowledge, secrets
    Worshippers Lawful Neutral
    Clergy Cleric
    Clergy Raiment No special clothing mandated. Symbol is a wand of dark colored wood, inlaid with runes in gold.
    Clergy Abilities At 3rd level may choose Invisibility as 2nd level spell.

    At 3rd level gain some thief abilities (Pick Pockets, Open Locks, Move Silently, Hide in Shadows, Hear Noise, Read Languages) as thief 2 levels lower. This power increases with level.

    Clergy Restrictions none

    Mardukkun (mar-duke-un)

    Demi-God

    Source Marduk (Babylonian Mythos)
    Sex Male
    Symbol silvery net
    Sphere cities, weather
    Worshippers Lawful Neutral
    Clergy Cleric
    Clergy Raiment Symbol is small netting made of silver-imbued cloth. No special clothing is mandated.
    Clergy Abilities At 5th level may choose Lightning Bolt as a 3rd level spell, but cast it at 1/2 the clerical level, rounded up.
    Clergy Restrictions none

    Patah (pa-tah)

    Greater God

    Source Ptah (Egyptian Mythos)
    Sex Male
    Symbol apis bull
    Sphere creation, universe
    Worshippers Lawful Neutral
    Clergy Cleric
    Clergy Raiment No special clothing mandated. Symbol is a copper plate engraved with an Apis bull.
    Clergy Abilities Preferred weapon is the mace. When using a Blessed mace the cleric is treated as having fighter weapon specialization, although attacks are still on the cleric table.

    At 7th level can Haste self 1/week with no aging, as an extra ability.

    At 9th level may choose Teleport as a 5th level spell with half normal chance of error.

    Clergy Restrictions none

    Lawful Evil


    Mict-An-Ul (mict-an-ul)

    Demi-God

    Source Mictlantecuhtli (Central American Mythos)
    Sex Male
    Symbol dog totem
    Sphere death
    Worshippers any
    Clergy Cleric
    Clergy Raiment Unholy symbol is human thigh bone. Must wear black clothing.
    Clergy Abilities Can command undead as a cleric 2 levels higher.
    Clergy Restrictions none

    Tlaloc (tla-lock)

    Lesser God

    Source Tlaloc (Central American Mythos)
    Sex Male
    Symbol deer totem
    Sphere rain
    Worshippers all who need rain
    Clergy Cleric
    Clergy Raiment Bronze scepter engraved with god’s symbol. Must wear bronze colored robes or clothing.
    Clergy Abilities At 1st level gain +2 on saving throws vs. all water-based attacks.

    At 5th level may choose Call Lightning as a 3rd level spell.

    Clergy Restrictions none

    Neutral Good


    Demeter (dem-eh-tur)

    Greater God

    Source Demeter (Greek Mythos)
    Sex Female
    Symbol mare’s head
    Sphere agriculture
    Worshippers Neutral Good, farmers
    Clergy Cleric, Druid
    Clergy Raiment Must wear green & brown clothing. Symbol is a silver circlet engraved with a mare’s head.
    Clergy Abilities Preferred weapon is a spear.

    At 6th level gain +1 to hit/damage with spear.

    At 11th level gain +2 to hit/damage with spear.

    Clerics & druids can choose any cleric/druid spells for summoning and/or controlling animals and plants, and for weather control. Clerics cast such cleric spells as 2 levels higher; druids cast such druid spells as 2 levels higher.

    Has a base chance of 20% + 5%/level (max 95%) of treating peacefully with green dragons, or any nature-oriented dragon, regardless of alignment.

    Clergy Restrictions none

    Ebele (ee-bell)

    Greater God

    Source Ehlonna (Greyhawk Mythos)
    Sex Female
    Symbol unicorn horn
    Sphere forest, meadows, animals, flowers, fertility
    Worshippers any Good, any Neutral
    Clergy Cleric, Druid
    Clergy Raiment Symbol is silver replica of unicorn’s horn.
    Clergy Abilities Can use longbow and longsword. All track as a ranger of the same level.

    Clerics gain Animal Friendship as extra power at 5th level. Druids cast Animal Friendship at twice normal level.

    Clergy Restrictions Cannot wear armor heavier than leather.

    Lydes-Amia (lie-dese-am-i-uh)

    Demi-God

    Source Lydia (Suel Mythos)
    Sex Female
    Symbol spray of vivid colors
    Sphere music, light, daylight
    Worshippers any Good musicians, sages, & scholars
    Clergy Cleric
    Clergy Raiment Clerics are 80% female – all wear white vestments trimmed in gold and silver. Symbol is silver fan painted with a spray of vivid colors.
    Clergy Abilities Clerics get additional spells, each usable once per day – 1st level: Detect Magic, 3rd level: Augury, 5th level: Divination, 9th level: Locate Object.
    Clergy Restrictions none

    True Neutral


    Heron (hair-un)

    Demi-God

    Source Hera (Greek Mythos)
    Sex Female
    Symbol peacock
    Sphere marriage, intrigue
    Worshippers any, wives & intriguers
    Clergy Cleric
    Clergy Raiment Must wear violet robes. Symbol is a rod wrapped with a peacock feather.
    Clergy Abilities At 4th level gain Polymorph Self 1/day as an extra ability.

    At 7th level gain Fear 1/day as an extra ability.

    Clergy Restrictions Clerics are always female, and are vengeful of slights to them or their goddess.

    Idelisa (i-dell-ee-sa)

    Demi-God

    Source Istus, Lady of our Fate (Greyhawk Mythos)
    Sex Female
    Symbol golden spindle with three strands
    Sphere fate, destiny, predestination, future
    Worshippers any
    Clergy Cleric
    Clergy Raiment Symbol is golden spindle. Wear grey robes, or black with web pattern at 9th level.
    Clergy Abilities At 3rd level gain Augury as an additional ability.

    At 7th level gain Strand of Binding as an additional ability.

    Clergy Restrictions none

    Owynn-Hai (o-win-hay)

    Lesser God

    Source Obad-Hai (Greyhawk Mythos)
    Sex Male
    Symbol oak leaf & acorn
    Sphere nature, wildlands, freedom, hunting, wild beasts
    Worshippers Neutral
    Clergy Cleric, Druid
    Clergy Raiment wear russet robes. Symbol is a wand carved with oak leaves and acorn symbols.
    Clergy Abilities Use staff as primary weapon, gaining +1 to hit/damage.

    All clergy may choose proficiencies among all clerical or druidic weapon.

    At 3rd level clergy may substitute one 1st level spell of other type (cleric –> druid & druid –> cleric).

    At 6th level may substitute one 2nd level spell.

    At 9th level may substitute one 3rd level spell.

    At 12th level may transform into any small or medium animal intelligence woodland creature at will.

    Clergy Restrictions Clerics wander the woodlands and small villages.

    Phaestus (phay-stus)

    Demi-God

    Source Hephaestus (Greek Mythos)
    Sex Male
    Symbol hammer & anvil
    Sphere blacksmiths, metalworkers
    Worshippers metalworkers, including some dwarves
    Clergy Cleric
    Clergy Raiment Must wear brown leather clothing. Symbol is an Blessed hammer.
    Clergy Abilities Preferred weapon is a hammer, gaining +1 to hit and damage with hammer.

    Gain +5% per level on reaction dice with creatures from the Elemental Plane of Fire and red dragons.

    Clergy Restrictions Clerics must be blacksmiths.

    Sylvanus (Sil-vane-us)

    Greater God

    Source Silvanus (Celtic Mythos)
    Sex Male
    Symbol summer oak tree
    Sphere forests, nature
    Worshippers forest dwellers
    Clergy Druid
    Clergy Raiment Wear plain brown robes. Symbol is an oak branch.
    Clergy Abilities Spells vs plants are effective at twice the druid’s level.

    At 5th level can summon a companion, a wolf hound (HD4, AC4, HP 32, 2 attacks for 2-8, 2-8); hound will remain with druid until death, after which another can be summoned but no more than 1 in a 2 year period.

    At 9th level begin regeneration of 1 hp/round; can regenerate limbs but not from death.

    Clergy Restrictions none

    Thorn (thorn)

    Demi-God

    Source Thoth (Egyptian Mythos)
    Sex Male
    Symbol Ibis
    Sphere knowledge
    Worshippers seekers of knowledge
    Clergy Cleric
    Clergy Raiment No special clothing mandated. Symbol is a brass amulet engraved with an ibis.
    Clergy Abilities Divination spells function as if cleric level 50% higher.
    Clergy Restrictions Cannot wear metal armor.

    Neutral Evil


    Hades (hay-dese)

    Lesser God

    Source Hades (Greek Mythos)
    Sex Male
    Symbol black ram
    Sphere underworld, death
    Worshippers Neutral Evil
    Clergy Cleric
    Clergy Raiment Must wear black robes with bright red trim. Symbol is a stick of black rock engraved in silver with ram’s head.
    Clergy Abilities Will choose any sword proficiency at 1st level as the preferred weapon.

    May command undead as cleric 3 levels higher.

    At 12th level may choose Death Spell or Powerword Kill as 6th level spell.

    Clergy Restrictions none

    Tx’Amun (tix-a-mun)

    Demi-God

    Source Pyremius (Suel Mythos)
    Sex Male
    Symbol face of a daemon
    Sphere fire, poison, murder
    Worshippers evil, including humanoids
    Clergy Cleric
    Clergy Raiment Red vestments decorated with flame-shaped swatches of orange and yellow. Viewed from a distance, this garb makes the cleric seem to be on fire. Symbol is golden scepter.
    Clergy Abilities At 1st level gain +1 on saving throws vs. fire.

    At 5th level gain : +2 on saving throws vs. fire.

    At 7th level may choose Fireball as a 3rd level spell.

    At 9th level gain +3 on saving throws vs. fire. Immune to non-magical fires causing less than 24 points damage/round. May use Pyrotechnics 1/day as an additional power, using the unholy symbol as the material component.

    Clergy Restrictions Level 1: -1 on saving throws vs. cold. Level 5: -2 on saving throws vs. cold. Level 9: -3 on saving throws vs. cold, take extra point per die from cold damage up to max per die, extra damage from cold healed only by Restoration, Limited Wish, Wish, or A

    Chaotic Good


    Hotoru (ho-tore-u)

    Lesser God

    Source Hotoru (Native American Mythos)
    Sex Male
    Symbol clouds
    Sphere wind, weather, crops
    Worshippers Chaotic Good
    Clergy Cleric
    Clergy Raiment Symbol is a silver scepter engraved with clouds and grain. No special clothing is mandated.
    Clergy Abilities At 5th level may choose Lightning Bolt as a 3rd level spell.

    At 9th level may choose Wall of Air as 5th level spell.

    Clergy Restrictions none

    Lakshmi (lock-smee)

    Demi-God

    Source Lakshmi (Indian Mythos)
    Sex Female
    Symbol lotus & bow
    Sphere fortune
    Worshippers Chaotic Good, those seeking luck
    Clergy Cleric
    Clergy Raiment Clothing and cloak outlined in gold. Symbol is gold scepter with head shaped like lotus and engraved with a longbow.
    Clergy Abilities May choose longbow as proficiency at 1st level.

    May increase their luck or that of another 1/week; for 1 hour after the invoking all saving throws and to hit rolls are at +4. This must be invoked BEFORE the need to use it.

    Clergy Restrictions none

    Neffulthyse (nef-ul-thigh-ese)

    Lesser God

    Source Nephthys (Egyptian Mythos)
    Sex Female
    Symbol horns around lunar disk
    Sphere wealth, protector of dead
    Worshippers Chaotic Good
    Clergy Cleric
    Clergy Raiment No special clothing mandated. Symbol is bull’s horn engraved with moon symbol.
    Clergy Abilities Turn undead as 1 level higher, and turn Lawful Evil undead as 3 levels higher.

    Gain +1 to hit/damage against undead for every 3 levels, e.g., +1 at 1st level, +2 at 4th level, etc.

    Clergy Restrictions Charisma must be at least 14. Cannot retreat in battle from intelligent undead unless others will be harmed.

    Chaotic Neutral


    Dionysis (Di-un-I-sus)

    Greater God

    Source Dionysis (Greek Mythos)
    Sex Male
    Symbol thyrsus
    Sphere wine
    Worshippers chaotic beings
    Clergy Cleric
    Clergy Raiment Must wear purple cloak or cloak embroidered with grapes. Symbol is a golden circlet engraved with a Thyrsis.
    Clergy Abilities Once per week can go berserk, attacking on fighter table at +1 to hit/damage for every 3 levels, e.g., +1 at 1st level, +2 at 4th level. This last 5d4 rounds and at conclusion must make system shock roll or fall unconscious for 1d4 turns. If unconscious must make second system shock roll or die.

    All saves vs. fear or insanity are at +1 per 4 levels, e.g., +1 at 1st level, +2 at 5th level.

    At 4th level may Polymorph Self 1/day as an additional power.

    At 7th level may substitute any Polymorph spell for a cleric spell of the same level.

    Clergy Restrictions none

    Manammun Lair (man-am-mun-lair)

    Lesser God

    Source Manannan Mac Lir (Celtic Mythos)
    Sex Male
    Symbol wave of white water on green background
    Sphere seas, oceans
    Worshippers sea farers
    Clergy Cleric
    Clergy Raiment Wear grey robes printed with sea shell pattern. Symbol is wand of driftwood engraved with god’s symbol.
    Clergy Abilities Trident is the preferred weapon.

    May Speak with Animals 3/day, effective with sea creatures only, as an additional power.

    At 3rd level gain Water Breathing 1/day, as an additional power.

    At 6th level gain +1 to hit/damage with trident.

    Clergy Restrictions none

    Ullan (ul-lan)

    Demi-God

    Source Uller (Norse Mythos)
    Sex Male
    Symbol longbow
    Sphere hunting, archery, winter
    Worshippers Chaotic Neutral, hunters, archers
    Clergy Cleric
    Clergy Raiment Wear leather clothing camaflauged for local conditions. Symbol is any Blessed longbow.
    Clergy Abilities Must take longbow as proficiency at 1st level; attacks with bow are on the fighter table.

    May take any sword proficiency, including great sword. Gain specialization as fighter.

    Clergy Restrictions Minimum strength 14, constitution 14. Will not use a shield.

    Zinervo (zin-err-vo)

    Demi-God

    Source Zagyg (Greyhawk Mythos)
    Sex Male
    Symbol rune of madness
    Sphere humor, occult studies, unpredictability
    Worshippers any
    Clergy Cleric
    Clergy Raiment Symbol is copper scepter inscribed with rune of madness. Wear robes of dark blue trimmed in silver.
    Clergy Abilities May inscribe a rune which affects all viewing it within 30′. All creatures must save vs. Spells or be affected for a period of 1 round per cleric level. Runes fade after 1d3 rounds.

    At 1st level may inscribe Persuasion – intelligent creatures failing to save become friendly to the cleric and will agree to reasonable suggestions.

    At 3rd level may inscribe Fear – all creatures failing to save will be affected as per a Fear spell.

    At 5th level may inscribe Discord – all creatures failing to save become quarrelsome and there is a
    5%/level of the cleric that each creature will fight those with a differing alignment.

    At 7th level may inscribe Pain – all creatures failing to save experience wracking pain, suffering -2 on to-hit rolls and saving throws.

    At 9th level may inscribe Insanity – all creatures failing to save will temporarily become insane. 25% will attack the nearest creature, 25% will be Confused (as per spell), 25% will be catatonic, and 25% will be affected as per Fear spell.

    Note that the cleric is not immune to attacks by affected creatures.

    Clergy Restrictions none

    Chaotic Evil


    Barkane (bar-kane)

    Greater God

    Source Arioch (Melnibonean Mythos)
    Sex Male
    Symbol circle with red arrows radiating in all directions
    Sphere swords, battle, chaos
    Worshippers Chaotic Evil, warriors
    Clergy Cleric
    Clergy Raiment Wear red robes. Unholy symbol is any broadsword.
    Clergy Abilities Broadsword is the preferred weapon at 1st level. The cleric gains weapon specialization at 1st, 7th, and 13th levels as would a fighter.

    Attacks with the broadsword are on the fighter table, although all other weapons are on the cleric table.

    At 7th level can go Ethereal 1/day.

    Clergy Restrictions Must have charisma of at least 14.

    Hate (hate)

    Demi-God

    Source Hate (Nehwon Mythos)
    Sex Male
    Symbol foggy image with floating eyes
    Sphere hatred
    Worshippers Chaotic Evil
    Clergy Cleric
    Clergy Raiment Must wear grey clothing decorated with red gems. Symbol is a grey wand decorated randomly with red gems.
    Clergy Abilities Clerics of 5th level or higher may invoke a physical appearance of Hate. The base chance is 3% per level of the cleric, plus 2% per level of all assisting clerics, plus 1% for each worshipper in attendance. See Newhon Mythos for details of Hate.
    Clergy Restrictions none

    Pyawran (pie-ah-wran)

    Demi-God

    Source Pyaray (Melnibonean Mythos)
    Sex Male
    Symbol blue gem with 8 rays emanating from it
    Sphere ocean abysses
    Worshippers Chaotic Evil
    Clergy Cleric
    Clergy Raiment Wear black robes. Symbol is a blue gem set in a silver necklace worn around the neck.
    Clergy Abilities Gain Water Breathing with a duration equal to the cleric’s level in hours. This can be used periodically during a 24 hour period.

    At 5th level may communicate with sea creatures at will.

    Clergy Restrictions none

    Xiumdurn (zi-um-durn)

    Lesser God

    Source Xiombarg (Melnibonean Mythos)
    Sex Female
    Symbol image of slim young girl
    Sphere war, slaughter
    Worshippers Chaotic Evil, warriors
    Clergy Cleric
    Clergy Raiment Wear white robes. Unholy symbol is any battle axe.
    Clergy Abilities Battle-axe is the preferred weapon at 1st level, gaining weapons specialization at 1st and 7th levels as would a fighter.

    Attacks with the battle-axe are on the fighter table, although attacks with all other weapons are on the cleric table.

    At 5th level may Polymorph Self 1/day as an additional ability.

    Clergy Restrictions none

    copyright 1983-2025 Bryan Fazekas

  • Deities of Trivana

    updated: 30 July 2024

    Deities of Trivana

    This document describes the deities of The World (GeKeb), and Trivana specifically. It provides a complete list of all the Greater and Lesser gods, and a list of notable Demi-Gods.

    In addition to the gods themselves, this section also provides a description of the main pantheons of gods (which compete with each other), the gods of each pantheon (who also compete within their own pantheons), and a general background on how gods function in The World.

    What is NOT included is vital statistics about each god. The gods of The World are NOT available for mortal to fight. Anyone who gets that tough will be either killed (by the gods for the safety of the gods) or ascended to godhood, thereby becoming either moot or an NPC. Time to roll up new characters …


    Table of Contents

    Where the Gods Came From

    Gods & Godhood

    The Pantheons

    Breadth of Power

    Deity Descriptions


    Where the Gods Came From

    Author’s Note: Nope – we’re not talking metaphysical stuff here. This is where the concept that I use came from and what that concept is.

    The gods of The World drew from the various pantheons listed in the Deities & Demi-Gods Cyclopedia (DDG), plus from the Suel and Greyhawk pantheons published in The Dragon in the early 1980’s.

    Originally my brother and I agreed that we could use any and all gods from the DDG as needed and assumed that all existed. Later this proved to be too much, especially since in later campaigns I adopted the idea of granting special abilities to clerics of specific deities. There were too many (200+) to review and write up lists, and I did things VERY inconsistently.

    So I made a fresh stab at it. I listed ALL the gods in the DDG along with the Suel and Greyhawk pantheons, including information such as alignment, sphere of influence, worshipers, & symbol. From this list I chose gods whose alignments & spheres of influence fit my needs, totaling 63 in number for the human pantheons.

    Yes, pantheons. Influenced strongly by the Thieves World books, I chose to create two competing pantheons of human-based gods, just to make things interesting. At this time, I have no idea how it will work out, and while I may have wasted a fair amount of time describing twice as many gods as I really needed, but it’s been fun anyway.

    Once the list was complete, I broke it in half, creating two pantheons. Then I went through the list and assigned which gods were Greater, Lesser, and Demi-gods. Their originally described status was ignored – my goal was to put together two pantheons, each of which covered all the major bases (sphere of influence-wise) and had other niche gods to fill in the cracks.


    Gods & Godhood

    Upon reaching godhood the terrible truth is discovered – becoming a god means gaining immortality and very great power, but at the cost of becoming beholden to worshipers. Gods of The World gain their power from their worshipers, so many worshipers means more power, few worshipers means less. Not that a god without worshipers is powerless, but in comparison to those with worshipers, he or she is bottom dog.

    This puts each god at odds with his or her fellow gods, competing for worshipers. One god’s loss is probably another god’s gain. Most gods are willing to function with some other gods, usually those of similar bent (alignment) but different spheres of influence. Oddly, gods of similar sphere but with different worshiper bases may also cooperate, even between pantheons. The notable example here is all the gods of smithing and metal working, as the gods of the humans, dwarves, and gnomes all have completely different worshipers, so there is commonality without competition.

    Other gods, especially those of the Anaxios pantheon, have some rather strange alliances that go back far enough that the gods themselves may have no clear memories of why they chose to ally themselves with a particular god, other than the alliance continues to function usefully.

    So greater gods have the most worshipers which grants them the most power. If a greater god loses too many worshipers his/her status could reduce to that of a lesser god, or even a demi-god. If too many worshipers are lost a demi-god could end up a mere servant of another god, or possibly in some kind of limbo.

    At the same time, a demi-god could gain enough worshipers to become a lesser god, or even a greater god. This is the goal of most demi-gods, although some may be pleased to remain in a minor role, so to speak.


    The Pantheons

    Again feeding from the idea of Thieves World, The World contains two competing pantheons of human gods, the Anaxios and the Pyung, as well as other pantheons of gods of other races.

    Note on names: The gods of either human pantheons do not have names that appear to come from the same cultures. The gods were spawned by many different civilizations, and in some cases the civilizations that produced the gods no longer exist, even in anyone’s memory.

    Anaxios Pantheon

    The Anaxios is an ancient pantheon, some of the gods pre-dating the memories of any mortal race, and in some cases those of the gods themselves. The youngest of the Anaxios is more than 10,000 years old, pre-dating the Sack of the Northern Kingdoms, when the Lords of Rendelshod fought the Demon Lord Jxtl and lost.

    Many of the Anaxios feel a sense of entitlement in their own positions; after all they’ve held those positions for so long. At the same time, they feel scorn for the Pyung, who are upstarts after all! The descriptions of the gods contain information on alliances and hatreds, and in general there exists animosity between the two groups and their clerics, although not necessarily between their worshippers.

    Pyung Pantheon

    All members of the Pyung pantheon gained ascension since the Sack of the Northern Kingdoms. A full half of the Anaxios Pantheon were killed during the god battles at the end of that period, opening places for new gods.

    These openings were exploited by the newly minted demi-gods, many of which quickly grew in power while the elder gods were recovering from their epic battles. This did not endear the new gods to the old, and thankfully for the Pyung the recent memories of battles fought and allies lost kept the elder gods from wiping out the upstarts. This gave the new gods the time they needed to consolidate worshippers (and thus power), and by the time the Anaxios reacted it was too late. Their greatly reduced numbers of worshippers were even reduced further by converts to the new gods.

    Some gods who had been at the height of power fell to the basement or disappeared completely into obscurity. Others at the lowest levels of power grew to eclipse their predecessors.

    Demi-Human Pantheons

    In eons past the various demi-human pantheons waxed strongest. The youngest of the various demi-human gods are on par with the Anaxios for age, and some of the eldest, such as the chief dwarven god Cieldren, predate even the oldest human gods. Gods such as these don’t necessarily remember their own origins, that time being so distant in the past.

    Before recorded human history the dwarves, elves, gnomes, and halfling held sway over the majority of Trivana, and many other nearby continents. During this time their gods were strong, and contention existed between the demi-human pantheons, especially the dwarven and elven.

    Not as prolific as the human and goblinoid races, the demi-human races declined in power and land over eons. The original upstart human and goblinoid gods waxed in power as their worshippers’ numbers grew. Even as recently as the Sack of the Northern Kingdoms the demi-human’s gods decline appeared obvious.

    Never very numerous, the demi-human pantheons have grown even smaller and weaker as their worshippers are supplanted, forced to live in restricted areas.

    This does not mean that the demi-human gods are weak; rather that they lack the power they once wielded. Collectively they have greater numbers and strength than either the Anaxios or the Pyung, but often lack the ability to put aside their former differences and cooperate for their collective benefit.

    Some of the demi-human gods do have alliances outside their own pantheons, but these are not strong enough to become general in nature.

    Goblinoid Pantheons

    The gods of the goblinoid tribes (orcs, goblins, hobgoblins, etc) are generally considered a single pantheon, and different races may worship the same gods. Fortunately for the other races the gods of the goblinoids are as fractured as the tribes, so there is little cooperation between more than a few members of this pantheon.

    Note: Calling the goblinoid gods a pantheon is a convenience for the other races. The majority of the goblinoid gods do not consider themselves connected in any way to their peers and consider it a deadly insult to be lumped together. Suggesting such to a tribal cleric invites an attack.

    The goblinoid tribes are the most prolific of the intelligent races, generally having a life cycle a just over half the length of the humans, the next most prolific race. This provides the numbers to make the tribes strong, which in turn makes their gods strong. As stated previously, only their complete inability to cooperate with each other prevents these gods from supplanting the other pantheons.


    Breadth of Power

    The gods of Trivana may also be gods of other continents. Greater and lesser gods have worshippers on other continents, normally those close by (although close is a relative term, given that “close” continents are 10,000 miles apart). A single continent doesn’t contain sufficient numbers of worshippers to make a god a lesser god, much less a greater god.

    Typically, demi-gods have worshippers on a single continent and have power in areas where they have concentrations of worshippers. Stronger demi-gods will have power all across a single continent, while some weaker demi-gods have spheres of influence of only 100 miles radius or so. Clerics of these gods are unlikely to travel beyond their god’s boundaries. While their spells in memory will be effective outside that boundary, they will be unable to regain spells above 2nd level and some other powers granted by their god may lose effectiveness. Special abilities with weapons will not degrade with distance – those abilities are mostly a result of rigorous training on the part of the clerics.

    Lesser gods have worshippers on at least two and possibly as many as ten nearby continents. Their power is greater and their clerics will normally have the full run of the continent where they live, and will have powers on other continents where their god has power. Other lands? Again, they won’t be able to regain spells above 2nd level and special powers granted by their gods may lose effectiveness.

    Oddly, some weaker lesser gods may effectively be a demi-god on continents where they have few worshippers. The stronger of the lesser gods have sufficient power from their worshippers that their power is strong even in areas where few worshippers live.

    Greater gods, as expected, have a presence in at least 10 and as many as 50 continents. While this sounds like a vast area, compared to the full extent of The World, it is still but a tiny part.

    The presence of even a few worshippers grant a greater god power on that continent. Even the weakest of the greater gods is a very formidable being, enough to cow even strong demi-gods.

    This section concerns itself with the gods of Trivana. Note that the greater and lesser gods do not have identical areas of power, e.g., two greater gods do not necessarily have power in the same continents. Different continents have different mixes of gods, so the politics of one may be totally different from another.

    The lives of the gods are certainly complicated beyond the understanding of mortals, including DMs.


    Deity Descriptions

    Anaxios Pantheon

    Pyung Pantheon


    Copyright 1983-2024 Bryan Fazekas

  • Campaign World Overview

    The World

    Following is a description of my campaign world and the greater environment in which it exists. This differs significantly from AD&D cannon.

    Reading the entire document is necessary for full comprehension. Have fun!


    Table of Contents

    World Description
    World Geography
    Natural Conditions
    Day and Night
    Weather
    Horizon and Magnetism
    Time
    Nexus Portals
    Planar Travel
    Ethereal Travel & The Inner Planes
    Outer Planes
    Astral Travel
    Trivana

    Note: Trivana is a continent in the Great Ocean; it is the initial setting for most campaigns.


    World Description

    The World is a huge ring in space, rotating around its Sun, making a complete rotation every 360 days. The World’s circumference is nearly 600 million miles long and the width is approximately 1 million miles, totaling an interior surface area of 600 trillion (600,000,000,000,000) square miles. This is some 3 million times the total surface area of most habitable natural worlds.

    Once I decided to create a ringworld, I chose to make it “realistic”, so the size ended up huge – massive beyond anything I might ever have a use for. On the other hand, I can do anything I can visualize with this. Anyway …

    The structure of the ring is composed of adamantium tubes, each 100 yards in diameter, welded together to form a structure 10 miles thick. The interior and exterior surfaces have an adamantium plating 3″ thick, presenting a smooth surface.

    The interior of the ring has “rims” on both sides, also composed of adamantium tubes, forming walls 2 miles thick and 900 miles high. As with the ring, the rims have adamantium plating, providing smooth surface inside and out, and along the top as well.

    The interior of the ring is filled with rock and dirt typically 6 miles deep. Sea level across the entire world is fairly consistent, varying by less than 3 yards around the entire world. Mountains rarely peak over 10,000 feet above sea level, but some mountains as high as 40,000 feet are noted.

    The oceans are typically rather shallow, averaging some 300 feet deep. However, some deep trenches have been identified, going deeper than 1,000 feet.

    Given the distances involved, movement around the world is impossible except on a strictly local scale. Traveling by hippogriff, assuming a hippogriff could consistently fly 100 miles per day, would take nearly 28 years to cross the width of the world. At that same rate traveling the circumference would take nearly 17,000 years!

    Obviously, The World is an artificial construct, one of a practically unimaginable scope. The effort necessary to build this world is beyond the comprehension of even the greatest gods. Which begs the question: Who built The World and where are they now?

    Savants who are aware of the composition of The World refer to the unknown constructors as The Builders. No clue exists to identify who or what these people were, or where they went, nor if any still exist. Gods tend to prefer to ignore the idea of any beings greater than they, and some gods grow quite agitated over the concept.


    Horizon, Magnetism, and Direction

    Because the curvature of the world is “in” instead of “out”, the horizon expected on a natural world doesn’t exist. Instead there is no horizon — the view appears to extend into infinity. In reality the sight of things farther and farther away gets hazier and hazier due to light refracting in the air, until the eye is unable to distinguish the object. In good light conditions that distance is about 30 miles for a large ship.

    Magnets align to point in the direction in which The World spins. By common convention this direction is called “north”. When facing “north”, “east” is to the right, “west” is to the left, and “south” is behind.

    Time

    Almost certainly due to the fabricated nature of The World, each year is exactly 360 days, each of which has 24 hours of 60 minutes.

    The amount of light visible each day varies with the seasons. In the middle of “summer” the sun shines exactly 14 hours and in the middle of winter it shines exactly 10 hours. The days in between vary regularly between those two extremes.


    World Geography

    The Great Ocean

    One area of The World appears to be one huge shallow ocean, running nearly the full width of The World and over 5,000,000 miles long. The waters average about 300 feet deep, although some trenches extend down over 1,000 feet.

    In this huge ocean, common called The Great Ocean, exist many continents and archipelagos, all roughly 1,000 to 5,000 miles in length and width, separated by 10,000 to 15,000 miles of open ocean. Given the distances involved each of the more than 20,000 continents is virtually a separate world. Flying between the continent is all but impossible, and the open ocean between the continents is very rough – few vessels can survive the trip.

    The life on each continent can vary greatly, but overall is surprisingly consistent given the lack of travel. The dominant races are typically humanoid mammals, although on some continents the dominant creatures differ widely. Magic, an inconsistent contravention of the known laws of physics, exists on most continents. On some continents high technology exists, and on a few both co-exist. The one constant is the variety of conditions found.

    Savants postulate that these continents are, or were, a fantastically huge laboratory for genetic experimentation. However, the original purpose of this laboratory is as lost as those who built it.

    The Outer Planes

    On the opposite side of The World is a corresponding ocean, one that balances the first with respect to size.

    This ocean, too, is dotted regularly with continents and archipelagos, although there are far fewer – instead of 20,000+ there are nine.

    The populations of those continents? Demons, devils, daemons, devas, solars, planetars, and the like. Each of these “laboratories” is huge in comparison to the ones in the Great Ocean, stretching roughly 260,000 by 1,600,000 miles with 100,000 miles of ocean between continents. The separation between these areas is so massive that flight between is not possible, and rough waters make it equally impossible that any water vessel would survive the trip.

    Aptly enough, the alignments of the continents appear quite like the common depiction of the Outer Planes, with Lawful Good lands existing in the North West quadrant, Chaotic Evil lands existing in the South East quadrant, and the like for the other alignments. The “lawful neutral” laboratory is a single continent, while the “chaotic evil” is believe to be composed of more than 666 small continents and large islands.

    The two oceans comprised a tiny bit of the overall space of the world, less than 1%. This land is two immense land masses dotted with oceans, seas, and mountains that are filled with every form of life imaginable. No being, not even the greatest gods, has any true comprehension of the scope of these land masses.


    Natural Conditions

    The World rotates around its sun, like a tire rotating around its axle. As The World is not a natural one it should be expected that the sun would shine 24 hours each day, as there is no rotation to turn any part of The World away from the sun.

    Day & Night

    However, a series of fantastically huge plates revolves around the sun, in orbit between the sun and The World, causing periods of light and darkness. What keeps these plates revolving constantly and consistently? As with the fate of The Builders, none know.

    The onset of darkness appears similar to an eclipse, as a plate slides between the sun and The World. The sun is hidden, bit by bit, and darkness falls. At “dawn” the daylight appears in the opposite fashion, like the ending of an eclipse. These periods of dusk and dawn last about 30 minutes with little variation.

    Night time is rarely pitch black – a number of moons circumnavigate the sun at a faster rate both faster and slower than the world rotates. Individual moons are visible for periods ranging from a few days to a few months, depending on which way they revolve and how fast the revolution. For the same reasons, moons may reappear every few months, and at least one appears only once a century.

    None of the moons has a “full” phase, due to the angle between the sun, the moons, and The World. Those that appears farthest to the east or west have the fullest phases, while those near the plates have the least.

    Stars

    There are relatively few stars visible, and only to the far east and west. Sages postulate that The World rotates perpendicular to the overall plane of the universe, so stars are visible. If The World rotated in the same plane, it’s likely very few would be visible.

    Weather

    The sun is exactly where the axle would be if the world was a wheel. While one would expect there to be a lack of seasons, this is untrue.

    The plates are not equally sized, varying from smallest to largest to smallest again. The longer plates mean that section of the world has the least sunlight and solar heating, so the land becomes cooler. During times when the plates are shortest, the sunlight duration is greater and the land is warmer.

    In addition, temperature is also dependent upon elevation, as there is no real latitude in The World. Low lying areas tend to be hotter — sometimes tropical. Higher elevations are colder, and areas more than 10,000 feet above sea level do not often experience temperatures above freezing. Sages who study weather have never developed a satisfactory reason why elevation affects temperature.

    Winds generally come from the north, so northern coasts typically get the worst weather coming off. Ocean currents typically flow from the north-east and north-west and are hot or cold depending on the depths from which they come. These currents make the difference between a tropical coastline and a moderate one.

    Nexus Portals

    The known Nexus Portals are quite similar in nature — they exist in valleys or box canyons that have a single entrance and are filled with a musky smelling, cloying mist that obscures vision beyond 10 feet or so. The mist varies somewhat in density and is lit with a mild glow, similar to dawn or dusk. Animals in the area near a Portal avoid it, and intelligent beings feel an ominous sense of unease when approaching the mist filled entrance.

    The Nexus Portals are an instantaneous transportation system for the world — each Portal is linked to all others, so that one can walk into one and walk out any of the others.

    However, those who enter a Nexus Portal rarely return — due to the terrible number of Portals and the mist filled interiors, it becomes all but impossible to retrace one’s steps. Some creatures with extraordinary scent abilities have been able to track others through a Portal, or to retrace their own steps, and some powerful magics allows the wielder to do the same, but for most — any trip into a Portal results in an exit from a random Portal. Re-entering that portal results in transport to yet another unknown destination.

    Savants postulate that more than 1,000,000 Nexus Portals exist, all across the World. Even with that huge number the Portals are rarely found, as each exists in nearly 600,000,000 square miles of land.

    If evenly spaced the Portals would all be 24,000 miles apart, literally years travel with the swiftest flying mounts. However, the Portals are not spaced evenly, some a mere 1,000 miles apart, while in the lands populated by the demons, daemons, and devils, virtually none exist.


    Planar Travel

    The differences between The World and the planar arrangements described in the Players Handbook, Dungeon Masters Guide, and Manual of the Planes, and other resources makes for some differences in planar travel.

    Ethereal Travel and The Inner Planes

    The arrangement of the inner planes, including the ethereal plane, is exactly as described in the official AD&D resources. In addition, most reference materials published in The Dragon regarding these planes also hold true.

    Outer Planes

    Placing the Outer Planes on the Prime Material Plane (The World) dramatically alters most of what is written in the official AD&D manuals about the Outer Planes. There is no need to use the astral plane to get there. Teleport works as expected within the area of The Great Ocean, assuming the caster has the necessary references regarding the destination. Teleport will not transport anyone outside of the ocean area – Plane Shift or similar magic is required. Sages do not have a satisfactory understanding why this is so.

    It should be noted that Teleport works as expected without each individual land mass in the Outer Planes, but does not work between land masses. One school of thought believes that each land mass was a separate laboratory and magical controls were places to avoid contamination.

    The Outer Planes keep that name in this book, even though they are physically continents and large islands. This simplifies nomenclature and keeps in mind that the “Outer Planes” are not Trivana.

    While the ocean Trivana exists in has fairly regular placement for the continents, the arrangement of the Outer Planes is different. The groupings depicted in various depictions of the Outer Planes holds true — in the north-west quadrant are the “planes” of the Lawful Good creatures, in the north-east the planes of the Chaotic Good creatures. In the south-west are the planes of Lawful Evil, and in the south-east the planes of Chaotic Evil. In between everything is as expected. In total there are nine major groupings of continents and islands.

    In the south-east there are no continents, merely a vast number of relatively closely spaced large islands. While the number of large islands is commonly stated as 666, the actual number is somewhat greater than that. Legends of strict travel limitations from one plane only to those directly “above” it and “below” it stems from the spacing of the islands. Some islands are as close as 20 miles apart, while others are nearly 1,000. Travel between the closely spaced islands is relatively simple, while in the other cases not so.

    The super-continent in the central west portion of the planes is another exception. This “plane” is far larger than any other plane. This is the land of the Lawful Neutral creatures, the modrons. It’s doubted that they would have it any other way.

    The other planes are more similar to the continents on the other side of The World — the above two examples are the extremes.

    If the other side is a huge genetic laboratory, this one may be even more so, but with different parameters. The spacing between the nine groups of “planes” is much larger than 10,000 to 15,000 miles — it’s typically 30,000. This enforces all non-magical travel between the groups.

    Astral Travel

    With the Outer Planes as part of The World, what good is the astral plane? Does it exist, and if so, what is it good for?

    The astral plane is as described in the various official AD&D publications. There are no differences in travel and existence there.

    What differs is what the astral plane touches. As suggested in an article on the Ecology of the Mind Flayers in The Dragon, the astral plane is a conduit between difference realities, different alternate worlds and dimensions. Via the astral plane it is possible to travel to alternate universes, one where evil is good and good is evil — where demons are lawful good and planetars are chaotic evil.

    Or places with less drastic differences, say The World where the Lords of Rendelshod stomped Jxtl into paste and returned home to eventually assume rulership of the Trivana and close by worlds.

    Or to other dimensions, such as one where James T. Kirk protects the Federation of Planets and proves that humans can and will couple with anything vaguely humanoid! Or to more mundane places, such as Greyhawk or the Forgotten Realms. The possibilities are endless.


    Trivana

    As mentioned above, Trivana is the setting for most of my campaigns.

    Trivana is one of the many “worlds” in the Great Ocean, located near the eastern edge of The Great Ocean. It consists of a large continent with a few medium sized islands off the northern edge, and a group of large islands off the southern edge. The east and west coasts have few islands of any significance.

    Twin cold currents come from the north, one paralleling the east coast and the other the west coast.

    Due to the fairly cool temperatures and the frequent violent storms, the north coast is sparsely inhabited. Summer and fall hurricanes often come inland, making life between the coast and the various mountain ranges some what chancy. Life on the very northern parts of the east and west coasts is similar, but storms tend to veer back out to into the ocean so the lower parts of the coasts are more moderate.

    Due to a warm current passing by the southern islands, the southern-most islands experience tropical weather, especially the southern coasts. However, the mountain on those islands experience the same conditions as those on the main continent.


    This page last updated: 13 January 2020
    Copyright 2020 Bryan Fazekas

  • Bryan’s D&D Background

    Current Gaming

    January 2020

    At the current time I am playing in a Monster of the Week campaign and DMing a new AD&D campaign. Several members of the gaming group are interested in trying their hands at DMing, so I’ll be playing in a few short-term D&D 5E campaigns. We play 1 night each week, so the campaigns are running in a round-robin fashion – each campaign runs an adventure of 1 to 4 sessions, then we rotate.

    Previously I played in 2 different 5E campaigns, both of which ended.

    My AD&D Background

    September 2006

    In January 1983 I was introduced to Advanced Dungeons & Dragons at SUNY Potsdam in Potsdam NY. I was involved games under 2 radically different dungeon masters. It made for an interesting introduction — the game took a major role in my life and I developed an enjoyment of the game that has carried through to the present.

    I left SUNY Potsdam that spring so my association with those dungeon masters ended — but I didn’t give up the game and I immediately started a campaign in my own fantasy world, running different groups of characters as high as 13th level. My brother Kevin started a campaign (set in the same world) and I ran characters through his adventures in the same time period. This lasted until about 1990 when all the old players had moved on in their lives to other things and other places.

    I boxed up my materials (which are quite extensive) and they moved around with me for 5 years until I bought a house, at which time they took up permanent residence in my attic.

    In May 2005 I started talking about the game with my sons, then aged 7 and 8, respectively. They got very excited about the idea, so I pulled my box out of the attic, helped them roll characters, and I was a DM again!

    Since that time, I’ve gotten involved in what is a surprisingly large AD&D 1st Edition online world. I’ve published an article in Footprints, the eZine published by Dragonsfoot. I’ve cleaned up most of my materials which I had on disk [I had all my old paper materials retyped into the computer — while I never expected to play again, I periodically putzed with it.]

    Last year I looked at D&D version 3 or 3.5 (not sure which it was). I gave some brief thought to switching up to the newer version.

    Sorry folks, that was me coughing up my lungs when I saw the price tag of $40/book and realized how many books were required!

    That convinced me that AD&D is good enough for me! Since that time OSRIC has been published, and while I wish they had included some of the more recent materials in it, OSRIC is still a fantastic effort and it’s keeping the AD&D alive!

    I intend to publish as least some of my home-grown materials, starting with my article Clerics Turning Undead, and I intend to do it in a more timely fashion than I did my wine making or Visual Basic materials. Time will tell …

    Trivana

    Trivana is the fantasy world I created for my campaigns. It developed over many years and took different directions at different times. The current version publish here is what I expect to be the final version of the world — structure wise.

    As time goes on I will publish additional material about Trivana, and the greater world in which it exists. The back history and the future history will continue to grow in the telling.

    Sages of Trivana

    I originally wrote much of the history of Trivana in the form of writings by sages of eons past. This made the information far less dry, and gave me the ability to experiment with different styles of writing, using different “voices”. This section contains the writings I have typed — I need to go through old adventures as I have more writings that were written as the background information. These were written on a typewriter in the mid-1980’s and will need to be re-typed into a word processor — don’t hold your breath until this gets done!
    As time allows I’ll add new material to the list published here. I’ve also realized that at some point it will be useful to cross-reference the time periods in which the different sages lived. This could easily get complicated enough that I’d get lost ….

    In the documents published on the web I’ve chosen to supplement the material with editorial notes — snippets describing how or why I used the information to further my campaigns. This explains why some material is incomplete, and why some things worked or didn’t work.

    DMG Section

    Back in the mid-1980’s I read Dragon Magazine voraciously. In its pages I found an incredible wealth of information and ideas. Some things I used “as is” (maybe with some modification); others I used for more for inspiration.

    The Dungeon Master’s Guide section contains rules I use in my campaigns. Some were taken or adapted from Dragon Magazine, others from other sources. Some were just “common sense” modifications to existing rules.

    Included here are HTML versions of various tables I either took straight from Dragon Magazine or adapted from ideas I found there. Copies of these tables have existed, paper-clipped to the inside of my DM screens since then — I’m still using copies I typed on a typewriter 20+ years ago! Fifteen or more years ago I typed all this information into a word processor to preserve them and have now translated them into HTML for others to enjoy.

    Over the span of time I have no remembrance of what I took straight from Dragon Magazine and what I adapted from ideas I found there. Regardless of which, I take no credit for most of the content of these pages — if I did contribute to the material I did it standing on the shoulders of others; they had the original idea and I merely contributed to it.

    Anything that is my original work I have noted as such — everything else belongs to others and I am merely republishing it.

    Articles

    These articles I wrote and published in other venues, such as Dragonsfoot. I may write new articles strictly for publication here, but haven’t decided that as yet.

    I have in mind to write articles like the “Ecology” articles that Ed Greenwood published in Dragon Magazine in the 1980’s. If I happen to do this these will be published here as well.

    Adventure Modules

    I’ve got literally dozens of adventures in hard copy format, mostly handwritten with a few typed. As time allows I plan to re-type at least the most interesting ones into HTML format and publish here. No promises on when that will happen.

    New Monsters

    Since most of my players in the past had the Monster Manual I, Monster Manual II, Fiend Folio, and every other reference memorized, it got tough putting them up against the unknown. So I delved into Dragon Magazine, a wealth of new information. Sadly, since I believe it’s a copyright violation I cannot publish those monsters here.

    However, the ones that were created in my campaign by me and my players? They will be published here, a few at a time. While I’m not overly impressed with the newer versions of D&D, I have to admit the monster write-ups I’ve seen are great! So I’m using a format I’ve seen in multiple places, expanding the descriptions to include Appearance, Combat, Habitat/Society, Ecology, and Variants sections.

    It has occurred to me to use the OSRIC approach and write up new, generic descriptions using the newer monster description format. That will allow me to include the old monsters and really beef up the descriptions. This will take more of my already limited time, so we’ll see how it goes ….

    New Spells

    As with monsters, I and my players created a bunch of new spells, as well as taking published ones from Dragon Magazine. In this section I am publishing players spells, although I am also publishing the list of all spells I allow, which include the Players Handbook, Unearthed Arcana, Dragon Magazine, and other sources.

    Copyright

    I retain the copyright for all original materials published on my web site. This includes Trivana related materials and any original articles that I authored.

    I give permission for use of all writings in the AD&D section of this site for personal, non-commercial use. No one is allowed to republish any documents or use it in any way for gain. Don’t copy my materials, but feel free to link to my site.

    Questions regarding use of this material can be sent to me — I’ll cheerfully answer all questions.

    Any non-original materials published here, such as reprints of tables from the DMG, are not copyrighted (well, not by me). Anything not my work will be noted as such. If there are questions regarding my right to publish such materials, please contact me. If I discover I’m in violation of anyone else’s copyright I’ll withdraw the material immediately.


    This page last updated: 13 January 2020

  • Bryan’s Campaign Manual – Introduction

    January 2006

    This is where I bore everyone with a brief telling of where all this came from.

    For those that haven’t already lost interest … this is an online version of the MS Word document I created to contain my campaign materials. By campaign materials I mean not “house rules” for my AD&D game; rather descriptions of my campaign world. Each of the pages in this section corresponds to a chapter in my campaign manual.


    Background

    This volume truly got its start in January 1983, when I started playing Advanced Dungeons & Dragons at SUNY Potsdam. I played that semester and learned a lot, and over the summer started DMing for a local group. I ran several campaigns over the next three years, and my brother ran a couple, all set in a shared world.

    Sometime in early 1984 I created the basic map of my world, which I first envisioned as a pocket universe, e.g., the entire universe consisted of a single limited area. That took care of issues such as space travel, other planets, etc. The world was a single continent surrounded by ocean. Go a month’s travel by ship in any direction and a thick impenetrable mist was encountered, then a bleak, rocky, lifeless shore. Go inland a mile and you reach the River Styx, the absolute boundary of that universe.

    At the time it was a great idea. But like many initially great ideas it had it’s limitations. During the second campaign in the spring of 1985 I added a new section to the map, a group of islands to the south of the continent. That provided a new playing field for a new campaign, keeping the characters of the original campaign separate from the original.

    In the course of playing we invented several other pocket universes, settings for specific series of adventures. Places that the original universe didn’t have a place for but proved necessary for the story line.

    That got me thinking yet again, that and Larry Niven’s Ringworld series. So my world morphed from a pocket universe into a ringworld. An artificial construct that had enough room for every possible adventure idea I could think of. It even allowed for other games systems — as part of the Search for the Rod of Seven Parts, I ran my strongest party through a Gamma World scenario.

    The concept of mixing magic and technology worked in this ringworld idea. Magic might work in some areas and not in others or be known in some but not in others. Same for technology, and in some areas, both could work just fine.

    Note: For the most part I avoided technology — the weapons my party brought back from Gamma World proved to be VERY unbalancing, but a creative DM who rules that the power packs degrade quickly with usage fixed THAT problem! But that particular adventure and the subsequent ones proved enjoyable.

    The original concept of the known universe ringed by the River Styx? Well, that was just a myth. With 10,000 to 15,000 miles of open ocean between continents terrestrial travel between the continents proves impractical, so legends spring up. Nothing ever said in the game was violated by changing the basis for the entire universe.

    Then came the idea of eliminating the outer planes; or rather bringing them in to the Prime Material. That cleared up inconsistencies in outer planar travel, and in problems I found in dealing with astral travel.

    The last campaign I ran in 1989-1990 brought this idea to better fruition, although that campaign didn’t last long enough to really test it. I got married, moved, and my AD&D materials got boxed up and put in storage for 15 years.

    Last year (2005) I dug the box out of the attic and showed my sons, then 7 & 8 years old. They got very excited by it, rolled up characters, and suddenly I was a DM again!

    I still had all my materials on disk — I had updated them every few years, in my pack rat way hanging onto things I never thought I’d use again. This volume, and the others I’ve put together, are the results of renewed enthusiasm in AD&D!


    This Volume

    The other volumes (see note) I have written/edited/compiled have all been generic in nature. Any dungeon master could pick up any of the volumes and use any of the information in any campaign setting — Greyhawk, Forgotten Realms, home grown, etc. Those volumes contain general DM information, general player information, and general monsters. *

    In contrast this volume contains information specific to my campaign world. Herein I have defined specific items in my world, including some of the history, the pantheons of gods, and non-player characters and artifacts of note. Nothing all that different from what may be found in a commercial campaign world such as Greyhawk or Forgotten Realms. For lower level parties this campaign world is really no different from a commercial world. Even for parties beginning to travel the Ethereal Plane to any of the inner planes, there is no difference.

    But for upper level parties traveling to the outer planes? Well, there are no “outer planes”. Well, there are outer planes, but they exist on the Prime Material Plane, at terrestrial distances that are practically insurmountable to even modern technology. Distances that require magic to travel, as even a modern jet airplane would have difficulties in covering such distances.

    Practically speaking, though, this world functions the same as the commercial worlds. The interactions with gods and with the outer planes works the same from the players’ point of view. Getting to those outer planes is different mechanics, but effectively the same.

    What this world offers is a framework that can be extended for any use. It’s got the mechanics built in to allow for pretty much any game system, including technological rather than fantasy systems. I didn’t really intend that much flexibility, but it kind of worked out that way. I may never use it again, but as James Bond said, “never say never again”.

    Note: Other volumes include Bryan’s Dungeon Master Supplement, Player Handbook Supplement, and Monster Manual Supplement.


    This page last updated: 31 October 2008

    Copyright 2008-2020 Bryan Fazekas