A D&D Campaign World


Enter World   Behind the Scenes   Site Map   Forum   Catalogue

Habololy Main 




The deities of Habololy look down upon a world that is theirs to shape.  They are beings of amazing powers and strong beliefs.  Every deity has control over one or several aspects of existence in the world.  Through these aspects, a deity looks to bring about a world that is more in line with what that particular deity sees as ideal.


To further many of their causes, the deities long ago decided to form a Counsil.  The Counsil was the idea of The Oldest Orc, who is the eldest and most powerful of all the deities of Habololy.  He insists that the goal of the Counsil is to prevent extreme acts of the deities from causing chaos and destruction in the world.  They would act upon each other as a system of checks and balances, and allow the mortals of the world to decide whose ideals would prove to be the strongest.


The Counsil has another purpose.  When the world was young, over two millennia ago, before the Counsil existed, there was a mortal gnome named Amat Meo.  He gained power like no mortal had before him.  His armies conquered the world, and his power grew to match the deities.  Without a common focus, it took the deities centuries to overcome Amat.  After he was defeated, but not killed, the Counsil was formed.  When Amat returned centuries later, the Counsil’s combined efforts were able to thwart his plans much more quickly.


For one reason or another, there are other deities that have chosen an existence off of the Counsil.  These deities are considered dangerous rogues, and their followers are considered cultists.  It is only The Oldest Orc’s first mandate that the deities not directly interfere on the planet, which allows the cult deities to continue.  Much like the deities of the Counsil, the outsiders look to have their ideals win out in the mortal world.  For a variety of reasons, the Counsil does not agree that their beliefs have a place on Habololy.


There are also beings that do not yet fit into either category.  These beings are known as Quasi-Deities.  They are more powerful than any mortal, but do not have the worshipers or influence of a deity.  Some will one day take a place upon the Counsil.  The others will be outsiders and fight for their place against the wishes of the Counsil.


The following pages describe all one needs to know about a given deity.  To understand how the entries are set up, there is a chart below.





DEITY’S NAME  [phonetic spelling] (other names the deity is known by)


How the world sees the deity?  What role the deity has on the Counsil and in the world?  What are the major myths surrounding the deity?  Who are the deity’s enemies and allies?  How long has the deity existed on Habololy?


            Power:  The level of power a deity has.  Based on length of existence and number of followers.  There are five levels: Overgod, Greater God, Lesser God, Demi-god, and Quasi-deity.

            Symbol: The symbol that the deity is known by, also usually the holy symbol of a cleric of that deity.

            Alignment:  The alignment of the deity.

            Aspects:  The ideals, creatures, races, places, professions, and elements that fall under the watch of the deity.

            Plane of Existence:  The plane on which the deity truly exists.  For the most part, the deities of the Counsil are of the Prime Material Plane. 


            Domains:  The domains of influence, which a deity is known for and that the deity grants to clerics.  Underlined domains must be chosen by a cleric.  A cleric must have two domains, no more or less.  Clerics of quasi-deities have only one domain.

            Prayer Time: The time of day when the deity's clerics must prepare their spells.

            Favored Weapon:  The weapon, if any, that the deity is seen with or known to wield.  This is necessary for certain divine spells and for clerics, who wish to closely emulate their deity.  It is also often used in symbols of the deity.  A cleric automatically gains proficiency in her deity’s favored weapon if not already proficient.

            Turn Undead:  Whether the deity grants clerics the ability to turn or control the undead, or what power replaces that ability.  If another power replaces the turn undead power, that power may be used for the purposes of using certain feats instead of that power.  An * means that those feats are unavailable to a cleric of that deity.

            Back from the Dead:  Because of the varying beliefs of the deities, if or how they allow their clerics to bring beings back from the dead varies.  There are four categories in which the deities fall: None – they may not bring back the dead; Resurrect – they may only use spells such as Raise Dead or Resurrect; Reincarnate – they may only reincarnate; Any – they may use any method.

            Favored Class:  The class that the deity allows the clerics of the faith to choose as a favored class.      


            High Temple:  The location of the most sacred and usually most important temple of the deity. 

            High Cleric:  The name of the high cleric.

            Number of Faithful:  The approximate number of mortal followers of the deity.

            Associated Groups:  Any organizations that are known to be in the service of the deity.  This often includes deity-based prestige classes.  

            Dogma:  The guide for the everyday worshipper of the deity.




Name Status Alignment Portfolio Domains
The Oldest Orc Counsil NG The Orcs, Ancestry, The Elderly, Non-intervention
Time Knowledge Protection Prophecy Introspect Community
Habastly Counsil NG Nature, Life, Plants, The Sun
Plant Animal Earth Creation Sun
Treetop Counsil CG Animals, Beasts, Elves, Rangers, Archery
Animal Plant Sun Community Vision
Smofarf Counsil NG Magic, Dwarves, Wizards, Crafts 
Magic Earth Craft Knowledge Protection
Lakius Counsil TN Water, the Oceans, the Sky, Solitude
Water Air Weather Introspect
Dedestroyt Counsil CN Death, Destruction
Death Destruction War Repose Terror
Tyrogatore Counsil TN Unarmed Combat, Lizards, Monks 
Strength Martial Judgment Skalykind Courage
Compture Counsil NE Schemes, Gremlins, Change, Shapechangers
Luck Trickery Transformation Planning Mischief
Han~Sui Counsil LN Truth, Honor, Armed Combat, Justice
Judgment War Weapon The Law
Everentual Counsil TN Judges, Impassive Equality & Fairness, Neutrality
Time Knowledge Judgment The Law
Gruweas Counsil LE Cunning, Gree, Lawmakers, Government
The Law Nobility Tyranny Planning
Celetal Counsil TN Psionics, Silence, The Mind
Knowledge Judgement Prophecy Introspect
Tommimao Counsil CG Travelers, Guides, Intervention, Pipeweed, Addiction
Travel Liberation Animal Mischief
Tfop Counsil CG Alchemy, Underdogs
Luck Courage Liberation Craft
Falan Counsil CG Necromancy, Swords, Sakor’akai, Undead, Innovation 
Magic Innovation Repose Weapon
Lavash'Ki Counsil CN Sailors, Ships, Pirates, Treasure
Greed Water Travel
Frostine Counsil NE Winter, Cold, Frost Giants
Ice Tyranny Weather Hatred
Sutyr Counsil LE Fire, Slavery, Fire Giants, Volcanoes
Fire Tyranny Destruction
Dresta Counsil NE The Moon, Evil Creatures, The Night, Evil Lycanthropes
Corruption Moon Trickery Darkness
Arsur'Anyodel Counsil CG Transition, The Moon, Rescue, Good Lycanthropes
Redemption Moon Prophecy
Stasis Counsil LG Cavaliers, Light, Virtue, Monarchs, Heroes
War Nobility Glory Courage
Gnarion Counsil NG Perseverance, Freedom 
Liberation Ice Protection
Quan Yin Counsil LG Child Birth, Midwives, Pacifism
Community Healing Beauty
Hemator Cultist LG Healing, Paladins, Love, Peace, Compassion
Healing Redemption Community Glory
Drunnbar Cultist LN Destruction of Magic, Clan Sledgehammer dwarves, Stone
Earth Protection Strength Craft
Chaos Cultist CN(e) Chaos, Wild Casters
Madness Magic Transformation Corruption
Vishtoo Cultist CE Vishtoo, Evil Monks
Martial Terror Destruction
Corahakar Cultist CE Drow elves, Thievery, Male Dominance
Hatred Trickery Darkness
Loomashyn Cultist CE The Underdark, Slimes and Oozes, Hatred
Madness Corruption Transformation
Wandle Cultist L(n)E Seduction, Witches
Trickery Hatred Fire
Cult of the Slaughter Cult CN(e) Genocide, Racism 
Cult of Amat Cult LE Dominance, Amatine Gnomes, Assassins
Mouser Quasi LN(g) Acrobatics, Subtlety, Swashbucklers, Skill
Luck Weapon
Arsenal Quasi TN Technology, Tinkers
Innovation Craft
Melodi Quasi CG Music, Bards, Lore, Teachers
Knowledge Beauty


            In addition to the many deities that currently vie for position and power on Habololy, there were others that lost their struggle in the past.  Some of these deities are remembered fondly, others are infamous, and the least influential among them are not remembered at all.


Dead Deities




  Home Site Map Catalogue Forum Links  

© 2005 Habololy.net.  All Rights Reserved.  "d20 System" and the D20 System logo are Trademarks owned by Wizards of the Coast and used with permission.