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Introduction
In AD&D, the gods serve an important purpose for players and ALL players must have a patron god. Alignment assumes its full importance when tied to the worship of a deity. It should be noted that this has nothing to do with the players personal views on such issues, it is purely an aspect of the game that links into alignment play, game dynamics, plot development, etc. Serving a deity is of greatest importance to a Cleric. Players who are Clerics are usually prominent members of society (much more so than other classes) and they often would have a close relationship with the local population. They are looked up to as masters of ritual and keepers of knowledge. They are also clearly important for such issues as civil ceremonies (e.g., weddings, births, funerals), arbitrating disputes, etc. In addition, a cleric as a special relationship with their deity, denied to other mortals.
Alignment
This shows the characteristic of a player towards chaos, law, good and evil. This is the same for divine beings except that deities are not constrained by alignment, their motives and drives being far beyond the understanding of mortals.
Clerics and Paladins MUST have the same alignment as their deity. Further, clerics should realise that for spells above 2nd level, contact with their deity (or some agent) is required. If ever such a link is broken, this can affect the Clerics ability to casts spells at Level 3 or above.
Worshipers
Alignment. Unless specifically stated under the details of the deity, there is often no specific alignment required from a character in order to worship a specific god. However, it might be normal to consider the deities who have the players alignment or something similar. For example, a CG character might wish to consider the gods who fall within the alignments CG, NG, CN and (true) N. Choosing a god. When a non-clerical player chooses a god, they should consider the tables in this document and in particular, look at the column labelled Predominant Worshippers and Sphere(s) of Influence. The first column will give any specific information about those that worship the god, based on: Class some classes are particularly favoured (or not) by a particular god. Race characters can choose a god based upon the type of races the god may favour although this is not absolutely necessary. If a god is specific to a particular race, then it would be unusual to have a character of a different race worshipping them. For example, Elven characters can consider most of the gods of Urshurak, but ONLY Elves should consider Corellon Larenthian. Miscellaneous there may be some characteristic of the god that makes certain types of character more disposed to worship them. For example, the Lawful Neutral gods are often more likely to be worshiped by people who uphold the law. The second column on Spheres of influence gives some ideas that the god considers as important and may feed the players imagination in order to help them decide.
Symbol
This is the symbol by which the deity and followers are known. It would normally be found engraved on holy items and certainly, should be known and revered by Clerics.
Plane
This is the deitys plane of origin. This will usually be an outer plane corresponding to the deitys alignment although sometimes this may vary due to the deitys sphere of influence. Some deities may be located on a plane which seems to conflict with their alignment because other deities of the same pantheon with which they are associated, are also located there.
Urshurak
Urshurak is huge and the general population in different regions may worship different gods. If analysed closely, it might be noticed that, although the names of the gods in different region, may be different, the actual gods are the same. If so, the spheres of influence will be similar and the deities symbol is likely to be very similar if not exactly the same. Although the sourcebooks for AD&D have gods in different pantheons, this is not relevant to Urshurak. In this game, the gods from are simply listed from the books, where appropriate, to support the world dynamics. Players should not worry about this in the slightest. Details of the different gods are given below. The list is organised giving priority to Clerics and as such, the gods are listed by their (and the Clerics) alignment. The choice available is deliberately kept small in order to promote some familiarity within the game.
God
Alignment
Sphere(s) of Influence
Symbol
LG
Paladins, Rangers, Fighters, Monks, MUs, Bards (NOT Druids, Assassins). Any Race. Judges, Constables, those living by a code based on truth and justice.
An Owl.
LG
Paladins, Rangers, MUs (NOT Druids, Assassins). Any, but beyond humans, particular note is made of: Halflings. Judges, seekers of the truth, peacemakers.
LG
Fighters, Paladins, Rangers (NOT Druids, Assassins). Any, but beyond humans, particular note is made of: Dwarves. Sentries, guards, those living by a code based on truth and justice.
Gjallahorn.
Neutral Good
Artemis Goddess of the Hunt NG Rangers, Illusionists, Bards (NOT Paladins, Monks, Druids, Assassins). Any, but beyond humans, particular note is made of: Elves, Halflings. Hunters. Hunting, animals, good, the sun, plants, wild beasts, childbirth, dance. Bow and arrow on a lunar disk.
NG
Fighters, Rangers, MUs, Thieves, Bards (NOT Paladins, Monks, Druids, Assassins). Any Race. Those following their conscience.
Burning torch.
NG
Rangers, MUs, Illusionists, Bards (NOT Paladins, Monks, Druids, Assassins). Any, but beyond humans, particular note is made of: Elves. Those that respect nature.
Unicorn Head.
God
Alignment
Predominant Worshipers
Sphere(s) of Influence
Symbol
Chaotic Good
Aphrodite Goddess of Love, Beauty and Passion CG MUs, Illusionists, Bards (NOT Paladins, Monks, Druids, Assassins). Any, but beyond humans, particular note is made of: Elves. Artists, lovers. Thor God of Thunder CG Barbarians, Fighters, Rangers, Bards (NOT Paladins, Monks, Druids, Assassins). Any, but beyond humans, particular note is made of: Dwarves, Half-Orcs. Farmers, Commoners. Sif Goddess of Excellence and Skill in Battle CG Barbarians, Fighters, Rangers, Monks, Bards (NOT Paladins, Monks, Druids, Assassins). Any Race. Combat instructors. Chaos, good, war, duelling. Upraised Sword. Storms, chaos, good, protection, strength, weather, thunder, war. Hammer. Love, beauty, chaos, charm, good. Seashell.
CG
Rangers, MUs, Illusionists, Bards (NOT Paladins, Monks, Druids, Assassins). Any, but beyond humans, particular note is made of: Elves. Healers, Sages, Archers.
Lyre.
Lawful Neutral
Nike Goddess of Victory LN Fighters, Monks (NOT Rangers, Paladins, Druids, Assassins). Any Race. Athletes. Frigga Goddess of the Atmosphere LN Rangers, MUs, Bards (NOT Rangers, Paladins, Druids, Assassins). Any, but beyond humans, particular note is made of: Halflings. Lovers, Diviners, Husbands and Wives. St Cuthbert God of Retribution LN Fighters, Monks (NOT Rangers, Paladins, Druids, Assassins). Any Race. Constables, Judges. Retributions, common sense, wisdom, zeal, honesty, truth, discipline, law protection, strength. Ruby studded starburst. Air, animals, community, knowledge, birth, fertility, love. Large cat. Law, nobility, victory, War. Winged woman.
God
Alignment
Sphere(s) of Influence
Symbol
Fighters, MUs (NOT Rangers, Paladins, Monks, Assassins). Any, but beyond humans, particular note is made of: Dwarves, Gnomes. Artisans.
Fighters, MUs, Illusionists, Thieves, Bards (NOT Rangers, Paladins, Monks, Assassins). Any Race. Women, wives, spies, planners.
MUs, Illusionists, Thieves, Bards (NOT Rangers, Paladins, Monks, Assassins). Any, but beyond humans, particular note is made of: Halflings. Those wishing luck.
Red pentagram.
An Oak Tree.
Any.
God
Alignment
Predominant Worshipers
Sphere(s) of Influence
Symbol
Chaotic Neutral
Dionysus God of Wine CN Fighters, MUs, Illusionists, Bards, Thieves (NOT Rangers, Paladins, Monks, Druids, Assassins). Any Race. Revellers. Mirth, chaos, destruction, madness, wine, fertility, theatre. Thyrsus. (Staff tipped with a pine cone and twisted with a vine)
Poseidon God of the Seas, Oceans, Streams and Earthquakes Pan God of Nature and Wild Passion
CN
Fighters, MUs, Illusionists, Bards (NOT Rangers, Paladins, Monks, Druids, Assassins). Any Race. Sailors, fishers, coats dwellers.
Trident.
CN
Rangers, Barbarians, Illusionists, Thieves, Bards (NOT Rangers, Paladins, Monks, Druids, Assassins). Any Race. Shepherds.
Lawful Evil
Arawn God of the Dead LE Any (NOT Rangers, Paladins, Druids). Any Race. Hextor God of Evil Any Race. Conquerers, tyrants. LE Fighters, Monks (NOT Rangers, Paladins, Druids). Destruction, evil, law, war, tyranny, discord, massacres, conflict, fitness. Fist holding six red arrows. Mastery, evil, isolation, combat, war, cunning. Black star on a grey background.
LE
A Staff.
God
Alignment
Sphere(s) of Influence
Symbol
NE
MUs, Assassins, Thieves (NOT Rangers, Paladins, Monks, Druids). Any, but beyond humans, particular note is made of: Dwarves. Murderers.
Black ram.
NE
MUs, Thieves, Assassins (NOT Rangers, Paladins, Monks, Druids). Any Race. Hunters.
Setting moon.
. Hel Goddess of Death NE MUs (NOT Rangers, Paladins, Monks, Druids). Any Race. Those fearing death. Death, destruction, evil, underworld. Hels face.
Chaotic Evil
Ares God of War Any, but beyond humans, particular note is made of: Half-Orcs. CE Fighters, Barbarians (NOT Rangers, Paladins, Monks, Druids). War, chaos, destruction, evil, killing, strife. Spear.
CE
Flame.
CE NE
LE
God
Alignment
Sphere(s) of Influence
Symbol
Corellon Larenthian
CG CN NG
Elves
Aerdrie Faenya Goddess of Air and Weather Rillifane Rallathil God of Nature Erevan Ilesere God of Mischief and Change Solonor Thelandira God of Archery and Hunting Hanali Celanil Goddess of Romantic Love and Beauty Labelas Enoreth God of Longevity Lolth Demon Queen of spiders Queen of the Demonweb pits
CG
Elves
NG
Elves
CN
Elves
CG
Elves
CG
Elves
Heart of Gold.
CG
Elves
Setting Sun.
CE
Drow
God
Alignment
Sphere(s) of Influence
Symbol
LG LN NG
Clanggedin Silverbeard The Father of Battle Vergadain God of Wealth and luck Dumathoin Keeper of Secrets under the Mountain Abbathor Master of Greed Berronar Mother of safety, Truth and Home
LN
Dwarves
Dwarves
Commerce
Gold Piece.
Dwarves
NE
Dwarves
Jewelled Dagger.
LG
Dwarves
God
Alignment
Sphere(s) of Influence
Symbol
Garl Glittergold
CG NG LG
Nugget of gold.
Halflings
Yondalla LG NG LN Halflings Horn of plenty.
Baervan WildWanderer The Forest Gnome Urdlen The Crawler below Segojan Earthcaller God of Earth and Nature Flandal Steelskin The Forger
NG
Gnomes
Raccoons face.
CE
Gnomes
White Mole.
NG
Gnomes
NG
Gnomes
Flaming Hammer.
Forseti is the son of Balder and Nanna. He has never been known to lie. He was considered the wisest, gentlest and most eloquent of gods. He favoured peace so all judged by him could live in safety as long as they upheld his sentence. I f they didnt, they were sure to be swept dead by his righteous rage. Forseti was so respected that most solemn oaths were uttered in his name. Such is the faith the gods have in his honesty, Forseti is called on time again to decide matters in which the gods feel they cannot be impartial. For his Clerics, truth is an absolute priority and they will never lie or twist the truth to their own ends. They are often called upon to pass judgement when others are in dispute.
Nike is the daughter of the giant Pallas and the river Styx in Hesiod . She appears as a very tall woman with wings. She is unusually stubborn and cares little for the fate of those that are unlawful. The goddess has a very stern way of looking at things and her clerics are not allowed to transgress against their alignments or sect even once. If they do, they suffer death from a lightning bolt large enough to destroy them totally. As such, they are often sought out to arbitrate because it is known that they will be faithful to their god and can be trusted.
Frigga is the wife of Odin and a sky goddess of love, marriage and destiny. She is able to control all forms of weather and is able to view any area that has a breeze blowing through it. She is responsible for weaving the clouds and the fates. She was known as a 'seer', one who knew the future though she could never change it. Her sacred animal is the goose. Frigga ensures fertility and is the goddess called upon to bring a woman love and marriage. She is also called upon by those who are dying, to ease their transition into the after-life. The goddess can personally deliver one worshiper who calls out her name from mortal danger. In battle, the goddess often shape changes into dragon form and fights with their powers. Her handmaidens are Valkyries. Clerics of Frigga are often sought out to administer the last rights of the wealthy and influential in order to ensure their passage to the after-life is assured.
Alignment : Neutral
Hephaestus God of Blacksmiths
Hephaestus is the son of Zeus and Hera. He is the god of fire, especially the blacksmith's fire, and is patron of all craftsmen, principally those working with metals. He looks like a tall hill giant with a humped back and a club foot. He is the only being able to easily work the extremely hard metal adamant. This god has few worshipers but they are fanatical in their devotion. The god works in a volcanic mountain with his helpers: greater Cyclopes, fire elementals, efreet, and some of the lesser types of demon. The god is friend to the dwarves and has been known to personally teach their most talented smiths. Hephaestus formed the first woman from clay. Her name was Pandora and from a supernatural jar, she released the evils of the world on mankind.
Tyche appears as a rather small, slim, elfin human. The goddess is not treated very well by other gods, as they think of her as not really of divine calibre. She is therefore not often willing to aid them in their struggles against giants, titans, and the like. This feeling is reflected in her Clerics in that, they often keep their own company and do not mix well. They will help their flock but will be reluctant to help others without good cause.
Arawn is the king of the otherworld and appears as a normal man and lives upon an island in the sea that only the dead can find. The god will appear if someone restores to life a person he wants to stay in his domain and he will either fight for the dead person or offer a substitute from the vast ranks of the dead. He has shape-shifting abilities so that he can take on the appearance of anyone or anything. In addition, he is possessed an extremely cunning and Machiavellian intellect.
Inanna usually appears in the form of a beautiful woman. At will, the goddess can shape change, animate statutes of herself in her temples, and can summon from the dead any being she has killed in a past battle to aid any given side. The goddess is a fickle being and requires the sacrificing of the best in magical or high quality weapons on her altars. In battle, she drives a chariot pulled by seven lions.
Ares appears as a normal man wearing chainmail. No being in the Prime Material Plane but Ares can pick up his spear, and with the spear in hand the god can move as a blink dog. There is a great rivalry between Athena and Ares because of their conflicting roles in combat. Both clerical groups will oppose each other at every opportunity.
Vecna is known as the god of secrets. Vecna rules that which is not meant to be known and that which people wish to keep secret. He usually appears as a Lich who is missing his left hand and left eye, lost in a fight with his traitorous lieutenant, Kas. Vecna's favoured weapon is the dagger. Vecna was a powerful wizard who became a lich and he was eventually destroyed with only his left hand and left eye surviving. As such, Vecna's holy symbol is an eye in the palm of a left hand.
Corellon Larenthian
Corellon Larethian represents the highest ideals of elvenkind he is skilled in all the arts and crafts, and is the patron of magic, music, arts, crafts, poetry, and warfare. Corellon is alternately male or female, both or neither. The god is mighty in battle, and is said to have personally banished such demons as Lolth from the sunlit Upperworld. Elven lore states that the race of elves sprang from the drops of blood Corellon shed in this epic battle. Gruumsh is his nemesis Corellon's clerics always wear a blue quarter-moon talisman. The elves build no shrines, but always use natural geological formations or amphitheatres for places of worship.
Garl Glittergold
Garl appears as a handsome golden-skinned gnome with ever-changing gemstones for eyes. His mischievous exploits form the basis of an entire cycle of stories which are told and retold around the gnomish hearths in the hills. When his people are threatened, Garl is a grim and determined war leader who out-thinks as well as outfights his opponents. Garl's clerics require gold (or other precious metals, if no gold is available) for sacrifices to the deity. They wear war helms and gold belts.
Yondalla
Yondalla is a goddess of fertility and growing things, of birth and youth. She is represented as a strong female halfling with red-golden hair . She can make barren things fertile and increase the growing rate of plants and animals to any speed she chooses. What she can give, she can also take away: with a wave of her hand she can wither any life. Yondalla has two aspects that the halflings speak of in front of others: the Provider and the Protector. As the Provider, she is a goddess of fertility and growing things, of birth and youth. As Protector, Yondalla wards off evil influences and intrusions and gives halflings the strength and determination to defend themselves. Yondalla's clerics wear yellow-green saffron cloaks. Halflings set aside one day per week for worship of Yondalla (called "safeday"), a day which is most spent in rest and play.