Luthic is the only major female deity amongst the goblinoid pantheons. She is wife to Gruumsh and mother of Bahgtru, and is the patron of female orcs, as well as those warriors who defend orcish settlements. She was a very interesting deity to work on, actually. I tried to twist the usually good aspects of healing, nurturing, and protection to have an orcish, lawful evil twist; for example, she teaches that only strong, worthy orc warriors deserve healing, while cowards do not. And, as with the other goblinoid deities, I’ve tried to inject some culture into the lives of orcs, so they’re more than just one-dimensional brutes who think of nothing but killing (or the overdone “noble savage” that seems to pop up in some settings). As always, comments are welcome!
Amongst the clergy in the priesthoods of most of the goblinoid pantheons are both shamans and witch doctors. There are a number of different versions of shamans available to players and DMs to use; the most prominent being the Shaman kit for clerics in the Complete Book of Humanoids and the Shaman class in Player’s Option: Spells & Magic/Faiths & Avatars. However, the only option for Witch Doctors is the kit in the Complete Book of Humanoids. One thing I’m going to do is create a class, similar to the S&M/F&A shaman class, as another option. Basically, this would be used in games that prefer the more detailed and powerful shaman to the earlier kit. Purely optional, of course, so DMs can allow either one, or both (perhaps as a greater/lesser witch doctor or something, so some faiths or tribes would have one or the other).
I haven’t worked out the details, but I’m thinking that the witch doctors would have most of the details of the Shaman, but with wizard spell access instead of spirit access. Alternately, I may allow SOME spirit access as well as wizard spell access, as witch doctors are supposed to be pretty similar to shamans. I’m interested in hearing what other people think.
This was a really interesting deity to work on, in part because there were multiple sources of information to draw upon. For one thing, Fionnghuala (pronounced Finella), is just about the only deity in Monster Mythology drawn from real-world mythology (Titania and Oberon are literary creations, perhaps based on mythological characters, but not in and of themselves from mythology). I slipped in some other literary mythology as well that seemed fitting. I also decided it made sense to allow half-elves to become swanmays in addition to humans, and I modeled a lot of the game stats on Mielikki.
Gnolls have always been one of my favorite races, so it was very interesting to work on Yeenoghu, although I’m a bigger fan of Gorellik. I drew upon a lot of sources for this, including Dragon #63, so I’ve updated the Shoosuva to 2nd Edition. I’ll have to make a Monstrous Compendium sheet for it at some point.
This was an interesting project, considering that Tiamat is included in the FR Powers & Pantheons book. However, as that was specifically to the FR/Unther Human version rather than the generic/multisphere Draconic version, it wasn’t possible to do a straight cut and paste. Also, this features my version of draconic specialty priests, which I think work a LOT better than the version in Cult of the Dragon. Also, watch for me slip in some hints at what I’m going to do with my revised real-world pantheons. :D
Time for another deity write-up; this time it is Squerrik, the Wererat god. Upon reading through what had been written on wererats and Squerrik himself, I was surprised no one had drawn upon some obvious folk mythology. So I decided to add it in. :) I also modeled some elements of the priesthood and culture after aspects of rats themselves, since it seemed fitting.
Sorry for the delay on this one. When writing about Trishina, I drew heavily upon what had been written for Deep Sashelas, since the two faiths are so closely intertwined. I also based aspects on Eldath, since I saw that there are a number of similarities between their faiths and attitudes. Overall, Trishina was another really fun one to write, and gave an opportunity to explore some aspects of cetacean culture, including some very unusual ones in the Spelljammer setting.