PZO9202 Gods and Magic.pdf

(9151 KB) Pobierz
TM
Gods
and
Magic
By Sean K Reynolds
Gods of Golarion
Deity
Abadar
Achaekek
Alseta
Angradd
Apsu
Asmodeus
Besmara
Bolka
Brigh
Calistria
Cayden Cailean
Chaldira Zuzaristan
Dahak
Desna
Dranngvit
Droskar
Erastil
Fandarra
Findeladlara
Folgrit
Ghlaunder
Gorum
Gozreh
Groetus
Grundinnar
Gyronna
Hadregash
Haggakal
Hanspur
Iomedae
Irori
Ketephys
Kols
Kurgess
Lamashtu
Magrim
Milani
Minderhal
Naderi
Nethys
Nivi Rhombodazzle
Norgorber
Pharasma
Rovagug
Sarenrae
Shelyn
Sivanah
Thamir Gixx
Thremyr
Torag
Trudd
Urazra
Urgathoa
Venkelvore
Ydersius
Yuelral
Zarongel
Zogmugot
Zon-Kuthon
Zursvaater
Zyphus
AL
LN
LE
LN
LG
LG
LE
CN
NG
N
CN
CG
NG
CE
CG
LN
NE
LG
N
CG
LG
CE
CN
N
CN
LG
CE
LE
CE
CN
LG
LN
CG
LN
NG
CE
LN
CG
LE
N
N
N
NE
N
CE
NG
NG
N
CE
CE
LG
NG
CE
NE
NE
CE
NG
NE
CE
LE
LE
NE
Areas of Concern
cities, wealth, merchants, law
the Red Mantis, assassination
doors, transitions, years
fire, war
dragons, glory, leadership, peace
tyranny, slavery, pride, contracts
piracy, strife, sea monsters
love, beauty
invention, clockwork
trickery, lust, revenge
treedom, wine, bravery
mischief, battle
destruction, dragons, evil, treachery
dreams, stars, travelers, luck
vengeance
toil, slavery, cheating
farming, hunting, trade, family
birth, death, earth, knowledge
art, architecture, twilight
mothers, children, the hearth
parasites, infection, stagnation
strength, battle, weapons
nature, weather, the sea
empty places, ruins, oblivion
friendship, loyalty
hatred, extortion, spite
goblin supremacy, slavery, territory
ogres, darkness, inbreeding
rivers, river travel
valor, rulership, justice, honor
history, knowledge, self-perfection
hunting, forestry, running, the moon
duty
competition, bravery, sport
madness, monsters, nightmares
the underworld
hope, devotion, uprisings
creation, justice, giants, strength
suicide, romantic tragedy, drowning
magic
gems, stealth, gambling
greed, secrets, poison, murder
fate, death, prophecy, birth
wrath, disaster, destruction
the sun, redemption, honesty, healing
beauty, art, love, music
illusions, reflections, mystery
greed, opportunity
ice, salt, tribute
the forge, protection, strategy
strength
battle, brutality, strength
gluttony, disease, undeath
famine, graves, torture
serpentfolk, immortality, poison
magic, crystals, jewelers
dog killing, fire, mounted combat
drowning, flotsam, scavenging
envy, pain, darkness, loss
conquest, slavery, weapons
accidental death, graveyards, tragedy
Domains
Earth, Law, Nobility, Protection, Travel
Death, Evil, Law, Trickery, War
Community, Law, Magic, Protection
Fire, Good, Law, War
Creation, Earth, Good, Law, Travel
Evil, Fire, Law, Magic, Trickery
Chaos, Trickery, War, Water, Weather
Charm, Good, Healing
Artifice, Earth, Fire, Knowledge
Chaos, Charm, Knowledge, Luck, Trickery
Chaos, Charm, Good, Strength, Travel
Good, Trickery, War
Chaos, Destruction, Evil, Scalykind, Trickery
Chaos, Good, Liberation, Luck, Travel
Knowledge, Law
Artifice, Charm, Darkness, Evil, Trickery
Animal, Community, Good, Law, Plant
Community, Death, Earth, Knowledge, Plant
Air, Chaos, Community, Creation, Good
Community, Law, Nobility, Good
Air, Animal, Chaos, Destruction, Evil
Chaos, Destruction, Glory, Strength, War
Air, Animal, Plant, Water, Weather
Chaos, Darkness, Destruction, Madness, Void
Community, Good, Law
Chaos, Destruction, Evil, Madness
Law, Evil, Strength, War
Chaos, Evil, Madness, Strength
Chaos, Death, Travel, Water
Glory, Good, Law, Sun, War
Healing, Knowledge, Law, Rune, Strength
Animal, Chaos, Good, Plant, Weather
Law, Nobility
Community, Good, Luck, Strength, Travel
Chaos, Evil, Madness, Strength, Trickery
Law, Repose, Rune
Chaos, Good, Healing, Liberation, Protection
Artifice, Earth, Evil, Law, Strength
Charm, Repose, Water
Destruction, Knowledge, Magic, Protection, Rune
Community, Earth, Luck, Trickery
Charm, Death, Evil, Knowledge, Trickery
Death, Healing, Knowledge, Repose, Water
Chaos, Destruction, Evil, War, Weather
Fire, Glory, Good, Healing, Sun
Air, Charm, Good, Luck, Protection
Knowledge, Madness, Magic, Rune, Trickery
Chaos, Evil, Trickery
Chaos, Evil, War, Water
Artifice, Earth, Good, Law, Protection
Good, Strength
Animal, Chaos, Evil, Strength, War
Death, Evil, Magic, Strength, War
Death, Destruction, Evil
Animal, Chaos, Evil, Nobility, Scalykind
Artifice, Good, Knowledge, Magic
Animal, Evil, Fire, Travel
Chaos, Evil, Trickery, Water
Darkness, Death, Destruction, Evil, Law
Evil, Fire, Law, Trickery, War
Death, Destruction, Evil, Plant, War
Fav. Weapon
crossbow
sawtooth sabre
dagger
greataxe
bite or quarterstaff
mace
rapier
mace
light hammer
whip
rapier
short sword
bite or scourge
starknife
light pick
light hammer
longbow
stone dagger
quarterstaff
quarterstaff
spear
greatsword
trident
heavy flail
hammer
dagger
flail
greatclub
trident
longsword
unarmed strike
bow
hammer
javelin
falchion
hammer
morningstar
hammer
dagger
quarterstaff
light hammer
short sword
dagger
greataxe
scimitar
glaive
bladed scarf
dagger
greataxe
warhammer
warhammer
claw or spiked gauntlet
scythe
spear
dagger
dagger
dogslicer
sickle
spiked chain
greatsword
heavy pick
Gods
and
Magic
A
Pathfinder Chronicles
TM
Supplement
TABLE OF CONTENTS
Introduction
Gods of Golarion
Other Gods
Magic
2
4
44
54
CREDITS
Design:
Sean K Reynolds
Editing:
James Jacobs and F. Wesley Schneider
Copy Editor:
Christopher Carey
Editorial Intern:
Claudia Golden
Art Director:
Sarah E. Robinson
Managing Art Director:
James Davis
Publisher:
Erik Mona
Cover Artist:
Wayne Reynolds
Interior Artists:
Eric Dechamps,
Andrew Hou, Tyler Walpole, Eva Widermann
Paizo CEO:
Lisa Stevens
Vice President of Operations:
Jeff Alvarez
Director of Marketing:
Joshua J. Frost
Corporate Accountant:
Dave Erickson
Staff Accountant:
Chris Self
Technical Director:
Vic Wertz
Online Retail Coordinator:
Jacob Burgess
Paizo Publishing, LLC
2700 Richards Road, Suite 201
Bellevue, WA 98005
paizo.com
Product Identity:
The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks,
proper names (characters, deities, artifacts, places, etc.), dialogue, plots, storylines, language, concepts, incidents, locations, characters, artwork, and trade dress.
Open Content:
Except for material designated as Product Identity (see above), the Appendix of this Paizo Publishing game product is Open Game Content, as defined in the Open Gaming License version 1.0a
Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. To learn more about the Open Game License and
the d20 System License, please visit wizards.com/d20.
Pathfinder Chronicles: Gods and Magic
is published by Paizo Publishing, LLC under the Open Game License v 1.0a Copyright 2000 Wizards of the Coast, Inc. All other trademarks are property of Paizo Publishing,
LLC. ©2008 Paizo Publishing.
Printed in China.
Pathfinder Chronicles: Gods
and
Magic
T
hough many scoff at the idea of ancient beings that
predate this world and the gods themselves, enough
evidence exists to conclude that the Old Cults draw
power from something truly primeval, and whatever
that something may be it is older and stranger than the
anthropomorphic entities worshiped by people today.
Perhaps the cultists’ stories are true, that this world once
belonged to stranger creatures than humans and dragons.
Whatever the truth, the gods aren’t saying.
The First Gods
The civilized world has very few records dating back to
before the first great human civilization was destroyed.
Some scholar-priests and past-scrying mages have pieced
together bits of information about this prehistoric time,
but these accounts are rare for mortals, and gods have more
pressing matters than to drudge up ancient information.
It is known that during the dawn of mortal life, the earliest
gods battled Rovagug to prevent him from destroying all
creation. Among those known to have opposed him were
Abadar, Apsu, Asmodeus, Calistria, Curchanus, Dahak,
Desna, Dou-Bral, Erastil, Gozreh, Minderhal, Pharasma,
Sarenrae, and Torag, as well as numerous other gods from
remote parts of the world. Many minor gods died in these
battles, though no known records exist of their names.
Once the Rough Beast was imprisoned (and it is likely
that each deity contributed a portion of his or her power to
create this prison, as no simple barrier or force could hold
Rovagug for long) the surviving gods nursed their wounds
and returned to their homes in the Great Beyond. Some
married and had children. Some split themselves into
multiple beings. Some hid themselves away or left Golarion
entirely, sickened by the battles and death. Others steered
key mortals in Golarion to serve their own ends, but in
general they adopted a policy of nonintervention other
than granting spells—the mortal world was for mortals,
and direct godly efforts in the world would cause wars that
rivaled Rovagug’s fury.
From this time emerged new gods, such as Shelyn.
She joined her half-brother Dou-Bral and together they
watched over the powers of beauty, love, music, and art.
For unknown reasons they quarreled, and Dou-Bral went
beyond the world to the spaces between the planes and was
transformed. After he attacked his sister and father upon
his return, the other gods banished him to the realm of
shadow. The dead mortal Urgathoa f led the line of waiting
dead in Pharasma’s Boneyard and returned to the world
as a goddess, the first undead creature, and the bearer
of many plagues that would cull countless mortal lives.
Lamashtu ascended at this time as well, ascending from
2
Introduction
powerful demon to angry goddess, then killed Curchanus
and stole part of his dominion. The gods realized that not
only was the world vulnerable to strange powers, they too
could become prey. Any overt plans they made in regard to
this are unknown.
Earthfall brought a thousand years of darkness to
Golarion and an age of strange godly births. Dou-Bral,
now called Zon-Kuthon, fulf illed the conditions of his
banishment and reclaimed a twisted aspect of his old
powers. Orcs emerged upon the surface world and battled
humans, and the god Gorum made his f irst appearance
during these wars. The ice creature Thremyr awoke from
its slumber and its frost giants worshiped it in thanks.
These new gods made the elder ones realize that their
position as masters of the world had been challenged. As
before, their plans to deal with this are unknown.
When the darkness left the world, mortals rebuilt their
civilizations, aided by Erastil, Torag, and others. The most
remarkable event of this period was the elevation of Aroden
to a living god through the power of the
Starstone.
The
existing gods took no action to prevent this usurpation of
their divine prerogative with mortal magic. The following
millennia recorded the ascension of Norgorber, Cayden,
and Iomedae with the help of the
Starstone.
Aroden made
Arazni his herald, champion, and a goddess in her own
right. Irori became a god without external help. The older
gods revealed nothing of their thoughts on this trend of
mortals becoming living gods, even evil gods.
Late in this age, mortals and deities alike were shocked
when the Whispering Tyrant (technically a mortal undead
and certainly not a god) killed Arazni. Never before had
a god been slain by mortal hand, and the gods realized
they were more vulnerable than evey they had feared.
Many drew together to create the mantis god Achaekek to
protect them from such threats, but for most deities, the
solution was more simple—they chose to only act through
emissaries thereafter, limiting their appearances to
visions and images rather than actual manifestation.
The disappearance and death of Aroden rocked the
world in a physical and metaphysical sense. Even more
so than the mortals, the gods themselves were stunned
that one of their esteemed number (for after nearly
f ive thousand years they certainly counted him as an
equal) might die for unknown reasons and completely
unexpectedly. For ages they were guarded, and then
reticent, and now the gods knew fear. Were they doomed
to sudden and unpredictable destruction? Was this a f law
in the
Starstone’s
gift or was any god susceptible to it?
With the loss of prophecy, none of them knew... except
Pharasma, for death is her domain, but she has little to
say on the subject. A century passed and the gods had no
answers and no new plans. Yet the day-to-day workings of
the mortal and divine worlds proceed.
Becoming a Deity
For ages, mortals believed the only way to become a god
was to be “born” one (in the sense that one or more deities
agree to create another of their kind) or for the gods to
elevate a mortal to godly status. Then again, powerful
demons are known to grant spells in the manner of gods,
and Lamashtu managed to gain a foothold on divinity
through an unknown process—perhaps mortal worship,
perhaps by sucking raw power out of her slain foes. Can the
ritual sacrifice of a million powerful demons propagate
one of their number to godhood?
Then there is the sudden appearance of Gorum, said to be
a manifestation of the battles between orcs and humans—a
purely spiritual entity, the Lord in Iron was not created out
of nothing by another god (at least, none have confessed to
it) nor was he once a mortal that transcended his mortal
f lesh. Sages are aware of the worlds beyond Golarion and
the planes surrounding it, pointing at the Great Old Ones
and the alien entity controlling Zon-Kuthon, and speculate
that actions in the mortal world sometimes create a window
or even a doorway that allow these otherworldly forces to
observe or even inf luence events in Golarion, and that
apparently-spontaneous apotheosis is actually a result
of these external factors. In most cases this power is not
strong, only enough to warp reality somewhat, while in
others it can create minor godlings like Zyphus (supposedly
born of an utterly meaningless death), or the god-cocoon
that spawned Ghlaunder.
Some scholars feel that gods such as Irori and Urgathoa
derive from this concept as well—lucky individuals
in the right place at the right time. Yet it was Aroden’s
achievements that were the most impressive; not only
was he a mortal that became a god without divine help,
but he made it easier for others to do so by placing the
Starstone
where others could reach it. Of course, “easier”
is a relative term, as countless mortals have failed the Test
of the
Starstone,
but a only a few have passed—a handful of
ascended mortals who would not have become gods under
their own power.
Divine inheritance, otherworldly inf luence, ultimate
will, or by means of an artifact—these four methods are
just the ones commonly known and potentially verif iable.
Others speculate that a suff icient cult of personality
can make a mortal a god, or that slaying a god elevates
the killer to godhood (though the Whispering Tyrant’s
murder of Arazni belies this suggestion), or massive
human sacrif ice (though, again, Tar-Baphon’s actions
did not accomplish this), or some master spell requiring
a lifetime to cast, or even stranger ideas. Such things
are tavern talk, old wives’ tales, and a means for bards
to earn a few coins—possibly true, but in ten thousand
years there is no proof of any of these ever happening...
but likewise no proof that it is impossible.
3
Zgłoś jeśli naruszono regulamin