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The Gods of Portrandi

The following should be used as a guideline for knowing this information in game. If the information being checked for is for the religion that the character belongs to, the DC is reduced by 5. If the character is also active in the religion, such as a cleric, paladin, or special prestige class, the DC is reduced by another 10 (15 total).

DC 5: name and portfolio
DC 10: alignment, symbol, colors, and central location
DC 15: anything in the summary, dogma, and clergy and temples sections
DC 20: anything in teh avatars section, specific practices, and who the head of the religion is.
DC 25: specific high-ranking clergy or members of elite groups, and relics
DC 30: anything in the other divine powers section



ANADIL

Goddess of Life and Fertility
Intermediate Deity
Symbol: A white pine cone
Colors: White and brown
Alignment: Neutral Good
Portfolio: Birth, Children, Family
Worshipers: Halflings, Matrons, Doctors
Cleric Alignments: CG, LG, NG, N
Domains: Family, Healing, Luck, Protection
Favored Weapon: Knife
The motherly goddess of the Halflings, Anadil (AN-a-dil) is a caring woman usually appearing with ornate brown robes and curly white hair. Given her domain over birth, nearly every family says a prayer to her at some point.

Dogma
Undefined

Clergy and Temples
The Motherly and Fatherly Guardians are a special group of followers dedicated to taking care of communities or fellowships.

ANADIL
Halfling Bard, Cleric

Other Divine Powers
Undefined

Avatars
Undefined



AVALON

God of the Dead
Intermediate Deity
Symbol: A granite square
Colors: Mottled gray
Alignment: Lawful Good
Portfolio: Death, Healing, Tears
Worshipers: Morticians, Clerics
Cleric Alignments: LG, LN, NG
Domains: Death, Good, Renewal, Time
Favored Weapon: Sickle
Though most think of death as a tragedy, Avalon (AV-a-lon) is a reminder of the eternal peace that death brings. He usually appears as a graying Widdershin dressed in heavy granite colored robes with a deep hood.

Dogma
Show compassion to those who have recently been close to death. Show respect to the dead. Death is part of life and is a time where we can learn and grow. Undead should be helped to meet their final rest, either through the destruction of evil undead or the assisting of good undead.

Clergy and Temples
Standing temples of Avalon are usually only found in major cities, but temporary temples can be found at the site of any major tragedy. Organized more like a charitable organization than a church, priests and followers often take up humanitarian missions. The High Minister of Avalon resides in the cathedral at Watermouth in the elven lands. Most priests of Avalon are skilled in dealing with people as well as the dead, but the Ferrymen are a distinguished class of adventurers dealing with the undead. Clerics of Avalon pray for their spells at dusk, taking solace in the twilight.

AVALON
Widdershin Cleric, Monk

Other Divine Powers
Avalon can sense anything near his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can sense any death 10 rounds before it happens. Any corpse can be used as a focus for his senses. Avalon can create any magic item related to death so long as its market price doesn't exceed 200,000 gp, taking 10% of the time it normally would to make such an item.

Avatars
Avalon's primary sign to morals that he is paying attention is the presence of a huge willow tree with mottled gray bark and gray spots on its leaves. When there is a need to send a more active avatar, he will raise a nearby corpse as a deathless creature. The creature will always have mottled gray eyes.



BALM

Master of the Elements, Lord of Elementals
Greater Deity
Symbol: A volcano surrounded by water, spewing black smoke
Colors: Red, blue, green and brown
Alignment: Neutral
Portfolio: Air, Earth, Fire, Water
Worshipers: Druids, Shugenja, Bhukas, Storm Giants
Cleric Alignments: CN, LN, N, NE, NG
Domains: Air, Earth, Fire, Water
Favored Weapon: Morningstar
One of the most powerful gods, Balm (bahlm) is god of fire, water, land, and sky. Balm usually appears as a terrifying storm giant wreathed in black smoke, fire melting the stone where he steps, and always a constant heavy rain in his presence. Though forceful, Balm is actually a patient god.

Dogma
Nature isn't about plants and animals, and nature can't be destroyed. Nature may transform shape, but in the end it is absolute. Don't be afraid to use nature. Learn all you can about fire, water, earth, and air and the way these forces interact - only then will you know existence.

Clergy and Temples
Temples to Balm are always in the most untamed environments and rarely have artificial structures or walls. There are no set holy days and few temples have set masses. Still, every temple has at least four priests, one for each element. Most priests are shugenja or druids that worship the elements rather than plants and animals. The Elemental Councilors are a group of followers extremely advanced in elemental mastery and are accorded particular respect. Clerics and druids of Balm mediate for new spells at noon, when elements are said to be at their purest.

BALM
Storm Giant Druid

Other Divine Powers
Balm can sense anything near his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can sense any event involving a mass of water, fire, air, or earth of at least 100 cubic feet the moment the event begins. Balm can use any area of 2 cubic feet of unworked stone, water, fire, or air as a focus for his senses. Balm can create any amount of pure fire, air, water, or stone, as well as any item (magical or otherwise) that makes use of one of these elements, so long as its market price doesn't exceed 200,000 gp, taking no time.

Avatars
Balm always uses elementals or paraelementals as heralds. If the herald is on a mission of good nature, the elemental will match its environment, but for cases where the god is angry, the elemental will be a destructive force opposed to its environment.



BINESIUS

God of Tyranny
Intermediate Deity
Symbol: An iron fist in front of a black banner on a purple field
Colors: Iron, black, and purple
Alignment: Lawful Evil
Portfolio: Conquest, Nobility, Tyranny
Worshipers: Blackguards, Evil Nobles, Warlocks, Frost Giants, Troglodytes
Cleric Alignments: LE, LN, NE
Domains: Nobility, Pride, Strength, Tyranny
Favored Weapon: Scepter (Club)
The tyrant god, Binesius (bin-E-shus) tolerates only obedience and loyalty. He is a god of rulership and power appearing as a Frost Giant in iron plate armor and fur-lined purple cloak. Atop his head he wears an iron crown set with five black diamonds. In depictions, his race is usually changed to match the locale.

Dogma
Undefined

Clergy and Temples
The Disciples of Tyranny are an elite group of power-hungry lords that among the highest ranking members of the church.

BINESIUS
Frost Giant fighter, blackguard

Other Divine Powers
Undefined

Avatars
Undefined



CANLUTH

God of Vengeance, Bastard King
Lesser Deity
Symbol: A black circle on a red background
Colors: Black and red
Alignment: Neutral Evil
Portfolio: Outcasts, Vengeance
Worshipers: Abandoned People, Vengeance-seekers
Cleric Alignments: CE, LE, NE, N
Domains: Mysticism, Retribution, War, Wrath
Favored Weapon: Pike (Longspear)
Championing the causes of the outcasts, Canluth (kan-LOOTH) is a god dedicated to vengeance disguised as justice. His hatred is well directed usually, but woe to those who get in the way. Canluth often appears as a worg riding goblin wearing red and black leather armor and wielding a pike.

Dogma
Undefined

Clergy and Temples
There is a little-known group known as the Black Circle which has incredible influence among the church. They are said to be able to strike vengeance from great distances.

CANLUTH
Goblin fighter, ranger

Other Divine Powers
Undefined

Avatars
Undefined



CHIHARE

God of Magic
Intermediate Deity
Symbol: Six stars on a field of blue
Colors: Yellow, orange, blue
Alignment: Lawful Neutral
Portfolio: Arcana, Artifacts, Spells
Worshipers: Magecrafters, Sorcerers, Wizards, Eldritch Giants, Musgraves
Cleric Alignments: LE, LG, LN, N
Domains: Force, Magic, Mysticism, Spell
Favored Weapon: Quarterstaff
The god of wizardry and sorcery, Chihare (chee-HAR-ah) tends to pay more attention to ley lines and books then the ways of mortals. He tends to be arrogant but patient and appears as a classic wizard depiction. He is usually a musgraf in flowing blue robes, carrying a staff and wearing a pointed hat with six yellow stars.

Dogma
Undefined

Clergy and Temples
Of special note, the Divine Arcanists are high priests of the clergy that have merged arcane and divine casting prowess.

CHIHARE
Musgraf truenamer, wizard

Other Divine Powers
Undefined

Avatars
Undefined



CILINDA

Goddess of Charity
Lesser Deity
Symbol: A pair of open palm golden hands
Colors: Gold and white
Alignment: Neutral Good
Portfolio: Charity, Poverty
Worshipers: Clerics, Paladins, Volunteers
Cleric Alignments: CG, LG, NG, N
Domains: Creation, Family, Good, Protection
Favored Weapon: Light Mace
The goddess of the poor, Cilinda (sih-LIN-dah) is the champion of the impoverished and the bane of money-grubbing tyrants. Appearing as an Aasimar in white armor wielding a gold mace, she is heroic and compassionate.

Dogma
Undefined

Clergy and Temples
The most renowned followers are the Golden Squires who dedicate their lives to helping others.

CILINDA
Aasimar cleric, paladin

Other Divine Powers
Undefined

Avatars
Undefined



DAHJIHAI

Goddess of Wastes
Lesser Deity
Symbol: Bleached white bovine skull on sand
Colors: Light tan and white
Alignment: Neutral Evil
Portfolio: Famine, Wasteland
Worshipers: Sun Giants
Cleric Alignments: CE, LE, NE, N
Domains: Destruction, Evil, Pestilence, Sun
Favored Weapon: Falchion
Goddess of the Sun Giants, Dahjihai (DAH-jee-HI) is a destroyer of civilization and master of the wastelands. She usually appears as a mummified sun giant wielding a petrified wooden falchion.

Dogma
Undefined

Clergy and Temples
Infamous among the clergy are the Blighters, a circle of wasteland death druids.

DAHJIHAI
Sun Giant druid, fighter

Other Divine Powers
Undefined

Avatars
Undefined



DEMOS

God of Fertility and Passion
Intermediate Deity
Symbol: A beanstalk
Colors: Deep green and pink
Alignment: Chaotic Neutral
Portfolio: Beauty, Fertility, Passion
Worshipers: Entertainers, Prostitutes, Satyrs
Cleric Alignments: CE, CG, CN, N
Domains: Family, Healing, Lust, Pride
Favored Weapon: Shortspear
Often demonized by the conservative, Demos(DEE-moes) is the god of free love and passion. The main conflict comes up when one side of the free love cries rape. To Demos, love in the moment is more important than thinking those things through. He appears as a well groomed and masculine Satyr, often carrying a shortspear wrapped with a bit of bean stalk.

Dogma
Undefined

Clergy and Temples
The most skilled of Demos' priests are the Wylders, who cast powerful divine magics spontaneously through the forces of passion.

DEMOS
Satyr bard, enchanter

Other Divine Powers
Undefined

Avatars
Undefined



DESELA

Goddess of Greed
Intermediate Deity
Symbol: A fortified chest of gold
Colors: Gold and iron
Alignment: Neutral Evil
Portfolio: Greed, Treasure, Wealth
Worshipers: Nobles, Rogues, Tax Collectors, Kobolds, Ogres
Cleric Alignments: CE, LE, NE, N
Domains: Envy, Greed, Lust, Wealth
Favored Weapon: Short Sword
The goddess of Kobolds and all those that like to horde money, Desela (DES-el-lah) exemplifies money-grubbing. Stingy and shrewd, Desela appears as a kobold dressed in finery with a jeweled short sword.

Dogma
Undefined

Clergy and Temples
Elite among the followers of Desela are the Ordained Raiders, a group of rogues blessed by the power of their god.

DESELA
Kobold rogue, sorcerer

Other Divine Powers
Undefined

Avatars
Undefined



DIRJ

God of Nature, The Green Man
Greater Deity
Symbol: A mistletoe leaf
Colors: Forest green and brown
Alignment: Neutral
Portfolio: Animals, Nature, Plants, Woodlands
Worshipers: Druids, Farmers, Rangers, Centaurs, Elves, Killoren, Myconids, Treants
Cleric Alignments: CN, LN, N, NE, NG
Domains: Animal, Plant, Scaleykind, Sun
Favored Weapon: Quarterstaff
The deity of Elves and all woodland creatures, Dirj (derj) the Green usually appears as an Elf with forest green robes and carrying a simple-looking quarterstaff. Dirj is a protector of his people and the lands they inhabit, and as such has become dire enemies with Xilmor, the God of Slaughter, who has led to much bloodshed among the forest people.

Dogma
Nature is to be respected, as it is older than any race of people. It carries with it great wisdom for those willing to listen. The peoples of the forest need to work together to eliminate threats to nature and each other.

Clergy and Temples
There are two sets of clergy in Dirj's religion. The most visible are clerics in towns and cities working to protect nature from excessive development and to aid the nature-born races. The more populous and rigid of structure is the order of druids residing in nearly every forest in the world. Among the second group are teh spiritual leaders of nature known as Green Wardens. Temples to Dirj tend to be small and crafted from living trees, shaped for utility and beauty. There are a few larger temples though, such as the Grand Arches in the city of Eli, which is the focal point of power for the church. Clerics and druids of Dirj the Green meditate for spells just before dawn, when the forest begins to wake.

DIRJ
Elf Druid, Ranger

Other Divine Powers
Dirj can sense anything near his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can sense any event that threatens the well-being of any animal or area or growth. Any animal or tree can be used as a focal point for Dirj's senses. Dirj can create any normal or magic item made from animal or plant byproducts, so long as its market price doesn't exceed 200,000 gp, taking no time.

Avatars
Dirj has many avatars that he uses for different purposes. He will send a Centaur male with deep brown fur and striking forest green eyes when dealing with potential enemies. An Elven male in green leathers, wearing a brown cloak is often sent as a herald or to attend ceremonies. Dirj sends a wild-eyed Killoren in flowing forest green silks when providing a warning to forest people. When dealing with non-nature-born races, Dirj will usually manifest a Treant with deep green eyes as his avatar. Lastly, when interacting with anything in the underworld, Dirj's avatar is a large Myconid with brown skin and a green cap.



DIZGA

God of Order
Intermediate Deity
Symbol: Three parallel lines
Colors: Violet and silver
Alignment: Lawful Neutral
Portfolio: Law, Order, Virtue
Worshipers: Judges, Monks, Dirmu, Widdersins
Cleric Alignments: LE, LG, LN, N
Domains: Law, Planning, Protection, Strength
Favored Weapon: Longsword
Dizga (DIZ-gah) is the god of law, structure, and order, requiring temperance and discipline by his followers. These are all aspects that he embodies himself. Dizga appears as a proud Dirmu in silver armor with a shield bearing his symbol.

Dogma
Undefined

Clergy and Temples
The elite martial wing of the church is the Fists of Law, dedicated to maintaining order.

DIZGA
Dirmu paladin, monk

Other Divine Powers
Undefined

Avatars
Undefined



EGROLIUS

God of Wealth
Lesser Deity
Symbol: A pile of gold coins on a silver field
Colors: Gold and silver
Alignment: Neutral
Portfolio: Commerce, Gambling
Worshipers: Accountants, Bankers, Rogues
Cleric Alignments: CN, LN, N, NE, NG
Domains: Greed, Luck, Trade, Wealth
Favored Weapon: Dagger
The patron of shopkeepers and commerce is Egrolius (eg-RO-lee-us), god of wealth. Unlike Desela who hordes money, Egrolius sees the value in money being able to provide other luxuries. He usually appears as a gnome in silver silk clothes with gold jewelry.

Dogma
Undefined

Clergy and Temples
The most reknowned of Egrolius' followers are the Patron Lords, wealthy aristocrat adventurers.

EGROLIUS
Gnome bard, rogue

Other Divine Powers
Undefined

Avatars
Undefined



ERIMETH

God of Freaks
Lesser Deity
Symbol: Disfigured humanoid head with a broken horn, different sized eyes, and both a smile and frown
Colors: Orange and black
Alignment: Neutral Evil
Portfolio: Aberrations, Ugliness
Worshipers: Disfigured People, Aberrations, Doppelgangers, Mongrelfolk
Cleric Alignments: CE, LE, NE, N
Domains: Envy, Evil, Gluttony, Hatred
Favored Weapon: Flail
Born of hatred from being mocked and spit upon, Erimeth (ERR-i-meth) is a god of ugliness and freaks. He usually appears as an ugly and malformed humanoid of undetermined race and gender, with a pair of horns, one of which is broken, and carrying a bloody flail.

Dogma
Undefined

Clergy and Temples
Of particular note among the clergy are the Ascendant Thralls, creepy priests that slowly transform into abominations over time.

ERIMETH
Mongrelfolk fighter, rogue

Other Divine Powers
Undefined

Avatars
Undefined



EXOLINDIUS

God of Flame, Arson Lord
Intermediate Deity
Symbol: Stylized orange and yellow flame on a red field
Colors: Orange, yellow, and red
Alignment: Neutral Evil
Portfolio: Burning, Destruction, Malice
Worshipers: Shugenja, Sorcerers, Wizards, Fire Giants
Cleric Alignments: CE, LE, NE, N
Domains: Destruction, Fire, Liberation, War
Favored Weapon: Two-Handed Sword
The darker side of fire, Exolindius (EX-oh-LIN-dee-us) is the burning god of destruction. He is an angry god who enjoys watching things and people burn. He appears as a fire giant in red dragon scale armor wielding a two-handed flamberge sheathed in flame.

Dogma
Undefined

Clergy and Temples
The Red Flame is the elite crusaders of the church of Exolindius, having masterful control over fire.

EXOLINDIUS
Fire Giant barbarian, cleric

Other Divine Powers
Undefined

Avatars
Undefined



FAIISBAR

God of Desolation
Intermediate Deity
Symbol: Sandstone pyramid
Colors: Light tan with white and gold
Alignment: Neutral
Portfolio: Deserts, Drought, Heat
Worshipers: Desert People, Asheratis, Thri-Kreen
Cleric Alignments: CN, LN, N, NE, NG
Domains: Destruction, Fire, Suffering, Sun
Favored Weapon: Kukri
Often made out to be evil by those not from the deserts, Faiisbar (FI-ihs-bar) is the embodiment of desolation. Desert folk understand that heat, sun, and suffering are simply part of life in the wastelands which care nothing about morality. Faiisbar typically appears as an Asherati nomad in sand-colored linens with a gold kukri.

Dogma
Undefined

Clergy and Temples
Well respected by their religion, and sought after by travelers, the Oasis Guardians are true masters of the deserts.

FAIISBAR
Asherati barbarian, druid

Other Divine Powers
Undefined

Avatars
Undefined



FEMOLA

Goddess of Peace
Intermediate Deity
Symbol: Olive branch
Colors: Olive green and white
Alignment: Lawful Good
Portfolio: Mirth, Peace, Unity
Worshipers: Activists, Healers, Monks
Cleric Alignments: LG, LN, NG
Domains: Community, Good, Healing, Luck
Favored Weapon: Quarterstaff
As the goddess of community, Femola (fe-MOH-la) is a gentle and forgiving goddess dedicated to healing and happiness. She typically appears as an Elf woman with olive green eyes, wearing pure white clothes and always smiling.

Dogma
Undefined

Clergy and Temples
Constantly striving to achieve peace through non-violence are the Apostles of Peace, a high ranking group of the clergy.

FEMOLA
Elf cleric, monk

Other Divine Powers
Undefined

Avatars
Undefined



GIL

Keeper of Souls
Intermediate Deity
Symbol: A skeletal key
Colors: White and maroon
Alignment: Lawful Evil
Portfolio: Promises, Undeath, Winter
Worshipers: Necromancers, Death Giants
Cleric Alignments: LE, LN, NE
Domains: Cold, Gluttony, Hunger, Undeath
Favored Weapon: Scythe
One of the most feared gods, Gil (gil) is the embodiment of undeath and eternal imprisonment of the soul. To those unfortunate enough to encounter him, Gil appears as a death giant in maroon robes laced with bones. A ring of keys made of bones jingles at his hip and he holds a scythe carved from the bones of some large creature.

Dogma
Undefined

Clergy and Temples
The followers who get the closest to undeath without actualy dying are the Death Shapers, and for that they are afforded unusual reverence among the church.

GIL
Death Giant Sorcerer, Frost Mage

Other Divine Powers
Undefined

Avatars
Undefined



GORHAL

God of Deception
Lesser Deity
Symbol: A rainbow crescent
Colors: Gold and yellow
Alignment: Neutral Evil
Portfolio: Illusions, Lies
Worshipers: Bards, Illusionists, Rogues, Goblins
Cleric Alignments: CE, LE, NE, N
Domains: Competition, Evil, Illusion, Trickery
Favored Weapon: Dagger
The god of lies and deception, Gorhal (gore-HALL) can only be trusted enough to make sure he comes out on top. His main form is that of an aged goblin dressed in prismatic robes, but as the god of illusions, he rarely shows up in the same form twice.

Dogma
Undefined

Clergy and Temples
Within the ranks (actually at the top) of Gorhal's followers are the Lie Casters, spell casters exceptionally adept at misleading.

GORHAL
Goblin Illusionist, Rogue

Other Divine Powers
Undefined

Avatars
Undefined



HAIJISA

Goddess of the Sun
Intermediate Deity
Symbol: A golden disk with an eye in the center
Colors: Gold and yellow
Alignment: Lawful Good
Portfolio: Healing, Light, Sun
Worshipers: Desert People, Druids, Clerics
Cleric Alignments: LG, LN, NG
Domains: Glory, Healing, Oracle, Sun
Favored Weapon: Morningstar
As the Goddess of the Sun, Haijisa (HI-jee-sah) has one of the most visible reminders of her presence. Many cultures revere her as the sun is necessary for their survival. Haijisa is friendly and caring to the living, but detests undead.

Dogma
Followers of Haijisa are charged with bringing wisdom and light to the world. Advice is to be given to those worthy of it, and evil is to be cast into darkness. Those who are reverent are to be provided with healing light, and those of undeath are to be burned by it.

Clergy and Temples
Haijisa's church is held in high esteem and is near to nobility in many cities. Her priests are often close advisors to leaders but at the same time are close to the common people. The Radiant Servants are the battle wing of the church, trained to heal their allies and combat undead hordes. Temples to Haijisa almost universally have open or transparent roofs, allowing sunlight to flood the temples. Clerics of Haijisa regain their spells at sun rise.

HAIJISA
Cleric, Paladin

Other Divine Powers
Haijisa can sense anything near her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can sense any location in direct sun light. Haijisa can create any magic item related to positive energy or fighting undead so long as its market price doesn't exceed 200,000 gp, taking 10% of the time it normally would to make such an item.

Avatars
Haijisa's most common messenger is a golden rooster which heralds her coming.



HEIMEUS

God of the Sky
Intermediate Deity
Symbol: A white feather with a gold halo
Colors: White and light blue
Alignment: Chaotic Good
Portfolio: Clouds, Flight, Sky
Worshipers: Cloud Giants, Raptorans, Tik-Ani
Cleric Alignments: CG, CN, NG
Domains: Air, Good, Liberation, Windstorm
Favored Weapon: Javelin
The ruler of the sky above land, Heimeus (HI-me-us) shares the air with his twin Omethis. He is a righteous and freedom-loving god that appears as a Raptoran with white wings, wearing light blue scale armor and carrying a javelin.

Dogma
The ground is over run by people, plants, animals, monsters, buildings, and ruins. The sky on the other hand remains clean, open, and scarcely populated by birds, dragons, and other creatures of the clouds. Assist those of the sky, and make sure ground dwellers understand the sanctity of the air. Those who treat the air with respect should be held in favor, while those who fill it with smoke or constructs should be met with resistance.

Clergy and Temples
The Skyking is the head of the church of Heimeus and the ruler of the city of Aerion. While the most impressive temples to the God of the Sky are built on the solid clouds of the cloud giants, silver dragons, and tik-ani, there are several land-based temples as well. They are most notable for their tower shapes with narrow bases and larger tops. Obviously all priests of Heimeus have an affinity for air, and many have some power of lightning or electricity. All of the highest ranking clergy can fly or have flying mounts. The elite holy crusaders, the Skylords, fight in Heimeus' name from atop such aerial mounts. Clerics of Heimeus pray for their spells after breakfast, ready to begin a new day.

HEIMEUS
Raptoran Ranger, Shugenja

Other Divine Powers
Heimeus can sense anything near his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can sense anything at least 100 feet off the ground, and any creature capable of flight can be used as a focus for his senses. Heimeus can create any magic item related to flight or electricity, or that uses a spell with the air descriptor, so long as its market price doesn't exceed 200,000 gp, taking 10% of the time it normally would to make such an item.

Avatars
Heimeus' primary herald is a large white dove with golden eyes. At times of war however, Heimeus will use a cloud giant avatar with sky-blue skin and mirror-polished white plate armor, often mounted on a great wyrm silver dragon.



HOLONTIER

God of Wanderlust
Lesser Deity
Symbol: Dirt path through fields of grain headed towards distant mountains
Colors: Brown, tan, and blue
Alignment: Chaotic Neutral
Portfolio: Longing, Nomads
Worshipers: Nomads, Catfolk, Goliaths
Cleric Alignments: CE, CG, CN, N
Domains: Chaos, Fate, Time, Travel
Favored Weapon: Spear
Filled with longing and a never-ending sense to keep moving, Holontier (holl-ON-teer) is the god of nomads and patron to nomadic peoples. He typically appears as a Goliath dressed in travelers garb, carrying a lute and a spear.

Dogma
Undefined

Clergy and Temples
The most respected of Holontier's clerics are those called Trail Blazers, embodying their god's ideals.

HOLONTIER
Goliath bard, ranger

Other Divine Powers
Undefined

Avatars
Undefined



INUNALLAH

God of Floods
Lesser Deity
Symbol: The outline of a drowning face in a field of deep blue
Colors: Dark blue and black
Alignment: Neutral Evil
Portfolio: Disease, Floods
Worshipers: Druids
Cleric Alignments: CE, LE, NE, N
Domains: Destruction, Evil, Pestilence, Water
Favored Weapon: Heavy Mace
The god of flooding and the disease it brings, Inunallah (in-un-AHL-ah) is a merciless god. He usually appears as a Taman with frog-like features, dressed in rotting dark blue robes.

Dogma
Undefined

Clergy and Temples
At the top of the church are the Mire Adepts, unholy casters dedicated to plagues and pestilence.

INUNALLAH
Taman Druid, Fighter

Other Divine Powers
Undefined

Avatars
Undefined



IOMILIA

Goddess of Beauty
Lesser Deity
Symbol: A peach ribbon running across a field of pink
Colors: Peach and pink
Alignment: Neutral Good
Portfolio: Beauty, Love
Worshipers: Artists, Bards
Cleric Alignments: CG, LG, NG, N
Domains: Charm, Good, Protection, Renewal
Favored Weapon: Rapier
The goddess of artists and models, Iomilia (EE-oh-MIL-ee-ah) nurtures love through beauty. She typically appears as a spellscale of unsurpassed beauty with pink flecks on her scales, wearing an ornate peach dress and wide-brimmed hat.

Dogma
Undefined

Clergy and Temples
Capturing beauty through music, the Troubadours of Stars are a special group of the church welcomed at any high society event.

IOMILIA
Spellscale Bard, Sorcerer

Other Divine Powers
Undefined

Avatars
Undefined



JAHNIAN

God of Balance, Freedom Lord
Greater Deity
Symbol: Black and white arrows crossed on a gray background
Colors: Black and White, always together
Alignment: Neutral
Portfolio: Adventure, Balance, Freedom, Wisdom
Worshipers: Druids, Rogues, Underfolk
Cleric Alignments: NG, CN, N, LN, NE
Domains: Balance, Luck, Protection, Travel
Favored Weapon: Longbow
One of the most influential among the gods, Jahnian (JAHN-ee-an) ensures that the balance is kept in the heavens to keep all from being lost. Among mortals he is known as the celebrant of freedom and adventure. Jahnian appears as an Underfolk in leather armor carrying a bow and two quivers. One quiver contains glistening white arrows and the other has deep black arrows. He always has his trusty dalmatian, Dart, by his side.

Dogma
All aspects of existence are equally important, and it is therefore paramount to maintain a proper balance. There must be enough births to offset deaths, and there must be enough destruction to even out with creation. However, it is not the place of any one to tell another what to do. It is up to each living creature to choose its own path. It is this freedom which leads to a natural balance, and so choice is essential.

Clergy and Temples
Jahnian has few temples, but those are grand structures made with black stone on the left and right stone on the right, when facing the pulpit. The pulpit itself is typically gray stone, perhaps with a white and black mosaic. The center of the Jahnian religion is in the underworld city of Home, where the Grand Advocate sits. Jahnian's clergy is usually treated with great trust or distrust, and there is very little middle ground. This usually is due to the adherence of priests towards balance versus freedom. The highest ranking members of the church are part of the Brothers and Sisters of Freedom, which while individually are dedicated to one side, each is paired with a partner that maintains the balance on a whole. Clerics of Jahnian regain their spells at any point during the day which must be chosen upon gaining the first level of divine spells.

JAHNIAN
Underfolk Druid, Rogue

Other Divine Powers
Jahnian can sense anything near his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can sense any time a living creature is forced to do something against their will, and can use any slave, prisoner, or civil servant as a focus for his senses. Jahnian can create any item (magical or otherwise) related to travel or freedom, so long as its market price doesn't exceed 200,000 gp, taking no time.

Avatars
The dalmatian is the favored herald of Jahnian. Often times though, he prefers to do things on his own, appearing directly for praise or reprimand.



JILIS

Goddess of Good, The White Lady
Greater Deity
Symbol: A white lotus flower
Colors: White with any bright rainbow color
Alignment: Neutral Good
Portfolio: Angels, Archons, Good, Love
Worshipers: Good People, Aasimars
Cleric Alignments: CG, LG, NG, N
Domains: Glory, Good, Healing, Renewal
Favored Weapon: Longsword
The White Lady, Jilis (JILL-iss) is the embodiment and champion of good. She is locked in a bitter war with her rival Sazia and often calls on her followers to take take up the sword to fight for good. Jilis always appears as an Aasimar with white feathery wings in flowing white robes. In battle, she manifests gleaming white plate and a shield bearing the white lotus.

Dogma
Justice, Integrity, Love, Instincts, Sacrifice - these are the tenets of Jilis. Strive for justice in everything you do and for everyone. Maintain your personal integrity and respect the integrity of others. Love others with compassion, love yourself through pride, and love the life you've been give through thanks. Follow your instincts, as they are guided by your soul which knows good better than your mind. Embrace sacrifice and commit yourself entirely to the cause of good.
With these tenets in mind, good shall not suffer evil to remain. Do all you can to prevent evil and show evil the error of their ways, but do not tolerate evil. Be a champion for the weak against the enslavement of evil.

Clergy and Temples
The Church of Jilis is massive and wide spread. The papal estate of the church is in Aasim, and from there the religious order works to spread good across the globe. Priests of Jilis vary greatly and may rise up from any walk of life. There is a two year monastic period that all priests must go through at the beginning of their service. The Cardinals of the church are Celestial Mystics, holy men that have dedicated their lives to extreme closeness to the heavens. Clerics of Jillis regain their spells one hour after dawn, when the light begins to gain strength.

JILIS
Aasimar Favored Soul, Paladin

Other Divine Powers
Jilis can sense anything near her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can sense the location and affected people involved in any act of compassion, sacrifice, just retribution, or mercy, as well as 100 feet surrounding the act. Any of those people can be used as a focus for her senses. Jilis can create any magic item with the good descriptor, or any magic item that uses a spell with the good or healing descriptors in its creation, so long as the item's market price doesn't exceed 300,000 gp, taking no time.

Avatars
Jilis will often send white doves to celebrate love, a white cat to comfort the loyal, or a white ox to foreshadow crusade.



KAZT

Ruler of Anarchy, Master of Chaos
Intermediate Deity
Symbol: Eight-pointed chaos arrows
Colors: Bright red and orange
Alignment: Chaotic Neutral
Portfolio: Anarchy, Chaos, Luck
Worshipers: Barbarians, Rogues
Cleric Alignments: CE, CG, CN, N
Domains: Chaos, Liberation, Luck, Travel
Favored Weapon: Handaxe
Unpredictable as a spark on the wind, Kazt (kazt) is chaos incarnate. If he had his way, all civilization would be destroyed and people left to live open in the world, dependent only on themselves. Kazt typically appears as a large Ogre with bright red eyes, wearing orange leather armor and carrying a well-used handaxe.

Dogma
Undefined

Clergy and Temples
The most fanatical and revered champions of Kazt are the Ordained Anarchists.

KAZT
Ogre Barbarian, Rogue

Other Divine Powers
Undefined

Avatars
Undefined



KOLINBAR

God of Stone
Intermediate Deity
Symbol: Dark brown triangle on a granite gray background
Colors: Granite gray and dark brown
Alignment: Lawful Neutral
Portfolio: Mining, Mountains, Stone
Worshipers: Sculptors, Dwarves, Stone Giants, Stonechildren
Cleric Alignments: LE, LG, LN, N
Domains: Cavern, Craft, Earth, Strength
Favored Weapon: Heavy Pick
Nurbias's prodigy, Kolinbar (koe-LIN-bar), the God of Stone, usually appears as a Stone Giant wielding a heavy pick made of stone and wearing dark brown leathers. He is a humorless deity with emotions that match the stone he works with.

Dogma
Stone is true, reliable, and is the foundation of the world. From the caverns of the underworld to the mountains of the surface, stone is unrelenting and ever present. The rest of the world may do its thing, but our duty is to cultivate the stone. Use stone in its natural form when you can, but know that it will be reliable and hold any form you give it. Use the strength of stone to help you provide a reliable foundation for others.

Clergy and Temples
The religion of Kolinbar is a rigid structure with a well-defined hierarchy. The center of the religion is the High Supreme Mason, located in Metea. All clergy are expected to give lifetime commitments to the church, including a one year sabbatical to encourage reliance on Kolinbar. Those who enter the rank of clerics are given the freedom to adventure in Kolinbar's name. Elite among them are the Granite Legion. Clerics of Kolinbar regain their spells at Noon.

KOLINBAR
Stone Giant Fighter, Druid

Other Divine Powers
Kolinbar can sense anything near his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can sense any location with at least 50lbs of worked or unworked stone. Kolinbar can create any magic item that requires a spell with the earth descriptor so long as its market price doesn't exceed 200,000 gp, taking 10% of the time it normally would to make such an item.

Avatars
Kolinbar's herald is an earth elemental with the ability to speak Common Trade and Underworld Trade. As Kolinbar hates to be pulled away from his stonework, the elemental will usually deal with all situations.



KUPRIA

Goddess of Rain
Lesser Deity
Symbol: Blue drop of water on a light gray field
Colors: Blue and light gray
Alignment: Neutral Good
Portfolio: Cleanliness, Rain
Worshipers: Druids, Farmers
Cleric Alignments: CG, LG, NG, N
Domains: Air, Healing, Purification, Water
Favored Weapon: Rainstick (Club)
The goddess of farmers and gardeners, Kupria (KOO-pree-ah) is the spirit of the soothing spring rain. She often appears as a small animal with blue eyes, but occasionally appears as a pixie dressed in blue water.

Dogma
Undefined

Clergy and Temples
The Disciples of Purity are a group of Kupria's clerics that specialize in cleansing and restoration, and are of high regard throughout the church.

KUPRIA
Pixie Cleric, Druid

Other Divine Powers
Undefined

Avatars
Undefined



LAMTORAK

God of Fury
Intermediate Deity
Symbol: Yellow tribal markings on a orange-red field
Colors: Yellow and orange-red
Alignment: Chaotic Evil
Portfolio: Fanatics, Hate, Rage
Worshipers: Barbarians, Bugbears, Hill Giants, Minotaurs
Cleric Alignments: CE, CN, NE
Domains: Courage, Destruction, Hatred, Wrath
Favored Weapon: Battleaxe
The god of wrath and hatred, Lamtorak(LAM-tor-ak) is furious and unpredictable. He typically appears as a minotaur with orange-red fur and his recognized tribal markings along his horns.

Dogma
Undefined

Clergy and Temples
The most feared of Lamtorak's followers are the Holy Ragers, a group of barbarians with unholy backing.

LAMTORAK
Minotaur barbarian, fighter

Other Divine Powers
Undefined

Avatars
Undefined



LEDORIAN

God of Nightmares
Intermediate Deity
Symbol: Humanoid silhouette with four putrid tentacles in front of a field of teeth
Colors: Black, white, and putrid green
Alignment: Chaotic Evil
Portfolio: Fear, Illusions, Madness
Worshipers: Enchanters, Illusionists
Cleric Alignments: CE, CN, NE
Domains: Dream, Envy, Madness, Mind
Favored Weapon: Dagger
Sometimes referred to as the bogeyman, Ledorian (led-DORE-ee-an) is the god of nightmares and madness. He revels in fear and the deterioration of the mind. When visible, Ledorian appears as an ogre mage dressed all in black with his face painted white except for his putrid green eyes.

Dogma
Undefined

Clergy and Temples
Among the elite of the church are the Architects of Terror, a group of casters extremely adept at getting into their targets minds and under their skin.

LEDORIAN
Ogre Mage Bard, Illusionist

Other Divine Powers
Undefined

Avatars
Undefined



MALGONDIS

God of Shadow
Intermediate Deity
Symbol: Pair of dark gray eyes in a field of black
Colors: Dark gray and black
Alignment: Neutral Evil
Portfolio: Darkness, Secrets, Thieves
Worshipers: Rogues, Smugglers, Skulks
Cleric Alignments: CE, LE, NE, N
Domains: Darkness, Mind, Spider, Trickery
Favored Weapon: Short Sword
Lord of darkness and secrets, Malgondis (mal-GONE-dis) is a whisper on the wind or a black spot in a shadow. When he chooses to appear, it is always in darkness and he is a Skulk wearing a black body suit, black cloak, and ornate faceless mask.

Dogma
Undefined

Clergy and Temples
Individually disturbing, the Dark Ones are a rank of high priests of Malgondis whos skill with shadows, thievery, and assassination are downright terrifying as a group.

MALGONDIS
Skulk Enchanter, Rogue

Other Divine Powers
Undefined

Avatars
Undefined



MERRAN

God of Art
Intermediate Deity
Symbol: Red eye on a violet field
Colors: Red and violet
Alignment: Neutral
Portfolio: Art, Dance, Music
Worshipers: Artists, Critics
Cleric Alignments: CN, LN, N, NE, NG
Domains: Charm, Craft, Illusion, Pride
Favored Weapon: Rapier
The god of all forms of fine art, Merran (mer-AHN) is fanciful and opinionated. He usually appears as a gnome dressed in red and violet finery, wearing a monocle on his left eye.

Dogma
Undefined

Clergy and Temples
Most respected among Merran's followers are the Divine Entertainers who literally create works of art with divine inspiration.

MERRAN
Gnome Bard, Illusionist

Other Divine Powers
Undefined

Avatars
Peacock



MORN

Goddess of Dreams, The Silent Power
Greater Deity
Symbol: An hourglass
Colors: Tan and gold
Alignment: Chaotic Neutral
Portfolio: Dreams, Enchanting, Grace, Sleep
Worshipers: Enchanters, Fae, Pixies, Uldra
Cleric Alignments: CE, CG, CN, N
Domains: Dream, Knowledge, Magic, Oracle
Favored Weapon: Light Mace
Morn (morn) the Silent is said to be the creator of magic and the whisperer of secrets in the night. Morn appears as an Uldra dressed in tan and gold. She moves slowly and deliberately and never speaks.

Dogma
Utterance is for incantation and silence is for contemplation. Take your time and concentrate on what you're doing. Reality is a veil on the world of dreams, and it is in that world where anything is possible. The truly talented can breach the veil and do anything with reality. Strive for this.

Clergy and Temples
Still often referred to as a cult, Morn has shrines more than temples. A large hourglass is always a central piece of any shrine. The main church to Morn has an entrance in the city of Pix, though is actually in the Ethereal plane, and is presided over by the Grand Realist. Priests (and worshipers) tend to be very adept at magic, especially enchantments and illusions. The Cult of Morn has an enormous following among the fae, and fae priests are among the most respected. The most respected group however, is the Contemplatives of Sands, who have made an arcane and divine connection with their goddess. Clerics of Morn regain their spells at sunset, just as people begin to go to bed.

MORN
Uldra Cleric, Enchanter

Other Divine Powers
Morn can sense anything near her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can sense any use of magic, including the caster and the target area. Any ongoing magical effect can be used as a focal point for Morn's senses. She can also communicate directly with mortals through their dreams, and has full control over dreams she chooses to manipulate. Morn can create any magic item, so long as its market price doesn't exceed 200,000 gp, taking no time.

Avatars
Morn doesn't use physical avatars, instead relying on communication and heralding through dreams.



NAR-IKVAR

God of Life and Death, Lord of Mortality
Greater Deity
Symbol: A lit iron-gray candle
Colors: Grays
Alignment: Lawful Neutral
Portfolio: Afterlife, Birth, Death, Life
Worshipers: Clerics, Doctors, Necromancers
Cleric Alignments: LE, LG, LN, N
Domains: Death, Deathbound, Mysticism, Pact
Favored Weapon: Flail
Easily the most powerful god, Nar-Ikvar (NAR-ik-VAR) controls the timing of life and death for all mortals. All creatures live and then die. Some live on after death. This is the way of things. When Nar-Ikvar appears, it is as an Illumian dressed in thick gray robes carrying an iron-gray candle. Death is visible in his eyes and the symbols Hoon ("life") and Vaul ("soul") encircle his head.

Dogma
Fear neither life nor death, for unless you achieve immortality you shall have both. Strive during life to avoid being overtaken by emotions. It is those emotions that will tie you to this world after death, rather than allowing you to pass on to the next world. Treat others fairly, be they alive or undead.

Clergy and Temples
Nearly all clergy of Nar-Ikvar have a specialty in necromantic and/or healing spells. They are also responsible for the best hospitals in the world. Temples to Nar-Ikvar tend to be open, cold structures with many pillars, and always are associated with grave yards or catacombs. Because of the religions focus on both life and death, they host many schools where life, death, undeath, and the transition between these states are studied. The largest university of this sort, and the seat of the Grand Proselytizer is in the elven city of Sylvembris. Most feared among Nar-Ikvar's champions are the Grey Elite, an order of divine and unrelenting warriors with no fear of death.

NAR-IKVAR
Illumian Cleric, Fighter

Other Divine Powers
Nar-Ikvar can sense anything near his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can sense any birth, death, resurrection, or creation of an undead, including all those involved, the moment it happens and for one week following. Any living or unliving creature can be used as a focal point for Nar-Ikvar's senses. Nar-Ikvar can create any magic item that involves a necromancy or healing spell, so long as its market price doesn't exceed 200,000 gp, taking no time. The Lord of Mortality can instantly slay or bring to life any creature within one of his holy sites.

Avatars
Nar-Ikvar uses both living and undead avatars. An iron-gray vulture or crow is a herald of approaching death. Apparitions are used to convey the god's wishes or show his attention to a subject. A reaper draped in black and carrying an iron scythe is often used to collect the souls of powerful figures who are to meet their ends.



NORRAL

God of Travel
Intermediate Deity
Symbol: Ivory walking stick
Colors: Light brown with white trim
Alignment: Lawful Good
Portfolio: Distance, Swiftness, Travel
Worshipers: Caravans, Scouts, Travelers
Cleric Alignments: LG, LN, NG
Domains: Celerity, Law, Portal, Travel
Favored Weapon: Quarterstaff
The god of the safe journey, Norral (nor-AL) is revered by caravan masters. Those in his good graces can make excellent travel time and move about safely. Luckily, Norral generally like travelers. He usually appears as an elderly Lupin in travelers clothes, relying heavily on an ivory walking stick.

Dogma
Undefined

Clergy and Temples
Among the followers of Norral are the Divine Pilots, travel specialists that are saught after to lead ships and caravans.

NORRAL
Lupin Conjurer, Ranger

Other Divine Powers
Undefined

Avatars
Goose



NURBIAS

God of Creation, The Craftsman
Greater Deity
Symbol: Floating island
Colors: Silver with back
Alignment: Lawful Neutral
Portfolio: Crafts, Creation, Engineering, Smithing
Worshipers: Craftsmen, Smiths, Dwarves, Gnomes
Cleric Alignments: LE, LG, LN, N
Domains: Community, Craft, Creation, Law
Favored Weapon: Warhammer
The God of Dwarves and Gnomes, Nurbias(NUR-bee-ihs) the Craftsman is said to be the creator of the world. He shaped the hills and mountains and carved out the underworld. Nurbias is a thoughtful deity, spending much of his time creating new wonders.

Dogma
Whatever your chosen material, take time and be careful in your craft. Poor workmanship is displeasing, and works of greatness will be revered for centuries to come. To create is to live, and to be without a craft is to waste life.

Clergy and Temples
As expected, Nurbias is worshiped highly by the Dwarves and Gnomes of the world, but he also has a following among craftors and engineers of all races. Temples to Nurbias tend to be large stone structures of grand design and beauty. These temples almost always have a large area for craftsmen to work and to trade tips. The Grand Cathedral of Nurbias is in the city of Dwar, and is presided over by the High Imperial Maker. Among the High Imperial Maker's most trusted allies are the Relic Smiths, an order of divine artificers. Clerics of Nurbias regain their spells after sunset, after reflecting on the day's work.

NURBIAS
Dwarf Fighter/Wizard

Other Divine Powers
Nurbias can sense anything near his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can sense the creation, crafting, or engineering of any item the moment the process begins. Nurbias can create any item (magical or otherwise) so long as its market price doesn't exceed 200,000 gp, taking no time.

Avatars
Nurbias will send a Dwarf or Gnome child as his herald, and in either case, the child has silver skin, black irises, and black hair. Even though the child will appear young, its hands will bear the marks of years of working at a forge.



OMETHIS

God of Storms, Thunder Lord
Intermediate Deity
Symbol: Black cloud with a pale lightning bolt on a dark gray field
Colors: Dark gray and pale yellow
Alignment: Chaotic Evil
Portfolio: Lightning, Storms, Wind
Worshipers: Evokers, Rangers, Wizards
Cleric Alignments: CE, CN, NE
Domains: Air, Destruction, Storm, Windstorm
Favored Weapon: Spear
The ruler of the sky above sea, Omethis (oh-METH-is) shares the air with his twin Heimeus. He is a moody and sadistic god that appears as a Raptoran with dark gray wings, wearing pale yellow scale armor and carrying a spear.

Dogma
Undefined

Clergy and Temples
Befitting the Thurder Lord, his divine champions go by the name Stormlords, and are accorded much respect in the church.

OMETHIS
Raptoran Ranger, Shugenja

Other Divine Powers
Undefined

Avatars
Undefined



OPHERUS

God of the Seas
Intermediate Deity
Symbol: Blue light house with a gold light
Colors: Dark blue, light blue, and gold
Alignment: Chaotic Neutral
Portfolio: Sea, Tides, Waves
Worshipers: Sailors, Darfellans, Ocean Giants, Hadozee, Sea Kin
Cleric Alignments: CE, CG, CN, N
Domains: Celerity, Ocean, Planning, Water
Favored Weapon: Scimitar
The oceans are the domain of Opherus (OH-fur-us), god of the waves. He is a fickle god that likes to challenge his followers. He typically appears as an Ocean Giant in glimmering gold scale armor, wearing a crown of coral and wielding a scimitar that seems forged of the very ocean itself.

Dogma
Undefined

Clergy and Temples
Feared on the high seas, but respected among the church, the Tideriders are an order of divine pirates.

OPHERUS
Ocean Giant Druid

Other Divine Powers
Undefined

Avatars
Dolphin



PARIONTOR

God of Atonement
Intermediate Deity
Symbol: Red head with black goat horns and concerned eyes
Colors: Red, black, and white
Alignment: Neutral
Portfolio: Discipline, Forgiveness, Penance
Worshipers: Fallen Clerics and Paladins, Prisoners, Sharakim
Cleric Alignments: CN, LN, N, NE, NG
Domains: Balance, Knowledge, Purification, Renewel
Favored Weapon: Longsword
The god of forgiveness and penance, Pariontor (pare-ee-ON-tor) embraces those who have lost their way and seek to regain their footing. Be they good or evil, those seeking to make up for an act are likely to call upon him. Other gods who are failed by mortals will often call on Pariontor to enforce penance. He usually appears as a Tiefling with red skin and black goat horns dressed in white chain. His eyes always show deep compassion and concern.

Dogma
Undefined

Clergy and Temples
Among the high priests are those known as Confirmed Redeemers, the most adept and enforcing pennance and seeing to atonment.

PARIONTOR
Tiefling Cleric, Monk

Other Divine Powers
Undefined

Avatars
Undefined



PHERON

God of Light
Intermediate Deity
Symbol: A white sphere
Colors: White
Alignment: Lawful Neutral
Portfolio: Light, Sight, Stars
Worshipers: Druids, Wizards
Cleric Alignments: LE, LG, LN, N
Domains: Darkness, Glory, Moon, Sun
Favored Weapon: Quarterstaff
The god of all light and its effects, Pheron (FARE-on) controls the dim twinkle as much as the brilliant glow. He is a personable and jolly god that usually appears as a Musgraf in a white suit with the glimmer of stars in his eyes.

Dogma
Undefined

Clergy and Temples
A small group of followers of Pheron known as the Light Twisters are highly viewed by the church for their masterful manipulation of light.

PHERON
Musgraf Druid, Wizard

Other Divine Powers
Undefined

Avatars
Undefined



QOLGORITAL

Great Old Eye
Lesser Deity
Symbol: Angry yellowed eye with red iris on a putrid green field
Colors: Yellow-white and pale olive green
Alignment: Chaotic Evil
Portfolio: Beholders, Malice
Worshipers: Beholders
Cleric Alignments: CE, CN, NE
Domains: Destruction, Domination, Knowledge, Spell
Favored Weapon: Dagger
Worshiped almost exclusively by Beholders, Qolgorital (kall-GORE-it-tall) is the embodiment of malice with magical backing. The Great Old Eye appears as a bloated putrid green beholder with yellowed eyes and teeth.

Dogma
Undefined

Clergy and Temples
The Destructive Eyes are high priests of Qolgorital adept with eye-based magic.

QOLGORITAL
Beholder Evoker

Other Divine Powers
Undefined

Avatars
Undefined



REDOMEL

God of Bounty
Intermediate Deity
Symbol: Cornucopia, fruits, and loaf of bread
Colors: Wheat yellow and green apple
Alignment: Neutral Good
Portfolio: Abundance, Agriculture, Animals
Worshipers: Farmers, Hunters
Cleric Alignments: CG, LG, NG, N
Domains: Animal, Creation, Gluttony, Plant
Favored Weapon: Flail
The god of abundance, Redomel (reh-DOM-ell) is happy to make people fat. He enjoys the fresh harvest and the scent of a kitchen. Redomel appears as a rotund Halfling with wheat colored hair, usually carrying a bushel of green apples.

Dogma
Undefined

Clergy and Temples
Although most of Redomel's followers are normal folk, the Bounteous Farmers are champions of the god and well regarded in any community.

REDOMEL
Halfling Druid, Ranger

Other Divine Powers
Undefined

Avatars
Undefined



RUMINIS

God of Sacrifice
Intermediate Deity
Symbol: Light blue shield with a diagonal blood-red stripe
Colors: Light blue and blood red
Alignment: Chaotic Good
Portfolio: Charity, Protection, Sacrifice
Worshipers: Barbarians, Clerics, Fighters
Cleric Alignments: CG, CN, NG
Domains: Courage, Good, Mysticism, Protection
Favored Weapon: Bastard Sword
The god of self-sacrifice, Ruminis (roo-MIN-iss) is the champion of martyrs and protector of the weak. He often appears as a Mirbold in an ornate breast plate and with a shield that is his symbol.

Dogma
Undefined

Clergy and Temples
Embodying Runinis' ideals, the Holy Defenders are held in high esteem by the church for their protection.

RUMINIS
Mirbold Barbarian, Fighter

Other Divine Powers
Undefined

Avatars
Undefined



SANGIBAN

God of Justice
Intermediate Deity
Symbol: A black shield with a gold dragon
Colors: Black and gold
Alignment: Lawful Good
Portfolio: Justice, Retribution, Truth
Worshipers: Fighters, Monks, Paladins
Cleric Alignments: LG, LN, NG
Domains: Balance, Inquisition, Law, Retribution
Favored Weapon: Longsword
The god of truth, Sangiban (SANG-ih-bahn) strives for fair trials and the elimination of the corrupt. When the worst injustices take place, Sangiban may show up as an Elf with golden eyes and hair, in black plate, carrying the shield that is his symbol.

Dogma
Undefined

Clergy and Temples
Deeply respected by the church, and feared by the corrupt, the Truth Seekers are champions of Sangiban dedicated to ferreting out lies and punishing wrong-doers.

SANGIBAN
Elf Fighter, Paladin

Other Divine Powers
Undefined

Avatars
Undefined



SAZIA

Goddess of Evil, The Dark Lady
Greater Deity
Symbol: A scarlet rose with thorns
Colors: Black and scarlet red
Alignment: Neutral Evil
Portfolio: Demons, Devils, Evil, Suffering
Worshipers: Evil People, Tieflings, Yuan-ti
Cleric Alignments: CE, LE, NE, N
Domains: Darkness, Evil, Hatred, Trickery
Favored Weapon: Dagger
The Dark Lady, Sazia (SAH-sha) is the embodiment and champion of evil. She is locked in a bitter war with her rival Jilis and often calls on her followers to infiltrate and destroy good from within. Sazia appears as a Yuan-ti with the lower body of a serpent, black scales, and two black leathery wings. She wears scarlet armor and wields a wicked-looking dagger.

Dogma
Personal enjoyment, over indulgence, taking and doing what is desired - these are the basic tenets of Sazia. While pursuing these, deceive or kill any that would stop you. If you are wronged or deprived, seek vengeance thrice over. Do not settle for less than you want. However, actions that harm the Church will not be tolerated.

Clergy and Temples
The Church of The Dark Lady is everywhere though usually unseen. The papal estate of the church has moved a few times due to world changing crusades, but is now back in its original home in Tief. From there the religious order works to spread evil across the globe directly fighting against and undermining the Church of Jilis. Priests of Sazia vary greatly and may be recruited from any walk of life. The elite Black Rose of Sazia are accorded a special respect and awe for their embodiment of evil. Clerics of Sazia regain their spells an hour before dawn.

SAZIA
Yuan-ti Favored Soul

Other Divine Powers
Sazia can sense anything near her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can sense the location and affected people involved in any act of hatred, torture, vengeance, murder, or lust, as well as 100 feet surrounding the act. Sazia can create any magic item with the evil descriptor, or any magic item that uses a spell with the evil descriptor in its creation, so long as the item's market price doesn't exceed 300,000 gp, taking no time.

Avatars
Sazia typically will send avatars only for ceremony, displeasure, or battle. Her avatar of formality is a succubus wearing only black rose petals and a crown of thorns. For punishment she sends a balor and her champion of war is a pit fiend. Both the balor and pit fiend have scarlet flesh and deep black wings, claws, fangs, horns, and eyes.



STALNOR

God of Courage
Intermediate Deity
Symbol: Tan lion's head on a field of red
Colors: Tan and red
Alignment: Lawful Good
Portfolio: Discipline, Endurance, Valor
Worshipers: Paladins, Soldiers
Cleric Alignments: LG, LN, NG
Domains: Competition, Courage, Law, Strength
Favored Weapon: Longsword
The god of bravery, Stalnor (STAHL-nohr) leads by his fearless example. He usually appears as a broad-shouldered catfolk with lion-like appearance, wearing gleaming red armor and wielding an ornate longsword.

Dogma
Undefined

Clergy and Temples
The elite warriors of Stalnor are known as the Fearless Swords.

STALNOR
Catfolk Paladin, Ranger

Other Divine Powers
Undefined

Avatars
Undefined



TALWERIAN

God of the Wild
Intermediate Deity
Symbol: Ivory fang or horn on a field of green
Colors: Ivory and green
Alignment: Chaotic Evil
Portfolio: Instinct, Oozes, Wild Beasts
Worshipers: Barbarians, Druids, Mountain Giants, Lizardfolk
Cleric Alignments: CE, CN, NE
Domains: Animal, Scaleykind, Slime, Spider
Favored Weapon: Great Axe
The Beast Lord, Talwerian (tahl-WARE-ee-an) takes on the creepy and deadly aspects of nature. He usually appears as a lizard folk covered in ooze and accompanied by a swarm of vermin.

Dogma
Undefined

Clergy and Temples
Among the most respected followers of Talwerian are the Vermin Lords.

TALWERIAN
Lizard Folk Barbarian Druid

Other Divine Powers
Undefined

Avatars
Undefined



TOLONDAR

Fisher King
Lesser Deity
Symbol: A bright blue fish on a sea blue field
Colors: Shades of blue
Alignment: Chaotic Good
Portfolio: Fishing, Sea Creatures
Worshipers: Fishermen, Shoreline People, Aventi, Tamen
Cleric Alignments: CG, CN, NG
Domains: Animal, Creation, Ocean, Water
Favored Weapon: Trident
With the power of a blue whale and the energy of a hooked marlin, Tolondar (tolh-ON-dar) is the god of sea creatures. Protective but realistic, he recognizes the need for food that his charges fill. At the same time, Tolondar watches for cruelty or over hunting of his creatures. He usually appears as an Aventi wearing sharkskin armor, wielding a trident, and riding on the back of a great white.

Dogma
Undefined

Clergy and Temples
Among the most respected high priests are the Aquarians, known for their aptitude at dealing with marine life.

TOLONDAR
Aventi Barbarian, Ranger

Other Divine Powers
Undefined

Avatars
Undefined



URDAK

God of Strength
Intermediate Deity
Symbol: An iron oak tree
Colors: Dark brown and iron gray
Alignment: Lawful Neutral
Portfolio: Armies, Strength, Tactics
Worshipers: Fighters, Mercenaries, Soldiers, Sand Giants, Hobgoblins
Cleric Alignments: LE, LG, LN, N
Domains: Law, Strength, War, Wrath
Favored Weapon: Longsword
The god of armies and warriors, Urdak (urh-DAK) is all about military might. He usually appears on the field of battle as a hobgoblin in plate armor riding a dark brown charger. On his shield is a depiction of the iron oak tree that is his symbol. Usually he is accompanied by his own army of dedicated petitioners.

Dogma
Through the order and training of an army, its strength is improved, and Urdak is the god of strength.

Clergy and Temples
Recognized by their god, the Ascendant Soldiers are potentially the most powerful crusaders alive.

URDAK
Hobgoblin Fighter, Knight

Other Divine Powers
Undefined

Avatars
Undefined



VICTOTHUS

Goddess of Righteousness
Intermediate Deity
Symbol: Gray silhouette of a battleaxe on a field of brown split diagonally by red
Colors: Brown and red
Alignment: Chaotic Good
Portfolio: Honor, Retribution, Zeal
Worshipers: Barbarians, Fighters, Warrior-Clerics, Centaurs
Cleric Alignments: CG, CN, NG
Domains: Good, Mysticism, Retribution, Wrath
Favored Weapon: Battleaxe
As the god of zealotry, Victothus (vick-TOE-this) is somewhat of a mercenary that fights for any good cause if given enough of a reason. It is important to her that she can fight passionately, whatever the cause. Victothus appears as a Centaur with red and brown leather armor wielding two battleaxes.

Dogma
Undefined

Clergy and Temples
Chief among her followers are the Crusader Zealots.

VICTOTHUS
Centaur Barbarian, Fighter

Other Divine Powers
Undefined

Avatars
Undefined



VORMALIS

God of the Hunt
Lesser Deity
Symbol: Black wolf track on a forest green field
Colors: Black and forest green
Alignment: Neutral
Portfolio: Hunting, Watchfulness
Worshipers: Hunters, Scouts, Rangers, Firbolgs, Forest Giants, Lupins
Cleric Alignments: CN, LN, N, NE, NG
Domains: Animal, Celerity, Fate, Knowledge
Favored Weapon: Longbow
The god of the watch and the hunt, Vormalis (vohr-MAL-iss) holds tracking and scouting in high esteem. To him, it isn't the kill that matters, it is the patience and stalking, closing in and striking when the time is right. Vormalis normally appears as a Forest Giant with green and black leathers using arrows with green and black fletchings that are razor sharp.

Dogma
Undefined

Clergy and Temples
In the high ranks of the church are the hunter assassins known as the Black Hunters.

VORMALIS
Forest Giant Ranger, Scout

Other Divine Powers
Undefined

Avatars
Undefined



WHENASTIL

God of Imprisonment
Intermediate Deity
Symbol: Gray ball and chain shackle on a white field
Colors: Gray and white
Alignment: Lawful Evil
Portfolio: Containment, Fate, Slavery
Worshipers: Jailers, Slavers, Illithids
Cleric Alignments: LE, LN, NE
Domains: Domination, Fate, Sloth, Summoner
Favored Weapon: Net
The creator of fate, Whenastil (wen-a-STILL) takes joy in imprisonment and slavery. He usually appears as whatever race he is appearing to, but always wears white robes with chains wrapped around him.

Dogma
Undefined

Clergy and Temples
Feared most among the clergy are the order known as Soul Binders, which take great delight in magical holds and bindings.

WHENASTIL
Illithid Cleric, Wizard

Other Divine Powers
Undefined

Avatars
Undefined



WICK

God of War, The Fierce God
Greater Deity
Symbol: An axe crossed by a sword
Colors: Dark red and dark purple
Alignment: Chaotic Neutral
Portfolio: Competition, Conflict, Victory, War
Worshipers: Barbarians, Mercenaries, Mirbolds
Cleric Alignments: CE, CG, CN, N
Domains: Chaos, Destruction, Strength, War
Favored Weapon: Greatsword
The God of War, Wick (wik) normally appears as a large humanoid in heavy adamantine plate armor, with a greataxe on one hip and a greatsword on the other. Wick is a sober warrior who finds euphoria in the bloody mist of battle.

Dogma
Wick teaches that one should always be ready for battle. Even those who don't seek a fight will eventually have one find them. Competition drives the spirit and helps you improve, so seek competition whenever possible. It is also important to not be taken in by hatred or greed when choosing to compete.

Clergy and Temples
Wick's religion is organized like a military, and every priest is trained in combat. Elite among them are the Ordained Champions. Many other armies seek Wick's help when going to war, and rarely does war happen without a mobile shrine to Wick in each regiment. The physical center of the church is the Grand Arena in the mirbold city of Vrenclash, and here the Supreme Gladiator resides. The church asks that followers tithe a portion of all spoils of war. Clerics of Wick regain their spells at dawn, so they will be prepared for another day of battle.

WICK
Fighter

Other Divine Powers
Wick can sense anything near his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. Wick can sense any battle or competition the instant it begins or is threatened. Any weapon, armor, or shield can be used as a focus for Wick's senses. Wick can create any magic weapon, armor, or shield so long as its market price doesn't exceed 200,000 gp, taking no time.

Avatars
Wick likes to send a large short-haired rust-colored hunting dog as a symbol to his champions that they are in his favor or to enemies of his church to let them know that their doom is near.



XILMOR

God of Bloodshed
Intermediate Deity
Symbol: A bloody hand clawing at a black field
Colors: Pale yellow and blood red
Alignment: Chaotic Evil
Portfolio: Killing, Murder, Slaughter
Worshipers: Barbarians, Mercenaries, Ettins, Fomorian Giants, Gnolls, Orcs, Trolls
Cleric Alignments: CE, CN, NE
Domains: Destruction, Metal, Strength, Wrath
Favored Weapon: Greatsword
Xilmor (ZILL-more), god of slaughter, delights in killing and bloodshed. Particularly, it seams, he enjoys the slaughter among Elves, though this may be due to his Orc heritage. Xilmor always appears as an Orc in bloody armor with numerous battle scars, including a missing eye. Everywhere he stands or steps, he leaves bloody boot prints.

Dogma
Undefined

Clergy and Temples
The most experienced crusaders of Xilmor are the Bloody Claws, a group of merciless battlers that delight in the slaughter of elves in particular.

XILMOR
Orc Barbarian, Fighter

Other Divine Powers
Undefined

Avatars
Undefined



XOLPHIRIS

God of Depths
Intermediate Deity
Symbol: A black spiral on a deep blue field
Colors: Deep blue, often with black
Alignment: Chaotic Evil
Portfolio: Cold, Deep Water, Whirlpools
Worshipers: Pirates, Aboleths
Cleric Alignments: CE, CN, NE
Domains: Chaos, Cold, Ocean, Water
Favored Weapon: Shortspear
The god of the cold, dark ocean depths, Xolphiris (zohl-FEER-iss) is malicious and moody. He usually appears as an aboleth with extra long tentacles and patches of dark blue scales. On land he is forced to instead take on the appearance of a sea kin with dark blue hide and eyes as deep as the sea.

Dogma
Undefined

Clergy and Temples
A few followers take on aspects of their deity and join the order of Deep Guards.

XOLPHIRIS
Aboleth Wizard

Other Divine Powers
Undefined

Avatars
Undefined



YILLIK

God of Perversion
Lesser Deity
Symbol: Bloody scalpel between a pair of dissected eyes, intentionally phallic in nature
Colors: Green, silver, and blood red
Alignment: Neutral Evil
Portfolio: Abuse, Torture
Worshipers: Bards, Mad Scientists, Zerns
Cleric Alignments: CE, LE, NE, N
Domains: Domination, Evil, Madness, Suffering
Favored Weapon: Dagger
The God of Perversion, Yillik (YIHL-ik) is demented and sadistic, gaining pleasure from the torturing of others and the slow cutting of the flesh. He appears as a warped Zern wearing a bloody apron and gloves.

Dogma
Undefined

Clergy and Temples
As torture specialists and adepts of transmutation magic, the Transterrogators are looked upon with awe by other followers of Yillik.

YILLIK
Zern Cleric, Transmuter

Other Divine Powers
Undefined

Avatars
Undefined



YIXIMA

Goddess of Knowledge, The Lore Incarnate
Intermediate Deity
Symbol: Nondescript book with white pages on a parchment yellow background
Colors: White and parchment yellow
Alignment: Lawful Neutral
Portfolio: Books, Knowledge, Teaching
Worshipers: Librarians, Wizards, Writers, Illumians
Cleric Alignments: LE, LG, LN, N
Domains: Knowledge, Mentalism, Oracle, Rune
Favored Weapon: Dagger
The Lore Incarnate, Yixima (YIKS-ih-mah), is a patient and professor-like goddess. She appears as an illumian woman of small stature, wearing white robes and glasses, and carrying a satchel filled with books. Around her head are the power sigils "Uur" (grace) and "Naen" (mind).

Dogma
Undefined

Clergy and Temples
Although rarely part of the clergy, the Paragnostic Apostles are the preeminent scholars among the church.

YIXIMA
Illumian bard

Other Divine Powers
Undefined

Avatars
Undefined



ZIRDANAT

God of the Moon, The Night Watchman
Lesser Deity
Symbol: A three-quarters moon
Colors: Pale yellow and grey
Alignment: Neutral Evil
Portfolio: Moon, Night
Worshipers: Lycanthropes, Nocturnal Creatures, Rangers, Rogues
Cleric Alignments: LE, N, NE, CE
Domains: Darkness, Evil, Moon, Trickery
Favored Weapon: Shortbow
The Night Watchman, Zirdanat (ZEER-din-at) is rumored to be the son of Pheron and Malgondis. He is a shrewd and vigilant god known to stir passions among those who worship or see him. When he appears, he is a lupin with flaxen fur and pale green eyes dressed in black leathers.

Dogma
Undefined

Clergy and Temples
During the day, the Howling Knights are capable warriors, but when the moon is out their divine rage is terrifying to behold.

ZIRDANAT
Lupin ranger

Other Divine Powers
Undefined

Avatars
Undefined



ZOLFRIN

Goddess of Trickery
Lesser Deity
Symbol: A white arrow head on a light blue field
Colors: Light blue and white
Alignment: Neutral Good
Portfolio: Humor, Tricks
Worshipers: Bards, Pranksters, Rogues
Cleric Alignments: CG, LG, NG, N
Domains: Illusion, Liberation, Luck, Trickery
Favored Weapon: Dart
Zolfrin (ZOHL-frin) is a friendly, though sometimes irritating, goddess that loves to pull pranks. When she appears, she is a halfling wearing light blue wrappings carrying a wand with an arrow head on the tip.

Dogma
Humor is important in life. You must be able to laugh not only at others, but at yourself as well. Pranks and jests can be a good thing, though be careful not to be mean. Proper tricks can actually improve trust between people and help form a closer relationship. It's good to help others to understand these things.

Clergy and Temples
The church of Zolfrin doesn't maintain any temples as most of its members don't have the attention span or capacity for paperwork required to run a building. Instead, individuals or communities may host shines to the goddess. Though the religion doesn't have temples, it does have structure, and the head of the church is the Supreme Enlightener. A month into the planting season, it is very common for communities to celebrate a holy day to Zolfrin where pranksters run amuck. It helps remind people to lighten up once in a while and is a excellent recruiting event for the church. Priests of Zolfrin tend to be clever and personable, often dedicating some of their studies to illusions. Chief among the goddess' followers are the Favored Shades, an order of stealthy and lucky champions. Clerics of Zolfrin pray for their spells just before evening, as that is usually the beginning of time dedicated to merriment.

ZOLFRIN
Halfling wizard

Other Divine Powers
Zolfrin can sense anything near her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can sense all parties involved in any trick or prank, and any illusion or trap can be used as a focus for her senses. Zolfrin can create any magic item that uses a spell of the illusion school in its creation, so long as its market price doesn't exceed 200,000 gp, taking 25% of the time it normally would to make such an item.

Avatars
Zolfrin uses a great many avatars, especially on her holy day. Each of them will be marked with a white arrow shape, and if clothed will have light blue attire.





Gods By Alignment
Lawful Good
      Avalon - death, healing, tears
Femola - mirth, peace, unity
Haijisa - healing, light, sun
Norral - distance, swiftness, travel
Sangiban - justice, retribution, truth
Stalnor - discipline, endurance, valor
Neutral Good
Anadil - birth, children, family
Cilinda - charity, poverty
Iomilia - beauty, love
Jilis - angels, archons, good, love
Kupria - cleanliness, rain
Redomel - abundance, agriculture, animals
Zolfrin - humor, tricks
Chaotic Good
Heimeus - clouds, flight, sky
Ruminis - charity, protection, sacrifice
Tolondar - fishing, sea creatures
Victothus - honor, retribution, zeal
Lawful Neutral
      Chihare - arcana, artifacts, spells
Dizga - law, order, virtue
Kolinbar - mining, mountains, stone
Nar-Ikvar - afterlife, birth, death, life
Nurbias - crafts, creation, engineering, smithing
Pheron - light, sight, stars
Urdak - armies, strength, tactics
Yixima - books, knowledge, teaching
Neutral
Balm - air, earth, fire, water
Dirj - animals, nature, plants, woodlands
Egrolius - commerce, gambling
Faiisbar - deserts, drought, heat
Jahnian - adventure, balance, freedom, wisdom
Merran - art, dance, music
Pariontor - discipline, forgiveness, penance
Vormalis - hunting, watchfulness
Chaotic Neutral
Demos - beauty, fertility, passion
Holontier - longing, nomads
Kazt - anarchy, chaos, luck
Morn - dreams, enchanting, grace, sleep
Opherus - sea, tides, waves
Wick - competition, conflict, victory, war
Lawful Evil
      Binesius - conquest, nobility, tyranny
Gil - promises, undeath, winter
Whenastil - containment, fate, slavery
Neutral Evil
Canluth - abandoned, people, vengeance-seekers
Dahjihai - famine, wasteland
Desela - greed, treasure, wealth
Erimeth - aberrations, ugliness
Exolindius - burning, destruction, malice
Gorhal - illusion, lies
Inunallah - disease, floods
Malgondis - darkness, secrets, thieves
Sazia - demons, devils, evil, suffering
Yillik - abuse, torture
Zirdanat - moon, night
Chaotic Evil
Lamtorak - fanatics, hate, rage
Ledorian - fear, illusions, madness
Omethis - lightning, storms, wind
Qolgorital - beholders, malice
Talwerian - instinct, oozes, wild beasts
Xilmor - killing, murder, slaughter
Xolphiris - cold, deep water, whirlpools


Gods By Domain
Air
      Balm - N - air, earth, fire, water
Heimeus - CG - clouds, flight, sky
Kupria - NG - cleanliness, rain
Omethis - CE - lightning, storms, wind
Animal
Dirj - N - animals, nature, plants, woodlands
Redomel - NG - abundance, agriculture, animals
Talwerian - CE - instinct, oozes, wild beasts
Tolondar - CG - fishing, sea creatures
Vormalis - N - hunting, watchfulness
Balance
Jahnian - N - adventure, balance, freedom, wisdom
Pariontor - N - discipline, forgiveness, penance
Sangiban - LG - justice, retribution, truth
Cavern
Kolinbar - LN - mining, mountains, stone
Celerity
Norral - LG - distance, swiftness, travel
Opherus - CN - sea, tides, waves
Vormalis - N - hunting, watchfulness
Chaos
Holontier - CN - longing, nomads
Kazt - CN - anarchy, chaos, luck
Wick - CN - competition, conflict, victory, war
Xolphiris - CE - cold, deep, water, whirlpools
Charm
Iomilia - NG - beauty, love
Merran - N - art, dance, music
Cold
Gil - LE - promises, undeath, winter
Xolphiris - CE - cold, deep, water, whirlpools
Community
Femola - LG - mirth, peace, unity
Nurbias - LN - crafts, creation, engineering, smithing
Competition
Gorhal - NE - illusions, lies
Stalnor - LG - discipline, endurance, valor
Courage
Lamtorak - CE - fanatics, hate, rage
Ruminis - CG - charity, protection, sacrifice
Stalnor - LG - discipline, endurance, valor
Craft
Kolinbar - LN - mining, mountains, stone
Merran - N - art, dance, music
Nurbias - LN - crafts, creation, engineering, smithing
Creation
Cilinda - NG - charity, poverty
Nurbias - LN - crafts, creation, engineering, smithing
Redomel - NG - abundance, agriculture, animals
Tolondar - CG - fishing, sea creatures
Darkness
Malgondis - NE - darkness, secrets, thieves
Pheron - LN - light, sight, stars
Sazia - NE - demons, devils, evil, suffering
Zirdanat - NE - moon, night
Death
Avalon - LG - death, healing, tears
Nar-Ikvar - LN - afterlife, birth, death, life
Deathbound
Nar-Ikvar - LN - afterlife, birth, death, life
Destruction
Dahjihai - NE - famine, wasteland
Exolindius - NE - burning, destruction, malice
Faiisbar - N - deserts, drought, heat
Inunallah - NE - disease, floods
Lamtorak - CE - fanatics, hate, rage
Omethis - CE - lightning, storms, wind
Qolgorital - CE - beholders, malice
Wick - CN - competition, conflict, victory, war
Xilmor - CE - killing, murder, slaughter
Domination
Qolgorital - CE - beholders, malice
Whenastil - LE - containment, fate, slavery
Yillik - NE - abuse, torture
Dream
Ledorian - CE - fear, illusions, madness
Morn - CN - dreams, enchanting, grace, sleep
Earth
Balm - N - air, earth, fire, water
Kolinbar - LN - mining, mountains, stone
Envy
Desela - NE - greed, treasure, wealth
Erimeth - NE - aberrations, ugliness
Ledorian - CE - fear, illusions, madness
Evil
Dahjihai - NE - famine, wasteland
Erimeth - NE - aberrations, ugliness
Gorhal - NE - illusions, lies
Inunallah - NE - disease, floods
Yillik - NE - abuse, torture
Sazia - NE - demons, devils, evil, suffering
Zirdanat - NE - moon, night
Family
Anadil - NG - birth, children, family
Cilinda - NG - charity, poverty
Demos - CN - beauty, fertility, passion
Fate
Holontier - CN - longing, nomads
Vormalis - N - hunting, watchfulness
Whenastil - LE - containment, fate, slavery
Fire
Balm - N - air, earth, fire, water
Exolindius - NE - burning, destruction, malice
Faiisbar - N - deserts, drought, heat
Force
Chihare - LN - arcana, artifacts, spells
Glory
Haijisa - LG - healing, light, sun
Jilis - NG - angels, archons, good, love
Pheron - LN - light, sight, stars
Gluttony
Gil - LE - promises, undeath, winter
Redomel - NG - abundance, agriculture, animals
Erimeth - NE - aberrations, ugliness
Good
Avalon - LG - death, healing, tears
Cilinda - NG - charity, poverty
Femola - LG - mirth, peace, unity
Heimeus - CG - clouds, flight, sky
Iomilia - NG - beauty, love
Jilis - NG - angels, archons, good, love
Ruminis - CG - charity, protection, sacrifice
Victothus - CG - honor, retribution, zeal
Greed
Desela - NE - greed, treasure, wealth
Egrolius - N - commerce, gambling
Hatred
Erimeth - NE - aberrations, ugliness
Lamtorak - CE - fanatics, hate, rage
Sazia - NE - demons, devils, evil, suffering
Healing
Anadil - NG - birth, children, family
Demos - CN - beauty, fertility, passion
Femola - LG - mirth, peace, unity
Haijisa - LG - healing, light, sun
Jilis - NG - angels, archons, good, love
Kupria - NG - cleanliness, rain
Hunger
Gil - LE - promises, undeath, winter
Illusion
Gorhal - NE - illusions, lies
Merran - N - art, dance, music
Zolfrin - NG - humor, tricks
Inquisition
Sangiban - LG - justice, retribution, truth
Knowledge
Morn - CN - dreams, enchanting, grace, sleep
Pariontor - N - discipline, forgiveness, penance
Qolgorital - CE - beholders, malice
Vormalis - N - hunting, watchfulness
Yixima - LN - books, knowledge, teaching
Law
Dizga - LN - law, order, virtue
Norral - LG - distance, swiftness, travel
Nurbias - LN - crafts, creation, engineering, smithing
Sangiban - LG - justice, retribution, truth
Stalnor - LG - discipline, endurance, valor
Urdak - LN - armies, strength, tactics
Liberation
Exolindius - NE - burning, destruction, malice
Heimeus - CG - clouds, flight, sky
Kazt - CN - anarchy, chaos, luck
Zolfrin - NG - humor, tricks
Luck
      Anadil - NG - birth, children, family
Egrolius - N - commerce, gambling
Femola - LG - mirth, peace, unity
Jahnian - N - adventure, balance, freedom, wisdom
Kazt - CN - anarchy, chaos, luck
Zolfrin - NG - humor, tricks
Lust
Demos - CN - beauty, fertility, passion
Desela - NE - greed, treasure, wealth
Madness
Ledorian - CE - fear, illusions, madness
Yillik - NE - abuse, torture
Magic
Chihare - LN - arcana, artifacts, spells
Morn - CN - dreams, enchanting, grace, sleep
Mentalism
Yixima - LN - books, knowledge, teaching
Metal
Xilmor - CE - killing, murder, slaughter
Mind
Ledorian - CE - fear, illusions, madness
Malgondis - NE - darkness, secrets, thieves
Moon
Pheron - LN - light, sight, stars
Zirdanat - NE - moon, night
Mysticism
Canluth - NE - outcasts, vengeance
Chihare - LN - arcana, artifacts, spells
Nar-Ikvar - LN - afterlife, birth, death, life
Ruminis - CG - charity, protection, sacrifice
Victothus - CG - honor, retribution, zeal
Nobility
Binesius - LE - conquest, nobility, tyranny
Ocean
Opherus - CN - sea, tides, waves
Tolondar - CG - fishing, sea creatures
Xolphiris - CE - cold, deep, water, whirlpools
Oracle
Haijisa - LG - healing, light, sun
Morn - CN - dreams, enchanting, grace, sleep
Yixima - LN - books, knowledge, teaching
Pact
Nar-Ikvar - LN - afterlife, birth, death, life
Pestilence
Dahjihai - NE - famine, wasteland
Inunallah - NE - disease, floods
Planning
Dizga - LN - law, order, virtue
Opherus - CN - sea, tides, waves
Plant
Dirj - N - animals, nature, plants, woodlands
Redomel - NG - abundance, agriculture, animals
Portal
Norral - LG - distance, swiftness, travel
Pride
Binesius - LE - conquest, nobility, tyranny
Demos - CN - beauty, fertility, passion
Merran - N - art, dance, music
Protection
Anadil - NG - birth, children, family
Cilinda - NG - charity, poverty
Dizga - LN - law, order, virtue
Iomilia - NG - beauty, love
Jahnian - N - adventure, balance, freedom, wisdom
Ruminis - CG - charity, protection, sacrifice
Purification
      Kupria - NG - cleanliness, rain
Pariontor - N - discipline, forgiveness, penance
Renewal
Avalon - LG - death, healing, tears
Iomilia - NG - beauty, love
Jilis - NG - angels, archons, good, love
Pariontor - N - discipline, forgiveness, penance
Retribution
Canluth - NE - outcasts, vengeance
Sangiban - LG - justice, retribution, truth
Victothus - CG - honor, retribution, zeal
Rune
Yixima - LN - books, knowledge, teaching
Scaleykind
Dirj - N - animals, nature, plants, woodlands
Talwerian - CE - instinct, oozes, wild beasts
Slime
Talwerian - CE - instinct, oozes, wild beasts
Sloth
Whenastil - LE - containment, fate, slavery
Spell
Chihare - LN - arcana, artifacts, spells
Qolgorital - CE - beholders, malice
Spider
Malgondis - NE - darkness, secrets, thieves
Talwerian - CE - instinct, oozes, wild beasts
Storm
Omethis - CE - lightning, storms, wind
Strength
Binesius - LE - conquest, nobility, tyranny
Dizga - LN - law, order, virtue
Kolinbar - LN - mining, mountains, stone
Stalnor - LG - discipline, endurance, valor
Urdak - LN - armies, strength, tactics
Wick - CN - competition, conflict, victory, war
Xilmor - CE - killing, murder, slaughter
Suffering
Faiisbar - N - deserts, drought, heat
Yillik - NE - abuse, torture
Summoner
Whenastil - LE - containment, fate, slavery
Sun
Dahjihai - NE - famine, wasteland
Dirj - N - animals, nature, plants, woodlands
Faiisbar - N - deserts, drought, heat
Haijisa - LG - healing, light, sun
Pheron - LN - light, sight, stars
Time
Avalon - LG - death, healing, tears
Holontier - CN - longing, nomads
Trade
Egrolius - N - commerce, gambling
Travel
Holontier - CN - longing, nomads
Jahnian - N - adventure, balance, freedom, wisdom
Kazt - CN - anarchy, chaos, luck
Norral - LG - distance, swiftness, travel
Trickery
Gorhal - NE - illusions, lies
Malgondis - NE - darkness, secrets, thieves
Sazia - NE - demons, devils, evil, suffering
Zirdanat - NE - moon, night
Zolfrin - NG - humor, tricks
Tyranny
Binesius - LE - conquest, nobility, tyranny
Undeath
Gil - LE - promises, undeath, winter
War
Canluth - NE - outcasts, vengeance
Exolindius - NE - burning, destruction, malice
Urdak - LN - armies, strength, tactics
Wick - CN - competition, conflict, victory, war
Water
Balm - N - air, earth, fire, water
Inunallah - NE - disease, floods
Kupria - NG - cleanliness, rain
Opherus - CN - sea, tides, waves
Tolondar - CG - fishing, sea creatures
Xolphiris - CE - cold, deep, water, whirlpools
Wealth
Desela - NE - greed, treasure, wealth
Egrolius - N - commerce, gambling
Windstorm
Heimeus - CG - clouds, flight, sky
Omethis - CE - lightning, storms, wind
Wrath
Canluth - NE - outcasts, vengeance
Lamtorak - CE - fanatics, hate, rage
Urdak - LN - armies, strength, tactics
Victothus - CG - honor, retribution, zeal
Xilmor - CE - killing, murder, slaughter

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