Thursday, September 14, 2023

For thrice ten thousand dwell on mother earth, Immortal (GloG: More gods for Adventurers)

 

The Twins (the Lovers, the Protectors of the Universe, the Wanderers)

A pair of messenger gods, male and female, who are probably not the same creature. They are considered subservient deities, receiving their power from many other gods. They are widely worshiped, yet have no cult-center. Being always moving, it is considered that one may worship them anywhere and receive their favor anywhere (albeit infrequently). They are thought of as intercessors, gift-givers, and patrons of humanity in general (as opposed to particular city states). It is said they invented mail, Angels, and bees.

(Digression on Angels: lower-case "a" angels, also called daemons, are spirits, animals, and minor gods in the employ of a god. They deliver messages and miracles (and MD) to people. They can generally look like anything. Upper-case "A" Angels are those guys with wings. They are also spirits, and mostly serve as lower-case "a" angels, but they have a union. Some Angels were once mortal).

The Twins are symbolized by Feathers, Mirrors, Eyes, Halos, Scales (both senses), and Honey

If you make an offering to the Twins by one of their shrines, there is a 4-in-6 chance each day that it will be taken by an angel to them, leaving in return an MD. If you try to make them your patron gods without actually offering to them in person, there is a 3-in-6 chance your offering gets eaten by one of their angels instead. The Twins know the following spells:

  1. Cure Wounds
  2. Featherfall
  3. Message
  4. Light
  5. Paper Automaton
  6. Mirror Image
  7. Master Ludwig's Guiding Lights
  8. Speak with Birds
  9. Control Air
  10. Grow Wings
  11. Elegant Judgement
  12. Resurrection

An Angel of the Twins knows (1d3)d4 of these spells, rolled with d12.

Laras-Ep-Korash (the Wise, the Opener of Ways, the Architect)

Laras-Ep-Korash is in many ways a typical god. He was a sphinx, deified in the city now bearing his name. He was a rather lawful creature before his deification, and so he remains. But as much as he loves laws, he loves loopholes, and as much as he loves riddles, he loves when they are solved. As such, he's rather fond of adventurers, even of a chaotic type, and especially wizards. He's considered the patron of several secret societies, both of wizards and of lawyers.

He is symbolized by Keys, Rams (both senses), and Floating Stone. He really enjoys long and repetitive poems praising him.

Laras-Ep-Korash has 7 MD. However, 4 MD are normally spent on various patronages. He has the following spells:

  1. Lock
  2. Knock
  3. Deflect Spell
  4. Orbiting Spikes
  5. Wizard Vision
  6. Wall of Stone
  7. Track Leylines
  8. Death Ward

Avikal (The Champion, The Nail-Driver, The Sudden)

Avikal is a hero, as well as a god. He was born, it is said, by the Father of Winds and Rains, and certainly has something of a meteoric nature. He blessed the city of Gorable with his patronage, but roves far and wide slaying monsters, and imprisoning those he can't slay. He was the one who imprisoned Pysoloth beneath Charpysos with his Lightning Stakes. There's a festival every year where people reenact his various conquests (both senses) in pantomime, often against papier-mache monsters (which might even be more gruesome than the originals).

He is symbolized by Nails (and consequently Hammers), Borders, Fur, and Dry Lightning.

Avikal has 6 MD and gives them out rarely to really cool people. He knows the following spells:

  1. Hold Person
  2. Geld Animal
  3. Mighty Thews
  4. Imprison
  5. Magic Weapon
  6. Lightning Bolt

Lest Thou Be Filled Therewith (GLoG: Wizard) + d6x7 Sandwiches

Confection Wizard

Starting Equipment: Chef hat but it has a wizard brim, wooden spoon
Perk: Advantage on reaction for children and nobles
Drawback: Effects can be dispelled by water
Cantrips:

  • Conjure a handful of sparkly sugar-substitute. No calories. If you throw this at someone, its about as effective as sand.
  • Spend 10 minutes running your hands over your clothing to remove any stains or dirt.
  • Taste a food to learn how long ago it was created, and get an impression of its creator

Spells: 

  1. Crystallize
  2. Summon Candles (see Here)
  3. Steel to Spun Sugar
  4. Rock Candy Regalia
  5. Candycane of Thalia
  6. Savorous Sweets
  7. Gingerbread House
  8. Summon Marshmallow
  9. Cottoncandy Web (as Entangling Web)
  10. Become Delicious (see Here)
  11. Chocolate Replica
  12. Let Them Eat Cake

Crystalize
R: 60' T: Creature or Object D: Instant
Target takes [Sum] damage. Plants or other especially sugary creatures take twice as much. Sugar will drop out of solutions, and rations will be candied. By default, this crystalizes sugar, but with 2 dice you can target salt, and with 3+ you can target more esoteric compounds.

Rock Candy Regalia
R: Touch T: Creature D: [dice] Hours
Target is bedecked in crystalline jewelry and fondant in the form of an elaborate formal costume. They gain +1 AC and are sufficiently dressed for a ball. (The transformation is pretty much just like Cinderella)

Candycane of Thalia
R: 30' T: Creature or Object D: Instant
A giant candycane grabs the target and drags them [highest]*5' (maximum) in any direction and path. It has a strength of 18. If the target is small and without anything to hook onto, it only can drag them half that distance.

Savorous Sweets
R: Touch T: N/A D: 1 Minute
[dice] magic, dice-shaped candies are summoned in the caster's hand. They each heal whatever number was displayed on the die when eaten.

Gingerbread House
R: Touch T: Special D: 8 Hours
A fully furnished gingerbread house of up to [dice]*100 Square Feet is constructed over the course of the next 10 minutes by Elves (the chill kind, not those other bastards). Obviously not effective for rain, but very good for winds and snows. Also counts as rations! Can't be constructed to overlap with things too big for it to contain (e.g. pillars or trees). Also, the elves can be rather skittish, and have a morale of 6+[highest]. They'll resume work when danger is gone. If [sum] is more than 12, it is permanent (though not imperishable).

Summon Marshmallow
R: 60' T: [dice]*10' diameter D: 1 Minute
A giant marshmallow explodes into existence with a muffled Fwumph. Creatures in the diameter are flung comically away, traveling 5 feet beyond the circumference of the marshmallow. Can be cast in reaction to falling. Highly flammable.

Chocolate Replica
R: Touch T: A sufficient amount of chocolate D: [dice] hours
Over the course of a minute, you shape the chocolate into a shocking lifelike simulacrum of whatever object you desire. For the duration, the chocolate behaves as that object would behave. For instance, a chocolate cart could haul loads that would normally break the weaker material, or a chocolate sword would be sharp enough to deal damage. When cast with more than 3 Dice, this can include being animate and mimicking sentience (though, creatures made with this spell have an eerie, permanent smile). If attacked, the replica has [highest] HP, no AC, and cannot attack. At the end of the duration, the replica becomes a mundane, though still very lifelike, chocolate statue.

Let Them Eat Cake
R: 200' T: [sum]*10 creatures in range D: Instant
A Small, Delicious cake in a flavor appealing to the individual appears in front of each creature in a small burst of confetti, hovering until they grab it. This cake counts as a single ration.

Mishaps:
1. MD only return to your pool on a 1-2 for 24 hours
2. Take 1d6 damage
3. Random mutation for 1d6 rounds, then Save. Permanent if you fail.
4. Lose sense of taste for 1d6 days. This includes aesthetic taste (though you probably didn't have that anyway).
5. Overcome by a Bitter-Sourness for 1d6 rounds (its like a Warhead mixed with Black Tea)
6. Require [highest] additional rations, or [highest]/2 rations with considerable sugar content.

Dooms:
1. You become made of sugar for an hour.
2. You become made of sugar for a day.
3. You are permanently made of sugar

Extra: d6x7 Sandwiches