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These pantheons are derived from the literary works of various authors.

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     Cthulhu Pantheon 

In General

The Cthulhu Mythos was first revealed in a group of related stories by the American writer H. P. Lovecraft. Beginning with "The Call of Cthulhu" in Weird Tales, Lovecraft began referring in his horror stories to a pantheon of beings known as the Old Ones, who had descended to Earth from the stars in pre-human times. First worshiped by the non-human races of the planet, the Old Ones were later banished or locked away by the elder gods. The elder gods do not enter into the stories much, and their identity is a mystery. They left the Old Ones weakened, but not destroyed. When man appeared, he found traces of the older civilizations and remnants of the pre-human races. Religions grew up around the Old Ones and legends of their imminent return to power, especially around Cthulhu. Bits of the old lore were discovered and transcribed into books, extremely dangerous books.

Cthulhu

https://static.tvtropes.org/pmwiki/pub/images/cthulhu01.png
Cthulhu, as depicted in Deities & Demigods
Greater god
Alignment: Chaotic Evil
Symbol: Image of Cthulhu

Cthulhu is a bloated humanoid form 100 feet high with an octopoid head and a face of tentacle-like cilia. It has scaly, rubbery skin, and prodigious hands and feet with curved talons. A pair of folded bat-like wings protrude from between its shoulders.

"Ph'nglui mglw'nafh Cthulhu R'lyeh wagh'nagl fhtagn." - "In his house in R'lyeh dead Cthulhu waits dreaming." R'lyeh is a great sunken city of non-Euclidian geometry hidden somewhere beneath the ocean. So bizarre is its construction that anyone entering the city (which occasionally rises above the waves) must make saving throws at +4 against fear and insanity. Cthulhu lies in a huge stone structure sealed with the Elder Sign (q.v.). If the seal is broken and the god released, everyone (and/or everything) in a radius of 100 miles must make a saving throw against death or go insane. This insanity lasts for a number of months equal to the creature's intelligence.

Cthulhu usually attacks both physically and psionically. He can regenerate 10 hit points per melee round. He teleports up to one-half mile at will and is totally immune to the effects of water, cold, and vacuum. He can call up from the sea 10-100 of the Deep Ones. He will retreat into his lair if confronted with an intact Elder Sign, another of the Old Ones (such as Hastur), or some natural catastrophe, such as the re-sinking of the city of R'lyeh into the sea.

Cthulhu is served by the Deep Ones as well as his human worshipers, who often interbreed with the fish-men. Cthulhu's cult is usually hidden and secret, and is dedicated to bringing about Cthulhu's return and conquest of the world.

Azathoth

The Center of the Universe
Greater god
Alignment: Chaotic Neutral
Symbol: Seven-pointed star

Azathath is a blind, mindless, amorphous mass the size of a star, floating at the center of the universe on the astral plane. It is attended by satellite creatures that provide an eerie music, like the sound of idiot flute players. Azathoth is somewhat solid near the center, and can be attacked there, but it will defend itself with its many pseudopods if so attacked. Any creature coming within 1,000 miles of Azathoth must save vs. spells at 6 or go permanently mad.

Those who worship Azathoth worship insanity, and Azathoth's clerics are themselves insane. It is unknown how Azathoth grants powers to its clerics, or even if Azathoth is aware of them (which is doubtful).

Cthuga

Master of the Fire Element
Greater god
Alignment: Chaotic Evil
Symbol: Flame

This creature resembles a flaming amoeba with tentacles that appear to be flames emanating from its body. The heat of Cthuga's body does 5-50 points of damage to all within 100 yards of it, and it attacks with fire spells at the same time. It cannot be controlled, and is immune to all heat and cold attacks. It is able to cast any fire spell of any type as a 30th level spell caster, at the rate of two per round. While casting fire spells, it also lashes out with two of its tentacles per melee round; these do 3-30 points of damage each. It moves as a blink dog and attempts to destroy everything within any area to which it is summoned. When appearing in any location, its first act is to summon 1-20 of its flame creatures. Cthuga can only be struck by +3 weapons or better as all others melt when touching him.

The creature has a direct connection with the Prime Material Plane by way of a Palace of Fire that it has created in an active volcano. This palace is said to be filled with treasure resistant to flame and heat: gems, certain magic items, and the like.

Hastur

https://static.tvtropes.org/pmwiki/pub/images/hastur01.png
Hastur, as depicted in Deities & Demigods
The Unspeakable, He Who Must Not Be Named, Master of the Air
Greater god
Alignment: Chaotic Evil
Symbol: Image of the god

This god has a scaled, elongated body, a lizard's head and mow, and taloned lizard claws. It also has 200 tentacles projecting from its body that give it the ability to sense all things around it. It is able to strike twice per round and also attack magically.

At will, it can teleport anywhere in the Prime Material Plane. Hastur regenerates 5 hit points per melee round, and can summon 2-20 Byakhee to aid it in battle. It cannot be magically controlled. Creatures that are able to fly naturally will never attack Hastur, even if controlled. Any being trying to attack the god must make a saving throw against fear.

Hastur is half-brother to Cthulhu, and like him Hastur has been imprisoned by the star-shaped Elder Sign. He lies in a crypt at the bottom of Lake Hali near the alien city of Carcosa. Hastur exists partly on the Prime Material Plane (and this part is imprisoned in the crypt) and partly on the Elemental Plane of Air (thus he is immune to cold and the vacuum of space). Hastur is never more than partially on the Prime Material Plane and is therefore not completely solid. This accounts for much of his great size.

Any time the name "Hastur" is spoken, there is a 25% chance that Hastur will hear and send 1-4 Byakhee to slay the speaker. If the Byakhee are defeated, there is a 25% chance that Hastur himself will appear to destroy the blasphemer.

Ithaqua

Lord of the Air, The Wind Walker
Demigod
Alignment: Chaotic Evil
Symbol: Two burning eyes in a human-shaped cloud of snow

Ithaqua, the Wind Walker, appears as a cloud of fog or snow, huge but human in shape with blazing red eyes. When seen passing overhead, one gets the illusion of two bright stars close together.

Ithaqua is worshiped by the natives of the far North because of his ability to control weather (triple the range and effects). His worshipers propitiate him with human sacrifices, which he carries off, no one knows where. Years later, their frozen bodies are sometimes found buried in snow drifts. Ithaqua will also pursue and capture anyone who sees or annoys him, or meddles with his worshipers or their stone altars in the forest. Sometimes his victims return to earth alive, but they never survive long as they die from strange unnatural causes.

It is known that Ithaqua serves Hastur in special missions of great importance.

Nyarlathotep

The Crawling Chaos, The Messenger of the Gods
Lesser god
Alignment: Chaotic Evil
Symbol: Faceless sphinx

Nyarlathotep appears as a tall dark man. His appearance in the world is said to foretell the return of the Old Ones from their imprisonment. He charms humans, humanoids, and non-magical animals by his mere presence (good alignment, save at +4; evil alignment, save at -4). Those falling under his spell either obey him or behave in a purely chaotic manner. Thus his progress across the face of the land is followed by riot, war, mass murder, suicide, and insanity. No non-sentient creature can harm him, even if controlled.

The god is believed by some students of the occult to have various guises, including a red bat-like form with three evil eyes. He can call up an army of wild beasts or mindless humans within an hour's notice (1-100 of them). Each time Nyarlathotep hits an enemy, he drains 3-30 hit points from them, which temporarily add to his hit point total for one full turn. There is a 5% chance that a continual light spell will drive this being off into the Astral Plane.

Shub-Niggurath

https://static.tvtropes.org/pmwiki/pub/images/shubniggurath01.png
Shub-Niggurath, as depicted in Deities & Demigods
Black Goat of the Woods with a Thousand Young
Lesser god
Alignment: Chaotic Evil
Symbol: Black goat

This fountain of uncleanliness is a huge pool of gray matter, 100 feet across, in the caverns beneath Mount Voormithadreth. It is constantly bubbling and putting forth mouths, limbs, pseudopods and whole creatures. 1-100 small monsters are created from the pool each round, and they go crawling, flopping, or flying away into the caverns above. Some fall back into the pool, which then grows mouths and devours them. Shub-Niggurath is intelligent and telepathically sensitive. When it senses the approach of enemies (range 1,000') it will begin creating monsters to defend itself, one per melee round. These will be random according to the following table (d6): 1. Byakhee; 2. Deep One; 3. Great Race; 4. Mi-Go; 5. Primordial One; 6. Shoggoth.

If any enemy is so foolish as to approach to within 30' of the being, the pool will lash out with a huge powerful tentacle; if it hits, it will pull the unfortunate victim into the pool, where he or she will immediately become part of the evil swirling protoplasm. Any creature struck has a percentage chance of not being pulled into the pool equal to his or her strength. Shub-Niggurath strikes only once per turn in this way and can simultaneously create monsters.

Though its body is trapped deep in the caverns, Shub-Niggurath travels the Prime Material Plane in astral form, using its psionic powers to do evil and aid its worshipers.

Fans more familiar with the Mythos will realize that this entry actually describes Abhoth, an entirely separate deity who simply shares something of Shub-Niggurath's Mother of a Thousand Young ability.

Yog-Sothoth

https://static.tvtropes.org/pmwiki/pub/images/yogsothoth01.png
Yog-Sothoth, as depicted in Deities & Demigods
The Key and Guardian of the Gate
Greater god
Alignment: Chaotic Evil
Symbol: Y rune

Yog-Sothoth exists on the astral plane. He has the ability to enter the universe at any point in space and any point in time. His astral shape appears as a congeries of iridescent globes like giant soap bubbles. When he takes shape on the Prime Material Plane he is partly material and partly astral and appears as a gigantic mass of feelers, legs, and stalked organs. In this shape he will mate with human beings, producing the Spawn of Yog-Sothoth (see "The Dunwich Horror", by H. P. Lovecraft). He is highly intelligent and extremely chaotic and unpredictable. He can gate in and out of time and space any of the Spawn or subject races of the Old Ones, one per melee round. Yog-Sothoth is not subject to the laws of space and time and can, for example, appear at various parts of the universe simultaneously.

     Hyborean Pantheon 

In General

Conan's world is very real in that Robert E. Howard went to great lengths to limit his magic and sorcery to firm up the believability of his stories. The Gods of his world are of many types and go from one extreme to the next in working, or leaving alone, mankind.

Conan

This mighty fighter of the 15th level also has thieving abilities of a 9th level thief as per Greyhawk. His animal instincts make it almost impossible to surprise him (roll of "1" on 12-sided dice) and his unusually keen perception allows only the most clever of traps to entangle him. With the new Greyhawk rules, he receives a plus 4 on hit probability and a plus 6 on the damage he does. He opens all doors, and wizard-locked ones on a roll of 1-3, his thief abilities allow him to open locks 75% of the time, remove traps 70% of the time, pick pockets and move silently 75% of the time and hide in shadows 65% of the time.

Crom

Conan's deity, a grim savage human type presides over a great hall in the high mountains filled with powerful fighters. He hates any form of weakness and to call on him in this state is to bring dooms instead of help. He has the power to teleport and fights as a Storm Giant. He wears plus 4 armor and uses a plus 3 sword.

Mitra

God of the Hyborians, this being has no known form, but his worshippers like to present him as a perfectly formed human male. Mitra is a 40th level magic/cleric type and uses the astral spell with no range limitation. He uses plus 3 armor and shield in battle and a plus 4 sword of cold.

Set

The God of darkness and the Lord of Shadows. This being is wholly dedicated to evil. Take theinformation from the Egyptian section for his powers.

Asura

Asura is able to polymorph himself into any of the human types of the world. He can use spells as a 20th level magic user/cleric and he will in times of need (judge's option) dispel any magic sent at his priest or worshippers. When fighting hand to hand, he uses a spear of light that hits as a plus 3 spear for 8 dice (6-sided).

Tsathoggus

Tsathoggus is a diety with a frog's head and a man's body. It has 7 eyes and the power to animate its statues in any of its temples. This God is very fond of human sacrifices and will animate a statue in a temple at any opportunity to get one. He drains energy levels at the rate of 3 per turn (no saving throw applicable).

Hanuman the Accursed

Hanuman assumes a giant ape form when appearing on earth and strikes as a Storm Giant. Hisancient religion of the East requires human sacrifices.

Yezud

Yezud is a giant black spider able to consume energy levels, as does Stormbringer, and use all the powers of a phase spider. Its evil priests keep it in human sacrifices and for this, it supplies them with tiny hand-size pearls. These black pearls, upon a mental command, will turn into a poisonous spider, biting for 2 dice(10-sided) of damage. These pearls are usually placed in the center of a piece of jewelry that the priests give to high officials and other people of importance.

Blood Stained God

The God appears as a golden idol encrusted with red jewels that appear to be of great value. The being stands about 8 feet tall and seems to be made of gold. Only plus 3 weapons or better affect the monster and it is totally unaffected by magical spells. This deity will take its own sacrifices as it animates the idol and throws any greedy robbers into a chasm in its temple.

Yama

Yama can only manifest himself in the form of a huge, 60 foot tall, green stone idol of a man with many arms. The God can hypnotize 1-50 beings into motionlessness within 50 yards of its body (no magic saving throw applicable) and the only effective way to kill the God is to kill the summoning evil high priest. It has 8 arms that strike for 3-30 points of damage per arm.

     Melnibonéan Pantheon 

In General

British author Michael Moorcock created a race of magicians on the isle of Melniboné who grew strong and then waned weak with the passing of eons. The stories revolve around the last king of the isle, Elric, an albino. This being is forced to leave his home and his adventures present the reader with on amazing number of deities, monsters, and heroic beings of many different types.

The gods of this mythos are different from others in that they occupy many planes of existence at the some time in thousands of different bodies. Every avatar is connected in some way and the deities are aware of all of them simultaneously. The deities are constantly trying to gain control of one plane or another for the forces of Law or Chaos. When a god takes physical form in a specific plane, it may take only one of its character class attributes into that plane to work with. In other words, if a god has 20th level abilities in magic use, clerical, and fighting abilities, that god can take only one class of abilities when materializing on a particular plane. In their plane of origin, these gods possess their full powers and are able to use them to control a large part of that plane of existence.

Elric

https://static.tvtropes.org/pmwiki/pub/images/elric01.png
Elric, as depicted in Deities & Demigods
Hero
Alignment: Chaotic Evil

The fact that Elric is an albino causes him to be very weak, and he must use artificial means to supplement his strength and constitution. He makes strength potions for his own use out of rare materials. As he travels about, there is a chance that the materials he needs to give him greater strength are not available. At any given time, there is an 85% chance that he has his needed materials, and his strength and constitution will be up to 15. These may be altered by his magic sword, Stormbringer. He employs a great many spells of on unusual nature, as he has the magical studies of all his ancestors to draw upon.

Elric has a conscience of a sort, and sometimes tries to do the "honorable thing", but he is responsible for much evil also. He often rationalizes that the end justifies the means. He is very arrogant towards most humans and extremely vengeful, and though he views the power of stealing souls through Stormbringer with great distaste, he does it anyway to survive.

Elric and his race are familiar with the other planes of existence and have traveled them in the distant past to visit gods in their home planes. Such knowledge has made this race the most powerful magic-users of the Prime Material Plane. It also gives Elric a large advantage in that he can call on forces of great power to aid him in dangerous situations.

He possesses two magical artifacts of great power that enable him to survive in a world very hard for his sort to live in

Moonglum

https://static.tvtropes.org/pmwiki/pub/images/moonglum01.png
Moonglum, as depicted in Deities & Demigods
Hero
Alignment: True Neutral

Born to be a companion to heroes, Moonglum came from the distant east. Ambidextrous, he fights with a sword in either hand at no penalty, due to his high dexterity. He is the friend, helper, procurer, and servant to Elric in many of his travels. Always dapper and looking for his next meal and bed, this mortal deals with the earthly matters that his companion Elric has no time for.

Fear of Stormbringer makes most enemies attack Elric, giving Moonglum many openings at their unguarded foes. He cheerfully slays any who would attack Elric, though his friend's evil tendencies worry him at times.

Arioch

https://static.tvtropes.org/pmwiki/pub/images/arioch01.png
Arioch, as depicted in Deities & Demigods
The Knight of the Swords
God of chaos
Greater god
Alignment: Chaotic Evil
Symbol: Circle with red arrows radiating from it in all directions

The god Arioch usually takes his magical or fighting abilities into the Prime Material Plane. This god of Chaos is Elric's patron. He always disdains the use of armor in battle and fights with a sword that also acts as a rod of cancellation. This sword appears in any plane where the god takes on his fighting attribute. Those beings who know the proper rituals may attempt to summon Arioch from his home dimension. Would-be summoners who pledge themselves to him and offer him human sacrifices may request aid or advice from Arioch, and if it suits his mood and increases his power on the Prime Material Plane, he may grant their request.

Arioch is arrogant and short of temper. He expends a great deal of effort to appear incredibly handsome to whatever kind of creature he is dealing with.

Darnizhaan

https://static.tvtropes.org/pmwiki/pub/images/darnizhaan01.png
Darnizhaan, as depicted in Deities & Demigods
God of the earth
Lesser god
Alignment: Neutral Evil
Symbol: Dirty clenched fist

Among the "Dead Gods", Darnizhaan was the greatest. These beings with godly attributes ruled over all before the day of the gods of law and chaos. He was the god of the earth, but now fears all the new gods that roam the planes. He will not come near a new god or one of their creatures.

Darnizhaan cannot be hurt by manufactured items of any type. There is a 5% chance that he will attack those that dig deeply into the earth (more than 100 feet) if they are not associated with law or chaos.

This god fights with his fists, doing 6-60 points of damage with each.

Donblas

https://static.tvtropes.org/pmwiki/pub/images/donblas01.png
Donblas, as depicted in Deities & Demigods
The Justice Maker
God of law
Greater god
Alignment: Lawful Good
Symbol: Amber arrow pointing upward

The god is incredibly beautiful, so much so that beings of less than the 12th level fall down and worship him no matter what their alignment. He was driven off the Prime Material Plane by the forces of Chaos and waits to be summoned back (for he is called the Justice Maker, and intends to do just that if given the chance).

His weapon is a rod that incorporates a group of several weapons: a mace of disruption, a hammer of thunderbolts, and a rod of lordly might. It does 3-30 points of damage on a hit. This weapon comes with the deity to any plane where he takes his fighting attribute.

Fate

A being capable of looking like anything it wants. It was far beyond the power of the Gods of Law and Chaos. The only purpose in putting this being in a game format would be to give clues to the more powerful players thus having Fate make sure destiny was served.

Fileet

Lady of the Birds
Demigoddess
Alignment: Chaotic Neutral
Symbol: Any bird image

Fileet is a 40 feet tall golden eagle with a wing span of 120 feet. She has the ability to sense anything seen by any avian type. Her wings and beak are terrible weapons, but she usually calls upon 1-100 of any type of predatory bird to do her attacking for her.

As with the other Master types, she does not have a large human following, but all avian kind do her homage.

Grome

https://static.tvtropes.org/pmwiki/pub/images/grome01.png
Grome, as depicted in Deities & Demigods
Lord of the Earth, King of the Land Below the Roots
Lesser god
Alignment: True Neutral
Symbol: Petrified oak

The king of the earth elementals, Grome can cross any body of water without penalty, can use any spell involving plants, animals, the earth, or things affecting the earth as a 50th level spell caster, and can summon 1-20 16 HD earth elementals to fight by his side at any time.

Grome looks like a huge gnarled and earth-colored oak, though he seems much more dense and powerful than any plant could be. No barrier, magical or otherwise, can withstand the force of his fist.

Grome has few mortal worshipers, but earth elementals and creatures living under the ground pay him homage.

Haaashastaak

Lord of the Lizards, Master of all Lizardkind
Demigod
Alignment: True Neutral
Symbol: Lizard head

Haaashastaak appears much like a giant Tyrannosaurus Rex 60 feet tall. He is able to sense anything within the range of any lizard and while he is not intelligent in the sense that a human is intelligent, his instincts are so evolved that they perform much the same function.

If, after summoning him, the caller lacks the proper means to send him back, he will eat the caller and then disappear. Returning him requires the power of a wish. The creature does 7-70 points of damage with each bite and never misses.

While he has no human worshipers, he is revered by all reptilian types. He is aware of anything within the sensing range of any lizard.

Kakatal

https://static.tvtropes.org/pmwiki/pub/images/kakatal01.png
Kakatal, as depicted in Deities & Demigods
The Fire Lord
Lesser god
Alignment: Chaotic Neutral
Symbol: Three flames

A lord of the fire elementals, Kakatal is able to use all fire spells as a 30th level spell caster. The heat of his body does 4-40 points of damage to any who come within 20 feet of it. He strikes with his flaming "fist" for 6-48 points of damage. No amount of water or fire can affect this being, and he can summon 1-10 16 HD fire elementals whenever he wishes. There is no need for any type of fire when the special spell is known for summoning him.

While he has no human worshipers, all fire creatures pay Kakatal homage.

Meerclar

Lord of the Cats, Mistress of Catkind
Demigoddess
Alignment: Chaotic Neutral
Symbol: Cat's claws

A giant sabre-tooth tigress, standing 20 feet tall and 30 feet long, is the usual form of this being. Meerclar bites for 10 dice (10-sided) of damage, and each claw hits for 12 dice (6-sided), giving her 3 hits per melee turn. When summoned, she will rarely choose to appear in person, but will work through a cat in or near the area. She is able to see from the eyes of any feline at any time, and can call on 1-100 tigers and 1-50 lions to do her bidding. If she is forced to come herself, she will attempt to kill the caller.

While there are not many human worshipers of this being, all felines pay her homage.

Misha

Lord of the Wind Giants
Lesser god
Alignment: True Neutral
Symbol: Tornado

Misha is an intelligent Air Elemental having the powers of all other members of his kind doubled. He is also not affected by anything launched in the air, and can summon 1-20 Air Elementals to aid him in battle.

Misha is a lord of the air elementals and as such has control over many beings on the Elemental Plane of Air. In 3 melee rounds the being can form into a 30" high whirlwind that does 6-60 points of damage to all it touches. This force has a bottom diameter of 6" and an upper span of 18". Misha can also strike normally for 8-64 points of damage.

Misha is not affected by any physical weaponry launched into the air at him, and can summon 1-20 16 HD air elementals to aid him in any battle.

Misha is able to use all spells involving weather and wind as a 20th level magic-user, druid, or cleric.

The god is not worshiped by humans, but many air elementals pay homage to the being.

Nnuuurrrr'c'c'

https://static.tvtropes.org/pmwiki/pub/images/nnuuurrrrcc01.png
Nnuuurrrr'c'c', as depicted in Deities & Demigods
Lord of the Insect Folk, Master of the Insect Swarm, King with Wings
Demigod
Alignment: True Neutral
Symbol: Mosquito

This giant 40 foot tall mosquito with a wing span of 140 feet would fill any being with horror. Its stinger kills anything it hits no matter how tough the being or God. It hates to be summoned: there is a 55% chance that it will do what the summoner asks and then attempt to kill him or her. Beings of less than 8th level will run in fear from it as if affected by a fear spell (no saving throw).

Any creature hit by its proboscis must save vs. poison at 4 or die instantly. Even if the victim saves, it will suffer 4-40 points of damage (blood drain).

While this being has few human worshipers, all insect races do it homage.

Nuru-ah

Lord of Cattle, Master of Cattle
Demigod
Alignment: True Neutral
Symbol: Two cow horns

Nuru-ah looks like a giant cow standing 20 feet tall and 19 feet long. It is totally pacifistic and its only function is to cure the sick and wounded. It can cure or raise any creature once per summoning. Any being with a wound or loss of hit points will not be able to attack this deity.

While Nuru-ah has few human worshipers, it is worshiped by all bovines.

Pyaray

https://static.tvtropes.org/pmwiki/pub/images/pyaray01.png
Pyaray, as depicted in Deities & Demigods
Whisperer of Impossible Secrets
Lesser god
Alignment: Chaotic Evil
Symbol: Blue gem with 8 rays emanating from it

This terrible being is the Lord of the Ocean Abysses. He appears as a huge blood red octopus with a pulsing blue gem fixed atop his head. He attacks with his six tentacles for 5-40 points of damage each. He will not lose his lost 10 hit points until his gem is crushed; this gem has all the hardness of any high quality diamond.

Pyaray commands the Chaos fleet, a flotilla of sunken ships manned by undead sailors.

Roofdrak

https://static.tvtropes.org/pmwiki/pub/images/roofdrak01.png
Roofdrak, as depicted in Deities & Demigods
Lord of the Dogs, Master of all Dogs
Demigod
Alignment: True Neutral
Symbol: Wolfhound's head

Roofdrak appears as a giant wolfhound with an upright stance and manipulative paws. He uses a huge lead mace in battle and is able to sense anything within the sensory range of any canine. In battle, he can summon 1-100 dire wolves to fight by his side.

While he has few human worshipers, all canines are aware of him and pay him homage.

Straasha

https://static.tvtropes.org/pmwiki/pub/images/straasha01.png
Straasha, as depicted in Deities & Demigods
Lord of the Water Elementals
Lesser god
Alignment: True Neutral
Symbol: Wave of water

This creature appears as a huge humanoid with green skin and turquoise hair and beard.

As a ruler of the water elementals, Straasha has double the power of normal water elementals, plus the ability to cast all water spells at the 20th level of magic-use. He is the only one of his type not affected by heat-based attacks. He can summon 3-18 of his kindred to aid him in battle. There is no need for water when a being knows the spell to summon him.

Straasha can strike with two waves of water per round that hit for 8-48 points each; these are created by the being out of thin air.

While he has few (if any) human worshipers, many water elementals and water creatures are aware of Straasha and pay him homage.

Theleb K'aarna

https://static.tvtropes.org/pmwiki/pub/images/thelebkaarna01.png
Theleb K'aarna, as depicted in Deities & Demigods
Evil wizard
Alignment: Lawful Evil

An evil Pan Tangian wizard, this man was able to call upon demons, elementals of unusual power, and demigods from other planes to aid him. He uses a special 7th level spell bequested to him by his ancestors for all of these summonings. It is said that the spell will only work for those of Pan Tang blood.

Theleb K'aarna is a powerful enemy who often fights Elric, and has tried to kill him on several occasions.

Xiombarg

https://static.tvtropes.org/pmwiki/pub/images/xiombarg01.png
Xiombarg, as depicted in Deities & Demigods
Greater god
Alignment: Chaotic Evil
Symbol: Image of a slim young girl

Xiombarg appears on the Prime Material Plane as a slim young girl, and wields a great double-edged battle axe in battle. This is a +4 weapon that glows with a light-blue radiance and inflicts 7-42 points of damage on a hit (plus strength bonus), paralyzing any being hit who does not save vs. this effect. He can shapechange, has the strength of a Storm Giant, and can use all the 1-4th level spells as a 15th level wizard. Those pledging themselves the same way beings pledge to Arioch receive his aid (judge's option).

Xiombarg craves blood and souls (much as Arioch does), and may respond favorably to proper sacrifices.

Yyrkoon

https://static.tvtropes.org/pmwiki/pub/images/yyrkoon01.png
Yyrkoon, as depicted in Deities & Demigods
Evil wizard
Alignment: Chaotic Evil

This evil prince of Melniboné is Elric's cousin, and an implacable enemy of his. This evil 18th level wizard/15th level fighter always tries to undermine the power of Elric. Yyrkoon can also use many unusual spells which his (and Elric's) ancestors developed. He has been known to fight with Mournblade, twin to Elric's enchanted blade Stormbringer (q.v.). This weapon's abilities are similar in all respects to those of Stormbringer.

     Nehwon Pantheon 

In General

The world of Nehwon is the creation of the famous fantasy author, Fritz Leiber. He introduces his reader to a wonderfully detailed and rich fantasy world. Nehwon is a pleasant mixture of historical themes and fantasy elements creating cultures and lands where the two main heroes of the storylines, Fafhrd and the Gray Mouser, live, breath, and adventure. It is a world where magic is mixed with adventure to form a land that is very enjoyable to read about.

Fafhrd

https://static.tvtropes.org/pmwiki/pub/images/fafhrd02.png
Fafhrd, as depicted in Deities & Demigods (2e)
1e 
Hero
Alignment: Neutral Good

Few heroes live as long or have done as much as Fafhrd. This Northern red-haired barbarian is the strong arm of the two-hero team. He is a northern barbarian with flaming red hair, a strong right arm, and the courage to face any danger on Nehwon without flinching. Although he lost his left hand when he forced it down a monster's throat, has devised all sorts of attachments for this limb. His long bow attachment allows him to shoot with his normal skill. He is also considering the construction of a climbing axe attachment and a short sword attachment.

Fafhrd is a highly intelligent fellow with many interests. He can read and write all the major languages of Nehwon. There is a 90% chance that he can understand any obscure language he is exposed to. Religions are a passion for him and he tries to understand the teachings of all faiths he runs into, but hardly ever commits himself to one system of belief for any period of time. Fafhrd has the soul of an engineer and constantly invents useful little tools and items to help him in his quests.

Fafhrd is an expert sailor, able to captain almost any size ship. He was raised in the far north and is completely at home in the ice and snow of the mountains. Excelling in mountain climbing, he has invented several pieces of equipment that enable him and any group he is with to climb a mountain twice as fast as normal.

This warrior always carries a bastard sword (named Graywand) and a dirk (more short sword or poniard than dagger) which he calls Heartseeker. He has been known to fight with almost every weapon known on Nehwon, but especially favors throwing axes, long bows, and two handed swords.

Fafhrd's style is the bold, intelligent frontal assault. He will always try to accomplish his quest with the quick strike of massive power. He is also a dreamer and a sad story can cause him to go questing just as easily as the promise of fabulous treasures. The generator of most of his quests is his magical mentor Ningauble of the Seven Eyes. This wizard often requires unusual items for spells and sends Fafhrd out to find them. In 90% of these adventures he travels with his best friend, the Gray Mouser. It has often been said that Fafhrd and the Gray Mouser have two halves of the same soul. While one is bold and loud, the other is secretive and cautious. The barbarian owes his life many times over to his best friend and there is nothing they wouldn't do for each other.

Gray Mouser

https://static.tvtropes.org/pmwiki/pub/images/graymouser02.png
Gray Mouser, as depicted in Deities & Demigods (2e)
1e 
Hero
Alignment: True Neutral

Where Fafhrd is the crushing blow of awesome power, the Gray Mouser is the quick strike from behind to deadly effect. A lightning fast thinker, he also has a passion for the city life and all it implies. He has a deep curiosity in the ways of magic, but he doesn't have the discipline to become a master at spell casting.

No matter what rapier he uses he calls it Scalpel. He fights two handed and his throwing dagger is always called Cat's Claw. He is also highly skilled with a sling, light crossbow, garrote, and short sword.

This hero is the supreme organizer. He formulates masterful plans on an instants notice. If he does have a shortcoming it is a fondness for the complex plan. The more details he can place into an operation the happier he is.

The relationship the Gray Mouser has with his wizardess mentor Sheelba of the Eyeless Face is much the same as Fafhrd has with his wizard. The Mouser does favors for the wizardess and receives good advice and magical help in return. A good 90% of the adventures the Gray Mouser undertakes begin with suggestions and requests from Sheelba.

Besides skills as a fighter and a thief, the Gray Mouser's other passion is his interest in all things magical. He truly wants to be a wizard-type but something always goes wrong with his spells and magical attempts. During his career he has had magical weapons, whistles, scrolls, books, and other devices, but these have always slipped through his fingers or caused him a great deal of trouble when he tried to use them. When encountered, the Gray Mouser will have some type of magic on his person. Whether it will do him more harm than good is up to the hands of fate (and several other gods).

The Gray Mouser likes luxury and all that implies. He works constantly to gain the funds to allow him to live in what he considers a comfortable state. He and Fafhrd have a sort of Robin Hood approach to stealing and almost always take from people who have no sympathy among the common folk or local constabulary, evil robber barons, powerful assassins, and bad rulers are their prime targets. All of the eight cities of Nehwon have had visitations from the pair.

Aarth

Demigod
Alignment: Lawful Neutral
Symbol: Glowing gold rectangle on a field of black

Aarth was once a powerful wizard, becoming so renowned that after his death, he achieved demigodhood. Because of the vast numbers of his worshipers, when the cult is suffering greatly, he will be brought to the Prime Material Plane to help his followers.

He instantly knows the powers of any device used against him and he has a special spell that can negate any magical device as a rod of cancellation. When he takes personal part in a battle, he fights invisibly.

His temples are among the mightiest in all of Lankhmar. It seems that the more powerful patrons are devoted to the cult more out of fear of "the revealing of information" than faith in the might of the religion. Clerics make it their personal duty to sneak about the town, learning all they can about the populace.

Death

https://static.tvtropes.org/pmwiki/pub/images/death01.png
Death, as depicted in Deities & Demigods
https://static.tvtropes.org/pmwiki/pub/images/death02.png
Death's symbol
Intermediate god
Alignment: True Neutral
Symbol: Death's head

It is Death's duty to end the life of all intelligent beings on Nehwon. He has a set quota to kill every hour by the Lords of Necessity (beings about which very little is known) and he never fails in his assigned task. Sometimes he is misdirected and the ones he plans on killing aren't killed at all, but even Death must bow to the fates and other more powerful gods of Nehwon. Death is not affected by time and is able to do years worth of work in a second. He considers himself an artist and works very hard at making sure the deaths he causes are logical and necessary to his own view of life and the end of life. He appears as a man with a cadaverous skin color and he has the power to know the entire past history of a being at a glance.

Death values a good hero because of their ability to cause death and destruction. Characters like Fafhrd and the Gray Mouser are especially favored by Death. When beings like these heroes are close to death, often the god will cause unusual little slips that will save their lives. Then too, sometimes his quota will call for the ending of two famous heroes and he will be forced (however reluctantly) to try killing his protegees.

His sword slays anything it touches. On Nehwon, all beings are mortal. It was pointed out that even Death is aware that at some future date, he will die.

He lives in a huge fort in the heart of Shadowland, a land of perpetual twilight where the dead rest under the earth, to be called on at the will of Death.

Devourer

Alien wizard
Alignment: Lawful Evil

Aliens of high magical ability, these creatures are totally occupied with selling. This preoccupation forces them to any extreme in perfecting their art. The best of them sell only junk they have magicked into something appearing to be valuable.

They come from another Prime Material Plane of existence. Their usual practice in any given place is to establish a sales beachhead and trick whole nations and peoples into trading all of their valued items for the Devourer's junk, until all the valuables are gone and they must work as the Devourer's slaves to acquire the magicians' worthless wares.

Gods of Lankhmar

https://static.tvtropes.org/pmwiki/pub/images/godsoflankhmar01.png
Gods of Lankhmar, as depicted in Deites & Demigods
https://static.tvtropes.org/pmwiki/pub/images/godsoflankhmar02.png
Their symbol
Intermediate gods
Alignment: Chaotic Evil
Symbol: Skeletal hand with staff

Ancient mummified skeletons sustaining themselves through the use of mighty magics, these beings are able to use spells twice as fast as mortal spell casters. They each carry a double-strength staff of withering. These gods appear only when their city is threatened with grave danger. When the problem is solved, they cast about the city wreaking havoc as a reminder that they are not to be called on too often. They inhabit one large temple at the end of the Street of the Gods.

There is a special difference between the gods of Lankhmar, the oldest city of Nehwon, and the gods in Lankhmar. The gods in Lankhmar are those of the many religions in many temples lining the Street of the Gods. Some are powerful, some are weak, and their fortunes change with the quantity and quality of their worshipers, who are a fickle lot. Although no one in the city openly worships the Gods of Lankhmar, all secretly believe in and fear these gods, who it is said, will always protect the city so that worship may continue. As long as this is the case, the gods of Lankhmar are indifferent to the existence of the gods in Lankhmar.

These beings wish to rest in their black temple for all eternity. Lankhmar is their home and they must act if their city is threatened. The force they use often does a great deal to damage large sections of the city. There is a set of bells atop the temple that will magically ring at times of need. These bells can be rung by hand to summon the gods, but there had better be a clear danger to the city or the ringer will answer for his crime with death (after spending a few centuries of torture in the confines of the dark temple).

Through the use of godlike power each one can use spells twice as fast as mortal spell casters. When the problem is taken care of, these beings cast about the city wreaking havoc as a reminder that they are not to be called on too often.

Their temple is a black marble cube on the outside and a huge domed structure on the inside. There are thirteen crypts underneath the dome. If, for some reason, beings were able to get into the crypts and despoil the bodies there, the next day they would find that the thirteen crypts looked as if nothing had happened. The temple itself cannot be harmed by any force in the Nehwon universe.

Gods of Trouble

https://static.tvtropes.org/pmwiki/pub/images/godsoftrouble01.png
Their symbol
Intermediate gods
Alignment: Chaotic Evil
Symbol: Three pointed star

There are three energy beings that comprise the gods of trouble. They are creatures of pure chaos energy and enjoy roaming the world in astral forms, affecting all alignments equally. Their desire is to promote chaos in all of its forms. The more chaos caused, the greater their power over Nehwon. They have a very small sect of worshipers. The high priest of this cult has the gazing power of his god. They care nothing for their worshipers, and inflict troubles upon them impartially if they should cross their path. The cult is quite naturally a rather fatalistic one.

Special events attract the attention of all the gods on Nehwon. Things like large wars, unusual magical events, plagues and the like. These events become tugs of war between the gods of trouble and the other fates and gods of Nehwon. These energy beings will not take a direct hand unless they are specifically called upon by their high priests. Normally, they like to do one or two things in any particular area and then leave for other bastions of Law that they would like destroyed.

Hate

https://static.tvtropes.org/pmwiki/pub/images/hate01.png
Hate, as depicted in Deities & Demigods
https://static.tvtropes.org/pmwiki/pub/images/hate02.png
Hate's symbol
Intermediate god
Alignment: Chaotic Evil
Symbol: Foggy image with floating eyes

Hate manifests itself as a thick grey fog with a few red orbs resembling eyes in the density. This fog is able to control up to 6 beings (as in a mass charm spell) or manipulate up to 6 weapons in its tentacles as a set of 6th level fighters. The manifestation of the god must be generated at night by a high priest of at least the 10th level and 100 worshipers. The fog will appear from the worshipers and is able to travel a distance of 5 miles. Its only function is to do harm.

Hate's physical form is attached to its area of generation by a long, extremely tough silver-red cord, which is spun out behind it as it hunts for prey. The only way Hate can be damaged is by cutting this pulsing cord (which cannot be seen from in front of the Hate-cloud). The cord is AC -8, but any hit with a sharp weapon, or a spell such as magic missile, will cut it, dispelling Hate's physical form until the next night it can be summoned.

Hate is the god that everyone accidentally worships. When feelings of anger, jealously, or the like manifest themselves, the god of hate gains in power. This elemental emotional being purposely causes conflict to increase its power base. The Cult of Hate has only recently developed in the cities of Nehwon. Its followers enjoy conflicts of all types, because this provides a fuel for their own angers.

Hate desires large scale military actions as conflicts that involve more than 50 people are what Hate really needs to grow. This being will encourage conflicts of all types (guild battles, city to city fighting) for anything that causes strife is a suitable breeding ground for Hate.

Issek of the Jug

https://static.tvtropes.org/pmwiki/pub/images/issek01.png
Issek, as depicted in Deities & Demigods
https://static.tvtropes.org/pmwiki/pub/images/issek02.png
Issek's symbol
Intermediate god
Alignment: Lawful Good
Symbol: Man on a broken rack or an amphora

Issek appears as a tall man with twisted wrists and ankles, and his manifestatians are said to give endurance to humans who are being tortured. He carries a jug which is able to pour out any liquid the god wishes.

Torture can be loosely defined and includes such things as a wife who constantly shouts at her husband or a little boy being picked on by a larger bully.

Issek desires to help all those who are being oppressed in any way, although he is not the brightest or most even handed of gods. A step daughter being overworked is just as important to him as a world-saving paladin fighting off the multi-dimensional entrance of a horde of undead.

His sect is a poor one and preaches the need to persevere under any hardships that life might bring. His clerics travel about always appearing to be one of the poor, even if they are not.

Kos

https://static.tvtropes.org/pmwiki/pub/images/kos01.png
Kos, as depicted in Deities & Demigods
https://static.tvtropes.org/pmwiki/pub/images/kos02.png
Kos' symbol
God of Dooms
God of order
Intermediate god
Alignment: Lawful Good
Symbol: Crossed sword and axe

Kos is a northern barbarian god who loves battle and bold deeds. He is the god of dooms because he brings trouble to anyone who doesn't live up to his strict codes of honor and action. These codes and the interest of the god apply to all facets of the hard life of the northern barbarians. Kos is just as interested in the building of a safe and sturdy long house as he is in the sharpness of a warrior's axe.

This god exists to make sure the people of the north do things properly. This proper order of things has been established by Kos and passed down to his priests and priestesses. When this order is not followed Kos is quick to hurl curses down on the offenders. These curses are slight at first, but will eventually cause death to the offender unless they mend their ways.

Movarl

Hero
Alignment: Lawful Good

Movarl is the most famous hero on the planet. His name is revered by the forces of law and feared by the minions of chaos. He is the overlord of the city of Kvarch Nar. However, he travels often amongst the cities and towns of the Great Forest to champion the cause of law and good.

Besides his normal powers as a paladin, he is totally immune to fear and paralysis of any type. In combat he uses Astrendan, a two-handed sword +2 that instantly kills an undead creature it touches. The man is instantly aware of any evil being within 20 feet of him.

Movarl rides a huge white war horse with almost human intelligence and the maximum abilities of an animal of that breed.

Nehwon Earth God

https://static.tvtropes.org/pmwiki/pub/images/nehwonearthgod01.png
The Nehwon Earth God, as depicted in Deities & Demigods
Lesser god
Alignment: Chaotic Evil
Symbol: Diamond eye

This god is an aware piece of molten earth, able to assume any shape in this molten form; no forged weapon can hurt it. The tropical priests of Klesh serve this deity, who wishes to return all of Nehwon to its molten state. The only thing preventing this deity from accomplishing its end is the hard crust of the world.

Its temples can be found in desolate areas all over Nehwon. These temples are usually rich in gems and gold. The god is able to control beings through a mass charm spell that it can cast through any gem consecrated to his sect. Its Kleshite clerics commonly use blow guns.

Ningauble of the Seven Eyes

https://static.tvtropes.org/pmwiki/pub/images/ningauble01.png
Ningauble, as depicted in Deities & Demigods
Wizard
Alignment: True Neutral

Ningauble is not human or even humanoid. It comes from another dimension, but has made Nehwon its home. It never shows its true form because that form would drive most humans insane. Ningauble is always wrapped in heavy robes with an empty cowl that displays seven constantly moving lights. Occasionally one will protrude from the cowl, and then it can be seen to be an eye upon the end of a snakelike tentacle. These eyes can see through all illusions.

Ningauble is known as the "gossiper of the gods" and loves nothing better than to listen by the hour to a good story about some important person in Lankhmar or any of the eight cities. Supplicants have come to his caves and brought especially interesting bits of gossip and been made fabulously wealthy as a result. Many claim that these individuals would have become wealthy anyway, but no one says this in front of Ningauble.

This powerful spell caster inhabits a huge series of enchanted caves near the Sinking Lands. These caves are linked interdimensionally with other planes, other times of Nehwon and other multiverses. Only Ningauble, with his alien logic patterns, is able to fully comprehend the paths of his caves. Fafhrd and the Gray Mouser have used these magical pathways to visit earth's past in the time of Alexander the Great and the time of Arthur and Merlin. The caves are also a fine defense for Ningauble. At one time a crime lord in Lankhmar sent one hundred thieves to attack the wizard over an imagined offense. The dust of the thieves and their equipment lies just off the entrance to the caves. This is the only reminder most need that it is often dangerous to deal with a powerful wizard.

Ningauble's aims are clear. It only wants to learn more about the ways of Nehwon and further its magical abilities. Just lately it has learned that its annual success or failure in these efforts is closely connected to how Fafhrd's life is proceeding. When Fafhrd is happy and living well, so too is the way of life for Ningauble. This has turned the wizard towards being much more helpful in the desires of its charge, Fafhrd.

Although Ningauble wants Fafhrd to do well, it also watches its charge closely. When Fafhrd is about to acquire power that might take him far away from Lankhmar or gain something that might allow the thief to not need his mage advisor things happen to quickly change that situation. Warnings are given to Fafhrd's enemies, the hero is tricked out of his vast riches, or the fates become unusually unkind for no reason Fafhrd can see. All of these acts serve to drive Fafhrd right back to the caves and his ever helpful advisor.

Plugh

Hero
Alignment: Lawful Evil

Pulgh is the most skilled fighter on Nehwon. This means he can easily use any warrior's weapon known to that world. He favors his magical spear, but this weapon is so renowned that he often goes without it to keep his identity secret. He is never without a wide range or missile weapons; from throwing daggers to heavy darts.

Constantly searching for more and greater brawls has led to the myth that he is a bully and daring killer. Pulgh is actually a careful, diligent bravo who only lives for the thrill of battle in all its forms. He has been known to take on a band of knights while wielding only a single small dagger.

Hunting only the best of the best, Plugh can be found in major cities across the world of Nehwon looking for the toughest of warriors to face. His strange code of ethics has caused him to want to always face his enemies man-to-man.

Rat God

https://static.tvtropes.org/pmwiki/pub/images/ratgod01.png
Rat God, as depicted in Deities & Demigods
Lesser god
Alignment: Chaotic Evil
Symbol: Two red eyes on a black field

The rat god is the manifestation of all men's fears of its kind. All felines must run in fear from this apparition. It always walks erect, can shrink to normal rat size, and is able to summon 20 wererats to its side once per day.

The god's largest temple can be found in the port city of Ilthmar, where human sacrifices are held by the light of every full moon.

Red God

https://static.tvtropes.org/pmwiki/pub/images/redgod01.png
The Red God's symbol
God of battle and war
Intermediate god
Alignment: Chaotic Good
Symbol: The horse sabre

This is the war god of all the eastern lands. He appears as a massive dark-skinned manwith red studded leather armor, carrying a bronze shield. He is always mustachioed and wears a pointed helm. His boots and belt shine as brightly as the sun. He primarily supports the horse soldiers of the east. He is a very protective god and because there are many eastern warrior spies in the eight cities, including Lankhmar, this god has been trying to increase his number of worshipers in these cities.

This god is very protective of his more important worshipers, and when they are in foreign lands he will occasionally come to their aid in situations that he would not bother about in the East. This aid consists of an 8th level magic-user sent to help.

The Red God is a god of warriors. He favors acts of war and battle and lends support in the form of strength of arm and courage of heart to warriors who follow his faith. He spends most of his time trying to cause new battles to test the courage of his followers. He is the one responsible for turning all of the lands of the east against the eight cities.

Sheelba of the Eyeless Face

https://static.tvtropes.org/pmwiki/pub/images/sheelba01.png
Sheelba, as depicted in Deities & Demigods
Wizard
Alignment: True Neutral

Sheelba of the Eyeless Face is some type of female, reptilian creature; clearly from another universe. She never shows all of her form because it would drive most heroes totally insane. She has come to Nehwon to live and is very protective of the Gray Mouser and the city of Lankhmar. It is commonly known that demons (who can perceive Sheelba's real form) scream in horror when facing this wizardress and leave the plane of Nehwon for all eternity.

Sheelba's magic is not of the directly destructive sort, for she is much better at summoning other creatures to do her fighting for her. Sheelba prefers the Salt Marsh because there are so many dangerous creatures that can be easily called upon to act on her behalf. There was a time when the Overlord of Lankhmar sent five hundred troops to capture and bring back Sheelba's hut. On the first day out of lankhmar hundreds of normally shy swamp creatures attacked and killed one hundred of the troops. The brave commander kept the men out for a second day. All of the troops ran when a house sized worm ate the commander and his war horse in one gulp. Needless to say, the subject of the hut was never brought up in the Rainbow Palace again.

Sheelba lives in a hut at the heart of the Great Salt Marsh. This magical construct is able to move 24' over the marshy landscape and is the size of a palace inside, but appears only to be a small grass hut on the outside. Sheelba rarely lets anyone inside, preferring to look down from the stilts and talk to whomever visits her. The hut also has several interdimensional portals that allow Sheelba and others to travel to other universes. When Sheelba is out of the hut, the magical device will not let anyone enter.

Sheelba is extremely greedy and will never act unless there is a profit of some type to be had. Until recently she has demanded much from the Gray Mouser, but that has changed slightly. She, like Ningauble of the Seven Eyes, has come to realize that her life is closely tied to the success or failures of the Gray Mouser. Now, she seeks to have the Gray Mouser close by, where he can be better kept out of planet wide deadly dangers. The schemes of Sheelba are turned towards keeping Mouser in Lankhmar and keeping Lankhmar as trouble free as possible.

Spider God

https://static.tvtropes.org/pmwiki/pub/images/nehwonspidergod01.png
The Spider God, as depicted in Deities & Demigods
Demigod
Alignment: Chaotic Evil
Symbol: Black opal

Appearing as a giant black spider, this deity is known for its delight in receiving human sacrifices. Its powers include the ability to summon 30 phase spiders per day, the power to make all arachnids obey, and the ability to transfer the powers of a spider to its most powerful high priest.

Its evil clerics work diligently to keep their god satisfied by way of human sacrifices. It rewards them with a gift of a pet large spider once per each ten sacrifices.

Tyaa

https://static.tvtropes.org/pmwiki/pub/images/tyaa01.png
Tyaa, as depicted in Deities & Demigods
https://static.tvtropes.org/pmwiki/pub/images/tyaa02.png
Tyaa's symbol
Winged Goddess of Evil Birds
Intermediate goddess
Alignment: Chaotic Evil
Symbol: Large raven head or a black feather

Tyaa is a force of evil and chaos. She chooses to manifest her powers through the actions of malicious birds. She has created an offshoot of the raven that is both smarter and stronger than its ancestral cousin. It should be noted that, while she prefers to employ the Birds of Tyaa, she is perfectly capable of using any carnivorous bird to do her will on Nehwon. Tyaa has the power to manifest herself in her high priestess, though this is rare. The city of Lankhmar has always been her favorite because she has the most worshippers in this place.

Tyaa's cult has been banned in Lankhmar because of its evil teachings and ways. This has only caused the movement to go underground and to other cities. There are several large caches of diamonds and jewels hidden in several abandoned manors in Lankhmar. The high priestess of the cult knows of these locations and will use these riches to support the cult and make it grow.

Tyaa desires worshippers above all else. She is currently very weak and needs the support of supplicants all over Nehwon. In past centuries her evil birds have been used to steal flashy treasures from the upper story apartments of the rich. Her special ravens can tell useless fake jewelry from the real materials and are perfect thieves. Tyaa can supply large numbers of these birds to each of her priests, thus making them rich.

Votishal

Demigod
Alignment: Lawful Good
Symbol: Leather pouch

Votishal appears as a normal thief in all of his idol representations. This is another case of a man of great ability becoming venerated by later generations. He was a master thief of the 14th level who reformed to the cause of good and law. His thieving abilities then went in the direction of robbing from evil groups to benefit the lawful good group he supported.

If he manifests himself on the Prime Material Plane, he will try to kill all evil beings he encounters. His clerics rise alternately in the clerical class and the thief class. They are very zealous in their efforts to rob all evil people (especially evil shrines). They are in direct opposition to the Thieves' Guild, and constantly try to get member thieves to join the sect by kidnapping them and brainwashing them in the temple crypts. The high clerics of this order are always 15th level patriarchs/12th level master thieves. No cleric can rise above the tenth level in this sect unless they have carried away some amount of riches from an evil temple.

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