It took me a little while to decide what exactly Eadro represented, as he was described simply as the patron of the merfolk and the locathah. I eventually decided that he represented the strong bonds of community that merfolk and locathah are characterized as having, and this makes him a good addition to the loose “pantheon” of good and neutral aquatic deities.
Krocaa was introduced in Dragon #124 as the deity of the aarakocra. With DMGR4 Monster Mythology, however, he was replaced with Syranita. Combining the pair into a small pantheon required some alterations to his original characterization and dogma to make the pair synergize well, with Krocaa being more of an active defender than Syranita, with an additional emphasis on hunting.
Edit (Feb. 13): Reworked the Bones of Steel spell to be clearer on the effects. Read the rest of this entry »
Happy New Year everyone! The ascended tanar’ri lord Sess’innek, long ago tiring of the Blood War, turned to followers on the Prime Material Plane as another path to power. Seeing the general complacency of Semuanya, he has been slowly usurping that power’s authority over the lizard men with the creation and leadership of his chosen followers, the Lizard Kings. Read the rest of this entry »
Sekolah is the patron of the so-called Sea Devils, one of the greatest scourges of the deeps and the shallows. He did not create them, instead having adopted them as his chosen when he discovered them on one of his many great hunts among all the seas of the worlds, and molded them into the powerful and dangerous society they are today. Read the rest of this entry »
The patron of the kenku is one of the more interesting deities in the AD&D game, because he’s not terribly comfortable having the responsibilities of godhood that have been thrust upon him. This isn’t exactly a rare situation, however; what makes Quorlinn different is that he was never a mortal like most of those who share those feelings. It creates a much more interesting deity, as does the merging of eastern and western elements that kenku represent. Read the rest of this entry »
Water Lion is an unusual and mysterious deity who wanders the planes for reasons unknown, although there are many theories about his purpose. He has only a small and dispersed following among the aquatic races, mostly loners and hunters. Read the rest of this entry »
The Council of Wyrms campaign setting offered as a character option the half-dragon, a crossbreed of a demihuman and a dragon with natural shapechanging ability. Limited to half-gold, half-silver, and half-bronze in the campaign setting (as the dragons there were limited to the metallic, gem, and chromatic dragons). In Dragon Magazine #206, the options were expanded to Krynnish half-silvers, half-chiang lung, half-shen lung, half-Greyhawks, half-steels, half-deeps (aka Drow-Dragons), and half-irons. However, there were a handful of dragons left out of the selections, including the half-adamtite and half-radiant. Both were specifically left out of the selection for different reasons, but I was never satisfied with those reasons. Presented here is my take on the Half-Radiant Dragon, rare even compared to other half-dragons. See the Council of Wyrms set or issue #206 of Dragon Magazine for details on how fixed and discretionary abilities operate.
Appearance: Normal half-dragon with pearly-white hair, lustrous white irises, pale skin with shimmering flecks.
Ability-score modifiers: +1 Strength, +1 Dexterity, −1 Wisdom, −1 Charisma.
Ability-score ranges: Str 6/19, Dex 6/19, Con 5/18, Int 3/18, Wis 3/17, Cha 3/17.
Alignment tendency: Any.
Allowable classes: Cleric/priest (14), fighter (10), mage (10), specialist—invoker (14), specialist—force mage (14), thief (11).
Discretionary abilities: Create/destroy air (1/day), Bigby’s interposing hand (1/day), Bigby’s grasping hand (1/day), wall of force (1/day), forcecage (1/day), dragon fear (once per day).
Fixed abilities: Claw attacks (1d6/1d6), breath weapon (pulses of magical force to a 20 foot range, 3d6 damage, usable twice per day; pulses can be divided between up to 3 targets. Successful save vs. breath for no damage.).
Average Height and Weight: Height: 78/74 + 2d8. Weight: 120/100 + 3d8.
Age: Starting age: 14 + 1d4 years. Maximum Age Range: 300 + 3d20. Middle Age: 150 years. Old Age: 200 years. Venerable: 300 years.
Thieving Skill Adjustments: PP —, OL −10%, F/RT −5%, MS +5%, HS +10%, DN +5%, CW —, RL +5%.
Parrafaire is one of the more unusual deities, as he is a servitor of many other powers more than one who has active concerns of his own. He is a guardian of secrets and items of power, but his guardianship is not absolute. He designs traps, tricks, and riddles to test those who search for his charges in order to determine only those he deems worthy gain them. His few worshipers similarly focus on guardianship, although with a much lower focus on testing those who search for their wards. Read the rest of this entry »
Perhaps one of the few deities who can rival the disgusting nature of Vaprak is the patron of troglodytes, Laogzed. While he grants spells to the troglodytes, he did not create them, and cares little for their welfare, granting spells simply because he doesn’t care enough not to. He is shunned by most other powers, and used as a divine disposal by those willing to deal with him or willing to risk getting close. Read the rest of this entry »
Ilxendren was originally introduced in the 2nd Edition boxed-set adventure Night Below, along with the subterranean fresh water variant of the ixitxachitl, the ixzan. To a certain extant, Ilxendren represents the most dangerous threat to Demogorgon’s mortal power base, for unlike that tanar’ri power, Ilxendren shares many traits and elements with the devil fish themselves. Read the rest of this entry »