Avis, and the rules presented here are meant for the Labyrinth Lord Tabletop Role-Playing Game, but can be altered to fit other systems. The Labyrinth Lord game can be downloaded for free here, or purchased here.
Mother Nature (Greater Deity)

All creatures that draw breath on Avis revere Mother Nature, from animals and elementals to great beasts and monsters. Animals and plant creatures such as Treants are often found in her company, and are amongst her closest friends. The Giants, particularly Hill and Stone Giants are amongst the most avid of her worshipers, constructing elaborate earthworks and obelisks in her honor. Some monstrous races, particularly evil dragons, orcs and goblin-kin, reject the worship of Mother Nature, seeing Mother Necessity as the true Nature (see Mother Necessity).
Symbol: Holly berries
Alignment: Neutral (Chaotic Neutral)
Cleric Alignment: Any
Favored Weapon: Quarterstaff
Father Time (Greater Deity)

A curious aspect of Father Time is that he begins each New Years Day as the infant Baby New Year, but quickly grows up until he is an elderly bearded man at the end of his year. At this point, he hands over his duties to the next Baby New Year. Celebration of the arrival of this infant is widespread amongst all races of Avis, with feasts, drinking and wild dances. Even normally hostile creatures might be found sharing good cheer or even a drink at this season, only to return to hostilities when the holiday has passed.
Symbol: Hourglass
Alignment: Neutral (Lawful Neutral)
Cleric Alignment: Any
Favored Weapon: Flail, heavy (farmers flail)
Sun Maiden (Intermediate Deity)

Summertime is when most think of this goddess, when she is the strongest in the world. The Aubadian Empire, though now shrink to the Eastern Islands, has long favored the Sun Maiden and sought her favor. The Knights of Dawn are the most respected and wide-held knightly order dedicated to her, with members shunning the company of all women save their goddess.
Symbol: Golden disc or sun
Alignment: Neutral
Cleric Alignment: Lawful or Chaotic (no middle ground!)
Favored Weapon: Mace
Man in the Moon (Intermediate Deity)

All night loving creatures revere the Man in The Moon, but especially good and neutral lycanthropes such as were-bears, whose revels in honor of the Man in the Moon are legendary. Elves and fairys all adore the Man in the Moon, holding monthly revels during the full moon. Such celebrations are wild affairs, full of music and dancing.
Symbol: Crescent moon
Alignment: Lawful (Chaotic Good)
Cleric Alignment: Lawful or Neutral
Favored Weapon: Morningstar
Old Man of The Sea (Intermediate Deity)

Despite the cruel nature of this god, the church of the Old Man of The Sea is extremely ethical in regards to money, as long as the god gets his due. Letters of credit, allowing persons to deposit their valuables with a local church preceptory before embarking, received a document indicating the value of their deposit, then used that document upon arrival to retrieve their funds. This allows travelers some security for their wealth, and also contributes to the Old Mans coffers.
Symbol: Sea chest
Alignment: Chaotic (Lawful Evil)
Cleric Alignment: Chaotic or Neutral
Favored Weapon: Club (driftwood)
Mother Necessity (Intermediate Deity)

Monstrous races such as Trolls, Gnolls and Goblin-kin of all sorts adore this goddess, viewing her as the true Mother Nature. Such creatures are regularly used by the goddess to "test the nations," causing strife and war. These bestial followers of Mother Necessity realize their role in the world, and see it as a holy duty. Chaotic Dragons are the favored "children" of this goddess, and can often be found in her company. Worship of Mother Necessity more often than not involves sacrifice of living creatures, particularly intelligent ones. Children, particularly male children of a rivals are typically slain on cold alters of stone. Cannibalism is usually only practiced by monster races such as goblins and Trolls. Worship of this goddess is outlawed in most regions.
Symbol: Oroboros (life and dissolution)
Alignment: Chaotic (Chaotic Evil)
Cleric Alignment: Neutral or Chaotic
Favored Weapon: Flail, light
Dame Justice (Lesser Deity)

Though law and justice is desired by most people, Dame Justice and her acolytes make people uncomfortable. Even the very good have something in their past that they aren't proud of, and the presence of a cleric of Dame Justice can make a person feel the weight of their sin all too distinctly. Because of this, those who follow this goddess must try to be self-sufficient and to aid others of their order, as they are unlikely to find folk to put them up. Fighters dedicated to Dame Justice are called Paladins, and are amongst the greatest and most virtuous warriors, seeking to right wrongs and oppose the wicked. Sadly, most such souls die quite young, but this is not always the case.
Symbol: Scales
Alignment: Lawful (Lawful Good)
Cleric Alignment: Lawful
Favored Weapon: Mace
Spirit of Invention (Lesser Deity)

The Spirit of Invention teaches on the importance of creativity in invention, and the willingness to take risks. His acolytes are those who push the boundaries of engineering to create marvelous and useful devices such as musical instruments, block-and-tackle pulley systems, hydraulic pumps, elaborate siege engines, reversible crank mechanisms, and many others. Some even more elaborate devices such as ship shakers and steam cannons can be made by the truly inventive.
Symbol: Cog
Alignment: Neutral (Chaotic Neutral)
Cleric Alignment: Any
Favored Weapon: Hammer, light
North Wind (Lesser Deity)

Though this god is considered cruel by many in the North, he is also known to be surprisingly generous. Mid-Winter festivals depict the North Wind as Father Winter, a laughing bearded being who brings presents to good children. Woe unto children who are wicked when this spirit is about, as he has been known to carry off such wee ones to an icy death in the northern wilds. Most times this role is conducted by clerics of The North Wind, who give small gifts of carved toys, snowshoes and mittens.
Symbol: Icicle or Snowflake
Alignment: Chaotic (Chaotic Neutral)
Cleric Alignment: Neutral of Chaotic
Favored Weapon: Hammer, War
South Wind (Lesser Deity)

Mid-Summer is the time of the South Wind, when the first and greatest planting is in the soil and growing and the herds growing fat. It is at this time when great lords and peasant alike celebrate the Sun Maiden, Mother Nature and the South Wind are celebrated with bonfires and dances. Only cultures that plant and cultivate their food take part in Mid-Summer festivals, with raiders and monster such as orcs, pirates and trolls choosing to prey upon other civilizations for their sustenance. Such peoples and creatures typically prefer the treacherous East Wind. Other times of the year the South Wind is revered in hopes of warmer currents, but he is known to be fickle.
Symbol: Hurricane or Tornado
Alignment: Neutral (Chaotic Neutral)
Cleric Alignment: Chaotic or Neutral
Favored Weapon: Sling
East Wind (Lesser Deity)

Harvest time is both a time of celebration, and a dread of the coming winter. All over Avis, though particularly in the North, peoples have brought in their last harvest and have slaughtered all their livestock save for the breeders, and with all of the blood from such harvest, a great many fine dishes are made such as blood pudding and sausages. And so many feasts and celebrations in honor of the East Wind and the Man in The Moon are held as people prepare for the long dark grip of winter. Light-hating creatures such as goblins, undead and trolls are known to be particularly active at this time, as the hated sun is often hidden by clouds, and the nights are long. These beings hold wild parties in the wilderness, where humankind dare not venture.
Symbol: Dark cloud
Alignment: Neutral (Neutral Evil)
Cleric Alignment: Neutral or Chaotic
Favored Weapon: Club (sap)
West Wind (Lesser Deity)

The great Festival of Spring is a holiday celebrated all over Avis, though nowhere as much as in the coastal areas of the Northern Continent, where the long winters make for a deep hunger for spring. When the first crop is sewn, all the farming peoples hold elaborate parties celebrating spring and honoring Mother Nature and the West Wind.
Symbol: Sheaf of wheat
Alignment: Neutral (Chaotic Good)
Cleric Alignment: Lawful or Neutral
Favored Weapon: Sling
Religion and Non-Humans
Though only the humans of Avis can take levels in the Cleric class, that does not mean that other races do not revere the gods. Rather it is that the other races have a different view of them, and serve them in other ways.
Dwarves: The Dwarves of Avis revere the gods with a solid dedication to family, honesty and hard work, seeing these things as holy in and of themselves. Of the gods, dwarves prefer Father Time, Dame Justice and The Spirit of Invention above all others. What passes for priests amongst dwarves are NPC Blacksmiths, Engineers and Sages (see LL Rulebook page 48). Such specialists keep the sacred lore of the Dwarves, and are central to the community.
Elves: The elves do indeed revere the gods, though they prefer to interact with them directly or with with arcane magic. On holy days or during celebrations, elaborate ceremonies dedicated to one or another god are enacted by the elves, hoping for the god in question to attend or send an emissary. Mother Nature and the Man in The Moon are the most revered by the elves, though all are revered in one way or another.
Halflings: Halflings prefer hard work to worship in temples, though they are known to leave offerings to Mother Nature or South and West Wind. Storytellers take the place of cleric amongst halflings, passing down tales of heroes and gods and keeping old traditions alive.
Other Races: Races such as centaurs, goblins, were-creatures, orcs, giants (including ogres and trolls), neanderthals, morlocks, lizardmen, troglodytes etc all worship the gods in their own ways but do not have true clerics. These races produce their own holy men and women (often via vision quests or other initiations), whose devotion to their gods has granted them a small dispensation of power.
Such "Witch Doctors" are created the same as standard members of their race, though often of higher than 1HD. All such "priests" gain the ability to brew potions as an Alchemist (page 47 LL rulebook) and gain one or more Dispensations from their master, roll Roll randomly to determine the nature of this power:
Roll d00
01-10 Animal Command (as a ring of animal command)
11-20 Commune (As the cleric spell)
21-25 Remove/Bestow Curse (As the cleric spell)
26-35 Animate Dead (As the cleric spell)
36-40 Cure/Cause Disease (As the cleric spell)
41-45 Lightning Bolt (As the magic-user spell)
46-50 Speak to Plants (As the cleric spell)
51-57 Insect Plague (As the cleric spell)
58-67 Climbing (As a potion of climbing)
68-77 Control Weather (As the cleric spell)
78-86 Polymorph Self (As the magic user spell)
87-96 True Seeing (As the cleric spell)
97-99 Roll twice
00 Roll three times
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