Berth Dieties and Domains

Major Dieties

Lesser (Racial) Dieties

Dwarf - Groruberob-LN
Doranna of the Silver Hair-CG
Corellon Larethian, elf god-CG
Rillifane Rallathil - Wood Elf God-N
Sehanine Moonbow, elf goddess-NG
Lolth, drow goddess-LE
Garl Glittergold - Gnome God-NG
Gruumsh, orc god-CN
Luthic - Orc Goddess-N
Moradin, dwarf god-LG
Semuanya, lizardfolk deity-NE
Yondalla, halfling goddess-LG
Brandobaris - Halflings-N
Dragonborn - Gameraza-LG
Lernarean - Dragon God-CE
Ape - Kanocktee-N
Caine - Gargrabar - Dog God-LN
Filli Goddess - Me'ouri-CN
Gnome - Flandal Steelskin -CG

Deities in 5th edition
Technically, there are no "stats" or stat blocks for gods. As one source has it:"
"You don't need to give a Avatar Stats. Shouldn't, even. They are literally your (the GMs) will given form in the game world and as such are not bound by the rules. They don't cast spells or make attacks, they merely do what you want them to. As soon as you give it stats, it can be killed. As soon as you roll a dice for it, it become vulnerable instead of unassailable."
And while this is true, it has always been that the stats for the gods have been for their Avatars and NOT the gods themselves. In if a god is going to do something in the mortal realm, it is not going to be the unkillable god but rather a manifested portion of a god. So any stats below are for the avatar of the god. Images of the gods that appear in the temple and such are usually derived from a combination of an eye witness account for a avatar and the artistic license of the craftsmen. Again, the stats below are ONLY used when a god sends a piece of itself to the prime material plane. This is costly to the power of the deity and is a last resort for them.
These gods are all lesser gods that are supported by at least one of the major deities and are intended to fit in with the allies wanted by the major deity. Although they are lesser gods all of them have the following power and conditions in addition to any they may have specifically.

The 9 Alignments Described

All Allignments
The One

Pantheism
Bobdobbs
Neutral Alignments
Twillim
Yakmarta
Rahsee
Good Alignments
Fluumay
Maclewar
Wabah
Stegmen
Evil Alignments
Gotradang
Gloomera
Dority
Kuthlu

All of these gods are greater gods..

Gods Avatar Traits Possessed By All:

The One God - Pick any 1 domain and granted ability from any class - All Portfolios

Greater god
ARMOR CLASS: 40
MOVE: 60' or 100' (based on form)
HIT POINTS: 440
NO. OF ATTACKS: 4
DAMAGE/ATTACK: 2d20
SPECIAL ATTACKS: Understanding everyone gives The One the power to sway mens hearts as in Diplomacy at DC40
SPECIAL DEFENSES: Only divine weapons damage
MAGICAL RESISTANCE: 20
SIZE: Medium
ALIGNMENT: All
WORSHIPER'S ALIGN:  Any
SYMBOL: a dot within a Circle
PLANE: All Planes
Abilities:
Str 51, Dex 30, Con 34, Int 28, Wis 28, Cha 28.
Always Maximize Roll: Yes
Special Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, electricity, cold, acid, disease, poison, stunning, sleep, paralysis, death effects, disintegration and effects that imprison or banish,
Damage Reduction: 26
Spell Resistance: 48
Domain Powers: +16 Per Day
Senses: Darkvision and low-light vision
Favored Weapon: Mace
Symbol: A Sphere or a Circle

Allignment: All Alignments
Initiative: +6
Skills: Any
Feats: All
Mage Spells: Any
Cleric Spells: Any
Dogma: Karma works, redemption is always possible
Clergy and Temples: This religion has no temples but maintains a regular place of gathering. Priests seek to do good and encourage those who don't to seek redemption

Holy Symbol
Holy Symbol
When choosing this god the player must work with the DM to come up with a combination of domains and abilities that

Pantheism - No God - Any 2 domains (Restricted by alignment)

As this religion does not recognize any god as being the only one worthy of worship, their followers may be of any alignment. Characters may chose any 2 different Domains from which to cast spells. However, they get no additional blesssings.

This religion asks its worshipers to seek any temple and to request their spells from any god whos concerns fit the current situation. Those gods do not grant the spells of this religion however. It is said that this is done by an intermediary divine whos purposes and identity is unknown to all but a handful of high level priests.

Bobdobs - Master of Slack

Greater god
Alignment. Chaotic Neutral
Plane: Limbo
Domains. Knowledge, Trickery
ARMOR CLASS: 30
MOVE: 100"
HIT POINTS: 350
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 8d20
SPECIAL ATTACKS: Pacification - Once per round Bobdobs can attempt to make all attacks cease. Save VS DC 50 or cease.
SPECIAL DEFENSES: Animated Pipe - His pipe becomes an animated object and may unearingly block attacks from any 1 attacker
MAGICAL RESISTANCE: 40
SIZE: Medium
ALIGNMENT: True Neutral
WORSHIPER'S ALIGN: Any
SYMBOL: Smoking Pipe
PLANE: Etherial and any Outer Plane
CLERIC/DRUID: 18
FIGHTER: 20
MAGIC-USER/ILLUSIONIST: 10
THIEF/ASSASSIN: 10
MONK/BARD: 20
Abilities: Str 51, Dex 30, Con 34, Int 28, Wis 28, Cha 28
Slack is forgiveness of anything. It remove regret and can reverse the effects of Karma.
It is depicted by a mans head with a straight smoking pipe.

Holy Symbol

This god is the master of slack
Born as a son of Xinucha-Chi-Xan M. Dobbs and Jane McBride Dobbs, J.R. "Bob" Dobbs has shown an exceptional talent of making a fortune with tele-stock marketing since he was a child. In 1953, "Bob" saw a vision of God on a handmade television set, which inspired him to write the "PreScripture" and later found the Church of the SubGenius.
"Bob" is the High Epopt and Living Slack Master, the living embodiment of "Slack". "Bob's" name must be written with quotation marks, no matter what.
Conspiracy
Ever since the emergence of humanity on the surface of Earth, extraterrestrial beings have been watching on this pale blue dot in the universe. They have been manipulating those pun+y, hairless apes who pride themselves as "the most sentinent being on earth", into their servitude. All civilizations, cultures, politics, and even religions are little more than a great big lie created by the alien entities in order to enslave the humanity.
"Slack"
This is the big one. So big, that only "Bob" is qualified to fully understand, appreciate, and embody. Whatever "Slack" is, the conspiracy wants it barred from pinks. "Slack" is the key to break the chain of the conspiracy, the key that opens the door to free and comfy life. No more hard works, no more responsibility - with "Slack", it's just you and me, all alone, living the life as "Slack" guides.

Kuthlu

Greater god
Alignment. Chaotic Evil
Plane: Pandemonium
Domains. Death, Tempest
ARMOR CLASS: 29
MOVE: 18"/36"
HIT POINTS: 400
NO. OF ATTACKS: 30
DAMAGE/ATTACK: !-10(x30;
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Immune to magical control, +4 or better weapon to hit, regeneration
MAGIC RESISTANCE: 80%-**
SIZE: L (100'tall)
ALIGNMENT: Chaotic evil
WORSHIPER'S ALIGN: Chaotic evil
SYMBOL: /mage of Kuthlu
PLANE: Prime Material Plane
CLERIC/DRUID: Nil
FIGHTER: As 16+ HD monster
MAGIC-USER/ILLUSIONIST: 20th level
magic-user
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: I
S:25( + 7, +14) 1:20 W:23 D:20 C: 25 CH:-7



Holy Symbol
Holy Symbol


Kuthlu is a bloated humanoid form 100 feet high with an octopoid head and a face of tentacle-like cilia. It has scaly, rubbery skin, and  arodigious hands and feet with curved talons. A pair of folded bat-like wings protrude from between its shoulders.
"Ph'nglui mglw'nafh Kuthlu R'lyeh wagh'nagl fhtagn." — "In his house in R'lyeh dead Kuthlu waits dreaming." R'lyeh is a great sunken city of non-Euclidian geometry hidden somewhere beneath the ocean. So bizarre is its construction that anyone entering the city (which occasionally rises above the waves) must make saving throws at + 4 against fear and insanity. Kuthlu lies in a huge stone structure sealed with the Elder Sign (q.v.). If the seal is broken and the god released, everyone (and/or everything) in a radius of 100 miles must make a saving throw against death or go insane. This insanity lasts for a number of months equal to the creature's intelligence.*
King of the Elder Gods who always seek to reclaim the world of Berth to its land of death and destruction./
In battle he will summon 2d6 Flame Creatures
FREQUENCY: Very rare
NO. APPEARING: 1-4
ARMOR CLASS: -2
MOVE: 24"
HIT DICE/POINTS: 16 HD
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-20
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Flame aura, +2
or better weapon to hit
MAGIC RESISTANCE: 10%
INTELLIGENCE: Average
ALIGNMENT: Chaotic evil
SIZE: L (30' radius)
PSIONIC ABILITY: V
LEVEL/X.P. VALUE: VII/1,950 + 14
per hp
These creatures appear to be smaller versions of their master. Their bodies radiate 10 points of heat damage to all who come within 20 yards of them, and they can cast a single heat ray from their body every melee round that does 2-20 points of damage if it hits. One of their functions is to appear when the god is supposed to appear but is too busy or chooses not to come.

Twillim - God of Law

Levels: Fighter: 20, Cleric: 15,   Bard: 15
Hit Points: 400
Speed: 60'
Armor Class: 20+13+2+15+7
When in Battle
Breastplate of Command, +5 Plate Armor, of the Sun, +5 Shield of Brotherhood
+2 breastplate armor bestows a dignified and commanding aura upon its owner. The wearer gains a +2 competence bonus on all Charisma checks, +2 competence bonus to his Leadership, Friendly troops within 360 feet of the user become braver than normal.
Plate Armor of the Sun glows with sunlight that penetrates all darkness. Creatures affected by sunlight have a -4 ST.
When activated The Shield of Brotherhood becomes a copy of the gods form with 100HP. The shiled is weilded by the double who will take all damage until it's 100 HP are exhausted.
When in Judgement
Twillim is the ultimate authority among the gods and mortals. When called upon in this capacity he appears as a slender blined woman with a sword in one hand and a scale in the other.
Attacks: 62, 62, 58, 58
Always Maximize Roll: Yes
Saving Throws: Fortitude: 46, Reflex: 40, Will: 44
Checks: 20 + Greater deities always get a result of 20 on any check, provided they need to make a check at all.
Special Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, electricity, cold, acid, disease, poison, stunning, sleep, paralysis, death effects, disintegration and effects that imprison or banish,
Damage Reduction: 30
Spell Resistance: 52
Salient Divine Abilities:
Domain Powers: +20 Per Day
Spell-Like Abilities: Level 30, ST 40+Spell Level
Senses: Darkvision  - Sight 32, Hearing 32, Smell 28, Taste 28, Feel 30
Remote Sensing: 20 Miles around 20 Locations
Block Sensing: 20 Miles for 20 hours
Divine Aura: 20 Miles, Will Save 36 - Daze, Fright, Resolve
Familiar: Palimino Warhorse mare with silver barding. Named Beucalia
Abilities: Str 51, Dex 30, Con 34, Int 28, Wis 28, Cha 28.
Favored Weapon: Long Sword
Symbol: a thick open book
Allignment: LN
Initiative: +10
Special Attacks: Blinding Ray - As blindness. Save at a DC 40
Special Qualities:Dazzling aspect
Mage Spells: any 1st through 4th
Cleric Spells: Any
Dogma: Even gods are subject to the law. All mortals should be prepared to give their lives to the support of just rules
Clergy and Temples: The clerics tend to be stern and their temples ornate. A 10% tithe is a law for worshipers
Protection, Mercy, Law, Nobility, Glory, Supreme, Justice, endurance, wisdom, Truth



Twillim

Rahsee - Goddess of Chaos

Levels: Fighter: 15, Cleric: 15,Rogue: 10, Sorcerer: 10
Hit Points: 400
Speed: 60'
Armor Class: 20+13+4+2=39
+5 Leather Blink Armor, Helmet of Greater Invisibility,  +4 Shield of Displacement, Ring of Blur
Leather Blink armor acts as Improved Blink as cast by a 15th level sorc., Helmet of Invisibility as the spells
Attacks:
Always Maximize Roll: Yes
Saving Throws: Fortitude: , Reflex: , Will:
Checks: 20 + Greater deities always get a result of 20 on any check, provided they need to make a check at all.
Special Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, electricity, cold, acid, disease, poison, stunning, sleep, paralysis, death effects, disintegration and effects that imprison or banish,
Damage Reduction: 30
Spell Resistance: 52
Salient Divine Abilities:
Domain Powers:+20 Per Day
Spell-Like Abilities: Level 30, ST 36+Spell Level
Senses: Darkvision and low-light vision - Sight 30, Hearing 30, Smell 30, Taste 30, Feel 30
Remote Sensing: 20 Miles around 20 Locations
Block Sensing: 20 Miles for 20 hours
Divine Aura: 20 Miles, Will Save 32 - Daze, Fright, Resolve
Abilities: Str 51, Dex 30, Con 34, Int 28, Wis 28, Cha 28.
Favored Weapon: Flail
Symbol:
Allignment:
Initiative:
Face/Reach:
Special Attacks:
Special Qualities:
Skills:
Feats:
Mage Spells:
Cleric Spells:
Dogma:
Clergy and Temples:


Maclewar - God of Good

Levels: Fighter: 10, Cleric: 20, Druid: 10, Sorcerer: 10
Hit Points: 400
Speed:60'
Armor Class: 20+13+5=38
Never wears armor, relies on it's damage resistance and regeneration to protect him, +5 Ring of Protection
Attacks:
Always Maximize Roll: Yes
Saving Throws: Fortitude: , Reflex: , Will:
Checks: 20 + Greater deities always get a result of 20 on any check, provided they need to make a check at all.
Special Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, electricity, cold, acid, disease, poison, stunning, sleep, paralysis, death effects, disintegration and effects that imprison or banish,
Damage Reduction: 30
Spell Resistance: 52
Salient Divine Abilities: Regeneration +30 per round
Domain Powers: +20 Per Day
Spell-Like Abilities: Level 30, ST 45+Spell Level
Senses: Darkvision and low-light vision - Sight 34, Hearing 34, Smell 22, Taste 30, Feel 30
Remote Sensing: 20 Miles around 20 Locations
Block Sensing: 20 Miles for 20 hours
Divine Aura: 20 Miles, Will Save 32 - Daze, Fright, Resolve
Familiar: Golden haired Unicorn named Alcosterai
Abilities: Str 51, Dex 30, Con 34, Int 28, Wis 28, Cha 28.
Favored Weapon: Lance
Symbol:
Allignment:
Initiative:
Face/Reach:
Special Attacks:
Special Qualities:
Skills:
Feats:
Mage Spells:
Cleric Spells:
Dogma:
Clergy and Temples:
Charm, Good, Healing, Strength, Mercy, light, sun, Agriculture, Fertility Rank: 20

Gloomera - Goddess of Evil

Rank: 20
Levels: Fighter: 10, Cleric: 10, Rogue: 15, Sorcerer: 15
Hit Points: 400
Speed: 65'
Armor Class: 
Attacks:
Always Maximize Roll: Yes
Saving Throws: Fortitude: , Reflex: , Will:
Checks: 20 + Greater deities always get a result of 20 on any check, provided they need to make a check at all.
Special Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, electricity, cold, acid, disease, poison, stunning, sleep, paralysis, death effects, disintegration and effects that imprison or banish,
Damage Reduction: 30
Spell Resistance: 52
Salient Divine Abilities:
Domain Powers:+20 Per Day
Spell-Like Abilities: Level 30, ST 30+Spell Level
Senses: Darkvision and low-light vision - Sight 30, Hearing 28, Smell 28, Taste 32, Feel 34
Remote Sensing: 20 Miles around 20 Locations
Block Sensing: 20 Miles for 20 hours
Divine Aura: 20 Miles, Will Save 30 - Daze, Fright, Resolve
Familiar: Ancient Black Dragon named Ruinous
Abilities: Str 51, Dex 30, Con 34, Int 28, Wis 28, Cha 28.
Favored Weapon: Great Ax
Symbol:
Allignment:
Initiative:
Face/Reach:
Special Attacks:
Special Qualities:
Skills:
Feats:
Mage Spells:
Cleric Spells:
Dogma:
Clergy and Temples- Darkness, Evil, Fire, Destruction, Trickery, Death, Undead, theives, lies


Yakmarta - Goddess of Nature -


Levels: Cleric: 12, Druid: 12, Ranger: 12, Sorcerer: 10
Hit Points: 370
Speed: 100' (Quadraped)
Armor Class: 
Attacks:
Always Maximize Roll: Yes
Saving Throws: Fortitude: , Reflex: , Will:
Checks: 18 + Greater deities always get a result of 20 on any check, provided they need to make a check at all.
Special Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, electricity, cold, acid, disease, poison, stunning, sleep, paralysis, death effects, disintegration and effects that imprison or banish,
Damage Reduction: 28
Spell Resistance: 50
Salient Divine Abilities:
Domain Powers: +18 Per Day
Spell-Like Abilities: Level 28, ST 38+Spell Level
Senses:Darkvision and low-light vision - Sight 36, Hearing 36, Smell 36, Taste 24, Feel 18
Remote Sensing: 18 Miles around 18 Locations
Block Sensing: 18 Miles for 18 hours
Divine Aura: 18 Miles, Will Save 30 - Daze, Fright, Resolve
Familiar: Legendary Lion named Goldenmain
Abilities: Str 51, Dex 30, Con 34, Int 28, Wis 28, Cha 28.
Favored Weapon: Quarterstaff
Symbol:
Allignment:
Initiative:
Face/Reach:
Special Attacks:
Special Qualities:
Skills:
Feats:
Mage Spells:
Cleric Spells:
Dogma:
Clergy and Temples:
Nature, Air, Earth, Water, Weather, Animal, Death, Plant, Healing, wind Rank: 18


Fluumay  - God of Artifice

Artifice, Creation, Travel, Fire, Crafts, Art, Bards, ,beauty, dance, love, music, poetry
Rank: 18
Levels: Fighter: 12, Cleric: 15, Rogue: 10, Sorcerer: 8
Hit Points: 360
Speed: 50'
Armor Class: 
Attacks:
Always Maximize Roll: Yes
Saving Throws: Fortitude: , Reflex: , Will:
Checks: 18 + Greater deities always get a result of 20 on any check, provided they need to make a check at all.
Special Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, electricity, cold, acid, disease, poison, stunning, sleep, paralysis, death effects, disintegration and effects that imprison or banish,
Damage Reduction: 28
Spell Resistance: 50
Salient Divine Abilities:
Domain Powers: +18 Per Day
Spell-Like Abilities: Level 28, ST 32+Spell Level
Senses: Darkvision and low-light vision - Sight 38, Hearing 28, Smell 30, Taste 28, Feel 24
Remote Sensing: 18 Miles around 18 Locations
Block Sensing: 18 Miles for 18 hours
Divine Aura: 18 Miles, Will Save 30 - Daze, Fright, Resolve
Abilities: Str 51, Dex 30, Con 34, Int 28, Wis 28, Cha 28.
Favored Weapon: Rapier
Symbol:
Allignment:
Initiative:
Face/Reach:
Special Attacks:
Special Qualities:
Skills:
Feats:
Mage Spells:
Cleric Spells:
Dogma:
Clergy and Temples:

 

Wabah - Goddess of Magic

Magic, Knowledge, Healing, secrets, Commerce, protection, vengence, Agility
Rank: 16
Levels: Cleric15, Rogue: 5, Sorcerer: 22
Hit Points: 340
Speed: 50'
Armor Class: 36
Attacks:  +25 With Staff of Destruction
Always Maximize Roll: Yes
Saving Throws: Fortitude: , Reflex: , Will:
Checks: 16 + Greater deities always get a result of 20 on any check, provided they need to make a check at all.
Special Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, electricity, cold, acid, disease, poison, stunning, sleep, paralysis, death effects, disintegration and effects that imprison or banish,
Damage Reduction: 26
Spell Resistance: 48
Salient Divine Abilities:
Domain Powers: +16 Per Day
Spell-Like Abilities: Level 26, ST 40+Spell Level
Senses: Darkvision and low-light vision - Sight 36, Hearing 38, Smell 20, Taste 28, Feel 28
Remote Sensing: 16 Miles around 16 Locations
Block Sensing: 16 Miles for 16 hours
Divine Aura: 26 Miles, Will Save 26 - Daze, Fright, Resolve
Familiar: Giant Owl named Flewsburry
Abilities: Str 51, Dex 30, Con 34, Int 28, Wis 28, Cha 28.
Favored Weapon: Crossbow
Symbol:  Owl or a Gold Mobius Strip circle
Allignment:  Neutral Good
Initiative:  +10
Face/Reach: 5'
Special Attacks: 
Special Qualities:
Skills:
Feats:
Mage Spells:
Cleric Spells:
Dogma: 
Clergy and Temples:


Gotradang - Lord of War

Intermediate Deity
Symbol: Flaming sword
Home Plane: Muspelheim
Alignment: Lawful evil
Portfolio: Fire, war
Worshipers: Tyrants, Evil Warriors, Arsonists
Cleric Alignments: LE, LN, NE
Domains: Evil, Fire, Law, Strength, War
Favored Weapon: Longsword
Ranger 20/Fighter 20
Divine Rank: 14
Hit Dice: 20d8+200 (outsider) plus 20d10+200 (Rgr) plus 20d10+200 (Ftr) (1,160 hp)
Initiative: +12 (+8 Dex, +4 Improved Initiative)
Speed: 120 ft.
AC: 63 (–4 size, +8 Dex, +14 divine, +27 natural, +8 deflection)
Attacks: Gargantuan +5 brilliant energy flaming burst longsword +77/+72/+67/+62 melee; or spell +71 melee touch or +62 ranged touch
Damage: Gargantuan +5 brilliant energy flaming burst longsword 4d6+34/17–20 or by spell Face/Reach: 20 ft. by 20 ft./20 ft.
Gotradang  will be responsible for setting the world on fire, burning it down to make room for the new one. His clerocs teach that fire is a cleansing agent, and point to the new growth after a forest fire as proof of their contention.

Clergy and Temples
The clerics tend to conceal their devotion to the god destined to burn down the world. Their temples are hidden affairs, or they are enormous fortresses . Visitors to Surtur’s temples have only a few seconds to prove their devotion to Surtur  before the members of the cult attack.
Gotradang
 

Doarity - The Many Faced

Barbarian 10/Fighter 10/Rogue 10/Sorcerer 10
Medium-Size Outsider (Chaotic, Evil)
Divine Rank: 15
Hit Dice: 20d8+220 (outsider) plus 10d12+110 (Bbn) plus 10d10+110
(Ftr) plus 10d6+110 (Rog) plus 10d4+110 (Sor) (1,250 hp)
Initiative: +15, always first (+11 Dex, +4 Improved Initiative, Supreme Initiative)
Speed: 70 ft.
AC: 73 (+11 Dex, +15 divine, +28 natural, +9 deflection)
Attacks: Large +5 unholy chaotic frightful morningstar +81/+76/+71/+66 melee; or spell +71 melee touch or +66 ranged touch
Damage: Large +5 unholy chaotic frightful morningstar 2d6+46/19–20; or by spell
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities, sneak attack +5d6, crippling strike.
Special Qualities: Divine immunities, DR 50/+4, fire resistance 35, understand, speak, and read all languages and speak directly to all beings within 15 miles, remote communication, godly realm, teleport without error at will, plane shift at will, familiar (boars), traps, uncanny dodge (cannot be flanked, +1 against traps), SR 47, divine aura (1,500 ft., DC 33).
Saves: Fort +58, Ref +58, Will +54.
Abilities: Str 42, Dex 33, Con 33, Int 24, Wis 24, Cha 29.
Symbol: A half-demon, halfboar mask
Home Plane: Pandemonium
Alignment: Chaotic evil
Portfolio: Hate, envy, malice, panic, ugliness, slaughter
Worshipers: Barbarians, fighters,  rogues, looters, outlaws
Cleric Alignments: CE, CN, NE
Domains: Chaos, Evil, Madness, Trickery, War
Favored Weapon:Morningstar
The deity of slaughter, Dority, is a terrible sight to behold. He usually appears as a human with knotted muscles and a blocky frame. His skin is mottled and ruddy, almost as though blood oozes from his pores. In battle, his features change between human, gnoll, bugbear, ogre, and troll. This mutable form is reflected in his title, The Many. He wields a two-handed morningstar in battle. This weapon has a perforated stone head that makes frightening sounds whenever Erythnul swings it.
Dogma
Doarity is a brutal deity who delights in panic and slaughter. In civilized lands, his followers (including evil fighters, barbarians, and rogues) form small, criminal cults. In savage lands, evil barbarians, gnolls, bugbears, ogres, and trolls commonly worship him. He admonishes his followers to shed blood for its own sake, to covet what is not theirs, and to destroy anyone who would deny them anything. He further urges them to bring ugliness and strife to pleasant locales. He encourages human sacrifice and glories in ritual deathj of all kinds. To take something away from someone else—especially from a rival—is an exalted act in Erythnul’s eyes. Foes who cannot be killed should be maimed, and that which cannot be stolen should be destroyed.
Clergy and Temples
Doarity’s clerics favor rust red or bloodstained garments. They are  cruel, sadistic, and hateful. They maintain a low profile in most civilized lands. In savage areas, members of the priesthood are known as bullies and murderous tyrants. They love to deface beautiful things and to disfigure attractive people. Anyplace where great bloodshed or a spectacular act of cruelty has occurred is considered a holy site and an excellent place for a temple dedicated to Erythnul. In the countryside, Erythnul’s followers build squat, unsightly fortresses in places where battles, ambushes or massacres have occurred. In urban areas, Doarity’s temples are usually hidden in seedy sections of cities, preferably on sites where horrible crimes have happened.



Stegmen - God of the Beasts


ARMOR CLASS: 24
MOVE: 18" (48" through forests,)
HIT POINTS: 333
NO. OF ATTACKS: 3/2
DAMAGE/ATTACK: 5-50 (+14;
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Wolfhound (see below)
MAGIC RESISTANCE: 30%
SIZE: M (T)
ALIGNMENT: Neutral
WORSHIPER'S ALIGN: Dwellers of the
forest
SYMBOL: An animals outline (by Cult)
PLANE: Elysium
CLERIC/DRUID: 14th level in each
FIGHTER: 13th level fighter
MAGIC-USER/ILLUSIONIST: 19th level
THIEF/ASSASSIN: 10
MONK/BARD: 20th level bard
S: 25 ( + 7, +14; 1:24 W: 25 D: 24 C: 25 CH: 23
Stegmen looks like a man with with the head of an animal. He can control any number of animals and creatures of the forest with the sound of his voice. He has the power to make plants grow and/or shrink at any rate he wills. He wears armor made of leaves that act like +5 plate mail and his mallet is constantly with him. This +5 wooden weapon strikes for 5-50 points in his hands. A giant wolfhound fights at his side (ACS, HD 10, hp 100, #AT1, D 2-20; regenerates 5 hit points per melee round). It is so fast that no matter how many beings strike at his master, the dog will take the damage.
Stegmen is worshiped by druids and their followers, and he is a protector of the places of the druids: their groves, their villages and colleges, and their paths through the woods. There is a 1% chance that he will appear whenever harm is done to a high level druid or his or her grove.


Geruna - Goddess of Divine Mercy

ARMOR CLASS: 23
MOVE: 12"/!2"
HIT POINTS: 376
NO. OF ATTACKS: 0
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 100%
SIZE: M (5')
ALIGNMENT: Lawful good
WORSHIPER'S ALIGN: Lawful good
and all suffering beings
SYMBOL: Image of the goddess
holding a child
PLANE: Seven Heavens
CLERIC/DRUID: 25th level cleric/14th
level druid
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: 12
THIEF/ASSASSIN: 5
MONK/BARD: 15th level bard
S:8 1:25 W: 25 D: 12 C: 22 CH:25
Gerduna appears as a slim young woman wearing a gold brocade dress. Her main attribute is the ability to negate any single act of violence directed at anyone, once per melee round. When a being accomplishes a good act affecting 50 or more worshipers of Kuan Yin, and if the goddess is near, that being may be granted a wish (5% chance).
No act of violence can be directed towards her by any being in the universe. For example, she could walk safely through 500 different types of demons and devils and never be harmed. She has the powers of a 20th level magic-user, though she will never use
her spells to cause harm. Her main following is with the common folk and all may work in her cause and expect to be rewarded someday. Her clerics are the peacemakers and healers of the world. Their temples are open to all and are often the source of food for the hungry and healing for the sick and injured.


Lyra - Goddess of Beauty and the Arts

ARMOR CLASS: 4
MOVE: 12"/24"
HIT POINTS: 259
NO. OF ATTACKS: 1
DAMAGE/ATTACK: MO
SPECIAL ATTACKS: Charm
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 50%
SIZE: M (5'A')
ALIGNMENT: Chaotic good
WORSHIPER'S ALIGN: Chaotic beings
SYMBOL: Sea shell
PLANE: Olympus
CLERIC/DRUID: 10th level cleric
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: 12th level
magic-user/?5th level illusionist
THIEF/ASSASSIN: Nil
MONK/BARD: 10th level bard
PSIONIC ABILITY: VI
S:19( + 3, +7) 1:20 W: 20 D: 23 C:2J CH: 25
The goddess of love and beauty, Geruna's main ability is to generate strong passion in mortals and gods alike. In every one of her shape
changed forms she is beautiful. She is able to charm either sex, and once a person has viewed her and not made their saving throw against her charm, they can never attack her again.
The simple wave of her hand causes 1-10 hit points of pain to any who would harm her, no saving throw.
Her clerics sacrifice doves to her every 10 days and objects of art and lovely pieces of jewelry are destroyed on her altar every new moon. All of her female clerics must have a 15 or greater charisma and her male clerics must have a constitution of 16 or better.
Aphrodite is an extremely vain and jealous goddess. If any character should unfavorably compare Aphrodite's charm to his or her own,  there is a 10% chance that the goddess will hear and seek vengeance.



The Nine Alignments


Lawful Neutral Chaotic
Good Lawful Good. Neutral Good. Chaotic Good.
Neutral Lawful Neutral, Neutral. Chaotic Neutral.
Evil Lawful Evil. Neutral Evil. Chaotic Evil.

Nine distinct alignments define the possible combinations of the lawful-chaotic axis with the good-evil axis. Each description below depicts a typical character of that alignment. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his alignment from day to day. Use these descriptions as guidelines, not as scripts.
The first six alignments, lawful good through chaotic neutral, are standard alignments for player characters. The three evil alignments are usually for monsters and villains. With the GM's permission, a player may assign an evil alignment to his PC, but such characters are often a source of disruption and conflict with good and neutral party members. GMs are encouraged to carefully consider how evil PCs might affect the campaign before allowing them.

Lawful Good: A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished.
Lawful good combines honor with compassion.
Neutral Good: A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them.
Neutral good means doing what is good and right without bias for or against order.
Chaotic Good: A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.
Chaotic good combines a good heart with a free spirit.
Lawful Neutral: A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government.
Lawful neutral means you are reliable and honorable without being a zealot.
Neutral: A neutral character does what seems to be a good idea. She doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos (and thus neutral is sometimes called “true neutral”). Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character probably thinks of good as better than evil—after all, she would rather have good neighbors and rulers than evil ones. Still, she's not personally committed to upholding good in any abstract or universal way.
Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run.
Neutral means you act naturally in any situation, without prejudice or compulsion.
Chaotic Neutral: A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those others suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as he is to cross it.
Chaotic neutral represents freedom from both society's restrictions and a do-gooder's zeal.
Lawful Evil: A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order, but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises.
This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains.
Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.
Lawful evil represents methodical, intentional, and organized evil.
Neutral Evil: A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusions that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn't have the restless nature or love of conflict that a chaotic evil villain has.
Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies.
Neutral evil represents pure evil without honor and without variation.
Chaotic Evil: A chaotic evil character does what his greed, hatred, and lust for destruction drive him to do. He is vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are likely to be poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him.
Chaotic evil represents the destruction not only of beauty and life, but also of the order on which beauty and life depend.

Many people have been deceived by the "fossil evidence" into thinking that the species and indeed life itself was created on this planet. They think the gods were responsible for its creation and its population (in many cases). The fact its it was a high tech culture that originally inhabited this world.

The first generation of sentient life landed on this planet from a space ship from an unknown part of the universe that landed on this planet in per-historic times. Indeed, when they landed it was per-historic in the sense that it was the Cambric stage of its genetic development. It is not commonly known but although the Darwinian principle for survival of the fitness can be modified by factors obscured within the genetic material of the species that spring from mutations.
The ship was a luxury liner like the Queen Mary where the passengers were from all walks of life from the most protected to the parts of society accustomed to being at the bottom of the social order.

The Outer Planes
Outer Plane
Residents Alignment
Mount Celestia, the Seven Heavens of
Bytopia, the Twin Paradises of
Elysium, the Blessed Fields of
The Beastlands, the Wilderness of
Arborea, the Olympian Glades of
Ysgard , the Heroic Domains of
Limbo, the Ever-Changing Chaos of
Pandemonium, the Windswept Depths of
The Abyss, the Infinite Layers of
Carceri, the Tarterian Depths of
Hades, the Gray Waste of
Gehenna, the Bleak Eternity of
The Nine Hells of Baator
Acheron, the Infinite Battlefield of
Mechanus, the Clockwork Nirvana of
Arcadia, the Peaceable Kingdoms of
LG
NG, LG
NG
NG, CG
CG
CN,CG
CN
CN, CE
CE
NE,CE
NE
NE, LE
LE
LN , LE
LN
LN , LG