megami ML message 5821


to megami@usagi.jrd.dec.com
from Dark Fiber <entropy@break.com.au>
date Fri, 10 May 1996 12:46:12 +1000
i found this in on one of my disks, dunno if yuv seen it b4 or
not.... sinteresten neways....

all the stuff bout other anime chars as goddesses
(dirty pair, akane, etc) was removed coz its soooooooo loooooooooooong :)

-df

                                   AD&D
                             The Realm of Kaos

                                 Religion

    The primary pantheon worshipped in Kaos consists of three goddesses.
The largest group to oppose this is the Ikeskin Empire in the Red Sands
Desert which worships Ra and Set, however, the primary pantheon remains
composed of the three Nornes, the fates, of the Norse pantheon.  They are
Urd, Verdandi/Beldandi, and Skuld.  They normally reside below the third
root of Yggdrasil where they decide the fate of gods and men.  Their place
is known as Urd's Well where the gods gather each day to make their divine
judgements.  The three Nornes are also charged with keeping in place the
four immortal deer and Nidhug, the snake, that constantly attack
Yggdrasil's roots.  Other Nornes also lived there to help them, and not all
the nornes were good.  Their home is in the plane of Ysgard.
    These Nornes are different than the norns listed in the AD&D Legends
and Lore hardback supplement.  Those norns are but lesser goddesses
operating on the power of the true nornes.  All true nornes are greater
goddesses as they control the fate of every god, immortal, and mortal in
existance.
    The third most popular pantheon/god worshipped is the rest of the Norse
pantheon.  Odin and Thor are two such examples that draw many followers.
Loki, however, has a number of worshippers equal to theirs combined.  The
demonic Norn, Maimer, also seems to quite popular.  Such is religion in
Kaos.
                             
                             God/Goddess Notes
    The full explanations of the types of gods are found in the 2nd Edition
AD&D Legends and Lore book, but section will provide some of the
information.  Basically, no god can enter the Prime Material Planes which
is why they use avatars, manifestations of some of their power.  Greater
gods can use ten avatars at a time while intermediate gods can use five
avatars at a time.
    Avatars get a damage bonus from strength but no to-hit bonus.  They
don't get the magic bonus to-hit from magical weapons either.  All avatars
can speak/understand and read/write any language or form of communication.
They cast spells by will alone, without gestures or words.  Otherwise, they
act as a the class or mutliclass that is listed.
    The avatars weapon damage is listed in the following setup: 1d8+3
(sword) +9.  1d8 is the weapon damage.  +3 is the magical adjustment while
(sword) is the weapon type.  +9 is the strength damage bonus.
    These are some abbreviations: AL- alignment, MV- move, Sz- size, AoC-
area of control, APR- attacks per round, MR- magic resistance, and SY-
symbol.

                                    Urd

                              Greater Goddess

    Urd is the Goddess of Destiny and the Past.  Her alignment is chaotic
neutral although her followers may be chaotic good, neutral good, or
chaotic neutral.  Urd has also lately called herself the Cupid of Love.
Cupid has yet to comment on that.  She demands adoration from her male
clerics, and they are duty bound to have romantic interests in only their
Goddess, Urd. This rule can only be broken if it is because they find true
love with another mortal.  If this is the case, Urd will give them her
blessing by effectively charming the two lovers to each other.  This is
basically a charm person that won't wear off.  If the priest violates his
chastity without being in love, Urd might just give the two lovebirds her,
ahem, blessing anyway.  If this doesn't happen, the priest must atone for
his crime.  Her charm spells are pretty much permanent and require
something such as a Mordenkainen's Disjunction to be dispelled (same chance
as affecting an artifact.)
    Female clerics, on the other hand, have no requirement of chastity.  In
fact, they are required to not be chaste.  Her Priestesses must atone if
they are chaste for a month or more.  They must marry by or before the time
they reach middle age.
    Urd has been known to travel to the Prime Material plane when bored.
She does this by taking one of her female priests and inhabiting her body.
The priestess thus becomes an avatar, and her appearance is altered to that
of Urd: lightly dark-skinned, long curly white hair, and green eyes.  The
body's also alters to age 24, 165-170 cm tall, B90cm, W60cm, and H91cm. She
likes strong drink and hates singing.  Also, she loves television, but it
hasn't been invented yet in the realm of Kaos.  The avatar has the ability
to use any television set in any plane as a teleport gate.  She may travel
to any dimension by appearing through a TV set there without any
assistance, or she may enter any TV on the plane she's currently in by
traveling into the screen of another.  On world's where such high-
technology as TV isn't available, she may use magical scrying devices.
    The avatar's style is to have as many romantic involvements as
possible, without worrying about the consequences, while trying to fix
everybody elses' relationships that she may encounter.  Her escapades
normally involve many powerful charm person spells.  Urd is definitely the
"sex kitten" of the three major Nornes, however, she is more concerned with
a relationship working out than in sexual pleasure alone.  Urd's avatar is
an 18th level wizard with access to all spells except those of the
necromantic school.  She is also a 21st level cleric with access to all
spheres.
    A priestess who is used an avatar by Urd will not become pregnant due
to the avatar's actions that might normally conceive a child because the
body is radically altered when it becomes an avatar.  Some priestesses want
this to happen, however, and if they do, it will.  Such children are +2 on
charisma and -2 on wisdom (unless they become a cleric of Urd in which case
the wisdom is +2 for priest purposes but still -2 in other regards).
    Her name has sometimes been said as Uld.  She hates when people call
her that because she's still a young 240,000.  If a priest calls her this,
the cleric will have to make an atonement.
    AL- CN, AoC- Destiny/Past, SY- Three-limbed tree with box (TV) at base
                               
                               
                               Urd's Avatar
                           
                           Wizard 18 / Cleric 21

Str 20    Dex 20    Con 20    Int 20    Wis 25    Cha 25
MV 12     Size 5'7" MR 50%    AC -2     HD 21     HP 273
APR 1     Thac0 -1  DMG 1d2+5 (whip) +8
    
    She appears as the description given up for Urd herself.  Her forehead
is adorned by a downward aimed triangle sigil.  Whenever possible, Urd is
actually the mind behind her avatar.  Anyone struck by her whip must save
vs spell or be charmed.  This charm spell isn't as potent as the actual
goddess's and is a standard charm spell.  She doesn't possess access to the
necromantic wizard school.  The avatar is always a transformed priestess of
Urd.  Urd is one of the few goddesses to create avatars from mortals.  Most
simply form them out of their power.
                                
                                
                                Urd Clerics

Alignment: Chaotic Neutral, Neutral Good, Chaotic Good
Add. Ability Score Req: Charisma 9
Races Allowed: any
Duties   : provide guidance, perform marriages
Spheres  -
  Major  : All, Healing, Necromantic, Combat, Protection
  Minor  : Charm, Animal, Divination, Sun
  Special: When in the realm of Kaos, they have major access to the
           Time sphere.

Powers   : Turn Undead
Armor    : They may wear banded mail, leather, padded, scale mail, or anything
           more comfortable.  They consider other armor, including hide and
           chain mail, to be too uncomfortable or stiff.  It doens't matter if
           this is correct or not.  Since Urd thinks those walking around stiff
           look like dorks, her clerics cannot wear such armor.
Weapons  : They cannot use any size L weapon except a chain.   All size S
           weapons may be used as well as short bows, rapiers, sabers, flails,
           maces, picks, warhammers, and whips.
Ethos    : Many Urd Clerics don't worry about the present or future very much.
           After all, sooner or later it'll all be in the past.

                                 
                                 Beldandi

                              Greater Goddess

    Beldandi is Goddess of the Present.  She follows the Norn Code to the
letter and has a very kind and generous heart, hence her lawful good
alignment.  In addition, she is very in touch with nature and dislikes any
kind of violence although she has been known to fire energy bolts at Urd on
a few occasions where Urd meddled in her private affairs.  She is the most
powerful of the norns and is, as has been said, very generous.  Any lawful
good mortal has a 1% chance of being granted one wish by Beldandi in their
lifetime.  If this happens, Beldandi's avatar shall notify the mortal of
this situation and wait for the response.  If a decision can't be made, the
goddess will wait for the mortal to make known when the decision has been
made.  Attribute wise, she'll raise an attribute to 18 or by one point if
already 18 or above but never above 20.
    Beldandi is 210,000 years old.  She's 165 cm tall (5'5").  Her
measurements are B83cm, W57cm, and H84cm.  She has long golden/light brown
hair and blue eyes.  Beldandi is very fond of tea and chocolate.  When her
avatar manifests on the Prime Material plane, it is always through a
mirror.  By traveling through mirrors, the avatar can travel to any mirror
in that plane or on any other plane.  Beldandi creates avatar without
transforming a mortal like Urd.
    AL- LG, AoC- Fate and the Present, SY-Three-limbed tree with mirrors in
the branches
                             
                             Beldandi's Avatar
                           
                           Wizard 21 / Cleric 21

Int 20    Wis 25    Str 18/00 Dex 20    Con 18    Cha 25
MV 12     SZ 5'4"   MR 50%    AC -2     HD 21     HP 252
APR 1     Thac0 -1  DMG 1d4+5 (bare hand) +6
    
    As Beldandi dislikes violence, the avatar carries no weapon.  She has
more than enough magical power to compensate, and her bare hand attack's
total damage is tripled against the undead, baatezu, and tanar'ri.  Her
avatars are used mainly to grant wishes to those of pure-heart.  Although,
she sometimes comes to aid her clerics in dire need.  Beldandi detests the
foul creatures of darkness, so her avatar and clerics are normally provided
with the means of fighting evil but more often they aid the good.  Her
forehead bears a vertical oval sigil.
                            Beldandi's Clerics
Alignment: any good
Race     : any
Duties   : Marriage, Guidance
Spheres  - 
  Major  : All, Healing, Necromantic, Animal, Creation, Protection, Combat
  Minor  : Elemental, Divination, Weather, Charm, Sun, Plant
  Special-
    Major: Time - in the realm of Kaos

Powers   : Turn Undead
Weapons  : size S or M blunt
Armor    : non-metal only, studded leather acceptable

                                   
                                   Skuld

                              Greater Goddess

    Skuld is Goddess of the Future.  She loves mechanical and electronic
inventions and is always building something new.  Never satisfied with what
is possible, she constantly attempts the impossible.  Often, her results
aren't up to her standards.  One thing she excells at, however, is fighting
off the creatures that gnaw away at Yggdrasil.  She hates the small bugs
that infest it the most and carries a great four foot long warhammer in her
right hand in order to crush them.  It has a telescoping shaft that can
extend up to forty feet to strike a blow.
    Her hair is long and black while her eyes are brown.  She's 150cm
(4'11") tall.  Skuld is only 120,000 years old which is the goddess
equivalent of being a 12 year old human.  She looks like a twelve year old
human as well.  Skuld's avatar uses water as a gateway into other planes. 
She can form a dimensional gate on the surface of any body of water and be
teleported to any other body of water in the same plane or any other.  When
she appears, the water parts, and she rises up out of it.  She won't get
wet unless there's no ground nearby to leap to.  If there is no land, Skuld
can swim, but she'll more likely use a flight spell.
    Skuld's personality is such that she dissaproves of Beldandi's wish
granting to the mortals of the Prime Material.  That they don't deserve the
amount of affection Beldandi pours out to them is what Skuld thinks. 
Because of this, any cleric wanting favors from Skuld will have to prove
himself worthy.  She hates incompetence, quitters, and useless machines.
What she does like is ice cream.
AL: NG, AoC: Fate, The Future, SY: Three-limbed three with hammer at base
                              
                              
                              Skuld's Avatar
                           
                           Wizard 21 / Cleric 18

Int 25    Wis 25    Str 18/00 Dex 20    Con 18    Cha 18
MV 12     Sz 4'11"  MR 50%    AC -2     HD 21     HP 252
APR 2     Thac0 -1  DMG 1d8+5 (warhammer) +6

    Skuld's avatar carries the same weapon described for Skuld, complete
with telescoping shaft.  It does 1d12 to damage to size S and smaller
creatures and 1d8 to all other size categories.  Her avatars hunt on the
Prime Material to destroy small evil creatures and assist worthy clerics of
Skuld in dire need.  The avatar has a circular sigil on her forehead. 
Skuld's avatar will often be accompanied by a mechanical golem known as
Banpei.
                             
                             Clerics of Skuld
AL     : any Good
Race   : Any
Duties : Guidance
Spheres-
  Major  : All, Combat, Healing, Necromantic
  Minor  : Protection, Divination, Sun, Guardian
  Special: Major access to Time sphere in realm of Kaos

Powers : Turn Undead, +2 to-hit size Small or smaller targets
Weapons: hammers, maces, mauls, and weapons of +2 or better enchantment (or
         +1 with special powers)
Armor  : any but plate


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